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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Runamucker</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Runamucker"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Runamucker"/>
	<updated>2026-04-11T17:20:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Artillery_wagon&amp;diff=196814</id>
		<title>Artillery wagon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Artillery_wagon&amp;diff=196814"/>
		<updated>2024-04-09T21:28:58Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: /* Trivia */ Removed &amp;quot;Big Bertha&amp;quot; because it&amp;#039;s not an example of a railway gun.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Artillery wagon}}&lt;br /&gt;
The &#039;&#039;&#039;artillery wagon&#039;&#039;&#039; is an end-game wagon mounting a rail cannon that can be added to a train. It fires [[artillery shell]]s, relatively slow-moving projectiles that explore chunks of terrain they travel across. The wagon gun has both automatic and manual (even longer-ranged) firing modes. Projectiles have sufficient damage to destroy spawners and any type of worm with a single hit, and have a modest area of effect. Infinitely-stacking research upgrades are available for range and firing speed, but not damage.&lt;br /&gt;
&lt;br /&gt;
The [[artillery turret]] is essentially the same weapon, but deployed as a static structure like [[Gun turret|other]] [[Laser turret|turrets]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Artillery wagons, like Artillery turrets, have a massive range, outranging non-Artillery fixed fortifications by a factor of 10 or more. In automatic mode, when the train is stopped, the artillery wagon will automatically scan for [[Military units and structures|enemy structures]] (spawners and worms) and shoot at them. Automatic mode cannot target mobile units (biters and spitters); shells do, however, damage mobile units in the vicinity of impact normally.&lt;br /&gt;
&lt;br /&gt;
In manual mode, an [[Artillery targeting remote|Artillery targeting remote]] is used to point-and-click anywhere in the world, map, or zoomed-in map; each click corresponds to one shell delivered to that location, so long as any working artillery turrets and / or wagons are in range. Targeting remotes show the number of fire-ready (loaded and, for wagons, stationary) artillery pieces in range of cursor position when held. Manual fire can be ordered on unexplored areas; shells will explore all chunks they travel across (but no surrounding chunks).&lt;br /&gt;
&lt;br /&gt;
Range in automatic mode is 224 tiles (7 chunks); in manual mode, 560 tiles (17.5 chunks). Infinite [[Artillery shell range (research)|research]] is available to increase range, at +30% of base range per level, applied to both automatic and manual range.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Aside from the considerable expense of research and assembly for both wagons and shells, there are certain considerations that make these wagons unwise as a full replacement for traditional base defenses, despite their phenomenal range and the advantage of mobility.&lt;br /&gt;
&lt;br /&gt;
Artillery shelling will antagonize enemy mobile units in the vicinity of the impact into rushing the wagon&#039;s location at time of firing, regardless of their normal &amp;quot;aggro radius&amp;quot;. Artillery wagons are relatively slow-firing, although infinite [[Artillery shell shooting speed (research)|research]] is available to improve firing speed, at +100% per level, affecting both wagons and stationary turrets and applying to both automatic and manual mode. They also cannot target mobile units in automatic mode. Importantly, artillery has a &#039;&#039;minimum&#039;&#039; range as well, which is 32 tiles.&lt;br /&gt;
&lt;br /&gt;
Together, these limitations mean that an artillery wagon needs to be defended, or else moved around rapidly, in the latter case decreasing its value as base defense. For defense, any conventional approach such as walls, gun, laser, and / or flamethrower turrets, or the personal intervention of the player will do. However, players should keep in mind that extensive shelling of large biter-infested areas will produce massive attack waves centered on the position of the artillery piece at time of firing, and should plan close-range defenses accordingly.&lt;br /&gt;
&lt;br /&gt;
Logistic considerations are also important, as artillery shells have a stack size of 1, meaning any-size container can only hold a modest supply and an inserter will only ever move a single shell at a time. Players may wish to consider assembling near artillery wagon stops if practical. The wagon itself can hold a supply of 100 shells (while artillery turrets only hold 15), providing a portable magazine of some size that can be towed around with the weapon without external storage.&lt;br /&gt;
&lt;br /&gt;
== Train properties ==&lt;br /&gt;
The artillery wagon can fire while stopped at a train stop, but &#039;&#039;&#039;not&#039;&#039;&#039; when stopped at a red signal or when moving. A train in automatic mode that is &amp;quot;No-Path&amp;quot;ing will not fire. When a train with an artillery wagon is stopped at a train stop, aiming and shooting counts as activity for the purposes of &amp;quot;X seconds of inactivity&amp;quot; departure conditions in the train&#039;s schedule. This includes the time that the wagon spends scanning the area around it to find enemies, which is done at 1 chunk per tick. Only when it has scanned all chunks and did not find an enemy it will count as inactive.&lt;br /&gt;
&lt;br /&gt;
When part of a manual-mode (player-driven) train, artillery wagons will fire whenever the train is stopped, regardless of where it was stopped.&lt;br /&gt;
&lt;br /&gt;
Artillery wagons weigh as much as 4 [[Cargo wagon|regular wagons]] (or 2 [[locomotive]]s) for the purposes of train acceleration calculations. Fortunately, [[nuclear fuel]] provides a massive 250% boost to acceleration (compared to 180% for rocket fuel, the next best type), making it an attractive fuel for artillery trains.&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
In addition to firing them, artillery wagons can be used to transport shells from place to place. Inserters will both load and unload artillery wagons in the same manner as they would any other wagon, with the obvious difference that artillery wagons can only take artillery shells as cargo. However, each artillery wagon can hold 100 shells, while a regular cargo wagon only holds 40.&lt;br /&gt;
&lt;br /&gt;
Thus, artillery wagons are the most space-efficient method of transporting artillery shells by rail. They are not, however, the most mass-efficient one, as an artillery wagon weighs 4 times as much as a regular wagon, but holds only 2.5 times as many shells. Thus, if train length is not a concern but acceleration and / or fuel efficiency is, regular wagons are superior for transporting shells.&lt;br /&gt;
&lt;br /&gt;
Furthermore, players need to keep in mind that an artillery wagon&#039;s auto-fire behavior cannot be turned off in any way, and wagons will auto-fire whenever the usual conditions (see above) are met. In cleared, defended areas, however, they can reliably function as shell transport wagons.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Railway_gun Large rail-transported cannon] were built in the late 19th and early 20th century, up until and including World War II. The larger models were heavy and very slow firing and took many hours to set up, but had a greater range and power per shot than any other weapon in existence at the time (considerably greater than battleship-size naval guns, for example). The advent of rocketry, as well as large bomber planes capable of deploying multi-ton bombs, eventually made these guns obsolete.&lt;br /&gt;
** Perhaps the best-known example is the [https://en.wikipedia.org/wiki/Schwerer_Gustav &#039;&#039;Schwerer Gustav&#039;&#039;] (Heavy Gustav), the largest gun ever fired.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-220 Friday Facts #220 - The best Friday Facts ever]&lt;br /&gt;
* [[Artillery turret]]&lt;br /&gt;
* [[Artillery shell]]&lt;br /&gt;
* [[Artillery targeting remote]]&lt;br /&gt;
* [[Locomotive]]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Railway}}&lt;br /&gt;
{{C|Rolling stock}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Roboport&amp;diff=190569</id>
		<title>Roboport</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Roboport&amp;diff=190569"/>
		<updated>2022-12-13T19:38:40Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Removed Trivia section because (1) it was non-trivial information and (2) the information is covered sufficiently in the &amp;quot;Storage&amp;quot; section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Roboport}}&lt;br /&gt;
The &#039;&#039;&#039;roboport&#039;&#039;&#039; is the resting place for all [[construction robot]]s and [[logistic robot]]s. It emits an area of 50×50 tiles, in which logistic robots can interact with logistic network entities, such as [[storage chest]]s, or [[requester chest]]s. Additionally, a 110×110 tile area is created for construction robots to repair, construct or remove structures. This can be seen by hovering the mouse on a roboport, or logistics chest which is inside the logistic zone.&lt;br /&gt;
&lt;br /&gt;
* The smaller &amp;lt;span style=&amp;quot;color:#F98A1D&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt; square represents the reach of the logistics network where both logistics and construction robots can move.&lt;br /&gt;
* The larger &amp;lt;span style=&amp;quot;color:#66FF66&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt; square represents the extent of the construction network where only construction robots can move.&lt;br /&gt;
&lt;br /&gt;
Robots placed into the air from the [[Player|player&#039;s]] inventory inside of a roboport&#039;s coverage will seek out the nearest roboport to charge and rest.&lt;br /&gt;
&lt;br /&gt;
Two or more roboports can connect to form a [[logistic network]], if the borders of the orange logistic areas touch. This is shown by a dotted line running between the two ports. An example of this can be seen on the bottom-right. Non-connected roboports will not share robots.&lt;br /&gt;
&lt;br /&gt;
Players or [[spidertron]] equipped with a [[personal roboport]] or [[personal roboport MK2]] in their armor can act as a mobile roboport themselves, if they have any robots in their inventory.&lt;br /&gt;
&lt;br /&gt;
[[File:roboport_connection.jpg|300×300px|thumb|Two roboports connecting to form a logistic network. Notice the yellow dotted line indicating a successful bond.]]&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
A roboport contains 7 [[Stack|slots]] reserved for [[robots]], and another 7 for [[repair pack]]s. Robots and repair packs can be inserted into the roboport with an [[inserter]]. Furthermore, robots (but not repair packs) can be removed from the roboport with an inserter. Repair packs inside a roboport are available for all robots and requester chests inside the logistic zone of that roboport. Construction bots, when provided with repair packs, will automatically repair all damaged structures inside of a roboport&#039;s coverage area.&lt;br /&gt;
&lt;br /&gt;
If a roboport is full of robots, robots attempting to rest will find a different roboport, if one is available.&lt;br /&gt;
&lt;br /&gt;
[[File:roboport_gui.png|thumb|250px|none|Roboport GUI]]&lt;br /&gt;
&lt;br /&gt;
== Power usage ==&lt;br /&gt;
Roboports have 4 chargers, which are used to recharge the flying bots. More roboports in a small area will allow for greater charging throughput, if a lot of robots need charging. Robots waiting to be charged will float in place near the roboport and wait their turn.&lt;br /&gt;
&lt;br /&gt;
Robots will not enter a roboport to rest unless they have full charge. Robots with low/no charge can still fly, but will move extremely slowly.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.17|&lt;br /&gt;
* Increased the stack size of roboport from 5 to 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Roboports now provide the repair packs they have for other robots to use.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.6|&lt;br /&gt;
* Increased roboport construction range to 55 (110×110 area) to make roboports able to build each other without interconnecting their logistic areas, and not break when there are obstacles like trees or rocks.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there is a 1 tile gap between their logistic areas.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Roboport is connectible to the circuit network, it sends the logistic network contents or the robot statistics of the network.&lt;br /&gt;
* Roboports have decreased transmission power consumption (200 kW to 50 kW) while the robots and their recharging have increased power consumption (200 kW per recharge slot to 1MW per slot)&lt;br /&gt;
* Reduced number of drawn connections between roboports again.&lt;br /&gt;
* Optimized roboport radius rendering.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Robots can charge from a closer roboport on their way to a more distant one.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Reduced number of rendered roboport connections.&lt;br /&gt;
* Inserters can now extract from roboports.&lt;br /&gt;
* Optimized adding and removing roboports, robots keep their tasks if possible.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Roboport gui labels updated to state &amp;quot;Roboport&amp;quot;&lt;br /&gt;
* Roboport is no longer categorized as a military structure.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Backer names are used to name roboports.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Roboports have a separate logistic radius (now 25) and construction radius (now 50)&lt;br /&gt;
* Area visualizations for roboports are displayed under their entities.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.5|&lt;br /&gt;
* Only repair packs may be placed into the roboport slots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.2|&lt;br /&gt;
* Roboport supply area increased from 40×40 to 50×50.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Lowered transmission energy consumption of roboport from 200 W to 100 W.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Repair pack]]&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=188681</id>
		<title>Portable fission reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=188681"/>
		<updated>2022-03-14T07:18:55Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Moved paragraph on usage advice to end for least relevance compared to the mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Portable fusion reactor}}&lt;br /&gt;
&#039;&#039;&#039;Portable fusion reactors&#039;&#039;&#039; are advanced power generating modules for [[modular armor]], [[power armor]], [[power armor MK2]] and the [[spidertron]].  They generate 750kW of power, equivalent to 25 [[portable solar panel]]s, while taking up only a 4×4 area in the equipment grid.&lt;br /&gt;
&lt;br /&gt;
While portable fusion reactors can be assembled by hand, the [[processing unit]]s for it require automated construction to build, so it cannot be built from raw materials by hand.&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are an unlimited source of energy and require nothing to power them.&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are essential items for power armor and power armor MK2, as running the many other modules in these armors would take far too many solar panels to be practical.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The model is a reference to the movie &#039;&#039;[[Wikipedia:Back to the Future|Back to the Future]]&#039;&#039;, specifically the &amp;quot;Mr. Fusion&amp;quot; item on the back of the DeLorean.  The &amp;quot;Mr. Fusion&amp;quot; is itself a riff on &amp;quot;Mr. Coffee,&amp;quot; as the prop was a modified coffee maker.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Power production increased by a factor of 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power production increased by a factor of 100.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Power armor]]&lt;br /&gt;
* [[Power armor MK2]]&lt;br /&gt;
* [[Portable solar panel]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=188680</id>
		<title>Portable fission reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=188680"/>
		<updated>2022-03-14T07:17:07Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Add that fusion reactors also go in power armor and power armor MK2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Portable fusion reactor}}&lt;br /&gt;
&#039;&#039;&#039;Portable fusion reactors&#039;&#039;&#039; are advanced power generating modules for [[modular armor]], [[power armor]], [[power armor MK2]] and the [[spidertron]].  They generate 750kW of power, equivalent to 25 [[portable solar panel]]s, while taking up only a 4×4 area in the equipment grid.&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are essential items for power armor and power armor MK2, as running the many other modules in these armors would take far too many solar panels to be practical.&lt;br /&gt;
&lt;br /&gt;
While portable fusion reactors can be assembled by hand, the [[processing unit]]s for it require automated construction to build, so it cannot be built from raw materials by hand.&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are an unlimited source of energy and require nothing to power them.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The model is a reference to the movie &#039;&#039;[[Wikipedia:Back to the Future|Back to the Future]]&#039;&#039;, specifically the &amp;quot;Mr. Fusion&amp;quot; item on the back of the DeLorean.  The &amp;quot;Mr. Fusion&amp;quot; is itself a riff on &amp;quot;Mr. Coffee,&amp;quot; as the prop was a modified coffee maker.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Power production increased by a factor of 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power production increased by a factor of 100.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Power armor]]&lt;br /&gt;
* [[Power armor MK2]]&lt;br /&gt;
* [[Portable solar panel]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=188679</id>
		<title>Portable fission reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=188679"/>
		<updated>2022-03-14T07:16:00Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: rewording for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Portable fusion reactor}}&lt;br /&gt;
&#039;&#039;&#039;Portable fusion reactors&#039;&#039;&#039; are advanced power generating modules for [[modular armor]] and the [[spidertron]].  They generate 750kW of power, equivalent to 25 [[portable solar panel]]s, while taking up only a 4×4 area in the equipment grid.&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are essential items for [[power armor]] and [[power armor MK2]], as running the many other modules in these armors would take far too many solar panels to be practical.&lt;br /&gt;
&lt;br /&gt;
While portable fusion reactors can be assembled by hand, the [[processing unit]]s for it require automated construction to build, so it cannot be built from raw materials by hand.&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are an unlimited source of energy and require nothing to power them.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The model is a reference to the movie &#039;&#039;[[Wikipedia:Back to the Future|Back to the Future]]&#039;&#039;, specifically the &amp;quot;Mr. Fusion&amp;quot; item on the back of the DeLorean.  The &amp;quot;Mr. Fusion&amp;quot; is itself a riff on &amp;quot;Mr. Coffee,&amp;quot; as the prop was a modified coffee maker.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Power production increased by a factor of 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power production increased by a factor of 100.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Power armor]]&lt;br /&gt;
* [[Power armor MK2]]&lt;br /&gt;
* [[Portable solar panel]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=188678</id>
		<title>Portable fission reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=188678"/>
		<updated>2022-03-14T07:02:55Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Removed trivial info and corrected grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Portable fusion reactor}}&lt;br /&gt;
&#039;&#039;&#039;Portable fusion reactors&#039;&#039;&#039; are advanced power generating modules for [[modular armor]] and the [[spidertron]].  They generate 750kW of power, equivalent to 25 [[portable solar panel]]s, while taking up only a 4×4 grid in size.&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are essential items for [[power armor]] and [[power armor MK2]], as running the many other modules in these armors would take far too many solar panels to be practical.&lt;br /&gt;
&lt;br /&gt;
While portable fusion reactors can be assembled by hand, the [[processing unit]]s for it require automated construction to build, so it cannot be built from raw materials by hand.&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are an unlimited source of energy and require nothing to power them.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The model is a reference to the movie &#039;&#039;[[Wikipedia:Back to the Future|Back to the Future]]&#039;&#039;, specifically the &amp;quot;Mr. Fusion&amp;quot; item on the back of the DeLorean.  The &amp;quot;Mr. Fusion&amp;quot; is itself a riff on &amp;quot;Mr. Coffee,&amp;quot; as the prop was a modified coffee maker.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Power production increased by a factor of 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power production increased by a factor of 100.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Power armor]]&lt;br /&gt;
* [[Power armor MK2]]&lt;br /&gt;
* [[Portable solar panel]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Buffer_chest&amp;diff=188676</id>
		<title>Talk:Buffer chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Buffer_chest&amp;diff=188676"/>
		<updated>2022-03-14T04:27:03Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The History section of the article currently states:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;0.16.21&#039;&#039;&#039;: &lt;br /&gt;
&#039;&#039;Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is not true. Requesters requesting from &#039;&#039;&#039;&#039;&#039;active provider chests&#039;&#039;&#039;&#039;&#039; have the highest priority. I&#039;d fix it myself, but I don&#039;t know what it&#039;s supposed to say. My best guess is it&#039;s supposed to say that different pick-up priorities were added to the various types of chest, but it could also mean that there already were priorities, but they were reordered. Either way, this needs to be fixed by someone who has a better source. --[[User:Runamucker|Runamucker]] ([[User talk:Runamucker|talk]]) 04:22, 14 March 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Buffer_chest&amp;diff=188675</id>
		<title>Talk:Buffer chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Buffer_chest&amp;diff=188675"/>
		<updated>2022-03-14T04:23:46Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The article currently states:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is not true. Requesters requesting from &#039;&#039;&#039;&#039;&#039;active provider chests&#039;&#039;&#039;&#039;&#039; have the highest priority. I&#039;d fix it myself, but I don&#039;t know what it&#039;s supposed to say. My best guess is it&#039;s supposed to say that different pick-up priorities were added to the various types of chest, but it could also mean that there already were priorities, but they were reordered. Either way, this needs to be fixed by someone who has a better source. --[[User:Runamucker|Runamucker]] ([[User talk:Runamucker|talk]]) 04:22, 14 March 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Buffer_chest&amp;diff=188674</id>
		<title>Talk:Buffer chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Buffer_chest&amp;diff=188674"/>
		<updated>2022-03-14T04:23:05Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The article currently states:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is not true. Requesters requesting from active provider chests have the highest priority. I&#039;d fix it myself, but I don&#039;t know what it&#039;s supposed to say. My best guess is it&#039;s supposed to say that different pick-up priorities were added to the various types of chest, but it could also mean that there already were priorities, but they were reordered. Either way, this needs to be fixed by someone who has a better source. --[[User:Runamucker|Runamucker]] ([[User talk:Runamucker|talk]]) 04:22, 14 March 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Buffer_chest&amp;diff=188673</id>
		<title>Talk:Buffer chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Buffer_chest&amp;diff=188673"/>
		<updated>2022-03-14T04:22:23Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Buffer chests do NOT have highest priority for pick-up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The article currently states:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;q&amp;gt; Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is not true. Requesters requesting from active provider chests have the highest priority. I&#039;d fix it myself, but I don&#039;t know what it&#039;s supposed to say. My best guess is it&#039;s supposed to say that different pick-up priorities were added to the various types of chest, but it could also mean that there already were priorities, but they were reordered. Either way, this needs to be fixed by someone who has a better source. --[[User:Runamucker|Runamucker]] ([[User talk:Runamucker|talk]]) 04:22, 14 March 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Buffer_chest&amp;diff=188672</id>
		<title>Buffer chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Buffer_chest&amp;diff=188672"/>
		<updated>2022-03-14T04:02:48Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: /* History */ Fixed that only the *visible* number of requests changed to 30 -- the total number of requests is still 1000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Buffer chest}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;buffer chest&#039;&#039;&#039; is a large advanced storage item that functions as both a [[requester chest]] and a [[passive provider chest]]. The buffer chest functions as an &amp;quot;in-between&amp;quot; chest for ferrying items from [[provider chest]]s to the player, [[construction robot]]s, or requester chests.&lt;br /&gt;
&lt;br /&gt;
Like requester chests, buffer chests can be configured to request of a specified number of up to 1000 types of items from the logistic network. [[Logistic robot]]s will then bring the specified items from provider chests or [[storage chest]]s until the request is met. In addition, similar to a passive provider chest, any items contained in a buffer chest are made available to construction robots, logistic requests from the player, and requester chests that have the &amp;quot;Request from buffer chests&amp;quot; checkbox checked. However, items in a buffer chest are &#039;&#039;&#039;not&#039;&#039;&#039; used to fulfill requests from other buffer chests.&lt;br /&gt;
&lt;br /&gt;
By using {{Keybinding|shift|rmb}} and {{Keybinding|shift|lmb}} to copy-paste a recipe from an assembling machine to a buffer chest, the buffer chest is automatically configured to request enough ingredients for 30 seconds of continuous crafting.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:Fff-203-buffer-chest-2.png|The buffer chest can act as a central supply point to the player,&lt;br /&gt;
File:Fff-203-buffer-chest-3.png|... or as a more localized supply for construction.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:buffer_chest_gui.png|thumb|none|300px|Buffer chest GUI.]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.18.27|&lt;br /&gt;
* Increased number of visible logistic requests from 12 to 30.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New, animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.21|&lt;br /&gt;
* Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.8|&lt;br /&gt;
* Requester chests can now request stuff from buffer chests as was originally intended.&lt;br /&gt;
* Buffer chests are provided items only if all requester chests are satisfied for that specific item.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
* Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-203 Friday Facts #203 - Logistic buffer chest]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Buffer_chest&amp;diff=188671</id>
		<title>Buffer chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Buffer_chest&amp;diff=188671"/>
		<updated>2022-03-14T04:00:48Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: /* History */ fixed that it&amp;#039;s logistic requests, not filters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Buffer chest}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;buffer chest&#039;&#039;&#039; is a large advanced storage item that functions as both a [[requester chest]] and a [[passive provider chest]]. The buffer chest functions as an &amp;quot;in-between&amp;quot; chest for ferrying items from [[provider chest]]s to the player, [[construction robot]]s, or requester chests.&lt;br /&gt;
&lt;br /&gt;
Like requester chests, buffer chests can be configured to request of a specified number of up to 1000 types of items from the logistic network. [[Logistic robot]]s will then bring the specified items from provider chests or [[storage chest]]s until the request is met. In addition, similar to a passive provider chest, any items contained in a buffer chest are made available to construction robots, logistic requests from the player, and requester chests that have the &amp;quot;Request from buffer chests&amp;quot; checkbox checked. However, items in a buffer chest are &#039;&#039;&#039;not&#039;&#039;&#039; used to fulfill requests from other buffer chests.&lt;br /&gt;
&lt;br /&gt;
By using {{Keybinding|shift|rmb}} and {{Keybinding|shift|lmb}} to copy-paste a recipe from an assembling machine to a buffer chest, the buffer chest is automatically configured to request enough ingredients for 30 seconds of continuous crafting.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:Fff-203-buffer-chest-2.png|The buffer chest can act as a central supply point to the player,&lt;br /&gt;
File:Fff-203-buffer-chest-3.png|... or as a more localized supply for construction.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:buffer_chest_gui.png|thumb|none|300px|Buffer chest GUI.]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.18.27|&lt;br /&gt;
* Increased logistic request count from 12 to 30.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New, animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.21|&lt;br /&gt;
* Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.8|&lt;br /&gt;
* Requester chests can now request stuff from buffer chests as was originally intended.&lt;br /&gt;
* Buffer chests are provided items only if all requester chests are satisfied for that specific item.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
* Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-203 Friday Facts #203 - Logistic buffer chest]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Requester_chest&amp;diff=188670</id>
		<title>Requester chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Requester_chest&amp;diff=188670"/>
		<updated>2022-03-14T03:55:25Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: remove repeated wikilink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Requester chest}}&lt;br /&gt;
The &#039;&#039;&#039;requester chest&#039;&#039;&#039; is a large advanced storage item that is part of the [[logistic network]]. Requester chests can be configured to request of a specified number of up to 1000 types of items from the network. [[Logistic robot]]s will then bring the specified items from [[provider chest]]s, [[storage chest]]s, and [[buffer chest]]s, if the &amp;quot;Request from buffer chests&amp;quot; checkbox is checked, until the request is met.&lt;br /&gt;
&lt;br /&gt;
When fulfilling requests from requester chests, logistic robots will first attempt to pick up the specified items from [[active provider chest]]s, then from buffer chests &#039;&#039;&#039;if the &amp;quot;Request from buffer chests&amp;quot; checkbox is checked&#039;&#039;&#039;, then from storage chests, and lastly from [[passive provider chest]]s.&lt;br /&gt;
&lt;br /&gt;
By using {{Keybinding|shift|rmb}} and {{Keybinding|shift|lmb}} to copy-paste a recipe from an [[assembling machine]] to a requester chest, the requester chest is automatically configured to request enough ingredients for 30 seconds of continuous crafting.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Requester_chest_gui.png|thumb|none|300px|Requester chest GUI.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.18.27|&lt;br /&gt;
* Increased logistic request count from 12 to 30.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New, animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.21|&lt;br /&gt;
* Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.8|&lt;br /&gt;
* Requester chests can now request stuff from buffer chests as was originally intended.&lt;br /&gt;
* Requester chests have a checkbox that specifies whether it should or shouldn&#039;t request things from buffer chests. It is off by default.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.28|&lt;br /&gt;
* Warning icon for logistic chests that are not in a reach of roboport.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Requester chest&#039;s requested items can be set automatically from the circuit network.&lt;br /&gt;
* All types of chests can be connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Copy entity settings mechanism now allows copy from assembling machines and paste to requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.3|&lt;br /&gt;
* For requester chests, robots take always as much as they can carry and leave it in the chest, so it can get a bit more than requested.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Keep the inventory limit of chests when fast rebuilding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Chests inventory size can be limited.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Logistic robots delivery is evenly distributed between provider/requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Requester_chest&amp;diff=188669</id>
		<title>Requester chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Requester_chest&amp;diff=188669"/>
		<updated>2022-03-14T03:53:10Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Requester chest}}&lt;br /&gt;
The &#039;&#039;&#039;requester chest&#039;&#039;&#039; is a large advanced storage item that is part of the [[logistic network]]. Requester chests can be configured to request of a specified number of up to 1000 types of items from the network. [[Logistic robot]]s will then bring the specified items from [[provider chest]]s, [[storage chest]]s, and [[buffer chest]]s, if the &amp;quot;Request from buffer chests&amp;quot; checkbox is checked, until the request is met.&lt;br /&gt;
&lt;br /&gt;
When fulfilling requests from requester chests, logistic robots will first attempt to pick up the specified items from [[active provider chest]]s, then from [[buffer chest]]s &#039;&#039;&#039;if the &amp;quot;Request from buffer chests&amp;quot; checkbox is checked&#039;&#039;&#039;, then from storage chests, and lastly from [[passive provider chest]]s.&lt;br /&gt;
&lt;br /&gt;
By using {{Keybinding|shift|rmb}} and {{Keybinding|shift|lmb}} to copy-paste a recipe from an [[assembling machine]] to a requester chest, the requester chest is automatically configured to request enough ingredients for 30 seconds of continuous crafting.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Requester_chest_gui.png|thumb|none|300px|Requester chest GUI.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.18.27|&lt;br /&gt;
* Increased logistic request count from 12 to 30.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New, animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.21|&lt;br /&gt;
* Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.8|&lt;br /&gt;
* Requester chests can now request stuff from buffer chests as was originally intended.&lt;br /&gt;
* Requester chests have a checkbox that specifies whether it should or shouldn&#039;t request things from buffer chests. It is off by default.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.28|&lt;br /&gt;
* Warning icon for logistic chests that are not in a reach of roboport.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Requester chest&#039;s requested items can be set automatically from the circuit network.&lt;br /&gt;
* All types of chests can be connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Copy entity settings mechanism now allows copy from assembling machines and paste to requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.3|&lt;br /&gt;
* For requester chests, robots take always as much as they can carry and leave it in the chest, so it can get a bit more than requested.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Keep the inventory limit of chests when fast rebuilding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Chests inventory size can be limited.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Logistic robots delivery is evenly distributed between provider/requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Buffer_chest&amp;diff=188668</id>
		<title>Buffer chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Buffer_chest&amp;diff=188668"/>
		<updated>2022-03-14T03:51:14Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Buffer chest}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;buffer chest&#039;&#039;&#039; is a large advanced storage item that functions as both a [[requester chest]] and a [[passive provider chest]]. The buffer chest functions as an &amp;quot;in-between&amp;quot; chest for ferrying items from [[provider chest]]s to the player, [[construction robot]]s, or requester chests.&lt;br /&gt;
&lt;br /&gt;
Like requester chests, buffer chests can be configured to request of a specified number of up to 1000 types of items from the logistic network. [[Logistic robot]]s will then bring the specified items from provider chests or [[storage chest]]s until the request is met. In addition, similar to a passive provider chest, any items contained in a buffer chest are made available to construction robots, logistic requests from the player, and requester chests that have the &amp;quot;Request from buffer chests&amp;quot; checkbox checked. However, items in a buffer chest are &#039;&#039;&#039;not&#039;&#039;&#039; used to fulfill requests from other buffer chests.&lt;br /&gt;
&lt;br /&gt;
By using {{Keybinding|shift|rmb}} and {{Keybinding|shift|lmb}} to copy-paste a recipe from an assembling machine to a buffer chest, the buffer chest is automatically configured to request enough ingredients for 30 seconds of continuous crafting.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:Fff-203-buffer-chest-2.png|The buffer chest can act as a central supply point to the player,&lt;br /&gt;
File:Fff-203-buffer-chest-3.png|... or as a more localized supply for construction.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:buffer_chest_gui.png|thumb|none|300px|Buffer chest GUI.]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.18.27|&lt;br /&gt;
* Increased logistic filter count from 12 to 30.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New, animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.21|&lt;br /&gt;
* Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.8|&lt;br /&gt;
* Requester chests can now request stuff from buffer chests as was originally intended.&lt;br /&gt;
* Buffer chests are provided items only if all requester chests are satisfied for that specific item.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
* Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-203 Friday Facts #203 - Logistic buffer chest]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Buffer_chest&amp;diff=188667</id>
		<title>Buffer chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Buffer_chest&amp;diff=188667"/>
		<updated>2022-03-14T03:50:02Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Add that players can copy-paste recipes into buffer chests from an assembly machine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Buffer chest}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;buffer chest&#039;&#039;&#039; is a large advanced storage item that functions as both a [[requester chest]] and a [[passive provider chest]]. The buffer chest functions as an &amp;quot;in-between&amp;quot; chest for ferrying items from [[provider chest]]s to the player, [[construction robot]]s, or requester chests.&lt;br /&gt;
&lt;br /&gt;
Like requester chests, buffer chests can be configured to request of a specified number of up to 1000 types of items from the logistic network. [[Logistic robot]]s will then bring the specified items from provider chests or [[storage chest]]s until the request is met. In addition, similar to a passive provider chest, any items contained in a buffer chest are made available to construction robots, logistic requests from the player, and requester chests that have the &amp;quot;Request from buffer chests&amp;quot; checkbox checked. However, items in a buffer chest are &#039;&#039;&#039;not&#039;&#039;&#039; used to fulfill requests from other buffer chests.&lt;br /&gt;
&lt;br /&gt;
By using SHIFT + Right mouse button and SHIFT + Left mouse button to copy-paste a recipe from an assembling machine to a buffer chest, the buffer chest is automatically configured to request enough ingredients for 30 seconds of continuous crafting.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:Fff-203-buffer-chest-2.png|The buffer chest can act as a central supply point to the player,&lt;br /&gt;
File:Fff-203-buffer-chest-3.png|... or as a more localized supply for construction.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:buffer_chest_gui.png|thumb|none|300px|Buffer chest GUI.]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.18.27|&lt;br /&gt;
* Increased logistic filter count from 12 to 30.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New, animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.21|&lt;br /&gt;
* Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.8|&lt;br /&gt;
* Requester chests can now request stuff from buffer chests as was originally intended.&lt;br /&gt;
* Buffer chests are provided items only if all requester chests are satisfied for that specific item.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
* Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-203 Friday Facts #203 - Logistic buffer chest]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Requester_chest&amp;diff=188666</id>
		<title>Requester chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Requester_chest&amp;diff=188666"/>
		<updated>2022-03-14T03:47:21Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Clarify that storage chests are next in the priority list, not in addition to the chests above it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Requester chest}}&lt;br /&gt;
The &#039;&#039;&#039;requester chest&#039;&#039;&#039; is a large advanced storage item that is part of the [[logistic network]]. Requester chests can be configured to request of a specified number of up to 1000 types of items from the network. [[Logistic robot]]s will then bring the specified items from [[provider chest]]s, [[storage chest]]s, and [[buffer chest]]s, if the &amp;quot;Request from buffer chests&amp;quot; checkbox is checked, until the request is met.&lt;br /&gt;
&lt;br /&gt;
When fulfilling requests from requester chests, logistic robots will first attempt to pick up the specified items from [[active provider chest]]s, then from [[buffer chest]]s &#039;&#039;&#039;if the &amp;quot;Request from buffer chests&amp;quot; checkbox is checked&#039;&#039;&#039;, then from storage chests, and finally from [[passive provider chest]]s.&lt;br /&gt;
&lt;br /&gt;
By using {{Keybinding|shift|rmb}} and {{Keybinding|shift|lmb}} to copy-paste a recipe from an [[assembling machine]] to a requester chest, the requester chest is automatically configured to request enough ingredients for 30 seconds of continuous crafting.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Requester_chest_gui.png|thumb|none|300px|Requester chest GUI.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.18.27|&lt;br /&gt;
* Increased logistic request count from 12 to 30.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New, animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.21|&lt;br /&gt;
* Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.8|&lt;br /&gt;
* Requester chests can now request stuff from buffer chests as was originally intended.&lt;br /&gt;
* Requester chests have a checkbox that specifies whether it should or shouldn&#039;t request things from buffer chests. It is off by default.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.28|&lt;br /&gt;
* Warning icon for logistic chests that are not in a reach of roboport.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Requester chest&#039;s requested items can be set automatically from the circuit network.&lt;br /&gt;
* All types of chests can be connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Copy entity settings mechanism now allows copy from assembling machines and paste to requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.3|&lt;br /&gt;
* For requester chests, robots take always as much as they can carry and leave it in the chest, so it can get a bit more than requested.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Keep the inventory limit of chests when fast rebuilding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Chests inventory size can be limited.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Logistic robots delivery is evenly distributed between provider/requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=188665</id>
		<title>Active provider chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=188665"/>
		<updated>2022-03-14T03:43:41Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Reword the sentence about the difference between active and passive provider chests to clearly be about the difference, rather than possibly being about additional function&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Active provider chest}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;active provider chest&#039;&#039;&#039; is a large advanced storage item that is part of the [[logistic network]]. [[Logistic robot]]s will pick up items from this chest to move them to [[requester chest]]s, buffer chests, the [[player]], or [[storage chest]]s. They differ from [[passive provider chest]]s in that logistic robots do not move items from passive provider chests to [[storage chest]]s.&lt;br /&gt;
&lt;br /&gt;
Active provider chests have the highest priority as pick-up points for logistic robots when fulfilling requests.&lt;br /&gt;
&lt;br /&gt;
Active provider chests are designed to be emptied. If you don&#039;t want the contained items to be moved until they are specifically requested, then use the passive provider chest or buffer chest instead.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New, animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.28|&lt;br /&gt;
* Warning icon for logistic chests that are not in a reach of roboport.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* All types of chests can be connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Changed the priority of resupplying source of logistic robots. Active provider chests have highest priority, then storage chests, and  then passive provider chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Keep the inventory limit of chests when fast rebuilding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Chests inventory size can be limited.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Logistic robots delivery is evenly distributed between provider/requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=188664</id>
		<title>Active provider chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=188664"/>
		<updated>2022-03-14T03:38:50Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Put all the chests that request from active provider chests into one unambiguous sentence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Active provider chest}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;active provider chest&#039;&#039;&#039; is a large advanced storage item that is part of the [[logistic network]]. [[Logistic robot]]s will pick up items from this chest to move them to [[requester chest]]s, buffer chests, the [[player]], or [[storage chest]]s. Unlike [[passive provider chest]]s, logistic robots will also actively attempt to move all items within an active provider chest to [[storage chest]]s when there are no other tasks available.&lt;br /&gt;
&lt;br /&gt;
Active provider chests have the highest priority as pick-up points for logistic robots when fulfilling requests.&lt;br /&gt;
&lt;br /&gt;
Active provider chests are designed to be emptied. If you don&#039;t want the contained items to be moved until they are specifically requested, then use the passive provider chest or buffer chest instead.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New, animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.28|&lt;br /&gt;
* Warning icon for logistic chests that are not in a reach of roboport.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* All types of chests can be connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Changed the priority of resupplying source of logistic robots. Active provider chests have highest priority, then storage chests, and  then passive provider chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Keep the inventory limit of chests when fast rebuilding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Chests inventory size can be limited.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Logistic robots delivery is evenly distributed between provider/requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=188663</id>
		<title>Active provider chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=188663"/>
		<updated>2022-03-14T03:35:25Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: fix wikilink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Active provider chest}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;active provider chest&#039;&#039;&#039; is a large advanced storage item that is part of the [[logistic network]]. [[Logistic robot]]s will pick up items from this box to move them to [[requester chest]]s, [[buffer chest]]s or the [[player]]. Unlike [[passive provider chest]]s, logistic robots will also actively attempt to move all items within an active provider chest to [[storage chest]]s when there are no other tasks available.&lt;br /&gt;
&lt;br /&gt;
Active provider chests have the highest priority as pick-up points for logistic robots when fulfilling requests.&lt;br /&gt;
&lt;br /&gt;
Active provider chests are designed to be emptied. If you don&#039;t want the contained items to be moved until they are specifically requested, then use the passive provider chest or buffer chest instead.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New, animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.28|&lt;br /&gt;
* Warning icon for logistic chests that are not in a reach of roboport.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* All types of chests can be connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Changed the priority of resupplying source of logistic robots. Active provider chests have highest priority, then storage chests, and  then passive provider chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Keep the inventory limit of chests when fast rebuilding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Chests inventory size can be limited.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Logistic robots delivery is evenly distributed between provider/requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=188662</id>
		<title>Active provider chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=188662"/>
		<updated>2022-03-14T03:35:02Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Add that buffer chests also request from active provider chests&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Active provider chest}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;active provider chest&#039;&#039;&#039; is a large advanced storage item that is part of the [[logistic network]]. [[Logistic robot]]s will pick up items from this box to move them to [[requester chest]]s, [[buffer chests]] or the [[player]]. Unlike [[passive provider chest]]s, logistic robots will also actively attempt to move all items within an active provider chest to [[storage chest]]s when there are no other tasks available.&lt;br /&gt;
&lt;br /&gt;
Active provider chests have the highest priority as pick-up points for logistic robots when fulfilling requests.&lt;br /&gt;
&lt;br /&gt;
Active provider chests are designed to be emptied. If you don&#039;t want the contained items to be moved until they are specifically requested, then use the passive provider chest or buffer chest instead.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New, animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.28|&lt;br /&gt;
* Warning icon for logistic chests that are not in a reach of roboport.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* All types of chests can be connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Changed the priority of resupplying source of logistic robots. Active provider chests have highest priority, then storage chests, and  then passive provider chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Keep the inventory limit of chests when fast rebuilding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Chests inventory size can be limited.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Logistic robots delivery is evenly distributed between provider/requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=188661</id>
		<title>Active provider chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=188661"/>
		<updated>2022-03-14T03:33:38Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Add the design purpose of active provider chests&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Active provider chest}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;active provider chest&#039;&#039;&#039; is a large advanced storage item that is part of the [[logistic network]]. [[Logistic robot]]s will pick up items from this box to move them to [[requester chest]]s or the [[player]]. Unlike [[passive provider chest]]s, logistic robots will also actively attempt to move all items within an active provider chest to [[storage chest]]s when there are no other tasks available.&lt;br /&gt;
&lt;br /&gt;
Active provider chests have the highest priority as pick-up points for logistic robots when fulfilling requests.&lt;br /&gt;
&lt;br /&gt;
Active provider chests are designed to be emptied. If you don&#039;t want the contained items to be moved until they are specifically requested, then use the passive provider chest instead.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New, animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.28|&lt;br /&gt;
* Warning icon for logistic chests that are not in a reach of roboport.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* All types of chests can be connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Changed the priority of resupplying source of logistic robots. Active provider chests have highest priority, then storage chests, and  then passive provider chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Keep the inventory limit of chests when fast rebuilding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Chests inventory size can be limited.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Logistic robots delivery is evenly distributed between provider/requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=188660</id>
		<title>Active provider chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=188660"/>
		<updated>2022-03-14T03:32:35Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Reorganized to prioritize functional info over usage recommendations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Active provider chest}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;active provider chest&#039;&#039;&#039; is a large advanced storage item that is part of the [[logistic network]]. [[Logistic robot]]s will pick up items from this box to move them to [[requester chest]]s or the [[player]]. Unlike [[passive provider chest]]s, logistic robots will also actively attempt to move all items within an active provider chest to [[storage chest]]s when there are no other tasks available.&lt;br /&gt;
&lt;br /&gt;
Active provider chests have the highest priority as pick-up points for logistic robots when fulfilling requests.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want the contained items to be moved until they are specifically requested, then use the passive provider chest instead.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New, animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.28|&lt;br /&gt;
* Warning icon for logistic chests that are not in a reach of roboport.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* All types of chests can be connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Changed the priority of resupplying source of logistic robots. Active provider chests have highest priority, then storage chests, and  then passive provider chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Keep the inventory limit of chests when fast rebuilding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Chests inventory size can be limited.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Logistic robots delivery is evenly distributed between provider/requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=188659</id>
		<title>Active provider chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=188659"/>
		<updated>2022-03-14T03:06:17Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: /* History */ Specified that *active* provider chests (not all provider chests) have priority&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Active provider chest}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;active provider chest&#039;&#039;&#039; is a large advanced storage item that is part of the [[logistic network]]. [[Logistic robot]]s will pick up items from this box to move them to [[requester chest]]s or the [[player]]. Unlike [[passive provider chest]]s, logistic robots will also actively attempt to move all items within an active provider chest to [[storage chest]]s when there are no other tasks available.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want the contained items to be moved until they are specifically requested, then use the passive provider chest instead. Active provider chests have the highest priority as pick-up points for logistic robots when fulfilling requests.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New, animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.28|&lt;br /&gt;
* Warning icon for logistic chests that are not in a reach of roboport.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* All types of chests can be connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Changed the priority of resupplying source of logistic robots. Active provider chests have highest priority, then storage chests, and  then passive provider chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Keep the inventory limit of chests when fast rebuilding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Chests inventory size can be limited.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Logistic robots delivery is evenly distributed between provider/requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=188658</id>
		<title>Active provider chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=188658"/>
		<updated>2022-03-14T03:05:44Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: /* History */ Fixed vocabulary, readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Active provider chest}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;active provider chest&#039;&#039;&#039; is a large advanced storage item that is part of the [[logistic network]]. [[Logistic robot]]s will pick up items from this box to move them to [[requester chest]]s or the [[player]]. Unlike [[passive provider chest]]s, logistic robots will also actively attempt to move all items within an active provider chest to [[storage chest]]s when there are no other tasks available.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want the contained items to be moved until they are specifically requested, then use the passive provider chest instead. Active provider chests have the highest priority as pick-up points for logistic robots when fulfilling requests.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New, animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.28|&lt;br /&gt;
* Warning icon for logistic chests that are not in a reach of roboport.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* All types of chests can be connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Changed the priority of resupplying source of logistic robots. Provider chests have highest priority, then storage chests, and  then passive provider chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Keep the inventory limit of chests when fast rebuilding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Chests inventory size can be limited.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Logistic robots delivery is evenly distributed between provider/requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=158026</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=158026"/>
		<updated>2018-04-01T20:58:53Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Removed unnecessary parens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Blueprint}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blueprints&#039;&#039;&#039; are inventory items that contain layouts for building. Blueprints are used to &#039;copy &amp;amp; paste&#039; parts of a factory. Built areas can be selected for inclusion in a blueprint. When a blueprint is placed, a [[ghost]] of the layout appears on the ground. This can be used as a guide for manually placing factory pieces, or, more commonly, handed over to [[Construction robot]]s for automated completion.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|automated-construction}}&lt;br /&gt;
{{Achievement|you-are-doing-it-right}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Blank blueprints can be crafted by clicking the &#039;new blueprint&#039; button in the blueprints dialog.&lt;br /&gt;
This dialog is opened by pressing {{Key|B}} or clicking the blueprint icon above the mini-map.&lt;br /&gt;
&lt;br /&gt;
The blank blueprint can now be used to &#039;copy&#039; a set of buildings.&lt;br /&gt;
&lt;br /&gt;
For example, copying this small laser defense setup:&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-01.png]]&lt;br /&gt;
&lt;br /&gt;
=== Create a blueprint ===&lt;br /&gt;
&lt;br /&gt;
To create a blueprint select the blueprint item out of the toolbar or the inventory.&lt;br /&gt;
With the blueprint icon shown next to the mouse cursor, click and hold the left mouse button and drag a box as large as needed.&lt;br /&gt;
All buildings which will be included in the blueprint will be highlighted with a green square.&lt;br /&gt;
Once everything to &#039;copy&#039; is inside the drag box, release the mouse button, and the &#039;Blueprint icon setup&#039; menu will open.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-02.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Blueprint icon setup ===&lt;br /&gt;
&lt;br /&gt;
On the top left of the &#039;Blueprint icon setup&amp;quot; menu there are four icon slots.&lt;br /&gt;
The game chooses automatically the number of icons and which are pre-selected depending on the number of buildings that are included.&lt;br /&gt;
This can be changed by simply clicking on the icons to choose the desired ones.&lt;br /&gt;
&lt;br /&gt;
On the top right there are two icons to &#039;create blueprint&#039; and &#039;cancel blueprint&#039;.&lt;br /&gt;
The &#039;create blueprint&#039; icon will also show a preview of how the blueprint icon will look after creation.&lt;br /&gt;
The &#039;Blueprint preview&#039; just shows the preview of the blueprint.&lt;br /&gt;
&lt;br /&gt;
On the bottom the &#039;Total&#039; number of buildings included in the blueprint is shown.&lt;br /&gt;
&lt;br /&gt;
Finally, create the blueprint if everything is fine or cancel it.&lt;br /&gt;
Canceling does not consume the blueprint item.&lt;br /&gt;
The created blueprint will be in the tool belt or the inventory (or dropped to the ground if no tool belt/inventory slot is available).&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎|x440px]]&lt;br /&gt;
&lt;br /&gt;
=== Placing the blueprint ===&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from the tool belt or inventory.&lt;br /&gt;
The whole building setup of the blueprint will be shown at your mouse cursor.&lt;br /&gt;
In this case the Blueprint was renamed to &amp;quot;Example blueprint&amp;quot;.&lt;br /&gt;
It is possible to place it rotated, press the default key {{keybinding|r}} to rotate.&lt;br /&gt;
The blueprint can be placed anywhere inside the green (or orange) 110x110 tiles area of a [[Roboport]], or within range of a [[personal roboport]] installed in [[modular armor]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-04.png‎]]&lt;br /&gt;
&lt;br /&gt;
After the blueprint gets placed somewhere, the buildings are placed as ghost buildings.&lt;br /&gt;
[[Construction robot]]s will now start to pick up the needed items from the construction network/the player inventory (if using a personal roboport) and place them at the ghost buildings.&lt;br /&gt;
The required items need to be in the network in an [[Active provider chest]], a [[Passive provider chest]] or a [[Storage chest]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-05.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Viewing and clearing a blueprint ===&lt;br /&gt;
&lt;br /&gt;
Right clicking on a blueprint allows you to can view, edit and clear it.&lt;br /&gt;
By clearing it, it will become blank so it can be set again.&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
&lt;br /&gt;
* Once a blueprint is created it can be used unlimited times.&lt;br /&gt;
* To place a blueprint that is blocked by existing buildings you can hold shift to place the things that aren&#039;t blocked.&lt;br /&gt;
* The above trick will also mark rocks and trees for deconstruction.&lt;br /&gt;
* Buildings marked for destruction will not block placing a blueprint. The blueprinted building cannot be placed if there are any buildings in the way. This can cause an item outside the construction zone to block construction of a 2x2 building on the edge of the zone.&lt;br /&gt;
* The size limit of blueprints is 10k by 10k [[tile]]s.&lt;br /&gt;
* Blueprints can be stored in a [[Blueprint book]]. This can store an unlimted amount of blueprints while taking only one inventory spot.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
* The build rotation of each blueprint is remembered independently of the general item build rotation.&lt;br /&gt;
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.15|&lt;br /&gt;
* Changed the clear blueprint icon to the trashcan icon and moved it to the left of the cancel button, to make it less confusing for users.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.13|&lt;br /&gt;
* Added [http://lua-api.factorio.com/latest/LuaEntityPrototype.html entity prototype flags] not-blueprintable and not-deconstructable, so these can be controlled by mod makers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Added tips and tricks for pasting wagon slots and cycling in [[blueprint book]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.7|&lt;br /&gt;
* Rocks can be mined while holding blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.5|&lt;br /&gt;
* Blueprints with labels will now show the label when holding them in the active hand.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Blueprints can now be edited.&lt;br /&gt;
* Added the [[blueprint book]] item, can hold multiple blueprints in one item.&lt;br /&gt;
* Modules are now supported by blueprints.&lt;br /&gt;
* Optimized drawing of connections between [[roboport]]s in blueprints.&lt;br /&gt;
* [[Circuit network#Virtual_signals|Virtual signals]] can be used in blueprint icons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Enabled swapping held blueprints with other blueprints directly.&lt;br /&gt;
* Force building blueprints will mark colliding trees for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Enabled mining trees/ghosts while holding blueprints to be built.&lt;br /&gt;
* Building blueprints over existing ghosts restores the ghost&#039;s life time.&lt;br /&gt;
* Proper blueprint centering.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Blueprints can be built over things marked for deconstruction.&lt;br /&gt;
* Blueprints can be force built by shift clicking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.10|&lt;br /&gt;
* Added [http://lua-api.factorio.com/latest/LuaItemStack.html Lua API] for reading/writing information from blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* The rotation of turrets in blueprints no longer matters when testing for entity collision.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Blueprints can copy [[circuit network]] connections.&lt;br /&gt;
* Miners in blueprints are now ignored if they are non-functional.&lt;br /&gt;
* An [[inserter]]&#039;s logistic conditions are copied when blueprinting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.4|&lt;br /&gt;
* Limit the size of the blueprint preview, so it is usable for very large blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* The [[train stop]] and [[lab]] built from blueprints are now given dedicated names.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
*Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Blueprint book]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Personal roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=158025</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=158025"/>
		<updated>2018-04-01T20:58:21Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: &amp;quot;map&amp;quot; =&amp;gt; &amp;quot;mini-map&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Blueprint}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blueprints&#039;&#039;&#039; are inventory items that contain layouts for building. Blueprints are used to &#039;copy &amp;amp; paste&#039; parts of a factory. Built areas can be selected for inclusion in a blueprint. When a blueprint is placed, a [[ghost]] of the layout appears on the ground. This can be used as a guide for manually placing factory pieces, or, more commonly, handed over to [[Construction robot]]s for automated completion.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|automated-construction}}&lt;br /&gt;
{{Achievement|you-are-doing-it-right}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Blank blueprints can be crafted by clicking the &#039;new blueprint&#039; button in the blueprints dialog.&lt;br /&gt;
(This dialog is opened by pressing {{Key|B}} or clicking the blueprint icon above the mini-map.)&lt;br /&gt;
&lt;br /&gt;
The blank blueprint can now be used to &#039;copy&#039; a set of buildings.&lt;br /&gt;
&lt;br /&gt;
For example, copying this small laser defense setup:&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-01.png]]&lt;br /&gt;
&lt;br /&gt;
=== Create a blueprint ===&lt;br /&gt;
&lt;br /&gt;
To create a blueprint select the blueprint item out of the toolbar or the inventory.&lt;br /&gt;
With the blueprint icon shown next to the mouse cursor, click and hold the left mouse button and drag a box as large as needed.&lt;br /&gt;
All buildings which will be included in the blueprint will be highlighted with a green square.&lt;br /&gt;
Once everything to &#039;copy&#039; is inside the drag box, release the mouse button, and the &#039;Blueprint icon setup&#039; menu will open.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-02.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Blueprint icon setup ===&lt;br /&gt;
&lt;br /&gt;
On the top left of the &#039;Blueprint icon setup&amp;quot; menu there are four icon slots.&lt;br /&gt;
The game chooses automatically the number of icons and which are pre-selected depending on the number of buildings that are included.&lt;br /&gt;
This can be changed by simply clicking on the icons to choose the desired ones.&lt;br /&gt;
&lt;br /&gt;
On the top right there are two icons to &#039;create blueprint&#039; and &#039;cancel blueprint&#039;.&lt;br /&gt;
The &#039;create blueprint&#039; icon will also show a preview of how the blueprint icon will look after creation.&lt;br /&gt;
The &#039;Blueprint preview&#039; just shows the preview of the blueprint.&lt;br /&gt;
&lt;br /&gt;
On the bottom the &#039;Total&#039; number of buildings included in the blueprint is shown.&lt;br /&gt;
&lt;br /&gt;
Finally, create the blueprint if everything is fine or cancel it.&lt;br /&gt;
Canceling does not consume the blueprint item.&lt;br /&gt;
The created blueprint will be in the tool belt or the inventory (or dropped to the ground if no tool belt/inventory slot is available).&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎|x440px]]&lt;br /&gt;
&lt;br /&gt;
=== Placing the blueprint ===&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from the tool belt or inventory.&lt;br /&gt;
The whole building setup of the blueprint will be shown at your mouse cursor.&lt;br /&gt;
In this case the Blueprint was renamed to &amp;quot;Example blueprint&amp;quot;.&lt;br /&gt;
It is possible to place it rotated, press the default key {{keybinding|r}} to rotate.&lt;br /&gt;
The blueprint can be placed anywhere inside the green (or orange) 110x110 tiles area of a [[Roboport]], or within range of a [[personal roboport]] installed in [[modular armor]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-04.png‎]]&lt;br /&gt;
&lt;br /&gt;
After the blueprint gets placed somewhere, the buildings are placed as ghost buildings.&lt;br /&gt;
[[Construction robot]]s will now start to pick up the needed items from the construction network/the player inventory (if using a personal roboport) and place them at the ghost buildings.&lt;br /&gt;
The required items need to be in the network in an [[Active provider chest]], a [[Passive provider chest]] or a [[Storage chest]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-05.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Viewing and clearing a blueprint ===&lt;br /&gt;
&lt;br /&gt;
Right clicking on a blueprint allows you to can view, edit and clear it.&lt;br /&gt;
By clearing it, it will become blank so it can be set again.&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
&lt;br /&gt;
* Once a blueprint is created it can be used unlimited times.&lt;br /&gt;
* To place a blueprint that is blocked by existing buildings you can hold shift to place the things that aren&#039;t blocked.&lt;br /&gt;
* The above trick will also mark rocks and trees for deconstruction.&lt;br /&gt;
* Buildings marked for destruction will not block placing a blueprint. The blueprinted building cannot be placed if there are any buildings in the way. This can cause an item outside the construction zone to block construction of a 2x2 building on the edge of the zone.&lt;br /&gt;
* The size limit of blueprints is 10k by 10k [[tile]]s.&lt;br /&gt;
* Blueprints can be stored in a [[Blueprint book]]. This can store an unlimted amount of blueprints while taking only one inventory spot.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
* The build rotation of each blueprint is remembered independently of the general item build rotation.&lt;br /&gt;
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.15|&lt;br /&gt;
* Changed the clear blueprint icon to the trashcan icon and moved it to the left of the cancel button, to make it less confusing for users.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.13|&lt;br /&gt;
* Added [http://lua-api.factorio.com/latest/LuaEntityPrototype.html entity prototype flags] not-blueprintable and not-deconstructable, so these can be controlled by mod makers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Added tips and tricks for pasting wagon slots and cycling in [[blueprint book]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.7|&lt;br /&gt;
* Rocks can be mined while holding blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.5|&lt;br /&gt;
* Blueprints with labels will now show the label when holding them in the active hand.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Blueprints can now be edited.&lt;br /&gt;
* Added the [[blueprint book]] item, can hold multiple blueprints in one item.&lt;br /&gt;
* Modules are now supported by blueprints.&lt;br /&gt;
* Optimized drawing of connections between [[roboport]]s in blueprints.&lt;br /&gt;
* [[Circuit network#Virtual_signals|Virtual signals]] can be used in blueprint icons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Enabled swapping held blueprints with other blueprints directly.&lt;br /&gt;
* Force building blueprints will mark colliding trees for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Enabled mining trees/ghosts while holding blueprints to be built.&lt;br /&gt;
* Building blueprints over existing ghosts restores the ghost&#039;s life time.&lt;br /&gt;
* Proper blueprint centering.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Blueprints can be built over things marked for deconstruction.&lt;br /&gt;
* Blueprints can be force built by shift clicking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.10|&lt;br /&gt;
* Added [http://lua-api.factorio.com/latest/LuaItemStack.html Lua API] for reading/writing information from blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* The rotation of turrets in blueprints no longer matters when testing for entity collision.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Blueprints can copy [[circuit network]] connections.&lt;br /&gt;
* Miners in blueprints are now ignored if they are non-functional.&lt;br /&gt;
* An [[inserter]]&#039;s logistic conditions are copied when blueprinting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.4|&lt;br /&gt;
* Limit the size of the blueprint preview, so it is usable for very large blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* The [[train stop]] and [[lab]] built from blueprints are now given dedicated names.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
*Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Blueprint book]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Personal roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=158024</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=158024"/>
		<updated>2018-04-01T20:57:46Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Blueprint}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blueprints&#039;&#039;&#039; are inventory items that contain layouts for building. Blueprints are used to &#039;copy &amp;amp; paste&#039; parts of a factory. Built areas can be selected for inclusion in a blueprint. When a blueprint is placed, a [[ghost]] of the layout appears on the ground. This can be used as a guide for manually placing factory pieces, or, more commonly, handed over to [[Construction robot]]s for automated completion.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|automated-construction}}&lt;br /&gt;
{{Achievement|you-are-doing-it-right}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Blank blueprints can be crafted by clicking the &#039;new blueprint&#039; button in the blueprints dialog.&lt;br /&gt;
(This dialog is opened by pressing {{Key|B}} or clicking the blueprint icon above the map.)&lt;br /&gt;
&lt;br /&gt;
The blank blueprint can now be used to &#039;copy&#039; a set of buildings.&lt;br /&gt;
&lt;br /&gt;
For example, copying this small laser defense setup:&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-01.png]]&lt;br /&gt;
&lt;br /&gt;
=== Create a blueprint ===&lt;br /&gt;
&lt;br /&gt;
To create a blueprint select the blueprint item out of the toolbar or the inventory.&lt;br /&gt;
With the blueprint icon shown next to the mouse cursor, click and hold the left mouse button and drag a box as large as needed.&lt;br /&gt;
All buildings which will be included in the blueprint will be highlighted with a green square.&lt;br /&gt;
Once everything to &#039;copy&#039; is inside the drag box, release the mouse button, and the &#039;Blueprint icon setup&#039; menu will open.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-02.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Blueprint icon setup ===&lt;br /&gt;
&lt;br /&gt;
On the top left of the &#039;Blueprint icon setup&amp;quot; menu there are four icon slots.&lt;br /&gt;
The game chooses automatically the number of icons and which are pre-selected depending on the number of buildings that are included.&lt;br /&gt;
This can be changed by simply clicking on the icons to choose the desired ones.&lt;br /&gt;
&lt;br /&gt;
On the top right there are two icons to &#039;create blueprint&#039; and &#039;cancel blueprint&#039;.&lt;br /&gt;
The &#039;create blueprint&#039; icon will also show a preview of how the blueprint icon will look after creation.&lt;br /&gt;
The &#039;Blueprint preview&#039; just shows the preview of the blueprint.&lt;br /&gt;
&lt;br /&gt;
On the bottom the &#039;Total&#039; number of buildings included in the blueprint is shown.&lt;br /&gt;
&lt;br /&gt;
Finally, create the blueprint if everything is fine or cancel it.&lt;br /&gt;
Canceling does not consume the blueprint item.&lt;br /&gt;
The created blueprint will be in the tool belt or the inventory (or dropped to the ground if no tool belt/inventory slot is available).&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎|x440px]]&lt;br /&gt;
&lt;br /&gt;
=== Placing the blueprint ===&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from the tool belt or inventory.&lt;br /&gt;
The whole building setup of the blueprint will be shown at your mouse cursor.&lt;br /&gt;
In this case the Blueprint was renamed to &amp;quot;Example blueprint&amp;quot;.&lt;br /&gt;
It is possible to place it rotated, press the default key {{keybinding|r}} to rotate.&lt;br /&gt;
The blueprint can be placed anywhere inside the green (or orange) 110x110 tiles area of a [[Roboport]], or within range of a [[personal roboport]] installed in [[modular armor]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-04.png‎]]&lt;br /&gt;
&lt;br /&gt;
After the blueprint gets placed somewhere, the buildings are placed as ghost buildings.&lt;br /&gt;
[[Construction robot]]s will now start to pick up the needed items from the construction network/the player inventory (if using a personal roboport) and place them at the ghost buildings.&lt;br /&gt;
The required items need to be in the network in an [[Active provider chest]], a [[Passive provider chest]] or a [[Storage chest]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-05.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Viewing and clearing a blueprint ===&lt;br /&gt;
&lt;br /&gt;
Right clicking on a blueprint allows you to can view, edit and clear it.&lt;br /&gt;
By clearing it, it will become blank so it can be set again.&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
&lt;br /&gt;
* Once a blueprint is created it can be used unlimited times.&lt;br /&gt;
* To place a blueprint that is blocked by existing buildings you can hold shift to place the things that aren&#039;t blocked.&lt;br /&gt;
* The above trick will also mark rocks and trees for deconstruction.&lt;br /&gt;
* Buildings marked for destruction will not block placing a blueprint. The blueprinted building cannot be placed if there are any buildings in the way. This can cause an item outside the construction zone to block construction of a 2x2 building on the edge of the zone.&lt;br /&gt;
* The size limit of blueprints is 10k by 10k [[tile]]s.&lt;br /&gt;
* Blueprints can be stored in a [[Blueprint book]]. This can store an unlimted amount of blueprints while taking only one inventory spot.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
* The build rotation of each blueprint is remembered independently of the general item build rotation.&lt;br /&gt;
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.15|&lt;br /&gt;
* Changed the clear blueprint icon to the trashcan icon and moved it to the left of the cancel button, to make it less confusing for users.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.13|&lt;br /&gt;
* Added [http://lua-api.factorio.com/latest/LuaEntityPrototype.html entity prototype flags] not-blueprintable and not-deconstructable, so these can be controlled by mod makers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Added tips and tricks for pasting wagon slots and cycling in [[blueprint book]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.7|&lt;br /&gt;
* Rocks can be mined while holding blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.5|&lt;br /&gt;
* Blueprints with labels will now show the label when holding them in the active hand.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Blueprints can now be edited.&lt;br /&gt;
* Added the [[blueprint book]] item, can hold multiple blueprints in one item.&lt;br /&gt;
* Modules are now supported by blueprints.&lt;br /&gt;
* Optimized drawing of connections between [[roboport]]s in blueprints.&lt;br /&gt;
* [[Circuit network#Virtual_signals|Virtual signals]] can be used in blueprint icons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Enabled swapping held blueprints with other blueprints directly.&lt;br /&gt;
* Force building blueprints will mark colliding trees for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Enabled mining trees/ghosts while holding blueprints to be built.&lt;br /&gt;
* Building blueprints over existing ghosts restores the ghost&#039;s life time.&lt;br /&gt;
* Proper blueprint centering.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Blueprints can be built over things marked for deconstruction.&lt;br /&gt;
* Blueprints can be force built by shift clicking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.10|&lt;br /&gt;
* Added [http://lua-api.factorio.com/latest/LuaItemStack.html Lua API] for reading/writing information from blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* The rotation of turrets in blueprints no longer matters when testing for entity collision.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Blueprints can copy [[circuit network]] connections.&lt;br /&gt;
* Miners in blueprints are now ignored if they are non-functional.&lt;br /&gt;
* An [[inserter]]&#039;s logistic conditions are copied when blueprinting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.4|&lt;br /&gt;
* Limit the size of the blueprint preview, so it is usable for very large blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* The [[train stop]] and [[lab]] built from blueprints are now given dedicated names.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
*Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Blueprint book]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Personal roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=158023</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=158023"/>
		<updated>2018-04-01T20:56:23Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Rewrote intro paragraph to be more encyclopedic, complete and accurate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Blueprint}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blueprints&#039;&#039;&#039; are inventory items that contain layouts for building. Blueprints are used to &#039;copy &amp;amp; paste&#039; parts of a factory. Built areas can be selected for inclusion in a blueprint. When a blueprint is placed, a [[ghost]] of the layout appears on the ground. This can be used as a guide for manually placing factory pieces, or, more commonly, handed over to [[Construction robot]]s for automated completion.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|automated-construction}}&lt;br /&gt;
{{Achievement|you-are-doing-it-right}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Blank blueprints can be crafted by clicking the &#039;new blueprint&#039; button in the blueprints dialog.&lt;br /&gt;
(This dialog is be opened by pressing {{Key|B}} or clicking the blueprint icon above the map.)&lt;br /&gt;
&lt;br /&gt;
The blank blueprint can now be used to &#039;copy&#039; a set of buildings.&lt;br /&gt;
&lt;br /&gt;
For example, copying this small laser defense setup:&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-01.png]]&lt;br /&gt;
&lt;br /&gt;
=== Create a blueprint ===&lt;br /&gt;
&lt;br /&gt;
To create a blueprint select the blueprint item out of the toolbar or the inventory.&lt;br /&gt;
With the blueprint icon shown next to the mouse cursor, click and hold the left mouse button and drag a box as large as needed.&lt;br /&gt;
All buildings which will be included in the blueprint will be highlighted with a green square.&lt;br /&gt;
Once everything to &#039;copy&#039; is inside the drag box, release the mouse button, and the &#039;Blueprint icon setup&#039; menu will open.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-02.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Blueprint icon setup ===&lt;br /&gt;
&lt;br /&gt;
On the top left of the &#039;Blueprint icon setup&amp;quot; menu there are four icon slots.&lt;br /&gt;
The game chooses automatically the number of icons and which are pre-selected depending on the number of buildings that are included.&lt;br /&gt;
This can be changed by simply clicking on the icons to choose the desired ones.&lt;br /&gt;
&lt;br /&gt;
On the top right there are two icons to &#039;create blueprint&#039; and &#039;cancel blueprint&#039;.&lt;br /&gt;
The &#039;create blueprint&#039; icon will also show a preview of how the blueprint icon will look after creation.&lt;br /&gt;
The &#039;Blueprint preview&#039; just shows the preview of the blueprint.&lt;br /&gt;
&lt;br /&gt;
On the bottom the &#039;Total&#039; number of buildings included in the blueprint is shown.&lt;br /&gt;
&lt;br /&gt;
Finally, create the blueprint if everything is fine or cancel it.&lt;br /&gt;
Canceling does not consume the blueprint item.&lt;br /&gt;
The created blueprint will be in the tool belt or the inventory (or dropped to the ground if no tool belt/inventory slot is available).&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎|x440px]]&lt;br /&gt;
&lt;br /&gt;
=== Placing the blueprint ===&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from the tool belt or inventory.&lt;br /&gt;
The whole building setup of the blueprint will be shown at your mouse cursor.&lt;br /&gt;
In this case the Blueprint was renamed to &amp;quot;Example blueprint&amp;quot;.&lt;br /&gt;
It is possible to place it rotated, press the default key {{keybinding|r}} to rotate.&lt;br /&gt;
The blueprint can be placed anywhere inside the green (or orange) 110x110 tiles area of a [[Roboport]], or within range of a [[personal roboport]] installed in [[modular armor]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-04.png‎]]&lt;br /&gt;
&lt;br /&gt;
After the blueprint gets placed somewhere, the buildings are placed as ghost buildings.&lt;br /&gt;
[[Construction robot]]s will now start to pick up the needed items from the construction network/the player inventory (if using a personal roboport) and place them at the ghost buildings.&lt;br /&gt;
The required items need to be in the network in an [[Active provider chest]], a [[Passive provider chest]] or a [[Storage chest]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-05.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Viewing and clearing a blueprint ===&lt;br /&gt;
&lt;br /&gt;
Right clicking on a blueprint allows you to can view, edit and clear it.&lt;br /&gt;
By clearing it, it will become blank so it can be set again.&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
&lt;br /&gt;
* Once a blueprint is created it can be used unlimited times.&lt;br /&gt;
* To place a blueprint that is blocked by existing buildings you can hold shift to place the things that aren&#039;t blocked.&lt;br /&gt;
* The above trick will also mark rocks and trees for deconstruction.&lt;br /&gt;
* Buildings marked for destruction will not block placing a blueprint. The blueprinted building cannot be placed if there are any buildings in the way. This can cause an item outside the construction zone to block construction of a 2x2 building on the edge of the zone.&lt;br /&gt;
* The size limit of blueprints is 10k by 10k [[tile]]s.&lt;br /&gt;
* Blueprints can be stored in a [[Blueprint book]]. This can store an unlimted amount of blueprints while taking only one inventory spot.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
* The build rotation of each blueprint is remembered independently of the general item build rotation.&lt;br /&gt;
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.15|&lt;br /&gt;
* Changed the clear blueprint icon to the trashcan icon and moved it to the left of the cancel button, to make it less confusing for users.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.13|&lt;br /&gt;
* Added [http://lua-api.factorio.com/latest/LuaEntityPrototype.html entity prototype flags] not-blueprintable and not-deconstructable, so these can be controlled by mod makers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Added tips and tricks for pasting wagon slots and cycling in [[blueprint book]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.7|&lt;br /&gt;
* Rocks can be mined while holding blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.5|&lt;br /&gt;
* Blueprints with labels will now show the label when holding them in the active hand.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Blueprints can now be edited.&lt;br /&gt;
* Added the [[blueprint book]] item, can hold multiple blueprints in one item.&lt;br /&gt;
* Modules are now supported by blueprints.&lt;br /&gt;
* Optimized drawing of connections between [[roboport]]s in blueprints.&lt;br /&gt;
* [[Circuit network#Virtual_signals|Virtual signals]] can be used in blueprint icons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Enabled swapping held blueprints with other blueprints directly.&lt;br /&gt;
* Force building blueprints will mark colliding trees for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Enabled mining trees/ghosts while holding blueprints to be built.&lt;br /&gt;
* Building blueprints over existing ghosts restores the ghost&#039;s life time.&lt;br /&gt;
* Proper blueprint centering.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Blueprints can be built over things marked for deconstruction.&lt;br /&gt;
* Blueprints can be force built by shift clicking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.10|&lt;br /&gt;
* Added [http://lua-api.factorio.com/latest/LuaItemStack.html Lua API] for reading/writing information from blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* The rotation of turrets in blueprints no longer matters when testing for entity collision.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Blueprints can copy [[circuit network]] connections.&lt;br /&gt;
* Miners in blueprints are now ignored if they are non-functional.&lt;br /&gt;
* An [[inserter]]&#039;s logistic conditions are copied when blueprinting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.4|&lt;br /&gt;
* Limit the size of the blueprint preview, so it is usable for very large blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* The [[train stop]] and [[lab]] built from blueprints are now given dedicated names.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
*Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Blueprint book]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Personal roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Car&amp;diff=157436</id>
		<title>Car</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Car&amp;diff=157436"/>
		<updated>2018-03-18T00:44:51Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Removed that driving into a wall can destroy the car -- full speed with nuclear fuel on express belts on concrete into a wall caused only half damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Car}}&lt;br /&gt;
&lt;br /&gt;
[[File:car-anim.gif|thumb|256px]]&lt;br /&gt;
[[File:carcolor.png|thumb|right|200px|In multiplayer, the car matches the color of the player inside.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;car&#039;&#039;&#039; is the earliest alternate form of transportation available to the player. Although it requires fuel, driving a car is much faster than running, letting the player scout out areas or outmaneuver [[Enemies#Biters|biters]]. Cars have a vehicle machine gun that can fire two tiles farther than the [[submachine gun]], 80 slots of storage and 450 health, letting the player use hit-and-run tactics against small groups of enemies.&lt;br /&gt;
&lt;br /&gt;
Cars can collide with objects. Both the car and the object collided with may take damage. The damage is dependent on the speed of the car and the health of the target; small biters and trees can be safely rammed but colliding with big biters can easily destroy the vehicle and its contents.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
{{Main|Keyboard bindings}}&lt;br /&gt;
&lt;br /&gt;
Accelerating opposite of the velocity of the car will cause it to brake. Held acceleration controls won&#039;t have any effect after a brake. The faster the car is going, the longer distance it will take to brake.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Action !! Non-vehicle control !! Default binding&lt;br /&gt;
|-&lt;br /&gt;
|Enter/exit vehicle || Enter/Leave vehicle || Return (AKA Enter, carriage return, etc)&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate forward || Move up || W key&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate backwards || Move down || S key&lt;br /&gt;
|-&lt;br /&gt;
|Steer right || Move right || D key&lt;br /&gt;
|-&lt;br /&gt;
|Steer left || Move left || A key&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using cars as storage ==&lt;br /&gt;
Cars can store a tremendous amount of items, move along [[transport belt]]s and interact with [[inserter]]s. Because of that, cars may be used as large chests or even [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8805 as small trains].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|run-forrest-run}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in cars.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running into biters in peaceful mode will anger them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Added filters to the car cargo inventory.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Car ammo inventory is refilled from the trunk when depleted.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.12|&lt;br /&gt;
* Gates now open in time for the car to pass through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.8|&lt;br /&gt;
* The car can now accepts fuel and ammo into the trunk by inserter or shift/control click even when the burner/ammo slots are already full. The extra ammo will go into the truck.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* New graphics of car&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Cars collide with objects&lt;br /&gt;
* Disabled shooting from the car, however capsules can still be used&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Smoother car acceleration and braking&lt;br /&gt;
* Sound effects for cars&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Changed the recipe a little&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Added a low graphics option for the car&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Decreased the car health from 2000 to 500.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* New car graphics ([http://www.factorioforums.com/forum/3087 old])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Car shows the &amp;quot;out of fuel&amp;quot; icon when out of fuel&lt;br /&gt;
* Car is now mine-able&lt;br /&gt;
* Made driving easier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Health bar of car is now shown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Car&amp;diff=157435</id>
		<title>Car</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Car&amp;diff=157435"/>
		<updated>2018-03-18T00:04:40Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Reorganized sections by importance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Car}}&lt;br /&gt;
&lt;br /&gt;
[[File:car-anim.gif|thumb|256px]]&lt;br /&gt;
[[File:carcolor.png|thumb|right|200px|In multiplayer, the car matches the color of the player inside.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;car&#039;&#039;&#039; is the earliest alternate form of transportation available to the player. Although it requires fuel, driving a car is much faster than running, letting the player scout out areas or outmaneuver [[Enemies#Biters|biters]]. Cars have a vehicle machine gun that can fire two tiles farther than the [[submachine gun]], 80 slots of storage and 450 health, letting the player use hit-and-run tactics against small groups of enemies.&lt;br /&gt;
&lt;br /&gt;
Cars can collide with objects. Both the car and the object collided with may take damage. The damage is dependent on the speed of the car and the health of the target; small biters and trees can be safely rammed but colliding with big biters and [[Stone wall|walls]] can easily destroy the vehicle and its contents.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
{{Main|Keyboard bindings}}&lt;br /&gt;
&lt;br /&gt;
Accelerating opposite of the velocity of the car will cause it to brake. Held acceleration controls won&#039;t have any effect after a brake. The faster the car is going, the longer distance it will take to brake.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Action !! Non-vehicle control !! Default binding&lt;br /&gt;
|-&lt;br /&gt;
|Enter/exit vehicle || Enter/Leave vehicle || Return (AKA Enter, carriage return, etc)&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate forward || Move up || W key&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate backwards || Move down || S key&lt;br /&gt;
|-&lt;br /&gt;
|Steer right || Move right || D key&lt;br /&gt;
|-&lt;br /&gt;
|Steer left || Move left || A key&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using cars as storage ==&lt;br /&gt;
Cars can store a tremendous amount of items, move along [[transport belt]]s and interact with [[inserter]]s. Because of that, cars may be used as large chests or even [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8805 as small trains].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|run-forrest-run}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in cars.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running into biters in peaceful mode will anger them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Added filters to the car cargo inventory.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Car ammo inventory is refilled from the trunk when depleted.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.12|&lt;br /&gt;
* Gates now open in time for the car to pass through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.8|&lt;br /&gt;
* The car can now accepts fuel and ammo into the trunk by inserter or shift/control click even when the burner/ammo slots are already full. The extra ammo will go into the truck.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* New graphics of car&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Cars collide with objects&lt;br /&gt;
* Disabled shooting from the car, however capsules can still be used&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Smoother car acceleration and braking&lt;br /&gt;
* Sound effects for cars&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Changed the recipe a little&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Added a low graphics option for the car&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Decreased the car health from 2000 to 500.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* New car graphics ([http://www.factorioforums.com/forum/3087 old])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Car shows the &amp;quot;out of fuel&amp;quot; icon when out of fuel&lt;br /&gt;
* Car is now mine-able&lt;br /&gt;
* Made driving easier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Health bar of car is now shown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Car&amp;diff=157434</id>
		<title>Car</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Car&amp;diff=157434"/>
		<updated>2018-03-18T00:04:02Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Reorganized sections by importance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Car}}&lt;br /&gt;
&lt;br /&gt;
[[File:car-anim.gif|thumb|256px]]&lt;br /&gt;
[[File:carcolor.png|thumb|right|200px|In multiplayer, the car matches the color of the player inside.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;car&#039;&#039;&#039; is the earliest alternate form of transportation available to the player. Although it requires fuel, driving a car is much faster than running, letting the player scout out areas or outmaneuver [[Enemies#Biters|biters]]. Cars have a vehicle machine gun that can fire two tiles farther than the [[submachine gun]], 80 slots of storage and 450 health, letting the player use hit-and-run tactics against small groups of enemies.&lt;br /&gt;
&lt;br /&gt;
Cars can collide with objects. Both the car and the object collided with may take damage. The damage is dependent on the speed of the car and the health of the target; small biters and trees can be safely rammed but colliding with big biters and [[Stone wall|walls]] can easily destroy the vehicle and its contents.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
{{Main|Keyboard bindings}}&lt;br /&gt;
&lt;br /&gt;
Accelerating opposite of the velocity of the car will cause it to brake. Held acceleration controls won&#039;t have any effect after a brake. The faster the car is going, the longer distance it will take to brake.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Action !! Non-vehicle control !! Default binding&lt;br /&gt;
|-&lt;br /&gt;
|Enter/exit vehicle || Enter/Leave vehicle || Return (AKA Enter, carriage return, etc)&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate forward || Move up || W key&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate backwards || Move down || S key&lt;br /&gt;
|-&lt;br /&gt;
|Steer right || Move right || D key&lt;br /&gt;
|-&lt;br /&gt;
|Steer left || Move left || A key&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|run-forrest-run}}&lt;br /&gt;
&lt;br /&gt;
== Using cars as storage ==&lt;br /&gt;
Cars can store a tremendous amount of items, move along [[transport belt]]s and interact with [[inserter]]s. Because of that, cars may be used as large chests or even [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8805 as small trains].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in cars.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running into biters in peaceful mode will anger them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Added filters to the car cargo inventory.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Car ammo inventory is refilled from the trunk when depleted.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.12|&lt;br /&gt;
* Gates now open in time for the car to pass through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.8|&lt;br /&gt;
* The car can now accepts fuel and ammo into the trunk by inserter or shift/control click even when the burner/ammo slots are already full. The extra ammo will go into the truck.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* New graphics of car&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Cars collide with objects&lt;br /&gt;
* Disabled shooting from the car, however capsules can still be used&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Smoother car acceleration and braking&lt;br /&gt;
* Sound effects for cars&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Changed the recipe a little&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Added a low graphics option for the car&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Decreased the car health from 2000 to 500.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* New car graphics ([http://www.factorioforums.com/forum/3087 old])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Car shows the &amp;quot;out of fuel&amp;quot; icon when out of fuel&lt;br /&gt;
* Car is now mine-able&lt;br /&gt;
* Made driving easier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Health bar of car is now shown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Depleted_uranium_fuel_cell&amp;diff=157414</id>
		<title>Depleted uranium fuel cell</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Depleted_uranium_fuel_cell&amp;diff=157414"/>
		<updated>2018-03-17T07:47:05Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Reworded for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{:Infobox:Used up uranium fuel cell}}&lt;br /&gt;
A &#039;&#039;&#039;used up uranium fuel cell&#039;&#039;&#039; is produced in [[nuclear reactor]]s after burning a [[uranium fuel cell]]. It can be [[Nuclear fuel reprocessing|reprocessed]] into [[uranium-238]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Power production#Nuclear power|Power production]]&lt;br /&gt;
* [[Nuclear fuel reprocessing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Kovarex_enrichment_process&amp;diff=157223</id>
		<title>Kovarex enrichment process</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Kovarex_enrichment_process&amp;diff=157223"/>
		<updated>2018-03-14T08:26:16Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: /* Trivia */ Fixed indenting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Kovarex enrichment process}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kovarex enrichment process&#039;&#039;&#039; is a method for reprocessing uranium in a [[centrifuge]]. Although the process requires a large amount of (much rarer) Uranium-235 to start, it can be a good way to get more use out of the available [[uranium ore]].&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
[[Uranium processing]] takes 10 uranium ore and returns 1 [[Uranium-235]] with 0.007 (0.7%) probability, or 1 [[Uranium-238]] with 0.993 (99.3%) probability, leading to an [[:Wikipedia:Binomial_distribution|expected]] (not guaranteed!) 1 unit of Uranium-235 per approximately 143 processing cycles (or about a 1:142 ratio of U-235 to U-238). This is currently the only probability-based crafting recipe in the game.&lt;br /&gt;
&lt;br /&gt;
Uranium-235 is necessary to create [[Uranium fuel cell]]s and [[Atomic bomb]]s, in considerable quantities for the latter, but the probability distribution of uranium processing leads to it being produced slowly and creating large stockpiles of U-238 as a byproduct. The Kovarex process thus provides the player with a considerably faster (and deterministic) method of producing U-235, as well as a use for the surplus U-238.&lt;br /&gt;
&lt;br /&gt;
It should be noted that U-238 is not useless; it is necessary (and sufficient) to manufacture [[Uranium rounds magazine]]s, [[Uranium cannon shell]]s, and [[Explosive uranium cannon shell]]s, and is required as a secondary ingredient in Uranium fuel cells. Therefore, it is not advisable to use the Kovarex process to convert &#039;&#039;all&#039;&#039; stockpiled U-238 into U-235. (Although, in case of shortage, [[Used up uranium fuel cell]]s can be [[Nuclear fuel reprocessing|reprocessed]] into a modest amount of U-238.)&lt;br /&gt;
&lt;br /&gt;
== Requirements for initiation (Uranium processing) ==&lt;br /&gt;
Unlike all other crafting processes in the game, Uranium processing creates U-235 and U-238 based on probability, rather than in guaranteed deterministic amounts. Additionally, the Kovarex process requires a bulk stockpile of 40 units of the rare Uranium-235 isotope to initiate in a single centrifuge. Therefore, planning uranium mining and processing for the Kovarex process takes certain considerations not encountered elsewhere in the game.&lt;br /&gt;
&lt;br /&gt;
=== Expected value ===&lt;br /&gt;
As U-235 is created in centrifuges running Uranium processing with &#039;&#039;p = 0.007&#039;&#039;, the expected number of processing cycles to gain a single unit is &#039;&#039;E(1,p) = 1 ÷ p = ~143&#039;&#039;. The expected number of cycles to gain 40 units is then &#039;&#039;E(40,p) = 40 × E(1,p)&#039;&#039; = &#039;&#039;&#039;~5,714 cycles&#039;&#039;&#039;. Note that running this many cycles requires mining 57,140 Uranium ore, a non-trivial task.&lt;br /&gt;
&lt;br /&gt;
However, given the nature of probability, it is impossible to guarantee that 40 units will be reached in this number of cycles; as a matter of fact, some mathematics yields that the probability that 5,714 cycles will produce &#039;&#039;at least&#039;&#039; 40 units of U-235 is only about 52%.&lt;br /&gt;
&lt;br /&gt;
=== Confidence levels ===&lt;br /&gt;
[[File:Kovarex-prob-chart.png|300px|thumb|right|Probability of reaching 40 U-235 from Uranium processing by number of cycles (click to enlarge)]]&lt;br /&gt;
&lt;br /&gt;
Some further mathematics enables one to calculate the number of Uranium processing cycles one must run to obtain &#039;&#039;at least&#039;&#039; 40 units of U-235 (given &#039;&#039;p = 0.007&#039;&#039;) with a given level of confidence (probability of achieving the set goal).&lt;br /&gt;
&lt;br /&gt;
As discussed in the previous section, the level of confidence corresponding to 5,714 cycles (for which the &#039;&#039;expected value&#039;&#039; of U-235 gained is 40) happens to be about 52% (or, in other words, with this number of cycles, one can expect to fail to reach 40 U-235 a bit less than once out of every 2 tries).&lt;br /&gt;
&lt;br /&gt;
Some further example confidence levels that may be of interest to players are given in the table below. Consult the chart to the right for custom values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 120px;&amp;quot; |Confidence level&lt;br /&gt;
!style=&amp;quot;width: 100px;&amp;quot; |Failures&lt;br /&gt;
!Cycles required&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 9 out of 10 || 4,595&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 1 out of 2 || 5,667&lt;br /&gt;
|-&lt;br /&gt;
| 90% || 1 out of 10 || 6,894&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 1 out of 20 || 7,272&lt;br /&gt;
|-&lt;br /&gt;
| 99% || 1 out of 100 || 8,015&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Kovarex enrichment process is named after [[development-team|Michal Kovařík]], lead designer of Factorio and co-owner of Wube, whose online nick is &#039;&#039;kovarex&#039;&#039; (which he usually spells lowercase). [https://www.reddit.com/r/factorio/comments/67bj3p/015_kovarex_uranium_enrichment_is_too_good_with/dgq2ij3/?context=1]&lt;br /&gt;
&lt;br /&gt;
* In the real world, [[:Wikipedia:Uranium-235|Uranium-235]] is the only fissile isotope of uranium and makes up approximately 0.72% of naturally-occurring uranium, with the other 99.28% being [[:Wikipedia:Uranium-238|Uranium-238]]. The in-game representation is thus highly accurate in this regard. Uranium is commonly [[:Wikipedia:Enriched_uranium|enriched]] in centrifuges to increase the percentage of 235U for use in fission reactions.&lt;br /&gt;
* Uranium munitions are made from [[:Wikipedia:depleted uranium|depleted uranium]], a byproduct of uranium enrichment, which is mostly 238U whose natural admixture of the 235U isotope has been lowered even further through the enrichment process. Depleted uranium is minimally radioactive and the reason for its use in munitions is its very high density and other mechanical properties, not radioactivity / toxicity.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.15.2|&lt;br /&gt;
* No longer usable with productivity modules.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Uranium-235]]&lt;br /&gt;
* [[Uranium processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cliff&amp;diff=157222</id>
		<title>Cliff</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cliff&amp;diff=157222"/>
		<updated>2018-03-14T08:03:42Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Reordered templates to fix layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}{{Stub}}}{{:Infobox:Cliff}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cliffs&#039;&#039;&#039; are part of the natural terrain generation. Cliffs are usually generated in lines with gaps, creating significant obstacles that have to be avoided until they can be blown up using [[Cliff explosives]]. They do not drop any resources when removed.&lt;br /&gt;
&lt;br /&gt;
Cliffs are not generated in the starting area. While it looks like they create elevation, this is just a visual trick and no elevation is actually present. This means that other entites can be built around cliffs as usual, including underground belts/pipes going &amp;quot;under&amp;quot; cliffs.&lt;br /&gt;
&lt;br /&gt;
[[Turret]]s can be placed &amp;quot;atop&amp;quot; cliffs for a tactical advantage - firing from an area the enemy can&#039;t easily get to. Players should be wary of the environment, as it&#039;s possible to be cornered in an area surrounded by cliffs; however, players can also use such a setup to funnel enemies into a specific area.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-219 Friday Facts #219 - Cliffs]&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Artillery_targeting_remote&amp;diff=157221</id>
		<title>Artillery targeting remote</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Artillery_targeting_remote&amp;diff=157221"/>
		<updated>2018-03-14T08:03:17Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Stub}}{{:Infobox:Artillery targeting remote}}&lt;br /&gt;
&#039;&#039;&#039;Artillery targeting remote&#039;&#039;&#039;s are used to manually designate targets for the [[artillery wagon]] and [[artillery turret]] by clicking somewhere with them either from the map or normally from the world. They expire when an artillery wagon shoots the spot they designate as a target or after 1 minute. Clicking somewhere with an artillery targeting remote does not use the item up. The number next to the remote when it is held in hand indicates how many artillery wagons or turrets are in range and contain ammunition.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-220 Friday Facts #220 - The best Friday Facts ever]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Capsules}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Artillery_targeting_remote&amp;diff=157220</id>
		<title>Artillery targeting remote</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Artillery_targeting_remote&amp;diff=157220"/>
		<updated>2018-03-14T08:02:55Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Reordered templates to fix layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Stub}}{{:Infobox:Artillery targeting remote}}&lt;br /&gt;
&#039;&#039;&#039;Artillery targeting remote&#039;&#039;&#039;s are used to manually destignate targets for the [[artillery wagon]] and [[artillery turret]] by clicking somewhere with them either from the map or normally from the world. They expire when an artillery wagon shoots the spot they designate as a target or after 1 minute. Clicking somewhere with an artillery targeting remote does not use the item up. The number next to the remote when it is held in hand indicates how many artillery wagons or turrets are in range and contain ammunition.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-220 Friday Facts #220 - The best Friday Facts ever]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Capsules}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Artillery_shell_shooting_speed_(research)&amp;diff=157219</id>
		<title>Artillery shell shooting speed (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Artillery_shell_shooting_speed_(research)&amp;diff=157219"/>
		<updated>2018-03-14T08:02:32Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Reordered templates to fix layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Stub}}{{:Infobox:Artillery shell shooting speed (research)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artillery shell shooting speed (research)|1}} Artillery shell shooting speed 1 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} {{Icon|Space science pack|1}} &amp;lt;big&amp;gt;X &amp;lt;br/&amp;gt;{{Key|1000+3^(Level-1)*1000}}&amp;lt;/big&amp;gt; (eg. 2000 for level 1, 4000 for level 2, 10000 for level 3) || 100% per level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
* [[Artillery shell range (research)|Artillery shell range]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Artillery_shell_range_(research)&amp;diff=157218</id>
		<title>Artillery shell range (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Artillery_shell_range_(research)&amp;diff=157218"/>
		<updated>2018-03-14T08:01:59Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Reordered templates to fix layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Stub}}{{:Infobox:Artillery shell range (research)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artillery shell range (research)|1}} Artillery shell range 1 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} {{Icon|Space science pack|1}} &amp;lt;big&amp;gt;X &amp;lt;br/&amp;gt;{{Key|2^L*1000}}&amp;lt;/big&amp;gt; (eg. 2000 for level 1, 4000 for level 2, 8000 for level 3) || 30% per level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
* [[Artillery shell shooting speed (research)|Artillery shell shooting speed]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Artillery_shell&amp;diff=157217</id>
		<title>Artillery shell</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Artillery_shell&amp;diff=157217"/>
		<updated>2018-03-14T08:01:04Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Reordered templates to fix layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Stub}}{{:Infobox:Artillery shell}}&lt;br /&gt;
The &#039;&#039;&#039;artillery shell&#039;&#039;&#039; is used as ammunition by the [[artillery wagon]]. It is a rather slow projectile that is shown on the map and explores every chunk as it travels to its target.&lt;br /&gt;
&lt;br /&gt;
While artillery shells have a stack size of 1, they can stack up to 100 inside the inventory of the artillery wagon itself and up to 15 inside the [[artillery turret]].&lt;br /&gt;
&lt;br /&gt;
== Useable ammunition for ==&lt;br /&gt;
{{Imagelink|Artillery wagon}}&lt;br /&gt;
{{Imagelink|Artillery turret}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-220 Friday Facts #220 - The best Friday Facts ever]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cliff_explosives&amp;diff=157216</id>
		<title>Cliff explosives</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cliff_explosives&amp;diff=157216"/>
		<updated>2018-03-14T08:00:19Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Reordered templates to fix layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{:Infobox:Cliff explosives}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cliff explosives&#039;&#039;&#039; are used to blow up [[cliff]]s. The cliffs will not drop any items when blown up. These explosives can only be used on cliffs, as they can&#039;t be used at all when clicking on anything else. Cliff explosives will not damage anything else nearby.&lt;br /&gt;
&lt;br /&gt;
[[File:Cliff_explosion.gif]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-219 Friday Facts #219 - Cliffs]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Terrain}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Uranium_fuel_cell&amp;diff=157214</id>
		<title>Uranium fuel cell</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Uranium_fuel_cell&amp;diff=157214"/>
		<updated>2018-03-14T07:54:55Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Reworded for clarity and conciseness; added information about fuel cells burning regardless of power draw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{:Infobox:Uranium fuel cell}}&lt;br /&gt;
The &#039;&#039;&#039;uranium fuel cell&#039;&#039;&#039; can be burned in a [[nuclear reactor]] to produce heat.  As it is a nuclear fuel source, is treated differently from other types of [[fuel]] and cannot be used in other burner devices or in [[vehicles]].&lt;br /&gt;
&lt;br /&gt;
A fuel cell can run a single [[nuclear reactor]] for 200 seconds. Unlike with steam power, a uranium fuel cell will continue to burn no matter the power draw, so any heat energy not consumed is wasted.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Power production#Nuclear power|Power production]]&lt;br /&gt;
* [[Uranium-235]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nuclear_reactor&amp;diff=157213</id>
		<title>Nuclear reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nuclear_reactor&amp;diff=157213"/>
		<updated>2018-03-14T07:33:17Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: /* Adjacency bonus */ Renamed to &amp;quot;Neighbour bonus&amp;quot; to match what it&amp;#039;s called in-game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Nuclear reactor}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;nuclear reactor&#039;&#039;&#039; generates heat by burning [[uranium fuel cell]]s. The heat can be used in a [[heat exchanger]] to produce steam which can be used to generate power. Unlike other forms of power generation, it is load-independent - each fuel cell will always be used completely in 200 seconds, regardless of load or the temperature of the reactor.&lt;br /&gt;
&lt;br /&gt;
Instead of completely consuming the fuel, burning fuel in a nuclear reactor results in [[used up uranium fuel cell]]s. These used up cells can be [[nuclear fuel reprocessing|reprocessed]] in a [[centrifuge]] to get back some of the uranium used to create the fuel cells.&lt;br /&gt;
&lt;br /&gt;
Nuclear reactors have a heat capacity of 10 MJ/C. Thus, they can buffer 5 GJ of heat energy across their working range of 500°C to 1000°C, and require 4.85 GJ of energy to warm up from 15°C to 500°C when initially placed.&lt;br /&gt;
&lt;br /&gt;
== Neighbour bonus ==&lt;br /&gt;
Reactors receive a bonus for adjacent operating reactors, which increases their effective thermal output by 100% per each such link. For example, two reactors operating next to each other will output a total of 160 MW of thermal energy, with each reactor producing 40 MW base and receiving 40 MW of adjacency bonus.&lt;br /&gt;
&lt;br /&gt;
The adjacency condition is that a reactor must connect to another reactor with all 3 heat pipe connections on a side (corners &amp;amp; middle of side, see graphic), and these connections must have zero length, to receive the bonus for that side. This means that:&lt;br /&gt;
* reactors must be on neighboring tiles; connecting reactors by the [[heat pipe]] entity gives no bonus&lt;br /&gt;
* offset connections are possible; however, all 3 tiles on that side of the reactor in question must neighbor &#039;&#039;some&#039;&#039; other reactor&lt;br /&gt;
&lt;br /&gt;
Additionally, un-fueled reactors do not confer any bonus.&lt;br /&gt;
&lt;br /&gt;
=== Double-row layout ===&lt;br /&gt;
The most efficient practical layout is an aligned double row of arbitrary length (number of reactors as needed). For even numbers of reactors, the total output of the array is &amp;lt;code&amp;gt; 160n - 160 MW&amp;lt;/code&amp;gt; (where &#039;&#039;n&#039;&#039; = total number of reactors, and assuming all are fueled). Splitting the row, while possibly logistically beneficial, reduces total power output by 160 MW per split.&lt;br /&gt;
&lt;br /&gt;
Odd numbers of reactors are inefficient in maximizing the bonus, but, if needed, the odd reactor should be aligned with one of the rows. Offsetting the longer row instead would not gain the extra reactor any bonus, while the reactor on the other end of the same row would lose its bonus as well. Placing the odd reactor between the ends of aligned rows would also lead to one fewer bonus, and also make the design un-tileable.&lt;br /&gt;
&lt;br /&gt;
In any case however, such concerns are unlikely to arise until one has a very large base, as the individual output of reactors is massive, particularly with adjacency bonuses. As an example, a 5 x 2 reactor grid would produce 1,440 MW (1.44 GW), the equivalent of 1,600 steam engines, or 24,000 solar panels.&lt;br /&gt;
&lt;br /&gt;
=== Square layout ===&lt;br /&gt;
Theoretically, a perfectly square grid of reactors with no spaces between would provide maximum bonus, as it minimizes the number of reactors with unlinked sides. This setup produces &amp;lt;code&amp;gt;200n - 160*sqrt(n) MW&amp;lt;/code&amp;gt; (where &#039;&#039;sqrt(n)&#039;&#039; is the square root of the number of reactors).&lt;br /&gt;
&lt;br /&gt;
However, while the heat pipe links will allow energy flow from reactors within the square, with no room around inner reactors, there will be no way to insert and remove fuel cells except manually (heat pipes are traversable by the player), which makes this setup impractical.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the gains compared to the double-row design are not large. After some calculation, one arrives at the expression for the ratio of the two (double-row design in denominator) as &amp;lt;code&amp;gt;(1.25n - sqrt(n)) / (n - 1)&amp;lt;/code&amp;gt; which evaluates to, for example, 1 for 4 reactors, 1.07 for 16 reactors, 1.16 for 100 reactors (considering only numbers that both an equal-length double row and a square can be built from), and so on. In the limit (infinite number of reactors), the ratio approaches 1.25 as the edge corrections become insignificant.&lt;br /&gt;
&lt;br /&gt;
== Explosion ==&lt;br /&gt;
If a reactor is destroyed when it is above 900°C, it will explode just like an [[atomic bomb]]. This explosion has enough power to destroy other reactors, so one explosion can lead to a chain reaction of exploding reactors. [https://clips.twitch.tv/KathishShakingPieBIRB]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Power production#Nuclear power|Power production]]&lt;br /&gt;
* [[Heat pipe]]&lt;br /&gt;
* [[Steam turbine]]&lt;br /&gt;
* [[Tutorial:Nuclear power|Comprehensive guide on nuclear power]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nuclear_reactor&amp;diff=157211</id>
		<title>Nuclear reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nuclear_reactor&amp;diff=157211"/>
		<updated>2018-03-14T07:26:22Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: /* Trivia */ Changed section name from &amp;quot;Trivia&amp;quot; to &amp;quot;Explosion&amp;quot; because the information was not trivial; also reworded the section for grammar and conciseness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Nuclear reactor}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;nuclear reactor&#039;&#039;&#039; generates heat by burning [[uranium fuel cell]]s. The heat can be used in a [[heat exchanger]] to produce steam which can be used to generate power. Unlike other forms of power generation, it is load-independent - each fuel cell will always be used completely in 200 seconds, regardless of load or the temperature of the reactor.&lt;br /&gt;
&lt;br /&gt;
Instead of completely consuming the fuel, burning fuel in a nuclear reactor results in [[used up uranium fuel cell]]s. These used up cells can be [[nuclear fuel reprocessing|reprocessed]] in a [[centrifuge]] to get back some of the uranium used to create the fuel cells.&lt;br /&gt;
&lt;br /&gt;
Nuclear reactors have a heat capacity of 10 MJ/C. Thus, they can buffer 5 GJ of heat energy across their working range of 500°C to 1000°C, and require 4.85 GJ of energy to warm up from 15°C to 500°C when initially placed.&lt;br /&gt;
&lt;br /&gt;
== Adjacency bonus ==&lt;br /&gt;
Reactors receive a bonus for adjacent operating reactors, which increases their effective thermal output by 100% per each such link. For example, two reactors operating next to each other will output a total of 160 MW of thermal energy, with each reactor producing 40 MW base and receiving 40 MW of adjacency bonus.&lt;br /&gt;
&lt;br /&gt;
The adjacency condition is that a reactor must connect to another reactor with all 3 heat pipe connections on a side (corners &amp;amp; middle of side, see graphic), and these connections must have zero length, to receive the bonus for that side. This means that:&lt;br /&gt;
* reactors must be on neighboring tiles; connecting reactors by the [[heat pipe]] entity gives no bonus&lt;br /&gt;
* offset connections are possible; however, all 3 tiles on that side of the reactor in question must neighbor &#039;&#039;some&#039;&#039; other reactor&lt;br /&gt;
&lt;br /&gt;
Additionally, un-fueled reactors do not confer any bonus.&lt;br /&gt;
&lt;br /&gt;
=== Double-row layout ===&lt;br /&gt;
The most efficient practical layout is an aligned double row of arbitrary length (number of reactors as needed). For even numbers of reactors, the total output of the array is &amp;lt;code&amp;gt; 160n - 160 MW&amp;lt;/code&amp;gt; (where &#039;&#039;n&#039;&#039; = total number of reactors, and assuming all are fueled). Splitting the row, while possibly logistically beneficial, reduces total power output by 160 MW per split.&lt;br /&gt;
&lt;br /&gt;
Odd numbers of reactors are inefficient in maximizing the bonus, but, if needed, the odd reactor should be aligned with one of the rows. Offsetting the longer row instead would not gain the extra reactor any bonus, while the reactor on the other end of the same row would lose its bonus as well. Placing the odd reactor between the ends of aligned rows would also lead to one fewer bonus, and also make the design un-tileable.&lt;br /&gt;
&lt;br /&gt;
In any case however, such concerns are unlikely to arise until one has a very large base, as the individual output of reactors is massive, particularly with adjacency bonuses. As an example, a 5 x 2 reactor grid would produce 1,440 MW (1.44 GW), the equivalent of 1,600 steam engines, or 24,000 solar panels.&lt;br /&gt;
&lt;br /&gt;
=== Square layout ===&lt;br /&gt;
Theoretically, a perfectly square grid of reactors with no spaces between would provide maximum bonus, as it minimizes the number of reactors with unlinked sides. This setup produces &amp;lt;code&amp;gt;200n - 160*sqrt(n) MW&amp;lt;/code&amp;gt; (where &#039;&#039;sqrt(n)&#039;&#039; is the square root of the number of reactors).&lt;br /&gt;
&lt;br /&gt;
However, while the heat pipe links will allow energy flow from reactors within the square, with no room around inner reactors, there will be no way to insert and remove fuel cells except manually (heat pipes are traversable by the player), which makes this setup impractical.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the gains compared to the double-row design are not large. After some calculation, one arrives at the expression for the ratio of the two (double-row design in denominator) as &amp;lt;code&amp;gt;(1.25n - sqrt(n)) / (n - 1)&amp;lt;/code&amp;gt; which evaluates to, for example, 1 for 4 reactors, 1.07 for 16 reactors, 1.16 for 100 reactors (considering only numbers that both an equal-length double row and a square can be built from), and so on. In the limit (infinite number of reactors), the ratio approaches 1.25 as the edge corrections become insignificant.&lt;br /&gt;
&lt;br /&gt;
== Explosion ==&lt;br /&gt;
If a reactor is destroyed when it is above 900°C, it will explode just like an [[atomic bomb]]. This explosion has enough power to destroy other reactors, so one explosion can lead to a chain reaction of exploding reactors. [https://clips.twitch.tv/KathishShakingPieBIRB]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Power production#Nuclear power|Power production]]&lt;br /&gt;
* [[Heat pipe]]&lt;br /&gt;
* [[Steam turbine]]&lt;br /&gt;
* [[Tutorial:Nuclear power|Comprehensive guide on nuclear power]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Express_splitter&amp;diff=157207</id>
		<title>Express splitter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Express_splitter&amp;diff=157207"/>
		<updated>2018-03-13T22:22:26Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: /* History */ Added changes to splitters since 0.16&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Express splitter}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Express Splitters&#039;&#039;&#039; are the fastest type of [[splitters]]. They are three times as fast as [[splitter|normal Splitters]] and 50% faster than [[Fast splitter]]s.&lt;br /&gt;
&lt;br /&gt;
=== Other express belts ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Express transport belt|Express transport belt}} || {{Imagelink|Express underground belt|Express underground belt}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other [[Splitters]] ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Splitter|Splitter}} || {{Imagelink|Fast splitter|Fast splitter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.17|&lt;br /&gt;
* Added filter to splitter.&lt;br /&gt;
* Added input and output priority to splitter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.16|&lt;br /&gt;
* Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent. The decision whether item goes to left or right output is now independent of the item type.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Fast/express splitters are now made from their lesser variants.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Underground belts]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fast_splitter&amp;diff=157206</id>
		<title>Fast splitter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fast_splitter&amp;diff=157206"/>
		<updated>2018-03-13T22:22:05Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: /* History */ Added changes to splitters since 0.16&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Fast splitter}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Splitters&#039;&#039;&#039; are [[splitters]] which are twice as fast as [[splitter|normal Splitters]], but only 67% as fast as [[Express splitter]]s.&lt;br /&gt;
&lt;br /&gt;
=== Other fast belts ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Fast transport belt|Fast transport belt}} || {{Imagelink|Fast underground belt|Fast underground belt}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other [[Splitters]] ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Splitter|Splitter}} || {{Imagelink|Express splitter|Express splitter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.17|&lt;br /&gt;
* Added filter to splitter.&lt;br /&gt;
* Added input and output priority to splitter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.16|&lt;br /&gt;
* Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent. The decision whether item goes to left or right output is now independent of the item type.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Fast/express splitters are now made from their lesser variants.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Underground belts]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Splitter&amp;diff=157205</id>
		<title>Splitter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Splitter&amp;diff=157205"/>
		<updated>2018-03-13T22:19:38Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: /* History */ Added changes to splitters since 0.16&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Splitter}}&lt;br /&gt;
The &#039;&#039;&#039;Splitter&#039;&#039;&#039; is used to divide a single belt, combine two belts into one, or equally balance two belts together. The items are placed in 1:1 relation on the outgoing belts.&lt;br /&gt;
&lt;br /&gt;
=== Other basic belts ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Transport belt|Transport belt}} || {{Imagelink|Underground belt|Underground belt}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other [[Splitters]] ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Fast splitter|Fast splitter}} || {{Imagelink|Express splitter|Express splitter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.17|&lt;br /&gt;
* Added filter to splitter.&lt;br /&gt;
* Added input and output priority to splitter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.16|&lt;br /&gt;
* Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent. The decision whether item goes to left or right output is now independent of the item type.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Renamed &amp;quot;basic splitter&amp;quot; to &amp;quot;splitter&amp;quot;.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Fast/express splitters are now made from their lesser variants.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Added fast and express splitters&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Draw ending/starting pieces of underground belt and splitter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* Splitter now has a maximum memory of 5 items when forced to send items on one side because the other one is blocked.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.9|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Underground belts]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Splitter&amp;diff=157204</id>
		<title>Splitter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Splitter&amp;diff=157204"/>
		<updated>2018-03-13T22:14:21Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: /* History */ Added quotes for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Splitter}}&lt;br /&gt;
The &#039;&#039;&#039;Splitter&#039;&#039;&#039; is used to divide a single belt, combine two belts into one, or equally balance two belts together. The items are placed in 1:1 relation on the outgoing belts.&lt;br /&gt;
&lt;br /&gt;
=== Other basic belts ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Transport belt|Transport belt}} || {{Imagelink|Underground belt|Underground belt}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other [[Splitters]] ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Fast splitter|Fast splitter}} || {{Imagelink|Express splitter|Express splitter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Renamed &amp;quot;basic splitter&amp;quot; to &amp;quot;splitter&amp;quot;.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Fast/express splitters are now made from their lesser variants.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Added fast and express splitters&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Draw ending/starting pieces of underground belt and splitter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* Splitter now has a maximum memory of 5 items when forced to send items on one side because the other one is blocked.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.9|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Underground belts]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Runamucker&amp;diff=157203</id>
		<title>User:Runamucker</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Runamucker&amp;diff=157203"/>
		<updated>2018-03-13T22:08:42Z</updated>

		<summary type="html">&lt;p&gt;Runamucker: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Runamucker</name></author>
	</entry>
</feed>