<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TheBloke</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=TheBloke"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/TheBloke"/>
	<updated>2026-04-20T15:17:00Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Artillery_targeting_remote&amp;diff=171931</id>
		<title>Artillery targeting remote</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Artillery_targeting_remote&amp;diff=171931"/>
		<updated>2019-04-04T11:19:15Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: Clarify that it&amp;#039;s targets that expire, not the remote itself and that only one remote is needed per game.  Also mention that the remote shows the number of targets on the quickbar as well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Artillery targeting remote}}&lt;br /&gt;
The &#039;&#039;&#039;Artillery targeting remote&#039;&#039;&#039; is used to manually designate targets for the [[artillery wagon]] and [[artillery turret]] by clicking somewhere with them - either from the map or normally from the world. Targets expire when an artillery wagon or turret shoots the spot they designate, or after 1 minute has elapsed. Placing targets with an artillery targeting remote does not use the item up - usually only one remote needs to be crafted per game. Using this item massively increases the range of artillery compared to having artillery fire automatically.&lt;br /&gt;
&lt;br /&gt;
The number next to the remote when it is held in hand or pinned to the quickbar indicates how many artillery wagons or turrets are in range and contain ammunition. The remote has no effect if a designated location is outside of the range of all artillery.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=190px heights=190px&amp;gt;&lt;br /&gt;
File:artillery remote on map.png|Orange designated fire locations on the map.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-220 Friday Facts #220 - The best Friday Facts ever]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Capsules}}&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Deconstruction_planner&amp;diff=171575</id>
		<title>Deconstruction planner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Deconstruction_planner&amp;diff=171575"/>
		<updated>2019-03-29T17:13:30Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: Remove text examples. Slightly expand label under one screenshot example.  /* Configuration and filtering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Deconstruction planner}}&lt;br /&gt;
The &#039;&#039;&#039;deconstruction planner&#039;&#039;&#039; is an item which allows the player to mark [[tile]]s and entities, including [[tree]]s, [[rock]]s, [[cliff]]s, [[fish]] and items on the ground, for removal. By default, tiles are only marked when no entities are found. Tiles or entities queued for deconstruction will be marked with a red &#039;X&#039;. When within the range of [[construction robot]]s they will be removed by the robots and the resulting items stored in [[logistic network]] chests or, when a [[personal roboport]] is used, the player&#039;s inventory. [[Ghost]]s will be removed immediately. Anything marked for deconstruction will immediately stop functioning. Deconstruction orders can be cancelled prior to the removal of the target. The deconstruction planner can be used unfiltered (blank) to remove all entities or tiles within its selection area, or it can be filtered to specific targets.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
=== Getting a deconstruction planner ===&lt;br /&gt;
&lt;br /&gt;
A planner can be obtained by:&lt;br /&gt;
* Clicking the red deconstruction planner icon ( [[File:DeconstructionPlanner-ShortcutIcon.png|25px]] ) in the [[shortcut bar]]. (Available once [[Construction robotics (research)|construction robotics]] is researched in at least one game.)&lt;br /&gt;
* Pressing the keyboard shortcut assigned to &#039;&#039;&#039;Make new deconstruction planner&#039;&#039;&#039;; default: {{Keybinding|ALT + D}}.&lt;br /&gt;
* Opening the blueprint library and selecting &#039;&#039;&#039;New deconstruction planner&#039;&#039;&#039;.&lt;br /&gt;
* [[#Exporting_and_importing_with_strings|Importing a deconstruction planner string]].&lt;br /&gt;
&lt;br /&gt;
Once a new planner is in the hand it can be used immediately and then deleted by pressing {{Keybinding|Q}} to clear the hand. Alternatively, it can be dropped into the player&#039;s inventory for later use. Once in the inventory it can be pinned to a [[quickbar]] slot.&lt;br /&gt;
&lt;br /&gt;
=== Accessing settings ===&lt;br /&gt;
&lt;br /&gt;
The planner must be in an inventory in order for its configuration to be changed. Settings can be accessed by clicking {{Keybinding|rmb}} on a planner&#039;s icon, either in the inventory or on a quickbar link.&lt;br /&gt;
&lt;br /&gt;
A full description of available settings and filters can be found under [[#Configuration and filtering|configuration and filtering]].&lt;br /&gt;
&lt;br /&gt;
=== Deleting a planner ===&lt;br /&gt;
&lt;br /&gt;
A planner that has been stored in an inventory can be deleted by clicking the red trash-can icon labelled &#039;&#039;&#039;Destroy deconstruction planner&#039;&#039;&#039; ( [[File:TrashCan.png|25px]] ) in the top right of its settings window. &lt;br /&gt;
&lt;br /&gt;
Care should be taken when the planner has been configured as this operation is performed immediately without confirmation and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
=== Using the deconstruction planner ===&lt;br /&gt;
&lt;br /&gt;
With a planner held in the hand the player can click-drag it ({{Keybinding|lmb}} is held down while moving the mouse) over existing structures and ghosts to mark them for deconstruction. A tooltip appears indicating what will be removed.&lt;br /&gt;
&lt;br /&gt;
The planner can be used anywhere on the map where the player has [[radar]] coverage (map view).&lt;br /&gt;
&lt;br /&gt;
Once {{Keybinding|lmb}} is released the deconstruction planner will take effect according to the rules listed below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400px heights=300px&amp;gt;&lt;br /&gt;
File:DeconstructionPlanner-DraggingAPlanner.png|Dragging a deconstruction planner.&lt;br /&gt;
File:DeconstructionPlanner-DraggingAPlannerTooltip.png|The tooltip shows what will be removed.&lt;br /&gt;
File:DeconstructionPlanner-DraggingAPlannerMarkers.png|Red Xs indicate queued deconstruction orders. Ghosts were immediately removed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Effects of deconstruction ===&lt;br /&gt;
&lt;br /&gt;
The following describes the possible results of using a deconstruction planner in the game world:&lt;br /&gt;
* Any selected entity ghosts and tile ghosts will be immediately removed.&lt;br /&gt;
* Any selected entities and tiles will be queued for deconstruction, indicated with a red X.&lt;br /&gt;
* Anything queued for deconstruction will stop functioning; for example [[transport belts]] will stop moving, [[assembling machine]]s will cease producing items, [[wall]]s stop connecting to each other, and so on. Laser and gun turrets will continue functioning even when marked for deconstruction.&lt;br /&gt;
* If the deconstruction orders are within the construction area of construction robots the orders will be added to the bots&#039; queue and will be removed in due course:&lt;br /&gt;
** Bots will fly in and remove all entities and tiles and place the resulting items in logistic network chests, or the player&#039;s inventory when the bots flew from a personal roboport.&lt;br /&gt;
** Where there are items to be removed - for example being carried by transport belts or stored inside a chest or assembling machine - these will also be picked up by bots and placed in the appropriate storage.&lt;br /&gt;
*** Items must be removed before the entities that carry or hold them. For example if a [[wooden chest]] holding 500 [[iron plate]]s is marked for removal, the plates will be picked up first and only when all have been removed will the bots deconstruct the chest itself.&lt;br /&gt;
** Environmental entities such as trees, rocks and fish are handled in the same way, except bots mine them and collect and store the resource items they leave behind.&lt;br /&gt;
*** Cliffs are a special case: they are destroyed by bots carrying [[cliff explosives]] and do not yield any item to be stored.&lt;br /&gt;
&lt;br /&gt;
=== Cancelling deconstruction orders ===&lt;br /&gt;
&lt;br /&gt;
Queued deconstruction orders can be cancelled by holding {{Keybinding|Shift}} while click-dragging a deconstruction planner over the affected area. &lt;br /&gt;
&lt;br /&gt;
When {{Keybinding|Shift}} is held down the area selection border will change from red to blue to indicate cancellation mode is in effect.&lt;br /&gt;
&lt;br /&gt;
=== Undo ===&lt;br /&gt;
&lt;br /&gt;
The undo tool can be used to revert the actions of a deconstruction planner. This applies both to pending deconstruction orders and completed removals. &lt;br /&gt;
&lt;br /&gt;
Undo is triggered by pressing {{Keybinding|Control + Z}} (on macOS: {{Keybinding|Command + Z}})&lt;br /&gt;
&lt;br /&gt;
Performing an undo will cancel any queued removal orders (red Xs) that have not yet been actioned. Any ghosts that were removed will be immediately replaced. Where built entities and tiles have already been removed the undo will reinstate them in the form of new ghosts that can then be re-built by any construction robots in range.&lt;br /&gt;
&lt;br /&gt;
Items that were removed as part of the deconstruction - for example the inventory of chests or items carried by a transport belt - will not be restored by an undo. This means that a deconstruction that consisted exclusively of items, for example picking up [[stone]] from the ground, cannot be undone.&lt;br /&gt;
&lt;br /&gt;
It is also not possible to undo the removal of trees, rocks, cliffs and fish.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400px heights=230px&amp;gt;&lt;br /&gt;
File:DeconstructionPlanner-CancelDemo.gif|Cancelling deconstruction orders by dragging with {{keybinding|Shift}} held down. The entities start working when the deconstruction is cancelled.&lt;br /&gt;
File:DeconstructionPlanner-UndoDemo.gif|Using then undoing a deconstruction planner. Deconstruction markers are cancelled, ghosts re-appear, and removed entities are reinstated as new ghosts for bot rebuilding.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Valid targets ==&lt;br /&gt;
[[File:DeconstructionPlanner-Fish.png|thumb|right|300px|Harvesting fish with a deconstruction planner.]]&lt;br /&gt;
The deconstruction planner can remove player-built entities, [[Ghost#Entities|entity ghosts]], tiles, [[Ghost#Tiles|tile ghosts]] and loose items. In addition, it can remove [[tree]]s, [[rock]]s, [[cliff]]s and [[fish]].&lt;br /&gt;
&lt;br /&gt;
=== Tiles ===&lt;br /&gt;
&lt;br /&gt;
[[Tile]]s are treated differently to entities, entity ghosts and tile ghosts. By default a deconstruction planner will not select any tiles unless the area selected contains &#039;&#039;only&#039;&#039; tiles; whenever one or more entities, entity ghosts or tile ghosts is included, tile selection is disabled. This is done to allow the player to use a deconstruction planner to remove entities that are placed on top of path tiles (such as [[concrete]]) without the floor always being removed as well.&lt;br /&gt;
&lt;br /&gt;
When the user wishes to select tiles in areas where other objects also exist the deconstruction planner configuration must be changed as described in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Environmental entities ===&lt;br /&gt;
&lt;br /&gt;
These are handled in the same way as entities and tiles placed by the player: they are marked with a red X and construction robots will remove them. A difference with environmental entities is that bots will collect resources rather than the entity itself, such as [[wood]] from trees and stone from rocks. &lt;br /&gt;
&lt;br /&gt;
The removal of cliffs requires that the bots have access to cliff explosives. Cliffs do not leave behind any resource.&lt;br /&gt;
&lt;br /&gt;
The ability to use a deconstruction planner to remove and collect fish provides a convenient way for a player equipped with a [[personal roboport]] to replenish their stocks of healing items even in the middle of combat. Fish marked with a deconstruction planner will stop moving.&lt;br /&gt;
&lt;br /&gt;
== Configuration and filtering ==&lt;br /&gt;
[[File:DeconstructionPlanner-IconFiltered.png|thumb|right|An example of a filtered planner icon.]]&lt;br /&gt;
A new deconstruction planner is blank, meaning it removes according to a pre-defined set of rules. The planner can optionally be edited to provide a custom list of removal rules which control which types of entities and tiles will - or won&#039;t - be removed. These rules are called filters.&lt;br /&gt;
&lt;br /&gt;
A filtered planner will show its filtered items on its icon. Up to the first four filters will be shown.&lt;br /&gt;
&lt;br /&gt;
=== Blank planner rules ===&lt;br /&gt;
&lt;br /&gt;
A blank planner will select:&lt;br /&gt;
* Any entities and entity ghosts, including trees, rocks, cliffs and fish;&lt;br /&gt;
* Tile ghosts;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Or&#039;&#039;&#039;&#039;&#039;, if and only if no entities, entity ghosts and tile ghosts are found, it will instead select tiles.&lt;br /&gt;
&lt;br /&gt;
These rules are the base point from which a filtered planner can then be customized.&lt;br /&gt;
&lt;br /&gt;
=== Filter settings window ===&lt;br /&gt;
&lt;br /&gt;
The deconstruction planner interface is divided into two sections: &#039;&#039;&#039;entities&#039;&#039;&#039; and &#039;&#039;&#039;tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=280px heights=150px&amp;gt;&lt;br /&gt;
File:DeconstructionPlanner-BlankEntities.png|The entities tab.&lt;br /&gt;
File:DeconstructionPlanner-BlankTiles.png|The tiles tab.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DeconstructionPlanner-ExampleWhitelistDefences.png|thumb|right|200px|A whitelist filter that removes only defensive structures.]]&lt;br /&gt;
[[File:DeconstructionPlanner-ExampleBlacklistPowerandRoboports.png|thumb|right|200px|A blacklist filter that removes everything except [[roboport]]s and [[Electric_system#Distribution|power poles]].]]&lt;br /&gt;
&lt;br /&gt;
=== Principles of filtering ===&lt;br /&gt;
&lt;br /&gt;
Each tab consists of 30 slots in which an entity or tile can be chosen. When one or more slots is filled the planner becomes filtered and will now act according to those filters.&lt;br /&gt;
&lt;br /&gt;
A set of filters is either a whitelist or blacklist, and this is set with a toggle at the top of each tab. The default is whitelist. In whitelist mode the planner will act only upon those items added to the filter slots - any entities and tiles not added as filters will be ignored by the planner.&lt;br /&gt;
&lt;br /&gt;
In blacklist mode the opposite applies: the planner will mark everything &#039;&#039;except&#039;&#039; the entities or tiles filtered on.&lt;br /&gt;
&lt;br /&gt;
=== Setting and removing filters ===&lt;br /&gt;
&lt;br /&gt;
Clicking any slot with {{keybinding|lmb}} will open the &#039;&#039;&#039;Set the filter&#039;&#039;&#039; window in which the desired item can be chosen. Alternatively, an item in the hand can be clicked into a slot to filter on that item.&lt;br /&gt;
&lt;br /&gt;
A filter is removed by clicking on a filled slot with {{keybinding|rmb}}.&lt;br /&gt;
&lt;br /&gt;
=== Entities tab ===&lt;br /&gt;
&lt;br /&gt;
In the entities tab the user can select items to filter from the follow categories:&lt;br /&gt;
* Environment&lt;br /&gt;
* Logistics&lt;br /&gt;
* Production&lt;br /&gt;
* Combat&lt;br /&gt;
* Unsorted&lt;br /&gt;
[[File:DeconstructionPlanner-SetFilterEnvironment.png|thumb|right|200px|The Environment tab lists all types of trees and rocks, plus cliffs and fish.]]&lt;br /&gt;
Logistics, production and combat will be familiar to the player from the [[items|item selection]] window. Environment and unsorted are unique to the deconstruction planner.&lt;br /&gt;
&lt;br /&gt;
The environment tab lists cliffs, fish, and every individual kind of tree and rock. This facilitates filtering on specific environmental entities if desired.&lt;br /&gt;
&lt;br /&gt;
==== Trees/rocks only toggle ====&lt;br /&gt;
&lt;br /&gt;
At the top of the entities tab is the &#039;&#039;&#039;Trees/rocks only&#039;&#039;&#039; tick-box. With this enabled the deconstruction planner will filter on all items listed in the Environment section, and the filter slots will be disabled. The Whitelist/Blacklist toggle is still in effect and controls whether the planner selects only environmental entities, or selects everything but them.&lt;br /&gt;
&lt;br /&gt;
==== Special items in the Unsorted section ====&lt;br /&gt;
&lt;br /&gt;
The unsorted section provides four special items, each using a red X icon.&lt;br /&gt;
* Entity ghost: To filter on any type of entity ghost, separate from constructed entities.&lt;br /&gt;
* Item on ground: Loose items on the ground, such as dropped by the player, spilled from removing [[armor]], and stones dropped from destroyed [[rock]]s. Does not include items on [[transport belts]].&lt;br /&gt;
* Item request slot: Filters on the pending addition of items such as [[module]]s to [[assembling machine 2]] or [[electric furnace]]. This would also target [[fuel]] queued for addition to a [[locomotive]]. Does not target items already installed, only those waiting to be added following the placement of a blueprint or as a result of an undo operation.&lt;br /&gt;
* Tile ghost: As with entity ghost, this will target [[tile]] ghosts separately from constructed tiles. If the user wants a deconstruction planner that only removes tile ghosts, they can place this item as an entity filter. If they want a filter that removes all types of tiles and tile ghosts, they should add &#039;&#039;&#039;Tile ghost&#039;&#039;&#039; under Entities and then set the Tiles tab drop-down to &#039;Always&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tiles tab ===&lt;br /&gt;
&lt;br /&gt;
Clicking a filter slot will bring up the &#039;&#039;&#039;Set the Filter&#039;&#039;&#039; window showing the available tiles. [[Landfill]] is included in the list but has no function as landfill cannot be removed once placed.&lt;br /&gt;
&lt;br /&gt;
At the top of the Tiles tab is a drop-down that controls constructed tile removal behavior. It has four options:&lt;br /&gt;
* Normal: The default. Constructed tiles are removed only when no entities, entity ghosts or tiles ghosts are found in the deconstruction area.&lt;br /&gt;
* Always: Constructed tiles are always removed, even if the deconstruction planner also selects entities or entity ghosts. Tile ghosts are not selected unless &#039;&#039;&#039;Tile ghost&#039;&#039;&#039; is added under the Entities tab.&lt;br /&gt;
* Never: Constructed tiles are never removed, even if they are the only object selected. Tile ghosts are not selected unless &#039;&#039;&#039;Tile ghost&#039;&#039;&#039; is added in the Entities tab.&lt;br /&gt;
* Only: Constructed tiles are always removed, and nothing else will be. Entities, entity ghosts and tile ghosts will be ignored. The Entities tab is effectively disabled when this mode is selected.&lt;br /&gt;
&lt;br /&gt;
The deconstruction planner always follows the settings of this drop-down, regardless of any filters set in the Tiles tab. For example if a user wishes to configure a planner that removes both walls and [[concrete]], they must first set those filters in the Entities and Tiles tabs, and then also set the Tiles drop-down to &#039;&#039;&#039;Always&#039;&#039;&#039;. Without changing the drop-down the planner would only select concrete in places where no entities, entity ghosts or tile ghosts were found, as per the rules described under Normal in the above list.&lt;br /&gt;
&lt;br /&gt;
=== Clearing all filters and configuration ===&lt;br /&gt;
&lt;br /&gt;
All configuration can be removed from a planner by holding {{Keybinding|Shift}} while clicking on its icon with {{Keybinding|rmb}}. This returns it to the blank, unfiltered state. &lt;br /&gt;
&lt;br /&gt;
=== Exporting and importing with strings ===&lt;br /&gt;
&lt;br /&gt;
The settings for a deconstruction planner can be exported in string form.&lt;br /&gt;
&lt;br /&gt;
Clicking the &#039;&#039;&#039;Export to string&#039;&#039;&#039; button ( [[File:ExportToString.png|25px]] ) in the top right of the planner edit window will pop up a window containing the &#039;&#039;&#039;Deconstruction item string&#039;&#039;&#039;. This string can be copied to the operating system clipboard, from where it could be saved to a text file or uploaded to a website.&lt;br /&gt;
&lt;br /&gt;
To import a deconstruction planner the player can click the &#039;&#039;&#039;Import String&#039;&#039;&#039; icon on the [[shortcut bar]] ( [[File:ImportString.png|25px]] ) or choose the same option from the blueprint library. A dialogue box will appear into which the string can be pasted. This will result in a deconstruction planner appearing on the hand with the same configuration as the one that was exported.&lt;br /&gt;
&lt;br /&gt;
The export/import process can be used to copy deconstruction planners between games and to other players.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|automated-cleanup}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Added cliffs as a valid deconstruction target.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Several non-stackable items can be swapped directly with counterparts, this includes the deconstruction planner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.15|&lt;br /&gt;
* When using the deconstruction planner, the [[logistic network]] is not drawn if the mouse is over a GUI element.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Added a cancel deconstruction option to the deconstruction planner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Blueprint]]&lt;br /&gt;
* [[Upgrade planner]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Ghost&amp;diff=171301</id>
		<title>Ghost</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Ghost&amp;diff=171301"/>
		<updated>2019-03-28T13:38:42Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: Para break for train stuff /* Entities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:medium_electric_pole_ghost.png|thumb|180px|Ghosts of [[Medium electric pole]]s at the top row, with normally placed ones below.]]&lt;br /&gt;
A &#039;&#039;&#039;ghost&#039;&#039;&#039; is a semi-transparent marker for an entity or [[tile]] which can be placed as a planning tool for future manual building or for [[construction robot]]s to place using the supplies of a [[logistic network]]. A ghost does not perform any of the functions of the object it represents, but exists to mark the spot where the item should later be built or, in the case where an entity was destroyed, the place where it stood. A ghost can store configuration information such as the recipe used by an [[assembling machine]]; this configuration will become active when the real entity is placed on top of the ghost.&lt;br /&gt;
&lt;br /&gt;
== Valid ghosts ==&lt;br /&gt;
&lt;br /&gt;
=== Entities ===&lt;br /&gt;
&lt;br /&gt;
The majority of entities placeable by the player can be ghosts. Exceptions include mobile entities such as the [[car]], [[tank]] and [[robot]]s.&lt;br /&gt;
&lt;br /&gt;
[[Locomotive]]s, [[cargo wagon]]s, [[fluid wagon]]s and [[artillery wagon]]s are valid ghosts but must be placed on a [[rail]].&lt;br /&gt;
&lt;br /&gt;
=== Tiles ===&lt;br /&gt;
&lt;br /&gt;
Any tile that can be placed by the player is valid as a ghost.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
[[File:cursor_ghost.png|frame|right|The cursor as it appears prior to placing an entity ghost.]]&lt;br /&gt;
=== Placing single ghosts ===&lt;br /&gt;
&lt;br /&gt;
Single ghosts are placed in the same way as normal entities and tiles: by clicking with {{keybinding|lmb}} on the map. &lt;br /&gt;
&lt;br /&gt;
In order to place a ghost, the player must first have one in their hand:&lt;br /&gt;
&lt;br /&gt;
==== Holding shift while holding an entity or tile ====&lt;br /&gt;
&lt;br /&gt;
If {{keybinding|Shift}} is held with an entity or tile in the hand, the ghost symbol appears. Click {{keybinding|lmb}} will now place a ghost instead of the object itself.&lt;br /&gt;
&lt;br /&gt;
==== Enabling &#039;&#039;&#039;Pick ghost item if no items are available&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
Under Settings-&amp;gt;Interface is the option &#039;&#039;&#039;Pick ghost item if no items are available&#039;&#039;&#039;. If this is enabled a ghost item will be provided to the player whenever they select an entity or tile which is not available in their inventory. This affects both the pipette tool ({{keybinding|Q}}) and selecting an item from the [[quickbar]]. &lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Placing a [[blueprint]] will place ghosts for all the entities and tiles contained within the blueprint.&lt;br /&gt;
&lt;br /&gt;
=== Rail planner ===&lt;br /&gt;
&lt;br /&gt;
When placing [[rail]]s the [[rail planner]] is a convenient way to place a large number of rails, and is required for placing curved rails. The rail planner will place ghosts when {{keybinding|Shift}} is held at the same time as clicking a rail planner arrow. In ghost mode the rail planner can be used to place ghost rails of any length.&lt;br /&gt;
&lt;br /&gt;
=== Destroyed entities ===&lt;br /&gt;
&lt;br /&gt;
Once [[Construction robotics (research)|construction robotics]] has been researched any entities that are destroyed (for example by [[enemies]]) will leave behind a ghost. This allows these buildings to be automatically re-built if construction bots are available in the area.&lt;br /&gt;
&lt;br /&gt;
== Interaction with construction robots ==&lt;br /&gt;
&lt;br /&gt;
Construction robots will place the real version of an entity or tile ghost if either of the following conditions are met:&lt;br /&gt;
* The materials required to build the object are available in the [[logistic network]], and enough construction robots are free to begin the placing.&lt;br /&gt;
* The materials required to build the object are available from the player&#039;s inventory, the player is equipped with one or more [[personal roboport]]s, and is carrying one or more [[construction robot]]s.&lt;br /&gt;
&lt;br /&gt;
== Lifetime of ghosts ==&lt;br /&gt;
&lt;br /&gt;
Ghosts that are placed by the player will last forever. Ghosts for destroyed entities will last a week of [[Time|game time]]. Their remaining time is indicated by the purple bar below the ghost.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:automated_construction_concrete.gif|Construction robots paving a [[Refined concrete]] path. &amp;lt;small&amp;gt;&#039;&#039;(Click to see GIF animation)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
File:railway_three_ghost.png|The top and middle part of a 3-way railway in &amp;quot;ghost mode&amp;quot;.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Trains and wagons can now be blueprinted and therefore can be ghost entities.&lt;br /&gt;
* Added the setting &#039;&#039;&#039;Pick ghost item if no items are available&#039;&#039;&#039;.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* When building a different entity on top of a ghost, settings from the ghost will be copied if possible.&lt;br /&gt;
* Blueprint previews and ghost entities now have their walls, pipes and belts connected.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Manual ghost building will mark trees/rocks for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Blueprint]]&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Upgrade planner]]&lt;br /&gt;
* [[Blueprint book]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Personal roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Ghost&amp;diff=171300</id>
		<title>Ghost</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Ghost&amp;diff=171300"/>
		<updated>2019-03-28T13:38:09Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: Typo /* Valid ghosts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:medium_electric_pole_ghost.png|thumb|180px|Ghosts of [[Medium electric pole]]s at the top row, with normally placed ones below.]]&lt;br /&gt;
A &#039;&#039;&#039;ghost&#039;&#039;&#039; is a semi-transparent marker for an entity or [[tile]] which can be placed as a planning tool for future manual building or for [[construction robot]]s to place using the supplies of a [[logistic network]]. A ghost does not perform any of the functions of the object it represents, but exists to mark the spot where the item should later be built or, in the case where an entity was destroyed, the place where it stood. A ghost can store configuration information such as the recipe used by an [[assembling machine]]; this configuration will become active when the real entity is placed on top of the ghost.&lt;br /&gt;
&lt;br /&gt;
== Valid ghosts ==&lt;br /&gt;
&lt;br /&gt;
=== Entities ===&lt;br /&gt;
&lt;br /&gt;
The majority of entities placeable by the player can be ghosts. Exceptions include mobile entities such as the [[car]], [[tank]] and [[robot]]s. [[Locomotive]]s, [[cargo wagon]]s, [[fluid wagon]]s and [[artillery wagon]]s are valid ghosts but must be placed on a [[rail]].&lt;br /&gt;
&lt;br /&gt;
=== Tiles ===&lt;br /&gt;
&lt;br /&gt;
Any tile that can be placed by the player is valid as a ghost.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
[[File:cursor_ghost.png|frame|right|The cursor as it appears prior to placing an entity ghost.]]&lt;br /&gt;
=== Placing single ghosts ===&lt;br /&gt;
&lt;br /&gt;
Single ghosts are placed in the same way as normal entities and tiles: by clicking with {{keybinding|lmb}} on the map. &lt;br /&gt;
&lt;br /&gt;
In order to place a ghost, the player must first have one in their hand:&lt;br /&gt;
&lt;br /&gt;
==== Holding shift while holding an entity or tile ====&lt;br /&gt;
&lt;br /&gt;
If {{keybinding|Shift}} is held with an entity or tile in the hand, the ghost symbol appears. Click {{keybinding|lmb}} will now place a ghost instead of the object itself.&lt;br /&gt;
&lt;br /&gt;
==== Enabling &#039;&#039;&#039;Pick ghost item if no items are available&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
Under Settings-&amp;gt;Interface is the option &#039;&#039;&#039;Pick ghost item if no items are available&#039;&#039;&#039;. If this is enabled a ghost item will be provided to the player whenever they select an entity or tile which is not available in their inventory. This affects both the pipette tool ({{keybinding|Q}}) and selecting an item from the [[quickbar]]. &lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Placing a [[blueprint]] will place ghosts for all the entities and tiles contained within the blueprint.&lt;br /&gt;
&lt;br /&gt;
=== Rail planner ===&lt;br /&gt;
&lt;br /&gt;
When placing [[rail]]s the [[rail planner]] is a convenient way to place a large number of rails, and is required for placing curved rails. The rail planner will place ghosts when {{keybinding|Shift}} is held at the same time as clicking a rail planner arrow. In ghost mode the rail planner can be used to place ghost rails of any length.&lt;br /&gt;
&lt;br /&gt;
=== Destroyed entities ===&lt;br /&gt;
&lt;br /&gt;
Once [[Construction robotics (research)|construction robotics]] has been researched any entities that are destroyed (for example by [[enemies]]) will leave behind a ghost. This allows these buildings to be automatically re-built if construction bots are available in the area.&lt;br /&gt;
&lt;br /&gt;
== Interaction with construction robots ==&lt;br /&gt;
&lt;br /&gt;
Construction robots will place the real version of an entity or tile ghost if either of the following conditions are met:&lt;br /&gt;
* The materials required to build the object are available in the [[logistic network]], and enough construction robots are free to begin the placing.&lt;br /&gt;
* The materials required to build the object are available from the player&#039;s inventory, the player is equipped with one or more [[personal roboport]]s, and is carrying one or more [[construction robot]]s.&lt;br /&gt;
&lt;br /&gt;
== Lifetime of ghosts ==&lt;br /&gt;
&lt;br /&gt;
Ghosts that are placed by the player will last forever. Ghosts for destroyed entities will last a week of [[Time|game time]]. Their remaining time is indicated by the purple bar below the ghost.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:automated_construction_concrete.gif|Construction robots paving a [[Refined concrete]] path. &amp;lt;small&amp;gt;&#039;&#039;(Click to see GIF animation)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
File:railway_three_ghost.png|The top and middle part of a 3-way railway in &amp;quot;ghost mode&amp;quot;.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Trains and wagons can now be blueprinted and therefore can be ghost entities.&lt;br /&gt;
* Added the setting &#039;&#039;&#039;Pick ghost item if no items are available&#039;&#039;&#039;.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* When building a different entity on top of a ghost, settings from the ghost will be copied if possible.&lt;br /&gt;
* Blueprint previews and ghost entities now have their walls, pipes and belts connected.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Manual ghost building will mark trees/rocks for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Blueprint]]&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Upgrade planner]]&lt;br /&gt;
* [[Blueprint book]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Personal roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Ghost&amp;diff=171299</id>
		<title>Ghost</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Ghost&amp;diff=171299"/>
		<updated>2019-03-28T13:37:57Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: Add links for train entities /* Valid ghosts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:medium_electric_pole_ghost.png|thumb|180px|Ghosts of [[Medium electric pole]]s at the top row, with normally placed ones below.]]&lt;br /&gt;
A &#039;&#039;&#039;ghost&#039;&#039;&#039; is a semi-transparent marker for an entity or [[tile]] which can be placed as a planning tool for future manual building or for [[construction robot]]s to place using the supplies of a [[logistic network]]. A ghost does not perform any of the functions of the object it represents, but exists to mark the spot where the item should later be built or, in the case where an entity was destroyed, the place where it stood. A ghost can store configuration information such as the recipe used by an [[assembling machine]]; this configuration will become active when the real entity is placed on top of the ghost.&lt;br /&gt;
&lt;br /&gt;
== Valid ghosts ==&lt;br /&gt;
&lt;br /&gt;
=== Entities ===&lt;br /&gt;
&lt;br /&gt;
The majority of entities placeable by the player can be ghosts. Exceptions include mobile entities such as the [[car]], [[tank]] and [[robot]]s. [[Locomotive]]s, [[cargo wagon]]s, [[fluid wagons]]s and [[artillery wagon]]s are valid ghosts but must be placed on a [[rail]].&lt;br /&gt;
&lt;br /&gt;
=== Tiles ===&lt;br /&gt;
&lt;br /&gt;
Any tile that can be placed by the player is valid as a ghost.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
[[File:cursor_ghost.png|frame|right|The cursor as it appears prior to placing an entity ghost.]]&lt;br /&gt;
=== Placing single ghosts ===&lt;br /&gt;
&lt;br /&gt;
Single ghosts are placed in the same way as normal entities and tiles: by clicking with {{keybinding|lmb}} on the map. &lt;br /&gt;
&lt;br /&gt;
In order to place a ghost, the player must first have one in their hand:&lt;br /&gt;
&lt;br /&gt;
==== Holding shift while holding an entity or tile ====&lt;br /&gt;
&lt;br /&gt;
If {{keybinding|Shift}} is held with an entity or tile in the hand, the ghost symbol appears. Click {{keybinding|lmb}} will now place a ghost instead of the object itself.&lt;br /&gt;
&lt;br /&gt;
==== Enabling &#039;&#039;&#039;Pick ghost item if no items are available&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
Under Settings-&amp;gt;Interface is the option &#039;&#039;&#039;Pick ghost item if no items are available&#039;&#039;&#039;. If this is enabled a ghost item will be provided to the player whenever they select an entity or tile which is not available in their inventory. This affects both the pipette tool ({{keybinding|Q}}) and selecting an item from the [[quickbar]]. &lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Placing a [[blueprint]] will place ghosts for all the entities and tiles contained within the blueprint.&lt;br /&gt;
&lt;br /&gt;
=== Rail planner ===&lt;br /&gt;
&lt;br /&gt;
When placing [[rail]]s the [[rail planner]] is a convenient way to place a large number of rails, and is required for placing curved rails. The rail planner will place ghosts when {{keybinding|Shift}} is held at the same time as clicking a rail planner arrow. In ghost mode the rail planner can be used to place ghost rails of any length.&lt;br /&gt;
&lt;br /&gt;
=== Destroyed entities ===&lt;br /&gt;
&lt;br /&gt;
Once [[Construction robotics (research)|construction robotics]] has been researched any entities that are destroyed (for example by [[enemies]]) will leave behind a ghost. This allows these buildings to be automatically re-built if construction bots are available in the area.&lt;br /&gt;
&lt;br /&gt;
== Interaction with construction robots ==&lt;br /&gt;
&lt;br /&gt;
Construction robots will place the real version of an entity or tile ghost if either of the following conditions are met:&lt;br /&gt;
* The materials required to build the object are available in the [[logistic network]], and enough construction robots are free to begin the placing.&lt;br /&gt;
* The materials required to build the object are available from the player&#039;s inventory, the player is equipped with one or more [[personal roboport]]s, and is carrying one or more [[construction robot]]s.&lt;br /&gt;
&lt;br /&gt;
== Lifetime of ghosts ==&lt;br /&gt;
&lt;br /&gt;
Ghosts that are placed by the player will last forever. Ghosts for destroyed entities will last a week of [[Time|game time]]. Their remaining time is indicated by the purple bar below the ghost.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:automated_construction_concrete.gif|Construction robots paving a [[Refined concrete]] path. &amp;lt;small&amp;gt;&#039;&#039;(Click to see GIF animation)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
File:railway_three_ghost.png|The top and middle part of a 3-way railway in &amp;quot;ghost mode&amp;quot;.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Trains and wagons can now be blueprinted and therefore can be ghost entities.&lt;br /&gt;
* Added the setting &#039;&#039;&#039;Pick ghost item if no items are available&#039;&#039;&#039;.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* When building a different entity on top of a ghost, settings from the ghost will be copied if possible.&lt;br /&gt;
* Blueprint previews and ghost entities now have their walls, pipes and belts connected.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Manual ghost building will mark trees/rocks for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Blueprint]]&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Upgrade planner]]&lt;br /&gt;
* [[Blueprint book]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Personal roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Ghost&amp;diff=171297</id>
		<title>Ghost</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Ghost&amp;diff=171297"/>
		<updated>2019-03-28T13:29:20Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: Initial creation of page, merged from Entity_ghost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:medium_electric_pole_ghost.png|thumb|180px|Ghosts of [[Medium electric pole]]s at the top row, with normally placed ones below.]]&lt;br /&gt;
A &#039;&#039;&#039;ghost&#039;&#039;&#039; is a semi-transparent marker for an entity or [[tile]] which can be placed as a planning tool for future manual building or for [[construction robot]]s to place using the supplies of a [[logistic network]]. A ghost does not perform any of the functions of the object it represents, but exists to mark the spot where the item should later be built or, in the case where an entity was destroyed, the place where it stood. A ghost can store configuration information such as the recipe used by an [[assembling machine]]; this configuration will become active when the real entity is placed on top of the ghost.&lt;br /&gt;
&lt;br /&gt;
== Valid ghosts ==&lt;br /&gt;
&lt;br /&gt;
=== Entities ===&lt;br /&gt;
&lt;br /&gt;
The majority of entities placeable by the player can be ghosts. Exceptions include mobile entities such as the [[car]], [[tank]] and [[robot]]s. Trains and cargo wagons are valid ghosts but must be placed on a [[rail]].&lt;br /&gt;
&lt;br /&gt;
=== Tiles ===&lt;br /&gt;
&lt;br /&gt;
Any tile that can be placed by the player is valid as a ghost.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
[[File:cursor_ghost.png|frame|right|The cursor as it appears prior to placing an entity ghost.]]&lt;br /&gt;
=== Placing single ghosts ===&lt;br /&gt;
&lt;br /&gt;
Single ghosts are placed in the same way as normal entities and tiles: by clicking with {{keybinding|lmb}} on the map. &lt;br /&gt;
&lt;br /&gt;
In order to place a ghost, the player must first have one in their hand:&lt;br /&gt;
&lt;br /&gt;
==== Holding shift while holding an entity or tile ====&lt;br /&gt;
&lt;br /&gt;
If {{keybinding|Shift}} is held with an entity or tile in the hand, the ghost symbol appears. Click {{keybinding|lmb}} will now place a ghost instead of the object itself.&lt;br /&gt;
&lt;br /&gt;
==== Enabling &#039;&#039;&#039;Pick ghost item if no items are available&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
Under Settings-&amp;gt;Interface is the option &#039;&#039;&#039;Pick ghost item if no items are available&#039;&#039;&#039;. If this is enabled a ghost item will be provided to the player whenever they select an entity or tile which is not available in their inventory. This affects both the pipette tool ({{keybinding|Q}}) and selecting an item from the [[quickbar]]. &lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Placing a [[blueprint]] will place ghosts for all the entities and tiles contained within the blueprint.&lt;br /&gt;
&lt;br /&gt;
=== Rail planner ===&lt;br /&gt;
&lt;br /&gt;
When placing [[rail]]s the [[rail planner]] is a convenient way to place a large number of rails, and is required for placing curved rails. The rail planner will place ghosts when {{keybinding|Shift}} is held at the same time as clicking a rail planner arrow. In ghost mode the rail planner can be used to place ghost rails of any length.&lt;br /&gt;
&lt;br /&gt;
=== Destroyed entities ===&lt;br /&gt;
&lt;br /&gt;
Once [[Construction robotics (research)|construction robotics]] has been researched any entities that are destroyed (for example by [[enemies]]) will leave behind a ghost. This allows these buildings to be automatically re-built if construction bots are available in the area.&lt;br /&gt;
&lt;br /&gt;
== Interaction with construction robots ==&lt;br /&gt;
&lt;br /&gt;
Construction robots will place the real version of an entity or tile ghost if either of the following conditions are met:&lt;br /&gt;
* The materials required to build the object are available in the [[logistic network]], and enough construction robots are free to begin the placing.&lt;br /&gt;
* The materials required to build the object are available from the player&#039;s inventory, the player is equipped with one or more [[personal roboport]]s, and is carrying one or more [[construction robot]]s.&lt;br /&gt;
&lt;br /&gt;
== Lifetime of ghosts ==&lt;br /&gt;
&lt;br /&gt;
Ghosts that are placed by the player will last forever. Ghosts for destroyed entities will last a week of [[Time|game time]]. Their remaining time is indicated by the purple bar below the ghost.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:automated_construction_concrete.gif|Construction robots paving a [[Refined concrete]] path. &amp;lt;small&amp;gt;&#039;&#039;(Click to see GIF animation)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
File:railway_three_ghost.png|The top and middle part of a 3-way railway in &amp;quot;ghost mode&amp;quot;.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Trains and wagons can now be blueprinted and therefore can be ghost entities.&lt;br /&gt;
* Added the setting &#039;&#039;&#039;Pick ghost item if no items are available&#039;&#039;&#039;.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* When building a different entity on top of a ghost, settings from the ghost will be copied if possible.&lt;br /&gt;
* Blueprint previews and ghost entities now have their walls, pipes and belts connected.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Manual ghost building will mark trees/rocks for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Blueprint]]&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Upgrade planner]]&lt;br /&gt;
* [[Blueprint book]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Personal roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:ImportString.png&amp;diff=171280</id>
		<title>File:ImportString.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:ImportString.png&amp;diff=171280"/>
		<updated>2019-03-28T10:41:24Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: {{Screenshot}}
The Import String icon on the shortcut bar. Can be used to import a string that re-creates a blueprint, blueprint book, deconstruction planner, or upgrade planner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
The Import String icon on the [[shortcut bar]]. Can be used to import a string that re-creates a [[blueprint]], blueprint book, [[deconstruction planner]], or [[upgrade planner]].&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-ExampleWhitelistDefences.png&amp;diff=171278</id>
		<title>File:DeconstructionPlanner-ExampleWhitelistDefences.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-ExampleWhitelistDefences.png&amp;diff=171278"/>
		<updated>2019-03-28T10:23:44Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: {{Screenshot}}
An example of a deconstruction planner with a whitelist filter that will only walls, gates, gun turrets, laser turrets, flamethrower turrets, artillery turrets and landmines. This can be useful when the pl...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
An example of a [[deconstruction planner]] with a whitelist filter that will only [[wall]]s, [[gate]]s, [[gun turret]]s, [[laser turret]]s, [[flamethrower turret]]s, [[artillery turret]]s and [[landmine]]s. This can be useful when the player wishes to remove old defensive structures from areas that are now safe.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-SetFilterEnvironment.png&amp;diff=171270</id>
		<title>File:DeconstructionPlanner-SetFilterEnvironment.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-SetFilterEnvironment.png&amp;diff=171270"/>
		<updated>2019-03-27T18:33:58Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: {{Screenshot}}
The deconstruction planner set filter window, showing the Environment tab. This lists cliffs, fish and all types of trees and rocks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
The [[deconstruction planner]] set filter window, showing the Environment tab. This lists [[cliff]]s, [[fish]] and all types of [[tree]]s and [[rock]]s.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:TrashCan.png&amp;diff=171266</id>
		<title>File:TrashCan.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:TrashCan.png&amp;diff=171266"/>
		<updated>2019-03-27T17:42:41Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: {{Screenshot}}
The trash can icon clicked on to delete blueprints, blueprint books, deconstruction planners and upgrade planners.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
The trash can icon clicked on to delete [[blueprint]]s, blueprint books, [[deconstruction planner]]s and [[upgrade planner]]s.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:ExportToString.png&amp;diff=171265</id>
		<title>File:ExportToString.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:ExportToString.png&amp;diff=171265"/>
		<updated>2019-03-27T17:41:48Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: TheBloke uploaded a new version of File:ExportToString.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
The Export to String icon used for exporting [[blueprint]]s, blueprint books, [[deconstruction planner]]s and [[upgrade planner]]s.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-Fish.png&amp;diff=171260</id>
		<title>File:DeconstructionPlanner-Fish.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-Fish.png&amp;diff=171260"/>
		<updated>2019-03-27T15:00:26Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: TheBloke uploaded a new version of File:DeconstructionPlanner-Fish.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
Using a [[deconstruction planner]] to mark [[fish]] for removal. The fish will be collected by any available [[construction robot]]s. This is especially useful when combined with a [[personal roboport]] as it provides the player with a means to replenish their supplies of healing items, even in the middle of combat.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-Fish.png&amp;diff=171259</id>
		<title>File:DeconstructionPlanner-Fish.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-Fish.png&amp;diff=171259"/>
		<updated>2019-03-27T14:50:42Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: {{Screenshot}}
Using a deconstruction planner to mark fish for removal. The fish will be collected by any available construction robots. This is especially useful when combined with a personal roboport as it provides the player with a m...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
Using a [[deconstruction planner]] to mark [[fish]] for removal. The fish will be collected by any available [[construction robot]]s. This is especially useful when combined with a [[personal roboport]] as it provides the player with a means to replenish their supplies of healing items, even in the middle of combat.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-IconFiltered.png&amp;diff=171257</id>
		<title>File:DeconstructionPlanner-IconFiltered.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-IconFiltered.png&amp;diff=171257"/>
		<updated>2019-03-27T14:33:58Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: TheBloke uploaded a new version of File:DeconstructionPlanner-IconFiltered.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
An example [[deconstruction planner]] icon, showing its first four filters. In this case the deconstruction planner is filtered on [[laser turret]]s, [[gun turret]]s, [[flamethrower turret]]s and [[artillery turret]]s.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-IconFiltered.png&amp;diff=171247</id>
		<title>File:DeconstructionPlanner-IconFiltered.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-IconFiltered.png&amp;diff=171247"/>
		<updated>2019-03-27T14:16:02Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: TheBloke uploaded a new version of File:DeconstructionPlanner-IconFiltered.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
An example [[deconstruction planner]] icon, showing its first four filters. In this case the deconstruction planner is filtered on [[laser turret]]s, [[gun turret]]s, [[flamethrower turret]]s and [[artillery turret]]s.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-IconFiltered.png&amp;diff=171246</id>
		<title>File:DeconstructionPlanner-IconFiltered.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-IconFiltered.png&amp;diff=171246"/>
		<updated>2019-03-27T14:11:36Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: {{Screenshot}}
An example deconstruction planner icon, showing its first four filters. In this case the deconstruction planner is filtered on laser turrets, gun turrets, flamethrower turrets and artillery turrets.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
An example [[deconstruction planner]] icon, showing its first four filters. In this case the deconstruction planner is filtered on [[laser turret]]s, [[gun turret]]s, [[flamethrower turret]]s and [[artillery turret]]s.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-ExampleBlacklistPowerandRoboports.png&amp;diff=171229</id>
		<title>File:DeconstructionPlanner-ExampleBlacklistPowerandRoboports.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-ExampleBlacklistPowerandRoboports.png&amp;diff=171229"/>
		<updated>2019-03-27T13:32:02Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: {{Screenshot}}
An example of a deconstruction planner with a blacklist filter that will remove anything except small electric poles, medium electric poles, big electric poles, substations and roboports. This can be useful to rem...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
An example of a [[deconstruction planner]] with a blacklist filter that will remove anything except [[small electric pole]]s, [[medium electric pole]]s, [[big electric pole]]s, [[substation]]s and [[roboport]]s. This can be useful to remove production facilities without affecting power and logistic infrastructure.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Small_electric_pole&amp;diff=171227</id>
		<title>Small electric pole</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Small_electric_pole&amp;diff=171227"/>
		<updated>2019-03-27T13:30:59Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: Add Medium Electric Pole to the See Also list /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Small electric pole}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;small electric pole&#039;&#039;&#039; is the basic [[Electric system#Distribution|electric pole]]. It has a short wire reach and small supply area, but it is also available from the beginning of the game. Typically, it is replaced in factories by [[medium electric pole]]s later in the game.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Small electric poles are no longer usable as fuel.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Small electric poles now have a fuel value.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.8|&lt;br /&gt;
* New small pole graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Visualizations of Area of effect when hovering on pole.&lt;br /&gt;
* Further optimization on building while holding mouse down.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Poles now auto-connect to all poles in reach with no common neighbor.&lt;br /&gt;
* Building electric poles with shift pressed builds it without any connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.3|&lt;br /&gt;
* Max wire distance between poles is limited to the smallest pole&#039;s when manually connecting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Shows what is connected to the electric pole when selected.&lt;br /&gt;
* Added electric network statistics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Made building of electric poles more convenient}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Medium 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>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-DraggingAPlannerMarkers.png&amp;diff=171223</id>
		<title>File:DeconstructionPlanner-DraggingAPlannerMarkers.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-DraggingAPlannerMarkers.png&amp;diff=171223"/>
		<updated>2019-03-27T13:23:29Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: TheBloke uploaded a new version of File:DeconstructionPlanner-DraggingAPlannerMarkers.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
The red &#039;X&#039; markers that indicate queued destruction orders after a [[deconstruction planner]] is used.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-DraggingAPlannerTooltip.png&amp;diff=171221</id>
		<title>File:DeconstructionPlanner-DraggingAPlannerTooltip.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-DraggingAPlannerTooltip.png&amp;diff=171221"/>
		<updated>2019-03-27T13:22:50Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: TheBloke uploaded a new version of File:DeconstructionPlanner-DraggingAPlannerTooltip.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
An example of the tooltip shown when a [[deconstruction planner]] is dragged over some entities.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-DraggingAPlanner.png&amp;diff=171220</id>
		<title>File:DeconstructionPlanner-DraggingAPlanner.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-DraggingAPlanner.png&amp;diff=171220"/>
		<updated>2019-03-27T13:22:10Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: TheBloke uploaded a new version of File:DeconstructionPlanner-DraggingAPlanner.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
An example of dragging a blank [[deconstruction planner]] over some entities and tiles. All entities are selected but the tiles are not as they are not marked by a blank planner when entities are also present.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cliff&amp;diff=171213</id>
		<title>Cliff</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cliff&amp;diff=171213"/>
		<updated>2019-03-27T09:25:35Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: Added 0.17.0 history items /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Cliff}}&lt;br /&gt;
&#039;&#039;&#039;Cliffs&#039;&#039;&#039; are part of the natural terrain generation. Cliffs are usually generated in lines with gaps, creating significant obstacles that have to be avoided until they can be blown up using [[Cliff explosives]]. They do not drop any resources when removed. Driving into cliffs does not damage the [[vehicle]].&lt;br /&gt;
&lt;br /&gt;
Cliffs should not be generated in the [[World_generator#Starting_area|starting area]], but [https://forums.factorio.com/54664 due to a bug], they can be generated there. While it looks like they create elevation, this is just a visual trick and no elevation is actually present. This means that other entites can be built around cliffs as usual, including underground belts/pipes going &amp;quot;under&amp;quot; cliffs.&lt;br /&gt;
&lt;br /&gt;
[[Turret]]s can be placed &amp;quot;atop&amp;quot; cliffs for a tactical advantage - firing from an area the enemy can&#039;t easily get to. Players should be wary of the environment, as it&#039;s possible to be cornered in an area surrounded by cliffs; however, players can also use such a setup to funnel enemies into a specific area. Cliff walls going straight across and facing north can have [[long handed inserter|long handed inserters]] move items past them, though cliffs of any other nature are too thick for such inserters to reach across.&lt;br /&gt;
&lt;br /&gt;
[[File:longinserter_cliff.png|thumb|right|180x180px|A long handed inserter reaching across the cliff.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Map generation will now produce more predictable cliff placement.&lt;br /&gt;
* Map generation settings have better controls for cliffs.&lt;br /&gt;
* Cliffs can now be marked with the [[deconstruction planner]] and removed by [[construction robot]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-219 Friday Facts #219 - Cliffs]&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:ExportToString.png&amp;diff=171206</id>
		<title>File:ExportToString.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:ExportToString.png&amp;diff=171206"/>
		<updated>2019-03-26T22:48:57Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: {{Screenshot}}
The Export to String icon used for exporting blueprints, blueprint books, deconstruction planners and upgrade planners.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
The Export to String icon used for exporting [[blueprint]]s, blueprint books, [[deconstruction planner]]s and [[upgrade planner]]s.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-UndoDemo.gif&amp;diff=171198</id>
		<title>File:DeconstructionPlanner-UndoDemo.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-UndoDemo.gif&amp;diff=171198"/>
		<updated>2019-03-26T17:38:30Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: Typo fix and wording changes /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
A demonstration of using Undo to revert the actions of a [[deconstruction planner]]. Items marked for removal with a red X have the marks removed; ghosts are replaced immediately; items already removed by construction bots are reinstated as ghosts so that bots can replace them.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-UndoDemo.gif&amp;diff=171197</id>
		<title>File:DeconstructionPlanner-UndoDemo.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-UndoDemo.gif&amp;diff=171197"/>
		<updated>2019-03-26T17:37:40Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: TheBloke uploaded a new version of File:DeconstructionPlanner-UndoDemo.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
A demonstration of using Undo to revert the actions of a [[deconstuction planner]]. Items marked for removal with a red X have the marks removed; items already removed by construction bots are replaced with ghosts so that bots can replace them.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-UndoDemo.gif&amp;diff=171191</id>
		<title>File:DeconstructionPlanner-UndoDemo.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-UndoDemo.gif&amp;diff=171191"/>
		<updated>2019-03-26T15:17:31Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: {{Screenshot}}
A demonstration of using Undo to revert the actions of a deconstuction planner. Items marked for removal with a red X have the marks removed; items already removed by construction bots are replaced with ghosts so that bots can replac...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
A demonstration of using Undo to revert the actions of a [[deconstuction planner]]. Items marked for removal with a red X have the marks removed; items already removed by construction bots are replaced with ghosts so that bots can replace them.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-Demo.gif&amp;diff=171181</id>
		<title>File:DeconstructionPlanner-Demo.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-Demo.gif&amp;diff=171181"/>
		<updated>2019-03-25T22:32:37Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: TheBloke uploaded a new version of File:DeconstructionPlanner-Demo.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
A demonstration of the [[deconstruction planner]] being used to remove a [[electronic circuit]] production line.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-Demo.gif&amp;diff=171179</id>
		<title>File:DeconstructionPlanner-Demo.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-Demo.gif&amp;diff=171179"/>
		<updated>2019-03-25T21:29:53Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: TheBloke uploaded a new version of File:DeconstructionPlanner-Demo.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
A demonstration of the [[deconstruction planner]] being used to remove a [[electronic circuit]] production line.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-CancelDemo.gif&amp;diff=171177</id>
		<title>File:DeconstructionPlanner-CancelDemo.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-CancelDemo.gif&amp;diff=171177"/>
		<updated>2019-03-25T20:56:56Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: TheBloke uploaded a new version of File:DeconstructionPlanner-CancelDemo.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
A demonstration of using a [[deconstruction planner]] to cancel deconstruction orders previously placed with another deconstruction planner.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-CancelDemo.gif&amp;diff=171176</id>
		<title>File:DeconstructionPlanner-CancelDemo.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-CancelDemo.gif&amp;diff=171176"/>
		<updated>2019-03-25T20:55:20Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: typo /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
A demonstration of using a [[deconstruction planner]] to cancel deconstruction orders previously placed with another deconstruction planner.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-Demo.gif&amp;diff=171160</id>
		<title>File:DeconstructionPlanner-Demo.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-Demo.gif&amp;diff=171160"/>
		<updated>2019-03-25T16:11:01Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: TheBloke uploaded a new version of File:DeconstructionPlanner-Demo.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
A demonstration of the [[deconstruction planner]] being used to remove a [[electronic circuit]] production line.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-CancelDemo.gif&amp;diff=171158</id>
		<title>File:DeconstructionPlanner-CancelDemo.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-CancelDemo.gif&amp;diff=171158"/>
		<updated>2019-03-25T16:03:24Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: {{Screenshot}}
A demonstration of using a deconstruction planner to cancel deconstruction orders previously with another deconstruction planner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
A demonstration of using a [[deconstruction planner]] to cancel deconstruction orders previously with another deconstruction planner.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-DraggingAPlannerMarkers.png&amp;diff=171157</id>
		<title>File:DeconstructionPlanner-DraggingAPlannerMarkers.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-DraggingAPlannerMarkers.png&amp;diff=171157"/>
		<updated>2019-03-25T15:18:40Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: {{Screenshot}}
The red &amp;#039;X&amp;#039; markers that indicate queued destruction orders after a deconstruction planner is used.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
The red &#039;X&#039; markers that indicate queued destruction orders after a [[deconstruction planner]] is used.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-DraggingAPlannerTooltip.png&amp;diff=171156</id>
		<title>File:DeconstructionPlanner-DraggingAPlannerTooltip.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-DraggingAPlannerTooltip.png&amp;diff=171156"/>
		<updated>2019-03-25T15:15:05Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: {{Screenshot}}
An example of the tooltip shown when a deconstruction planner is dragged over some entities.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
An example of the tooltip shown when a [[deconstruction planner]] is dragged over some entities.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-DraggingAPlanner.png&amp;diff=171155</id>
		<title>File:DeconstructionPlanner-DraggingAPlanner.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-DraggingAPlanner.png&amp;diff=171155"/>
		<updated>2019-03-25T15:12:16Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: {{Screenshot}}
An example of dragging a blank deconstruction planner over some entities and tiles. All entities are selected but the tiles are not as they are not marked by a blank planner when entities are also present.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
An example of dragging a blank [[deconstruction planner]] over some entities and tiles. All entities are selected but the tiles are not as they are not marked by a blank planner when entities are also present.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Landfill&amp;diff=171147</id>
		<title>Landfill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Landfill&amp;diff=171147"/>
		<updated>2019-03-25T12:10:39Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: Add 0.17 changes to landfill /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Landfill}}&lt;br /&gt;
&#039;&#039;&#039;Landfill&#039;&#039;&#039; can be used to fill in water with grass, regardless of the type of surrounding terrain. Once an area has been filled, there is no way to revert the fill and return water. It is placed using {{Keybinding|lmb}} and the area in which it is placed can be increased and decreased by using {{Keybinding|numplus}} and {{Keybinding|numminus}}. Land-filled area is indistinguishable from normal terrain in terms of mechanics; it can be normally built and walked over.&lt;br /&gt;
&lt;br /&gt;
Note that placing a landfill where [[raw fish]] are swimming will &amp;quot;destroy&amp;quot; them without being collected.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.10|&lt;br /&gt;
* Landfill is now a separate tile, differentiated from grass-1.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Landfill can now be included in blueprints and placed by construction robots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Terrain}}&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-ShortcutIcon.png&amp;diff=171145</id>
		<title>File:DeconstructionPlanner-ShortcutIcon.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-ShortcutIcon.png&amp;diff=171145"/>
		<updated>2019-03-25T11:35:27Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: {{Screenshot}}
The shortcut bar icon for the deconstruction planner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
The [[shortcut bar]] icon for the [[deconstruction planner]].&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-BlankTiles.png&amp;diff=171144</id>
		<title>File:DeconstructionPlanner-BlankTiles.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-BlankTiles.png&amp;diff=171144"/>
		<updated>2019-03-25T11:31:56Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: TheBloke uploaded a new version of File:DeconstructionPlanner-BlankTiles.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
A blank [[deconstruction planner]] showing the [[tiles]] tab.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-Demo.gif&amp;diff=171142</id>
		<title>File:DeconstructionPlanner-Demo.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-Demo.gif&amp;diff=171142"/>
		<updated>2019-03-25T11:21:19Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: {{Screenshot}}
A demonstration of the deconstruction planner being used to remove a electronic circuit production line.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
A demonstration of the [[deconstruction planner]] being used to remove a [[electronic circuit]] production line.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-BlankEntities.png&amp;diff=171141</id>
		<title>File:DeconstructionPlanner-BlankEntities.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-BlankEntities.png&amp;diff=171141"/>
		<updated>2019-03-25T09:51:08Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: {{Screenshot}}
A blank deconstruction planner showing the entities tab.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
A blank [[deconstruction planner]] showing the entities tab.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-BlankTiles.png&amp;diff=171140</id>
		<title>File:DeconstructionPlanner-BlankTiles.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:DeconstructionPlanner-BlankTiles.png&amp;diff=171140"/>
		<updated>2019-03-25T09:50:35Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: {{Screenshot}}
A blank deconstruction planner showing the tiles tab.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
A blank [[deconstruction planner]] showing the [[tiles]] tab.&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=170735</id>
		<title>Map structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=170735"/>
		<updated>2019-03-16T13:56:15Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: Minor corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map structure&#039;&#039;&#039; describes the division of the game world into standard [[Units|units]]: tiles, chunks and regions. Tiles are the building blocks of the game, upon which all distance and area measurements are based. Chunks are blocks of 32x32 tiles used for various area-based calculations. Regions are much less commonly used, and may be seen only in certain debug text.&lt;br /&gt;
&lt;br /&gt;
== Tile ==&lt;br /&gt;
[[File:MapStructure-GridExample.png|thumb|right|400px|The tile grid shown in-game; chunks (32x32 tiles) are indicated by the thicker black lines. Click to see at higher resolution.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;tile&#039;&#039;&#039; is a square which defines the smallest possible piece of the game world; the map is built on a grid of tiles. The tile is the basis for all area and distance measurement. Entity sizes are defined in terms of tiles; for example the [[rocket silo]] - the largest entity in the game - is 9 tiles wide and 9 tiles high, usually referred to as 9x9. The smallest possible entity size is therefore one tile, 1x1. Examples of 1x1 entities include [[transport belts]] and [[chests]].&lt;br /&gt;
&lt;br /&gt;
The [[World_generator#Maximum_map_size_and_used_memory|maximum size of the map]] is a square 2 million tiles on each side, a total of 4 trillion tiles. In practice the map in an average game is likely to be in the range of hundreds of thousands of tiles up to a few million at most.&lt;br /&gt;
&lt;br /&gt;
=== Tile grid alignment ===&lt;br /&gt;
&lt;br /&gt;
Almost all placeable entities are aligned to the tile grid when placed in the game. Exceptions include the [[landmine]] and vehicles such as the [[car]], [[tank]], [[locomotive]] and [[wagon]]s.  Non-placeable entities that do not align to the grid include [[enemies]], [[trees]] and decoratives.&lt;br /&gt;
&lt;br /&gt;
[[File:MapStructure-PlaceableOffGridExample.png|thumb|none|300px|A few entities can be placed without aligning to the tile grid; this example shows cars, tanks and landmines.]]&lt;br /&gt;
&lt;br /&gt;
=== Example distances ===&lt;br /&gt;
&lt;br /&gt;
* Area covered by [[Radar]]: about 100 tiles diameter (100 tiles in each direction, bounded to the matching [[#Chunk|chunk]]).&lt;br /&gt;
* It takes about 1 minutes and 52 seconds to run 1000 tiles without speed up. &amp;lt;sup&amp;gt;[https://wiki.factorio.com/Talk:Exoskeleton#Movement%20speed%20experiments]&amp;lt;/sup&amp;gt; (As a side note, this would mean that the character is a very healthy person.)&lt;br /&gt;
&lt;br /&gt;
=== Real world size analogy ===&lt;br /&gt;
&lt;br /&gt;
One tile is generally assumed to be one square meter in size (the same as used by Minecraft), as [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=9182&amp;amp;p=73352#p73266 this forum discussion] confirms.&lt;br /&gt;
&lt;br /&gt;
== Chunk ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;chunk&#039;&#039;&#039; is a unit defined as either an area of the map 32×32 tiles in size (containing 1024 tiles in total) &#039;&#039;or&#039;&#039; a distance of 32 tiles.&lt;br /&gt;
&lt;br /&gt;
Chunks are used for:&lt;br /&gt;
* Map generation. When the [[player]] moves, has a [[radar]] explore the map via sectors, or has [[artillery shell]]s fired across long distances, the map is revealed in chunks.&lt;br /&gt;
* Chunks are &amp;quot;switched off&amp;quot; to save CPU cycles. If nothing important happens in a chunk (e.g. nothing has moved except [[fish]]) the chunk is not computed in the next [[Tick|tick]].&lt;br /&gt;
* The [[pollution]] model is based on chunks, and pollution spreads to neighboring chunks.&lt;br /&gt;
* [[Enemies#Expansions|Enemy expansion]] is evaluated on a per-chunk basis. The game scans the map chunk by chunk to decide whether each chunk is a valid expansion target. Valid chunks are called &#039;candidate chunks&#039; and assigned a score from 0 to 1.0 indicating their relative suitability. A chunk is then picked at random using a weighted dice roll such that chunks with higher scores are chosen more frequently.&lt;br /&gt;
&lt;br /&gt;
== Visualizing tiles and chunks in-game ==&lt;br /&gt;
&lt;br /&gt;
A tile grid overlay is available which shows the grid upon which the map is built:&lt;br /&gt;
&lt;br /&gt;
* The grid can be shown whenever the player pauses the game (by default with {{Keybinding|Shift-Space}}).&lt;br /&gt;
** This is configured under Settings-&amp;gt;Interface-&amp;gt;&#039;&#039;&#039;Show grid when game is paused&#039;&#039;&#039;.&lt;br /&gt;
* To see the grid while the game is still running, [[Debug mode|debug settings]] can be used:&lt;br /&gt;
** Pressing {{Keybinding|F4}} will show the &#039;&#039;&#039;Debug settings&#039;&#039;&#039; window.&lt;br /&gt;
** Ticking &#039;&#039;&#039;show-tile-grid&#039;&#039;&#039; under &#039;&#039;&#039;always&#039;&#039;&#039; will show the grid at all times; ticking it under &#039;&#039;&#039;debug&#039;&#039;&#039; will show it only when debug mode is activated.&lt;br /&gt;
** If &#039;&#039;&#039;debug&#039;&#039;&#039; is chosen the grid will become visible whenever {{Keybinding|F5}} is used to enable debug display. Configuring debug mode in this way allows {{Keybinding|F5}} to be used as a convenient toggle for turning the grid on and off, which can be useful when attempting to place entities according to a neat and/or symmetrical design.&lt;br /&gt;
&lt;br /&gt;
== Region ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Region&#039;&#039;&#039; is an area of 16 by 16 chunks; 262,144 tiles.&lt;br /&gt;
&lt;br /&gt;
No game mechanic depends on regions and there are no [[modding]] APIs that access the game by region. Currently they are only used internally for organizing allocations, and there is a chance that they will be removed from the game in the future.&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5754&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=170734</id>
		<title>Map structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=170734"/>
		<updated>2019-03-16T13:44:35Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: Correct number of tiles in region. Was only an order of magnitude out. /* Region */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map structure&#039;&#039;&#039; describes the division of the game world area into standard [[Units|units]]: tiles, chunks and regions. Tiles are the building blocks of the game, upon which all distance and area measurements are based. Chunks are blocks of 32x32 tiles used for various area-based calculations. Regions are much less commonly used, and may be seen only in certain debug text.&lt;br /&gt;
&lt;br /&gt;
== Tile ==&lt;br /&gt;
[[File:MapStructure-GridExample.png|thumb|right|400px|The tile grid shown in-game; chunks (32x32 tiles) are indicated by the thicker black lines. Click to see at higher resolution.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;tile&#039;&#039;&#039; is a square which defines the smallest possible piece of the game world; the map is built on a grid of tiles. The tile is the basis for all area and distance measurement. Entity sizes are defined in terms of tiles; for example the [[rocket silo]] - the largest entity in the game - is 9 tiles wide and 9 tiles high, usually referred to as 9x9. The smallest possible entity size is therefore one tile, 1x1. Examples of 1x1 entities include [[transport belts]] and [[chests]].&lt;br /&gt;
&lt;br /&gt;
The [[World_generator#Maximum_map_size_and_used_memory|maximum size of the map]] is a square 2 million tiles on each side, a total of 4 trillion tiles. In practice the map in an average game is likely to be in the range of hundreds of thousands of tiles up to a few million at most.&lt;br /&gt;
&lt;br /&gt;
=== Tile grid alignment ===&lt;br /&gt;
&lt;br /&gt;
Almost all placeable entities are aligned to the tile grid when placed in the game. Exceptions include the [[landmine]] and vehicles such as the [[car]], [[tank]], [[locomotive]] and [[wagon]]s.  Non-placeable entities that do not align to the grid include [[enemies]], [[trees]] and decoratives.&lt;br /&gt;
&lt;br /&gt;
[[File:MapStructure-PlaceableOffGridExample.png|thumb|none|300px|A few entities can be placed without aligning to the tile grid; this example shows cars, tanks and landmines.]]&lt;br /&gt;
&lt;br /&gt;
=== Example distances ===&lt;br /&gt;
&lt;br /&gt;
* Area covered by [[Radar]]: about 100 tiles diameter (100 tiles in each direction, bounded to the matching [[#Chunk|chunk]]).&lt;br /&gt;
* It takes about 1 minutes and 52 seconds to run 1000 tiles without speed up. &amp;lt;sup&amp;gt;[https://wiki.factorio.com/Talk:Exoskeleton#Movement%20speed%20experiments]&amp;lt;/sup&amp;gt; (As a side note, this would mean that the character is a very healthy person.)&lt;br /&gt;
&lt;br /&gt;
=== Real world size analogy ===&lt;br /&gt;
&lt;br /&gt;
One tile is generally assumed to be one square meter in size (the same as used by Minecraft), as [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=9182&amp;amp;p=73352#p73266 this forum discussion] confirms.&lt;br /&gt;
&lt;br /&gt;
== Chunk ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;chunk&#039;&#039;&#039; is a unit defined as either an area of the map 32×32 tiles in size (containing 1024 tiles in total) &#039;&#039;or&#039;&#039; a distance of 32 tiles.&lt;br /&gt;
&lt;br /&gt;
Chunks are used for:&lt;br /&gt;
* Map generation. When the [[player]] moves, has a [[radar]] explore the map via sectors, or has [[artillery shell]]s fired across long distances, the map is revealed in chunks.&lt;br /&gt;
* Chunks are &amp;quot;switched off&amp;quot; to save CPU cycles. If nothing important happens in a chunk (e.g. nothing has moved except [[fish]]) the chunk is not computed in the next [[Tick|tick]].&lt;br /&gt;
* The [[pollution]] model is based on chunks, and pollution spreads to neighboring chunks.&lt;br /&gt;
* [[Enemies#Expansions|Enemy expansion]] is evaluated on a per-chunk basis. The game scans the map chunk by chunk to decide whether each chunk is a valid expansion target. Valid chunks are called &#039;candidate chunks&#039; and assigned a score from 0 to 1.0 indicating their relative suitability. A chunk is then picked at random using a weighted dice roll such that chunks with higher scores are chosen more frequently.&lt;br /&gt;
&lt;br /&gt;
== Visualizing tiles and chunks in-game ==&lt;br /&gt;
&lt;br /&gt;
A tile grid overlay is available which shows the grid upon which the map is built:&lt;br /&gt;
&lt;br /&gt;
* The grid can be shown whenever the player pauses the game (by default with {{Keybinding|Shift-Space}}).&lt;br /&gt;
** This is configured under Settings-&amp;gt;Interface-&amp;gt;&#039;&#039;&#039;Show grid when game is paused&#039;&#039;&#039;.&lt;br /&gt;
* To see the grid while the game is still running, [[Debug mode|debug settings]] can be used:&lt;br /&gt;
** Pressing {{Keybinding|F4}} will show the &#039;&#039;&#039;Debug settings&#039;&#039;&#039; window.&lt;br /&gt;
** Ticking &#039;&#039;&#039;show-tile-grid&#039;&#039;&#039; under &#039;&#039;&#039;always&#039;&#039;&#039; will show the grid at all times; ticking it under &#039;&#039;&#039;debug&#039;&#039;&#039; while show it when debug mode is activated.&lt;br /&gt;
** If &#039;&#039;&#039;debug&#039;&#039;&#039; is chosen, the grid will become visible whenever {{Keybinding|F5}} is used to enable debug display. Configuring debug mode in this way allows {{Keybinding|F5}} to be used as a convenient toggle for turning the grid on and off, which can be useful when attempting to place entities according to a neat and/or symmetrical design.&lt;br /&gt;
&lt;br /&gt;
== Region ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Region&#039;&#039;&#039; is an area of 16 by 16 chunks; 262,144 tiles.&lt;br /&gt;
&lt;br /&gt;
No game mechanic depends on regions and there are no [[modding]] APIs that access the game by region. Currently they are only used internally for organizing allocations, and there is a chance that they will be removed from the game in the future.&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5754&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=170717</id>
		<title>Map structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=170717"/>
		<updated>2019-03-15T20:57:16Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: Further changes throughout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map structure&#039;&#039;&#039; describes the division of the game world area into standard [[Units|units]]: tiles, chunks and regions. Tiles are the building blocks of the game, upon which all distance and area measurements are based. Chunks are blocks of 32x32 tiles used for various area-based calculations. Regions are much less commonly used, and may be seen only in certain debug text.&lt;br /&gt;
&lt;br /&gt;
== Tile ==&lt;br /&gt;
[[File:MapStructure-GridExample.png|thumb|right|400px|The tile grid shown in-game; chunks (32x32 tiles) are indicated by the thicker black lines. Click to see at higher resolution.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;tile&#039;&#039;&#039; is a square which defines the smallest possible piece of the game world; the map is built on a grid of tiles. The tile is the basis for all area and distance measurement. Entity sizes are defined in terms of tiles; for example the [[rocket silo]] - the largest entity in the game - is 9 tiles wide and 9 tiles high, usually referred to as 9x9. The smallest possible entity size is therefore one tile, 1x1. Examples of 1x1 entities include [[transport belts]] and [[chests]].&lt;br /&gt;
&lt;br /&gt;
The [[World_generator#Maximum_map_size_and_used_memory|maximum size of the map]] is a square 2 million tiles on each side, a total of 4 trillion tiles. In practice the map in an average game is likely to be in the range of hundreds of thousands of tiles up to a few million at most.&lt;br /&gt;
&lt;br /&gt;
=== Tile grid alignment ===&lt;br /&gt;
&lt;br /&gt;
Almost all placeable entities are aligned to the tile grid when placed in the game. Exceptions include the [[landmine]] and vehicles such as the [[car]], [[tank]], [[locomotive]] and [[wagon]]s.  Non-placeable entities that do not align to the grid include [[enemies]], [[trees]] and decoratives.&lt;br /&gt;
&lt;br /&gt;
[[File:MapStructure-PlaceableOffGridExample.png|thumb|none|300px|A few entities can be placed without aligning to the tile grid; this example shows cars, tanks and landmines.]]&lt;br /&gt;
&lt;br /&gt;
=== Example distances ===&lt;br /&gt;
&lt;br /&gt;
* Area covered by [[Radar]]: about 100 tiles diameter (100 tiles in each direction, bounded to the matching [[#Chunk|chunk]]).&lt;br /&gt;
* It takes about 1 minutes and 52 seconds to run 1000 tiles without speed up. &amp;lt;sup&amp;gt;[https://wiki.factorio.com/Talk:Exoskeleton#Movement%20speed%20experiments]&amp;lt;/sup&amp;gt; (As a side note, this would mean that the character is a very healthy person.)&lt;br /&gt;
&lt;br /&gt;
=== Real world size analogy ===&lt;br /&gt;
&lt;br /&gt;
One tile is generally assumed to be one square meter in size (the same as used by Minecraft), as [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=9182&amp;amp;p=73352#p73266 this forum discussion] confirms.&lt;br /&gt;
&lt;br /&gt;
== Chunk ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;chunk&#039;&#039;&#039; is a unit defined as either an area of the map 32×32 tiles in size (containing 1024 tiles in total) &#039;&#039;or&#039;&#039; a distance of 32 tiles.&lt;br /&gt;
&lt;br /&gt;
Chunks are used for:&lt;br /&gt;
* Map generation. When the [[player]] moves, has a [[radar]] explore the map via sectors, or has [[artillery shell]]s fired across long distances, the map is revealed in chunks.&lt;br /&gt;
* Chunks are &amp;quot;switched off&amp;quot; to save CPU cycles. If nothing important happens in a chunk (e.g. nothing has moved except [[fish]]) the chunk is not computed in the next [[Tick|tick]].&lt;br /&gt;
* The [[pollution]] model is based on chunks, and pollution spreads to neighboring chunks.&lt;br /&gt;
* [[Enemies#Expansions|Enemy expansion]] is evaluated on a per-chunk basis. The game scans the map chunk by chunk to decide whether each chunk is a valid expansion target. Valid chunks are called &#039;candidate chunks&#039; and assigned a score from 0 to 1.0 indicating their relative suitability. A chunk is then picked at random using a weighted dice roll such that chunks with higher scores are chosen more frequently.&lt;br /&gt;
&lt;br /&gt;
== Visualizing tiles and chunks in-game ==&lt;br /&gt;
&lt;br /&gt;
A tile grid overlay is available which shows the grid upon which the map is built:&lt;br /&gt;
&lt;br /&gt;
* The grid can be shown whenever the player pauses the game (by default with {{Keybinding|Shift-Space}}).&lt;br /&gt;
** This is configured under Settings-&amp;gt;Interface-&amp;gt;&#039;&#039;&#039;Show grid when game is paused&#039;&#039;&#039;.&lt;br /&gt;
* To see the grid while the game is still running, [[Debug mode|debug settings]] can be used:&lt;br /&gt;
** Pressing {{Keybinding|F4}} will show the &#039;&#039;&#039;Debug settings&#039;&#039;&#039; window.&lt;br /&gt;
** Ticking &#039;&#039;&#039;show-tile-grid&#039;&#039;&#039; under &#039;&#039;&#039;always&#039;&#039;&#039; will show the grid at all times; ticking it under &#039;&#039;&#039;debug&#039;&#039;&#039; while show it when debug mode is activated.&lt;br /&gt;
** If &#039;&#039;&#039;debug&#039;&#039;&#039; is chosen, the grid will become visible whenever {{Keybinding|F5}} is used to enable debug display. Configuring debug mode in this way allows {{Keybinding|F5}} to be used as a convenient toggle for turning the grid on and off, which can be useful when attempting to place entities according to a neat and/or symmetrical design.&lt;br /&gt;
&lt;br /&gt;
== Region ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Region&#039;&#039;&#039; is an area of 16 by 16 chunks; 268,435,456 tiles.&lt;br /&gt;
&lt;br /&gt;
No game mechanic depends on regions and there are no [[modding]] APIs that access the game by region. Currently they are only used internally for organizing allocations, and there is a chance that they will be removed from the game in the future.&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5754&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=170684</id>
		<title>Map structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=170684"/>
		<updated>2019-03-15T16:02:29Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: Actually, better to link to enemy expansion specifically here /* Chunk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map structure&#039;&#039;&#039; refers to the physical division of the game world into standard [[Units|units]] of area: tiles, chunks and regions. Tiles are the building blocks of the game upon which all distance and area measurements are based. Chunks are blocks of 32x32 tiles used for various area-based calculations. Regions are much less commonly used, and may be seen only in certain debug text.&lt;br /&gt;
&lt;br /&gt;
== Tile ==&lt;br /&gt;
[[File:MapStructure-GridExample.png|thumb|right|400px|The tile grid shown in-game; chunks (32x32 tiles) are indicated by the thicker black lines. Click to see at higher resolution.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;tile&#039;&#039;&#039; is a square area which defines the smallest possible piece of the game world; the map is built on a grid of tiles. The size of all entities is defined as a certain area of tiles, for example a [[rocket silo]] - the largest entity in the game - is 9 tiles wide and 9 tiles high, usually referred to as 9x9. The smallest possible entity is the same size as one tile, or 1x1. Examples of 1x1 entities include [[transport belts]] and [[underground belts]], [[chests]], and [[small electric pole]]s and [[medium electric pole]]s.&lt;br /&gt;
&lt;br /&gt;
The maximum number of tiles available in one map is 4 trillion - the [[World_generator#Maximum_map_size_and_used_memory|maximum size of the game map]] is a square 2 million tiles on a side. In practice the average game map is likely to consist of up to a few million tiles.&lt;br /&gt;
&lt;br /&gt;
=== Tile grid alignment ===&lt;br /&gt;
&lt;br /&gt;
Almost all placeable entities are aligned to the tile grid when placed in the game. Exceptions include the [[landmine]] and vehicles such as the [[car]], [[tank]], [[locomotive]] and [[wagon]]s.  Non-placeable entities that do not align to the grid include [[enemies]], [[trees]] and certain decorative items.&lt;br /&gt;
&lt;br /&gt;
[[File:MapStructure-PlaceableOffGridExample.png|thumb|none|300px|A few entities can be placed without aligning to the tile grid; this example shows cars, tanks and landmines.]]&lt;br /&gt;
&lt;br /&gt;
=== Example distances ===&lt;br /&gt;
&lt;br /&gt;
* Area covered by [[Radar]]: about 100 tiles diameter (100 tiles in each direction, bounded to the matching [[#Chunk|chunk]]. Ror more information see [[Radar]].&lt;br /&gt;
* It takes about 1 minutes and 52 seconds to run 1000 tiles without speed up. &amp;lt;sup&amp;gt;[https://wiki.factorio.com/Talk:Exoskeleton#Movement%20speed%20experiments]&amp;lt;/sup&amp;gt; (As a side note, this would mean that the character is a very healthy person.)&lt;br /&gt;
&lt;br /&gt;
=== Real size of tiles ===&lt;br /&gt;
&lt;br /&gt;
1 tile is generally assumed to be 1 square meter in size (like Minecraft), as [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=9182&amp;amp;p=73352#p73266 this discussion] confirms.&lt;br /&gt;
&lt;br /&gt;
== Chunk ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;chunk&#039;&#039;&#039; is a unit defined as either an area of the map 32×32 tiles in size (containing 1024 tiles in total) &#039;&#039;or&#039;&#039; a distance of 32 tiles.&lt;br /&gt;
&lt;br /&gt;
Chunks are used for:&lt;br /&gt;
* Map generation. When the [[player]] moves, has a [[radar]] explore the map via sectors, or has [[artillery shell]]s fired across long distances, the map is revealed in chunks.&lt;br /&gt;
* Chunks are &amp;quot;switched off&amp;quot; to save CPU cycles. If nothing important happens in a chunk (e.g. nothing has moved except [[fish]]) the chunk is not computed in the next [[Tick|tick]].&lt;br /&gt;
* The [[pollution]] model is based on chunks, and pollution spreads to neighboring chunks.&lt;br /&gt;
* [[Enemies#Expansions|Enemy expansion]] is based on chunks. The game scans the map chunk by chunk to decide whether each chunk is a valid expansion target. Valid chunks are called &#039;candidate chunks&#039; and assigned a score from 0 to 1.0 according to their suitability. A chunk is then picked at random using a weighted dice roll.&lt;br /&gt;
&lt;br /&gt;
== Visualizing tiles and chunks in-game ==&lt;br /&gt;
&lt;br /&gt;
A tile grid overlay is available which shows the grid upon which the map is built:&lt;br /&gt;
&lt;br /&gt;
* The grid can be shown whenever the player pauses the game (by default with {{Keybinding|Shift-Space}}).&lt;br /&gt;
** This is configured under Settings-&amp;gt;Interface-&amp;gt;&#039;&#039;&#039;Show grid when game is paused&#039;&#039;&#039;&lt;br /&gt;
* To see the grid while the game is still running, [[Debug mode|debug settings]] can be used:&lt;br /&gt;
** Pressing {{Keybinding|F4}} will show the &#039;&#039;&#039;Debug settings&#039;&#039;&#039; window.&lt;br /&gt;
** Ticking &#039;&#039;&#039;show-tile-grid&#039;&#039;&#039; under &#039;&#039;&#039;always&#039;&#039;&#039; will show the grid at all times; ticking it under &#039;&#039;&#039;debug&#039;&#039;&#039; while show it when debug mode is activated.&lt;br /&gt;
** If &#039;&#039;&#039;debug&#039;&#039;&#039; is chosen, the grid will become visible whenever {{Keybinding|F5}} is used to enable debug display. Configuring debug mode in this way allows {{Keybinding|F5}} to be used as a convenient toggle for turning the grid on and off, which can be useful when attempting to place entities according to a neat and/or symmetrical design.&lt;br /&gt;
&lt;br /&gt;
== Region ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Region&#039;&#039;&#039; is an area of 16 by 16 chunks; 268,435,456 tiles.&lt;br /&gt;
&lt;br /&gt;
No game mechanic depends on regions and there are no [[modding]] APIs that access the game by region. Currently they are only used internally for organizing allocations, and there is a chance that they will be removed from the game in the future.&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5754&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=170683</id>
		<title>Map structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=170683"/>
		<updated>2019-03-15T16:01:04Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: Remove link to enemies as already linked in previous section /* Chunk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map structure&#039;&#039;&#039; refers to the physical division of the game world into standard [[Units|units]] of area: tiles, chunks and regions. Tiles are the building blocks of the game upon which all distance and area measurements are based. Chunks are blocks of 32x32 tiles used for various area-based calculations. Regions are much less commonly used, and may be seen only in certain debug text.&lt;br /&gt;
&lt;br /&gt;
== Tile ==&lt;br /&gt;
[[File:MapStructure-GridExample.png|thumb|right|400px|The tile grid shown in-game; chunks (32x32 tiles) are indicated by the thicker black lines. Click to see at higher resolution.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;tile&#039;&#039;&#039; is a square area which defines the smallest possible piece of the game world; the map is built on a grid of tiles. The size of all entities is defined as a certain area of tiles, for example a [[rocket silo]] - the largest entity in the game - is 9 tiles wide and 9 tiles high, usually referred to as 9x9. The smallest possible entity is the same size as one tile, or 1x1. Examples of 1x1 entities include [[transport belts]] and [[underground belts]], [[chests]], and [[small electric pole]]s and [[medium electric pole]]s.&lt;br /&gt;
&lt;br /&gt;
The maximum number of tiles available in one map is 4 trillion - the [[World_generator#Maximum_map_size_and_used_memory|maximum size of the game map]] is a square 2 million tiles on a side. In practice the average game map is likely to consist of up to a few million tiles.&lt;br /&gt;
&lt;br /&gt;
=== Tile grid alignment ===&lt;br /&gt;
&lt;br /&gt;
Almost all placeable entities are aligned to the tile grid when placed in the game. Exceptions include the [[landmine]] and vehicles such as the [[car]], [[tank]], [[locomotive]] and [[wagon]]s.  Non-placeable entities that do not align to the grid include [[enemies]], [[trees]] and certain decorative items.&lt;br /&gt;
&lt;br /&gt;
[[File:MapStructure-PlaceableOffGridExample.png|thumb|none|300px|A few entities can be placed without aligning to the tile grid; this example shows cars, tanks and landmines.]]&lt;br /&gt;
&lt;br /&gt;
=== Example distances ===&lt;br /&gt;
&lt;br /&gt;
* Area covered by [[Radar]]: about 100 tiles diameter (100 tiles in each direction, bounded to the matching [[#Chunk|chunk]]. Ror more information see [[Radar]].&lt;br /&gt;
* It takes about 1 minutes and 52 seconds to run 1000 tiles without speed up. &amp;lt;sup&amp;gt;[https://wiki.factorio.com/Talk:Exoskeleton#Movement%20speed%20experiments]&amp;lt;/sup&amp;gt; (As a side note, this would mean that the character is a very healthy person.)&lt;br /&gt;
&lt;br /&gt;
=== Real size of tiles ===&lt;br /&gt;
&lt;br /&gt;
1 tile is generally assumed to be 1 square meter in size (like Minecraft), as [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=9182&amp;amp;p=73352#p73266 this discussion] confirms.&lt;br /&gt;
&lt;br /&gt;
== Chunk ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;chunk&#039;&#039;&#039; is a unit defined as either an area of the map 32×32 tiles in size (containing 1024 tiles in total) &#039;&#039;or&#039;&#039; a distance of 32 tiles.&lt;br /&gt;
&lt;br /&gt;
Chunks are used for:&lt;br /&gt;
* Map generation. When the [[player]] moves, has a [[radar]] explore the map via sectors, or has [[artillery shell]]s fired across long distances, the map is revealed in chunks.&lt;br /&gt;
* Chunks are &amp;quot;switched off&amp;quot; to save CPU cycles. If nothing important happens in a chunk (e.g. nothing has moved except [[fish]]) the chunk is not computed in the next [[Tick|tick]].&lt;br /&gt;
* The [[pollution]] model is based on chunks, and pollution spreads to neighboring chunks.&lt;br /&gt;
* Enemy expansion is based on chunks. The game scans the map chunk by chunk to decide whether each chunk is a valid expansion target. Valid chunks are called &#039;candidate chunks&#039; and assigned a score from 0 to 1.0 according to their suitability. A chunk is then picked at random using a weighted dice roll.&lt;br /&gt;
&lt;br /&gt;
== Visualizing tiles and chunks in-game ==&lt;br /&gt;
&lt;br /&gt;
A tile grid overlay is available which shows the grid upon which the map is built:&lt;br /&gt;
&lt;br /&gt;
* The grid can be shown whenever the player pauses the game (by default with {{Keybinding|Shift-Space}}).&lt;br /&gt;
** This is configured under Settings-&amp;gt;Interface-&amp;gt;&#039;&#039;&#039;Show grid when game is paused&#039;&#039;&#039;&lt;br /&gt;
* To see the grid while the game is still running, [[Debug mode|debug settings]] can be used:&lt;br /&gt;
** Pressing {{Keybinding|F4}} will show the &#039;&#039;&#039;Debug settings&#039;&#039;&#039; window.&lt;br /&gt;
** Ticking &#039;&#039;&#039;show-tile-grid&#039;&#039;&#039; under &#039;&#039;&#039;always&#039;&#039;&#039; will show the grid at all times; ticking it under &#039;&#039;&#039;debug&#039;&#039;&#039; while show it when debug mode is activated.&lt;br /&gt;
** If &#039;&#039;&#039;debug&#039;&#039;&#039; is chosen, the grid will become visible whenever {{Keybinding|F5}} is used to enable debug display. Configuring debug mode in this way allows {{Keybinding|F5}} to be used as a convenient toggle for turning the grid on and off, which can be useful when attempting to place entities according to a neat and/or symmetrical design.&lt;br /&gt;
&lt;br /&gt;
== Region ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Region&#039;&#039;&#039; is an area of 16 by 16 chunks; 268,435,456 tiles.&lt;br /&gt;
&lt;br /&gt;
No game mechanic depends on regions and there are no [[modding]] APIs that access the game by region. Currently they are only used internally for organizing allocations, and there is a chance that they will be removed from the game in the future.&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5754&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=170682</id>
		<title>Map structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=170682"/>
		<updated>2019-03-15T15:58:49Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: Wording changes, link fixes /* Tile */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map structure&#039;&#039;&#039; refers to the physical division of the game world into standard [[Units|units]] of area: tiles, chunks and regions. Tiles are the building blocks of the game upon which all distance and area measurements are based. Chunks are blocks of 32x32 tiles used for various area-based calculations. Regions are much less commonly used, and may be seen only in certain debug text.&lt;br /&gt;
&lt;br /&gt;
== Tile ==&lt;br /&gt;
[[File:MapStructure-GridExample.png|thumb|right|400px|The tile grid shown in-game; chunks (32x32 tiles) are indicated by the thicker black lines. Click to see at higher resolution.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;tile&#039;&#039;&#039; is a square area which defines the smallest possible piece of the game world; the map is built on a grid of tiles. The size of all entities is defined as a certain area of tiles, for example a [[rocket silo]] - the largest entity in the game - is 9 tiles wide and 9 tiles high, usually referred to as 9x9. The smallest possible entity is the same size as one tile, or 1x1. Examples of 1x1 entities include [[transport belts]] and [[underground belts]], [[chests]], and [[small electric pole]]s and [[medium electric pole]]s.&lt;br /&gt;
&lt;br /&gt;
The maximum number of tiles available in one map is 4 trillion - the [[World_generator#Maximum_map_size_and_used_memory|maximum size of the game map]] is a square 2 million tiles on a side. In practice the average game map is likely to consist of up to a few million tiles.&lt;br /&gt;
&lt;br /&gt;
=== Tile grid alignment ===&lt;br /&gt;
&lt;br /&gt;
Almost all placeable entities are aligned to the tile grid when placed in the game. Exceptions include the [[landmine]] and vehicles such as the [[car]], [[tank]], [[locomotive]] and [[wagon]]s.  Non-placeable entities that do not align to the grid include [[enemies]], [[trees]] and certain decorative items.&lt;br /&gt;
&lt;br /&gt;
[[File:MapStructure-PlaceableOffGridExample.png|thumb|none|300px|A few entities can be placed without aligning to the tile grid; this example shows cars, tanks and landmines.]]&lt;br /&gt;
&lt;br /&gt;
=== Example distances ===&lt;br /&gt;
&lt;br /&gt;
* Area covered by [[Radar]]: about 100 tiles diameter (100 tiles in each direction, bounded to the matching [[#Chunk|chunk]]. Ror more information see [[Radar]].&lt;br /&gt;
* It takes about 1 minutes and 52 seconds to run 1000 tiles without speed up. &amp;lt;sup&amp;gt;[https://wiki.factorio.com/Talk:Exoskeleton#Movement%20speed%20experiments]&amp;lt;/sup&amp;gt; (As a side note, this would mean that the character is a very healthy person.)&lt;br /&gt;
&lt;br /&gt;
=== Real size of tiles ===&lt;br /&gt;
&lt;br /&gt;
1 tile is generally assumed to be 1 square meter in size (like Minecraft), as [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=9182&amp;amp;p=73352#p73266 this discussion] confirms.&lt;br /&gt;
&lt;br /&gt;
== Chunk ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;chunk&#039;&#039;&#039; is a unit defined as either an area of the map 32×32 tiles in size (containing 1024 tiles in total) &#039;&#039;or&#039;&#039; a distance of 32 tiles.&lt;br /&gt;
&lt;br /&gt;
Chunks are used for:&lt;br /&gt;
* Map generation. When the [[player]] moves, has a [[radar]] explore the map via sectors, or has [[artillery shell]]s fired across long distances, the map is revealed in chunks.&lt;br /&gt;
* Chunks are &amp;quot;switched off&amp;quot; to save CPU cycles. If nothing important happens in a chunk (e.g. nothing has moved except [[fish]]) the chunk is not computed in the next [[Tick|tick]].&lt;br /&gt;
* The [[pollution]] model is based on chunks, and pollution spreads to neighboring chunks.&lt;br /&gt;
* [[Enemy]] expansion is based on chunks. The game scans the map chunk by chunk to decide whether each chunk is a valid expansion target. Valid chunks are called &#039;candidate chunks&#039; and assigned a score from 0 to 1.0 according to their suitability. A chunk is then picked at random using a weighted dice roll.&lt;br /&gt;
&lt;br /&gt;
== Visualizing tiles and chunks in-game ==&lt;br /&gt;
&lt;br /&gt;
A tile grid overlay is available which shows the grid upon which the map is built:&lt;br /&gt;
&lt;br /&gt;
* The grid can be shown whenever the player pauses the game (by default with {{Keybinding|Shift-Space}}).&lt;br /&gt;
** This is configured under Settings-&amp;gt;Interface-&amp;gt;&#039;&#039;&#039;Show grid when game is paused&#039;&#039;&#039;&lt;br /&gt;
* To see the grid while the game is still running, [[Debug mode|debug settings]] can be used:&lt;br /&gt;
** Pressing {{Keybinding|F4}} will show the &#039;&#039;&#039;Debug settings&#039;&#039;&#039; window.&lt;br /&gt;
** Ticking &#039;&#039;&#039;show-tile-grid&#039;&#039;&#039; under &#039;&#039;&#039;always&#039;&#039;&#039; will show the grid at all times; ticking it under &#039;&#039;&#039;debug&#039;&#039;&#039; while show it when debug mode is activated.&lt;br /&gt;
** If &#039;&#039;&#039;debug&#039;&#039;&#039; is chosen, the grid will become visible whenever {{Keybinding|F5}} is used to enable debug display. Configuring debug mode in this way allows {{Keybinding|F5}} to be used as a convenient toggle for turning the grid on and off, which can be useful when attempting to place entities according to a neat and/or symmetrical design.&lt;br /&gt;
&lt;br /&gt;
== Region ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Region&#039;&#039;&#039; is an area of 16 by 16 chunks; 268,435,456 tiles.&lt;br /&gt;
&lt;br /&gt;
No game mechanic depends on regions and there are no [[modding]] APIs that access the game by region. Currently they are only used internally for organizing allocations, and there is a chance that they will be removed from the game in the future.&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5754&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=170681</id>
		<title>Map structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=170681"/>
		<updated>2019-03-15T15:53:45Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: Finished merge of tile, chunk and region into Map_structure. Added some example images.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map structure&#039;&#039;&#039; refers to the physical division of the game world into standard [[Units|units]] of area: tiles, chunks and regions. Tiles are the building blocks of the game upon which all distance and area measurements are based. Chunks are blocks of 32x32 tiles used for various area-based calculations. Regions are much less commonly used, and may be seen only in certain debug text.&lt;br /&gt;
&lt;br /&gt;
== Tile ==&lt;br /&gt;
[[File:MapStructure-GridExample.png|thumb|right|400px|The tile grid shown in-game; chunks (32x32 tiles) are indicated by the thicker black lines. Click to see at higher resolution.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;tile&#039;&#039;&#039; is a square area which defines the smallest possible piece of the game world; the map is built on a grid of tiles. The size of all entities is defined as a certain area of tiles, for example a [[rocket silo]] - the largest entity in the game - is 9 tiles wide and 9 tiles high, usually referred to as 9x9. The smallest possible entity is the same size as one tile, or 1x1. Examples of 1x1 entities include [[transport belt]]s, all [[chests]], and [[small electric pole]] and [[medium electric pole]]s.&lt;br /&gt;
&lt;br /&gt;
The maximum number of tiles available in one map is 4 trillion - the [[World_generator#Maximum_map_size_and_used_memory|maximum size of the game map]] is a square 2 million tiles on a side. In practice the average game map is likely to consist of up to a few million tiles.&lt;br /&gt;
&lt;br /&gt;
=== Tile grid alignment ===&lt;br /&gt;
&lt;br /&gt;
Almost all placeable entities are aligned to the tile grid when the player places them in the game. Exceptions include the [[landmine]] and vehicles such as the [[car]], [[tank]], [[locomotive]] and [[wagon]]s.  Non-placeable entities that do not align to the grid include enemies, [[trees]] and certain decorative items.&lt;br /&gt;
&lt;br /&gt;
[[File:MapStructure-PlaceableOffGridExample.png|thumb|none|300px|A few entities can be placed without aligning to the tile grid; this example shows cars, tanks and landmines.]]&lt;br /&gt;
&lt;br /&gt;
=== Example distances ===&lt;br /&gt;
&lt;br /&gt;
* Area covered by [[Radar]]: about 100 tiles diameter (100 tiles in each direction, bounded to the matching [[#Chunk|chunk]]. Ror more information see [[Radar]].&lt;br /&gt;
* It takes about 1 minutes and 52 seconds to run 1000 tiles without speed up. &amp;lt;sup&amp;gt;[https://wiki.factorio.com/Talk:Exoskeleton#Movement%20speed%20experiments]&amp;lt;/sup&amp;gt; (As a side note, this would mean that the character is a very healthy person.)&lt;br /&gt;
&lt;br /&gt;
=== Real size of tiles ===&lt;br /&gt;
&lt;br /&gt;
1 tile is generally assumed to be 1 square meter in size (like Minecraft), as [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=9182&amp;amp;p=73352#p73266 this discussion] confirms.&lt;br /&gt;
&lt;br /&gt;
== Chunk ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;chunk&#039;&#039;&#039; is a unit defined as either an area of the map 32×32 tiles in size (containing 1024 tiles in total) &#039;&#039;or&#039;&#039; a distance of 32 tiles.&lt;br /&gt;
&lt;br /&gt;
Chunks are used for:&lt;br /&gt;
* Map generation. When the [[player]] moves, has a [[radar]] explore the map via sectors, or has [[artillery shell]]s fired across long distances, the map is revealed in chunks.&lt;br /&gt;
* Chunks are &amp;quot;switched off&amp;quot; to save CPU cycles. If nothing important happens in a chunk (e.g. nothing has moved except [[fish]]) the chunk is not computed in the next [[Tick|tick]].&lt;br /&gt;
* The [[pollution]] model is based on chunks, and pollution spreads to neighboring chunks.&lt;br /&gt;
* [[Enemy]] expansion is based on chunks. The game scans the map chunk by chunk to decide whether each chunk is a valid expansion target. Valid chunks are called &#039;candidate chunks&#039; and assigned a score from 0 to 1.0 according to their suitability. A chunk is then picked at random using a weighted dice roll.&lt;br /&gt;
&lt;br /&gt;
== Visualizing tiles and chunks in-game ==&lt;br /&gt;
&lt;br /&gt;
A tile grid overlay is available which shows the grid upon which the map is built:&lt;br /&gt;
&lt;br /&gt;
* The grid can be shown whenever the player pauses the game (by default with {{Keybinding|Shift-Space}}).&lt;br /&gt;
** This is configured under Settings-&amp;gt;Interface-&amp;gt;&#039;&#039;&#039;Show grid when game is paused&#039;&#039;&#039;&lt;br /&gt;
* To see the grid while the game is still running, [[Debug mode|debug settings]] can be used:&lt;br /&gt;
** Pressing {{Keybinding|F4}} will show the &#039;&#039;&#039;Debug settings&#039;&#039;&#039; window.&lt;br /&gt;
** Ticking &#039;&#039;&#039;show-tile-grid&#039;&#039;&#039; under &#039;&#039;&#039;always&#039;&#039;&#039; will show the grid at all times; ticking it under &#039;&#039;&#039;debug&#039;&#039;&#039; while show it when debug mode is activated.&lt;br /&gt;
** If &#039;&#039;&#039;debug&#039;&#039;&#039; is chosen, the grid will become visible whenever {{Keybinding|F5}} is used to enable debug display. Configuring debug mode in this way allows {{Keybinding|F5}} to be used as a convenient toggle for turning the grid on and off, which can be useful when attempting to place entities according to a neat and/or symmetrical design.&lt;br /&gt;
&lt;br /&gt;
== Region ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Region&#039;&#039;&#039; is an area of 16 by 16 chunks; 268,435,456 tiles.&lt;br /&gt;
&lt;br /&gt;
No game mechanic depends on regions and there are no [[modding]] APIs that access the game by region. Currently they are only used internally for organizing allocations, and there is a chance that they will be removed from the game in the future.&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5754&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:MapStructure-PlaceableOffGridExample.png&amp;diff=170680</id>
		<title>File:MapStructure-PlaceableOffGridExample.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:MapStructure-PlaceableOffGridExample.png&amp;diff=170680"/>
		<updated>2019-03-15T15:34:56Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: {{Screenshot}}
An example of entities that can be placed without being aligned to a tile. Some landmines, a tank and a car have been placed. The tile grid made visible using debug mode indicates that these entities are not aligned to th...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
An example of entities that can be placed without being aligned to a tile. Some [[landmine]]s, a [[tank]] and a [[car]] have been placed. The tile grid made visible using [[debug mode]] indicates that these entities are not aligned to the [[map structure|tile grid]].&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:MapStructure-GridExample.png&amp;diff=170674</id>
		<title>File:MapStructure-GridExample.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:MapStructure-GridExample.png&amp;diff=170674"/>
		<updated>2019-03-15T13:16:37Z</updated>

		<summary type="html">&lt;p&gt;TheBloke: {{Screenshot}}
An example of the tile and chunk grid that can be accessed with debug settings, and can also displayed whenever the game is paused. Tiles are the building blocks on which the map structure is based. Chunks are 32x32 bl...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;br /&gt;
An example of the tile and chunk grid that can be accessed with [[debug mode|debug settings]], and can also displayed whenever the game is paused. Tiles are the building blocks on which the [[map structure]] is based. Chunks are 32x32 blocks of tiles that used for many of the game&#039;s calculations, such as [[radar]] coverage and [[pollution].&lt;/div&gt;</summary>
		<author><name>TheBloke</name></author>
	</entry>
</feed>