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	<updated>2026-04-10T12:46:54Z</updated>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Beacon&amp;diff=170861</id>
		<title>Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Beacon&amp;diff=170861"/>
		<updated>2019-03-21T04:36:07Z</updated>

		<summary type="html">&lt;p&gt;Swordstone: /* Maximum number per building */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Beacon}}&lt;br /&gt;
A &#039;&#039;&#039;beacon&#039;&#039;&#039; is a device that transmits [[module]] effects to nearby machines, in a 9×9 square. The effects are transmitted at only half efficiency. However, a beacon allows transmitting the effect of a module to multiple machines and the effect of all beacons in range of a single machine stacks. Additionally, beacons can provide boosts beyond the normal limits of internal module slots, such as boosting a [[pumpjack]]&#039;s output on a depleted well to 0.25 oil per cycle where, alone, it could only reach 0.2 yield. &lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Beacons are &#039;&#039;&#039;&#039;&#039;best&#039;&#039;&#039;&#039;&#039; in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* There are many compatible machines in a dense area&lt;br /&gt;
&lt;br /&gt;
This allows the beacon&#039;s effect to reach multiple machines, allowing the player to save materials from crafting modules.&lt;br /&gt;
&lt;br /&gt;
* There is one machine that must have an extreme speed of operation&lt;br /&gt;
&lt;br /&gt;
Mining drills are the best example of this. When an ore patch is small but rich, more speed per drill is necessary to meet demand, since adding more drills isn&#039;t possible. So, multiple speed module beacons around a mining drill (with modules in the drill itself) can be used to increase the speed of the individual drill several times, to make up for the low quantity of drills. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Beacons should &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; be used in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* The machine(s) being boosted operate infrequently&lt;br /&gt;
&lt;br /&gt;
This leads to power waste as beacons will always consume power, even when the machines they&#039;re boosting are halted. This however can be circumvented with some planning, and using a [[power switch]].&lt;br /&gt;
&lt;br /&gt;
* Attempting to boost non-module-compatible machines&lt;br /&gt;
&lt;br /&gt;
Only machines that have module slots will be affected by a beacon.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
&lt;br /&gt;
* Only buildings with module slots can benefit from beacon effects (i.e. [[laser turret]] doesn&#039;t benefit). The only exceptions to this rule are [[burner mining drill]]s (which don&#039;t accept modules but &#039;&#039;are&#039;&#039; affected by beacons), and beacons themselves which &#039;&#039;don&#039;t&#039;&#039; benefit from the modules inserted in themselves (or other beacons), so their energy cost can&#039;t be reduced.&lt;br /&gt;
&lt;br /&gt;
* Currently, only [[Module#Speed_Module|speed]] and [[Module#Efficiency_Module|efficiency]] modules can be used in beacons, and [[Module#Productivity Module|productivity]] modules cannot.&lt;br /&gt;
&lt;br /&gt;
* A beacon&#039;s effect transmitted is only half of the effect of the modules within. So, two of the same module = one module&#039;s worth transmitted. This limitation can be overcome with more beacons with overlapping areas.&lt;br /&gt;
&lt;br /&gt;
== Maximum number per building ==&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a building depend on that building&#039;s footprint:&lt;br /&gt;
* Buildings from 2×2 to 4×4 size: &#039;&#039;&#039;12 beacons&#039;&#039;&#039;.&lt;br /&gt;
:Note that this configuration may not be practically possible without using robots to supply the building, as there may not be enough room for belts and inserters.&lt;br /&gt;
* 5×5 buildings: &#039;&#039;&#039;16 beacons&#039;&#039;&#039;.&lt;br /&gt;
:The only building of this size that can benefit from beacons is the [[oil refinery]]. These cannot be supplied by robot, but all their inputs and outputs are piped fluids (except with [[coal liquefaction]]), meaning inserters are not needed and also offering the more versatile 9-tile (without transitions) maximum length of the underground pipe.&lt;br /&gt;
* 9x9 buildings: &#039;&#039;&#039;20 beacons&#039;&#039;&#039;.&lt;br /&gt;
:Curently, the only building of this size in-game is the [[rocket silo]]. Unlike with smaller buildings, this configuration allows for a 2-tile gap in between the beacons and the building and a 1-tile gap between beacons aligned with the center tile of the building, allowing space for belts and inserters.&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a row of buildings:&lt;br /&gt;
* Row of 3×3 buidings: &#039;&#039;&#039;8 beacons&#039;&#039;&#039;.&lt;br /&gt;
:Every building in the row can be in range of 8 beacons (end-of-row buildings possibly more) if a double row of beacons (no spaces between) is built in parallel (may be up to 2 tiles distant). However, the center row of buildings to be boosted must be offset relative to the beacon row; i.e., the center tile of no building on the center row may lie on a line connecting the center tiles of any pair of facing beacons on the two beacon rows.&lt;br /&gt;
* Row of 5×5 buidings: &#039;&#039;&#039;10 beacons&#039;&#039;&#039;.&lt;br /&gt;
: The same rules apply as before, with the exception that now the center row must &#039;&#039;not&#039;&#039; be offset; i.e., centers of boosted buildings must align with the centers of some beacon pair. This requires leaving a gap of 1 tile between buildings on the center row (assuming the beacon rows are gapless). As the only beacon-eligible 5×5 buildings are oil refineries, the free tile is actually useful to make the row player-traversable (a gapless row of refineries is not).&lt;br /&gt;
&lt;br /&gt;
== Beacon arrays ==&lt;br /&gt;
&lt;br /&gt;
Beacons can boost the overall capabilities of a factory quite significantly. However, they consume a considerable amount of power (480 kW apiece), take up nontrivial space, complicate logistics, and also are relatively expensive to craft. Therefore, when building an entire production line with a high beacon boost, it is significantly more economical to build a row of production buildings surrounded by row(s) of beacons, rather than single buildings surrounded by the maximum number of beacons theoretically possible. This also simplifies logistics and makes the design more tiling-friendly.&lt;br /&gt;
&lt;br /&gt;
The maximum possible benefits are reduced somewhat in row-array configuration (for 3×3 buildings, 8 beacons per building are possible instead of 12; for 5×5 buildings, 10 instead of 16), but the number of beacons required to achieve this boost level is considerably lower. For example, for a single row of 3×3 buildings surrounded by a double row of beacons so that each production building is in range of 8 beacons, the total number of beacons required is &amp;lt;code&amp;gt;2n + 6&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the number of production buildings.&lt;br /&gt;
&lt;br /&gt;
The average number of beacons per building is then &amp;lt;code&amp;gt;2 + (6 ÷ n)&amp;lt;/code&amp;gt;, which tends toward 2 (i.e., a 75% reduction in the number of beacons needed compared to isolated buildings with 8 distinct beacons each) when &#039;&#039;n&#039;&#039; goes to infinity. For e.g. &#039;&#039;n&#039;&#039; = 10 the formula evaluates to 2.6, which is still a reduction of 67.5% in beacons needed.&lt;br /&gt;
&lt;br /&gt;
=== Multi-row arrays ===&lt;br /&gt;
&lt;br /&gt;
For large numbers of buildings to be boosted, efficiency can be further improved by separating production buildings into multiple rows. In this case, the beacons in all but the edge rows of the array can be shared by the two rows of production buildings on either side. (Note that it does not matter if these are producing different recipes and / or are different buildings altogether.) The total number of beacons required, assuming 3×3 sized production buildings and rows of equal length, is &amp;lt;code&amp;gt;B(r,c) = (r + 1)(c + 3) = rc + 3r + c + 3&amp;lt;/code&amp;gt;, where &#039;&#039;r&#039;&#039; is the number of rows of production buildings and &#039;&#039;c&#039;&#039; is the number of production buildings in a single row.&lt;br /&gt;
&lt;br /&gt;
The number of beacons per boosted building is then &amp;lt;code&amp;gt;(3 ÷ rc) + (1 ÷ r) + (3 ÷ c) + 1&amp;lt;/code&amp;gt;, which tends to 1 as both &#039;&#039;r&#039;&#039; and &#039;&#039;c&#039;&#039; go to infinity. For finite arrays, the optimum number of rows is given by &amp;lt;code&amp;gt;r = -0.5 + sqrt[(n ÷ 3) + 0.25]&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the total number of buildings to be boosted.&lt;br /&gt;
&lt;br /&gt;
The formula above does not generally return integer results. If the &#039;&#039;r&#039;&#039; thus found is non-integer, iterate around it, i.e., calculate the number of beacons needed with &#039;&#039;floor(r)&#039;&#039; (the next lower integer) and &#039;&#039;ceiling(r)&#039;&#039; (the next higher integer) rows and compare the results. For each such integer &#039;&#039;r&#039;&#039;, calculate &#039;&#039;c&#039;&#039; as &#039;&#039;floor(n ÷ r)&#039;&#039;, then calculate the number of beacons as &#039;&#039;B(r,c)&#039;&#039; + &#039;&#039;mod(n,r)&#039;&#039; + 1, where &#039;&#039;B(r,c)&#039;&#039; is given above and &#039;&#039;mod(n,r)&#039;&#039; is &#039;&#039;n&#039;&#039; modulo &#039;&#039;r&#039;&#039;, i.e., the remainder of (&#039;&#039;n&#039;&#039; ÷ &#039;&#039;r&#039;&#039;), equal to &#039;&#039;n&#039;&#039; - (&#039;&#039;r&#039;&#039; × &#039;&#039;c&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
There will in either case be &#039;&#039;mod(n,r)&#039;&#039; buildings &amp;quot;left over&amp;quot;; these should be appended one per row to the ends of a contiguous block of neighboring rows for the total beacon count calculation above to be valid. Other configurations for the leftovers (e.g. all appended to the end of a single row, one each at the end of every second row, etc.) require a higher number of beacons to cover.&lt;br /&gt;
&lt;br /&gt;
=== Optimal arrays ===&lt;br /&gt;
&lt;br /&gt;
For 3×3 structures, arrays satisfying &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; are optimal, in the sense that they minimize the number of beacons required to cover the total number of structures (&#039;&#039;rc&#039;&#039;), therefore allowing the most use out of an individual beacon. Since structures may only be built in integer amounts, there are, below a reasonable cutoff on total array size, only a finite number of integer structure counts &#039;&#039;rc&#039;&#039; with which an optimal array such that &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; and &#039;&#039;c&#039;&#039; and &#039;&#039;r&#039;&#039; are integer may be built. The first few counts, along with associated array sizes and beacons-to-structures ratios, are summarized in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Structures&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Rows&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Columns&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons per structure&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 160px;&amp;quot; |Dimensions (tiles)*&lt;br /&gt;
|-&lt;br /&gt;
! | 3&lt;br /&gt;
| 1 || 3 || 12 || 4.00 || 18×11&lt;br /&gt;
|-&lt;br /&gt;
! | 12&lt;br /&gt;
| 2 || 6 || 27 || 2.25 || 27×19&lt;br /&gt;
|-&lt;br /&gt;
! | 27&lt;br /&gt;
| 3 || 9 || 48 || 1.78 || 36×27&lt;br /&gt;
|-&lt;br /&gt;
! | 48&lt;br /&gt;
| 4 || 12 || 75 || 1.56 || 45×35&lt;br /&gt;
|-&lt;br /&gt;
! | 75&lt;br /&gt;
| 5 || 15 || 108 || 1.44 || 54×43&lt;br /&gt;
|-&lt;br /&gt;
! | 108&lt;br /&gt;
| 6 || 18 || 147 || 1.36 || 63×51&lt;br /&gt;
|-&lt;br /&gt;
! | 147&lt;br /&gt;
| 7 || 21 || 192 || 1.31 || 72×59&lt;br /&gt;
|-&lt;br /&gt;
!  | ...&lt;br /&gt;
| ... || ... || ... || ... || ...&lt;br /&gt;
|-&lt;br /&gt;
! | 3r^2&lt;br /&gt;
| r || 3r || (r + 1) (3r + 3) || 1 + 2/r + 1/r^2 || (9r + 9) × (8r + 3)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes to table:&lt;br /&gt;
*Array dimension in tiles (last table column) assumes 2 tiles&#039; space (e.g. inserter + chest) is left either above or below each row of structures, while no extra space is left anywhere else.&lt;br /&gt;
*The 5-row array (75 structures) is the largest that can be covered by a logistic network generated from roboports located outside its footprint. For larger arrays, at least a minimal number of roboports would need to be strategically placed in the interior to provide coverage, thereby worsening the beacons-to-structures proportion somewhat.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Renamed from Basic beacon to Beacon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Update icon}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New beacon graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Area of effect can now be seen on hover.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.5|&lt;br /&gt;
* Deactivated beacons will not give bonuses.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Restricted use of productivity modules in beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[Electric system]]&lt;br /&gt;
*[[Module|Modules]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Swordstone</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Small_electric_pole&amp;diff=150673</id>
		<title>Small electric pole</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Small_electric_pole&amp;diff=150673"/>
		<updated>2017-09-23T18:53:37Z</updated>

		<summary type="html">&lt;p&gt;Swordstone: Added information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Small electric pole}}&lt;br /&gt;
&lt;br /&gt;
The [[small electric pole]] is the first tier of [[Electric system#Distribution|electric poles.]] It has a short wire reach and small supply area, but it is also available from the beginning of the game. Typically, it is replaced in factories by [[medium electric pole]]s later in the game. Unlike the other power poles, it can be used as [[fuel]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Small electric poles now have a fuel value.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.8|&lt;br /&gt;
* New small pole graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Visualizations of Area of effect when hovering on pole.&lt;br /&gt;
* Further optimization on building while holding mouse down.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Poles now auto-connect to all poles in reach with no common neighbor.&lt;br /&gt;
* Building electric poles with shift pressed builds it without any connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.3|&lt;br /&gt;
* Max wire distance between poles is limited to the smallest pole&#039;s when manually connecting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Shows what is connected to the electric pole when selected.&lt;br /&gt;
* Added electric network statistics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Made building of electric poles more convenient}}&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;
* [[Electric network]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>Swordstone</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Substation&amp;diff=150672</id>
		<title>Substation</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Substation&amp;diff=150672"/>
		<updated>2017-09-23T18:51:08Z</updated>

		<summary type="html">&lt;p&gt;Swordstone: Added information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Substation}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;substation&#039;&#039;&#039; is the third tier of [[Electric system#Distribution|electric poles.]] It offers the largest supply area of all of the electric poles, and the second-largest wire reach, beaten only by the [[big electric pole]].&lt;br /&gt;
&lt;br /&gt;
Its massive supply area makes it the best choice for powering large, dense areas of machinery. However, its 2x2 footprint can make it difficult to place in certain situations. Additionally, its cost can limit its usefulness mid-game until mass-production of [[advanced circuit]]s is achieved.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the substation supply area (16X16 to 18X18) and wire reach (16 to 18).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>Swordstone</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Big_electric_pole&amp;diff=150671</id>
		<title>Big electric pole</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Big_electric_pole&amp;diff=150671"/>
		<updated>2017-09-23T18:45:34Z</updated>

		<summary type="html">&lt;p&gt;Swordstone: Added information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Big electric pole}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;big electric pole&#039;&#039;&#039; is part of the second tier of [[Electric system#Distribution|electric poles]]. It is a sidegrade of the [[medium electric pole]], offering the longest wire reach of all of the electric poles, with the trade-off of a very short supply area.&lt;br /&gt;
&lt;br /&gt;
Its extensive wire reach makes it particularly well-suited to long-ranged power distribution, but its smaller supply area makes it a poor choice for directly connecting to machines; for that, [[medium electric pole]]s and [[substation]]s should be used instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Visualizations of Area of effect when hovering on pole.&lt;br /&gt;
* Further optimization on building while holding mouse down.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Poles now auto-connect to all poles in reach with no common neighbor.&lt;br /&gt;
* Building electric poles with shift pressed builds it without any connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.3|&lt;br /&gt;
* Max wire distance between poles is limited to the smallest pole&#039;s when manually connecting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Shows what is connected to the electric pole when selected.&lt;br /&gt;
* Added electric network statistics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>Swordstone</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Medium_electric_pole&amp;diff=150670</id>
		<title>Medium electric pole</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Medium_electric_pole&amp;diff=150670"/>
		<updated>2017-09-23T18:35:52Z</updated>

		<summary type="html">&lt;p&gt;Swordstone: Added information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Medium electric pole}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;medium electric pole&#039;&#039;&#039; is part of the second tier of [[Electric system#Distribution|electric poles]] and is a direct upgrade from the [[small electric pole]]. It has the second-largest supply area of all of the electric poles and is unlocked early in the game, making it useful up until mid-game and even later. Additionally, its 1x1 footprint grants it more versatility than the 2x2 [[substation]]. &lt;br /&gt;
&lt;br /&gt;
However, its relatively short wire reach makes it inconvenient to use for long-range power distribution; [[big electric pole]]s are more suited for that task. It also lacks the supply area to power large, dense areas of machines, in which case [[substation]]s should be used instead.&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Visualizations of Area of effect when hovering on pole.&lt;br /&gt;
* Further optimization on building while holding mouse down.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Poles now auto-connect to all poles in reach with no common neighbor.&lt;br /&gt;
* Building electric poles with shift pressed builds it without any connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.3|&lt;br /&gt;
* Max wire distance between poles is limited to the smallest pole&#039;s when manually connecting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Shows what is connected to the electric pole when selected.&lt;br /&gt;
* Added electric network statistics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>Swordstone</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Filter_inserter&amp;diff=150669</id>
		<title>Archive:Filter inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Filter_inserter&amp;diff=150669"/>
		<updated>2017-09-23T18:31:08Z</updated>

		<summary type="html">&lt;p&gt;Swordstone: Minor text fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Filter inserter}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;filter inserter&#039;&#039;&#039; is an upgraded [[fast inserter]]. It has the same speed as a fast inserter, but has a configurable filter that allows the player to specify what items the inserter is or is not allowed to move. The player can specify up to five types of items by using the left click menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Re-Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Removed from game.}}&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;
* [[Transport network]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Inserters}}&lt;/div&gt;</summary>
		<author><name>Swordstone</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive_talk:Iron_axe&amp;diff=150631</id>
		<title>Archive talk:Iron axe</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive_talk:Iron_axe&amp;diff=150631"/>
		<updated>2017-09-22T21:25:48Z</updated>

		<summary type="html">&lt;p&gt;Swordstone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is the attack speed of the iron axe and the steel axe, when used as melee weapons? [[User:H0lyD4wg|H0lyD4wg]] ([[User talk:H0lyD4wg|talk]]) 05:40, 22 September 2017 (UTC)&lt;br /&gt;
:I measured the axe attack speeds the same way I measured [[Talk:Enemies|the attack speed of enemies.]] Added to the infoboxes for both axes. [[User:Swordstone|Swordstone]] ([[User talk:Swordstone|talk]]) 21:25, 22 September 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Swordstone</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Steel_axe&amp;diff=150630</id>
		<title>Infobox:Steel axe</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Steel_axe&amp;diff=150630"/>
		<updated>2017-09-22T21:23:30Z</updated>

		<summary type="html">&lt;p&gt;Swordstone: Added melee swing speed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = mining-tool&lt;br /&gt;
|internal-name = steel-axe&lt;br /&gt;
|category = Tools&lt;br /&gt;
|category-name = Tool&lt;br /&gt;
|mining-power  =4&lt;br /&gt;
|damage       =8 {{Translation|physical}}&lt;br /&gt;
|shooting-speed = 2 /s (melee)&lt;br /&gt;
|durability   =5000&lt;br /&gt;
|stack-size=20&lt;br /&gt;
|recipe = Time, 0.5 + Iron stick, 2 + Steel plate, 5&lt;br /&gt;
|total-raw = Time, 1 + Iron plate, 1 + Steel plate, 5&lt;br /&gt;
|required-technologies =Steel processing&lt;br /&gt;
|producers    =Manual + Assembling machine&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>Swordstone</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Iron_axe&amp;diff=150629</id>
		<title>Infobox:Iron axe</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Iron_axe&amp;diff=150629"/>
		<updated>2017-09-22T21:22:54Z</updated>

		<summary type="html">&lt;p&gt;Swordstone: Added melee swing speed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = mining-tool&lt;br /&gt;
|internal-name = iron-axe&lt;br /&gt;
|category = Tools&lt;br /&gt;
|category-name = Tool&lt;br /&gt;
|mining-power = 2.5&lt;br /&gt;
|stack-size=20&lt;br /&gt;
|damage = 5 {{Translation|physical}}&lt;br /&gt;
|shooting-speed = 2 /s (melee)&lt;br /&gt;
|durability = 4000&lt;br /&gt;
|recipe = Time, 0.5 + Iron plate, 3 + Iron stick, 2&lt;br /&gt;
|total-raw = Time, 1 + Iron plate, 4&lt;br /&gt;
|producers=manual + assembling machine&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>Swordstone</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=150628</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=150628"/>
		<updated>2017-09-22T18:33:54Z</updated>

		<summary type="html">&lt;p&gt;Swordstone: Added attack speeds to table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to harm the player. They normally come from spawners and begin on the enemy force. &lt;br /&gt;
&lt;br /&gt;
There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in four stages of growth and thus strength (except for Worms, which only come in three stages of growth).&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;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.&lt;br /&gt;
Biters are arthropods living in organic nests. They come in four sizes: small, medium, big and behemoth. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]].&lt;br /&gt;
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[radar]]s and will stop searching for pollution if they can see and attack any of those. Biters deal physical [[damage]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
&lt;br /&gt;
[[Resistances]]:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&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:BehemothBiter-anim.gif]] || Behemoth Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90&lt;br /&gt;
* Attack Speed: 1.2 /s&lt;br /&gt;
* Damage Type: Physical&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;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat due to their heavy armor. Big biters are another step in this direction and can come as another nasty shock to any player not familiar with their world&#039;s evolution level. Behemoth biters are a big threat to any factory and serve as the Player&#039;s prime incentive to avoid excess pollution. However, Biters of any size can be managed by static defense, though some of the larger waves can be overwhelming.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that produces large amounts of pollution, as pollution will attract an attack. Once the pollution cloud reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, typically by level of pollution, though they target the player or static defense first and foremost. Biters also have the ability to find their way around a [[defense]], to a degree. This can be used to partially control the movement of the biters allowing turrets to damage them for a longer time, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
[[Spitters]] are much like [[Biters]]. The only difference, besides their appearance, is that they only have a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of buildings (like a [[turret]]) and [[armor]] is much lower than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biters, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.jpg|200x200px]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.jpg|200x200px]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&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. They act like static [[turret]]s and will not follow you, they will instead use their much greater range, in comparison to other enemies, to inflict damage without leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near [[Enemies#Spawners|spawners]]. Their appearance is not dependent on time, however their appearance frequency can be modified by distance from the initial player spawn point, with greater distance yielding bigger/more worms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 25&lt;br /&gt;
* Attack Speed: 0.91 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Attack Speed: 0.65 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in Factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 0.65 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454 Big Worms Now Show Up In Early Game]&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
&lt;br /&gt;
The homes of biters and spitters. While spawners themselves are generally defenseless (Unless a worm is nearby), the enemies they release overtime effectively serve as a form of guards to distract the player and any nearby turrets. If a group of enemies of the same variety is given the opportunity, they will automatically combine into a new spawner, expanding enemy bases.&lt;br /&gt;
&lt;br /&gt;
Spawners exposed to pollution will use it to evolve the enemies they spawn, which may also result in an attack.&lt;br /&gt;
Further away from the starting location the chances that stronger enemies spawn is higher. This is controlled by the &amp;lt;code&amp;gt;spawn_shift&amp;lt;/code&amp;gt;; the higher the value of it, the higher the probability that stronger enemies spawn.&lt;br /&gt;
&lt;br /&gt;
Spawners are effectively &#039;bullet sponges&#039; capable of absorbing a large amount of damage. Explosives, shotguns, flamethrowers, and tanks are effective weapons against spawners.&lt;br /&gt;
&lt;br /&gt;
Spawners are the only place to acquire alien artifacts, which are needed to create alien science packs, which in turn are needed to research late-game technologies. As of 0.15, alien artifacts were removed, meaning it is only beneficial to destroy spawners to clear out space or prevent incoming attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biternest-anim.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s at least 3 chunks and at most 7 chunks away from existing biter bases.&lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes.&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. See the table below for exact values.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor. See the table below for exact values.]]&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:&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&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#Spawners|enemy spawners]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;. From there they can be changed or modded.&lt;br /&gt;
&lt;br /&gt;
The current (as of 0.14.22) default settings are:&lt;br /&gt;
&lt;br /&gt;
Percentual Increases:&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;
!Percent increase&lt;br /&gt;
|-&lt;br /&gt;
| Tick                     || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.0004%&lt;br /&gt;
|-&lt;br /&gt;
| 1000 Pollution Units     || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0015%&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner  || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution_Production#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of &amp;lt;code&amp;gt;1 - current_evolution_factor&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution 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) ticks.&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em; width:15em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Medium Biter&lt;br /&gt;
! Big Biter&lt;br /&gt;
! Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||82%||18%|| || &lt;br /&gt;
|-&lt;br /&gt;
|30%||67%||33%|| || &lt;br /&gt;
|-&lt;br /&gt;
|35%||53%||47%|| || &lt;br /&gt;
|-&lt;br /&gt;
|40%||40%||60%|| || &lt;br /&gt;
|-&lt;br /&gt;
|45%||29%||71%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%||18%||82%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%||8%||80%||12%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||79%||21%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||63%||37%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| ||38%||62%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| ||33%||67%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| ||29%||71%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| ||26%||74%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Small Spitter&lt;br /&gt;
! Medium Spitter&lt;br /&gt;
! Big Spitter&lt;br /&gt;
! Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|30%||42%||58%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|35%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|40%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|45%|| ||83%||17%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%|| ||75%||25%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%|| ||54%||36%||10%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||35%||47%||19%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||17%||56%||27%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| || ||65%||35%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| || ||56%||44%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| || ||45%||55%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| || ||35%||65%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| || ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| || ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| || ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&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;
&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([[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|0.7.2|&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;/div&gt;</summary>
		<author><name>Swordstone</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Enemies&amp;diff=150627</id>
		<title>Talk:Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Enemies&amp;diff=150627"/>
		<updated>2017-09-22T18:28:56Z</updated>

		<summary type="html">&lt;p&gt;Swordstone: Measured enemy attack speeds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=2011&lt;br /&gt;
&lt;br /&gt;
== Update required! ==&lt;br /&gt;
&lt;br /&gt;
The new update (.11) added Spitters. Please update :)&lt;br /&gt;
I&#039;ll link here from the Quick Start Guide, so it&#039;s important that this gets updated&lt;br /&gt;
&lt;br /&gt;
== Attack speed ==&lt;br /&gt;
&lt;br /&gt;
What are the the attack speeds of the various enemies?&lt;br /&gt;
:Here are the attack speeds of various enemies. They were measured by using Audacity to record attack sound effects and find the interval between them.&lt;br /&gt;
:* Small Biter - 1.7/s&lt;br /&gt;
:* Medium Biter - 1.7/s&lt;br /&gt;
:* Big Biter - 1.7/s&lt;br /&gt;
:* Behemoth Biter - 1.2/s&lt;br /&gt;
&lt;br /&gt;
:*Small Spitter - 0.46/s&lt;br /&gt;
:*Medium Spitter - 0.46/s&lt;br /&gt;
:*Big Spitter - 0.46/s&lt;br /&gt;
:*Behemoth Spitter - 0.46/s&lt;br /&gt;
&lt;br /&gt;
:*Small Worm - 0.91/s&lt;br /&gt;
:*Medium Worm - 0.65/s&lt;br /&gt;
:*Big Worm - 0.65/s&lt;br /&gt;
&lt;br /&gt;
:I&#039;ll add them into the table now. [[User:Swordstone|Swordstone]] ([[User talk:Swordstone|talk]]) 18:28, 22 September 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Swordstone</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=150626</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=150626"/>
		<updated>2017-09-22T18:24:20Z</updated>

		<summary type="html">&lt;p&gt;Swordstone: Worms only have 3 stages of growth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to harm the player. They normally come from spawners and begin on the enemy force. &lt;br /&gt;
&lt;br /&gt;
There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in four stages of growth and thus strength (except for Worms, which only come in three stages of growth).&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;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.&lt;br /&gt;
Biters are arthropods living in organic nests. They come in four sizes: small, medium, big and behemoth. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]].&lt;br /&gt;
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[radar]]s and will stop searching for pollution if they can see and attack any of those. Biters deal physical [[damage]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
&lt;br /&gt;
[[Resistances]]:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Damage Type: Physical&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:BehemothBiter-anim.gif]] || Behemoth Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90&lt;br /&gt;
* Damage Type: Physical&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;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat due to their heavy armor. Big biters are another step in this direction and can come as another nasty shock to any player not familiar with their world&#039;s evolution level. Behemoth biters are a big threat to any factory and serve as the Player&#039;s prime incentive to avoid excess pollution. However, Biters of any size can be managed by static defense, though some of the larger waves can be overwhelming.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that produces large amounts of pollution, as pollution will attract an attack. Once the pollution cloud reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, typically by level of pollution, though they target the player or static defense first and foremost. Biters also have the ability to find their way around a [[defense]], to a degree. This can be used to partially control the movement of the biters allowing turrets to damage them for a longer time, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
[[Spitters]] are much like [[Biters]]. The only difference, besides their appearance, is that they only have a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of buildings (like a [[turret]]) and [[armor]] is much lower than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biters, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.jpg|200x200px]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.jpg|200x200px]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Damage Type: Acid&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. They act like static [[turret]]s and will not follow you, they will instead use their much greater range, in comparison to other enemies, to inflict damage without leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near [[Enemies#Spawners|spawners]]. Their appearance is not dependent on time, however their appearance frequency can be modified by distance from the initial player spawn point, with greater distance yielding bigger/more worms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 25&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in Factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454 Big Worms Now Show Up In Early Game]&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
&lt;br /&gt;
The homes of biters and spitters. While spawners themselves are generally defenseless (Unless a worm is nearby), the enemies they release overtime effectively serve as a form of guards to distract the player and any nearby turrets. If a group of enemies of the same variety is given the opportunity, they will automatically combine into a new spawner, expanding enemy bases.&lt;br /&gt;
&lt;br /&gt;
Spawners exposed to pollution will use it to evolve the enemies they spawn, which may also result in an attack.&lt;br /&gt;
Further away from the starting location the chances that stronger enemies spawn is higher. This is controlled by the &amp;lt;code&amp;gt;spawn_shift&amp;lt;/code&amp;gt;; the higher the value of it, the higher the probability that stronger enemies spawn.&lt;br /&gt;
&lt;br /&gt;
Spawners are effectively &#039;bullet sponges&#039; capable of absorbing a large amount of damage. Explosives, shotguns, flamethrowers, and tanks are effective weapons against spawners.&lt;br /&gt;
&lt;br /&gt;
Spawners are the only place to acquire alien artifacts, which are needed to create alien science packs, which in turn are needed to research late-game technologies. As of 0.15, alien artifacts were removed, meaning it is only beneficial to destroy spawners to clear out space or prevent incoming attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biternest-anim.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s at least 3 chunks and at most 7 chunks away from existing biter bases.&lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes.&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. See the table below for exact values.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor. See the table below for exact values.]]&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:&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&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#Spawners|enemy spawners]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;. From there they can be changed or modded.&lt;br /&gt;
&lt;br /&gt;
The current (as of 0.14.22) default settings are:&lt;br /&gt;
&lt;br /&gt;
Percentual Increases:&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;
!Percent increase&lt;br /&gt;
|-&lt;br /&gt;
| Tick                     || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.0004%&lt;br /&gt;
|-&lt;br /&gt;
| 1000 Pollution Units     || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0015%&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner  || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution_Production#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of &amp;lt;code&amp;gt;1 - current_evolution_factor&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution 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) ticks.&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em; width:15em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Medium Biter&lt;br /&gt;
! Big Biter&lt;br /&gt;
! Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||82%||18%|| || &lt;br /&gt;
|-&lt;br /&gt;
|30%||67%||33%|| || &lt;br /&gt;
|-&lt;br /&gt;
|35%||53%||47%|| || &lt;br /&gt;
|-&lt;br /&gt;
|40%||40%||60%|| || &lt;br /&gt;
|-&lt;br /&gt;
|45%||29%||71%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%||18%||82%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%||8%||80%||12%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||79%||21%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||63%||37%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| ||38%||62%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| ||33%||67%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| ||29%||71%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| ||26%||74%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Small Spitter&lt;br /&gt;
! Medium Spitter&lt;br /&gt;
! Big Spitter&lt;br /&gt;
! Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|30%||42%||58%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|35%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|40%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|45%|| ||83%||17%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%|| ||75%||25%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%|| ||54%||36%||10%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||35%||47%||19%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||17%||56%||27%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| || ||65%||35%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| || ||56%||44%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| || ||45%||55%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| || ||35%||65%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| || ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| || ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| || ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&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;
&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([[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|0.7.2|&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;/div&gt;</summary>
		<author><name>Swordstone</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Grenade&amp;diff=150604</id>
		<title>Grenade</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Grenade&amp;diff=150604"/>
		<updated>2017-09-21T03:14:03Z</updated>

		<summary type="html">&lt;p&gt;Swordstone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Grenade}}&lt;br /&gt;
&lt;br /&gt;
A basic explosive weapon that is throw-able within a short distance, dealing damage in a small area of effect. As of version 0.13, its damage can be increased with [[Grenade damage (research)|research]].&lt;br /&gt;
&lt;br /&gt;
Its decent blast radius allows it to quickly clear out dense areas of structures, and its low cost makes it ideal for quick early-game deforestation.&lt;br /&gt;
&lt;br /&gt;
[[File:Grenade_deforestation.gif|border|&#039;&#039;Grenades can be used early-game to easily clear out forests.&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Is now used to craft [[Cluster grenade]]s.&lt;br /&gt;
* Number of concurrent grenade sounds limited.&lt;br /&gt;
* Renamed from Basic Grenade to Grenade.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Increased area of effect by 30%.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Damage increased from 10 to 25.}} &lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also ==&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Cluster grenade]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Capsules}}&lt;/div&gt;</summary>
		<author><name>Swordstone</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Toolbelt_(research)/de&amp;diff=150587</id>
		<title>Toolbelt (research)/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Toolbelt_(research)/de&amp;diff=150587"/>
		<updated>2017-09-19T22:13:00Z</updated>

		<summary type="html">&lt;p&gt;Swordstone: Updated quickbar switch button.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Toolbelt (research)}}&lt;br /&gt;
&lt;br /&gt;
Mit dieser Forschung bekommt die Spielerfigur eine zweite Werkzeugleistenreihe, welche umgeschaltet werden kann mit der anderen mit {{Keybinding|X}} (standard Tastenbelegung) oder Klicken des [[File:Switch-quickbar.png|x20px]] Knopf.&lt;br /&gt;
&lt;br /&gt;
== Siehe auch ==&lt;br /&gt;
* [[Research/de|Forschung]]&lt;br /&gt;
* [[Technologies/de|Technologien]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Swordstone</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Toolbelt_(research)/zh&amp;diff=150586</id>
		<title>Toolbelt (research)/zh</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Toolbelt_(research)/zh&amp;diff=150586"/>
		<updated>2017-09-19T22:12:33Z</updated>

		<summary type="html">&lt;p&gt;Swordstone: Updated quickbar switch button.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Toolbelt (research)}}&lt;br /&gt;
&lt;br /&gt;
此项研究解锁了玩家的第二条工具栏，两条工具栏可以用&#039;X&#039;键来切换（默认），或者点击[[File:Switch-quickbar.png|x20px]]这个按钮。&lt;br /&gt;
&lt;br /&gt;
== 参见 ==&lt;br /&gt;
* [[Research/zh|研究]]&lt;br /&gt;
* [[Research/zh#科技列表|科技列表]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology/zh]]&lt;/div&gt;</summary>
		<author><name>Swordstone</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Toolbelt_(research)&amp;diff=150585</id>
		<title>Toolbelt (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Toolbelt_(research)&amp;diff=150585"/>
		<updated>2017-09-19T22:08:53Z</updated>

		<summary type="html">&lt;p&gt;Swordstone: Minor text fixes &amp;amp; updated image; reset icon is no longer used to switch toolbars.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Toolbelt (research)}}&lt;br /&gt;
&lt;br /&gt;
With this research, the character gets a second toolbar row, which can be toggled by pressing {{Keybinding|X}} (standard key binding) or by clicking the [[File:switch-quickbar.png|x20px]] button in the center of the toolbar.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Swordstone</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Switch-quickbar.png&amp;diff=150584</id>
		<title>File:Switch-quickbar.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Switch-quickbar.png&amp;diff=150584"/>
		<updated>2017-09-19T22:02:36Z</updated>

		<summary type="html">&lt;p&gt;Swordstone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Swordstone</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Research/zh&amp;diff=150583</id>
		<title>Research/zh</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Research/zh&amp;diff=150583"/>
		<updated>2017-09-19T15:57:07Z</updated>

		<summary type="html">&lt;p&gt;Swordstone: /* 后续版本可能加入的科技列表 */  (fixed Stone walls linking)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== 基础 ==&lt;br /&gt;
&lt;br /&gt;
* 科技研究是在[[Lab/zh|研究中心]]内完成的。&lt;br /&gt;
* 解锁每一个科技都有一定量的单位需求，例如物流学1就需要20个单位。&lt;br /&gt;
* 各单位需要一定量的组合科技包，在开始研究之前，科技包必须被建造并且运输到研究中心。&lt;br /&gt;
* 当研究中心有了所有需要的原料后，就开始研究一个单位，不同的科技研究一个单位所需要的时间是不同的。&lt;br /&gt;
* 越多的研究中心同时在工作，研究完成所有单位的时间就越短。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:List_of_Tectnologies_1.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:res.png]]正在研究中&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 自动化 ===&lt;br /&gt;
&lt;br /&gt;
对于新玩家来说，基础的红色科技包将会是第一个他们尝试手动制作的大项目，只有手工去做才会意识到制作它们有多慢。自动生产红色科技包的想法就会产生（并且自动运输到研究中心），并且发展为自动生产绿色和蓝色的科技包。 &lt;br /&gt;
&lt;br /&gt;
建立一个科技树合理的研究发展速度，这形成了良好的游戏早期/中期的一部分。&lt;br /&gt;
&lt;br /&gt;
[[File:5_5_Labs_R_G_packs.png‎]]&lt;br /&gt;
&lt;br /&gt;
接受红色，绿色，蓝色和外星科技包的研究中心。 &lt;br /&gt;
&lt;br /&gt;
[[File:5_5_Labs_all_packs.png‎]]&lt;br /&gt;
&lt;br /&gt;
== 科技列表 ==&lt;br /&gt;
注意：排序基于英文名字母表顺序&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width:33%;vertical-align:top&amp;quot; | 科技 (英文 A - D)&lt;br /&gt;
{|&lt;br /&gt;
| {{icontech|Advanced-electronics-1||Advanced electronics/zh}} [[Advanced electronics/zh|高等电学]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Advanced-electronics-1|2|Advanced electronics 2/zh}} [[Advanced electronics 2/zh|高等电学 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|advanced-material-processing||Advanced material processing/zh}} [[Advanced material processing/zh|高级冶炼技术]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|advanced-material-processing|2|Advanced material processing 2/zh}} [[Advanced material processing 2/zh|高级冶炼技术 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Advanced-oil-processing-tech||Advanced oil processing (research)/zh}} [[Advanced oil processing (research)/zh|高级原油处理]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Alien-technology||Alien technology/zh}} [[Alien technology/zh|外星科技]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Armor-making||Armor crafting (research)/zh}} [[Armor crafting (research)/zh|护甲制造]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Armor-making|2|Armor crafting 2/zh}} [[Armor crafting 2/zh|护甲制造 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Armor-making|3|Armor crafting 3/zh}} [[Armor crafting 3/zh|护甲制造 3]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|automated-construction||Automated construction (research)/zh}} [[Automated construction (research)/zh|自动建造]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|automated-rail-transportation||Automated rail transportation (research)/zh}} [[Automated rail transportation (research)/zh|自动铁路运输系统]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Automation||Automation/zh}} [[Automation/zh|自动化]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Automation|2|Automation 2 (research)/zh}} [[Automation 2 (research)/zh|自动化 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|automation|3|Automation 3/zh}} [[Automation 3/zh|自动化 3]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Automobilism||Automobilism/zh}} [[Automobilism/zh|汽车]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|basic-exoskeleton-equipment||Exoskeleton equipment (research)/zh}} [[Exoskeleton equipment (research)/zh|外骨骼模块]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|battery-tech||Battery_(research)/zh}} [[Battery_(research)/zh|电池]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|battery-equipment||Battery equipment/zh}} [[Battery equipment/zh|电池组模块]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|battery-mk2||Battery equipment MK2/zh}} [[Battery equipment MK2/zh|电池组模块 MK2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|bullet-damage||Bullet damage (research)/zh}} [[Bullet damage (research)/zh|子弹伤害]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|bullet-speed||Bullet shooting speed (research)/zh}} [[Bullet shooting speed (research)/zh|子弹射速]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|character-logistic-slots||Character logistic slots (research)/zh}} [[Character logistic slots (research)/zh|玩家并入物流系统]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|combat-robot-damage||Combat robot damage (research)/zh}} [[Combat robot damage (research)/zh|战斗机器人伤害]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|combat-robotics||Combat robotics/zh}} [[Combat robotics/zh|战斗机器人]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|combat-robotics|2|Combat robotics 2/zh}} [[Combat robotics 2/zh|战斗机器人 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|combat-robotics|3|Combat robotics 3/zh}} [[Combat robotics 3/zh|战斗机器人 3]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|construction-robotics||Construction robotics/zh}} [[Construction robotics/zh|建筑机器人]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|discharge-defense||Discharge defense (research)/zh}} [[Discharge defense (research)/zh|电力防御模块]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width:33%;vertical-align:top&amp;quot; | 科技 (英文 E - L)&lt;br /&gt;
{|&lt;br /&gt;
| {{icontech|effectivity-module||Efficiency module (research)/zh}} [[Efficiency module (research)/zh|节能插件]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|effect-transmission||Effect transmission/zh}} [[Effect transmission/zh|插件效果分享]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|electric-energy-acumulators|1|Electric energy accumulators 1/zh}} [[Electric energy accumulators 1/zh|电能储存 1]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|electric-energy-distribution|1|Electric energy distribution 1/zh}} [[Electric energy distribution 1/zh|电能传输 1]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|electric-energy-distribution|2|Electric energy distribution 2/zh}} [[Electric energy distribution 2/zh|电能传输 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|electric-engine||Electric engine/zh}} [[Electric engine/zh|电动机]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Electronics||Electronics/zh}} [[Electronics/zh|基础电学]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|energy-shield||Energy shield equipment/zh}} [[Energy shield equipment/zh|能量盾模块]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|energy-shield-mk2||Energy shield MK2 equipment/zh}} [[Energy shield MK2 equipment/zh|能量盾模块 MK2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|engine||Engine/zh}} [[Engine/zh|内燃机]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|explosive-rocketry||Explosive rocketry (research)/zh}} [[Explosive rocketry (research)/zh|爆炸火箭弹]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Explosives-tech||Explosives (research)/zh}} [[Explosives (research)/zh|爆炸学]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Flame-thrower||Flamethrower (research)/zh}} [[Flamethrower (research)/zh|火焰喷射]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Flammables||Flammables (research)/zh}} [[Flammables (research)/zh|燃烧学]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|fluid-handling||Fluid handling/zh}} [[Fluid handling/zh|流体处理]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Flying||Flight/zh}} [[Flight/zh|悬空器]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots||Follower robot count/zh}} [[Follower robot count/zh|战斗机器人跟随上限]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|gun-turret-damage||Gun turret damage upgrade/zh}} [[Gun turret damage upgrade/zh|机枪炮塔伤害]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|inserter-stack-size-bonus||Inserter capacity bonus (research)/zh}} [[Inserter capacity bonus (research)/zh|机械臂搬运量加成]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Lab-effectivity||Lab efficiency/zh}} [[Lab efficiency/zh|研究速度]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|land-mine||Landmines (research)/zh}} [[Landmines (research)/zh|地雷]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Laser||Laser/zh}} [[Laser/zh|激光]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|laser-turret-damage||Laser turret damage upgrade/zh}} [[Laser turret damage upgrade/zh|激光炮塔伤害]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|laser-turret-speed||Laser turret shooting speed/zh}} [[Laser turret shooting speed (research)/zh|激光炮塔射速]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Laser-turrets||Laser turrets/zh}} [[Laser turrets (research)/zh|激光炮塔]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Logistic-robotics||Logistic robotics (research)/zh}} [[Logistic robotics (research)/zh|物流机器人]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Logistic-robot-speed||Worker robot speed (research)/zh}} [[Worker robot speed (research)/zh|物流机器人移动速度]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Logistic-robot-storage||Logistic robot cargo size/zh}} [[Logistic robot cargo size/zh|物流机器人储存空间]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Logistic-system||Logistic system (research)/zh}} [[Logistic system (research)/zh|物流系统]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Logistics||Logistics/zh}} [[Logistics/zh|物流学]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Logistics|2|Logistics 2 (research)/zh}} [[Logistics 2 (research)/zh|物流学 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Logistics|3|Logistics 3 (research)/zh}} [[Logistics 3 (research)/zh|物流学 3]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width:33%;vertical-align:top&amp;quot; | 科技 (英文 M - Z)&lt;br /&gt;
{|&lt;br /&gt;
| {{icontech|military||Military/zh}} [[Military/zh|军工学]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|military|2|Military 2 (research)/zh}} [[Military 2 (research)/zh|军工学 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|military|3|Military 3 (research)/zh}} [[Military 3 (research)/zh|军工学 3]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|military|4|Military 4 (research)/zh}} [[Military 4 (research)/zh|军工学 4]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|module||Modules/zh}} [[Modules/zh|插件]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|night-vision||Nightvision equipment (research)/zh}} [[Nightvision equipment (research)/zh|夜视模块]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Oil-gathering||Oil processing (research)/zh}} [[Oil processing (research)/zh|基础原油处理]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Optics||Optics/zh}} [[Optics/zh|基础光学]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|laser-defense||Personal laser defense (research)/zh}} [[Personal laser defense (research)/zh|激光防御模块]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Plastics||Plastics/zh}} [[Plastics/zh|塑料]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|portable-fusion-reactor||Portable fusion reactor (research)/zh}} [[Portable fusion reactor (research)/zh|聚变堆模块]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|portable-solar-panel||Portable solar panel (research)/zh}} [[Portable solar panel (research)/zh|太阳能模块]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|power-armor||Power armor (research)/zh}} [[Power armor (research)/zh|能量装甲]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|power-armor-mk2|2|Power armor 2/zh}} [[Power armor 2/zh|能量装甲 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|productivity-module||Productivity module (research)/zh}} [[Productivity module (research)/zh|产能插件]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|rail-signals||Rail signals/zh}} [[Rail signals/zh|铁路信号]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Railway||Railway (research)/zh}} [[Railway (research)/zh|铁路]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Robotics||Robotics/zh}} [[Robotics/zh|机器人]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Rocket-damage||Rocket damage/zh}} [[Rocket damage/zh|火箭弹伤害]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|rocket-defense||Rocket defense (research)/zh}} [[Rocket defense (research)/zh|导弹防御系统]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Rocket-speed||Rocket shooting speed/zh}} [[Rocket shooting speed/zh|火箭射速]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Rocketry||Rocketry/zh}} [[Rocketry/zh|制式火箭弹]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|shotgun-shell-damage||Shotgun shell damage (research)/zh}} [[Shotgun shell damage (research)/zh|霰弹伤害]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|shotgun-shell-speed||Shotgun shell shooting speed (research)/zh}} [[Shotgun shell shooting speed (research)/zh|霰弹射速]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Solar-energy||Solar energy/zh}} [[Solar energy/zh|太阳能]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|speed-module||Speed module (research)/zh}} [[Speed module (research)/zh|速度插件]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Steel-processing||Steel processing (research)/zh}} [[Steel processing (research)/zh|炼钢工艺]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Sulfur||Sulfur processing/zh}} [[Sulfur processing/zh|硫磺]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|toolbelt||Toolbelt/zh}} [[Toolbelt/zh|工具腰带]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Turrets||Turrets/zh}} [[Turrets (research)/zh|机枪炮塔]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 后续版本可能加入的科技列表 ==&lt;br /&gt;
这个列表列出了在即将到来的[[Alpha 0.11.0/zh|Alpha 0.11.0]]版中新加入的科技，这些只出现在“试验版”中，开发者还没有考虑加入“稳定版”中。&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width:33%;vertical-align:top&amp;quot; | Technologies A - G&lt;br /&gt;
{|&lt;br /&gt;
| {{icontech|Gates||gates/zh}} [[Gates/zh|自动门]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width:33%;vertical-align:top&amp;quot; | Technologies H - S&lt;br /&gt;
{|&lt;br /&gt;
| {{icontech|Stone walls (research)||stone walls (research)/zh}} [[Stone walls (research)/zh|石墙]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width:33%;vertical-align:top&amp;quot; | Technologies T - Z&lt;br /&gt;
{|&lt;br /&gt;
| {{icontech|Tanks||tank/zh}} [[Tanks (research)/zh|坦克]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 废弃的科技列表 ==&lt;br /&gt;
这个列表列出了已经在新版本中废弃的科技。&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|Advanced-chemistry|Advanced chemistry/zh|高级化学}} || {{imagelink|Chemistry|Chemistry/zh|基础化学}} || {{imagelink|iron-working|Iron working/zh|锻造工艺}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 参见 ==&lt;br /&gt;
* [[Technology tree/zh|科技树]]&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6257&amp;amp;p=49091#p49091&lt;br /&gt;
&lt;br /&gt;
[[Category: Technology/zh]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Swordstone</name></author>
	</entry>
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