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	<updated>2026-06-23T23:49:38Z</updated>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mod_settings_file_format&amp;diff=158613</id>
		<title>Mod settings file format</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mod_settings_file_format&amp;diff=158613"/>
		<updated>2018-04-25T19:05:37Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}mod-settings.dat is a binary stream file format. The data is read from start of file until there is no more data. If there is no data and you are at a point where there should be data then the file is malformed. If you&#039;re at a point when you expect no more data but there is data then the file is malformed.&lt;br /&gt;
&lt;br /&gt;
A C# example on how to parse the file format can be found here: https://forums.factorio.com/59851&lt;br /&gt;
&lt;br /&gt;
== The file format ==&lt;br /&gt;
&lt;br /&gt;
The first 8 bytes are the [[Version_string_format|version]] of the game the file was created in.&lt;br /&gt;
&lt;br /&gt;
Next is a single [[Property tree]]&lt;br /&gt;
&lt;br /&gt;
== Sections ==&lt;br /&gt;
&lt;br /&gt;
The loaded [[Property tree]] is expected to be of the [[Property_tree#Dictionary|Dictionary]] type with the following 3 sections:&lt;br /&gt;
&lt;br /&gt;
=== Startup ===&lt;br /&gt;
&lt;br /&gt;
This section is a [[Property tree]] with a key value of &amp;quot;startup&amp;quot; and a [[Property_tree#Dictionary|Dictionary]] value of mod settings.&lt;br /&gt;
&lt;br /&gt;
=== Runtime Global ===&lt;br /&gt;
&lt;br /&gt;
This section is a [[Property tree]] with a key value of &amp;quot;runtime-global&amp;quot; and a [[Property_tree#Dictionary|Dictionary]] value of mod settings.&lt;br /&gt;
&lt;br /&gt;
=== Runtime Per User ===&lt;br /&gt;
&lt;br /&gt;
This section is a [[Property tree]] with a key value of &amp;quot;runtime-per-user&amp;quot; and a [[Property_tree#Dictionary|Dictionary]] value of mod settings.&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical]]&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Property_tree&amp;diff=157581</id>
		<title>Property tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Property_tree&amp;diff=157581"/>
		<updated>2018-03-20T20:40:59Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A PropertyTree (the Factorio class name) is a recursive variant format that holds a key &amp;lt;&amp;gt; value pair where the key may be empty and the value may be only one of the following types:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+PropertyTreeType ([[Data_types#unsigned byte|unsigned byte]])&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Name&lt;br /&gt;
|-&lt;br /&gt;
| 0 || [[Property_tree#None|none]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Property_tree#Bool|bool]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Property_tree#Number|number]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Property_tree#String|string]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Property_tree#List|list]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[Property_tree#Dictionary|dictionary]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The file format ==&lt;br /&gt;
&lt;br /&gt;
1 [[Data_types#unsigned byte|unsigned byte]] representing the PropertyTreeType.&lt;br /&gt;
&lt;br /&gt;
1 [[Data_types#bool|bool]] the any-type flag (currently not important outside of Factorio internals; default value is false)&lt;br /&gt;
&lt;br /&gt;
== Property Tree Type ==&lt;br /&gt;
&lt;br /&gt;
=== None ===&lt;br /&gt;
Nothing&lt;br /&gt;
&lt;br /&gt;
=== Bool ===&lt;br /&gt;
1 [[Data_types#bool|bool]]&lt;br /&gt;
&lt;br /&gt;
=== Number ===&lt;br /&gt;
1 [[Data_types#double|double]]&lt;br /&gt;
&lt;br /&gt;
=== String ===&lt;br /&gt;
1 [[Data_types#bool|bool]] if the string is empty - if not empty:&lt;br /&gt;
&lt;br /&gt;
1 [[Data_types#Space optimized|Space optimized]] [[Data_types#unsigned int|unsigned int]] the size of the string&lt;br /&gt;
&lt;br /&gt;
N [[Data_types#byte|byte]] the string contents&lt;br /&gt;
&lt;br /&gt;
=== List ===&lt;br /&gt;
Identical to Dictionary&lt;br /&gt;
&lt;br /&gt;
=== Dictionary ===&lt;br /&gt;
1 [[Data_types#unsigned int|unsigned int]] the number of PropertyTree elements&lt;br /&gt;
&lt;br /&gt;
For each element:&lt;br /&gt;
&lt;br /&gt;
1 [[Property_tree#String|string]] the dictionary element name or it can be empty if loading a list&lt;br /&gt;
&lt;br /&gt;
1 [[Property_tree]]&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Property_tree&amp;diff=157580</id>
		<title>Property tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Property_tree&amp;diff=157580"/>
		<updated>2018-03-20T20:39:11Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A PropertyTree (the Factorio class name) is a recursive variant format that holds a key &amp;lt;&amp;gt; value pair where the key may be empty and the value may be only one of the following types:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+PropertyTreeType ([[Data_types#unsigned byte|unsigned byte]])&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Name !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| 0 || none || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 1 || bool || [[Data_types#bool|bool]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || number || [[Data_types#double|double]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || string || [[Data_types#string|string]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || list || [[Data_types#array|array]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || dictionary || [[Data_types#dict|dict]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The file format ==&lt;br /&gt;
&lt;br /&gt;
1 [[Data_types#unsigned byte|unsigned byte]] representing the PropertyTreeType.&lt;br /&gt;
&lt;br /&gt;
1 [[Data_types#bool|bool]] the any-type flag (currently not important outside of Factorio internals; default value is false)&lt;br /&gt;
&lt;br /&gt;
== Property Tree Type ==&lt;br /&gt;
&lt;br /&gt;
=== None ===&lt;br /&gt;
Nothing&lt;br /&gt;
&lt;br /&gt;
=== Bool ===&lt;br /&gt;
1 [[Data_types#bool|bool]]&lt;br /&gt;
&lt;br /&gt;
=== Number ===&lt;br /&gt;
1 [[Data_types#double|double]]&lt;br /&gt;
&lt;br /&gt;
=== String ===&lt;br /&gt;
1 [[Data_types#bool|bool]] if the string is empty - if not empty:&lt;br /&gt;
&lt;br /&gt;
1 [[Data_types#Space optimized|Space optimized]] [[Data_types#unsigned int|unsigned int]] the size of the string&lt;br /&gt;
&lt;br /&gt;
N [[Data_types#byte|byte]] the string contents&lt;br /&gt;
&lt;br /&gt;
=== List ===&lt;br /&gt;
Identical to Dictionary&lt;br /&gt;
&lt;br /&gt;
=== Dictionary ===&lt;br /&gt;
1 [[Data_types#unsigned int|unsigned int]] the number of PropertyTree elements&lt;br /&gt;
&lt;br /&gt;
For each element:&lt;br /&gt;
&lt;br /&gt;
1 [[Property_tree#String|string]] the dictionary element name or it can be empty if loading a list&lt;br /&gt;
&lt;br /&gt;
1 [[Property_tree]]&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mod_settings_file_format&amp;diff=157579</id>
		<title>Mod settings file format</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mod_settings_file_format&amp;diff=157579"/>
		<updated>2018-03-20T20:36:04Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: Created page with &amp;quot;mod-settings.dat is a binary stream file format. The data is read from start of file until there is no more data. If there is no data and you are at a point where there should...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;mod-settings.dat is a binary stream file format. The data is read from start of file until there is no more data. If there is no data and you are at a point where there should be data then the file is malformed. If you&#039;re at a point when you expect no more data but there is data then the file is malformed.&lt;br /&gt;
&lt;br /&gt;
== The file format ==&lt;br /&gt;
&lt;br /&gt;
The first 8 bytes are the [[Version_string_format|version]] of the game the file was created in.&lt;br /&gt;
&lt;br /&gt;
Next is a single [[Property_tree]]&lt;br /&gt;
&lt;br /&gt;
== Sections ==&lt;br /&gt;
&lt;br /&gt;
The loaded [[Property_tree]] is expected to be of the [[Property_tree#Dictionary|Dictionary]] type with the following 3 sections:&lt;br /&gt;
&lt;br /&gt;
=== Startup ===&lt;br /&gt;
&lt;br /&gt;
This section is a [[Property_tree]] with a key value of &amp;quot;startup&amp;quot; and a [[Property_tree#Dictionary|Dictionary]] value of mod settings.&lt;br /&gt;
&lt;br /&gt;
=== Runtime Global ===&lt;br /&gt;
&lt;br /&gt;
This section is a [[Property_tree]] with a key value of &amp;quot;runtime-global&amp;quot; and a [[Property_tree#Dictionary|Dictionary]] value of mod settings.&lt;br /&gt;
&lt;br /&gt;
=== Runtime Per User ===&lt;br /&gt;
&lt;br /&gt;
This section is a [[Property_tree]] with a key value of &amp;quot;runtime-per-user&amp;quot; and a [[Property_tree#Dictionary|Dictionary]] value of mod settings.&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Property_tree&amp;diff=157578</id>
		<title>Property tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Property_tree&amp;diff=157578"/>
		<updated>2018-03-20T20:30:37Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: PropertyTree file format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A PropertyTree (the Factorio class name) is a recursive variant format that holds a key &amp;lt;&amp;gt; value pair where the key may be empty and the value may be only one of the following types:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+PropertyTreeType ([[Data_types#unsigned byte|unsigned byte]])&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Name !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| 0 || none || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 1 || bool || [[Data_types#bool|bool]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || number || [[Data_types#double|double]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || string || [[Data_types#string|string]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || list || [[Data_types#array|array]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || dictionary || [[Data_types#dict|dict]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
== The file format ==&lt;br /&gt;
&lt;br /&gt;
1 [[Data_types#unsigned byte|unsigned byte]] representing the PropertyTreeType.&lt;br /&gt;
&lt;br /&gt;
1 [[Data_types#bool|bool]] the any-type flag (currently not important outside of Factorio internals; default value is false)&lt;br /&gt;
&lt;br /&gt;
== Property Tree Type ==&lt;br /&gt;
&lt;br /&gt;
=== None ===&lt;br /&gt;
Nothing&lt;br /&gt;
&lt;br /&gt;
=== Bool ===&lt;br /&gt;
1 [[Data_types#bool|bool]]&lt;br /&gt;
&lt;br /&gt;
=== Number ===&lt;br /&gt;
1 [[Data_types#double|double]]&lt;br /&gt;
&lt;br /&gt;
=== String ===&lt;br /&gt;
1 [[Data_types#bool|bool]] if the string is empty - if not empty:&lt;br /&gt;
&lt;br /&gt;
1 [[Data_types#Space optimized|Space optimized]] [[Data_types#unsigned int|unsigned int]] the size of the string&lt;br /&gt;
&lt;br /&gt;
N [[Data_types#byte|byte]] the string contents&lt;br /&gt;
&lt;br /&gt;
=== List ===&lt;br /&gt;
Identical to Dictionary&lt;br /&gt;
&lt;br /&gt;
=== Dictionary ===&lt;br /&gt;
1 [[Data_types#unsigned int|unsigned int]] the number of PropertyTree elements&lt;br /&gt;
&lt;br /&gt;
For each element:&lt;br /&gt;
&lt;br /&gt;
1 [[Property_tree#String|string]] the dictionary element name or it can be empty if loading a list&lt;br /&gt;
&lt;br /&gt;
1 [[Property_tree]]&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_string_format&amp;diff=157577</id>
		<title>Version string format</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_string_format&amp;diff=157577"/>
		<updated>2018-03-20T20:26:21Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Technical]]&lt;br /&gt;
&lt;br /&gt;
Factorio uses a common encoding method to serialize the version string in binary data that&#039;s present in multiple places, such as the map exchange string and save game file format. It consists of four consecutive 2-byte unsigned [https://en.wikipedia.org/wiki/Endianness#Little-endian little-endian] values. We&#039;ll use version 0.14.21 as an example:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[Data_Types#unsigned short|unsigned short]]&lt;br /&gt;
| Factorio&#039;s major version number (e.g. 0)&lt;br /&gt;
|-&lt;br /&gt;
| [[Data_Types#unsigned short|unsigned short]]&lt;br /&gt;
| Factorio&#039;s minor version number (e.g. 14)&lt;br /&gt;
|-&lt;br /&gt;
| [[Data_Types#unsigned short|unsigned short]]&lt;br /&gt;
| Factorio&#039;s patch version number (e.g. 21)&lt;br /&gt;
|-&lt;br /&gt;
| [[Data_Types#unsigned short|unsigned short]]&lt;br /&gt;
| Factorio&#039;s developer version number&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_string_format&amp;diff=157576</id>
		<title>Version string format</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_string_format&amp;diff=157576"/>
		<updated>2018-03-20T20:06:48Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Technical]]&lt;br /&gt;
&lt;br /&gt;
Factorio uses a common encoding method to serialize the version string in binary data that&#039;s present in multiple places, such as the map exchange string and save game file format. It consists of four consecutive 2-byte unsigned [https://en.wikipedia.org/wiki/Endianness#Little-endian little-endian] values. We&#039;ll use version 0.14.21 as an example:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[Data_Types#unsigned short|unsigned short]]&lt;br /&gt;
| Factorio&#039;s major version number (e.g. 0)&lt;br /&gt;
|-&lt;br /&gt;
| [[Data_Types#unsigned short|unsigned short]]&lt;br /&gt;
| Factorio&#039;s minor version number (e.g. 14)&lt;br /&gt;
|-&lt;br /&gt;
| [[Data_Types#unsigned short|unsigned short]]&lt;br /&gt;
| Factorio&#039;s patch version number (e.g. 21)&lt;br /&gt;
|-&lt;br /&gt;
| [[Data_Types#unsigned short|unsigned short]]&lt;br /&gt;
| Unknown. Seems to be either 0 or 1.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Data_types&amp;diff=157575</id>
		<title>Data types</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Data_types&amp;diff=157575"/>
		<updated>2018-03-20T20:04:34Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: Added space optimized info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}} [[Category:Technical]]&lt;br /&gt;
&lt;br /&gt;
This page describes common binary data types used by Factorio, and most modern day computer applications, internally.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
=== Endianness ===&lt;br /&gt;
&lt;br /&gt;
All data stored in computers are stored in single, small unit of data called a &amp;quot;byte&amp;quot;. Larger units of data are split into multiple bytes. The order in which sequential bytes are assembled together to form a larger unit of data is referred to as it&#039;s &amp;quot;endianess&amp;quot;. &#039;&#039;&#039;All data saved locally by Factorio is stored in &amp;quot;little&amp;quot;-endian format&#039;&#039;&#039; (because Intel favored little endian processors in the ancient times). All data transferred over the network by Factorio is done in &amp;quot;big&amp;quot;-endian format (the standard for network stuffs, so much so that it&#039;s often refered to as &amp;quot;network&amp;quot;-endian). (Please correct any of this if I&#039;m wrong!!) For more information about endianness, please see the [https://en.wikipedia.org/wiki/Endianness Wikipedia entry].&lt;br /&gt;
&lt;br /&gt;
=== Signedness ===&lt;br /&gt;
&lt;br /&gt;
Another property of multi-byte data types is it&#039;s signedness. Please see the [https://en.wikipedia.org/wiki/Signedness wikipedia entry]. Data types without a u- prefix are signed, and &#039;&#039;&#039;those marked with a u- prefixed are unsigned&#039;&#039;&#039;. I&#039;m not certain which type of signedness Factorio uses - perhaps it is machine dependant, but for me it always appears to be [https://en.wikipedia.org/wiki/Two%27s_complement two&#039;s complement].&lt;br /&gt;
&lt;br /&gt;
=== Space Optimized ===&lt;br /&gt;
&lt;br /&gt;
Some integer values are save using a &amp;quot;space optimized&amp;quot; system where instead of always writing out the full multi-byte integer Factorio will check if the integer size is &amp;lt; 255  and if so a single [[Data_types#unsigned byte|unsigned byte]] is written. If the integer size is &amp;gt;= 255 the value 255 as an [[Data_types#unsigned byte|unsigned byte]] is written and then the full data type is written. This is mainly used when saving strings, arrays, and dictionaries because their size is almost always &amp;lt; 255 bytes and in those cases it saves 3 bytes of space.&lt;br /&gt;
&lt;br /&gt;
== Data Types ==&lt;br /&gt;
&lt;br /&gt;
=== bool ===&lt;br /&gt;
&lt;br /&gt;
A 1 byte value. Considered True iff value equals 1, otherwise it is considered False.&lt;br /&gt;
&lt;br /&gt;
=== byte ===&lt;br /&gt;
&lt;br /&gt;
1 byte long signed integer.&lt;br /&gt;
&lt;br /&gt;
=== unsigned byte ===&lt;br /&gt;
&lt;br /&gt;
1 byte long unsigned integer.&lt;br /&gt;
&lt;br /&gt;
=== short ===&lt;br /&gt;
&lt;br /&gt;
2 byte long signed integer.&lt;br /&gt;
&lt;br /&gt;
=== unsigned short ===&lt;br /&gt;
&lt;br /&gt;
2 byte long unsigned integer.&lt;br /&gt;
&lt;br /&gt;
=== int ===&lt;br /&gt;
&lt;br /&gt;
4 byte long signed integer.&lt;br /&gt;
&lt;br /&gt;
=== unsigned int ===&lt;br /&gt;
&lt;br /&gt;
4 byte long unsigned integer.&lt;br /&gt;
&lt;br /&gt;
=== long ===&lt;br /&gt;
&lt;br /&gt;
8 byte long signed integer.&lt;br /&gt;
&lt;br /&gt;
=== unsigned long ===&lt;br /&gt;
&lt;br /&gt;
8 byte long unsigned integer.&lt;br /&gt;
&lt;br /&gt;
=== float ===&lt;br /&gt;
&lt;br /&gt;
An 4 byte (32 bit) long [https://en.wikipedia.org/wiki/Floating-point_arithmetic floating point number] stored in a special format with two fields - the number&#039;s exponent, and it&#039;s [https://en.wikipedia.org/wiki/Significand mantissa]. This format is described by the [https://en.wikipedia.org/wiki/Single-precision_floating-point_format 32-bit data type in IEEE 754].&lt;br /&gt;
&lt;br /&gt;
=== double ===&lt;br /&gt;
&lt;br /&gt;
An 8 byte (64 bit) long [https://en.wikipedia.org/wiki/Floating-point_arithmetic floating point number] stored in a special format with two fields - the number&#039;s exponent, and it&#039;s [https://en.wikipedia.org/wiki/Significand mantissa]. This format is described by the [https://en.wikipedia.org/wiki/Double-precision_floating-point_format 64-bit data type in IEEE 754].&lt;br /&gt;
&lt;br /&gt;
=== string ===&lt;br /&gt;
&lt;br /&gt;
Strings in Factorio are stored [https://en.wikipedia.org/wiki/String_(computer_science)#Length-prefixed Pascal-style] - they&#039;re a variable length data type with two fields: an [[#unsigned int|unsigned int]] describing how many bytes long the string data is, and then the string data itself.&lt;br /&gt;
&lt;br /&gt;
=== array ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;array&amp;lt;element type&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arrays are a container type. Like a [[#string|string]], they&#039;re prefixed with an [[#unsigned int|unsigned int]] describing how many elements are in the array, followed by that many elements of the specified element type back to back.&lt;br /&gt;
&lt;br /&gt;
=== dict ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;dict&amp;lt;key type, value type&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dictionaries (or &amp;quot;dict&amp;quot;s for short) are like [[#array|arrays]], but their elements consist of (key, value) pairs that map their key (usually a string, or a number) to their value. Just like [[#array|arrays]], they&#039;re prefixed with an [[#unsigned int|unsigned int]] describing how many (key, value) pairs are in the dict, followed by that many (key, value) pairs.&lt;br /&gt;
Each key should be unique and only appear once. In a few esoteric languages, if a key is provided multiple times then only the last value is used - but in Factorio, assume any dict with multiple identical keys is malformed and error.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://lua-api.factorio.com/latest/Builtin-Types.html Factorios Lua API documentation about its builtin types]&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Data_types&amp;diff=157574</id>
		<title>Data types</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Data_types&amp;diff=157574"/>
		<updated>2018-03-20T19:49:55Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: Added signed vs unsigned&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}} [[Category:Technical]]&lt;br /&gt;
&lt;br /&gt;
This page describes common binary data types used by Factorio, and most modern day computer applications, internally.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
=== Endianness ===&lt;br /&gt;
&lt;br /&gt;
All data stored in computers are stored in single, small unit of data called a &amp;quot;byte&amp;quot;. Larger units of data are split into multiple bytes. The order in which sequential bytes are assembled together to form a larger unit of data is referred to as it&#039;s &amp;quot;endianess&amp;quot;. &#039;&#039;&#039;All data saved locally by Factorio is stored in &amp;quot;little&amp;quot;-endian format&#039;&#039;&#039; (because Intel favored little endian processors in the ancient times). All data transferred over the network by Factorio is done in &amp;quot;big&amp;quot;-endian format (the standard for network stuffs, so much so that it&#039;s often refered to as &amp;quot;network&amp;quot;-endian). (Please correct any of this if I&#039;m wrong!!) For more information about endianness, please see the [https://en.wikipedia.org/wiki/Endianness Wikipedia entry].&lt;br /&gt;
&lt;br /&gt;
=== Signedness ===&lt;br /&gt;
&lt;br /&gt;
Another property of multi-byte data types is it&#039;s signedness. Please see the [https://en.wikipedia.org/wiki/Signedness wikipedia entry]. Data types without a u- prefix are signed, and &#039;&#039;&#039;those marked with a u- prefixed are unsigned&#039;&#039;&#039;. I&#039;m not certain which type of signedness Factorio uses - perhaps it is machine dependant, but for me it always appears to be [https://en.wikipedia.org/wiki/Two%27s_complement two&#039;s complement].&lt;br /&gt;
&lt;br /&gt;
== Data Types ==&lt;br /&gt;
&lt;br /&gt;
=== bool ===&lt;br /&gt;
&lt;br /&gt;
A 1 byte value. Considered True iff value equals 1, otherwise it is considered False.&lt;br /&gt;
&lt;br /&gt;
=== byte ===&lt;br /&gt;
&lt;br /&gt;
1 byte long signed integer.&lt;br /&gt;
&lt;br /&gt;
=== unsigned byte ===&lt;br /&gt;
&lt;br /&gt;
1 byte long unsigned integer.&lt;br /&gt;
&lt;br /&gt;
=== short ===&lt;br /&gt;
&lt;br /&gt;
2 byte long signed integer.&lt;br /&gt;
&lt;br /&gt;
=== unsigned short ===&lt;br /&gt;
&lt;br /&gt;
2 byte long unsigned integer.&lt;br /&gt;
&lt;br /&gt;
=== int ===&lt;br /&gt;
&lt;br /&gt;
4 byte long signed integer.&lt;br /&gt;
&lt;br /&gt;
=== unsigned int ===&lt;br /&gt;
&lt;br /&gt;
4 byte long unsigned integer.&lt;br /&gt;
&lt;br /&gt;
=== long ===&lt;br /&gt;
&lt;br /&gt;
8 byte long signed integer.&lt;br /&gt;
&lt;br /&gt;
=== unsigned long ===&lt;br /&gt;
&lt;br /&gt;
8 byte long unsigned integer.&lt;br /&gt;
&lt;br /&gt;
=== float ===&lt;br /&gt;
&lt;br /&gt;
An 4 byte (32 bit) long [https://en.wikipedia.org/wiki/Floating-point_arithmetic floating point number] stored in a special format with two fields - the number&#039;s exponent, and it&#039;s [https://en.wikipedia.org/wiki/Significand mantissa]. This format is described by the [https://en.wikipedia.org/wiki/Single-precision_floating-point_format 32-bit data type in IEEE 754].&lt;br /&gt;
&lt;br /&gt;
=== double ===&lt;br /&gt;
&lt;br /&gt;
An 8 byte (64 bit) long [https://en.wikipedia.org/wiki/Floating-point_arithmetic floating point number] stored in a special format with two fields - the number&#039;s exponent, and it&#039;s [https://en.wikipedia.org/wiki/Significand mantissa]. This format is described by the [https://en.wikipedia.org/wiki/Double-precision_floating-point_format 64-bit data type in IEEE 754].&lt;br /&gt;
&lt;br /&gt;
=== string ===&lt;br /&gt;
&lt;br /&gt;
Strings in Factorio are stored [https://en.wikipedia.org/wiki/String_(computer_science)#Length-prefixed Pascal-style] - they&#039;re a variable length data type with two fields: an [[#unsigned int|unsigned int]] describing how many bytes long the string data is, and then the string data itself.&lt;br /&gt;
&lt;br /&gt;
=== array ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;array&amp;lt;element type&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arrays are a container type. Like a [[#string|string]], they&#039;re prefixed with an [[#unsigned int|unsigned int]] describing how many elements are in the array, followed by that many elements of the specified element type back to back.&lt;br /&gt;
&lt;br /&gt;
=== dict ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;dict&amp;lt;key type, value type&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dictionaries (or &amp;quot;dict&amp;quot;s for short) are like [[#array|arrays]], but their elements consist of (key, value) pairs that map their key (usually a string, or a number) to their value. Just like [[#array|arrays]], they&#039;re prefixed with an [[#unsigned int|unsigned int]] describing how many (key, value) pairs are in the dict, followed by that many (key, value) pairs.&lt;br /&gt;
Each key should be unique and only appear once. In a few esoteric languages, if a key is provided multiple times then only the last value is used - but in Factorio, assume any dict with multiple identical keys is malformed and error.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://lua-api.factorio.com/latest/Builtin-Types.html Factorios Lua API documentation about its builtin types]&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Debug_mode&amp;diff=150545</id>
		<title>Debug mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Debug_mode&amp;diff=150545"/>
		<updated>2017-09-16T22:23:23Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is used mainly by developers and modders to analyze the running state of the game. It can be enabled to show detailed information about the game world, and its information varies based on which level is active. The keys to enable debug mode are f5 through f7.&lt;br /&gt;
&lt;br /&gt;
For example, one can:&lt;br /&gt;
* See the path the [[Biter]]s are coming from and where they plan to target,&lt;br /&gt;
* See the position / coordinates of the cursor,&lt;br /&gt;
* See a grid-overlay for the [[Tile]]s and [[Chunk]]s,&lt;br /&gt;
* See the blocks in a railway network,&lt;br /&gt;
* See additional non-game related information, such as Updates Per Second and FPS.&lt;br /&gt;
&lt;br /&gt;
== Activate the debug mode ==&lt;br /&gt;
&lt;br /&gt;
You have 4 debug-levels:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Always&#039;&#039;&#039; - This is the default mode, if no mode is active. Keep very few things active here.&lt;br /&gt;
* &#039;&#039;&#039;Basic&#039;&#039;&#039; - The first mode, accessed by pressing {{keybinding|F5}}. What power users often use.&lt;br /&gt;
* &#039;&#039;&#039;Detailed&#039;&#039;&#039; - The second mode, accessed by pressing {{keybinding|F6}}. The most commonly used for modders and developers.&lt;br /&gt;
* &#039;&#039;&#039;Full&#039;&#039;&#039; - The third mode, accessed by pressing {{keybinding|F7}}. Shows literally everything, tends to be unreadable.&lt;br /&gt;
&lt;br /&gt;
To switch back to &amp;quot;always&amp;quot; you need to press the previous key again. Example: Press F5 to go to &amp;quot;basic&amp;quot;, then press F6 to watch &amp;quot;detailed&amp;quot; and then press F6 again to switch back to &amp;quot;always&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Configuring the debug mode ==&lt;br /&gt;
&lt;br /&gt;
To configure the 4 modes, press {{keybinding|F4}}. This opens up a menu with many options. You can move this menu with the mouse, if it hides some interesting underlying thing. You can switch between 4 folders, which reflects the option for that debug-mode (&amp;quot;always&amp;quot;, &amp;quot;basic&amp;quot;, &amp;quot;detailed&amp;quot;, &amp;quot;full&amp;quot;). The options are the same for each mode. Each mode can be configured to the user&#039;s liking, the different modes are only for convenience.&lt;br /&gt;
&lt;br /&gt;
== List of debug-options and their function ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;show_fps&amp;lt;/code&amp;gt;&lt;br /&gt;
** Will show the current frames-per-second, or FPS. Should be normally about 60.&lt;br /&gt;
* &amp;lt;code&amp;gt;show_detailed_info&amp;lt;/code&amp;gt;&lt;br /&gt;
** Shows the cursor position in [[Tile]]s (and subdivisions of that), [[Chunk]]s and [[Region]]&lt;br /&gt;
** Current resolution and zoom&lt;br /&gt;
** How many objects are on the screen (painted by the graphic card)&lt;br /&gt;
** How many entities, chunks and paths are in the game and used.&lt;br /&gt;
* &amp;lt;code&amp;gt;show-time-usage&amp;lt;/code&amp;gt;&lt;br /&gt;
** Many important internal statistics about the timing. [http://www.factorioforums.com/forum/viewtopic.php?f=49&amp;amp;t=7972 F5 debug info - how to read it?] - how to interpret...&lt;br /&gt;
* &amp;lt;code&amp;gt;show-sprite-counts&amp;lt;/code&amp;gt;&lt;br /&gt;
** The counts of each sprite rendered on screen.&lt;br /&gt;
* &amp;lt;code&amp;gt;show-multiplayer-waiting-icon&amp;lt;/code&amp;gt;&lt;br /&gt;
** When in a multiplayer game: if the game is currently waiting for the server to process.&lt;br /&gt;
* &amp;lt;code&amp;gt;show-multiplayer-statistics&amp;lt;/code&amp;gt;&lt;br /&gt;
** The latency information when in multiplayer.&lt;br /&gt;
* &amp;lt;code&amp;gt;show_tile_grid&amp;lt;/code&amp;gt;&lt;br /&gt;
** Quite useful to turn it on for the &amp;quot;always&amp;quot;-mode. It shows the borders of the [[Tile]]s and [[Chunk]]s.&lt;br /&gt;
* &amp;lt;code&amp;gt;show_collision_rectangles&amp;lt;/code&amp;gt;&lt;br /&gt;
** Shows the collision boxes of each entity (red).&lt;br /&gt;
* &amp;lt;code&amp;gt;show_selection_rectangles&amp;lt;/code&amp;gt;&lt;br /&gt;
** Shows the a blue box over each entity, if you hover over it, it will be selected.&lt;br /&gt;
* &amp;lt;code&amp;gt;show_paths&amp;lt;/code&amp;gt;&lt;br /&gt;
** The calculated paths for the biters in different colors.&lt;br /&gt;
* &amp;lt;code&amp;gt;show_next_waypoint_bb&amp;lt;/code&amp;gt;&lt;br /&gt;
** Shows waypoints for biters (in green), nearly the same info as the next.&lt;br /&gt;
* &amp;lt;code&amp;gt;show_target&amp;lt;/code&amp;gt;&lt;br /&gt;
** Shows the current target of the biters (red).&lt;br /&gt;
* &amp;lt;code&amp;gt;show_unit_group_info&amp;lt;/code&amp;gt;&lt;br /&gt;
** Biter groups, which belong together (circles and lines belonging together)&lt;br /&gt;
* &amp;lt;code&amp;gt;show-unit-behavior-info&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;show_last_path_detail&amp;lt;/code&amp;gt;&lt;br /&gt;
** The A*-algorithm at work, calculating new paths.&lt;br /&gt;
* &amp;lt;code&amp;gt;show_path_cache&amp;lt;/code&amp;gt;&lt;br /&gt;
** The source-positions of a path and about the length (?)&lt;br /&gt;
* &amp;lt;code&amp;gt;show-path-cache-paths&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;show_rail_paths&amp;lt;/code&amp;gt;&lt;br /&gt;
** Which path a train will follow.&lt;br /&gt;
* &amp;lt;code&amp;gt;show_rolling_stock_count&amp;lt;/code&amp;gt;&lt;br /&gt;
** Shows inserter positions&lt;br /&gt;
* &amp;lt;code&amp;gt;show_rail_connections&amp;lt;/code&amp;gt;&lt;br /&gt;
** Shows rail connections.&lt;br /&gt;
* &amp;lt;code&amp;gt;show_rail_segments&amp;lt;/code&amp;gt;&lt;br /&gt;
** Shows the segment borders and enables you to see the borders of the block.&lt;br /&gt;
* &amp;lt;code&amp;gt;show-rail-blocks&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;show-rail-joints&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;show_train_stop_point&amp;lt;/code&amp;gt;&lt;br /&gt;
** When a train slows down it shows the calculated point where it should halt&lt;br /&gt;
* &amp;lt;code&amp;gt;show-train-braking-distance&amp;lt;/code&amp;gt;&lt;br /&gt;
** The distance a train will take to stop at its current speed&lt;br /&gt;
* &amp;lt;code&amp;gt;show-train-signals&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;show_network_connected_entities&amp;lt;/code&amp;gt;&lt;br /&gt;
** Displays the network-id of the electric network that a pole is connected to&lt;br /&gt;
* &amp;lt;code&amp;gt;show_circuit_network_numbers&amp;lt;/code&amp;gt;&lt;br /&gt;
** Shows the number (and color) of circuit networks&lt;br /&gt;
* &amp;lt;code&amp;gt;show_energy_sources_networks&amp;lt;/code&amp;gt;&lt;br /&gt;
** Which network-id an entity is connected to.&lt;br /&gt;
* &amp;lt;code&amp;gt;show_active_state&amp;lt;/code&amp;gt;&lt;br /&gt;
** Inserters, fish, turrets are turned to passive, if not used; Red = inactive, Purple = inactive until enemies aren&#039;t around (turrets etc), Green = inactive until player isn&#039;t around (fish). Passive entities consume less CPU power.&lt;br /&gt;
* &amp;lt;code&amp;gt;show-wakeup-lists&amp;lt;/code&amp;gt;&lt;br /&gt;
** When an entity is sleeping in another entity it shows which entities it&#039;s sleeping in&lt;br /&gt;
* &amp;lt;code&amp;gt;show-pollution-values&amp;lt;/code&amp;gt;&lt;br /&gt;
** Shows the numeric pollution amount on each chunk.&lt;br /&gt;
* &amp;lt;code&amp;gt;show_active_enemies_on_chunk_counts&amp;lt;/code&amp;gt;&lt;br /&gt;
** Not 100% clear: displays in the map view, how much biter nests (blue) are targeting to which are (red for the number of biters?), green: unknown?&lt;br /&gt;
* &amp;lt;code&amp;gt;show_active_chunks&amp;lt;/code&amp;gt;&lt;br /&gt;
** Shows in the map view, which chunks are &amp;quot;on&amp;quot;, unmarked chunks are not calculated&lt;br /&gt;
* &amp;lt;code&amp;gt;show-polluted-chunks&amp;lt;/code&amp;gt;&lt;br /&gt;
** Shows which chunks have pollution&lt;br /&gt;
* &amp;lt;code&amp;gt;show_enemy_expansion_candidate_chunks&amp;lt;/code&amp;gt;&lt;br /&gt;
** Where is space left to spread the brood?&lt;br /&gt;
* &amp;lt;code&amp;gt;show-enemy-expansion-candidate-chunk-values&amp;lt;/code&amp;gt;&lt;br /&gt;
** Which chunks the enemies will try to expand into&lt;br /&gt;
* &amp;lt;code&amp;gt;show-bad-attack-chunks&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;show_tile_variations&amp;lt;/code&amp;gt;&lt;br /&gt;
** Shows, which tile-variation (1, 2 or 4 tile sized) is painted for which area of the map quite confusing, zoom in to see the meaning.&lt;br /&gt;
* &amp;lt;code&amp;gt;show_raw_tile_transitions&amp;lt;/code&amp;gt;&lt;br /&gt;
** Turns connected textures for land and water off, so the distinction can easily be made.&lt;br /&gt;
* &amp;lt;code&amp;gt;show-tile-correction-previews&amp;lt;/code&amp;gt;&lt;br /&gt;
** When in the map editor it shows what tiles will be corrected to what variations when painting tiles.&lt;br /&gt;
* &amp;lt;code&amp;gt;show_fluid_box_fluid_info&amp;lt;/code&amp;gt;&lt;br /&gt;
** How much fluid is in a pipe/storage tank, shows flow of liquid in pipes.&lt;br /&gt;
* &amp;lt;code&amp;gt;show_environment_sound_info&amp;lt;/code&amp;gt;&lt;br /&gt;
** Displays which sound of which entity is played and how loud.* &amp;lt;code&amp;gt;show-logistic-robot-targets&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;show-fire-info&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;show-sticker-info&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;show-map-generator-info&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=49&amp;amp;t=7972 F5 debug info - how to read it?] - how to interpret show_time_used_percent&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/Order&amp;diff=140778</id>
		<title>Types/Order</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/Order&amp;diff=140778"/>
		<updated>2017-07-06T09:15:06Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: Created page with &amp;quot;The order property is a simple string. When the game compares 2 like prototypes if the order strings aren&amp;#039;t equal they&amp;#039;re lexicographical compared (https://en.wikipedia.org/wi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The order property is a simple string. When the game compares 2 like prototypes if the order strings aren&#039;t equal they&#039;re lexicographical compared (https://en.wikipedia.org/wiki/Lexicographical_order) to determine if a given prototype comes before or after another. When the order strings are equal the game then falls back to comparing the prototype names to determine order.&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/CollisionMask&amp;diff=140757</id>
		<title>Types/CollisionMask</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/CollisionMask&amp;diff=140757"/>
		<updated>2017-07-05T18:57:16Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The collision mask is specified by list of [[Types/string]], every input is specification of one layer the object collides with.&lt;br /&gt;
&lt;br /&gt;
Layers are:&lt;br /&gt;
* ground-tile&lt;br /&gt;
* water-tile&lt;br /&gt;
* resource-layer&lt;br /&gt;
* doodad-layer&lt;br /&gt;
* floor-layer&lt;br /&gt;
* item-layer&lt;br /&gt;
* ghost-layer&lt;br /&gt;
* object-layer&lt;br /&gt;
* player-layer&lt;br /&gt;
* train-layer&lt;br /&gt;
* layer-11&lt;br /&gt;
* layer-12&lt;br /&gt;
* layer-13&lt;br /&gt;
* layer-14&lt;br /&gt;
* layer-15&lt;br /&gt;
&lt;br /&gt;
Additional input is &amp;quot;not-colliding-with-itself&amp;quot;. Layer-11 through layer-15 are currently unused by the core game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Most common collision mask of buildings):&lt;br /&gt;
    collision_mask = { &amp;quot;item-layer&amp;quot;, &amp;quot;object-layer&amp;quot;, &amp;quot;player-layer&amp;quot;, &amp;quot;water-tile&amp;quot;}&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Modding_FAQ&amp;diff=135101</id>
		<title>Tutorial:Modding FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Modding_FAQ&amp;diff=135101"/>
		<updated>2017-03-20T10:18:32Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: Correct reset recipes/technologies usage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Modding FAQ&#039;&#039;&#039; ==&lt;br /&gt;
{{sublinks|Main Page}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the modding FAQ. (work in progress)&lt;br /&gt;
Here we have a list of questions that are common to get while writing a mod.&lt;br /&gt;
And the fix for the problem (if someone managed to find a fix)&lt;br /&gt;
feel free to edit this page and add more Q and A&#039;s.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 99%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:34%;background: #F9F9F9; border: 1px solid #AAAAAA; vertical-align: top; -moz-border-radius: 5px; -webkit-border-radius: 5px; padding: 7px;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E4F0F7; padding: 5px; margin: 3px; font-weight: bold; text-align: center; color: #033251; font-size: 120%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Questions / Fix&#039;&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* Q : Why do I get the error &amp;quot;C:\Factorio\mod doesn&#039;t match the expected mod_version# (case sensitive!)&amp;quot; error?&lt;br /&gt;
* Fix : &lt;br /&gt;
 The folder name of your mod must include the version&lt;br /&gt;
 number. So if your mod is titled &amp;quot;myMod&amp;quot; version 0.0.1, in order&lt;br /&gt;
 for Factorio to read it, the folder must be titled &amp;quot;myMod_0.0.1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Q : my item / entity wont load the sprite I made.&lt;br /&gt;
* Fix : &lt;br /&gt;
 Make sure your path is right : __mod-name__/map-name/2nd-map-name/sprite.png&lt;br /&gt;
 Pay attention to case, the following file is not the same as previous:__Mod-name__/Map-name/2nd-map-name/sprite.PNG&lt;br /&gt;
&lt;br /&gt;
* Q : The name of my item is displayed as &amp;quot;Unknown key: item-name.yourname&amp;quot;&lt;br /&gt;
* Fix : &lt;br /&gt;
 Make sure you have valid locale mappings. Create a &amp;quot;locale&amp;quot; directory with an &amp;quot;en&amp;quot; subdirectory and create a &amp;quot;item-name.cfg&amp;quot; file.&lt;br /&gt;
 It should contains something like:&lt;br /&gt;
  [item-name]&lt;br /&gt;
  itemx=Item X&lt;br /&gt;
  itemy=Item Y&lt;br /&gt;
  &lt;br /&gt;
  Do the same for your entities, but put them in an &amp;quot;entity-name&amp;quot; section/file.&lt;br /&gt;
*Q : What does (&#039;=&#039; character not found in line) mean?&lt;br /&gt;
* Fix :&lt;br /&gt;
 If you get the error message &#039;=&#039; character not found in line , chances are you &lt;br /&gt;
 created a new document as something other than a .txt file, adding in format text&lt;br /&gt;
 to  the document that is causing this error.  Copy the contents of your .cfg file&lt;br /&gt;
 and make a new .txt file, rename it to .cfg, and paste your configuration into it.&lt;br /&gt;
&lt;br /&gt;
* Q : Error while loading prototype &amp;quot;entity-name&amp;quot;: No such node (pictures).&lt;br /&gt;
* Fix : &lt;br /&gt;
 Make sure your entity contains the right amount of lines for that type of entity, &lt;br /&gt;
 for example a chest needs 1 picture for the entity to work but a wall needs 20. &lt;br /&gt;
 Look in the factorio base/prototypes/entity/entity.lua.&lt;br /&gt;
 And you can see that different entities need different amounts of pictures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Q : I&#039;ve modified the recipe and/or technology prototypes and when I load my save game the changes aren&#039;t there even though it works in a new game.&lt;br /&gt;
* Fix : You need to run &amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;for i, force in pairs(game.forces) do force.reset_recipes() end&amp;lt;/pre&amp;gt; and/or &amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;for i, force in pairs(game.forces) do force.reset_technologies() end&amp;lt;/pre&amp;gt; &lt;br /&gt;
To make Factorio reload the prototypes, this can be done using the console (~) or via the script.on_init event in control.lua (which will run when the mod is first added to a game), or through [[Migration_scripts|migration]] files (if you&#039;ve made a mod release and need to &#039;migrate&#039; user&#039;s saves to a new version automatically). The first is the easiest while testing, the second when you&#039;re releasing a mod for the first time, and the third for when you&#039;ve already made a mod release. The prototypes are saved in the save file so as to (eventually) allow making changes to them during runtime (control.lua), which is why they need to be &#039;reset&#039; for saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* If you have anymore questions or just want to come socialize, we have an official and un-official irc channel:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;Official Factorio Channel&lt;br /&gt;
IRC Server: irc.esper.net&lt;br /&gt;
Channel Name: #factorio&lt;br /&gt;
&lt;br /&gt;
Un-Offical Modding Channel&lt;br /&gt;
IRC Server: irc.esper.net&lt;br /&gt;
Channel Name: #factorio-modding&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Modding_FAQ&amp;diff=135100</id>
		<title>Tutorial:Modding FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Modding_FAQ&amp;diff=135100"/>
		<updated>2017-03-20T10:17:25Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: Removed ipairs and fixed &amp;quot;game.oninit&amp;quot; -&amp;gt; &amp;quot;script.on_init&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Modding FAQ&#039;&#039;&#039; ==&lt;br /&gt;
{{sublinks|Main Page}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the modding FAQ. (work in progress)&lt;br /&gt;
Here we have a list of questions that are common to get while writing a mod.&lt;br /&gt;
And the fix for the problem (if someone managed to find a fix)&lt;br /&gt;
feel free to edit this page and add more Q and A&#039;s.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 99%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:34%;background: #F9F9F9; border: 1px solid #AAAAAA; vertical-align: top; -moz-border-radius: 5px; -webkit-border-radius: 5px; padding: 7px;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E4F0F7; padding: 5px; margin: 3px; font-weight: bold; text-align: center; color: #033251; font-size: 120%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Questions / Fix&#039;&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* Q : Why do I get the error &amp;quot;C:\Factorio\mod doesn&#039;t match the expected mod_version# (case sensitive!)&amp;quot; error?&lt;br /&gt;
* Fix : &lt;br /&gt;
 The folder name of your mod must include the version&lt;br /&gt;
 number. So if your mod is titled &amp;quot;myMod&amp;quot; version 0.0.1, in order&lt;br /&gt;
 for Factorio to read it, the folder must be titled &amp;quot;myMod_0.0.1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Q : my item / entity wont load the sprite I made.&lt;br /&gt;
* Fix : &lt;br /&gt;
 Make sure your path is right : __mod-name__/map-name/2nd-map-name/sprite.png&lt;br /&gt;
 Pay attention to case, the following file is not the same as previous:__Mod-name__/Map-name/2nd-map-name/sprite.PNG&lt;br /&gt;
&lt;br /&gt;
* Q : The name of my item is displayed as &amp;quot;Unknown key: item-name.yourname&amp;quot;&lt;br /&gt;
* Fix : &lt;br /&gt;
 Make sure you have valid locale mappings. Create a &amp;quot;locale&amp;quot; directory with an &amp;quot;en&amp;quot; subdirectory and create a &amp;quot;item-name.cfg&amp;quot; file.&lt;br /&gt;
 It should contains something like:&lt;br /&gt;
  [item-name]&lt;br /&gt;
  itemx=Item X&lt;br /&gt;
  itemy=Item Y&lt;br /&gt;
  &lt;br /&gt;
  Do the same for your entities, but put them in an &amp;quot;entity-name&amp;quot; section/file.&lt;br /&gt;
*Q : What does (&#039;=&#039; character not found in line) mean?&lt;br /&gt;
* Fix :&lt;br /&gt;
 If you get the error message &#039;=&#039; character not found in line , chances are you &lt;br /&gt;
 created a new document as something other than a .txt file, adding in format text&lt;br /&gt;
 to  the document that is causing this error.  Copy the contents of your .cfg file&lt;br /&gt;
 and make a new .txt file, rename it to .cfg, and paste your configuration into it.&lt;br /&gt;
&lt;br /&gt;
* Q : Error while loading prototype &amp;quot;entity-name&amp;quot;: No such node (pictures).&lt;br /&gt;
* Fix : &lt;br /&gt;
 Make sure your entity contains the right amount of lines for that type of entity, &lt;br /&gt;
 for example a chest needs 1 picture for the entity to work but a wall needs 20. &lt;br /&gt;
 Look in the factorio base/prototypes/entity/entity.lua.&lt;br /&gt;
 And you can see that different entities need different amounts of pictures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Q : I&#039;ve modified the recipe and/or technology prototypes and when I load my save game the changes aren&#039;t there even though it works in a new game.&lt;br /&gt;
* Fix : You need to run &amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;for i, player in pairs(game.players) do player.force.reset_recipes() end&amp;lt;/pre&amp;gt; and/or &amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;for i, player in pairs(game.players) do player.force.reset_technologies() end&amp;lt;/pre&amp;gt; &lt;br /&gt;
To make Factorio reload the prototypes, this can be done using the console (~) or via the script.on_init event in control.lua (which will run when the mod is first added to a game), or through [[Migration_scripts|migration]] files (if you&#039;ve made a mod release and need to &#039;migrate&#039; user&#039;s saves to a new version automatically). The first is the easiest while testing, the second when you&#039;re releasing a mod for the first time, and the third for when you&#039;ve already made a mod release. The prototypes are saved in the save file so as to (eventually) allow making changes to them during runtime (control.lua), which is why they need to be &#039;reset&#039; for saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* If you have anymore questions or just want to come socialize, we have an official and un-official irc channel:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;Official Factorio Channel&lt;br /&gt;
IRC Server: irc.esper.net&lt;br /&gt;
Channel Name: #factorio&lt;br /&gt;
&lt;br /&gt;
Un-Offical Modding Channel&lt;br /&gt;
IRC Server: irc.esper.net&lt;br /&gt;
Channel Name: #factorio-modding&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/ItemWithLabel&amp;diff=126062</id>
		<title>Prototype/ItemWithLabel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/ItemWithLabel&amp;diff=126062"/>
		<updated>2016-07-12T10:21:00Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics==&lt;br /&gt;
Inherits from [[prototype/item]]. Like a normal item but with the ability to have a colored label.&lt;br /&gt;
  type = &amp;quot;item-with-label&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
&lt;br /&gt;
=== default_label_color ===&lt;br /&gt;
The default label color the item will use or if not provided it uses the game default item text color.&lt;br /&gt;
  default_label_color = {r=1, g=1, b=0, a=1}&lt;br /&gt;
&lt;br /&gt;
=== draw_label_for_cursor_render ===&lt;br /&gt;
If true, the item will draw its label when held in the cursor in place of the item count. Defaults to false if not defined.&lt;br /&gt;
  draw_label_for_cursor_render = true&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/ItemWithInventory&amp;diff=126061</id>
		<title>Prototype/ItemWithInventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/ItemWithInventory&amp;diff=126061"/>
		<updated>2016-07-12T10:16:22Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics==&lt;br /&gt;
Inherits from [[prototype/ItemWithLabel]] and is used in the base game by the blueprint book item.&lt;br /&gt;
  type = &amp;quot;item-with-inventory&amp;quot;&lt;br /&gt;
The inventory allows setting player defined filters similar to the quickbar and cargo wagon inventories.&lt;br /&gt;
&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
=== inventory_size ===&lt;br /&gt;
The inventory size of the item.&lt;br /&gt;
  inventory_size = 20 -- 20 slots&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
=== item_filters ===&lt;br /&gt;
A list of explicit item names to be used as filters.&lt;br /&gt;
  item_filters = {&amp;quot;iron-ore&amp;quot;, &amp;quot;copper-ore&amp;quot;, &amp;quot;coal&amp;quot;, &amp;quot;stone&amp;quot;}&lt;br /&gt;
&lt;br /&gt;
=== item_group_filters ===&lt;br /&gt;
A list of explicit item group names to be used as filters.&lt;br /&gt;
  item_group_filters = {&amp;quot;storage&amp;quot;, &amp;quot;belt&amp;quot;}&lt;br /&gt;
&lt;br /&gt;
=== item_subgroup_filters ===&lt;br /&gt;
A list of explicit item subgroup names to be used as filters.&lt;br /&gt;
  item_subgroup_filters = {&amp;quot;capsule&amp;quot;, &amp;quot;tool&amp;quot;}&lt;br /&gt;
&lt;br /&gt;
=== filter_mode ===&lt;br /&gt;
This determines how filters are applied. If no filters are defined this is automatically set to &amp;quot;none&amp;quot;.&lt;br /&gt;
  filter_mode = &amp;quot;blacklist&amp;quot; -- or &amp;quot;whitelist&amp;quot; if you want whitelisting&lt;br /&gt;
&lt;br /&gt;
=== filter_message_key ===&lt;br /&gt;
The locale key used when the player attempts to put an item that doesn&#039;t match the filter rules into the item-with-inventory.&lt;br /&gt;
  filter_message_key = &amp;quot;.....&amp;quot;&lt;br /&gt;
If not defined this defaults to &amp;quot;item-limitation.item-not-allowed-in-this-container-item&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== extends_inventory_by_default ===&lt;br /&gt;
When true, this item-with-inventory will extend the inventory it sits in by default. This is a runtime property on the result item that can be changed through the Lua interface and only determines the initial value.&lt;br /&gt;
  extends_inventory_by_default = false -- the default is false if not defined&lt;br /&gt;
&lt;br /&gt;
=== insertion_priority_mode ===&lt;br /&gt;
The insertion priority mode for this item. This determines if items are first attempted to be put into this items inventory if the item extends the inventory it sits in when items are put into the parent inventory.&lt;br /&gt;
  insertion_priority_mode = &amp;quot;never&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Possible values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Flag !! meaning&lt;br /&gt;
|-&lt;br /&gt;
| default  || Items are inserted into this item-with-inventory only if they match the whitelist defined in the prototype for the item and whitelist is used.&lt;br /&gt;
|-&lt;br /&gt;
| never || Items are never inserted into this item-with-inventory except explicitly by the player or script&lt;br /&gt;
|-&lt;br /&gt;
| always || All items first try to be inserted into this item-with-inventory&lt;br /&gt;
|-&lt;br /&gt;
| when_manually_filtered || When the inventory contains filters that match the item-to-be-inserted then try to put it into this item before the inventory this item resides in&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/ItemWithInventory&amp;diff=126060</id>
		<title>Prototype/ItemWithInventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/ItemWithInventory&amp;diff=126060"/>
		<updated>2016-07-12T10:15:21Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: Created page with &amp;quot;==Basics== Inherits from prototype/ItemWithLabel and is used in the base game by the blueprint book item.   type = &amp;quot;item-with-inventory&amp;quot;  == Mandatory properties == === in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics==&lt;br /&gt;
Inherits from [[prototype/ItemWithLabel]] and is used in the base game by the blueprint book item.&lt;br /&gt;
  type = &amp;quot;item-with-inventory&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
=== inventory_size ===&lt;br /&gt;
The inventory size of the item.&lt;br /&gt;
  inventory_size = 20 -- 20 slots&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
=== item_filters ===&lt;br /&gt;
A list of explicit item names to be used as filters.&lt;br /&gt;
  item_filters = {&amp;quot;iron-ore&amp;quot;, &amp;quot;copper-ore&amp;quot;, &amp;quot;coal&amp;quot;, &amp;quot;stone&amp;quot;}&lt;br /&gt;
&lt;br /&gt;
=== item_group_filters ===&lt;br /&gt;
A list of explicit item group names to be used as filters.&lt;br /&gt;
  item_group_filters = {&amp;quot;storage&amp;quot;, &amp;quot;belt&amp;quot;}&lt;br /&gt;
&lt;br /&gt;
=== item_subgroup_filters ===&lt;br /&gt;
A list of explicit item subgroup names to be used as filters.&lt;br /&gt;
  item_subgroup_filters = {&amp;quot;capsule&amp;quot;, &amp;quot;tool&amp;quot;}&lt;br /&gt;
&lt;br /&gt;
=== filter_mode ===&lt;br /&gt;
This determines how filters are applied. If no filters are defined this is automatically set to &amp;quot;none&amp;quot;.&lt;br /&gt;
  filter_mode = &amp;quot;blacklist&amp;quot; -- or &amp;quot;whitelist&amp;quot; if you want whitelisting&lt;br /&gt;
&lt;br /&gt;
=== filter_message_key ===&lt;br /&gt;
The locale key used when the player attempts to put an item that doesn&#039;t match the filter rules into the item-with-inventory.&lt;br /&gt;
  filter_message_key = &amp;quot;.....&amp;quot;&lt;br /&gt;
If not defined this defaults to &amp;quot;item-limitation.item-not-allowed-in-this-container-item&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== extends_inventory_by_default ===&lt;br /&gt;
When true, this item-with-inventory will extend the inventory it sits in by default. This is a runtime property on the result item that can be changed through the Lua interface and only determines the initial value.&lt;br /&gt;
  extends_inventory_by_default = false -- the default is false if not defined&lt;br /&gt;
&lt;br /&gt;
=== insertion_priority_mode ===&lt;br /&gt;
The insertion priority mode for this item. This determines if items are first attempted to be put into this items inventory if the item extends the inventory it sits in when items are put into the parent inventory.&lt;br /&gt;
  insertion_priority_mode = &amp;quot;never&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Possible values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Flag !! meaning&lt;br /&gt;
|-&lt;br /&gt;
| default  || Items are inserted into this item-with-inventory only if they match the whitelist defined in the prototype for the item and whitelist is used.&lt;br /&gt;
|-&lt;br /&gt;
| never || Items are never inserted into this item-with-inventory except explicitly by the player or script&lt;br /&gt;
|-&lt;br /&gt;
| always || All items first try to be inserted into this item-with-inventory&lt;br /&gt;
|-&lt;br /&gt;
| when_manually_filtered || When the inventory contains filters that match the item-to-be-inserted then try to put it into this item before the inventory this item resides in&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/SelectionTool&amp;diff=126059</id>
		<title>Prototype/SelectionTool</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/SelectionTool&amp;diff=126059"/>
		<updated>2016-07-12T10:04:40Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics==&lt;br /&gt;
Inherits from [[prototype/ItemWithLabel]] and is used in the base game for the blueprint item and the deconstruction item.&lt;br /&gt;
  type = &amp;quot;selection-tool&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
=== selection_color ===&lt;br /&gt;
The color of the rectangle used when standard selection is done in-game.&lt;br /&gt;
  selection_color = {r=1, g=0, b=0, a=1} -- red&lt;br /&gt;
&lt;br /&gt;
=== alt_selection_color ===&lt;br /&gt;
The color of the rectangle used when alt-selection is done in-game.&lt;br /&gt;
  alt_selection_color = {r=0, g=1, b=0, a=1} -- green&lt;br /&gt;
&lt;br /&gt;
=== selection_mode ===&lt;br /&gt;
A list of selection mode flags that define how the selection tool selects things in-game.&lt;br /&gt;
  selection_mode = {&amp;quot;blueprint&amp;quot;}&lt;br /&gt;
&lt;br /&gt;
Possible values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Flag !! meaning&lt;br /&gt;
|-&lt;br /&gt;
| blueprint  || The normal rules for acceptable entities in blueprints&lt;br /&gt;
|-&lt;br /&gt;
| deconstruct || The normal rules for acceptable entities for deconstruction&lt;br /&gt;
|-&lt;br /&gt;
| cancel-deconstruct || The normal rules for acceptable entities for cancel deconstruction&lt;br /&gt;
|-&lt;br /&gt;
| items || Item entities&lt;br /&gt;
|-&lt;br /&gt;
| trees || Trees&lt;br /&gt;
|-&lt;br /&gt;
| buildable-type || Buildable entities as defined by the game&lt;br /&gt;
|-&lt;br /&gt;
| tiles || Any tiles&lt;br /&gt;
|-&lt;br /&gt;
| items-to-place || The entity has an item that builds the entity&lt;br /&gt;
|-&lt;br /&gt;
| any-entity || Any entity&lt;br /&gt;
|-&lt;br /&gt;
| any-tile || Any tile&lt;br /&gt;
|-&lt;br /&gt;
| matches-force || The entity force matches that of the player doing the selection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== alt_selection_mode ===&lt;br /&gt;
A list of selection mode flags that define how the selection tool alt-selects things in-game.&lt;br /&gt;
  alt_selection_mode = {&amp;quot;cancel-deconstruct&amp;quot;}&lt;br /&gt;
Possible values are identical to normal selection_mode.&lt;br /&gt;
&lt;br /&gt;
=== selection_cursor_box_type ===&lt;br /&gt;
The type of cursor box used to render selection of entities/tiles when standard selecting.&lt;br /&gt;
  selection_cursor_box_type = &amp;quot;entity&amp;quot;&lt;br /&gt;
Possible values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Flag !! meaning&lt;br /&gt;
|-&lt;br /&gt;
| entity  || The normal entity selection box. Yellow by default.&lt;br /&gt;
|-&lt;br /&gt;
| electricity || The selection box used to specify electric poles an entity is connected to. Light blue by default.&lt;br /&gt;
|-&lt;br /&gt;
| copy || The selection box used when doing entity copy-paste. Green by default.&lt;br /&gt;
|-&lt;br /&gt;
| not-allowed || The selection box used when specifying colliding entities. Red by default.&lt;br /&gt;
|-&lt;br /&gt;
| pair || &lt;br /&gt;
|-&lt;br /&gt;
| logistics || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
=== always_include_tiles ===&lt;br /&gt;
If tiles should be included in the selection regardless of entities also being in the selection. By default this is false. This is a visual only setting.&lt;br /&gt;
  always_include_tiles = false&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/SelectionTool&amp;diff=126058</id>
		<title>Prototype/SelectionTool</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/SelectionTool&amp;diff=126058"/>
		<updated>2016-07-12T10:04:28Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics==&lt;br /&gt;
Inherits from [[prototype/ItemWithLabel]] and is used in the base game for the blueprint item and the deconstruction item.&lt;br /&gt;
  type = &amp;quot;item-with-label&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
=== selection_color ===&lt;br /&gt;
The color of the rectangle used when standard selection is done in-game.&lt;br /&gt;
  selection_color = {r=1, g=0, b=0, a=1} -- red&lt;br /&gt;
&lt;br /&gt;
=== alt_selection_color ===&lt;br /&gt;
The color of the rectangle used when alt-selection is done in-game.&lt;br /&gt;
  alt_selection_color = {r=0, g=1, b=0, a=1} -- green&lt;br /&gt;
&lt;br /&gt;
=== selection_mode ===&lt;br /&gt;
A list of selection mode flags that define how the selection tool selects things in-game.&lt;br /&gt;
  selection_mode = {&amp;quot;blueprint&amp;quot;}&lt;br /&gt;
&lt;br /&gt;
Possible values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Flag !! meaning&lt;br /&gt;
|-&lt;br /&gt;
| blueprint  || The normal rules for acceptable entities in blueprints&lt;br /&gt;
|-&lt;br /&gt;
| deconstruct || The normal rules for acceptable entities for deconstruction&lt;br /&gt;
|-&lt;br /&gt;
| cancel-deconstruct || The normal rules for acceptable entities for cancel deconstruction&lt;br /&gt;
|-&lt;br /&gt;
| items || Item entities&lt;br /&gt;
|-&lt;br /&gt;
| trees || Trees&lt;br /&gt;
|-&lt;br /&gt;
| buildable-type || Buildable entities as defined by the game&lt;br /&gt;
|-&lt;br /&gt;
| tiles || Any tiles&lt;br /&gt;
|-&lt;br /&gt;
| items-to-place || The entity has an item that builds the entity&lt;br /&gt;
|-&lt;br /&gt;
| any-entity || Any entity&lt;br /&gt;
|-&lt;br /&gt;
| any-tile || Any tile&lt;br /&gt;
|-&lt;br /&gt;
| matches-force || The entity force matches that of the player doing the selection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== alt_selection_mode ===&lt;br /&gt;
A list of selection mode flags that define how the selection tool alt-selects things in-game.&lt;br /&gt;
  alt_selection_mode = {&amp;quot;cancel-deconstruct&amp;quot;}&lt;br /&gt;
Possible values are identical to normal selection_mode.&lt;br /&gt;
&lt;br /&gt;
=== selection_cursor_box_type ===&lt;br /&gt;
The type of cursor box used to render selection of entities/tiles when standard selecting.&lt;br /&gt;
  selection_cursor_box_type = &amp;quot;entity&amp;quot;&lt;br /&gt;
Possible values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Flag !! meaning&lt;br /&gt;
|-&lt;br /&gt;
| entity  || The normal entity selection box. Yellow by default.&lt;br /&gt;
|-&lt;br /&gt;
| electricity || The selection box used to specify electric poles an entity is connected to. Light blue by default.&lt;br /&gt;
|-&lt;br /&gt;
| copy || The selection box used when doing entity copy-paste. Green by default.&lt;br /&gt;
|-&lt;br /&gt;
| not-allowed || The selection box used when specifying colliding entities. Red by default.&lt;br /&gt;
|-&lt;br /&gt;
| pair || &lt;br /&gt;
|-&lt;br /&gt;
| logistics || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
=== always_include_tiles ===&lt;br /&gt;
If tiles should be included in the selection regardless of entities also being in the selection. By default this is false. This is a visual only setting.&lt;br /&gt;
  always_include_tiles = false&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/ItemWithLabel&amp;diff=126057</id>
		<title>Prototype/ItemWithLabel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/ItemWithLabel&amp;diff=126057"/>
		<updated>2016-07-12T10:04:14Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics==&lt;br /&gt;
Inherits from [[prototype/item]]. Like a normal item but with the ability to have a colored label.&lt;br /&gt;
  type = &amp;quot;item-with-inventory&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
&lt;br /&gt;
=== default_label_color ===&lt;br /&gt;
The default label color the item will use or if not provided it uses the game default item text color.&lt;br /&gt;
  default_label_color = {r=1, g=1, b=0, a=1}&lt;br /&gt;
&lt;br /&gt;
=== draw_label_for_cursor_render ===&lt;br /&gt;
If true, the item will draw its label when held in the cursor in place of the item count. Defaults to false if not defined.&lt;br /&gt;
  draw_label_for_cursor_render = true&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/ItemWithLabel&amp;diff=126056</id>
		<title>Prototype/ItemWithLabel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/ItemWithLabel&amp;diff=126056"/>
		<updated>2016-07-12T10:02:19Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics==&lt;br /&gt;
Like a normal item but with the ability to have a colored label. Inherits from [[prototype/item]].&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
&lt;br /&gt;
=== default_label_color ===&lt;br /&gt;
The default label color the item will use or if not provided it uses the game default item text color.&lt;br /&gt;
  default_label_color = {r=1, g=1, b=0, a=1}&lt;br /&gt;
&lt;br /&gt;
=== draw_label_for_cursor_render ===&lt;br /&gt;
If true, the item will draw its label when held in the cursor in place of the item count. Defaults to false if not defined.&lt;br /&gt;
  draw_label_for_cursor_render = true&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/SelectionTool&amp;diff=126055</id>
		<title>Prototype/SelectionTool</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/SelectionTool&amp;diff=126055"/>
		<updated>2016-07-12T10:02:01Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: Created page with &amp;quot;==Basics== Inherits from prototype/ItemWithLabel and is used in the base game for the blueprint item and the deconstruction item.  == Mandatory properties == === selection...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics==&lt;br /&gt;
Inherits from [[prototype/ItemWithLabel]] and is used in the base game for the blueprint item and the deconstruction item.&lt;br /&gt;
&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
=== selection_color ===&lt;br /&gt;
The color of the rectangle used when standard selection is done in-game.&lt;br /&gt;
  selection_color = {r=1, g=0, b=0, a=1} -- red&lt;br /&gt;
&lt;br /&gt;
=== alt_selection_color ===&lt;br /&gt;
The color of the rectangle used when alt-selection is done in-game.&lt;br /&gt;
  alt_selection_color = {r=0, g=1, b=0, a=1} -- green&lt;br /&gt;
&lt;br /&gt;
=== selection_mode ===&lt;br /&gt;
A list of selection mode flags that define how the selection tool selects things in-game.&lt;br /&gt;
  selection_mode = {&amp;quot;blueprint&amp;quot;}&lt;br /&gt;
&lt;br /&gt;
Possible values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Flag !! meaning&lt;br /&gt;
|-&lt;br /&gt;
| blueprint  || The normal rules for acceptable entities in blueprints&lt;br /&gt;
|-&lt;br /&gt;
| deconstruct || The normal rules for acceptable entities for deconstruction&lt;br /&gt;
|-&lt;br /&gt;
| cancel-deconstruct || The normal rules for acceptable entities for cancel deconstruction&lt;br /&gt;
|-&lt;br /&gt;
| items || Item entities&lt;br /&gt;
|-&lt;br /&gt;
| trees || Trees&lt;br /&gt;
|-&lt;br /&gt;
| buildable-type || Buildable entities as defined by the game&lt;br /&gt;
|-&lt;br /&gt;
| tiles || Any tiles&lt;br /&gt;
|-&lt;br /&gt;
| items-to-place || The entity has an item that builds the entity&lt;br /&gt;
|-&lt;br /&gt;
| any-entity || Any entity&lt;br /&gt;
|-&lt;br /&gt;
| any-tile || Any tile&lt;br /&gt;
|-&lt;br /&gt;
| matches-force || The entity force matches that of the player doing the selection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== alt_selection_mode ===&lt;br /&gt;
A list of selection mode flags that define how the selection tool alt-selects things in-game.&lt;br /&gt;
  alt_selection_mode = {&amp;quot;cancel-deconstruct&amp;quot;}&lt;br /&gt;
Possible values are identical to normal selection_mode.&lt;br /&gt;
&lt;br /&gt;
=== selection_cursor_box_type ===&lt;br /&gt;
The type of cursor box used to render selection of entities/tiles when standard selecting.&lt;br /&gt;
  selection_cursor_box_type = &amp;quot;entity&amp;quot;&lt;br /&gt;
Possible values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Flag !! meaning&lt;br /&gt;
|-&lt;br /&gt;
| entity  || The normal entity selection box. Yellow by default.&lt;br /&gt;
|-&lt;br /&gt;
| electricity || The selection box used to specify electric poles an entity is connected to. Light blue by default.&lt;br /&gt;
|-&lt;br /&gt;
| copy || The selection box used when doing entity copy-paste. Green by default.&lt;br /&gt;
|-&lt;br /&gt;
| not-allowed || The selection box used when specifying colliding entities. Red by default.&lt;br /&gt;
|-&lt;br /&gt;
| pair || &lt;br /&gt;
|-&lt;br /&gt;
| logistics || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
=== always_include_tiles ===&lt;br /&gt;
If tiles should be included in the selection regardless of entities also being in the selection. By default this is false. This is a visual only setting.&lt;br /&gt;
  always_include_tiles = false&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/ItemWithLabel&amp;diff=126054</id>
		<title>Prototype/ItemWithLabel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/ItemWithLabel&amp;diff=126054"/>
		<updated>2016-07-12T09:48:17Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics==&lt;br /&gt;
Like a normal item but with the ability to have a colored label.&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
&lt;br /&gt;
=== default_label_color ===&lt;br /&gt;
The default label color the item will use or if not provided it uses the game default item text color.&lt;br /&gt;
  default_label_color = {r=1, g=1, b=0, a=1}&lt;br /&gt;
&lt;br /&gt;
=== draw_label_for_cursor_render ===&lt;br /&gt;
If true, the item will draw its label when held in the cursor in place of the item count. Defaults to false if not defined.&lt;br /&gt;
  draw_label_for_cursor_render = true&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/ItemWithLabel&amp;diff=126053</id>
		<title>Prototype/ItemWithLabel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/ItemWithLabel&amp;diff=126053"/>
		<updated>2016-07-12T09:47:17Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: Created page with &amp;quot;== Optional properties ==  === default_label_color === The default label color the item will use or if not provided it uses the game default item text color.   default_label_c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Optional properties ==&lt;br /&gt;
&lt;br /&gt;
=== default_label_color ===&lt;br /&gt;
The default label color the item will use or if not provided it uses the game default item text color.&lt;br /&gt;
  default_label_color = {r=1, g=1, b=0, a=1}&lt;br /&gt;
&lt;br /&gt;
=== draw_label_for_cursor_render ===&lt;br /&gt;
If true, the item will draw its label when held in the cursor in place of the item count. Defaults to false if not defined.&lt;br /&gt;
  draw_label_for_cursor_render = true&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/Item&amp;diff=126052</id>
		<title>Prototype/Item</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/Item&amp;diff=126052"/>
		<updated>2016-07-12T09:43:34Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: /* Extensions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics==&lt;br /&gt;
Possible configuration for all items&lt;br /&gt;
== Extensions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! json identification type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[prototype/item]] || item || Regular item with no special properties.&lt;br /&gt;
|-&lt;br /&gt;
| [[prototype/Ammo]] || ammo || Ammunition for guns&lt;br /&gt;
|-&lt;br /&gt;
| [[prototype/Gun]] || gun || Guns&lt;br /&gt;
|-&lt;br /&gt;
| [[prototype/Armor]] || armor || Used as player protection.&lt;br /&gt;
|-&lt;br /&gt;
| [[prototype/MiningTool]] || mining-tool || Used for mining resources and/or melee weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[prototype/ItemWithLabel]] || item-with-label || Similar to a standard item but with the ability to be labeled.&lt;br /&gt;
|-&lt;br /&gt;
| [[prototype/ItemWithInventory]] || item-with-inventory || An item type that itself has an inventory of other items.&lt;br /&gt;
|-&lt;br /&gt;
| [[prototype/SelectionTool]] || selection-tool || An item type used for selecting entities in the world. The base game blueprint and deconstruction item use this type.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
=== type ===&lt;br /&gt;
Type of the item (extension)&lt;br /&gt;
  type = &amp;quot;item&amp;quot;&lt;br /&gt;
=== name ===&lt;br /&gt;
Name of the item prototype (iron-gear-wheel/wooden-chest)&lt;br /&gt;
  name = &amp;quot;wooden-chest&amp;quot;&lt;br /&gt;
=== stack_size ===&lt;br /&gt;
Count of items of the same name that can be stored in one inventory slot.&lt;br /&gt;
  stack_size = 64&lt;br /&gt;
&lt;br /&gt;
=== order ===&lt;br /&gt;
Is used to order items in inventory (when sorting is enabled) and to sort recipes in crafting screen.&lt;br /&gt;
  order = &amp;quot;a-b-c&amp;quot;&lt;br /&gt;
=== flags ===&lt;br /&gt;
Specifies some properties of the item.&lt;br /&gt;
  flags = { &amp;quot;goes-to-quickbar&amp;quot; }&lt;br /&gt;
Possible values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! meaning&lt;br /&gt;
|-&lt;br /&gt;
| goes-to-quickbar  || Item is moved to quick bar by default&lt;br /&gt;
|-&lt;br /&gt;
| goes-to-main-inventory || Item is moved to main inventory by default&lt;br /&gt;
|-&lt;br /&gt;
| hidden || Item will not appear in lists of all items such as those for logistics requests, filters, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
=== place_result ===&lt;br /&gt;
Name of [prototype/Entity] that can be built using this item&lt;br /&gt;
  place_result = &amp;quot;wooden-chest&amp;quot;&lt;br /&gt;
=== fuel_value ===&lt;br /&gt;
Amount of energy it gives when used as fuel, reference value is 1 for coal.&lt;br /&gt;
Default value is 0 (it can&#039;t be used as fuel).&lt;br /&gt;
  fuel_value = 0.8&lt;br /&gt;
=== healing_value ===&lt;br /&gt;
Amount of health restored when used.&lt;br /&gt;
Default value is 0 (So it can&#039;t be used this way)&lt;br /&gt;
  healing_value = 20&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Script_interfaces&amp;diff=121214</id>
		<title>Tutorial:Script interfaces</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Script_interfaces&amp;diff=121214"/>
		<updated>2015-09-07T09:51:49Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Script interfaces allow direct communication between simultaneously running scripts. This is done in form of defining a public interface with given functions. All the code regarding the interfaces communication is in the &amp;lt;code&amp;gt;remote&amp;lt;/code&amp;gt; namespace. &lt;br /&gt;
&lt;br /&gt;
=== Defining interfaces ===&lt;br /&gt;
&lt;br /&gt;
The interface is defined as follows:&lt;br /&gt;
&lt;br /&gt;
  -- assuming name and table_of_functions are defined elsewhere&lt;br /&gt;
  remote.addinterface(interface_name, table_of_functions)&lt;br /&gt;
&lt;br /&gt;
  -- It is possible to define the name and table inside the call&lt;br /&gt;
  remote.addinterface(&amp;quot;myinterface&amp;quot;, {&lt;br /&gt;
    mygetter = function()&lt;br /&gt;
      -- you can return 1 or more variables from the script&lt;br /&gt;
      return &amp;quot;foo&amp;quot;&lt;br /&gt;
    end,&lt;br /&gt;
  &lt;br /&gt;
    -- the values can be only primitive type or (nested) tables&lt;br /&gt;
    mysetter = function(foo, bar)&lt;br /&gt;
      glob.foo = foo&lt;br /&gt;
      glob.bar = bar&lt;br /&gt;
    end&lt;br /&gt;
  })&lt;br /&gt;
&lt;br /&gt;
The interface functions cannot take function pointers or function closures. Primitive types, LuaObjects and tables work just fine.&lt;br /&gt;
&lt;br /&gt;
The interfaces are not serialised. Therefore it is a good idea to put them into the global scope of the script. In that way they are run everytime the script file is loaded (no matter whether it is the first run or game being loaded).&lt;br /&gt;
&lt;br /&gt;
At the moment the interface is identified solely by its name. There is no vesion mechanism yet. It is a good idea to prefix the name of the interface with the name of the mod / map where it is defined.&lt;br /&gt;
&lt;br /&gt;
=== Calling interface functions ===&lt;br /&gt;
&lt;br /&gt;
The interface can be used for calling functions from a different script. &lt;br /&gt;
&lt;br /&gt;
Example (in the different script than the one above):&lt;br /&gt;
&lt;br /&gt;
  -- calls the myinterface.mygetter from the script above and prints the returning value&lt;br /&gt;
  print(remote.call(&amp;quot;myinterface&amp;quot;, &amp;quot;mygetter&amp;quot;))&lt;br /&gt;
&lt;br /&gt;
This remote.call can be used in the global scope as well. However then the script in which it is called has to be invoked after the script which defined the interface. The ordering of the scripts is: first the map script and then the mod scripts in order defined by the mod ordering.&lt;br /&gt;
&lt;br /&gt;
  -- set values in the other script&lt;br /&gt;
  -- remote call takes the name of the interface, name of the function and then variable amount of parameters&lt;br /&gt;
  remote.call(&amp;quot;myinterface&#039;, &amp;quot;mysetter&amp;quot;, 5, {bar=baz})&lt;br /&gt;
&lt;br /&gt;
=== Discovering interfaces ===&lt;br /&gt;
&lt;br /&gt;
The script can check for expected interfaces and its functions via the &amp;lt;code&amp;gt;remote.interfaces&amp;lt;/code&amp;gt; table. This is a table indexed by interface names where the values are set of functions for particular interfaces.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
  -- check whether there is the &amp;quot;myinterface&amp;quot; interface and whether it contains the &amp;quot;mygetter&amp;quot; function&lt;br /&gt;
  if remote.interfaces.myinterface and remote.interfaces.myinterface.mygetter then&lt;br /&gt;
    -- the remote call for the function is safe to use&lt;br /&gt;
  end&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/Direction&amp;diff=120898</id>
		<title>Types/Direction</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/Direction&amp;diff=120898"/>
		<updated>2015-08-10T22:00:37Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Direction is a [[Types/uint]] who&#039;s value can be any of the following:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;North&#039;&#039;&#039; - 0&lt;br /&gt;
*&#039;&#039;&#039;Northeast&#039;&#039;&#039; - 1&lt;br /&gt;
*&#039;&#039;&#039;East&#039;&#039;&#039; - 2&lt;br /&gt;
*&#039;&#039;&#039;Southeast&#039;&#039;&#039; - 3&lt;br /&gt;
*&#039;&#039;&#039;South&#039;&#039;&#039; - 4&lt;br /&gt;
*&#039;&#039;&#039;Southwest&#039;&#039;&#039; - 5&lt;br /&gt;
*&#039;&#039;&#039;West&#039;&#039;&#039; - 6&lt;br /&gt;
*&#039;&#039;&#039;Northwest&#039;&#039;&#039; - 7&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/Direction&amp;diff=120897</id>
		<title>Types/Direction</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/Direction&amp;diff=120897"/>
		<updated>2015-08-10T22:00:18Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Direction is a [[Types/uint]] who&#039;s value can be any of the following:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;North&#039;&#039;&#039; - 0&lt;br /&gt;
*&#039;&#039;&#039;northeast&#039;&#039;&#039; - 1&lt;br /&gt;
*&#039;&#039;&#039;east&#039;&#039;&#039; - 2&lt;br /&gt;
*&#039;&#039;&#039;southeast&#039;&#039;&#039; - 3&lt;br /&gt;
*&#039;&#039;&#039;south&#039;&#039;&#039; - 4&lt;br /&gt;
*&#039;&#039;&#039;southwest&#039;&#039;&#039; - 5&lt;br /&gt;
*&#039;&#039;&#039;west&#039;&#039;&#039; - 6&lt;br /&gt;
*&#039;&#039;&#039;northwest&#039;&#039;&#039; - 7&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/Direction&amp;diff=120896</id>
		<title>Types/Direction</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/Direction&amp;diff=120896"/>
		<updated>2015-08-10T22:00:08Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: Created page with &amp;quot;Direction is a Types/uint who&amp;#039;s value can be any of the following:  *&amp;#039;&amp;#039;&amp;#039;North&amp;#039;&amp;#039;&amp;#039; - 0 *&amp;#039;&amp;#039;&amp;#039;northeast&amp;#039;&amp;#039;&amp;#039; - 1 *&amp;#039;&amp;#039;&amp;#039;east&amp;#039;&amp;#039;&amp;#039; - 2 *&amp;#039;&amp;#039;&amp;#039;southeast&amp;#039;&amp;#039;&amp;#039; - 3 *&amp;#039;&amp;#039;&amp;#039;south&amp;#039;&amp;#039;&amp;#039; - 4 *&amp;#039;&amp;#039;&amp;#039;southwe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Direction is a [[Types/uint]] who&#039;s value can be any of the following:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;North&#039;&#039;&#039; - 0&lt;br /&gt;
*&#039;&#039;&#039;northeast&#039;&#039;&#039; - 1&lt;br /&gt;
*&#039;&#039;&#039;east&#039;&#039;&#039; - 2&lt;br /&gt;
*&#039;&#039;&#039;southeast&#039;&#039;&#039; - 3&lt;br /&gt;
*&#039;&#039;&#039;south&#039;&#039;&#039; - 4&lt;br /&gt;
*&#039;&#039;&#039;southwest&#039;&#039;&#039; - 5&lt;br /&gt;
*&#039;&#039;&#039;west&#039;&#039;&#039; - 6&lt;br /&gt;
*&#039;&#039;&#039;nortwest&#039;&#039;&#039; - 7&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mods&amp;diff=118803</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mods&amp;diff=118803"/>
		<updated>2015-05-05T17:07:04Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;As of 5/5/2015 this page is *extremely* outdated: A more or less complete list of mods is in the [http://www.factorioforums.com/forum/viewforum.php?f=14 Mods forum].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to use mods ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; See [[Installing Mods]]&lt;br /&gt;
&lt;br /&gt;
== List of user made mods ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are invited to add other mods to this list! See down how.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Big Mods&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Mod&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Author&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Latest Release&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Factorio Version&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Dependencies &lt;br /&gt;
!style=&amp;quot;width: 40%&amp;quot;| Brief Description&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Bob&#039;s Mods}} ([http://www.factorioforums.com/forum/viewforum.php?f=51 Forum])&lt;br /&gt;
| bobingabout || Multiple || Multiple || Multiple&lt;br /&gt;
| A set of modular mods to add something to pretty much every aspect of gameplay, works well in combination with DyTech.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|DyTech}} ([http://www.factorioforums.com/forum/viewforum.php?f=43 Forum])&lt;br /&gt;
| Dysoch || Multiple || Multiple || Multiple&lt;br /&gt;
| A modular set of mods that add something to pretty much every aspect of gameplay, depending on the modules you choose.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|F-mod}} ([http://www.factorioforums.com/forum/viewforum.php?f=45 Forum])&lt;br /&gt;
| ficolas || 1.10.5 || 0.10.x || ??&lt;br /&gt;
| Adds underground mining drills, extra machines and processing, planets and trading.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Test Mode}} ([http://www.factorioforums.com/forum/viewforum.php?f=46 Forum])&lt;br /&gt;
| rk84 || Multiple || Multiple || ??&lt;br /&gt;
| Provides various tools and scripts for testing purposes while in a game.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Treefarm}} ([http://www.factorioforums.com/forum/viewforum.php?f=44 Forum])&lt;br /&gt;
| drs9999 || 1.2.7 || 0.11.6 || base &amp;gt;= 0.11.0&lt;br /&gt;
| Adds treefarms, coal-processing and a production-chain for organic plastic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Large Gameplay Changes and Overhaul Mods&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Mod&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Author&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Latest Release&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Factorio Version&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Dependencies &lt;br /&gt;
!style=&amp;quot;width: 40%&amp;quot;| Brief Description&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Cursed Exp}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=7189 Forum])&lt;br /&gt;
| L0771 || 0.1.1 || 0.11.6+ || base &amp;gt;= 0.11.5, Treefarm-Mod &amp;gt;= 1.2.6&lt;br /&gt;
| Adds experience elements and upgradeable mines/turrets. You really just need to check out the post for more info, it&#039;s quite different.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Hardcorio}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=6634 Forum])&lt;br /&gt;
| Styx3 || 0.3.5 || 0.11.6+ || base&lt;br /&gt;
| A large revamp of warfare elements in Factorio.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Replicator}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=6769 Forum])&lt;br /&gt;
| jamuspsi || 0.2.1 || 0.11.3+ || ??&lt;br /&gt;
| Big change in gameplay, create resources from energy. Lots of energy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Modpacks/Large variety of Changes and New Items&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Mod&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Author&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Latest Release&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Factorio Version&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Dependencies &lt;br /&gt;
!style=&amp;quot;width: 40%&amp;quot;| Brief Description&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|MoMods}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=2778 Forum])&lt;br /&gt;
| ludsoe || Multiple || 0.11.x+ || ??&lt;br /&gt;
| A variety of mods changing various gameplay elements.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Map and Spawning Changes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Mod&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Author&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Latest Release&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Factorio Version&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Dependencies &lt;br /&gt;
!style=&amp;quot;width: 40%&amp;quot;| Brief Description&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Resource Spawner Overhaul}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=4761 Forum])&lt;br /&gt;
| Dark || 1.0.2 || 0.10.2+ || ??&lt;br /&gt;
| Edits resource and biter spawning behavior, encourages longer-distance transportation with more spread out resources.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Straight World}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=7191 Forum])&lt;br /&gt;
| Xecutor || 1.0.1 || 0.10.x+ || ??&lt;br /&gt;
| Makes the world straight and rectangular.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Energy/Logistics/Fluid Handling&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Mod&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Author&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Latest Release&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Factorio Version&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Dependencies &lt;br /&gt;
!style=&amp;quot;width: 40%&amp;quot;| Brief Description&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Belt Blocker}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=6227 Forum])&lt;br /&gt;
| JamesOFarell || 1.0.0 || 0.11.x || ??&lt;br /&gt;
| Adds an object that blocks a single lane on a belt.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Belt Switchers}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=4743 Forum])&lt;br /&gt;
| ThaPear || 0.0.1 || 0.11.5+ || ??&lt;br /&gt;
| Add belt switches, which swap the lane items are traveling on.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Boxing}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=7481 Forum])&lt;br /&gt;
| Xecutor || 0.5.0 || 0.10.x || base &amp;gt;= 0.10.0&lt;br /&gt;
| Adds a way to box up/condense some basic goods, such as plates and plastic.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Liquid Void}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=5412 Forum])&lt;br /&gt;
| Rseding91 || 1.0.0 || 0.11.x || ??&lt;br /&gt;
| Adds a pipe that erases fluids in it.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Offshore Dump}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=6826 Forum])&lt;br /&gt;
| Kirk || 0.0.1 || 0.11.x || ??&lt;br /&gt;
| Adds a pump to dump liquids into water, causing pollution but removing liquids.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Rail Tanker - Liquid Transportation}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=6847 Forum])&lt;br /&gt;
| JamesOFarrell || 0.0.7 || 0.11.x || ??&lt;br /&gt;
| Add a new tanker, holds liquids without having to barrel them first.&lt;br /&gt;
|-&lt;br /&gt;
|{{subpage|Slipstream Chests}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=7121 Forum])&lt;br /&gt;
| Degraine || 1.1.0 || 0.11.17 || None&lt;br /&gt;
| Adds chests that can pick up and put down items on belts.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Uranium Power}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=6740 Forum])&lt;br /&gt;
| Liquius || 0.3.0 || 0.11.x || ??&lt;br /&gt;
| Adds nuclear fission reactors along with a fairly realistic industrial process for gathering and processing uranium.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Uncategorized&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Mod&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Author&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Latest Release&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Factorio Version&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Dependencies &lt;br /&gt;
!style=&amp;quot;width: 40%&amp;quot;| Brief Description&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Record Your Stuff!}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=7691 Forum])&lt;br /&gt;
| AlyxDeLunar || 1.0.0 || 0.11.x || base&lt;br /&gt;
| Provides a numerical count of pollution.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Start Out Planning}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=7561 Forum])&lt;br /&gt;
| AlyxDeLunar || 2.0.0 || 0.11.x || base, ?hardcorio&lt;br /&gt;
| Starts player with a blueprint, deconstruction planner, and automated construction enabled at map creation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dependencies? ==&lt;br /&gt;
Dependencies are used to tell the game what order mods should be loaded. A mod that has dependency gets loaded after the mod it depends. The mod will not be active if it has dependency to a mod that is missing, disabled (by user) or invalid (by dependency of depended mod)&lt;br /&gt;
&lt;br /&gt;
If a dependency is preceded by a question mark (as in: ?Example-Mod &amp;gt;= 1.0.0), then it is an optional dependency. The dependency will not be required to run the mod, but if it does exist, will be loaded before the mod. This usually means the mod will modify something about its dependency if it exists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;base&#039;&#039;&#039; is the default game data that comes with Factorio.&lt;br /&gt;
[[Modding_overview#Mod_meta_information]]&lt;br /&gt;
&lt;br /&gt;
== How to add my/another mod into this page? ==&lt;br /&gt;
&lt;br /&gt;
Two possibilities:&lt;br /&gt;
#  become user of the wiki (get an account) and add it. You can use the {{subpage|ExampleMod}}, to see, how you can structure the information about your own mod!&lt;br /&gt;
# ask in the forum, if someone would add it&lt;br /&gt;
&lt;br /&gt;
== Subpages ==&lt;br /&gt;
&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Game-day&amp;diff=118085</id>
		<title>Game-day</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Game-day&amp;diff=118085"/>
		<updated>2015-03-01T21:56:05Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
A [[Game-day|day]] lasts 25000 [[Game-tick]]s or 416.66~ [[Game-second]]s.&lt;br /&gt;
&lt;br /&gt;
The light varies throughout the day varies in a cycle consisting of 4 phases:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Phase !! Behaviour !! Time of day at start !! Time of day at end !! Duration (in ticks) || Duration (in seconds)&lt;br /&gt;
|-&lt;br /&gt;
|day ||fully light ||0.75 ||0.25 ||12500 ||208.33~&lt;br /&gt;
|-&lt;br /&gt;
|dusk ||darkening ||0.25 ||0.42 ||5000 ||83.33~&lt;br /&gt;
|-&lt;br /&gt;
|night ||fully dark ||0.42 ||0.58 ||2500 ||41.66~&lt;br /&gt;
|-&lt;br /&gt;
|dawn ||lightening ||0.58 ||0.75 ||5000 ||83.33~&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
   ------------- day -------&amp;gt;&amp;lt;---- dusk ----&amp;gt;&amp;lt;---- night ----&amp;gt;&amp;lt;---- dawn ----&amp;gt;&amp;lt;-------- day ------------&lt;br /&gt;
   &lt;br /&gt;
 % 0    5    10   15   20   25   30   35   40   45   50   55   60   65   70   75   80   85   90   95  100&lt;br /&gt;
   |----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|&lt;br /&gt;
&lt;br /&gt;
During dusk, the light level decreases linearly from fully light to fully dark. During dawn, it increases linearly from dark to light.&lt;br /&gt;
&lt;br /&gt;
Note: The actual time between phases can vary +/- a tick due to rounding errors.&lt;br /&gt;
&lt;br /&gt;
These values are accurate as of version 0.11.8.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Time]]&lt;br /&gt;
* [[Lua/Game#tick]].&lt;br /&gt;
* [[Game-tick]]&lt;br /&gt;
* [[Game-second]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Game-day&amp;diff=118084</id>
		<title>Game-day</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Game-day&amp;diff=118084"/>
		<updated>2015-03-01T21:17:46Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: Updated tick times using the source code as reference.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
A [[Game-day|day]] lasts 24966 [[Game-tick]]s or 416.1 [[Game-second]]s.&lt;br /&gt;
&lt;br /&gt;
The light varies throughout the day varies in a cycle consisting of 4 phases:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Phase !! Behaviour !! Time of day at start !! Time of day at end !! Duration (in ticks) || Duration (in seconds)&lt;br /&gt;
|-&lt;br /&gt;
|day ||fully light ||0.75 ||0.25 ||12500 ||208.33~&lt;br /&gt;
|-&lt;br /&gt;
|dusk ||darkening ||0.25 ||0.42 ||5000 ||83.33~&lt;br /&gt;
|-&lt;br /&gt;
|night ||fully dark ||0.42 ||0.58 ||2500 ||41.66~&lt;br /&gt;
|-&lt;br /&gt;
|dawn ||lightening ||0.58 ||0.75 ||5000 ||83.33~&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
   ------------- day -------&amp;gt;&amp;lt;---- dusk ----&amp;gt;&amp;lt;---- night ----&amp;gt;&amp;lt;---- dawn ----&amp;gt;&amp;lt;-------- day ------------&lt;br /&gt;
   &lt;br /&gt;
 % 0    5    10   15   20   25   30   35   40   45   50   55   60   65   70   75   80   85   90   95  100&lt;br /&gt;
   |----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|&lt;br /&gt;
&lt;br /&gt;
During dusk, the light level decreases linearly from fully light to fully dark. During dawn, it increases linearly from dark to light.&lt;br /&gt;
&lt;br /&gt;
Note: The actual time between phases can vary +/- a tick due to rounding errors.&lt;br /&gt;
&lt;br /&gt;
These values are accurate as of version 0.11.8.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Time]]&lt;br /&gt;
* [[Lua/Game#tick]].&lt;br /&gt;
* [[Game-tick]]&lt;br /&gt;
* [[Game-second]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/Character&amp;diff=117714</id>
		<title>Prototype/Character</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/Character&amp;diff=117714"/>
		<updated>2015-02-05T15:51:41Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: /* Added build/reach distance and ticks to keep gun prototype example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics==&lt;br /&gt;
Entity that you move around on the screen during the campaign and freeplay. Extends the Prototype/EntityWithHealth&lt;br /&gt;
== Properties ==&lt;br /&gt;
=== crafting_categories ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/CraftingCategory]]&lt;br /&gt;
&lt;br /&gt;
=== idle_animation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RotatedAnimation]]&lt;br /&gt;
&lt;br /&gt;
=== idle_with_gun_animation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RotatedAnimation]]&lt;br /&gt;
&lt;br /&gt;
=== running_animation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RotatedAnimation]]&lt;br /&gt;
&lt;br /&gt;
=== running_sound_animation_positions (Since 0.8) ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: List of [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
List of positions in the running animation when the walking sound is played.&lt;br /&gt;
    running_sound_animation_positions = {14, 29}&lt;br /&gt;
=== running_mask_animation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RotatedAnimation]]&lt;br /&gt;
&lt;br /&gt;
Currently not used.&lt;br /&gt;
&lt;br /&gt;
=== mining_with_hands_animation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RotatedAnimation]]&lt;br /&gt;
&lt;br /&gt;
=== mining_with_hands_particles_animation_positions ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: List of [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
List of positions in the mining with hand animation when the mining sound and mining particles are created.&lt;br /&gt;
    mining_with_hands_particles_animation_positions = {29, 63}&lt;br /&gt;
&lt;br /&gt;
=== mining_with_tool_animation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RotatedAnimation]]&lt;br /&gt;
&lt;br /&gt;
=== mining_with_tool_particles_animation_positions ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: List of [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
List of positions in the mining with tool animation when the mining sound and mining particles are created.&lt;br /&gt;
&lt;br /&gt;
=== running_aim ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RotatedAnimation]]&lt;br /&gt;
&lt;br /&gt;
=== mining_speed ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
=== running_speed ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
=== distance_per_frame ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
=== maximum_corner_sliding_distance ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
=== heartbeat ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/FileName]]&lt;br /&gt;
&lt;br /&gt;
The sound file played when the character&#039;s health is low&lt;br /&gt;
&lt;br /&gt;
=== eat ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/FileName]]&lt;br /&gt;
&lt;br /&gt;
The sound file played when the character eats (fish for example)&lt;br /&gt;
&lt;br /&gt;
=== light ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/LightDefinition]]&lt;br /&gt;
&lt;br /&gt;
=== inventory_size ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/InventorySize]]&lt;br /&gt;
&lt;br /&gt;
The size of the character&#039;s inventory&lt;br /&gt;
&lt;br /&gt;
=== build_distance ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/uint]]&lt;br /&gt;
&lt;br /&gt;
Added in 0.11.17&lt;br /&gt;
&lt;br /&gt;
=== drop_item_distance ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/uint]]&lt;br /&gt;
&lt;br /&gt;
Added in 0.11.17&lt;br /&gt;
&lt;br /&gt;
=== reach_distance ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/uint]]&lt;br /&gt;
&lt;br /&gt;
Added in 0.11.17&lt;br /&gt;
&lt;br /&gt;
=== reach_resource_distance ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
Added in 0.11.17&lt;br /&gt;
&lt;br /&gt;
=== ticks_to_keep_gun ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/uint]]&lt;br /&gt;
&lt;br /&gt;
Added in 0.11.17&lt;br /&gt;
&lt;br /&gt;
=== ticks_to_keep_aiming_direction ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/uint]]&lt;br /&gt;
&lt;br /&gt;
Added in 0.11.17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
    {&lt;br /&gt;
    type = &amp;quot;player&amp;quot;,&lt;br /&gt;
    name = &amp;quot;player&amp;quot;,&lt;br /&gt;
    icon = &amp;quot;__base__/graphics/icons/player.png&amp;quot;,&lt;br /&gt;
    flags = {&amp;quot;pushable&amp;quot;, &amp;quot;placeable-player&amp;quot;, &amp;quot;placeable-off-grid&amp;quot;, &amp;quot;breaths-air&amp;quot;},&lt;br /&gt;
    max_health = 100,&lt;br /&gt;
    healing_per_tick = 0.01,&lt;br /&gt;
    collision_box = {{-0.2, -0.2}, {0.2, 0.2}},&lt;br /&gt;
    selection_box = {{-0.2, -0.2}, {0.2, 0.2}},&lt;br /&gt;
    crafting_categories = {&amp;quot;crafting&amp;quot;},&lt;br /&gt;
    inventory_size = 60,&lt;br /&gt;
    build_distance = 6,&lt;br /&gt;
    drop_item_distance = 6,&lt;br /&gt;
    reach_distance = 6,&lt;br /&gt;
    reach_resource_distance = 2.7,&lt;br /&gt;
    ticks_to_keep_gun = 600,&lt;br /&gt;
    ticks_to_keep_aiming_direction = 100,&lt;br /&gt;
    running_speed = 0.15,&lt;br /&gt;
    distance_per_frame = 0.13,&lt;br /&gt;
    maximum_corner_sliding_distance = 0.7,&lt;br /&gt;
    eat =&lt;br /&gt;
    {&lt;br /&gt;
      {&lt;br /&gt;
        filename = &amp;quot;__base__/sound/eat.wav&amp;quot;,&lt;br /&gt;
        volume = 1&lt;br /&gt;
      }&lt;br /&gt;
    },&lt;br /&gt;
    heartbeat =&lt;br /&gt;
    {&lt;br /&gt;
      {&lt;br /&gt;
        filename = &amp;quot;__base__/sound/heartbeat.ogg&amp;quot;,&lt;br /&gt;
        volume = 1.5&lt;br /&gt;
      }&lt;br /&gt;
    },&lt;br /&gt;
    idle_animation =&lt;br /&gt;
    {&lt;br /&gt;
      priority = &amp;quot;medium&amp;quot;,&lt;br /&gt;
      frame_width = 48,&lt;br /&gt;
      frame_height = 66,&lt;br /&gt;
      direction_count = 5,&lt;br /&gt;
      frame_count = 120,&lt;br /&gt;
      stripes =&lt;br /&gt;
      {&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-idle-1.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 40&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-idle-2.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 40&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-idle-3.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 40&lt;br /&gt;
        }&lt;br /&gt;
      },&lt;br /&gt;
      shift = {0, -0.6}&lt;br /&gt;
    },&lt;br /&gt;
    idle_with_gun_animation =&lt;br /&gt;
    {&lt;br /&gt;
      priority = &amp;quot;medium&amp;quot;,&lt;br /&gt;
      frame_width = 48,&lt;br /&gt;
      frame_height = 66,&lt;br /&gt;
      direction_count = 5,&lt;br /&gt;
      frame_count = 120,&lt;br /&gt;
      stripes =&lt;br /&gt;
      {&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-idle-with-gun-1.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 40&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-idle-with-gun-2.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 40&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-idle-with-gun-3.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 40&lt;br /&gt;
        }&lt;br /&gt;
      },&lt;br /&gt;
      shift = {0, -0.6}&lt;br /&gt;
    },&lt;br /&gt;
    light = {intensity = 0.4, size = 25},&lt;br /&gt;
    mining_speed = 0.01,&lt;br /&gt;
    mining_with_hands_animation =&lt;br /&gt;
    {&lt;br /&gt;
      priority = &amp;quot;medium&amp;quot;,&lt;br /&gt;
      frame_width = 48,&lt;br /&gt;
      frame_height = 66,&lt;br /&gt;
      direction_count = 5,&lt;br /&gt;
      frame_count = 80,&lt;br /&gt;
      stripes =&lt;br /&gt;
      {&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-mine-with-hands-1.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 40&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-mine-with-hands-2.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 40&lt;br /&gt;
        }&lt;br /&gt;
      },&lt;br /&gt;
      shift = {0, -0.6}&lt;br /&gt;
    },&lt;br /&gt;
    mining_with_hands_particles_animation_positions = {29, 63},&lt;br /&gt;
    mining_with_tool_animation =&lt;br /&gt;
    {&lt;br /&gt;
      priority = &amp;quot;medium&amp;quot;,&lt;br /&gt;
      frame_width = 64,&lt;br /&gt;
      frame_height = 88,&lt;br /&gt;
      direction_count = 5,&lt;br /&gt;
      frame_count = 48,&lt;br /&gt;
      stripes =&lt;br /&gt;
      {&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-mine-with-tool-1.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 24&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-mine-with-tool-2.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 24&lt;br /&gt;
        }&lt;br /&gt;
      },&lt;br /&gt;
      shift = {0, -0.6}&lt;br /&gt;
    },&lt;br /&gt;
    mining_with_tool_particles_animation_positions = {28},&lt;br /&gt;
    running_aim =&lt;br /&gt;
    {&lt;br /&gt;
      filename = &amp;quot;__base__/graphics/entity/player/character-clothes-run-aim.png&amp;quot;,&lt;br /&gt;
      priority = &amp;quot;medium&amp;quot;,&lt;br /&gt;
      frame_width = 58,&lt;br /&gt;
      frame_height = 72,&lt;br /&gt;
      frame_count = 30,&lt;br /&gt;
      direction_count = 18,&lt;br /&gt;
      shift = {0, -0.6}&lt;br /&gt;
    },&lt;br /&gt;
    running_animation =&lt;br /&gt;
    {&lt;br /&gt;
      filename = &amp;quot;__base__/graphics/entity/player/character-clothes-run.png&amp;quot;,&lt;br /&gt;
      priority = &amp;quot;medium&amp;quot;,&lt;br /&gt;
      frame_width = 48,&lt;br /&gt;
      frame_height = 66,&lt;br /&gt;
      frame_count = 30,&lt;br /&gt;
      direction_count = 5,&lt;br /&gt;
      shift = {0, -0.6}&lt;br /&gt;
    },&lt;br /&gt;
    running_mask_animation =&lt;br /&gt;
    {&lt;br /&gt;
      filename = &amp;quot;__base__/graphics/entity/player/character-clothes-run-mask.png&amp;quot;,&lt;br /&gt;
      priority = &amp;quot;medium&amp;quot;,&lt;br /&gt;
      frame_width = 48,&lt;br /&gt;
      frame_height = 66,&lt;br /&gt;
      frame_count = 30,&lt;br /&gt;
      direction_count = 5,&lt;br /&gt;
      shift = {0, -0.6}&lt;br /&gt;
    },&lt;br /&gt;
    running_sound_animation_positions = {14, 29}&lt;br /&gt;
  },&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/Character&amp;diff=117713</id>
		<title>Prototype/Character</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/Character&amp;diff=117713"/>
		<updated>2015-02-05T15:47:39Z</updated>

		<summary type="html">&lt;p&gt;Rseding91: Added information about reach distance and ticks to keep gun.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics==&lt;br /&gt;
Entity that you move around on the screen during the campaign and freeplay. Extends the Prototype/EntityWithHealth&lt;br /&gt;
== Properties ==&lt;br /&gt;
=== crafting_categories ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/CraftingCategory]]&lt;br /&gt;
&lt;br /&gt;
=== idle_animation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RotatedAnimation]]&lt;br /&gt;
&lt;br /&gt;
=== idle_with_gun_animation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RotatedAnimation]]&lt;br /&gt;
&lt;br /&gt;
=== running_animation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RotatedAnimation]]&lt;br /&gt;
&lt;br /&gt;
=== running_sound_animation_positions (Since 0.8) ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: List of [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
List of positions in the running animation when the walking sound is played.&lt;br /&gt;
    running_sound_animation_positions = {14, 29}&lt;br /&gt;
=== running_mask_animation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RotatedAnimation]]&lt;br /&gt;
&lt;br /&gt;
Currently not used.&lt;br /&gt;
&lt;br /&gt;
=== mining_with_hands_animation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RotatedAnimation]]&lt;br /&gt;
&lt;br /&gt;
=== mining_with_hands_particles_animation_positions ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: List of [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
List of positions in the mining with hand animation when the mining sound and mining particles are created.&lt;br /&gt;
    mining_with_hands_particles_animation_positions = {29, 63}&lt;br /&gt;
&lt;br /&gt;
=== mining_with_tool_animation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RotatedAnimation]]&lt;br /&gt;
&lt;br /&gt;
=== mining_with_tool_particles_animation_positions ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: List of [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
List of positions in the mining with tool animation when the mining sound and mining particles are created.&lt;br /&gt;
&lt;br /&gt;
=== running_aim ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RotatedAnimation]]&lt;br /&gt;
&lt;br /&gt;
=== mining_speed ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
=== running_speed ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
=== distance_per_frame ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
=== maximum_corner_sliding_distance ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
=== heartbeat ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/FileName]]&lt;br /&gt;
&lt;br /&gt;
The sound file played when the character&#039;s health is low&lt;br /&gt;
&lt;br /&gt;
=== eat ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/FileName]]&lt;br /&gt;
&lt;br /&gt;
The sound file played when the character eats (fish for example)&lt;br /&gt;
&lt;br /&gt;
=== light ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/LightDefinition]]&lt;br /&gt;
&lt;br /&gt;
=== inventory_size ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/InventorySize]]&lt;br /&gt;
&lt;br /&gt;
The size of the character&#039;s inventory&lt;br /&gt;
&lt;br /&gt;
=== build_distance ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/uint]]&lt;br /&gt;
&lt;br /&gt;
Added in 0.11.17&lt;br /&gt;
&lt;br /&gt;
=== drop_item_distance ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/uint]]&lt;br /&gt;
&lt;br /&gt;
Added in 0.11.17&lt;br /&gt;
&lt;br /&gt;
=== reach_distance ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/uint]]&lt;br /&gt;
&lt;br /&gt;
Added in 0.11.17&lt;br /&gt;
&lt;br /&gt;
=== reach_resource_distance ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
Added in 0.11.17&lt;br /&gt;
&lt;br /&gt;
=== ticks_to_keep_gun ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/uint]]&lt;br /&gt;
&lt;br /&gt;
Added in 0.11.17&lt;br /&gt;
&lt;br /&gt;
=== ticks_to_keep_aiming_direction ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/uint]]&lt;br /&gt;
&lt;br /&gt;
Added in 0.11.17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
    {&lt;br /&gt;
    type = &amp;quot;player&amp;quot;,&lt;br /&gt;
    name = &amp;quot;player&amp;quot;,&lt;br /&gt;
    icon = &amp;quot;__base__/graphics/icons/player.png&amp;quot;,&lt;br /&gt;
    flags = {&amp;quot;pushable&amp;quot;, &amp;quot;placeable-player&amp;quot;, &amp;quot;placeable-off-grid&amp;quot;, &amp;quot;breaths-air&amp;quot;},&lt;br /&gt;
    max_health = 100,&lt;br /&gt;
    healing_per_tick = 0.01,&lt;br /&gt;
    collision_box = {{-0.2, -0.2}, {0.2, 0.2}},&lt;br /&gt;
    selection_box = {{-0.2, -0.2}, {0.2, 0.2}},&lt;br /&gt;
    crafting_categories = {&amp;quot;crafting&amp;quot;},&lt;br /&gt;
    inventory_size = 60,&lt;br /&gt;
    running_speed = 0.15,&lt;br /&gt;
    distance_per_frame = 0.13,&lt;br /&gt;
    maximum_corner_sliding_distance = 0.7,&lt;br /&gt;
    eat =&lt;br /&gt;
    {&lt;br /&gt;
      {&lt;br /&gt;
        filename = &amp;quot;__base__/sound/eat.wav&amp;quot;,&lt;br /&gt;
        volume = 1&lt;br /&gt;
      }&lt;br /&gt;
    },&lt;br /&gt;
    heartbeat =&lt;br /&gt;
    {&lt;br /&gt;
      {&lt;br /&gt;
        filename = &amp;quot;__base__/sound/heartbeat.ogg&amp;quot;,&lt;br /&gt;
        volume = 1.5&lt;br /&gt;
      }&lt;br /&gt;
    },&lt;br /&gt;
    idle_animation =&lt;br /&gt;
    {&lt;br /&gt;
      priority = &amp;quot;medium&amp;quot;,&lt;br /&gt;
      frame_width = 48,&lt;br /&gt;
      frame_height = 66,&lt;br /&gt;
      direction_count = 5,&lt;br /&gt;
      frame_count = 120,&lt;br /&gt;
      stripes =&lt;br /&gt;
      {&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-idle-1.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 40&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-idle-2.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 40&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-idle-3.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 40&lt;br /&gt;
        }&lt;br /&gt;
      },&lt;br /&gt;
      shift = {0, -0.6}&lt;br /&gt;
    },&lt;br /&gt;
    idle_with_gun_animation =&lt;br /&gt;
    {&lt;br /&gt;
      priority = &amp;quot;medium&amp;quot;,&lt;br /&gt;
      frame_width = 48,&lt;br /&gt;
      frame_height = 66,&lt;br /&gt;
      direction_count = 5,&lt;br /&gt;
      frame_count = 120,&lt;br /&gt;
      stripes =&lt;br /&gt;
      {&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-idle-with-gun-1.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 40&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-idle-with-gun-2.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 40&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-idle-with-gun-3.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 40&lt;br /&gt;
        }&lt;br /&gt;
      },&lt;br /&gt;
      shift = {0, -0.6}&lt;br /&gt;
    },&lt;br /&gt;
    light = {intensity = 0.4, size = 25},&lt;br /&gt;
    mining_speed = 0.01,&lt;br /&gt;
    mining_with_hands_animation =&lt;br /&gt;
    {&lt;br /&gt;
      priority = &amp;quot;medium&amp;quot;,&lt;br /&gt;
      frame_width = 48,&lt;br /&gt;
      frame_height = 66,&lt;br /&gt;
      direction_count = 5,&lt;br /&gt;
      frame_count = 80,&lt;br /&gt;
      stripes =&lt;br /&gt;
      {&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-mine-with-hands-1.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 40&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-mine-with-hands-2.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 40&lt;br /&gt;
        }&lt;br /&gt;
      },&lt;br /&gt;
      shift = {0, -0.6}&lt;br /&gt;
    },&lt;br /&gt;
    mining_with_hands_particles_animation_positions = {29, 63},&lt;br /&gt;
    mining_with_tool_animation =&lt;br /&gt;
    {&lt;br /&gt;
      priority = &amp;quot;medium&amp;quot;,&lt;br /&gt;
      frame_width = 64,&lt;br /&gt;
      frame_height = 88,&lt;br /&gt;
      direction_count = 5,&lt;br /&gt;
      frame_count = 48,&lt;br /&gt;
      stripes =&lt;br /&gt;
      {&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-mine-with-tool-1.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 24&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
          filename = &amp;quot;__base__/graphics/entity/player/character-mine-with-tool-2.png&amp;quot;,&lt;br /&gt;
          width_in_frames = 24&lt;br /&gt;
        }&lt;br /&gt;
      },&lt;br /&gt;
      shift = {0, -0.6}&lt;br /&gt;
    },&lt;br /&gt;
    mining_with_tool_particles_animation_positions = {28},&lt;br /&gt;
    running_aim =&lt;br /&gt;
    {&lt;br /&gt;
      filename = &amp;quot;__base__/graphics/entity/player/character-clothes-run-aim.png&amp;quot;,&lt;br /&gt;
      priority = &amp;quot;medium&amp;quot;,&lt;br /&gt;
      frame_width = 58,&lt;br /&gt;
      frame_height = 72,&lt;br /&gt;
      frame_count = 30,&lt;br /&gt;
      direction_count = 18,&lt;br /&gt;
      shift = {0, -0.6}&lt;br /&gt;
    },&lt;br /&gt;
    running_animation =&lt;br /&gt;
    {&lt;br /&gt;
      filename = &amp;quot;__base__/graphics/entity/player/character-clothes-run.png&amp;quot;,&lt;br /&gt;
      priority = &amp;quot;medium&amp;quot;,&lt;br /&gt;
      frame_width = 48,&lt;br /&gt;
      frame_height = 66,&lt;br /&gt;
      frame_count = 30,&lt;br /&gt;
      direction_count = 5,&lt;br /&gt;
      shift = {0, -0.6}&lt;br /&gt;
    },&lt;br /&gt;
    running_mask_animation =&lt;br /&gt;
    {&lt;br /&gt;
      filename = &amp;quot;__base__/graphics/entity/player/character-clothes-run-mask.png&amp;quot;,&lt;br /&gt;
      priority = &amp;quot;medium&amp;quot;,&lt;br /&gt;
      frame_width = 48,&lt;br /&gt;
      frame_height = 66,&lt;br /&gt;
      frame_count = 30,&lt;br /&gt;
      direction_count = 5,&lt;br /&gt;
      shift = {0, -0.6}&lt;br /&gt;
    },&lt;br /&gt;
    running_sound_animation_positions = {14, 29}&lt;br /&gt;
  },&lt;/div&gt;</summary>
		<author><name>Rseding91</name></author>
	</entry>
</feed>