<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SCucumber</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=SCucumber"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/SCucumber"/>
	<updated>2026-04-27T11:21:14Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies/zh&amp;diff=118840</id>
		<title>Enemies/zh</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies/zh&amp;diff=118840"/>
		<updated>2015-05-13T13:21:31Z</updated>

		<summary type="html">&lt;p&gt;SCucumber: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;敌对生物&#039;&#039;&#039;就是想要来干（危害）玩家的生物。敌对生物分为三种：撕咬者，呕吐者和巨型虫子。每种敌对生物都有三个成长阶段。 &lt;br /&gt;
&lt;br /&gt;
==生物==&lt;br /&gt;
===撕咬者===&lt;br /&gt;
撕咬者是两个主要的敌人之一。它们是外星世界的土著，且不会与呕吐者和巨型虫子打架。撕咬者是节肢动物，生活在有机巢穴中。它们有三种尺寸：小的，中的和大的。在每一局自由模式开始时，只会生成小的。但是随着[[pollution/zh|污染]]的增加，这与 [[evolution|进化]]有关系。&lt;br /&gt;
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[logistic robot]]s and will stop searching for pollution if they can see and attack any of those.&lt;br /&gt;
Biters deal physical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 8/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat though and is still dwarfed by the big biters. They can however be managed with enough static defense.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that puts off much pollution, as pollution will attract an attack. Once the pollution reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, such as the player or static defense. Biters also have the ability to navigate around obstacles to find holes in the defense. This can be used to partially control the movement of the biters allowing turrets longer to damage them, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
Spitters are much like Biters. The only difference is - except their appearance - that they only have got a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of any buildings (like a [[turret]]) and [[armor]] is much less than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biter ones, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.png]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Health: 50&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 200&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms=== &lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack you if you get close enough. They act like static [[turret]]s and will not follow you, but due to much greater range, in comparison to other enemies, will be able to inflict damage with out leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near spawners. Their appearance is not dependent on time. (see http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454)&lt;br /&gt;
&lt;br /&gt;
Worms deal acid damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Health: 200&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 500&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 8/0%&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nest.gif]] || Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
The game evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console:&lt;br /&gt;
 game.player.print(game.evolutionfactor)&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. This evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The production of pollution (globally) increases the evolution factor.&lt;br /&gt;
* Destroying the enemy spawners significantly increases the evolution factor. &lt;br /&gt;
&lt;br /&gt;
All these values are set in mapsettings. There they can also be changed / modded. &lt;br /&gt;
&lt;br /&gt;
Current (0.9.1) default settings are:&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for 60 ticks (game second)&lt;br /&gt;
 game.player.print(game.mapsettings.enemy_evolution.time_factor&lt;br /&gt;
&lt;br /&gt;
0.000008&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for 1000 Pollution Units&lt;br /&gt;
 game.player.print(game.mapsettings.enemy_evolution.pollution_factor)&lt;br /&gt;
&lt;br /&gt;
0.00003&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for every destroyed enemy spawner&lt;br /&gt;
 game.player.print(game.mapsettings.enemy_evolution.destroy_factor)&lt;br /&gt;
&lt;br /&gt;
0.005&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
As of 0.9.1 the biter spawning is done probabilistically based on the current evolution. Lets imagine a wheel - the &amp;quot;spawning wheel&amp;quot;. We will be slicing that wheel as a cake. Small biters take the first 0.3 part of the wheel, medium ones the middle 0.3 part and big biters take the last 0.4. When a biter is about to be spawned the random point on the wheel is selected limited by the current evolution. So in theory while the evolution is below 0.3 there should be only small biters, then slowly medium ones will enter and in the end the big ones. The composition of the biter animation in the end should be 0.3-0.3-0.4. There is one more factor called the spawn_shift - this is a mechanism when the further away from the starting location the more the &amp;quot;rolling of the wheel&amp;quot; is shifted towards one. That means that if the shift is 0.2 for instance that at the time when evolution factor is 0.25 the result for spawning is actually 0.2 + 0.25 = 0.45 and a medium biter might be spawned.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. As of 0.9.1 this interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
All the values for the spawner (distribution of the biters based on evolution, the spawning shift, spawning_cooldown, etc.) can be modded from the data.&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Sometimes a small group of biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s about 3 chunks away from existing biter bases and 3 chunks away from any of your buildings. &lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes. This base-wide expansion is somehow limited (the blog says something about 7, but that doesn&#039;t seem to match reality in some cases).&lt;/div&gt;</summary>
		<author><name>SCucumber</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies/zh&amp;diff=118838</id>
		<title>Enemies/zh</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies/zh&amp;diff=118838"/>
		<updated>2015-05-13T13:10:09Z</updated>

		<summary type="html">&lt;p&gt;SCucumber: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;敌对生物&#039;&#039;&#039;就是想要来干（危害）玩家的生物。敌对生物分为三种：撕咬者，呕吐者和巨型虫子。每种敌对生物都有三个成长阶段。 &lt;br /&gt;
&lt;br /&gt;
==生物==&lt;br /&gt;
===撕咬者===&lt;br /&gt;
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.&lt;br /&gt;
Biters are arthropods living in organic nests. They come in 3 sizes: small, medium and big. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution/zh|污染]] they will become bigger, related to the enemy&#039;s [[evolution|进化]].&lt;br /&gt;
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[logistic robot]]s and will stop searching for pollution if they can see and attack any of those.&lt;br /&gt;
Biters deal physical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 8/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat though and is still dwarfed by the big biters. They can however be managed with enough static defense.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that puts off much pollution, as pollution will attract an attack. Once the pollution reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, such as the player or static defense. Biters also have the ability to navigate around obstacles to find holes in the defense. This can be used to partially control the movement of the biters allowing turrets longer to damage them, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
Spitters are much like Biters. The only difference is - except their appearance - that they only have got a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of any buildings (like a [[turret]]) and [[armor]] is much less than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biter ones, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.png]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Health: 50&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 200&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms=== &lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack you if you get close enough. They act like static [[turret]]s and will not follow you, but due to much greater range, in comparison to other enemies, will be able to inflict damage with out leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near spawners. Their appearance is not dependent on time. (see http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454)&lt;br /&gt;
&lt;br /&gt;
Worms deal acid damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Health: 200&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 500&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 8/0%&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nest.gif]] || Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
The game evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console:&lt;br /&gt;
 game.player.print(game.evolutionfactor)&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. This evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The production of pollution (globally) increases the evolution factor.&lt;br /&gt;
* Destroying the enemy spawners significantly increases the evolution factor. &lt;br /&gt;
&lt;br /&gt;
All these values are set in mapsettings. There they can also be changed / modded. &lt;br /&gt;
&lt;br /&gt;
Current (0.9.1) default settings are:&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for 60 ticks (game second)&lt;br /&gt;
 game.player.print(game.mapsettings.enemy_evolution.time_factor&lt;br /&gt;
&lt;br /&gt;
0.000008&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for 1000 Pollution Units&lt;br /&gt;
 game.player.print(game.mapsettings.enemy_evolution.pollution_factor)&lt;br /&gt;
&lt;br /&gt;
0.00003&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for every destroyed enemy spawner&lt;br /&gt;
 game.player.print(game.mapsettings.enemy_evolution.destroy_factor)&lt;br /&gt;
&lt;br /&gt;
0.005&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
As of 0.9.1 the biter spawning is done probabilistically based on the current evolution. Lets imagine a wheel - the &amp;quot;spawning wheel&amp;quot;. We will be slicing that wheel as a cake. Small biters take the first 0.3 part of the wheel, medium ones the middle 0.3 part and big biters take the last 0.4. When a biter is about to be spawned the random point on the wheel is selected limited by the current evolution. So in theory while the evolution is below 0.3 there should be only small biters, then slowly medium ones will enter and in the end the big ones. The composition of the biter animation in the end should be 0.3-0.3-0.4. There is one more factor called the spawn_shift - this is a mechanism when the further away from the starting location the more the &amp;quot;rolling of the wheel&amp;quot; is shifted towards one. That means that if the shift is 0.2 for instance that at the time when evolution factor is 0.25 the result for spawning is actually 0.2 + 0.25 = 0.45 and a medium biter might be spawned.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. As of 0.9.1 this interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
All the values for the spawner (distribution of the biters based on evolution, the spawning shift, spawning_cooldown, etc.) can be modded from the data.&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Sometimes a small group of biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s about 3 chunks away from existing biter bases and 3 chunks away from any of your buildings. &lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes. This base-wide expansion is somehow limited (the blog says something about 7, but that doesn&#039;t seem to match reality in some cases).&lt;/div&gt;</summary>
		<author><name>SCucumber</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies/zh&amp;diff=118837</id>
		<title>Enemies/zh</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies/zh&amp;diff=118837"/>
		<updated>2015-05-13T13:02:41Z</updated>

		<summary type="html">&lt;p&gt;SCucumber: Created page with &amp;quot;{{Languages}} &amp;#039;&amp;#039;&amp;#039;Enemies&amp;#039;&amp;#039;&amp;#039; are creatures that want to harm the player. There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in three stages...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to harm the player. There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in three stages of growth and thus strength.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.&lt;br /&gt;
Biters are arthropods living in organic nests. They come in 3 sizes: small, medium and big. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy&#039;s [[evolution]].&lt;br /&gt;
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[logistic robot]]s and will stop searching for pollution if they can see and attack any of those.&lt;br /&gt;
Biters deal physical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 8/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat though and is still dwarfed by the big biters. They can however be managed with enough static defense.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that puts off much pollution, as pollution will attract an attack. Once the pollution reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, such as the player or static defense. Biters also have the ability to navigate around obstacles to find holes in the defense. This can be used to partially control the movement of the biters allowing turrets longer to damage them, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
Spitters are much like Biters. The only difference is - except their appearance - that they only have got a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of any buildings (like a [[turret]]) and [[armor]] is much less than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biter ones, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.png]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Health: 50&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 200&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms=== &lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack you if you get close enough. They act like static [[turret]]s and will not follow you, but due to much greater range, in comparison to other enemies, will be able to inflict damage with out leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near spawners. Their appearance is not dependent on time. (see http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454)&lt;br /&gt;
&lt;br /&gt;
Worms deal acid damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Health: 200&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 500&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 8/0%&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nest.gif]] || Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
The game evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console:&lt;br /&gt;
 game.player.print(game.evolutionfactor)&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. This evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The production of pollution (globally) increases the evolution factor.&lt;br /&gt;
* Destroying the enemy spawners significantly increases the evolution factor. &lt;br /&gt;
&lt;br /&gt;
All these values are set in mapsettings. There they can also be changed / modded. &lt;br /&gt;
&lt;br /&gt;
Current (0.9.1) default settings are:&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for 60 ticks (game second)&lt;br /&gt;
 game.player.print(game.mapsettings.enemy_evolution.time_factor&lt;br /&gt;
&lt;br /&gt;
0.000008&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for 1000 Pollution Units&lt;br /&gt;
 game.player.print(game.mapsettings.enemy_evolution.pollution_factor)&lt;br /&gt;
&lt;br /&gt;
0.00003&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for every destroyed enemy spawner&lt;br /&gt;
 game.player.print(game.mapsettings.enemy_evolution.destroy_factor)&lt;br /&gt;
&lt;br /&gt;
0.005&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
As of 0.9.1 the biter spawning is done probabilistically based on the current evolution. Lets imagine a wheel - the &amp;quot;spawning wheel&amp;quot;. We will be slicing that wheel as a cake. Small biters take the first 0.3 part of the wheel, medium ones the middle 0.3 part and big biters take the last 0.4. When a biter is about to be spawned the random point on the wheel is selected limited by the current evolution. So in theory while the evolution is below 0.3 there should be only small biters, then slowly medium ones will enter and in the end the big ones. The composition of the biter animation in the end should be 0.3-0.3-0.4. There is one more factor called the spawn_shift - this is a mechanism when the further away from the starting location the more the &amp;quot;rolling of the wheel&amp;quot; is shifted towards one. That means that if the shift is 0.2 for instance that at the time when evolution factor is 0.25 the result for spawning is actually 0.2 + 0.25 = 0.45 and a medium biter might be spawned.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. As of 0.9.1 this interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
All the values for the spawner (distribution of the biters based on evolution, the spawning shift, spawning_cooldown, etc.) can be modded from the data.&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Sometimes a small group of biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s about 3 chunks away from existing biter bases and 3 chunks away from any of your buildings. &lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes. This base-wide expansion is somehow limited (the blog says something about 7, but that doesn&#039;t seem to match reality in some cases).&lt;/div&gt;</summary>
		<author><name>SCucumber</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Quick_start_guide/zh&amp;diff=118824</id>
		<title>Tutorial:Quick start guide/zh</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Quick_start_guide/zh&amp;diff=118824"/>
		<updated>2015-05-10T01:44:25Z</updated>

		<summary type="html">&lt;p&gt;SCucumber: /* 产品升级! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== 游戏开始 ==&lt;br /&gt;
&lt;br /&gt;
你刚安装好Factorio，通过了教程任务。接下来该干什么呢？不要急请看下去。&lt;br /&gt;
&lt;br /&gt;
=== 开始你的游戏 ===&lt;br /&gt;
&lt;br /&gt;
进入游戏后你会看到主菜单。&lt;br /&gt;
&lt;br /&gt;
左键单击“开始游戏”，然后单击“新游戏”，出现[[Game/World generator/zh|地图生成引擎]]窗口。默认设置适合新手开始游戏。&lt;br /&gt;
&lt;br /&gt;
==== 地图生成 ====&lt;br /&gt;
&lt;br /&gt;
你可以按照自已的意愿去设置[[Game/World generator/zh|地图生成引擎]]，一些选项会使游戏变得简单，而其它则会令其变得困难。&lt;br /&gt;
&lt;br /&gt;
每种资源以及虫巢各有三个设置，分别是生成率，尺寸以及资源含量。&lt;br /&gt;
&lt;br /&gt;
生成率，尺寸以及资源含量决定了地图生成时其出现频率，占地面积以及每单位[[Tile/zh|格]]内含量。&lt;br /&gt;
&lt;br /&gt;
建议新手将铁矿，铜矿，石头，煤炭，原油的生成率设置到密集，资源含量设置到富饶。这样可以保证在距离起始点不远的范围内有充足的资源，而不必在游戏初期为了资源四处奔波。同时将虫巢的尺寸设置到非常小以减少威胁。&lt;br /&gt;
&lt;br /&gt;
如果你想了解更多关于地图生成引擎的信息。[[Game/World generator/zh|请阅读此条目。]]&lt;br /&gt;
&lt;br /&gt;
==== 和平模式 ====&lt;br /&gt;
&lt;br /&gt;
如果你只想享受建设工厂的乐趣而不被虫族打扰的话，可以勾选“和平模式”。虫族还是会存在但永远不会主动攻击。&lt;br /&gt;
&lt;br /&gt;
一旦按下生成地图，将会被放到一个新的世界，等待着你的卓越表现。&lt;br /&gt;
&lt;br /&gt;
===实用的快捷键===&lt;br /&gt;
&lt;br /&gt;
快捷键设置可以在“选项”菜单中的“控制”页面找到，但由于许多人不会去看，于是附上了必要的快捷键操作设置。&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+快捷键&lt;br /&gt;
!快捷键!!效果&lt;br /&gt;
|-&lt;br /&gt;
|ALT||显示详情&lt;br /&gt;
|-&lt;br /&gt;
|T||打开科研界面&lt;br /&gt;
|-&lt;br /&gt;
|Q||下一个武器或清除光标&lt;br /&gt;
|-&lt;br /&gt;
|R||旋转实体&lt;br /&gt;
|-&lt;br /&gt;
|Z||丢在地面上&lt;br /&gt;
|-&lt;br /&gt;
|F||捡起附近地上的物品&lt;br /&gt;
|-&lt;br /&gt;
|SPACE||射击目标&lt;br /&gt;
|-&lt;br /&gt;
|C||强制攻击&lt;br /&gt;
|-&lt;br /&gt;
|ENTER[回车]||进入或退出交通工具&lt;br /&gt;
|-&lt;br /&gt;
|X||更改工具栏&lt;br /&gt;
|-&lt;br /&gt;
|P||打开生产面板&lt;br /&gt;
|-&lt;br /&gt;
|M||打开世界地图&lt;br /&gt;
|-&lt;br /&gt;
|G||与火车连接&lt;br /&gt;
|-&lt;br /&gt;
|V||与火车断开&lt;br /&gt;
|-&lt;br /&gt;
|SHIFT+SPACE||暂停游戏&lt;br /&gt;
|-&lt;br /&gt;
|Tilde[~]||打开控制台&lt;br /&gt;
|-&lt;br /&gt;
|SHIFT+LMB||转移一组物品&lt;br /&gt;
|-&lt;br /&gt;
|CTRL+LMB||转移全部物品&lt;br /&gt;
|-&lt;br /&gt;
|MiddleMouse||设置物品筛选&lt;br /&gt;
|-&lt;br /&gt;
|SHIFT+RMB||对半分物品&lt;br /&gt;
|-&lt;br /&gt;
|CTRL+LMB ||快捷提取全部物品&lt;br /&gt;
|}&lt;br /&gt;
如果你想了解更多关于快捷键的信息。[[Keyboard bindings/zh|请阅读此条目。]]&lt;br /&gt;
&lt;br /&gt;
== 游戏初始 ==&lt;br /&gt;
&lt;br /&gt;
=== 资源 ===&lt;br /&gt;
&lt;br /&gt;
确保在起始点附近有以下四种资源：&lt;br /&gt;
* [[Coal/zh|煤]]&lt;br /&gt;
* [[Copper ore/zh|铜矿]]&lt;br /&gt;
* [[Iron ore/zh|铁矿]]&lt;br /&gt;
* [[Stone/zh|石头]]&lt;br /&gt;
&lt;br /&gt;
如果起始点附近缺少任何一种资源，量太少或是距离太远了，建议按下Esc键然后点击“重开游戏”。&lt;br /&gt;
&lt;br /&gt;
之后我们还需要：&lt;br /&gt;
* [[Water/zh|水]]&lt;br /&gt;
* [[Crude oil/zh|原油]]&lt;br /&gt;
&lt;br /&gt;
以上六种资源是异星工厂的基础，所有的物品都由它们制成。&lt;br /&gt;
&lt;br /&gt;
=== 制造一把铁斧 ===&lt;br /&gt;
&lt;br /&gt;
到任意一种矿石资源上长按右键。屏幕下方会出现进度条，当进度完成之后你便能获得该资源。你或许会觉得砍树或者挖掘矿石的速度非常慢。如果仔细观察主角的话，会发现他只拿着一根铁棒！是时候为自己制造一把工具了。按下E键打开背包及制造窗口，左键单击齿轮图样“工具与设施”，然后左键单击铁斧镐。这样你就获得了第一把道具，使用它可以令采集资源的速度加快。&lt;br /&gt;
&lt;br /&gt;
=== 放置石炉及采掘机 ===&lt;br /&gt;
&lt;br /&gt;
游戏起始工具栏内会有一台[[Stone Furnace/zh|石炉]]以及一台[[Burner Mining Drill/zh|热能采掘机]]。应该如何使用它们呢？&lt;br /&gt;
首先你需要把[[Mining drill/zh|采掘机]]放置在铁矿边缘，在黄色箭头处摆放[[Furnace/zh|冶炼炉]]。&lt;br /&gt;
&lt;br /&gt;
你可以在放置采掘机前按“R”键旋转其方向或放置后将鼠标箭头移至采掘机上按“R”键旋转方向。黄色箭头显示铁矿产出的方向，将石炉摆放在黄色箭头位置就能使其自动获取采掘机产出的原料。摆放好的位置应该与图示相同。&lt;br /&gt;
:[[File:SimpleOre.PNG|center|thumb]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;按“ALT”键可以显示详细信息。&#039;&#039;&#039;这样你就能清楚了解石炉内加工的物品。&lt;br /&gt;
&lt;br /&gt;
=== 加入燃料 ===&lt;br /&gt;
&lt;br /&gt;
放置好了！但有一个红色警示出现，原因是采掘机跟石炉内没有&#039;&#039;&#039;[[Fuel/zh|燃料]]&#039;&#039;&#039;。你需要向其加入[[Wood/zh|木头]]或[[Coal/zh|煤]]，用右键砍伐树木或采掘煤矿。当你获得燃料之后，左键单击石炉，会出现下图所示界面。&lt;br /&gt;
:[[File:Interface.PNG|center|thumb|upright=4]]&lt;br /&gt;
&lt;br /&gt;
左键单击燃料后在石炉图案右侧第二行方框上左键单击就能加入燃料。&lt;br /&gt;
&lt;br /&gt;
如果你想分开半[[Storage/Stack/zh|组]]燃料，一半放入采掘机，另一半放入石炉。“Shift”+右键单击燃料，非常简单。现在采掘机跟石炉都应开始工作并生产[[Iron Plate/zh|铁板]]。&lt;br /&gt;
&lt;br /&gt;
你可以用相同的方法来获取[[Copper Plate/zh|铜板]]。&lt;br /&gt;
&lt;br /&gt;
== 产品升级! ==&lt;br /&gt;
&lt;br /&gt;
你需要更多的采掘机。当把鼠标箭头放在制造页面的热能采掘机上时，你会看见两组材料。第一组是制造采掘机所需要的材料。第二组在页面最下方显示需要的基础原料。你不必先制造第一组中出现的物品，游戏会自动帮你合成。只要材料足够，你可以一次制造任意数量的物品。&lt;br /&gt;
&lt;br /&gt;
:[[File:Recipe.PNG|center|upright=2|thumb]]&lt;br /&gt;
现在你可以制造更多的采掘机以及熔炉.你应该很容易就能设置对铜矿以及石矿的自动化采掘,它们跟铁片的做法是一样的. 至于煤炭,你可以将两个热能采掘机,箭头相互朝着对方摆放.这样它们就能相互补给燃料,同时你可以取走多余的.&lt;br /&gt;
&lt;br /&gt;
不要忘记了,你不需打开机器的菜单来取走物品,用CTRL-LMB。您还可以通过按ALT键来打开详细列表,也可以再次通过按ALT键来关闭它。&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleCoal.PNG|center|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
对于石头来说, 你可以直接把钻子的出口对着箱子。&lt;br /&gt;
&lt;br /&gt;
当这些全部完成后, 你可能会希望让它搞得快点。这样的话，你需要为铁矿和铜矿建立更多的钻头和熔炉。在煤矿上建立钻头可以用来获得额外的煤。&lt;br /&gt;
&lt;br /&gt;
在游戏的前期, 最重要的矿物是铁。因此你最好比铜多挖两倍的铁。但是铜在你进入电气时代后将会很重要。&lt;br /&gt;
&lt;br /&gt;
=== More automation ===&lt;br /&gt;
&lt;br /&gt;
Ok great, so now you have 4 or so furnaces making iron, a couple making copper, some stone production and a good amount of coal production.&lt;br /&gt;
But you know what really sucks? having to run the coal around to all your other machines, right? Well let&#039;s automate that too!&lt;br /&gt;
Conveyor belts and inserters are the way of the future! The output slots on the drill can also output onto conveyor belts to be transported to your other machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CoalConveyor.PNG|center|upright=2|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that we can take our coal to other places with no effort, we just need a way to input the coal into those machine.&lt;br /&gt;
This is what [[Inserters]] are for. You can use burner inserters as a cheap way to move items from anything to anything. You can move object from the ground, chests, machines and put them wherever you want.&lt;br /&gt;
Burner Inserters themselves require coal to run though, which makes this a little counter intuitive to have to fuel them instead of the machines you are trying to fuel anyway.&lt;br /&gt;
Here is a small example of inserters working. Notice that the flat line is where the inserters will pick up from, and the arrow is where they will place the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleOreProcessing.PNG|center|upright=2|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ok great, so now we know how to automatically mine things and then how to automatically move things from one place to another, and then to place said items into machine or out of machines.&lt;br /&gt;
&lt;br /&gt;
Next up we want to get some [[electric network|electricity]] so that we can have inserters that run of that instead of fuel.&lt;br /&gt;
&lt;br /&gt;
== Electrical power ==&lt;br /&gt;
&lt;br /&gt;
Electricity. This is where things start to get interesting. We&#039;re going to need a single offshore pump, some boilers and a steam turbine. These are really simple to set up, they just require twenty-some iron plates and 5 stone per boiler. The offshore pump goes in the water and needs no power to run. From there, you can either use pipes to transport the water to boilers, or you can run boilers straight from the pump. Boilers allow water to flow through them just like pipes do, except they also heat the water along the way and cannot be used as corners. The pipes or the boilers then connect to the middle of the short side of the steam engine. Make sure you connect it in the right place or it won&#039;t work. Moreover, steam engines allow water to run through them just like boilers, so you can have as many turbines as you want connected in a row. Here is a small example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleGeneratorSetup.png|center|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you need to use power poles to carry power to your machines. Place some down so that their coverage area (the blue square) overlaps each turbine in at least one square. If they are going to connect, the machines that use power will be shown with a blue outline around their edges.&lt;br /&gt;
&lt;br /&gt;
If the turbine is producing power but nothing is using it, it&#039;ll show a yellow flashing icon: right now it&#039;s showing because we don&#039;t have electric machines yet!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LonelyTurbine.PNG|center|upright=1|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your power setup can look however you want it to look.&lt;br /&gt;
A great method is to have a line of boilers that supply a certain amount of turbines with hot water, and then you can use transport belts to bring coal to them for inserters to place inside them so that your electricity is always running.&lt;br /&gt;
&lt;br /&gt;
The most often used setup is 1 offshore pump, 14 boilers and 10 steam engines. This is due to this being the best ratio between the 3 of them. 1 pump produces enough water for 10 engine, and the 14 boilers is sufficient to heat the water for that many. The example above is easily expanded into this efficient design. But hey, this game is all about experimentation and for you to be able to find ways to do your own things! So get to it, and show off your own unique designs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:steamSetupExample.png|center|upright=4|thumb|Here&#039;s my personal favourite setup. Even easier to power when medium powerpoles are available.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using this power is as simple as creating a machine that runs on electricity and placing a power pole close enough to it that the blue square touches the machine, just like you have to do at the power plant with the engines. Make sure that there is a line of power poles that actually connect to your power plant.&lt;br /&gt;
&lt;br /&gt;
Now that power is explained, we need to increase our resource production.&lt;br /&gt;
&lt;br /&gt;
However, if you want detailed info on your power production/consumption, you can check the [[Power Production#What_can_be_seen_from_the_electric_network_info.3F|Detailed Electric Network Info]], opened by clicking on any powerpole.&lt;/div&gt;</summary>
		<author><name>SCucumber</name></author>
	</entry>
</feed>