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		<id>https://wiki.factorio.com/index.php?title=Command_line_parameters&amp;diff=214731</id>
		<title>Command line parameters</title>
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		<updated>2025-06-21T19:11:19Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Add more detail to --sync-mods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}__TOC__&lt;br /&gt;
&lt;br /&gt;
Command line parameters can be used to set settings in the command line before the game launches, this is useful mainly for advanced users or server hosts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General options&lt;br /&gt;
|-&lt;br /&gt;
| -h, --help&lt;br /&gt;
|&lt;br /&gt;
| display help&lt;br /&gt;
|-&lt;br /&gt;
| --version&lt;br /&gt;
|&lt;br /&gt;
| show version information&lt;br /&gt;
|-&lt;br /&gt;
| -v, --verbose&lt;br /&gt;
|&lt;br /&gt;
| enable verbose logging&lt;br /&gt;
|-&lt;br /&gt;
| -c, --config&lt;br /&gt;
| PATH&lt;br /&gt;
| config file to use&lt;br /&gt;
|-&lt;br /&gt;
| --no-log-rotation&lt;br /&gt;
|&lt;br /&gt;
| don&#039;t rotate log file&lt;br /&gt;
|-&lt;br /&gt;
| --mod-directory&lt;br /&gt;
| PATH&lt;br /&gt;
| Mod directory to use&lt;br /&gt;
|-&lt;br /&gt;
| --check-unused-prototype-data&lt;br /&gt;
|&lt;br /&gt;
| Print a warning for all prototype values that were not accessed. Note for mod authors: If an entry is unused and is a table that contains the key/value pair &#039;ignore&#039; with the value &#039;true&#039; then the entire entry is ignored.&lt;br /&gt;
|-&lt;br /&gt;
| --executable-path&lt;br /&gt;
| PATH&lt;br /&gt;
| Override autodetected __PATH__executable. Usually not needed except on very weird systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Running options&lt;br /&gt;
|-&lt;br /&gt;
| -s, --map2scenario&lt;br /&gt;
| arg&lt;br /&gt;
| map to scenario conversion&lt;br /&gt;
|-&lt;br /&gt;
| -m, --scenario2map&lt;br /&gt;
| arg&lt;br /&gt;
| scenario to map conversion&lt;br /&gt;
|-&lt;br /&gt;
| --apply-update&lt;br /&gt;
| arg&lt;br /&gt;
| immediately apply update package&lt;br /&gt;
|-&lt;br /&gt;
| --create&lt;br /&gt;
| FILE&lt;br /&gt;
| create a new map&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-settings&lt;br /&gt;
| FILE&lt;br /&gt;
| Map generation settings for use with &amp;lt;code&amp;gt;--create&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;--start-server-load-scenario&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;--generate-map-preview&amp;lt;/code&amp;gt;. See data/map-gen-settings.example.json&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-seed&lt;br /&gt;
| SEED&lt;br /&gt;
| Map generation seed for use with --create, --start-server-load-scenario or --generate-map-preview. Will override seed specified in map gen settings&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-seed-max&lt;br /&gt;
| SEED&lt;br /&gt;
| Map generation seed for use with --generate-map-preview to generate multiple previews using every second seed in the interval from map-gen-seed to map-gen-seed-max.&lt;br /&gt;
|-&lt;br /&gt;
| --map-settings&lt;br /&gt;
| FILE&lt;br /&gt;
| Map settings for use with --create or --start-server-load-scenario. See data/base/prototypes/map-settings.lua&lt;br /&gt;
|-&lt;br /&gt;
| --preset&lt;br /&gt;
| arg&lt;br /&gt;
| Name of the map generation preset to be used.&lt;br /&gt;
|-&lt;br /&gt;
| --generate-map-preview&lt;br /&gt;
| PATH&lt;br /&gt;
| Generate preview images of the map; PATH should name a PNG file or end with a &#039;/&#039; or &#039;\&#039; to indicate a directory.&lt;br /&gt;
|-&lt;br /&gt;
| --generate-map-preview-random&lt;br /&gt;
| COUNT&lt;br /&gt;
| Number of maps to generate with a random seed using --generate-map-preview.&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-size&lt;br /&gt;
| SIZE&lt;br /&gt;
| Size (in pixels) of map preview (default: 1024)&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-offset&lt;br /&gt;
| X,Y&lt;br /&gt;
| Offset of the center of the map, in meters (default: 0,0)&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-planet&lt;br /&gt;
| PLANET&lt;br /&gt;
| Planet to generate the preview for (default: nauvis)&lt;br /&gt;
|-&lt;br /&gt;
| --report-quantities&lt;br /&gt;
| PROTOTYPE,...&lt;br /&gt;
| When generating map preview, report approximate quantities of the named entity prototypes&lt;br /&gt;
|-&lt;br /&gt;
| --threads&lt;br /&gt;
| THREADCOUNT&lt;br /&gt;
| Number of threads to use when generating map previews&lt;br /&gt;
|-&lt;br /&gt;
| --disable-migration-window&lt;br /&gt;
|&lt;br /&gt;
| Disables the gui that is shown when opening a save with migrated content&lt;br /&gt;
|-&lt;br /&gt;
| --instrument-mod&lt;br /&gt;
| arg&lt;br /&gt;
| Name of a mod to enable [https://lua-api.factorio.com/latest/auxiliary/instrument.html Instrument Mode]&lt;br /&gt;
|-&lt;br /&gt;
| --sync-mods&lt;br /&gt;
| FILE&lt;br /&gt;
| Sync mods with save. Note for headless servers: requires &amp;lt;code&amp;gt;service-username&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;service-token&amp;lt;/code&amp;gt; to be set in the player-data.json file if any mods need to be downloaded.&lt;br /&gt;
|-&lt;br /&gt;
| --enable-unsafe-lua-debug-api&lt;br /&gt;
|&lt;br /&gt;
| Enables unsafe functions in the Lua debug library.&lt;br /&gt;
|-&lt;br /&gt;
| --host&lt;br /&gt;
| FILE&lt;br /&gt;
| Start hosting a multiplayer game&lt;br /&gt;
|-&lt;br /&gt;
| --host-interactive&lt;br /&gt;
| FILE&lt;br /&gt;
| Open multiplayer server settings for hosting the selecting save&lt;br /&gt;
|-&lt;br /&gt;
| --start-server&lt;br /&gt;
| FILE&lt;br /&gt;
| start a multiplayer server&lt;br /&gt;
|-&lt;br /&gt;
| --start-server-load-scenario&lt;br /&gt;
| [MOD/]NAME&lt;br /&gt;
| start a multiplayer server and load the specified scenario. The scenario is looked for inside the given mod. If no mod is given, it is looked for in the top-level scenarios directory.&lt;br /&gt;
|-&lt;br /&gt;
| --start-server-load-latest&lt;br /&gt;
|&lt;br /&gt;
| start a multiplayer server and load the latest available save&lt;br /&gt;
|-&lt;br /&gt;
| --until-tick&lt;br /&gt;
| TICK&lt;br /&gt;
| run a save until given map tick&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark&lt;br /&gt;
| FILE&lt;br /&gt;
| load save and run benchmark&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-ticks&lt;br /&gt;
| N&lt;br /&gt;
| number of ticks for benchmarking. Default is 1000&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-runs&lt;br /&gt;
| N&lt;br /&gt;
| how often the number of ticks will be run, map will reload after each run. Default is 1&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-verbose&lt;br /&gt;
| timings&lt;br /&gt;
| comma separated list of Update timings to output each tick. &amp;quot;all&amp;quot;, &amp;quot;timestamp&amp;quot; as well as all other values seen in the debug show-time-usage view&#039;s Update section are allowed here. An empty string disabled verbose benchmarking. Timings are returned in nanoseconds.&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-sanitize&lt;br /&gt;
|&lt;br /&gt;
| only output the final benchmark results&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-ignore-paused&lt;br /&gt;
|&lt;br /&gt;
| leaves the game paused if it was paused when saved. By default the game is unpaused when a benchmark starts.&lt;br /&gt;
|-&lt;br /&gt;
| --output-perf-stats&lt;br /&gt;
| FILE&lt;br /&gt;
| path of file to which rendering performance statistics measurements should be saved. Special tags {api}, {hw}, {time} and {tag} will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
| --dump-data&lt;br /&gt;
|&lt;br /&gt;
| dumps data.raw as JSON to the script output folder and exits.&lt;br /&gt;
|-&lt;br /&gt;
| --dump-icon-sprites&lt;br /&gt;
|&lt;br /&gt;
| dumps all icon sprites as png files to the script output folder and exits.&lt;br /&gt;
|-&lt;br /&gt;
| --dump-prototype-locale&lt;br /&gt;
|&lt;br /&gt;
| dumps all prototypes name and description (if they have a valid value) to the script output folder and exits.&lt;br /&gt;
|-&lt;br /&gt;
| --report-autogenerated-icon-mipmaps&lt;br /&gt;
|&lt;br /&gt;
| Report which icons will have generated mipmaps.&lt;br /&gt;
|-&lt;br /&gt;
| --log-shared-tile-layers&lt;br /&gt;
|&lt;br /&gt;
| After loading prototypes logs which tile layers are shared by multiple prototypes and lists the prototypes that share them.&lt;br /&gt;
|-&lt;br /&gt;
| --log-spritesheets-to-optimize&lt;br /&gt;
| N&lt;br /&gt;
| Logs N spritesheets that seem to have some nearly transparent noise, and could be made much smaller if the noise was cleaned up.&lt;br /&gt;
|-&lt;br /&gt;
| --mp-connect&lt;br /&gt;
| ADDRESS&lt;br /&gt;
| start factorio and connect to address&lt;br /&gt;
|-&lt;br /&gt;
| --password&lt;br /&gt;
| PASSWORD&lt;br /&gt;
| the password to use when using mp-connect (if any)&lt;br /&gt;
|-&lt;br /&gt;
| --heavy&lt;br /&gt;
|&lt;br /&gt;
| run the game in heavy mode if singleplayer with graphics. (heavy mode is related to investigating desyncs, see [[Desynchronization#Using_heavy_mode_command]])&lt;br /&gt;
|-&lt;br /&gt;
| --load-game&lt;br /&gt;
| FILE&lt;br /&gt;
| start Factorio and load a game in singleplayer&lt;br /&gt;
|-&lt;br /&gt;
| --load-scenario&lt;br /&gt;
| [MOD/]NAME&lt;br /&gt;
| start Factorio and load the specified scenario in singleplayer. The scenario is looked for inside the given mod. If no mod is given, it is looked for in the top-level scenarios directory.&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-graphics&lt;br /&gt;
| FILE&lt;br /&gt;
| load save and run it with graphics for benchmark-ticks number of ticks as normal game would&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-frame&lt;br /&gt;
| FILE&lt;br /&gt;
| load save and benchmark graphics rendering of single frame (prepare + render) without updating the game&lt;br /&gt;
|-&lt;br /&gt;
| --force-opengl&lt;br /&gt;
|&lt;br /&gt;
|use OpenGL for rendering (windows, mac only)&lt;br /&gt;
|-&lt;br /&gt;
| --force-d3d&lt;br /&gt;
|&lt;br /&gt;
|use Direct3D for rendering (windows only)&lt;br /&gt;
|-&lt;br /&gt;
| --d3d-adapter&lt;br /&gt;
| ID&lt;br /&gt;
|adapter which should be used to initialized Direct3D (windows only)&lt;br /&gt;
|-&lt;br /&gt;
| --d3d-feature-level&lt;br /&gt;
|&lt;br /&gt;
|override feature level (11, 10.1, 10) (windows only)&lt;br /&gt;
|-&lt;br /&gt;
| --dxgi-blit-model&lt;br /&gt;
|&lt;br /&gt;
|force Blit presentation mode (windows only)&lt;br /&gt;
|-&lt;br /&gt;
| --force-metal&lt;br /&gt;
|&lt;br /&gt;
|use Metal for rendering (mac only)&lt;br /&gt;
|-&lt;br /&gt;
| --debug-graphics&lt;br /&gt;
|&lt;br /&gt;
| enables debugging layer for graphics API. If DirectX is used DirectX SDK needs to be installed for this to work.&lt;br /&gt;
|-&lt;br /&gt;
| --fullscreen&lt;br /&gt;
| BOOL&lt;br /&gt;
| start game in windowed mode (saved to configuration)&lt;br /&gt;
|-&lt;br /&gt;
| --max-texture-size&lt;br /&gt;
| N&lt;br /&gt;
| maximal size of texture that the game can use (saved to configuration). Should be power of two greater than 2048&lt;br /&gt;
|-&lt;br /&gt;
| --graphics-quality&lt;br /&gt;
| arg&lt;br /&gt;
| accepted values: high, medium&lt;br /&gt;
|-&lt;br /&gt;
| --video-memory-usage&lt;br /&gt;
| arg&lt;br /&gt;
| accepted values: all, high, medium, low&lt;br /&gt;
|-&lt;br /&gt;
| --force-graphics-preset&lt;br /&gt;
| arg&lt;br /&gt;
| accepted values: very-low, low, mac-with-low-ram, medium-with-low-vram, medium, high, very-high, extreme&lt;br /&gt;
|-&lt;br /&gt;
| --gfx-safe-mode&lt;br /&gt;
|&lt;br /&gt;
| resets some graphics settings to values that should work on most configurations&lt;br /&gt;
|-&lt;br /&gt;
| --low-vram&lt;br /&gt;
|&lt;br /&gt;
| sprites that are not put into sprite atlases won&#039;t be allocated as texture objects&lt;br /&gt;
|-&lt;br /&gt;
| --shader&lt;br /&gt;
| arg&lt;br /&gt;
| enable/disable shader postprocessing (saved to configuration)&lt;br /&gt;
|-&lt;br /&gt;
| --disable-audio&lt;br /&gt;
|&lt;br /&gt;
| Disable audio. Mainly for faster startup during development.&lt;br /&gt;
|-&lt;br /&gt;
| --window-size&lt;br /&gt;
| arg&lt;br /&gt;
| Desired window resolution. For example &amp;quot;1680x1050&amp;quot;. Or &amp;quot;maximized&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| --single-thread-loading&lt;br /&gt;
|&lt;br /&gt;
| Disables loading of sprites in multiple threads.&lt;br /&gt;
|-&lt;br /&gt;
| --cache-sprite-atlas&lt;br /&gt;
| BOOL&lt;br /&gt;
| Enable/disable sprite atlas cache.&lt;br /&gt;
|-&lt;br /&gt;
| --nogamepad&lt;br /&gt;
|&lt;br /&gt;
| Disable gamepad(controller) support&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Server options&lt;br /&gt;
|-&lt;br /&gt;
| --port&lt;br /&gt;
| N&lt;br /&gt;
| network port to use&lt;br /&gt;
|-&lt;br /&gt;
| --bind&lt;br /&gt;
| ADDRESS[:PORT]&lt;br /&gt;
| IP address (and optionally port) to bind to&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-port&lt;br /&gt;
| N&lt;br /&gt;
| Port to use for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-bind&lt;br /&gt;
| ADDRESS:PORT&lt;br /&gt;
| IP address and port to use for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-password&lt;br /&gt;
| PASSWORD&lt;br /&gt;
| Password for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --server-settings&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file with server settings. See data/server-settings.example.json&lt;br /&gt;
|-&lt;br /&gt;
| --use-server-whitelist&lt;br /&gt;
| BOOL&lt;br /&gt;
| If the whitelist should be used.&lt;br /&gt;
|-&lt;br /&gt;
| --use-authserver-bans&lt;br /&gt;
|&lt;br /&gt;
| Verify that connecting players are not banned from multiplayer and inform Factorio.com about ban/unban commands.&lt;br /&gt;
|-&lt;br /&gt;
| --server-whitelist&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file with server whitelist.&lt;br /&gt;
|-&lt;br /&gt;
| --server-banlist&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file with server banlist.&lt;br /&gt;
|-&lt;br /&gt;
| --server-adminlist&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file with server adminlist.&lt;br /&gt;
|-&lt;br /&gt;
| --console-log&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file where a copy of the server&#039;s log will be stored&lt;br /&gt;
|-&lt;br /&gt;
| --server-id&lt;br /&gt;
| FILE&lt;br /&gt;
| Path where server ID will be stored or read from&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boolean options ===&lt;br /&gt;
&lt;br /&gt;
Parameters shown above with a BOOL option must be formatted as &amp;lt;code&amp;gt;[parameter]=true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[parameter]=false&amp;lt;/code&amp;gt;. For example,&lt;br /&gt;
&lt;br /&gt;
  --fullscreen=false&lt;br /&gt;
&lt;br /&gt;
will start the game in windowed (not fullscreen) mode.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
  --start-server SAVE&lt;br /&gt;
&lt;br /&gt;
Will start a Headless (Dedicated) server, with no GUI.&lt;br /&gt;
&lt;br /&gt;
  --mp-connect ADDRESS&lt;br /&gt;
ADDRESS is the IP:port of the remote host. Port is optional.&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101:2345&lt;br /&gt;
&lt;br /&gt;
As above, port can be specified by placing the port number after a colon in the address.&lt;br /&gt;
&lt;br /&gt;
=== Creating a map from custom settings ===&lt;br /&gt;
&lt;br /&gt;
Sometimes it&#039;s useful to create a new game with map and/or map generator settings stored in a JSON file rather than going through the in-game map settings screen.&lt;br /&gt;
One reason is that by editing the settings directly it is possible to set settings outside the range normally available from the GUI.&lt;br /&gt;
&lt;br /&gt;
To do this, Factorio is run from the command-line, and a JSON file containing the map generator settings and a JSON file containing map settings (if customizing them) are needed.&lt;br /&gt;
&lt;br /&gt;
Example for custom generator settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;quot;terrain_segmentation&amp;quot;: 0.5,&lt;br /&gt;
    &amp;quot;water&amp;quot;: &amp;quot;2&amp;quot;,&lt;br /&gt;
    &amp;quot;width&amp;quot;: 0,&lt;br /&gt;
    &amp;quot;height&amp;quot;: 0,&lt;br /&gt;
    &amp;quot;starting_area&amp;quot;: &amp;quot;normal&amp;quot;,&lt;br /&gt;
    &amp;quot;peaceful_mode&amp;quot;: false,&lt;br /&gt;
    &amp;quot;autoplace_controls&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;coal&amp;quot;: {&amp;quot;frequency&amp;quot;: 1, &amp;quot;size&amp;quot;: 2, &amp;quot;richness&amp;quot;: 0.5},&lt;br /&gt;
        &amp;quot;copper-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;low&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;high&amp;quot;},&lt;br /&gt;
        &amp;quot;crude-oil&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;enemy-base&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;iron-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;stone&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: 0, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;uranium-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;none&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;}&lt;br /&gt;
    },&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;cliff_settings&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;cliff&amp;quot;,                &lt;br /&gt;
        &amp;quot;cliff_elevation_0&amp;quot;: 30,        &lt;br /&gt;
        &amp;quot;cliff_elevation_interval&amp;quot;: 20, &lt;br /&gt;
        &amp;quot;richness&amp;quot;: 1                   &lt;br /&gt;
    },&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;property_expression_names&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;elevation&amp;quot;: &amp;quot;0_16-elevation&amp;quot;,&lt;br /&gt;
        &amp;quot;temperature&amp;quot;: &amp;quot;35&amp;quot;&lt;br /&gt;
    },&lt;br /&gt;
    &lt;br /&gt;
    &amp;quot;seed&amp;quot;: null&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that this is the same format as [https://lua-api.factorio.com/latest/concepts/MapGenSettings.html MapGenSettings] that are modifiable from Lua. Everything in the file is optional.&lt;br /&gt;
&lt;br /&gt;
Creating a custom save:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;C:\Program Files\Factorio\bin\x64\Factorio.exe&amp;quot; --create stuff-seed123.zip --map-gen-settings map-gen-settings.json --map-gen-seed 123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generating a map preview:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;C:\Program Files\Factorio\bin\x64\Factorio.exe&amp;quot; --generate-map-preview preview-seed123.png --map-gen-settings map-gen-settings.json --map-gen-seed 123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Creating the JSON files from a map exchange string ====&lt;br /&gt;
&lt;br /&gt;
It can be useful to create the initial JSON files from a known map exchange string instead of creating them from scratch. To convert the map exchange string to JSON, open the game and run the following command with your map exchange string:&lt;br /&gt;
&lt;br /&gt;
 /c helpers.write_file(&#039;map.txt&#039;, helpers.table_to_json(helpers.parse_map_exchange_string(&amp;quot;&amp;lt;your exchange string here&amp;gt;&amp;quot;)))&lt;br /&gt;
&lt;br /&gt;
Then open the script_output folder in the [[user data directory]] and open map.txt - it will look like this:&lt;br /&gt;
&lt;br /&gt;
 {&amp;quot;map_settings&amp;quot;:{ ...&amp;lt;MAP_SETTINGS&amp;gt; ... },&amp;quot;map_gen_settings&amp;quot;:{ ...&amp;lt;MAP_GEN_SETTINGS&amp;gt;... }}&lt;br /&gt;
&lt;br /&gt;
Copy the { ...&amp;lt;MAP_SETTINGS&amp;gt; ... } section into a new file called &#039;map-settings.json&#039; in the desired location. Copy the { ...&amp;lt;MAP_GEN_SETTINGS&amp;gt; ... } section section into a new file called &#039;map-gen-settings.json&#039; in the desired location.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;br /&gt;
&lt;br /&gt;
{{C|Modding}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Units&amp;diff=213298</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Units&amp;diff=213298"/>
		<updated>2025-04-12T21:30:33Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: /* Day */ Fix other time units&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Units&#039;&#039;&#039; - by definition - are definite, representational quantities of measurement for different systems. Units can represent the  measuring of electricity, amount of items, the time taken/required to perform a task or even the amount of stacks of items with differing amounts within said stacks.&lt;br /&gt;
&lt;br /&gt;
Not all in-game units are simulated with full realism.&lt;br /&gt;
&lt;br /&gt;
== Numerical abbreviations ==&lt;br /&gt;
Each unit in the game can be abbreviated with the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation !! Value !! Numeral !! SI Prefix  &lt;br /&gt;
|-&lt;br /&gt;
| k || 10^3 || thousand || kilo&lt;br /&gt;
|-&lt;br /&gt;
| M || 10^6 || million || Mega&lt;br /&gt;
|-&lt;br /&gt;
| G || 10^9 || billion || Giga&lt;br /&gt;
|-&lt;br /&gt;
| T || 10^12 || trillion || Tera&lt;br /&gt;
|-&lt;br /&gt;
| P || 10^16 || quadrillion || Peta&lt;br /&gt;
|-&lt;br /&gt;
| E || 10^18 || quintillion || Exa&lt;br /&gt;
|-&lt;br /&gt;
| Z || 10^21 || sextillion || Zetta&lt;br /&gt;
|-&lt;br /&gt;
| Y || 10^24 || septillion || Yotta&lt;br /&gt;
|-&lt;br /&gt;
| R || 10^27 || octillion || Ronna&lt;br /&gt;
|-&lt;br /&gt;
| Q || 10^30 || nonillion || Quetta&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, instead of using 1000 J is equal to 1kJ.&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
Power is defined as work being done per unit of time.&lt;br /&gt;
&lt;br /&gt;
=== Watt (W) ===&lt;br /&gt;
The basic unit of power is 1 watt (W), which is defined as &#039;&#039;&#039;1 W = 1 J/s &#039;&#039;&#039;, ie. one Joule of work being done every second.&lt;br /&gt;
&lt;br /&gt;
The game commonly deals with larger units, namely kilowatts (kW) and megawatts (MW).&lt;br /&gt;
&lt;br /&gt;
[[Lamp|Lamps]] use 5 kW while turned on. A [[Radar]] uses 300 kW while active - equivalent to 60 lamps. &lt;br /&gt;
One [[Steam engine]] is capable of outputting 900 kW.&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
&lt;br /&gt;
Work is defined as a transfer of energy, or as energy being &amp;quot;spent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Joule (J) ===&lt;br /&gt;
The basic unit of work is 1 joule (J), and is equivalent to the work done (total energy transferred) by one watt applied for one second: &#039;&#039;&#039;1 J = 1 W s&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In-game, [[Fuel]] is really just potential energy, which, when applied, does work. For example, every piece of [[coal]] burned will produce 4 MJ. One [[Accumulator]] is capable of storing 5 MJ.&lt;br /&gt;
&lt;br /&gt;
In the real world, kilowatt hours is a much more common unit for energy, but it is &#039;&#039;not&#039;&#039; an [[:WIKIPEDIA:International_System_of_Units#Derived_units|SI derived unit]] so it is not used by the game.&lt;br /&gt;
&lt;br /&gt;
== [[Time]] ==&lt;br /&gt;
&lt;br /&gt;
=== Tick (1/60 s) ===&lt;br /&gt;
A 1/60 second in game. This is the shortest time fraction the game handles.&lt;br /&gt;
&lt;br /&gt;
=== Second (s) ===&lt;br /&gt;
One second in-game. This is not guaranteed to correspond to one real second. For example, slow computers may not manage to calculate an entire tick during the corresponding real time frame of 1/60th of a second.&lt;br /&gt;
&lt;br /&gt;
=== Day ===&lt;br /&gt;
&lt;br /&gt;
A day is 25200 in-game ticks or 420 in-game seconds (= 7 in-game minutes) long.&lt;br /&gt;
&lt;br /&gt;
== [[Map structure|Distance / Space]] ==&lt;br /&gt;
&lt;br /&gt;
=== Tile ===&lt;br /&gt;
The tile is both used as a unit of distance/length and a unit of area. For example, the size of an object may be expressed as &amp;quot;2×2 tiles&amp;quot;, which means the object covers an area of 4 square tiles or tiles². The unit of square tiles is often simplified into tiles. It can be assumed, that a tile has the length of 1 meter.&lt;br /&gt;
&lt;br /&gt;
=== Chunk ===&lt;br /&gt;
A chunk is a quadratic area where one side is 32 tiles long. (1024 square tiles). A grid of tiles and chunks in can be viewed in the [[debug mode]] by pressing {{keybinding|F5}}.&lt;br /&gt;
&lt;br /&gt;
=== Kilometers ===&lt;br /&gt;
A kilometer is 1000 meters, it is used to measure distance traveled in a [[space platform]].&lt;br /&gt;
&lt;br /&gt;
== Force ==&lt;br /&gt;
&lt;br /&gt;
=== Newtons (N) ===&lt;br /&gt;
Newtons measure the amount of forceful thrust of a space platform being moved by [[thruster]]s. This can be increased by adding more thrusters. More force can add damage to [[asteroids]] colliding with a platform, but the asteroids will, in turn, damage the platform as well.&lt;br /&gt;
&lt;br /&gt;
== Mass / Weight ==&lt;br /&gt;
&lt;br /&gt;
=== Tons (t) ===&lt;br /&gt;
A single ton is 1000 kilograms. The only time mass is measured in &#039;&#039;Factorio&#039;&#039; is calculating the sum of all parts that make up a space platform. The more components added and the bigger the platform&#039;s size, the more mass it will accumulate. The larger the mass of a platform, the harder it is for thrusters to move it to its destination.&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
&lt;br /&gt;
=== Throughput ===&lt;br /&gt;
&lt;br /&gt;
Items per time, or fluid-units per time. A unit measurement is&lt;br /&gt;
&lt;br /&gt;
 items / game-minute&lt;br /&gt;
&lt;br /&gt;
==== Belts ====&lt;br /&gt;
&lt;br /&gt;
Throughput = speed × density&lt;br /&gt;
&lt;br /&gt;
For comparison: A [[transport belt]] transports normally about 900 items per in-game minute. A [[fast transport belt]] up to 1800 items/min and [[express transport belt]] nearly 2700 items / min.&lt;br /&gt;
See [[Transport belts/Physics|physics of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== Logistic robots ====&lt;br /&gt;
&lt;br /&gt;
Throughput depends on the distance, the number of robots and their item-stacksize. Let&#039;s assume a robot can travel 1 tile per second and can transport only one item at once. It needs also to return. Then this robot can transport ½ item per second. If you use 2 you can transport 1 item per second. If you double the distance, we are again at ½ item per second.&lt;br /&gt;
&lt;br /&gt;
==== Trains ====&lt;br /&gt;
&lt;br /&gt;
Items per train is the sum of all wagons&#039; capacity (40 stacks for [[cargo wagon]], 50000 fluid for [[fluid wagon]] &amp;amp; 100 shells for [[artillery wagon]])&lt;br /&gt;
&lt;br /&gt;
Top speed (later referred to as S) and acceleration (later referred to as A) depend on fuel type and train weight, for a coal-powered single locomotive without wagons they are 72 tiles/s and 9.26 tiles/s/s.&lt;br /&gt;
&lt;br /&gt;
After some threshold the top speed starts decreasing linearly as train mass increases; acceleration is proportional to amount of locomotives pointing towards the travel direction and inversely proportional to train mass; deceleration is proportional to amount of wagons + amount of locomotives, inversely proportional to train mass, and affected by [[braking force (research)]] (train mass is the sum of all wagon and locomotive masses; see detailed info on wagon masses on [[locomotive]], [[cargo wagon]], [[fluid wagon]], and [[artillery wagon]] pages).&lt;br /&gt;
&lt;br /&gt;
Warning: The following calculations assume deceleration = acceleration and do not account for red lights.&lt;br /&gt;
&lt;br /&gt;
Travel time is &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;(2S / A) + (distance - 4 * S^2 / A) / S&amp;lt;/syntaxhighlight&amp;gt; if the stations are far enough for the train to achieve full speed. If they are closer than that, the time is &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;2 * sqrt(distance / A)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since a train has to make a trip back to load, the total throughput is &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;items per train / (2 * travel time)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Capacity ===&lt;br /&gt;
Basically items per transport unit. This depends in many cases on the item type you use. A [[cargo wagon]] has a capacity of 40 stacks. Stack size depends on the item type so this means that it can hold 2000 items for ore, or 4000 for steel or copper plates.&lt;br /&gt;
&lt;br /&gt;
=== Density === &lt;br /&gt;
Measured in items per tile. &lt;br /&gt;
&lt;br /&gt;
An item, that lays on ground has the size of 0.28 tiles&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. On one tile we can place 12.752041 items, which means, that we can put in the best case 12 items on one tile.&lt;br /&gt;
&lt;br /&gt;
==== Belts ====&lt;br /&gt;
&lt;br /&gt;
For belts this is the same: We have two lanes on a belt, 4 items per lane or 8 item on one belt. &lt;br /&gt;
&lt;br /&gt;
On belts there comes also another thing into play: &#039;&#039;&#039;Compression.&#039;&#039;&#039; Good compression is, when you fill a belt so, that you come to the maximum density and so to the maximum &#039;&#039;&#039;throughput&#039;&#039;&#039;.&lt;br /&gt;
See also [[Transport belts/Physics|physics of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Stacks/chests ===&lt;br /&gt;
On the first glance, it is simple: A chest has the size of one tile. You have X number of stack in a chest, where you can put Y numbers of items into each, so the density is simply X × Y.&lt;br /&gt;
&lt;br /&gt;
The thing changes, if you use mods, that add chest-like transport boxes, which enables to pack/box items.&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Units&amp;diff=213297</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Units&amp;diff=213297"/>
		<updated>2025-04-12T21:29:55Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: /* Day */ Fix daytime length for 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Units&#039;&#039;&#039; - by definition - are definite, representational quantities of measurement for different systems. Units can represent the  measuring of electricity, amount of items, the time taken/required to perform a task or even the amount of stacks of items with differing amounts within said stacks.&lt;br /&gt;
&lt;br /&gt;
Not all in-game units are simulated with full realism.&lt;br /&gt;
&lt;br /&gt;
== Numerical abbreviations ==&lt;br /&gt;
Each unit in the game can be abbreviated with the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation !! Value !! Numeral !! SI Prefix  &lt;br /&gt;
|-&lt;br /&gt;
| k || 10^3 || thousand || kilo&lt;br /&gt;
|-&lt;br /&gt;
| M || 10^6 || million || Mega&lt;br /&gt;
|-&lt;br /&gt;
| G || 10^9 || billion || Giga&lt;br /&gt;
|-&lt;br /&gt;
| T || 10^12 || trillion || Tera&lt;br /&gt;
|-&lt;br /&gt;
| P || 10^16 || quadrillion || Peta&lt;br /&gt;
|-&lt;br /&gt;
| E || 10^18 || quintillion || Exa&lt;br /&gt;
|-&lt;br /&gt;
| Z || 10^21 || sextillion || Zetta&lt;br /&gt;
|-&lt;br /&gt;
| Y || 10^24 || septillion || Yotta&lt;br /&gt;
|-&lt;br /&gt;
| R || 10^27 || octillion || Ronna&lt;br /&gt;
|-&lt;br /&gt;
| Q || 10^30 || nonillion || Quetta&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, instead of using 1000 J is equal to 1kJ.&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
Power is defined as work being done per unit of time.&lt;br /&gt;
&lt;br /&gt;
=== Watt (W) ===&lt;br /&gt;
The basic unit of power is 1 watt (W), which is defined as &#039;&#039;&#039;1 W = 1 J/s &#039;&#039;&#039;, ie. one Joule of work being done every second.&lt;br /&gt;
&lt;br /&gt;
The game commonly deals with larger units, namely kilowatts (kW) and megawatts (MW).&lt;br /&gt;
&lt;br /&gt;
[[Lamp|Lamps]] use 5 kW while turned on. A [[Radar]] uses 300 kW while active - equivalent to 60 lamps. &lt;br /&gt;
One [[Steam engine]] is capable of outputting 900 kW.&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
&lt;br /&gt;
Work is defined as a transfer of energy, or as energy being &amp;quot;spent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Joule (J) ===&lt;br /&gt;
The basic unit of work is 1 joule (J), and is equivalent to the work done (total energy transferred) by one watt applied for one second: &#039;&#039;&#039;1 J = 1 W s&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In-game, [[Fuel]] is really just potential energy, which, when applied, does work. For example, every piece of [[coal]] burned will produce 4 MJ. One [[Accumulator]] is capable of storing 5 MJ.&lt;br /&gt;
&lt;br /&gt;
In the real world, kilowatt hours is a much more common unit for energy, but it is &#039;&#039;not&#039;&#039; an [[:WIKIPEDIA:International_System_of_Units#Derived_units|SI derived unit]] so it is not used by the game.&lt;br /&gt;
&lt;br /&gt;
== [[Time]] ==&lt;br /&gt;
&lt;br /&gt;
=== Tick (1/60 s) ===&lt;br /&gt;
A 1/60 second in game. This is the shortest time fraction the game handles.&lt;br /&gt;
&lt;br /&gt;
=== Second (s) ===&lt;br /&gt;
One second in-game. This is not guaranteed to correspond to one real second. For example, slow computers may not manage to calculate an entire tick during the corresponding real time frame of 1/60th of a second.&lt;br /&gt;
&lt;br /&gt;
=== Day ===&lt;br /&gt;
&lt;br /&gt;
A day is 25200 in-game ticks or 416.67 in-game seconds (= 6.94 in-game minutes) long.&lt;br /&gt;
&lt;br /&gt;
== [[Map structure|Distance / Space]] ==&lt;br /&gt;
&lt;br /&gt;
=== Tile ===&lt;br /&gt;
The tile is both used as a unit of distance/length and a unit of area. For example, the size of an object may be expressed as &amp;quot;2×2 tiles&amp;quot;, which means the object covers an area of 4 square tiles or tiles². The unit of square tiles is often simplified into tiles. It can be assumed, that a tile has the length of 1 meter.&lt;br /&gt;
&lt;br /&gt;
=== Chunk ===&lt;br /&gt;
A chunk is a quadratic area where one side is 32 tiles long. (1024 square tiles). A grid of tiles and chunks in can be viewed in the [[debug mode]] by pressing {{keybinding|F5}}.&lt;br /&gt;
&lt;br /&gt;
=== Kilometers ===&lt;br /&gt;
A kilometer is 1000 meters, it is used to measure distance traveled in a [[space platform]].&lt;br /&gt;
&lt;br /&gt;
== Force ==&lt;br /&gt;
&lt;br /&gt;
=== Newtons (N) ===&lt;br /&gt;
Newtons measure the amount of forceful thrust of a space platform being moved by [[thruster]]s. This can be increased by adding more thrusters. More force can add damage to [[asteroids]] colliding with a platform, but the asteroids will, in turn, damage the platform as well.&lt;br /&gt;
&lt;br /&gt;
== Mass / Weight ==&lt;br /&gt;
&lt;br /&gt;
=== Tons (t) ===&lt;br /&gt;
A single ton is 1000 kilograms. The only time mass is measured in &#039;&#039;Factorio&#039;&#039; is calculating the sum of all parts that make up a space platform. The more components added and the bigger the platform&#039;s size, the more mass it will accumulate. The larger the mass of a platform, the harder it is for thrusters to move it to its destination.&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
&lt;br /&gt;
=== Throughput ===&lt;br /&gt;
&lt;br /&gt;
Items per time, or fluid-units per time. A unit measurement is&lt;br /&gt;
&lt;br /&gt;
 items / game-minute&lt;br /&gt;
&lt;br /&gt;
==== Belts ====&lt;br /&gt;
&lt;br /&gt;
Throughput = speed × density&lt;br /&gt;
&lt;br /&gt;
For comparison: A [[transport belt]] transports normally about 900 items per in-game minute. A [[fast transport belt]] up to 1800 items/min and [[express transport belt]] nearly 2700 items / min.&lt;br /&gt;
See [[Transport belts/Physics|physics of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== Logistic robots ====&lt;br /&gt;
&lt;br /&gt;
Throughput depends on the distance, the number of robots and their item-stacksize. Let&#039;s assume a robot can travel 1 tile per second and can transport only one item at once. It needs also to return. Then this robot can transport ½ item per second. If you use 2 you can transport 1 item per second. If you double the distance, we are again at ½ item per second.&lt;br /&gt;
&lt;br /&gt;
==== Trains ====&lt;br /&gt;
&lt;br /&gt;
Items per train is the sum of all wagons&#039; capacity (40 stacks for [[cargo wagon]], 50000 fluid for [[fluid wagon]] &amp;amp; 100 shells for [[artillery wagon]])&lt;br /&gt;
&lt;br /&gt;
Top speed (later referred to as S) and acceleration (later referred to as A) depend on fuel type and train weight, for a coal-powered single locomotive without wagons they are 72 tiles/s and 9.26 tiles/s/s.&lt;br /&gt;
&lt;br /&gt;
After some threshold the top speed starts decreasing linearly as train mass increases; acceleration is proportional to amount of locomotives pointing towards the travel direction and inversely proportional to train mass; deceleration is proportional to amount of wagons + amount of locomotives, inversely proportional to train mass, and affected by [[braking force (research)]] (train mass is the sum of all wagon and locomotive masses; see detailed info on wagon masses on [[locomotive]], [[cargo wagon]], [[fluid wagon]], and [[artillery wagon]] pages).&lt;br /&gt;
&lt;br /&gt;
Warning: The following calculations assume deceleration = acceleration and do not account for red lights.&lt;br /&gt;
&lt;br /&gt;
Travel time is &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;(2S / A) + (distance - 4 * S^2 / A) / S&amp;lt;/syntaxhighlight&amp;gt; if the stations are far enough for the train to achieve full speed. If they are closer than that, the time is &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;2 * sqrt(distance / A)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since a train has to make a trip back to load, the total throughput is &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;items per train / (2 * travel time)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Capacity ===&lt;br /&gt;
Basically items per transport unit. This depends in many cases on the item type you use. A [[cargo wagon]] has a capacity of 40 stacks. Stack size depends on the item type so this means that it can hold 2000 items for ore, or 4000 for steel or copper plates.&lt;br /&gt;
&lt;br /&gt;
=== Density === &lt;br /&gt;
Measured in items per tile. &lt;br /&gt;
&lt;br /&gt;
An item, that lays on ground has the size of 0.28 tiles&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. On one tile we can place 12.752041 items, which means, that we can put in the best case 12 items on one tile.&lt;br /&gt;
&lt;br /&gt;
==== Belts ====&lt;br /&gt;
&lt;br /&gt;
For belts this is the same: We have two lanes on a belt, 4 items per lane or 8 item on one belt. &lt;br /&gt;
&lt;br /&gt;
On belts there comes also another thing into play: &#039;&#039;&#039;Compression.&#039;&#039;&#039; Good compression is, when you fill a belt so, that you come to the maximum density and so to the maximum &#039;&#039;&#039;throughput&#039;&#039;&#039;.&lt;br /&gt;
See also [[Transport belts/Physics|physics of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Stacks/chests ===&lt;br /&gt;
On the first glance, it is simple: A chest has the size of one tile. You have X number of stack in a chest, where you can put Y numbers of items into each, so the density is simply X × Y.&lt;br /&gt;
&lt;br /&gt;
The thing changes, if you use mods, that add chest-like transport boxes, which enables to pack/box items.&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Jellynut_seed&amp;diff=211421</id>
		<title>Jellynut seed</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Jellynut_seed&amp;diff=211421"/>
		<updated>2025-02-16T00:17:04Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: /* See also */ Add Space Age tags to links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Jellynut seed}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Jellynut seed&#039;&#039;&#039; is an item used to plant [[jellystem]] trees, either manually or with a [[agricultural tower]]. These trees produce [[jellynut]] fruits when harvested. The seeds are then extracted from those fruits when processed.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Yumako seed]]{{SA}}&lt;br /&gt;
* [[Tree seed]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Yumako_seed&amp;diff=211420</id>
		<title>Yumako seed</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Yumako_seed&amp;diff=211420"/>
		<updated>2025-02-16T00:16:36Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: /* See also */ Add Space Age tags to links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Yumako seed}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Yumako seed&#039;&#039;&#039; is an item used to plant [[yumako tree]]s, either manually or with a [[agricultural tower]]. These trees produce [[yumako]] fruits when harvested. The seeds are then extracted from those fruits when processed.&lt;br /&gt;
&lt;br /&gt;
On average, the yumako processing recipe produces exactly one seed from each mature yumako tree being harvested, making yumako processing by hand is a barely and unreliably self-sustaining process. However, the built-in productivity of a [[biochamber]] increases this statistic to one and a half seeds from each tree harvested, which is a net positive, thereby making yumako tree production a reliably self-sustaining process.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Jellynut seed]]{{SA}}&lt;br /&gt;
* [[Tree seed]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Yumako_seed&amp;diff=211419</id>
		<title>Infobox:Yumako seed</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Yumako_seed&amp;diff=211419"/>
		<updated>2025-02-16T00:15:06Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Flesh out infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|space-age = yes&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = yumako-seed&lt;br /&gt;
|stack-size = 10&lt;br /&gt;
|rocket-capacity = 100 (10 {{Translation|stacks}})&lt;br /&gt;
|fuel-value = 4.0 MJ burner&lt;br /&gt;
|recipe = Time, 1 + Yumako, 1 =  Yumako seed, 0.02 + Yumako mash, 2&lt;br /&gt;
|producers = Biochamber + Assembling machine 2 + Assembling machine 3 + Player&lt;br /&gt;
|consumers = Artificial yumako soil + Overgrowth yumako soil + Agricultural tower&lt;br /&gt;
|used-as-fuel-by = Burner inserter + Burner mining drill + Boiler + Heating tower + Stone furnace + Steel furnace + Locomotive + Car + Tank &lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Jellynut_seed&amp;diff=211418</id>
		<title>Infobox:Jellynut seed</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Jellynut_seed&amp;diff=211418"/>
		<updated>2025-02-16T00:12:15Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Flesh out infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|space-age = yes&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = jellynut-seed&lt;br /&gt;
|stack-size = 10&lt;br /&gt;
|rocket-capacity = 100 (10 {{Translation|stacks}})&lt;br /&gt;
|fuel-value = 4.0 MJ burner&lt;br /&gt;
|recipe = Time, 1 + Jellynut, 1 =  Jellynut seed, 0.02 + Jelly, 4&lt;br /&gt;
|producers = Biochamber + Assembling machine 2 + Assembling machine 3 + Player&lt;br /&gt;
|consumers = Artificial jellynut soil + Overgrowth jellynut soil + Agricultural tower&lt;br /&gt;
|used-as-fuel-by = Burner inserter + Burner mining drill + Boiler + Heating tower + Stone furnace + Steel furnace + Locomotive + Car + Tank &lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Jellynut_seed&amp;diff=211417</id>
		<title>Jellynut seed</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Jellynut_seed&amp;diff=211417"/>
		<updated>2025-02-15T23:58:54Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Add link to tree seed page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Jellynut seed}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Jellynut seed&#039;&#039;&#039; is an item used to plant [[jellystem]] trees, either manually or with a [[agricultural tower]]. These trees produce [[jellynut]] fruits when harvested. The seeds are then extracted from those fruits when processed.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Yumako seed]]&lt;br /&gt;
* [[Tree seed]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Yumako_seed&amp;diff=211416</id>
		<title>Yumako seed</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Yumako_seed&amp;diff=211416"/>
		<updated>2025-02-15T23:58:33Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Fix up link to tree seed page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Yumako seed}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Yumako seed&#039;&#039;&#039; is an item used to plant [[yumako tree]]s, either manually or with a [[agricultural tower]]. These trees produce [[yumako]] fruits when harvested. The seeds are then extracted from those fruits when processed.&lt;br /&gt;
&lt;br /&gt;
On average, the yumako processing recipe produces exactly one seed from each mature yumako tree being harvested, making yumako processing by hand is a barely and unreliably self-sustaining process. However, the built-in productivity of a [[biochamber]] increases this statistic to one and a half seeds from each tree harvested, which is a net positive, thereby making yumako tree production a reliably self-sustaining process.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Jellynut seed]]&lt;br /&gt;
* [[Tree seed]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Yumako_seed&amp;diff=211415</id>
		<title>Yumako seed</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Yumako_seed&amp;diff=211415"/>
		<updated>2025-02-15T23:58:09Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Add link to tree seed page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Yumako seed}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Yumako seed&#039;&#039;&#039; is an item used to plant [[yumako tree]]s, either manually or with a [[agricultural tower]]. These trees produce [[yumako]] fruits when harvested. The seeds are then extracted from those fruits when processed.&lt;br /&gt;
&lt;br /&gt;
On average, the yumako processing recipe produces exactly one seed from each mature yumako tree being harvested, making yumako processing by hand is a barely and unreliably self-sustaining process. However, the built-in productivity of a [[biochamber]] increases this statistic to one and a half seeds from each tree harvested, which is a net positive, thereby making yumako tree production a reliably self-sustaining process.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Jellynut seed]]&lt;br /&gt;
* [[Tree Seed]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mod_portal_API&amp;diff=211307</id>
		<title>Mod portal API</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mod_portal_API&amp;diff=211307"/>
		<updated>2025-02-13T19:11:37Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Yet more optional fields&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot; class=&amp;quot;stub&amp;quot;&amp;gt;&#039;&#039;&#039;Category:&#039;&#039;&#039; [[Factorio_HTTP_API_usage_guidelines#Internal|Internal API]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Mod Portal API is used to both browse and download all mods available on the [https://mods.factorio.com/ official Factorio mod portal]. Using the API does not require any kind of authentication or account information and can be viewed simply by following the URLs below in any web browser.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;https://mods.factorio.com/api/mods&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More detailed information about a particular mod can be obtained by retrieving the following URL, where {name} is the mod&#039;s name field in the result object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;https://mods.factorio.com/api/mods/{name}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To get even more information about a mod, you can use the following URL.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;https://mods.factorio.com/api/mods/{name}/full&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Endpoints ==&lt;br /&gt;
&lt;br /&gt;
=== /api/mods ===&lt;br /&gt;
&lt;br /&gt;
GET Parameters (sent as query parameters):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Values !! Description&lt;br /&gt;
|-&lt;br /&gt;
| hide_deprecated || {boolean} || Only return non-deprecated mods. &lt;br /&gt;
|-&lt;br /&gt;
| page ||{an integer}||Page number you would like to show. Makes it so you can see a certain part of the list without getting detail on all&lt;br /&gt;
|-&lt;br /&gt;
| page_size ||{an integer or &#039;max&#039;}||The amount of results to show in your search&lt;br /&gt;
|-&lt;br /&gt;
| sort || {enum, one of name, created_at or updated_at} || Sort results by this property. Defaults to name when not defined. Ignored for &amp;lt;code&amp;gt;page_size=max&amp;lt;/code&amp;gt; queries.&lt;br /&gt;
|-&lt;br /&gt;
| sort_order || {enum, one of asc or desc} || Sort results ascending or descending. Defaults to descending when not defined. Ignored for &amp;lt;code&amp;gt;page_size=max&amp;lt;/code&amp;gt; queries.&lt;br /&gt;
|-&lt;br /&gt;
| namelist || {array of strings} || Return only mods that match the given names. Either comma-separated names or supply the namelist parameter more than once. Response will include &amp;lt;code&amp;gt;releases&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;latest_release&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| version || {enum, one of 0.13, 0.14, 0.15, 0.16, 0.17, 0.18, 1.0, 1.1 or 2.0} || Only return non-deprecated mods compatible with this Factorio version&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns [[#Mod List Response]]&lt;br /&gt;
&lt;br /&gt;
=== /api/mods/{mod_name} ===&lt;br /&gt;
&lt;br /&gt;
Return short information of a specific mod.&lt;br /&gt;
&lt;br /&gt;
See [[#Result Entry]], &amp;quot;Short&amp;quot; column.&lt;br /&gt;
&lt;br /&gt;
=== /api/mods/{mod_name}/full ===&lt;br /&gt;
&lt;br /&gt;
Returns more information of a mod.&lt;br /&gt;
&lt;br /&gt;
See [[#Result Entry]], &amp;quot;Full&amp;quot; column.&lt;br /&gt;
&lt;br /&gt;
== JSON Object Types ==&lt;br /&gt;
&lt;br /&gt;
=== Mod List Response ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| pagination || [[#Pagination|Pagination]] || See [[#Pagination]]&lt;br /&gt;
|-&lt;br /&gt;
| results || [[#Result Entry|Result]][] || A list of mods, matching any filters you specified.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pagination ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| count || Integer || Total number of mods that match your specified filters.&lt;br /&gt;
|-&lt;br /&gt;
| links || [[#Pagination_Links|Links]] || Utility links to mod portal api requests, preserving all filters and search queries.&lt;br /&gt;
|-&lt;br /&gt;
| page || Integer || The current page number.&lt;br /&gt;
|-&lt;br /&gt;
| page_count || Integer || The total number of pages returned.&lt;br /&gt;
|-&lt;br /&gt;
| page_size || Integer || The number of results per page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pagination Links ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| first || String(URL) || URL to the first page of the results, or null if you&#039;re already on the first page.&lt;br /&gt;
|- &lt;br /&gt;
| prev || String(URL) || URL to the previous page of the results, or null if you&#039;re already on the first page.&lt;br /&gt;
|-&lt;br /&gt;
| next || String(URL) || URL to the next page of the results, or null if you&#039;re already on the last page.&lt;br /&gt;
|-&lt;br /&gt;
| last || String(URL) || URL to the last page of the results, or null if you&#039;re already on the last page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Result Entry ===&lt;br /&gt;
&lt;br /&gt;
Fields returned by the api/mods endpoint are marked with a check (✓) in the &amp;quot;api/mods endpoint&amp;quot; column, those returned by the api/mods/{name} endpoint are marked with a check in the &amp;quot;Short&amp;quot; column and those returned by the api/mods/{name}/full endpoint are marked in the &amp;quot;Full&amp;quot; column. Fields may be absent if there is no data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | api/mods endpoint !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | Short !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | Full !! Description&lt;br /&gt;
|-&lt;br /&gt;
| latest_release || [[#Releases|Release]]? || ✓ || ||&lt;br /&gt;
| The latest version of the mod available for download. Absent when the &amp;lt;code&amp;gt;namelist&amp;lt;/code&amp;gt; [[#/api/mods|parameter]] is used.&lt;br /&gt;
|-&lt;br /&gt;
| downloads_count || Integer || ✓ || ✓ || ✓&lt;br /&gt;
| Number of downloads.&lt;br /&gt;
|-&lt;br /&gt;
| name || String || ✓ || ✓ || ✓&lt;br /&gt;
| The mod&#039;s machine-readable ID string.&lt;br /&gt;
|-&lt;br /&gt;
| owner || String || ✓ || ✓ || ✓&lt;br /&gt;
| The Factorio username of the mod&#039;s author.&lt;br /&gt;
|-&lt;br /&gt;
| releases || [[#Releases|Release]][] || ✓* || ✓ || ✓&lt;br /&gt;
| A list of different versions of the mod available for download. See [[#Releases]]. *Only when using &amp;lt;code&amp;gt;namelist&amp;lt;/code&amp;gt; [[#/api/mods|parameter]].&lt;br /&gt;
|-&lt;br /&gt;
| summary || String || ✓ || ✓ || ✓&lt;br /&gt;
| A shorter mod description.&lt;br /&gt;
|-&lt;br /&gt;
| title || String || ✓ || ✓ || ✓&lt;br /&gt;
| The mod&#039;s human-readable name.&lt;br /&gt;
|-&lt;br /&gt;
| category || [[Mod_details_API#Category|Category]]? || ✓ || ✓ || ✓&lt;br /&gt;
| A single category describing the mod. See [[Mod_details_API#Category]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| score || Integer || ✓ || ✓* || ✓*&lt;br /&gt;
| The score of the mod. *Only when not 0.&lt;br /&gt;
|-&lt;br /&gt;
| thumbnail || String(relative URL)? || || ✓ || ✓&lt;br /&gt;
| The relative path to the thumbnail of the mod. For mods that have no thumbnail it may be absent or default to &amp;lt;code&amp;gt;&amp;quot;/assets/.thumb.png&amp;quot;&amp;lt;/code&amp;gt;. Prepend &amp;quot;assets-mod.factorio.com&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| changelog || String? || || || ✓&lt;br /&gt;
| A string describing the recent changes to a mod.&lt;br /&gt;
|- &lt;br /&gt;
| created_at || String(ISO 8601) || || || ✓&lt;br /&gt;
| ISO 8601 for when the mod was created. (RFC 3339 nano)&lt;br /&gt;
|-&lt;br /&gt;
| updated_at || String(ISO 8601) || || || ✓&lt;br /&gt;
| ISO 8601 for when the mod was last updated. (RFC 3339 nano)&lt;br /&gt;
|-&lt;br /&gt;
| last_highlighted_at || String(ISO 8601)? || || || ✓&lt;br /&gt;
| ISO 8601 for when the mod was last featured on the &amp;quot;Highlighted mods&amp;quot; tab. (RFC 3339 nano)&lt;br /&gt;
|-&lt;br /&gt;
| description || String? || || || ✓&lt;br /&gt;
| A longer description of the mod, in text only format.&lt;br /&gt;
|-&lt;br /&gt;
| source_url || String? || || || ✓&lt;br /&gt;
| A URL to the mod&#039;s source code.&lt;br /&gt;
|-&lt;br /&gt;
| github_path || String? || || || ✓&lt;br /&gt;
| Deprecated: Use &amp;lt;code&amp;gt;source_url&amp;lt;/code&amp;gt; instead. A link to the mod&#039;s github project page, just prepend &amp;quot;github.com/&amp;quot;. Can be blank (&amp;quot;&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
| homepage || String || || || ✓&lt;br /&gt;
| Usually a URL to the mod&#039;s main project page, but can be any string.&lt;br /&gt;
|-&lt;br /&gt;
| tags || [[#Tags|Tag]][] || || || ✓&lt;br /&gt;
| A list of tag names that categorize the mod. See [[#Tags]].&lt;br /&gt;
|-&lt;br /&gt;
| license || [[#License]][] || || || ✓&lt;br /&gt;
| The license that applies to the mod. See [[#License]].&lt;br /&gt;
|-&lt;br /&gt;
| deprecated || Boolean? || || || ✓&lt;br /&gt;
| &amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;True if the mod is marked as deprecated by its owner. Absent when false.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Releases ===&lt;br /&gt;
&lt;br /&gt;
Only difference here between the api/mods/{name} endpoint and the api/mods/{name}/full endpoint is that the full one includes an array of dependencies in the info_json object.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| download_url || String &lt;br /&gt;
| Path to download for a mod. starts with &amp;quot;/download&amp;quot; and does not include a full url. See [[#Downloading Mods]]&lt;br /&gt;
|-&lt;br /&gt;
| file_name || String &lt;br /&gt;
| The file name of the release. Always seems to follow the pattern &amp;quot;{name}_{version}.zip&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| info_json || Object &lt;br /&gt;
| A copy of the mod&#039;s info.json file, only contains factorio_version in short version, also contains an array of dependencies in full version&lt;br /&gt;
|- &lt;br /&gt;
| released_at || String(ISO 8601) &lt;br /&gt;
| ISO 8601 for when the mod was released. (RFC 3339 nano)&lt;br /&gt;
|-&lt;br /&gt;
| version || String &lt;br /&gt;
| The version string of this mod release. Used to determine dependencies. &lt;br /&gt;
|-&lt;br /&gt;
| sha1 || String &lt;br /&gt;
| The sha1 key for the file&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
&lt;br /&gt;
Currently, there are only a fixed number of tags available, these include:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! id !! type !! name !! title !! description&lt;br /&gt;
|-&lt;br /&gt;
| 12 || t || transportation || Transportation || Transportation of the player, be it vehicles or teleporters.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || t || logistics || Logistics || Augmented or new ways of transporting materials - belts, inserters, pipes!&lt;br /&gt;
|-&lt;br /&gt;
| ?? || t || combat || Combat || New ways to deal with enemies, be it attack or defense.&lt;br /&gt;
|-&lt;br /&gt;
| 17 || t || enemies || Enemies || Changes to enemies or entirely new enemies to deal with.&lt;br /&gt;
|-&lt;br /&gt;
| 18 || t || armor || Armor || Armors or armor equipment.&lt;br /&gt;
|-&lt;br /&gt;
| ?? || t || environment || Environment || Map generation and terrain modification.&lt;br /&gt;
|-&lt;br /&gt;
| 20 || t || logistic-network || Logistics Network || Related to roboports and logistic robots&lt;br /&gt;
|-&lt;br /&gt;
| ?? || t || circuit-network || Circuit network || Entities which interact with the circuit network.&lt;br /&gt;
|- &lt;br /&gt;
| 21 || t || storage || Storage || More than just chests.&lt;br /&gt;
|-&lt;br /&gt;
| 22 || t || power || Power Production || Changes to power production and distribution.&lt;br /&gt;
|-&lt;br /&gt;
| 23 || t || manufacturing || Manufacture || Furnaces, assembling machines, production chains&lt;br /&gt;
|-&lt;br /&gt;
| 24 || t || blueprints || Blueprints || Change blueprint behavior.&lt;br /&gt;
|-&lt;br /&gt;
| 25 || t || cheats || Cheats || Play it your way.&lt;br /&gt;
|- &lt;br /&gt;
| 27 || t || mining || Mining || New ores and resources as well as machines.&lt;br /&gt;
|-&lt;br /&gt;
| ?? || t || fluids || Fluids || Things related to oil and other fluids.&lt;br /&gt;
|-&lt;br /&gt;
| 29 || t || trains || Trains || Trains are great, but what if they could do even more?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| description || String || A short description of the license.&lt;br /&gt;
|-&lt;br /&gt;
| id || String || The unique id of the license.&lt;br /&gt;
|-&lt;br /&gt;
| name || String || The internal name of the license.&lt;br /&gt;
|-&lt;br /&gt;
| title || String || The human-readable title of the license.&lt;br /&gt;
|-&lt;br /&gt;
| url || String || Usually a URL to the full license text, but can be any string.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Error ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| message || String ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Downloading Mods ==&lt;br /&gt;
&lt;br /&gt;
You can get the full url by appending the download_url to mods.factorio.com, but if you&#039;re not authenticated, you will be redirected to mods.factorio.com/login. Logging in to that would give you access to the file. Fortunately, there&#039;s a better way to do this. Simply adding username and token parameters to the download url will prevent the redirecting and let you download the file immediately. The token can be acquired from a json file called &amp;quot;player-data.json&amp;quot;, located in the User Data directory (see [[Application_directory#User_data_directory]]). You can also get the token by using the [[Web_authentication_API | Web Authentication API]].&lt;br /&gt;
&lt;br /&gt;
Example usage:&lt;br /&gt;
https://mods.factorio.com/{download_url}?username={username}&amp;amp;token={token}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical]]&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mod_portal_API&amp;diff=211306</id>
		<title>Mod portal API</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mod_portal_API&amp;diff=211306"/>
		<updated>2025-02-13T19:09:51Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Mark another optional field&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot; class=&amp;quot;stub&amp;quot;&amp;gt;&#039;&#039;&#039;Category:&#039;&#039;&#039; [[Factorio_HTTP_API_usage_guidelines#Internal|Internal API]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Mod Portal API is used to both browse and download all mods available on the [https://mods.factorio.com/ official Factorio mod portal]. Using the API does not require any kind of authentication or account information and can be viewed simply by following the URLs below in any web browser.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;https://mods.factorio.com/api/mods&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More detailed information about a particular mod can be obtained by retrieving the following URL, where {name} is the mod&#039;s name field in the result object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;https://mods.factorio.com/api/mods/{name}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To get even more information about a mod, you can use the following URL.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;https://mods.factorio.com/api/mods/{name}/full&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Endpoints ==&lt;br /&gt;
&lt;br /&gt;
=== /api/mods ===&lt;br /&gt;
&lt;br /&gt;
GET Parameters (sent as query parameters):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Values !! Description&lt;br /&gt;
|-&lt;br /&gt;
| hide_deprecated || {boolean} || Only return non-deprecated mods. &lt;br /&gt;
|-&lt;br /&gt;
| page ||{an integer}||Page number you would like to show. Makes it so you can see a certain part of the list without getting detail on all&lt;br /&gt;
|-&lt;br /&gt;
| page_size ||{an integer or &#039;max&#039;}||The amount of results to show in your search&lt;br /&gt;
|-&lt;br /&gt;
| sort || {enum, one of name, created_at or updated_at} || Sort results by this property. Defaults to name when not defined. Ignored for &amp;lt;code&amp;gt;page_size=max&amp;lt;/code&amp;gt; queries.&lt;br /&gt;
|-&lt;br /&gt;
| sort_order || {enum, one of asc or desc} || Sort results ascending or descending. Defaults to descending when not defined. Ignored for &amp;lt;code&amp;gt;page_size=max&amp;lt;/code&amp;gt; queries.&lt;br /&gt;
|-&lt;br /&gt;
| namelist || {array of strings} || Return only mods that match the given names. Either comma-separated names or supply the namelist parameter more than once. Response will include &amp;lt;code&amp;gt;releases&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;latest_release&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| version || {enum, one of 0.13, 0.14, 0.15, 0.16, 0.17, 0.18, 1.0, 1.1 or 2.0} || Only return non-deprecated mods compatible with this Factorio version&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns [[#Mod List Response]]&lt;br /&gt;
&lt;br /&gt;
=== /api/mods/{mod_name} ===&lt;br /&gt;
&lt;br /&gt;
Return short information of a specific mod.&lt;br /&gt;
&lt;br /&gt;
See [[#Result Entry]], &amp;quot;Short&amp;quot; column.&lt;br /&gt;
&lt;br /&gt;
=== /api/mods/{mod_name}/full ===&lt;br /&gt;
&lt;br /&gt;
Returns more information of a mod.&lt;br /&gt;
&lt;br /&gt;
See [[#Result Entry]], &amp;quot;Full&amp;quot; column.&lt;br /&gt;
&lt;br /&gt;
== JSON Object Types ==&lt;br /&gt;
&lt;br /&gt;
=== Mod List Response ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| pagination || [[#Pagination|Pagination]] || See [[#Pagination]]&lt;br /&gt;
|-&lt;br /&gt;
| results || [[#Result Entry|Result]][] || A list of mods, matching any filters you specified.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pagination ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| count || Integer || Total number of mods that match your specified filters.&lt;br /&gt;
|-&lt;br /&gt;
| links || [[#Pagination_Links|Links]] || Utility links to mod portal api requests, preserving all filters and search queries.&lt;br /&gt;
|-&lt;br /&gt;
| page || Integer || The current page number.&lt;br /&gt;
|-&lt;br /&gt;
| page_count || Integer || The total number of pages returned.&lt;br /&gt;
|-&lt;br /&gt;
| page_size || Integer || The number of results per page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pagination Links ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| first || String(URL) || URL to the first page of the results, or null if you&#039;re already on the first page.&lt;br /&gt;
|- &lt;br /&gt;
| prev || String(URL) || URL to the previous page of the results, or null if you&#039;re already on the first page.&lt;br /&gt;
|-&lt;br /&gt;
| next || String(URL) || URL to the next page of the results, or null if you&#039;re already on the last page.&lt;br /&gt;
|-&lt;br /&gt;
| last || String(URL) || URL to the last page of the results, or null if you&#039;re already on the last page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Result Entry ===&lt;br /&gt;
&lt;br /&gt;
Fields returned by the api/mods endpoint are marked with a check (✓) in the &amp;quot;api/mods endpoint&amp;quot; column, those returned by the api/mods/{name} endpoint are marked with a check in the &amp;quot;Short&amp;quot; column and those returned by the api/mods/{name}/full endpoint are marked in the &amp;quot;Full&amp;quot; column. Fields may be absent if there is no data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | api/mods endpoint !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | Short !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | Full !! Description&lt;br /&gt;
|-&lt;br /&gt;
| latest_release || [[#Releases|Release]]? || ✓ || ||&lt;br /&gt;
| The latest version of the mod available for download. Absent when the &amp;lt;code&amp;gt;namelist&amp;lt;/code&amp;gt; [[#/api/mods|parameter]] is used.&lt;br /&gt;
|-&lt;br /&gt;
| downloads_count || Integer || ✓ || ✓ || ✓&lt;br /&gt;
| Number of downloads.&lt;br /&gt;
|-&lt;br /&gt;
| name || String || ✓ || ✓ || ✓&lt;br /&gt;
| The mod&#039;s machine-readable ID string.&lt;br /&gt;
|-&lt;br /&gt;
| owner || String || ✓ || ✓ || ✓&lt;br /&gt;
| The Factorio username of the mod&#039;s author.&lt;br /&gt;
|-&lt;br /&gt;
| releases || [[#Releases|Release]][] || ✓* || ✓ || ✓&lt;br /&gt;
| A list of different versions of the mod available for download. See [[#Releases]]. *Only when using &amp;lt;code&amp;gt;namelist&amp;lt;/code&amp;gt; [[#/api/mods|parameter]].&lt;br /&gt;
|-&lt;br /&gt;
| summary || String || ✓ || ✓ || ✓&lt;br /&gt;
| A shorter mod description.&lt;br /&gt;
|-&lt;br /&gt;
| title || String || ✓ || ✓ || ✓&lt;br /&gt;
| The mod&#039;s human-readable name.&lt;br /&gt;
|-&lt;br /&gt;
| category || [[Mod_details_API#Category|Category]]? || ✓ || ✓ || ✓&lt;br /&gt;
| A single category describing the mod. See [[Mod_details_API#Category]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| score || Integer || ✓ || ✓* || ✓*&lt;br /&gt;
| The score of the mod. *Only when not 0.&lt;br /&gt;
|-&lt;br /&gt;
| thumbnail || String(relative URL)? || || ✓ || ✓&lt;br /&gt;
| The relative path to the thumbnail of the mod. For mods that have no thumbnail it may be absent or default to &amp;lt;code&amp;gt;&amp;quot;/assets/.thumb.png&amp;quot;&amp;lt;/code&amp;gt;. Prepend &amp;quot;assets-mod.factorio.com&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| changelog || String? || || || ✓&lt;br /&gt;
| A string describing the recent changes to a mod.&lt;br /&gt;
|- &lt;br /&gt;
| created_at || String(ISO 8601) || || || ✓&lt;br /&gt;
| ISO 8601 for when the mod was created. (RFC 3339 nano)&lt;br /&gt;
|-&lt;br /&gt;
| updated_at || String(ISO 8601) || || || ✓&lt;br /&gt;
| ISO 8601 for when the mod was last updated. (RFC 3339 nano)&lt;br /&gt;
|-&lt;br /&gt;
| last_highlighted_at || String(ISO 8601)? || || || ✓&lt;br /&gt;
| ISO 8601 for when the mod was last featured on the &amp;quot;Highlighted mods&amp;quot; tab. (RFC 3339 nano)&lt;br /&gt;
|-&lt;br /&gt;
| description || String || || || ✓&lt;br /&gt;
| A longer description of the mod, in text only format.&lt;br /&gt;
|-&lt;br /&gt;
| source_url || String? || || || ✓&lt;br /&gt;
| A URL to the mod&#039;s source code.&lt;br /&gt;
|-&lt;br /&gt;
| github_path || String? || || || ✓&lt;br /&gt;
| Deprecated: Use &amp;lt;code&amp;gt;source_url&amp;lt;/code&amp;gt; instead. A link to the mod&#039;s github project page, just prepend &amp;quot;github.com/&amp;quot;. Can be blank (&amp;quot;&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
| homepage || String || || || ✓&lt;br /&gt;
| Usually a URL to the mod&#039;s main project page, but can be any string.&lt;br /&gt;
|-&lt;br /&gt;
| tags || [[#Tags|Tag]][] || || || ✓&lt;br /&gt;
| A list of tag names that categorize the mod. See [[#Tags]].&lt;br /&gt;
|-&lt;br /&gt;
| license || [[#License]][] || || || ✓&lt;br /&gt;
| The license that applies to the mod. See [[#License]].&lt;br /&gt;
|-&lt;br /&gt;
| deprecated || Boolean? || || || ✓&lt;br /&gt;
| &amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;True if the mod is marked as deprecated by its owner. Absent when false.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Releases ===&lt;br /&gt;
&lt;br /&gt;
Only difference here between the api/mods/{name} endpoint and the api/mods/{name}/full endpoint is that the full one includes an array of dependencies in the info_json object.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| download_url || String &lt;br /&gt;
| Path to download for a mod. starts with &amp;quot;/download&amp;quot; and does not include a full url. See [[#Downloading Mods]]&lt;br /&gt;
|-&lt;br /&gt;
| file_name || String &lt;br /&gt;
| The file name of the release. Always seems to follow the pattern &amp;quot;{name}_{version}.zip&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| info_json || Object &lt;br /&gt;
| A copy of the mod&#039;s info.json file, only contains factorio_version in short version, also contains an array of dependencies in full version&lt;br /&gt;
|- &lt;br /&gt;
| released_at || String(ISO 8601) &lt;br /&gt;
| ISO 8601 for when the mod was released. (RFC 3339 nano)&lt;br /&gt;
|-&lt;br /&gt;
| version || String &lt;br /&gt;
| The version string of this mod release. Used to determine dependencies. &lt;br /&gt;
|-&lt;br /&gt;
| sha1 || String &lt;br /&gt;
| The sha1 key for the file&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
&lt;br /&gt;
Currently, there are only a fixed number of tags available, these include:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! id !! type !! name !! title !! description&lt;br /&gt;
|-&lt;br /&gt;
| 12 || t || transportation || Transportation || Transportation of the player, be it vehicles or teleporters.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || t || logistics || Logistics || Augmented or new ways of transporting materials - belts, inserters, pipes!&lt;br /&gt;
|-&lt;br /&gt;
| ?? || t || combat || Combat || New ways to deal with enemies, be it attack or defense.&lt;br /&gt;
|-&lt;br /&gt;
| 17 || t || enemies || Enemies || Changes to enemies or entirely new enemies to deal with.&lt;br /&gt;
|-&lt;br /&gt;
| 18 || t || armor || Armor || Armors or armor equipment.&lt;br /&gt;
|-&lt;br /&gt;
| ?? || t || environment || Environment || Map generation and terrain modification.&lt;br /&gt;
|-&lt;br /&gt;
| 20 || t || logistic-network || Logistics Network || Related to roboports and logistic robots&lt;br /&gt;
|-&lt;br /&gt;
| ?? || t || circuit-network || Circuit network || Entities which interact with the circuit network.&lt;br /&gt;
|- &lt;br /&gt;
| 21 || t || storage || Storage || More than just chests.&lt;br /&gt;
|-&lt;br /&gt;
| 22 || t || power || Power Production || Changes to power production and distribution.&lt;br /&gt;
|-&lt;br /&gt;
| 23 || t || manufacturing || Manufacture || Furnaces, assembling machines, production chains&lt;br /&gt;
|-&lt;br /&gt;
| 24 || t || blueprints || Blueprints || Change blueprint behavior.&lt;br /&gt;
|-&lt;br /&gt;
| 25 || t || cheats || Cheats || Play it your way.&lt;br /&gt;
|- &lt;br /&gt;
| 27 || t || mining || Mining || New ores and resources as well as machines.&lt;br /&gt;
|-&lt;br /&gt;
| ?? || t || fluids || Fluids || Things related to oil and other fluids.&lt;br /&gt;
|-&lt;br /&gt;
| 29 || t || trains || Trains || Trains are great, but what if they could do even more?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| description || String || A short description of the license.&lt;br /&gt;
|-&lt;br /&gt;
| id || String || The unique id of the license.&lt;br /&gt;
|-&lt;br /&gt;
| name || String || The internal name of the license.&lt;br /&gt;
|-&lt;br /&gt;
| title || String || The human-readable title of the license.&lt;br /&gt;
|-&lt;br /&gt;
| url || String || Usually a URL to the full license text, but can be any string.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Error ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| message || String ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Downloading Mods ==&lt;br /&gt;
&lt;br /&gt;
You can get the full url by appending the download_url to mods.factorio.com, but if you&#039;re not authenticated, you will be redirected to mods.factorio.com/login. Logging in to that would give you access to the file. Fortunately, there&#039;s a better way to do this. Simply adding username and token parameters to the download url will prevent the redirecting and let you download the file immediately. The token can be acquired from a json file called &amp;quot;player-data.json&amp;quot;, located in the User Data directory (see [[Application_directory#User_data_directory]]). You can also get the token by using the [[Web_authentication_API | Web Authentication API]].&lt;br /&gt;
&lt;br /&gt;
Example usage:&lt;br /&gt;
https://mods.factorio.com/{download_url}?username={username}&amp;amp;token={token}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical]]&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mod_portal_API&amp;diff=211305</id>
		<title>Mod portal API</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mod_portal_API&amp;diff=211305"/>
		<updated>2025-02-13T19:08:48Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Mark (some) optional fields&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot; class=&amp;quot;stub&amp;quot;&amp;gt;&#039;&#039;&#039;Category:&#039;&#039;&#039; [[Factorio_HTTP_API_usage_guidelines#Internal|Internal API]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Mod Portal API is used to both browse and download all mods available on the [https://mods.factorio.com/ official Factorio mod portal]. Using the API does not require any kind of authentication or account information and can be viewed simply by following the URLs below in any web browser.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;https://mods.factorio.com/api/mods&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More detailed information about a particular mod can be obtained by retrieving the following URL, where {name} is the mod&#039;s name field in the result object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;https://mods.factorio.com/api/mods/{name}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To get even more information about a mod, you can use the following URL.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;https://mods.factorio.com/api/mods/{name}/full&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Endpoints ==&lt;br /&gt;
&lt;br /&gt;
=== /api/mods ===&lt;br /&gt;
&lt;br /&gt;
GET Parameters (sent as query parameters):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Values !! Description&lt;br /&gt;
|-&lt;br /&gt;
| hide_deprecated || {boolean} || Only return non-deprecated mods. &lt;br /&gt;
|-&lt;br /&gt;
| page ||{an integer}||Page number you would like to show. Makes it so you can see a certain part of the list without getting detail on all&lt;br /&gt;
|-&lt;br /&gt;
| page_size ||{an integer or &#039;max&#039;}||The amount of results to show in your search&lt;br /&gt;
|-&lt;br /&gt;
| sort || {enum, one of name, created_at or updated_at} || Sort results by this property. Defaults to name when not defined. Ignored for &amp;lt;code&amp;gt;page_size=max&amp;lt;/code&amp;gt; queries.&lt;br /&gt;
|-&lt;br /&gt;
| sort_order || {enum, one of asc or desc} || Sort results ascending or descending. Defaults to descending when not defined. Ignored for &amp;lt;code&amp;gt;page_size=max&amp;lt;/code&amp;gt; queries.&lt;br /&gt;
|-&lt;br /&gt;
| namelist || {array of strings} || Return only mods that match the given names. Either comma-separated names or supply the namelist parameter more than once. Response will include &amp;lt;code&amp;gt;releases&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;latest_release&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| version || {enum, one of 0.13, 0.14, 0.15, 0.16, 0.17, 0.18, 1.0, 1.1 or 2.0} || Only return non-deprecated mods compatible with this Factorio version&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns [[#Mod List Response]]&lt;br /&gt;
&lt;br /&gt;
=== /api/mods/{mod_name} ===&lt;br /&gt;
&lt;br /&gt;
Return short information of a specific mod.&lt;br /&gt;
&lt;br /&gt;
See [[#Result Entry]], &amp;quot;Short&amp;quot; column.&lt;br /&gt;
&lt;br /&gt;
=== /api/mods/{mod_name}/full ===&lt;br /&gt;
&lt;br /&gt;
Returns more information of a mod.&lt;br /&gt;
&lt;br /&gt;
See [[#Result Entry]], &amp;quot;Full&amp;quot; column.&lt;br /&gt;
&lt;br /&gt;
== JSON Object Types ==&lt;br /&gt;
&lt;br /&gt;
=== Mod List Response ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| pagination || [[#Pagination|Pagination]] || See [[#Pagination]]&lt;br /&gt;
|-&lt;br /&gt;
| results || [[#Result Entry|Result]][] || A list of mods, matching any filters you specified.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pagination ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| count || Integer || Total number of mods that match your specified filters.&lt;br /&gt;
|-&lt;br /&gt;
| links || [[#Pagination_Links|Links]] || Utility links to mod portal api requests, preserving all filters and search queries.&lt;br /&gt;
|-&lt;br /&gt;
| page || Integer || The current page number.&lt;br /&gt;
|-&lt;br /&gt;
| page_count || Integer || The total number of pages returned.&lt;br /&gt;
|-&lt;br /&gt;
| page_size || Integer || The number of results per page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pagination Links ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| first || String(URL) || URL to the first page of the results, or null if you&#039;re already on the first page.&lt;br /&gt;
|- &lt;br /&gt;
| prev || String(URL) || URL to the previous page of the results, or null if you&#039;re already on the first page.&lt;br /&gt;
|-&lt;br /&gt;
| next || String(URL) || URL to the next page of the results, or null if you&#039;re already on the last page.&lt;br /&gt;
|-&lt;br /&gt;
| last || String(URL) || URL to the last page of the results, or null if you&#039;re already on the last page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Result Entry ===&lt;br /&gt;
&lt;br /&gt;
Fields returned by the api/mods endpoint are marked with a check (✓) in the &amp;quot;api/mods endpoint&amp;quot; column, those returned by the api/mods/{name} endpoint are marked with a check in the &amp;quot;Short&amp;quot; column and those returned by the api/mods/{name}/full endpoint are marked in the &amp;quot;Full&amp;quot; column. Fields may be absent if there is no data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | api/mods endpoint !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | Short !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | Full !! Description&lt;br /&gt;
|-&lt;br /&gt;
| latest_release || [[#Releases|Release]]? || ✓ || ||&lt;br /&gt;
| The latest version of the mod available for download. Absent when the &amp;lt;code&amp;gt;namelist&amp;lt;/code&amp;gt; [[#/api/mods|parameter]] is used.&lt;br /&gt;
|-&lt;br /&gt;
| downloads_count || Integer || ✓ || ✓ || ✓&lt;br /&gt;
| Number of downloads.&lt;br /&gt;
|-&lt;br /&gt;
| name || String || ✓ || ✓ || ✓&lt;br /&gt;
| The mod&#039;s machine-readable ID string.&lt;br /&gt;
|-&lt;br /&gt;
| owner || String || ✓ || ✓ || ✓&lt;br /&gt;
| The Factorio username of the mod&#039;s author.&lt;br /&gt;
|-&lt;br /&gt;
| releases || [[#Releases|Release]][] || ✓* || ✓ || ✓&lt;br /&gt;
| A list of different versions of the mod available for download. See [[#Releases]]. *Only when using &amp;lt;code&amp;gt;namelist&amp;lt;/code&amp;gt; [[#/api/mods|parameter]].&lt;br /&gt;
|-&lt;br /&gt;
| summary || String || ✓ || ✓ || ✓&lt;br /&gt;
| A shorter mod description.&lt;br /&gt;
|-&lt;br /&gt;
| title || String || ✓ || ✓ || ✓&lt;br /&gt;
| The mod&#039;s human-readable name.&lt;br /&gt;
|-&lt;br /&gt;
| category || [[Mod_details_API#Category|Category]]? || ✓ || ✓ || ✓&lt;br /&gt;
| A single category describing the mod. See [[Mod_details_API#Category]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| score || Integer || ✓ || ✓* || ✓*&lt;br /&gt;
| The score of the mod. *Only when not 0.&lt;br /&gt;
|-&lt;br /&gt;
| thumbnail || String(relative URL) || || ✓ || ✓&lt;br /&gt;
| The relative path to the thumbnail of the mod. For mods that have no thumbnail it may be absent or default to &amp;lt;code&amp;gt;&amp;quot;/assets/.thumb.png&amp;quot;&amp;lt;/code&amp;gt;. Prepend &amp;quot;assets-mod.factorio.com&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| changelog || String? || || || ✓&lt;br /&gt;
| A string describing the recent changes to a mod.&lt;br /&gt;
|- &lt;br /&gt;
| created_at || String(ISO 8601) || || || ✓&lt;br /&gt;
| ISO 8601 for when the mod was created. (RFC 3339 nano)&lt;br /&gt;
|-&lt;br /&gt;
| updated_at || String(ISO 8601) || || || ✓&lt;br /&gt;
| ISO 8601 for when the mod was last updated. (RFC 3339 nano)&lt;br /&gt;
|-&lt;br /&gt;
| last_highlighted_at || String(ISO 8601)? || || || ✓&lt;br /&gt;
| ISO 8601 for when the mod was last featured on the &amp;quot;Highlighted mods&amp;quot; tab. (RFC 3339 nano)&lt;br /&gt;
|-&lt;br /&gt;
| description || String || || || ✓&lt;br /&gt;
| A longer description of the mod, in text only format.&lt;br /&gt;
|-&lt;br /&gt;
| source_url || String? || || || ✓&lt;br /&gt;
| A URL to the mod&#039;s source code.&lt;br /&gt;
|-&lt;br /&gt;
| github_path || String? || || || ✓&lt;br /&gt;
| Deprecated: Use &amp;lt;code&amp;gt;source_url&amp;lt;/code&amp;gt; instead. A link to the mod&#039;s github project page, just prepend &amp;quot;github.com/&amp;quot;. Can be blank (&amp;quot;&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
| homepage || String || || || ✓&lt;br /&gt;
| Usually a URL to the mod&#039;s main project page, but can be any string.&lt;br /&gt;
|-&lt;br /&gt;
| tags || [[#Tags|Tag]][] || || || ✓&lt;br /&gt;
| A list of tag names that categorize the mod. See [[#Tags]].&lt;br /&gt;
|-&lt;br /&gt;
| license || [[#License]][] || || || ✓&lt;br /&gt;
| The license that applies to the mod. See [[#License]].&lt;br /&gt;
|-&lt;br /&gt;
| deprecated || Boolean? || || || ✓&lt;br /&gt;
| &amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;True if the mod is marked as deprecated by its owner. Absent when false.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Releases ===&lt;br /&gt;
&lt;br /&gt;
Only difference here between the api/mods/{name} endpoint and the api/mods/{name}/full endpoint is that the full one includes an array of dependencies in the info_json object.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| download_url || String &lt;br /&gt;
| Path to download for a mod. starts with &amp;quot;/download&amp;quot; and does not include a full url. See [[#Downloading Mods]]&lt;br /&gt;
|-&lt;br /&gt;
| file_name || String &lt;br /&gt;
| The file name of the release. Always seems to follow the pattern &amp;quot;{name}_{version}.zip&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| info_json || Object &lt;br /&gt;
| A copy of the mod&#039;s info.json file, only contains factorio_version in short version, also contains an array of dependencies in full version&lt;br /&gt;
|- &lt;br /&gt;
| released_at || String(ISO 8601) &lt;br /&gt;
| ISO 8601 for when the mod was released. (RFC 3339 nano)&lt;br /&gt;
|-&lt;br /&gt;
| version || String &lt;br /&gt;
| The version string of this mod release. Used to determine dependencies. &lt;br /&gt;
|-&lt;br /&gt;
| sha1 || String &lt;br /&gt;
| The sha1 key for the file&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
&lt;br /&gt;
Currently, there are only a fixed number of tags available, these include:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! id !! type !! name !! title !! description&lt;br /&gt;
|-&lt;br /&gt;
| 12 || t || transportation || Transportation || Transportation of the player, be it vehicles or teleporters.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || t || logistics || Logistics || Augmented or new ways of transporting materials - belts, inserters, pipes!&lt;br /&gt;
|-&lt;br /&gt;
| ?? || t || combat || Combat || New ways to deal with enemies, be it attack or defense.&lt;br /&gt;
|-&lt;br /&gt;
| 17 || t || enemies || Enemies || Changes to enemies or entirely new enemies to deal with.&lt;br /&gt;
|-&lt;br /&gt;
| 18 || t || armor || Armor || Armors or armor equipment.&lt;br /&gt;
|-&lt;br /&gt;
| ?? || t || environment || Environment || Map generation and terrain modification.&lt;br /&gt;
|-&lt;br /&gt;
| 20 || t || logistic-network || Logistics Network || Related to roboports and logistic robots&lt;br /&gt;
|-&lt;br /&gt;
| ?? || t || circuit-network || Circuit network || Entities which interact with the circuit network.&lt;br /&gt;
|- &lt;br /&gt;
| 21 || t || storage || Storage || More than just chests.&lt;br /&gt;
|-&lt;br /&gt;
| 22 || t || power || Power Production || Changes to power production and distribution.&lt;br /&gt;
|-&lt;br /&gt;
| 23 || t || manufacturing || Manufacture || Furnaces, assembling machines, production chains&lt;br /&gt;
|-&lt;br /&gt;
| 24 || t || blueprints || Blueprints || Change blueprint behavior.&lt;br /&gt;
|-&lt;br /&gt;
| 25 || t || cheats || Cheats || Play it your way.&lt;br /&gt;
|- &lt;br /&gt;
| 27 || t || mining || Mining || New ores and resources as well as machines.&lt;br /&gt;
|-&lt;br /&gt;
| ?? || t || fluids || Fluids || Things related to oil and other fluids.&lt;br /&gt;
|-&lt;br /&gt;
| 29 || t || trains || Trains || Trains are great, but what if they could do even more?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| description || String || A short description of the license.&lt;br /&gt;
|-&lt;br /&gt;
| id || String || The unique id of the license.&lt;br /&gt;
|-&lt;br /&gt;
| name || String || The internal name of the license.&lt;br /&gt;
|-&lt;br /&gt;
| title || String || The human-readable title of the license.&lt;br /&gt;
|-&lt;br /&gt;
| url || String || Usually a URL to the full license text, but can be any string.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Error ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| message || String ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Downloading Mods ==&lt;br /&gt;
&lt;br /&gt;
You can get the full url by appending the download_url to mods.factorio.com, but if you&#039;re not authenticated, you will be redirected to mods.factorio.com/login. Logging in to that would give you access to the file. Fortunately, there&#039;s a better way to do this. Simply adding username and token parameters to the download url will prevent the redirecting and let you download the file immediately. The token can be acquired from a json file called &amp;quot;player-data.json&amp;quot;, located in the User Data directory (see [[Application_directory#User_data_directory]]). You can also get the token by using the [[Web_authentication_API | Web Authentication API]].&lt;br /&gt;
&lt;br /&gt;
Example usage:&lt;br /&gt;
https://mods.factorio.com/{download_url}?username={username}&amp;amp;token={token}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical]]&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Command_line_parameters&amp;diff=210146</id>
		<title>Command line parameters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Command_line_parameters&amp;diff=210146"/>
		<updated>2025-01-25T12:45:30Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Add better explanation to --sync-mods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}__TOC__&lt;br /&gt;
&lt;br /&gt;
Command line parameters can be used to set settings in the command line before the game launches, this is useful mainly for advanced users or server hosts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General options&lt;br /&gt;
|-&lt;br /&gt;
| -h, --help&lt;br /&gt;
|&lt;br /&gt;
| display help&lt;br /&gt;
|-&lt;br /&gt;
| --version&lt;br /&gt;
|&lt;br /&gt;
| show version information&lt;br /&gt;
|-&lt;br /&gt;
| -v, --verbose&lt;br /&gt;
|&lt;br /&gt;
| enable verbose logging&lt;br /&gt;
|-&lt;br /&gt;
| -c, --config&lt;br /&gt;
| PATH&lt;br /&gt;
| config file to use&lt;br /&gt;
|-&lt;br /&gt;
| --no-log-rotation&lt;br /&gt;
|&lt;br /&gt;
| don&#039;t rotate log file&lt;br /&gt;
|-&lt;br /&gt;
| --mod-directory&lt;br /&gt;
| PATH&lt;br /&gt;
| Mod directory to use&lt;br /&gt;
|-&lt;br /&gt;
| --check-unused-prototype-data&lt;br /&gt;
|&lt;br /&gt;
| Print a warning for all prototype values that were not accessed. Note for mod authors: If an entry is unused and is a table that contains the key/value pair &#039;ignore&#039; with the value &#039;true&#039; then the entire entry is ignored.&lt;br /&gt;
|-&lt;br /&gt;
| --executable-path&lt;br /&gt;
| PATH&lt;br /&gt;
| Override autodetected __PATH__executable. Usually not needed except on very weird systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Running options&lt;br /&gt;
|-&lt;br /&gt;
| -s, --map2scenario&lt;br /&gt;
| arg&lt;br /&gt;
| map to scenario conversion&lt;br /&gt;
|-&lt;br /&gt;
| -m, --scenario2map&lt;br /&gt;
| arg&lt;br /&gt;
| scenario to map conversion&lt;br /&gt;
|-&lt;br /&gt;
| --apply-update&lt;br /&gt;
| arg&lt;br /&gt;
| immediately apply update package&lt;br /&gt;
|-&lt;br /&gt;
| --create&lt;br /&gt;
| FILE&lt;br /&gt;
| create a new map&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-settings&lt;br /&gt;
| FILE&lt;br /&gt;
| Map generation settings for use with &amp;lt;code&amp;gt;--create&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;--start-server-load-scenario&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;--generate-map-preview&amp;lt;/code&amp;gt;. See data/map-gen-settings.example.json&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-seed&lt;br /&gt;
| SEED&lt;br /&gt;
| Map generation seed for use with --create, --start-server-load-scenario or --generate-map-preview. Will override seed specified in map gen settings&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-seed-max&lt;br /&gt;
| SEED&lt;br /&gt;
| Map generation seed for use with --generate-map-preview to generate multiple previews using every second seed in the interval from map-gen-seed to map-gen-seed-max.&lt;br /&gt;
|-&lt;br /&gt;
| --map-settings&lt;br /&gt;
| FILE&lt;br /&gt;
| Map settings for use with --create or --start-server-load-scenario. See data/base/prototypes/map-settings.lua&lt;br /&gt;
|-&lt;br /&gt;
| --preset&lt;br /&gt;
| arg&lt;br /&gt;
| Name of the map generation preset to be used.&lt;br /&gt;
|-&lt;br /&gt;
| --generate-map-preview&lt;br /&gt;
| PATH&lt;br /&gt;
| Generate preview images of the map; PATH should name a PNG file or end with a &#039;/&#039; or &#039;\&#039; to indicate a directory.&lt;br /&gt;
|-&lt;br /&gt;
| --generate-map-preview-random&lt;br /&gt;
| COUNT&lt;br /&gt;
| Number of maps to generate with a random seed using --generate-map-preview.&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-size&lt;br /&gt;
| SIZE&lt;br /&gt;
| Size (in pixels) of map preview (default: 1024)&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-offset&lt;br /&gt;
| X,Y&lt;br /&gt;
| Offset of the center of the map, in meters (default: 0,0)&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-planet&lt;br /&gt;
| PLANET&lt;br /&gt;
| Planet to generate the preview for (default: nauvis)&lt;br /&gt;
|-&lt;br /&gt;
| --report-quantities&lt;br /&gt;
| PROTOTYPE,...&lt;br /&gt;
| When generating map preview, report approximate quantities of the named entity prototypes&lt;br /&gt;
|-&lt;br /&gt;
| --threads&lt;br /&gt;
| THREADCOUNT&lt;br /&gt;
| Number of threads to use when generating map previews&lt;br /&gt;
|-&lt;br /&gt;
| --disable-migration-window&lt;br /&gt;
|&lt;br /&gt;
| Disables the gui that is shown when opening a save with migrated content&lt;br /&gt;
|-&lt;br /&gt;
| --instrument-mod&lt;br /&gt;
| arg&lt;br /&gt;
| Name of a mod to enable [https://lua-api.factorio.com/latest/auxiliary/instrument.html Instrument Mode]&lt;br /&gt;
|-&lt;br /&gt;
| --sync-mods&lt;br /&gt;
| FILE&lt;br /&gt;
| Sync mods with save. Note for headless servers: requires &amp;lt;code&amp;gt;service-username&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;service-token&amp;lt;/code&amp;gt; to be set in the player-data.json file.&lt;br /&gt;
|-&lt;br /&gt;
| --enable-unsafe-lua-debug-api&lt;br /&gt;
|&lt;br /&gt;
| Enables unsafe functions in the Lua debug library.&lt;br /&gt;
|-&lt;br /&gt;
| --host&lt;br /&gt;
| FILE&lt;br /&gt;
| Start hosting a multiplayer game&lt;br /&gt;
|-&lt;br /&gt;
| --host-interactive&lt;br /&gt;
| FILE&lt;br /&gt;
| Open multiplayer server settings for hosting the selecting save&lt;br /&gt;
|-&lt;br /&gt;
| --start-server&lt;br /&gt;
| FILE&lt;br /&gt;
| start a multiplayer server&lt;br /&gt;
|-&lt;br /&gt;
| --start-server-load-scenario&lt;br /&gt;
| [MOD/]NAME&lt;br /&gt;
| start a multiplayer server and load the specified scenario. The scenario is looked for inside the given mod. If no mod is given, it is looked for in the top-level scenarios directory.&lt;br /&gt;
|-&lt;br /&gt;
| --start-server-load-latest&lt;br /&gt;
|&lt;br /&gt;
| start a multiplayer server and load the latest available save&lt;br /&gt;
|-&lt;br /&gt;
| --until-tick&lt;br /&gt;
| TICK&lt;br /&gt;
| run a save until given map tick&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark&lt;br /&gt;
| FILE&lt;br /&gt;
| load save and run benchmark&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-ticks&lt;br /&gt;
| N&lt;br /&gt;
| number of ticks for benchmarking. Default is 1000&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-runs&lt;br /&gt;
| N&lt;br /&gt;
| how often the number of ticks will be run, map will reload after each run. Default is 1&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-verbose&lt;br /&gt;
| timings&lt;br /&gt;
| comma separated list of timings to output each tick. &amp;quot;all&amp;quot;, &amp;quot;timestamp&amp;quot; as well as all other values seen in the debug view are allowed here. An empty string disabled verbose benchmarking.&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-sanitize&lt;br /&gt;
|&lt;br /&gt;
| only output the final benchmark results&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-ignore-paused&lt;br /&gt;
|&lt;br /&gt;
| leaves the game paused if it was paused when saved. By default the game is unpaused when a benchmark starts.&lt;br /&gt;
|-&lt;br /&gt;
| --output-perf-stats&lt;br /&gt;
| FILE&lt;br /&gt;
| path of file to which rendering performance statistics measurements should be saved. Special tags {api}, {hw}, {time} and {tag} will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
| --dump-data&lt;br /&gt;
|&lt;br /&gt;
| dumps data.raw as JSON to the script output folder and exits.&lt;br /&gt;
|-&lt;br /&gt;
| --dump-icon-sprites&lt;br /&gt;
|&lt;br /&gt;
| dumps all icon sprites as png files to the script output folder and exits.&lt;br /&gt;
|-&lt;br /&gt;
| --dump-prototype-locale&lt;br /&gt;
|&lt;br /&gt;
| dumps all prototypes name and description (if they have a valid value) to the script output folder and exits.&lt;br /&gt;
|-&lt;br /&gt;
| --report-autogenerated-icon-mipmaps&lt;br /&gt;
|&lt;br /&gt;
| Report which icons will have generated mipmaps.&lt;br /&gt;
|-&lt;br /&gt;
| --log-shared-tile-layers&lt;br /&gt;
|&lt;br /&gt;
| After loading prototypes logs which tile layers are shared by multiple prototypes and lists the prototypes that share them.&lt;br /&gt;
|-&lt;br /&gt;
| --log-spritesheets-to-optimize&lt;br /&gt;
| N&lt;br /&gt;
| Logs N spritesheets that seem to have some nearly transparent noise, and could be made much smaller if the noise was cleaned up.&lt;br /&gt;
|-&lt;br /&gt;
| --mp-connect&lt;br /&gt;
| ADDRESS&lt;br /&gt;
| start factorio and connect to address&lt;br /&gt;
|-&lt;br /&gt;
| --password&lt;br /&gt;
| PASSWORD&lt;br /&gt;
| the password to use when using mp-connect (if any)&lt;br /&gt;
|-&lt;br /&gt;
| --heavy&lt;br /&gt;
|&lt;br /&gt;
| run the game in heavy mode if singleplayer with graphics. (heavy mode is related to investigating desyncs, see [[Desynchronization#Using_heavy_mode_command]])&lt;br /&gt;
|-&lt;br /&gt;
| --load-game&lt;br /&gt;
| FILE&lt;br /&gt;
| start Factorio and load a game in singleplayer&lt;br /&gt;
|-&lt;br /&gt;
| --load-scenario&lt;br /&gt;
| [MOD/]NAME&lt;br /&gt;
| start Factorio and load the specified scenario in singleplayer. The scenario is looked for inside the given mod. If no mod is given, it is looked for in the top-level scenarios directory.&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-graphics&lt;br /&gt;
| FILE&lt;br /&gt;
| load save and run it with graphics for benchmark-ticks number of ticks as normal game would&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-frame&lt;br /&gt;
| FILE&lt;br /&gt;
| load save and benchmark graphics rendering of single frame (prepare + render) without updating the game&lt;br /&gt;
|-&lt;br /&gt;
| --debug-graphics&lt;br /&gt;
|&lt;br /&gt;
| enables debugging layer for graphics API. If DirectX is used DirectX SDK needs to be installed for this to work.&lt;br /&gt;
|-&lt;br /&gt;
| --fullscreen&lt;br /&gt;
|&lt;br /&gt;
| start game in windowed mode (saved to configuration)&lt;br /&gt;
|-&lt;br /&gt;
| --max-texture-size&lt;br /&gt;
| N&lt;br /&gt;
| maximal size of texture that the game can use (saved to configuration). Should be power of two greater than 2048&lt;br /&gt;
|-&lt;br /&gt;
| --graphics-quality&lt;br /&gt;
| arg&lt;br /&gt;
| accepted values: high, medium&lt;br /&gt;
|-&lt;br /&gt;
| --video-memory-usage&lt;br /&gt;
| arg&lt;br /&gt;
| accepted values: all, high, medium, low&lt;br /&gt;
|-&lt;br /&gt;
| --force-graphics-preset&lt;br /&gt;
| arg&lt;br /&gt;
| accepted values: very-low, low, mac-with-low-ram, medium-with-low-vram, medium, high, very-high, extreme&lt;br /&gt;
|-&lt;br /&gt;
| --gfx-safe-mode&lt;br /&gt;
|&lt;br /&gt;
| resets some graphics settings to values that should work on most configurations&lt;br /&gt;
|-&lt;br /&gt;
| --low-vram&lt;br /&gt;
|&lt;br /&gt;
| sprites that are not put into sprite atlases won&#039;t be allocated as texture objects&lt;br /&gt;
|-&lt;br /&gt;
| --shader&lt;br /&gt;
| arg&lt;br /&gt;
| enable/disable shader postprocessing (saved to configuration)&lt;br /&gt;
|-&lt;br /&gt;
| --disable-audio&lt;br /&gt;
|&lt;br /&gt;
| Disable audio. Mainly for faster startup during development.&lt;br /&gt;
|-&lt;br /&gt;
| --window-size&lt;br /&gt;
| arg&lt;br /&gt;
| Desired window resolution. For example &amp;quot;1680x1050&amp;quot;. Or &amp;quot;maximized&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| --single-thread-loading&lt;br /&gt;
|&lt;br /&gt;
| Disables loading of sprites in multiple threads.&lt;br /&gt;
|-&lt;br /&gt;
| --cache-sprite-atlas&lt;br /&gt;
|&lt;br /&gt;
| Enable/disable sprite atlas cache.&lt;br /&gt;
|-&lt;br /&gt;
| --nogamepad&lt;br /&gt;
|&lt;br /&gt;
| Disable gamepad(controller) support&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Server options&lt;br /&gt;
|-&lt;br /&gt;
| --port&lt;br /&gt;
| N&lt;br /&gt;
| network port to use&lt;br /&gt;
|-&lt;br /&gt;
| --bind&lt;br /&gt;
| ADDRESS[:PORT]&lt;br /&gt;
| IP address (and optionally port) to bind to&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-port&lt;br /&gt;
| N&lt;br /&gt;
| Port to use for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-bind&lt;br /&gt;
| ADDRESS:PORT&lt;br /&gt;
| IP address and port to use for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-password&lt;br /&gt;
| PASSWORD&lt;br /&gt;
| Password for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --server-settings&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file with server settings. See data/server-settings.example.json&lt;br /&gt;
|-&lt;br /&gt;
| --use-server-whitelist&lt;br /&gt;
|&lt;br /&gt;
| If the whitelist should be used.&lt;br /&gt;
|-&lt;br /&gt;
| --use-authserver-bans&lt;br /&gt;
|&lt;br /&gt;
| Verify that connecting players are not banned from multiplayer and inform Factorio.com about ban/unban commands.&lt;br /&gt;
|-&lt;br /&gt;
| --server-whitelist&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file with server whitelist.&lt;br /&gt;
|-&lt;br /&gt;
| --server-banlist&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file with server banlist.&lt;br /&gt;
|-&lt;br /&gt;
| --server-adminlist&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file with server adminlist.&lt;br /&gt;
|-&lt;br /&gt;
| --console-log&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file where a copy of the server&#039;s log will be stored&lt;br /&gt;
|-&lt;br /&gt;
| --server-id&lt;br /&gt;
| FILE&lt;br /&gt;
| Path where server ID will be stored or read from&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boolean options ===&lt;br /&gt;
&lt;br /&gt;
Parameters shown above with a BOOL option must be formatted as &amp;lt;code&amp;gt;[parameter]=true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[parameter]=false&amp;lt;/code&amp;gt;. For example,&lt;br /&gt;
&lt;br /&gt;
  --fullscreen=false&lt;br /&gt;
&lt;br /&gt;
will start the game in windowed (not fullscreen) mode.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
  --start-server SAVE&lt;br /&gt;
&lt;br /&gt;
Will start a Headless (Dedicated) server, with no GUI.&lt;br /&gt;
&lt;br /&gt;
  --mp-connect ADDRESS&lt;br /&gt;
ADDRESS is the IP:port of the remote host. Port is optional.&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101:2345&lt;br /&gt;
&lt;br /&gt;
As above, port can be specified by placing the port number after a colon in the address.&lt;br /&gt;
&lt;br /&gt;
=== Creating a map from custom settings ===&lt;br /&gt;
&lt;br /&gt;
Sometimes it&#039;s useful to create a new game with map and/or map generator settings stored in a JSON file rather than going through the in-game map settings screen.&lt;br /&gt;
One reason is that by editing the settings directly it is possible to set settings outside the range normally available from the GUI.&lt;br /&gt;
&lt;br /&gt;
To do this, Factorio is run from the command-line, and a JSON file containing the map generator settings and a JSON file containing map settings (if customizing them) are needed.&lt;br /&gt;
&lt;br /&gt;
Example for custom generator settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;quot;terrain_segmentation&amp;quot;: 0.5,&lt;br /&gt;
    &amp;quot;water&amp;quot;: &amp;quot;2&amp;quot;,&lt;br /&gt;
    &amp;quot;width&amp;quot;: 0,&lt;br /&gt;
    &amp;quot;height&amp;quot;: 0,&lt;br /&gt;
    &amp;quot;starting_area&amp;quot;: &amp;quot;normal&amp;quot;,&lt;br /&gt;
    &amp;quot;peaceful_mode&amp;quot;: false,&lt;br /&gt;
    &amp;quot;autoplace_controls&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;coal&amp;quot;: {&amp;quot;frequency&amp;quot;: 1, &amp;quot;size&amp;quot;: 2, &amp;quot;richness&amp;quot;: 0.5},&lt;br /&gt;
        &amp;quot;copper-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;low&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;high&amp;quot;},&lt;br /&gt;
        &amp;quot;crude-oil&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;enemy-base&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;iron-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;stone&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: 0, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;uranium-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;none&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;}&lt;br /&gt;
    },&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;cliff_settings&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;cliff&amp;quot;,                &lt;br /&gt;
        &amp;quot;cliff_elevation_0&amp;quot;: 30,        &lt;br /&gt;
        &amp;quot;cliff_elevation_interval&amp;quot;: 20, &lt;br /&gt;
        &amp;quot;richness&amp;quot;: 1                   &lt;br /&gt;
    },&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;property_expression_names&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;elevation&amp;quot;: &amp;quot;0_16-elevation&amp;quot;,&lt;br /&gt;
        &amp;quot;temperature&amp;quot;: &amp;quot;35&amp;quot;&lt;br /&gt;
    },&lt;br /&gt;
    &lt;br /&gt;
    &amp;quot;seed&amp;quot;: null&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that this is the same format as [https://lua-api.factorio.com/latest/concepts/MapGenSettings.html MapGenSettings] that are modifiable from Lua. Everything in the file is optional.&lt;br /&gt;
&lt;br /&gt;
Creating a custom save:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;C:\Program Files\Factorio\bin\x64\Factorio.exe&amp;quot; --create stuff-seed123.zip --map-gen-settings map-gen-settings.json --map-gen-seed 123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generating a map preview:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;C:\Program Files\Factorio\bin\x64\Factorio.exe&amp;quot; --generate-map-preview preview-seed123.png --map-gen-settings map-gen-settings.json --map-gen-seed 123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Creating the JSON files from a map exchange string ====&lt;br /&gt;
&lt;br /&gt;
It can be useful to create the initial JSON files from a known map exchange string instead of creating them from scratch. To convert the map exchange string to JSON, open the game and run the following command with your map exchange string:&lt;br /&gt;
&lt;br /&gt;
 /c helpers.write_file(&#039;map.txt&#039;, helpers.table_to_json(helpers.parse_map_exchange_string(&amp;quot;&amp;lt;your exchange string here&amp;gt;&amp;quot;)))&lt;br /&gt;
&lt;br /&gt;
Then open the script_output folder in the [[user data directory]] and open map.txt - it will look like this:&lt;br /&gt;
&lt;br /&gt;
 {&amp;quot;map_settings&amp;quot;:{ ...&amp;lt;MAP_SETTINGS&amp;gt; ... },&amp;quot;map_gen_settings&amp;quot;:{ ...&amp;lt;MAP_GEN_SETTINGS&amp;gt;... }}&lt;br /&gt;
&lt;br /&gt;
Copy the { ...&amp;lt;MAP_SETTINGS&amp;gt; ... } section into a new file called &#039;map-settings.json&#039; in the desired location. Copy the { ...&amp;lt;MAP_GEN_SETTINGS&amp;gt; ... } section section into a new file called &#039;map-gen-settings.json&#039; in the desired location.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;br /&gt;
&lt;br /&gt;
{{C|Modding}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Command_line_parameters&amp;diff=210145</id>
		<title>Command line parameters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Command_line_parameters&amp;diff=210145"/>
		<updated>2025-01-25T12:39:35Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Bring back add-on notes for some entries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}__TOC__&lt;br /&gt;
&lt;br /&gt;
Command line parameters can be used to set settings in the command line before the game launches, this is useful mainly for advanced users or server hosts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General options&lt;br /&gt;
|-&lt;br /&gt;
| -h, --help&lt;br /&gt;
|&lt;br /&gt;
| display help&lt;br /&gt;
|-&lt;br /&gt;
| --version&lt;br /&gt;
|&lt;br /&gt;
| show version information&lt;br /&gt;
|-&lt;br /&gt;
| -v, --verbose&lt;br /&gt;
|&lt;br /&gt;
| enable verbose logging&lt;br /&gt;
|-&lt;br /&gt;
| -c, --config&lt;br /&gt;
| PATH&lt;br /&gt;
| config file to use&lt;br /&gt;
|-&lt;br /&gt;
| --no-log-rotation&lt;br /&gt;
|&lt;br /&gt;
| don&#039;t rotate log file&lt;br /&gt;
|-&lt;br /&gt;
| --mod-directory&lt;br /&gt;
| PATH&lt;br /&gt;
| Mod directory to use&lt;br /&gt;
|-&lt;br /&gt;
| --check-unused-prototype-data&lt;br /&gt;
|&lt;br /&gt;
| Print a warning for all prototype values that were not accessed. Note for mod authors: If an entry is unused and is a table that contains the key/value pair &#039;ignore&#039; with the value &#039;true&#039; then the entire entry is ignored.&lt;br /&gt;
|-&lt;br /&gt;
| --executable-path&lt;br /&gt;
| PATH&lt;br /&gt;
| Override autodetected __PATH__executable. Usually not needed except on very weird systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Running options&lt;br /&gt;
|-&lt;br /&gt;
| -s, --map2scenario&lt;br /&gt;
| arg&lt;br /&gt;
| map to scenario conversion&lt;br /&gt;
|-&lt;br /&gt;
| -m, --scenario2map&lt;br /&gt;
| arg&lt;br /&gt;
| scenario to map conversion&lt;br /&gt;
|-&lt;br /&gt;
| --apply-update&lt;br /&gt;
| arg&lt;br /&gt;
| immediately apply update package&lt;br /&gt;
|-&lt;br /&gt;
| --create&lt;br /&gt;
| FILE&lt;br /&gt;
| create a new map&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-settings&lt;br /&gt;
| FILE&lt;br /&gt;
| Map generation settings for use with &amp;lt;code&amp;gt;--create&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;--start-server-load-scenario&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;--generate-map-preview&amp;lt;/code&amp;gt;. See data/map-gen-settings.example.json&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-seed&lt;br /&gt;
| SEED&lt;br /&gt;
| Map generation seed for use with --create, --start-server-load-scenario or --generate-map-preview. Will override seed specified in map gen settings&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-seed-max&lt;br /&gt;
| SEED&lt;br /&gt;
| Map generation seed for use with --generate-map-preview to generate multiple previews using every second seed in the interval from map-gen-seed to map-gen-seed-max.&lt;br /&gt;
|-&lt;br /&gt;
| --map-settings&lt;br /&gt;
| FILE&lt;br /&gt;
| Map settings for use with --create or --start-server-load-scenario. See data/base/prototypes/map-settings.lua&lt;br /&gt;
|-&lt;br /&gt;
| --preset&lt;br /&gt;
| arg&lt;br /&gt;
| Name of the map generation preset to be used.&lt;br /&gt;
|-&lt;br /&gt;
| --generate-map-preview&lt;br /&gt;
| PATH&lt;br /&gt;
| Generate preview images of the map; PATH should name a PNG file or end with a &#039;/&#039; or &#039;\&#039; to indicate a directory.&lt;br /&gt;
|-&lt;br /&gt;
| --generate-map-preview-random&lt;br /&gt;
| COUNT&lt;br /&gt;
| Number of maps to generate with a random seed using --generate-map-preview.&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-size&lt;br /&gt;
| SIZE&lt;br /&gt;
| Size (in pixels) of map preview (default: 1024)&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-offset&lt;br /&gt;
| X,Y&lt;br /&gt;
| Offset of the center of the map, in meters (default: 0,0)&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-planet&lt;br /&gt;
| PLANET&lt;br /&gt;
| Planet to generate the preview for (default: nauvis)&lt;br /&gt;
|-&lt;br /&gt;
| --report-quantities&lt;br /&gt;
| PROTOTYPE,...&lt;br /&gt;
| When generating map preview, report approximate quantities of the named entity prototypes&lt;br /&gt;
|-&lt;br /&gt;
| --threads&lt;br /&gt;
| THREADCOUNT&lt;br /&gt;
| Number of threads to use when generating map previews&lt;br /&gt;
|-&lt;br /&gt;
| --disable-migration-window&lt;br /&gt;
|&lt;br /&gt;
| Disables the gui that is shown when opening a save with migrated content&lt;br /&gt;
|-&lt;br /&gt;
| --instrument-mod&lt;br /&gt;
| arg&lt;br /&gt;
| Name of a mod to enable [https://lua-api.factorio.com/latest/auxiliary/instrument.html Instrument Mode]&lt;br /&gt;
|-&lt;br /&gt;
| --sync-mods&lt;br /&gt;
| FILE&lt;br /&gt;
| Sync mods with save&lt;br /&gt;
|-&lt;br /&gt;
| --enable-unsafe-lua-debug-api&lt;br /&gt;
|&lt;br /&gt;
| Enables unsafe functions in the Lua debug library.&lt;br /&gt;
|-&lt;br /&gt;
| --host&lt;br /&gt;
| FILE&lt;br /&gt;
| Start hosting a multiplayer game&lt;br /&gt;
|-&lt;br /&gt;
| --host-interactive&lt;br /&gt;
| FILE&lt;br /&gt;
| Open multiplayer server settings for hosting the selecting save&lt;br /&gt;
|-&lt;br /&gt;
| --start-server&lt;br /&gt;
| FILE&lt;br /&gt;
| start a multiplayer server&lt;br /&gt;
|-&lt;br /&gt;
| --start-server-load-scenario&lt;br /&gt;
| [MOD/]NAME&lt;br /&gt;
| start a multiplayer server and load the specified scenario. The scenario is looked for inside the given mod. If no mod is given, it is looked for in the top-level scenarios directory.&lt;br /&gt;
|-&lt;br /&gt;
| --start-server-load-latest&lt;br /&gt;
|&lt;br /&gt;
| start a multiplayer server and load the latest available save&lt;br /&gt;
|-&lt;br /&gt;
| --until-tick&lt;br /&gt;
| TICK&lt;br /&gt;
| run a save until given map tick&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark&lt;br /&gt;
| FILE&lt;br /&gt;
| load save and run benchmark&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-ticks&lt;br /&gt;
| N&lt;br /&gt;
| number of ticks for benchmarking. Default is 1000&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-runs&lt;br /&gt;
| N&lt;br /&gt;
| how often the number of ticks will be run, map will reload after each run. Default is 1&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-verbose&lt;br /&gt;
| timings&lt;br /&gt;
| comma separated list of timings to output each tick. &amp;quot;all&amp;quot;, &amp;quot;timestamp&amp;quot; as well as all other values seen in the debug view are allowed here. An empty string disabled verbose benchmarking.&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-sanitize&lt;br /&gt;
|&lt;br /&gt;
| only output the final benchmark results&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-ignore-paused&lt;br /&gt;
|&lt;br /&gt;
| leaves the game paused if it was paused when saved. By default the game is unpaused when a benchmark starts.&lt;br /&gt;
|-&lt;br /&gt;
| --output-perf-stats&lt;br /&gt;
| FILE&lt;br /&gt;
| path of file to which rendering performance statistics measurements should be saved. Special tags {api}, {hw}, {time} and {tag} will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
| --dump-data&lt;br /&gt;
|&lt;br /&gt;
| dumps data.raw as JSON to the script output folder and exits.&lt;br /&gt;
|-&lt;br /&gt;
| --dump-icon-sprites&lt;br /&gt;
|&lt;br /&gt;
| dumps all icon sprites as png files to the script output folder and exits.&lt;br /&gt;
|-&lt;br /&gt;
| --dump-prototype-locale&lt;br /&gt;
|&lt;br /&gt;
| dumps all prototypes name and description (if they have a valid value) to the script output folder and exits.&lt;br /&gt;
|-&lt;br /&gt;
| --report-autogenerated-icon-mipmaps&lt;br /&gt;
|&lt;br /&gt;
| Report which icons will have generated mipmaps.&lt;br /&gt;
|-&lt;br /&gt;
| --log-shared-tile-layers&lt;br /&gt;
|&lt;br /&gt;
| After loading prototypes logs which tile layers are shared by multiple prototypes and lists the prototypes that share them.&lt;br /&gt;
|-&lt;br /&gt;
| --log-spritesheets-to-optimize&lt;br /&gt;
| N&lt;br /&gt;
| Logs N spritesheets that seem to have some nearly transparent noise, and could be made much smaller if the noise was cleaned up.&lt;br /&gt;
|-&lt;br /&gt;
| --mp-connect&lt;br /&gt;
| ADDRESS&lt;br /&gt;
| start factorio and connect to address&lt;br /&gt;
|-&lt;br /&gt;
| --password&lt;br /&gt;
| PASSWORD&lt;br /&gt;
| the password to use when using mp-connect (if any)&lt;br /&gt;
|-&lt;br /&gt;
| --heavy&lt;br /&gt;
|&lt;br /&gt;
| run the game in heavy mode if singleplayer with graphics. (heavy mode is related to investigating desyncs, see [[Desynchronization#Using_heavy_mode_command]])&lt;br /&gt;
|-&lt;br /&gt;
| --load-game&lt;br /&gt;
| FILE&lt;br /&gt;
| start Factorio and load a game in singleplayer&lt;br /&gt;
|-&lt;br /&gt;
| --load-scenario&lt;br /&gt;
| [MOD/]NAME&lt;br /&gt;
| start Factorio and load the specified scenario in singleplayer. The scenario is looked for inside the given mod. If no mod is given, it is looked for in the top-level scenarios directory.&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-graphics&lt;br /&gt;
| FILE&lt;br /&gt;
| load save and run it with graphics for benchmark-ticks number of ticks as normal game would&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-frame&lt;br /&gt;
| FILE&lt;br /&gt;
| load save and benchmark graphics rendering of single frame (prepare + render) without updating the game&lt;br /&gt;
|-&lt;br /&gt;
| --debug-graphics&lt;br /&gt;
|&lt;br /&gt;
| enables debugging layer for graphics API. If DirectX is used DirectX SDK needs to be installed for this to work.&lt;br /&gt;
|-&lt;br /&gt;
| --fullscreen&lt;br /&gt;
|&lt;br /&gt;
| start game in windowed mode (saved to configuration)&lt;br /&gt;
|-&lt;br /&gt;
| --max-texture-size&lt;br /&gt;
| N&lt;br /&gt;
| maximal size of texture that the game can use (saved to configuration). Should be power of two greater than 2048&lt;br /&gt;
|-&lt;br /&gt;
| --graphics-quality&lt;br /&gt;
| arg&lt;br /&gt;
| accepted values: high, medium&lt;br /&gt;
|-&lt;br /&gt;
| --video-memory-usage&lt;br /&gt;
| arg&lt;br /&gt;
| accepted values: all, high, medium, low&lt;br /&gt;
|-&lt;br /&gt;
| --force-graphics-preset&lt;br /&gt;
| arg&lt;br /&gt;
| accepted values: very-low, low, mac-with-low-ram, medium-with-low-vram, medium, high, very-high, extreme&lt;br /&gt;
|-&lt;br /&gt;
| --gfx-safe-mode&lt;br /&gt;
|&lt;br /&gt;
| resets some graphics settings to values that should work on most configurations&lt;br /&gt;
|-&lt;br /&gt;
| --low-vram&lt;br /&gt;
|&lt;br /&gt;
| sprites that are not put into sprite atlases won&#039;t be allocated as texture objects&lt;br /&gt;
|-&lt;br /&gt;
| --shader&lt;br /&gt;
| arg&lt;br /&gt;
| enable/disable shader postprocessing (saved to configuration)&lt;br /&gt;
|-&lt;br /&gt;
| --disable-audio&lt;br /&gt;
|&lt;br /&gt;
| Disable audio. Mainly for faster startup during development.&lt;br /&gt;
|-&lt;br /&gt;
| --window-size&lt;br /&gt;
| arg&lt;br /&gt;
| Desired window resolution. For example &amp;quot;1680x1050&amp;quot;. Or &amp;quot;maximized&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| --single-thread-loading&lt;br /&gt;
|&lt;br /&gt;
| Disables loading of sprites in multiple threads.&lt;br /&gt;
|-&lt;br /&gt;
| --cache-sprite-atlas&lt;br /&gt;
|&lt;br /&gt;
| Enable/disable sprite atlas cache.&lt;br /&gt;
|-&lt;br /&gt;
| --nogamepad&lt;br /&gt;
|&lt;br /&gt;
| Disable gamepad(controller) support&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Server options&lt;br /&gt;
|-&lt;br /&gt;
| --port&lt;br /&gt;
| N&lt;br /&gt;
| network port to use&lt;br /&gt;
|-&lt;br /&gt;
| --bind&lt;br /&gt;
| ADDRESS[:PORT]&lt;br /&gt;
| IP address (and optionally port) to bind to&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-port&lt;br /&gt;
| N&lt;br /&gt;
| Port to use for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-bind&lt;br /&gt;
| ADDRESS:PORT&lt;br /&gt;
| IP address and port to use for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-password&lt;br /&gt;
| PASSWORD&lt;br /&gt;
| Password for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --server-settings&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file with server settings. See data/server-settings.example.json&lt;br /&gt;
|-&lt;br /&gt;
| --use-server-whitelist&lt;br /&gt;
|&lt;br /&gt;
| If the whitelist should be used.&lt;br /&gt;
|-&lt;br /&gt;
| --use-authserver-bans&lt;br /&gt;
|&lt;br /&gt;
| Verify that connecting players are not banned from multiplayer and inform Factorio.com about ban/unban commands.&lt;br /&gt;
|-&lt;br /&gt;
| --server-whitelist&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file with server whitelist.&lt;br /&gt;
|-&lt;br /&gt;
| --server-banlist&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file with server banlist.&lt;br /&gt;
|-&lt;br /&gt;
| --server-adminlist&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file with server adminlist.&lt;br /&gt;
|-&lt;br /&gt;
| --console-log&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file where a copy of the server&#039;s log will be stored&lt;br /&gt;
|-&lt;br /&gt;
| --server-id&lt;br /&gt;
| FILE&lt;br /&gt;
| Path where server ID will be stored or read from&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boolean options ===&lt;br /&gt;
&lt;br /&gt;
Parameters shown above with a BOOL option must be formatted as &amp;lt;code&amp;gt;[parameter]=true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[parameter]=false&amp;lt;/code&amp;gt;. For example,&lt;br /&gt;
&lt;br /&gt;
  --fullscreen=false&lt;br /&gt;
&lt;br /&gt;
will start the game in windowed (not fullscreen) mode.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
  --start-server SAVE&lt;br /&gt;
&lt;br /&gt;
Will start a Headless (Dedicated) server, with no GUI.&lt;br /&gt;
&lt;br /&gt;
  --mp-connect ADDRESS&lt;br /&gt;
ADDRESS is the IP:port of the remote host. Port is optional.&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101:2345&lt;br /&gt;
&lt;br /&gt;
As above, port can be specified by placing the port number after a colon in the address.&lt;br /&gt;
&lt;br /&gt;
=== Creating a map from custom settings ===&lt;br /&gt;
&lt;br /&gt;
Sometimes it&#039;s useful to create a new game with map and/or map generator settings stored in a JSON file rather than going through the in-game map settings screen.&lt;br /&gt;
One reason is that by editing the settings directly it is possible to set settings outside the range normally available from the GUI.&lt;br /&gt;
&lt;br /&gt;
To do this, Factorio is run from the command-line, and a JSON file containing the map generator settings and a JSON file containing map settings (if customizing them) are needed.&lt;br /&gt;
&lt;br /&gt;
Example for custom generator settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;quot;terrain_segmentation&amp;quot;: 0.5,&lt;br /&gt;
    &amp;quot;water&amp;quot;: &amp;quot;2&amp;quot;,&lt;br /&gt;
    &amp;quot;width&amp;quot;: 0,&lt;br /&gt;
    &amp;quot;height&amp;quot;: 0,&lt;br /&gt;
    &amp;quot;starting_area&amp;quot;: &amp;quot;normal&amp;quot;,&lt;br /&gt;
    &amp;quot;peaceful_mode&amp;quot;: false,&lt;br /&gt;
    &amp;quot;autoplace_controls&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;coal&amp;quot;: {&amp;quot;frequency&amp;quot;: 1, &amp;quot;size&amp;quot;: 2, &amp;quot;richness&amp;quot;: 0.5},&lt;br /&gt;
        &amp;quot;copper-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;low&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;high&amp;quot;},&lt;br /&gt;
        &amp;quot;crude-oil&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;enemy-base&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;iron-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;stone&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: 0, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;uranium-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;none&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;}&lt;br /&gt;
    },&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;cliff_settings&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;cliff&amp;quot;,                &lt;br /&gt;
        &amp;quot;cliff_elevation_0&amp;quot;: 30,        &lt;br /&gt;
        &amp;quot;cliff_elevation_interval&amp;quot;: 20, &lt;br /&gt;
        &amp;quot;richness&amp;quot;: 1                   &lt;br /&gt;
    },&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;property_expression_names&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;elevation&amp;quot;: &amp;quot;0_16-elevation&amp;quot;,&lt;br /&gt;
        &amp;quot;temperature&amp;quot;: &amp;quot;35&amp;quot;&lt;br /&gt;
    },&lt;br /&gt;
    &lt;br /&gt;
    &amp;quot;seed&amp;quot;: null&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that this is the same format as [https://lua-api.factorio.com/latest/concepts/MapGenSettings.html MapGenSettings] that are modifiable from Lua. Everything in the file is optional.&lt;br /&gt;
&lt;br /&gt;
Creating a custom save:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;C:\Program Files\Factorio\bin\x64\Factorio.exe&amp;quot; --create stuff-seed123.zip --map-gen-settings map-gen-settings.json --map-gen-seed 123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generating a map preview:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;C:\Program Files\Factorio\bin\x64\Factorio.exe&amp;quot; --generate-map-preview preview-seed123.png --map-gen-settings map-gen-settings.json --map-gen-seed 123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Creating the JSON files from a map exchange string ====&lt;br /&gt;
&lt;br /&gt;
It can be useful to create the initial JSON files from a known map exchange string instead of creating them from scratch. To convert the map exchange string to JSON, open the game and run the following command with your map exchange string:&lt;br /&gt;
&lt;br /&gt;
 /c helpers.write_file(&#039;map.txt&#039;, helpers.table_to_json(helpers.parse_map_exchange_string(&amp;quot;&amp;lt;your exchange string here&amp;gt;&amp;quot;)))&lt;br /&gt;
&lt;br /&gt;
Then open the script_output folder in the [[user data directory]] and open map.txt - it will look like this:&lt;br /&gt;
&lt;br /&gt;
 {&amp;quot;map_settings&amp;quot;:{ ...&amp;lt;MAP_SETTINGS&amp;gt; ... },&amp;quot;map_gen_settings&amp;quot;:{ ...&amp;lt;MAP_GEN_SETTINGS&amp;gt;... }}&lt;br /&gt;
&lt;br /&gt;
Copy the { ...&amp;lt;MAP_SETTINGS&amp;gt; ... } section into a new file called &#039;map-settings.json&#039; in the desired location. Copy the { ...&amp;lt;MAP_GEN_SETTINGS&amp;gt; ... } section section into a new file called &#039;map-gen-settings.json&#039; in the desired location.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;br /&gt;
&lt;br /&gt;
{{C|Modding}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Command_line_parameters&amp;diff=210144</id>
		<title>Command line parameters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Command_line_parameters&amp;diff=210144"/>
		<updated>2025-01-25T12:32:02Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Update list of parameters to match Factorio 2.0.32&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}__TOC__&lt;br /&gt;
&lt;br /&gt;
Command line parameters can be used to set settings in the command line before the game launches, this is useful mainly for advanced users or server hosts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General options&lt;br /&gt;
|-&lt;br /&gt;
| -h, --help&lt;br /&gt;
|&lt;br /&gt;
| display help&lt;br /&gt;
|-&lt;br /&gt;
| --version&lt;br /&gt;
|&lt;br /&gt;
| show version information&lt;br /&gt;
|-&lt;br /&gt;
| -v, --verbose&lt;br /&gt;
|&lt;br /&gt;
| enable verbose logging&lt;br /&gt;
|-&lt;br /&gt;
| -c, --config&lt;br /&gt;
| PATH&lt;br /&gt;
| config file to use&lt;br /&gt;
|-&lt;br /&gt;
| --no-log-rotation&lt;br /&gt;
|&lt;br /&gt;
| don&#039;t rotate log file&lt;br /&gt;
|-&lt;br /&gt;
| --mod-directory&lt;br /&gt;
| PATH&lt;br /&gt;
| Mod directory to use&lt;br /&gt;
|-&lt;br /&gt;
| --check-unused-prototype-data&lt;br /&gt;
|&lt;br /&gt;
| Print a warning for all prototype values that were not accessed.&lt;br /&gt;
|-&lt;br /&gt;
| --executable-path&lt;br /&gt;
| PATH&lt;br /&gt;
| Override autodetected __PATH__executable. Usually not needed except on very weird systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Running options&lt;br /&gt;
|-&lt;br /&gt;
| -s, --map2scenario&lt;br /&gt;
| arg&lt;br /&gt;
| map to scenario conversion&lt;br /&gt;
|-&lt;br /&gt;
| -m, --scenario2map&lt;br /&gt;
| arg&lt;br /&gt;
| scenario to map conversion&lt;br /&gt;
|-&lt;br /&gt;
| --apply-update&lt;br /&gt;
| arg&lt;br /&gt;
| immediately apply update package&lt;br /&gt;
|-&lt;br /&gt;
| --create&lt;br /&gt;
| FILE&lt;br /&gt;
| create a new map&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-settings&lt;br /&gt;
| FILE&lt;br /&gt;
| Map generation settings for use with --create, --start-server-load-scenario or --generate-map-preview. See data/map-gen-settings.example.json&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-seed&lt;br /&gt;
| SEED&lt;br /&gt;
| Map generation seed for use with --create, --start-server-load-scenario or --generate-map-preview. Will override seed specified in map gen settings&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-seed-max&lt;br /&gt;
| SEED&lt;br /&gt;
| Map generation seed for use with --generate-map-preview to generate multiple previews using every second seed in the interval from map-gen-seed to map-gen-seed-max.&lt;br /&gt;
|-&lt;br /&gt;
| --map-settings&lt;br /&gt;
| FILE&lt;br /&gt;
| Map settings for use with --create or --start-server-load-scenario. See data/base/prototypes/map-settings.lua&lt;br /&gt;
|-&lt;br /&gt;
| --preset&lt;br /&gt;
| arg&lt;br /&gt;
| Name of the map generation preset to be used.&lt;br /&gt;
|-&lt;br /&gt;
| --generate-map-preview&lt;br /&gt;
| PATH&lt;br /&gt;
| Generate preview images of the map; PATH should name a PNG file or end with a &#039;/&#039; or &#039;\&#039; to indicate a directory.&lt;br /&gt;
|-&lt;br /&gt;
| --generate-map-preview-random&lt;br /&gt;
| COUNT&lt;br /&gt;
| Number of maps to generate with a random seed using --generate-map-preview.&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-size&lt;br /&gt;
| SIZE&lt;br /&gt;
| Size (in pixels) of map preview (default: 1024)&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-offset&lt;br /&gt;
| X,Y&lt;br /&gt;
| Offset of the center of the map, in meters (default: 0,0)&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-planet&lt;br /&gt;
| PLANET&lt;br /&gt;
| Planet to generate the preview for (default: nauvis)&lt;br /&gt;
|-&lt;br /&gt;
| --report-quantities&lt;br /&gt;
| PROTOTYPE,...&lt;br /&gt;
| When generating map preview, report approximate quantities of the named entity prototypes&lt;br /&gt;
|-&lt;br /&gt;
| --threads&lt;br /&gt;
| THREADCOUNT&lt;br /&gt;
| Number of threads to use when generating map previews&lt;br /&gt;
|-&lt;br /&gt;
| --disable-migration-window&lt;br /&gt;
|&lt;br /&gt;
| Disables the gui that is shown when opening a save with migrated content&lt;br /&gt;
|-&lt;br /&gt;
| --instrument-mod&lt;br /&gt;
| arg&lt;br /&gt;
| Name of a mod to enable Instrument Mode&lt;br /&gt;
|-&lt;br /&gt;
| --sync-mods&lt;br /&gt;
| FILE&lt;br /&gt;
| Sync mods with save&lt;br /&gt;
|-&lt;br /&gt;
| --enable-unsafe-lua-debug-api&lt;br /&gt;
|&lt;br /&gt;
| Enables unsafe functions in the Lua debug library.&lt;br /&gt;
|-&lt;br /&gt;
| --host&lt;br /&gt;
| FILE&lt;br /&gt;
| Start hosting a multiplayer game&lt;br /&gt;
|-&lt;br /&gt;
| --host-interactive&lt;br /&gt;
| FILE&lt;br /&gt;
| Open multiplayer server settings for hosting the selecting save&lt;br /&gt;
|-&lt;br /&gt;
| --start-server&lt;br /&gt;
| FILE&lt;br /&gt;
| start a multiplayer server&lt;br /&gt;
|-&lt;br /&gt;
| --start-server-load-scenario&lt;br /&gt;
| [MOD/]NAME&lt;br /&gt;
| start a multiplayer server and load the specified scenario. The scenario is looked for inside the given mod. If no mod is given, it is looked for in the top-level scenarios directory.&lt;br /&gt;
|-&lt;br /&gt;
| --start-server-load-latest&lt;br /&gt;
|&lt;br /&gt;
| start a multiplayer server and load the latest available save&lt;br /&gt;
|-&lt;br /&gt;
| --until-tick&lt;br /&gt;
| TICK&lt;br /&gt;
| run a save until given map tick&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark&lt;br /&gt;
| FILE&lt;br /&gt;
| load save and run benchmark&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-ticks&lt;br /&gt;
| N&lt;br /&gt;
| number of ticks for benchmarking. Default is 1000 (default: 1000)&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-runs&lt;br /&gt;
| N&lt;br /&gt;
| how often the number of ticks will be run, map will reload after each run. Default is 1 (default: 1)&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-verbose&lt;br /&gt;
| timings&lt;br /&gt;
| comma separated list of timings to output each tick. &amp;quot;all&amp;quot;, &amp;quot;timestamp&amp;quot; as well as all other values seen in the debug view are allowed here. An empty string disabled verbose benchmarking. (default: )&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-sanitize&lt;br /&gt;
|&lt;br /&gt;
| only output the final benchmark results&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-ignore-paused&lt;br /&gt;
|&lt;br /&gt;
| leaves the game paused if it was paused when saved. By default the game is unpaused when a benchmark starts.&lt;br /&gt;
|-&lt;br /&gt;
| --output-perf-stats&lt;br /&gt;
| FILE&lt;br /&gt;
| path of file to which rendering performance statistics measurements should be saved. Special tags {api}, {hw}, {time} and {tag} will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
| --dump-data&lt;br /&gt;
|&lt;br /&gt;
| dumps data.raw as JSON to the script output folder and exits.&lt;br /&gt;
|-&lt;br /&gt;
| --dump-icon-sprites&lt;br /&gt;
|&lt;br /&gt;
| dumps all icon sprites as png files to the script output folder and exits.&lt;br /&gt;
|-&lt;br /&gt;
| --dump-prototype-locale&lt;br /&gt;
|&lt;br /&gt;
| dumps all prototypes name and description (if they have a valid value) to the script output folder and exits.&lt;br /&gt;
|-&lt;br /&gt;
| --report-autogenerated-icon-mipmaps&lt;br /&gt;
|&lt;br /&gt;
| Report which icons will have generated mipmaps.&lt;br /&gt;
|-&lt;br /&gt;
| --log-shared-tile-layers&lt;br /&gt;
|&lt;br /&gt;
| After loading prototypes logs which tile layers are shared by multiple prototypes and lists the prototypes that share them.&lt;br /&gt;
|-&lt;br /&gt;
| --log-spritesheets-to-optimize&lt;br /&gt;
| N&lt;br /&gt;
| Logs N spritesheets that seem to have some nearly transparent noise, and could be made much smaller if the noise was cleaned up.&lt;br /&gt;
|-&lt;br /&gt;
| --mp-connect&lt;br /&gt;
| ADDRESS&lt;br /&gt;
| start factorio and connect to address&lt;br /&gt;
|-&lt;br /&gt;
| --password&lt;br /&gt;
| PASSWORD&lt;br /&gt;
| the password to use when using mp-connect (if any)&lt;br /&gt;
|-&lt;br /&gt;
| --heavy&lt;br /&gt;
|&lt;br /&gt;
| run the game in heavy mode if singleplayer with graphics&lt;br /&gt;
|-&lt;br /&gt;
| --load-game&lt;br /&gt;
| FILE&lt;br /&gt;
| start Factorio and load a game in singleplayer&lt;br /&gt;
|-&lt;br /&gt;
| --load-scenario&lt;br /&gt;
| [MOD/]NAME&lt;br /&gt;
| start Factorio and load the specified scenario in singleplayer. The scenario is looked for inside the given mod. If no mod is given, it is looked for in the top-level scenarios directory.&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-graphics&lt;br /&gt;
| FILE&lt;br /&gt;
| load save and run it with graphics for benchmark-ticks number of ticks as normal game would&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-frame&lt;br /&gt;
| FILE&lt;br /&gt;
| load save and benchmark graphics rendering of single frame (prepare + render) without updating the game&lt;br /&gt;
|-&lt;br /&gt;
| --debug-graphics&lt;br /&gt;
|&lt;br /&gt;
| enables debugging layer for graphics API. If DirectX is used DirectX SDK needs to be installed for this to work.&lt;br /&gt;
|-&lt;br /&gt;
| --fullscreen&lt;br /&gt;
|&lt;br /&gt;
| start game in windowed mode (saved to configuration)&lt;br /&gt;
|-&lt;br /&gt;
| --max-texture-size&lt;br /&gt;
| N&lt;br /&gt;
| maximal size of texture that the game can use (saved to configuration). Should be power of two greater than 2048&lt;br /&gt;
|-&lt;br /&gt;
| --graphics-quality&lt;br /&gt;
| arg&lt;br /&gt;
| accepted values: high, medium&lt;br /&gt;
|-&lt;br /&gt;
| --video-memory-usage&lt;br /&gt;
| arg&lt;br /&gt;
| accepted values: all, high, medium, low&lt;br /&gt;
|-&lt;br /&gt;
| --force-graphics-preset&lt;br /&gt;
| arg&lt;br /&gt;
| accepted values: very-low, low, mac-with-low-ram, medium-with-low-vram, medium, high, very-high, extreme&lt;br /&gt;
|-&lt;br /&gt;
| --gfx-safe-mode&lt;br /&gt;
|&lt;br /&gt;
| resets some graphics settings to values that should work on most configurations&lt;br /&gt;
|-&lt;br /&gt;
| --low-vram&lt;br /&gt;
|&lt;br /&gt;
| sprites that are not put into sprite atlases won&#039;t be allocated as texture objects&lt;br /&gt;
|-&lt;br /&gt;
| --shader&lt;br /&gt;
| arg&lt;br /&gt;
| enable/disable shader postprocessing (saved to configuration)&lt;br /&gt;
|-&lt;br /&gt;
| --disable-audio&lt;br /&gt;
|&lt;br /&gt;
| Disable audio. Mainly for faster startup during development.&lt;br /&gt;
|-&lt;br /&gt;
| --window-size&lt;br /&gt;
| arg&lt;br /&gt;
| Desired window resolution. For example &amp;quot;1680x1050&amp;quot;. Or &amp;quot;maximized&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| --single-thread-loading&lt;br /&gt;
|&lt;br /&gt;
| Disables loading of sprites in multiple threads.&lt;br /&gt;
|-&lt;br /&gt;
| --cache-sprite-atlas&lt;br /&gt;
|&lt;br /&gt;
| Enable/disable sprite atlas cache.&lt;br /&gt;
|-&lt;br /&gt;
| --nogamepad&lt;br /&gt;
|&lt;br /&gt;
| Disable gamepad(controller) support&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Server options&lt;br /&gt;
|-&lt;br /&gt;
| --port&lt;br /&gt;
| N&lt;br /&gt;
| network port to use&lt;br /&gt;
|-&lt;br /&gt;
| --bind&lt;br /&gt;
| ADDRESS[:PORT]&lt;br /&gt;
| IP address (and optionally port) to bind to&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-port&lt;br /&gt;
| N&lt;br /&gt;
| Port to use for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-bind&lt;br /&gt;
| ADDRESS:PORT&lt;br /&gt;
| IP address and port to use for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-password&lt;br /&gt;
| PASSWORD&lt;br /&gt;
| Password for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --server-settings&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file with server settings. See data/server-settings.example.json&lt;br /&gt;
|-&lt;br /&gt;
| --use-server-whitelist&lt;br /&gt;
|&lt;br /&gt;
| If the whitelist should be used.&lt;br /&gt;
|-&lt;br /&gt;
| --use-authserver-bans&lt;br /&gt;
|&lt;br /&gt;
| Verify that connecting players are not banned from multiplayer and inform Factorio.com about ban/unban commands.&lt;br /&gt;
|-&lt;br /&gt;
| --server-whitelist&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file with server whitelist.&lt;br /&gt;
|-&lt;br /&gt;
| --server-banlist&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file with server banlist.&lt;br /&gt;
|-&lt;br /&gt;
| --server-adminlist&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file with server adminlist.&lt;br /&gt;
|-&lt;br /&gt;
| --console-log&lt;br /&gt;
| FILE&lt;br /&gt;
| Path to file where a copy of the server&#039;s log will be stored&lt;br /&gt;
|-&lt;br /&gt;
| --server-id&lt;br /&gt;
| FILE&lt;br /&gt;
| Path where server ID will be stored or read from&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boolean options ===&lt;br /&gt;
&lt;br /&gt;
Parameters shown above with a BOOL option must be formatted as &amp;lt;code&amp;gt;[parameter]=true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[parameter]=false&amp;lt;/code&amp;gt;. For example,&lt;br /&gt;
&lt;br /&gt;
  --fullscreen=false&lt;br /&gt;
&lt;br /&gt;
will start the game in windowed (not fullscreen) mode.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
  --start-server SAVE&lt;br /&gt;
&lt;br /&gt;
Will start a Headless (Dedicated) server, with no GUI.&lt;br /&gt;
&lt;br /&gt;
  --mp-connect ADDRESS&lt;br /&gt;
ADDRESS is the IP:port of the remote host. Port is optional.&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101:2345&lt;br /&gt;
&lt;br /&gt;
As above, port can be specified by placing the port number after a colon in the address.&lt;br /&gt;
&lt;br /&gt;
=== Creating a map from custom settings ===&lt;br /&gt;
&lt;br /&gt;
Sometimes it&#039;s useful to create a new game with map and/or map generator settings stored in a JSON file rather than going through the in-game map settings screen.&lt;br /&gt;
One reason is that by editing the settings directly it is possible to set settings outside the range normally available from the GUI.&lt;br /&gt;
&lt;br /&gt;
To do this, Factorio is run from the command-line, and a JSON file containing the map generator settings and a JSON file containing map settings (if customizing them) are needed.&lt;br /&gt;
&lt;br /&gt;
Example for custom generator settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;quot;terrain_segmentation&amp;quot;: 0.5,&lt;br /&gt;
    &amp;quot;water&amp;quot;: &amp;quot;2&amp;quot;,&lt;br /&gt;
    &amp;quot;width&amp;quot;: 0,&lt;br /&gt;
    &amp;quot;height&amp;quot;: 0,&lt;br /&gt;
    &amp;quot;starting_area&amp;quot;: &amp;quot;normal&amp;quot;,&lt;br /&gt;
    &amp;quot;peaceful_mode&amp;quot;: false,&lt;br /&gt;
    &amp;quot;autoplace_controls&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;coal&amp;quot;: {&amp;quot;frequency&amp;quot;: 1, &amp;quot;size&amp;quot;: 2, &amp;quot;richness&amp;quot;: 0.5},&lt;br /&gt;
        &amp;quot;copper-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;low&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;high&amp;quot;},&lt;br /&gt;
        &amp;quot;crude-oil&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;enemy-base&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;iron-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;stone&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: 0, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;uranium-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;none&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;}&lt;br /&gt;
    },&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;cliff_settings&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;cliff&amp;quot;,                &lt;br /&gt;
        &amp;quot;cliff_elevation_0&amp;quot;: 30,        &lt;br /&gt;
        &amp;quot;cliff_elevation_interval&amp;quot;: 20, &lt;br /&gt;
        &amp;quot;richness&amp;quot;: 1                   &lt;br /&gt;
    },&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;property_expression_names&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;elevation&amp;quot;: &amp;quot;0_16-elevation&amp;quot;,&lt;br /&gt;
        &amp;quot;temperature&amp;quot;: &amp;quot;35&amp;quot;&lt;br /&gt;
    },&lt;br /&gt;
    &lt;br /&gt;
    &amp;quot;seed&amp;quot;: null&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that this is the same format as [https://lua-api.factorio.com/latest/concepts/MapGenSettings.html MapGenSettings] that are modifiable from Lua. Everything in the file is optional.&lt;br /&gt;
&lt;br /&gt;
Creating a custom save:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;C:\Program Files\Factorio\bin\x64\Factorio.exe&amp;quot; --create stuff-seed123.zip --map-gen-settings map-gen-settings.json --map-gen-seed 123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generating a map preview:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;C:\Program Files\Factorio\bin\x64\Factorio.exe&amp;quot; --generate-map-preview preview-seed123.png --map-gen-settings map-gen-settings.json --map-gen-seed 123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Creating the JSON files from a map exchange string ====&lt;br /&gt;
&lt;br /&gt;
It can be useful to create the initial JSON files from a known map exchange string instead of creating them from scratch. To convert the map exchange string to JSON, open the game and run the following command with your map exchange string:&lt;br /&gt;
&lt;br /&gt;
 /c helpers.write_file(&#039;map.txt&#039;, helpers.table_to_json(helpers.parse_map_exchange_string(&amp;quot;&amp;lt;your exchange string here&amp;gt;&amp;quot;)))&lt;br /&gt;
&lt;br /&gt;
Then open the script_output folder in the [[user data directory]] and open map.txt - it will look like this:&lt;br /&gt;
&lt;br /&gt;
 {&amp;quot;map_settings&amp;quot;:{ ...&amp;lt;MAP_SETTINGS&amp;gt; ... },&amp;quot;map_gen_settings&amp;quot;:{ ...&amp;lt;MAP_GEN_SETTINGS&amp;gt;... }}&lt;br /&gt;
&lt;br /&gt;
Copy the { ...&amp;lt;MAP_SETTINGS&amp;gt; ... } section into a new file called &#039;map-settings.json&#039; in the desired location. Copy the { ...&amp;lt;MAP_GEN_SETTINGS&amp;gt; ... } section section into a new file called &#039;map-gen-settings.json&#039; in the desired location.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;br /&gt;
&lt;br /&gt;
{{C|Modding}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=206553</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=206553"/>
		<updated>2024-11-17T13:18:27Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: /* Demolishers */ Add segment/tail resistances&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[File:biter_intro.png|175px|right]]&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to [[Damage|harm]] the [[player]]. They are the native inhabitants of the extraterrestrial worlds on which the player is operating. Enemies show up on the map as red dots. &lt;br /&gt;
&lt;br /&gt;
On [[Nauvis]], the enemies are arthropods which live in organic nests. They are encountered in three species: Biters, Spitters, and Worms (though the nickname &amp;quot;Biters&amp;quot; is often used collectively for all of them). &lt;br /&gt;
&lt;br /&gt;
More enemies can be encountered on other planets with the [[Space Age]] expansion. On the planet [[Gleba]]{{SA}}, there are three types: Wrigglers, Strafers, and Stompers. On the planet [[Vulcanus]]{{SA}}, there are the Demolishers.&lt;br /&gt;
&lt;br /&gt;
Each species comes in a range of sizes, where larger specimens have more health and do more damage. &lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|art-of-siege}}&lt;br /&gt;
{{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
{{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
{{Achievement|get-off-my-lawn}}&lt;br /&gt;
{{Achievement|if-it-bleeds}}&lt;br /&gt;
{{Achievement|we-need-bigger-guns}}&lt;br /&gt;
{{Achievement|Size-doesnt-matter}}&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the base game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing [[pollution]], they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]]. As common sense may suggest, their method of attack is a straightforward charge to &amp;quot;bite&amp;quot; things.&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:small_biter.png|center]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 43.2km/h &lt;br /&gt;
* Range: 1&lt;br /&gt;
* Pollution to join attack: 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_biter.png|center]] || Medium Biter&lt;br /&gt;
| Stronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 51.8km/h&lt;br /&gt;
* Range: 1&lt;br /&gt;
* Pollution to join attack: 20&lt;br /&gt;
&lt;br /&gt;
[[Damage#Resistance|Resistances]]:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_biter.png|center]] || Big Biter&lt;br /&gt;
| Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 49.7km/h&lt;br /&gt;
* Range: 2&lt;br /&gt;
* Pollution to join attack: 80&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_biter.png|center]] || Behemoth Biter&lt;br /&gt;
| Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90 Physical&lt;br /&gt;
* Attack speed: 1.2/s&lt;br /&gt;
* Speed: 64.8km/h&lt;br /&gt;
* Range: 2&lt;br /&gt;
* Pollution to join attack: 400&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
&#039;&#039;&#039;Spitters&#039;&#039;&#039; are much like [[Enemies#Biters|biters]] and only appear slightly later on in the game as the evolution factor increases. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters&#039; predictive aiming, the acid stream can be dodged by suddenly changing walking directions or standing still.[https://factorio.com/blog/post/fff-279] Both the stream and the puddle of acid deal damage of time and slow down players and vehicles. Most entities of the game have a much lower resistance to acid than other damage types (including [[turret]]s and [[armor]]), so spitters are effectively more potent against the player and their factories. Their behavior and size classification are the same as with biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance.&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:small_spitter.png|center]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Range: 13&lt;br /&gt;
* Pollution to join attack: 4&lt;br /&gt;
* Speed: 40.0km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1&lt;br /&gt;
* Damage (on contact): 12 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 7.2 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 60%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_spitter.png|center]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Range: 14&lt;br /&gt;
* Pollution to join attack: 12&lt;br /&gt;
* Speed: 35.6km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.25&lt;br /&gt;
* Damage (on contact): 24 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 28.8 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 50%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_spitter.png|center]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Range: 15&lt;br /&gt;
* Pollution to join attack: 30&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.35&lt;br /&gt;
* Damage (on contact): 36 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 130 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 40%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_spitter.png|center]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Range: 16&lt;br /&gt;
* Pollution to join attack: 200&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.75&lt;br /&gt;
* Damage (on contact): 60 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 360 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 30%&lt;br /&gt;
** Duration: 2 seconds&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;
&lt;br /&gt;
The Worms are natural allies of biters and spitters and will attack the player if they get close enough with an attack similar to spitters&#039;. They act like static [[turret]]s and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile.&lt;br /&gt;
&lt;br /&gt;
Worms come in 4 sizes, their power increasing with size. Like biters and spitters, behemoth, big and medium worms spawning is influenced by the evolution factor. Worms are only created during enemy expansion when a certain evolution factor requirement is fulfilled. This is 0.3 for the medium worm, 0.5 for the big worm and 0.9 for the behemoth worm. Below these evolution factors, worms can only be created by the map generation. In map generation, the game restricts higher tier worms behind the distance from the starting point. The further away the player goes from the starting area, the stronger the worms become.&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:Small worm.png|center]] || Small Worm&lt;br /&gt;
| A weak worm. It is still capable of killing the player unless it is targeted as priority.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Range: 25&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 1.4&lt;br /&gt;
* Damage (on contact): 36 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 21.6 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medium worm.png|center]] || Medium Worm&lt;br /&gt;
| Medium worms are dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Range: 30&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 1.55&lt;br /&gt;
* Damage (on contact): 48 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 57.6 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 50%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Big worm.png|center]] || Big Worm&lt;br /&gt;
| Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Range: 38&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 1.75&lt;br /&gt;
* Damage (on contact): 72 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 259 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 40%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Behemoth worm.png|center]] || Behemoth Worm&lt;br /&gt;
| Behemoth worms are the most dangerous of worms. They are just as resilient as Big worms, with much greater range.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Range: 48&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 2&lt;br /&gt;
* Damage (on contact): 96 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 691 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 30%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || A worm&#039;s attack animation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wrigglers===&lt;br /&gt;
Wrigglers are the biter equivalents to the planet Gleba, as they are standard melee enemies. True to their name, they flail and squirm their digits to move around and attack. Much like how biters and spitters spawn from nests, wrigglers spawn from egg rafts. Destroying egg rafts will spawn a group of more premature wrigglers, which are wrigglers that slowly lose health over time until they die. Strafers can fire flying versions of premature wrigglers at their target. Killing strafers and stompers can summon even more premature wrigglers.&lt;br /&gt;
&lt;br /&gt;
The wrigglers that spawn from the corpses of strafers and stompers will match the size of the larger enemy that was killed. For example, killing a small strafer or stomper will spawn small premature wriggers, while killing a medium strafer or stomper will spawn medium premature wrigglers.&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:wriggler_small.png|center]] || Small Wriggler&lt;br /&gt;
| The weakest and smallest of all wrigglers.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 100&lt;br /&gt;
* Damage: 3.75 Physical + 3.75 Poison&lt;br /&gt;
* Range: 1.1&lt;br /&gt;
* Speed: 34.6km/h&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_medium.png|center]] || Medium Wriggler&lt;br /&gt;
| Slightly stronger and faster than small wrigglers, and can still pose a threat for weaker players.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 150&lt;br /&gt;
* Damage: 5 Physical + 5 Poison&lt;br /&gt;
* Range: 1.4&lt;br /&gt;
* Speed: 38.9km/h&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_big.png|center]] || Big Wriggler&lt;br /&gt;
| The strongest and fastest of all wrigglers.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 250&lt;br /&gt;
* Damage: 8 Physical + 8 Poison&lt;br /&gt;
* Range: 1.8&lt;br /&gt;
* Speed: 43.2km/h&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strafers===&lt;br /&gt;
Native to the planet Gleba, strafers are large yet scrawny five-legged pentapod creatures with the unique behavior of constantly circling around players while attacking them, rather than making a beeline straight for the player, unlike any other type of enemy in the game. They will fire flying premature wrigglers toward the player, essentially adding more enemies to the fight.&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:strafer_small.png|center]] || Small Strafer&lt;br /&gt;
| The weakest and smallest of all strafers.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 800&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 22.0&lt;br /&gt;
* Speed: 62.2km/h&lt;br /&gt;
&lt;br /&gt;
Projectile:&lt;br /&gt;
*Range: 110&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 67.5 Explosive&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_medium.png|center]] || Medium Strafer&lt;br /&gt;
| Slightly stronger and faster than the small strafer.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 1400&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 25.0&lt;br /&gt;
* Speed: 77.8km/h&lt;br /&gt;
&lt;br /&gt;
Projectile:&lt;br /&gt;
*Range: 125&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 90 Explosive&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_big.png|center]] || Big Strafer&lt;br /&gt;
| Strongest, fastest and most resilient of strafers.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 2400&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 28.0&lt;br /&gt;
* Speed: 98.3km/h&lt;br /&gt;
&lt;br /&gt;
Projectile:&lt;br /&gt;
*Range: 140&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 144 Explosive&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stompers===&lt;br /&gt;
Native to the planet Gleba, stompers are extremely large, five-legged pentapod creatures with limbs that look similar to a starfish, and seem to have natural, jagged exoskeleton armor that provides high resistances to many types of damage. They are very powerful melee enemies that use their brute force to attack players by simply stomping toward them. Their large size and high damage can destroy buildings instantly. They will spawn premature wrigglers upon death.&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:stomper_small.png|center]] || Small Stomper&lt;br /&gt;
| The weakest and smallest of all stompers, but still powerful.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 3500&lt;br /&gt;
* Range: 5.8&lt;br /&gt;
* Speed: 43.0km/h&lt;br /&gt;
&lt;br /&gt;
Acid splash:&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 1.5/s Acid&lt;br /&gt;
*Area of effect size: 1.58&lt;br /&gt;
**Damage: 0.5 Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_medium.png|center]] || Medium Stomper&lt;br /&gt;
| Larger and more dangerous version of a stomper.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 8000&lt;br /&gt;
* Range: 7.8&lt;br /&gt;
* Speed: 54.1km/h&lt;br /&gt;
&lt;br /&gt;
Acid splash:&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 6/s Acid&lt;br /&gt;
*Area of effect size: 2.1&lt;br /&gt;
**Damage: 1 Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_big.png|center]] || Big Stomper&lt;br /&gt;
| Larger, fastest and most dangerously aggressive version of a stomper.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 15000&lt;br /&gt;
* Range: 10.4&lt;br /&gt;
* Speed: 68.5km/h&lt;br /&gt;
&lt;br /&gt;
Acid splash:&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 15.36/s Acid&lt;br /&gt;
*Area of effect size: 2.8&lt;br /&gt;
**Damage: 1.6 Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Demolishers ===&lt;br /&gt;
Native to the planet Vulcanus, demolishers are horrendously large worm-like creatures that roam across the land and lava. Each individual demolisher patrols a defined territory, and building structures in their territory will disturb them and cause them to attack. &lt;br /&gt;
&lt;br /&gt;
Demolishers have three types of offense. On physical contact they do high damage to the player, and instantly destroy buildings and cliffs. They release a smoke cloud that slows the player and damages any nearby bots. And at range, they cause explosions to erupt from the ground, Due to their high damage resistances and extremely fast health regeneration, killing them requires advanced and upgraded weaponry, or massive quantities of bullets. &lt;br /&gt;
&lt;br /&gt;
Once killed, they leave behind remains similar to that of black volcanic rock, which contain [[tungsten ore]].&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:demolisher_small.png|center]] || Small Demolisher&lt;br /&gt;
| The weakest and smallest of demolishers, but still very destructive.&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 30000&lt;br /&gt;
* Regeneration: 2400/s&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_medium.png|center]] || Medium Demolisher&lt;br /&gt;
| Larger and more dangerous version of a demolisher.&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 100000&lt;br /&gt;
* Regeneration: 7800/s&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_big.png|center]] || Big Demolisher&lt;br /&gt;
| The largest and most dangerous creature in the game.&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 300000&lt;br /&gt;
* Regeneration: 24000/s&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nests ===&lt;br /&gt;
Nests in the wild will have their max health increase with evolution factor exponentially, up to 10 times their starting health.&lt;br /&gt;
&lt;br /&gt;
Biter and spitter nests can be captured by firing a [[capture bot rocket]] from a [[rocket launcher]] at a nest. After the nest is captured, it must be given [[bioflux]] to maintain and continuously create [[biter egg]]s. If the nest is not maintained, it will slowly lose 1 health per second, but when fed, it will gain 1 health per second.&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:biter_nest.png|center]] || Biter&#039;s nest&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 350 (additional health from evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:spitter_nest.png|center]] || Spitter&#039;s nest&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 350 (additional health from evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:egg_raft.png|center]] || Egg raft&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Spawns a horde of premature wrigglers when destroyed.&lt;br /&gt;
* Health: 500 (additional health from evolution)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:egg_raft_small.png|center]] || Small egg raft&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Spawns a horde of premature wrigglers when destroyed.&lt;br /&gt;
* Health: 100 (additional health from evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosive: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Expansions ===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters/spitters will leave their base to create a new base which will consist of as many worms/nests as there are members in the group. This group will search for a suitable spot that&#039;s 3-7 chunks away from existing bases. The interval between enemy expansions is global, and the higher enemy evolution, the shorter the interval is on average. Furthermore, with higher evolution, the groups are bigger on average.&lt;br /&gt;
&lt;br /&gt;
Once they have found a suitable spot, each biter/spitter in the group dies and forms a new nest or worm. Forming a new nest or worm will destroy anything that is in the way, which can include members of the expansion group. There is a delay between each member sacrificing itself for to create a worm/nest, so creating the new base from the expansion group can take quite a long time, depending on the group size. Medium worms are only formed if the current evolution is higher than 0.3, big worms only if the current evolution is higher than 0.5 and behemoth worms are only formed if current evolution is higher than 0.9. The game randomly chooses whether to form a new biter nest, spitter nest, small worm, or bigger worm if the evolution factor is high enough. [https://gist.github.com/Bilka2/aa88490c23124a6f214c02c73a368aa7]&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
[[File:kills_gui.png|thumb|220px|right|&amp;quot;Kills&amp;quot; tab on the [[production statistics]] screen.]]Nests spawn biters and spitters freely. However, biters and spitters will only aggressively engage the player&#039;s factory if the pollution cloud of the factory reaches a nest because pollution is consumed to send biters or spitters to join the next attack. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. The attack then proceeds to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like [[wall]]s).&lt;br /&gt;
&lt;br /&gt;
If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to tower defense.&lt;br /&gt;
&lt;br /&gt;
However, if a biter comes in proximity of a [[Military units and structures|military unit or structure]], it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Weights.png|thumb|right|400px|Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements):&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). The evolution factor can only increase.&lt;br /&gt;
&lt;br /&gt;
This command also provides percentages for the three sources; each one is the percent of the (unsquashed) total evolution that is contributed by that source.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds).&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
The 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 global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Nests|nests]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
The default settings are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Evolution increase&lt;br /&gt;
!Pollution equivalent&lt;br /&gt;
|-&lt;br /&gt;
| [[Time#Seconds|Second]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.000004 || 267/minute&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.002 || 2222&lt;br /&gt;
|-&lt;br /&gt;
| 1 Pollution unit || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0000009 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These values can be set during [[Map_generator#Enemy|world generation]]: the values in the dialog box are multiplied by 10^-7 for time and pollution, and 10^-5 for spawner destruction. In game, they can be found in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;, though checking or modifying them is considered using cheats.&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution#Polluters|buildings]], not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.00027 in that minute.&lt;br /&gt;
&lt;br /&gt;
After totaling up all the evolution from these sources, this quantity is squashed to fit in the range &amp;lt;code&amp;gt;[0, 1)&amp;lt;/code&amp;gt; by applying &amp;lt;code&amp;gt;evolution_factor = total_evolution / (1 + total_evolution)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Equivalently, marginal increases in evolution are reduced by multiplying the increase by &amp;lt;code&amp;gt;(1 - evolution_factor)²&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.002 while doing this when the evolution factor is 0.5 the increase is only 0.0005.&lt;br /&gt;
&lt;br /&gt;
This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are &#039;&#039;very&#039;&#039; slow and the number never actually reaches 1.0.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Evolution factor&lt;br /&gt;
!Pollution equivalent&lt;br /&gt;
!Appearance&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 123k || &lt;br /&gt;
|-&lt;br /&gt;
| 20% || 278k || Medium Biter	&lt;br /&gt;
|-&lt;br /&gt;
| 25% || 370k || Small Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 30% || 476k || &lt;br /&gt;
|-&lt;br /&gt;
| 40% || 741k || Medium Spitter	&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 1.111M || Big Biter, Big Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 60% || 1.667M || &lt;br /&gt;
|-&lt;br /&gt;
| 70% || 2.592M || &lt;br /&gt;
|-&lt;br /&gt;
| 80% || 4.444M || &lt;br /&gt;
|-&lt;br /&gt;
| 90% || 10M || Behemoth Biter, Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 21M || &lt;br /&gt;
|-&lt;br /&gt;
| 99% || 110M || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
&lt;br /&gt;
The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;evoChecker&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced: Evolution factor components and computation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:calc(100%-400px); overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Evolution_factor_by_time.png|400px|thumb|right|1. Single-component evolution factor increase with time]]&lt;br /&gt;
[[File:Evolution_factor_by_spawners.png|400px|thumb|right|2. Single-component evolution factor increase with destroyed spawners]]&lt;br /&gt;
[[File:Evolution_factor_by_pollution.png|400px|thumb|right|3. Single-component evolution factor increase with pollution]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Data from version 1.1.50.&lt;br /&gt;
&lt;br /&gt;
* All charts end at approximately an evolution factor of 0.90.&lt;br /&gt;
&lt;br /&gt;
* The calculation steps for time and spawner kills match those used by the game, so these charts should be accurate. The pollution chart assumes a pollution production of 1000 units per second, and due to the recursive nature of the chart values will slightly diverge at different pollution rates. The effect of this is negligible for any reasonable amount pollution production, however.&lt;br /&gt;
&lt;br /&gt;
* Given that the game reports the actual evolution factor (console: &amp;lt;code&amp;gt;/evolution&amp;lt;/code&amp;gt;) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor&#039;s future development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the &#039;&#039;only&#039;&#039; component contributing to the evolution factor in that entire game. They are therefore &#039;&#039;&#039;not realistic&#039;&#039;&#039;, as in a typical game all three components will contribute, some at varying times and intensities.&lt;br /&gt;
&lt;br /&gt;
Because of how contributions to the evolution factor (EF) are calculated (multiplied by &amp;lt;code&amp;gt;(1 - current EF)&amp;lt;/code&amp;gt;), it is &#039;&#039;&#039;not&#039;&#039;&#039; possible to simply add the values indicated by these charts for a game&#039;s time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor.&lt;br /&gt;
&lt;br /&gt;
For example, if 24 hours have passed (single-component EF =~ 0.25), 200,000 pollution units were released (single-component EF =~ 0.15), and 400 spawners were destroyed (single-component EF =~ 0.45), the actual evolution factor will &#039;&#039;&#039;not&#039;&#039;&#039; be (0.25 + 0.15 + 0.45 =) ~0.85.&lt;br /&gt;
&lt;br /&gt;
However, the evolution factor will always be &#039;&#039;&#039;less&#039;&#039;&#039; than the sum of all individual components as indicated by these charts, and &#039;&#039;&#039;at least&#039;&#039;&#039; as high as the highest individual component. Thus, using the values from above, the EF will be &#039;&#039;at least&#039;&#039; 0.35 and &#039;&#039;less than&#039;&#039; 0.85. A smarter approach is required to compute the current evolution factor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Individual components&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The individual components of evolution can be approximated from &amp;lt;code&amp;gt;/evolution&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Given the evolution factor, the unsquashed evolution is &amp;lt;code&amp;gt;unsquashed = evolution_factor / (1 - evolution_factor)&amp;lt;/code&amp;gt;.  Multiply this by the percentage for a given component to get its approximate unsquashed contribution. Of course, total pollution and spawner kills can also be found on the [[Production_statistics|production statistics]] screen, and time passed can be found using the &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command, so it&#039;s not fully necessary.&lt;br /&gt;
&lt;br /&gt;
The actual factors can be found in &amp;lt;code&amp;gt;game.forces.enemy.evolution_factor_by_time&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;...evolution_factor_by_killing_spawners&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;...evolution_factor_by_pollution&amp;lt;/code&amp;gt;, if you don&#039;t mind disabling achievements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Despite their drastically different origins, enemies from different planets will always act as allies against the player. They will even reside around each other&#039;s nests when not attacking players, even if the type of nest does not match that of the residing creature. Even demolishers will circle around nests without harming or destroying them. Since enemies only spawn on their respective planets, this is not normally seen in gameplay, unless these creatures are placed near each other in the [[map editor]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=270px heights=140px&amp;gt;&lt;br /&gt;
File:player_near_enemy_nests.png|The player near some enemy nests and worms.&lt;br /&gt;
File:player_worms_acid.png|The player among acid puddles created by attacking worms.&lt;br /&gt;
File:player_attacked_by_biters.png|Both the player and some buildings getting attacked by biters.&lt;br /&gt;
File:enemy_nests_mapgen.png|Enemy nests seen in a map generation preview (deathworld setting).&lt;br /&gt;
File:turret_wall_biters.png|Line of gun turrets defending against biters.&lt;br /&gt;
File:titlescreen_enemies.png|Enemies seen at the title screen.&lt;br /&gt;
File:gleba_pentapods_preview.png|Pentapod enemies seen on Gleba.&lt;br /&gt;
File:Factorio_Space_Age_Player_Fighting_Stomper.png|A player fighting a stomper&lt;br /&gt;
File:demolisher_chases_player.png|A demolisher chases the player on Vulcanus.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Wrigglers, strafers, stompers and demolishers have been added with the [[Space Age]]{{SA}} expansion.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Behemoth worm added.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.&lt;br /&gt;
* Changed the way evolution factor approaches the maximum (1).&lt;br /&gt;
** The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2&lt;br /&gt;
** This means that the progress gets more slower towards the high values.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[Archive:alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Decreased the range of medium worm from 25 to 20.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Pollution]]&lt;br /&gt;
&lt;br /&gt;
{{EnvironmentNav}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=206320</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=206320"/>
		<updated>2024-11-14T20:08:17Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Clarify that headless build is for Linux servers only&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]In addition to being a single-player game, Factorio also supports multiplayer, allowing many [[player]]s to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, how to join one, and the Multiplayer Admin features for managing other users and the server. By default, multiplayer games run the CO-OP [[Game modes and options|freeplay scenario]] where all players work together to launch a rocket with a satellite into space. Other scenarios, including PvP maps, are available for download from the [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 Maps and Scenarios forum].&lt;br /&gt;
&lt;br /&gt;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
[[File:multiplayer_game_night.png|thumb|250px|A multiplayer game.]]Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
To start playing a multiplayer game, select the Multiplayer button from the main menu. Then, choose one of these options to host and play:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Host new game&#039;&#039;&#039;: Specify the desired scenario, adjust the [[Map generator|map generator]] settings, and set the server visibility. The server visibility determines how your game will be advertised to other players. You can choose from:&lt;br /&gt;
** &#039;&#039;&#039;Public&#039;&#039;&#039;: Your game will be listed on the public games list.&lt;br /&gt;
** &#039;&#039;&#039;Steam&#039;&#039;&#039;: Enables or disables the &amp;quot;Join Game&amp;quot; feature through Steam.&lt;br /&gt;
** &#039;&#039;&#039;LAN&#039;&#039;&#039;: Your game will be listed on your local network.&lt;br /&gt;
* &#039;&#039;&#039;Host saved game&#039;&#039;&#039;: Pick a saved game from the list and set the server visibility as above.&lt;br /&gt;
&lt;br /&gt;
To join an existing game, choose one of these options:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Browse public games&#039;&#039;&#039;: Search for and join any public game that meets your criteria.&lt;br /&gt;
* &#039;&#039;&#039;Browse LAN games&#039;&#039;&#039;: Join any game that is hosted on your local network.&lt;br /&gt;
* &#039;&#039;&#039;Connect to address&#039;&#039;&#039;: Join any game by entering the server’s IP address. This option is useful if the host does not use any server visibility.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use port &#039;&#039;&#039;34197&#039;&#039;&#039;. The port can be changed in the [[Application directory|config]] file.&lt;br /&gt;
* Factorio uses &#039;&#039;&#039;UDP only&#039;&#039;&#039;. The game builds its own &amp;quot;reliable delivery&amp;quot; layer built on UDP to deal with packet loss and reordering issues.&lt;br /&gt;
** Make sure you configure your router&#039;s port forwarding correctly for port &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Make sure your router does not [https://doc.pfsense.org/index.php/Static_Port randomize the source port] on packets outbound from &#039;&#039;&#039;34197&#039;&#039;&#039;.  Some routers do this and require [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 additional configuration] to prevent it.&lt;br /&gt;
** Make sure there is no firewall or anti-virus blocking the UDP-packets.&lt;br /&gt;
* The hard limit for the number of players is [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65,535]. However, practical limit for this is much lower, popular streamers have managed to get well over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
A dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts. Any version of the game can be run in headless mode, though for Linux servers it may be preferable to use the Headless version of the game, which does not include graphics to reduce download size. This can be found on the [https://www.factorio.com/download factorio.com Downloads page].&lt;br /&gt;
&lt;br /&gt;
In the headless mode:&lt;br /&gt;
* Graphics are not initialized (faster start up, less memory usage, works on completely headless servers)&lt;br /&gt;
* Game starts immediately and loads a save given as a parameter to the command&lt;br /&gt;
* The server has no character in game&lt;br /&gt;
* Game is paused while there are no players connected (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will need to create your save file before you start the server, as the dedicated server REQUIRES a save file to be provided. This can easily be done using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the [[map generator]] such as width and height, ore patch frequency and size, etc.&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control [[pollution]] spread, [[Enemies#Expansions|biter expansion]] and [[evolution]], and more&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory, and are also visible on Wube&#039;s github here: https://github.com/wube/factorio-data&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On windows, it may be useful to start the server with a .bat file. The bat file should have the following content:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Running a headless Windows server can prevent you from opening another instance of the game to play. This is resolved by running the batch file as an other user (Shift-Right Click the batch file to get that option). This allows you to run a server and a client on the same machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See [[Command_line_parameters]] for more command line parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&lt;br /&gt;
&lt;br /&gt;
This step-by-step guide has been verified on fresh CentOS 7 and RHEL 7 installs but should be applicable with little to no changes on most distributions.&lt;br /&gt;
&lt;br /&gt;
The guide assumes you will install the headless server under &#039;&#039;&#039;/opt/factorio&#039;&#039;&#039;, adjust paths according to your own setup. We will also suggest that you run the Factorio server as a separate user to harden security of your setup.&lt;br /&gt;
&lt;br /&gt;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&lt;br /&gt;
&lt;br /&gt;
This guide does not handle firewall/port forwarding since this can be done in various ways on Linux (make sure to read up how this is done as a Linux admin on your particular distribution)&lt;br /&gt;
&lt;br /&gt;
==== Basic installation ====&lt;br /&gt;
&lt;br /&gt;
* Download the selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Add a new user to your system and assign ownership of the factorio dir to it (please, do not run as the root user, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As long as it fails saying it cannot find/open the savename.zip you are set! Just upload a save from your own computer and put it in the /opt/factorio/saves directory, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A description of your server. May contain up to 5000 characters. [https://factorio.com/blog/post/fff-304 MP server description]&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&lt;br /&gt;
&lt;br /&gt;
=== Technical Implementation Details ===&lt;br /&gt;
&lt;br /&gt;
Notes about some technical details surrounding multiplayer have been published by the development team in several Friday Facts blog posts:&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-76 Lock step architecture]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-99 Client-server connections]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-143 NAT punching, introduced in 0.13]&lt;br /&gt;
&lt;br /&gt;
=== DNS SRV Records ===&lt;br /&gt;
Factorio supports [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ DNS SRV records] since 1.1.67. &lt;br /&gt;
&lt;br /&gt;
This makes it easier to have multiple Factorio servers on a single host and allow users to connect to them with distinct subdomains instead of having to enter port numbers.&lt;br /&gt;
&lt;br /&gt;
The service name is &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; and it only supports &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt; protocol. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Domain: subdomain.domain.tld&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Port:   10002&lt;br /&gt;
&lt;br /&gt;
DNS records:&lt;br /&gt;
subdomain.domain.tld     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp.subomain.domain.tld IN SRV 0 0 10002 subomain.domain.tld.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now a Factorio client connecting to &amp;lt;code&amp;gt;subdomain.domain.tld&amp;lt;/code&amp;gt; will actually connect to &amp;lt;code&amp;gt;subdomain.domain.tld:10002&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example screenshot of config in Cloud Flare:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Entries:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio will log a &amp;quot;DNS SRV lookup returned [...]&amp;quot; message when it found a SRV record for the given domain&lt;br /&gt;
* With verbose logging Factorio will also log &amp;quot;DNS SRV lookup for [domain] didn&#039;t return any usable records&amp;quot; when there&#039;s no SRV record&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Tips ===&lt;br /&gt;
* The key for [[Console|console commands]] is also used initiate chat in multiplayer. To execute a command instead of chatting, you need to type &#039;&#039;/c&#039;&#039; before the command. Commands executed are &#039;&#039;visible to all players&#039;&#039;. Additionally, the multiplayer game must have been started with commands allowable for commands to work.&lt;br /&gt;
* Set the player&#039;s color using the command&lt;br /&gt;
 /color r g b&lt;br /&gt;
r, g and b are for red, green and blue respectively (possible values are between 0 and 1, use [https://www.w3schools.com/colors/colors_converter.asp this site] to convert colors to rgb numbers).&lt;br /&gt;
* To give yourself admin access, you need to create a server-adminlist.json in the same directory as factorio-current.log. The file should contain a list of admins, like so: &amp;lt;code&amp;gt;[ &amp;quot;user1&amp;quot;, &amp;quot;user2&amp;quot; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This file will be created if you promote a player through the console.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&lt;br /&gt;
&lt;br /&gt;
=== Connecting to a Server Behind NAT ===&lt;br /&gt;
&lt;br /&gt;
Factorio requires that the server (in client-server mode) have a publicly accessible IP address or that all players are on the same LAN. If you are behind NAT, you must set up port forwarding ([[Multiplayer#Playing_over_LAN_.2F_Internet|see above]] for port number) or use virtual LAN software such as Hamachi or Evolve.&lt;br /&gt;
&lt;br /&gt;
Multiplayer games will be launched in client-server mode (also [http://www.factorio.com/blog/post/fff-99 multiplayer forwarding] mode). In this mode, all clients send their network traffic to the server and the server forwards the traffic to the other clients. The advantage of this is that it allows games where some players are inside a LAN and others are outside. The disadvantage may be slightly more lag as packets must travel an extra hop (through the server).&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6393 Forwarding ports without logging into your router]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=7714 A guide for connecting with Evolve]&lt;br /&gt;
* [http://steamcommunity.com/sharedfiles/filedetails/?id=653628496 A guide for connecting with Hamachi]&lt;br /&gt;
&lt;br /&gt;
== PvP ==&lt;br /&gt;
&lt;br /&gt;
In PvP mode, players can be on different forces. Each force can have one (free-for-all) or more players (teams). Each force has its own independent research progression. Additionally, each force&#039;s [[Military units and structures]] will attack other players as enemies, unless a cease fire is set. Note that, depending on the scenario, cease fires may be unidirectional — setting a cease fire with an opposing force does not guarantee a cease fire from them in return.&lt;br /&gt;
&lt;br /&gt;
To start a PvP game, you can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&lt;br /&gt;
&lt;br /&gt;
# Download the scenario and place the scenario directory in the &#039;&#039;scenarios&#039;&#039; directory within your [[user data directory]].&lt;br /&gt;
# Launch Factorio&lt;br /&gt;
# Click &#039;&#039;Play&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#039;&#039;&lt;br /&gt;
# Choose latency and other settings, then click &#039;&#039;Play&#039;&#039;&lt;br /&gt;
# Other players can now join the game&lt;br /&gt;
&lt;br /&gt;
=== Forces ===&lt;br /&gt;
&lt;br /&gt;
Forces can be manually created via the console. This allows any map/scenario to be used for PvP. This may not be as convenient as a pre-made PvP scenario, as there will be no way for players to turn on/off cease fires other than through the console.&lt;br /&gt;
&lt;br /&gt;
Each created force has its own research progression and different forces may attack each other.&lt;br /&gt;
&lt;br /&gt;
The console commands for setting up and controlling forces are below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Power leeching&lt;br /&gt;
: Players can draw power from an opposing force&#039;s electric network, by building structures inside the coverage area of a power pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but will be impossible to connect or disconnect manually.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&lt;br /&gt;
&lt;br /&gt;
Because of the potentially immense amount of activity on a map, the game engine utilizes a [https://www.factorio.com/blog/post/fff-76 lock step architecture]. All instances of the game run full simulations of the entire world and only player actions are transferred across the network.&lt;br /&gt;
&lt;br /&gt;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid.  Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics.&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Uranium_cannon_shell&amp;diff=204680</id>
		<title>Uranium cannon shell</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Uranium_cannon_shell&amp;diff=204680"/>
		<updated>2024-11-03T17:05:44Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: /* History */ Add 2.0 stat changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Uranium cannon shell}}&lt;br /&gt;
The &#039;&#039;&#039;uranium cannon shells&#039;&#039;&#039; are an advanced ammunition type for the [[Tank]] along with [[explosive uranium cannon shell]]s. Once they are made available, they surpass their [[cannon shell|regular]] variant; their damage and [[Damage#Piercing_Power|piercing power]] is increased twofold. Since regular shells are still specifically required to manufacture uranium variants, any previously manufactured stockpile can be &amp;quot;upgraded&amp;quot; without waste.&lt;br /&gt;
&lt;br /&gt;
While uranium cannon shells still deal an amount of explosive damage, it is only dealt on the directly hit target and it is also a much lower amount than what explosive shells deal; its primary damage outlet is physical and therefore better suited against [[Enemies#Worms|worms]], [[Enemies#Spawners|nests]] and large [[Enemies#Spitters|spitters]] for their lesser resistances against it. These shells also feature the greatest piercing power in the game that is reliable for anything but the largest enemies, even capable of destroying two nests in one shot.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Lowered stack size of ammo from 200 to 100.&lt;br /&gt;
* Increased physical damage from 400 to 2000.&lt;br /&gt;
* Increased piercing power from 600 to 2200.&lt;br /&gt;
}}&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;
* [[Cannon shell]]&lt;br /&gt;
* [[Explosive uranium cannon shell]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Uranium_cannon_shell&amp;diff=204679</id>
		<title>Infobox:Uranium cannon shell</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Uranium_cannon_shell&amp;diff=204679"/>
		<updated>2024-11-03T17:02:56Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Fix piercing power&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|used-as-ammo-by = Tank&lt;br /&gt;
|prototype-type = ammo&lt;br /&gt;
|internal-name = uranium-cannon-shell&lt;br /&gt;
|category = Combat&lt;br /&gt;
|image = uranium cannon shell explosion.png&lt;br /&gt;
|range = 30&lt;br /&gt;
|damage       =2000 {{Translation|physical}}&amp;lt;br&amp;gt; 200 {{Translation|explosion}}&lt;br /&gt;
|damage-bonus  ={{Translation|Piercing Power}}: 2200&lt;br /&gt;
|stack-size = 100&lt;br /&gt;
|recipe = Time, 12 + Cannon shell, 1 + Uranium-238, 1&lt;br /&gt;
|total-raw = Time, 20 + Explosives, 1 + Plastic bar, 2 + Steel plate, 2 + Uranium-238, 1&lt;br /&gt;
|required-technologies = Uranium ammo&lt;br /&gt;
|boosting-technologies    = Physical projectile damage + Weapon shooting speed&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Uranium_cannon_shell&amp;diff=204678</id>
		<title>Infobox:Uranium cannon shell</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Uranium_cannon_shell&amp;diff=204678"/>
		<updated>2024-11-03T17:02:00Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Update stats for 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|used-as-ammo-by = Tank&lt;br /&gt;
|prototype-type = ammo&lt;br /&gt;
|internal-name = uranium-cannon-shell&lt;br /&gt;
|category = Combat&lt;br /&gt;
|image = uranium cannon shell explosion.png&lt;br /&gt;
|range = 30&lt;br /&gt;
|damage       =2000 {{Translation|physical}}&amp;lt;br&amp;gt; 200 {{Translation|explosion}}&lt;br /&gt;
|damage-bonus  ={{Translation|Piercing Power}}: 600&lt;br /&gt;
|stack-size = 100&lt;br /&gt;
|recipe = Time, 12 + Cannon shell, 1 + Uranium-238, 1&lt;br /&gt;
|total-raw = Time, 20 + Explosives, 1 + Plastic bar, 2 + Steel plate, 2 + Uranium-238, 1&lt;br /&gt;
|required-technologies = Uranium ammo&lt;br /&gt;
|boosting-technologies    = Physical projectile damage + Weapon shooting speed&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Time&amp;diff=203200</id>
		<title>Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Time&amp;diff=203200"/>
		<updated>2024-10-26T12:14:28Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Specify planet this data is for&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}__NOTOC__&lt;br /&gt;
[[File:clock_hi_res.png|80px|left]]&lt;br /&gt;
The concept of &#039;&#039;&#039;Time&#039;&#039;&#039; in Factorio is used for many different implements, most notably crafting time and game time.&lt;br /&gt;
&lt;br /&gt;
== Crafting time and speed ==&lt;br /&gt;
When hovering over an item recipe, the player may see a clock symbol and a number. This is the amount of time needed to craft the item in seconds at crafting speed 1. The player always crafts at speed 1 while [[assembling machine]]s have different crafting speeds. [[Module]]s may also affect crafting time, either speeding it up or slowing it down for some other benefit. The player, when handcrafting, crafts with a multiplier of 1, so items that claim to take 10 seconds to craft will take 10 seconds, but an [[assembling machine 1]] with a multiplier of 0.5 will take 20 seconds. It is important to take this into consideration when creating setups with proper ratios.{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Ticks ==&lt;br /&gt;
The base unit of all time inside Factorio. When running at game speed 1, there should always be 60 ticks in every real-time second leading to the figure of 60 updates per second, short UPS. This means that 1 tick should ideally always take 1/60th of a real-time second (0.01667 seconds). However, it is possible to change the [http://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.speed game speed] using mods or console commands, so it is possible that ticks don&#039;t take 0.01667 real-time seconds. Furthermore, game speed will automatically slow down when the computer that is running the game is unable to do all needed calculations in the wanted 0.01667 real-time seconds. The &amp;quot;show-fps&amp;quot; [[debug mode|debug option]] allows to see the current UPS which can be used to estimate how long a tick currently takes.&lt;br /&gt;
&lt;br /&gt;
== Seconds ==&lt;br /&gt;
As stated above, there should always be 60 ticks in every second, so 1 in-game second equals 60 in-game ticks. The 60 to 1 ratio is also applied when the game runs at lower speeds, so an in-game second can take longer than a real-time second.&lt;br /&gt;
&lt;br /&gt;
== Days ==&lt;br /&gt;
[[File:day_night_comparison.png|thumb|270px|right|Juxtaposition of day and night.]]&lt;br /&gt;
&lt;br /&gt;
An in-game day on [[Nauvis]] lasts 25200 ticks or 7 in-game minutes.&lt;br /&gt;
&lt;br /&gt;
The light varies throughout the day in a cycle consisting of 4 phases:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Phase Name !! Internal name !! Behaviour !! Time of day at start !! Time of day at end !! Duration (in ticks) || Duration (in seconds)&lt;br /&gt;
|-&lt;br /&gt;
|day || dawn ||fully light ||0.75 ||0.25 ||112600 ||210&lt;br /&gt;
|-&lt;br /&gt;
|sunset|| dusk ||darkening ||0.25 ||0.45 ||5040 ||84&lt;br /&gt;
|-&lt;br /&gt;
|night || evening ||fully dark ||0.45 ||0.55 ||2520 ||42&lt;br /&gt;
|-&lt;br /&gt;
|sunrise || morning ||lightening ||0.55 ||0.75 ||5040 ||84&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
   ------------- day -------&amp;gt;&amp;lt;----- sunset -----&amp;gt;&amp;lt; night -&amp;gt;&amp;lt;----- sunrise ----&amp;gt;&amp;lt;-------- day ------------&lt;br /&gt;
   &lt;br /&gt;
 % 0    5    10   15   20   25   30   35   40   45   50   55   60   65   70   75   80   85   90   95  100&lt;br /&gt;
   |----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|&lt;br /&gt;
&lt;br /&gt;
During sunset, the light level decreases linearly from fully light to fully dark. During sunrise, it increases linearly from dark to light. This linear slope does not necessarily apply to the values returned by [https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.darkness LuaSurface.darkness]. During night time, [[player]]s will passively activate their flashlights (or headlights if in a [[vehicle]]), and placed [[lamp]]s will turn on automatically if powered.&lt;br /&gt;
&lt;br /&gt;
Note: The actual time between phases can vary +/- a tick due to rounding errors.&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Time&amp;diff=203199</id>
		<title>Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Time&amp;diff=203199"/>
		<updated>2024-10-26T12:11:40Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Update daytime duration for 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}__NOTOC__&lt;br /&gt;
[[File:clock_hi_res.png|80px|left]]&lt;br /&gt;
The concept of &#039;&#039;&#039;Time&#039;&#039;&#039; in Factorio is used for many different implements, most notably crafting time and game time.&lt;br /&gt;
&lt;br /&gt;
== Crafting time and speed ==&lt;br /&gt;
When hovering over an item recipe, the player may see a clock symbol and a number. This is the amount of time needed to craft the item in seconds at crafting speed 1. The player always crafts at speed 1 while [[assembling machine]]s have different crafting speeds. [[Module]]s may also affect crafting time, either speeding it up or slowing it down for some other benefit. The player, when handcrafting, crafts with a multiplier of 1, so items that claim to take 10 seconds to craft will take 10 seconds, but an [[assembling machine 1]] with a multiplier of 0.5 will take 20 seconds. It is important to take this into consideration when creating setups with proper ratios.{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Ticks ==&lt;br /&gt;
The base unit of all time inside Factorio. When running at game speed 1, there should always be 60 ticks in every real-time second leading to the figure of 60 updates per second, short UPS. This means that 1 tick should ideally always take 1/60th of a real-time second (0.01667 seconds). However, it is possible to change the [http://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.speed game speed] using mods or console commands, so it is possible that ticks don&#039;t take 0.01667 real-time seconds. Furthermore, game speed will automatically slow down when the computer that is running the game is unable to do all needed calculations in the wanted 0.01667 real-time seconds. The &amp;quot;show-fps&amp;quot; [[debug mode|debug option]] allows to see the current UPS which can be used to estimate how long a tick currently takes.&lt;br /&gt;
&lt;br /&gt;
== Seconds ==&lt;br /&gt;
As stated above, there should always be 60 ticks in every second, so 1 in-game second equals 60 in-game ticks. The 60 to 1 ratio is also applied when the game runs at lower speeds, so an in-game second can take longer than a real-time second.&lt;br /&gt;
&lt;br /&gt;
== Days ==&lt;br /&gt;
[[File:day_night_comparison.png|thumb|270px|right|Juxtaposition of day and night.]]&lt;br /&gt;
&lt;br /&gt;
An in-game day lasts 25200 ticks or 7 in-game minutes.&lt;br /&gt;
&lt;br /&gt;
The light varies throughout the day in a cycle consisting of 4 phases:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Phase Name !! Internal name !! Behaviour !! Time of day at start !! Time of day at end !! Duration (in ticks) || Duration (in seconds)&lt;br /&gt;
|-&lt;br /&gt;
|day || dawn ||fully light ||0.75 ||0.25 ||112600 ||210&lt;br /&gt;
|-&lt;br /&gt;
|sunset|| dusk ||darkening ||0.25 ||0.45 ||5040 ||84&lt;br /&gt;
|-&lt;br /&gt;
|night || evening ||fully dark ||0.45 ||0.55 ||2520 ||42&lt;br /&gt;
|-&lt;br /&gt;
|sunrise || morning ||lightening ||0.55 ||0.75 ||5040 ||84&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
   ------------- day -------&amp;gt;&amp;lt;----- sunset -----&amp;gt;&amp;lt; night -&amp;gt;&amp;lt;----- sunrise ----&amp;gt;&amp;lt;-------- day ------------&lt;br /&gt;
   &lt;br /&gt;
 % 0    5    10   15   20   25   30   35   40   45   50   55   60   65   70   75   80   85   90   95  100&lt;br /&gt;
   |----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|&lt;br /&gt;
&lt;br /&gt;
During sunset, the light level decreases linearly from fully light to fully dark. During sunrise, it increases linearly from dark to light. This linear slope does not necessarily apply to the values returned by [https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.darkness LuaSurface.darkness]. During night time, [[player]]s will passively activate their flashlights (or headlights if in a [[vehicle]]), and placed [[lamp]]s will turn on automatically if powered.&lt;br /&gt;
&lt;br /&gt;
Note: The actual time between phases can vary +/- a tick due to rounding errors.&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Permissions&amp;diff=199435</id>
		<title>Permissions</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Permissions&amp;diff=199435"/>
		<updated>2024-08-29T18:59:18Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Add description for set behaviour mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The permissions system provides control over what players are allowed to do while in a specific game. This system is most useful in [[multiplayer]], but may also be used in singleplayer. The permissions menu can be opened using the /permissions command. It is important to note that the permissions system is based on input actions, which are what gets sent from clients to the host. This means that some permissions don&#039;t prevent you from changing things that are client side, only that changing those things won&#039;t be reflected from the server&#039;s perspective.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Permission !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Activate copy || Get a copy tool by pressing Ctrl + C or the copy button on the shortcut bar.&lt;br /&gt;
|-&lt;br /&gt;
| Activate cut || Get a cut tool by pressing Ctrl + X or the cut button on the shortcut bar.&lt;br /&gt;
|-&lt;br /&gt;
| Activate paste || Get a paste tool by pressing Ctrl + V or the paste button on the shortcut bar.&lt;br /&gt;
|-&lt;br /&gt;
| Add permission group || Create a new permission group in the permissions settings.&lt;br /&gt;
|-&lt;br /&gt;
| Add train station || Add a train station to a train schedule.&lt;br /&gt;
|-&lt;br /&gt;
| Admin action || Do anything that requires admin permissions, such as using commands like /ban or opening other players.&lt;br /&gt;
|-&lt;br /&gt;
| Alt reverse select area || Right click and hold Shift while using a selection tool.&lt;br /&gt;
|-&lt;br /&gt;
| Alt select area || Hold Shift when using a selection tool.&lt;br /&gt;
|-&lt;br /&gt;
| Alt select blueprint entities || Select blueprint while holding shift to skip the blueprint edit window.&lt;br /&gt;
|-&lt;br /&gt;
| Alternative copy || Copy while holding Shift to open a blueprint edit window.&lt;br /&gt;
|-&lt;br /&gt;
| Begin mining || Mine an entity&lt;br /&gt;
|-&lt;br /&gt;
| Begin mining terrain || Mine any tile (removing paving)&lt;br /&gt;
|-&lt;br /&gt;
| Build || Place an entity.&lt;br /&gt;
|-&lt;br /&gt;
| Build rail || Use the rail planner&lt;br /&gt;
|-&lt;br /&gt;
| Build terrain || Place any tile.&lt;br /&gt;
|-&lt;br /&gt;
| Cancel craft || Cancel items in the handcrafting queue&lt;br /&gt;
|-&lt;br /&gt;
| Cancel deconstruct || Cancel deconstruction plans by selecting entities/tiles marked for deconstruction with a deconstruction planner while holding Shift.&lt;br /&gt;
|-&lt;br /&gt;
| Cancel new blueprint || Exit out of the blueprint editing menu by pressing escape (X button still works).&lt;br /&gt;
|-&lt;br /&gt;
| Cancel research || Cancel ongoing research (Does not correctly show in research gui in singleplayer, research will appear cancelled but resumes as soon as window is closed)&lt;br /&gt;
|-&lt;br /&gt;
| Cancel upgrade || Cancel an entity upgrade created with the upgrade planner.&lt;br /&gt;
|-&lt;br /&gt;
| Change active character tab || ? (Switching between the crafting and logistics tabs when flat gui is enabled still works as normal)&lt;br /&gt;
|-&lt;br /&gt;
| Change active item group for crafting || ? (supposed to be the different recipe tabs in crafting menus)&lt;br /&gt;
|-&lt;br /&gt;
| Change active item group for filters || ? (supposed to be the different tabs in filter menus)&lt;br /&gt;
|-&lt;br /&gt;
| Change active quick bar || Change which quick bar row is selected (only affects server)&lt;br /&gt;
|-&lt;br /&gt;
| Change arithmetic combinator parameters || Make changes to any of the settings of arithmetic combinators.&lt;br /&gt;
|-&lt;br /&gt;
| Change decider combinator parameters || Make changes to any of the settings of decider combinators.&lt;br /&gt;
|-&lt;br /&gt;
| Change entity label || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change item description || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change item label || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change multiplayer config || Use /config to edit the multiplayer settings.&lt;br /&gt;
|-&lt;br /&gt;
| Change picking state || Pick up items from the floor by holding F.&lt;br /&gt;
|-&lt;br /&gt;
| Change programmable speaker alert parameters || Change any of the programmable speaker&#039;s alert settings.&lt;br /&gt;
|-&lt;br /&gt;
| Change programmable speaker circuit parameters || Change the programmable speaker&#039;s &amp;quot;signal value is pitch&amp;quot; setting.&lt;br /&gt;
|-&lt;br /&gt;
| Change programmable speaker parameters || Change the programmable speaker&#039;s &amp;quot;Volume&amp;quot;, &amp;quot;Global playback&amp;quot; and &amp;quot;Allow polyphony&amp;quot; settings.&lt;br /&gt;
|-&lt;br /&gt;
| Change riding state || Control any vehicle (getting in and out is still possible).&lt;br /&gt;
|-&lt;br /&gt;
| Change shooting state || Shoot at anything.&lt;br /&gt;
|-&lt;br /&gt;
| Change train stop station || Change the name of a train stop.&lt;br /&gt;
|-&lt;br /&gt;
| Change train wait condition || Add or remove wait conditions in a train schedule.&lt;br /&gt;
|-&lt;br /&gt;
| Change train wait condition data || Edit the contents of wait conditions in a train schedule.&lt;br /&gt;
|-&lt;br /&gt;
| Clear cursor || Clear the cursor by pressing Q.&lt;br /&gt;
|-&lt;br /&gt;
| Connect rolling stock || Connect multiple trains together using the &amp;quot;connect rolling stock&amp;quot; keybind.&lt;br /&gt;
|-&lt;br /&gt;
| Copy || Copy entities using the copy tool.&lt;br /&gt;
|-&lt;br /&gt;
| Copy entity settings || Copy the settings of an entity with Shift + RMB.&lt;br /&gt;
|-&lt;br /&gt;
| Copy opened blueprint || Make a copy of an opened blueprint using the &amp;quot;create copy of this&amp;quot; button.&lt;br /&gt;
|-&lt;br /&gt;
| Copy opened item || Make a copy of an opened item that is not a blueprint (i.e. planners) using the &amp;quot;create copy of this&amp;quot; button.&lt;br /&gt;
|-&lt;br /&gt;
| Craft || Handcraft recipes from your inventory.&lt;br /&gt;
|-&lt;br /&gt;
| Cursor split || Pick up half a stack of items from an inventory by right clicking it.&lt;br /&gt;
|-&lt;br /&gt;
| Cursor transfer || Pick up a stack of items from an inventory by clicking it.&lt;br /&gt;
|-&lt;br /&gt;
| Custom input || Use custom inputs defined by mods.&lt;br /&gt;
|-&lt;br /&gt;
| Cycle blueprint book backwards || Cycle through the blueprints in a blueprint book in reverse order with Shift + Scroll.&lt;br /&gt;
|-&lt;br /&gt;
| Cycle blueprint book || Cycle through the blueprints in a blueprint book by scrolling.&lt;br /&gt;
|-&lt;br /&gt;
| Deconstruct || Mark items for deconstruction using a deconstruction planner.&lt;br /&gt;
|-&lt;br /&gt;
| Delete blueprint library || Delete a blueprint that is placed in the player&#039;s personal blueprint library. (Taking the blueprint out and then deleting it still works.)&lt;br /&gt;
|-&lt;br /&gt;
| Delete blueprint record || Delete a blueprint that is placed in the Game blueprints menu. (Taking the blueprint out and then deleting it still works.)&lt;br /&gt;
|-&lt;br /&gt;
| Delete custom tag || Delete a custom tag that has been placed on the map.&lt;br /&gt;
|-&lt;br /&gt;
| Delete permission group || Delete a permission group in the permission setting.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy item || Ctrl + MMB in the editor to delete an item.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy opened item || Destroy a blueprint or planner that is opened using the Destroy button.&lt;br /&gt;
|-&lt;br /&gt;
| Disconnect rolling stock || Disconnect wagons using the &amp;quot;disconnect rolling stock&amp;quot; keybind.&lt;br /&gt;
|-&lt;br /&gt;
| Drag train schedule || Rearrange stations in a train schedule by dragging them.&lt;br /&gt;
|-&lt;br /&gt;
| Drag train wait condition || Rearrange wait conditions in a train schedule by dragging them.&lt;br /&gt;
|-&lt;br /&gt;
| Drop blueprint record || Drop a blueprint from your blueprint library onto the ground by pressing Z.&lt;br /&gt;
|-&lt;br /&gt;
| Drop item || Drop an item onto the floor by pressing Z.&lt;br /&gt;
|-&lt;br /&gt;
| Edit blueprint tool preview || Edit the name, icon or description fields of a blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Edit custom tag || Edit a custom tag that has been placed on the map.&lt;br /&gt;
|-&lt;br /&gt;
| Edit permission group || Edit the settings for an existing permission group in the permissions settings.&lt;br /&gt;
|-&lt;br /&gt;
| Export blueprint || Export a blueprint to a blueprint string.&lt;br /&gt;
|-&lt;br /&gt;
| Fast entity split || Fast transfer half a stack of items to an entity by holding a stack and pressing Ctrl + RMB.&lt;br /&gt;
|-&lt;br /&gt;
| Fast entity transfer || Fast transfer a stack of items to an entity by holding a stack and pressing Ctrl + LMB.&lt;br /&gt;
|-&lt;br /&gt;
| Flush opened entity fluid || Flush fluids from a specific entity.&lt;br /&gt;
|-&lt;br /&gt;
| Flush opened entity specific fluid || Flush fluids from a connected fluid network.&lt;br /&gt;
|-&lt;br /&gt;
| Go to train station || Send a train to a specific station in its schedule. (Temporary stops still work)&lt;br /&gt;
|-&lt;br /&gt;
| Grab blueprint record || Take blueprints out of the blueprint library. (Copying still works)&lt;br /&gt;
|-&lt;br /&gt;
| Gui checked state changed || Toggle check boxes in modded GUIs&lt;br /&gt;
|-&lt;br /&gt;
| Gui click || Click elements in modded GUIs.&lt;br /&gt;
|-&lt;br /&gt;
| Gui confirmed || Press E to confirm modded GUIs.&lt;br /&gt;
|-&lt;br /&gt;
| Gui elem changed || Change a button&#039;s selected element in modded GUIs.&lt;br /&gt;
|-&lt;br /&gt;
| Gui hover || Hover over elements in modded GUIs.&lt;br /&gt;
|-&lt;br /&gt;
| Gui leave || Stop hovering over elements in modded GUIs.&lt;br /&gt;
|-&lt;br /&gt;
| Gui location changed || Drag modded GUIs around the screen.&lt;br /&gt;
|-&lt;br /&gt;
| Gui selected tab changed || Select tabs of tabbed panes in modded GUIs.&lt;br /&gt;
|-&lt;br /&gt;
| Gui selection state changed || Change dropdowns or list boxes in modded GUIs.&lt;br /&gt;
|-&lt;br /&gt;
| Gui switch state changed || Toggle switches in modded GUIs.&lt;br /&gt;
|-&lt;br /&gt;
| Gui text changed || Edit textboxes or textfields in modded GUIs.&lt;br /&gt;
|-&lt;br /&gt;
| Gui value changed || Change sliders in modded GUIs.&lt;br /&gt;
|-&lt;br /&gt;
| Import blueprint || ? (May only work in multiplayer?)&lt;br /&gt;
|-&lt;br /&gt;
| Import blueprint string || Import blueprints using the import blueprint string menu.&lt;br /&gt;
|-&lt;br /&gt;
| Import blueprints filtered || ? (multiplayer importing blueprints by getting them from the library as client?)&lt;br /&gt;
|-&lt;br /&gt;
| Import permissions string || Import a permissions string in the permissions settings.&lt;br /&gt;
|-&lt;br /&gt;
| Inventory split || Quick transfer half of all items or all items of a specific kind to another inventory with Ctrl + RMB&lt;br /&gt;
|-&lt;br /&gt;
| Inventory transfer || Quick transfer all items or all items of a specific kind from one inventory to another with Ctrl + LMB&lt;br /&gt;
|-&lt;br /&gt;
| Launch rocket || Launch a rocket from the rocket silo&lt;br /&gt;
|-&lt;br /&gt;
| Lua shortcut || Use a modded shortcut from the bottom right buttons.&lt;br /&gt;
|-&lt;br /&gt;
| Map editor action || Use any of the features of the map editor (opening it is still possible).&lt;br /&gt;
|-&lt;br /&gt;
| Market offer || Interact with the market entity.&lt;br /&gt;
|-&lt;br /&gt;
| Mod settings changed || Change any mod settings.&lt;br /&gt;
|-&lt;br /&gt;
| Open achievements gui || Open the Achievements menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open blueprint library gui || Open the blueprint library.&lt;br /&gt;
|-&lt;br /&gt;
| Open blueprint record || Open the blueprint edit menu for any blueprint in the blueprint library.&lt;br /&gt;
|-&lt;br /&gt;
| Open bonus gui || Open the bonuses menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open character gui || Open the character inventory/crafting menu&lt;br /&gt;
|-&lt;br /&gt;
| Open current vehicle gui || Open the gui of the currently driven vehicle with the button at the bottom-left of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| Open equipment || Open the menus of individual personal equipment items. (No openable equipment exists in vanilla)&lt;br /&gt;
|-&lt;br /&gt;
| Open gui || Open any entity menus.&lt;br /&gt;
|-&lt;br /&gt;
| Open item || Open the editing menus of blueprints and planners.&lt;br /&gt;
|-&lt;br /&gt;
| Open logistic gui || Open the logistic networks menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open mod item || ?&lt;br /&gt;
|-&lt;br /&gt;
| Open parent of opened item || Directly open the parent inventory of items such as blueprint books.&lt;br /&gt;
|-&lt;br /&gt;
| Open production gui || Open the production statistics menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open technology gui || Open the tech tree menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open tips and tricks gui || Open the tips and tricks menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open train gui || Open the trains overview menu.&lt;br /&gt;
|-&lt;br /&gt;
| Paste entity settings || Paste the settings of an entity with Shift + LMB.&lt;br /&gt;
|-&lt;br /&gt;
| Place equipment || Place personal equipment into equipment grids.&lt;br /&gt;
|-&lt;br /&gt;
| Quick bar pick slot || Select items placed on the quick bar.&lt;br /&gt;
|-&lt;br /&gt;
| Quick bar set selected page || Change the selected quick bar page.&lt;br /&gt;
|-&lt;br /&gt;
| Quick bar set slot || Reassign a quick bar slot to hold a new item. (Assigning items to empty slots is still possible)&lt;br /&gt;
|-&lt;br /&gt;
| Reassign blueprint || Select new contents for a blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Remove cables || Remove cables from power boles using Shift + LMB.&lt;br /&gt;
|-&lt;br /&gt;
| Remove train station || Remove stations from train schedules.&lt;br /&gt;
|-&lt;br /&gt;
| Reset assembling machine || Remove the recipe from an assembling machine.&lt;br /&gt;
|-&lt;br /&gt;
| Reset item || Reset items such as spidertron remotes.&lt;br /&gt;
|-&lt;br /&gt;
| Reverse select area || Right click while using a selection tool.&lt;br /&gt;
|-&lt;br /&gt;
| Rotate entity || Rotate already placed entities.&lt;br /&gt;
|-&lt;br /&gt;
| Select area || Left click while using a selection tool.&lt;br /&gt;
|-&lt;br /&gt;
| Select blueprint entities || Select entities to include in a blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Select entity slot || Set entity filters in deconstruction planners.&lt;br /&gt;
|-&lt;br /&gt;
| Select item || ? (something to do with spidertrons)&lt;br /&gt;
|-&lt;br /&gt;
| Select mapper slot || Set upgrade filters in upgrade planners.&lt;br /&gt;
|-&lt;br /&gt;
| Select next valid gun || Switch between weapons by pressing Tab.&lt;br /&gt;
|-&lt;br /&gt;
| Select tile slot || Set tile filters in deconstruction planners.&lt;br /&gt;
|-&lt;br /&gt;
| Send spidertron || Use the remote control to send a spidertron somewhere.&lt;br /&gt;
|-&lt;br /&gt;
| Set auto launch rocket || Set a rocket silo to automatically launch rockets.&lt;br /&gt;
|-&lt;br /&gt;
| Set autosort inventory || Change the &amp;quot;always keep the player&#039;s main inventory sorted&amp;quot; setting. (Setting will still change, but the change has no effect.)&lt;br /&gt;
|-&lt;br /&gt;
| Set behaviour mode || Change the &amp;quot;read hand mode&amp;quot; or &amp;quot;read content mode&amp;quot; on inserters and belts.&lt;br /&gt;
|-&lt;br /&gt;
| Set car weapons control || Change who has control of the weapons in a car when there are multiple people on board.&lt;br /&gt;
|-&lt;br /&gt;
| Set circuit condition || Change the enabled condition settings on any circuit connected entities.&lt;br /&gt;
|-&lt;br /&gt;
| Set circuit mode of operation || Change the mode of operation settings on any circuit controlled entities.&lt;br /&gt;
|-&lt;br /&gt;
| Set controller logistic trash filter item || Change the maximum count for a personal logistic request.&lt;br /&gt;
|-&lt;br /&gt;
| Set deconstruction item trees and rocks only || Change the deconstruction planner&#039;s &amp;quot;trees/rocks only&amp;quot; checkbox.&lt;br /&gt;
|-&lt;br /&gt;
| Set entity color || Change the color of any entity that supports this.&lt;br /&gt;
|-&lt;br /&gt;
| Set entity energy property || Change the settings on an electric energy interface (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set entity logistic trash filter item || Change the maximum count for an entity&#039;s logistic request.&lt;br /&gt;
|-&lt;br /&gt;
| Set filter || Filter inventory slots to a specific item.&lt;br /&gt;
|-&lt;br /&gt;
| Set flat controller gui || ? (does not affect changing to/from flat character gui)&lt;br /&gt;
|-&lt;br /&gt;
| Set heat interface mode || Set the mode of a heat interface (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set heat interface temperature || Set the temperature on a heat interface (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set infinity container filter item || Change the filters on infinity chests (editor only item)&lt;br /&gt;
|-&lt;br /&gt;
| Set infinity container remove unfiltered items || Change the remove unfiltered items setting on infinity chests (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set infinity pipe filter || Set the fluid type on an infinity pipe (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set inserter max stack size || Change the stack size limit on inserters.&lt;br /&gt;
|-&lt;br /&gt;
| Set inventory bar || Set the inventory limit in chests or other inventories.&lt;br /&gt;
|-&lt;br /&gt;
| Set linked container link ID || Change which network linked chests are connected to (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set logistic filter item || Change any personal logistics request filters.&lt;br /&gt;
|-&lt;br /&gt;
| Set logistic filter signal || Change output signals on constant combinators.&lt;br /&gt;
|-&lt;br /&gt;
| Set player color || Change the color of the player&#039;s character.&lt;br /&gt;
|-&lt;br /&gt;
| Set recipe notifications || Change whether new recipes are marked as new in the crafting menu.&lt;br /&gt;
|-&lt;br /&gt;
| Set request from buffers || Change the &amp;quot;request from buffer chests&amp;quot; setting on requester chests.&lt;br /&gt;
|-&lt;br /&gt;
| Set research finished stops game || Set whether the technology tree opens automatically after finishing a research.&lt;br /&gt;
|-&lt;br /&gt;
| Set signal || ? (not setting signals in circuit connected entities)&lt;br /&gt;
|-&lt;br /&gt;
| Set splitter priority || Change the priority settings on splitters.&lt;br /&gt;
|-&lt;br /&gt;
| Set train stopped || Toggle trains between manual and automatic modes.&lt;br /&gt;
|-&lt;br /&gt;
| Set trains limit || Change the train limit setting on train stops.&lt;br /&gt;
|-&lt;br /&gt;
| Set vehicle automatic targeting parameters || Change the automatic targeting settings on autonomous vehicles such as the spidertron.&lt;br /&gt;
|-&lt;br /&gt;
| Setup assembling machine || Set the recipe on assembling machines that do not have a recipe set.&lt;br /&gt;
|-&lt;br /&gt;
| Setup blueprint || Create a blueprint from the blueprint edit menu.&lt;br /&gt;
|-&lt;br /&gt;
| Setup single blueprint record || ?&lt;br /&gt;
|-&lt;br /&gt;
| Smart pipette || Smart pipette functions such as selecting a miner when using the pipette on ore.&lt;br /&gt;
|-&lt;br /&gt;
| Spawn item || ? (something to do with modded shortcuts that spawn items?)&lt;br /&gt;
|-&lt;br /&gt;
| Stack split || Transfer half a stack of items to another inventory with Shift + RMB.&lt;br /&gt;
|-&lt;br /&gt;
| Stack transfer || Transfer a stack of items to another inventory with Shift + LMB.&lt;br /&gt;
|-&lt;br /&gt;
| Start repair || Repair entities using a repair pack.&lt;br /&gt;
|-&lt;br /&gt;
| Start research || Start new research in the tech tree menu.&lt;br /&gt;
|-&lt;br /&gt;
| Start walking || Walk around.&lt;br /&gt;
|-&lt;br /&gt;
| Stop building by moving || ?&lt;br /&gt;
|-&lt;br /&gt;
| Switch connect to logistic network || Connect or disconnect machines from the logistic network.&lt;br /&gt;
|-&lt;br /&gt;
| Switch constant combinator state || Toggle constant combinators on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Switch inserter filter mode state || Switch between blacklist and whitelist on filter inserters.&lt;br /&gt;
|-&lt;br /&gt;
| Switch power switch state || Toggle power switches on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Switch to rename stop gui || Open the rename train stop menu by clicking the pencil icon next to the stop name.&lt;br /&gt;
|-&lt;br /&gt;
| Take equipment || Remove equipment from an equipment grid.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle deconstruction item entity filter mode || Toggle the &amp;quot;entities only&amp;quot; switch on deconstruction planners.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle deconstruction item tile filter mode || Toggle the &amp;quot;tiles only&amp;quot; switch on deconstruction planners.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle driving || Enter or exit vehicles.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle enable vehicle logistic requests || Toggle logistic requests of vehicles on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle entity logistic requests || Toggle personal logistics and auto-trash on or off for entities.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle equipment movement bonus || Toggle exoskeletons on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle map editor || Open or close the map editor.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle personal logistic requests. || Toggle personal logistic requests on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle personal roboport || Toggle personal roboports on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle show entity info || Toggle &amp;quot;alt mode&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| Translate string || ? (possibly something to do with the API translating for mods)&lt;br /&gt;
|-&lt;br /&gt;
| Undo || Undo the previous action with Ctrl + Z.&lt;br /&gt;
|-&lt;br /&gt;
| Upgrade || Apply an upgrade using the upgrade planner.&lt;br /&gt;
|-&lt;br /&gt;
| Upgrade opened blueprint by item || Apply a pre-existing upgrade planner to an open blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Upgrade opened blueprint by record || Apply a default upgrade planner to an open blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Use artillery remote || Use the artillery remote to target artillery.&lt;br /&gt;
|-&lt;br /&gt;
| Use item || Use consumable items such as capsules.&lt;br /&gt;
|-&lt;br /&gt;
| Wire dragging || Manually place circuit network wires.&lt;br /&gt;
|-&lt;br /&gt;
| Write to console || Allow use of chat/console.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Permissions&amp;diff=199321</id>
		<title>Permissions</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Permissions&amp;diff=199321"/>
		<updated>2024-08-15T18:03:05Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Fix table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The permissions system provides control over what players are allowed to do while in a specific game. This system is most useful in [[multiplayer]], but may also be used in singleplayer. The permissions menu can be opened using the /permissions command.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Permission !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Activate copy || Get a copy tool by pressing Ctrl + C or the copy button on the shortcut bar.&lt;br /&gt;
|-&lt;br /&gt;
| Activate cut || Get a cut tool by pressing Ctrl + X or the cut button on the shortcut bar.&lt;br /&gt;
|-&lt;br /&gt;
| Activate paste || Get a paste tool by pressing Ctrl + V or the paste button on the shortcut bar.&lt;br /&gt;
|-&lt;br /&gt;
| Add permission group || Create a new permission group in the permissions settings.&lt;br /&gt;
|-&lt;br /&gt;
| Add train station || Add a train station to a train schedule.&lt;br /&gt;
|-&lt;br /&gt;
| Admin action || ? (Presumably execute /c commands or player management?)&lt;br /&gt;
|-&lt;br /&gt;
| Alt reverse select area || ?&lt;br /&gt;
|-&lt;br /&gt;
| Alt select area || ?&lt;br /&gt;
|-&lt;br /&gt;
| Alt select blueprint entities || Select blueprint while holding shift to skip the blueprint edit window.&lt;br /&gt;
|-&lt;br /&gt;
| Alternative copy || Copy while holding Shift to open a blueprint edit window.&lt;br /&gt;
|-&lt;br /&gt;
| Begin mining || Mine an entity&lt;br /&gt;
|-&lt;br /&gt;
| Begin mining terrain || Mine any tile (removing paving)&lt;br /&gt;
|-&lt;br /&gt;
| Build || Place an entity.&lt;br /&gt;
|-&lt;br /&gt;
| Build rail || Use the rail planner&lt;br /&gt;
|-&lt;br /&gt;
| Build terrain || Place any tile.&lt;br /&gt;
|-&lt;br /&gt;
| Cancel craft || Cancel items in the handcrafting queue&lt;br /&gt;
|-&lt;br /&gt;
| Cancel deconstruct || Cancel deconstruction plans by selecting entities/tiles marked for deconstruction with a deconstruction planner while holding Shift.&lt;br /&gt;
|-&lt;br /&gt;
| Cancel new blueprint || Exit out of the blueprint editing menu by pressing escape (X button still works).&lt;br /&gt;
|-&lt;br /&gt;
| Cancel research || Cancel ongoing research (Does not correctly show in research gui in singleplayer, research will appear cancelled but resumes as soon as window is closed)&lt;br /&gt;
|-&lt;br /&gt;
| Cancel upgrade || Cancel an entity upgrade created with the upgrade planner.&lt;br /&gt;
|-&lt;br /&gt;
| Change active character tab || ? (Switching between the crafting and logistics tabs when flat gui is enabled still works as normal)&lt;br /&gt;
|-&lt;br /&gt;
| Change active item group for crafting || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change active item group for filters || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change active quick bar || ? (Editing quickbars, cycling through them and switching them still works as normal)&lt;br /&gt;
|-&lt;br /&gt;
| Change arithmetic combinator parameters || Make changes to any of the settings of arithmetic combinators.&lt;br /&gt;
|-&lt;br /&gt;
| Change decider combinator parameters || Make changes to any of the settings of decider combinators.&lt;br /&gt;
|-&lt;br /&gt;
| Change entity label || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change item description || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change item label || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change multiplayer config || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change picking state || Pick up items from the floor by holding F.&lt;br /&gt;
|-&lt;br /&gt;
| Change programmable speaker alert parameters || Change any of the programmable speaker&#039;s alert settings.&lt;br /&gt;
|-&lt;br /&gt;
| Change programmable speaker circuit parameters || Change the programmable speaker&#039;s &amp;quot;signal value is pitch&amp;quot; setting.&lt;br /&gt;
|-&lt;br /&gt;
| Change programmable speaker parameters || Change the programmable speaker&#039;s &amp;quot;Volume&amp;quot;, &amp;quot;Global playback&amp;quot; and &amp;quot;Allow polyphony&amp;quot; settings.&lt;br /&gt;
|-&lt;br /&gt;
| Change riding state || Control any vehicle (getting in and out is still possible).&lt;br /&gt;
|-&lt;br /&gt;
| Change shooting state || Shoot at anything.&lt;br /&gt;
|-&lt;br /&gt;
| Change train stop station || Change the name of a train stop.&lt;br /&gt;
|-&lt;br /&gt;
| Change train wait condition || Add or remove wait conditions in a train schedule.&lt;br /&gt;
|-&lt;br /&gt;
| Change train wait condition data || Edit the contents of wait conditions in a train schedule.&lt;br /&gt;
|-&lt;br /&gt;
| Clear cursor || Clear the cursor by pressing Q.&lt;br /&gt;
|-&lt;br /&gt;
| Connect rolling stock || Connect multiple trains together using the &amp;quot;connect rolling stock&amp;quot; keybind.&lt;br /&gt;
|-&lt;br /&gt;
| Copy || Copy entities using the copy tool.&lt;br /&gt;
|-&lt;br /&gt;
| Copy entity settings || Copy the settings of an entity with Shift + RMB.&lt;br /&gt;
|-&lt;br /&gt;
| Copy opened blueprint || Make a copy of an opened blueprint using the &amp;quot;create copy of this&amp;quot; button.&lt;br /&gt;
|-&lt;br /&gt;
| Copy opened item || Make a copy of an opened item that is not a blueprint (i.e. planners) using the &amp;quot;create copy of this&amp;quot; button.&lt;br /&gt;
|-&lt;br /&gt;
| Craft || Handcraft items.&lt;br /&gt;
|-&lt;br /&gt;
| Cursor split || Pick up half a stack of items from an inventory by right clicking it.&lt;br /&gt;
|-&lt;br /&gt;
| Cursor transfer || Pick up a stack of items from an inventory by clicking it.&lt;br /&gt;
|-&lt;br /&gt;
| Custom input || Use custom inputs defined by mods.&lt;br /&gt;
|-&lt;br /&gt;
| Cycle blueprint book backwards || Cycle through the blueprints in a blueprint book in reverse order with Shift + Scroll.&lt;br /&gt;
|-&lt;br /&gt;
| Cycle blueprint book || Cycle through the blueprints in a blueprint book by scrolling.&lt;br /&gt;
|-&lt;br /&gt;
| Deconstruct || Mark items for deconstruction using a deconstruction planner.&lt;br /&gt;
|-&lt;br /&gt;
| Delete blueprint library || Delete a blueprint that is placed in the player&#039;s personal blueprint library. (Taking the blueprint out and then deleting it still works.)&lt;br /&gt;
|-&lt;br /&gt;
| Delete blueprint record || Delete a blueprint that is placed in the Game blueprints menu. (Taking the blueprint out and then deleting it still works.)&lt;br /&gt;
|-&lt;br /&gt;
| Delete custom tag || Delete a custom tag that has been placed on the map.&lt;br /&gt;
|-&lt;br /&gt;
| Delete permission group || Delete a permission group in the permission setting.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy item || ?&lt;br /&gt;
|-&lt;br /&gt;
| Destroy opened item || Destroy a blueprint or planner that is opened using the Destroy button.&lt;br /&gt;
|-&lt;br /&gt;
| Disconnect rolling stock || Disconnect wagons using the &amp;quot;disconnect rolling stock&amp;quot; keybind.&lt;br /&gt;
|-&lt;br /&gt;
| Drag train schedule || Rearrange stations in a train schedule by dragging them.&lt;br /&gt;
|-&lt;br /&gt;
| Drag train wait condition || Rearrange wait conditions in a train schedule by dragging them.&lt;br /&gt;
|-&lt;br /&gt;
| Drop blueprint record || ?&lt;br /&gt;
|-&lt;br /&gt;
| Drop item || Drop an item onto the floor by pressing Z.&lt;br /&gt;
|-&lt;br /&gt;
| Edit blueprint tool preview || Edit the name, icon or description fields of a blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Edit custom tag || Edit a custom tag that has been placed on the map.&lt;br /&gt;
|-&lt;br /&gt;
| Edit permission group || Edit the settings for an existing permission group in the permissions settings.&lt;br /&gt;
|-&lt;br /&gt;
| Export blueprint || Export a blueprint to a blueprint string.&lt;br /&gt;
|-&lt;br /&gt;
| Fast entity split || Fast transfer half a stack of items to an entity by holding a stack and pressing Ctrl + RMB.&lt;br /&gt;
|-&lt;br /&gt;
| Fast entity transfer || Fast transfer a stack of items to an entity by holding a stack and pressing Ctrl + LMB.&lt;br /&gt;
|-&lt;br /&gt;
| Flush opened entity fluid || Flush fluids from a specific entity.&lt;br /&gt;
|-&lt;br /&gt;
| Flush opened entity specific fluid || Flush fluids from a connected fluid network.&lt;br /&gt;
|-&lt;br /&gt;
| Go to train station || Send a train to a specific station in its schedule. (Temporary stops still work)&lt;br /&gt;
|-&lt;br /&gt;
| Grab blueprint record || Take blueprints out of the blueprint library. (Copying still works)&lt;br /&gt;
|-&lt;br /&gt;
| Gui checked state changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui click || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui confirmed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui elem changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui hover || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui leave || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui location changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui selected tab changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui selection state changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui switch state changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui text changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui value changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Import blueprint || ? (May only work in multiplayer?)&lt;br /&gt;
|-&lt;br /&gt;
| Import blueprint string || Import blueprints using the import blueprint string menu.&lt;br /&gt;
|-&lt;br /&gt;
| Import blueprints filtered || ?&lt;br /&gt;
|-&lt;br /&gt;
| Import permissions string || Import a permissions string in the permissions settings.&lt;br /&gt;
|-&lt;br /&gt;
| Inventory split || Quick transfer half of all items or all items of a specific kind to another inventory with Ctrl + RMB&lt;br /&gt;
|-&lt;br /&gt;
| Inventory transfer || Quick transfer all items or all items of a specific kind from one inventory to another with Ctrl + LMB&lt;br /&gt;
|-&lt;br /&gt;
| Launch rocket || Launch a rocket from the rocket silo&lt;br /&gt;
|-&lt;br /&gt;
| Lua shortcut || ?&lt;br /&gt;
|-&lt;br /&gt;
| Map editor action || Use any of the features of the map editor (opening it is still possible).&lt;br /&gt;
|-&lt;br /&gt;
| Market offer || Interact with the market entity.&lt;br /&gt;
|-&lt;br /&gt;
| Mod settings changed || Change any mod settings.&lt;br /&gt;
|-&lt;br /&gt;
| Open achievements gui || Open the Achievements menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open blueprint library gui || Open the blueprint library.&lt;br /&gt;
|-&lt;br /&gt;
| Open blueprint record || Open the blueprint edit menu for any blueprint in the blueprint library.&lt;br /&gt;
|-&lt;br /&gt;
| Open bonus gui || Open the bonuses menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open character gui || Open the character inventory/crafting menu&lt;br /&gt;
|-&lt;br /&gt;
| Open current vehicle gui || Open the gui of the currently driven vehicle with the button at the bottom-left of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| Open equipment || Open the menus of individual personal equipment items. (No openable equipment exists in vanilla)&lt;br /&gt;
|-&lt;br /&gt;
| Open gui || Open any entity menus.&lt;br /&gt;
|-&lt;br /&gt;
| Open item || Open the editing menus of blueprints and planners.&lt;br /&gt;
|-&lt;br /&gt;
| Open logistic gui || Open the logistic networks menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open mod item || ?&lt;br /&gt;
|-&lt;br /&gt;
| Open parent of opened item || Directly open the parent inventory of items such as blueprint books.&lt;br /&gt;
|-&lt;br /&gt;
| Open production gui || Open the production statistics menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open technology gui || Open the tech tree menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open tips and tricks gui || Open the tips and tricks menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open train gui || Open the trains overview menu.&lt;br /&gt;
|-&lt;br /&gt;
| Paste entity settings || Paste the settings of an entity with Shift + LMB.&lt;br /&gt;
|-&lt;br /&gt;
| Place equipment || Place personal equipment into equipment grids.&lt;br /&gt;
|-&lt;br /&gt;
| Quick bar pick slot || Select items placed on the quick bar.&lt;br /&gt;
|-&lt;br /&gt;
| Quick bar set selected page || ?&lt;br /&gt;
|-&lt;br /&gt;
| Quick bar set slot || Reassign a quickbar slot to hold a new item. (Assigning items to empty slots is still possible)&lt;br /&gt;
|-&lt;br /&gt;
| Reassign blueprint || Select new contents for a blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Remove cables || Remove cables from power boles using Shift + LMB.&lt;br /&gt;
|-&lt;br /&gt;
| Remove train station || Remove stations from train schedules.&lt;br /&gt;
|-&lt;br /&gt;
| Reset assembling machine || Remove the recipe from an assembling machine.&lt;br /&gt;
|-&lt;br /&gt;
| Reset item || Reset items such as spidertron remotes.&lt;br /&gt;
|-&lt;br /&gt;
| Reverse select area || ?&lt;br /&gt;
|-&lt;br /&gt;
| Rotate entity || Rotate already placed entities.&lt;br /&gt;
|-&lt;br /&gt;
| Select area || ?&lt;br /&gt;
|-&lt;br /&gt;
| Select blueprint entities || Select entities to include in a blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Select entity slot || Set entity filters in deconstruction planners.&lt;br /&gt;
|-&lt;br /&gt;
| Select item || ?&lt;br /&gt;
|-&lt;br /&gt;
| Select mapper slot || ?&lt;br /&gt;
|-&lt;br /&gt;
| Select next valid gun || Switch between weapons by pressing Tab.&lt;br /&gt;
|-&lt;br /&gt;
| Select tile slot || Set tile filters in deconstruction planners.&lt;br /&gt;
|-&lt;br /&gt;
| Send spidertron || Use the remote control to send a spidertron somewhere.&lt;br /&gt;
|-&lt;br /&gt;
| Set auto launch rocket || Set a rocket silo to automatically launch rockets.&lt;br /&gt;
|-&lt;br /&gt;
| Set autosort inventory || Change the &amp;quot;always keep the player&#039;s main inventory sorted&amp;quot; setting. (Setting will still change, but the change has no effect.)&lt;br /&gt;
|-&lt;br /&gt;
| Set behaviour mode || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set car weapons control || Change who has control of the weapons in a car when there are multiple people on board.&lt;br /&gt;
|-&lt;br /&gt;
| Set circuit condition || Change the enabled condition settings on any circuit connected entities.&lt;br /&gt;
|-&lt;br /&gt;
| Set circuit mode of operation || Change the mode of operation settings on any circuit controlled entities.&lt;br /&gt;
|-&lt;br /&gt;
| Set controller logistic trash filter item || Change the maximum count for a personal logistic request.&lt;br /&gt;
|-&lt;br /&gt;
| Set deconstruction item trees and rocks only || Change the deconstruction planner&#039;s &amp;quot;trees/rocks only&amp;quot; checkbox.&lt;br /&gt;
|-&lt;br /&gt;
| Set entity color || Change the color of any entity that supports this.&lt;br /&gt;
|-&lt;br /&gt;
| Set entity energy property || Change the settings on an electric energy interface (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set entity logistic trash filter item || Change the maximum count for an entity&#039;s logistic request.&lt;br /&gt;
|-&lt;br /&gt;
| Set filter || Filter inventory slots to a specific item.&lt;br /&gt;
|-&lt;br /&gt;
| Set flat controller gui || ? (does not affect changing to/from flat character gui)&lt;br /&gt;
|-&lt;br /&gt;
| Set heat interface mode || Set the mode of a heat interface (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set heat interface temperature || Set the temperature on a heat interface (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set infinity container filter item || Change the filters on infinity chests (editor only item)&lt;br /&gt;
|-&lt;br /&gt;
| Set infinity container remove unfiltered items || Change the remove unfiltered items setting on infinity chests (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set infinity pipe filter || Set the fluid type on an infinity pipe (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set inserter max stack size || Change the stack size limit on inserters.&lt;br /&gt;
|-&lt;br /&gt;
| Set inventory bar || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set linked container link ID || Change which network linked chests are connected to (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set logistic filter item || Change any personal logistics request filters.&lt;br /&gt;
|-&lt;br /&gt;
| Set logistic filter signal || Change output signals on constant combinators.&lt;br /&gt;
|-&lt;br /&gt;
| Set player color || Change the color of the player&#039;s character.&lt;br /&gt;
|-&lt;br /&gt;
| Set recipe notifications || Change whether new recipes are marked as new in the crafting menu.&lt;br /&gt;
|-&lt;br /&gt;
| Set request from buffers || Change the &amp;quot;request from buffer chests&amp;quot; setting on requester chests.&lt;br /&gt;
|-&lt;br /&gt;
| Set research finished stops game || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set signal || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set splitter priority || Change the priority settings on splitters.&lt;br /&gt;
|-&lt;br /&gt;
| Set train stopped || Toggle trains between manual and automatic modes.&lt;br /&gt;
|-&lt;br /&gt;
| Set trains limit || Change the train limit setting on train stops.&lt;br /&gt;
|-&lt;br /&gt;
| Set vehicle automatic targeting parameters || Change the automatic targeting settings on autonomous vehicles such as the spidertron.&lt;br /&gt;
|-&lt;br /&gt;
| Setup assembling machine || Set the recipe on assembling machines that do not have a recipe set.&lt;br /&gt;
|-&lt;br /&gt;
| Setup blueprint || Create a blueprint from the blueprint edit menu.&lt;br /&gt;
|-&lt;br /&gt;
| Setup single blueprint record || ?&lt;br /&gt;
|-&lt;br /&gt;
| Smart pipette || Smart pipette functions such as selecting a miner when using the pipette on ore.&lt;br /&gt;
|-&lt;br /&gt;
| Spawn item || ?&lt;br /&gt;
|-&lt;br /&gt;
| Stack split || Transfer half a stack of items to another inventory with Shift + RMB.&lt;br /&gt;
|-&lt;br /&gt;
| Stack transfer || Transfer a stack of items to another inventory with Shift + LMB.&lt;br /&gt;
|-&lt;br /&gt;
| Start repair || Repair entities using a repair pack.&lt;br /&gt;
|-&lt;br /&gt;
| Start research || Start new research in the tech tree menu.&lt;br /&gt;
|-&lt;br /&gt;
| Start walking || Walk around.&lt;br /&gt;
|-&lt;br /&gt;
| Stop building by moving || ?&lt;br /&gt;
|-&lt;br /&gt;
| Switch connect to logistic network || Connect or disconnect machines from the logistic network.&lt;br /&gt;
|-&lt;br /&gt;
| Switch constant combinator state || Toggle constant combinators on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Switch inserter filter mode state || Switch between blacklist and whitelist on filter inserters.&lt;br /&gt;
|-&lt;br /&gt;
| Switch power switch state || Toggle power switches on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Switch to rename stop gui || Open the rename train stop menu by clicking the pencil icon next to the stop name.&lt;br /&gt;
|-&lt;br /&gt;
| Take equipment || Remove equipment from an equipment grid.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle deconstruction item entity filter mode || Toggle the &amp;quot;entities only&amp;quot; switch on deconstruction planners.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle deconstruction item tile filter mode || Toggle the &amp;quot;tiles only&amp;quot; switch on deconstruction planners.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle driving || Enter or exit vehicles.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle enable vehicle logistic requests || Toggle logistic requests of vehicles on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle entity logistic requests || Toggle personal logistics and auto-trash on or off for entities.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle equipment movement bonus || Toggle exoskeletons on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle map editor || Open or close the map editor.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle personal logistic requests. || Toggle personal logistic requests on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle personal roboport || Toggle personal roboports on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle show entity info || ?&lt;br /&gt;
|-&lt;br /&gt;
| Translate string || ?&lt;br /&gt;
|-&lt;br /&gt;
| Undo || Undo the previous action with Ctrl + Z.&lt;br /&gt;
|-&lt;br /&gt;
| Upgrade || Apply an upgrade using the upgrade planner.&lt;br /&gt;
|-&lt;br /&gt;
| Upgrade opened blueprint by item || Apply a pre-existing upgrade planner to an open blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Upgrade opened blueprint by record || Apply a default upgrade planner to an open blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Use artillery remote || Use the artillery remote to target artillery.&lt;br /&gt;
|-&lt;br /&gt;
| Use item || Use consumable items such as capsules.&lt;br /&gt;
|-&lt;br /&gt;
| Wire dragging || Manually place circuit network wires.&lt;br /&gt;
|-&lt;br /&gt;
| Write to console || Allow use of chat/console.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Permissions&amp;diff=199320</id>
		<title>Permissions</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Permissions&amp;diff=199320"/>
		<updated>2024-08-15T17:56:46Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Add info on how to open menu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The permissions system provides control over what players are allowed to do while in a specific game. This system is most useful in [[multiplayer]], but may also be used in singleplayer. The permissions menu can be opened using the /permissions command.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Permission !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Activate copy || Get a copy tool by pressing Ctrl + C or the copy button on the shortcut bar.&lt;br /&gt;
|-&lt;br /&gt;
| Activate cut || Get a cut tool by pressing Ctrl + X or the cut button on the shortcut bar.&lt;br /&gt;
|-&lt;br /&gt;
| Activate paste || Get a paste tool by pressing Ctrl + V or the paste button on the shortcut bar.&lt;br /&gt;
|-&lt;br /&gt;
| Add permission group || Create a new permission group in the permissions settings.&lt;br /&gt;
|-&lt;br /&gt;
| Add train station || Add a train station to a train schedule.&lt;br /&gt;
|-&lt;br /&gt;
| Admin action || ? (Presumably execute /c commands or player management?)&lt;br /&gt;
|-&lt;br /&gt;
| Alt reverse select area || ?&lt;br /&gt;
|-&lt;br /&gt;
| Alt select area || ?&lt;br /&gt;
|-&lt;br /&gt;
| Alt select blueprint entities || Select blueprint while holding shift to skip the blueprint edit window.&lt;br /&gt;
|-&lt;br /&gt;
| Alternative copy || Copy while holding Shift to open a blueprint edit window.&lt;br /&gt;
|-&lt;br /&gt;
| Begin mining || Mine an entity&lt;br /&gt;
|-&lt;br /&gt;
| Begin mining terrain || Mine any tile (removing paving)&lt;br /&gt;
|-&lt;br /&gt;
| Build || Place an entity.&lt;br /&gt;
|-&lt;br /&gt;
| Build rail || Use the rail planner&lt;br /&gt;
|-&lt;br /&gt;
| Build terrain || Place any tile.&lt;br /&gt;
|-&lt;br /&gt;
| Cancel craft || Cancel items in the handcrafting queue&lt;br /&gt;
|-&lt;br /&gt;
| Cancel deconstruct || Cancel deconstruction plans by selecting entities/tiles marked for deconstruction with a deconstruction planner while holding Shift.&lt;br /&gt;
|-&lt;br /&gt;
| Cancel new blueprint || Exit out of the blueprint editing menu by pressing escape (X button still works).&lt;br /&gt;
|-&lt;br /&gt;
| Cancel research || Cancel ongoing research (Does not correctly show in research gui in singleplayer, research will appear cancelled but resumes as soon as window is closed)&lt;br /&gt;
|-&lt;br /&gt;
| Cancel upgrade || Cancel an entity upgrade created with the upgrade planner.&lt;br /&gt;
|-&lt;br /&gt;
| Change active character tab || ? (Switching between the crafting and logistics tabs when flat gui is enabled still works as normal)&lt;br /&gt;
|-&lt;br /&gt;
| Change active item group for crafting || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change active item group for filters || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change active quick bar || ? (Editing quickbars, cycling through them and switching them still works as normal)&lt;br /&gt;
|-&lt;br /&gt;
| Change arithmetic combinator parameters || Make changes to any of the settings of arithmetic combinators.&lt;br /&gt;
|-&lt;br /&gt;
| Change decider combinator parameters || Make changes to any of the settings of decider combinators.&lt;br /&gt;
|-&lt;br /&gt;
| Change entity label || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change item description || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change item label || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change multiplayer config || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change picking state || Pick up items from the floor by holding F.&lt;br /&gt;
|-&lt;br /&gt;
| Change programmable speaker alert parameters || Change any of the programmable speaker&#039;s alert settings.&lt;br /&gt;
|-&lt;br /&gt;
| Change programmable speaker circuit parameters || Change the programmable speaker&#039;s &amp;quot;signal value is pitch&amp;quot; setting.&lt;br /&gt;
|-&lt;br /&gt;
| Change programmable speaker parameters || Change the programmable speaker&#039;s &amp;quot;Volume&amp;quot;, &amp;quot;Global playback&amp;quot; and &amp;quot;Allow polyphony&amp;quot; settings.&lt;br /&gt;
|-&lt;br /&gt;
| Change riding state || Control any vehicle (getting in and out is still possible).&lt;br /&gt;
|-&lt;br /&gt;
| Change shooting state || Shoot at anything.&lt;br /&gt;
|-&lt;br /&gt;
| Change train stop station || Change the name of a train stop.&lt;br /&gt;
|-&lt;br /&gt;
| Change train wait condition || Add or remove wait conditions in a train schedule.&lt;br /&gt;
|-&lt;br /&gt;
| Change train wait condition data || Edit the contents of wait conditions in a train schedule.&lt;br /&gt;
|-&lt;br /&gt;
| Clear cursor || Clear the cursor by pressing Q.&lt;br /&gt;
|-&lt;br /&gt;
| Connect rolling stock || Connect multiple trains together using the &amp;quot;connect rolling stock&amp;quot; keybind.&lt;br /&gt;
|-&lt;br /&gt;
| Copy || Copy entities using the copy tool.&lt;br /&gt;
|-&lt;br /&gt;
| Copy entity settings || Copy the settings of an entity with Shift + RMB.&lt;br /&gt;
|-&lt;br /&gt;
| Copy opened blueprint || Make a copy of an opened blueprint using the &amp;quot;create copy of this&amp;quot; button.&lt;br /&gt;
|-&lt;br /&gt;
| Copy opened item || Make a copy of an opened item that is not a blueprint (i.e. planners) using the &amp;quot;create copy of this&amp;quot; button.&lt;br /&gt;
|-&lt;br /&gt;
| Craft || Handcraft items.&lt;br /&gt;
|-&lt;br /&gt;
| Cursor split || Pick up half a stack of items from an inventory by right clicking it.&lt;br /&gt;
|-&lt;br /&gt;
| Cursor transfer || Pick up a stack of items from an inventory by clicking it.&lt;br /&gt;
|-&lt;br /&gt;
| Custom input || Use custom inputs defined by mods.&lt;br /&gt;
|-&lt;br /&gt;
| Cycle blueprint book backwards || Cycle through the blueprints in a blueprint book in reverse order with Shift + Scroll.&lt;br /&gt;
|-&lt;br /&gt;
| Cycle blueprint book || Cycle through the blueprints in a blueprint book by scrolling.&lt;br /&gt;
|-&lt;br /&gt;
| Deconstruct || Mark items for deconstruction using a deconstruction planner.&lt;br /&gt;
|-&lt;br /&gt;
| Delete blueprint library || Delete a blueprint that is placed in the player&#039;s personal blueprint library. (Taking the blueprint out and then deleting it still works.)&lt;br /&gt;
|-&lt;br /&gt;
| Delete blueprint record || Delete a blueprint that is placed in the Game blueprints menu. (Taking the blueprint out and then deleting it still works.)&lt;br /&gt;
|-&lt;br /&gt;
| Delete custom tag || Delete a custom tag that has been placed on the map.&lt;br /&gt;
|-&lt;br /&gt;
| Delete permission group || Delete a permission group in the permission setting.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy item || ?&lt;br /&gt;
|-&lt;br /&gt;
| Destroy opened item || Destroy a blueprint or planner that is opened using the Destroy button.&lt;br /&gt;
|-&lt;br /&gt;
| Disconnect rolling stock || Disconnect wagons using the &amp;quot;disconnect rolling stock&amp;quot; keybind.&lt;br /&gt;
|-&lt;br /&gt;
| Drag train schedule || Rearrange stations in a train schedule by dragging them.&lt;br /&gt;
|-&lt;br /&gt;
| Drag train wait condition || Rearrange wait conditions in a train schedule by dragging them.&lt;br /&gt;
|-&lt;br /&gt;
| Drop blueprint record || ?&lt;br /&gt;
|-&lt;br /&gt;
| Drop item || Drop an item onto the floor by pressing Z.&lt;br /&gt;
|-&lt;br /&gt;
| Edit blueprint tool preview || Edit the name, icon or description fields of a blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Edit custom tag || Edit a custom tag that has been placed on the map.&lt;br /&gt;
|-&lt;br /&gt;
| Edit permission group || Edit the settings for an existing permission group in the permissions settings.&lt;br /&gt;
|-&lt;br /&gt;
| Export blueprint || Export a blueprint to a blueprint string.&lt;br /&gt;
|-&lt;br /&gt;
| Fast entity split || Fast transfer half a stack of items to an entity by holding a stack and pressing Ctrl + RMB.&lt;br /&gt;
|-&lt;br /&gt;
| Fast entity transfer || Fast transfer a stack of items to an entity by holding a stack and pressing Ctrl + LMB.&lt;br /&gt;
|-&lt;br /&gt;
| Flush opened entity fluid || Flush fluids from a specific entity.&lt;br /&gt;
|-&lt;br /&gt;
| Flush opened entity specific fluid || Flush fluids from a connected fluid network.&lt;br /&gt;
|-&lt;br /&gt;
| Go to train station || Send a train to a specific station in its schedule. (Temporary stops still work)&lt;br /&gt;
|-&lt;br /&gt;
| Grab blueprint record || Take blueprints out of the blueprint library. (Copying still works)&lt;br /&gt;
|-&lt;br /&gt;
| Gui checked state changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui click || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui confirmed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui elem changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui hover || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui leave || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui location changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui selected tab changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui selection state changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui switch state changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui text changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui value changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Import blueprint || ? (May only work in multiplayer?)&lt;br /&gt;
|-&lt;br /&gt;
| Import blueprint string || Import blueprints using the import blueprint string menu.&lt;br /&gt;
|-&lt;br /&gt;
| Import blueprints filtered || ?&lt;br /&gt;
|-&lt;br /&gt;
| Import permissions string || Import a permissions string in the permissions settings.&lt;br /&gt;
|-&lt;br /&gt;
| Inventory split || Quick transfer half of all items or all items of a specific kind to another inventory with Ctrl + RMB&lt;br /&gt;
|-&lt;br /&gt;
| Inventory transfer || Quick transfer all items or all items of a specific kind from one inventory to another with Ctrl + LMB&lt;br /&gt;
|-&lt;br /&gt;
| Launch rocket || Launch a rocket from the rocket silo&lt;br /&gt;
|-&lt;br /&gt;
| Lua shortcut || ?&lt;br /&gt;
|-&lt;br /&gt;
| Map editor action || Use any of the features of the map editor (opening it is still possible).&lt;br /&gt;
|-&lt;br /&gt;
| Market offer || Interact with the market entity.&lt;br /&gt;
|-&lt;br /&gt;
| Mod settings changed || Change any mod settings.&lt;br /&gt;
|-&lt;br /&gt;
| Open achievements gui || Open the Achievements menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open blueprint library gui || Open the blueprint library.&lt;br /&gt;
|-&lt;br /&gt;
| Open blueprint record || Open the blueprint edit menu for any blueprint in the blueprint library.&lt;br /&gt;
|-&lt;br /&gt;
| Open bonus gui || Open the bonuses menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open character gui || Open the character inventory/crafting menu&lt;br /&gt;
|-&lt;br /&gt;
| Open current vehicle gui || Open the gui of the currently driven vehicle with the button at the bottom-left of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| Open equipment || Open the menus of individual personal equipment items. (No openable equipment exists in vanilla)&lt;br /&gt;
|-&lt;br /&gt;
| Open gui || Open any entity menus.&lt;br /&gt;
|-&lt;br /&gt;
| Open item || Open the editing menus of blueprints and planners.&lt;br /&gt;
|-&lt;br /&gt;
| Open logistic gui || Open the logistic networks menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open mod item || ?&lt;br /&gt;
|-&lt;br /&gt;
| Open parent of opened item || Directly open the parent inventory of items such as blueprint books.&lt;br /&gt;
|-&lt;br /&gt;
| Open production gui || Open the production statistics menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open technology gui || Open the tech tree menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open tips and tricks gui || Open the tips and tricks menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open train gui || Open the trains overview menu.&lt;br /&gt;
|-&lt;br /&gt;
| Paste entity settings || Paste the settings of an entity with Shift + LMB.&lt;br /&gt;
|-&lt;br /&gt;
| Place equipment || Place personal equipment into equipment grids.&lt;br /&gt;
|-&lt;br /&gt;
| Quick bar pick slot || Select items placed on the quick bar.&lt;br /&gt;
|-&lt;br /&gt;
| Quick bar set selected page || ?&lt;br /&gt;
|-&lt;br /&gt;
| Quick bar set slot || Reassign a quickbar slot to hold a new item. (Assigning items to empty slots is still possible)&lt;br /&gt;
|-&lt;br /&gt;
| Reassign blueprint || Select new contents for a blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Remove cables || Remove cables from power boles using Shift + LMB.&lt;br /&gt;
|-&lt;br /&gt;
| Remove train station || Remove stations from train schedules.&lt;br /&gt;
|-&lt;br /&gt;
| Reset assembling machine || Remove the recipe from an assembling machine.&lt;br /&gt;
|-&lt;br /&gt;
| Reset item || Reset items such as spidertron remotes.&lt;br /&gt;
|-&lt;br /&gt;
| Reverse select area || ?&lt;br /&gt;
|-&lt;br /&gt;
| Rotate entity || Rotate already placed entities.&lt;br /&gt;
|-&lt;br /&gt;
| Select area || ?&lt;br /&gt;
|-&lt;br /&gt;
| Select blueprint entities || Select entities to include in a blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Select entity slot || Set entity filters in deconstruction planners.&lt;br /&gt;
|-&lt;br /&gt;
| Select item || ?&lt;br /&gt;
|-&lt;br /&gt;
| Select mapper slot || ?&lt;br /&gt;
|-&lt;br /&gt;
| Select next valid gun || Switch between weapons by pressing Tab.&lt;br /&gt;
|-&lt;br /&gt;
| Select tile slot || Set tile filters in deconstruction planners.&lt;br /&gt;
|-&lt;br /&gt;
| Send spidertron || Use the remote control to send a spidertron somewhere.&lt;br /&gt;
|-&lt;br /&gt;
| Set auto launch rocket || Set a rocket silo to automatically launch rockets.&lt;br /&gt;
|-&lt;br /&gt;
| Set autosort inventory || Change the &amp;quot;always keep the player&#039;s main inventory sorted&amp;quot; setting. (Setting will still change, but the change has no effect.)&lt;br /&gt;
|-&lt;br /&gt;
| Set behaviour mode || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set car weapons control || Change who has control of the weapons in a car when there are multiple people on board.&lt;br /&gt;
|-&lt;br /&gt;
| Set circuit condition || Change the enabled condition settings on any circuit connected entities.&lt;br /&gt;
|-&lt;br /&gt;
| Set circuit mode of operation || Change the mode of operation settings on any circuit controlled entities.&lt;br /&gt;
|-&lt;br /&gt;
| Set controller logistic trash filter item || Change the maximum count for a personal logistic request.&lt;br /&gt;
|-&lt;br /&gt;
| Set deconstruction item trees and rocks only || Change the deconstruction planner&#039;s &amp;quot;trees/rocks only&amp;quot; checkbox.&lt;br /&gt;
|-&lt;br /&gt;
| Set entity color || Change the color of any entity that supports this.&lt;br /&gt;
|-&lt;br /&gt;
| Set entity energy property || Change the settings on an electric energy interface (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set entity logistic trash filter item || Change the maximum count for an entity&#039;s logistic request.&lt;br /&gt;
|-&lt;br /&gt;
| Set filter || Filter inventory slots to a specific item.&lt;br /&gt;
|-&lt;br /&gt;
| Set flat controller gui || ? (does not affect changing to/from flat character gui)&lt;br /&gt;
|-&lt;br /&gt;
| Set heat interface mode || Set the mode of a heat interface (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set heat interface temperature || Set the temperature on a heat interface (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set infinity container filter item || Change the filters on infinity chests (editor only item)&lt;br /&gt;
|-&lt;br /&gt;
| Set infinity container remove unfiltered items || Change the remove unfiltered items setting on infinity chests (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set infinity pipe filter || Set the fluid type on an infinity pipe (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set inserter max stack size || Change the stack size limit on inserters.&lt;br /&gt;
|-&lt;br /&gt;
| Set inventory bar || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set linked container link ID || Change which network linked chests are connected to (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set logistic filter item || Change any personal logistics request filters.&lt;br /&gt;
|-&lt;br /&gt;
| Set logistic filter signal || Change output signals on constant combinators.&lt;br /&gt;
|-&lt;br /&gt;
| Set player color || Change the color of the player&#039;s character.&lt;br /&gt;
|-&lt;br /&gt;
| Set recipe notifications || Change whether new recipes are marked as new in the crafting menu.&lt;br /&gt;
|-&lt;br /&gt;
| Set request from buffers || Change the &amp;quot;request from buffer chests&amp;quot; setting on requester chests.&lt;br /&gt;
|-&lt;br /&gt;
| Set research finished stops game || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set signal || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set splitter priority || Change the priority settings on splitters.&lt;br /&gt;
|-&lt;br /&gt;
| Set train stopped || Toggle trains between manual and automatic modes.&lt;br /&gt;
|-&lt;br /&gt;
| Set trains limit || Change the train limit setting on train stops.&lt;br /&gt;
|-&lt;br /&gt;
| Set vehicle automatic targeting parameters || Change the automatic targeting settings on autonomous vehicles such as the spidertron.&lt;br /&gt;
|-&lt;br /&gt;
| Setup assembling machine || Set the recipe on assembling machines that do not have a recipe set.&lt;br /&gt;
|-&lt;br /&gt;
| Setup blueprint || Create a blueprint from the blueprint edit menu.&lt;br /&gt;
|-&lt;br /&gt;
| Setup single blueprint record || ?&lt;br /&gt;
|-&lt;br /&gt;
| Smart pipette || Smart pipette functions such as selecting a miner when using the pipette on ore.&lt;br /&gt;
|-&lt;br /&gt;
| Spawn item || ?&lt;br /&gt;
|-&lt;br /&gt;
| Stack split || Transfer half a stack of items to another inventory with Shift + RMB.&lt;br /&gt;
|-&lt;br /&gt;
| Stack transfer || Transfer a stack of items to another inventory with Shift + LMB.&lt;br /&gt;
|-&lt;br /&gt;
| Start repair || Repair entities using a repair pack.&lt;br /&gt;
|-&lt;br /&gt;
| Start research || Start new research in the tech tree menu.&lt;br /&gt;
|-&lt;br /&gt;
| Start walking || Walk around.&lt;br /&gt;
|-&lt;br /&gt;
| Stop building by moving || ?&lt;br /&gt;
|-&lt;br /&gt;
| Switch connect to logistic network || Connect or disconnect machines from the logistic network.&lt;br /&gt;
|-&lt;br /&gt;
| Switch constant combinator state || Toggle constant combinators on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Switch inserter filter mode state || Switch between blacklist and whitelist on filter inserters.&lt;br /&gt;
|-&lt;br /&gt;
| Switch power switch state || Toggle power switches on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Switch to rename stop gui || Open the rename train stop menu by clicking the pencil icon next to the stop name.&lt;br /&gt;
|-&lt;br /&gt;
| Take equipment || Remove equipment from an equipment grid.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle deconstruction item entity filter mode || Toggle the &amp;quot;entities only&amp;quot; switch on deconstruction planners.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle deconstruction item tile filter mode || Toggle the &amp;quot;tiles only&amp;quot; switch on deconstruction planners.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle driving || Enter or exit vehicles.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle enable vehicle logistic requests || Toggle logistic requests of vehicles on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle entity logistic requests || Toggle personal logistics and auto-trash on or off for entities.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle equipment movement bonus || Toggle exoskeletons on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle map editor || Open or close the map editor.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle personal logistic requests. Toggle personal logistic requests on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle personal roboport || Toggle personal roboports on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle show entity info || ?&lt;br /&gt;
|-&lt;br /&gt;
| Translate string || ?&lt;br /&gt;
|-&lt;br /&gt;
| Undo || Undo the previous action with Ctrl + Z.&lt;br /&gt;
|-&lt;br /&gt;
| Upgrade || Apply an upgrade using the upgrade planner.&lt;br /&gt;
|-&lt;br /&gt;
| Upgrade opened blueprint by item || Apply a pre-existing upgrade planner to an open blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Upgrade opened blueprint by record || Apply a default upgrade planner to an open blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Use artillery remote || Use the artillery remote to target artillery.&lt;br /&gt;
|-&lt;br /&gt;
| Use item || Use consumable items such as capsules.&lt;br /&gt;
|-&lt;br /&gt;
| Wire dragging || Manually place circuit network wires.&lt;br /&gt;
|-&lt;br /&gt;
| Write to console || Allow use of chat/console.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Permissions&amp;diff=199319</id>
		<title>Permissions</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Permissions&amp;diff=199319"/>
		<updated>2024-08-15T17:52:44Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Create page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The permissions system provides control over what players are allowed to do while in a specific game. This system is most useful in [[multiplayer]], but may also be used in singleplayer.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Permission !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Activate copy || Get a copy tool by pressing Ctrl + C or the copy button on the shortcut bar.&lt;br /&gt;
|-&lt;br /&gt;
| Activate cut || Get a cut tool by pressing Ctrl + X or the cut button on the shortcut bar.&lt;br /&gt;
|-&lt;br /&gt;
| Activate paste || Get a paste tool by pressing Ctrl + V or the paste button on the shortcut bar.&lt;br /&gt;
|-&lt;br /&gt;
| Add permission group || Create a new permission group in the permissions settings.&lt;br /&gt;
|-&lt;br /&gt;
| Add train station || Add a train station to a train schedule.&lt;br /&gt;
|-&lt;br /&gt;
| Admin action || ? (Presumably execute /c commands or player management?)&lt;br /&gt;
|-&lt;br /&gt;
| Alt reverse select area || ?&lt;br /&gt;
|-&lt;br /&gt;
| Alt select area || ?&lt;br /&gt;
|-&lt;br /&gt;
| Alt select blueprint entities || Select blueprint while holding shift to skip the blueprint edit window.&lt;br /&gt;
|-&lt;br /&gt;
| Alternative copy || Copy while holding Shift to open a blueprint edit window.&lt;br /&gt;
|-&lt;br /&gt;
| Begin mining || Mine an entity&lt;br /&gt;
|-&lt;br /&gt;
| Begin mining terrain || Mine any tile (removing paving)&lt;br /&gt;
|-&lt;br /&gt;
| Build || Place an entity.&lt;br /&gt;
|-&lt;br /&gt;
| Build rail || Use the rail planner&lt;br /&gt;
|-&lt;br /&gt;
| Build terrain || Place any tile.&lt;br /&gt;
|-&lt;br /&gt;
| Cancel craft || Cancel items in the handcrafting queue&lt;br /&gt;
|-&lt;br /&gt;
| Cancel deconstruct || Cancel deconstruction plans by selecting entities/tiles marked for deconstruction with a deconstruction planner while holding Shift.&lt;br /&gt;
|-&lt;br /&gt;
| Cancel new blueprint || Exit out of the blueprint editing menu by pressing escape (X button still works).&lt;br /&gt;
|-&lt;br /&gt;
| Cancel research || Cancel ongoing research (Does not correctly show in research gui in singleplayer, research will appear cancelled but resumes as soon as window is closed)&lt;br /&gt;
|-&lt;br /&gt;
| Cancel upgrade || Cancel an entity upgrade created with the upgrade planner.&lt;br /&gt;
|-&lt;br /&gt;
| Change active character tab || ? (Switching between the crafting and logistics tabs when flat gui is enabled still works as normal)&lt;br /&gt;
|-&lt;br /&gt;
| Change active item group for crafting || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change active item group for filters || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change active quick bar || ? (Editing quickbars, cycling through them and switching them still works as normal)&lt;br /&gt;
|-&lt;br /&gt;
| Change arithmetic combinator parameters || Make changes to any of the settings of arithmetic combinators.&lt;br /&gt;
|-&lt;br /&gt;
| Change decider combinator parameters || Make changes to any of the settings of decider combinators.&lt;br /&gt;
|-&lt;br /&gt;
| Change entity label || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change item description || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change item label || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change multiplayer config || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change picking state || Pick up items from the floor by holding F.&lt;br /&gt;
|-&lt;br /&gt;
| Change programmable speaker alert parameters || Change any of the programmable speaker&#039;s alert settings.&lt;br /&gt;
|-&lt;br /&gt;
| Change programmable speaker circuit parameters || Change the programmable speaker&#039;s &amp;quot;signal value is pitch&amp;quot; setting.&lt;br /&gt;
|-&lt;br /&gt;
| Change programmable speaker parameters || Change the programmable speaker&#039;s &amp;quot;Volume&amp;quot;, &amp;quot;Global playback&amp;quot; and &amp;quot;Allow polyphony&amp;quot; settings.&lt;br /&gt;
|-&lt;br /&gt;
| Change riding state || Control any vehicle (getting in and out is still possible).&lt;br /&gt;
|-&lt;br /&gt;
| Change shooting state || Shoot at anything.&lt;br /&gt;
|-&lt;br /&gt;
| Change train stop station || Change the name of a train stop.&lt;br /&gt;
|-&lt;br /&gt;
| Change train wait condition || Add or remove wait conditions in a train schedule.&lt;br /&gt;
|-&lt;br /&gt;
| Change train wait condition data || Edit the contents of wait conditions in a train schedule.&lt;br /&gt;
|-&lt;br /&gt;
| Clear cursor || Clear the cursor by pressing Q.&lt;br /&gt;
|-&lt;br /&gt;
| Connect rolling stock || Connect multiple trains together using the &amp;quot;connect rolling stock&amp;quot; keybind.&lt;br /&gt;
|-&lt;br /&gt;
| Copy || Copy entities using the copy tool.&lt;br /&gt;
|-&lt;br /&gt;
| Copy entity settings || Copy the settings of an entity with Shift + RMB.&lt;br /&gt;
|-&lt;br /&gt;
| Copy opened blueprint || Make a copy of an opened blueprint using the &amp;quot;create copy of this&amp;quot; button.&lt;br /&gt;
|-&lt;br /&gt;
| Copy opened item || Make a copy of an opened item that is not a blueprint (i.e. planners) using the &amp;quot;create copy of this&amp;quot; button.&lt;br /&gt;
|-&lt;br /&gt;
| Craft || Handcraft items.&lt;br /&gt;
|-&lt;br /&gt;
| Cursor split || Pick up half a stack of items from an inventory by right clicking it.&lt;br /&gt;
|-&lt;br /&gt;
| Cursor transfer || Pick up a stack of items from an inventory by clicking it.&lt;br /&gt;
|-&lt;br /&gt;
| Custom input || Use custom inputs defined by mods.&lt;br /&gt;
|-&lt;br /&gt;
| Cycle blueprint book backwards || Cycle through the blueprints in a blueprint book in reverse order with Shift + Scroll.&lt;br /&gt;
|-&lt;br /&gt;
| Cycle blueprint book || Cycle through the blueprints in a blueprint book by scrolling.&lt;br /&gt;
|-&lt;br /&gt;
| Deconstruct || Mark items for deconstruction using a deconstruction planner.&lt;br /&gt;
|-&lt;br /&gt;
| Delete blueprint library || Delete a blueprint that is placed in the player&#039;s personal blueprint library. (Taking the blueprint out and then deleting it still works.)&lt;br /&gt;
|-&lt;br /&gt;
| Delete blueprint record || Delete a blueprint that is placed in the Game blueprints menu. (Taking the blueprint out and then deleting it still works.)&lt;br /&gt;
|-&lt;br /&gt;
| Delete custom tag || Delete a custom tag that has been placed on the map.&lt;br /&gt;
|-&lt;br /&gt;
| Delete permission group || Delete a permission group in the permission setting.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy item || ?&lt;br /&gt;
|-&lt;br /&gt;
| Destroy opened item || Destroy a blueprint or planner that is opened using the Destroy button.&lt;br /&gt;
|-&lt;br /&gt;
| Disconnect rolling stock || Disconnect wagons using the &amp;quot;disconnect rolling stock&amp;quot; keybind.&lt;br /&gt;
|-&lt;br /&gt;
| Drag train schedule || Rearrange stations in a train schedule by dragging them.&lt;br /&gt;
|-&lt;br /&gt;
| Drag train wait condition || Rearrange wait conditions in a train schedule by dragging them.&lt;br /&gt;
|-&lt;br /&gt;
| Drop blueprint record || ?&lt;br /&gt;
|-&lt;br /&gt;
| Drop item || Drop an item onto the floor by pressing Z.&lt;br /&gt;
|-&lt;br /&gt;
| Edit blueprint tool preview || Edit the name, icon or description fields of a blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Edit custom tag || Edit a custom tag that has been placed on the map.&lt;br /&gt;
|-&lt;br /&gt;
| Edit permission group || Edit the settings for an existing permission group in the permissions settings.&lt;br /&gt;
|-&lt;br /&gt;
| Export blueprint || Export a blueprint to a blueprint string.&lt;br /&gt;
|-&lt;br /&gt;
| Fast entity split || Fast transfer half a stack of items to an entity by holding a stack and pressing Ctrl + RMB.&lt;br /&gt;
|-&lt;br /&gt;
| Fast entity transfer || Fast transfer a stack of items to an entity by holding a stack and pressing Ctrl + LMB.&lt;br /&gt;
|-&lt;br /&gt;
| Flush opened entity fluid || Flush fluids from a specific entity.&lt;br /&gt;
|-&lt;br /&gt;
| Flush opened entity specific fluid || Flush fluids from a connected fluid network.&lt;br /&gt;
|-&lt;br /&gt;
| Go to train station || Send a train to a specific station in its schedule. (Temporary stops still work)&lt;br /&gt;
|-&lt;br /&gt;
| Grab blueprint record || Take blueprints out of the blueprint library. (Copying still works)&lt;br /&gt;
|-&lt;br /&gt;
| Gui checked state changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui click || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui confirmed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui elem changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui hover || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui leave || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui location changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui selected tab changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui selection state changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui switch state changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui text changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Gui value changed || ?&lt;br /&gt;
|-&lt;br /&gt;
| Import blueprint || ? (May only work in multiplayer?)&lt;br /&gt;
|-&lt;br /&gt;
| Import blueprint string || Import blueprints using the import blueprint string menu.&lt;br /&gt;
|-&lt;br /&gt;
| Import blueprints filtered || ?&lt;br /&gt;
|-&lt;br /&gt;
| Import permissions string || Import a permissions string in the permissions settings.&lt;br /&gt;
|-&lt;br /&gt;
| Inventory split || Quick transfer half of all items or all items of a specific kind to another inventory with Ctrl + RMB&lt;br /&gt;
|-&lt;br /&gt;
| Inventory transfer || Quick transfer all items or all items of a specific kind from one inventory to another with Ctrl + LMB&lt;br /&gt;
|-&lt;br /&gt;
| Launch rocket || Launch a rocket from the rocket silo&lt;br /&gt;
|-&lt;br /&gt;
| Lua shortcut || ?&lt;br /&gt;
|-&lt;br /&gt;
| Map editor action || Use any of the features of the map editor (opening it is still possible).&lt;br /&gt;
|-&lt;br /&gt;
| Market offer || Interact with the market entity.&lt;br /&gt;
|-&lt;br /&gt;
| Mod settings changed || Change any mod settings.&lt;br /&gt;
|-&lt;br /&gt;
| Open achievements gui || Open the Achievements menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open blueprint library gui || Open the blueprint library.&lt;br /&gt;
|-&lt;br /&gt;
| Open blueprint record || Open the blueprint edit menu for any blueprint in the blueprint library.&lt;br /&gt;
|-&lt;br /&gt;
| Open bonus gui || Open the bonuses menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open character gui || Open the character inventory/crafting menu&lt;br /&gt;
|-&lt;br /&gt;
| Open current vehicle gui || Open the gui of the currently driven vehicle with the button at the bottom-left of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| Open equipment || Open the menus of individual personal equipment items. (No openable equipment exists in vanilla)&lt;br /&gt;
|-&lt;br /&gt;
| Open gui || Open any entity menus.&lt;br /&gt;
|-&lt;br /&gt;
| Open item || Open the editing menus of blueprints and planners.&lt;br /&gt;
|-&lt;br /&gt;
| Open logistic gui || Open the logistic networks menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open mod item || ?&lt;br /&gt;
|-&lt;br /&gt;
| Open parent of opened item || Directly open the parent inventory of items such as blueprint books.&lt;br /&gt;
|-&lt;br /&gt;
| Open production gui || Open the production statistics menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open technology gui || Open the tech tree menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open tips and tricks gui || Open the tips and tricks menu.&lt;br /&gt;
|-&lt;br /&gt;
| Open train gui || Open the trains overview menu.&lt;br /&gt;
|-&lt;br /&gt;
| Paste entity settings || Paste the settings of an entity with Shift + LMB.&lt;br /&gt;
|-&lt;br /&gt;
| Place equipment || Place personal equipment into equipment grids.&lt;br /&gt;
|-&lt;br /&gt;
| Quick bar pick slot || Select items placed on the quick bar.&lt;br /&gt;
|-&lt;br /&gt;
| Quick bar set selected page || ?&lt;br /&gt;
|-&lt;br /&gt;
| Quick bar set slot || Reassign a quickbar slot to hold a new item. (Assigning items to empty slots is still possible)&lt;br /&gt;
|-&lt;br /&gt;
| Reassign blueprint || Select new contents for a blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Remove cables || Remove cables from power boles using Shift + LMB.&lt;br /&gt;
|-&lt;br /&gt;
| Remove train station || Remove stations from train schedules.&lt;br /&gt;
|-&lt;br /&gt;
| Reset assembling machine || Remove the recipe from an assembling machine.&lt;br /&gt;
|-&lt;br /&gt;
| Reset item || Reset items such as spidertron remotes.&lt;br /&gt;
|-&lt;br /&gt;
| Reverse select area || ?&lt;br /&gt;
|-&lt;br /&gt;
| Rotate entity || Rotate already placed entities.&lt;br /&gt;
|-&lt;br /&gt;
| Select area || ?&lt;br /&gt;
|-&lt;br /&gt;
| Select blueprint entities || Select entities to include in a blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Select entity slot || Set entity filters in deconstruction planners.&lt;br /&gt;
|-&lt;br /&gt;
| Select item || ?&lt;br /&gt;
|-&lt;br /&gt;
| Select mapper slot || ?&lt;br /&gt;
|-&lt;br /&gt;
| Select next valid gun || Switch between weapons by pressing Tab.&lt;br /&gt;
|-&lt;br /&gt;
| Select tile slot || Set tile filters in deconstruction planners.&lt;br /&gt;
|-&lt;br /&gt;
| Send spidertron || Use the remote control to send a spidertron somewhere.&lt;br /&gt;
|-&lt;br /&gt;
| Set auto launch rocket || Set a rocket silo to automatically launch rockets.&lt;br /&gt;
|-&lt;br /&gt;
| Set autosort inventory || Change the &amp;quot;always keep the player&#039;s main inventory sorted&amp;quot; setting. (Setting will still change, but the change has no effect.)&lt;br /&gt;
|-&lt;br /&gt;
| Set behaviour mode || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set car weapons control || Change who has control of the weapons in a car when there are multiple people on board.&lt;br /&gt;
|-&lt;br /&gt;
| Set circuit condition || Change the enabled condition settings on any circuit connected entities.&lt;br /&gt;
|-&lt;br /&gt;
| Set circuit mode of operation || Change the mode of operation settings on any circuit controlled entities.&lt;br /&gt;
|-&lt;br /&gt;
| Set controller logistic trash filter item || Change the maximum count for a personal logistic request.&lt;br /&gt;
|-&lt;br /&gt;
| Set deconstruction item trees and rocks only || Change the deconstruction planner&#039;s &amp;quot;trees/rocks only&amp;quot; checkbox.&lt;br /&gt;
|-&lt;br /&gt;
| Set entity color || Change the color of any entity that supports this.&lt;br /&gt;
|-&lt;br /&gt;
| Set entity energy property || Change the settings on an electric energy interface (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set entity logistic trash filter item || Change the maximum count for an entity&#039;s logistic request.&lt;br /&gt;
|-&lt;br /&gt;
| Set filter || Filter inventory slots to a specific item.&lt;br /&gt;
|-&lt;br /&gt;
| Set flat controller gui || ? (does not affect changing to/from flat character gui)&lt;br /&gt;
|-&lt;br /&gt;
| Set heat interface mode || Set the mode of a heat interface (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set heat interface temperature || Set the temperature on a heat interface (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set infinity container filter item || Change the filters on infinity chests (editor only item)&lt;br /&gt;
|-&lt;br /&gt;
| Set infinity container remove unfiltered items || Change the remove unfiltered items setting on infinity chests (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set infinity pipe filter || Set the fluid type on an infinity pipe (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set inserter max stack size || Change the stack size limit on inserters.&lt;br /&gt;
|-&lt;br /&gt;
| Set inventory bar || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set linked container link ID || Change which network linked chests are connected to (editor only item).&lt;br /&gt;
|-&lt;br /&gt;
| Set logistic filter item || Change any personal logistics request filters.&lt;br /&gt;
|-&lt;br /&gt;
| Set logistic filter signal || Change output signals on constant combinators.&lt;br /&gt;
|-&lt;br /&gt;
| Set player color || Change the color of the player&#039;s character.&lt;br /&gt;
|-&lt;br /&gt;
| Set recipe notifications || Change whether new recipes are marked as new in the crafting menu.&lt;br /&gt;
|-&lt;br /&gt;
| Set request from buffers || Change the &amp;quot;request from buffer chests&amp;quot; setting on requester chests.&lt;br /&gt;
|-&lt;br /&gt;
| Set research finished stops game || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set signal || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set splitter priority || Change the priority settings on splitters.&lt;br /&gt;
|-&lt;br /&gt;
| Set train stopped || Toggle trains between manual and automatic modes.&lt;br /&gt;
|-&lt;br /&gt;
| Set trains limit || Change the train limit setting on train stops.&lt;br /&gt;
|-&lt;br /&gt;
| Set vehicle automatic targeting parameters || Change the automatic targeting settings on autonomous vehicles such as the spidertron.&lt;br /&gt;
|-&lt;br /&gt;
| Setup assembling machine || Set the recipe on assembling machines that do not have a recipe set.&lt;br /&gt;
|-&lt;br /&gt;
| Setup blueprint || Create a blueprint from the blueprint edit menu.&lt;br /&gt;
|-&lt;br /&gt;
| Setup single blueprint record || ?&lt;br /&gt;
|-&lt;br /&gt;
| Smart pipette || Smart pipette functions such as selecting a miner when using the pipette on ore.&lt;br /&gt;
|-&lt;br /&gt;
| Spawn item || ?&lt;br /&gt;
|-&lt;br /&gt;
| Stack split || Transfer half a stack of items to another inventory with Shift + RMB.&lt;br /&gt;
|-&lt;br /&gt;
| Stack transfer || Transfer a stack of items to another inventory with Shift + LMB.&lt;br /&gt;
|-&lt;br /&gt;
| Start repair || Repair entities using a repair pack.&lt;br /&gt;
|-&lt;br /&gt;
| Start research || Start new research in the tech tree menu.&lt;br /&gt;
|-&lt;br /&gt;
| Start walking || Walk around.&lt;br /&gt;
|-&lt;br /&gt;
| Stop building by moving || ?&lt;br /&gt;
|-&lt;br /&gt;
| Switch connect to logistic network || Connect or disconnect machines from the logistic network.&lt;br /&gt;
|-&lt;br /&gt;
| Switch constant combinator state || Toggle constant combinators on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Switch inserter filter mode state || Switch between blacklist and whitelist on filter inserters.&lt;br /&gt;
|-&lt;br /&gt;
| Switch power switch state || Toggle power switches on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Switch to rename stop gui || Open the rename train stop menu by clicking the pencil icon next to the stop name.&lt;br /&gt;
|-&lt;br /&gt;
| Take equipment || Remove equipment from an equipment grid.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle deconstruction item entity filter mode || Toggle the &amp;quot;entities only&amp;quot; switch on deconstruction planners.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle deconstruction item tile filter mode || Toggle the &amp;quot;tiles only&amp;quot; switch on deconstruction planners.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle driving || Enter or exit vehicles.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle enable vehicle logistic requests || Toggle logistic requests of vehicles on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle entity logistic requests || Toggle personal logistics and auto-trash on or off for entities.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle equipment movement bonus || Toggle exoskeletons on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle map editor || Open or close the map editor.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle personal logistic requests. Toggle personal logistic requests on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle personal roboport || Toggle personal roboports on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle show entity info || ?&lt;br /&gt;
|-&lt;br /&gt;
| Translate string || ?&lt;br /&gt;
|-&lt;br /&gt;
| Undo || Undo the previous action with Ctrl + Z.&lt;br /&gt;
|-&lt;br /&gt;
| Upgrade || Apply an upgrade using the upgrade planner.&lt;br /&gt;
|-&lt;br /&gt;
| Upgrade opened blueprint by item || Apply a pre-existing upgrade planner to an open blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Upgrade opened blueprint by record || Apply a default upgrade planner to an open blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| Use artillery remote || Use the artillery remote to target artillery.&lt;br /&gt;
|-&lt;br /&gt;
| Use item || Use consumable items such as capsules.&lt;br /&gt;
|-&lt;br /&gt;
| Wire dragging || Manually place circuit network wires.&lt;br /&gt;
|-&lt;br /&gt;
| Write to console || Allow use of chat/console.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Application_directory&amp;diff=198950</id>
		<title>Application directory</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Application_directory&amp;diff=198950"/>
		<updated>2024-07-05T21:32:12Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Improved formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Overview == &lt;br /&gt;
Depending on your installation method and OS, you will have one or two directories that contain Factorio assets, and one that contains user data, such as saves and mods.&lt;br /&gt;
&lt;br /&gt;
== User data directory ==&lt;br /&gt;
The user data directory is where personal files are stored:&lt;br /&gt;
* Save files &amp;lt;code&amp;gt;./saves&amp;lt;/code&amp;gt;&lt;br /&gt;
* Mods &amp;lt;code&amp;gt;./mods&amp;lt;/code&amp;gt;&lt;br /&gt;
* Script-output, e.g. from /screenshot &amp;lt;code&amp;gt;./script-output&amp;lt;/code&amp;gt;&lt;br /&gt;
* Local [[scenario system|scenarios]] &amp;lt;code&amp;gt;./scenarios&amp;lt;/code&amp;gt;&lt;br /&gt;
* Local settings &amp;lt;code&amp;gt;./config/config.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[log file]]s &amp;lt;code&amp;gt;factorio-*.log&amp;lt;/code&amp;gt;&lt;br /&gt;
* Crash dump files &amp;lt;code&amp;gt;factorio-dump-*.dmp&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
Search your computer for the directory location, or type the path into your file manager address bar.&lt;br /&gt;
&lt;br /&gt;
Windows:&lt;br /&gt;
&lt;br /&gt;
 %appdata%\Factorio&lt;br /&gt;
&lt;br /&gt;
:The &amp;lt;code&amp;gt;%appdata%&amp;lt;/code&amp;gt; shorthand translates to your local version of &amp;lt;code&amp;gt;C:\Users\[user name]\AppData\Roaming&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MacOSX:&lt;br /&gt;
&lt;br /&gt;
 ~/Library/Application Support/factorio&lt;br /&gt;
&lt;br /&gt;
Linux distributions:&lt;br /&gt;
&lt;br /&gt;
 ~/.factorio&lt;br /&gt;
&lt;br /&gt;
:When using the Flatpak version of steam, all paths start from &amp;lt;code&amp;gt;~/.var/app/com.valvesoftware.Steam/&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
&lt;br /&gt;
When using Steam on Windows, the config.ini, achievements.dat, modded-achievements.dat and player-data.json can also be found in &lt;br /&gt;
&lt;br /&gt;
 C:\Program Files (x86)\Steam\userdata\[user number]\427520\remote&lt;br /&gt;
&lt;br /&gt;
== Application directory ==&lt;br /&gt;
The application directory stores three things:&lt;br /&gt;
* Factorio executables &amp;lt;code&amp;gt;./bin&amp;lt;/code&amp;gt;&lt;br /&gt;
* Data for vanilla Factorio &amp;lt;code&amp;gt;./data&amp;lt;/code&amp;gt;&lt;br /&gt;
* API documentation &amp;lt;code&amp;gt;./doc-html&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
&lt;br /&gt;
Windows:&lt;br /&gt;
&lt;br /&gt;
 C:\Program Files (x86)\Steam\steamapps\common\Factorio&lt;br /&gt;
 C:\Program Files\Factorio&lt;br /&gt;
&lt;br /&gt;
MacOSX:&lt;br /&gt;
&lt;br /&gt;
 ~/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents&lt;br /&gt;
 /Applications/factorio.app/Contents&lt;br /&gt;
&lt;br /&gt;
Linux:&lt;br /&gt;
&lt;br /&gt;
 ~/.factorio&lt;br /&gt;
&lt;br /&gt;
== Changing the user data directory ==&lt;br /&gt;
&lt;br /&gt;
You can create a file &amp;lt;code&amp;gt;config-path.cfg&amp;lt;/code&amp;gt; to configure Factorio to any directory.&lt;br /&gt;
&lt;br /&gt;
In order to change the user data directory, user must edit the location of the &amp;quot;write-data&amp;quot; entry in the file &amp;lt;code&amp;gt;(Game install directory)/config/config.ini&amp;lt;/code&amp;gt;. This affects the location of mods, scenario and temp.&lt;br /&gt;
&lt;br /&gt;
==== macOS ====&lt;br /&gt;
Create &amp;lt;code&amp;gt;factorio.app/config-path.cfg&amp;lt;/code&amp;gt; with the following contents:&lt;br /&gt;
&lt;br /&gt;
 config-path=__PATH__executable__/../config&lt;br /&gt;
 use-system-read-write-data-directories=false&lt;br /&gt;
&lt;br /&gt;
Update &amp;lt;code&amp;gt;factorio.app/Contents/config/config.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 [path]&lt;br /&gt;
 read-data=__PATH__executable__/../data&lt;br /&gt;
 write-data=__PATH__executable__/.. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.factorioforums.com/forum/viewtopic.php?f=49&amp;amp;t=12819&amp;amp;p=87281#p87281 Please see this discussion]&#039;&#039;&#039; (for older versions of macOS, but may work on any other OS).&lt;br /&gt;
&lt;br /&gt;
==== Linux ====&lt;br /&gt;
Update &amp;lt;code&amp;gt;__Game_Install_directory/config-path.cfg&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
 use-system-read-write-data-directories=true&lt;br /&gt;
&lt;br /&gt;
Update &amp;lt;code&amp;gt;__Game_Install_directory/config/config.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [path]&lt;br /&gt;
 read-data=__PATH__executable__/../../data&lt;br /&gt;
 write-data=.local/share/factorio&lt;br /&gt;
&lt;br /&gt;
You could set the &amp;lt;code&amp;gt;write-data&amp;lt;/code&amp;gt; value to &#039;&#039;&#039;&amp;lt;code&amp;gt;.factorio&amp;lt;/code&amp;gt;&#039;&#039;&#039; if you prefer.&lt;br /&gt;
&lt;br /&gt;
Once you have done this, you can remove write permissions to the entire game installation directory &#039;&#039;&#039;except&#039;&#039;&#039; for &amp;lt;code&amp;gt;config/config.ini&amp;lt;/code&amp;gt;, which &#039;&#039;&#039;must&#039;&#039;&#039; be writable by all people who wish to play the game.&lt;br /&gt;
&lt;br /&gt;
Note that if someone changes any options, in-game, those option changes will apply to everyone who plays on the same computer.&lt;br /&gt;
&lt;br /&gt;
== Installation from Zip File ==&lt;br /&gt;
The unzipped Factorio directory.&lt;br /&gt;
&lt;br /&gt;
A list of all things found here:&lt;br /&gt;
&lt;br /&gt;
* Save games (as zip files)&lt;br /&gt;
* User-installed/created [[Mods]].&lt;br /&gt;
* User-installed/created scenarios.&lt;br /&gt;
* User configuration and settings storage&lt;br /&gt;
* [[Log file]] (factorio-*.log)&lt;br /&gt;
* Player data (player-data.json)&lt;br /&gt;
&lt;br /&gt;
Note: Deleting the configuration file will result in a default replacement being generated upon the next Factorio launch.&lt;br /&gt;
&lt;br /&gt;
It is recommended to create backups from this directory (of saves, config, etc) before installing a new version. &lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Install guide]]&lt;br /&gt;
* [[Installing Mods]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=8294 Linux Version - Save games in $HOME somewhere]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Application_directory&amp;diff=198949</id>
		<title>Application directory</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Application_directory&amp;diff=198949"/>
		<updated>2024-07-05T21:25:50Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Add path for Steam Flatpak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Overview == &lt;br /&gt;
Depending on your installation method and OS, you will have one or two directories that contain Factorio assets, and one that contains user data, such as saves and mods.&lt;br /&gt;
&lt;br /&gt;
== User data directory ==&lt;br /&gt;
The user data directory is where personal files are stored:&lt;br /&gt;
* Save files &amp;lt;code&amp;gt;./saves&amp;lt;/code&amp;gt;&lt;br /&gt;
* Mods &amp;lt;code&amp;gt;./mods&amp;lt;/code&amp;gt;&lt;br /&gt;
* Script-output, e.g. from /screenshot &amp;lt;code&amp;gt;./script-output&amp;lt;/code&amp;gt;&lt;br /&gt;
* Local [[scenario system|scenarios]] &amp;lt;code&amp;gt;./scenarios&amp;lt;/code&amp;gt;&lt;br /&gt;
* Local settings &amp;lt;code&amp;gt;./config/config.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[log file]]s &amp;lt;code&amp;gt;factorio-*.log&amp;lt;/code&amp;gt;&lt;br /&gt;
* Crash dump files &amp;lt;code&amp;gt;factorio-dump-*.dmp&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
Search your computer for the directory location, or type the path into your file manager address bar.&lt;br /&gt;
&lt;br /&gt;
Windows:&lt;br /&gt;
&lt;br /&gt;
 %appdata%\Factorio&lt;br /&gt;
&lt;br /&gt;
:The &amp;lt;code&amp;gt;%appdata%&amp;lt;/code&amp;gt; shorthand translates to your local version of &amp;lt;code&amp;gt;C:\Users\[user name]\AppData\Roaming&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MacOSX:&lt;br /&gt;
&lt;br /&gt;
 ~/Library/Application Support/factorio&lt;br /&gt;
&lt;br /&gt;
Linux distributions:&lt;br /&gt;
&lt;br /&gt;
 ~/.factorio&lt;br /&gt;
 ~/.var/app/com.valvesoftware.Steam/.factorio   (for Steam Flatpak)&lt;br /&gt;
&lt;br /&gt;
When using Steam on Windows, the config.ini, achievements.dat, modded-achievements.dat and player-data.json can also be found in &lt;br /&gt;
&lt;br /&gt;
 C:\Program Files (x86)\Steam\userdata\[user number]\427520\remote&lt;br /&gt;
&lt;br /&gt;
== Application directory ==&lt;br /&gt;
The application directory stores three things:&lt;br /&gt;
* Factorio executables &amp;lt;code&amp;gt;./bin&amp;lt;/code&amp;gt;&lt;br /&gt;
* Data for vanilla Factorio &amp;lt;code&amp;gt;./data&amp;lt;/code&amp;gt;&lt;br /&gt;
* API documentation &amp;lt;code&amp;gt;./doc-html&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
&lt;br /&gt;
Windows:&lt;br /&gt;
&lt;br /&gt;
 C:\Program Files (x86)\Steam\steamapps\common\Factorio&lt;br /&gt;
 C:\Program Files\Factorio&lt;br /&gt;
&lt;br /&gt;
MacOSX:&lt;br /&gt;
&lt;br /&gt;
 ~/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents&lt;br /&gt;
 /Applications/factorio.app/Contents&lt;br /&gt;
&lt;br /&gt;
Linux:&lt;br /&gt;
&lt;br /&gt;
 ~/.factorio&lt;br /&gt;
&lt;br /&gt;
== Changing the user data directory ==&lt;br /&gt;
&lt;br /&gt;
You can create a file &amp;lt;code&amp;gt;config-path.cfg&amp;lt;/code&amp;gt; to configure Factorio to any directory.&lt;br /&gt;
&lt;br /&gt;
In order to change the user data directory, user must edit the location of the &amp;quot;write-data&amp;quot; entry in the file &amp;lt;code&amp;gt;(Game install directory)/config/config.ini&amp;lt;/code&amp;gt;. This affects the location of mods, scenario and temp.&lt;br /&gt;
&lt;br /&gt;
==== macOS ====&lt;br /&gt;
Create &amp;lt;code&amp;gt;factorio.app/config-path.cfg&amp;lt;/code&amp;gt; with the following contents:&lt;br /&gt;
&lt;br /&gt;
 config-path=__PATH__executable__/../config&lt;br /&gt;
 use-system-read-write-data-directories=false&lt;br /&gt;
&lt;br /&gt;
Update &amp;lt;code&amp;gt;factorio.app/Contents/config/config.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 [path]&lt;br /&gt;
 read-data=__PATH__executable__/../data&lt;br /&gt;
 write-data=__PATH__executable__/.. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.factorioforums.com/forum/viewtopic.php?f=49&amp;amp;t=12819&amp;amp;p=87281#p87281 Please see this discussion]&#039;&#039;&#039; (for older versions of macOS, but may work on any other OS).&lt;br /&gt;
&lt;br /&gt;
==== Linux ====&lt;br /&gt;
Update &amp;lt;code&amp;gt;__Game_Install_directory/config-path.cfg&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
 use-system-read-write-data-directories=true&lt;br /&gt;
&lt;br /&gt;
Update &amp;lt;code&amp;gt;__Game_Install_directory/config/config.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [path]&lt;br /&gt;
 read-data=__PATH__executable__/../../data&lt;br /&gt;
 write-data=.local/share/factorio&lt;br /&gt;
&lt;br /&gt;
You could set the &amp;lt;code&amp;gt;write-data&amp;lt;/code&amp;gt; value to &#039;&#039;&#039;&amp;lt;code&amp;gt;.factorio&amp;lt;/code&amp;gt;&#039;&#039;&#039; if you prefer.&lt;br /&gt;
&lt;br /&gt;
Once you have done this, you can remove write permissions to the entire game installation directory &#039;&#039;&#039;except&#039;&#039;&#039; for &amp;lt;code&amp;gt;config/config.ini&amp;lt;/code&amp;gt;, which &#039;&#039;&#039;must&#039;&#039;&#039; be writable by all people who wish to play the game.&lt;br /&gt;
&lt;br /&gt;
Note that if someone changes any options, in-game, those option changes will apply to everyone who plays on the same computer.&lt;br /&gt;
&lt;br /&gt;
== Installation from Zip File ==&lt;br /&gt;
The unzipped Factorio directory.&lt;br /&gt;
&lt;br /&gt;
A list of all things found here:&lt;br /&gt;
&lt;br /&gt;
* Save games (as zip files)&lt;br /&gt;
* User-installed/created [[Mods]].&lt;br /&gt;
* User-installed/created scenarios.&lt;br /&gt;
* User configuration and settings storage&lt;br /&gt;
* [[Log file]] (factorio-*.log)&lt;br /&gt;
* Player data (player-data.json)&lt;br /&gt;
&lt;br /&gt;
Note: Deleting the configuration file will result in a default replacement being generated upon the next Factorio launch.&lt;br /&gt;
&lt;br /&gt;
It is recommended to create backups from this directory (of saves, config, etc) before installing a new version. &lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Install guide]]&lt;br /&gt;
* [[Installing Mods]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=8294 Linux Version - Save games in $HOME somewhere]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mod_portal_API&amp;diff=198726</id>
		<title>Mod portal API</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mod_portal_API&amp;diff=198726"/>
		<updated>2024-06-15T13:18:43Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Add deprecated variable for full mod result entries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot; class=&amp;quot;stub&amp;quot;&amp;gt;&#039;&#039;&#039;Category:&#039;&#039;&#039; [[Factorio_HTTP_API_usage_guidelines#Internal|Internal API]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Mod Portal API is used to both browse and download all mods available on the [https://mods.factorio.com/ official Factorio mod portal]. Using the API does not require any kind of authentication or account information and can be viewed simply by following the URLs below in any web browser.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;https://mods.factorio.com/api/mods&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More detailed information about a particular mod can be obtained by retrieving the following URL, where {name} is the mod&#039;s name field in the result object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;https://mods.factorio.com/api/mods/{name}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To get even more information about a mod, you can use the following URL.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;https://mods.factorio.com/api/mods/{name}/full&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Endpoints ==&lt;br /&gt;
&lt;br /&gt;
=== /api/mods ===&lt;br /&gt;
&lt;br /&gt;
GET Parameters (sent as query parameters):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Values !! Description&lt;br /&gt;
|-&lt;br /&gt;
| hide_deprecated || {boolean} || Only return non-deprecated mods. &lt;br /&gt;
|-&lt;br /&gt;
| page ||{an integer}||Page number you would like to show. Makes it so you can see a certain part of the list without getting detail on all&lt;br /&gt;
|-&lt;br /&gt;
| page_size ||{an integer or &#039;max&#039;}||The amount of results to show in your search&lt;br /&gt;
|-&lt;br /&gt;
| sort || {enum, one of name, created_at or updated_at} || Sort results by this property. Defaults to name when not defined. Ignored for &amp;lt;code&amp;gt;page_size=max&amp;lt;/code&amp;gt; queries.&lt;br /&gt;
|-&lt;br /&gt;
| sort_order || {enum, one of asc or desc} || Sort results ascending or descending. Defaults to descending when not defined. Ignored for &amp;lt;code&amp;gt;page_size=max&amp;lt;/code&amp;gt; queries.&lt;br /&gt;
|-&lt;br /&gt;
| namelist || {array of strings} || Return only mods that match the given names. Either comma-separated names or supply the namelist parameter more than once. Response will include &amp;lt;code&amp;gt;releases&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;latest_release&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| version || {enum, one of 0.13, 0.14, 0.15, 0.16, 0.17, 0.18, 1.0 or 1.1} || Only return non-deprecated mods compatible with this Factorio version&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns [[#Mod List Response]]&lt;br /&gt;
&lt;br /&gt;
=== /api/mods/{mod_name} ===&lt;br /&gt;
&lt;br /&gt;
Return short information of a specific mod.&lt;br /&gt;
&lt;br /&gt;
See [[#Result Entry]], &amp;quot;Short&amp;quot; column.&lt;br /&gt;
&lt;br /&gt;
=== /api/mods/{mod_name}/full ===&lt;br /&gt;
&lt;br /&gt;
Returns more information of a mod.&lt;br /&gt;
&lt;br /&gt;
See [[#Result Entry]], &amp;quot;Full&amp;quot; column.&lt;br /&gt;
&lt;br /&gt;
== JSON Object Types ==&lt;br /&gt;
&lt;br /&gt;
=== Mod List Response ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| pagination || [[#Pagination|Pagination]] || See [[#Pagination]]&lt;br /&gt;
|-&lt;br /&gt;
| results || [[#Result Entry|Result]][] || A list of mods, matching any filters you specified.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pagination ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| count || Integer || Total number of mods that match your specified filters.&lt;br /&gt;
|-&lt;br /&gt;
| links || [[#Pagination_Links|Links]] || Utility links to mod portal api requests, preserving all filters and search queries.&lt;br /&gt;
|-&lt;br /&gt;
| page || Integer || The current page number.&lt;br /&gt;
|-&lt;br /&gt;
| page_count || Integer || The total number of pages returned.&lt;br /&gt;
|-&lt;br /&gt;
| page_size || Integer || The number of results per page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pagination Links ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| first || String(URL) || URL to the first page of the results, or null if you&#039;re already on the first page.&lt;br /&gt;
|- &lt;br /&gt;
| prev || String(URL) || URL to the previous page of the results, or null if you&#039;re already on the first page.&lt;br /&gt;
|-&lt;br /&gt;
| next || String(URL) || URL to the next page of the results, or null if you&#039;re already on the last page.&lt;br /&gt;
|-&lt;br /&gt;
| last || String(URL) || URL to the last page of the results, or null if you&#039;re already on the last page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Result Entry ===&lt;br /&gt;
&lt;br /&gt;
Fields returned by the api/mods endpoint are marked with a check (✓) in the &amp;quot;api/mods endpoint&amp;quot; column, those returned by the api/mods/{name} endpoint are marked with a check in the &amp;quot;Short&amp;quot; column and those returned by the api/mods/{name}/full endpoint are marked in the &amp;quot;Full&amp;quot; column. Fields may be absent if there is no data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | api/mods endpoint !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | Short !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | Full !! Description&lt;br /&gt;
|-&lt;br /&gt;
| latest_release || [[#Releases|Release]]? || ✓ || ||&lt;br /&gt;
| The latest version of the mod available for download. Absent when the &amp;lt;code&amp;gt;namelist&amp;lt;/code&amp;gt; [[#/api/mods|parameter]] is used.&lt;br /&gt;
|-&lt;br /&gt;
| downloads_count || Integer || ✓ || ✓ || ✓&lt;br /&gt;
| Number of downloads.&lt;br /&gt;
|-&lt;br /&gt;
| name || String || ✓ || ✓ || ✓&lt;br /&gt;
| The mod&#039;s machine-readable ID string.&lt;br /&gt;
|-&lt;br /&gt;
| owner || String || ✓ || ✓ || ✓&lt;br /&gt;
| The Factorio username of the mod&#039;s author.&lt;br /&gt;
|-&lt;br /&gt;
| releases || [[#Releases|Release]][] || ✓* || ✓ || ✓&lt;br /&gt;
| A list of different versions of the mod available for download. See [[#Releases]]. *Only when using &amp;lt;code&amp;gt;namelist&amp;lt;/code&amp;gt; [[#/api/mods|parameter]].&lt;br /&gt;
|-&lt;br /&gt;
| summary || String || ✓ || ✓ || ✓&lt;br /&gt;
| A shorter mod description.&lt;br /&gt;
|-&lt;br /&gt;
| title || String || ✓ || ✓ || ✓&lt;br /&gt;
| The mod&#039;s human-readable name.&lt;br /&gt;
|-&lt;br /&gt;
| category || [[Mod_details_API#Category|Category]]? || ✓ || ✓ || ✓&lt;br /&gt;
| A single category describing the mod. See [[Mod_details_API#Category]].&lt;br /&gt;
|-&lt;br /&gt;
| thumbnail || String(relative URL) || || ✓ || ✓&lt;br /&gt;
| The relative path to the thumbnail of the mod. For mods that have no thumbnail it may be absent or default to &amp;lt;code&amp;gt;&amp;quot;/assets/.thumb.png&amp;quot;&amp;lt;/code&amp;gt;. Prepend &amp;quot;assets-mod.factorio.com&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| changelog || String || || || ✓&lt;br /&gt;
| A string describing the recent changes to a mod.&lt;br /&gt;
|- &lt;br /&gt;
| created_at || String(ISO 8601) || || || ✓&lt;br /&gt;
| ISO 8601 for when the mod was created.&lt;br /&gt;
|-&lt;br /&gt;
| description || String || || || ✓&lt;br /&gt;
| A longer description of the mod, in text only format.&lt;br /&gt;
|-&lt;br /&gt;
| source_url || String || || || ✓&lt;br /&gt;
| A URL to the mod&#039;s source code.&lt;br /&gt;
|-&lt;br /&gt;
| github_path || String || || || ✓&lt;br /&gt;
| Deprecated: Use &amp;lt;code&amp;gt;source_url&amp;lt;/code&amp;gt; instead. A link to the mod&#039;s github project page, just prepend &amp;quot;github.com/&amp;quot;. Can be blank (&amp;quot;&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
| homepage || String || || || ✓&lt;br /&gt;
| Usually a URL to the mod&#039;s main project page, but can be any string.&lt;br /&gt;
|-&lt;br /&gt;
| tags || [[#Tags|Tag]][] || || || ✓&lt;br /&gt;
| A list of tag names that categorize the mod. See [[#Tags]].&lt;br /&gt;
|-&lt;br /&gt;
| license || [[#License]][] || || || ✓&lt;br /&gt;
| The license that applies to the mod. See [[#License]].&lt;br /&gt;
|-&lt;br /&gt;
| deprecated || Boolean? || || || ✓&lt;br /&gt;
| &amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;True if the mod is marked as deprecated by its owner. Absent when false.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Releases ===&lt;br /&gt;
&lt;br /&gt;
Only difference here between the api/mods/{name} endpoint and the api/mods/{name}/full endpoint is that the full one includes an array of dependencies in the info_json object.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| download_url || String &lt;br /&gt;
| Path to download for a mod. starts with &amp;quot;/download&amp;quot; and does not include a full url. See [[#Downloading Mods]]&lt;br /&gt;
|-&lt;br /&gt;
| file_name || String &lt;br /&gt;
| The file name of the release. Always seems to follow the pattern &amp;quot;{name}_{version}.zip&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| info_json || Object &lt;br /&gt;
| A copy of the mod&#039;s info.json file, only contains factorio_version in short version, also contains an array of dependencies in full version&lt;br /&gt;
|- &lt;br /&gt;
| released_at || String(ISO 8601) &lt;br /&gt;
| ISO 8601 for when the mod was released.&lt;br /&gt;
|-&lt;br /&gt;
| version || String &lt;br /&gt;
| The version string of this mod release. Used to determine dependencies. &lt;br /&gt;
|-&lt;br /&gt;
| sha1 || String &lt;br /&gt;
| The sha1 key for the file&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
&lt;br /&gt;
Currently, there are only a fixed number of tags available, these include:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! id !! type !! name !! title !! description&lt;br /&gt;
|-&lt;br /&gt;
| 12 || t || transportation || Transportation || Transportation of the player, be it vehicles or teleporters.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || t || logistics || Logistics || Augmented or new ways of transporting materials - belts, inserters, pipes!&lt;br /&gt;
|-&lt;br /&gt;
| ?? || t || combat || Combat || New ways to deal with enemies, be it attack or defense.&lt;br /&gt;
|-&lt;br /&gt;
| 17 || t || enemies || Enemies || Changes to enemies or entirely new enemies to deal with.&lt;br /&gt;
|-&lt;br /&gt;
| 18 || t || armor || Armor || Armors or armor equipment.&lt;br /&gt;
|-&lt;br /&gt;
| ?? || t || environment || Environment || Map generation and terrain modification.&lt;br /&gt;
|-&lt;br /&gt;
| 20 || t || logistic-network || Logistics Network || Related to roboports and logistic robots&lt;br /&gt;
|-&lt;br /&gt;
| ?? || t || circuit-network || Circuit network || Entities which interact with the circuit network.&lt;br /&gt;
|- &lt;br /&gt;
| 21 || t || storage || Storage || More than just chests.&lt;br /&gt;
|-&lt;br /&gt;
| 22 || t || power || Power Production || Changes to power production and distribution.&lt;br /&gt;
|-&lt;br /&gt;
| 23 || t || manufacturing || Manufacture || Furnaces, assembling machines, production chains&lt;br /&gt;
|-&lt;br /&gt;
| 24 || t || blueprints || Blueprints || Change blueprint behavior.&lt;br /&gt;
|-&lt;br /&gt;
| 25 || t || cheats || Cheats || Play it your way.&lt;br /&gt;
|- &lt;br /&gt;
| 27 || t || mining || Mining || New ores and resources as well as machines.&lt;br /&gt;
|-&lt;br /&gt;
| ?? || t || fluids || Fluids || Things related to oil and other fluids.&lt;br /&gt;
|-&lt;br /&gt;
| 29 || t || trains || Trains || Trains are great, but what if they could do even more?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| description || String || A short description of the license.&lt;br /&gt;
|-&lt;br /&gt;
| id || String || The unique id of the license.&lt;br /&gt;
|-&lt;br /&gt;
| name || String || The internal name of the license.&lt;br /&gt;
|-&lt;br /&gt;
| title || String || The human-readable title of the license.&lt;br /&gt;
|-&lt;br /&gt;
| url || String || Usually a URL to the full license text, but can be any string.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Error ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| message || String ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Downloading Mods ==&lt;br /&gt;
&lt;br /&gt;
You can get the full url by appending the download_url to mods.factorio.com, but if you&#039;re not authenticated, you will be redirected to mods.factorio.com/login. Logging in to that would give you access to the file. Fortunately, there&#039;s a better way to do this. Simply adding username and token parameters to the download url will prevent the redirecting and let you download the file immediately. The token can be acquired from a json file called &amp;quot;player-data.json&amp;quot;, located in the User Data directory (see [[Application_directory#User_data_directory]]). You can also get the token by using the [[Web_authentication_API | Web Authentication API]].&lt;br /&gt;
&lt;br /&gt;
Example usage:&lt;br /&gt;
https://mods.factorio.com/{download_url}?username={username}&amp;amp;token={token}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical]]&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Storage_chest&amp;diff=198331</id>
		<title>Storage chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Storage_chest&amp;diff=198331"/>
		<updated>2024-05-15T17:55:39Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Storage chest}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;storage chest&#039;&#039;&#039; is a large advanced storage item that is part of the [[logistic network]]. [[Logistic robot]]s store any items taken out of the [[Player|player&#039;s]] logistic trash slots here, as well as items picked up from [[active provider chest]]s. [[Construction robot]]s will use stored items to repair damaged entities and construct [[ghost]]s, as well as storing items picked up as a result of a [[deconstruction planner|deconstruction order]]; this includes the [[wood]]/[[stone]]/[[coal]] from [[tree]]s &amp;amp; [[rock]]s which were in the way of a ghost placement, and any items in other chests or on belts or inside buildings such as [[assembling machine]]s when they are marked for deconstruction. Storage chests can be filtered to only accept one type of item from the logistic network.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Logistic robots will pick up items in the following priority: [[active provider chest]]s &amp;gt; storage chests, [[buffer chest]]s &amp;gt; [[passive provider chest]]s&lt;br /&gt;
* Logistic robots will begin to fill storage chests from active provider chests if there are no other tasks available.&lt;br /&gt;
* Logistic robots, and construction robots fulfilling deconstruction orders, will fill storage chests in the following priority: &lt;br /&gt;
*# Storage chests with a matching inventory&lt;br /&gt;
*# Storage chests with a matching filter &lt;br /&gt;
*# Storage chests with no filter and no inventory &lt;br /&gt;
*# Storage chests with no filter and a mismatched inventory&lt;br /&gt;
* The filter that can be set on the storage chest is respected even if items that are actively being pushed to the network can not be stored anywhere else.&lt;br /&gt;
* If a logistic robot carrying an item is unable to deliver its cargo (e.g. if the player moves out of range), it will drop its cargo in a storage chest before moving to other tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:storage_logistic_robots_anim.gif|frame|none|Logistic robots placing items in storage chests.]]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Storage chest gui.png|thumb|none|400px|Storage chest GUI.]]&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|0.16.8|&lt;br /&gt;
* Storage chests can be filtered.}}&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 has biggest priority, then storage, and the last one is passive provider.}}&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|0.7.0|&lt;br /&gt;
* Logistic robots try to not mix different items in storage chests if possible.}}&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>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=197693</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=197693"/>
		<updated>2024-05-01T20:34:21Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: /* Dedicated/Headless server */ Add link to downloads page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:players_colored_preview.png|190px|right]]In addition to being a single-player game, Factorio also supports multiplayer, allowing many [[player]]s to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, how to join one, and the Multiplayer Admin features for managing other users and the server. By default, multiplayer games run the CO-OP [[Game modes and options|freeplay scenario]] where all players work together to launch a rocket with a satellite into space. Other scenarios, including PvP maps, are available for download from the [https://forums.factorio.com/viewforum.php?f=36&amp;amp;sid=93d1fbe9336d31d6bac60847b6c97985 Maps and Scenarios forum].&lt;br /&gt;
&lt;br /&gt;
== Setting Up a Multiplayer Game ==&lt;br /&gt;
&lt;br /&gt;
[[File:multiplayer_game_night.png|thumb|250px|A multiplayer game.]]Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server.  Multiplayer games can be advertised to other players on the same LAN or worldwide.&lt;br /&gt;
&lt;br /&gt;
To start playing a multiplayer game, select the Multiplayer button from the main menu. Then, choose one of these options to host and play:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Host new game&#039;&#039;&#039;: Specify the desired scenario, adjust the [[Map generator|map generator]] settings, and set the server visibility. The server visibility determines how your game will be advertised to other players. You can choose from:&lt;br /&gt;
** &#039;&#039;&#039;Public&#039;&#039;&#039;: Your game will be listed on the public games list.&lt;br /&gt;
** &#039;&#039;&#039;Steam&#039;&#039;&#039;: Enables or disables the &amp;quot;Join Game&amp;quot; feature through Steam.&lt;br /&gt;
** &#039;&#039;&#039;LAN&#039;&#039;&#039;: Your game will be listed on your local network.&lt;br /&gt;
* &#039;&#039;&#039;Host saved game&#039;&#039;&#039;: Pick a saved game from the list and set the server visibility as above.&lt;br /&gt;
&lt;br /&gt;
To join an existing game, choose one of these options:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Browse public games&#039;&#039;&#039;: Search for and join any public game that meets your criteria.&lt;br /&gt;
* &#039;&#039;&#039;Browse LAN games&#039;&#039;&#039;: Join any game that is hosted on your local network.&lt;br /&gt;
* &#039;&#039;&#039;Connect to address&#039;&#039;&#039;: Join any game by entering the server’s IP address. This option is useful if the host does not use any server visibility.&lt;br /&gt;
&lt;br /&gt;
Notes and tips:&lt;br /&gt;
&lt;br /&gt;
* All game instances need the installation of &#039;&#039;exactly the same&#039;&#039; game-versions and mods.&lt;br /&gt;
* Factorio servers use port &#039;&#039;&#039;34197&#039;&#039;&#039;. The port can be changed in the [[Application directory|config]] file.&lt;br /&gt;
* Factorio uses &#039;&#039;&#039;UDP only&#039;&#039;&#039;. The game builds its own &amp;quot;reliable delivery&amp;quot; layer built on UDP to deal with packet loss and reordering issues.&lt;br /&gt;
** Make sure you configure your router&#039;s port forwarding correctly for port &#039;&#039;&#039;34197&#039;&#039;&#039;.&lt;br /&gt;
** Make sure your router does not [https://doc.pfsense.org/index.php/Static_Port randomize the source port] on packets outbound from &#039;&#039;&#039;34197&#039;&#039;&#039;.  Some routers do this and require [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&amp;amp;topic=142188.msg798594#msg798594 additional configuration] to prevent it.&lt;br /&gt;
** Make sure there is no firewall or anti-virus blocking the UDP-packets.&lt;br /&gt;
* The hard limit for the number of players is [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65,535]. However, practical limit for this is much lower, popular streamers have managed to get well over a hundred players.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated/Headless server ===&lt;br /&gt;
&lt;br /&gt;
A dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts. Any version of the game can be run in headless mode, though for servers it may be preferable to use the Headless version of the game, which does not include graphics to reduce download size. This can be found on the [https://www.factorio.com/download factorio.com Downloads page].&lt;br /&gt;
&lt;br /&gt;
In the headless mode:&lt;br /&gt;
* Graphics are not initialized (faster start up, less memory usage, works on completely headless servers)&lt;br /&gt;
* Game starts immediately and loads a save given as a parameter to the command&lt;br /&gt;
* The server has no character in game&lt;br /&gt;
* Game is paused while there are no players connected (though this can be overridden using the no-auto-pause option in the server-settings.json)&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;0.13 onwards expects --start-server to be followed by a path to a save file.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will need to create your save file before you start the server, as the dedicated server REQUIRES a save file to be provided. This can easily be done using the --create command-line argument. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --create ./saves/my-save.zip       # This creates a new save, as if by clicking the New Game button in the GUI&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several JSON configuration files that factorio can make use of to change the server and map settings:&lt;br /&gt;
* &#039;&#039;&#039;map-gen-settings&#039;&#039;&#039; to set parameters used by the [[map generator]] such as width and height, ore patch frequency and size, etc.&lt;br /&gt;
* &#039;&#039;&#039;map-settings&#039;&#039;&#039; to control [[pollution]] spread, [[Enemies#Expansions|biter expansion]] and [[evolution]], and more&lt;br /&gt;
* &#039;&#039;&#039;server-settings&#039;&#039;&#039; which consolidated several command-line options into a single file&lt;br /&gt;
Example files for each of these parameters are included in the data subdirectory, and are also visible on Wube&#039;s github here: https://github.com/wube/factorio-data&lt;br /&gt;
&lt;br /&gt;
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map.  For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On windows, it may be useful to start the server with a .bat file. The bat file should have the following content:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See [[Command_line_parameters]] for more command line parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a Linux Factorio server ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Factorio now requires &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling &amp;lt;tt&amp;gt;glibc&amp;lt;/tt&amp;gt; 2.18].&lt;br /&gt;
&lt;br /&gt;
This step-by-step guide has been verified on fresh CentOS 7 and RHEL 7 installs but should be applicable with little to no changes on most distributions.&lt;br /&gt;
&lt;br /&gt;
The guide assumes you will install the headless server under &#039;&#039;&#039;/opt/factorio&#039;&#039;&#039;, adjust paths according to your own setup. We will also suggest that you run the Factorio server as a separate user to harden security of your setup.&lt;br /&gt;
&lt;br /&gt;
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special  [https://www.factorio.com/download headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.&lt;br /&gt;
&lt;br /&gt;
This guide does not handle firewall/port forwarding since this can be done in various ways on Linux (make sure to read up how this is done as a Linux admin on your particular distribution)&lt;br /&gt;
&lt;br /&gt;
==== Basic installation ====&lt;br /&gt;
&lt;br /&gt;
* Download the selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp&lt;br /&gt;
* Extract the package in /tmp to /opt/factorio&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$cd /opt/&lt;br /&gt;
&lt;br /&gt;
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number&lt;br /&gt;
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Add a new user to your system and assign ownership of the factorio dir to it (please, do not run as the root user, sudo may be needed)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$useradd factorio&lt;br /&gt;
$chown -R factorio:factorio /opt/factorio&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$su factorio&lt;br /&gt;
$/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As long as it fails saying it cannot find/open the savename.zip you are set! Just upload a save from your own computer and put it in the /opt/factorio/saves directory, or use the --create ./saves/newgame.zip argument.&lt;br /&gt;
&lt;br /&gt;
=== How to list a server-hosted game on the matching server ===&lt;br /&gt;
&lt;br /&gt;
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a &#039;&#039;server settings file&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create a server settings file, look at the example file located in &#039;&#039;&#039;data/server-settings.example.json&#039;&#039;&#039; in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.&lt;br /&gt;
&lt;br /&gt;
The following values can be changed:&lt;br /&gt;
; Name: This will be the name under which the server will be listed in the server browser&lt;br /&gt;
; Description: A description of your server. May contain up to 5000 characters. [https://factorio.com/blog/post/fff-304 MP server description]&lt;br /&gt;
; Tags: A list of game tags&lt;br /&gt;
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.&lt;br /&gt;
* Visibility for server browser: May be either public, LAN or hidden.&lt;br /&gt;
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.&lt;br /&gt;
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button&lt;br /&gt;
** Hidden: Clients will have to connect using the server&#039;s IP address&lt;br /&gt;
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.&lt;br /&gt;
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.&lt;br /&gt;
* Server Password&lt;br /&gt;
** Field name is game_password&lt;br /&gt;
* Whether to verify user identity&lt;br /&gt;
(There are additional values in v0.14 of factorio.)&lt;br /&gt;
&lt;br /&gt;
=== Technical Implementation Details ===&lt;br /&gt;
&lt;br /&gt;
Notes about some technical details surrounding multiplayer have been published by the development team in several Friday Facts blog posts:&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-76 Lock step architecture]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-99 Client-server connections]&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-143 NAT punching, introduced in 0.13]&lt;br /&gt;
&lt;br /&gt;
=== DNS SRV Records ===&lt;br /&gt;
Factorio supports [https://www.cloudflare.com/learning/dns/dns-records/dns-srv-record/ DNS SRV records] since 1.1.67. &lt;br /&gt;
&lt;br /&gt;
This makes it easier to have multiple Factorio servers on a single host and allow users to connect to them with distinct subdomains instead of having to enter port numbers.&lt;br /&gt;
&lt;br /&gt;
The service name is &amp;lt;code&amp;gt;_factorio&amp;lt;/code&amp;gt; and it only supports &amp;lt;code&amp;gt;_udp&amp;lt;/code&amp;gt; protocol. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Domain: wube.software&lt;br /&gt;
IP:     192.0.2.2&lt;br /&gt;
Port:   34197&lt;br /&gt;
&lt;br /&gt;
DNS records:&lt;br /&gt;
srv-target     IN A   192.0.2.2 &lt;br /&gt;
_factorio._udp IN SRV 0 0 34197 srv-target.wube.software.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now a Factorio client connecting to wube.software will actually connect to srv-target.wube.software:34197&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example screenshot:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot of SRV record settings Cloudflare dashboard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Log Entries:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Factorio will log a &amp;quot;DNS SRV lookup returned [...]&amp;quot; message when it found a SRV record for the given domain&lt;br /&gt;
* With verbose logging Factorio will also log &amp;quot;DNS SRV lookup for [domain] didn&#039;t return any usable records&amp;quot; when there&#039;s no SRV record&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Tips ===&lt;br /&gt;
* The key for [[Console|console commands]] is also used initiate chat in multiplayer. To execute a command instead of chatting, you need to type &#039;&#039;/c&#039;&#039; before the command. Commands executed are &#039;&#039;visible to all players&#039;&#039;. Additionally, the multiplayer game must have been started with commands allowable for commands to work.&lt;br /&gt;
* Set the player&#039;s color using the command&lt;br /&gt;
 /color r g b&lt;br /&gt;
r, g and b are for red, green and blue respectively (possible values are between 0 and 1, use [https://www.w3schools.com/colors/colors_converter.asp this site] to convert colors to rgb numbers).&lt;br /&gt;
* To give yourself admin access, you need to create a server-adminlist.json in the same directory as factorio-current.log. The file should contain a list of admins, like so: &amp;lt;code&amp;gt;[ &amp;quot;user1&amp;quot;, &amp;quot;user2&amp;quot; ]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This file will be created if you promote a player through the console.&lt;br /&gt;
&lt;br /&gt;
== Joining a Multiplayer game ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.&lt;br /&gt;
&lt;br /&gt;
Players wishing to join a game may do so in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Joining by directly inputting a public IP and port into Factorio.&lt;br /&gt;
* Selecting the server from the active public server menu.&lt;br /&gt;
* Joining through Steam&#039;s services.&lt;br /&gt;
* Playing a local LAN game.&lt;br /&gt;
&lt;br /&gt;
=== Joining by IP ===&lt;br /&gt;
&lt;br /&gt;
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -&amp;gt; Multiplayer -&amp;gt; Connect to server, and provide all the information it asks for.&lt;br /&gt;
&lt;br /&gt;
If the server has been set up correctly to accept public connections, you should be able to join the game.&lt;br /&gt;
&lt;br /&gt;
=== Joining via server list ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -&amp;gt; Multiplayer -&amp;gt; Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.&lt;br /&gt;
&lt;br /&gt;
=== Joining through Steam ===&lt;br /&gt;
&lt;br /&gt;
Steam provides a &amp;quot;game invite&amp;quot; system, simply use that to join. You can find more info about how to use steam in it&#039;s documentation. &#039;&#039;This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Joining a local LAN game ===&lt;br /&gt;
&lt;br /&gt;
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -&amp;gt; Multiplayer -&amp;gt; Play on LAN.&lt;br /&gt;
&lt;br /&gt;
=== Connecting to a Server Behind NAT ===&lt;br /&gt;
&lt;br /&gt;
Factorio requires that the server (in client-server mode) have a publicly accessible IP address or that all players are on the same LAN. If you are behind NAT, you must set up port forwarding ([[Multiplayer#Playing_over_LAN_.2F_Internet|see above]] for port number) or use virtual LAN software such as Hamachi or Evolve.&lt;br /&gt;
&lt;br /&gt;
Multiplayer games will be launched in client-server mode (also [http://www.factorio.com/blog/post/fff-99 multiplayer forwarding] mode). In this mode, all clients send their network traffic to the server and the server forwards the traffic to the other clients. The advantage of this is that it allows games where some players are inside a LAN and others are outside. The disadvantage may be slightly more lag as packets must travel an extra hop (through the server).&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6393 Forwarding ports without logging into your router]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=7714 A guide for connecting with Evolve]&lt;br /&gt;
* [http://steamcommunity.com/sharedfiles/filedetails/?id=653628496 A guide for connecting with Hamachi]&lt;br /&gt;
&lt;br /&gt;
== PvP ==&lt;br /&gt;
&lt;br /&gt;
In PvP mode, players can be on different forces. Each force can have one (free-for-all) or more players (teams). Each force has its own independent research progression. Additionally, each force&#039;s [[Military units and structures]] will attack other players as enemies, unless a cease fire is set. Note that, depending on the scenario, cease fires may be unidirectional — setting a cease fire with an opposing force does not guarantee a cease fire from them in return.&lt;br /&gt;
&lt;br /&gt;
To start a PvP game, you can select the &#039;PvP&#039; scenario from the &#039;Play&#039; menu, or download a custom scenario which also supports PvP.&lt;br /&gt;
&lt;br /&gt;
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.&lt;br /&gt;
&lt;br /&gt;
# Download the scenario and place the scenario directory in the &#039;&#039;scenarios&#039;&#039; directory within your [[user data directory]].&lt;br /&gt;
# Launch Factorio&lt;br /&gt;
# Click &#039;&#039;Play&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Multiplayer&#039;&#039;&lt;br /&gt;
# Click &#039;&#039;Scenario&#039;&#039;&lt;br /&gt;
# Choose the PvP scenario you want and click &#039;&#039;Create&#039;&#039;&lt;br /&gt;
# Choose latency and other settings, then click &#039;&#039;Play&#039;&#039;&lt;br /&gt;
# Other players can now join the game&lt;br /&gt;
&lt;br /&gt;
=== Forces ===&lt;br /&gt;
&lt;br /&gt;
Forces can be manually created via the console. This allows any map/scenario to be used for PvP. This may not be as convenient as a pre-made PvP scenario, as there will be no way for players to turn on/off cease fires other than through the console.&lt;br /&gt;
&lt;br /&gt;
Each created force has its own research progression and different forces may attack each other.&lt;br /&gt;
&lt;br /&gt;
The console commands for setting up and controlling forces are below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game.create_force(&amp;quot;Name&amp;quot;)&lt;br /&gt;
--Creates the force &amp;quot;Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.players[&amp;quot;Player_name&amp;quot;].force = game.forces[&amp;quot;Name&amp;quot;]&lt;br /&gt;
--Sets this player to the new force&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_cease_fire(&amp;quot;Other_force_name&amp;quot;, true)&lt;br /&gt;
--Sets the new force ceasefire to the &amp;quot;other force&amp;quot;&lt;br /&gt;
&lt;br /&gt;
game.forces[&amp;quot;Name&amp;quot;].set_spawn_position({x = 10, y = 20}, game.surfaces[1])&lt;br /&gt;
--Sets the spawn position of the force&lt;br /&gt;
&lt;br /&gt;
game.print(#game.forces)&lt;br /&gt;
--Prints the number of forces&lt;br /&gt;
&lt;br /&gt;
for name, force in pairs (game.forces) do&lt;br /&gt;
   game.print(name)&lt;br /&gt;
end&lt;br /&gt;
--Prints the name of all the forces&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:&lt;br /&gt;
&lt;br /&gt;
;Manual pickup from belts&lt;br /&gt;
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can&#039;t be automated: Inserters will &#039;&#039;not&#039;&#039; take items from an opposing force&#039;s belts.&lt;br /&gt;
;Belt network connection&lt;br /&gt;
: Belts will connect to each other regardless of force membership, so it&#039;s possible to extend an opposing force&#039;s belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force&#039;s belt line.&lt;br /&gt;
;Fluid network connection&lt;br /&gt;
: Pipes (and storage tanks, and pumps, &amp;amp;c) will connect to each other regardless of force membership. For example, it&#039;s possible to pump fluids out of or into a storage tank belonging to an opposing force.&lt;br /&gt;
;Power leeching&lt;br /&gt;
: Players can draw power from an opposing force&#039;s electric network, by building structures inside the coverage area of a power pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but will be impossible to connect or disconnect manually.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Narrative history ===&lt;br /&gt;
&lt;br /&gt;
Because of the potentially immense amount of activity on a map, the game engine utilizes a [https://www.factorio.com/blog/post/fff-76 lock step architecture]. All instances of the game run full simulations of the entire world and only player actions are transferred across the network.&lt;br /&gt;
&lt;br /&gt;
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.0, the game features &amp;quot;latency hiding&amp;quot; mechanics where the game simulates some of the player&#039;s actions locally to make some common interactions (such as moving the player&#039;s character) more fluid.  Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio&#039;s multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.14|&lt;br /&gt;
* Added multiplayer server option &amp;quot;Autosave only on server&amp;quot;.&lt;br /&gt;
* Deconstructing/canceling deconstruction sets the &amp;quot;last user&amp;quot; on an entity.&lt;br /&gt;
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.13|&lt;br /&gt;
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.11|&lt;br /&gt;
* Multiplayer user names can only consist of letters, and &amp;lt;code&amp;gt; -_. &amp;lt;/code&amp;gt; characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.10|&lt;br /&gt;
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.8|&lt;br /&gt;
* More than 10 players in one game will reduce the rate the game is saved to the server.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.6|&lt;br /&gt;
* Username is now set to username setting, not email.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.5|&lt;br /&gt;
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.3|&lt;br /&gt;
* When save of scenario is loaded in multiplayer, it&#039;s scenario is saved in user scenarios.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command to print the current map age.&lt;br /&gt;
* Added option to host multiplayer game with scenario (it only had new game/load game there).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.2|&lt;br /&gt;
* Can specify limit of upload speed when hosting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Server doesn&#039;t stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.&lt;br /&gt;
* Players automatically quit game after 3 desyncs.&lt;br /&gt;
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Server stdout messages now contain time stamps and message-type tags}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Limit multiplayer player name to 60 characters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Improved Multiplayer game UX&lt;br /&gt;
* Server games are published to the server and clients can browse existing games.&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.31|&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. (https://forums.factorio.com/23132)&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.30|&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.28|&lt;br /&gt;
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.&lt;br /&gt;
* Better message when the server leaves a multiplayer game}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Added resume button to multiplayer game menu}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)&lt;br /&gt;
* Factorio can run as a dedicated server without graphics.&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.19|&lt;br /&gt;
* Multiplayer dropping threshold is doubled during map upload / download.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).&lt;br /&gt;
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.&lt;br /&gt;
* Progress bar is shown when other peers in multiplayer are saving map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.16|&lt;br /&gt;
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
*  Mods that don&#039;t affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Main_Page&amp;diff=196970</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Main_Page&amp;diff=196970"/>
		<updated>2024-04-17T08:56:18Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: fix signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visual Reconstruction ==&lt;br /&gt;
I think this wiki looks boring as is. It should have more attractive colors instead of black text on a white screen...&lt;br /&gt;
 [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 18:10, 3 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adding Languages ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to see the other languages added to the Main Page. --[[User:Badg0n|Badg0n]] ([[User talk:Badg0n|talk]]) 14:25, 11 May 2016 (UTC)&lt;br /&gt;
:+1 --[[User:Bannert|Bannert]] ([[User talk:Bannert|talk]]) 11:32, 18 May 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Main Page Overhaul==&lt;br /&gt;
The Wiki Page needs to be reorganized. It currently is a confusing mess and should be more organized for easier navigation. As i do not have access to edit this page i&#039;ll continue to add to other pages but i believe the real fixing of this WIKI would need to start at the root.&lt;br /&gt;
--[[User:ACryInShame|ACryInShame]] ([[User talk:ACryInShame|Talk]]) -12 Feb 2015 10:15 (EST) -5hr&lt;br /&gt;
&lt;br /&gt;
:I read your forum-article and answered there http://factorioforums.com/forum/viewtopic.php?f=50&amp;amp;t=20029 [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 17:18, 12 February 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Adding Changelogs==&lt;br /&gt;
Shouldn&#039;t we add a changelog page and link it to the main one ?--[[User:Staxxy|Staxxy]] ([[User talk:Staxxy|talk]]) 22:53, 4 March 2013 (CET)&lt;br /&gt;
:It is actually linked on the main page as &amp;quot;Version History&amp;quot; under the &amp;quot;get the game&amp;quot; section. Not sure what the preference is on that name comparged to &amp;quot;Change Log&amp;quot;. - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:46, 16 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Pages blueprint==&lt;br /&gt;
We would need to set up conventional presentations for pages depending of their topic.&lt;br /&gt;
For example, all pages covering weapons should be presented the same way, with the same organisation, ect...--[[User:Staxxy|Staxxy]] ([[User talk:Staxxy|talk]]) 23:14, 4 March 2013 (CET)&lt;br /&gt;
:I like this idea! We need standard templates for the big categories to make navigating easier. I&#039;ll certainly start work on this as time allows. [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 08:11, 15 May 2014 (CEST)&lt;br /&gt;
::Putting updates on my navbox work over on &amp;lt;nowiki&amp;gt;[[Talk:Wiki_To-do_List]]&amp;lt;/nowiki&amp;gt; to save this for talk about the main page. - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:35, 16 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
==More content==&lt;br /&gt;
&lt;br /&gt;
I started doing a bit of tweaking on the Main page over on [[User:BenWo/Main_Page]] to try and fit some more of these items. I&#039;ve also moved all of the HTML off into some templates to keep it cleaner. Feel free to go over there and move bits around with whatever ideas you&#039;ve got. :) - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:44, 16 May 2014 (CEST)&lt;br /&gt;
:Moved over the new version of the Main page I worked on, cleaning up the source a ton using some templates. There&#039;s empty space in the center cell for the GUIDES section (see To-Do talk page, now linked in lower-right main page cell). Any suggestions or whatnot, please discuss!! [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 13:54, 25 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
=== Top right box ===&lt;br /&gt;
&lt;br /&gt;
* Link to the list of News (Friday Facts, Random Ramblings...)&lt;br /&gt;
&lt;br /&gt;
=== Left box ===&lt;br /&gt;
&lt;br /&gt;
* What it is (short explanation)&lt;br /&gt;
&lt;br /&gt;
* [[Let&#039;s play]] page&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=19&amp;amp;t=829&lt;br /&gt;
&lt;br /&gt;
* Beginners Guide&lt;br /&gt;
(Sub-pages:&lt;br /&gt;
** Joseki (Good starting moves)&lt;br /&gt;
** The first day&lt;br /&gt;
** Exploring the map&lt;br /&gt;
** Electric Power&lt;br /&gt;
** Crafting&lt;br /&gt;
** Research&lt;br /&gt;
** Red&amp;amp;Green Potion&lt;br /&gt;
** Weapons&amp;amp;Armour&lt;br /&gt;
** Blue Potion&lt;br /&gt;
** Car&lt;br /&gt;
** Logistic Bots&lt;br /&gt;
** Train&lt;br /&gt;
** And bejond?)&lt;br /&gt;
&lt;br /&gt;
=== Center + right Box ===&lt;br /&gt;
&lt;br /&gt;
(Items, Networks, Special, Concept) is one big point in the center.&lt;br /&gt;
&lt;br /&gt;
=== Left lower box ===&lt;br /&gt;
&lt;br /&gt;
* FAQ&lt;br /&gt;
&lt;br /&gt;
* Map-Editor&lt;br /&gt;
** Convert map to Scenario&lt;br /&gt;
&lt;br /&gt;
* Game-Options&lt;br /&gt;
** Key-Defaults&lt;br /&gt;
&lt;br /&gt;
* Contributing&lt;br /&gt;
(&lt;br /&gt;
** For this wiki&lt;br /&gt;
** Link to mods&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Before you play&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The main page has &amp;quot;Console&amp;quot; under &amp;quot;Before you play&amp;quot;. I don&#039;t think it&#039;s appropriate for that section. --[[User:Glyph|Glyph]] ([[User talk:Glyph|talk]]) 15:27, 13 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Fixed. You are allowed to make such changes. This is a wiki. :) [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 23:40, 13 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:: Thanks! I am hesitant to edit the main page because I would start to move everything around and couldn&#039;t stop! --[[User:Glyph|Glyph]] ([[User talk:Glyph|talk]]) 09:55, 14 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
::: There is the &amp;quot;restore previous version&amp;quot;-button. :) Currrently I think the amount of links to other pages has reached a limit, the lower, the better. [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 19:39, 15 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Contributors ==&lt;br /&gt;
&lt;br /&gt;
Suggestion: Remove the contributors (currently only the translators) from the main page and move it to &amp;quot;Contributors&amp;quot;-page.&lt;br /&gt;
&lt;br /&gt;
Anything against?&lt;br /&gt;
:Support - I indeed think this should not be on the main page, but also not on another page. A wiki is for people to work together, so everyone contributes to it, why only display a few names? [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 07:54, 29 August 2014 (CEST)&lt;br /&gt;
:: Indeed. I think removing the names is logical for a wiki, cause the changes can be seen in the history. I will put this into the forum, too and wait and if nobody has anything against I&#039;ll remove that... [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 13:12, 31 August 2014 (CEST)&lt;br /&gt;
::: I made a change to this section, is this a good alternative? [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 00:14, 4 October 2014 (CEST)&lt;br /&gt;
:::: I think yes, but now I have a question — how is it works? And what should I do to insert local names of the languages to the list? E.g. Czech lang is &amp;quot;Чеська&amp;quot;, English lang is &amp;quot;Англійська&amp;quot;, French is &amp;quot;Французька&amp;quot;, etc (by Ukrainian language). I was trying to use the new template in [[Main_Page/uk]] but the brackets after a language&#039;s self-name are empty... --[[User:Vitduo|Vitduo]] ([[User talk:Vitduo|talk]]) 16:16, 4 October 2014 (CEST)&lt;br /&gt;
::::: I saw you already figured out how, thanks for extending the template :) [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 16:35, 4 October 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== New &amp;quot;Around the game&amp;quot; introduced ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not so sure, if that was a good idea. My normal way would be to change it and then look at it in some days/weeks, but with more wikianers I could just ask. So maybe, this Main page gets a little bit to big now? If so, please make suggestions or change it. :) [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 23:37, 18 October 2014 (CEST)&lt;br /&gt;
: I think it&#039;s good like this, good editing :) [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 00:50, 19 October 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Old News Showing If Not Logged In ==&lt;br /&gt;
&lt;br /&gt;
Users who are not logged in to the wiki are not seeing the latest news in the News block. You can confirm this by logging out and going to the [[Main Page]]. The latest piece of news visible is &amp;quot;Mar 18 FFF #130: Steam release side effects.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As soon as you log in, the current news from the [[News]] page is shown instead. Does anyone have any idea what needs to be fixed so that people aren&#039;t seeing out-of-date news?&lt;br /&gt;
&lt;br /&gt;
--[[User:CyberPhantom|CyberPhantom]] ([[User talk:CyberPhantom|talk]]) 16:32, 19 June 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
::For the admins: this looks like it&#039;s being caused by the MediaWiki file cache. This cache only applies to anonymous (not logged in) users. According to [https://www.mediawiki.org/wiki/Manual:File_cache#Expiration the MediaWiki documentation], running the [https://wiki.factorio.com/index.php?title=Main_Page&amp;amp;action=purge purge action] should expire the cache and fix the problem. I tried that, and it didn&#039;t help. Maybe an admin needs to do it for it to work on the Main Page? Or maybe something else is preventing the file cache from clearing? --[[User:CyberPhantom|CyberPhantom]] ([[User talk:CyberPhantom|talk]])&lt;br /&gt;
&lt;br /&gt;
== Change icons&#039; image file names ==&lt;br /&gt;
&lt;br /&gt;
Change icons&#039; image file names from &amp;quot;fast-inserter.png&amp;quot; to &amp;quot;Fast inserter icon.png&amp;quot;. (for obvious reasons)&lt;br /&gt;
&lt;br /&gt;
Steps:&lt;br /&gt;
* This topic gets 5 +1 (so it&#039;s approved)&lt;br /&gt;
* Generate the renamed files (already done [https://drive.google.com/open?id=0B86I6c-Ld37oWjUtaGlGU1padVU]) and upload&lt;br /&gt;
* Change the code at the [[Template:Icon]] (I can make it backward compatible)&lt;br /&gt;
* Done&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Link to preorderpage no more active http://www.factorio.com/preorder ==&lt;br /&gt;
&lt;br /&gt;
Should be changed to http://www.factorio.com&lt;br /&gt;
&lt;br /&gt;
== Wrong link ==&lt;br /&gt;
On the Community-spitter there is a mistake, it says &amp;quot;ink=&amp;quot; so there ist missing the letter &amp;quot;l&amp;quot; to set no link. As I&#039;m just a normal user I&#039;m not allowed to fix this, so somebody else has to do this. -- [[User:RobbiRobb|RobbiRobb]] ([[User talk:RobbiRobb|talk]]) 13:45, 20 April 2017 (UTC)&lt;br /&gt;
:Thanks, I fixed it :) --[[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) 13:51, 20 April 2017 (UTC)&lt;br /&gt;
::Thanks :D -- [[User:RobbiRobb|RobbiRobb]] ([[User talk:RobbiRobb|talk]]) 14:38, 20 April 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Items and Recipes (Are they the same or different?) ==&lt;br /&gt;
&lt;br /&gt;
I think the heading label &amp;quot;Items and Recipes&amp;quot; should be a link to the Items page ([https://wiki.factorio.com/Items]). Also, either &amp;quot;Recipes&amp;quot; needs to redirect to that page or it needs its own. Personally, I think &amp;quot;Recipes&amp;quot; and &amp;quot;Items&amp;quot; are functionally the same from a user standpoint, so I would use a redirect. For obvious (and good!) reasons, I cannot make the link edit myself. As for the redirect, I will wait for an OK from an admin, primarily so they don&#039;t have to delete it.&lt;br /&gt;
&lt;br /&gt;
--[[User:Sonicthe|Sonicthe]] ([[User talk:Sonicthe|talk]]) 17:56, 26 July 2020 (UTC)&lt;br /&gt;
: Items and recipes are very different things, since the one is produced by the other. The icons that are currently shown on the main page and on [[items]] are items, fluids and recipes. This makes both the main page heading and the items page somewhat misleading. It may be better to find heading that fits properly and move all the content there (e.g. &amp;quot;Materials and recipes&amp;quot;). Could you explain why we need a recipes page/redirect? I&#039;d also like to hear your reasoning for linking to the items page from the main page, since it contains a direct subset of the main page content. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 08:33, 27 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: To respond in reverse order of your questions, maybe a better question is &amp;quot;Why is there an items page?&amp;quot; rather than having the search result in the bottom of the main page. I like your idea of renaming the section, although if an infobox appeared on mouse-over (like on the right-hand side of the page, NOT alt-text/tooltip) with just the Normal recipe for the highlighted item (which would be really cool, but a pain to do!) the &amp;quot;Items and Recipes&amp;quot; would make sense. You would have icons for items and a box with the corresponding recipe in it. I&#039;m not suggesting putting all of the information contained on the individual item pages here (duplicating work is silly), and it&#039;s not something I expect to see any time soon (if ever). It would just be cool.&lt;br /&gt;
&lt;br /&gt;
:: And perhaps it would be better to change the section on the main page to a link to [[items]] and provide the recipe infobox (or not) there instead. I assumed there was a reason to have the entire set of icons on the main page, but maybe that assumption is false.&lt;br /&gt;
&lt;br /&gt;
:: My reasoning for a &amp;quot;Recipe&amp;quot; redirect is as much error trapping as anything else. Searching for &amp;quot;Items&amp;quot; returns [[items]], but searching for &amp;quot;Recipes&amp;quot; returns a generic search results page. While I agree that you and I know there is a real difference between an item and a recipe, I&#039;m not sure the average user will really understand (or care about!) that distinction, especially after release. Ultimately, I guess the real question is what you think the average user is looking for when they search for &amp;quot;Recipes&amp;quot; vs. &amp;quot;Items&amp;quot;. That&#039;s it. A simple page that describes what a recipe is and has a link to [[items]] would be better if you think the distinction is important. Or a single page with every recipe on it might be something to think about. Which one depends on your opinion, I think.&lt;br /&gt;
&lt;br /&gt;
:: As something of a side note, I mention the infobox idea because the first time I used the wiki, that&#039;s kind of what I was looking for. I wanted just the recipes for several items, and having to click each one, and then back, and then the next, and back, and so on is a pain. At the time, I wasn&#039;t looking for all the other information that each page contained, just the ingredients I needed to make each item. I realize that all of this information is available in-game and on individual pages here, which is why I would call it &amp;quot;Nice to have&amp;quot; and &amp;quot;Cool&amp;quot; but not &amp;quot;High priority&amp;quot; or even &amp;quot;Medium priority,&amp;quot; and certainly not &amp;quot;Needed.&amp;quot; And I think a &amp;quot;Recipes&amp;quot; page with all the recipes listed might be better (and definitely easier) than a changing infobox. -- [[User:Sonicthe|Sonicthe]] ([[User talk:Sonicthe|talk]]) 18:43, 27 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Good question :) The &#039;real&#039; reason is that the page existed when I started on the wiki, so it keep existing even as most of its content moved to other pages. I would not remove it now, because sometimes having an external link to just the crafting overview is great and the main page does not work very well for that. I like your idea with the infoboxes, it should be doable.&lt;br /&gt;
&lt;br /&gt;
::: Having all items/recipes/fluids on the main page is a great entry-point for the wiki, so I think it will stay there unless an even better way to display all items/recipes/fluids is found.&lt;br /&gt;
&lt;br /&gt;
::: I think you have a good point with the search. We even used have a &amp;quot;liquid&amp;quot; redirect going to the &amp;quot;fluid system&amp;quot; page (which I deleted at some point), which in the same search term &#039;group&#039; as &amp;quot;recipes&amp;quot; and &amp;quot;items&amp;quot;. I have an idea how to solve the naming problem: Move the current &amp;quot;items&amp;quot; to &amp;quot;materials and recipes&amp;quot;. Redirect &amp;quot;recipes&amp;quot; and &amp;quot;items&amp;quot; to &amp;quot;materials and recipes&amp;quot; and also link there from the main page. Redirect &amp;quot;fluids&amp;quot; to &amp;quot;fluid system&amp;quot; or make it a disambiguation page linking both &amp;quot;fluid system&amp;quot; and &amp;quot;material and recipes&amp;quot;. What do you think about this?&lt;br /&gt;
&lt;br /&gt;
::: Just wanting the recipes is a common theme. We have had the idea to make the tooltips of the item icons list their recipes for a pretty long time now, however, I think your infobox idea is better and may also be easier to implement. However, currently just getting the wiki up-to-date for 1.0 is taking priority over extra features.&lt;br /&gt;
&lt;br /&gt;
::: Thank you for detailed feedback, it is always useful to hear such a well reasoned opinion about parts of the wiki. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 11:48, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: I like disambiguation pages in general because they always give me what I&#039;m looking for and other related things, too. Anything that increases my knowledge and understanding is great! And I think &amp;quot;Materials and Recipes&amp;quot; more accurately captures what we are talking about than &amp;quot;Items&amp;quot; does, too.&lt;br /&gt;
&lt;br /&gt;
:::: I would use whichever method is the easiest to implement, if you&#039;re thinking about doing it now. Especially with the focus appropriately on accuracy for 1.0. Personally, I would probably wait until after 1.0 regardless of which method is ultimately chosen. Accuracy should always be more important than features. Information that &#039;&#039;might&#039;&#039; be mislabeled or &amp;quot;hard to find&amp;quot; is much better than information that is &#039;&#039;&#039;wrong&#039;&#039;&#039;. I am about to start Graduate School, so unfortunately, I won&#039;t have time to do much myself. -- [[User:Sonicthe|Sonicthe]] ([[User talk:Sonicthe|talk]]) 18:16, 6 August 2020 (UTC)&lt;br /&gt;
::::: I have created the new organization that I suggested, I hope it works out. The further recipe details on the main page will be a future feature :) -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 10:36, 17 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adding other unofficial communities ==&lt;br /&gt;
&lt;br /&gt;
Suggestion: Under the &amp;quot;Unofficial Communities&amp;quot; links, would it be appropriate to add more communities? Specifically, I would like to add a link to [https://alt-f4.blog/ Alt-F4] the community-driven blog. I have not been able to find previous discussions about this. --[[User:Sir Fendi|Sir Fendi]] ([[User talk:Sir Fendi|talk]]) 14:41, 10 May 2022 (UTC)&lt;br /&gt;
: Hey, we only link to unofficial communities that are also linked on the [https://factorio.com/ factorio.com main page] (section in the bottom right of the page). The Alt-F4 blog is not linked there. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 15:34, 12 May 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Update new content section ==&lt;br /&gt;
&lt;br /&gt;
The New content section at the bottom of the page could probably use an update to add some of the features 1.1 has added to the game since the 1.0 release. -- [[User:SpeckledFleebeedoo|SpeckledFleebeedoo]] ([[User talk:SpeckledFleebeedoo|talk]]) 08:55, 17 April 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Main_Page&amp;diff=196969</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Main_Page&amp;diff=196969"/>
		<updated>2024-04-17T08:55:33Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: /* Update new content section */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visual Reconstruction ==&lt;br /&gt;
I think this wiki looks boring as is. It should have more attractive colors instead of black text on a white screen...&lt;br /&gt;
 [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 18:10, 3 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adding Languages ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to see the other languages added to the Main Page. --[[User:Badg0n|Badg0n]] ([[User talk:Badg0n|talk]]) 14:25, 11 May 2016 (UTC)&lt;br /&gt;
:+1 --[[User:Bannert|Bannert]] ([[User talk:Bannert|talk]]) 11:32, 18 May 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Main Page Overhaul==&lt;br /&gt;
The Wiki Page needs to be reorganized. It currently is a confusing mess and should be more organized for easier navigation. As i do not have access to edit this page i&#039;ll continue to add to other pages but i believe the real fixing of this WIKI would need to start at the root.&lt;br /&gt;
--[[User:ACryInShame|ACryInShame]] ([[User talk:ACryInShame|Talk]]) -12 Feb 2015 10:15 (EST) -5hr&lt;br /&gt;
&lt;br /&gt;
:I read your forum-article and answered there http://factorioforums.com/forum/viewtopic.php?f=50&amp;amp;t=20029 [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 17:18, 12 February 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Adding Changelogs==&lt;br /&gt;
Shouldn&#039;t we add a changelog page and link it to the main one ?--[[User:Staxxy|Staxxy]] ([[User talk:Staxxy|talk]]) 22:53, 4 March 2013 (CET)&lt;br /&gt;
:It is actually linked on the main page as &amp;quot;Version History&amp;quot; under the &amp;quot;get the game&amp;quot; section. Not sure what the preference is on that name comparged to &amp;quot;Change Log&amp;quot;. - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:46, 16 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Pages blueprint==&lt;br /&gt;
We would need to set up conventional presentations for pages depending of their topic.&lt;br /&gt;
For example, all pages covering weapons should be presented the same way, with the same organisation, ect...--[[User:Staxxy|Staxxy]] ([[User talk:Staxxy|talk]]) 23:14, 4 March 2013 (CET)&lt;br /&gt;
:I like this idea! We need standard templates for the big categories to make navigating easier. I&#039;ll certainly start work on this as time allows. [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 08:11, 15 May 2014 (CEST)&lt;br /&gt;
::Putting updates on my navbox work over on &amp;lt;nowiki&amp;gt;[[Talk:Wiki_To-do_List]]&amp;lt;/nowiki&amp;gt; to save this for talk about the main page. - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:35, 16 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
==More content==&lt;br /&gt;
&lt;br /&gt;
I started doing a bit of tweaking on the Main page over on [[User:BenWo/Main_Page]] to try and fit some more of these items. I&#039;ve also moved all of the HTML off into some templates to keep it cleaner. Feel free to go over there and move bits around with whatever ideas you&#039;ve got. :) - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:44, 16 May 2014 (CEST)&lt;br /&gt;
:Moved over the new version of the Main page I worked on, cleaning up the source a ton using some templates. There&#039;s empty space in the center cell for the GUIDES section (see To-Do talk page, now linked in lower-right main page cell). Any suggestions or whatnot, please discuss!! [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 13:54, 25 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
=== Top right box ===&lt;br /&gt;
&lt;br /&gt;
* Link to the list of News (Friday Facts, Random Ramblings...)&lt;br /&gt;
&lt;br /&gt;
=== Left box ===&lt;br /&gt;
&lt;br /&gt;
* What it is (short explanation)&lt;br /&gt;
&lt;br /&gt;
* [[Let&#039;s play]] page&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=19&amp;amp;t=829&lt;br /&gt;
&lt;br /&gt;
* Beginners Guide&lt;br /&gt;
(Sub-pages:&lt;br /&gt;
** Joseki (Good starting moves)&lt;br /&gt;
** The first day&lt;br /&gt;
** Exploring the map&lt;br /&gt;
** Electric Power&lt;br /&gt;
** Crafting&lt;br /&gt;
** Research&lt;br /&gt;
** Red&amp;amp;Green Potion&lt;br /&gt;
** Weapons&amp;amp;Armour&lt;br /&gt;
** Blue Potion&lt;br /&gt;
** Car&lt;br /&gt;
** Logistic Bots&lt;br /&gt;
** Train&lt;br /&gt;
** And bejond?)&lt;br /&gt;
&lt;br /&gt;
=== Center + right Box ===&lt;br /&gt;
&lt;br /&gt;
(Items, Networks, Special, Concept) is one big point in the center.&lt;br /&gt;
&lt;br /&gt;
=== Left lower box ===&lt;br /&gt;
&lt;br /&gt;
* FAQ&lt;br /&gt;
&lt;br /&gt;
* Map-Editor&lt;br /&gt;
** Convert map to Scenario&lt;br /&gt;
&lt;br /&gt;
* Game-Options&lt;br /&gt;
** Key-Defaults&lt;br /&gt;
&lt;br /&gt;
* Contributing&lt;br /&gt;
(&lt;br /&gt;
** For this wiki&lt;br /&gt;
** Link to mods&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Before you play&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The main page has &amp;quot;Console&amp;quot; under &amp;quot;Before you play&amp;quot;. I don&#039;t think it&#039;s appropriate for that section. --[[User:Glyph|Glyph]] ([[User talk:Glyph|talk]]) 15:27, 13 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Fixed. You are allowed to make such changes. This is a wiki. :) [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 23:40, 13 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:: Thanks! I am hesitant to edit the main page because I would start to move everything around and couldn&#039;t stop! --[[User:Glyph|Glyph]] ([[User talk:Glyph|talk]]) 09:55, 14 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
::: There is the &amp;quot;restore previous version&amp;quot;-button. :) Currrently I think the amount of links to other pages has reached a limit, the lower, the better. [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 19:39, 15 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Contributors ==&lt;br /&gt;
&lt;br /&gt;
Suggestion: Remove the contributors (currently only the translators) from the main page and move it to &amp;quot;Contributors&amp;quot;-page.&lt;br /&gt;
&lt;br /&gt;
Anything against?&lt;br /&gt;
:Support - I indeed think this should not be on the main page, but also not on another page. A wiki is for people to work together, so everyone contributes to it, why only display a few names? [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 07:54, 29 August 2014 (CEST)&lt;br /&gt;
:: Indeed. I think removing the names is logical for a wiki, cause the changes can be seen in the history. I will put this into the forum, too and wait and if nobody has anything against I&#039;ll remove that... [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 13:12, 31 August 2014 (CEST)&lt;br /&gt;
::: I made a change to this section, is this a good alternative? [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 00:14, 4 October 2014 (CEST)&lt;br /&gt;
:::: I think yes, but now I have a question — how is it works? And what should I do to insert local names of the languages to the list? E.g. Czech lang is &amp;quot;Чеська&amp;quot;, English lang is &amp;quot;Англійська&amp;quot;, French is &amp;quot;Французька&amp;quot;, etc (by Ukrainian language). I was trying to use the new template in [[Main_Page/uk]] but the brackets after a language&#039;s self-name are empty... --[[User:Vitduo|Vitduo]] ([[User talk:Vitduo|talk]]) 16:16, 4 October 2014 (CEST)&lt;br /&gt;
::::: I saw you already figured out how, thanks for extending the template :) [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 16:35, 4 October 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== New &amp;quot;Around the game&amp;quot; introduced ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not so sure, if that was a good idea. My normal way would be to change it and then look at it in some days/weeks, but with more wikianers I could just ask. So maybe, this Main page gets a little bit to big now? If so, please make suggestions or change it. :) [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 23:37, 18 October 2014 (CEST)&lt;br /&gt;
: I think it&#039;s good like this, good editing :) [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 00:50, 19 October 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Old News Showing If Not Logged In ==&lt;br /&gt;
&lt;br /&gt;
Users who are not logged in to the wiki are not seeing the latest news in the News block. You can confirm this by logging out and going to the [[Main Page]]. The latest piece of news visible is &amp;quot;Mar 18 FFF #130: Steam release side effects.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As soon as you log in, the current news from the [[News]] page is shown instead. Does anyone have any idea what needs to be fixed so that people aren&#039;t seeing out-of-date news?&lt;br /&gt;
&lt;br /&gt;
--[[User:CyberPhantom|CyberPhantom]] ([[User talk:CyberPhantom|talk]]) 16:32, 19 June 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
::For the admins: this looks like it&#039;s being caused by the MediaWiki file cache. This cache only applies to anonymous (not logged in) users. According to [https://www.mediawiki.org/wiki/Manual:File_cache#Expiration the MediaWiki documentation], running the [https://wiki.factorio.com/index.php?title=Main_Page&amp;amp;action=purge purge action] should expire the cache and fix the problem. I tried that, and it didn&#039;t help. Maybe an admin needs to do it for it to work on the Main Page? Or maybe something else is preventing the file cache from clearing? --[[User:CyberPhantom|CyberPhantom]] ([[User talk:CyberPhantom|talk]])&lt;br /&gt;
&lt;br /&gt;
== Change icons&#039; image file names ==&lt;br /&gt;
&lt;br /&gt;
Change icons&#039; image file names from &amp;quot;fast-inserter.png&amp;quot; to &amp;quot;Fast inserter icon.png&amp;quot;. (for obvious reasons)&lt;br /&gt;
&lt;br /&gt;
Steps:&lt;br /&gt;
* This topic gets 5 +1 (so it&#039;s approved)&lt;br /&gt;
* Generate the renamed files (already done [https://drive.google.com/open?id=0B86I6c-Ld37oWjUtaGlGU1padVU]) and upload&lt;br /&gt;
* Change the code at the [[Template:Icon]] (I can make it backward compatible)&lt;br /&gt;
* Done&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Link to preorderpage no more active http://www.factorio.com/preorder ==&lt;br /&gt;
&lt;br /&gt;
Should be changed to http://www.factorio.com&lt;br /&gt;
&lt;br /&gt;
== Wrong link ==&lt;br /&gt;
On the Community-spitter there is a mistake, it says &amp;quot;ink=&amp;quot; so there ist missing the letter &amp;quot;l&amp;quot; to set no link. As I&#039;m just a normal user I&#039;m not allowed to fix this, so somebody else has to do this. -- [[User:RobbiRobb|RobbiRobb]] ([[User talk:RobbiRobb|talk]]) 13:45, 20 April 2017 (UTC)&lt;br /&gt;
:Thanks, I fixed it :) --[[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) 13:51, 20 April 2017 (UTC)&lt;br /&gt;
::Thanks :D -- [[User:RobbiRobb|RobbiRobb]] ([[User talk:RobbiRobb|talk]]) 14:38, 20 April 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Items and Recipes (Are they the same or different?) ==&lt;br /&gt;
&lt;br /&gt;
I think the heading label &amp;quot;Items and Recipes&amp;quot; should be a link to the Items page ([https://wiki.factorio.com/Items]). Also, either &amp;quot;Recipes&amp;quot; needs to redirect to that page or it needs its own. Personally, I think &amp;quot;Recipes&amp;quot; and &amp;quot;Items&amp;quot; are functionally the same from a user standpoint, so I would use a redirect. For obvious (and good!) reasons, I cannot make the link edit myself. As for the redirect, I will wait for an OK from an admin, primarily so they don&#039;t have to delete it.&lt;br /&gt;
&lt;br /&gt;
--[[User:Sonicthe|Sonicthe]] ([[User talk:Sonicthe|talk]]) 17:56, 26 July 2020 (UTC)&lt;br /&gt;
: Items and recipes are very different things, since the one is produced by the other. The icons that are currently shown on the main page and on [[items]] are items, fluids and recipes. This makes both the main page heading and the items page somewhat misleading. It may be better to find heading that fits properly and move all the content there (e.g. &amp;quot;Materials and recipes&amp;quot;). Could you explain why we need a recipes page/redirect? I&#039;d also like to hear your reasoning for linking to the items page from the main page, since it contains a direct subset of the main page content. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 08:33, 27 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: To respond in reverse order of your questions, maybe a better question is &amp;quot;Why is there an items page?&amp;quot; rather than having the search result in the bottom of the main page. I like your idea of renaming the section, although if an infobox appeared on mouse-over (like on the right-hand side of the page, NOT alt-text/tooltip) with just the Normal recipe for the highlighted item (which would be really cool, but a pain to do!) the &amp;quot;Items and Recipes&amp;quot; would make sense. You would have icons for items and a box with the corresponding recipe in it. I&#039;m not suggesting putting all of the information contained on the individual item pages here (duplicating work is silly), and it&#039;s not something I expect to see any time soon (if ever). It would just be cool.&lt;br /&gt;
&lt;br /&gt;
:: And perhaps it would be better to change the section on the main page to a link to [[items]] and provide the recipe infobox (or not) there instead. I assumed there was a reason to have the entire set of icons on the main page, but maybe that assumption is false.&lt;br /&gt;
&lt;br /&gt;
:: My reasoning for a &amp;quot;Recipe&amp;quot; redirect is as much error trapping as anything else. Searching for &amp;quot;Items&amp;quot; returns [[items]], but searching for &amp;quot;Recipes&amp;quot; returns a generic search results page. While I agree that you and I know there is a real difference between an item and a recipe, I&#039;m not sure the average user will really understand (or care about!) that distinction, especially after release. Ultimately, I guess the real question is what you think the average user is looking for when they search for &amp;quot;Recipes&amp;quot; vs. &amp;quot;Items&amp;quot;. That&#039;s it. A simple page that describes what a recipe is and has a link to [[items]] would be better if you think the distinction is important. Or a single page with every recipe on it might be something to think about. Which one depends on your opinion, I think.&lt;br /&gt;
&lt;br /&gt;
:: As something of a side note, I mention the infobox idea because the first time I used the wiki, that&#039;s kind of what I was looking for. I wanted just the recipes for several items, and having to click each one, and then back, and then the next, and back, and so on is a pain. At the time, I wasn&#039;t looking for all the other information that each page contained, just the ingredients I needed to make each item. I realize that all of this information is available in-game and on individual pages here, which is why I would call it &amp;quot;Nice to have&amp;quot; and &amp;quot;Cool&amp;quot; but not &amp;quot;High priority&amp;quot; or even &amp;quot;Medium priority,&amp;quot; and certainly not &amp;quot;Needed.&amp;quot; And I think a &amp;quot;Recipes&amp;quot; page with all the recipes listed might be better (and definitely easier) than a changing infobox. -- [[User:Sonicthe|Sonicthe]] ([[User talk:Sonicthe|talk]]) 18:43, 27 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Good question :) The &#039;real&#039; reason is that the page existed when I started on the wiki, so it keep existing even as most of its content moved to other pages. I would not remove it now, because sometimes having an external link to just the crafting overview is great and the main page does not work very well for that. I like your idea with the infoboxes, it should be doable.&lt;br /&gt;
&lt;br /&gt;
::: Having all items/recipes/fluids on the main page is a great entry-point for the wiki, so I think it will stay there unless an even better way to display all items/recipes/fluids is found.&lt;br /&gt;
&lt;br /&gt;
::: I think you have a good point with the search. We even used have a &amp;quot;liquid&amp;quot; redirect going to the &amp;quot;fluid system&amp;quot; page (which I deleted at some point), which in the same search term &#039;group&#039; as &amp;quot;recipes&amp;quot; and &amp;quot;items&amp;quot;. I have an idea how to solve the naming problem: Move the current &amp;quot;items&amp;quot; to &amp;quot;materials and recipes&amp;quot;. Redirect &amp;quot;recipes&amp;quot; and &amp;quot;items&amp;quot; to &amp;quot;materials and recipes&amp;quot; and also link there from the main page. Redirect &amp;quot;fluids&amp;quot; to &amp;quot;fluid system&amp;quot; or make it a disambiguation page linking both &amp;quot;fluid system&amp;quot; and &amp;quot;material and recipes&amp;quot;. What do you think about this?&lt;br /&gt;
&lt;br /&gt;
::: Just wanting the recipes is a common theme. We have had the idea to make the tooltips of the item icons list their recipes for a pretty long time now, however, I think your infobox idea is better and may also be easier to implement. However, currently just getting the wiki up-to-date for 1.0 is taking priority over extra features.&lt;br /&gt;
&lt;br /&gt;
::: Thank you for detailed feedback, it is always useful to hear such a well reasoned opinion about parts of the wiki. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 11:48, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: I like disambiguation pages in general because they always give me what I&#039;m looking for and other related things, too. Anything that increases my knowledge and understanding is great! And I think &amp;quot;Materials and Recipes&amp;quot; more accurately captures what we are talking about than &amp;quot;Items&amp;quot; does, too.&lt;br /&gt;
&lt;br /&gt;
:::: I would use whichever method is the easiest to implement, if you&#039;re thinking about doing it now. Especially with the focus appropriately on accuracy for 1.0. Personally, I would probably wait until after 1.0 regardless of which method is ultimately chosen. Accuracy should always be more important than features. Information that &#039;&#039;might&#039;&#039; be mislabeled or &amp;quot;hard to find&amp;quot; is much better than information that is &#039;&#039;&#039;wrong&#039;&#039;&#039;. I am about to start Graduate School, so unfortunately, I won&#039;t have time to do much myself. -- [[User:Sonicthe|Sonicthe]] ([[User talk:Sonicthe|talk]]) 18:16, 6 August 2020 (UTC)&lt;br /&gt;
::::: I have created the new organization that I suggested, I hope it works out. The further recipe details on the main page will be a future feature :) -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 10:36, 17 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adding other unofficial communities ==&lt;br /&gt;
&lt;br /&gt;
Suggestion: Under the &amp;quot;Unofficial Communities&amp;quot; links, would it be appropriate to add more communities? Specifically, I would like to add a link to [https://alt-f4.blog/ Alt-F4] the community-driven blog. I have not been able to find previous discussions about this. --[[User:Sir Fendi|Sir Fendi]] ([[User talk:Sir Fendi|talk]]) 14:41, 10 May 2022 (UTC)&lt;br /&gt;
: Hey, we only link to unofficial communities that are also linked on the [https://factorio.com/ factorio.com main page] (section in the bottom right of the page). The Alt-F4 blog is not linked there. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 15:34, 12 May 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Update new content section ==&lt;br /&gt;
&lt;br /&gt;
The New content section at the bottom of the page could probably use an update to add some of the features 1.1 has added to the game since the 1.0 release. [[User:SpeckledFleebeedoo|SpeckledFleebeedoo]] ([[User talk:SpeckledFleebeedoo|talk]]) 08:55, 17 April 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Stack&amp;diff=196177</id>
		<title>Stack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Stack&amp;diff=196177"/>
		<updated>2024-01-26T19:33:22Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Add LDS to stack size table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:inventory_stacks.png|thumb|408px|right|Many stacks in the player&#039;s inventory.]]A stack is the basic element in Factorio to store items. One space in an inventory can hold one stack.&lt;br /&gt;
&lt;br /&gt;
== Examples of stacks ==&lt;br /&gt;
&lt;br /&gt;
* The [[player|player&#039;s]] inventory&lt;br /&gt;
** Main inventory&lt;br /&gt;
** Armor, weapon, and ammunition stacks&lt;br /&gt;
** Logistic trash slots&lt;br /&gt;
** The player&#039;s hand (is also a stack)&lt;br /&gt;
* [[Vehicle]]s&lt;br /&gt;
** [[Car]] (fuel, ammunition, inventory)&lt;br /&gt;
** [[Tank]] (fuel, ammunition, inventory)&lt;br /&gt;
** [[Spidertron]] (ammunition, inventory)&lt;br /&gt;
** [[Railway|Train]] (wagons, engines for fuel)&lt;br /&gt;
* [[Chests]]: The archetypal example of stacks outside the player&#039;s inventory; a chest is basically just a group of stacks.&lt;br /&gt;
* Devices&lt;br /&gt;
** [[Furnace]]: Burner stack ([[Stone furnace|stone]] and [[Steel furnace|steel]] furnace only), input and output stack&lt;br /&gt;
** [[Assembling machine]]s and [[chemical plant]]s: 1 or more output and 1-6 input stacks, depending on item type being assembled&lt;br /&gt;
** [[Lab|Labs]]&lt;br /&gt;
** Burner-based: [[Boiler]], [[burner mining drill]], [[burner inserter]]&lt;br /&gt;
** [[Roboport]] (filtered for robots and repair packs only)&lt;br /&gt;
** [[Gun turret]]&lt;br /&gt;
* Special&lt;br /&gt;
** [[Inserters]] and [[Robots|worker robots]] (Small, variable-size stacks allow these entities to move items between other stacks. See also the [[Inserter capacity bonus (research)|inserter]] and [[Worker robot cargo size (research)|robot]] stack size bonus research topics.)&lt;br /&gt;
&lt;br /&gt;
== How do stacks work? ==&lt;br /&gt;
&lt;br /&gt;
A stack can store a number of identical items.&lt;br /&gt;
&lt;br /&gt;
The first inserted item determines which item types can be stored. This also indirectly determines how many items can be stored in the stack, as this depends on the item type&#039;s maximum stack size.&lt;br /&gt;
&lt;br /&gt;
Only items can be stored within stacks; stacks cannot hold [[Fluid system|liquids]] or other entity types.&lt;br /&gt;
&lt;br /&gt;
=== Stack size ===&lt;br /&gt;
&lt;br /&gt;
The number of items a stack can store. Stack size depends on the item; existing stack sizes and (non-exhaustive) examples include (click to expand):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 100px;&amp;quot; |Stack size&lt;br /&gt;
!Examples&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Nuclear fuel]], [[artillery shell]], [[satellite]], [[modular armor]], [[blueprint]].&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[Locomotive]], all [[Wagon|wagons]].&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[Roboport]], [[rocket fuel]], [[artillery turret]], [[atomic bomb]], [[low density structure]].&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Some [[equipment modules]], [[pumpjack]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 50 || All ores, [[stone]], [[coal]], all [[Module|modules]], [[electric mining drill]], [[electric furnace]], all [[Assembling machine|assemblers]], all [[chests]], all [[inserters]], [[gun turret]], [[laser turret]], all [[Electric_system#Distribution|power poles]] including [[substation]], both types of [[Robots|worker robots]], [[solid fuel]].&lt;br /&gt;
|-&lt;br /&gt;
| 100 || [[Iron plate]], [[copper plate]], [[steel plate]], [[processing unit]], [[iron gear wheel]], [[stone brick]], all types of [[concrete]], both isotopes of [[Uranium processing|processed uranium]], [[pipe]] (regular), all [[Belt transport system|belts]], [[wall]], [[landfill]].&lt;br /&gt;
|-&lt;br /&gt;
| 200 || [[Electronic circuit]], [[advanced circuit]], all types of [[Ammunition#Magazines|magazine]], all types of [[tank]] [[Ammunition#Tank shells|cannon shell]], [[copper cable]], both colors of circuit [[Circuit network|wire]], all types of [[science pack]] except space science pack.&lt;br /&gt;
|-&lt;br /&gt;
| 2,000 || Unique to [[space science pack]], present to allow stacking up to 2 [[Rocket|rockets]]&#039; worth of packs in the [[rocket silo]]&#039;s single output slot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Filtered stacks ===&lt;br /&gt;
&lt;br /&gt;
Stacks can be filtered either by default (in burner-type entities, [[furnace]]s, [[roboport]]s, [[turret]]s, [[lab]]s, and other entities that can only accept one or a few item types in a particular slot), or manually by the player (normally set via the middle mouse button / scroll-wheel click, see [[Keyboard bindings]]). Manual filtering is available for [[cargo wagon]]s, [[car]]s, [[tank]]s, [[spidertron]]s and the player inventory, but not for other types of containers (in particular, [[chests]] of any type).&lt;br /&gt;
&lt;br /&gt;
This can be used to ensure only one item type goes into the inventory space. [[Inserters]] (or [[Robots|bots]], where applicable) will not attempt to insert anything except the allowed item type into filtered slots, and manual insertion of other item types by the player is also not allowed unless and until the filter is cleared.&lt;br /&gt;
&lt;br /&gt;
=== Damaged items ===&lt;br /&gt;
&lt;br /&gt;
Damaged items (i.e, damaged entities now stored as items) stack with other damaged items (of the same type), but not with undamaged items. When items with different amounts of damage are stacked together, the health of the items is averaged.&lt;br /&gt;
&lt;br /&gt;
=== Items with durability ===&lt;br /&gt;
&lt;br /&gt;
Items with durability, such as [[science pack]]s and [[repair pack]]s, always stack with items of the same type, regardless of how much durability remains. The durability displayed on the stack is the durability of the first item. After that item is removed from the stack, a stack of items with full durabilities remains. This means that when multiple items with durabilities are stacked together, their durabilities are merged, which can result in a lower overall item count while the overall remaining durability stays the same.&lt;br /&gt;
&lt;br /&gt;
== Stack size bonuses ==&lt;br /&gt;
&lt;br /&gt;
Inserters and logistic robots can be boosted with research to hold and transfer more items, see:&lt;br /&gt;
&lt;br /&gt;
* [[Inserter capacity bonus (research)]]&lt;br /&gt;
* [[Worker robot cargo size (research)]]&lt;br /&gt;
&lt;br /&gt;
== Stack limitation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Stack limiter.jpg|300px|thumb|frame|A [[wooden chest]] limited to three stacks. Once the third stack is full, inserters will no longer attempt to add items.]]&lt;br /&gt;
&lt;br /&gt;
Optionally, the usable space in [[chests]] and [[Cargo wagon|wagons]] can be decreased below their default values. Typically, this is done to store a small amount of items in an automated process, without consuming the resources that would be required to fill the entire container.&lt;br /&gt;
&lt;br /&gt;
To limit a container, click the red X at the end of the last stack. Then, click on one of the stacks to set the new limit. The unused stacks will be highlighted red (see right).&lt;br /&gt;
&lt;br /&gt;
When full, inserters will no longer add to a limited container. However, the player is still free to manually place items in the unused (red) slots.&lt;br /&gt;
&lt;br /&gt;
== Handling stacks ==&lt;br /&gt;
&lt;br /&gt;
There are some [[keyboard bindings]] to quickly handle movement of stacks between inventories, like moving half of a stack to another stack.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
In game version 0.10, the number of items which can be stored in a stack changed for most items from powers of 2 to multiples of 10. This change was mainly made because most people find it more intuitive to calculate numbers in a base-10 system.&lt;br /&gt;
&lt;br /&gt;
Example: Before the change, a stack could store 64 iron ore, while after the change it is 50. This created some controversy, as some players preferred the old stack sizes.&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Stack}} {{C|Storage{{!}}#Stack}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Diagnosing_performance_issues&amp;diff=195651</id>
		<title>Tutorial:Diagnosing performance issues</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Diagnosing_performance_issues&amp;diff=195651"/>
		<updated>2023-12-15T19:26:13Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Explain flip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Accessing the &amp;quot;time usage&amp;quot; screen ==&lt;br /&gt;
&lt;br /&gt;
[[File:Debug settings for time usage diagnosis.jpg|thumb|right|The &amp;quot;Debug settings&amp;quot; menu with the options we need to enable]]&lt;br /&gt;
&lt;br /&gt;
Press {{keybinding|F4}} to open the &amp;quot;Debug settings&amp;quot; menu. This will show you a variety of options. You need to enable 3 of them:&lt;br /&gt;
* &#039;&#039;&#039;show-fps&#039;&#039;&#039;: This will show your FPS and UPS counter in the top right of your screen.&lt;br /&gt;
* &#039;&#039;&#039;show-time-usage&#039;&#039;&#039;: This will show details of many systems of the game and how much they are impacting the performance of your game. The majority of this tutorial will be about how to decrypt this information.&lt;br /&gt;
* &#039;&#039;&#039;hide-mod-guis&#039;&#039;&#039;: Sometimes, windows and buttons from mods can hide the information from show-time-usage. This option hides them so we can read everything.&lt;br /&gt;
&lt;br /&gt;
Tip: To read the numbers more easily, open your map and scroll to an area you haven&#039;t explored yet, so the information is on a black background.&lt;br /&gt;
&lt;br /&gt;
For more info on debug options and the debug settings menu, check out [[Debug mode]].&lt;br /&gt;
&lt;br /&gt;
== FPS vs UPS ==&lt;br /&gt;
&lt;br /&gt;
The first thing to look at is your FPS/UPS counter in the top right.  &lt;br /&gt;
* FPS stands for Frames Per Second and relates to the work your graphics card is doing to display the picture on your screen. If your FPS is low, your screen will update less frequently, but your game will continue at regular speed.  &lt;br /&gt;
* UPS stands for Updates Per Second and relates to the calculations needed to advance the state of your world. If your UPS is low, your game will run in slow motion. Factorio always aims to have 60 FPS and UPS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FPS can never be higher than UPS.&#039;&#039;&#039; Which leaves you with 2 cases:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Low FPS, High UPS&#039;&#039;&#039;: Your problem is graphical. Go to Factorio&#039;s graphics settings and adjust some settings here. Upgrading your graphics card will help with this.&lt;br /&gt;
* &#039;&#039;&#039;Low FPS, Low UPS&#039;&#039;&#039;: Your problem is low UPS. Continue following this tutorial to figure out what could be the cause and where you can save some UPS.&lt;br /&gt;
&lt;br /&gt;
== Decrypting the &amp;quot;time usage&amp;quot; screen ==&lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
&lt;br /&gt;
You should see a bunch of text and numbers like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Time usage screen.jpg|border|1000px]]&lt;br /&gt;
&lt;br /&gt;
Each line follows this format:&lt;br /&gt;
 System name: average ms/minimum ms/maximum ms&lt;br /&gt;
&lt;br /&gt;
Those numbers are in &#039;&#039;&#039;milliseconds per tick&#039;&#039;&#039;. A tick is one update step, it is for UPS what a &amp;quot;frame&amp;quot; is for FPS. Since Factorio aims for 60 ticks per second, the game has 16.667ms to calculate each tick. If it takes longer than this, then your UPS will drop below 60.&lt;br /&gt;
&lt;br /&gt;
The 3 numbers for each line are the average time, minimum time, and maximum time taken by the system over the last 100 ticks.&lt;br /&gt;
&lt;br /&gt;
This information is only telling you about the last 100 ticks, which is a little less than 2 seconds of gameplay. If your performance issues only happen some of the time or when you do something specific, you need to have the screen open while it is happening. If it happens too fast, you can take screenshots to read later. You can also use the &amp;quot;/perf-avg-frames 1000&amp;quot; command to increase the number of ticks considered to 1000 (or another number).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you understand what this information is, look for &#039;&#039;&#039;large numbers&#039;&#039;&#039;. If you are experiencing consistent UPS issues, look at the &#039;&#039;&#039;average times&#039;&#039;&#039;. On the other hand, if you are experiencing occasional freezes or large stutters, look at the &#039;&#039;&#039;maximum times&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Remember, since 60 UPS is equivalent to 16.667ms per tick, you can think of it as 1ms of time costing you about 3.5 UPS. Anything above 1ms may be worth looking into, and anything above 5 is very significant.&lt;br /&gt;
&lt;br /&gt;
When you&#039;ve found some suspiciously large numbers, refer to the table below to see what the line means, whether you should worry about it, and how you can help:&lt;br /&gt;
&lt;br /&gt;
=== Table of notable &amp;quot;time usage&amp;quot; lines ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Explanation !! How to solve&lt;br /&gt;
|-&lt;br /&gt;
| Last save || This is how long your last save took, and is not related to UPS || -&lt;br /&gt;
|-&lt;br /&gt;
| Frame cycle || This is the total time it took to render a frame. This can&#039;t ever be lower than 16.667ms. This doesn&#039;t give you any information that your UPS counter wouldn&#039;t tell you. || -&lt;br /&gt;
|-&lt;br /&gt;
| Wait For Update || This is the time your GPU waited for the world update. This should be roughly equal to the &amp;quot;Update&amp;quot; line below. Don&#039;t worry about it. || -&lt;br /&gt;
|-&lt;br /&gt;
| Render preparation (and sub-lines) || This is CPU-based work related to the rendering of the frame on your screen, costing UPS. This will increase if you zoom out or if you&#039;re looking at a particularly busy part of your factory. || -&lt;br /&gt;
|-&lt;br /&gt;
| Render (and sub-lines) || This is GPU-based work related to the rendering of the frame on your screen, costing FPS. This will increase if you zoom out or if you&#039;re looking at a particularly busy part of your factory. || -&lt;br /&gt;
|-&lt;br /&gt;
| Flip[On/Off] || This is the time spent waiting for the graphics driver to refresh the screen. The &amp;quot;On&amp;quot; or &amp;quot;Off&amp;quot; in square brackets indicates if Vsync is enabled or not. || Try toggling Vsync on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Sleep || When it took less than 16.667ms to prepare a tick, the game sleeps. This is normal and good. If this is above 0, then congrats, you have 60 UPS. || -&lt;br /&gt;
|-&lt;br /&gt;
| Update || This is where we get into the meat of things. The Update line is purely about the world tick and not about rendering the screen frame. This is usually where most of your frame time will be. || Look at the sub-lines to get more details.&lt;br /&gt;
|-&lt;br /&gt;
| Game update || The core systems of the game. || Look at the sub-lines to get more details.&lt;br /&gt;
|-&lt;br /&gt;
| Circuit networks || Self-explanatory. || Use fewer combinators and other circuit connections.&lt;br /&gt;
|-&lt;br /&gt;
| Transport lines || Related to belts. || Optimizing belt UPS is a dark art that is out of scope of this guide.&lt;br /&gt;
|-&lt;br /&gt;
| Fluid manager || Self-explanatory. || Reduce your amount of pipes. Use underground pipes (2 fluid entities) wherever they could replace 3 or more pipes. Replace nuclear power with solar power.&lt;br /&gt;
|-&lt;br /&gt;
| Heat manager || Self-explanatory. || Use less heat entities, for example by replacing nuclear power with solar power.&lt;br /&gt;
|-&lt;br /&gt;
| Entity manager || Related to &amp;quot;entities&amp;quot;, which are a lot of things. This will usually be the largest number in your list. || To dig deeper into this, [[#Digging deeper with the &amp;quot;entity time usage&amp;quot; screen|continue to the next part of the tutorial.]]&lt;br /&gt;
|-&lt;br /&gt;
| Electric networks || Self-explanatory. || This is particularly affected by the &#039;&#039;&#039;number of different electric networks&#039;&#039;&#039;, not their size. A single electric pole connected to nothing else is an electric network and is a performance cost.&lt;br /&gt;
|-&lt;br /&gt;
| Trains || Self-explanatory. || Use fewer but bigger trains. Use a train network optimized for UPS, which is also a dark art, out of scope of this guide.&lt;br /&gt;
|-&lt;br /&gt;
| Chart update || Related to refreshing chunks of your map, usually done by radars. || Reduce your number of radars.&lt;br /&gt;
|-&lt;br /&gt;
| Lua garbage incremental || This is related to mod scripts. || First, try and solve any issue in the &amp;quot;Script update&amp;quot; lines. If there is nothing there but you still have a high &amp;quot;Lua garbage incremental&amp;quot; cost, the show-lua-object-statistics [[debug mode|debug option]] may help to find mods that create and destroy a lot of Lua objects.&lt;br /&gt;
|-&lt;br /&gt;
| Script update || The time taken to run mods&#039; Lua scripts. Each &amp;quot;mod-XXX&amp;quot; sub-line is the cost to run the scripts of a particular mod. || Uninstall offending mods. If the performance is worse than expected, consider filing a bug with the mod&#039;s author.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hidden mod costs ===&lt;br /&gt;
&lt;br /&gt;
A mod&#039;s line on the &amp;quot;Script update&amp;quot; section is not always the entirety of its cost! Mods can indirectly affect the time of core systems. For example, a mod that makes trains repath a lot might increase the Trains cost, and a mod that creates a lot of different electric networks would increase the Electric network cost.&lt;br /&gt;
&lt;br /&gt;
== Digging deeper with the &amp;quot;entity time usage&amp;quot; screen ==&lt;br /&gt;
&lt;br /&gt;
[[File:Entity time usage screen.jpg|thumb|right|The entity time usage screen]]&lt;br /&gt;
&lt;br /&gt;
Return to the &amp;quot;Debug settings&amp;quot; menu, enable &#039;&#039;&#039;show-entity-time-usage&#039;&#039;&#039; and disable &#039;&#039;&#039;show-time-usage&#039;&#039;&#039; (It will get in the way).&lt;br /&gt;
&lt;br /&gt;
On this screen, the &amp;quot;Entity manager&amp;quot; cost from the previous screen is split between each class of entity. The first number of each line is the time cost this tick, the second number is the number of active entities of this class.&lt;br /&gt;
&lt;br /&gt;
Most lines are self explanatory, but a couple notes:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AssemblingMachine&#039;&#039;&#039;: This isn&#039;t just assembling machines, but every building where you have to select a recipe (e.g. chemical plants, refineries, etc., but not furnaces). For this cost, the number of machines matters, not their speed. Fewer but faster machines (with beacons and modules) will cost less than many slow machines.&lt;br /&gt;
* &#039;&#039;&#039;Inserter&#039;&#039;&#039;: Use fewer inserters and have them work less often, e.g. with &amp;quot;inserter clocking&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Unit&#039;&#039;&#039;: This is biters and spitters. Removing biters and spitters will remove this cost.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve ran out of things to optimize in this section, then you&#039;re just suffering from a factory that has grown bigger than your PC can handle. Congratulations!&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Copper_plate&amp;diff=195001</id>
		<title>Copper plate</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Copper_plate&amp;diff=195001"/>
		<updated>2023-10-22T01:09:42Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Copper plate}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copper plate&#039;&#039;&#039; is a material that can be made by smelting [[copper ore]] in a [[furnace]]. The copper plate&#039;s use is small in early game, so many players underestimate how much production capacity they will need. In the later game, copper use picks up heavily with the mass production of [[electronic circuit]]s, and other resources that consume copper. However, copper use will usually still be less than [[iron plate]] use, throughout the game.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Crafting time reduced from 3.5 to 3.2 seconds}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New icon}}&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;
&lt;br /&gt;
* [[Iron plate]]&lt;br /&gt;
* [[Stone furnace]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Materials}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Copper_plate&amp;diff=194999</id>
		<title>Copper plate</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Copper_plate&amp;diff=194999"/>
		<updated>2023-10-22T01:09:12Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Add crafting time change to history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Copper plate}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copper plate&#039;&#039;&#039; is a material that can be made by smelting [[copper ore]] in a [[furnace]]. The copper plate&#039;s use is small in early game, so many players underestimate how much production capacity they will need. In the later game, copper use picks up heavily with the mass production of [[electronic circuit]]s, and other resources that consume copper. However, copper use will usually still be less than [[iron plate]] use, throughout the game.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Crafting time reduced from 3.5 to 3.2}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New icon}}&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;
&lt;br /&gt;
* [[Iron plate]]&lt;br /&gt;
* [[Stone furnace]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Materials}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Iron_plate&amp;diff=194998</id>
		<title>Iron plate</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Iron_plate&amp;diff=194998"/>
		<updated>2023-10-22T01:08:15Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Add crafting time change to history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Iron plate}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;iron plate&#039;&#039;&#039; is a material that can be made by smelting [[iron ore]] in a [[furnace]].  It is a component or subcomponent of almost every item in Factorio, and it is recommended to create a large stockpile when possible. When smelted in a furnace for a second time, iron plates will transform into [[steel plate]]s, with a ratio of 5 iron plates per 1 steel plate.&lt;br /&gt;
&lt;br /&gt;
When starting a new freeplay game, the player starts out with 8 iron plate, along with 1 [[burner mining drill]] and 1 [[stone furnace]].&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|iron-throne-1}}&lt;br /&gt;
{{Achievement|iron-throne-2}}&lt;br /&gt;
{{Achievement|iron-throne-3}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Crafting time reduced from 3.5 to 3.2}}&lt;br /&gt;
{{History|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Iron gear wheel]]&lt;br /&gt;
* [[Copper plate]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Materials}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=193310</id>
		<title>Upcoming features</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=193310"/>
		<updated>2023-08-28T22:17:10Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Update with news from FFF 373&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This is a list of known information about the upcoming expansion pack &#039;&#039;&#039;Factorio: Space Age&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
== Plans ==&lt;br /&gt;
* Q: What?&lt;br /&gt;
** A: &amp;quot;Factorio: Space Age continues the player&#039;s journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.&amp;quot; [https://factorio.com/blog/post/fff-373]&lt;br /&gt;
* Multiple people, including the modder [https://mods.factorio.com/user/Earendel Earendel] were hired to work on the expansion pack. [https://factorio.com/blog/post/fff-365]&lt;br /&gt;
* As of August 2023, development is at the end of step 5 &amp;quot;First pass of tweaking&amp;quot; out of 7 total steps until release. [https://factorio.com/blog/post/fff-373]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-367 Friday Facts #367] shows some concept art for the expansion.&lt;br /&gt;
* [https://factorio.com/blog/post/fff-372 Friday Facts #372] shows some item icons from the expansion.&lt;br /&gt;
* It is planned to be &amp;quot;as big an addition as the whole vanilla game.&amp;quot; [https://factorio.com/blog/post/fff-367]&lt;br /&gt;
* The planned price is $30.00. [https://factorio.com/blog/post/fff-367]&lt;br /&gt;
* The expected release date is around August 2024. [https://factorio.com/blog/post/fff-373]&lt;br /&gt;
* [[Rocket silo | Rockets]] will be significantly cheaper [https://www.factorio.com/blog/post/fff-373] &lt;br /&gt;
* Tech tree gets overhauled: [https://www.factorio.com/blog/post/fff-373]&lt;br /&gt;
** [[Chemical science pack | Chemical science]] unlocks rocket silo and access to space&lt;br /&gt;
** [[Space science pack | Space science]] unlocks access to other planets&lt;br /&gt;
** [[Artillery]], [[cliff explosives]], [[spidertron]], top [[module]] tiers and some [[Equipment modules | personal equipment upgrades]] are unlocked on another planet. &lt;br /&gt;
&lt;br /&gt;
== Known changes for 2.0 ==&lt;br /&gt;
&lt;br /&gt;
* [[Crafting#Recipe_difficulties|Expensive mode]] gets turned into a mod. [https://forums.factorio.com/viewtopic.php?p=577191#p577191]&lt;br /&gt;
* [[Train_stop#Circuit_Network|Train stop disabling]] will be removed. [https://forums.factorio.com/viewtopic.php?p=574563#p574563]&lt;br /&gt;
* Improvements to controlling [[Spidertron|spidertrons]]. [https://www.reddit.com/r/factorio/comments/6e6tkw/im_the_founder_of_factorio_kovarex_ama/jnncw10/]&lt;br /&gt;
* Added the ability to use the pipette anywhere, including the crafting menu. [https://forums.factorio.com/viewtopic.php?p=567550#p567550]&lt;br /&gt;
* Added the ability to automatically remove fuel from [[Locomotive|locomotives]]. [https://forums.factorio.com/viewtopic.php?p=577389#p577389]&lt;br /&gt;
* [[Ghost]] [[Pipe|pipes]] will visually connect to each other. [https://forums.factorio.com/viewtopic.php?p=578549#p578549]&lt;br /&gt;
* Improvements to control of [[train]] systems. [https://www.factorio.com/blog/post/fff-373]&lt;br /&gt;
** Likely including logic for going to or skipping stations depending on [[fuel]] inventory [https://www.reddit.com/r/factorio/comments/160w331/comment/jxqaauz/?utm_source=share&amp;amp;utm_medium=web2x&amp;amp;context=3]&lt;br /&gt;
* Better [[blueprint]] building. [https://www.factorio.com/blog/post/fff-373]&lt;br /&gt;
* Improved [[Robots | flying robot]] behaviour. [https://www.factorio.com/blog/post/fff-373]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [https://factorio.com/blog/post/fff-365 Friday Facts #365 - Future plans]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-367 Friday Facts #367 - Expansion news]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-370 Friday Facts #370 - The journey to Nintendo Switch]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-373 Friday Facts #373 - Factorio: Space Age]&lt;br /&gt;
* [[Roadmap|Planned releases]]&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Roadmap&amp;diff=193309</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Roadmap&amp;diff=193309"/>
		<updated>2023-08-28T21:48:14Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Update with news from FFF 373&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This is a short summary of the future plans for Factorio.&lt;br /&gt;
&lt;br /&gt;
Refer to [[Roadmap/History]] for past versions of the roadmap and to [[upcoming features]] for a more detailed and up-to-date list of upcoming features.&lt;br /&gt;
&lt;br /&gt;
== Factorio 1.1 (stable since January 26 2021) ==&lt;br /&gt;
&lt;br /&gt;
* The 1.1 release is the final release of the vanilla game.&lt;br /&gt;
** It will be maintained, so bugfixes, simple modding interface additions, or minor tweaks can happen, but that&#039;s about it. [https://factorio.com/blog/post/fff-365]&lt;br /&gt;
&lt;br /&gt;
== Factorio Expansion Pack ==&lt;br /&gt;
&lt;br /&gt;
* The future plan is to release &amp;quot;one big expansion pack&amp;quot;, see [https://factorio.com/blog/post/fff-365 Friday Facts #365 - Future plans]&lt;br /&gt;
* As of August 2023, development is at the end of step 5 &amp;quot;First pass of tweaking&amp;quot; out of 7 total steps until release. ([https://www.factorio.com/blog/post/fff-373 Factorio Friday Facts 373 - Factorio: Space Age])&lt;br /&gt;
* According to [https://www.factorio.com/blog/post/fff-373 Factorio Friday Facts 373 - Factorio: Space Age] the expansion pack will be titled &#039;&#039;&#039;Factorio: Space Age&#039;&#039;&#039; and will have the player launch into space and explore other planets, using space platforms to get around between them. The expansion will significantly rebalance the tech tree, making it possible to research the rocket silo using chemical science and limiting certain technologies behind science packs and resources that can only be found on the other planets. The expected release date is around August 2024.&lt;br /&gt;
&lt;br /&gt;
== Factorio 2.0==&lt;br /&gt;
&lt;br /&gt;
* Factorio 2.0 will be the base game version that is released alongside the expansion. Expected features are:&lt;br /&gt;
** Improved control of train systems,&lt;br /&gt;
** Better blueprint building.&lt;br /&gt;
** Better flying robot behaviour.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Roadmap/History|Previous versions]]&lt;br /&gt;
** [[Version history|Detailed changelogs]]&lt;br /&gt;
* [[Upcoming features]]&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Command_line_parameters&amp;diff=191407</id>
		<title>Command line parameters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Command_line_parameters&amp;diff=191407"/>
		<updated>2023-05-29T18:03:02Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}__TOC__&lt;br /&gt;
&lt;br /&gt;
Command line parameters can be used to set settings in the command line before the game launches, this is useful mainly for advanced users or server hosts. This page pertains to version 0.17.79.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General options&lt;br /&gt;
|-&lt;br /&gt;
| -h, --help&lt;br /&gt;
| display help&lt;br /&gt;
|-&lt;br /&gt;
| --version&lt;br /&gt;
|show version information&lt;br /&gt;
|-&lt;br /&gt;
| -v, --verbose&lt;br /&gt;
|enable verbose logging&lt;br /&gt;
|-&lt;br /&gt;
| -c, --config PATH&lt;br /&gt;
|config file to use&lt;br /&gt;
|-&lt;br /&gt;
| --no-log-rotation&lt;br /&gt;
|don&#039;t rotate log file&lt;br /&gt;
|-&lt;br /&gt;
| --mod-directory PATH&lt;br /&gt;
|Mod directory to use&lt;br /&gt;
|-&lt;br /&gt;
| --check-unused-prototype-data&lt;br /&gt;
|Print a warning for all prototype values that were not accessed. Note for mod authors: If an entry is unused and is a table that contains the key/value pair &#039;ignore&#039; with the value &#039;true&#039; then the entire entry is ignored.&lt;br /&gt;
|-&lt;br /&gt;
| --executable-path PATH&lt;br /&gt;
|Override autodetected __PATH__executable. Usually not needed except on very weird systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Running options&lt;br /&gt;
|-&lt;br /&gt;
| -s, --map2scenario arg&lt;br /&gt;
|map to scenario conversion&lt;br /&gt;
|-&lt;br /&gt;
| -m, --scenario2map arg&lt;br /&gt;
|scenario to map conversion&lt;br /&gt;
|-&lt;br /&gt;
| --apply-update arg&lt;br /&gt;
|immediately apply update package&lt;br /&gt;
|-&lt;br /&gt;
| --create FILE&lt;br /&gt;
|create a new map&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-settings FILE&lt;br /&gt;
|Map generation settings for use with --create, --start-server-load-scenario or --generate-map-preview. See data/map-gen-settings.example.json&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-seed SEED&lt;br /&gt;
|Map generation seed for use with --create, --start-server-load-scenario or --generate-map-preview. Will override seed specified in map gen settings&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-seed-max SEED&lt;br /&gt;
|Map generation seed for use with --generate-map-preview to generate multiple previews using every second seed in the interval from map-gen-seed to map-gen-seed-max.&lt;br /&gt;
|-&lt;br /&gt;
| --map-settings FILE&lt;br /&gt;
|Map settings for use with --create or --start-server-load-scenario. See data/base/prototypes/map-settings.lua&lt;br /&gt;
|-&lt;br /&gt;
| --preset arg&lt;br /&gt;
|Name of the map generation preset to be used.&lt;br /&gt;
|-&lt;br /&gt;
| --generate-map-preview PATH&lt;br /&gt;
|Generate preview images of the map; PATH should name a PNG file or end with a &#039;/&#039; or &#039;\&#039; to indicate a directory.&lt;br /&gt;
|-&lt;br /&gt;
| --generate-map-preview-random COUNT&lt;br /&gt;
|Number of maps to generate with a random seed using --generate-map-preview.&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-size SCALE&lt;br /&gt;
|Size (in pixels) of map preview (default: 1024)&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-scale SCALE&lt;br /&gt;
|Scale (meters per pixel) of map preview (default: 1)&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-offset X,Y&lt;br /&gt;
|Offset of the center of the map, in meters (default: 0,0)&lt;br /&gt;
|-&lt;br /&gt;
| --noise-outputs TAG,TAG...&lt;br /&gt;
|Indicate which variables of noise program to output&lt;br /&gt;
|-&lt;br /&gt;
| --slope-shading SHADEAMOUNT&lt;br /&gt;
|Apply elevation shading to map preview&lt;br /&gt;
|-&lt;br /&gt;
| --slope-shade-property SHADEPROP&lt;br /&gt;
|Property to apply slope shading to (default: elevation)&lt;br /&gt;
|-&lt;br /&gt;
| --report-quantities PROTOTYPE,...&lt;br /&gt;
|When generating map preview, report approximate quantities of the named entity prototypes&lt;br /&gt;
|-&lt;br /&gt;
| --threads THREADCOUNT&lt;br /&gt;
|Number of threads to use when generating map previews&lt;br /&gt;
|-&lt;br /&gt;
| --disable-migration-window&lt;br /&gt;
|Disables the gui that is shown when opening a save with migrated content&lt;br /&gt;
|-&lt;br /&gt;
| --instrument-mod&lt;br /&gt;
|Name of a mod to enable [https://lua-api.factorio.com/latest/Instrument.html Instrument Mode]&lt;br /&gt;
|-&lt;br /&gt;
| --start-server FILE&lt;br /&gt;
|start a multiplayer server&lt;br /&gt;
|-&lt;br /&gt;
| --start-server-load-scenario [MOD/]NAME&lt;br /&gt;
|start a multiplayer server and load the specified scenario. The scenario is looked for inside the given mod. If no mod is given, it is looked for in the top-level scenarios directory.&lt;br /&gt;
|-&lt;br /&gt;
| --start-server-load-latest&lt;br /&gt;
|start a multiplayer server and load the latest available save&lt;br /&gt;
|-&lt;br /&gt;
| --until-tick TICK&lt;br /&gt;
|run a save until given map tick&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark FILE&lt;br /&gt;
|load save and run benchmark&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-ticks N&lt;br /&gt;
|number of ticks for benchmarking. Default is 1000&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-runs N&lt;br /&gt;
|how often the number of ticks will be run, map will reload after each run. Default is 1&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-verbose timings&lt;br /&gt;
|comma separated list of Update timings to output each tick. &amp;quot;all&amp;quot;, &amp;quot;timestamp&amp;quot; as well as all other values seen in the debug show-time-usage view&#039;s Update section are allowed here. An empty string disabled verbose benchmarking. Timings are returned in nanoseconds.&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-sanitize&lt;br /&gt;
|only output the final benchmark results&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-ignore-paused&lt;br /&gt;
|leaves the game paused if it was paused when saved. By default the game is unpaused when a benchmark starts.&lt;br /&gt;
|-&lt;br /&gt;
| --output-perf-stats FILE&lt;br /&gt;
|path of file to which rendering performance statistics measurements should be saved. Special tags {api}, {hw}, {time} and {tag} will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
| --dump-data&lt;br /&gt;
|dumps data.raw as JSON to the script output folder and exits.&lt;br /&gt;
|-&lt;br /&gt;
| --dump-icon-sprites&lt;br /&gt;
|dumps all icon sprites as png files to the script output folder and exits.&lt;br /&gt;
|-&lt;br /&gt;
| --dump-prototype-locale&lt;br /&gt;
|dumps all prototypes name and description (if they have a valid value) to the script output folder and exits.&lt;br /&gt;
|-&lt;br /&gt;
| --mp-connect ADDRESS&lt;br /&gt;
|start factorio and connect to address&lt;br /&gt;
|-&lt;br /&gt;
| --password PASSWORD&lt;br /&gt;
|the password to use when using mp-connect (if any)&lt;br /&gt;
|-&lt;br /&gt;
| --heavy&lt;br /&gt;
|run the game in heavy mode if singleplayer with graphics (heavy mode is related to investigating desyncs, see [[Desynchronization#Using_heavy_mode_command]])&lt;br /&gt;
|-&lt;br /&gt;
| --load-game FILE&lt;br /&gt;
|start Factorio and load a game in singleplayer&lt;br /&gt;
|-&lt;br /&gt;
| --load-scenario [MOD/]NAME&lt;br /&gt;
|start Factorio and load the specified scenario in singleplayer. The scenario is looked for inside the given mod. If no mod is given, it is looked for in the top-level scenarios directory.&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-graphics FILE&lt;br /&gt;
|load save and run it with graphics for benchmark-ticks number of ticks as normal game would&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-frame FILE&lt;br /&gt;
|load save and benchmark graphics rendering of single frame (prepare + render) without updating the game&lt;br /&gt;
|-&lt;br /&gt;
| --force-opengl&lt;br /&gt;
|use OpenGL for rendering (windows only)&lt;br /&gt;
|-&lt;br /&gt;
| --force-d3d&lt;br /&gt;
|use Direct3D for rendering (windows only)&lt;br /&gt;
|-&lt;br /&gt;
| --d3d-adapter ID&lt;br /&gt;
|adapter which should be used to initialized Direct3D (windows only)&lt;br /&gt;
|-&lt;br /&gt;
| --d3d-feature-level&lt;br /&gt;
|override feature level (11, 10.1, 10) (windows only)&lt;br /&gt;
|-&lt;br /&gt;
| --dxgi-blit-model&lt;br /&gt;
|force Blit presentation mode (windows only)&lt;br /&gt;
|-&lt;br /&gt;
| --audio-driver&lt;br /&gt;
|default = sdl = SDL&#039;s WASAPI driver (windows)/SDL&#039;s PulseAudio or ALSA driver (linux)/SDL&#039;s CoreAudio driver (mac); allegro = Allegro&#039;s DirectSound8 driver (windows)/Allegro&#039;s PulseAudio, ALSA or OSS driver (linux)/Allegro&#039;s OpenAL driver (mac); allegro-via-sdl = Allegro mixer with SDL&#039;s WASAPI driver (windows)/not supported (linux + mac)&lt;br /&gt;
|-&lt;br /&gt;
| --debug-graphics&lt;br /&gt;
|enables debugging layer for graphics API. If DirectX is used DirectX SDK needs to be installed for this to work.&lt;br /&gt;
|-&lt;br /&gt;
| --fullscreen BOOL&lt;br /&gt;
|start game in windowed mode (saved to configuration)&lt;br /&gt;
|-&lt;br /&gt;
| --max-texture-size N&lt;br /&gt;
|maximal size of texture that the game can use (saved to configuration). Should be power of two greater than 2048&lt;br /&gt;
|-&lt;br /&gt;
| --graphics-quality arg&lt;br /&gt;
|accepted values: high, normal, low, very-low. low and very-low are deprecated and are migrated to normal.&lt;br /&gt;
|-&lt;br /&gt;
| --video-memory-usage arg&lt;br /&gt;
|accepted values: all, high, medium, low&lt;br /&gt;
|-&lt;br /&gt;
| --force-graphics-preset arg&lt;br /&gt;
|accepted values: very-low, low, mac-with-low-ram, medium-with-low-vram, medium, high, very-high, extreme&lt;br /&gt;
|-&lt;br /&gt;
| --gfx-safe-mode&lt;br /&gt;
|resets some graphics settings to values that should work on most configurations&lt;br /&gt;
|-&lt;br /&gt;
| --low-vram&lt;br /&gt;
|sprites that are not put into sprite atlases won&#039;t be allocated as texture objects&lt;br /&gt;
|-&lt;br /&gt;
| --shader&lt;br /&gt;
|enable/disable shader postprocessing (saved to configuration)&lt;br /&gt;
|-&lt;br /&gt;
| --disable-audio&lt;br /&gt;
|Disable audio. Mainly for faster startup during development.&lt;br /&gt;
|-&lt;br /&gt;
| --window-size arg&lt;br /&gt;
|Desired window resolution. For example &amp;quot;1680x1050&amp;quot;. Or &amp;quot;maximized&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| --single-thread-loading&lt;br /&gt;
|Disables loading of sprites in multiple threads.&lt;br /&gt;
|-&lt;br /&gt;
| --cache-sprite-atlas BOOL&lt;br /&gt;
|Enable/disable sprite atlas cache.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Server options&lt;br /&gt;
|-&lt;br /&gt;
| --port N&lt;br /&gt;
|network port to use&lt;br /&gt;
|-&lt;br /&gt;
| --bind ADDRESS[:PORT]&lt;br /&gt;
|IP address (and optionally port) to bind to&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-port N&lt;br /&gt;
|Port to use for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-bind ADDRESS:PORT&lt;br /&gt;
|IP address and port to use for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-password PASSWORD&lt;br /&gt;
|Password for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --server-settings FILE&lt;br /&gt;
|Path to file with server settings. See data/server-settings.example.json&lt;br /&gt;
|-&lt;br /&gt;
| --use-authserver-bans BOOL&lt;br /&gt;
|Verify that connecting players are not banned from multiplayer and inform Factorio.com about ban/unban commands.&lt;br /&gt;
|-&lt;br /&gt;
| --use-server-whitelist BOOL&lt;br /&gt;
|If the whitelist should be used.&lt;br /&gt;
|-&lt;br /&gt;
| --server-whitelist FILE&lt;br /&gt;
|Path to file with server whitelist.&lt;br /&gt;
|-&lt;br /&gt;
| --server-banlist FILE&lt;br /&gt;
|Path to file with server banlist.&lt;br /&gt;
|-&lt;br /&gt;
| --server-adminlist FILE&lt;br /&gt;
|Path to file with server adminlist.&lt;br /&gt;
|-&lt;br /&gt;
| --console-log FILE&lt;br /&gt;
|Path to file where a copy of the server&#039;s log will be stored&lt;br /&gt;
|-&lt;br /&gt;
| --server-id FILE&lt;br /&gt;
|Path where server ID will be stored or read from&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
  --start-server SAVE&lt;br /&gt;
&lt;br /&gt;
Will start a Headless (Dedicated) server, with no GUI.&lt;br /&gt;
&lt;br /&gt;
  --mp-connect ADDRESS&lt;br /&gt;
ADDRESS is the IP:port of the remote host. Port is optional.&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101:2345&lt;br /&gt;
&lt;br /&gt;
As above, port can be specified by placing the port number after a colon in the address.&lt;br /&gt;
&lt;br /&gt;
=== Creating a map from custom settings ===&lt;br /&gt;
&lt;br /&gt;
Sometimes it&#039;s useful to create a new game with map and/or map generator settings stored in a JSON file rather than going through the in-game map settings screen.&lt;br /&gt;
One reason is that by editing the settings directly it is possible to set settings outside the range normally available from the GUI.&lt;br /&gt;
&lt;br /&gt;
To do this, Factorio is run from the command-line, and a JSON file containing the map generator settings and a JSON file containing map settings (if customizing them) are needed.&lt;br /&gt;
&lt;br /&gt;
Example for custom generator settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;quot;terrain_segmentation&amp;quot;: 0.5,&lt;br /&gt;
    &amp;quot;water&amp;quot;: &amp;quot;2&amp;quot;,&lt;br /&gt;
    &amp;quot;width&amp;quot;: 0,&lt;br /&gt;
    &amp;quot;height&amp;quot;: 0,&lt;br /&gt;
    &amp;quot;starting_area&amp;quot;: &amp;quot;normal&amp;quot;,&lt;br /&gt;
    &amp;quot;peaceful_mode&amp;quot;: false,&lt;br /&gt;
    &amp;quot;autoplace_controls&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;coal&amp;quot;: {&amp;quot;frequency&amp;quot;: 1, &amp;quot;size&amp;quot;: 2, &amp;quot;richness&amp;quot;: 0.5},&lt;br /&gt;
        &amp;quot;copper-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;low&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;high&amp;quot;},&lt;br /&gt;
        &amp;quot;crude-oil&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;enemy-base&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;iron-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;stone&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: 0, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;uranium-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;none&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;}&lt;br /&gt;
    },&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;cliff_settings&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;cliff&amp;quot;,                &lt;br /&gt;
        &amp;quot;cliff_elevation_0&amp;quot;: 30,        &lt;br /&gt;
        &amp;quot;cliff_elevation_interval&amp;quot;: 20, &lt;br /&gt;
        &amp;quot;richness&amp;quot;: 1                   &lt;br /&gt;
    },&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;property_expression_names&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;elevation&amp;quot;: &amp;quot;0_16-elevation&amp;quot;,&lt;br /&gt;
        &amp;quot;temperature&amp;quot;: &amp;quot;35&amp;quot;&lt;br /&gt;
    },&lt;br /&gt;
    &lt;br /&gt;
    &amp;quot;seed&amp;quot;: null&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that this is the same format as [https://lua-api.factorio.com/latest/Concepts.html#MapGenSettings MapGenSettings] that are modifiable from Lua. Everything in the file is optional.&lt;br /&gt;
&lt;br /&gt;
Creating a custom save:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;C:\Program Files\Factorio\bin\x64\Factorio.exe&amp;quot; --create stuff-seed123.zip --map-gen-settings map-gen-settings.json --map-gen-seed 123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generating a map preview:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;C:\Program Files\Factorio\bin\x64\Factorio.exe&amp;quot; --generate-map-preview preview-seed123.png --map-gen-settings map-gen-settings.json --map-gen-seed 123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Creating the JSON files from a map exchange string ====&lt;br /&gt;
&lt;br /&gt;
It can be useful to create the initial JSON files from a known map exchange string instead of creating them from scratch. To convert the map exchange string to JSON, open the game and run the following command with your map exchange string:&lt;br /&gt;
&lt;br /&gt;
 /c game.write_file(&#039;map.txt&#039;, game.table_to_json(game.parse_map_exchange_string(&amp;lt;your exchange string here&amp;gt;)))&lt;br /&gt;
&lt;br /&gt;
Then open the script_output folder in the [[user data directory]] and open map.txt - it will look like this:&lt;br /&gt;
&lt;br /&gt;
 {&amp;quot;map_settings&amp;quot;:{ ...&amp;lt;MAP_SETTINGS&amp;gt; ... },&amp;quot;map_gen_settings&amp;quot;:{ ...&amp;lt;MAP_GEN_SETTINGS&amp;gt;... }}&lt;br /&gt;
&lt;br /&gt;
Copy the { ...&amp;lt;MAP_SETTINGS&amp;gt; ... } section into a new file called &#039;map-settings.json&#039; in the desired location. Copy the { ...&amp;lt;MAP_GEN_SETTINGS&amp;gt; ... } section section into a new file called &#039;map-gen-settings.json&#039; in the desired location.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Localisation&amp;diff=191224</id>
		<title>Tutorial:Localisation</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Localisation&amp;diff=191224"/>
		<updated>2023-04-09T17:09:11Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Put localization categories into table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}Mods should define human readable names for prototypes that they add. They can also define descriptions for items or custom strings for usage in GUIs etc. This is called &#039;&#039;&#039;localisation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
Translations are stored as .cfg files, with the following format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;welcome-message=Hello world&lt;br /&gt;
[category]&lt;br /&gt;
title=Category related title&lt;br /&gt;
# Comment&lt;br /&gt;
; Another comment&amp;lt;/pre&amp;gt;&lt;br /&gt;
Any whitespace after or before &amp;lt;code&amp;gt;=&amp;lt;/code&amp;gt; is included in the key or string, so &amp;lt;code&amp;gt;title =Category related title&amp;lt;/code&amp;gt; will give an unknown key error if you are looking for the &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt; key, since it is the &amp;lt;code&amp;gt;title&amp;amp;nbsp;&amp;lt;/code&amp;gt; key.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;category&amp;lt;/code&amp;gt; can be one of the existing locale categories, which permits implicit search mechanisms to find translations, but may also be another key, such as &amp;lt;code&amp;gt;[my-mod-messages]&amp;lt;/code&amp;gt;. These are accessible the same as other translations, e.g. &amp;lt;code&amp;gt;{&amp;quot;my-mod-messages.hello&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These files are located within the language code of the language in the locale folder of the mod, so as an English example &amp;lt;code&amp;gt;__mod__/locale/en/any_name_here.cfg&amp;lt;/code&amp;gt;. There can be more than 1 file per language, all of them will be read.&lt;br /&gt;
&lt;br /&gt;
== Localising simple strings ==&lt;br /&gt;
The simplest localisation is of items, entities etc. If we say the item is &amp;lt;code&amp;gt;iron-plate&amp;lt;/code&amp;gt;, the game will then search all loaded locale files for &amp;lt;code&amp;gt;item-name.iron-plate&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;item-description.iron-plate&amp;lt;/code&amp;gt;, which in the locale file looks like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[item-name]&lt;br /&gt;
iron-plate=Iron plate&lt;br /&gt;
[item-description]&lt;br /&gt;
iron-plate=A plate made of iron.&amp;lt;/pre&amp;gt;&lt;br /&gt;
If found in the locale, the label is set to this string. If not found, the game will instead show: &amp;lt;code&amp;gt;Unknown key: &amp;amp;quot;item-name.iron-plate&amp;amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In script, the localised string is formatted as &amp;lt;code&amp;gt;{&amp;amp;quot;category.name&amp;amp;quot;}&amp;lt;/code&amp;gt;, so &amp;lt;code&amp;gt;game.print({&amp;amp;quot;item-name.iron-plate&amp;amp;quot;})&amp;lt;/code&amp;gt; prints &#039;&#039;Iron plate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is possible to use [[rich text]] features in the localised text if the location where the text is shown supports it, e.g. in the chat, prototype names and prototype tooltips.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;\n&amp;lt;/code&amp;gt; can be used for line breaks if the location where the text is shown supports multiline text.&lt;br /&gt;
&lt;br /&gt;
The list of all localization categories used by the base game is:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Localization categories &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[achievement-description]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[achievement-name]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[ammo-category-name]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[autoplace-control-names]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[controls]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[damage-type-name]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[decorative-name]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[entity-description]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[entity-name]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[equipment-name]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[fluid-name]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[fuel-category-name]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[item-description]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[item-group-name]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[item-limitation]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[item-name]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[map-gen-preset-description]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[map-gen-preset-name]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[mod-description]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[mod-name]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[modifier-description]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[programmable-speaker-instrument]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[programmable-speaker-note]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[recipe-name]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[shortcut]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[story]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[string-mod-setting]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[technology-description]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[technology-name]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[tile-name]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[tips-and-tricks-item-description]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[tips-and-tricks-item-name]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[virtual-signal-description]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[virtual-signal-name]&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Localising with parameters ==&lt;br /&gt;
For more complex strings, localisation parameters can be used. For instance we want to show &#039;&#039;Time left: 10 minutes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So a key with a placeholder is defined, which is replaced by the first parameter after the locale key.:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;time-left=Time left: __1__ minutes.&amp;lt;/pre&amp;gt;&lt;br /&gt;
So it is used like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;game.print({&amp;quot;time-left&amp;quot;, 10})&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
It also works with multiple parameters:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;game.print({&amp;quot;time-left&amp;quot;, 10, 45})&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;time-left=Time left: __1__ minutes and __2__ seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
Which results in &#039;&#039;Time left: 10 minutes and 45 seconds.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Built-in parameters ===&lt;br /&gt;
For some situations, we use localisation to show control schemes. For instance we want to say:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;technology-prompt=Use T to open the technology screen&amp;lt;/pre&amp;gt;&lt;br /&gt;
However the player may have rebound the key, but we can’t figure out which key as it would not be deterministic. So instead we use the built-in replacement functionality&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;technology-prompt=Use __CONTROL__open-technology-gui__ to open the technology screen.&amp;lt;/pre&amp;gt;&lt;br /&gt;
We can also use this for items and entities:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;big-iron-plate=Big __ITEM__iron-plate__&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;tiny-gun-turret=Tiny __ENTITY__gun-turret__&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== List of built-in parameters ====&lt;br /&gt;
&amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; is the name of an internal game control or a prototype name, depending on context. &amp;lt;code&amp;gt;n&amp;lt;/code&amp;gt; can be 1 or 2, it&#039;s used in parameters that control [[#Localising_alternate_input_names|alternate input names]]. For a list of internal game control names, see [[Prototype/CustomInput#linked_game_control]].&lt;br /&gt;
* &amp;lt;code&amp;gt;__CONTROL__name__&amp;lt;/code&amp;gt; - The combination of modifiers and input, such as &amp;quot;Control + Alt + Left-click&amp;quot;, or &amp;quot;Not set&amp;quot;.&lt;br /&gt;
* &amp;lt;code&amp;gt;__CONTROL_MODIFIER__name__&amp;lt;/code&amp;gt; - The modifiers, such as &amp;quot;ControlShift&amp;quot;, or, &amp;quot;No modifier selected.&amp;quot;&lt;br /&gt;
* &amp;lt;code&amp;gt;__CONTROL_STYLE_BEGIN__&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;__CONTROL_STYLE_END__&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;__CONTROL_LEFT_CLICK__&amp;lt;/code&amp;gt; is replaced with &amp;lt;code&amp;gt;control-keys.mouse-button-1&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;control-keys.controller-b&amp;lt;/code&amp;gt;[https://crowdin.com/project/factorio/discussions/214]&lt;br /&gt;
* &amp;lt;code&amp;gt;__CONTROL_RIGHT_CLICK__&amp;lt;/code&amp;gt; is replaced with &amp;lt;code&amp;gt;control-keys.mouse-button-2&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;control-keys.controller-x&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;__CONTROL_KEY_SHIFT__&amp;lt;/code&amp;gt; is replaced with &amp;lt;code&amp;gt;control-keys.shift&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;control-keys.controller-leftshoulder&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;__CONTROL_KEY_CTRL__&amp;lt;/code&amp;gt; is replaced with &amp;lt;code&amp;gt;control-keys.control&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;control-keys.controller-rightshoulder&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;__ALT_CONTROL_LEFT_CLICK__n__&amp;lt;/code&amp;gt; is replaced with &amp;lt;code&amp;gt;control-keys.mouse-button-1-alt-n&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;control-keys.controller-button-alt-n&amp;lt;/code&amp;gt; (with parameter &amp;lt;code&amp;gt;control-keys.controller-b&amp;lt;/code&amp;gt;)&lt;br /&gt;
* &amp;lt;code&amp;gt;__ALT_CONTROL_RIGHT_CLICK__n__&amp;lt;/code&amp;gt; is replaced with &amp;lt;code&amp;gt;control-keys.mouse-button-2-alt-n&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;control-keys.controller-button-alt-n&amp;lt;/code&amp;gt; (with parameter &amp;lt;code&amp;gt;control-keys.controller-x&amp;lt;/code&amp;gt;)&lt;br /&gt;
* &amp;lt;code&amp;gt;__REMARK_COLOR_BEGIN__&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;__REMARK_COLOR_END__&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;__ALT_CONTROL__n__name__&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;__CONTROL_MOVE__&amp;lt;/code&amp;gt; - The Movement keys, squished together. Example: &amp;quot;WASD&amp;quot;, from a conventional QWERTY English keyboard.&lt;br /&gt;
* &amp;lt;code&amp;gt;__ENTITY__name__&amp;lt;/code&amp;gt; - The localised_name of the [[Prototype/Entity]] extension.&lt;br /&gt;
* &amp;lt;code&amp;gt;__ITEM__name__&amp;lt;/code&amp;gt; - The localised_name of the [[Prototype/Item]] or extension.&lt;br /&gt;
* &amp;lt;code&amp;gt;__TILE__name__&amp;lt;/code&amp;gt; - The localised_name of the [[Prototype/Tile]].&lt;br /&gt;
* &amp;lt;code&amp;gt;__FLUID__name__&amp;lt;/code&amp;gt; - The localised_name of the [[Prototype/Fluid]].&lt;br /&gt;
&lt;br /&gt;
=== Plurals ===&lt;br /&gt;
Pluralization can be used in any string that uses a parameter (e.g. __1__) that is numeric, so something like an amount of minutes. It can be used multiple times per string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;format-days=__1__ __plural_for_parameter_1_{1=day|rest=days}__&amp;lt;/pre&amp;gt;&lt;br /&gt;
This results in &amp;quot;1 day&amp;quot; and &amp;quot;2 days&amp;quot; / &amp;quot;500 days&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
The number after &amp;lt;code&amp;gt;__plural_for_parameter_&amp;lt;/code&amp;gt; denotes which parameter is used to determine the plural. This is the parameter 1 in the above example. Anything inside the {} is used to make the plural. Each plural form is separated by a |.&lt;br /&gt;
The text in front of the = determines for what the plural form is used. Options for this are:&lt;br /&gt;
* a simple number, e.g. &amp;quot;1&amp;quot;.&lt;br /&gt;
* Multiple numbers, e.g. &amp;quot;2,3,4&amp;quot;.&lt;br /&gt;
* What the number ends with, e.g. &amp;quot;ends in 11&amp;quot; or &amp;quot;ends in 1&amp;quot;&lt;br /&gt;
* Multiple ends with, e.g. &amp;quot;ends in 1,ends in 2,ends in 12&amp;quot;.&lt;br /&gt;
* &amp;quot;rest&amp;quot; to give the default plural.&lt;br /&gt;
&lt;br /&gt;
Plural forms may be empty or contain other keys such as __1__ or spaces. This allows rather large plural forms:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;__plural_for_parameter_1_{1=__1__ player is|rest=__1__ players are}__ connecting&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The system chooses the first fitting plural that it encounters when multiple would fit:&lt;br /&gt;
&amp;lt;pre&amp;gt;__plural_for_parameter_1_{ends in 12=option 1|ends in 2=option 2|rest=option 3}__&amp;lt;/pre&amp;gt;&lt;br /&gt;
This will result in &amp;quot;option 1&amp;quot; for 12 and in &amp;quot;option 2&amp;quot; for 22 and in &amp;quot;option 3&amp;quot; for numbers not ending with 2.&lt;br /&gt;
&lt;br /&gt;
=== Concatenating localised strings ===&lt;br /&gt;
The special locale key: &amp;lt;code&amp;gt;&amp;amp;quot;&amp;amp;quot;&amp;lt;/code&amp;gt; is used to concatenate, as the table format does not support concatenation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;game.print({&amp;quot;&amp;quot;, {&amp;quot;item-name.iron-plate&amp;quot;}, &amp;quot;: &amp;quot;, 60})&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Will result in: &#039;&#039;Iron plate: 60&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Localising alternate input names ===&lt;br /&gt;
&lt;br /&gt;
In the introduction campaign, a special locale system is used for informing players how to do certain actions with their mouse.&lt;br /&gt;
The normal form is to use eg:&lt;br /&gt;
&amp;lt;pre&amp;gt;how-to-build=Use __CONTROL__build__ to place a building&amp;lt;/pre&amp;gt;&lt;br /&gt;
which results in &amp;quot;Use Left mouse button to place a building&amp;quot;. A more natural phrasing would be &amp;quot;Left-click to place a building&amp;quot;, which can be achieved by using the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;how-to-build=__ALT_CONTROL__1__build__ to place a building&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These &amp;quot;alt&amp;quot; versions are controlled by a few special locale keys, mouse-button-X-alt-1 and mouse-button-X-alt-2. In English, form 1 produces eg &amp;quot;Left-click&amp;quot;, and form 2 produces eg &amp;quot;Left-clicking&amp;quot;.  Only two alt forms (&amp;quot;1&amp;quot; and &amp;quot;2&amp;quot;) are available at the moment, but if this a problem for some languages, more forms may be added in the future.&lt;br /&gt;
Extra mouse buttons, mouse scroll and keyboard keys are handled through the mouse-button-n-alt-1/2, mouse-wheel-alt-1/2 and keyboard-alt-1/2 keys, which just take the normal name and prepend something like &amp;quot;Press/Pressing&amp;quot;, or &amp;quot;Scroll/Scrolling&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When translating to another language, you can use whatever forms you want here, but the important part is that you are consistent when you use the alt-forms everywhere else. It does not necessarily make sense to just copy the usages of alt forms from the English locale, and for some languages it may be more natural to simply not use this system at all.&lt;br /&gt;
&lt;br /&gt;
== Accessing the localised result in code ==&lt;br /&gt;
While usually unneeded, it is possible to read the resulting localised text in code, for example to search in localised names. See [https://lua-api.factorio.com/latest/LuaPlayer.html#LuaPlayer.request_translation LuaPlayer::request_translation] and  [https://lua-api.factorio.com/latest/events.html#on_string_translated on_string_translated event].&lt;br /&gt;
&lt;br /&gt;
== Default Behavior(s) for finding an Unspecified Localised String ==&lt;br /&gt;
If a localised_string is not defined in the prototype for certain prototype classes, e.g. entity, item, Factorio may have a default search behavior.&lt;br /&gt;
&lt;br /&gt;
Determining an item&#039;s localised name:&lt;br /&gt;
Note: the angle brackets are meant to mean a generic term, they are not part of the actual string. Also, place_result and placed_as_equipment_result are strings, and Factorio fetches the matching prototype to examine.&lt;br /&gt;
&lt;br /&gt;
# if localised_name is provided in the item prototype and it is not empty {}, use the provided value&lt;br /&gt;
# else if there is place_result and it has localised_name that is not an empty table: {}, use the localised_name of place_result&lt;br /&gt;
# else if there is place_result with an empty localised_name, use {&amp;quot;entity-name.&amp;lt;entity prototype name&amp;gt;&amp;quot;}&lt;br /&gt;
# else if there is placed_as_equipment_result and it has a localised_name that is not an empty table: {}, use the localised_name of placed_as_equipment_result&lt;br /&gt;
# else if there is placed_as_equipment_result with empty localised_name, use {&amp;quot;equipment-name.&amp;lt;equipment name&amp;gt;&amp;quot;}&lt;br /&gt;
# else use default {&amp;quot;item-name.&amp;lt;item name&amp;gt;&amp;quot;}&lt;br /&gt;
&lt;br /&gt;
Reference: [https://forums.factorio.com/viewtopic.php?p=494243#p494243]&lt;br /&gt;
&lt;br /&gt;
Example: The transport-belt item does not have a localised_name, so 1-&amp;gt;2. There is a place result, but not localised_name in the entity prototype. 2-&amp;gt;3. The place result lacks a localised_name. Use the localised string {&amp;quot;entity-name.transport-belt&amp;quot;}&lt;br /&gt;
&lt;br /&gt;
Such defaults often include a &amp;quot;leading key&amp;quot; using [&amp;lt;group&amp;gt;-name] or [&amp;lt;group&amp;gt;-description] (such as [recipe-name], [mod-setting-description]). However, each prototype may have a distinct search behavior before using those, based on presence/absence of values in the prototype. [[Prototype/Recipe]] for example may use the first product&#039;s localised_name, or the main_product&#039;s localised_name, or the localised string found in {&amp;quot;recipe-name.&amp;lt;recipe name&amp;gt;&amp;quot;], depending on values provided (and lacking) in the prototype.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Types/LocalisedString|LocalisedString data stage doc]]&lt;br /&gt;
* [https://lua-api.factorio.com/latest/Concepts.html#LocalisedString LocalisedString control stage doc]&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Refined_flammables_(research)/de&amp;diff=191117</id>
		<title>Refined flammables (research)/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Refined_flammables_(research)/de&amp;diff=191117"/>
		<updated>2023-03-23T23:24:43Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Fix formula (again)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Refined flammables (research)}}&lt;br /&gt;
&#039;&#039;&#039;Raffinierte entzündliche Stoffe (Forschung)&#039;&#039;&#039; betrifft den Schaden von allen brennbaren Stoffen, inklusive Flammenwerfermunition und Flammenwerfer-Geschützturm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan = 2 |&lt;br /&gt;
! colspan = 2 | {{Icon|Flamethrower ammo}}{{Icon|Flamethrower turret}}&lt;br /&gt;
|-&lt;br /&gt;
! Technologie !! Kosten !! Auswirkung !! Aufaddierte &amp;lt;br/&amp;gt;Auswirkung&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|1}} Raffinierte entzündliche Stoffe 1 || {{Icon|Time|30}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} ✖ &amp;lt;big&amp;gt;100&amp;lt;/big&amp;gt; || 20% || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|2}} Raffinierte entzündliche Stoffe 2 || {{Icon|Time|30}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} ✖ &amp;lt;big&amp;gt;200&amp;lt;/big&amp;gt; || 20% || 40%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|3}} Raffinierte entzündliche Stoffe 3 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} ✖ &amp;lt;big&amp;gt;300&amp;lt;/big&amp;gt; || 20% || 60%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|4}} Raffinierte entzündliche Stoffe 4 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;400&amp;lt;/big&amp;gt; || 30% || 90%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|5}} Raffinierte entzündliche Stoffe 5 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;500&amp;lt;/big&amp;gt; || 30% || 120%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|6}} Raffinierte entzündliche Stoffe 6 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;600&amp;lt;/big&amp;gt; || 40% || 160%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|7-&amp;amp;infin;}} Raffinierte entzündliche Stoffe 7-&amp;amp;infin; || {{Icon|Time|60|Time}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} {{Icon|Space science pack|1}} ✖ &amp;lt;br/&amp;gt;&amp;lt;big&amp;gt;{{Key|2^(Level-7)*1000}}&amp;lt;/big&amp;gt; (z.B. 1000 für Level 7, 2000 für Level 8) || 20% pro Level || 180% + &amp;lt;pre class=&amp;quot;keyboard-key&amp;quot;&amp;gt;20%*(Level-7)&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
== Siehe auch ==&lt;br /&gt;
* [[Research/de|Forschung]]&lt;br /&gt;
* [[Technologies/de|Technologien]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Refined_flammables_(research)/zh&amp;diff=191116</id>
		<title>Refined flammables (research)/zh</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Refined_flammables_(research)/zh&amp;diff=191116"/>
		<updated>2023-03-23T23:23:36Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Fix infinite research formula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Refined flammables (research)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;精炼燃料制备&#039;&#039;&#039;提高火焰武器的伤害，包括{{L|Flamethrower ammo}}和{{L|Flamethrower turret}}。 &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan = 2 |&lt;br /&gt;
! colspan = 2 | {{Icon|Flamethrower ammo}}{{Icon|Flamethrower turret}}&lt;br /&gt;
|-&lt;br /&gt;
! 研究 !! 成本 !! 每级加成 !! 累计加成&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|1}} 精炼燃料制备 1 || {{Icon|Time|30}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} ✖ &amp;lt;big&amp;gt;100&amp;lt;/big&amp;gt; || 20% || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|2}} 精炼燃料制备 2 || {{Icon|Time|30}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} ✖ &amp;lt;big&amp;gt;200&amp;lt;/big&amp;gt; || 20% || 40%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|3}} 精炼燃料制备 3 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} ✖ &amp;lt;big&amp;gt;300&amp;lt;/big&amp;gt; || 20% || 60%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|4}} 精炼燃料制备 4 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;400&amp;lt;/big&amp;gt; || 30% || 90%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|5}} 精炼燃料制备 5 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;500&amp;lt;/big&amp;gt; || 30% || 120%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|6}} 精炼燃料制备 6 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;600&amp;lt;/big&amp;gt; || 40% || 160%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|7-&amp;amp;infin;}} 精炼燃料制备 7-&amp;amp;infin; || {{Icon|Time|60|Time}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} {{Icon|Space science pack|1}} ✖ &amp;lt;br/&amp;gt;&amp;lt;big&amp;gt;{{Key|2^(级别-7)*1000}}&amp;lt;/big&amp;gt; （如：7级是1000，8级是2000） || 每级 20% || 180% + &amp;lt;pre class=&amp;quot;keyboard-key&amp;quot;&amp;gt;20%*(级别-7)&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 参见 ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Refined_flammables_(research)/ru&amp;diff=191115</id>
		<title>Refined flammables (research)/ru</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Refined_flammables_(research)/ru&amp;diff=191115"/>
		<updated>2023-03-23T23:23:20Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Fix infinite research formula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Refined flammables (research)}}&lt;br /&gt;
&#039;&#039;&#039;Переработанное горючее ([[research/ru|исследование]])&#039;&#039;&#039; влияет на урон любого горючего, включая [[flamethrower/ru|ручной огнемёт]] и [[flamethrower turret/ru|огнемётные турели]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan = 2 |&lt;br /&gt;
! colspan = 2 | {{Icon|Flamethrower ammo}}{{Icon|Flamethrower turret}}&lt;br /&gt;
|-&lt;br /&gt;
! Технология !! Затраты !! За уровень !! Суммарно&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|1}} Переработанное горючее 1 || {{Icon|Time|30}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} ✖ &amp;lt;big&amp;gt;100&amp;lt;/big&amp;gt; || 20% || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|2}} Переработанное горючее 2 || {{Icon|Time|30}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} ✖ &amp;lt;big&amp;gt;200&amp;lt;/big&amp;gt; || 20% || 40%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|3}} Переработанное горючее 3 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} ✖ &amp;lt;big&amp;gt;300&amp;lt;/big&amp;gt; || 20% || 60%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|4}} Переработанное горючее 4 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;400&amp;lt;/big&amp;gt; || 30% || 90%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|5}} Переработанное горючее 5 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;500&amp;lt;/big&amp;gt; || 30% || 120%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|6}} Переработанное горючее 6|| {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;600&amp;lt;/big&amp;gt; || 40% || 160%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|7-&amp;amp;infin;}} Переработанное горючее 7-&amp;amp;infin; || {{Icon|Time|60|Time}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} {{Icon|Space science pack|1}} ✖ &amp;lt;br/&amp;gt;&amp;lt;big&amp;gt;{{Key|2^(Уровень-7)*1000}}&amp;lt;/big&amp;gt; (т.е. 1000 на 7 уровне, 2000 на 8 уровне) || 20% за уровень || 180% + &amp;lt;pre class=&amp;quot;keyboard-key&amp;quot;&amp;gt;20%*(Уровень-7)&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
== Смотреть также ==&lt;br /&gt;
* [[Research/ru|Исследование]]&lt;br /&gt;
* [[Technologies/ru|Технологии]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Refined_flammables_(research)/de&amp;diff=191114</id>
		<title>Refined flammables (research)/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Refined_flammables_(research)/de&amp;diff=191114"/>
		<updated>2023-03-23T23:22:51Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Fix infinite research formula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Refined flammables (research)}}&lt;br /&gt;
&#039;&#039;&#039;Raffinierte entzündliche Stoffe (Forschung)&#039;&#039;&#039; betrifft den Schaden von allen brennbaren Stoffen, inklusive Flammenwerfermunition und Flammenwerfer-Geschützturm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan = 2 |&lt;br /&gt;
! colspan = 2 | {{Icon|Flamethrower ammo}}{{Icon|Flamethrower turret}}&lt;br /&gt;
|-&lt;br /&gt;
! Technologie !! Kosten !! Auswirkung !! Aufaddierte &amp;lt;br/&amp;gt;Auswirkung&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|1}} Raffinierte entzündliche Stoffe 1 || {{Icon|Time|30}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} ✖ &amp;lt;big&amp;gt;100&amp;lt;/big&amp;gt; || 20% || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|2}} Raffinierte entzündliche Stoffe 2 || {{Icon|Time|30}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} ✖ &amp;lt;big&amp;gt;200&amp;lt;/big&amp;gt; || 20% || 40%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|3}} Raffinierte entzündliche Stoffe 3 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} ✖ &amp;lt;big&amp;gt;300&amp;lt;/big&amp;gt; || 20% || 60%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|4}} Raffinierte entzündliche Stoffe 4 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;400&amp;lt;/big&amp;gt; || 30% || 90%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|5}} Raffinierte entzündliche Stoffe 5 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;500&amp;lt;/big&amp;gt; || 30% || 120%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|6}} Raffinierte entzündliche Stoffe 6 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;600&amp;lt;/big&amp;gt; || 40% || 160%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|7-&amp;amp;infin;}} Raffinierte entzündliche Stoffe 7-&amp;amp;infin; || {{Icon|Time|60|Time}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} {{Icon|Space science pack|1}} ✖ &amp;lt;br/&amp;gt;&amp;lt;big&amp;gt;{{Key|2^(Level-7)*1000}}&amp;lt;/big&amp;gt; (z.B. 1000 für Level 7, 2000 für Level 8) || 20% pro Level || 180% + &amp;lt;pre class=&amp;quot;keyboard-key&amp;quot;&amp;gt;20%*(Level-6)&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
== Siehe auch ==&lt;br /&gt;
* [[Research/de|Forschung]]&lt;br /&gt;
* [[Technologies/de|Technologien]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Refined_flammables_(research)&amp;diff=191113</id>
		<title>Refined flammables (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Refined_flammables_(research)&amp;diff=191113"/>
		<updated>2023-03-23T23:11:14Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Fix infinite research formula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Refined flammables (research)}}&lt;br /&gt;
&#039;&#039;&#039;Refined flammables (research)&#039;&#039;&#039; affects the damage of all flammables, including handheld flamethrower ammo and flamethrower turrets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan = 2 |&lt;br /&gt;
! colspan = 2 | {{Icon|Flamethrower ammo}}{{Icon|Flamethrower turret}}&lt;br /&gt;
|-&lt;br /&gt;
! Technology !! Cost !! Per level !! Cumulative&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|1}} Refined flammables 1 || {{Icon|Time|30}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} ✖ &amp;lt;big&amp;gt;100&amp;lt;/big&amp;gt; || 20% || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|2}} Refined flammables 2 || {{Icon|Time|30}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} ✖ &amp;lt;big&amp;gt;200&amp;lt;/big&amp;gt; || 20% || 40%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|3}} Refined flammables 3 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} ✖ &amp;lt;big&amp;gt;300&amp;lt;/big&amp;gt; || 20% || 60%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|4}} Refined flammables 4 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;400&amp;lt;/big&amp;gt; || 30% || 90%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|5}} Refined flammables 5 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;500&amp;lt;/big&amp;gt; || 30% || 120%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|6}} Refined flammables 6 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;600&amp;lt;/big&amp;gt; || 40% || 160%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)|7-&amp;amp;infin;}} Refined flammables 7-&amp;amp;infin; || {{Icon|Time|60|Time}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} {{Icon|Space science pack|1}} ✖ &amp;lt;br/&amp;gt;&amp;lt;big&amp;gt;{{Key|2^(Level-7)*1000}}&amp;lt;/big&amp;gt; (eg. 1000 for level 7, 2000 for level 8) || 20% per level || 180% + &amp;lt;pre class=&amp;quot;keyboard-key&amp;quot;&amp;gt;20%*(Level-7)&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mod_portal_API&amp;diff=190576</id>
		<title>Mod portal API</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mod_portal_API&amp;diff=190576"/>
		<updated>2022-12-13T21:50:03Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Add description of license field&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot; class=&amp;quot;stub&amp;quot;&amp;gt;&#039;&#039;&#039;Category:&#039;&#039;&#039; [[Factorio_HTTP_API_usage_guidelines#Internal|Internal API]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Mod Portal API is used to both browse and download all mods available on the [https://mods.factorio.com/ official Factorio mod portal]. Using the API does not require any kind of authentication or account information and can be viewed simply by following the URLs below in any web browser.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;https://mods.factorio.com/api/mods&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More detailed information about a particular mod can be obtained by retrieving the following URL, where {name} is the mod&#039;s name field in the result object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;https://mods.factorio.com/api/mods/{name}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To get even more information about a mod, you can use the following URL.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;https://mods.factorio.com/api/mods/{name}/full&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Endpoints ==&lt;br /&gt;
&lt;br /&gt;
=== /api/mods ===&lt;br /&gt;
&lt;br /&gt;
GET Parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Values !! Description&lt;br /&gt;
|-&lt;br /&gt;
| hide_deprecated || {boolean} || Only return non-deprecated mods. &lt;br /&gt;
|-&lt;br /&gt;
| page ||{an integer}||Page number you would like to show. Makes it so you can see a certain part of the list without getting detail on all&lt;br /&gt;
|-&lt;br /&gt;
| page_size ||{an integer or &#039;max&#039;}||The amount of results to show in your search&lt;br /&gt;
|-&lt;br /&gt;
| sort || {enum, one of name, created_at or updated_at} || Sort results by this property. Defaults to name when not defined. Ignored for &amp;lt;code&amp;gt;page_size=max&amp;lt;/code&amp;gt; queries.&lt;br /&gt;
|-&lt;br /&gt;
| sort_order || {enum, one of asc or desc} || Sort results ascending or descending. Defaults to descending when not defined. Ignored for &amp;lt;code&amp;gt;page_size=max&amp;lt;/code&amp;gt; queries.&lt;br /&gt;
|-&lt;br /&gt;
| namelist || {array of strings} || Return only mods that match the given names. Response will include &amp;lt;code&amp;gt;releases&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;latest_release&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| version || {enum, one of 0.13, 0.14, 0.15, 0.16, 0.17, 0.18, 1.0 or 1.1} || Only return non-deprecated mods compatible with this Factorio version&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns [[#Mod List Response]]&lt;br /&gt;
&lt;br /&gt;
=== /api/mods/{mod_name} ===&lt;br /&gt;
&lt;br /&gt;
Return short information of a specific mod.&lt;br /&gt;
&lt;br /&gt;
See [[#Result Entry]], &amp;quot;Short&amp;quot; column.&lt;br /&gt;
&lt;br /&gt;
=== /api/mods/{mod_name}/full ===&lt;br /&gt;
&lt;br /&gt;
Returns more information of a mod.&lt;br /&gt;
&lt;br /&gt;
See [[#Result Entry]], &amp;quot;Full&amp;quot; column.&lt;br /&gt;
&lt;br /&gt;
== JSON Object Types ==&lt;br /&gt;
&lt;br /&gt;
=== Mod List Response ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| pagination || [[#Pagination|Pagination]] || See [[#Pagination]]&lt;br /&gt;
|-&lt;br /&gt;
| results || [[#Result Entry|Result]][] || A list of mods, matching any filters you specified.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pagination ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| count || Integer || Total number of mods that match your specified filters.&lt;br /&gt;
|-&lt;br /&gt;
| links || [[#Pagination_Links|Links]] || Utility links to mod portal api requests, preserving all filters and search queries.&lt;br /&gt;
|-&lt;br /&gt;
| page || Integer || The current page number.&lt;br /&gt;
|-&lt;br /&gt;
| page_count || Integer || The total number of pages returned.&lt;br /&gt;
|-&lt;br /&gt;
| page_size || Integer || The number of results per page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pagination Links ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| first || String(URL) || URL to the first page of the results, or null if you&#039;re already on the first page.&lt;br /&gt;
|- &lt;br /&gt;
| prev || String(URL) || URL to the previous page of the results, or null if you&#039;re already on the first page.&lt;br /&gt;
|-&lt;br /&gt;
| next || String(URL) || URL to the next page of the results, or null if you&#039;re already on the last page.&lt;br /&gt;
|-&lt;br /&gt;
| last || String(URL) || URL to the last page of the results, or null if you&#039;re already on the last page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Result Entry ===&lt;br /&gt;
&lt;br /&gt;
Fields returned by the api/mods endpoint are marked with a check (✓) in the &amp;quot;api/mods endpoint&amp;quot; column, those returned by the api/mods/{name} endpoint are marked with a check in the &amp;quot;Short&amp;quot; column and those returned by the api/mods/{name}/full endpoint are marked in the &amp;quot;Full&amp;quot; column. Fields may be absent if there is no data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | api/mods endpoint !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | Short !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | Full !! Description&lt;br /&gt;
|-&lt;br /&gt;
| downloads_count || Integer || ✓ || ✓ || ✓&lt;br /&gt;
| Number of downloads.&lt;br /&gt;
|-&lt;br /&gt;
| latest_release || [[#Releases|Release]]? || ✓ || ||&lt;br /&gt;
| The latest version of the mod available for download. Absent when the &amp;lt;code&amp;gt;namelist&amp;lt;/code&amp;gt; [[#/api/mods|parameter]] is used.&lt;br /&gt;
|-&lt;br /&gt;
| name || String || ✓ || ✓ || ✓&lt;br /&gt;
| The mod&#039;s machine-readable ID string.&lt;br /&gt;
|-&lt;br /&gt;
| owner || String || ✓ || ✓ || ✓&lt;br /&gt;
| The Factorio username of the mod&#039;s author.&lt;br /&gt;
|-&lt;br /&gt;
| releases || [[#Releases|Release]][] || ✓* || ✓ || ✓&lt;br /&gt;
| A list of different versions of the mod available for download. See [[#Releases]]. *Only when using &amp;lt;code&amp;gt;namelist&amp;lt;/code&amp;gt; [[#/api/mods|parameter]].&lt;br /&gt;
|-&lt;br /&gt;
| summary || String || ✓ || ✓ || ✓&lt;br /&gt;
| A shorter mod description.&lt;br /&gt;
|-&lt;br /&gt;
| title || String || ✓ || ✓ || ✓&lt;br /&gt;
| The mod&#039;s human-readable name.&lt;br /&gt;
|-&lt;br /&gt;
| category || [[#Tags|Tag]]? || ✓ || ✓ || ✓&lt;br /&gt;
| A single tag describing the mod. See [[#Tags]].&lt;br /&gt;
|-&lt;br /&gt;
| thumbnail || String(relative URL) || || ✓ || ✓&lt;br /&gt;
| The relative path to the thumbnail of the mod. For mods that have no thumbnail it may be absent or default to &amp;lt;code&amp;gt;&amp;quot;/assets/.thumb.png&amp;quot;&amp;lt;/code&amp;gt;. Prepend &amp;quot;assets-mod.factorio.com&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| changelog || String || || || ✓&lt;br /&gt;
| A string describing the recent changes to a mod.&lt;br /&gt;
|- &lt;br /&gt;
| created_at || String(ISO 8601) || || || ✓&lt;br /&gt;
| ISO 6501 for when the mod was created.&lt;br /&gt;
|-&lt;br /&gt;
| description || String || || || ✓&lt;br /&gt;
| A longer description of the mod, in text only format.&lt;br /&gt;
|-&lt;br /&gt;
| github_path || String || || || ✓&lt;br /&gt;
| A link to the mod&#039;s github project page, just prepend &amp;quot;github.com/&amp;quot;. Can be blank (&amp;quot;&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
| homepage || String || || || ✓&lt;br /&gt;
| Usually a URL to the mod&#039;s main project page, but can be any string.&lt;br /&gt;
|-&lt;br /&gt;
| tag || [[#Tags|Tag]][] || || || ✓&lt;br /&gt;
| A list of tag objects that categorize the mod. See [[#Tags]].&lt;br /&gt;
|-&lt;br /&gt;
| license || [[#License]][] || || || ✓&lt;br /&gt;
| The license that applies to the mod. See [[#License]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Releases ===&lt;br /&gt;
&lt;br /&gt;
Only difference here between the api/mods/{name} endpoint and the api/mods/{name}/full endpoint is that the full one includes an array of dependencies in the info_json object.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| download_url || String &lt;br /&gt;
| Path to download for a mod. starts with &amp;quot;/download&amp;quot; and does not include a full url. See [[#Downloading Mods]]&lt;br /&gt;
|-&lt;br /&gt;
| file_name || String &lt;br /&gt;
| The file name of the release. Always seems to follow the pattern &amp;quot;{name}_{version}.zip&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| info_json || Object &lt;br /&gt;
| A copy of the mod&#039;s info.json file, only contains factorio_version in short version, also contains an array of dependencies in full version&lt;br /&gt;
|- &lt;br /&gt;
| released_at || String(ISO 8601) &lt;br /&gt;
| ISO 6501 for when the mod was released.&lt;br /&gt;
|-&lt;br /&gt;
| version || String &lt;br /&gt;
| The version string of this mod release. Used to determine dependencies. &lt;br /&gt;
|-&lt;br /&gt;
| sha1 || String &lt;br /&gt;
| The sha1 key for the file&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| id || Integer || A numerical ID unique to this tag.&lt;br /&gt;
|-&lt;br /&gt;
| name || String || An all lower-case string used to identify this tag internally.&lt;br /&gt;
|-&lt;br /&gt;
| title || String || The tag&#039;s human-readable tag name.&lt;br /&gt;
|-&lt;br /&gt;
| description || String || A short description for the tag.&lt;br /&gt;
|-&lt;br /&gt;
| type || String || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Currently, there are only a fixed number of tags available, these include:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! id !! type !! name !! title !! description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || t || general || General || Mods that cannot be sorted into other categories&lt;br /&gt;
|-&lt;br /&gt;
| 2 || t || non-game-changing || Non-Game-Changing || Changes only look&amp;amp;feel. New graphics, new sounds, ... such things.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || t || helper-mods || Helper Mods || These mods are not game-changing, but enhance the gameplay by helping you with useful functions. Mods like showing the current game-time, keep track over your resources, rail-laying...&lt;br /&gt;
|-&lt;br /&gt;
| 6 || t || big-mods || Big Mods || Too big and/or changes too much of the game to be fit anywhere else&lt;br /&gt;
|-&lt;br /&gt;
| 12 || t || transportation || Transportation || Player transport&lt;br /&gt;
|-&lt;br /&gt;
| 13 || t || logistics || Logistics || Transport of materials&lt;br /&gt;
|-&lt;br /&gt;
| 14 || t || utility || Utility || Helps with certain things the player is doing.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || t || balancing || Balancing || Makes the game much more fair&lt;br /&gt;
|-&lt;br /&gt;
| 17 || t || enemies || Enemies || Adds more enemies for more challange&lt;br /&gt;
|-&lt;br /&gt;
| 16 || t || weapons || Weapons || Adds more weapons to annihilate the enemy&lt;br /&gt;
|-&lt;br /&gt;
| 18 || t || armor || Armor || Armors or armor equipment related.&lt;br /&gt;
|-&lt;br /&gt;
| 19 || t || oil || Oil || Things related to oil related manufacture&lt;br /&gt;
|-&lt;br /&gt;
| 20 || t || logistics-network || Logistics Network || Related to roboports and logistic robots&lt;br /&gt;
|- &lt;br /&gt;
| 21 || t || storage || Storage || Allows more ways to be able to store items&lt;br /&gt;
|-&lt;br /&gt;
| 22 || t || power-production || Power Production || Allows more ways to create mass amounts of energy&lt;br /&gt;
|-&lt;br /&gt;
| 23 || t || manufacture || Manufacture || Furnaces, assembling machines, production chains&lt;br /&gt;
|-&lt;br /&gt;
| 24 || t || blueprints || Blueprints || &lt;br /&gt;
|-&lt;br /&gt;
| 25 || t || cheats || Cheats || Well, they let you cheat&lt;br /&gt;
|- &lt;br /&gt;
| 26 || t || defense || Defense || Mods that add the ability to protect your base more&lt;br /&gt;
|-&lt;br /&gt;
| 27 || t || mining || Mining || Mods that provide better or new ways of mining resources&lt;br /&gt;
|-&lt;br /&gt;
| 28 || t || info || Info || Mods that provide additional information to the player&lt;br /&gt;
|-&lt;br /&gt;
| 29 || t || trains || Trains || Related to trains&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| description || String || A short description of the license.&lt;br /&gt;
|-&lt;br /&gt;
| id || String || The unique id of the license.&lt;br /&gt;
|-&lt;br /&gt;
| name || String || The internal name of the license.&lt;br /&gt;
|-&lt;br /&gt;
| title || String || The human-readable title of the license.&lt;br /&gt;
|-&lt;br /&gt;
| url || String || Usually a URL to the full license text, but can be any string.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Error ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| detail || String ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Downloading Mods ==&lt;br /&gt;
&lt;br /&gt;
You can get the full url by appending the download_url to mods.factorio.com, but if you&#039;re not authenticated, you will be redirected to mods.factorio.com/login. Logging in to that would give you access to the file. Fortunately, there&#039;s a better way to do this. Simply adding username and token parameters to the download url will prevent the redirecting and let you download the file immediately. The token can be acquired from a json file called &amp;quot;player-data.json&amp;quot;, located in the User Data directory (see [[Application_directory#User_data_directory]]). You can also get the token by using the [[Web_authentication_API | Web Authentication API]].&lt;br /&gt;
&lt;br /&gt;
Example usage:&lt;br /&gt;
https://mods.factorio.com/{download_url}?username={username}&amp;amp;token={token}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages}}[[Category:Technical]]&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mod_portal_API&amp;diff=190575</id>
		<title>Mod portal API</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mod_portal_API&amp;diff=190575"/>
		<updated>2022-12-13T21:39:39Z</updated>

		<summary type="html">&lt;p&gt;SpeckledFleebeedoo: Update notes on availability of various keys&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot; class=&amp;quot;stub&amp;quot;&amp;gt;&#039;&#039;&#039;Category:&#039;&#039;&#039; [[Factorio_HTTP_API_usage_guidelines#Internal|Internal API]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Mod Portal API is used to both browse and download all mods available on the [https://mods.factorio.com/ official Factorio mod portal]. Using the API does not require any kind of authentication or account information and can be viewed simply by following the URLs below in any web browser.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;https://mods.factorio.com/api/mods&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More detailed information about a particular mod can be obtained by retrieving the following URL, where {name} is the mod&#039;s name field in the result object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;https://mods.factorio.com/api/mods/{name}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To get even more information about a mod, you can use the following URL.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;https://mods.factorio.com/api/mods/{name}/full&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Endpoints ==&lt;br /&gt;
&lt;br /&gt;
=== /api/mods ===&lt;br /&gt;
&lt;br /&gt;
GET Parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Values !! Description&lt;br /&gt;
|-&lt;br /&gt;
| hide_deprecated || {boolean} || Only return non-deprecated mods. &lt;br /&gt;
|-&lt;br /&gt;
| page ||{an integer}||Page number you would like to show. Makes it so you can see a certain part of the list without getting detail on all&lt;br /&gt;
|-&lt;br /&gt;
| page_size ||{an integer or &#039;max&#039;}||The amount of results to show in your search&lt;br /&gt;
|-&lt;br /&gt;
| sort || {enum, one of name, created_at or updated_at} || Sort results by this property. Defaults to name when not defined. Ignored for &amp;lt;code&amp;gt;page_size=max&amp;lt;/code&amp;gt; queries.&lt;br /&gt;
|-&lt;br /&gt;
| sort_order || {enum, one of asc or desc} || Sort results ascending or descending. Defaults to descending when not defined. Ignored for &amp;lt;code&amp;gt;page_size=max&amp;lt;/code&amp;gt; queries.&lt;br /&gt;
|-&lt;br /&gt;
| namelist || {array of strings} || Return only mods that match the given names. Response will include &amp;lt;code&amp;gt;releases&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;latest_release&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| version || {enum, one of 0.13, 0.14, 0.15, 0.16, 0.17, 0.18, 1.0 or 1.1} || Only return non-deprecated mods compatible with this Factorio version&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns [[#Mod List Response]]&lt;br /&gt;
&lt;br /&gt;
=== /api/mods/{mod_name} ===&lt;br /&gt;
&lt;br /&gt;
Return short information of a specific mod.&lt;br /&gt;
&lt;br /&gt;
See [[#Result Entry]], &amp;quot;Short&amp;quot; column.&lt;br /&gt;
&lt;br /&gt;
=== /api/mods/{mod_name}/full ===&lt;br /&gt;
&lt;br /&gt;
Returns more information of a mod.&lt;br /&gt;
&lt;br /&gt;
See [[#Result Entry]], &amp;quot;Full&amp;quot; column.&lt;br /&gt;
&lt;br /&gt;
== JSON Object Types ==&lt;br /&gt;
&lt;br /&gt;
=== Mod List Response ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| pagination || [[#Pagination|Pagination]] || See [[#Pagination]]&lt;br /&gt;
|-&lt;br /&gt;
| results || [[#Result Entry|Result]][] || A list of mods, matching any filters you specified.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pagination ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| count || Integer || Total number of mods that match your specified filters.&lt;br /&gt;
|-&lt;br /&gt;
| links || [[#Pagination_Links|Links]] || Utility links to mod portal api requests, preserving all filters and search queries.&lt;br /&gt;
|-&lt;br /&gt;
| page || Integer || The current page number.&lt;br /&gt;
|-&lt;br /&gt;
| page_count || Integer || The total number of pages returned.&lt;br /&gt;
|-&lt;br /&gt;
| page_size || Integer || The number of results per page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pagination Links ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| first || String(URL) || URL to the first page of the results, or null if you&#039;re already on the first page.&lt;br /&gt;
|- &lt;br /&gt;
| prev || String(URL) || URL to the previous page of the results, or null if you&#039;re already on the first page.&lt;br /&gt;
|-&lt;br /&gt;
| next || String(URL) || URL to the next page of the results, or null if you&#039;re already on the last page.&lt;br /&gt;
|-&lt;br /&gt;
| last || String(URL) || URL to the last page of the results, or null if you&#039;re already on the last page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Result Entry ===&lt;br /&gt;
&lt;br /&gt;
Fields returned by the api/mods endpoint are marked with a check (✓) in the &amp;quot;api/mods endpoint&amp;quot; column, those returned by the api/mods/{name} endpoint are marked with a check in the &amp;quot;Short&amp;quot; column and those returned by the api/mods/{name}/full endpoint are marked in the &amp;quot;Full&amp;quot; column. Fields may be absent if there is no data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | api/mods endpoint !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | Short !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | Full !! Description&lt;br /&gt;
|-&lt;br /&gt;
| downloads_count || Integer || ✓ || ✓ || ✓&lt;br /&gt;
| Number of downloads.&lt;br /&gt;
|-&lt;br /&gt;
| latest_release || [[#Releases|Release]]? || ✓ || ||&lt;br /&gt;
| The latest version of the mod available for download. Absent when the &amp;lt;code&amp;gt;namelist&amp;lt;/code&amp;gt; [[#/api/mods|parameter]] is used.&lt;br /&gt;
|-&lt;br /&gt;
| name || String || ✓ || ✓ || ✓&lt;br /&gt;
| The mod&#039;s machine-readable ID string.&lt;br /&gt;
|-&lt;br /&gt;
| owner || String || ✓ || ✓ || ✓&lt;br /&gt;
| The Factorio username of the mod&#039;s author.&lt;br /&gt;
|-&lt;br /&gt;
| releases || [[#Releases|Release]][] || ✓* || ✓ || ✓&lt;br /&gt;
| A list of different versions of the mod available for download. See [[#Releases]]. *Only when using &amp;lt;code&amp;gt;namelist&amp;lt;/code&amp;gt; [[#/api/mods|parameter]].&lt;br /&gt;
|-&lt;br /&gt;
| summary || String || ✓ || ✓ || ✓&lt;br /&gt;
| A shorter mod description.&lt;br /&gt;
|-&lt;br /&gt;
| title || String || ✓ || ✓ || ✓&lt;br /&gt;
| The mod&#039;s human-readable name.&lt;br /&gt;
|-&lt;br /&gt;
| category || [[#Tags|Tag]]? || ✓ || ✓ || ✓&lt;br /&gt;
| A single tag describing the mod. See [[#Tags]].&lt;br /&gt;
|-&lt;br /&gt;
| thumbnail || String(relative URL) || || ✓ || ✓&lt;br /&gt;
| The relative path to the thumbnail of the mod. For mods that have no thumbnail it may be absent or default to &amp;lt;code&amp;gt;&amp;quot;/assets/.thumb.png&amp;quot;&amp;lt;/code&amp;gt;. Prepend &amp;quot;assets-mod.factorio.com&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| changelog || String || || || ✓&lt;br /&gt;
| A string describing the recent changes to a mod.&lt;br /&gt;
|- &lt;br /&gt;
| created_at || String(ISO 8601) || || || ✓&lt;br /&gt;
| ISO 6501 for when the mod was created.&lt;br /&gt;
|-&lt;br /&gt;
| description || String || || || ✓&lt;br /&gt;
| A longer description of the mod, in text only format.&lt;br /&gt;
|-&lt;br /&gt;
| github_path || String || || || ✓&lt;br /&gt;
| A link to the mod&#039;s github project page, just prepend &amp;quot;github.com/&amp;quot;. Can be blank (&amp;quot;&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
| homepage || String || || || ✓&lt;br /&gt;
| Usually a URL to the mod&#039;s main project page, but can be any string.&lt;br /&gt;
|-&lt;br /&gt;
| tag || [[#Tags|Tag]][] || || || ✓&lt;br /&gt;
| A list of tag objects that categorize the mod. See [[#Tags]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Releases ===&lt;br /&gt;
&lt;br /&gt;
Only difference here between the api/mods/{name} endpoint and the api/mods/{name}/full endpoint is that the full one includes an array of dependencies in the info_json object.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| download_url || String &lt;br /&gt;
| Path to download for a mod. starts with &amp;quot;/download&amp;quot; and does not include a full url. See [[#Downloading Mods]]&lt;br /&gt;
|-&lt;br /&gt;
| file_name || String &lt;br /&gt;
| The file name of the release. Always seems to follow the pattern &amp;quot;{name}_{version}.zip&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| info_json || Object &lt;br /&gt;
| A copy of the mod&#039;s info.json file, only contains factorio_version in short version, also contains an array of dependencies in full version&lt;br /&gt;
|- &lt;br /&gt;
| released_at || String(ISO 8601) &lt;br /&gt;
| ISO 6501 for when the mod was released.&lt;br /&gt;
|-&lt;br /&gt;
| version || String &lt;br /&gt;
| The version string of this mod release. Used to determine dependencies. &lt;br /&gt;
|-&lt;br /&gt;
| sha1 || String &lt;br /&gt;
| The sha1 key for the file&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| id || Integer || A numerical ID unique to this tag.&lt;br /&gt;
|-&lt;br /&gt;
| name || String || An all lower-case string used to identify this tag internally.&lt;br /&gt;
|-&lt;br /&gt;
| title || String || The tag&#039;s human-readable tag name.&lt;br /&gt;
|-&lt;br /&gt;
| description || String || A short description for the tag.&lt;br /&gt;
|-&lt;br /&gt;
| type || String || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Currently, there are only a fixed number of tags available, these include:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! id !! type !! name !! title !! description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || t || general || General || Mods that cannot be sorted into other categories&lt;br /&gt;
|-&lt;br /&gt;
| 2 || t || non-game-changing || Non-Game-Changing || Changes only look&amp;amp;feel. New graphics, new sounds, ... such things.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || t || helper-mods || Helper Mods || These mods are not game-changing, but enhance the gameplay by helping you with useful functions. Mods like showing the current game-time, keep track over your resources, rail-laying...&lt;br /&gt;
|-&lt;br /&gt;
| 6 || t || big-mods || Big Mods || Too big and/or changes too much of the game to be fit anywhere else&lt;br /&gt;
|-&lt;br /&gt;
| 12 || t || transportation || Transportation || Player transport&lt;br /&gt;
|-&lt;br /&gt;
| 13 || t || logistics || Logistics || Transport of materials&lt;br /&gt;
|-&lt;br /&gt;
| 14 || t || utility || Utility || Helps with certain things the player is doing.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || t || balancing || Balancing || Makes the game much more fair&lt;br /&gt;
|-&lt;br /&gt;
| 17 || t || enemies || Enemies || Adds more enemies for more challange&lt;br /&gt;
|-&lt;br /&gt;
| 16 || t || weapons || Weapons || Adds more weapons to annihilate the enemy&lt;br /&gt;
|-&lt;br /&gt;
| 18 || t || armor || Armor || Armors or armor equipment related.&lt;br /&gt;
|-&lt;br /&gt;
| 19 || t || oil || Oil || Things related to oil related manufacture&lt;br /&gt;
|-&lt;br /&gt;
| 20 || t || logistics-network || Logistics Network || Related to roboports and logistic robots&lt;br /&gt;
|- &lt;br /&gt;
| 21 || t || storage || Storage || Allows more ways to be able to store items&lt;br /&gt;
|-&lt;br /&gt;
| 22 || t || power-production || Power Production || Allows more ways to create mass amounts of energy&lt;br /&gt;
|-&lt;br /&gt;
| 23 || t || manufacture || Manufacture || Furnaces, assembling machines, production chains&lt;br /&gt;
|-&lt;br /&gt;
| 24 || t || blueprints || Blueprints || &lt;br /&gt;
|-&lt;br /&gt;
| 25 || t || cheats || Cheats || Well, they let you cheat&lt;br /&gt;
|- &lt;br /&gt;
| 26 || t || defense || Defense || Mods that add the ability to protect your base more&lt;br /&gt;
|-&lt;br /&gt;
| 27 || t || mining || Mining || Mods that provide better or new ways of mining resources&lt;br /&gt;
|-&lt;br /&gt;
| 28 || t || info || Info || Mods that provide additional information to the player&lt;br /&gt;
|-&lt;br /&gt;
| 29 || t || trains || Trains || Related to trains&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Error ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| detail || String ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Downloading Mods ==&lt;br /&gt;
&lt;br /&gt;
You can get the full url by appending the download_url to mods.factorio.com, but if you&#039;re not authenticated, you will be redirected to mods.factorio.com/login. Logging in to that would give you access to the file. Fortunately, there&#039;s a better way to do this. Simply adding username and token parameters to the download url will prevent the redirecting and let you download the file immediately. The token can be acquired from a json file called &amp;quot;player-data.json&amp;quot;, located in the User Data directory (see [[Application_directory#User_data_directory]]). You can also get the token by using the [[Web_authentication_API | Web Authentication API]].&lt;br /&gt;
&lt;br /&gt;
Example usage:&lt;br /&gt;
https://mods.factorio.com/{download_url}?username={username}&amp;amp;token={token}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Languages}}[[Category:Technical]]&lt;/div&gt;</summary>
		<author><name>SpeckledFleebeedoo</name></author>
	</entry>
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