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		<id>https://wiki.factorio.com/index.php?title=Blueprint_string_format&amp;diff=182371</id>
		<title>Blueprint string format</title>
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		<updated>2020-09-13T00:19:56Z</updated>

		<summary type="html">&lt;p&gt;Super aardvark: Update version byte info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}} [[Category:Technical]]&lt;br /&gt;
This is a technical description of the blueprint string format, used to share blueprints with other users.&lt;br /&gt;
&lt;br /&gt;
A blueprint string is a JSON representation of the blueprint, compressed with zlib deflate using compression level 9 and then encoded using base64 with a version byte in front of the encoded string. The version byte is currently 0 (for all Factorio versions through 1.0).&lt;br /&gt;
So to get the JSON representation of a blueprint from a blueprint string, skip the first byte, base64 decode the string, and finally decompress using zlib inflate. &lt;br /&gt;
&lt;br /&gt;
== Json representation of a blueprint/blueprint book ==&lt;br /&gt;
&lt;br /&gt;
The json representation of a blueprint or blueprint book is one large object inside another &amp;quot;wrapping&amp;quot; object, its key inside that object is either blueprint or blueprint-book.&lt;br /&gt;
&lt;br /&gt;
=== Blueprint book object ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| item&lt;br /&gt;
| String, the name of the item that was saved (&amp;quot;blueprint-book&amp;quot; in vanilla).&lt;br /&gt;
| String&lt;br /&gt;
|-&lt;br /&gt;
| label&lt;br /&gt;
| String, the name of the blueprint set by the user.&lt;br /&gt;
| String&lt;br /&gt;
|-&lt;br /&gt;
| label_color&lt;br /&gt;
| The color of the label of this blueprint. Optional. [[#Color object]].&lt;br /&gt;
| Object&lt;br /&gt;
|-&lt;br /&gt;
| blueprints&lt;br /&gt;
| The actual content of the blueprint book, array of objects containing an &amp;quot;index&amp;quot; key and 0-based value and a &amp;quot;blueprint&amp;quot; key with a [[#Blueprint object]] as the value.&lt;br /&gt;
| Array&lt;br /&gt;
|-&lt;br /&gt;
| active_index&lt;br /&gt;
| Index of the currently selected blueprint, 0-based.&lt;br /&gt;
| Integer&lt;br /&gt;
|-&lt;br /&gt;
| version&lt;br /&gt;
| The map version of the map the blueprint was created in, see [[Version string format]].&lt;br /&gt;
| Integer (long)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blueprint object ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| item&lt;br /&gt;
| String, the name of the item that was saved (&amp;quot;blueprint&amp;quot; in vanilla).&lt;br /&gt;
| String&lt;br /&gt;
|-&lt;br /&gt;
| label&lt;br /&gt;
| String, the name of the blueprint set by the user.&lt;br /&gt;
| String&lt;br /&gt;
|-&lt;br /&gt;
| label_color&lt;br /&gt;
| The color of the label of this blueprint. Optional. [[#Color object]].&lt;br /&gt;
| Object&lt;br /&gt;
|-&lt;br /&gt;
| entities&lt;br /&gt;
| The actual content of the blueprint, array of [[#Entity object]]s.&lt;br /&gt;
| Array&lt;br /&gt;
|-&lt;br /&gt;
| tiles&lt;br /&gt;
| The tiles included in the blueprint, array of [[#Tile object]]s.&lt;br /&gt;
| Array&lt;br /&gt;
|-&lt;br /&gt;
| icons&lt;br /&gt;
| The icons of the blueprint set by the user, array of [[#Icon object]]s.&lt;br /&gt;
| Array&lt;br /&gt;
|-&lt;br /&gt;
| schedules&lt;br /&gt;
| The schedules for trains in this blueprint, array of [[#Schedule object]]s.&lt;br /&gt;
| Array&lt;br /&gt;
|-&lt;br /&gt;
| version&lt;br /&gt;
| The map version of the map the blueprint was created in.&lt;br /&gt;
| Integer (long)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Icon object ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| index&lt;br /&gt;
| Index of the icon, 1-based.&lt;br /&gt;
| Integer&lt;br /&gt;
|-&lt;br /&gt;
| signal&lt;br /&gt;
| The icon that is displayed, [[#SignalID object]].&lt;br /&gt;
| Object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SignalID object ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| name&lt;br /&gt;
| Name of the signal prototype this signal is set to.&lt;br /&gt;
| String&lt;br /&gt;
|-&lt;br /&gt;
| type&lt;br /&gt;
| Type of the signal. Either &amp;quot;item&amp;quot;, &amp;quot;fluid&amp;quot; or &amp;quot;virtual&amp;quot;.&lt;br /&gt;
| String&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Entity object ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| entity_number&lt;br /&gt;
| Index of the entity, 1-based.&lt;br /&gt;
| Integer&lt;br /&gt;
|-&lt;br /&gt;
| name&lt;br /&gt;
| Prototype name of the entity (e.g. &amp;quot;offshore-pump&amp;quot;).&lt;br /&gt;
| String&lt;br /&gt;
|-&lt;br /&gt;
| position&lt;br /&gt;
| [[#Position object]], position of the entity within the blueprint.&lt;br /&gt;
| Object&lt;br /&gt;
|-&lt;br /&gt;
| direction&lt;br /&gt;
| Direction of the entity, uint (optional).&lt;br /&gt;
| Integer&lt;br /&gt;
|-&lt;br /&gt;
| orientation&lt;br /&gt;
| Orientation of cargo wagon or locomotive, value 0 to 1 (optional).&lt;br /&gt;
| Floating Point&lt;br /&gt;
|-&lt;br /&gt;
| connections&lt;br /&gt;
| Circuit connection, object with keys starting from 1, values are [[#Connection object]]s (optional).&lt;br /&gt;
| Object&lt;br /&gt;
|-&lt;br /&gt;
| control_behaviour&lt;br /&gt;
|&lt;br /&gt;
| Object&lt;br /&gt;
|-&lt;br /&gt;
| items&lt;br /&gt;
| Item requests by this entity, this is what defines the item-request-proxy when the blueprint is placed, optional. [[#Item request object]]&lt;br /&gt;
| Object&lt;br /&gt;
|-&lt;br /&gt;
| recipe&lt;br /&gt;
| Name of the recipe prototype this assembling machine is set to, optional, string.&lt;br /&gt;
|String&lt;br /&gt;
|-&lt;br /&gt;
| bar&lt;br /&gt;
| Used by [[Prototype/Container]], optional. The index of the first inaccessible item slot due to limiting with the red &amp;quot;bar&amp;quot;. 0-based [[Types/ItemStackIndex]].&lt;br /&gt;
| Integer&lt;br /&gt;
|-&lt;br /&gt;
| inventory&lt;br /&gt;
| Cargo wagon inventory configuration, optional. [[#Inventory object]]&lt;br /&gt;
| Object&lt;br /&gt;
|-&lt;br /&gt;
| infinity_settings&lt;br /&gt;
| Used by [[Prototype/InfinityContainer]], optional. [[#Infinity settings object]]&lt;br /&gt;
| Object&lt;br /&gt;
|-&lt;br /&gt;
| type&lt;br /&gt;
| Type of the underground belt or loader, optional. Either &amp;quot;input&amp;quot; or &amp;quot;output&amp;quot;.&lt;br /&gt;
| String&lt;br /&gt;
|-&lt;br /&gt;
| input_priority&lt;br /&gt;
| Input priority of the splitter, optional. Either &amp;quot;right&amp;quot; or &amp;quot;left&amp;quot;, &amp;quot;none&amp;quot; is omitted.&lt;br /&gt;
| String&lt;br /&gt;
|-&lt;br /&gt;
| output_priority&lt;br /&gt;
| Output priority of the splitter, optional. Either &amp;quot;right&amp;quot; or &amp;quot;left&amp;quot;, &amp;quot;none&amp;quot; is omitted.&lt;br /&gt;
| String&lt;br /&gt;
|-&lt;br /&gt;
| filter&lt;br /&gt;
| Filter of the splitter, optional. Name of the item prototype the filter is set to, string.&lt;br /&gt;
| String&lt;br /&gt;
|-&lt;br /&gt;
| filters&lt;br /&gt;
| Filters of the filter inserter or loader, optional. Array of [[#Item filter object]]s.&lt;br /&gt;
| Array&lt;br /&gt;
|-&lt;br /&gt;
| filter_mode&lt;br /&gt;
| Filter mode of the filter inserter, optional. Either &amp;quot;whitelist&amp;quot; or &amp;quot;blacklist&amp;quot;.&lt;br /&gt;
| String&lt;br /&gt;
|-&lt;br /&gt;
| override_stack_size&lt;br /&gt;
| The stack size the inserter is set to, optional. [[Types/uint8]].&lt;br /&gt;
| Integer&lt;br /&gt;
|-&lt;br /&gt;
| drop_position&lt;br /&gt;
| The drop position the inserter is set to, optional. [[#Position object]].&lt;br /&gt;
| Object&lt;br /&gt;
|-&lt;br /&gt;
| pickup_position&lt;br /&gt;
| The pickup position the inserter is set to, optional. [[#Position object]].&lt;br /&gt;
| Object&lt;br /&gt;
|-&lt;br /&gt;
| request_filters&lt;br /&gt;
| Used by [[Prototype/LogisticContainer]], optional. [[#Logistic filter object]].&lt;br /&gt;
| Array&lt;br /&gt;
|-&lt;br /&gt;
| request_from_buffers&lt;br /&gt;
| Boolean. Whether this requester chest can request from buffer chests.&lt;br /&gt;
| Boolean&lt;br /&gt;
|-&lt;br /&gt;
| parameters&lt;br /&gt;
| Used by [[Programmable speaker]], optional. [[#Speaker parameter object]].&lt;br /&gt;
| Object&lt;br /&gt;
|-&lt;br /&gt;
| alert_parameters&lt;br /&gt;
| Used by [[Programmable speaker]], optional. [[#Speaker alert parameter object]]&lt;br /&gt;
| Object&lt;br /&gt;
|-&lt;br /&gt;
| auto_launch&lt;br /&gt;
| Used by the rocket silo, optional. Boolean, whether auto launch is enabled.&lt;br /&gt;
| Boolean&lt;br /&gt;
|-&lt;br /&gt;
| variation&lt;br /&gt;
| Used by [[Prototype/SimpleEntityWithForce]] or [[Prototype/SimpleEntityWithOwner]], optional. [[Types/GraphicsVariation]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| color&lt;br /&gt;
| Color of the [[Prototype/SimpleEntityWithForce]], [[Prototype/SimpleEntityWithOwner]], or train station, optional. [[#Color object]].&lt;br /&gt;
| Object&lt;br /&gt;
|-&lt;br /&gt;
| station&lt;br /&gt;
| The name of the train station, optional.&lt;br /&gt;
| String&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory object ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| filters&lt;br /&gt;
| Array of [[#Item filter object]]s.&lt;br /&gt;
| Array&lt;br /&gt;
|-&lt;br /&gt;
| bar&lt;br /&gt;
| The index of the first inaccessible item slot due to limiting with the red &amp;quot;bar&amp;quot;. 0-based, optional.  [[Types/ItemStackIndex]].&lt;br /&gt;
| Integer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Schedule object ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| schedule&lt;br /&gt;
| Array of [[#Schedule Record object]]s.&lt;br /&gt;
| Array&lt;br /&gt;
|-&lt;br /&gt;
| locomotives&lt;br /&gt;
| Array of entity numbers of locomotives using this schedule.&lt;br /&gt;
| Array&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Schedule Record object ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| station&lt;br /&gt;
| The name of the stop for this schedule record.&lt;br /&gt;
| String&lt;br /&gt;
|-&lt;br /&gt;
| wait_conditions&lt;br /&gt;
| Array of [[#Wait Condition object]]s.&lt;br /&gt;
| Array&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wait Condition object ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| type&lt;br /&gt;
| One of &amp;quot;time&amp;quot;, &amp;quot;inactivity&amp;quot;, &amp;quot;full&amp;quot;, &amp;quot;empty&amp;quot;, &amp;quot;item_count&amp;quot;, &amp;quot;circuit&amp;quot;, &amp;quot;robots_inactive&amp;quot;, &amp;quot;fluid_count&amp;quot;, &amp;quot;passenger_present&amp;quot;, &amp;quot;passenger_not_present&amp;quot;.&lt;br /&gt;
| String&lt;br /&gt;
|-&lt;br /&gt;
| compare_type&lt;br /&gt;
| Either &amp;quot;and&amp;quot;, or &amp;quot;or&amp;quot;. Tells how this condition is to be compared with the preceding conditions in the corresponding wait_conditions array.&lt;br /&gt;
| String&lt;br /&gt;
|-&lt;br /&gt;
| ticks&lt;br /&gt;
| Number of ticks to wait or of inactivity. Only present when type is &amp;quot;time&amp;quot; or &amp;quot;inactivity&amp;quot;. Optional.&lt;br /&gt;
| uint&lt;br /&gt;
|-&lt;br /&gt;
| condition&lt;br /&gt;
| CircuitCondition Object, only present when type is &amp;quot;item_count&amp;quot;, &amp;quot;circuit&amp;quot; or &amp;quot;fluid_count&amp;quot;.&lt;br /&gt;
| Object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tile object ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| name&lt;br /&gt;
| Prototype name of the tile (e.g. &amp;quot;concrete&amp;quot;)&lt;br /&gt;
| String&lt;br /&gt;
|-&lt;br /&gt;
| position&lt;br /&gt;
| [[#Position object]], position of the entity within the blueprint.&lt;br /&gt;
| Object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Position object ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| x&lt;br /&gt;
| X position within the blueprint, 0 is the center.&lt;br /&gt;
| Floating point&lt;br /&gt;
|-&lt;br /&gt;
| y&lt;br /&gt;
| Y position within the blueprint, 0 is the center.&lt;br /&gt;
| Floating point&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Connection object ===&lt;br /&gt;
Object containing information about the connections to other entities formed by red or green wires.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| First connection point. The default for everything that doesn&#039;t have multiple connection points.[[#Connection point object]]&lt;br /&gt;
| Object&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Second connection point. For example, the &amp;quot;output&amp;quot; part of an arithmetic combinator.[[#Connection point object]]&lt;br /&gt;
| Object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Connection point object ===&lt;br /&gt;
The actual point where a wire is connected to. Contains information about where it is connected to.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| red&lt;br /&gt;
| An array of [[#Connection data object]] containing all the connections from this point created by red wire.&lt;br /&gt;
| Array&lt;br /&gt;
|-&lt;br /&gt;
| green&lt;br /&gt;
| An array of [[#Connection data object]] containing all the connections from this point created by green wire.&lt;br /&gt;
| Array&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Connection data object ===&lt;br /&gt;
Information about a single connection between two connection points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| entity_id&lt;br /&gt;
| ID of the entity this connection is connected with.&lt;br /&gt;
| Integer&lt;br /&gt;
|-&lt;br /&gt;
| circuit_id&lt;br /&gt;
| The circuit connector id of the entity this connection is connected to, see [https://lua-api.factorio.com/latest/defines.html#defines.circuit_connector_id defines.circuit_connector_id].&lt;br /&gt;
| Integer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item request object ===&lt;br /&gt;
1 or more instances of key/value pairs.&lt;br /&gt;
Key is the name of the item, string.&lt;br /&gt;
Value is the amount of items to be requested, [[Types/ItemCountType]].&lt;br /&gt;
&lt;br /&gt;
=== Item filter object ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| name&lt;br /&gt;
| Name of the item prototype this filter is set to.&lt;br /&gt;
| String&lt;br /&gt;
|-&lt;br /&gt;
| index&lt;br /&gt;
| Index of the filter, 1-based. &lt;br /&gt;
| Integer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Infinity settings object ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description&lt;br /&gt;
|-&lt;br /&gt;
| remove_unfiltered_items&lt;br /&gt;
| Boolean. Whether the &amp;quot;remove unfiltered items&amp;quot; checkbox is checked.&lt;br /&gt;
| Boolean&lt;br /&gt;
|-&lt;br /&gt;
| filters&lt;br /&gt;
| Filters of the infinity container, optional. Array of [[#Infinity filter object]]s.&lt;br /&gt;
| Array&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Infinity filter object ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description&lt;br /&gt;
|-&lt;br /&gt;
| name&lt;br /&gt;
| Name of the item prototype the filter is set to, string.&lt;br /&gt;
| String&lt;br /&gt;
|-&lt;br /&gt;
| count&lt;br /&gt;
| Number the filter is set to, [[Types/ItemCountType]].&lt;br /&gt;
| Integer&lt;br /&gt;
|-&lt;br /&gt;
| mode&lt;br /&gt;
| Mode of the filter. Either &amp;quot;at-least&amp;quot;, &amp;quot;at-most&amp;quot;, or &amp;quot;exactly&amp;quot;.&lt;br /&gt;
| String&lt;br /&gt;
|-&lt;br /&gt;
| index&lt;br /&gt;
| Index of the filter, 1-based.&lt;br /&gt;
| Integer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Logistic filter object ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| name&lt;br /&gt;
| Name of the item prototype this filter is set to.&lt;br /&gt;
| String&lt;br /&gt;
|-&lt;br /&gt;
| index&lt;br /&gt;
| Index of the filter, 1-based.&lt;br /&gt;
| Integer&lt;br /&gt;
|-&lt;br /&gt;
| count&lt;br /&gt;
| Number the filter is set to, [[Types/ItemCountType]]. Is 0 for storage chests.&lt;br /&gt;
| Integer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Speaker parameter object ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| playback_volume&lt;br /&gt;
| [[Types/double]]. Volume of the speaker.&lt;br /&gt;
| Floating point&lt;br /&gt;
|-&lt;br /&gt;
| playback_globally&lt;br /&gt;
| Boolean, whether global playback is enabled.&lt;br /&gt;
| Boolean&lt;br /&gt;
|-&lt;br /&gt;
| allow_polyphony&lt;br /&gt;
| Boolean, whether polyphony is allowed.&lt;br /&gt;
| Boolean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Speaker alert parameter object ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| show_alert&lt;br /&gt;
| Boolean, whether an alert is shown.&lt;br /&gt;
| Boolean&lt;br /&gt;
|-&lt;br /&gt;
| show_on_map&lt;br /&gt;
| Boolean, whether an alert icon is shown on the map.&lt;br /&gt;
| Boolean&lt;br /&gt;
|-&lt;br /&gt;
| icon_signal_id&lt;br /&gt;
| The icon that is displayed with the alert, [[#SignalID object]].&lt;br /&gt;
| Object&lt;br /&gt;
|-&lt;br /&gt;
| alert_message&lt;br /&gt;
| String, message of the alert.&lt;br /&gt;
| String&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Color object ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description !! Data type&lt;br /&gt;
|-&lt;br /&gt;
| r&lt;br /&gt;
| red, number from 0 to 1.&lt;br /&gt;
| Floating point&lt;br /&gt;
|-&lt;br /&gt;
| g&lt;br /&gt;
| green, number from 0 to 1.&lt;br /&gt;
| Floating point&lt;br /&gt;
|-&lt;br /&gt;
| b&lt;br /&gt;
| blue, number from 0 to 1.&lt;br /&gt;
| Floating point&lt;br /&gt;
|-&lt;br /&gt;
| a&lt;br /&gt;
| transparency, number from 0 to 1.&lt;br /&gt;
| Floating point&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Super aardvark</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_production&amp;diff=173561</id>
		<title>Power production</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_production&amp;diff=173561"/>
		<updated>2019-05-25T21:58:40Z</updated>

		<summary type="html">&lt;p&gt;Super aardvark: /* Steam engine power */ Boiler is 100% efficient (see FFF-266)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Electricity has to be produced before it can be transferred to consumers over the [[electric system]]. There are multiple methods to produce electricity:&lt;br /&gt;
&lt;br /&gt;
== Steam engine power ==&lt;br /&gt;
Each [[steam engine]] needs 0.5 [[boiler]]s when running at full capacity. One [[offshore pump]] can supply 20 boilers and 40 steam engines.&lt;br /&gt;
&lt;br /&gt;
The above ratio can be calculated from information available in-game: One boiler consumes 1.8MW of fuel and produces energy stored in steam at 100% efficiency. One steam engine consumes 900kW of energy stored in steam, so each boiler can supply 2 steam engines: &amp;lt;code&amp;gt;1.8MW ÷ 0.9MW = 2&amp;lt;/code&amp;gt;. One steam engine consumes 30 steam per second, and one offshore pump produces 1200 water per second, so each offshore pump produces enough water to supply 40 steam engines: &amp;lt;code&amp;gt;1200 unit/s ÷ 30 units/s = 40&amp;lt;/code&amp;gt;. The number of boilers can be derived from the number of steam engines: &amp;lt;code&amp;gt;40 ÷ 2 = 20&amp;lt;/code&amp;gt;. This produces the 1:20:40 ratio.&lt;br /&gt;
&lt;br /&gt;
[[File:SteamSetupExample.png|center|600px|thumb|A possible setup]]&lt;br /&gt;
&lt;br /&gt;
== Solar panels and accumulators ==&lt;br /&gt;
&lt;br /&gt;
=== Optimal ratio ===&lt;br /&gt;
&lt;br /&gt;
The optimal ratio is 0.84 (21:25) [[accumulator]]s per [[solar panel]], and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). This means that you need 1.428 MW of production (of solar panels) and 100MJ of storage to provide 1 MW of power over one day-night cycle.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;close enough&amp;quot; ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 20 extra solar panels, which is negligible but remember that the difference between the &amp;quot;close enough&amp;quot; ratio and the optimal ratio increases as you add more solar panels). &lt;br /&gt;
&lt;br /&gt;
This is taken from [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5594 Accumulator / Solar Panel Ratio] (which calculates this in an impressive mathematical way!) and [https://forums.factorio.com/viewtopic.php?p=143317#p143317 another post in that thread] (which calculates the solar panel to megawatt ratio in a different way).&lt;br /&gt;
[[File:9x9_accumulator_solar_panel_example.jpg|300px|thumb|top|A small 9x9 setup demonstrating the 20:24 &amp;quot;close enough&amp;quot; ratio above.]]&lt;br /&gt;
=== Calculations ===&lt;br /&gt;
&lt;br /&gt;
The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a [[day]], and the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations. In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. This ratio is&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels =&lt;br /&gt;
    (day + dawn) × (night + dawn × (day + dawn) / game_day) / game_day&lt;br /&gt;
    × Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
which, given the default time lengths of: day = 12500/60 s; dawn or dusk = 5000/60 s; night = 2500/60 s, and the default: Solar_power = 60 kW; Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; the length of days, a simplified version of this equation can be used.&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 70 s × Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the only effect the mod has on the game is it changes the total length of one day, without changing the ratio of dusk : day : dawn : night, then the equation can be simplified as&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 0.002016 /s × game_day &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where game_day is the number of seconds in the game day which is 25000/60 s by default.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5168 Perfectly optimal solar network (Factorio forums)]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5394 Solar ratios (Factorio forums)]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7619 1 solar panel produces 42KW after factoring in the night (Factorio forums)]&lt;br /&gt;
&lt;br /&gt;
== Nuclear power ==&lt;br /&gt;
:&#039;&#039;See also: [[Tutorial:Nuclear power]]&#039;&#039;&lt;br /&gt;
In general, nuclear power is produced by the following production chain: [[Uranium ore]] is mined and [[Uranium processing|processed]] to [[uranium-235]] and [[uranium-238]], then [[uranium fuel cell]]s are created from the two. These fuel cells are then burned in a [[nuclear reactor]] to create heat. The heat can be used to convert [[water]] to [[steam]] using a [[heat exchanger]] and the steam can be consumed by [[steam turbine]]s to produce power.&lt;br /&gt;
&lt;br /&gt;
A reactor without neighbor bonus needs 4 heat exchangers so that all its heat gets consumed. For each 100% neighbor bonus, the reactor needs 4 more heat exchangers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ideal Ratio !! Simple Ratio !! Building&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 1 ||{{imagelink|Offshore pump}}&lt;br /&gt;
|-&lt;br /&gt;
| 291 || 12 || {{imagelink|Heat exchanger}}&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 20 || {{imagelink|Steam turbine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ensuring enough energy is produced ==&lt;br /&gt;
&lt;br /&gt;
Try this checklist before you completely revamp your power source. You may also use this to rectify [[Wikipedia:Feedback|brownouts/blackouts]].&lt;br /&gt;
&lt;br /&gt;
* Did you connect the steam engine to the [[electric system]]? If not, a small yellow triangle will flash. To fix, Add some [[Small electric pole|power poles]] near the steam engines that go to machines needing that power. Any power pole will work.&lt;br /&gt;
* Is steam able to reach all steam engines?&lt;br /&gt;
* Do your pipes have water? Look at the windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. If not, ensure all [[pipe]]s or [[Pipe to ground|underground pipes]] are connected together.&lt;br /&gt;
* Is the factory producing enough fuel (coal, solid fuel, uranium fuel cells)?&lt;br /&gt;
* Are there enough steam generators (boilers, heat exchangers)?&lt;br /&gt;
* Are there enough steam engines/turbines?&lt;br /&gt;
&lt;br /&gt;
See also the [[Tutorial:Applied_power_math|applied power math tutorial]] to answer the question &#039;&#039;how much coal do I need?&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Super aardvark</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Console&amp;diff=130137</id>
		<title>Console</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Console&amp;diff=130137"/>
		<updated>2016-09-29T23:05:45Z</updated>

		<summary type="html">&lt;p&gt;Super aardvark: /* Enemy/Evolution */ add command to disable enemy expansion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The in-game console is used for:&lt;br /&gt;
&lt;br /&gt;
* chatting with other players&lt;br /&gt;
* running commands / scripts / cheats&lt;br /&gt;
* occasional status updates&lt;br /&gt;
&lt;br /&gt;
There are three types of command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Multiplayer&#039;&#039;&#039; - message filtering, banning users, etc.&lt;br /&gt;
* &#039;&#039;&#039;Information&#039;&#039;&#039; - display various information about the game&lt;br /&gt;
* &#039;&#039;&#039;Scripting/Cheating&#039;&#039;&#039; - run small Lua scripts (but they &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;disable achievements for the save game&amp;lt;/span&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== Using the console ===&lt;br /&gt;
The console display can be toggled with the &#039;&#039;&#039;/&#039;&#039;&#039; (slash) or &#039;&#039;&#039;~&#039;&#039;&#039; (tilde) keys.&lt;br /&gt;
&lt;br /&gt;
You can customise the keys via &#039;&#039;&#039;Options Menu -&amp;gt; Keyboard -&amp;gt; Toggle Lua console&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When the console is open, you&#039;ll see a blinking cursor at the bottom of the screen; type your message or command and hit &#039;&#039;&#039;Return&#039;&#039;&#039; to send it (this will also close the console). Documentation about message and command prefixes can be found further down this page.&lt;br /&gt;
&lt;br /&gt;
When console is closed, only the most recent messages/commands will be displayed, but they will gradually fade away (opening the console will immediately redisplay all recent messages).&lt;br /&gt;
&lt;br /&gt;
You can set the fade out time via &#039;&#039;&#039;Options Menu -&amp;gt; Other Settings -&amp;gt; Message Delay&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you want to immediately hide the console, open the console and then press &#039;&#039;&#039;Escape&#039;&#039;&#039; key (or press &#039;&#039;&#039;Return&#039;&#039;&#039; without entering any message/command). This not only closes the console, but it also hides all the recent messages/commands.&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32389 Factorio 0.14.5 and later], you can clear the console with the &#039;&#039;&#039;/clear&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
=== Console history ===&lt;br /&gt;
&lt;br /&gt;
The console has an inbuilt history; it&#039;s a bit like a text editor where only one line of text is displayed at a time.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;&#039;up arrow&#039;&#039;&#039; and &#039;&#039;&#039;down arrow&#039;&#039;&#039; keys to scroll through the console history.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;&#039;left arrow&#039;&#039;&#039; and &#039;&#039;&#039;right arrow&#039;&#039;&#039; keys to cursor through the currently displayed message or command, which you can edit (delete, insert, etc.) and resend (by pressing &#039;&#039;&#039;Return&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32389 Factorio 0.14.5 and later], the &#039;&#039;&#039;Tab&#039;&#039;&#039; key will autocomplete commands and player ids.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Chat ==&lt;br /&gt;
&lt;br /&gt;
Send private message to specific player with &#039;&#039;&#039;/whisper&#039;&#039;&#039; (or &#039;&#039;&#039;/w&#039;&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
 /whisper &amp;lt;playerId&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reply to the most recently received private message with &#039;&#039;&#039;/reply&#039;&#039;&#039; (or &#039;&#039;&#039;/r&#039;&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
 /reply &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32248 Factorio 0.14.4 and later], group chat works like this:&lt;br /&gt;
&lt;br /&gt;
 hello my team!&lt;br /&gt;
&lt;br /&gt;
 /s hello all players!&lt;br /&gt;
 /shout same as /s&lt;br /&gt;
&lt;br /&gt;
In Factorio 0.14.3 and earlier, group chat worked like this:&lt;br /&gt;
&lt;br /&gt;
 hello all players!&lt;br /&gt;
&lt;br /&gt;
 /team hello my team!&lt;br /&gt;
&lt;br /&gt;
These are just the main chat features - there are also options for banning, ignoring and muting players; see the console &#039;&#039;&#039;/help&#039;&#039;&#039; for a full list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
To see a list of all available commands, enter &#039;&#039;&#039;/help&#039;&#039;&#039; (or &#039;&#039;&#039;/h&#039;&#039;&#039;) in to the console. The available commands will depend on Factorio version and game setup.&lt;br /&gt;
&lt;br /&gt;
 /help&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32248 Factorio 0.14.4 and later], the &#039;&#039;&#039;/help&#039;&#039;&#039; command will just display a list of commands - to get full details for a command add the command name (without slash) after &#039;&#039;&#039;/help&#039;&#039;&#039; (or &#039;&#039;&#039;/h&#039;&#039;&#039;), for example if you want help on the &#039;&#039;&#039;/evolution&#039;&#039;&#039; command, you&#039;d type:&lt;br /&gt;
&lt;br /&gt;
 /h evolution&lt;br /&gt;
&lt;br /&gt;
=== Scripting and cheat commands ===&lt;br /&gt;
You can run Lua script commands via the console. It works similarly to any command line interface or the JavaScript console for your browser.&lt;br /&gt;
&lt;br /&gt;
This is a very powerful feature, which also allows cheating, and as such &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;achievements will be permanently disabled for the save&amp;lt;/span&amp;gt; as soon as you use a script command.&lt;br /&gt;
&lt;br /&gt;
To run a script, prefix it with &#039;&#039;&#039;/command&#039;&#039;&#039; (or &#039;&#039;&#039;/c&#039;&#039;&#039;), for example:&lt;br /&gt;
&lt;br /&gt;
 /c game.player.print &#039;hello me!&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re in a multiplayer game, the command will be echoed to all other players (so they can see if you&#039;re cheating).&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?p=203991#p203991 Factorio 0.14.5 and later], multiplayer server admins can use &#039;&#039;&#039;/silent-command&#039;&#039;&#039; (only via RCON/server console) instead of &#039;&#039;&#039;/c&#039;&#039;&#039; to avoid the command being echoed to all players.&lt;br /&gt;
&lt;br /&gt;
 /silent-command game.player.print &#039;only admins can use (and see) silent commands&#039;&lt;br /&gt;
&lt;br /&gt;
Mod developers can also take advantage of the special &#039;&#039;&#039;/measured-command&#039;&#039;&#039; which is like &#039;&#039;&#039;/c&#039;&#039;&#039; but will time how long the command takes to run. This is very useful for performance tuning your scripts.&lt;br /&gt;
&lt;br /&gt;
 /measured-command game.player.print &#039;how much time does this take to run?&#039;&lt;br /&gt;
&lt;br /&gt;
The game ignores newlines when pasting &amp;quot;scriptlets&amp;quot; in the console. This means they can be written in a human readable form in an editor and copy/pasted into the console, making understanding and editing a bit easier.&lt;br /&gt;
&lt;br /&gt;
You can essentially fire any Lua command here, just as you would from a Lua program - Factorio [[Mods]] are merely Lua commands. Therefore you don&#039;t necessarily need &amp;quot;cheats&amp;quot; active per-se, as the console allows you full access to the game&#039;s internals. You only need a familiarity with the commands and types, as shown in the below examples and the [[Modding]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Command Examples==&lt;br /&gt;
&lt;br /&gt;
=== Use it as calculator ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.print(1234 * 5678)&lt;br /&gt;
&lt;br /&gt;
=== Mine faster ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.manual_mining_speed_modifier=1000&lt;br /&gt;
&lt;br /&gt;
=== Craft faster ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.manual_crafting_speed_modifier=1000&lt;br /&gt;
&lt;br /&gt;
=== Unlock and Research all Technology ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.research_all_technologies()&lt;br /&gt;
&lt;br /&gt;
Undo this with:&lt;br /&gt;
&lt;br /&gt;
 for _, tech in pairs(game.player.force.technologies) do tech.researched=false end&lt;br /&gt;
&lt;br /&gt;
=== Reset any modifiers to default ===&lt;br /&gt;
This includes Tech and speed alterations.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.reset()&lt;br /&gt;
&lt;br /&gt;
=== Zoom beyond normal bounds ===&lt;br /&gt;
Note that zooming too far out can cause performance hits. Be careful.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.zoom = 0.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inventory Manipulation ==&lt;br /&gt;
&lt;br /&gt;
=== Refill resources (refill oil, iron etc.) ===&lt;br /&gt;
While holding the cursor over a resource tile in-game&lt;br /&gt;
 /c game.player.selected.amount=7500&lt;br /&gt;
&lt;br /&gt;
=== Add items to the player&#039;s inventory ===&lt;br /&gt;
Replace iron-plate with the internal name of the item desired.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.insert{name=&amp;quot;iron-plate&amp;quot;, count=100}&lt;br /&gt;
&lt;br /&gt;
=== Cheat mode ===&lt;br /&gt;
Allows for infinite free crafting. Disable by replacing true with false.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.cheat_mode=true&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Manipulation ==&lt;br /&gt;
&lt;br /&gt;
=== Turn off night ===&lt;br /&gt;
Enables eternal day.&lt;br /&gt;
 /c game.surfaces[1].always_day=true&lt;br /&gt;
&lt;br /&gt;
=== Change Game Speed ===&lt;br /&gt;
0.5 is half speed, 1 is default, 2 is double speed, etc. This can be used for a lot of things like when you know you will have to wait for long periods of time for something to complete. Increasing will decrease performance, be careful.&lt;br /&gt;
&lt;br /&gt;
 /c game.speed = X&lt;br /&gt;
&lt;br /&gt;
=== Freeze Time Passage ===&lt;br /&gt;
Stops the advancement of the time if true is passed, or unfreezes it if false is passed.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.surface.freeze_daytime(BOOL)&lt;br /&gt;
&lt;br /&gt;
=== Add new resource patch ===&lt;br /&gt;
This creates a new 5x5 patch of resources, centered on the player character. For resources other than stone, just change &amp;quot;stone&amp;quot; to &amp;quot;iron-ore&amp;quot;, &amp;quot;copper-ore&amp;quot;, or &amp;quot;coal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 /c local surface = game.player.surface;&lt;br /&gt;
 for y=-2,2 do&lt;br /&gt;
  for x=-2,2 do&lt;br /&gt;
   surface.create_entity({name=&amp;quot;stone&amp;quot;, amount=5000, position={game.player.position.x+x, game.player.position.y+y}})&lt;br /&gt;
  end&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== Count Entities ===&lt;br /&gt;
Counts all entities whose name includes the string in local entity.&lt;br /&gt;
&lt;br /&gt;
 /c &lt;br /&gt;
 local entity = &amp;quot;belt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 local surface = game.player.surface&lt;br /&gt;
 local count = 0&lt;br /&gt;
 for c in surface.get_chunks() do&lt;br /&gt;
   for key, entity in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, force= game.player.force})) do&lt;br /&gt;
     if string.find(entity.name,entity) then&lt;br /&gt;
       count = count + 1&lt;br /&gt;
     end&lt;br /&gt;
   end&lt;br /&gt;
 end&lt;br /&gt;
 game.player.print(count)&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
== Enemy/Evolution ==&lt;br /&gt;
=== Check how far the biters have evolved ===&lt;br /&gt;
Note that commands that do not start with &amp;quot;/c&amp;quot; do not disable achievements.&lt;br /&gt;
 /evolution&lt;br /&gt;
&lt;br /&gt;
=== Set evolution factor ===&lt;br /&gt;
Ranges from 0 (new game) to 1.&lt;br /&gt;
&lt;br /&gt;
 /c game.evolution_factor=X&lt;br /&gt;
&lt;br /&gt;
=== Disable time-based evolution &amp;amp; increases pollution-based evolution ===&lt;br /&gt;
 /c game.map_settings.enemy_evolution.time_factor = 0&lt;br /&gt;
 /c game.map_settings.enemy_evolution.pollution_factor = game.map_settings.enemy_evolution.pollution_factor * 2&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;2&amp;quot; at the end of the last command will double the default pollution factor. You can substitute another number to increase (or decrease) the pollution factor further.&lt;br /&gt;
&lt;br /&gt;
=== Kill all biters on the &amp;quot;enemy&amp;quot; force ===&lt;br /&gt;
Note that this will kill only mobile units and worms, spawners will not be killed.&lt;br /&gt;
 /c game.forces[&amp;quot;enemy&amp;quot;].kill_all_units()&lt;br /&gt;
&lt;br /&gt;
=== Kill all enemies ===&lt;br /&gt;
This will kill all biters, bases and worms. Anything that is an enemy will be completely destroyed. This only affects enemies in the explored world, so any unexplored parts of the map which still need to be generated will still have enemies.&lt;br /&gt;
&lt;br /&gt;
 /c local surface = game.player.surface&lt;br /&gt;
 for c in surface.get_chunks() do&lt;br /&gt;
    for key, entity in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, force= &amp;quot;enemy&amp;quot;})) do&lt;br /&gt;
        entity.destroy()&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
=== Enable peaceful mode ===&lt;br /&gt;
Peaceful mode prevents biter attacks until provoked. Substitute false for true to disable.&lt;br /&gt;
 /c game.player.surface.peaceful_mode = true&lt;br /&gt;
&lt;br /&gt;
=== Disable biter expansion ===&lt;br /&gt;
This prevents biters from creating new spawners.&lt;br /&gt;
 /c game.map_settings.enemy_expansion.enabled = false&lt;br /&gt;
&lt;br /&gt;
== Player Character ==&lt;br /&gt;
Commands concerning the player directly.&lt;br /&gt;
=== Get Player Position ===&lt;br /&gt;
Prints coordinates of your current position.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.print({&amp;quot;&amp;quot;, &amp;quot;(&amp;quot;, game.player.position.x, &amp;quot;, &amp;quot;, game.player.position.y, &amp;quot;)&amp;quot;})&lt;br /&gt;
&lt;br /&gt;
=== Teleport player ===&lt;br /&gt;
Moves the player to the specified location. You should be able to teleport to a specific player if you obtain their coordinates via them executing the previous command and giving them to you.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.teleport({X, Y})&lt;br /&gt;
&lt;br /&gt;
To teleport to the world&#039;s origin, use 0,0.&lt;br /&gt;
&lt;br /&gt;
=== Spawn a player character ===&lt;br /&gt;
This is useful for escaping god mode. (see [[Console#Enable_god_mode]].) This will spawn a new player at the spawn point of the world, and connect your controls to it.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.character = game.player.surface.create_entity{name=&amp;quot;player&amp;quot;, position = {0,0}, force = game.forces.player}&lt;br /&gt;
&lt;br /&gt;
=== Change Player color ===&lt;br /&gt;
Note that commands that do not start with &amp;quot;/c&amp;quot; do not disable achievements. Replace COLOR with the name of a color.&lt;br /&gt;
 /color COLOR&lt;br /&gt;
&lt;br /&gt;
=== Enable god mode ===&lt;br /&gt;
God mode removes your player character allowing you to fly over obstacles and take no damage.&lt;br /&gt;
&lt;br /&gt;
Disassociate your controls from the player:&lt;br /&gt;
&lt;br /&gt;
 /c game.player.character = nil&lt;br /&gt;
&lt;br /&gt;
Then, hover the mouse over the useless player and destroy it by typing:&lt;br /&gt;
&lt;br /&gt;
 /c game.player.selected.destroy()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== Enable faster research ===&lt;br /&gt;
 /c game.player.force.laboratory_speed_modifier = 1&lt;br /&gt;
1 is normal speed, 2 is double speed 3 is triple etc. I think it goes up to 100.&lt;br /&gt;
&lt;br /&gt;
=== Enabling specific technologies ===&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6633 Enabling technologies] (forums)&lt;br /&gt;
 /c game.player.force.technologies[&#039;electric-energy-distribution-1&#039;].researched=true&lt;br /&gt;
 /c game.player.force.technologies[&#039;steel-processing&#039;].researched=true&lt;br /&gt;
&lt;br /&gt;
=== Finish research immediately ===&lt;br /&gt;
 /c for name,technology in pairs(game.player.force.technologies) do technology.researched=technology.enabled end&lt;br /&gt;
&lt;br /&gt;
== Large Screenshots ==&lt;br /&gt;
&lt;br /&gt;
This is how you would take a large HD screenshot. As usual, replace the X and Y with the values you wish.&lt;br /&gt;
&lt;br /&gt;
The file is put into a folder called &amp;quot;script-output&amp;quot;, which is located in the same location as the mods folder. These pictures can be quite large.&lt;br /&gt;
&lt;br /&gt;
 /c game.take_screenshot{resolution = {x = XPOS, y = YPOS}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
 /c game.take_screenshot{showgui = true, resolution = {x = XPOS, y = YPOS}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command Line Parameters ==&lt;br /&gt;
&#039;&#039;&#039;As of Game Version 0.12.7&#039;&#039;&#039;&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;
General options:&lt;br /&gt;
  -h [ --help ]                     display help&lt;br /&gt;
  --wait-to-close arg               Wait until the specified process finishes.&lt;br /&gt;
  --version                         show version information&lt;br /&gt;
  -c [ --config ] PATH              config file to use&lt;br /&gt;
&lt;br /&gt;
Running options:&lt;br /&gt;
  -s [ --map2scenario ] arg         map to scenario conversion&lt;br /&gt;
  -v [ --convert ] SAVE[, SAVE...]  convert maps from previous versions to current version&lt;br /&gt;
  --apply-update arg                immediately apply update package&lt;br /&gt;
  --create SAVE                     create a new map&lt;br /&gt;
  --start-server SAVE               start a multiplayer server&lt;br /&gt;
  --mp-load-game SAVE               start factorio and load game for multiplayer&lt;br /&gt;
  --mp-connect ADDRESS              start factorio and connect to address&lt;br /&gt;
  --benchmark SAVE                  load save and run benchmark&lt;br /&gt;
  --benchmark-ticks N (=1,000)      number of ticks for benchmarking. Default is 1000&lt;br /&gt;
&lt;br /&gt;
Server options:&lt;br /&gt;
  --latency N                       multiplayer server latency, in ticks&lt;br /&gt;
  --latency-ms N                    multiplayer server latency, in milliseconds&lt;br /&gt;
  --autosave-interval N (=2)        server autosave interval, in minutes&lt;br /&gt;
  --autosave-slots N (=3)           server autosave slots&lt;br /&gt;
  --disallow-commands               disallow use of the command console&lt;br /&gt;
  --peer-to-peer                    use peer-to-peer communication&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-load-game SAVE&lt;br /&gt;
&lt;br /&gt;
SAVE is the filename of the save file. For instance, for saves/MySave.zip: ./factorio --mp-load-game MySave.zip&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;
  --map2scenario SAVE&lt;br /&gt;
Converts a save game to a User Scenario, allows saved game state to be loaded into map editor. Assuming that save game name is &amp;quot;foo.zip&amp;quot;, executing &#039;./factorio --map2scenario s1&#039; will result in Factorio loading, opening the save file, and saving the scenario into the scenario folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
&lt;br /&gt;
* http://lua-api.factorio.com/latest/ - Factorio API reference for latest version&lt;br /&gt;
* http://lua-api.factorio.com/ - links to specific versions of API reference&lt;br /&gt;
[[Category:Console]]&lt;/div&gt;</summary>
		<author><name>Super aardvark</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:Super_aardvark&amp;diff=129950</id>
		<title>User talk:Super aardvark</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:Super_aardvark&amp;diff=129950"/>
		<updated>2016-09-21T19:49:49Z</updated>

		<summary type="html">&lt;p&gt;Super aardvark: /* Please do not create pages purely to redirect to other pages. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to &#039;&#039;factorio&#039;&#039;!&#039;&#039;&#039;&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&lt;br /&gt;
Again, welcome and have fun! [[User:Mishka|Mishka]] ([[User talk:Mishka|talk]]) 11:17, 19 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Please do not create pages purely to redirect to other pages. ==&lt;br /&gt;
&lt;br /&gt;
Hey there, you seem to be new. I&#039;d like to ask that you not create pages purely to redirect to other pages. The search function will still point to the correct page, and making pages that have no inbound links (no pages link to them) purely to redirect is only spam. Thanks, and happy editing! If you have any further questions, please don&#039;t hesitate to ask me, I&#039;m here to help. --[[User:Gangsir|Gangsir]] ([[User talk:Gangsir|talk]]) 01:41, 20 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Sorry, I figured I&#039;d save the next guy a trip to the search results.  Could you explain why you don&#039;t like such redirects?  Are you trying to keep [[Special:AllPages]] as short as possible for some reason? --[[User:Super aardvark|Super aardvark]] ([[User talk:Super aardvark|talk]]) 04:13, 20 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Sure, there&#039;s a few reasons. Mainly, it&#039;s because the search function will handle any search, by looking for text in pages, a bit like the find function in a browser. For example, if you search the phrase &amp;quot;fire&amp;quot;, you&#039;ll be brought to a search results page that will list pages that contain the word &amp;quot;fire&amp;quot;, such as [[Flamethrower]], [[Turret]], [https://wiki.factorio.com/index.php?search=fire&amp;amp;title=Special%3ASearch&amp;amp;fulltext=1 etc]. There&#039;s no real reason to make pages simply for this purpose, as search will handle searches that don&#039;t match page names just fine. Lots of people make this mistake, not noticing the power of MediaWiki&#039;s search. There&#039;s a few rules of &amp;quot;etiquette&amp;quot; if you will when it comes to wiki editing, good practices that make for professional, easy to read wikis. I&#039;ve got experience with editing other wikis, so I try to keep Factorio&#039;s wiki within these guidelines as much as I can.&lt;br /&gt;
:: There&#039;s a few other reasons for creating redirect pages, don&#039;t get me wrong. It&#039;s okay to create redirect pages if there are a good number of red links that point to the wrong page; instead of fixing those, you can create a redirect to the proper page. Or, if spelling varies by region, creating redirects for that is okay too. (Ex Color &amp;lt;-&amp;gt; Colour) It&#039;s not really to keep the number of pages down, more so to avoid problems with creating too many unnecessary redirect pages. (I can explain further if you&#039;re interested in how MediaWiki handles redirects)&lt;br /&gt;
:: It&#039;s okay though, you didn&#039;t know. Don&#039;t let me discourage you from continuing to contribute. :) Cheers, --[[User:Gangsir|Gangsir]] ([[User talk:Gangsir|talk]]) 20:43, 20 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I&#039;d love to hear about why too many redirect pages is a problem for MediaWiki.  There was a time when I was a somewhat active wikipedian (nothing crazy, a couple hundred edits maybe), and the only concern I ever was aware of was not to have redirects pointing to other redirects.  --[[User:Super aardvark|Super aardvark]] ([[User talk:Super aardvark|talk]]) 01:45, 21 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Oh, were you? Great. Most of my experience is non-Wikipedia, so I/this wiki might handle things differently than they do. Basically, like you said, redirects can&#039;t point to other redirects(the second redirect just gets stuck, to prevent long chains of redirects/infinite loops). In addition to that rule, the reason why you don&#039;t want lots of redirects is mainly because of possible points of failure. For example, say you&#039;re moving a very old, heavily linked-to page. When you move a page, a redirect is created. Any redirects that used to point to that page(which is now a redirect to the new name) &#039;&#039;are now double redirects, broken&#039;&#039;. (As far as I can tell/have seen, that may have changed in newer versions of MW, disregard this one if so)&lt;br /&gt;
:::: But that&#039;s not all. What about deleting a page. Now, the tons of redirect pages that led to that page (exaggerating here, it might only be 1-3, but you get it) now lead to a deleted page, and bother has to be taken to remove/fix them. So, it&#039;s best to keep it minimalistic in terms of redirecting. It&#039;s not really a hard, &amp;quot;&#039;&#039;everything&#039;s going to break if you do this&#039;&#039;&amp;quot; type rule, more so a guideline to reduce workload. :) Of course, it&#039;s still good to check the special pages every so often to see if there are any currently error-ing redirects. --[[User:Gangsir|Gangsir]] ([[User talk:Gangsir|talk]]) 02:20, 21 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::: That makes a ton of sense.  Thanks for explaining!  --[[User:Super aardvark|Super aardvark]] ([[User talk:Super aardvark|talk]]) 19:49, 21 September 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Super aardvark</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Materials_and_recipes&amp;diff=129946</id>
		<title>Talk:Materials and recipes</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Materials_and_recipes&amp;diff=129946"/>
		<updated>2016-09-21T02:06:34Z</updated>

		<summary type="html">&lt;p&gt;Super aardvark: /* Organization of the items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Are raw resources items ? ==&lt;br /&gt;
&lt;br /&gt;
IMO they are too many things described/listed in this page. I think that it would be clearer if we limit the concept of &#039;&#039;&#039;Items&#039;&#039;&#039; to those who can be crafted IG (i.e. who can be fund in the crafting menu).&lt;br /&gt;
&lt;br /&gt;
As a consequence &#039;&#039;&#039;raw resources&#039;&#039;&#039; will have a dedicated page. BTW in the wiki a lot of links point directly to this subsection, doesn&#039;t that mean that it is a specific concept ? [[User:Mgiraud|Mgiraud]] ([[User talk:Mgiraud|talk]]) 05:29, 12 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Organization of the items ==&lt;br /&gt;
&lt;br /&gt;
I think that this page would be clearer (and with no more discussion/editing about sorting) if we use the same sections that those who are used IG in the crafting menu, in the same order : Logistics, Production, Intermediate products, Combat... In each section we may have a table for each line in the menu.&lt;br /&gt;
&lt;br /&gt;
If we do that it would be easier to have a global introduction text, with a link to the crafting concept, as well as explanation in each section. &lt;br /&gt;
&lt;br /&gt;
As you can see, my proposition is to have a wiki organized like it is IG. [[User:Mgiraud|Mgiraud]] ([[User talk:Mgiraud|talk]]) 05:40, 12 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Makes sense to me.  Most of the subsections currently here already have their own pages anyway, which would be a better place to list these particular groupings of items.  --[[User:Super aardvark|Super aardvark]] ([[User talk:Super aardvark|talk]]) 02:06, 21 September 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Super aardvark</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Materials_and_recipes&amp;diff=129945</id>
		<title>Materials and recipes</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Materials_and_recipes&amp;diff=129945"/>
		<updated>2016-09-21T01:52:49Z</updated>

		<summary type="html">&lt;p&gt;Super aardvark: /* Inserters */ Replaced Smart inserter with Stack, Filter, and Stack filter inserters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Items are all objects in Factorio that the player can move or handle; this list does not include [[Enemies]], landforms like lakes, [[tree]]s, or rocks, or concepts like [[Pollution]], but it does include [[Liquids system|Liquids]].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039; can be found on the planet and provide raw materials when mined or pumped.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Where to get &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|raw-wood|Raw wood}} || [[Tree]] &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal|Coal}} || Coal resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|iron-ore|Iron ore}} || Iron resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|copper-ore|Copper ore}} || Copper resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|stone|Stone}} || Stone resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|fish|Raw fish}} || Lakes&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|alien-artifact|Alien artifact}} || Remnants of [[Enemies|Alien spawners]].  &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|water|Water}} || Pumped from lakes.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|crude-oil|Crude Oil}} || Extracted from Oil Fields by [[Pumpjack]]s. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Intermediate products ==&lt;br /&gt;
&#039;&#039;&#039;Intermediate products&#039;&#039;&#039; are items produced by the player or [[Assembling machine|assemblers]] for use in the creation of more complex products; with the exception of [[stone brick]], these products cannot be placed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wood|Wood}} || Created from [[Raw wood]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-plate|Iron plate}} || Smelted from [[Iron ore]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|copper-plate|Copper plate}} || Smelted from [[Copper ore]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steel-plate|Steel plate}} || Smelted from [[Iron plate]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|stone-brick|Stone brick}} || Baked from [[Stone]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfur|Sulfur}} || Created from [[Water]] and [[Petroleum Gas]] in a [[Chemical plant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|plastic-bar|Plastic bar}} || Created from [[Coal]] and [[Petroleum Gas]] in a [[Chemical plant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery|Battery}} || Created from [[Iron plate]], [[Copper plate]] and [[Sulfuric Acid]] in a [[Chemical plant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-stick|Iron stick}} || Rarely used intermediate product.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-gear-wheel|Iron gear wheel}} || Frequently used intermediate product.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|copper-cable|Copper cable}} || Used for creation of circuits and wires.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electronic-circuit|Electronic circuit}} || Used for creation of electrical devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|advanced-circuit|Advanced circuit}} || Used for advanced electrical devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|processing-unit|Processing Unit}} || Used for the highest level electrical devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|engine-unit|Engine unit}} || Used for [[Diesel locomotive]]s, [[Car]]s, [[Tank]]s, and [[Electric engine unit]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electric-engine-unit|Electric engine unit}} || Used for [[Power armor]], [[Robots]] and [[Small Pump|Small Pumps]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flying-robot-frame|Flying robot frame}} || Used for creation of [[Logistic robot|Logistic]] and [[Construction robot|Construction]] robots.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-1|Science pack 1}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-2|Science pack 2}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-3|Science pack 3}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|alien-science-pack|Alien science pack}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|barrel-empty|Empty barrel}} || Used to store and transport [[Crude Oil]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|explosives|Explosives}} || Used for creation of explosive weaponry.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chemicals ===&lt;br /&gt;
&#039;&#039;&#039;Chemicals&#039;&#039;&#039; are liquid intermediate products.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|petroleum-gas|Petroleum Gas}} || Converted from [[Crude Oil]]. Used to create various items.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|light-oil|Light Oil}} || Converted from [[Crude Oil]]. Used to create various items. Can be converted into [[Petroleum Gas]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-oil|Heavy Oil}} || Converted from [[Crude Oil]]. Can be converted to [[Light Oil]] and [[Lubricant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfuric-acid|Sulfuric Acid}} || Converted from [[Sulfur]] and [[Water]]. Can be used to create various items.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lubricant|Lubricant}} || Converted from [[Heavy Oil]]. Used mainly to create [[Express transport belt]]s  and [[Engine]]s.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player equipment ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039; determine the mining speed of the player. This is true not only for [[items#Resources|resources]], but for any deployed object the player is picking up.  [[Iron_axe|Iron Axes]] are the first available manufactured tool.  Once [[Steel_processing|Steel Processing]] is researched, the better [[Steel_axe|Steel Axe]] is available.&lt;br /&gt;
&lt;br /&gt;
Iron and steel axes can also be used as melee weapons if the player is out of ammo.  Bare hands cannot, which is why the &#039;None&#039; item has no damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item || Speed || Damage || Durability || Stack Size || Description&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|hand icon}} None || 1 || 0 || infinite || 0 || Values used if no tool is used. Very slow.&lt;br /&gt;
|- &lt;br /&gt;
| {{imagelink|Iron-axe|Iron_axe|Iron axe}} || 2.5 || 5 [[Damage|physical]] || 4000 || 32 || Basic mining tool. Cheap and durable.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel-axe|Steel_axe|Steel axe}} || 4 || 8 [[Damage|physical]] || 5000 || 32 || Advanced mining tool. Fast, but expensive.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons are used to inflict damage to [[Enemies|alien]] lifeforms and buildings. As tools only provide [[Damage|damage]] at close range, weapons should be used in any case. All weapons will consume ammo when fired. For some weapons multiple ammo types are usable; they differ in cost and inflicted damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Ammo !! Description&lt;br /&gt;
|-&lt;br /&gt;
|{{imagelink|pistol|pistol|Pistol}}||{{imagelink|basic-bullet-magazine|Regular magazine}}{{imagelink|piercing-bullet-magazine|Piercing rounds magazine}}||Most basic weapon available from start.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 29%;&amp;quot;| {{imagelink|submachine-gun|submachine_gun|Submachine gun}}&lt;br /&gt;
|style=&amp;quot;width: 37%;&amp;quot;| {{imagelink|basic-bullet-magazine|Regular magazine}} {{imagelink|piercing-bullet-magazine|Piercing rounds magazine}} || Faster variant of [[Pistol]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|shotgun|Shotgun}} || {{imagelink|Shotgun-shell|Shotgun shells}} {{imagelink|Piercing-shotgun-shell|Piercing shotgun shells}} || A basic short range weapon.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|combat-shotgun|Combat shotgun}} || {{imagelink|Shotgun-shell|Shotgun shells}} {{imagelink|Piercing-shotgun-shell|Piercing shotgun shells}} || An advanced short range weapon.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket-launcher|rocket_launcher|Rocket launcher}} || {{imagelink|rocket|rocket|Rocket}} {{imagelink|explosive-rocket|Explosive rocket}} || Long range weapon, good for destroying bases.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flame-thrower|Flamethrower}} || {{imagelink|flame-thrower-ammo|Flamethrower ammo}} || Has innate splash damage, best used against crowds.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|land-mine|land_mine|Land mine}} || - || Defensive structure. Explodes on activation.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-grenade|Basic grenade}} || - || Basic short range explosive weapon with some area of effect.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|defender-capsule|Defender capsule}} || - || Basic bullet capsule. Spawns one Defender robot. &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|poison-capsule|Poison capsule}} || - || Capsule that causes [[Damage|poison damage]] in a large area.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|slowdown-capsule|Slowdown capsule}} || - || Capsule that slows enemy movement.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|distractor-capsule|Distractor capsule}} || - || Capsule that spawns three stationary Distractor robots.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|destroyer-capsule|Destroyer capsule}} || - ||  Capsule that spawns five powerful Destroyer robots.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-electric-discharge-defense-remote|Basic electric discharge defense remote}} || - || Device for firing the [[Discharge defense]] device.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|car|car|Car}} ||{{imagelink|basic-bullet-magazine|Regular magazine}}{{imagelink|piercing-bullet-magazine|Piercing rounds magazine}}|| Fast vehicle, can be driven.  Can fire Submachine gun and has storage space. &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|tank|tank|Tank}} || {{imagelink|basic-bullet-magazine|Regular magazine}}{{imagelink|piercing-bullet-magazine|Piercing rounds magazine}}{{imagelink|cannon-shell|Cannon shells}} {{imagelink|explosive-cannon-shell|Explosive cannon shells}} || Slow armored vehicle, can be driven. Can fire Submachine gun or tank cannon, and has storage space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammo ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-bullet-magazine|Regular magazine}} || Most basic bullet type, available from start.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|piercing-bullet-magazine|Piercing rounds magazine}} || Advanced bullet type, much more expensive but more powerful.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Shotgun-shell|Shotgun shells}} || Ammo for shotguns.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Piercing-shotgun-shell|Piercing shotgun shells}} || Advanced ammo for shotguns.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket|rocket|Rocket}} || Ammo for [[Rocket launcher]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|explosive-rocket|Explosive rocket}} || Ammo for [[Rocket launcher]] with splash damage.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flame-thrower-ammo|Flamethrower ammo}} || Ammo for [[Flamethrower]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cannon-shell|Cannon shells}} || Ammo for [[Tank]] Cannon.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Explosive-cannon-shell|Explosive cannon shells}} || Ammo for [[Tank]] Cannon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Armor]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 24%;&amp;quot;| {{imagelink|basic-armor|Iron armor}} || Cheap armor, for light defense inside your base.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-armor|Heavy armor}} || Tougher basic armor, which could help you escape if your vehicle is destroyed in the field.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-modular-armor|Basic modular armor}} || First modular armor (5x5 grid), enough for solar power and a few shields.  Good enough to easily survive waves attacking your base, but you&#039;ll still need a Tank to assault theirs.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|power-armor|Power armor}} || Expensive modular armor (7x7 grid), which can support fusion power, multiple shields, and an exoskeleton for speed and attack power.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|power-armor-mk2|Power armor MK2}} || Ultimate basekiller armor (10x10 grid).  Very expensive.  Leave that flimsy Tank behind, you have no need for it.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Modular armor]] components ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Size (WxH) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|night-vision|Night vision}} || 3x2 || Provides better sight at night.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery-equipment|Battery MK1}} || 1x2 || Basic energy storage.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery-mk2|Battery MK2}} || 1x2 || Advanced energy storage.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|energy-shield|Energy shield}} || 2x2 || Basic personal protective shield.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|energy-shield-mk2|Energy shield MK2}} || 2x2 || Advanced personal protective shield.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|portable-solar-panel|Portable solar panel}} || 1x1 || Small power generating device.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|portable-fusion-reactor|Portable fusion reactor}} || 4x4 || Advanced power generating device.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|laser-defense|Personal laser defense}} || 2x3 || Personal laser based defense.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|discharge-defense|Discharge defense}} || 3x3 || A powerful defense system. Activated by [[Basic electric discharge defense remote|Remote]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-exoskeleton-equipment|Basic exoskeleton equipment}} || 2x4 || Enhances movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|red-wire|red_wire|Red wire}} || Used in the [[Circuit network]]. &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|green-wire|green_wire|Green wire}} || Used in the [[Circuit network]]. &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|logistic-robot|logistic_robot|Logistic robot}} || A flying robot that will move items inside a [[Logistic network]] from [[Logistic network/Chests|chest to chest]]. &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|construction-robot|Construction robot}} || A flying robot that will [[Repair|Repair or replace]] entities.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|roboport|Roboport}} || The Roboport is the home for all [[Robots]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|blueprint|Blueprint}} || A tool to &#039;copy &amp;amp; paste&#039; buildings.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|deconstruction-planner|Deconstruction planner}} || A tool to deconstruct buildings.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|blueprint-book|Blueprint book}} || A tool used to hold blueprints. (Ver. 0.13+)&lt;br /&gt;
|-&lt;br /&gt;
|{{imagelink|solid-fuel|Solid fuel}} || Usable as [[Fuel]] in [[burner devices]], or as an ingredient for [[Rocket fuel]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placeable items ==&lt;br /&gt;
=== [[Transport network#Transport belts|Transport belts]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Basic transport belt}} |-&lt;br /&gt;
| {{imagelink|basic-transport-belt-to-ground|Basic underground belt}} |-&lt;br /&gt;
| {{imagelink|Basic-splitter|Basic splitter}} |-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}} |-&lt;br /&gt;
| {{imagelink|fast-transport-belt-to-ground|Fast underground belt}} |-&lt;br /&gt;
| {{imagelink|Fast-splitter|Fast splitter}} |-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}} |-&lt;br /&gt;
| {{imagelink|express-transport-belt-to-ground|Express underground belt}} |-&lt;br /&gt;
| {{imagelink|express-splitter|Express splitter}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Inserters]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|burner-inserter|Burner inserter}} |-&lt;br /&gt;
| {{imagelink|Inserter-icon|Inserter}} |-&lt;br /&gt;
| {{imagelink|long-handed-inserter|Long handed inserter}} |-&lt;br /&gt;
| {{imagelink|fast-inserter|Fast inserter}} |-&lt;br /&gt;
| {{imagelink|filter-inserter|Filter inserter}} |-&lt;br /&gt;
| {{imagelink|stack-inserter|Stack inserter}} |-&lt;br /&gt;
| {{imagelink|stack filter inserter|Stack filter inserter}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Chests|Storage]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Storage size (Stacks) !! Features&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wooden-chest|Wooden chest}} || 16 || None&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-chest|Iron chest}} || 32 || None&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steel-chest|Steel chest}} || 48 || None&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || 48 || Provides its contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || 48 || Provides its contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || 48 || Serves as buffer stock in the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|requester-chest|Requester chest}} || 48 || Requests specified items from the [[Logistic network]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Defense|Defensive Structures]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wall|Wall}} |-&lt;br /&gt;
| {{imagelink|gate|Gate}} |-&lt;br /&gt;
| {{imagelink|Gun-turret|Gun turret}} |-&lt;br /&gt;
| {{imagelink|Laser-turret|Laser turret}} |-&lt;br /&gt;
| {{imagelink|Flamethrower-turret|Flamethrower turret}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Crafting network|Machines &amp;amp; Furnaces]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|burner-mining-drill|Burner Mining Drill}} |-&lt;br /&gt;
| {{imagelink|electric-mining-drill|Electric Mining Drill}} |-&lt;br /&gt;
| {{imagelink|stone-furnace|Stone Furnace}} |-&lt;br /&gt;
| {{imagelink|steel-furnace|Steel Furnace}} |-&lt;br /&gt;
| {{imagelink|electric-furnace|Electric Furnace}} |-&lt;br /&gt;
| {{imagelink|assembling-machine-1|assembling_machine|Assembling machines}} |-&lt;br /&gt;
| {{imagelink|lab|Lab}} |-&lt;br /&gt;
| {{imagelink|basic-beacon|Basic Beacon}} |-&lt;br /&gt;
| {{imagelink|radar|Radar}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Module|Modules]] ===&lt;br /&gt;
Modules are items used to enhance existing buildings&#039; capabilities. They are expensive, require appropriate research and are produced slowly, but can greatly improve the efficiency of a factory.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|effectivity-module|Module|Efficiency module}} || {{imagelink|effectivity-module-2|Module|Efficiency module 2}} || {{imagelink|effectivity-module-3|Module|Efficiency module 3}}|-&lt;br /&gt;
| {{imagelink|productivity-module|Module|Productivity module}} || {{imagelink|productivity-module-2|Module|Productivity module 2}} || {{imagelink|productivity-module-3|Module|Productivity module 3}} |-&lt;br /&gt;
| {{imagelink|speed-module|Module|Speed module}} || {{imagelink|speed-module-2|Module|Speed module 2}} || {{imagelink|speed-module-3|Module|Speed module 3}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Electric network]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-electric-pole|Small electric pole}} |-&lt;br /&gt;
| {{imagelink|medium-electric-pole|Medium electric pole}} |-&lt;br /&gt;
| {{imagelink|big-electric-pole|Big electric pole}} |-&lt;br /&gt;
| {{imagelink|substation|Substation}} |-&lt;br /&gt;
| {{imagelink|boiler|Boiler}} |-&lt;br /&gt;
| {{imagelink|steam-engine|Steam engine}} |-&lt;br /&gt;
| {{imagelink|solar-panel|Solar Panel}} |-&lt;br /&gt;
| {{imagelink|Basic-accumulator|Basic accumulator}} |-&lt;br /&gt;
| {{imagelink|lamp|Lamp}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Railway network]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|straight-rail|Straight Rail}} |-&lt;br /&gt;
| {{imagelink|Train-stop|Train stop}} |-&lt;br /&gt;
| {{imagelink|Rail-signal|Rail signal}} |-&lt;br /&gt;
| {{imagelink|rail-chain-signal|Rail chain signal}} |-&lt;br /&gt;
| {{imagelink|diesel-locomotive|Diesel Locomotive}} |-&lt;br /&gt;
| {{imagelink|cargo-wagon|Cargo wagon}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Liquid network]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe|Pipe}} |-&lt;br /&gt;
| {{imagelink|pipe-to-ground|Pipe-to-ground}} |-&lt;br /&gt;
| {{imagelink|offshore-pump|Offshore Pump}} |-&lt;br /&gt;
| {{imagelink|storage-tank|Storage Tank}} |-&lt;br /&gt;
| {{imagelink|oil-refinery|Oil Refinery}} |-&lt;br /&gt;
| {{imagelink|chemical-plant|Chemical Plant}} |-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} |-&lt;br /&gt;
| {{imagelink|small-pump|Small Pump}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rocket Components ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket-silo|Rocket Silo}} |-&lt;br /&gt;
| {{imagelink|rocket-structure|Low density structure}} |-&lt;br /&gt;
| {{imagelink|rocket-control-unit|Rocket control unit}} |-&lt;br /&gt;
| {{imagelink|rocket-fuel|Rocket fuel}} |-&lt;br /&gt;
| {{imagelink|rocket-part|Rocket part}} |-&lt;br /&gt;
| {{imagelink|satellite|Satellite}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{C|Items}}&lt;/div&gt;</summary>
		<author><name>Super aardvark</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:Super_aardvark&amp;diff=129944</id>
		<title>User talk:Super aardvark</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:Super_aardvark&amp;diff=129944"/>
		<updated>2016-09-21T01:45:59Z</updated>

		<summary type="html">&lt;p&gt;Super aardvark: /* Please do not create pages purely to redirect to other pages. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to &#039;&#039;factorio&#039;&#039;!&#039;&#039;&#039;&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&lt;br /&gt;
Again, welcome and have fun! [[User:Mishka|Mishka]] ([[User talk:Mishka|talk]]) 11:17, 19 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Please do not create pages purely to redirect to other pages. ==&lt;br /&gt;
&lt;br /&gt;
Hey there, you seem to be new. I&#039;d like to ask that you not create pages purely to redirect to other pages. The search function will still point to the correct page, and making pages that have no inbound links (no pages link to them) purely to redirect is only spam. Thanks, and happy editing! If you have any further questions, please don&#039;t hesitate to ask me, I&#039;m here to help. --[[User:Gangsir|Gangsir]] ([[User talk:Gangsir|talk]]) 01:41, 20 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Sorry, I figured I&#039;d save the next guy a trip to the search results.  Could you explain why you don&#039;t like such redirects?  Are you trying to keep [[Special:AllPages]] as short as possible for some reason? --[[User:Super aardvark|Super aardvark]] ([[User talk:Super aardvark|talk]]) 04:13, 20 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Sure, there&#039;s a few reasons. Mainly, it&#039;s because the search function will handle any search, by looking for text in pages, a bit like the find function in a browser. For example, if you search the phrase &amp;quot;fire&amp;quot;, you&#039;ll be brought to a search results page that will list pages that contain the word &amp;quot;fire&amp;quot;, such as [[Flamethrower]], [[Turret]], [https://wiki.factorio.com/index.php?search=fire&amp;amp;title=Special%3ASearch&amp;amp;fulltext=1 etc]. There&#039;s no real reason to make pages simply for this purpose, as search will handle searches that don&#039;t match page names just fine. Lots of people make this mistake, not noticing the power of MediaWiki&#039;s search. There&#039;s a few rules of &amp;quot;etiquette&amp;quot; if you will when it comes to wiki editing, good practices that make for professional, easy to read wikis. I&#039;ve got experience with editing other wikis, so I try to keep Factorio&#039;s wiki within these guidelines as much as I can.&lt;br /&gt;
:: There&#039;s a few other reasons for creating redirect pages, don&#039;t get me wrong. It&#039;s okay to create redirect pages if there are a good number of red links that point to the wrong page; instead of fixing those, you can create a redirect to the proper page. Or, if spelling varies by region, creating redirects for that is okay too. (Ex Color &amp;lt;-&amp;gt; Colour) It&#039;s not really to keep the number of pages down, more so to avoid problems with creating too many unnecessary redirect pages. (I can explain further if you&#039;re interested in how MediaWiki handles redirects)&lt;br /&gt;
:: It&#039;s okay though, you didn&#039;t know. Don&#039;t let me discourage you from continuing to contribute. :) Cheers, --[[User:Gangsir|Gangsir]] ([[User talk:Gangsir|talk]]) 20:43, 20 September 2016 (UTC)&lt;br /&gt;
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::: I&#039;d love to hear about why too many redirect pages is a problem for MediaWiki.  There was a time when I was a somewhat active wikipedian (nothing crazy, a couple hundred edits maybe), and the only concern I ever was aware of was not to have redirects pointing to other redirects.  --[[User:Super aardvark|Super aardvark]] ([[User talk:Super aardvark|talk]]) 01:45, 21 September 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Super aardvark</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:Super_aardvark&amp;diff=129932</id>
		<title>User talk:Super aardvark</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:Super_aardvark&amp;diff=129932"/>
		<updated>2016-09-20T04:13:59Z</updated>

		<summary type="html">&lt;p&gt;Super aardvark: /* Please do not create pages purely to redirect to other pages. */&lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Welcome to &#039;&#039;factorio&#039;&#039;!&#039;&#039;&#039;&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&lt;br /&gt;
Again, welcome and have fun! [[User:Mishka|Mishka]] ([[User talk:Mishka|talk]]) 11:17, 19 September 2016 (UTC)&lt;br /&gt;
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== Please do not create pages purely to redirect to other pages. ==&lt;br /&gt;
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Hey there, you seem to be new. I&#039;d like to ask that you not create pages purely to redirect to other pages. The search function will still point to the correct page, and making pages that have no inbound links (no pages link to them) purely to redirect is only spam. Thanks, and happy editing! If you have any further questions, please don&#039;t hesitate to ask me, I&#039;m here to help. --[[User:Gangsir|Gangsir]] ([[User talk:Gangsir|talk]]) 01:41, 20 September 2016 (UTC)&lt;br /&gt;
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:Sorry, I figured I&#039;d save the next guy a trip to the search results.  Could you explain why you don&#039;t like such redirects?  Are you trying to keep [[Special:AllPages]] as short as possible for some reason? --[[User:Super aardvark|Super aardvark]] ([[User talk:Super aardvark|talk]]) 04:13, 20 September 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Super aardvark</name></author>
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