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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Techhead7890</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Techhead7890"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Techhead7890"/>
	<updated>2026-04-05T11:37:33Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Medium_electric_pole&amp;diff=184974</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=184974"/>
		<updated>2021-03-15T02:32:35Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: /* History */ recipe change in 17 (iron sticks)&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 an improved [[Electric system#Distribution|electric pole]] that is superior to the [[small electric pole]] in all regards, requiring slightly more expensive resources to produce. Although it lacks benefits of more advanced, specialized variants, it is a consummate all-rounder with decent reach, supply area and size. It can also carry signals for the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Electric poles can be opened from the zoomed-to-world view.}}&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 system]]&lt;br /&gt;
* [[Small electric pole]]&lt;br /&gt;
* [[Big electric pole]]&lt;br /&gt;
* [[Substation]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Big_electric_pole&amp;diff=184971</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=184971"/>
		<updated>2021-03-14T13:11:25Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: /* History */ copy and paste typo&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 an improved [[Electric system#Distribution|electric pole]]. It is a more specialized variant compared to 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. Because of this, big electric poles are ideal for long-distance power lines, as they require the smallest number of entities to be placed to span a given distance, but generally unsuitable for providing local coverage to groups of structures. It can also carry signals for the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Electric poles can be opened from the zoomed-to-world view.}}&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 system]]&lt;br /&gt;
* [[Small electric pole]]&lt;br /&gt;
* [[Medium electric pole]]&lt;br /&gt;
* [[Substation]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Big_electric_pole&amp;diff=184970</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=184970"/>
		<updated>2021-03-14T13:11:08Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: /* History */ recipe change in 17&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 an improved [[Electric system#Distribution|electric pole]]. It is a more specialized variant compared to 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. Because of this, big electric poles are ideal for long-distance power lines, as they require the smallest number of entities to be placed to span a given distance, but generally unsuitable for providing local coverage to groups of structures. It can also carry signals for the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Electric poles can be opened from the zoomed-to-world view.}}&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 system]]&lt;br /&gt;
* [[Small electric pole]]&lt;br /&gt;
* [[Medium electric pole]]&lt;br /&gt;
* [[Substation]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Assembling_machine_2&amp;diff=184969</id>
		<title>Assembling machine 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Assembling_machine_2&amp;diff=184969"/>
		<updated>2021-03-14T13:07:28Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: /* History */ recipe change in 17 -- copy notes verbatim to note iron plate cost was also lowered&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Assembling machine 2}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;assembling machine 2&#039;&#039;&#039; is an upgraded version of the assembling machine. It has a faster crafting speed and higher power consumption than the [[assembling machine 1]]. Unlike the first assembling machine, the assembling machine 2 supports crafting with fluids and using [[module|modules]] to increase the speed or efficiency of production.&lt;br /&gt;
&lt;br /&gt;
It can make recipes that include liquids as one of their ingredients (e.g. [[processing unit]]) or products (e.g. [[empty crude oil barrel]]). The input pipe/output pipe connects to the centre of a side. The pipe will only connect when a recipe that requires or produces a liquid is selected. The pipe starts at the top by default, but its location can be rotated by hovering over the machine and pressing {{Keybinding|R}}.&lt;br /&gt;
&lt;br /&gt;
== Notes == &lt;br /&gt;
&lt;br /&gt;
* An [[assembling machine 2]] with two [[efficiency module]] needs less energy than one [[assembling machine 1]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Crafting capability increased from 4 to unlimited recipe ingredients.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Changed assembling machines&#039; auto-insertion behavior when using speed modules. Faster speed with fast recipes will insert more items, sooner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Fast replacing assembling machine keeps the direction of the original assembling machine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Update icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Assembling Machines 2 and 3 have an input and output pipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Productivity modules can only be used in assembling machines producing intermediate products.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Crafting speed of assembling machine is relative to manual crafting speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Reset bonus production of machine when recipe is changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added support for modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.2|&lt;br /&gt;
* The assembling machine 2 speed is now slightly faster (from 1.5 to 2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Update recipe tooltip for assembling machine output.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Better graphics}}&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;
* [[Assembling machine 1]]&lt;br /&gt;
* [[Assembling machine 3]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Low_density_structure&amp;diff=184968</id>
		<title>Low density structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Low_density_structure&amp;diff=184968"/>
		<updated>2021-03-14T13:05:06Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: /* History */ recipe change in 17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Low density structure}}&lt;br /&gt;
Used in the production of modular armor/equipment, [[Utility science pack]]s, and orbital rockets.  10 low density structures are required for each [[rocket part]], so 1000 low density structures are required for each completed rocket launch.  Additionally 100 low density structures are required for each [[satellite]]. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar. (was 10x Steel Plate + 5x Copper Plate + 5x Plastic bar)&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Required in recipes for some high tier equipment, such as: Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
=== Rocket components ===&lt;br /&gt;
* [[Rocket fuel]]&lt;br /&gt;
* [[Rocket control unit]]&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Iron_stick&amp;diff=184967</id>
		<title>Iron stick</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Iron_stick&amp;diff=184967"/>
		<updated>2021-03-14T13:02:24Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: rebalanced recipes in 17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Iron stick}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iron sticks&#039;&#039;&#039; are a basic intermediate product. They are used in a few early and mid-game recipes.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Medium and Big power pole, train stop, and programmable speaker now use this item. [[Lamp]] recipe iron sticks ingredient changed to [[copper cable]]s.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Train_stop&amp;diff=184966</id>
		<title>Train stop</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Train_stop&amp;diff=184966"/>
		<updated>2021-03-14T12:59:04Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: /* History */ wrong version typo&amp;#039;d during copypaste&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Train stop}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Train stops&#039;&#039;&#039; are used to automate item transportation by trains by providing nameable locations for trains to travel to. Like [[locomotive]]s, the color of the stops can be customized. Furthermore, the stop can be named, with [[rich text]] making it possible to further customize the name, such as by adding item icons.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Train stops are used to denote a place for a train to stop. Every placed train stop will appear as a possible stop in the scheduling area of a [[Railway#Train_schedule|train]]&#039;s GUI. This can be used to create loading and unloading stations for trains.&lt;br /&gt;
&lt;br /&gt;
Train stops with the same name count as the same &amp;quot;station&amp;quot;, and trains will always try to got to the closest stop. &amp;quot;Closest&amp;quot; in this case does not mean rail distance, instead the [[Railway/Train_path_finding|pathfinding distance]] is used. This distance is influenced by trains on the track, in addition to rail distance, so empty train stops are preferred over occupied train stops if the empty stop is not too far away.&lt;br /&gt;
&lt;br /&gt;
Additionally, it is possible to set a train limit for train stops via their GUI or with the circuit network. Only the set amount of trains may reserve the train stop as their destination when trying to path to it. If the train limit is lowered below the amount of trains that currently have the stop reserved as their destination, those trains will continue to go the stop.&amp;lt;sup&amp;gt;[https://factorio.com/blog/post/fff-361]&amp;lt;sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trains will attempt to avoid routes that pass through stops that are not designated as the next destination. This is represented by a penalty to the pathfinding distance, which usually forces a train to pick a &amp;quot;shorter&amp;quot; path.&lt;br /&gt;
&lt;br /&gt;
== Circuit Network ==&lt;br /&gt;
&lt;br /&gt;
Train stops can be enabled or disabled using the [[circuit network]]. If a train is scheduled to go to a disabled train stop, it will skip it and move to the next one (or route to an enabled train stop with the same name if one exists). The maximum amount of trains that can go to the train stop (&amp;quot;train limit&amp;quot;) can be set by the circuit network.&lt;br /&gt;
&lt;br /&gt;
Train stops can be used to pass circuit signals to trains, read train contents, or uniquely identify trains with an ID number. Additionally, the amount of trains going to the train stop can be read by the circuit network.&amp;lt;br&amp;gt;&lt;br /&gt;
When reading the content of a stopped train, fluid amounts are rounded down to the nearest integer, except when the fluid amount is &amp;lt; 1, then it is is rounded to 1.&lt;br /&gt;
&lt;br /&gt;
== Indicators ==&lt;br /&gt;
&lt;br /&gt;
There are indicator lights on the top of the train stop.  These show:&lt;br /&gt;
&lt;br /&gt;
[[File:train_stop_bothsolid.png]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Solid light – The train stop is unoccupied/available.&lt;br /&gt;
&lt;br /&gt;
[[File:train_stop_alternate.gif]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Alternate blinking – A train is approaching or passing the train stop.&lt;br /&gt;
&lt;br /&gt;
[[File:train_stop_bothblink.gif]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Simultaneous blinking – A train is stopped/occupying the train stop.&lt;br /&gt;
&lt;br /&gt;
[[File:train_stop_none.png]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;No lights – The train stop is invalid.&lt;br /&gt;
&lt;br /&gt;
[[File:train_stop_red.gif]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blinking red – The train stop is disabled via circuit network.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=320px heights=170px&amp;gt;&lt;br /&gt;
File:train_stops_colors.png|Three railways with different color train stops.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|1.1.0|&lt;br /&gt;
* Train stop allows to set limit of incoming trains.&lt;br /&gt;
* Fluids in train circuit logic treat summed &amp;lt; 1 fluid values as 1 instead of 0.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network.&lt;br /&gt;
* When the active train stop is removed, trains will immediately leave the station if they&#039;re waiting at the station.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New graphics&lt;br /&gt;
* Placement indicator&lt;br /&gt;
* Indicator of train position when stopped at station on hover.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Station names can now be changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Show the direction of incoming trains when being built.&lt;br /&gt;
* Multiple train stops for each train station.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Cannot be rotated after building.}}&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;
* [[Locomotive]]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
* [[Rail signal]]&lt;br /&gt;
* [[Rail chain signal]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Train_stop&amp;diff=184965</id>
		<title>Train stop</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Train_stop&amp;diff=184965"/>
		<updated>2021-03-14T12:58:38Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: /* History */ recipe change in 17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Train stop}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Train stops&#039;&#039;&#039; are used to automate item transportation by trains by providing nameable locations for trains to travel to. Like [[locomotive]]s, the color of the stops can be customized. Furthermore, the stop can be named, with [[rich text]] making it possible to further customize the name, such as by adding item icons.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Train stops are used to denote a place for a train to stop. Every placed train stop will appear as a possible stop in the scheduling area of a [[Railway#Train_schedule|train]]&#039;s GUI. This can be used to create loading and unloading stations for trains.&lt;br /&gt;
&lt;br /&gt;
Train stops with the same name count as the same &amp;quot;station&amp;quot;, and trains will always try to got to the closest stop. &amp;quot;Closest&amp;quot; in this case does not mean rail distance, instead the [[Railway/Train_path_finding|pathfinding distance]] is used. This distance is influenced by trains on the track, in addition to rail distance, so empty train stops are preferred over occupied train stops if the empty stop is not too far away.&lt;br /&gt;
&lt;br /&gt;
Additionally, it is possible to set a train limit for train stops via their GUI or with the circuit network. Only the set amount of trains may reserve the train stop as their destination when trying to path to it. If the train limit is lowered below the amount of trains that currently have the stop reserved as their destination, those trains will continue to go the stop.&amp;lt;sup&amp;gt;[https://factorio.com/blog/post/fff-361]&amp;lt;sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trains will attempt to avoid routes that pass through stops that are not designated as the next destination. This is represented by a penalty to the pathfinding distance, which usually forces a train to pick a &amp;quot;shorter&amp;quot; path.&lt;br /&gt;
&lt;br /&gt;
== Circuit Network ==&lt;br /&gt;
&lt;br /&gt;
Train stops can be enabled or disabled using the [[circuit network]]. If a train is scheduled to go to a disabled train stop, it will skip it and move to the next one (or route to an enabled train stop with the same name if one exists). The maximum amount of trains that can go to the train stop (&amp;quot;train limit&amp;quot;) can be set by the circuit network.&lt;br /&gt;
&lt;br /&gt;
Train stops can be used to pass circuit signals to trains, read train contents, or uniquely identify trains with an ID number. Additionally, the amount of trains going to the train stop can be read by the circuit network.&amp;lt;br&amp;gt;&lt;br /&gt;
When reading the content of a stopped train, fluid amounts are rounded down to the nearest integer, except when the fluid amount is &amp;lt; 1, then it is is rounded to 1.&lt;br /&gt;
&lt;br /&gt;
== Indicators ==&lt;br /&gt;
&lt;br /&gt;
There are indicator lights on the top of the train stop.  These show:&lt;br /&gt;
&lt;br /&gt;
[[File:train_stop_bothsolid.png]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Solid light – The train stop is unoccupied/available.&lt;br /&gt;
&lt;br /&gt;
[[File:train_stop_alternate.gif]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Alternate blinking – A train is approaching or passing the train stop.&lt;br /&gt;
&lt;br /&gt;
[[File:train_stop_bothblink.gif]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Simultaneous blinking – A train is stopped/occupying the train stop.&lt;br /&gt;
&lt;br /&gt;
[[File:train_stop_none.png]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;No lights – The train stop is invalid.&lt;br /&gt;
&lt;br /&gt;
[[File:train_stop_red.gif]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blinking red – The train stop is disabled via circuit network.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=320px heights=170px&amp;gt;&lt;br /&gt;
File:train_stops_colors.png|Three railways with different color train stops.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|1.1.0|&lt;br /&gt;
* Train stop allows to set limit of incoming trains.&lt;br /&gt;
* Fluids in train circuit logic treat summed &amp;lt; 1 fluid values as 1 instead of 0.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network.&lt;br /&gt;
* When the active train stop is removed, trains will immediately leave the station if they&#039;re waiting at the station.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New graphics&lt;br /&gt;
* Placement indicator&lt;br /&gt;
* Indicator of train position when stopped at station on hover.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Station names can now be changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Show the direction of incoming trains when being built.&lt;br /&gt;
* Multiple train stops for each train station.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Cannot be rotated after building.}}&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;
* [[Locomotive]]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
* [[Rail signal]]&lt;br /&gt;
* [[Rail chain signal]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lamp&amp;diff=184964</id>
		<title>Lamp</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lamp&amp;diff=184964"/>
		<updated>2021-03-14T12:57:40Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: /* History */ recipe change in 17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lamp}}&lt;br /&gt;
&lt;br /&gt;
[[File:lamp-example-1.png|thumb|Radius of a single lamp.|256px]]&lt;br /&gt;
[[File:Lamp colors.png|thumb|All types of available lamp colors.|256px]]&lt;br /&gt;
The lamp is a basic electric device providing light to a medium area (10 tile radius) at night. It can be used to increase visibility in a factory, so [[nightvision]] is not needed.&lt;br /&gt;
&lt;br /&gt;
== Color ==&lt;br /&gt;
&lt;br /&gt;
Lamp colors can be changed. The can be done by sending a color signal to the lamp. When the condition inside the lamp passes, instead of lighting up white, it will use that color. This can be used to create colored displays, or indicate status. If more than one color signal is received, precedence is given to them in the order below (i.e. if red and green are received, the lamp will light red). As of now, attempting to use grey or black signals will just have the lamp&#039;s light show up as white, making those signal colors somewhat useless.&lt;br /&gt;
&lt;br /&gt;
Colored lamps illuminate only to a 1.5 tile radius.&lt;br /&gt;
&lt;br /&gt;
Available colors:&lt;br /&gt;
* {{Color|ff6666}} &amp;lt;span style=&amp;quot;color:#FF7777&amp;quot;&amp;gt;Red&amp;lt;/span&amp;gt;&lt;br /&gt;
* {{Color|55dd55}} &amp;lt;span style=&amp;quot;color:#55dd55&amp;quot;&amp;gt;Green&amp;lt;/span&amp;gt;&lt;br /&gt;
* {{Color|8888FF}} &amp;lt;span style=&amp;quot;color:#aaaaFF&amp;quot;&amp;gt;Blue&amp;lt;/span&amp;gt;&lt;br /&gt;
* {{Color|FFFF55}} &amp;lt;span style=&amp;quot;color:#FFFF55&amp;quot;&amp;gt;Yellow&amp;lt;/span&amp;gt;&lt;br /&gt;
* {{Color|FF77FF}} &amp;lt;span style=&amp;quot;color:#FF77FF&amp;quot;&amp;gt;Magenta&amp;lt;/span&amp;gt;&lt;br /&gt;
* {{Color|77FFFF}} &amp;lt;span style=&amp;quot;color:#77FFFF&amp;quot;&amp;gt;Cyan&amp;lt;/span&amp;gt;&lt;br /&gt;
* {{Color|FFFFFF}} &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;White&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not implemented:&lt;br /&gt;
* {{Color|555555}} Gray&lt;br /&gt;
* {{Color|000000}} &amp;lt;span style=&amp;quot;color:#999999&amp;quot;&amp;gt;Black&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Balancing: Lamp recipe iron sticks ingredient changed to copper cables.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.16|&lt;br /&gt;
* Changed default value of &amp;quot;lights render resolution&amp;quot; graphics option to 0.25. This can be increased at the cost of performance.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Implemented lamp colors based on received signal.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Circuit network conditions can be copy and pasted between lamps.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* The lamp can be connected to the [[circuit network]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Reduced slowdowns when drawing many lights.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* New graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:IntermediateNav&amp;diff=184963</id>
		<title>Template:IntermediateNav</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:IntermediateNav&amp;diff=184963"/>
		<updated>2021-03-14T12:24:59Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: link science group page, per Logi/Prod/Combat navboxes linking groups when available&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|title  = {{Translation|Intermediate products}}&lt;br /&gt;
&lt;br /&gt;
|titlestyle = background:#5C8DC4;color:white&lt;br /&gt;
|groupstyle = background:#bbb&lt;br /&gt;
|liststyle  = background:#ddd&lt;br /&gt;
&lt;br /&gt;
|group1 = {{Translation|Resources and fluids}}&lt;br /&gt;
|list1  =&lt;br /&gt;
* {{NavboxIconLink|Wood}}&lt;br /&gt;
* {{NavboxIconLink|Coal}}&lt;br /&gt;
* {{NavboxIconLink|Stone}}&lt;br /&gt;
* {{NavboxIconLink|Iron ore}}&lt;br /&gt;
* {{NavboxIconLink|Copper ore}}&lt;br /&gt;
* {{NavboxIconLink|Uranium ore}}&lt;br /&gt;
* {{NavboxIconLink|Raw fish}}&lt;br /&gt;
* {{NavboxIconLink|Crude oil}}&lt;br /&gt;
* {{NavboxIconLink|Heavy oil}}&lt;br /&gt;
* {{NavboxIconLink|Light oil}}&lt;br /&gt;
* {{NavboxIconLink|Lubricant}}&lt;br /&gt;
* {{NavboxIconLink|Petroleum gas}}&lt;br /&gt;
* {{NavboxIconLink|Sulfuric acid}}&lt;br /&gt;
* {{NavboxIconLink|Water}}&lt;br /&gt;
* {{NavboxIconLink|Steam}}&lt;br /&gt;
&lt;br /&gt;
|group2 = {{Translation|Materials}}&lt;br /&gt;
|list2  =&lt;br /&gt;
* {{NavboxIconLink|Iron plate}}&lt;br /&gt;
* {{NavboxIconLink|Copper plate}}&lt;br /&gt;
* {{NavboxIconLink|Solid fuel}}&lt;br /&gt;
* {{NavboxIconLink|Steel plate}}&lt;br /&gt;
* {{NavboxIconLink|Plastic bar}}&lt;br /&gt;
* {{NavboxIconLink|Sulfur}}&lt;br /&gt;
* {{NavboxIconLink|Battery}}&lt;br /&gt;
* {{NavboxIconLink|Explosives}}&lt;br /&gt;
* {{NavboxIconLink|Uranium processing}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- No idea how barrels will be organized, commented out until further notice -Bilka&lt;br /&gt;
|groupNUMBER = {{Translation|Barrels}}&lt;br /&gt;
|listNUMBER =&lt;br /&gt;
&amp;lt;!-- Commented out until pages are seperated -Gangsir&lt;br /&gt;
* {{NavboxIconLink|Crude oil barrel}}&lt;br /&gt;
* {{NavboxIconLink|Heavy oil barrel}}&lt;br /&gt;
* {{NavboxIconLink|Light oil barrel}}&lt;br /&gt;
* {{NavboxIconLink|Lubricant barrel}}&lt;br /&gt;
* {{NavboxIconLink|Petroleum gas barrel}}&lt;br /&gt;
* {{NavboxIconLink|Sulfuric acid barrel}}&lt;br /&gt;
* {{NavboxIconLink|Water barrel}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|group3 = {{Translation|Crafting components}}&lt;br /&gt;
|list3  =&lt;br /&gt;
* {{NavboxIconLink|Copper cable}}&lt;br /&gt;
* {{NavboxIconLink|Iron stick}}&lt;br /&gt;
* {{NavboxIconLink|Iron gear wheel}}&lt;br /&gt;
&amp;lt;!-- commented out until proper barrel organisation * {{NavboxIconLink|Empty barrel}} --&amp;gt;&lt;br /&gt;
* {{NavboxIconLink|Electronic circuit}}&lt;br /&gt;
* {{NavboxIconLink|Advanced circuit}}&lt;br /&gt;
* {{NavboxIconLink|Processing unit}}&lt;br /&gt;
* {{NavboxIconLink|Engine unit}}&lt;br /&gt;
* {{NavboxIconLink|Electric engine unit}}&lt;br /&gt;
* {{NavboxIconLink|Flying robot frame}}&lt;br /&gt;
* {{NavboxIconLink|Satellite}}&lt;br /&gt;
* {{NavboxIconLink|Rocket part}}&lt;br /&gt;
* {{NavboxIconLink|Rocket control unit}}&lt;br /&gt;
* {{NavboxIconLink|Low density structure}}&lt;br /&gt;
* {{NavboxIconLink|Rocket fuel}}&lt;br /&gt;
* {{NavboxIconLink|Nuclear fuel}}&lt;br /&gt;
* {{NavboxIconLink|Uranium-235}}&lt;br /&gt;
* {{NavboxIconLink|Uranium-238}}&lt;br /&gt;
* {{NavboxIconLink|Uranium fuel cell}}&lt;br /&gt;
* {{NavboxIconLink|Nuclear fuel reprocessing}}&lt;br /&gt;
* {{NavboxIconLink|Kovarex enrichment process}}&lt;br /&gt;
* {{NavboxIconLink|Used up uranium fuel cell}}&lt;br /&gt;
&lt;br /&gt;
|group4 = {{TransLink|Science packs}}&lt;br /&gt;
|list4  =&lt;br /&gt;
* {{NavboxIconLink|Automation science pack}}&lt;br /&gt;
* {{NavboxIconLink|Logistic science pack}}&lt;br /&gt;
* {{NavboxIconLink|Military science pack}}&lt;br /&gt;
* {{NavboxIconLink|Chemical science pack}}&lt;br /&gt;
* {{NavboxIconLink|Production science pack}}&lt;br /&gt;
* {{NavboxIconLink|Utility science pack}}&lt;br /&gt;
* {{NavboxIconLink|Space science pack}}&lt;br /&gt;
&lt;br /&gt;
|group5 = {{TransLink|Factorio:Navigation|Navigation}}&lt;br /&gt;
|list5  =&lt;br /&gt;
* [[Template:LogisticsNav|{{Translation|Logistics}}]]&lt;br /&gt;
* [[Template:ProductionNav|{{Translation|Production}}]]&lt;br /&gt;
* [[Template:CombatNav|{{Translation|Combat}}]]&lt;br /&gt;
* [[Template:TechNav|{{Translation|Technology}}]]&lt;br /&gt;
}}{{C|Intermediate products}}&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Techhead7890&amp;diff=184962</id>
		<title>User:Techhead7890</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Techhead7890&amp;diff=184962"/>
		<updated>2021-03-14T11:22:22Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: direct insertion notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello World! I am a casual wiki editor and like to keep the pages I visit tidy.&lt;br /&gt;
&lt;br /&gt;
==self notes==&lt;br /&gt;
* U shape bus (vertical length contraction)&lt;br /&gt;
* Bus ratio according to transport density&lt;br /&gt;
* Liquid bus - sulfur, lubricants, batteries on site?&lt;br /&gt;
* Underground templating; width of sector (4/6/12)&lt;br /&gt;
&lt;br /&gt;
== 3-input methods ==&lt;br /&gt;
* [[Engine unit]] and [[advanced circuit]] - especially as they have longer mfg times than [[inserter]]&lt;br /&gt;
* long handed (easiest, even if a 4th lane isn&#039;t necessary)&lt;br /&gt;
* braided underground belt (blueprints may help with placement)&lt;br /&gt;
* direct insertion (eg gear wheels -- input-throughput intensive)&lt;br /&gt;
* multiple sides of assembler (typical for inserter/green science but does not typically scale as well)&lt;br /&gt;
&lt;br /&gt;
== Direct insertion ==&lt;br /&gt;
This mechanic is a consequence of object to object transport throughput which is higher than with a belt (say object to belt), due to the inserter picking up and dropping off the stack instantanously without waiting for belt space (see [[Inserters#Inserter_Throughput]]). In certain high-throughput situations direct insertion can lead to higher throughput than using belts. Examples may include copper wires (3x used when making green circuitboards or 6 per sec), green circuits (2 per sec, in turn when making blue circuits).&lt;br /&gt;
&lt;br /&gt;
This is sometimes done with steel plates due to similar times (5x3.2s = 16s for the five iron, compared to 15s for the steel recipe crafttime) but this is generally due to space-saving than throughput.&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:Bilka&amp;diff=184961</id>
		<title>User talk:Bilka</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:Bilka&amp;diff=184961"/>
		<updated>2021-03-14T11:10:41Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: /* Iron gear */ new section&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]]) 13:07, 17 November 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Templates that might need CSS cleanup ==&lt;br /&gt;
* [[Template:Outdated image]]&lt;br /&gt;
** Consider adding css for &#039;&#039;.boilerplate&#039;&#039; classes. This will put all the css of [[Template:Game image]], [[Template:Move]], [[Template:Screenshot]], etc. in one place and reduce loading times --[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]])&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
* [[Template:Game image]]&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
--[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]]) 11:37, 29 April 2017 (UTC)&lt;br /&gt;
=== Cleanup done ===&lt;br /&gt;
* [[Template:Key]]&lt;br /&gt;
* [[Template:Move]]&lt;br /&gt;
* [[Template:Disambiguation]]&lt;br /&gt;
* [[Template:Cleanup]]&lt;br /&gt;
* [[Template:Delete]]&lt;br /&gt;
--[[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) 11:52, 29 April 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: CSS has been merged into .factorio-boilerplate for all templates that use [[Template:Boilerplate]]. [[Template:Outdated image]], [[Template:Game image]], and [[Template:Screenshot]] still use .boilerplate. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 12:48, 9 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Navigation box links ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka! I found the misfunction on [[Factorio:Navigation|Navigation]] page. There are links to Navboxes in lower row of each Navbox but in all languages it links to English template. I&#039;m going to change links. Please see the [[User:Snowball_II/Sandbox/ru|example]]. Is it OK to create pages [[Template:ProductionNav/ru]], [[Template:CombatNav/ru]] and so on? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 22:50, 11 May 2017 (UTC)&lt;br /&gt;
&amp;lt;br&amp;gt;One more question. Is it OK to create pages with Russian names. For example [[Железная плита]] with redirection to [[Iron_plate/ru]]? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 13:05, 12 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Hi again. I have not received any response so i create pages [[Factorio:Navigation/Logistics]], [[Factorio:Navigation/Logistics/ru]] and change link on [[Template:ProductionNav]]. Don&#039;t you mind? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 19:59, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Hey there snowball. Not sure why Bilka didn&#039;t respond to you, but we are internally debating how to fix navigation boxes. Please leave it alone until we can form a consensus. As for creating russian redirection names, that&#039;s completely fine. --[[User:Gangsir|Gangsir]] ([[User talk:Gangsir|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 21:21, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== German translation worldgenerator ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka! I just tried to translate the page [[World_generator]] and for me it feels like the page is verry unorganized since it&#039;s not written with a intelligent order. So I stopped translating and tried to rearrange the site. My goal was, writing about the Generator in general, then talking about possible configurations, after that talking about the presets. This because it makes no sence for me to talk about presets if you don&#039;t understand what they actually change within the config. So I tried to build up the page like you see the menu ingame. I would like to hear your feedback on my attempt. [[user:Hoeloe/de|Weltengenerator Vorschlag]]&lt;br /&gt;
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Another problem are those sheets with the preesets. I don&#039;t know right now if it makes sence to translate them and how. What do you think, can you help me?&lt;br /&gt;
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Btw: Thanks for CoReading my stuff and checking for typos, I&#039;m trying my best  :)&lt;br /&gt;
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Greetngs from switzerland [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 11:39, 1 September 2017 (UTC)&lt;br /&gt;
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:Your organization definitely seems better to me. I think the biggest problem of the article is that it talks about the gui, its options and their effects, and about how the world generation works. Your organization somewhat seperates those topics, which makes the article more readable.&lt;br /&gt;
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:Some possible improvements: Perhaps you could also list the presets and their descriptions in the first small section on them, and then put something like &amp;quot;Für genauere Information was die Voreinstellungen verändern, siehe [[#Voreinstellungen|]]&amp;quot;. A link from the &amp;quot;basically it works with perlin noise&amp;quot; to the section that explains more about it would also be good. I think it might be a good idea to rework the preset resource table so that it only lists the &#039;&#039;changes&#039;&#039; from the default, instead of every single option, no matter if one of the presets changes it. Since the official game has translaions on everything used in the world generation gui, translating the rest of the tables shouldn&#039;t be too hard. It would be nice if you could do that reorganization also on the English page, &amp;quot;aber es ist kein muss&amp;quot;.&lt;br /&gt;
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:I appreciate how well you translate pages. I personally struggle with translating pages like Crafting or the World generator page because I am so used to the English words for things that I can&#039;t find appropriate German translations (even though German is my first language...). So thank you for your work on them! -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 12:12, 1 September 2017 (UTC)&lt;br /&gt;
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::Thanks for your feedback. I will try to totally rewrite the presets part, but first I need to think about how to. I often use links, sometimes it feels too much for me, but the Perlin Noise one makes sence. There is one big point about the english page I struggle. The [[User:Hoeloe/de#Erweiterte_Konfiguration|Erweiterte Konfiguration]] is actually not covered right now. I don&#039;t know, maybe I will try to rewrite the english one, but I definitely need someone to check it since english is not my native language as well.&lt;br /&gt;
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::I just translate the stuff 1:1, rearrange the sentence so it&#039;s readable in german and sometimes I switch some terms for better wording. But I know, sometimes you realy need to think about it since english can be written verry easy, flat and repeating while german can be very complex. I thank you for appreciating my work and also that you check it and help me. Ah and when you read my stuff particularly check for missing β&#039;s since this letter does not exist in the Swiss-Deutsche Rechtschreibung :) -- [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 13:30, 1 September 2017 (UTC)&lt;br /&gt;
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:::Yeah, the advanced options just weren&#039;t added to that page yet because it hasn&#039;t really seen much of an update to 0.15. I can definitely check the changed page (or your WIP of a rework) for language or ask Gangsir to have a look at it. But what I can read from you right now, your English isn&#039;t too bad either :) As a heads up: You should translate page titles, like the title on the crafting page or on the campaign page, using the translation/de template instead of displaytitle. Oh and when you use the languages template, please don&#039;t put a blank line between it and the following text. Doing that creates some ugly whitespace at the start of the page. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 15:16, 1 September 2017 (UTC)&lt;br /&gt;
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::::Okay, *hust* wieso sagt mir das keiner? Dann möge jemand die Anleitung aus dem Language Template entfernen! :P -- [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 12:43, 2 September 2017 (UTC)&lt;br /&gt;
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:::::I don&#039;t see any instructions on that template page that mention using displaytitle. Only in the template itself, stating that it does that. Should I reword that comment? -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 12:56, 2 September 2017 (UTC)&lt;br /&gt;
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::::::I just found this sentence in the language template and also in other translated /de articles. That was why I used it, I didn&#039;t know the translation template does this job. I need to say I&#039;m not very used to wikis in terms of templates &#039;&#039;programming&#039;&#039; and stuff. Also there is no guide which explains all this.&lt;br /&gt;
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::::::What do you think about my attempt of the english [[User:Hoeloe/sandbox|Wordlgenerator]]-page? I messed arround with the page again. The &#039;&#039;How it works&#039;&#039; part is now in &#039;&#039;Generation&#039;&#039;, Made no sence to me to seperate this. I also changed that &#039;&#039;Generation&#039;&#039; is the first section (we can still swap this afterwards). The &#039;&#039;Presets&#039;&#039; part now does directly attend the individual presets. [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 08:04, 4 September 2017 (UTC)&lt;br /&gt;
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:::::::Such a (style) guide is currently WIP. Just another thing that is missing documentation :/&lt;br /&gt;
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:::::::Looks good so far. However, I think putting the technical generation info first isn&#039;t a good move. I imagine that the article is frequented by beginners who just want to know what changing the settings does, not how excatl the world is generated, or when chunks are generated. I think it would be a better idea to take the first few paragraphs of that section (up to the algorithm subsection) and leave them at the beginning of the article, perhaps without a header, more as a general thing. The rest of the generation section should be moved below the presets. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 12:44, 4 September 2017 (UTC)&lt;br /&gt;
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== About &amp;lt;nowiki&amp;gt;{{translation/ms}}&amp;lt;/nowiki&amp;gt; ==&lt;br /&gt;
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Will do... and now I know how that template works. [[User:SNN95|SNN95]] ([[User talk:SNN95|talk]]) 11:14, 1 October 2017 (UTC)&lt;br /&gt;
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== Shipwreck ==&lt;br /&gt;
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I understand the merging, but did you really need to wipe everything? I worked a very long time on that stuff. I don&#039;t see the harm in the shipwreck getting mentioned. It is part of the game - something the player can interact with. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 08:28, 26 January 2018 (UTC)&lt;br /&gt;
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:Well, the page had to go and I thought I had copied the relevant info. The problem is simply that we cant document the campaign only items at the same place as the freeplay items, that would only confuse the player; but making the shipwreck a subpage of the campaign page doesnt sound useful either, so the info should just be on the campaign (sub-)page. Feel free to add more info back to the campaign page. Since I dont think you can view the deleted page, I copied the latest state of the Shipwreck page to hastebin: [https://hastebin.com/semafisila]. Let me know if you think some of the images should be restored too, or just include them in the campagin page text about the shipwreck as redlinks and I&#039;ll restore the relevant ones. I hope this solution is okay for you. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 09:00, 26 January 2018 (UTC)&lt;br /&gt;
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== Template:Inventory/pl‎‎  ==&lt;br /&gt;
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Hi Bilka, &lt;br /&gt;
I apologize for the confusion with the site Inventory/pl‎‎, I read the rules, but I did not apply :(&lt;br /&gt;
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I wanted to make the name appear in my language after hovering over the icon, so I just start translate in links on this page, from &amp;lt;pre&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}]]&amp;lt;/div&amp;gt;&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}|Taśmociąg]]&amp;lt;/div&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
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After you deleted the page, I started to wonder if it would be better to add to all links in Template:Inventory &amp;lt;pre&amp;gt;{{Translation|...}}&amp;lt;/pre&amp;gt; for example: &amp;lt;pre&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}|{{Translation|Transport belt}}]]&amp;lt;/div&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Do I think right? {{Unsigned|JakubSTR|11:15, 9 February 2018‎}}&lt;br /&gt;
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: That indeed was a good idea, so I added it. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 12:41, 9 February 2018 (UTC)&lt;br /&gt;
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== Intermediary Products ==&lt;br /&gt;
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Am I allowed to make a page on intermediary products? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:06, 9 February 2018 (UTC)&lt;br /&gt;
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: What would be on it? We already have [[:Category:Intermediate products]] which lists all of the items in the intermediate tab in  the inventory, what extra information would you add to a page about them? Also please consider moving this discussion to the wiki-work channel in the [https://discord.gg/factorio factorio subreddit discord], communication is much faster there :) -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 15:16, 9 February 2018 (UTC)&lt;br /&gt;
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I was also thinking about adding such page or modifying [[:Category:Intermediate products]], as there are now two meanings to the phrase &amp;quot;intermediate products&amp;quot;: this can either be the products on the &amp;quot;intermediate products&amp;quot; tab or the items that can be created using productivity modules. I&#039;ve tried to clarify this on the [[Module]] page, but perhaps a separate one would help with that too. [[User:Uukgoblin|Uukgoblin]] ([[User talk:Uukgoblin|talk]]) 13:54, 1 May 2018 (UTC)&lt;br /&gt;
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:Intermediate products are intermediate products and that&#039;s it. The error message you get from productivity modules is simply misleading, and will hopefully be changed. However, I&#039;ve been thinking about making a category for &amp;quot;recipes that accept productivity modules&amp;quot; for a while. If you have an idea for a shorter, non-misleading name that is not &amp;quot;intermediate produtcs&amp;quot;, let me know and I&#039;ll set up the category. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 14:04, 1 May 2018 (UTC)&lt;br /&gt;
:: OK, that makes sense. Yeah, a good name for such category is not easy to come up with :-) Maybe the devs will sort it out for us when they fix the error message ;-) [[User:Uukgoblin|Uukgoblin]] ([[User talk:Uukgoblin|talk]]) 14:18, 1 May 2018 (UTC)&lt;br /&gt;
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== Is there any ways to mark the translation obsolete? ==&lt;br /&gt;
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Hi Bilka! I&#039;m glad that [[special:diff/156286|you gave me a welcome message]].&lt;br /&gt;
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I found some of translations obsolete and useless.&lt;br /&gt;
For example, the Japanese version of [[Electric system/ja|Electric system]] didn&#039;t mentioned [[Steam turbine]] or [[Nuclear power (research)]].&lt;br /&gt;
Maybe it&#039;s too much and too obvious for example, but there should be more obsolete texts it&#039;s not so clear to be obsolete.&lt;br /&gt;
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The wiki forced editors to follow the English version, so I think it&#039;s convenient if there is a template, a category or something to state that the translation is obsolete. (It&#039;s also good if some bots automagically detect the obsolete pages and notify readers/writers of that)&lt;br /&gt;
--[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 07:34, 8 March 2018 (UTC)&lt;br /&gt;
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:If we had such a template, we would just end up with many pages being marked, which is not an improvement, it&#039;s just clutter. If you see that a page is outdated, update it. If you dont have the time/energy/whatever to update it, put it on a to-do-list in your userspace. This has the same result as marking with a template, but wont clutter a lot of pages. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 20:14, 8 March 2018 (UTC)&lt;br /&gt;
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:: First, I don&#039;t think it&#039;s not an improvement that mark obsolete pages obsolete, since it could be simply a lie. It helps not only writers but also readers. So I don&#039;t think it&#039;s enough to put in my mind or my userspace.&lt;br /&gt;
:: But your concern is reasonable. Well, If we put and remove the template by hand, it should be just clutter. But I don&#039;t think leaving it to bots are quite hard.  Basically, it watches [[Special:RecentChanges]]. If an English page is edited, then follow the inter-lang links and paste the template(or anything). If a non-English page which contains the template is edited, simply remove the template.  If this is too much or too less, we can add some conditions like:&lt;br /&gt;
::* tolerant to small changes (ex: edit only 2bytes changed, which is likely to fix typo)&lt;br /&gt;
::* tolerant unless it&#039;s too obsolete (ex: only if the sum of changes in the original is more than a threshold / only if the translation is n-months older than original)&lt;br /&gt;
::* force non-English editors to tell translation edits from the other minor ones apart (ex: translate edit should contain &#039;[Tt]ranslat&#039; in Summary)&lt;br /&gt;
::* etc...&lt;br /&gt;
:: If your concern is that template/category/something itself is a clutter to readers, maybe it&#039;s not so much. [https://en.wikipedia.org/wiki/Category:Articles_needing_additional_references Make it hidden category as wikipedia do]. If your concern is about server performances, it&#039;s over. I have no way to deal it with :P --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 04:59, 9 March 2018 (UTC)&lt;br /&gt;
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::: My concern is that it wont be useful because so many pages will be marked. Furthermore, a script that automatically marks pages will be very error-prone since it&#039;s a bot, and not a human. But I should be able to throw together a script that makes a list of most likely outdated pages. That will take a few days, then we can review the list to see if it would actually be useful to mark all of those pages, and take appropiate action. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 15:37, 9 March 2018 (UTC)&lt;br /&gt;
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:::: I understood your concern. And I believe it can be solved by an appropriate conditioning. Anyway, I&#039;m glad to hear that you are willing to try it to gather information to review. Thank you for your support with a bot.  I hope it will work out fine. (p.s. I don&#039;t know [https://www.mediawiki.org/wiki/Help:Bots what language you are using to run bot on the wiki], but I can r/w some python or java so maybe I can help you with reviewing script)--[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 10:32, 10 March 2018 (UTC)&lt;br /&gt;
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::::: I wrote the script, you can find it here: [https://github.com/Bilka2/Wiki-scripts/blob/master/Find-outdated-lang-pages.js] The result of it is about what I was expecting: [[User:Bilka/Outdated pages]]. Most pages are outdated, so the list is rather useless. I excluded my own and my bot&#039;s edit from the language page dates because I only made structure maintaining edits on language pages without actually changing the content. I hope this shows why I dont think it&#039;s a good idea to mark the pages with templates. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 18:27, 29 March 2018 (UTC)&lt;br /&gt;
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:(&amp;lt;- outdent) Thank you for writing a script! And as mentioned above, some filtering by certain conditions might be useful to reduce the number of &amp;quot;outdated&amp;quot; pages. [https://github.com/Bilka2/Wiki-scripts/blob/master/Find-outdated-lang-pages.js#L191 The script simply compare their timestamps], and this results in too many candidates and make the list useless. So why not try to introduce some limitations such as &amp;lt;code&amp;gt;en.timestamp &amp;gt; langTimestamp + PATIENCE_CONST&amp;lt;/code&amp;gt;, or setting &amp;lt;code&amp;gt;rvlimit&amp;lt;/code&amp;gt; parameter gives us previous revisions so that we can ignore minor edits. I don&#039;t know how it costs server resources, but if not too much, I think it still can be useful. (P.S. Can I run/test the script without special privileges? [[Special:ApiSandbox]] is not so flexible...) --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 06:28, 30 March 2018 (UTC)&lt;br /&gt;
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:: Both your proposed conditions will falsify the result. Even 1 edit on a page can make any translation outdated, no matter how old it is, see for example [[Special:Diff/155934]]. So for example excluding pages that are &amp;quot;only&amp;quot; a week/month outdated will lead to wrong results. We have no rules or guides for what to mark as a minor edit since it is impossible to enforce, so sorting by that would also lead to wrong results. You should be able to test the script by just copying pasting it into the browser console and running &amp;lt;code&amp;gt;main(languages);&amp;lt;/code&amp;gt; after lowering the 100 in line 112 and 113 to 50 to account for your lower api limits. The create page call on line 64 also wont work, you&#039;ll have to find another way to print the output somewhere. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 09:29, 31 March 2018 (UTC)&lt;br /&gt;
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== Translate template to different word-order languages ==&lt;br /&gt;
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Hi Bilka! I find it hard to translate [[:Template:about]] to Japanese.&lt;br /&gt;
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In the [[Factorio:Translation_guide]], it says translation of templates should be done with just replace the argument of the template.&lt;br /&gt;
And the first sentence of [[:Template:about]] is &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Translation|This article is about}} {{{1}}}.&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
But in Japanese, that sentence should be translated as &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;この項目では、{{{1}}}について説明しています。&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. I mean, another translation template is needed after &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; to simply substitute. Some similar issue should be aroud here and there since Japanese has quite different word-order to English or other Europian languages, so I want to know how to translate in such cases.&lt;br /&gt;
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(reference: [https://ja.wikipedia.org/wiki/Template:Otheruses#%E4%BB%96%E3%81%AE%E9%A0%85%E7%9B%AE%E3%81%B8%E3%81%AE%E8%AA%98%E5%B0%8E Template:Otheruses in Japanese Wikipedia], which is used as equivalent of [https://en.wikipedia.org/wiki/Template:About Template:About in the other languages].){{Unsigned|Fried biter|13:20, 10 March 2018‎}}&lt;br /&gt;
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:Sadly there is no good way to solve this issue. Due to how translations are set up on this wiki, I can&#039;t add another translation template after the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, or include it in the template used for the sentence, neither of these options would yield the desired result. So, your options now are either making template:about/ja and translating the template directly, or rewording the sentence in a way that uses the English sentence structure, which would be preferable. I can understand that the second option may be very hard to do, which is why the first option would be acceptable. This issue and the options to solve it vary on a case by case basis, so please let me know of any other templates where you also have this problem before doing anything with them. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 14:03, 11 March 2018 (UTC)&lt;br /&gt;
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:: Okay, I will postpone translating [https://wiki.factorio.com/Special:AllPages?from=&amp;amp;to=&amp;amp;namespace=10 the templates] until the consensus about how to translate them has reached by the Japanese editors community. Additionally, I will inspect them and try translations by rewording. If it&#039;s done, I will notice you. --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 05:30, 12 March 2018 (UTC)&lt;br /&gt;
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== Getting rid of BurnerNav template ==&lt;br /&gt;
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Hi, Thanks for the initial warm welcome!&lt;br /&gt;
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I&#039;ve seen that the [[Template:BurnerNav]] didn&#039;t get the same treatment as other nav templates, so I&#039;ve added missing links. However, I&#039;ve now realised that the content of this template is entirely covered by other nav templates (Intermediate products, Production items, Logistics templates). What about getting rid of that template and relaying on the existing ones instead? [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 17:53, 28 March 2018 (UTC)&lt;br /&gt;
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:I agree, so I added the valid fuel row to the infoboxes to completely replace the template, the template will be deleted soon. Please next time think about these kind of implications before editing some of the most used templates on the wiki. Thank you. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 18:37, 28 March 2018 (UTC)&lt;br /&gt;
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:: Yes, definitely a big oversight from my side. Sorry about that! [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 18:58, 28 March 2018 (UTC)&lt;br /&gt;
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== Roadmap ==&lt;br /&gt;
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Hi,&lt;br /&gt;
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The [[Roadmap]] page is deceptively empty. What about merging &amp;lt;nowiki&amp;gt;[[Roadmap/Coming_Releases]]&amp;lt;/nowiki&amp;gt; with it, as it serves as the actual Roadmap page anyway? [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 13:47, 1 April 2018 (UTC)&lt;br /&gt;
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: Hey, this had been planned for a while, thank you for reminding me. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 14:43, 1 April 2018 (UTC)&lt;br /&gt;
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:: Thank you, this is much better now. [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 14:57, 1 April 2018 (UTC)&lt;br /&gt;
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== Tutorial: Combinator tutorial edit ==&lt;br /&gt;
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Hey Bilka. This was my first edit, so forgive me for overlooking the summary section of the edit page. I removed a link that serves no educational purpose and seems self-promotional to me. Exploring this youtube channel does lead to some videos that may or may not be relevant, but the link itself is too aspecific. And because of the other link (reddit), it is also redundant.&lt;br /&gt;
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Even if it were just plain text, claiming ownership of an idea on this wiki seems inappropriate to me, although I&#039;m not sure if there&#039;s a specific rule against it.&lt;br /&gt;
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By the way, is this the place to post this, or should I use the discussion page of the page in question? {{Unsigned|Koekjesfabriek|20:55, 30 April 2018‎}}&lt;br /&gt;
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:The design is mostly known under the name of the original designer (&amp;quot;Madzuris train loader&amp;quot;), so it is not directly self-promotional. I however agree that the link to the reddit thread is enough, so I removed the youtube link again, and included the name with the reddit link, so that people searching for the design can still find it.&lt;br /&gt;
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:This is the right place; a big reason for reverting your edit was that it was your first edit, and a &amp;quot;controversial&amp;quot; one, so I expected some kind of reasoning. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 07:49, 1 May 2018 (UTC)&lt;br /&gt;
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== New translation language - pt-pt ==&lt;br /&gt;
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Hey Bilka, I am new to the wiki and I would like to contribute translations in pt-pt. Can you please add support for this language? Thanks. [[User:FranzPT|FranzPT]] ([[User talk:FranzPT|talk]]) 15:03, 4 July 2018 (UTC)&lt;br /&gt;
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:Thanks for the notice, I have added support for pt-pt. Have fun translating! -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 15:06, 4 July 2018 (UTC)&lt;br /&gt;
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::Nice, thanks for the quick response. I will carefully read about the translation rules/procedures and start asap. [[User:FranzPT|FranzPT]] ([[User talk:FranzPT|talk]]) 16:30, 4 July 2018 (UTC)&lt;br /&gt;
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== What is the standard on what information is useful? ==&lt;br /&gt;
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Are you always this hostile to everyone? Honestly, this explains why the wiki has so much outdated information. I&#039;m just trying to follow some kind of consistent guideline.&lt;br /&gt;
&lt;br /&gt;
A number of pages already use smallest whole-number ratios as building guidelines, especially for early and midgame structures. https://wiki.factorio.com/Solar_panel   23.8 solar panels per megawatt is somehow &amp;quot;useful information&amp;quot;, and 1,000 / 42 is apparently not &amp;quot;easy to calculate&amp;quot;? What exactly is the standard?&lt;br /&gt;
&lt;br /&gt;
If power grid information is that obvious, does the laser turret page really need a note about energy usage at all? Again, I&#039;m just trying to find a consistent standard. Does every single page for a high-energy drain building need a &amp;quot;don&#039;t forget to build accumulators and steam storage&amp;quot; reminder? The roboport page only has a much less specific &amp;quot;make sure your power grid can handle the load&amp;quot; reminder (again, is it really necessary to even have that, when the building clearly consumes up to 5 MW when active?). But then it just copy-pastes numbers from the sidebar. The numbers are literally right next to duplicate information. That&#039;s &amp;quot;helpful&amp;quot; and &amp;quot;not easy to calculate&amp;quot;? You&#039;re really going to need to explain, clearly and precisely, what the standard is, instead of making rude, passive-aggressive remarks. {{Unsigned|Arrkhal|20:19, 10 July 2018}}&lt;br /&gt;
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:Since you presented examples I will explain the rough guidelines using them:&lt;br /&gt;
&lt;br /&gt;
::The information on the solar panel page is useful because you deal in predictable units in the electric system; usually you will know how much power you want your solar panels to supply. This amount of power can usually be obtained directly from the game when you are building solar panels to replace another energy source, or from online calculators when you are planning a setup. It shouldn&#039;t have its own section though, that is likely just a relict from an earlier version of the page.&lt;br /&gt;
&lt;br /&gt;
:: In contrast, when dealing with enemies nothing is predictable: Neither the number of enemies, when they will attack, or their strength can be reliably predicted, meaning that you will never know how much shots your turrets will fire. So, the information does not have a use case.&lt;br /&gt;
&lt;br /&gt;
::I am still unsure about how suitable the sentence on the laser turret page is, which is why I modified it when I reverted your edit. I will put further thought into whether it should be removed completely. In general, the high power demand should not be mentioned on every page. The roboport section wasn&#039;t changed since the guidelines were established, so I took the liberty to fix it.&lt;br /&gt;
&lt;br /&gt;
:As you can see, there can&#039;t really be a consistent standard about something where context matters immensely. I recommend you to just edit the pages while trying to follow the general style. After a while you will get a feeling for what is suitable, and until then, your edits will be corrected. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:26, 10 July 2018 (UTC)&lt;br /&gt;
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::Thanks for taking the time to explain the general guidelines more clearly, and I apologize if my first comment was itself passive-agressive, I was just a little frustrated with the lack of consistency with page information, and lack of clear communication about exactly what was amiss with my edits, instead of just generic &amp;quot;not helpful&amp;quot; and &amp;quot;then don&#039;t edit&amp;quot; notes. Anyway, if specific power grid management tips shouldn&#039;t go on most buildings, maybe it should just a basic &amp;quot;this building has unpredictable and high power needs which can lead to brownouts or blackouts, unless the power grid is able to compensate&amp;quot; with a link to the power grid guide, rather than the much more specific advice for accumulators and steam storage? [[User:Arrkhal|Arrkhal]] ([[User talk:Arrkhal|talk]]) 03:33, 15 July 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I don&#039;t think that a generic sentence is better than a specific one, so I will keep it how it is for now. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 09:52, 15 July 2018 (UTC)&lt;br /&gt;
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== Code for blueprint ==&lt;br /&gt;
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I can place the code of the &amp;lt;nowiki&amp;gt;[[:File:5to2_balancer.png]]&amp;lt;/nowiki&amp;gt;? [[User:AiltonCow|&amp;lt;span style=&amp;quot;color: #dbe520;&amp;quot;&amp;gt;Ailton&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:pink;&amp;quot;&amp;gt;Cow&amp;lt;/span&amp;gt;]] ([[User talk:AiltonCow|&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]) ([http://steamcommunity.com/id/ailtoncow Steam]) - Okarin. 06:14, 29 July 2018 (UTC)&lt;br /&gt;
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:Sure, the balancers should have blueprint strings. Just remember to include all 3 belt tiers in the book and to name the blueprints and book.&lt;br /&gt;
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:And while I am talking with you, please add the ratio sections to the 3 science pack pages that your partially translated. Thank you. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:49, 27 July 2018 (UTC)&lt;br /&gt;
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== disambiguation ==&lt;br /&gt;
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Hi again, can you see the page [[Furnace/pt-br]]? the disambiguation template its not translating the page name -- [[User:AiltonCow|&amp;lt;span style=&amp;quot;color: #dbe520;&amp;quot;&amp;gt;Ailton&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:pink;&amp;quot;&amp;gt;Cow&amp;lt;/span&amp;gt;]] ([[User talk:AiltonCow|&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]) ([http://steamcommunity.com/id/ailtoncow Steam]) - Okarin. 10:51, 31 July 2018 (UTC)&lt;br /&gt;
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:Fixed. If you ever want different text than the page title there, use &amp;lt;nowiki&amp;gt;{{Disambiguation|my different text}}&amp;lt;/nowiki&amp;gt;. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 10:55, 31 July 2018 (UTC)&lt;br /&gt;
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== The history section in translated pages ==&lt;br /&gt;
Hi. So... why the historical section should not be in the translated pages? I don&#039;t understand it. Because I would like to see a history of changes of a particular thing from update to update. And, by the way, in all the articles I translated, the historical section was also. &lt;br /&gt;
And, yeah, this is article where you wrote message about history section:&lt;br /&gt;
https://wiki.factorio.com/Firearm_magazine/ru&lt;br /&gt;
By some reason there&#039;s no my nickname... I&#039;m Aldekotan, russian translator.{{Unsigned|Aldekotan|08:02, 1 August 2018‎}}&lt;br /&gt;
&lt;br /&gt;
:For the same reason the version history is not translated: The history section is copied from the in-game changelog, which also is not translated. Furthermore, users would often only partially translate the history section, like on the page you linked. However, it is just a guideline, so if you want you can still translate the history section and include it. You sign talk page messages like this: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 08:11, 1 August 2018 (UTC)&lt;br /&gt;
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== Localisation stringtables ==&lt;br /&gt;
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- Can&#039;t find &#039;em. Is there a page containing the translations like &amp;quot;Power Production&amp;quot;-&amp;gt;&amp;quot;Stromerzeugung&amp;quot;, which you can edit, or is it only accessible to the staff ? {{Unsigned|Factoruser|19:33, 20 August 2018‎}}&lt;br /&gt;
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:You can find them here: [[Template:Translation/de]]. Please read the [[Factorio:translation guide|translation guide]] for help with translations. I also saw that you summarized your edits in German. While I can understand it, it would be nice if you wrote your summaries in English so that they are accessible to all wiki users. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:45, 20 August 2018 (UTC)&lt;br /&gt;
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== Images ==&lt;br /&gt;
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As you can see, I&#039;m pretty good at making images/gifs/whatever. Wherever I make an edit, you don&#039;t seem to be far behind. So I might as well ask you directly: are there any more pages in need of images? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:46, 6 October 2018 (CDT)&lt;br /&gt;
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:And yet you managed to catch me on a weekend off work :P One article that I can think of is [[deconstruction planner]] — it needs a general update to include the filter functionality which should include images of the GUI. If you are able to make gifs using an external program/website, you could also have a stab at making all the biter/spitter/worm images on [[enemies]] transparent gif using the files from the game files, like the small biter and spitter. You could also make more of the &amp;quot;[thing] entity&amp;quot; images that are included in the infoboxes, you seem to know the general rules for those already, but here they are again: Entity on grass, zoom level 2, alt mode on, images 300 or 400 px width/height if possible, no clutter/smoke/clouds/decoratives as usual.&lt;br /&gt;
&lt;br /&gt;
:Something to keep in mind when uploading images: Add &amp;lt;nowiki&amp;gt;{{Screenshot}}&amp;lt;/nowiki&amp;gt; to screenshots, and &amp;lt;nowiki&amp;gt;{{Game image}}&amp;lt;/nowiki&amp;gt; to game images (and the enemy gif renders) in the file description to categorize them correctly and to keep the licensing clear. Furthermore, please name your images with spaces/underscores, it makes them more readable and easier to search for. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 12:14, 7 October 2018 (CDT)&lt;br /&gt;
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::The thing about the images of enemies... Do they need to be animated? Or is that just a bonus? Also, could you elaborate on the &amp;quot;zoom level 2&amp;quot; thing? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:26, 10 October 2018 (CDT)&lt;br /&gt;
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:::Yes, animation and transparency is a requirement. If you don&#039;t know how to do that (I don&#039;t completely know myself...), don&#039;t worry about them. With &amp;quot;zoom level 2&amp;quot; I mean that your screenshots for the entities in the infoboxes should be taken at that zoom level (of course with hr graphics). You can do that with the screenshot command (and setting it there) or by pressing F5 and using the zoom level that you can find at the top left. It&#039;s a way to ensure that all images have the same scale.-- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 15:35, 10 October 2018 (CDT)&lt;br /&gt;
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::::Going through the files of the game and seeing how the enemies are drawn in-game, it&#039;s no secret why we don&#039;t have pixel-perfect animations of the all the enemies. They are drawn by very strange layers and the image files don&#039;t show up as we see living creatures in-game. I could *try* to come up with something, but it would take me a very long time so I wouldn&#039;t look forward to any miracles. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:27, 23 October 2018 (CDT)&lt;br /&gt;
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== Starter map ==&lt;br /&gt;
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I think I need to bring in some context for this one. The save I found was on the forums and I did some editing to it. I thought it was one of the greatest starter saves ever. I don&#039;t know how that made you feel when you saw it added here, but your &amp;quot;no. just no.&amp;quot; comment shed some light on that. If it makes you feel any better, I&#039;ll never do such edits without your consent again. I don&#039;t want to mess up your wiki, I want to make this the best wiki anyone has ever known. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:26, 10 October 2018 (CDT)&lt;br /&gt;
:I&#039;m sorry reacting in such a way, I didn&#039;t intend to make you feel bad about the edit. My reaction stems from the fact that the wiki should not show off &amp;quot;the best setup&amp;quot; to players. Tutorials are somewhat exempt from that, but even they should not include images that simply show &amp;quot;the best setup&amp;quot; or &amp;quot;I use this setup&amp;quot;. This is especially about including a way for the player to gain access to the design without &amp;quot;thinking about it&amp;quot; - so blueprint strings, and map downloads. Including a save in the quick start guide encourages the player to just use something premade for them without ever learning about the options, or finding out if they even need such an optimized map. We as the wiki want to encourage exploration, not discourage it. I hope that is more clear now, sorry again for being rude. Please do continue to make your edits, their quality was rather good so far. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 15:35, 10 October 2018 (CDT)&lt;br /&gt;
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== Wanted pages for script ==&lt;br /&gt;
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Hi Bilka! I&#039;m writing some quick-and-dirty translation helper script, which automates routine works such as item-name link translations (and include NO google-translation, of course). As of now, I scrape [[Factorio:Wanted_pages/ja]] to obtain Japanese wanted pages. Is it acceptable way? Or should I hit the wiki API with &amp;lt;code&amp;gt;?action=query&amp;amp;list=querypage&amp;amp;qppage=Wantedpages&amp;lt;/code&amp;gt; by myself? [https://github.com/Bilka2/Wiki-scripts/blob/master/wanted_pages.py#L88-L89 Fetching top 10k results like your bot] require me 20 requests, perhaps more expensive than a &amp;lt;code&amp;gt;index.php?action=raw&amp;lt;/code&amp;gt; request. --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 17:11, 12 December 2018 (UTC)&lt;br /&gt;
: Scraping is acceptable for now. What exactly does your script do? I would be okay with giving you a bot account to make the queries, but for that I need to know what exactly you are doing (and I&#039;d prefer if the script was open source :)). If it is possible for you, please message me on discord (I&#039;m Bilka#2444) so that we can work out the details. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 17:19, 12 December 2018 (UTC)&lt;br /&gt;
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== Multiplayer and fluids ==&lt;br /&gt;
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I don&#039;t see why the images on the multiplayer page were removed. I mean, the image showed what multiplayer looked like on a page &#039;&#039;about&#039;&#039; multiplayer. The images gave the page some flavor, rather than just text. Also, is it allowed to have pictures of fluids in pipes/storage tanks for the actual fluid pages (water/heavy oil/etc.)? Better I ask than risk getting any more warnings or whatever. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:12, 19 December 2018 (UTC)&lt;br /&gt;
: The only difference in multiplayer is that there may be multiple players. There a plenty of images on the wiki that show more than 1 player, so I don&#039;t see the need to add one to the multiplayer page. You are however right in that it gives the page some flavor. You can add another image, but please avoid excess clutter and sharing real players names (privacy concerns) — perhaps simply host your own local multiplayer game and join yourself with some generic user names. The console is not a multiplayer feature and as such a screenshot of it is not related to multiplayer.&lt;br /&gt;
:: I think an image of the fluid in a storage tank would work for the infobox images of the fluid pages. So, if you want to make those, please go ahead.&lt;br /&gt;
::: Thank you for the amazing enemy gifs, I am glad that we could finally replace the old images with something nice and proper. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 21:04, 19 December 2018 (UTC)&lt;br /&gt;
:::: If Wube or any higher-up gives you some sort of praise for the wiki, which I know happened at least once because I saw your name in one of Factorio&#039;s Steam updates, please mention my name. I want to say that it took me 2-4 hours per image, and might have been the most work I&#039;ve ever done in my life in terms of making a gif - as I&#039;ve had to work with nothing but vague overlays, tedious photoshop work and a bit of pure luck all at once. Anyway, how do I make a bunch of &amp;quot;dummy&amp;quot; players joining a local server? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 23:14, 19 December 2018 (UTC)&lt;br /&gt;
::::: You can run multiple instances on your PC, for example using the zip download. Host a LAN game and disable user verification, then join yourself (since you don&#039;t need to log in, just set the name in the &amp;quot;other&amp;quot; settings). If that sounds a bit complicated/your PC can&#039;t handle a high sprite res instance besides other factorio instances, I can make an image tomorrow no problem. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 23:19, 19 December 2018 (UTC)&lt;br /&gt;
:::::: If I were to make custom cursors for this wiki, would you add them? [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:21, 20 December 2018 (UTC)&lt;br /&gt;
::::::: No. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 14:35, 20 December 2018 (UTC)&lt;br /&gt;
:::::::: You&#039;re... You&#039;re being serious? Even if the cursors are subtle? I heard this rumor that... that uh... if your wiki doesn&#039;t have custom cursors, then uh... you&#039;re not a cool kid. You wanna be a cool kid right? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:36, 20 December 2018 (UTC)&lt;br /&gt;
::::::::: I asked Albert for his opinion and he gave the same answer as me :P -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 14:51, 20 December 2018 (UTC)&lt;br /&gt;
:::::::::: I never seen a small idea get rejected so fast. I don&#039;t know who Albert is, but I&#039;m spreading around that you and this Albert guy aren&#039;t cool kids. Seriously? Not even so much as a cursor with just a different color? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:01, 20 December 2018 (UTC)&lt;br /&gt;
::::::::::: Albert is the art director :) He does not like custom cursors. Btw, you can add the cursor for yourself by putting it into your [[User:Zippy/common.css|user css]] -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 17:06, 20 December 2018 (UTC)&lt;br /&gt;
:::::::::::: An art director that doesn&#039;t like custom cursors? Sorry but I gotta call the cops on both of you. rip. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:59, 20 December 2018 (UTC)&lt;br /&gt;
::::::::::::: Hey, sorry for not being clear about this. You can use the css code, but please don&#039;t host the images on the wiki. You can upload them anywhere (like imgur) and simply link to them in your user css. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 22:41, 20 December 2018 (UTC)&lt;br /&gt;
:::::::::::::: I should&#039;ve known, sorry. I linked all my cursors to imgur urls. Still calling the cops though. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 09:39, 21 December 2018 (UTC)&lt;br /&gt;
::::::::::::::: One more thing, if you want me to make &#039;&#039;you&#039;&#039; anything custom. Ask me anything. On the house. Because I&#039;m the nicest guy ever. [https://ioneblackamericaweb.files.wordpress.com/2018/08/arabella-juniper-torres.jpg?quality=99&amp;amp;strip=all&amp;amp;w=700&amp;amp;h=400 Still on the phone with the law though. Bet you&#039;re scared right now.] -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 12:19, 21 December 2018 (UTC)&lt;br /&gt;
:::::::::::::::: Another &#039;one more thing&#039;, am I allowed to make a &amp;quot;sandbox&amp;quot; page for myself to test things? Like a &#039;zippy/sandbox&#039; page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:56, 28 December 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
Of course, you can do whatever you want in your userspace as long as it&#039;s within the rules. The rule explicitly mentions sandbox pages, so those are okay :P -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 10:55, 30 December 2018 (UTC)&lt;br /&gt;
:Don&#039;t worry it&#039;s totally not Zippy spamming your talk page. Are there any more high quality images needed anywhere that I missed? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:52, 7 January 2019 (UTC)&lt;br /&gt;
::Not that I know of. With 0.17 a lot more sprites will be high resolution, so that will bring back the demand. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 09:46, 7 January 2019 (UTC)&lt;br /&gt;
:::Is it alright if I leave tiny-text notices about the animated APNG&#039;s in that they don&#039;t animate for every browser? Or should I just leave it? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 20:03, 21 January 2019 (UTC)&lt;br /&gt;
::::I don&#039;t think you need to leave a note. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 20:20, 21 January 2019 (UTC)&lt;br /&gt;
:::::Why did you remove the images for the construction and logistics robots&#039; infoboxes? And not to sound like I&#039;m arguing, but what was the issue with me changing the text color by 10% on the fuel page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:31, 24 January 2019 (UTC)&lt;br /&gt;
::::::The images were removed because they were not used for multiple weeks. If you upload something, please use it. I removed the text color because it is not needed to help make the page more clear. Our style guide states that text color and styles should not be overused. Some of your additions of colors on page were on the boundary of that, but as long as it was directly related to the content of the text (like the rail signal colors), I kept it. Making &amp;quot;unusable&amp;quot; colored fails that point of reasoning, so I removed it. Don&#039;t worry about questioning what I do, it makes sure I keep my decisions well reasoned. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:46, 24 January 2019 (UTC)&lt;br /&gt;
:::::::Should there be a page for the game&#039;s &amp;quot;planning/ghost mode&amp;quot; (shift+click when placing) mode? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:51, 25 January 2019 (UTC)&lt;br /&gt;
:::::::: Yes. There is a redlink on [[blueprint]] to &amp;quot;entity ghost&amp;quot;. You could make that page and put it on there. Some other info that would be useful on that page is how long ghosts last (infinite from blueprints, some other time from destroyed entities). -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 20:02, 25 January 2019 (UTC)&lt;br /&gt;
:::::::::Well the page exists now. I forgot to ask this before. Am I allowed to add images for every single type of damage on the [[Damage]] page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 23:50, 26 January 2019 (UTC)&lt;br /&gt;
:::::::::: The page is great, thank you. What would images of damage types show? (Feel free to upload an example image to explain. I simply don&#039;t know how you&#039;d do that) -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 10:05, 27 January 2019 (UTC)&lt;br /&gt;
:::::::::::Anymore pages that need to be made? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 22:47, 27 January 2019 (UTC)&lt;br /&gt;
:::::::::::: Nothing that would be worth it before 0.17. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:21, 28 January 2019 (UTC)&lt;br /&gt;
:::::::::::::Will you have the time to add any of that stuff? It seems like there&#039;s a plethora of new things coming. Enough to make our faces explode 4 times over. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 15:58, 31 January 2019 (UTC)&lt;br /&gt;
:::::::::::::: I hope I do, it is my job after all :) I am already preparing for 0.17, so I hope to have most pages prepared before 0.17 comes out. Once it is out, it will be a community effort to finish updating the entire wiki, but it should definitely be doable. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 16:02, 31 January 2019 (UTC)&lt;br /&gt;
:::::::::::::::Can I make a &amp;quot;bus&amp;quot; page? Since there&#039;s one on balancers? As well as a page titled &amp;quot;Warnings&amp;quot; that redirect to &amp;quot;Alerts&amp;quot;? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:09, 9 February 2019 (UTC)&lt;br /&gt;
:::::::::::::::: We already have [[Tutorial:Main bus]], so no. Yes. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 17:50, 9 February 2019 (UTC)&lt;br /&gt;
::::::::::::::::: Probably a good time to bring this up *before* 0.17 comes. I recommend taking screenshots with something like Fraps, because using the screenshot feature from Steam just compresses the hell out of the images like a low quality .jpg. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 23:47, 11 February 2019 (UTC)&lt;br /&gt;
:::::::::::::::::: I use either ShareX or the screenshot feature built into the game which both produce high quality images. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 07:56, 12 February 2019 (UTC)&lt;br /&gt;
You know how some of the images I made have the checkered background? Is it valid to make the pictures of buildings entities also have that? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 16:26, 12 February 2019 (UTC)&lt;br /&gt;
: No, I dont want to stray so far from the vanilla game. The images are there so that players can know how something looks like in-game before they see it. If that is shown in a completely different context than the player will ever encounter, it will make it harder for the player to recognize the building. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 16:31, 12 February 2019 (UTC)&lt;br /&gt;
:: Do you happen to know what the &amp;quot;dot&amp;quot; and &amp;quot;info&amp;quot; signals are in 0.17? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:29, 2 March 2019 (UTC)&lt;br /&gt;
::: They were added because the Introduction uses them in the guis. As far as I know it&#039;s on the to do to remove them again since they never really were meant to be in the base game as signals. Other than that they are just virtual signals, nothing special. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 17:31, 2 March 2019 (UTC)&lt;br /&gt;
:::: Can I add the &#039;stop conditions&#039; to the locomotives page? (cargo empty, cargo full, etc.)? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:49, 9 March 2019 (UTC)&lt;br /&gt;
::::: Also, to save myself a lot of work if need be, do ALL images need to be redone for 0.17? Even if the older image gets the point across to what something is? Like say, some belt images on the transport belt system page. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 02:09, 10 March 2019 (UTC)&lt;br /&gt;
:::::: The conditions fit better on [[Railway#Train_schedule]], you could link to that if it&#039;s not easy to find on the locomotive page. No, they don&#039;t need to be all redone. I think once 1.0 is out we will make such a &amp;quot;full pass&amp;quot; and make sure that every image is up to date, now it would be too much work for something that might change again. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:07, 10 March 2019 (UTC)&lt;br /&gt;
::::::: Are there any pages that still need redoing, or any more (animated) images I&#039;ve missed? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:49, 19 March 2019 (UTC)&lt;br /&gt;
:::::::: Only the really big pages (inserters, map editor, world generator) and small pages that I don&#039;t have on my list are left. I kind of want to do those big pages mostly myself, I hope that is okay. I&#039;ve not been keeping track of the images, sorry. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 16:19, 19 March 2019 (UTC)&lt;br /&gt;
::::::::: Permission to make a template for glowing and/or outline text? You never know when you might need something like that. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:40, 21 March 2019 (UTC)&lt;br /&gt;
:::::::::: No. Please see the rules on templates for why not. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 23:32, 21 March 2019 (UTC)&lt;br /&gt;
::::::::::: I see, what if there just so happened to be a glowing text thing in the game itself, and we were making it match in the wiki? Regardless of what you&#039;re answer is, &amp;lt;span style=&amp;quot;text-shadow: 0.5px 0.5px 1px #aaaa00; color:#ffff88; font-size: 100%;&amp;quot;&amp;gt;have a sensational day!&amp;lt;/span&amp;gt; Are there any unrelated template pages that need making anyway? Also, can add a super subtle glow effect to the words &amp;quot;everything&amp;quot;, &amp;quot;anything&amp;quot; and &amp;quot;each&amp;quot; on the circuit network page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 10:53, 22 March 2019 (UTC)&lt;br /&gt;
:::::::::::: When that happens we will make the appropriate changes, no need to make them now. No not currently, and no. Don&#039;t overdo it. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 17:51, 22 March 2019 (UTC)&lt;br /&gt;
::::::::::::: One of your edit notes was &amp;quot;Factorio gui style: Round corncers = can be interacted with. This cannot be interacted with.&amp;quot; I&#039;m sorry but I haven&#039;t the slightest clue in the world what you&#039;re saying here. Also am I allowed to make those colorboxes rounded for *just* the lamp page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:58, 23 March 2019 (UTC)&lt;br /&gt;
:::::::::::::: Basically, one of the &amp;quot;standards&amp;quot; in the GUI style introduced in 0.17 is that when an element has rounded corners, it can be modified by the user. You can see this all over the vanilla game — textfields have rounded corners, buttons do not etc. In the long run, the plan is to make the wiki use the in-game GUI style. So anything new that is created should already follow that style, to make transitioning to it easier. So no, you are not allowed to make them round for the lamp page. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 11:13, 23 March 2019 (UTC)&lt;br /&gt;
::::::::::::::: Is there a way I can edit my .css page so they appear rounder just for me? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:23, 23 March 2019 (UTC)&lt;br /&gt;
:::::::::::::::: I added the class &amp;quot;template-color&amp;quot; to the template, so you can use that for your user css. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:45, 23 March 2019 (UTC)&lt;br /&gt;
: Can I add a template for a &amp;quot;map icon&amp;quot;? Like for the little arrow icons you see for tanks/locomotives/cars in the mini-map? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 22:45, 23 March 2019 (UTC)&lt;br /&gt;
:: I don&#039;t get what this template would do. Could you create it in your userspace so that I can have a look, please. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 12:07, 24 March 2019 (UTC)&lt;br /&gt;
::: Am I allowed to make prototype template(s) to help demonstrate my point? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 12:49, 25 March 2019 (UTC)&lt;br /&gt;
:::: Yes, create the template in your userspace, like I said. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 18:18, 25 March 2019 (UTC)&lt;br /&gt;
::::: I was gonna redo all the inserter images to make them more 0.17 related. Though the alt-mode in 0.17&#039;s inserters looks real cluttery. It might look better with alt-mode off. Is uh... will that work? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 22:01, 5 April 2019 (UTC)&lt;br /&gt;
:::::: Oh, be sure to check out my workbench page. [https://wiki.factorio.com/Infobox:Zippy/workbench Look at the fake car infobox]. See the little arrow icon? Pretend that &amp;quot;Storage Size&amp;quot; says &amp;quot;Map Icon&amp;quot;. That&#039;s what I propose what this wiki should have. I can&#039;t edit the main templates so... yeah that&#039;s all you. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 00:20, 6 April 2019 (UTC)&lt;br /&gt;
::::::: The alt-mode did not change with 0.17, so it is not okay to turn it off for images that had it on. The car icon looks okay, but it doesn&#039;t use any template. If you just want the property for it added to the infoboxes, I can do that no problem. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 18:20, 6 April 2019 (UTC)&lt;br /&gt;
:::::::: Could I just upload updated inserter images but photoshop the yellow arrow and bar on them? And yes, I&#039;d very much like for you to add that property if that&#039;s alright. Though it&#039;s for the good of the wiki more than it is for me. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 23:52, 6 April 2019 (UTC)&lt;br /&gt;
::::::::: I already updated the images. I will add the property tomorrow morning. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 23:57, 6 April 2019 (UTC)&lt;br /&gt;
:::::::::: Actually, I meant the individual inserter pages: yellow inserter, fast inserter, filter, etc. The images in the infoboxes. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:18, 7 April 2019 (UTC)&lt;br /&gt;
::::::::::: Okay, for those you definitely have to use &amp;quot;alt-mode&amp;quot; and please do not photoshop them beyond cropping. Thank you. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 12:35, 7 April 2019 (UTC)&lt;br /&gt;
:::::::::::: Am I allowed to add a mini-section on the circuit network on the transport belt system page about how they connect to the circuit network? And did you add the &#039;map icon&#039; thing to the template page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 23:01, 7 April 2019 (UTC)&lt;br /&gt;
::::::::::::: Yes. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 08:18, 8 April 2019 (UTC)&lt;br /&gt;
: Say what&#039;s that trick again where you can add another &amp;quot;fake&amp;quot; player to the game? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:00, 13 April 2019 (UTC)&lt;br /&gt;
:: The one I explained to you was making a LAN multiplayer game and joining yourself locally. You can however also use /c game.player.surface.create_entity{name=&amp;quot;player&amp;quot;, force=&amp;quot;player&amp;quot;, position={0,0}}, but that player wont have a name and it cant move. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 07:59, 13 April 2019 (UTC)&lt;br /&gt;
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== Strange link in Power_production#Ensuring_enough_energy_is_produced ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka,&lt;br /&gt;
the section &amp;quot;[[Power_production#Ensuring_enough_energy_is_produced]]&amp;quot; contains a link that leads to: https://en.wikipedia.org/wiki/Feedback&lt;br /&gt;
It has only marginally to do with &amp;quot;brownouts/blackouts&amp;quot;!?&lt;br /&gt;
I assume https://en.wikipedia.org/wiki/Brownout_(electricity) or https://en.wikipedia.org/wiki/Power_outage was meant. {{unsigned|VandenPlas|15:44, 9 January 2019}}&lt;br /&gt;
:That is the result of an discussion over whether the feedback loop is positive or negative. You can find the discussion here [[User_talk:AnthonyQBachler]] and on power production talk page. Feel free to link to brownout instead, the link to &amp;quot;feedback&amp;quot; never really made sense. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 16:22, 9 January 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Headline change to different language ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka,&lt;br /&gt;
how do I change the headline of a page to a different language (german in this case)?&lt;br /&gt;
Please see: wiki.factorio.com/Refined_hazard_concrete/de, wiki.factorio.com/Refined_concrete/de {{Unsigned|VandenPlas|08:21, 22 February 2019}}&lt;br /&gt;
: Add the title (Refined hazard concrete, Refined concrete) to [[Template:Translation/de]]. You can find more tips for translation here: [[Factorio:Translation_guide]] -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 08:38, 22 February 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Revising my edits ==&lt;br /&gt;
&lt;br /&gt;
Hey, just wanted to say thanks for revising and especially commenting on my last set of edits. It&#039;s good to know how to keep to wiki style and make things consistent. [[User:Techhead7890|Techhead7890]] ([[User talk:Techhead7890|talk]]) 14:49, 5 April 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Understanding logistic chests ==&lt;br /&gt;
&lt;br /&gt;
Yeah, constantly expanding that &amp;quot;multiplayer and fluids&amp;quot; section was getting old. Logistic chests, for me, was not something I could understand so easily from the start. If I made an image, giving accurate visuals to what each chest does, would it be allowed on this wiki? -- &amp;lt;span style=&amp;quot;text-shadow: 0.5px 0.5px 1px #555500; color:#ffffff; font-size: 100%;&amp;quot;&amp;gt;[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 08:53, 14 April 2019 (UTC)&amp;lt;/span&amp;gt;&lt;br /&gt;
:Depends on the image, but generally yes. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 09:01, 14 April 2019 (UTC)&lt;br /&gt;
:: How do you feel about this idea: imagine having more signal labels, but some of them are symbolic and interactive. Look at this image: https://i.imgur.com/EB0HJoq.png - Now imagine you pick the first bullseye-looking signal, and that signal is activated. So you get an effect like &#039;this&#039; on the minimap (https://i.imgur.com/OQjJBJr.gif). You think something like that would be a good add to the game? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:53, 17 April 2019 (UTC)&lt;br /&gt;
::: Uhh, yes? No? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:24, 20 April 2019 (UTC)&lt;br /&gt;
:::: Vacation :) Ideas and suggestions for the game have no place on this wiki; make a forum post for that. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:19, 22 April 2019 (UTC)&lt;br /&gt;
::::: Is a multiplayer image of players fighting off enemies allowed if there&#039;s no mod elements? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 15:56, 29 April 2019 (UTC)&lt;br /&gt;
:::::: What value do you think the image would add to the page? -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 16:30, 29 April 2019 (UTC)&lt;br /&gt;
::::::: An interesting image that&#039;s different from one player just standing around a bunch of enemies. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:26, 30 April 2019 (UTC)&lt;br /&gt;
:::::::: Okay, add it. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 10:36, 30 April 2019 (UTC)&lt;br /&gt;
::::::::: Wait... You mean add the image from before or the alternate &amp;quot;non-mod&amp;quot; one I brought up? Also, am I allowed to add gif&#039;s for all the weapons? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:40, 30 April 2019 (UTC)&lt;br /&gt;
:::::::::: The non-mod one. Yes. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 13:52, 30 April 2019 (UTC)&lt;br /&gt;
::::::::::: I mean, couldn&#039;t I just crop out the mod stuff and post the same image..? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:34, 1 May 2019 (UTC)&lt;br /&gt;
:::::::::::: Please make a new image, the coin/random beams are in the middle of the image/directly where the fighting happens, so cropping it is nearly impossible. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 08:50, 1 May 2019 (UTC)&lt;br /&gt;
::::::::::::: Is there a way to find out which articles are visited the most? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 15:47, 16 June 2019 (UTC)&lt;br /&gt;
:::::::::::::: Yes, [[Factorio:Top pages]]. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 21:09, 17 June 2019 (UTC)&lt;br /&gt;
:::: I was wondering, you know how you can change the style of this wiki through the user page preferences thing? What if I designed a bunch of different colored CSS templates for people to pick from? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 07:27, 21 September 2019 (UTC)&lt;br /&gt;
::::: The wiki is pending a major-ish style rework in corporation with the Factorio graphics department soon™ (not this year probably), so I don&#039;t think putting work into changing the current style is a good idea. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 11:14, 23 September 2019 (UTC)&lt;br /&gt;
:::::: Am I allowed to make a template (similar to the &amp;quot;stub&amp;quot; one) that says something like &amp;quot;this page has outdated images&amp;quot;? Or does that already exist? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:29, 17 August 2020 (UTC)&lt;br /&gt;
::::::: Wait nvm that already exists. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 07:16, 17 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wanted pages/de  ==&lt;br /&gt;
&lt;br /&gt;
Hey Bilka, from time to time I translate a page in German and I noticed that some of the pages listet at [[Factorio:Wanted_pages/de]] have only one page referring to them which should not be referring to them in my opinion. An example is [[Special:WhatLinksHere/Mods/de]]. The referring page is the uk translation and I couldn&#039;t find the link on that page.--[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 09:57, 26 July 2019 (UTC)&lt;br /&gt;
: The language template on the uk page refers to the German page, even if you can&#039;t see it. Just ignore any page that doesn&#039;t have an English version, that is what the column is for. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 10:05, 26 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Two things... ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s me again making your talk page doubly longer than it should be. Just throwing this out there, is there a way to add .webp image support to this wiki? I don&#039;t know if you understand how that format works, but it would allow .gifs to be resized and still animate. Also, this one is minor, but are you alright with having a GUI image for buffer chests? The deletion log says you got rid of it for being too similar to another image or something, though the only difference is one chest has as extra option on the GUI. Don&#039;t know if that counts. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:43, 24 September 2020 (UTC)&lt;br /&gt;
: Mediawiki recommends against using webp&#039;s for images since not all browsers support their display. Furthermore, adding support for displaying them properly looks pretty complicated, so I don&#039;t think it&#039;s likely to be added. The buffer chest image is alright to add - the deletion in the log was me accidentally uploading the requester chest image as a buffer chest image and then moving it to the right place, nothing to do with the actual buffer chest GUI. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 06:30, 24 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Localisation misinformation? ==&lt;br /&gt;
&lt;br /&gt;
Hi. You reverted my edits on mod Localisation, citing &amp;quot;misinformation&amp;quot;. Could you elaborate? I use rich text formatting in my mods, as do other people, so that definitely works, and it was the Factorio developers themselves that have clearly stated that the final string cannot be accessed in scripts. Where&#039;s the misinformation?&lt;br /&gt;
{{Unsigned|Modo lv|16:24, 22 January 2021‎}}&lt;br /&gt;
:Whether rich text can be used depends on where the locale is used. E.g. rich text does not work in script render text. The final string can be accessed via LuaPlayer.request_translation. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 16:29, 22 January 2021 (UTC)&lt;br /&gt;
::OK, but shouldn&#039;t the info be updated to reflect that then, instead of removing all mention of these features? I originally came to localisation page to figure out how to color text and add images, and it does not give any information on that at all (instead the given examples lead me to believe that the only way was to use parameters to insert images programmatically, and colors/fonts were simply not an option). As for reading the result, Google (specifically on the API docs!) and forum search on the issue only led me to the (outdated) forum post stating that it can&#039;t be done. {{Unsigned|Modo lv|16:39, 22 January 2021‎}}&lt;br /&gt;
:::If you can find a way to mention rich text without it ending up as misinformation, feel free. Regarding reading the result, I&#039;d personally prefer if the page stays the way it is, as request_translation is basically a newbie trap. At the point that you&#039;ll be able to determine what it&#039;s useful for, you&#039;ll have found it in the docs/in another mod anyway. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 16:50, 22 January 2021 (UTC)&lt;br /&gt;
::::Well, I didn&#039;t find it. :) I have no idea how to tell if a mod might be using request_translation (since it&#039;s such an advanced and specific feature, I would guess that not a lot of them do, at least in singleplayer) and all my attempts at googling &amp;quot;lua read localisedstring&amp;quot; and similar only lead to the forum post saying it can&#039;t be done (and so I naturally stopped looking for it). So there is already misinformation out there that people do find and we can&#039;t remove, but we can ensure that the wiki — the first place a person looks — is accurate, thorough and and up-to-date. {{Unsigned|Modo lv|17:00, 22 January 2021‎}}&lt;br /&gt;
::::Okay, good point. How about you implement your vision (with the new info) on the page and we&#039;ll work with that. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 17:06, 22 January 2021 (UTC)&lt;br /&gt;
:::::Already on it! :) Ideally I would love to see a list somewhere of what supports rich text and what doesn&#039;t, but starting a whole new page seemed a bit much so soon. :D So I&#039;ll just add what I know to localisation page for now and we can go from there. Thank you for your time &amp;amp; patience!&lt;br /&gt;
&lt;br /&gt;
== Heatpipe in german ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
I have a problem. In German factorio heat-pipes are called &amp;quot;Wärmerohre&amp;quot; but here the wiki calls ist &amp;quot;Hitzerohre&amp;quot;. How can I change the name?&lt;br /&gt;
Thanks {{Unsigned|Jojo04|14:46, 24 February 2021‎}}&lt;br /&gt;
:Hey, you can change it in [[Template:Translation/de]]. Just click edit, search for the heat pipe and change the entry. You can find more information on translating here: [[Factorio:Translation guide]]. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 16:53, 24 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Iron gear ==&lt;br /&gt;
&lt;br /&gt;
Hey, just wanted to thank you for the detailed explanation on the [https://wiki.factorio.com/index.php?title=Iron_gear_wheel&amp;amp;type=revision&amp;amp;diff=184666 iron gear diff], it was very helpful. I&#039;d still like to expand on &amp;quot;many basic and advanced recipes&amp;quot; a little bit, as the page seems a bit like a stub at present. (For example, I should note that the first sentence is actually describing the ingredient information, which is present in the infobox.) Would you be opposed to the following (without the miscellaneous categories originally present):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;It is very important for many basic and advanced recipes, including all levels of [[Belt transport system|belts]], the basic [[inserter]] and [[Assembling machine 1|assembler]], and raw resource extraction equipment such as the [[electric mining drill]].&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I feel like this gives a bit more detail on basic, highly-produced items using the gear wheel, with recipes have been left unchanged in quite some time. Additionally, the prose allows grouping and categorisation of the items (rather than having to understand exactly which item icon is in the infobox&#039;s list, and then know the item&#039;s significance). Thanks in advance (and PS, thanks for tidying up the [[Assembling machine 1]] page for conciseness!). [[User:Techhead7890|Techhead7890]] ([[User talk:Techhead7890|talk]]) 11:10, 14 March 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:Ekevoo&amp;diff=184567</id>
		<title>User talk:Ekevoo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:Ekevoo&amp;diff=184567"/>
		<updated>2021-02-13T05:45:43Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: /* Fish */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to the Official Factorio Wiki!&#039;&#039;&#039; Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it. &amp;lt;br&amp;gt;&lt;br /&gt;
First and foremost, please be sure to read and understand the [[Factorio:Wiki rules|rules of this Wiki]]. If you have any questions or concerns with these rules, please don&#039;t hesitate to ask an Admin. &amp;lt;br&amp;gt;&lt;br /&gt;
Secondly, if you&#039;re new to editing Wikis and are unfamiliar with MediaWiki&#039;s formatting, please be sure to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages]. In addition to the help provided by MW, we also provide a [[Factorio:Style guide|style guide]] that we enforce. &amp;lt;br&amp;gt;&lt;br /&gt;
If you&#039;re unsure where to begin, please see the [[Factorio:Editor_noticeboard|editor noticeboard]], where information on the current objectives and projects of the Wiki may be found. &amp;lt;br&amp;gt;&lt;br /&gt;
Again, welcome, we hope you contribute as much high quality information as you can. :) [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 08:47, 5 January 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fish ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure if you missed this line on [[raw fish]] but could this be the reason you can&#039;t find any more fish? [[User:Techhead7890|Techhead7890]] ([[User talk:Techhead7890|talk]]) 05:45, 13 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Fish are created in water when the world is generated and do not despawn or respawn.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_mining_drill&amp;diff=184566</id>
		<title>Electric mining drill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_mining_drill&amp;diff=184566"/>
		<updated>2021-02-13T05:25:35Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: /* Trivia */ patch name typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Electric mining drill}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;electric mining drill&#039;&#039;&#039; mines out [[iron ore]], [[copper ore]], [[uranium ore]], [[stone]] and [[coal]], and places it in front of the output tile, on a [[transport belt|belt]] or in a machine or chest that covers the output tile.&lt;br /&gt;
&lt;br /&gt;
The machine is 3×3, but mines in a 5×5 area, extending 1 tile away on each side.&lt;br /&gt;
Mines copper ore, iron ore, coal, or stone at a rate of 0.5/s and uranium ore at a rate of 0.25/s.&lt;br /&gt;
&lt;br /&gt;
When placed over [[uranium ore]], which requires [[sulfuric acid]] to mine, three fluid connectors will appear on the mining drill. The mining drills will pass excess sulfuric acid to each other when these connectors are aligned, allowing multiple drills to be placed right next to each other with only one pipe input necessary to feed all of them.&lt;br /&gt;
&lt;br /&gt;
== Indicators ==&lt;br /&gt;
There is a light attached to the front of the mining drill that will change colors depending on its status:&lt;br /&gt;
&lt;br /&gt;
[[File:light_green_prev.png]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Green light = The drill is currently functioning without issues.&lt;br /&gt;
&lt;br /&gt;
[[File:light_yellow_prev.png]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Yellow light = The drill&#039;s ability to dispense resources is blocked, it is low on power, it is disabled by the [[circuit network]] or it is missing the fluid required to mine the current resource.&lt;br /&gt;
&lt;br /&gt;
[[File:light_red_prev.png]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Red light = The drill has completely run out of resources to mine.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.31|&lt;br /&gt;
* New electric mining drill graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Unified and rounded mining speed and times for ores and drills.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.2|&lt;br /&gt;
* Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Mining drill now has fluid input when placed over [[uranium ore]].&lt;br /&gt;
* Mining drills can be turned on and off using the [[circuit network]]. They can also output the remaining expected resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Mining drill now ignores resources that can&#039;t be mined because of the higher hardness.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Shows area of effect when highlighted.&lt;br /&gt;
* Mining drill evenly mines from every tile in its area.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.&lt;br /&gt;
* Added support for modules to electric mining drills.&lt;br /&gt;
* Mining drills deactivate when out of resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* Show output arrows when alt mode is on.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* New Graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Shows count of available resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* From 15.7 to 0.17, it was a component of the [[chemical science pack]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_mining_drill&amp;diff=184565</id>
		<title>Electric mining drill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_mining_drill&amp;diff=184565"/>
		<updated>2021-02-13T05:25:06Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: Trivia: previously part of chem/3rd science pack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Electric mining drill}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;electric mining drill&#039;&#039;&#039; mines out [[iron ore]], [[copper ore]], [[uranium ore]], [[stone]] and [[coal]], and places it in front of the output tile, on a [[transport belt|belt]] or in a machine or chest that covers the output tile.&lt;br /&gt;
&lt;br /&gt;
The machine is 3×3, but mines in a 5×5 area, extending 1 tile away on each side.&lt;br /&gt;
Mines copper ore, iron ore, coal, or stone at a rate of 0.5/s and uranium ore at a rate of 0.25/s.&lt;br /&gt;
&lt;br /&gt;
When placed over [[uranium ore]], which requires [[sulfuric acid]] to mine, three fluid connectors will appear on the mining drill. The mining drills will pass excess sulfuric acid to each other when these connectors are aligned, allowing multiple drills to be placed right next to each other with only one pipe input necessary to feed all of them.&lt;br /&gt;
&lt;br /&gt;
== Indicators ==&lt;br /&gt;
There is a light attached to the front of the mining drill that will change colors depending on its status:&lt;br /&gt;
&lt;br /&gt;
[[File:light_green_prev.png]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Green light = The drill is currently functioning without issues.&lt;br /&gt;
&lt;br /&gt;
[[File:light_yellow_prev.png]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Yellow light = The drill&#039;s ability to dispense resources is blocked, it is low on power, it is disabled by the [[circuit network]] or it is missing the fluid required to mine the current resource.&lt;br /&gt;
&lt;br /&gt;
[[File:light_red_prev.png]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Red light = The drill has completely run out of resources to mine.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.31|&lt;br /&gt;
* New electric mining drill graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Unified and rounded mining speed and times for ores and drills.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.2|&lt;br /&gt;
* Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Mining drill now has fluid input when placed over [[uranium ore]].&lt;br /&gt;
* Mining drills can be turned on and off using the [[circuit network]]. They can also output the remaining expected resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Mining drill now ignores resources that can&#039;t be mined because of the higher hardness.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Shows area of effect when highlighted.&lt;br /&gt;
* Mining drill evenly mines from every tile in its area.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.&lt;br /&gt;
* Added support for modules to electric mining drills.&lt;br /&gt;
* Mining drills deactivate when out of resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* Show output arrows when alt mode is on.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* New Graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Shows count of available resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* From 15.7 to 1.70, it was a component of the [[chemical science pack]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Assembling_machine_1&amp;diff=184564</id>
		<title>Assembling machine 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Assembling_machine_1&amp;diff=184564"/>
		<updated>2021-02-13T05:22:18Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: /* Notes */ was also in CSP/blue science; clarify third ingredient&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Assembling machine 1}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assembling machine 1&#039;&#039;&#039; is the most basic assembling machine. As [[Automation (research)|Automation]] is the first technology available, this is the first available crafting machine. Unlike higher tier assembling machines, it cannot use fluids for crafting.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Crafting capability increased from 2 to 6 recipe ingredients.&lt;br /&gt;
* Can now craft any non-fluid requiring recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Fast replacing assembling machine keeps the orientation of the original assembling machine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Productivity modules can only be used in assembling machines producing intermediate products.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Crafting speed of assembling machine is relative to manual crafting speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Reset bonus productivity of machine when recipe is changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added support for modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.2|&lt;br /&gt;
* The assembling machine 2 speed is now slightly faster (from 1.5 to 2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Update recipe tooltip for assembling machine output.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Better graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Between 15.0 and 15.7, it was an ingredient in the [[chemical science pack]]. Between 15.7 and 16.0, it was an ingredient in the [[production science pack]].&lt;br /&gt;
* The ability to craft recipes with three ingredients in 17.0 means they can create themselves, amongst a number of other basic logistics and production items that require [[electronic circuit]]s as a third ingredient, such as the first [[inserter]], the [[splitter]], and the [[electric mining drill]], that previously required the [[assembling machine 2]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Assembling machine 2]]&lt;br /&gt;
* [[Assembling machine 3]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=184563</id>
		<title>Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=184563"/>
		<updated>2021-02-13T05:14:06Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: /* Braiding */ space saving and beacon range&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The belt transport system is the first system the [[player]] will use to transport items from place to place. It, along&lt;br /&gt;
with [[Railway|trains]], and [[Logistic network|Logistic robots]], makes up the systems of item transportation in&lt;br /&gt;
Factorio.&lt;br /&gt;
&lt;br /&gt;
Belts specifically are used to transport items and run without using energy. Belts can also interact with other moving entities such as [[player]]s, [[vehicle]]s and [[enemies|biters]], also allowing for faster or slower movement speed.&lt;br /&gt;
&lt;br /&gt;
== Belt tier overview ==&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts, and express belts).]]&lt;br /&gt;
There are 3 different tiers of belts available for use. The [[transport belt]] has a yellow color and is the slowest, as well as the cheapest to craft. The next tier up, the [[fast transport belt]] has a red color and is twice as fast as the standard transport belt. The [[express transport belt]] is the final tier. It is colored blue and is three times faster than normal belts, or 1.5× faster than red belts.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput&amp;lt;br&amp;gt;(Items/[[Time#Seconds|second]]) !! Needed research&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Transport belt}}&lt;br /&gt;
| {{Imagelink|Underground belt}}&lt;br /&gt;
| {{Imagelink|Splitter|Splitter}} &lt;br /&gt;
| 15&lt;br /&gt;
| [[Logistics (research)]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast transport belt}}&lt;br /&gt;
| {{Imagelink|Fast underground belt}}&lt;br /&gt;
| {{Imagelink|Fast splitter}} &lt;br /&gt;
| 30&lt;br /&gt;
| [[Logistics 2 (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Express transport belt}}&lt;br /&gt;
| {{Imagelink|Express underground belt}}&lt;br /&gt;
| {{Imagelink|Express splitter}}&lt;br /&gt;
| 45&lt;br /&gt;
| [[Logistics 3 (research)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Only for the underground belt and splitter. The basic transport belt is available at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Regardless of the belt tier, a fully filled straight transport belt holds 8 items in total. For more information on this, see [[Transport belts/Physics]] and [https://factorio.com/blog/post/fff-276 Friday Facts #276 - Belt item spacing].&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Belt mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Merging and un-merging belts ===&lt;br /&gt;
&lt;br /&gt;
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or to transport two different materials on the same belt. Mixed belts can be beneficial for&lt;br /&gt;
smelting ore, or producing items with many different ingredients such as [[Utility science pack]]. The belt can be unmerged using a splitter filter. It is also possible to unmerge a mixed belt by using underground belts since an underground belt will block half of the belt. &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_2_lanes.gif|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|top]]&lt;br /&gt;
&lt;br /&gt;
Belts going across a splitter will have items from the splitter moving to one side of the crossing belt.&lt;br /&gt;
&lt;br /&gt;
[[File:splitters_to_one_side.gif|top|Splitters moving objects to just one side of a belt.]]&lt;br /&gt;
&lt;br /&gt;
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second gif is better described in the &#039;&#039;&#039;[[Belt_transport_system#Separating_belt_lanes|underground belt]]&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
=== Lane balance ===&lt;br /&gt;
&lt;br /&gt;
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to&lt;br /&gt;
maintain throughput, balancing the lanes may be necessary. The gifs below show two ways how to do this. The former only works if only one lane is in use initially. For further explanation of the mechanics, see [[Balancer mechanics#Lane_balancers|lane balancers]].&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|top]]&lt;br /&gt;
&lt;br /&gt;
=== Belt throughput ===&lt;br /&gt;
[[File:Stack inserters fill express belt.gif|frame|230px|right|4 [[stack inserter]]s can compress an express belt at stack size 12 for the left inserters and stack size 8 for the right inserters.]]&lt;br /&gt;
Maximizing the throughput means ensuring that as many items as possible are transported. Therefore some definitions need to&lt;br /&gt;
be introduced:&lt;br /&gt;
&lt;br /&gt;
; Speed &lt;br /&gt;
: How fast a belt moves in tiles per second. This is 1.875, 3.75 and 5.625 for basic, fast and express belts.&lt;br /&gt;
; Density &lt;br /&gt;
: How tight are the items put onto the belts; each straight belt piece can hold exactly 8 items.&lt;br /&gt;
; Throughput &lt;br /&gt;
: This is speed × density. It describes how many items pass by at a given time.&lt;br /&gt;
&lt;br /&gt;
So, there are three opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
; More density &lt;br /&gt;
:Sometimes items have small gaps in between each other that aren&#039;t big enough for other items to fit in. However, mining drills, inserters, and belt sideloading can still force an item into these gaps, temporarily squashing the items on the belt. The squashed gap is extended to normal size once the front of the belt starts to move again.&lt;br /&gt;
; More speed &lt;br /&gt;
:If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts.  Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don&#039;t move quickly (or at all) or stop at maximum density and suddenly they come to a point where this &#039;stop and go&#039; effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.&lt;br /&gt;
; More belts &lt;br /&gt;
:Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput.&lt;br /&gt;
&lt;br /&gt;
=== Belt tricks ===&lt;br /&gt;
&lt;br /&gt;
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.&lt;br /&gt;
&lt;br /&gt;
Another useful usage is [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]]. So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and makes inserters more effective.&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
&lt;br /&gt;
[[Splitters]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts&lt;br /&gt;
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance&lt;br /&gt;
multiple belts.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
&lt;br /&gt;
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.&lt;br /&gt;
&lt;br /&gt;
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs. If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.&lt;br /&gt;
* Splitters can also merge belts, taking two inputs and one output.&lt;br /&gt;
* Splitters preserve the lanes of the items, by moving through the splitter an item on the right lane will not be moved to the left lane, and vice versa.&lt;br /&gt;
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.&lt;br /&gt;
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one.&lt;br /&gt;
&lt;br /&gt;
The speed of the splitter is the same as its relevant type of belt, so in order to properly join/split belts, the splitter must be the same speed as the incoming belts. Otherwise the splitter will become a bottleneck.&lt;br /&gt;
&lt;br /&gt;
==== Priority ====&lt;br /&gt;
For both the input and output side of the splitter it is possible to set the priority to either left or right.&lt;br /&gt;
&lt;br /&gt;
A splitter where the input priority has been set will first try to consume the specified input side, and will only&lt;br /&gt;
consume the other input once there is a gap on the prioritized input belt.&lt;br /&gt;
&lt;br /&gt;
Similarly a splitter where the output priority has been set will try to redirect all incoming items&lt;br /&gt;
to the specified output, and will only output on the other output once the specified output is full.&lt;br /&gt;
&lt;br /&gt;
==== Filter ====&lt;br /&gt;
If a specific item is set in the splitter&#039;s filter slot, the slider for the output priority will&lt;br /&gt;
be used for the filter instead. All items of the set type will be redirected to that specific output&lt;br /&gt;
and all other items are directed to the other output. The input priority can be set independently of the filter.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
{{Main|Balancer mechanics}}&lt;br /&gt;
&lt;br /&gt;
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.&lt;br /&gt;
&lt;br /&gt;
=== Manipulating belt lanes ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.&lt;br /&gt;
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Circuit network]] ==&lt;br /&gt;
&lt;br /&gt;
[[File:transport_belt_circuits.png|thumb|200px|Two belts connected to a [[constant combinator]].]][[Red wire|Red]] or [[green wire]]s can be connected to segments of transport belts to use them as part of a circuit. Belts connected to the circuit network will appear with a yellow cage above them, with a moving red scanner within it. When a belt is connected to a circuit, a GUI can be accessed from the connected belt for settings on how the belt will be used for a circuit; there are two modes of operation that can be used:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enable/disable&#039;&#039;&#039; - A circuit condition dictates whether or not the belt will allow items through.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Read belt contents&#039;&#039;&#039; - If enabled, the contents on the belt will be read.&lt;br /&gt;
&lt;br /&gt;
The belt&#039;s GUI will also have a &amp;quot;content read mode&amp;quot; setting, which can be set to either &#039;&#039;&#039;pulse&#039;&#039;&#039; or &#039;&#039;&#039;hold&#039;&#039;&#039;. &#039;&#039;&#039;Pulse&#039;&#039;&#039; will read the belt&#039;s contents for only one [[Time|tick]], while &#039;&#039;&#039;hold&#039;&#039;&#039; will read the belt&#039;s contents continuously on every tick.&lt;br /&gt;
&lt;br /&gt;
[[File:transport_belt_circuit_gui.png|thumb|right|Transport belt GUI.|130px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:transport_belt_circuit_example1.gif|A small example of a transport belt circuit reading belt contents to trigger two lamps.&lt;br /&gt;
File:transport_belt_circuit_example2.gif|[[Fast inserter]]s are activated by the [[arithmetic combinator]]s&#039; setup; when a specific item enters a belt segment that&#039;s connected to the circuit network, the inserters place the same item on another belt.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Underground belts ==&lt;br /&gt;
&lt;br /&gt;
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].&lt;br /&gt;
&lt;br /&gt;
[[File:4-6-8.png|thumb|right|Underground lengths|200px]]&lt;br /&gt;
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)&lt;br /&gt;
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won&#039;t be mixed.&lt;br /&gt;
* For the connection only the endpoints (entry-side and exit-side) are relevant.&lt;br /&gt;
* The underground distance is 4, 6 and 8 [[Map_structure#Tile|tiles]], respectivly, for the three belt types.&lt;br /&gt;
* An underground belt pair that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.&lt;br /&gt;
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.&lt;br /&gt;
&lt;br /&gt;
=== Separating belt lanes ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).&lt;br /&gt;
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Braiding ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:underground_belt_braiding.gif|Different types of underground belts can be braided together along the same line of tiles, with items staying in their respective belt types.&lt;br /&gt;
File:underground_belt_braiding2.gif|The same concept, but with a different belt design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Braiding can be particularly useful where more than two input lanes are required while also avoiding the use of a parallel belt/[[long-handed inserter]] combination. For example, this can be useful if there is limited space, such as when using a beacon. With a beacon range of 3 orthogonal tiles, two of which would be occupied by a belt and inserter, it would not be possible to place the parallel belt in the third space and still have a beacon on the same side, as the assembler would now be in the fourth tile and not in range. With the space saved by braiding, this is now possible.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Splitters]]&lt;br /&gt;
* [[Transport belts]]&lt;br /&gt;
* [[Underground belts]]&lt;br /&gt;
&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Techhead7890&amp;diff=184562</id>
		<title>User:Techhead7890</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Techhead7890&amp;diff=184562"/>
		<updated>2021-02-13T03:50:02Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: 3-input&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello World! I am a casual wiki editor and like to keep the pages I visit tidy.&lt;br /&gt;
&lt;br /&gt;
==self notes==&lt;br /&gt;
* U shape bus (vertical length contraction)&lt;br /&gt;
* Bus ratio according to transport density&lt;br /&gt;
* Liquid bus - sulfur, lubricants, batteries on site?&lt;br /&gt;
* Underground templating; width of sector (4/6/12)&lt;br /&gt;
&lt;br /&gt;
== 3-input methods ==&lt;br /&gt;
* [[Engine unit]] and [[advanced circuit]] - especially as they have longer mfg times than [[inserter]]&lt;br /&gt;
* long handed (easiest, even if a 4th lane isn&#039;t necessary)&lt;br /&gt;
* braided underground belt (blueprints may help with placement)&lt;br /&gt;
* direct insertion (eg gear wheels -- input-throughput intensive)&lt;br /&gt;
* multiple sides of assembler (typical for inserter/green science but does not typically scale as well)&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Iron_gear_wheel&amp;diff=184561</id>
		<title>Iron gear wheel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Iron_gear_wheel&amp;diff=184561"/>
		<updated>2021-02-13T03:46:30Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: making on site: reducing number of types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Iron gear wheel}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;iron gear wheel&#039;&#039;&#039; is an intermediate product crafted from two [[iron plate]]s. It is very important for many basic and advanced recipes, including all levels of [[Belt transport system|belts]], the basic [[inserter]] and [[Assembling machine 1|assembler]], and raw resource extraction equipment such as the [[electric mining drill]]; it is also used in a number of other miscellaneous areas, such as [[Military (research)|military equipment]] (including [[gun turret|turrets]]), oil processing, power, and drones.&lt;br /&gt;
&lt;br /&gt;
Aside from practical items, it is also directly involved in the [[Automation science pack|first tier of science pack]], as well as second and fourth tiers of [[science pack]] (as a component for the basic inserter and [[engine unit]]s, respectively). Gear production is therefore relatively important to continued production.&lt;br /&gt;
&lt;br /&gt;
As gear production requires a sizeable amount of iron, it requires less space to transport the finished product. In some circumstances it may be worth considering transporting the gears, which could save space on infrastructure. Alternatively as they can be assembled from iron in a single step, if a sufficient supply of iron plates is available in the area, making the gears near where they will be used could reduce the number of &#039;&#039;types&#039;&#039; of items being transported there.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Changed stack sizes of items to be 10 based, so it fits the inserter/requester count values.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Stack size increased from 64 to 128}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Iron_gear_wheel&amp;diff=184560</id>
		<title>Iron gear wheel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Iron_gear_wheel&amp;diff=184560"/>
		<updated>2021-02-13T03:30:41Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: general outline of uses; compression note (like steel plate article)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Iron gear wheel}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;iron gear wheel&#039;&#039;&#039; is an intermediate product crafted from two [[iron plate]]s. It is very important for many basic and advanced recipes, including all levels of [[Belt transport system|belts]], the basic [[inserter]] and [[Assembling machine 1|assembler]], and raw resource extraction equipment such as the [[electric mining drill]]; it is also used in a number of other miscellaneous areas, such as [[Military (research)|military equipment]] (including [[gun turret|turrets]]), oil processing, power, and drones.&lt;br /&gt;
&lt;br /&gt;
Aside from practical items, it is also directly involved in the [[Automation science pack|first tier of science pack]], as well as second and fourth tiers of [[science pack]] (as a component for the basic inserter and [[engine unit]]s, respectively). Gear production is therefore relatively important to continued production.&lt;br /&gt;
&lt;br /&gt;
As gear production requires a sizeable amount of iron, it requires less space to transport the finished product. In some circumstances it may be worth considering transporting the gears which could be easier and save space.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Changed stack sizes of items to be 10 based, so it fits the inserter/requester count values.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Stack size increased from 64 to 128}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Assembling_machine_1&amp;diff=184559</id>
		<title>Assembling machine 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Assembling_machine_1&amp;diff=184559"/>
		<updated>2021-02-13T03:00:49Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: add notes arising from patch changes (may be better placed in other sections of the article)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Assembling machine 1}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assembling machine 1&#039;&#039;&#039; is the most basic assembling machine. As [[Automation (research)|Automation]] is the first technology available, this is the first available crafting machine. Unlike higher tier assembling machines, it cannot use fluids for crafting.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Crafting capability increased from 2 to 6 recipe ingredients.&lt;br /&gt;
* Can now craft any non-fluid requiring recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Fast replacing assembling machine keeps the orientation of the original assembling machine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Productivity modules can only be used in assembling machines producing intermediate products.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Crafting speed of assembling machine is relative to manual crafting speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Reset bonus productivity of machine when recipe is changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added support for modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.2|&lt;br /&gt;
* The assembling machine 2 speed is now slightly faster (from 1.5 to 2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Update recipe tooltip for assembling machine output.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Better graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Between 15.7 and 16.0, it was an ingredient in the [[production science pack]].&lt;br /&gt;
* The ability to craft recipes with three ingredients in 17.0 means they can create themselves, amongst a number of other basic logistics and production items that require [[electronic circuit]]s, such as the first [[inserter]], the [[splitter]], and the [[electric mining drill]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Assembling machine 2]]&lt;br /&gt;
* [[Assembling machine 3]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Production_science_pack&amp;diff=184558</id>
		<title>Production science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Production_science_pack&amp;diff=184558"/>
		<updated>2021-02-13T02:54:13Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: /* History */ link AM1 and pump&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Production science pack}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Production science pack&#039;&#039;&#039; is one of three late-game [[science pack]]s, the other two being the [[utility science pack]], and the [[space science pack]].&lt;br /&gt;
&lt;br /&gt;
== Ratio ==&lt;br /&gt;
&lt;br /&gt;
The following shows the minimum ratio of assemblers/machines and items required to produce production science pack such that all number of assemblers/machines are whole numbers. Items per min is calculated using [[assembling machine 3]] with no [[module]]s or [[beacon]]s and all assemblers running at full speed. The crafting of some intermediate products are not shown (due to the assumption that these items are available in large quantities within the factory). This table was produced using normal recipe difficulty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Items/min&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;| {{Icon|Production science pack|450}} using {{Icon|Assembling machine 3|42}}&lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{Icon|Electric furnace|150}} using {{Icon|Assembling machine 3|10}}&lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Steel plate|1500}}&lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Stone brick|1500}}&lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Advanced circuit|750}}&lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{Icon|Rail|4500}} using {{Icon|Assembling machine 3|15}}&lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Steel plate|2250}}&lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Iron stick|2250}}&lt;br /&gt;
|-&lt;br /&gt;
| || || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Iron plate|1125}}&lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Stone|2250}}&lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{Icon|Productivity module|150}} using {{Icon|Assembling machine 3|30}}&lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Electronic circuit|750}}&lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Advanced circuit|750}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:40px;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;width:40px;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;width:40px;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;width:40px;&amp;quot;|&lt;br /&gt;
||&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Changed recipe to 21 [[Time]] + 1 [[Electric furnace]] + 1 [[Productivity module]] + 30 [[Rail]]s &amp;amp;rarr; 3 [[Production science pack]]s. (Previously 14 [[Time]] + 1 [[Electric furnace]] + 1 [[Electric engine unit]] &amp;amp;rarr; 2 [[Production science pack]]s.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Changed production science pack recipe to no longer require assembling machine 1.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.7|&lt;br /&gt;
* Changed production science pack recipe to require [[assembling machine 1]] instead of [[pumpjack]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Introduced.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Science packs}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Belt_transport_system&amp;diff=180019</id>
		<title>Talk:Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Belt_transport_system&amp;diff=180019"/>
		<updated>2020-06-01T05:30:09Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: splitter lanes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Splitter lanes==&lt;br /&gt;
With the [[Version_history/0.16.0#0.16.16|0.16.16]] patch would it be fair to say each lane of input alternates between the respective lane in each belt of output? I&#039;d like to add to the bullet point in Splitter Mechanics to be more precise but I don&#039;t want to contribute incorrect information. [[User:Techhead7890|Techhead7890]] ([[User talk:Techhead7890|talk]]) 05:30, 1 June 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Techhead7890&amp;diff=172188</id>
		<title>User:Techhead7890</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Techhead7890&amp;diff=172188"/>
		<updated>2019-04-10T07:55:59Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: ideas for &amp;quot;guides&amp;quot; etc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello World! I am a casual wiki editor and like to keep the pages I visit tidy.&lt;br /&gt;
&lt;br /&gt;
==self notes==&lt;br /&gt;
* U shape bus (vertical length contraction)&lt;br /&gt;
* Bus ratio according to transport density&lt;br /&gt;
* Liquid bus - sulfur, lubricants, batteries on site?&lt;br /&gt;
* Underground templating; width of sector (4/6/12)&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Electronic_circuit&amp;diff=172031</id>
		<title>Talk:Electronic circuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Electronic_circuit&amp;diff=172031"/>
		<updated>2019-04-07T11:05:48Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: New topic: &amp;quot;Direct insertion?&amp;quot; -- might actually be better to post this topic to the forums&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Is direct insertion an encyclopaedic matter?==&lt;br /&gt;
I notice that after some previous discussion, the decision was made to add ratio information (eg 3:2). However, I also think that direct insertion can also be an important design element.&lt;br /&gt;
&lt;br /&gt;
Is information on the efficiency of this production design encyclopaedic and non-trivial? I feel like it is important and relevant information worth writing, and if included in the page, it may be possible to comment on this without recommending a particular choice. [[User:Techhead7890|Techhead7890]] ([[User talk:Techhead7890|talk]]) 11:05, 7 April 2019 (UTC)&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Advanced_circuit&amp;diff=172030</id>
		<title>Advanced circuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Advanced_circuit&amp;diff=172030"/>
		<updated>2019-04-07T10:58:14Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: Thanks for capitalisation fixes; adjust the oil phrasing to flow better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Advanced circuit}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced circuits&#039;&#039;&#039; (or &amp;quot;red circuits&amp;quot;) are used as components in most high-tech items, most notably in [[chemical science pack]]s, but also logistics robot items, modules, and equipment. They require an [[oil processing]] setup as they are produced using [[plastic bar]]s.&lt;br /&gt;
&lt;br /&gt;
Advanced circuits are slower to build than most other intermediate components, require three inputs, and are in high demand. As an example of the demand, a finished [[productivity module 3]] requires a total of 35 advanced circuits. Due to their slow build time, [[assembling machine 3]]s with speed modules may be useful in their production.&lt;br /&gt;
&lt;br /&gt;
The ratios of assembling machines to craft this item are:&lt;br /&gt;
; Normal mode:&lt;br /&gt;
* 1 [[Copper cable]] factory + 1 [[Electronic circuit]] factory + 1 [[Plastic bar]] plant &amp;amp;rarr; 6 &#039;&#039;Advanced circuit&#039;&#039; factories&lt;br /&gt;
; Expensive mode:&lt;br /&gt;
* 2 [[Copper cable]] factories + 1 [[Electronic circuit]] factory + 2 [[Plastic bar]] plants &amp;amp;rarr; 6 &#039;&#039;Advanced circuit&#039;&#039; factories&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|circuit-veteran-1}}&lt;br /&gt;
{{Achievement|circuit-veteran-2}}&lt;br /&gt;
{{Achievement|circuit-veteran-3}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steel_plate&amp;diff=172029</id>
		<title>Steel plate</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steel_plate&amp;diff=172029"/>
		<updated>2019-04-07T10:49:47Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: smelting twice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Steel plate}}&lt;br /&gt;
The &#039;&#039;&#039;steel plate&#039;&#039;&#039; is an advanced material made by smelting [[iron plate]]s again. It is used in many advanced recipes, including electrical distribution logistics, military items, and upgraded production machines. Some of these products in turn are used in the [[Production science pack]], which requires a total of 25 steel plates.&lt;br /&gt;
&lt;br /&gt;
Because the recipe for steel contains a ratio of 5 iron : 1 steel, it requires less space to transport once processed. Because of this, it is easier to transport the finished steel (by main bus or logistics-request) instead of smelting the steel where it needs to be used.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Proper ordering of steel plate vs iron plate.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Larger stack size}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Materials}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steel_plate&amp;diff=172028</id>
		<title>Steel plate</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steel_plate&amp;diff=172028"/>
		<updated>2019-04-07T10:43:59Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: remove recommendation to buffer as opinion; describe recipe groups; formalise idea of &amp;quot;compressed&amp;quot; ratio and ease of transport to avoid subjectivity as &amp;quot;less space/smaller number&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Steel plate}}&lt;br /&gt;
The &#039;&#039;&#039;steel plate&#039;&#039;&#039; is an advanced material made from [[iron plate]]s. It is used in many advanced recipes, including electrical distribution logistics, military items, and upgraded production machines. Some of these products in turn are used in the [[Production science pack]], which requires a total of 25 steel plates.&lt;br /&gt;
&lt;br /&gt;
Because the recipe for steel contains a ratio of 5 iron : 1 steel, it requires less space to transport once processed. Because of this, it is easier to transport the finished steel (by main bus or logistics-request) instead of smelting the steel where it needs to be used.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Proper ordering of steel plate vs iron plate.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Larger stack size}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Materials}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Assembling_machine_1&amp;diff=172027</id>
		<title>Talk:Assembling machine 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Assembling_machine_1&amp;diff=172027"/>
		<updated>2019-04-07T10:32:43Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: &amp;quot;Trivial or significant?&amp;quot;; I don&amp;#039;t even know why I am writing this question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Trivial or significant?==&lt;br /&gt;
:As [[Automation (research)|Automation]] is the first technology available, this is the first available crafting machine.&lt;br /&gt;
Is it significant to note that this is the first automatic crafting machine altogether, such as the above sentence? I think this is objective, because there is no other possible way to progress (without resorting to some sort of alternative gameplay, such as idle handcrafting overnight, or using the game as a forest-chopping rampage).&lt;br /&gt;
&lt;br /&gt;
I feel like this is contextually important to note, as automated crafting is an important feature of the game (as noted on the Automation technology page). Additionally, unlike [[Inserter]], a general information page about the class of machines/items, the [[Assembling machine]] page is rather sparse and provides little contextual information about their properties. I think that specifiying in prose that it is the first makes for intuitive comparison with the other &amp;quot;improved/upgraded&amp;quot; machines (such as AM2, AM3).&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know, maybe I&#039;m overthinking the objectivity of things. [[User:Techhead7890|Techhead7890]] ([[User talk:Techhead7890|talk]]) 10:32, 7 April 2019 (UTC)&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electronic_circuit&amp;diff=172025</id>
		<title>Electronic circuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electronic_circuit&amp;diff=172025"/>
		<updated>2019-04-07T10:19:56Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: Intro paragraph: I feel that the idea of ECs/greens being &amp;quot;simple&amp;quot; compared to other circuits is objective, and is necessary for context.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Electronic circuit}}&lt;br /&gt;
The &#039;&#039;&#039;electronic circuit&#039;&#039;&#039; (or &amp;quot;green circuit&amp;quot;) is a basic intermediate product, widely used throughout the game. The electronic circuit is the first in a line of circuit-type intermediate products, of which it is the simplest item.&lt;br /&gt;
&lt;br /&gt;
Electronic circuits are used as an ingredient for many item recipes, including creation of all kinds of [[inserters]], and most [[Template:ProductionNav|production machines]] such as assemblers, [[solar panel]]s and [[electric mining drill]]s. Certain other logistic devices will also need electronic circuits to be created, such as rail signalling equipment. The [[logistic network]] is also incredibly dependent on products constructed with these circuits.&lt;br /&gt;
&lt;br /&gt;
Electronic circuits need to be made in order to produce the upgraded variants of circuit such as the [[advanced circuit]]s and [[processing unit]]s. Combined together, these circuits can also make [[module]]s.&lt;br /&gt;
&lt;br /&gt;
The ratios of assembling machines to craft this item are:&lt;br /&gt;
; Normal mode:&lt;br /&gt;
* 3 [[Copper cable]] factories &amp;amp;rarr; 2 &#039;&#039;Electronic circuit&#039;&#039; factories&lt;br /&gt;
; Expensive mode:&lt;br /&gt;
* 5 [[Copper cable]] factories &amp;amp;rarr; 1 &#039;&#039;Electronic circuit&#039;&#039; factory&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|mass-production-1}}&lt;br /&gt;
{{Achievement|mass-production-2}}&lt;br /&gt;
{{Achievement|mass-production-3}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Advanced_circuit&amp;diff=172024</id>
		<title>Advanced circuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Advanced_circuit&amp;diff=172024"/>
		<updated>2019-04-07T10:16:54Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: In view of Bilka&amp;#039;s last edit, attempt to trim more subjective information (eg being a gateway); however the &amp;quot;high tech&amp;quot; definition is difficult to state objectively&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Advanced circuit}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Circuits&#039;&#039;&#039; (or &amp;quot;red circuits&amp;quot;) are used as components in most high-tech items, most notably in [[Chemical science pack]]s, but also logistics robot items, modules, and equipment. They are interrelated with [[plastic bar]]s and the [[Oil processing]] system as well.&lt;br /&gt;
&lt;br /&gt;
Advanced Circuits are slower to build than most other intermediate components, require three inputs, and are in high demand. As an example of the demand, a finished [[Productivity module 3]] requires a total of 35 advanced circuits. Due to their slow build time, [[Assembling machine 3]]s with speed modules may be useful in their production.&lt;br /&gt;
&lt;br /&gt;
The ratios of assembling machines to craft this item are:&lt;br /&gt;
; Normal mode:&lt;br /&gt;
* 1 [[Copper cable]] factory + 1 [[Electronic circuit]] factory + 1 [[Plastic bar]] plant &amp;amp;rarr; 6 &#039;&#039;Advanced circuit&#039;&#039; factories&lt;br /&gt;
; Expensive mode:&lt;br /&gt;
* 2 [[Copper cable]] factories + 1 [[Electronic circuit]] factory + 2 [[Plastic bar]] plants &amp;amp;rarr; 6 &#039;&#039;Advanced circuit&#039;&#039; factories&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|circuit-veteran-1}}&lt;br /&gt;
{{Achievement|circuit-veteran-2}}&lt;br /&gt;
{{Achievement|circuit-veteran-3}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:Bilka&amp;diff=171952</id>
		<title>User talk:Bilka</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:Bilka&amp;diff=171952"/>
		<updated>2019-04-05T14:49:39Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: /* Revising my edits */ new section&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]]) 13:07, 17 November 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Templates that might need CSS cleanup ==&lt;br /&gt;
* [[Template:Outdated image]]&lt;br /&gt;
** Consider adding css for &#039;&#039;.boilerplate&#039;&#039; classes. This will put all the css of [[Template:Game image]], [[Template:Move]], [[Template:Screenshot]], etc. in one place and reduce loading times --[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]])&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
* [[Template:Game image]]&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
--[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]]) 11:37, 29 April 2017 (UTC)&lt;br /&gt;
=== Cleanup done ===&lt;br /&gt;
* [[Template:Key]]&lt;br /&gt;
* [[Template:Move]]&lt;br /&gt;
* [[Template:Disambiguation]]&lt;br /&gt;
* [[Template:Cleanup]]&lt;br /&gt;
* [[Template:Delete]]&lt;br /&gt;
--[[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) 11:52, 29 April 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: CSS has been merged into .factorio-boilerplate for all templates that use [[Template:Boilerplate]]. [[Template:Outdated image]], [[Template:Game image]], and [[Template:Screenshot]] still use .boilerplate. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 12:48, 9 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Navigation box links ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka! I found the misfunction on [[Factorio:Navigation|Navigation]] page. There are links to Navboxes in lower row of each Navbox but in all languages it links to English template. I&#039;m going to change links. Please see the [[User:Snowball_II/Sandbox/ru|example]]. Is it OK to create pages [[Template:ProductionNav/ru]], [[Template:CombatNav/ru]] and so on? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 22:50, 11 May 2017 (UTC)&lt;br /&gt;
&amp;lt;br&amp;gt;One more question. Is it OK to create pages with Russian names. For example [[Железная плита]] with redirection to [[Iron_plate/ru]]? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 13:05, 12 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Hi again. I have not received any response so i create pages [[Factorio:Navigation/Logistics]], [[Factorio:Navigation/Logistics/ru]] and change link on [[Template:ProductionNav]]. Don&#039;t you mind? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 19:59, 15 May 2017 (UTC)&lt;br /&gt;
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:: Hey there snowball. Not sure why Bilka didn&#039;t respond to you, but we are internally debating how to fix navigation boxes. Please leave it alone until we can form a consensus. As for creating russian redirection names, that&#039;s completely fine. --[[User:Gangsir|Gangsir]] ([[User talk:Gangsir|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 21:21, 15 May 2017 (UTC)&lt;br /&gt;
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== German translation worldgenerator ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka! I just tried to translate the page [[World_generator]] and for me it feels like the page is verry unorganized since it&#039;s not written with a intelligent order. So I stopped translating and tried to rearrange the site. My goal was, writing about the Generator in general, then talking about possible configurations, after that talking about the presets. This because it makes no sence for me to talk about presets if you don&#039;t understand what they actually change within the config. So I tried to build up the page like you see the menu ingame. I would like to hear your feedback on my attempt. [[user:Hoeloe/de|Weltengenerator Vorschlag]]&lt;br /&gt;
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Another problem are those sheets with the preesets. I don&#039;t know right now if it makes sence to translate them and how. What do you think, can you help me?&lt;br /&gt;
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Btw: Thanks for CoReading my stuff and checking for typos, I&#039;m trying my best  :)&lt;br /&gt;
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Greetngs from switzerland [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 11:39, 1 September 2017 (UTC)&lt;br /&gt;
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:Your organization definitely seems better to me. I think the biggest problem of the article is that it talks about the gui, its options and their effects, and about how the world generation works. Your organization somewhat seperates those topics, which makes the article more readable.&lt;br /&gt;
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:Some possible improvements: Perhaps you could also list the presets and their descriptions in the first small section on them, and then put something like &amp;quot;Für genauere Information was die Voreinstellungen verändern, siehe [[#Voreinstellungen|]]&amp;quot;. A link from the &amp;quot;basically it works with perlin noise&amp;quot; to the section that explains more about it would also be good. I think it might be a good idea to rework the preset resource table so that it only lists the &#039;&#039;changes&#039;&#039; from the default, instead of every single option, no matter if one of the presets changes it. Since the official game has translaions on everything used in the world generation gui, translating the rest of the tables shouldn&#039;t be too hard. It would be nice if you could do that reorganization also on the English page, &amp;quot;aber es ist kein muss&amp;quot;.&lt;br /&gt;
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:I appreciate how well you translate pages. I personally struggle with translating pages like Crafting or the World generator page because I am so used to the English words for things that I can&#039;t find appropriate German translations (even though German is my first language...). So thank you for your work on them! -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 12:12, 1 September 2017 (UTC)&lt;br /&gt;
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::Thanks for your feedback. I will try to totally rewrite the presets part, but first I need to think about how to. I often use links, sometimes it feels too much for me, but the Perlin Noise one makes sence. There is one big point about the english page I struggle. The [[User:Hoeloe/de#Erweiterte_Konfiguration|Erweiterte Konfiguration]] is actually not covered right now. I don&#039;t know, maybe I will try to rewrite the english one, but I definitely need someone to check it since english is not my native language as well.&lt;br /&gt;
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::I just translate the stuff 1:1, rearrange the sentence so it&#039;s readable in german and sometimes I switch some terms for better wording. But I know, sometimes you realy need to think about it since english can be written verry easy, flat and repeating while german can be very complex. I thank you for appreciating my work and also that you check it and help me. Ah and when you read my stuff particularly check for missing β&#039;s since this letter does not exist in the Swiss-Deutsche Rechtschreibung :) -- [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 13:30, 1 September 2017 (UTC)&lt;br /&gt;
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:::Yeah, the advanced options just weren&#039;t added to that page yet because it hasn&#039;t really seen much of an update to 0.15. I can definitely check the changed page (or your WIP of a rework) for language or ask Gangsir to have a look at it. But what I can read from you right now, your English isn&#039;t too bad either :) As a heads up: You should translate page titles, like the title on the crafting page or on the campaign page, using the translation/de template instead of displaytitle. Oh and when you use the languages template, please don&#039;t put a blank line between it and the following text. Doing that creates some ugly whitespace at the start of the page. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 15:16, 1 September 2017 (UTC)&lt;br /&gt;
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::::Okay, *hust* wieso sagt mir das keiner? Dann möge jemand die Anleitung aus dem Language Template entfernen! :P -- [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 12:43, 2 September 2017 (UTC)&lt;br /&gt;
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:::::I don&#039;t see any instructions on that template page that mention using displaytitle. Only in the template itself, stating that it does that. Should I reword that comment? -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 12:56, 2 September 2017 (UTC)&lt;br /&gt;
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::::::I just found this sentence in the language template and also in other translated /de articles. That was why I used it, I didn&#039;t know the translation template does this job. I need to say I&#039;m not very used to wikis in terms of templates &#039;&#039;programming&#039;&#039; and stuff. Also there is no guide which explains all this.&lt;br /&gt;
&lt;br /&gt;
::::::What do you think about my attempt of the english [[User:Hoeloe/sandbox|Wordlgenerator]]-page? I messed arround with the page again. The &#039;&#039;How it works&#039;&#039; part is now in &#039;&#039;Generation&#039;&#039;, Made no sence to me to seperate this. I also changed that &#039;&#039;Generation&#039;&#039; is the first section (we can still swap this afterwards). The &#039;&#039;Presets&#039;&#039; part now does directly attend the individual presets. [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 08:04, 4 September 2017 (UTC)&lt;br /&gt;
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:::::::Such a (style) guide is currently WIP. Just another thing that is missing documentation :/&lt;br /&gt;
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:::::::Looks good so far. However, I think putting the technical generation info first isn&#039;t a good move. I imagine that the article is frequented by beginners who just want to know what changing the settings does, not how excatl the world is generated, or when chunks are generated. I think it would be a better idea to take the first few paragraphs of that section (up to the algorithm subsection) and leave them at the beginning of the article, perhaps without a header, more as a general thing. The rest of the generation section should be moved below the presets. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 12:44, 4 September 2017 (UTC)&lt;br /&gt;
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== About &amp;lt;nowiki&amp;gt;{{translation/ms}}&amp;lt;/nowiki&amp;gt; ==&lt;br /&gt;
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Will do... and now I know how that template works. [[User:SNN95|SNN95]] ([[User talk:SNN95|talk]]) 11:14, 1 October 2017 (UTC)&lt;br /&gt;
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== Shipwreck ==&lt;br /&gt;
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I understand the merging, but did you really need to wipe everything? I worked a very long time on that stuff. I don&#039;t see the harm in the shipwreck getting mentioned. It is part of the game - something the player can interact with. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 08:28, 26 January 2018 (UTC)&lt;br /&gt;
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:Well, the page had to go and I thought I had copied the relevant info. The problem is simply that we cant document the campaign only items at the same place as the freeplay items, that would only confuse the player; but making the shipwreck a subpage of the campaign page doesnt sound useful either, so the info should just be on the campaign (sub-)page. Feel free to add more info back to the campaign page. Since I dont think you can view the deleted page, I copied the latest state of the Shipwreck page to hastebin: [https://hastebin.com/semafisila]. Let me know if you think some of the images should be restored too, or just include them in the campagin page text about the shipwreck as redlinks and I&#039;ll restore the relevant ones. I hope this solution is okay for you. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 09:00, 26 January 2018 (UTC)&lt;br /&gt;
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== Template:Inventory/pl‎‎  ==&lt;br /&gt;
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Hi Bilka, &lt;br /&gt;
I apologize for the confusion with the site Inventory/pl‎‎, I read the rules, but I did not apply :(&lt;br /&gt;
&lt;br /&gt;
I wanted to make the name appear in my language after hovering over the icon, so I just start translate in links on this page, from &amp;lt;pre&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}]]&amp;lt;/div&amp;gt;&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}|Taśmociąg]]&amp;lt;/div&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After you deleted the page, I started to wonder if it would be better to add to all links in Template:Inventory &amp;lt;pre&amp;gt;{{Translation|...}}&amp;lt;/pre&amp;gt; for example: &amp;lt;pre&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}|{{Translation|Transport belt}}]]&amp;lt;/div&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Do I think right? {{Unsigned|JakubSTR|11:15, 9 February 2018‎}}&lt;br /&gt;
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: That indeed was a good idea, so I added it. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 12:41, 9 February 2018 (UTC)&lt;br /&gt;
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== Intermediary Products ==&lt;br /&gt;
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Am I allowed to make a page on intermediary products? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:06, 9 February 2018 (UTC)&lt;br /&gt;
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: What would be on it? We already have [[:Category:Intermediate products]] which lists all of the items in the intermediate tab in  the inventory, what extra information would you add to a page about them? Also please consider moving this discussion to the wiki-work channel in the [https://discord.gg/factorio factorio subreddit discord], communication is much faster there :) -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 15:16, 9 February 2018 (UTC)&lt;br /&gt;
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I was also thinking about adding such page or modifying [[:Category:Intermediate products]], as there are now two meanings to the phrase &amp;quot;intermediate products&amp;quot;: this can either be the products on the &amp;quot;intermediate products&amp;quot; tab or the items that can be created using productivity modules. I&#039;ve tried to clarify this on the [[Module]] page, but perhaps a separate one would help with that too. [[User:Uukgoblin|Uukgoblin]] ([[User talk:Uukgoblin|talk]]) 13:54, 1 May 2018 (UTC)&lt;br /&gt;
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:Intermediate products are intermediate products and that&#039;s it. The error message you get from productivity modules is simply misleading, and will hopefully be changed. However, I&#039;ve been thinking about making a category for &amp;quot;recipes that accept productivity modules&amp;quot; for a while. If you have an idea for a shorter, non-misleading name that is not &amp;quot;intermediate produtcs&amp;quot;, let me know and I&#039;ll set up the category. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 14:04, 1 May 2018 (UTC)&lt;br /&gt;
:: OK, that makes sense. Yeah, a good name for such category is not easy to come up with :-) Maybe the devs will sort it out for us when they fix the error message ;-) [[User:Uukgoblin|Uukgoblin]] ([[User talk:Uukgoblin|talk]]) 14:18, 1 May 2018 (UTC)&lt;br /&gt;
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== Is there any ways to mark the translation obsolete? ==&lt;br /&gt;
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Hi Bilka! I&#039;m glad that [[special:diff/156286|you gave me a welcome message]].&lt;br /&gt;
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I found some of translations obsolete and useless.&lt;br /&gt;
For example, the Japanese version of [[Electric system/ja|Electric system]] didn&#039;t mentioned [[Steam turbine]] or [[Nuclear power (research)]].&lt;br /&gt;
Maybe it&#039;s too much and too obvious for example, but there should be more obsolete texts it&#039;s not so clear to be obsolete.&lt;br /&gt;
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The wiki forced editors to follow the English version, so I think it&#039;s convenient if there is a template, a category or something to state that the translation is obsolete. (It&#039;s also good if some bots automagically detect the obsolete pages and notify readers/writers of that)&lt;br /&gt;
--[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 07:34, 8 March 2018 (UTC)&lt;br /&gt;
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:If we had such a template, we would just end up with many pages being marked, which is not an improvement, it&#039;s just clutter. If you see that a page is outdated, update it. If you dont have the time/energy/whatever to update it, put it on a to-do-list in your userspace. This has the same result as marking with a template, but wont clutter a lot of pages. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 20:14, 8 March 2018 (UTC)&lt;br /&gt;
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:: First, I don&#039;t think it&#039;s not an improvement that mark obsolete pages obsolete, since it could be simply a lie. It helps not only writers but also readers. So I don&#039;t think it&#039;s enough to put in my mind or my userspace.&lt;br /&gt;
:: But your concern is reasonable. Well, If we put and remove the template by hand, it should be just clutter. But I don&#039;t think leaving it to bots are quite hard.  Basically, it watches [[Special:RecentChanges]]. If an English page is edited, then follow the inter-lang links and paste the template(or anything). If a non-English page which contains the template is edited, simply remove the template.  If this is too much or too less, we can add some conditions like:&lt;br /&gt;
::* tolerant to small changes (ex: edit only 2bytes changed, which is likely to fix typo)&lt;br /&gt;
::* tolerant unless it&#039;s too obsolete (ex: only if the sum of changes in the original is more than a threshold / only if the translation is n-months older than original)&lt;br /&gt;
::* force non-English editors to tell translation edits from the other minor ones apart (ex: translate edit should contain &#039;[Tt]ranslat&#039; in Summary)&lt;br /&gt;
::* etc...&lt;br /&gt;
:: If your concern is that template/category/something itself is a clutter to readers, maybe it&#039;s not so much. [https://en.wikipedia.org/wiki/Category:Articles_needing_additional_references Make it hidden category as wikipedia do]. If your concern is about server performances, it&#039;s over. I have no way to deal it with :P --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 04:59, 9 March 2018 (UTC)&lt;br /&gt;
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::: My concern is that it wont be useful because so many pages will be marked. Furthermore, a script that automatically marks pages will be very error-prone since it&#039;s a bot, and not a human. But I should be able to throw together a script that makes a list of most likely outdated pages. That will take a few days, then we can review the list to see if it would actually be useful to mark all of those pages, and take appropiate action. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 15:37, 9 March 2018 (UTC)&lt;br /&gt;
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:::: I understood your concern. And I believe it can be solved by an appropriate conditioning. Anyway, I&#039;m glad to hear that you are willing to try it to gather information to review. Thank you for your support with a bot.  I hope it will work out fine. (p.s. I don&#039;t know [https://www.mediawiki.org/wiki/Help:Bots what language you are using to run bot on the wiki], but I can r/w some python or java so maybe I can help you with reviewing script)--[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 10:32, 10 March 2018 (UTC)&lt;br /&gt;
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::::: I wrote the script, you can find it here: [https://github.com/Bilka2/Wiki-scripts/blob/master/Find-outdated-lang-pages.js] The result of it is about what I was expecting: [[User:Bilka/Outdated pages]]. Most pages are outdated, so the list is rather useless. I excluded my own and my bot&#039;s edit from the language page dates because I only made structure maintaining edits on language pages without actually changing the content. I hope this shows why I dont think it&#039;s a good idea to mark the pages with templates. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 18:27, 29 March 2018 (UTC)&lt;br /&gt;
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:(&amp;lt;- outdent) Thank you for writing a script! And as mentioned above, some filtering by certain conditions might be useful to reduce the number of &amp;quot;outdated&amp;quot; pages. [https://github.com/Bilka2/Wiki-scripts/blob/master/Find-outdated-lang-pages.js#L191 The script simply compare their timestamps], and this results in too many candidates and make the list useless. So why not try to introduce some limitations such as &amp;lt;code&amp;gt;en.timestamp &amp;gt; langTimestamp + PATIENCE_CONST&amp;lt;/code&amp;gt;, or setting &amp;lt;code&amp;gt;rvlimit&amp;lt;/code&amp;gt; parameter gives us previous revisions so that we can ignore minor edits. I don&#039;t know how it costs server resources, but if not too much, I think it still can be useful. (P.S. Can I run/test the script without special privileges? [[Special:ApiSandbox]] is not so flexible...) --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 06:28, 30 March 2018 (UTC)&lt;br /&gt;
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:: Both your proposed conditions will falsify the result. Even 1 edit on a page can make any translation outdated, no matter how old it is, see for example [[Special:Diff/155934]]. So for example excluding pages that are &amp;quot;only&amp;quot; a week/month outdated will lead to wrong results. We have no rules or guides for what to mark as a minor edit since it is impossible to enforce, so sorting by that would also lead to wrong results. You should be able to test the script by just copying pasting it into the browser console and running &amp;lt;code&amp;gt;main(languages);&amp;lt;/code&amp;gt; after lowering the 100 in line 112 and 113 to 50 to account for your lower api limits. The create page call on line 64 also wont work, you&#039;ll have to find another way to print the output somewhere. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 09:29, 31 March 2018 (UTC)&lt;br /&gt;
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== Translate template to different word-order languages ==&lt;br /&gt;
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Hi Bilka! I find it hard to translate [[:Template:about]] to Japanese.&lt;br /&gt;
&lt;br /&gt;
In the [[Factorio:Translation_guide]], it says translation of templates should be done with just replace the argument of the template.&lt;br /&gt;
And the first sentence of [[:Template:about]] is &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Translation|This article is about}} {{{1}}}.&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
But in Japanese, that sentence should be translated as &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;この項目では、{{{1}}}について説明しています。&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. I mean, another translation template is needed after &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; to simply substitute. Some similar issue should be aroud here and there since Japanese has quite different word-order to English or other Europian languages, so I want to know how to translate in such cases.&lt;br /&gt;
&lt;br /&gt;
(reference: [https://ja.wikipedia.org/wiki/Template:Otheruses#%E4%BB%96%E3%81%AE%E9%A0%85%E7%9B%AE%E3%81%B8%E3%81%AE%E8%AA%98%E5%B0%8E Template:Otheruses in Japanese Wikipedia], which is used as equivalent of [https://en.wikipedia.org/wiki/Template:About Template:About in the other languages].){{Unsigned|Fried biter|13:20, 10 March 2018‎}}&lt;br /&gt;
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:Sadly there is no good way to solve this issue. Due to how translations are set up on this wiki, I can&#039;t add another translation template after the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, or include it in the template used for the sentence, neither of these options would yield the desired result. So, your options now are either making template:about/ja and translating the template directly, or rewording the sentence in a way that uses the English sentence structure, which would be preferable. I can understand that the second option may be very hard to do, which is why the first option would be acceptable. This issue and the options to solve it vary on a case by case basis, so please let me know of any other templates where you also have this problem before doing anything with them. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 14:03, 11 March 2018 (UTC)&lt;br /&gt;
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:: Okay, I will postpone translating [https://wiki.factorio.com/Special:AllPages?from=&amp;amp;to=&amp;amp;namespace=10 the templates] until the consensus about how to translate them has reached by the Japanese editors community. Additionally, I will inspect them and try translations by rewording. If it&#039;s done, I will notice you. --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 05:30, 12 March 2018 (UTC)&lt;br /&gt;
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== Getting rid of BurnerNav template ==&lt;br /&gt;
&lt;br /&gt;
Hi, Thanks for the initial warm welcome!&lt;br /&gt;
&lt;br /&gt;
I&#039;ve seen that the [[Template:BurnerNav]] didn&#039;t get the same treatment as other nav templates, so I&#039;ve added missing links. However, I&#039;ve now realised that the content of this template is entirely covered by other nav templates (Intermediate products, Production items, Logistics templates). What about getting rid of that template and relaying on the existing ones instead? [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 17:53, 28 March 2018 (UTC)&lt;br /&gt;
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:I agree, so I added the valid fuel row to the infoboxes to completely replace the template, the template will be deleted soon. Please next time think about these kind of implications before editing some of the most used templates on the wiki. Thank you. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 18:37, 28 March 2018 (UTC)&lt;br /&gt;
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:: Yes, definitely a big oversight from my side. Sorry about that! [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 18:58, 28 March 2018 (UTC)&lt;br /&gt;
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== Roadmap ==&lt;br /&gt;
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Hi,&lt;br /&gt;
&lt;br /&gt;
The [[Roadmap]] page is deceptively empty. What about merging [[Roadmap/Coming_Releases]] with it, as it serves as the actual Roadmap page anyway? [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 13:47, 1 April 2018 (UTC)&lt;br /&gt;
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: Hey, this had been planned for a while, thank you for reminding me. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 14:43, 1 April 2018 (UTC)&lt;br /&gt;
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:: Thank you, this is much better now. [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 14:57, 1 April 2018 (UTC)&lt;br /&gt;
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== Tutorial: Combinator tutorial edit ==&lt;br /&gt;
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Hey Bilka. This was my first edit, so forgive me for overlooking the summary section of the edit page. I removed a link that serves no educational purpose and seems self-promotional to me. Exploring this youtube channel does lead to some videos that may or may not be relevant, but the link itself is too aspecific. And because of the other link (reddit), it is also redundant.&lt;br /&gt;
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Even if it were just plain text, claiming ownership of an idea on this wiki seems inappropriate to me, although I&#039;m not sure if there&#039;s a specific rule against it.&lt;br /&gt;
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By the way, is this the place to post this, or should I use the discussion page of the page in question? {{Unsigned|Koekjesfabriek|20:55, 30 April 2018‎}}&lt;br /&gt;
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:The design is mostly known under the name of the original designer (&amp;quot;Madzuris train loader&amp;quot;), so it is not directly self-promotional. I however agree that the link to the reddit thread is enough, so I removed the youtube link again, and included the name with the reddit link, so that people searching for the design can still find it.&lt;br /&gt;
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:This is the right place; a big reason for reverting your edit was that it was your first edit, and a &amp;quot;controversial&amp;quot; one, so I expected some kind of reasoning. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 07:49, 1 May 2018 (UTC)&lt;br /&gt;
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== New translation language - pt-pt ==&lt;br /&gt;
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Hey Bilka, I am new to the wiki and I would like to contribute translations in pt-pt. Can you please add support for this language? Thanks. [[User:FranzPT|FranzPT]] ([[User talk:FranzPT|talk]]) 15:03, 4 July 2018 (UTC)&lt;br /&gt;
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:Thanks for the notice, I have added support for pt-pt. Have fun translating! -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 15:06, 4 July 2018 (UTC)&lt;br /&gt;
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::Nice, thanks for the quick response. I will carefully read about the translation rules/procedures and start asap. [[User:FranzPT|FranzPT]] ([[User talk:FranzPT|talk]]) 16:30, 4 July 2018 (UTC)&lt;br /&gt;
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== What is the standard on what information is useful? ==&lt;br /&gt;
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Are you always this hostile to everyone? Honestly, this explains why the wiki has so much outdated information. I&#039;m just trying to follow some kind of consistent guideline.&lt;br /&gt;
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A number of pages already use smallest whole-number ratios as building guidelines, especially for early and midgame structures. https://wiki.factorio.com/Solar_panel   23.8 solar panels per megawatt is somehow &amp;quot;useful information&amp;quot;, and 1,000 / 42 is apparently not &amp;quot;easy to calculate&amp;quot;? What exactly is the standard?&lt;br /&gt;
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If power grid information is that obvious, does the laser turret page really need a note about energy usage at all? Again, I&#039;m just trying to find a consistent standard. Does every single page for a high-energy drain building need a &amp;quot;don&#039;t forget to build accumulators and steam storage&amp;quot; reminder? The roboport page only has a much less specific &amp;quot;make sure your power grid can handle the load&amp;quot; reminder (again, is it really necessary to even have that, when the building clearly consumes up to 5 MW when active?). But then it just copy-pastes numbers from the sidebar. The numbers are literally right next to duplicate information. That&#039;s &amp;quot;helpful&amp;quot; and &amp;quot;not easy to calculate&amp;quot;? You&#039;re really going to need to explain, clearly and precisely, what the standard is, instead of making rude, passive-aggressive remarks. {{Unsigned|Arrkhal|20:19, 10 July 2018}}&lt;br /&gt;
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:Since you presented examples I will explain the rough guidelines using them:&lt;br /&gt;
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::The information on the solar panel page is useful because you deal in predictable units in the electric system; usually you will know how much power you want your solar panels to supply. This amount of power can usually be obtained directly from the game when you are building solar panels to replace another energy source, or from online calculators when you are planning a setup. It shouldn&#039;t have its own section though, that is likely just a relict from an earlier version of the page.&lt;br /&gt;
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:: In contrast, when dealing with enemies nothing is predictable: Neither the number of enemies, when they will attack, or their strength can be reliably predicted, meaning that you will never know how much shots your turrets will fire. So, the information does not have a use case.&lt;br /&gt;
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::I am still unsure about how suitable the sentence on the laser turret page is, which is why I modified it when I reverted your edit. I will put further thought into whether it should be removed completely. In general, the high power demand should not be mentioned on every page. The roboport section wasn&#039;t changed since the guidelines were established, so I took the liberty to fix it.&lt;br /&gt;
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:As you can see, there can&#039;t really be a consistent standard about something where context matters immensely. I recommend you to just edit the pages while trying to follow the general style. After a while you will get a feeling for what is suitable, and until then, your edits will be corrected. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:26, 10 July 2018 (UTC)&lt;br /&gt;
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::Thanks for taking the time to explain the general guidelines more clearly, and I apologize if my first comment was itself passive-agressive, I was just a little frustrated with the lack of consistency with page information, and lack of clear communication about exactly what was amiss with my edits, instead of just generic &amp;quot;not helpful&amp;quot; and &amp;quot;then don&#039;t edit&amp;quot; notes. Anyway, if specific power grid management tips shouldn&#039;t go on most buildings, maybe it should just a basic &amp;quot;this building has unpredictable and high power needs which can lead to brownouts or blackouts, unless the power grid is able to compensate&amp;quot; with a link to the power grid guide, rather than the much more specific advice for accumulators and steam storage? [[User:Arrkhal|Arrkhal]] ([[User talk:Arrkhal|talk]]) 03:33, 15 July 2018 (UTC)&lt;br /&gt;
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:::I don&#039;t think that a generic sentence is better than a specific one, so I will keep it how it is for now. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 09:52, 15 July 2018 (UTC)&lt;br /&gt;
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== Code for blueprint ==&lt;br /&gt;
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I can place the code of the &amp;lt;nowiki&amp;gt;[[:File:5to2_balancer.png]]&amp;lt;/nowiki&amp;gt;? [[User:AiltonCow|&amp;lt;span style=&amp;quot;color: #dbe520;&amp;quot;&amp;gt;Ailton&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:pink;&amp;quot;&amp;gt;Cow&amp;lt;/span&amp;gt;]] ([[User talk:AiltonCow|&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]) ([http://steamcommunity.com/id/ailtoncow Steam]) - Okarin. 06:14, 29 July 2018 (UTC)&lt;br /&gt;
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:Sure, the balancers should have blueprint strings. Just remember to include all 3 belt tiers in the book and to name the blueprints and book.&lt;br /&gt;
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:And while I am talking with you, please add the ratio sections to the 3 science pack pages that your partially translated. Thank you. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:49, 27 July 2018 (UTC)&lt;br /&gt;
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== disambiguation ==&lt;br /&gt;
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Hi again, can you see the page [[Furnace/pt-br]]? the disambiguation template its not translating the page name -- [[User:AiltonCow|&amp;lt;span style=&amp;quot;color: #dbe520;&amp;quot;&amp;gt;Ailton&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:pink;&amp;quot;&amp;gt;Cow&amp;lt;/span&amp;gt;]] ([[User talk:AiltonCow|&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]) ([http://steamcommunity.com/id/ailtoncow Steam]) - Okarin. 10:51, 31 July 2018 (UTC)&lt;br /&gt;
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:Fixed. If you ever want different text than the page title there, use &amp;lt;nowiki&amp;gt;{{Disambiguation|my different text}}&amp;lt;/nowiki&amp;gt;. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 10:55, 31 July 2018 (UTC)&lt;br /&gt;
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== The history section in translated pages ==&lt;br /&gt;
Hi. So... why the historical section should not be in the translated pages? I don&#039;t understand it. Because I would like to see a history of changes of a particular thing from update to update. And, by the way, in all the articles I translated, the historical section was also. &lt;br /&gt;
And, yeah, this is article where you wrote message about history section:&lt;br /&gt;
https://wiki.factorio.com/Firearm_magazine/ru&lt;br /&gt;
By some reason there&#039;s no my nickname... I&#039;m Aldekotan, russian translator.{{Unsigned|Aldekotan|08:02, 1 August 2018‎}}&lt;br /&gt;
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:For the same reason the version history is not translated: The history section is copied from the in-game changelog, which also is not translated. Furthermore, users would often only partially translate the history section, like on the page you linked. However, it is just a guideline, so if you want you can still translate the history section and include it. You sign talk page messages like this: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 08:11, 1 August 2018 (UTC)&lt;br /&gt;
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== Localisation stringtables ==&lt;br /&gt;
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- Can&#039;t find &#039;em. Is there a page containing the translations like &amp;quot;Power Production&amp;quot;-&amp;gt;&amp;quot;Stromerzeugung&amp;quot;, which you can edit, or is it only accessible to the staff ? {{Unsigned|Factoruser|19:33, 20 August 2018‎}}&lt;br /&gt;
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:You can find them here: [[Template:Translation/de]]. Please read the [[Factorio:translation guide|translation guide]] for help with translations. I also saw that you summarized your edits in German. While I can understand it, it would be nice if you wrote your summaries in English so that they are accessible to all wiki users. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:45, 20 August 2018 (UTC)&lt;br /&gt;
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== Images ==&lt;br /&gt;
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As you can see, I&#039;m pretty good at making images/gifs/whatever. Wherever I make an edit, you don&#039;t seem to be far behind. So I might as well ask you directly: are there any more pages in need of images? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:46, 6 October 2018 (CDT)&lt;br /&gt;
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:And yet you managed to catch me on a weekend off work :P One article that I can think of is [[deconstruction planner]] — it needs a general update to include the filter functionality which should include images of the GUI. If you are able to make gifs using an external program/website, you could also have a stab at making all the biter/spitter/worm images on [[enemies]] transparent gif using the files from the game files, like the small biter and spitter. You could also make more of the &amp;quot;[thing] entity&amp;quot; images that are included in the infoboxes, you seem to know the general rules for those already, but here they are again: Entity on grass, zoom level 2, alt mode on, images 300 or 400 px width/height if possible, no clutter/smoke/clouds/decoratives as usual.&lt;br /&gt;
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:Something to keep in mind when uploading images: Add &amp;lt;nowiki&amp;gt;{{Screenshot}}&amp;lt;/nowiki&amp;gt; to screenshots, and &amp;lt;nowiki&amp;gt;{{Game image}}&amp;lt;/nowiki&amp;gt; to game images (and the enemy gif renders) in the file description to categorize them correctly and to keep the licensing clear. Furthermore, please name your images with spaces/underscores, it makes them more readable and easier to search for. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 12:14, 7 October 2018 (CDT)&lt;br /&gt;
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::The thing about the images of enemies... Do they need to be animated? Or is that just a bonus? Also, could you elaborate on the &amp;quot;zoom level 2&amp;quot; thing? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:26, 10 October 2018 (CDT)&lt;br /&gt;
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:::Yes, animation and transparency is a requirement. If you don&#039;t know how to do that (I don&#039;t completely know myself...), don&#039;t worry about them. With &amp;quot;zoom level 2&amp;quot; I mean that your screenshots for the entities in the infoboxes should be taken at that zoom level (of course with hr graphics). You can do that with the screenshot command (and setting it there) or by pressing F5 and using the zoom level that you can find at the top left. It&#039;s a way to ensure that all images have the same scale.-- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 15:35, 10 October 2018 (CDT)&lt;br /&gt;
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::::Going through the files of the game and seeing how the enemies are drawn in-game, it&#039;s no secret why we don&#039;t have pixel-perfect animations of the all the enemies. They are drawn by very strange layers and the image files don&#039;t show up as we see living creatures in-game. I could *try* to come up with something, but it would take me a very long time so I wouldn&#039;t look forward to any miracles. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:27, 23 October 2018 (CDT)&lt;br /&gt;
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== Starter map ==&lt;br /&gt;
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I think I need to bring in some context for this one. The save I found was on the forums and I did some editing to it. I thought it was one of the greatest starter saves ever. I don&#039;t know how that made you feel when you saw it added here, but your &amp;quot;no. just no.&amp;quot; comment shed some light on that. If it makes you feel any better, I&#039;ll never do such edits without your consent again. I don&#039;t want to mess up your wiki, I want to make this the best wiki anyone has ever known. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:26, 10 October 2018 (CDT)&lt;br /&gt;
:I&#039;m sorry reacting in such a way, I didn&#039;t intend to make you feel bad about the edit. My reaction stems from the fact that the wiki should not show off &amp;quot;the best setup&amp;quot; to players. Tutorials are somewhat exempt from that, but even they should not include images that simply show &amp;quot;the best setup&amp;quot; or &amp;quot;I use this setup&amp;quot;. This is especially about including a way for the player to gain access to the design without &amp;quot;thinking about it&amp;quot; - so blueprint strings, and map downloads. Including a save in the quick start guide encourages the player to just use something premade for them without ever learning about the options, or finding out if they even need such an optimized map. We as the wiki want to encourage exploration, not discourage it. I hope that is more clear now, sorry again for being rude. Please do continue to make your edits, their quality was rather good so far. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 15:35, 10 October 2018 (CDT)&lt;br /&gt;
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== Wanted pages for script ==&lt;br /&gt;
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Hi Bilka! I&#039;m writing some quick-and-dirty translation helper script, which automates routine works such as item-name link translations (and include NO google-translation, of course). As of now, I scrape [[Factorio:Wanted_pages/ja]] to obtain Japanese wanted pages. Is it acceptable way? Or should I hit the wiki API with &amp;lt;code&amp;gt;?action=query&amp;amp;list=querypage&amp;amp;qppage=Wantedpages&amp;lt;/code&amp;gt; by myself? [https://github.com/Bilka2/Wiki-scripts/blob/master/wanted_pages.py#L88-L89 Fetching top 10k results like your bot] require me 20 requests, perhaps more expensive than a &amp;lt;code&amp;gt;index.php?action=raw&amp;lt;/code&amp;gt; request. --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 17:11, 12 December 2018 (UTC)&lt;br /&gt;
: Scraping is acceptable for now. What exactly does your script do? I would be okay with giving you a bot account to make the queries, but for that I need to know what exactly you are doing (and I&#039;d prefer if the script was open source :)). If it is possible for you, please message me on discord (I&#039;m Bilka#2444) so that we can work out the details. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 17:19, 12 December 2018 (UTC)&lt;br /&gt;
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== Multiplayer and fluids ==&lt;br /&gt;
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I don&#039;t see why the images on the multiplayer page were removed. I mean, the image showed what multiplayer looked like on a page &#039;&#039;about&#039;&#039; multiplayer. The images gave the page some flavor, rather than just text. Also, is it allowed to have pictures of fluids in pipes/storage tanks for the actual fluid pages (water/heavy oil/etc.)? Better I ask than risk getting any more warnings or whatever. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:12, 19 December 2018 (UTC)&lt;br /&gt;
: The only difference in multiplayer is that there may be multiple players. There a plenty of images on the wiki that show more than 1 player, so I don&#039;t see the need to add one to the multiplayer page. You are however right in that it gives the page some flavor. You can add another image, but please avoid excess clutter and sharing real players names (privacy concerns) — perhaps simply host your own local multiplayer game and join yourself with some generic user names. The console is not a multiplayer feature and as such a screenshot of it is not related to multiplayer.&lt;br /&gt;
:: I think an image of the fluid in a storage tank would work for the infobox images of the fluid pages. So, if you want to make those, please go ahead.&lt;br /&gt;
::: Thank you for the amazing enemy gifs, I am glad that we could finally replace the old images with something nice and proper. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 21:04, 19 December 2018 (UTC)&lt;br /&gt;
:::: If Wube or any higher-up gives you some sort of praise for the wiki, which I know happened at least once because I saw your name in one of Factorio&#039;s Steam updates, please mention my name. I want to say that it took me 2-4 hours per image, and might have been the most work I&#039;ve ever done in my life in terms of making a gif - as I&#039;ve had to work with nothing but vague overlays, tedious photoshop work and a bit of pure luck all at once. Anyway, how do I make a bunch of &amp;quot;dummy&amp;quot; players joining a local server? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 23:14, 19 December 2018 (UTC)&lt;br /&gt;
::::: You can run multiple instances on your PC, for example using the zip download. Host a LAN game and disable user verification, then join yourself (since you don&#039;t need to log in, just set the name in the &amp;quot;other&amp;quot; settings). If that sounds a bit complicated/your PC can&#039;t handle a high sprite res instance besides other factorio instances, I can make an image tomorrow no problem. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 23:19, 19 December 2018 (UTC)&lt;br /&gt;
:::::: If I were to make custom cursors for this wiki, would you add them? [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:21, 20 December 2018 (UTC)&lt;br /&gt;
::::::: No. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 14:35, 20 December 2018 (UTC)&lt;br /&gt;
:::::::: You&#039;re... You&#039;re being serious? Even if the cursors are subtle? I heard this rumor that... that uh... if your wiki doesn&#039;t have custom cursors, then uh... you&#039;re not a cool kid. You wanna be a cool kid right? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:36, 20 December 2018 (UTC)&lt;br /&gt;
::::::::: I asked Albert for his opinion and he gave the same answer as me :P -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 14:51, 20 December 2018 (UTC)&lt;br /&gt;
:::::::::: I never seen a small idea get rejected so fast. I don&#039;t know who Albert is, but I&#039;m spreading around that you and this Albert guy aren&#039;t cool kids. Seriously? Not even so much as a cursor with just a different color? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:01, 20 December 2018 (UTC)&lt;br /&gt;
::::::::::: Albert is the art director :) He does not like custom cursors. Btw, you can add the cursor for yourself by putting it into your [[User:Zippy/common.css|user css]] -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 17:06, 20 December 2018 (UTC)&lt;br /&gt;
:::::::::::: An art director that doesn&#039;t like custom cursors? Sorry but I gotta call the cops on both of you. rip. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:59, 20 December 2018 (UTC)&lt;br /&gt;
::::::::::::: Hey, sorry for not being clear about this. You can use the css code, but please don&#039;t host the images on the wiki. You can upload them anywhere (like imgur) and simply link to them in your user css. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 22:41, 20 December 2018 (UTC)&lt;br /&gt;
:::::::::::::: I should&#039;ve known, sorry. I linked all my cursors to imgur urls. Still calling the cops though. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 09:39, 21 December 2018 (UTC)&lt;br /&gt;
::::::::::::::: One more thing, if you want me to make &#039;&#039;you&#039;&#039; anything custom. Ask me anything. On the house. Because I&#039;m the nicest guy ever. [https://ioneblackamericaweb.files.wordpress.com/2018/08/arabella-juniper-torres.jpg?quality=99&amp;amp;strip=all&amp;amp;w=700&amp;amp;h=400 Still on the phone with the law though. Bet you&#039;re scared right now.] -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 12:19, 21 December 2018 (UTC)&lt;br /&gt;
:::::::::::::::: Another &#039;one more thing&#039;, am I allowed to make a &amp;quot;sandbox&amp;quot; page for myself to test things? Like a &#039;zippy/sandbox&#039; page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:56, 28 December 2018 (UTC)&lt;br /&gt;
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Of course, you can do whatever you want in your userspace as long as it&#039;s within the rules. The rule explicitly mentions sandbox pages, so those are okay :P -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 10:55, 30 December 2018 (UTC)&lt;br /&gt;
:Don&#039;t worry it&#039;s totally not Zippy spamming your talk page. Are there any more high quality images needed anywhere that I missed? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:52, 7 January 2019 (UTC)&lt;br /&gt;
::Not that I know of. With 0.17 a lot more sprites will be high resolution, so that will bring back the demand. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 09:46, 7 January 2019 (UTC)&lt;br /&gt;
:::Is it alright if I leave tiny-text notices about the animated APNG&#039;s in that they don&#039;t animate for every browser? Or should I just leave it? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 20:03, 21 January 2019 (UTC)&lt;br /&gt;
::::I don&#039;t think you need to leave a note. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 20:20, 21 January 2019 (UTC)&lt;br /&gt;
:::::Why did you remove the images for the construction and logistics robots&#039; infoboxes? And not to sound like I&#039;m arguing, but what was the issue with me changing the text color by 10% on the fuel page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:31, 24 January 2019 (UTC)&lt;br /&gt;
::::::The images were removed because they were not used for multiple weeks. If you upload something, please use it. I removed the text color because it is not needed to help make the page more clear. Our style guide states that text color and styles should not be overused. Some of your additions of colors on page were on the boundary of that, but as long as it was directly related to the content of the text (like the rail signal colors), I kept it. Making &amp;quot;unusable&amp;quot; colored fails that point of reasoning, so I removed it. Don&#039;t worry about questioning what I do, it makes sure I keep my decisions well reasoned. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:46, 24 January 2019 (UTC)&lt;br /&gt;
:::::::Should there be a page for the game&#039;s &amp;quot;planning/ghost mode&amp;quot; (shift+click when placing) mode? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:51, 25 January 2019 (UTC)&lt;br /&gt;
:::::::: Yes. There is a redlink on [[blueprint]] to &amp;quot;entity ghost&amp;quot;. You could make that page and put it on there. Some other info that would be useful on that page is how long ghosts last (infinite from blueprints, some other time from destroyed entities). -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 20:02, 25 January 2019 (UTC)&lt;br /&gt;
:::::::::Well the page exists now. I forgot to ask this before. Am I allowed to add images for every single type of damage on the [[Damage]] page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 23:50, 26 January 2019 (UTC)&lt;br /&gt;
:::::::::: The page is great, thank you. What would images of damage types show? (Feel free to upload an example image to explain. I simply don&#039;t know how you&#039;d do that) -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 10:05, 27 January 2019 (UTC)&lt;br /&gt;
:::::::::::Anymore pages that need to be made? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 22:47, 27 January 2019 (UTC)&lt;br /&gt;
:::::::::::: Nothing that would be worth it before 0.17. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:21, 28 January 2019 (UTC)&lt;br /&gt;
:::::::::::::Will you have the time to add any of that stuff? It seems like there&#039;s a plethora of new things coming. Enough to make our faces explode 4 times over. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 15:58, 31 January 2019 (UTC)&lt;br /&gt;
:::::::::::::: I hope I do, it is my job after all :) I am already preparing for 0.17, so I hope to have most pages prepared before 0.17 comes out. Once it is out, it will be a community effort to finish updating the entire wiki, but it should definitely be doable. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 16:02, 31 January 2019 (UTC)&lt;br /&gt;
:::::::::::::::Can I make a &amp;quot;bus&amp;quot; page? Since there&#039;s one on balancers? As well as a page titled &amp;quot;Warnings&amp;quot; that redirect to &amp;quot;Alerts&amp;quot;? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:09, 9 February 2019 (UTC)&lt;br /&gt;
:::::::::::::::: We already have [[Tutorial:Main bus]], so no. Yes. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 17:50, 9 February 2019 (UTC)&lt;br /&gt;
::::::::::::::::: Probably a good time to bring this up *before* 0.17 comes. I recommend taking screenshots with something like Fraps, because using the screenshot feature from Steam just compresses the hell out of the images like a low quality .jpg. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 23:47, 11 February 2019 (UTC)&lt;br /&gt;
:::::::::::::::::: I use either ShareX or the screenshot feature built into the game which both produce high quality images. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 07:56, 12 February 2019 (UTC)&lt;br /&gt;
You know how some of the images I made have the checkered background? Is it valid to make the pictures of buildings entities also have that? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 16:26, 12 February 2019 (UTC)&lt;br /&gt;
: No, I dont want to stray so far from the vanilla game. The images are there so that players can know how something looks like in-game before they see it. If that is shown in a completely different context than the player will ever encounter, it will make it harder for the player to recognize the building. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 16:31, 12 February 2019 (UTC)&lt;br /&gt;
:: Do you happen to know what the &amp;quot;dot&amp;quot; and &amp;quot;info&amp;quot; signals are in 0.17? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:29, 2 March 2019 (UTC)&lt;br /&gt;
::: They were added because the Introduction uses them in the guis. As far as I know it&#039;s on the to do to remove them again since they never really were meant to be in the base game as signals. Other than that they are just virtual signals, nothing special. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 17:31, 2 March 2019 (UTC)&lt;br /&gt;
:::: Can I add the &#039;stop conditions&#039; to the locomotives page? (cargo empty, cargo full, etc.)? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:49, 9 March 2019 (UTC)&lt;br /&gt;
::::: Also, to save myself a lot of work if need be, do ALL images need to be redone for 0.17? Even if the older image gets the point across to what something is? Like say, some belt images on the transport belt system page. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 02:09, 10 March 2019 (UTC)&lt;br /&gt;
:::::: The conditions fit better on [[Railway#Train_schedule]], you could link to that if it&#039;s not easy to find on the locomotive page. No, they don&#039;t need to be all redone. I think once 1.0 is out we will make such a &amp;quot;full pass&amp;quot; and make sure that every image is up to date, now it would be too much work for something that might change again. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:07, 10 March 2019 (UTC)&lt;br /&gt;
::::::: Are there any pages that still need redoing, or any more (animated) images I&#039;ve missed? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:49, 19 March 2019 (UTC)&lt;br /&gt;
:::::::: Only the really big pages (inserters, map editor, world generator) and small pages that I don&#039;t have on my list are left. I kind of want to do those big pages mostly myself, I hope that is okay. I&#039;ve not been keeping track of the images, sorry. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 16:19, 19 March 2019 (UTC)&lt;br /&gt;
::::::::: Permission to make a template for glowing and/or outline text? You never know when you might need something like that. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:40, 21 March 2019 (UTC)&lt;br /&gt;
:::::::::: No. Please see the rules on templates for why not. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 23:32, 21 March 2019 (UTC)&lt;br /&gt;
::::::::::: I see, what if there just so happened to be a glowing text thing in the game itself, and we were making it match in the wiki? Regardless of what you&#039;re answer is, &amp;lt;span style=&amp;quot;text-shadow: 0.5px 0.5px 1px #aaaa00; color:#ffff88; font-size: 100%;&amp;quot;&amp;gt;have a sensational day!&amp;lt;/span&amp;gt; Are there any unrelated template pages that need making anyway? Also, can add a super subtle glow effect to the words &amp;quot;everything&amp;quot;, &amp;quot;anything&amp;quot; and &amp;quot;each&amp;quot; on the circuit network page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 10:53, 22 March 2019 (UTC)&lt;br /&gt;
:::::::::::: When that happens we will make the appropriate changes, no need to make them now. No not currently, and no. Don&#039;t overdo it. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 17:51, 22 March 2019 (UTC)&lt;br /&gt;
::::::::::::: One of your edit notes was &amp;quot;Factorio gui style: Round corncers = can be interacted with. This cannot be interacted with.&amp;quot; I&#039;m sorry but I haven&#039;t the slightest clue in the world what you&#039;re saying here. Also am I allowed to make those colorboxes rounded for *just* the lamp page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:58, 23 March 2019 (UTC)&lt;br /&gt;
:::::::::::::: Basically, one of the &amp;quot;standards&amp;quot; in the GUI style introduced in 0.17 is that when an element has rounded corners, it can be modified by the user. You can see this all over the vanilla game — textfields have rounded corners, buttons do not etc. In the long run, the plan is to make the wiki use the in-game GUI style. So anything new that is created should already follow that style, to make transitioning to it easier. So no, you are not allowed to make them round for the lamp page. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 11:13, 23 March 2019 (UTC)&lt;br /&gt;
::::::::::::::: Is there a way I can edit my .css page so they appear rounder just for me? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:23, 23 March 2019 (UTC)&lt;br /&gt;
:::::::::::::::: I added the class &amp;quot;template-color&amp;quot; to the template, so you can use that for your user css. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:45, 23 March 2019 (UTC)&lt;br /&gt;
: Can I add a template for a &amp;quot;map icon&amp;quot;? Like for the little arrow icons you see for tanks/locomotives/cars in the mini-map? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 22:45, 23 March 2019 (UTC)&lt;br /&gt;
:: I don&#039;t get what this template would do. Could you create it in your userspace so that I can have a look, please. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 12:07, 24 March 2019 (UTC)&lt;br /&gt;
::: Am I allowed to make prototype template(s) to help demonstrate my point? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 12:49, 25 March 2019 (UTC)&lt;br /&gt;
:::: Yes, create the template in your userspace, like I said. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 18:18, 25 March 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange link in Power_production#Ensuring_enough_energy_is_produced ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka,&lt;br /&gt;
the section &amp;quot;[[Power_production#Ensuring_enough_energy_is_produced]]&amp;quot; contains a link that leads to: https://en.wikipedia.org/wiki/Feedback&lt;br /&gt;
It has only marginally to do with &amp;quot;brownouts/blackouts&amp;quot;!?&lt;br /&gt;
I assume https://en.wikipedia.org/wiki/Brownout_(electricity) or https://en.wikipedia.org/wiki/Power_outage was meant. {{unsigned|VandenPlas|15:44, 9 January 2019}}&lt;br /&gt;
:That is the result of an discussion over whether the feedback loop is positive or negative. You can find the discussion here [[User_talk:AnthonyQBachler]] and on power production talk page. Feel free to link to brownout instead, the link to &amp;quot;feedback&amp;quot; never really made sense. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 16:22, 9 January 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Headline change to different language ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka,&lt;br /&gt;
how do I change the headline of a page to a different language (german in this case)?&lt;br /&gt;
Please see: wiki.factorio.com/Refined_hazard_concrete/de, wiki.factorio.com/Refined_concrete/de {{Unsigned|VandenPlas|08:21, 22 February 2019}}&lt;br /&gt;
: Add the title (Refined hazard concrete, Refined concrete) to [[Template:Translation/de]]. You can find more tips for translation here: [[Factorio:Translation_guide]] -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 08:38, 22 February 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Revising my edits ==&lt;br /&gt;
&lt;br /&gt;
Hey, just wanted to say thanks for revising and especially commenting on my last set of edits. It&#039;s good to know how to keep to wiki style and make things consistent. [[User:Techhead7890|Techhead7890]] ([[User talk:Techhead7890|talk]]) 14:49, 5 April 2019 (UTC)&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Stone_brick&amp;diff=171042</id>
		<title>Stone brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Stone_brick&amp;diff=171042"/>
		<updated>2019-03-22T10:49:44Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: recipe prose info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Stone brick}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone bricks&#039;&#039;&#039; are produced from [[stone]] in any furnace, and are used in multiple recipes as well as placing them to create stone paths.&lt;br /&gt;
&lt;br /&gt;
Recipes in which they are used include the two advanced types of furnace (meaning they are used in research), as well as more advanced stone products, notably [[concrete]]. It is more material efficient to use concrete for paths, as double the amount of tiles are produced from the same amount of stone, although this may be more complicated to produce.&lt;br /&gt;
&lt;br /&gt;
Stone path increases walking speed by 30% and reduces vehicle rolling resistance, allowing for improved acceleration and top speed. However, any type of path practically prevents pollution absorption by terrain, so extensive use of paths may cause the factory&#039;s pollution to spread farther. Stone paths have no effect on the movement speed of [[enemies]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Holding them allows the player to mine any type of path, and placing them over another type of path automatically mines the previous path.&lt;br /&gt;
&lt;br /&gt;
Stone paths are placed using {{Keybinding|lmb}} and can be removed by using {{Keybinding|rmb}} while holding any kind of path. &lt;br /&gt;
The area in which stone bricks are placed can be increased and decreased by using {{Keybinding|numplus}} and {{Keybinding|numminus}}.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|0.12.17|&lt;br /&gt;
* Updated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.12.0|&lt;br /&gt;
* Stone bricks are now used in stone paths, and in [[concrete]].}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.3.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Concrete]]&lt;br /&gt;
* [[Hazard concrete]]&lt;br /&gt;
* [[Refined concrete]]&lt;br /&gt;
* [[Refined hazard concrete]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Terrain}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lubricant&amp;diff=171035</id>
		<title>Lubricant</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lubricant&amp;diff=171035"/>
		<updated>2019-03-22T10:28:01Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: misc tweaks, tidy link appearance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lubricant}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lubricant&#039;&#039;&#039; is a liquid converted from [[heavy oil]] in a [[chemical plant]] as one of the intermediate products. Like other liquids, it may be [[barrel]]ed.&lt;br /&gt;
&lt;br /&gt;
It is used in the production of [[express transport belt]]s (blue belts) and their counterpart [[express underground belt|underground belts]] and [[express splitter|splitters]], being the only intermediate liquid used in the production of a &#039;finished&#039; item. It is also used to create [[electric engine unit]]s.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Fluids}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_engine_unit&amp;diff=171032</id>
		<title>Electric engine unit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_engine_unit&amp;diff=171032"/>
		<updated>2019-03-22T10:23:33Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: misc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Electric engine unit}}&lt;br /&gt;
An &#039;&#039;&#039;Electric engine unit&#039;&#039;&#039; is the advanced counterpart of the [[engine unit]], and is used in some higher end recipes.&lt;br /&gt;
&lt;br /&gt;
It is the only intermediate item that requires [[Lubricant]] (which is made at a [[chemical plant]]), and along with [[processing unit]]s these are the only two intermediates that require liquid inputs.&lt;br /&gt;
&lt;br /&gt;
Electric engines cannot be built by hand from raw materials, even with barreled lubricant. Like [[engine unit]]s, they require use of an [[assembling machine]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Engine unit]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Processing_unit&amp;diff=171031</id>
		<title>Processing unit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Processing_unit&amp;diff=171031"/>
		<updated>2019-03-22T10:20:00Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: assembly/recipe notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Processing unit}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Processing Unit&#039;&#039;&#039; (or &amp;quot;blue circuit&amp;quot;) is the third tier of circuit, and is used in many late game recipes, mainly for making [[Utility science pack]]s, [[module]]s, modular armor and its equipment, and the [[rocket silo]] and parts for the rocket.&lt;br /&gt;
&lt;br /&gt;
Along with [[electric engine unit]]s, processing units are one of the few intermediate products produced in an assembler that require a liquid input. It is possible to direct insert green circuits into processing unit production as vast quantities are required, although this is not necessary if a large supply of them can be sourced elsewhere and provided to the assembler.&lt;br /&gt;
&lt;br /&gt;
The ratios of assembling machines to craft this item are:&lt;br /&gt;
&lt;br /&gt;
; Normal mode: &lt;br /&gt;
* 5 [[Electronic circuit]] factories + 6 [[Advanced circuit]] factories + 0.05 [[Sulfuric acid]] plants &amp;amp;rarr; 5 &#039;&#039;Processing Unit&#039;&#039; factories&lt;br /&gt;
&lt;br /&gt;
; Expensive mode: &lt;br /&gt;
* 5 [[Electronic circuit]] factories + 6 [[Advanced circuit]] factories + 0.10 [[Sulfuric acid]] plants &amp;amp;rarr; 5 &#039;&#039;Processing Unit&#039;&#039; factories&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|computer-age-1}}&lt;br /&gt;
{{Achievement|computer-age-2}}&lt;br /&gt;
{{Achievement|computer-age-3}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Likely Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=171030</id>
		<title>Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=171030"/>
		<updated>2019-03-22T10:15:16Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: /* Mechanics */ slight clarifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The belt transport system is the first system the [[player]] will use to transport items from place to place. It, along&lt;br /&gt;
with [[Railway|trains]], and [[Logistic network|Logistic robots]], makes up the systems of item transportation in&lt;br /&gt;
Factorio.&lt;br /&gt;
&lt;br /&gt;
Belts specifically are used to transport items and run without using energy. Belts can also interact with other moving entities such as [[player]]s, [[vehicle]]s and [[enemies|biters]], also allowing for faster or slower movement speed.&lt;br /&gt;
&lt;br /&gt;
== All types of Transport belts ==&lt;br /&gt;
&lt;br /&gt;
Below is a chart of all the Transport Belts present and available for use in Factorio. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput (Items per [[game-second|second]]) !! Needed research !! Raw materials (per belt)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Transport belt}}&lt;br /&gt;
| {{Imagelink|Underground belt}}&lt;br /&gt;
| {{Imagelink|Splitter|Splitter}} &lt;br /&gt;
| 15&lt;br /&gt;
| [[Logistics (research)]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{Icon|Time|1}} + {{Icon|Iron plate|3}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast transport belt}}&lt;br /&gt;
| {{Imagelink|Fast underground belt}}&lt;br /&gt;
| {{Imagelink|Fast splitter}} &lt;br /&gt;
| 30&lt;br /&gt;
| [[Logistics 2 (research)]]&lt;br /&gt;
| {{Icon|Time|3.5}} + {{Icon|Iron plate|11.5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Express transport belt}}&lt;br /&gt;
| {{Imagelink|Express underground belt}}&lt;br /&gt;
| {{Imagelink|Express splitter}} &lt;br /&gt;
| 45 &lt;br /&gt;
| [[Logistics 3 (research)]]&lt;br /&gt;
| {{Icon|Time|9}} + {{Icon|Iron plate|31.5}} + {{Icon|Lubricant|20}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Only for the underground belt and splitter. The basic transport belt is available at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Regardless of the belt tier, a fully filled transport belt can hold 8 items. See [[Transport_belts/Physics|Physics of Transport Belts]] for more detailed information on this.&lt;br /&gt;
&lt;br /&gt;
== Tiers of belts ==&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts, and express belts).]]&lt;br /&gt;
There are 3 different tiers of belts available for use. The [[transport belt]] has a yellow color and is&lt;br /&gt;
the slowest, as well as the cheapest to craft. The next tier up, the [[fast transport belt]] has a red color and is twice as fast as the standard transport belt. The [[express transport belt]] is the final tier. It is colored blue and is three times faster than normal belts, or 1.5× faster than red belts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Belt mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Merging and un-merging belts ===&lt;br /&gt;
&lt;br /&gt;
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or to transport two different materials on the same belt. Mixed belts can be beneficial for&lt;br /&gt;
smelting ore, or producing items with many different ingredients such as [[Utility science pack]]. The belt can be unmerged using a splitter filter. It is also possible to unmerge a mixed belt by using underground belts since an underground belt will block half of the belt. &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_2_lanes.gif|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|top]]&lt;br /&gt;
&lt;br /&gt;
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second gif is better described in the &#039;&#039;&#039;[[Belt_transport_system#Separating_belt_lanes|Underground Belt]]&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
=== Lane balance ===&lt;br /&gt;
&lt;br /&gt;
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to&lt;br /&gt;
maintain throughput, balancing the lanes may be necessary. The gifs below show two ways how to do this. The former only works if only one lane is in use initially. For further explanation of the mechanics, see [[Balancer mechanics#Lane_balancers|lane balancers]].&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|top]]&lt;br /&gt;
&lt;br /&gt;
=== Belt throughput ===&lt;br /&gt;
[[File:Stack inserters fill express belt.gif|frame|230px|right|4 [[stack inserter]]s can compress an express belt at stack size 12 for the left inserters and stack size 8 for the right inserters.]]&lt;br /&gt;
Maximizing the throughput is important since it will keep belts efficient. Therefore some definitions need to&lt;br /&gt;
be introduced:&lt;br /&gt;
&lt;br /&gt;
; Speed &lt;br /&gt;
: How fast a belt moves.  &lt;br /&gt;
; Density &lt;br /&gt;
: How tight are the items put onto the belts.  &lt;br /&gt;
; Throughput &lt;br /&gt;
: This is speed × density. It describes how many items pass by at a given time.&lt;br /&gt;
&lt;br /&gt;
So, there are three opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
; More density &lt;br /&gt;
:Sometimes items have small gaps in between each other that aren&#039;t big enough for other items to fit in. However, mining drills, inserters, and belt sideloading can still force an item into these gaps, temporarily squashing the items on the belt. The squashed gap is extended to normal size once the front of the belt starts to move again.&lt;br /&gt;
; More speed &lt;br /&gt;
:If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts.  Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don&#039;t move quickly (or at all) or stop at maximum density and suddenly they come to a point where this &#039;stop and go&#039; effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.&lt;br /&gt;
; More belts &lt;br /&gt;
:Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput.&lt;br /&gt;
&lt;br /&gt;
=== Belt tricks ===&lt;br /&gt;
&lt;br /&gt;
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.&lt;br /&gt;
&lt;br /&gt;
Another useful usage is [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]]. So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and makes inserters more effective.&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
&lt;br /&gt;
[[Splitters]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts&lt;br /&gt;
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance&lt;br /&gt;
multiple belts.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
&lt;br /&gt;
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.&lt;br /&gt;
&lt;br /&gt;
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs. If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.&lt;br /&gt;
* Splitters can also merge belts, taking two inputs and one output.&lt;br /&gt;
* Splitters preserve the lanes of the items, by moving through the splitter an item on the right lane will not be moved to the left lane, and vice versa.&lt;br /&gt;
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.&lt;br /&gt;
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one. When a filter is set, the output of that side is prioritized.&lt;br /&gt;
&lt;br /&gt;
The speed of the splitter is the same as its relevant type of belt, so in order to properly join/split belts, the splitter must be the same speed as the incoming belts. Otherwise the splitter will become a bottleneck.&lt;br /&gt;
&lt;br /&gt;
==== Priority ====&lt;br /&gt;
For both the input and output side of the splitter it is possible to set the priority to either left or right.&lt;br /&gt;
&lt;br /&gt;
A splitter where the input priority has been set will first try to consume the specified input side, and will only&lt;br /&gt;
consume the other input once there is a gap on the prioritized input belt.&lt;br /&gt;
&lt;br /&gt;
Similarly a splitter where the output priority has been set will try to redirect all incoming items&lt;br /&gt;
to the specified output, and will only output on the other output once the specified output is full.&lt;br /&gt;
&lt;br /&gt;
==== Filter ====&lt;br /&gt;
If a specific item is set in the splitter&#039;s filter slot, the slider for the output priority will&lt;br /&gt;
be used for the filter instead. All items of the set type will be redirected to that specific output&lt;br /&gt;
and all other items are directed to the other output. The input priority can be set independently of the filter.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
{{Main|Balancer mechanics}}&lt;br /&gt;
&lt;br /&gt;
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.&lt;br /&gt;
&lt;br /&gt;
=== Manipulating belt lanes ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.&lt;br /&gt;
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Underground belts ==&lt;br /&gt;
&lt;br /&gt;
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].&lt;br /&gt;
&lt;br /&gt;
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)&lt;br /&gt;
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won&#039;t be mixed.&lt;br /&gt;
* For the connection only the endpoints (entry-side and exit-side) are relevant.&lt;br /&gt;
* The maximum distance underground is 8 [[tile]]s with [[express underground belt]]s.&lt;br /&gt;
* An underground belt pair of that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.&lt;br /&gt;
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.&lt;br /&gt;
&lt;br /&gt;
=== Separating belt lanes ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).&lt;br /&gt;
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Splitters]]&lt;br /&gt;
* [[Transport belts]]&lt;br /&gt;
* [[Underground belts]]&lt;br /&gt;
&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electronic_circuit&amp;diff=171029</id>
		<title>Electronic circuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electronic_circuit&amp;diff=171029"/>
		<updated>2019-03-22T10:10:12Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: Rewrite with proper intro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Electronic circuit}}&lt;br /&gt;
The &#039;&#039;&#039;electronic circuit&#039;&#039;&#039; (or &amp;quot;green circuit&amp;quot;) is a basic intermediate product, widely used throughout the game. While following a simple recipe, the electronic circuit is the first in a line of circuit-type intermediate products.&lt;br /&gt;
&lt;br /&gt;
Electronic circuits are used as an ingredient for many item recipes, including creation of all kinds of [[inserters]], and most [[Template:ProductionNav|production items]] such as assemblers, [[solar panel]]s and [[electric mining drill]]s. Certain other logistic devices will also need electronic circuits to be created, such as rail signalling equipment. The [[logistic network]] is also incredibly dependent on products constructed with these circuits.&lt;br /&gt;
&lt;br /&gt;
Many circuits need to be made in order to produce the upgraded variants of circuit such as the [[advanced circuit]]s, and in bulk, [[processing unit]]s. Combined together, these circuits can also make [[modules]].&lt;br /&gt;
&lt;br /&gt;
Production of electronic circuits is fairly simple. As the copper cables follow a perfect ratio of 3:2, usually they are directly inserted into the assembler producing the green circuits.&lt;br /&gt;
&lt;br /&gt;
The ratios of assembling machines to craft this item are:&lt;br /&gt;
; Normal mode:&lt;br /&gt;
* 3 [[Copper cable]] factories &amp;amp;rarr; 2 &#039;&#039;Electronic circuit&#039;&#039; factories&lt;br /&gt;
; Expensive mode:&lt;br /&gt;
* 5 [[Copper cable]] factories &amp;amp;rarr; 1 &#039;&#039;Electronic circuit&#039;&#039; factory&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|mass-production-1}}&lt;br /&gt;
{{Achievement|mass-production-2}}&lt;br /&gt;
{{Achievement|mass-production-3}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Decider_combinator&amp;diff=171028</id>
		<title>Decider combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Decider_combinator&amp;diff=171028"/>
		<updated>2019-03-22T10:00:57Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: compare to devices&amp;#039; internal conditional configuration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Decider combinator}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is part of the circuit network and one of three types of combinators available in the game (with the other two being the [[constant combinator]] and [[arithmetic combinator]]). It is used to make comparisons of signals on the network. Signals can be compared using &amp;quot;is greater than&amp;quot; (&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;&amp;gt;&amp;lt;/span&amp;gt;), &amp;quot;is less than&amp;quot; (&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;&amp;lt;&amp;lt;/span&amp;gt;), &amp;quot;greater than or equal to&amp;quot; (&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;&amp;gt;=&amp;lt;/span&amp;gt;), &amp;quot;less than or equal to&amp;quot; (&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;&amp;lt;=&amp;lt;/span&amp;gt;), &amp;quot;is equal to&amp;quot; (&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;=&amp;lt;/span&amp;gt;) and &amp;quot;is not equal to&amp;quot; (&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;!=&amp;lt;/span&amp;gt;).&lt;br /&gt;
Input contacts are to the left in the above picture, outputs on the right.&lt;br /&gt;
&lt;br /&gt;
[[File:decider_combinator_anim.png]]&lt;br /&gt;
&lt;br /&gt;
It is not always necessary to include a decider combinator in a logistic circuit, as most objects can set their own conditions on their internal configuration. For example, an inserter may be set to activate if the network reads &amp;lt;5 items by itself, without requiring an external decider to activate it.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
The internal logic process has three steps:&lt;br /&gt;
&lt;br /&gt;
# Values for each individual input signal(s) (items of the same name) on the red and green wires are summed within the combinator.&lt;br /&gt;
# The decider combinator GUI specifies a &amp;quot;first&amp;quot; input signal, a comparison (&amp;gt;, &amp;lt;, =, &amp;gt;=, &amp;lt;=, !=), and a &amp;quot;second&amp;quot; input signal or constant.&lt;br /&gt;
# If the comparison returns true, the output is a new signal with a value of 1, or copying an input signal to the ouput.&lt;br /&gt;
&lt;br /&gt;
Further notes:&lt;br /&gt;
&lt;br /&gt;
* Using the Everything output with input -&amp;gt; output will pass all nonzero input values to the output as long as the condition is true. Using the Everything output with &amp;quot;1&amp;quot; will output 1 ONLY for all non-zero inputs.&lt;br /&gt;
* The Each input will re-apply the comparison for each input signal individually, and will pass the selected output for each input that passes the conditional.&lt;br /&gt;
* The Everything input functions as a logical AND, and will return true only if ALL non-zero inputs pass the conditional.&lt;br /&gt;
* The Anything input functions as a logical OR, and will return true if ANY non-zero input passes the conditional.&lt;br /&gt;
* When &amp;quot;Input Count&amp;quot; is selected the &amp;quot;Parameters&amp;quot; don&#039;t affect the value of the output, only the summed input signals do.&lt;br /&gt;
&lt;br /&gt;
The decider combinator can handle [[Circuit network#Logic signals|logic signals]].&lt;br /&gt;
&lt;br /&gt;
With both the arithmetic and decider combinator, there is one tick (60th of a second) of latency before the output signal is ready to be used as an input into a circuit network.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Connected wires are highlighted when hovering over a combinator connected to the [[circuit network]].&lt;br /&gt;
* Combinators show input and output in alt mode.&lt;br /&gt;
* More virtual signals for combinators.&lt;br /&gt;
* Constant combinator can be rotated.&lt;br /&gt;
* Decider combinator &amp;quot;input count&amp;quot; option makes the combinator copy the count of the specified output signal from the input signals, instead of copying the count from the condition.&lt;br /&gt;
* New combinator graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Combinators now emit light.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Combinators no longer turn off when no wires are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Tutorial:Combinator tutorial|Combinator tutorial]]  &amp;lt;-- Description of Combinator Logic Gates&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Tutorial:Circuit network cookbook|Circuit network cookbook]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electronic_circuit&amp;diff=171027</id>
		<title>Electronic circuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electronic_circuit&amp;diff=171027"/>
		<updated>2019-03-22T09:57:26Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: tidying previous edit, more context regarding products&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Electronic circuit}}&lt;br /&gt;
The &#039;&#039;&#039;electronic circuit&#039;&#039;&#039; (or &amp;quot;green circuit&amp;quot;) is a basic intermediate product used as an ingredient for many recipes throughout the game, including creation of most [[Template:ProductionNav|production items]] (such as assemblers and [[Electric mining drill]]s).&lt;br /&gt;
&lt;br /&gt;
Certain logistic devices, such as inserters and signalling equipment also need them to be created. The [[logistic network]] is also incredibly dependent on products constructed with these circuits.&lt;br /&gt;
&lt;br /&gt;
While following a simple recipe, the electronic circuit is the first in a line of circuit-type intermediate products. Many circuits need to be made in order to produce the upgraded variants such as the [[advanced circuit]]s, and in bulk, [[processing unit]]s.&lt;br /&gt;
&lt;br /&gt;
Production of electronic circuits is fairly simple. As the copper cables follow a perfect ratio of 3:2, usually they are directly inserted into the assembler producing the green circuits.&lt;br /&gt;
&lt;br /&gt;
The ratios of assembling machines to craft this item are:&lt;br /&gt;
; Normal mode:&lt;br /&gt;
* 3 [[Copper cable]] factories &amp;amp;rarr; 2 &#039;&#039;Electronic circuit&#039;&#039; factories&lt;br /&gt;
; Expensive mode:&lt;br /&gt;
* 5 [[Copper cable]] factories &amp;amp;rarr; 1 &#039;&#039;Electronic circuit&#039;&#039; factory&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|mass-production-1}}&lt;br /&gt;
{{Achievement|mass-production-2}}&lt;br /&gt;
{{Achievement|mass-production-3}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Speed_module&amp;diff=171026</id>
		<title>Speed module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Speed_module&amp;diff=171026"/>
		<updated>2019-03-22T09:47:24Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: clarify/tweak last edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Speed module}}&lt;br /&gt;
Increases a machine&#039;s speed by 20% and its energy consumption by 50%. This means that, at the cost of energy, the machine produces more items per minutes.&lt;br /&gt;
&lt;br /&gt;
Basic modules, especially Speed modules, are not as efficient as higher level modules and are generally not used outside of producing upgraded modules, or as part of the recipe for other items. A speed module 1 requires a significant power increase for very little (less than half the standard rate) throughput increase, the worst amongst its group. By contrast a [[Speed module 3]] will produce a much better proportion of throughput, for a similar power requirement downside to this one. Basic Speed module 1s should also not be used in [[beacon]]s, for a similar reason to that outlined above.&lt;br /&gt;
&lt;br /&gt;
In particular, it is more efficient to use the Speed module 1 in the construction of [[Assembling machine 3]]s which provide more crafting speed with less drawbacks and more capability. &lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Module|Modules]]&lt;br /&gt;
** [[Speed module 2]]&lt;br /&gt;
** [[Speed module 3]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Speed_module&amp;diff=171025</id>
		<title>Speed module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Speed_module&amp;diff=171025"/>
		<updated>2019-03-22T09:43:28Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: inefficiency details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Speed module}}&lt;br /&gt;
Increases a machine&#039;s speed by 20% and its energy consumption by 50%. This means that, at the cost of energy, the machine produces more items per minutes.&lt;br /&gt;
&lt;br /&gt;
Basic modules, especially Speed modules, are not as efficient as higher level modules and are generally not used outside of producing upgrade modules, or as part of the recipe for other items. A speed module 1 requires a significant power increase for very little (less than half the standard rate) throughput increase. By contrast a [[Speed module 3]] will produce a much better proportion of throughput for the increased power downside. In particular, it is more efficient to use them in the construction of [[Assembling machine 3]]s which provide more crafting speed with less drawbacks and more capability. Similarly, basic speed module 1s should not be used in [[beacon]]s.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Module|Modules]]&lt;br /&gt;
** [[Speed module 2]]&lt;br /&gt;
** [[Speed module 3]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Assembling_machine_2&amp;diff=171024</id>
		<title>Assembling machine 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Assembling_machine_2&amp;diff=171024"/>
		<updated>2019-03-22T09:39:35Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: context, relate more to modules/AM3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Assembling machine 2}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;assembling machine 2&#039;&#039;&#039; is an upgraded version of the assembling machine with more capabilities than its predecessor. It is able to craft all things faster and produce some items that an [[Assembling machine 1]] cannot, but requires more power to do so.&lt;br /&gt;
&lt;br /&gt;
It can make recipes that include liquids as one of their ingredients (e.g. [[processing unit]]) or products (e.g. [[empty crude oil barrel]]). The input pipe/output pipe connects to the centre of a side. The pipe will only connect when a recipe that requires or produces a liquid is selected. The pipe starts at the top by default, but its location can be rotated by hovering over the machine and pressing R.&lt;br /&gt;
&lt;br /&gt;
It is also the first to support the addition of [[module]]s to increase the speed or efficiency of production (although when unlocked the most efficient modules will likely not be available yet). However, a supply of [[Speed module|Speed module 1s]] will allow crafting this assembler to an upgraded [[Assembling machine 3]].&lt;br /&gt;
&lt;br /&gt;
== Notes == &lt;br /&gt;
&lt;br /&gt;
* An [[assembling machine 2]] with two [[efficiency module]] needs less energy than one [[assembling machine 1]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Assembling machine 2 now requires steel to build, and can also build 6 ingredient recipes.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.4|&lt;br /&gt;
* Assembling machine 3 has up to 6 ingredient slots, so it can make any recipe in its category.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Fast replacing assembling machine keeps the direction of the original assembling machine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Update icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Productivity modules can only be used in assembling machines producing intermediate products.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Crafting speed of assembling machine is relative to manual crafting speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Reset bonus production of machine when recipe is changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added support for modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.2|&lt;br /&gt;
* The assembling machine 2 speed is now slightly faster (from 1.5 to 2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Update recipe tooltip for assembling machine output.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Better graphics}}&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;
* [[Assembling machine 1]]&lt;br /&gt;
* [[Assembling machine 3]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Assembling_machine_1&amp;diff=171023</id>
		<title>Assembling machine 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Assembling_machine_1&amp;diff=171023"/>
		<updated>2019-03-22T09:35:16Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: context and compare to AM2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Assembling machine 1}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assembling machine 1&#039;&#039;&#039; is the most basic assembling machine. It cannot not use fluids for crafting.&lt;br /&gt;
&lt;br /&gt;
Each one can be constructed very quickly, but they require a large amount of iron plates to be made. They are made starting very early on in the game, as [[Automation (research)|Automation]] is the first technology available.&lt;br /&gt;
&lt;br /&gt;
An Assembling machine 1 can easily be upgraded to an [[Assembling machine 2]], so they are usually removed and upgraded/replaced once [[steel]] and more power are available. This upgrade does not require a significant amount of materials, and provides a strong upgrade in capability (such as crafting speed) without taking up more space or designing.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Limit of two ingredients for recipes removed, can now craft any non-fluid requiring recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Fast replacing assembling machine keeps the orientation of the original assembling machine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Productivity modules can only be used in assembling machines producing intermediate products.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Crafting speed of assembling machine is relative to manual crafting speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Reset bonus productivity of machine when recipe is changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added support for modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.2|&lt;br /&gt;
* The assembling machine 2 speed is now slightly faster (from 1.5 to 2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Update recipe tooltip for assembling machine output.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Better graphics}}&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;
* [[Assembling machine 2]]&lt;br /&gt;
* [[Assembling machine 3]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electronic_circuit&amp;diff=171022</id>
		<title>Electronic circuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electronic_circuit&amp;diff=171022"/>
		<updated>2019-03-22T09:28:14Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: some simple contextual details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Electronic circuit}}&lt;br /&gt;
The &#039;&#039;&#039;electronic circuit&#039;&#039;&#039; (or &amp;quot;green circuit&amp;quot;) is a basic intermediate product used as an ingredient for many recipes throughout the game. While following a simple recipe, many of these items need to be made in order to produce various other objects, as they are used the creation of most production items. The first in a line of circuit-type intermediate products, the electronic circuit is used to make [[advanced circuit]]s, and in bulk, [[production unit]]s.&lt;br /&gt;
&lt;br /&gt;
Production is fairly simple. As the copper cables follow a perfect ratio of 3:2, usually they are directly inserted into the assembler producing the green circuits.&lt;br /&gt;
&lt;br /&gt;
The ratios of assembling machines to craft this item are:&lt;br /&gt;
; Normal mode:&lt;br /&gt;
* 3 [[Copper cable]] factories &amp;amp;rarr; 2 &#039;&#039;Electronic circuit&#039;&#039; factories&lt;br /&gt;
; Expensive mode:&lt;br /&gt;
* 5 [[Copper cable]] factories &amp;amp;rarr; 1 &#039;&#039;Electronic circuit&#039;&#039; factory&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|mass-production-1}}&lt;br /&gt;
{{Achievement|mass-production-2}}&lt;br /&gt;
{{Achievement|mass-production-3}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Advanced_circuit&amp;diff=171021</id>
		<title>Advanced circuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Advanced_circuit&amp;diff=171021"/>
		<updated>2019-03-22T07:34:36Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: info on place in pace of game/within the intermediates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Advanced circuit}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Circuits&#039;&#039;&#039; (or &amp;quot;red circuits&amp;quot;) are used as components or subcomponents in most high-tech items, most notably in [[Chemical science pack]]s. They represent a crucial gateway about halfway into the game because of this, as making them requires a continuous supply of [[plastic bar]]s, which in turn requires a fully functioning [[Oil processing]] system.&lt;br /&gt;
&lt;br /&gt;
Advanced Circuits are much slower to build than most other components, and you will need large quantities of them (unlike items like [[Engine unit|Engine]]s, which might be even slower to build, but are much less in demand). They are also the first intermediate product that requires 3 different input components, starting to test the player&#039;s ability to manage belts and their lanes.&lt;br /&gt;
&lt;br /&gt;
Therefore it is recommended to devote large numbers of [[Assembling machine]]s to their production; [[Assembling machine 3]]s are particularly useful here, as they can also be loaded with more [[Speed module]]s.&lt;br /&gt;
&lt;br /&gt;
The ratios of assembling machines to craft this item are:&lt;br /&gt;
; Normal mode:&lt;br /&gt;
* 1 [[Copper cable]] factory + 1 [[Electronic circuit]] factory + 1 [[Plastic bar]] plant &amp;amp;rarr; 6 &#039;&#039;Advanced circuit&#039;&#039; factories&lt;br /&gt;
; Expensive mode:&lt;br /&gt;
* 2 [[Copper cable]] factories + 1 [[Electronic circuit]] factory + 2 [[Plastic bar]] plants &amp;amp;rarr; 6 &#039;&#039;Advanced circuit&#039;&#039; factories&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|circuit-veteran-1}}&lt;br /&gt;
{{Achievement|circuit-veteran-2}}&lt;br /&gt;
{{Achievement|circuit-veteran-3}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial&amp;diff=168323</id>
		<title>Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial&amp;diff=168323"/>
		<updated>2019-02-23T05:26:12Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: /* First steps */ list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The &#039;&#039;campaign&#039;&#039; gamemode is Factorio&#039;s equivalent of a story mode. Campaigns are pre-generated levels where the [[player]] must accomplish some preset task, such as scanning the surroundings, [[research]]ing a certain technology, or providing a certain amount of resources into a chest. Upon completion, a game finish report is given, similar to freeplay, where kills and completion time are tallied. Completing the campaigns is not necessary to play freeplay.&lt;br /&gt;
&lt;br /&gt;
== Playing the campaign ==&lt;br /&gt;
[[File:Campaign_menu_screen.png|thumb|right|The menu to enter a Campaign.]]&lt;br /&gt;
&lt;br /&gt;
To play a campaign, select &#039;&#039;&#039;Play&#039;&#039;&#039; from the title screen, then &#039;&#039;&#039;Start campaign&#039;&#039;&#039;. Select a campaign, and level, if applicable.&lt;br /&gt;
&lt;br /&gt;
The campaign will load, and instructions will be displayed to the player. Then, the player may complete the task. For an added challenge, attempt to complete the campaign as fast as possible.&lt;br /&gt;
&lt;br /&gt;
== Types of campaigns ==&lt;br /&gt;
&lt;br /&gt;
There are a few different types of campaigns in Factorio. These types include:&lt;br /&gt;
&lt;br /&gt;
=== First steps ===&lt;br /&gt;
[[File:Shipwreck_all.png|thumb|The player standing among the shipwreck pieces in the &amp;quot;First steps&amp;quot; campaign.]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;You have just landed on the surface of an unknown planet. There is no one to help you. You need to learn how to craft your first tools and set up simple machines to ease your work. But beware, you are not alone...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This campaign is included with the demo.&lt;br /&gt;
&lt;br /&gt;
* Level 1: The player spawns in a small world, next to a shipwreck that contains 8 [[iron plate]]s. The player is tasked with using them to craft an [[iron axe]], mining [[iron ore]] and [[stone]] to craft a  [[stone furnace]] to smelt the iron ore to iron plates. The player needs to mine some [[tree]]s or some [[coal]] for fuel and later needs to craft a [[burner mining drill]] with the smelted iron ore. The level ends with the player wanting to explore their surroundings after automatically smelting some of the iron ore.&lt;br /&gt;
* Level 2: Basic combat is introduced, and small production targets are set in preparation for the journey.&lt;br /&gt;
* Level 3: A larger map with multiple resource patches, biter nests, and more technology is available. Power, assemblers, turrets, and inserters are all available. A shipwreck is discovered the surroundings are mapped by radar. The player then sets off for a survivor base they discovered, presumably that featured in a New Hope.&lt;br /&gt;
&lt;br /&gt;
=== New hope===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;You managed to locate the remains of a fallen ship. Now comes the hard part. In order to get started with any serious colonization of this planet you will need the data from the ship&#039;s computer. The computer will allow you to research more advanced technologies, as well as give you a better idea of the surrounding area. The bad news is that there seems to be a large alien base close to the shipwreck...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This campaign was part of the beta. Level 1 involves the reclamation of an intermediate level base that has fallen to biter attacks.&lt;br /&gt;
&lt;br /&gt;
==== Diffculty ====&lt;br /&gt;
&lt;br /&gt;
The campaign difficulty affects the enemy attacks in level 3, and level 4. The harder the difficulty, the more often, earlier or stronger the attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! colspan=&amp;quot;3&amp;quot; | Level 3 !! colspan=&amp;quot;3&amp;quot; | Level 4&lt;br /&gt;
|-&lt;br /&gt;
! !! Easy !! Normal !! Hard !! Easy !! Normal !! Hard&lt;br /&gt;
|-&lt;br /&gt;
! Time between attacks&lt;br /&gt;
|| 50 seconds || 40 seconds || 30 seconds || 15 minutes || 10 minutes || 7.5 minutes&lt;br /&gt;
|-&lt;br /&gt;
! First attack at&lt;br /&gt;
|| 52 seconds || 41 seconds || 30 seconds || 20 minutes || 15 minutes || 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
! Inital enemies per attack&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! Increase in enemies per attack&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | 0.7&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! Inital evolution&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | 0.45&lt;br /&gt;
| 0.05&lt;br /&gt;
| 0.15&lt;br /&gt;
| 0.25&lt;br /&gt;
|-&lt;br /&gt;
! Evolution increase per attack&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| 0.01&lt;br /&gt;
| 0.02&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! Maximum evolution&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | 0.45&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | 0.85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transport belt madness ===&lt;br /&gt;
&lt;br /&gt;
So many chests and such a small island. Can you connect the chests without your head spinning? &lt;br /&gt;
&lt;br /&gt;
=== Tight spot ===&lt;br /&gt;
&lt;br /&gt;
Little space, limited resources and a fixed amount of time. Buy land and machines and sell your final product.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Multiplayer]]&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial&amp;diff=168322</id>
		<title>Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial&amp;diff=168322"/>
		<updated>2019-02-23T05:22:45Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: /* Types of campaigns */ some more details before these get archived - as FFF283 says they will be going away.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The &#039;&#039;campaign&#039;&#039; gamemode is Factorio&#039;s equivalent of a story mode. Campaigns are pre-generated levels where the [[player]] must accomplish some preset task, such as scanning the surroundings, [[research]]ing a certain technology, or providing a certain amount of resources into a chest. Upon completion, a game finish report is given, similar to freeplay, where kills and completion time are tallied. Completing the campaigns is not necessary to play freeplay.&lt;br /&gt;
&lt;br /&gt;
== Playing the campaign ==&lt;br /&gt;
[[File:Campaign_menu_screen.png|thumb|right|The menu to enter a Campaign.]]&lt;br /&gt;
&lt;br /&gt;
To play a campaign, select &#039;&#039;&#039;Play&#039;&#039;&#039; from the title screen, then &#039;&#039;&#039;Start campaign&#039;&#039;&#039;. Select a campaign, and level, if applicable.&lt;br /&gt;
&lt;br /&gt;
The campaign will load, and instructions will be displayed to the player. Then, the player may complete the task. For an added challenge, attempt to complete the campaign as fast as possible.&lt;br /&gt;
&lt;br /&gt;
== Types of campaigns ==&lt;br /&gt;
&lt;br /&gt;
There are a few different types of campaigns in Factorio. These types include:&lt;br /&gt;
&lt;br /&gt;
=== First steps ===&lt;br /&gt;
[[File:Shipwreck_all.png|thumb|The player standing among the shipwreck pieces in the &amp;quot;First steps&amp;quot; campaign.]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;You have just landed on the surface of an unknown planet. There is no one to help you. You need to learn how to craft your first tools and set up simple machines to ease your work. But beware, you are not alone...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This campaign is included with the demo.&lt;br /&gt;
&lt;br /&gt;
Level 1: The player spawns in a small world, next to a shipwreck that contains 8 [[iron plate]]s. The player is tasked with using them to craft an [[iron axe]], mining [[iron ore]] and [[stone]] to craft a  [[stone furnace]] to smelt the iron ore to iron plates. The player needs to mine some [[tree]]s or some [[coal]] for fuel and later needs to craft a [[burner mining drill]] with the smelted iron ore. The level ends with the player wanting to explore their surroundings after automatically smelting some of the iron ore.&lt;br /&gt;
Level 2: Basic combat is introduced, and small production targets are set in preparation for the journey.&lt;br /&gt;
Level 3: A larger map with multiple resource patches, biter nests, and more technology is available. Power, assemblers, turrets, and inserters are all available. A shipwreck is discovered the surroundings are mapped by radar. The player then sets off for a survivor base they discovered, presumably that featured in a New Hope.&lt;br /&gt;
&lt;br /&gt;
=== New hope===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;You managed to locate the remains of a fallen ship. Now comes the hard part. In order to get started with any serious colonization of this planet you will need the data from the ship&#039;s computer. The computer will allow you to research more advanced technologies, as well as give you a better idea of the surrounding area. The bad news is that there seems to be a large alien base close to the shipwreck...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This campaign was part of the beta. Level 1 involves the reclamation of an intermediate level base that has fallen to biter attacks.&lt;br /&gt;
&lt;br /&gt;
==== Diffculty ====&lt;br /&gt;
&lt;br /&gt;
The campaign difficulty affects the enemy attacks in level 3, and level 4. The harder the difficulty, the more often, earlier or stronger the attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! colspan=&amp;quot;3&amp;quot; | Level 3 !! colspan=&amp;quot;3&amp;quot; | Level 4&lt;br /&gt;
|-&lt;br /&gt;
! !! Easy !! Normal !! Hard !! Easy !! Normal !! Hard&lt;br /&gt;
|-&lt;br /&gt;
! Time between attacks&lt;br /&gt;
|| 50 seconds || 40 seconds || 30 seconds || 15 minutes || 10 minutes || 7.5 minutes&lt;br /&gt;
|-&lt;br /&gt;
! First attack at&lt;br /&gt;
|| 52 seconds || 41 seconds || 30 seconds || 20 minutes || 15 minutes || 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
! Inital enemies per attack&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! Increase in enemies per attack&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | 0.7&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! Inital evolution&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | 0.45&lt;br /&gt;
| 0.05&lt;br /&gt;
| 0.15&lt;br /&gt;
| 0.25&lt;br /&gt;
|-&lt;br /&gt;
! Evolution increase per attack&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| 0.01&lt;br /&gt;
| 0.02&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! Maximum evolution&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | 0.45&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | 0.85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transport belt madness ===&lt;br /&gt;
&lt;br /&gt;
So many chests and such a small island. Can you connect the chests without your head spinning? &lt;br /&gt;
&lt;br /&gt;
=== Tight spot ===&lt;br /&gt;
&lt;br /&gt;
Little space, limited resources and a fixed amount of time. Buy land and machines and sell your final product.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Multiplayer]]&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steam_turbine&amp;diff=168116</id>
		<title>Steam turbine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steam_turbine&amp;diff=168116"/>
		<updated>2019-02-13T13:52:09Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: tweaks regarding steamengine comparison&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Steam turbine}}&lt;br /&gt;
The &#039;&#039;&#039;steam turbine&#039;&#039;&#039; consumes [[steam]] to create electric energy. It is usually used together with [[heat exchanger]]s and a [[nuclear reactor]]. &lt;br /&gt;
&lt;br /&gt;
While designed for the 500°C steam of a nuclear reactor, turbines can still be connected to [[boiler]]s for use in conventional 165°C steam power. At this mode, the steam turbine acts equal to two separate [[Steam engine|steam engines]], producing 1800 kW and consuming 60 steam/sec. However, actual power production is based on the temperature of the steam, not the building itself. This means that using a steam turbine is no more fuel-efficient than using two steam engines. Unless saving space within a large build, it is not necessary to use the more costly turbines for boiler steam.&lt;br /&gt;
&lt;br /&gt;
== Power output ==&lt;br /&gt;
&lt;br /&gt;
Each Steam turbine takes a maximum input of 60 units of 500°C [[steam]] per second and outputs 5.82MW of electricity; the 5.8MW listed on the tooltip is rounded.&lt;br /&gt;
&lt;br /&gt;
* [[Heat exchanger]] heats 15°C [[water]] to 500°C [[steam]];&lt;br /&gt;
* It takes 0.2kJ of [[Fuel|burner]] energy to raise 1 water 1°C;&lt;br /&gt;
* Steam is consumed by steam turbines at a rate of 60 water/s;&lt;br /&gt;
* (500 - 15) × 0.2 × 60 = 5820kW, or 5.82MW.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Power production#Nuclear power|Power production]]&lt;br /&gt;
* [[Heat pipe]]&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ Nuclear ratios]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Techhead7890</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Steam_engine&amp;diff=168115</id>
		<title>Infobox:Steam engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Steam_engine&amp;diff=168115"/>
		<updated>2019-02-13T13:44:17Z</updated>

		<summary type="html">&lt;p&gt;Techhead7890: Copy across fluid consumption for consistency with Infobox:Steam turbine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|map-color = 006090&lt;br /&gt;
|prototype-type = generator&lt;br /&gt;
|internal-name = steam-engine&lt;br /&gt;
|expensive-total-raw = Time, 8 + Iron plate, 100&lt;br /&gt;
|expensive-recipe = Time, 0.5 + Iron gear wheel, 10 + Iron plate, 50 + Pipe, 5&lt;br /&gt;
|category = Production&lt;br /&gt;
|image = Steam engine entity&lt;br /&gt;
|health = 400&lt;br /&gt;
|stack-size   =10&lt;br /&gt;
|dimensions   =3×5&lt;br /&gt;
|power-output  =900 {{Translation|kW}}&lt;br /&gt;
|maximum-temperature = 165 °C&lt;br /&gt;
|fluid-consumption = 30/s&lt;br /&gt;
|recipe = Time, 0.5 + Iron gear wheel, 8 + Iron plate, 10 + Pipe, 5&lt;br /&gt;
|total-raw = Time, 7 + Iron plate, 31&lt;br /&gt;
|producers    =manual + assembling machine 2 + assembling machine 3&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>Techhead7890</name></author>
	</entry>
</feed>