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		<id>https://wiki.factorio.com/index.php?title=Console&amp;diff=169131</id>
		<title>Console</title>
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		<updated>2019-02-26T23:01:16Z</updated>

		<summary type="html">&lt;p&gt;Tincopper2: speaker map list command&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Console&#039;&#039;&#039; is Factorio&#039;s command-line interface.&lt;br /&gt;
&lt;br /&gt;
The in-game console is used for:&lt;br /&gt;
&lt;br /&gt;
* Chatting with other players&lt;br /&gt;
* Running commands / scripts / cheats&lt;br /&gt;
* Occasional status updates&lt;br /&gt;
&lt;br /&gt;
There are three types of commands:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[#Normal commands|Normal]]&#039;&#039;&#039; - Display information about the game and customize your experience.&lt;br /&gt;
* &#039;&#039;&#039;[[#Multiplayer commands|Multiplayer]]&#039;&#039;&#039; - Message filtering, banning users, etc.&lt;br /&gt;
* &#039;&#039;&#039;[[#Scripting and cheat commands|Scripting/Cheating]]&#039;&#039;&#039; - Run small Lua scripts (but they &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;disable achievements for the save game&amp;lt;/span&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== Using the console ===&lt;br /&gt;
The console display can be toggled with the {{keybinding|/}} (slash) or {{keybinding|~}} (tilde) keys.&lt;br /&gt;
&lt;br /&gt;
You can customize the keys via &#039;&#039;&#039;Options Menu → Keyboard → Toggle Lua console&#039;&#039;&#039;.&lt;br /&gt;
When the console is open, you&#039;ll see a blinking cursor at the bottom of the screen; type your message or command and hit &#039;&#039;&#039;Return&#039;&#039;&#039; to send it (this will also close the console).&lt;br /&gt;
Documentation about message and command prefixes can be found further down this page.&lt;br /&gt;
&lt;br /&gt;
When console is closed, only the most recent messages/commands will be displayed, but they will gradually fade away (opening the console will immediately re-display all recent messages).&lt;br /&gt;
Note that by default, all executed commands are made visible to all users. You can set the fade out time via &#039;&#039;&#039;Options Menu → Other Settings → Message Delay&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you want to immediately hide the console, open the console and then press &#039;&#039;&#039;Escape&#039;&#039;&#039; key (or press &#039;&#039;&#039;Return&#039;&#039;&#039; without entering any message/command).&lt;br /&gt;
This not only closes the console, but it also hides all the recent messages/commands.&lt;br /&gt;
The console can be cleared with the &#039;&#039;&#039;/clear&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
Note that the console can also accept raw Lua code as well as game commands.&lt;br /&gt;
&lt;br /&gt;
=== Console history ===&lt;br /&gt;
&lt;br /&gt;
The console has an inbuilt history; it&#039;s a bit like a text editor where only one line of text is displayed at a time.&lt;br /&gt;
&lt;br /&gt;
Use the {{keybinding|&amp;amp;uarr;}} and {{keybinding|&amp;amp;darr;}} keys to scroll through the console history.&lt;br /&gt;
&lt;br /&gt;
Use the {{keybinding|&amp;amp;larr;}} and {{keybinding|&amp;amp;rarr;}} keys to cursor through the currently displayed message or command, which you can edit (delete, insert, etc.) and resend (by pressing &#039;&#039;&#039;Return&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
The {{keybinding|Tab}} key will auto-complete commands and player ids.&lt;br /&gt;
&lt;br /&gt;
== Normal commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Command&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Example&lt;br /&gt;
! style=&amp;quot;width:46%&amp;quot;| Description&lt;br /&gt;
! style=&amp;quot;width:4%&amp;quot;| Admin only&lt;br /&gt;
|-&lt;br /&gt;
| /alerts &amp;lt;enable/disable/mute/unmute&amp;gt; &amp;lt;alert&amp;gt;&lt;br /&gt;
| /alerts disable turret_fire&lt;br /&gt;
| Enables, disables, mutes, or unmutes the given alert type. Available alerts: entity_destroyed, entity_under_attack, not_enough_construction_robots, no_material_for_construction, not_enough_repair packs, turret_fire, custom, no_storage.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /clear&lt;br /&gt;
| /clear&lt;br /&gt;
| Clears the console.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /color &amp;lt;color&amp;gt;&lt;br /&gt;
| /color 20 255 255 100&lt;br /&gt;
| Changes your color. Can either be one of the pre-defined colors or [[:Wikipedia:RGBA_color_space|RGBA value]] in the format of “# # # #”. Available colors: default, red, green, blue, orange, yellow, pink, purple, white, black, gray, brown, cyan, acid.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /evolution&lt;br /&gt;
| /evolution&lt;br /&gt;
| Prints info about the alien evolution factor.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /help [command]&lt;br /&gt;
| /help&lt;br /&gt;
| Prints a list of available commands, the optional argument can specify the command that should be described.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /h [command]&lt;br /&gt;
| /h&lt;br /&gt;
| Same as /help.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /mute-programmable-speaker &amp;lt;mute/unmute&amp;gt; &amp;lt;local/everyone&amp;gt;&lt;br /&gt;
| /mute-programmable-speaker mute local&lt;br /&gt;
| Mutes or unmutes the global sounds created by the Programmable Speaker. Use “local” to mute just the local client. Admins can use “everyone” to mute the sounds for everyone on the server.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /perf-avg-frames &amp;lt;number&amp;gt;&lt;br /&gt;
| /perf-avg-frames 100&lt;br /&gt;
| Number of ticks/updates used to average performance counters. Default is 100. Value of 5-10 is recommended for fast convergence, but numbers will jitter more rapidly.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /permissions&lt;br /&gt;
| /permissions&lt;br /&gt;
| Opens the permissions GUI.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /screenshot [x resolution] [y resolution] [zoom]&lt;br /&gt;
| /screenshot&lt;br /&gt;
| Takes a screenshot with the GUI hidden, centered on the player. It is saved in the &amp;quot;script-output&amp;quot; subfolder of your [[User data directory]].  Resolution is optional and defaults to the current window size. Zoom is optional and defaults to 1.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /seed&lt;br /&gt;
| /seed&lt;br /&gt;
| Prints the starting map seed.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /time&lt;br /&gt;
| /time&lt;br /&gt;
| Prints info about how old the map is.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /toggle-action-logging&lt;br /&gt;
| /toggle-action-logging&lt;br /&gt;
| Toggles logging all input actions performed by the game. This value isn’t persisted between game restarts and only affects your local game in multiplayer sessions.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /toggle-heavy-mode&lt;br /&gt;
| /toggle-heavy-mode&lt;br /&gt;
| Used to investigate desyncs. Will slow down the game and make multiplayer unplayable.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /toggle-rockets-sent-gui&lt;br /&gt;
| /toggle-rockets-sent-gui&lt;br /&gt;
| Toggles if the rockets sent button is shown in the upper left corner of the screen.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /version&lt;br /&gt;
| /version&lt;br /&gt;
| Prints the current game version.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Multiplayer commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Command&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Example&lt;br /&gt;
! style=&amp;quot;width:46%&amp;quot;| Description&lt;br /&gt;
! style=&amp;quot;width:4%&amp;quot;| Admin only&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;message&amp;gt;&lt;br /&gt;
| Hello team!&lt;br /&gt;
| Console input that does not start with {{keybinding|/}} is shown as a chat message to your team.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /admins&lt;br /&gt;
| /admins&lt;br /&gt;
| Prints a list of game admins.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
| /ban xTROLLx Throwing grenades in base&lt;br /&gt;
| Bans the specified player.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
| /banlist get&lt;br /&gt;
| Adds or removes a player from the banlist. Same as /ban or /unban.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /config &amp;lt;get/set&amp;gt; &amp;lt;option&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
| /config set password hunter2&lt;br /&gt;
| Gets or sets various multiplayer game settings. Available configs are: afk-auto-kick, allow-commands, allow-debug-settings, autosave-interval, autosave-only-on-server, ignore-player-limit-for-returning-players, max-players, max-upload-speed, only-admins-can-pause, password, require-user-verification, visibility-lan, visibility-public.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /delete-blueprint-library &amp;lt;player&amp;gt;&lt;br /&gt;
| /delete-blueprint-library everybody confirm&lt;br /&gt;
| Deletes the blueprint library storage for the given offline player from the save file. Enter “everybody confirm” to delete the storage of all offline players.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /demote &amp;lt;player&amp;gt;&lt;br /&gt;
| /demote AzureDiamond&lt;br /&gt;
| Demotes the player from admin.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /ignore &amp;lt;player&amp;gt;&lt;br /&gt;
| /ignore Cthon98&lt;br /&gt;
| Prevents the chat from showing messages from this player. Admin messages are still shown.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /ignores&lt;br /&gt;
| /ignores&lt;br /&gt;
| Prints a list of ignored players.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
| /kick xTROLLx Throwing grenades in base&lt;br /&gt;
| Kicks the specified player.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /mute &amp;lt;player&amp;gt;&lt;br /&gt;
| /mute Cthon98&lt;br /&gt;
| Prevents the player from saying anything in chat.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /mutes&lt;br /&gt;
| /mutes&lt;br /&gt;
| All players that are muted (can’t talk in chat).&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /open &amp;lt;player&amp;gt;&lt;br /&gt;
| /open AzureDiamond&lt;br /&gt;
| Opens another player’s inventory.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /o &amp;lt;player&amp;gt;&lt;br /&gt;
| /o AzureDiamond&lt;br /&gt;
| Same as /open.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /players [online/o/count/c]&lt;br /&gt;
| /players&lt;br /&gt;
| Prints a list of players in the game. (parameter online/o, it prints only players that are online, count/c prints only count)&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /promote &amp;lt;player&amp;gt;&lt;br /&gt;
| /promote AzureDiamond&lt;br /&gt;
| Promotes the player to admin.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /purge &amp;lt;player&amp;gt;&lt;br /&gt;
| /purge Cthon98&lt;br /&gt;
| Clears all the messages from this player from the chat log.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /reply &amp;lt;message&amp;gt;&lt;br /&gt;
| /reply oh, really?&lt;br /&gt;
| Replies to the last player that whispered to you.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /r &amp;lt;message&amp;gt;&lt;br /&gt;
| /r oh, really?&lt;br /&gt;
| Same as /reply.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /server-save&lt;br /&gt;
| /server-save&lt;br /&gt;
| Saves the game on the server in a multiplayer game.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /shout &amp;lt;message&amp;gt;&lt;br /&gt;
| /shout Hello world!&lt;br /&gt;
| Sends a message to all players including other forces.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /s &amp;lt;message&amp;gt;&lt;br /&gt;
| /s Hello world!&lt;br /&gt;
| Same as /shout.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /swap-players &amp;lt;player&amp;gt; [player]&lt;br /&gt;
| /swap-players AzureDiamond&lt;br /&gt;
| Swaps your character with the given player’s character, or if two players are given swaps the two player characters.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /unban &amp;lt;player&amp;gt;&lt;br /&gt;
| /unban xTROLLx&lt;br /&gt;
| Unbans the specified player.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /unignore &amp;lt;player&amp;gt;&lt;br /&gt;
| /unignore Cthon98&lt;br /&gt;
| Allows the chat to show messages from this player.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /unmute &amp;lt;player&amp;gt;&lt;br /&gt;
| /unmute Cthon98&lt;br /&gt;
| Allows the player to talk in chat again.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /whisper &amp;lt;player&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
| /whisper AzureDiamond thats what I see&lt;br /&gt;
| Sends a message to the specified player.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /w &amp;lt;player&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
| /w AzureDiamond thats what I see&lt;br /&gt;
| Same as /whisper.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /whitelist &amp;lt;add/remove/get/clear&amp;gt; [player]&lt;br /&gt;
| /whitelist get&lt;br /&gt;
| Adds or removes a player from the whitelist, where only whitelisted players can join the game. Enter nothing for “player” when using “get” to print a list of all whitelisted players. An empty whitelist disables the whitelist functionality allowing anyone to join.&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scripting and cheat commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| /c &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command.&lt;br /&gt;
|-&lt;br /&gt;
| /command &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command.&lt;br /&gt;
|-&lt;br /&gt;
| /measured-command &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command and measures time it took.&lt;br /&gt;
|-&lt;br /&gt;
| /silent-command &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command without printing it to the console.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is a very powerful feature, which also allows cheating, and as such &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;achievements will be permanently disabled for the save&amp;lt;/span&amp;gt; as soon as you use a script command.&lt;br /&gt;
&lt;br /&gt;
== Basic example scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Use it as calculator ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.print(1234*5678)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Zoom beyond normal bounds ===&lt;br /&gt;
Note that zooming too far out can cause performance hits. Be careful.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.zoom=0.1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mine faster ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.manual_mining_speed_modifier=1000&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Craft faster ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.manual_crafting_speed_modifier=1000&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unlock and research all technologies ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.research_all_technologies()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Undo this with the command in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Unresearch all technologies ===&lt;br /&gt;
This does not reset manually applied bonuses&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for _, tech in pairs(game.player.force.technologies) do &lt;br /&gt;
	tech.researched=false&lt;br /&gt;
	game.player.force.set_saved_technology_progress(tech, 0)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cancel current research ===&lt;br /&gt;
Cancels the current research.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.current_research = nil&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reset your force ===&lt;br /&gt;
This resets all data for your force, including kill and production statistics, technologies, bonuses and charting status.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.reset()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Always show rail block visualization ===&lt;br /&gt;
Permanently show the rail block visualization instead of only when holding a rail signal. Disable by replacing true with false.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.game_view_settings.show_rail_block_visualisation = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Inventory manipulation scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Cheat mode ===&lt;br /&gt;
Allows for infinite free crafting. Disable by replacing true with false.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.cheat_mode=true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Refill resources (refill oil, iron etc.) ===&lt;br /&gt;
While holding the cursor over a resource tile in-game&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.selected.amount=7500&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternatively you can refill all resources in the map with the following command. Change ore.amount to the desired value.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c surface = game.player.surface&lt;br /&gt;
for _, ore in pairs(surface.find_entities_filtered({type=&amp;quot;resource&amp;quot;})) do&lt;br /&gt;
    ore.amount = 10000&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add items to the player&#039;s inventory ===&lt;br /&gt;
Replace iron-plate with the [[data.raw|internal name]] of the item desired.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.insert{name=&amp;quot;iron-plate&amp;quot;, count=100}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, here&#039;s a stack of the god-mode energy system interface:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.insert{name=&amp;quot;electric-energy-interface&amp;quot;}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add a powerful armor with equipment and some tools for construction:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c	local player = game.player&lt;br /&gt;
player.insert{name=&amp;quot;power-armor-mk2&amp;quot;, count = 1}&lt;br /&gt;
local p_armor = player.get_inventory(5)[1].grid&lt;br /&gt;
	p_armor.put({name = &amp;quot;fusion-reactor-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;fusion-reactor-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;fusion-reactor-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;energy-shield-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;energy-shield-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;personal-roboport-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;night-vision-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;battery-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;battery-mk2-equipment&amp;quot;})&lt;br /&gt;
player.insert{name=&amp;quot;construction-robot&amp;quot;, count = 25}&lt;br /&gt;
player.insert{name=&amp;quot;blueprint&amp;quot;, count = 3}&lt;br /&gt;
player.insert{name=&amp;quot;deconstruction-planner&amp;quot;, count = 1}&lt;br /&gt;
player.insert{name=&amp;quot;steel-axe&amp;quot;, count = 10}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== World manipulation scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Reveal the map around the player ===&lt;br /&gt;
&lt;br /&gt;
Reveals the map around the player, similar to a [[radar]].&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local radius=150&lt;br /&gt;
game.player.force.chart(game.player.surface, {{game.player.position.x-radius, game.player.position.y-radius}, {game.player.position.x+radius, game.player.position.y+radius}})&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
or from start position&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.forces.player.chart(game.player.surface, {{x = -2000, y = -2000}, {x = 2000, y = 2000}})&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Change 150 to the desired radius, higher values take longer.&lt;br /&gt;
&lt;br /&gt;
=== Delete chunks ===&lt;br /&gt;
If much of the map is revealed, it increases the size of the save file. The following command cancels the generation of all chunks that are currently queued for generation and removes chunks outside a 32 chunks radius around 0,0. Note that this will remove player entities if there are any on these chunks.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface;&lt;br /&gt;
game.player.force.cancel_charting(surface); &lt;br /&gt;
local chunk_radius = 32;&lt;br /&gt;
for chunk in surface.get_chunks() do&lt;br /&gt;
  if (chunk.x &amp;lt; -chunk_radius or chunk.x &amp;gt; chunk_radius or chunk.y &amp;lt; -chunk_radius or chunk.y &amp;gt; chunk_radius) then&lt;br /&gt;
    surface.delete_chunk(chunk)&lt;br /&gt;
  end&lt;br /&gt;
end &lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turn off night ===&lt;br /&gt;
Enables eternal day.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.always_day=true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Change game speed ===&lt;br /&gt;
0.5 is half speed, 1 is default, 2 is double speed, etc. Minimum is 0.01. This can be used for a lot of things like when you know you will have to wait for long periods of time for something to complete. Increasing will decrease performance, be careful.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.speed=X&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expensive (marathon) or normal mode ===&lt;br /&gt;
To change from normal to expensive mode preset (this changes the research cost and intermediate product cost):&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.difficulty_settings.recipe_difficulty=1&lt;br /&gt;
game.difficulty_settings.technology_difficulty=1&lt;br /&gt;
game.difficulty_settings.technology_price_multiplier=4&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change back to normal:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.difficulty_settings.recipe_difficulty=0&lt;br /&gt;
game.difficulty_settings.technology_difficulty=0&lt;br /&gt;
game.difficulty_settings.technology_price_multiplier=1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Freeze time ===&lt;br /&gt;
Stops the advancement of the time if you replace &amp;quot;BOOL&amp;quot; with &amp;quot;true&amp;quot; or unfreezes it if you replace it with &amp;quot;false&amp;quot;.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.freeze_daytime=BOOL&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove all pollution ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.clear_pollution()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Completely turn off pollution ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for _, surface in pairs(game.surfaces) do&lt;br /&gt;
  surface.clear_pollution()&lt;br /&gt;
end&lt;br /&gt;
game.map_settings.pollution.enabled = false&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add a lot of pollution ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.pollute(game.player.position, 1000000)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Where speakers are, by who ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c speakers = game.surfaces[1].find_entities_filtered{area = {{-1000, -1000}, {1000, 1000}}, force = &amp;quot;player&amp;quot;, type=&amp;quot;programmable-speaker&amp;quot;}&lt;br /&gt;
for key, speaker in pairs(speakers) do&lt;br /&gt;
    game.player.print(speaker.last_user.name .. &amp;quot; placed a speaker at X=&amp;quot; .. speaker.position.x .. &amp;quot;, Y=&amp;quot; .. speaker.position.y)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Disable friendly fire for your force ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.friendly_fire = false&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add new resource patch ===&lt;br /&gt;
This creates a new 11×11 patch of resources, centered on the player character, where the ground is not water.&lt;br /&gt;
The patch it creates is perfectly square but it randomizes the amount similar to natural generation, with fewer ore at the edges and more ore in the center.&lt;br /&gt;
The default numbers result in a patch with 2500-3000 ore.&lt;br /&gt;
&lt;br /&gt;
If you want a larger patch, change &amp;quot;local size = 5&amp;quot; to a larger number.&lt;br /&gt;
A larger patch will have exponentially more ore.&lt;br /&gt;
Entering a number above 30 is not recommended.&lt;br /&gt;
&lt;br /&gt;
If you want a richer patch, change &amp;quot;local density = 10&amp;quot; to a larger number.&lt;br /&gt;
Entering a very large number shouldn&#039;t hurt anything but you probably don&#039;t need to go above 100.&lt;br /&gt;
&lt;br /&gt;
To choose which resource is spawned, change &amp;quot;stone&amp;quot; near the bottom to &amp;quot;iron-ore&amp;quot;, &amp;quot;copper-ore&amp;quot;, &amp;quot;coal&amp;quot;, or &amp;quot;uranium-ore&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface=game.player.surface&lt;br /&gt;
local ore=nil&lt;br /&gt;
local size=5&lt;br /&gt;
local density=10&lt;br /&gt;
for y=-size, size do&lt;br /&gt;
	for x=-size, size do&lt;br /&gt;
		a=(size+1-math.abs(x))*10&lt;br /&gt;
		b=(size+1-math.abs(y))*10&lt;br /&gt;
		if a&amp;lt;b then&lt;br /&gt;
			ore=math.random(a*density-a*(density-8), a*density+a*(density-8))&lt;br /&gt;
		end&lt;br /&gt;
		if b&amp;lt;a then&lt;br /&gt;
			ore=math.random(b*density-b*(density-8), b*density+b*(density-8))&lt;br /&gt;
		end&lt;br /&gt;
		if surface.get_tile(game.player.position.x+x, game.player.position.y+y).collides_with(&amp;quot;ground-tile&amp;quot;) then&lt;br /&gt;
			surface.create_entity({name=&amp;quot;stone&amp;quot;, amount=ore, position={game.player.position.x+x, game.player.position.y+y}})&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove resources around the player ===&lt;br /&gt;
Removes all resource patches from the ground in a 50 x 50 area around the player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface=game.player.surface&lt;br /&gt;
local size=50&lt;br /&gt;
local pos=game.player.position&lt;br /&gt;
&lt;br /&gt;
for _, e in pairs(surface.find_entities_filtered{area={{pos.x-size, pos.y-size},{pos.x+size, pos.y+size}}, type=&amp;quot;resource&amp;quot;}) &lt;br /&gt;
	do e.destroy() &lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add new oil patch ===&lt;br /&gt;
This creates 9 crude oil patches in a 3×3 square.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for y=0,2 do&lt;br /&gt;
	for x=0,2 do&lt;br /&gt;
		game.player.surface.create_entity({name=&amp;quot;crude-oil&amp;quot;, amount=100000, position={game.player.position.x+x*7-7, game.player.position.y+y*7-7}})&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or randomly without any collision:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local position=nil&lt;br /&gt;
for i=1,9 do&lt;br /&gt;
	position=game.player.surface.find_non_colliding_position(&amp;quot;crude-oil&amp;quot;, game.player.position, 0, i/2+1.5)&lt;br /&gt;
	if position then &lt;br /&gt;
		game.player.surface.create_entity({name=&amp;quot;crude-oil&amp;quot;, amount=100000, position=position})&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Count entities ===&lt;br /&gt;
Counts all entities whose name includes the string in local entity.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local entity=&amp;quot;belt&amp;quot;&lt;br /&gt;
local surface=game.player.surface&lt;br /&gt;
local count=0&lt;br /&gt;
for key, ent in pairs(surface.find_entities_filtered({force=game.player.force})) do&lt;br /&gt;
	if string.find(ent.name,entity) then&lt;br /&gt;
		count=count+1&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
game.player.print(count)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Emptying all pipes, underground pipes and pumps ===&lt;br /&gt;
Useful when pipes contain a fluid you dont want.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local deleted=0&lt;br /&gt;
for key, entity in pairs(surface.find_entities_filtered({force=game.player.force})) do&lt;br /&gt;
	if string.find(entity.name, &amp;quot;pipe&amp;quot;) or &lt;br /&gt;
		string.find(entity.name, &amp;quot;pump&amp;quot;) &lt;br /&gt;
	then&lt;br /&gt;
		for i=1,#entity.fluidbox do&lt;br /&gt;
			deleted = deleted + 1&lt;br /&gt;
			entity.fluidbox[i] = nil;&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
game.player.print(&amp;quot;Fluids removed from &amp;quot;..deleted ..&amp;quot; entities&amp;quot;)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turn off cliff generation ===&lt;br /&gt;
Sets size to &amp;quot;none&amp;quot;. Only effective on chunks that are generated after using this command. Use [[#Remove all cliffs]] to delete existing cliffs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local mgs = game.player.surface.map_gen_settings&lt;br /&gt;
mgs.cliff_settings.cliff_elevation_0 = 1024&lt;br /&gt;
game.player.surface.map_gen_settings = mgs&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove all cliffs ===&lt;br /&gt;
Removes all cliffs existing cliffs from the world. Use [[#Turn off cliff generation]] to turn off cliff generation in new chunks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for _, v in pairs(game.player.surface.find_entities_filtered{type=&amp;quot;cliff&amp;quot;}) do&lt;br /&gt;
  v.destroy()&lt;br /&gt;
end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Delete all decoratives ===&lt;br /&gt;
Delete the decoratives that can be found in the world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
for c in surface.get_chunks() do&lt;br /&gt;
	surface.destroy_decoratives({{c.x*32, c.y*32}, {c.x*32+32, c.y*32+32}})&lt;br /&gt;
end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Change map generation settings ===&lt;br /&gt;
This allows to change the map generation settings for new chunks; it does not alter already generated chunks. [[#Delete chunks|Deleted chunks]] are affected by the setting change because they are newly generated when they get explored again.&lt;br /&gt;
&lt;br /&gt;
To change resource generation settings, replace &amp;quot;iron-ore&amp;quot; with the [[Data.raw#resource|resource]] that should be changed and replace &amp;quot;very-high&amp;quot; with the desired [https://lua-api.factorio.com/latest/Concepts.html#MapGenSize MapGenSize] in the following command. Replace &amp;quot;iron-ore&amp;quot; with &amp;quot;enemy-base&amp;quot; to change the enemy base generation settings. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local resource = &amp;quot;iron-ore&amp;quot;&lt;br /&gt;
local autoplace = surface.map_gen_settings.autoplace_controls&lt;br /&gt;
autoplace[resource].size = &amp;quot;very-high&amp;quot;&lt;br /&gt;
autoplace[resource].frequency = &amp;quot;very-high&amp;quot;&lt;br /&gt;
autoplace[resource].richness = &amp;quot;very-high&amp;quot;&lt;br /&gt;
surface.map_gen_settings.autoplace_controls = autoplace&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change water generation settings, replace &amp;quot;very-high&amp;quot; with the desired [https://lua-api.factorio.com/latest/Concepts.html#MapGenSize MapGenSize] in the following command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local mgs = surface.map_gen_settings&lt;br /&gt;
mgs.water = &amp;quot;very-high&amp;quot; --[[ size]]&lt;br /&gt;
mgs.terrain_segmentation  = &amp;quot;very-high&amp;quot; --[[ frequency]]&lt;br /&gt;
surface.map_gen_settings = mgs &amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enemy/evolution scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Set evolution factor ===&lt;br /&gt;
Ranges from 0 (new game) to 1.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.forces[&amp;quot;enemy&amp;quot;].evolution_factor=X&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Disable time-based evolution &amp;amp; increases pollution-based evolution ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.map_settings.enemy_evolution.time_factor=0&lt;br /&gt;
/c game.map_settings.enemy_evolution.pollution_factor=game.map_settings.enemy_evolution.pollution_factor*2&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;2&amp;quot; at the end of the last command will double the default pollution factor. You can substitute another number to increase (or decrease) the pollution factor further.&lt;br /&gt;
&lt;br /&gt;
=== Kill all biters on the &amp;quot;enemy&amp;quot; force ===&lt;br /&gt;
Note that this will kill only mobile units, spawners will not be killed.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.forces[&amp;quot;enemy&amp;quot;].kill_all_units()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kill all enemies ===&lt;br /&gt;
This will kill all biters, bases and worms. Anything that is an enemy will be completely destroyed. This only affects enemies in the explored world, so any unexplored parts of the map which still need to be generated will still have enemies. You can [[#Prevent biters being on newly generated chunks|prevent biters being on newly generated chunks]] if desired.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface=game.player.surface&lt;br /&gt;
for key, entity in pairs(surface.find_entities_filtered({force=&amp;quot;enemy&amp;quot;})) do&lt;br /&gt;
	entity.destroy()&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kill all nearby enemies ===&lt;br /&gt;
&lt;br /&gt;
This will kill all biters, bases and worms in a configurable radius. The default, 250 tiles, is about two zoomed-out screen widths on full HD. After destruction, it shows how many objects were destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local radius = 250&lt;br /&gt;
local surface=game.player.surface&lt;br /&gt;
local pp = game.player.position&lt;br /&gt;
local cnt = 0&lt;br /&gt;
for key, entity in pairs(surface.find_entities_filtered({force=&amp;quot;enemy&amp;quot;})) do&lt;br /&gt;
    if entity.position.x &amp;gt; pp.x - radius and entity.position.x &amp;lt; pp.x + radius&lt;br /&gt;
        and entity.position.y &amp;gt; pp.y - radius and entity.position.y &amp;lt; pp.y + radius then&lt;br /&gt;
        cnt = cnt+1&lt;br /&gt;
        entity.destroy()&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
game.player.print(cnt)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable/Disable peaceful mode ===&lt;br /&gt;
Enabling peaceful mode prevents biter attacks until provoked. Substitute true for false to disable. Already existing biters are not affected by this command so attacks could continue for a while after activating peaceful mode.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.peaceful_mode = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable/Disable biter expansion ===&lt;br /&gt;
Biter expansion allows biters to create new nests, it is enabled by default. Substitute true for false to disable.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.map_settings.enemy_expansion.enabled = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prevent biters being on newly generated chunks ===&lt;br /&gt;
On newly generated chunks no biters will be present, however all current biters will remain unaffected. Equivalent of setting the Enemy Base Size to None under the Terrain settings during map generation but achieved mid game by [[#Change map generation settings|changing map generation settings]].&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local mgs = surface.map_gen_settings&lt;br /&gt;
mgs.autoplace_controls[&amp;quot;enemy-base&amp;quot;].size = &amp;quot;none&amp;quot;&lt;br /&gt;
surface.map_gen_settings = mgs&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Player character scripts ==&lt;br /&gt;
Commands concerning the player directly.&lt;br /&gt;
=== Get player position ===&lt;br /&gt;
Prints coordinates of your current position.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.print(game.player.position.x .. &amp;quot;, &amp;quot; .. game.player.position.y)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Teleport player ===&lt;br /&gt;
Moves the player to the specified location. You should be able to teleport to a specific player if you obtain their coordinates via them executing the previous command and giving them to you.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.teleport({X, Y})&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To teleport to the world&#039;s origin, use 0,0.&lt;br /&gt;
&lt;br /&gt;
=== Enable god mode ===&lt;br /&gt;
God mode removes your player character allowing you to fly over obstacles and take no damage.&lt;br /&gt;
&lt;br /&gt;
Disassociate your controls from the player:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.character=nil&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, hover the mouse over the useless player and destroy it by typing:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.selected.destroy()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To undo, spawn a player character. This will spawn a new player at the spawn point of the world, and connect your controls to it.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.create_character()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable long reach ===&lt;br /&gt;
Enables long reach, which allows the player to build and interact with entities at a greater distance. The default reach is 6.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local reach = 10000&lt;br /&gt;
game.player.force.character_build_distance_bonus = reach&lt;br /&gt;
game.player.force.character_reach_distance_bonus = reach&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Enable faster research ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.laboratory_speed_modifier=1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
1 is normal speed, 2 is double speed 3 is triple etc.&lt;br /&gt;
&lt;br /&gt;
=== Research specific technologies ===&lt;br /&gt;
The internal technology names can be found in the infoboxes on their respective pages.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.technologies[&#039;electric-energy-distribution-1&#039;].researched=true&lt;br /&gt;
/c game.player.force.technologies[&#039;steel-processing&#039;].researched=true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unresearch specific technologies ===&lt;br /&gt;
The internal technology names can be found in the infoboxes on their respective pages.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.technologies[&#039;electric-energy-distribution-1&#039;].researched=false; game.player.force.set_saved_technology_progress(&#039;electric-energy-distribution-1&#039;, 0)&lt;br /&gt;
/c game.player.force.technologies[&#039;steel-processing&#039;].researched=false; game.player.force.set_saved_technology_progress(&#039;steel-processing&#039;, 0)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enabling specific recipes ===&lt;br /&gt;
The internal recipe/item names can be found in the infoboxes on their respective pages.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.recipes[&amp;quot;electric-energy-interface&amp;quot;].enabled=true&lt;br /&gt;
/c game.player.force.recipes[&amp;quot;rocket-silo&amp;quot;].enabled=true&lt;br /&gt;
/c game.player.force.recipes.loader.enabled=true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable all recipes ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for name, recipe in pairs(game.player.force.recipes) do recipe.enabled = true end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Command line parameters ==&lt;br /&gt;
&#039;&#039;&#039;As of Game Version 0.15.13&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Command line parameters can be used to set settings in the command line before the game launches, this is useful mainly for advanced users or server hosts.&lt;br /&gt;
&lt;br /&gt;
General options:&lt;br /&gt;
  -h [ --help ]                      display help&lt;br /&gt;
  --version                          show version information&lt;br /&gt;
  -v [ --verbose ]                   enable verbose logging&lt;br /&gt;
  -c [ --config ] PATH               config file to use&lt;br /&gt;
  --no-log-rotation                  don&#039;t rotate log file&lt;br /&gt;
  --mod-directory PATH               Mod directory to use&lt;br /&gt;
  --check-unused-prototype-data      Print a warning for all prototype values that were not accessed&lt;br /&gt;
&lt;br /&gt;
Running options:&lt;br /&gt;
  -s [ --map2scenario ] arg          map to scenario conversion&lt;br /&gt;
  -m [ --scenario2map ] arg          scenario to map conversion&lt;br /&gt;
  --apply-update arg                 immediately apply update package&lt;br /&gt;
  --create FILE                      create a new map&lt;br /&gt;
  --map-gen-settings FILE            Map generation settings for use with --create. See data/map-gen-settings.example.json&lt;br /&gt;
  --map-settings FILE                Map settings for use with --create. See data/base/prototypes/map-settings.lua&lt;br /&gt;
  --preset arg                       Name of the map generation preset to be used.&lt;br /&gt;
  --generate-map-preview FILE        Generate preview images of the map&lt;br /&gt;
  --map-preview-size SCALE (=1,024)  Size (in pixels) of map preview&lt;br /&gt;
  --map-preview-scale SCALE (=1)     Scale (meters per pixel) of map preview&lt;br /&gt;
  --map-preview-offset X,Y (=0,0)    Offset of the center of the map, in meters&lt;br /&gt;
  --start-server FILE                start a multiplayer server&lt;br /&gt;
  --start-server-load-scenario FILE  start a multiplayer server and load the specified scenario&lt;br /&gt;
  --start-server-load-latest         start a multiplayer server and load the latest available save&lt;br /&gt;
  --until-tick TICK                  run a save until given map tick&lt;br /&gt;
  --mp-connect ADDRESS               start factorio and connect to address&lt;br /&gt;
  --load-game FILE                   start Factorio and load a game in singleplayer&lt;br /&gt;
  --benchmark FILE                   load save and run benchmark&lt;br /&gt;
  --benchmark-ticks N (=1,000)       number of ticks for benchmarking. Default is 1000&lt;br /&gt;
  --force-opengl                     use OpenGL for rendering&lt;br /&gt;
  --force-d3d                        use Direct3D for rendering&lt;br /&gt;
  --fullscreen BOOL                  start game in windowed mode (saved to configuration)&lt;br /&gt;
  --max-texture-size N               maximal size of texture that the game can use (saved to configuration). Should be power of two greater than 2048&lt;br /&gt;
  --graphics-quality arg             accepted values: normal, low, very-low&lt;br /&gt;
  --video-memory-usage arg           accepted values: all, high, medium, low&lt;br /&gt;
  --gfx-safe-mode                    resets some graphics settings to values that should work on most configurations&lt;br /&gt;
  --shader arg                       enable/disable shader postprocessing (saved to configuration)&lt;br /&gt;
  --disable-audio                    Disable audio. Mainly for faster startup during development.&lt;br /&gt;
&lt;br /&gt;
Server options:&lt;br /&gt;
  --port N                           network port to use&lt;br /&gt;
  --bind ADDRESS[:PORT]              IP address (and optionally port) to bind to&lt;br /&gt;
  --rcon-port N                      Port to use for RCON&lt;br /&gt;
  --rcon-password PASSWORD           Password for RCON&lt;br /&gt;
  --server-settings FILE             Path to file with server settings. See data/server-settings.example.json&lt;br /&gt;
  --server-whitelist FILE            Path to file with server whitelist.&lt;br /&gt;
  --server-banlist FILE              Path to file with server banlist.&lt;br /&gt;
  --console-log FILE                 Path to file where a copy of the server&#039;s log will be stored&lt;br /&gt;
  --server-id FILE                   Path where server ID will be stored or read from&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
  --start-server SAVE&lt;br /&gt;
&lt;br /&gt;
Will start a Headless (Dedicated) server, with no GUI.&lt;br /&gt;
&lt;br /&gt;
  --mp-connect ADDRESS&lt;br /&gt;
ADDRESS is the IP:port of the remote host. Port is optional.&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101:2345&lt;br /&gt;
&lt;br /&gt;
As above, port can be specified by placing the port number after a colon in the address.&lt;br /&gt;
&lt;br /&gt;
  --map2scenario SAVE&lt;br /&gt;
Converts a save game to a User Scenario, allows saved game state to be loaded into map editor.&lt;br /&gt;
Assuming that save game name is &amp;quot;foo.zip&amp;quot;, executing &#039;./factorio --map2scenario s1&#039; will result in Factorio loading, opening the save file, and saving the scenario into the scenario folder.&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
A list of the internal names of most things in the vanilla game can also be found on [[data.raw]].&lt;br /&gt;
&lt;br /&gt;
=== Print to console which tile are you have under the player position ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.print(game.player.surface.get_tile(game.player.position.x, game.player.position.y).name)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Write all researched technologies to file ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local list = {}&lt;br /&gt;
for _, tech in pairs(game.player.force.technologies) do &lt;br /&gt;
	if tech.researched then&lt;br /&gt;
    list[#list+1] = tech.name&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
game.write_file(&amp;quot;techs.lua&amp;quot;, serpent.block(list) .. &amp;quot;\n&amp;quot;, true)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Write all enabled recipes to file ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local list = {}&lt;br /&gt;
for _, recipe in pairs(game.player.force.recipes) do &lt;br /&gt;
	if recipe.enabled then&lt;br /&gt;
    list[#list+1] = recipe.name&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
game.write_file(&amp;quot;recipes.lua&amp;quot;, serpent.block(list) .. &amp;quot;\n&amp;quot;, true)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* http://lua-api.factorio.com/latest/ - Factorio API reference for latest version&lt;/div&gt;</summary>
		<author><name>Tincopper2</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=137742</id>
		<title>Fluid system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=137742"/>
		<updated>2017-05-17T23:20:31Z</updated>

		<summary type="html">&lt;p&gt;Tincopper2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Liquids&#039;&#039;&#039; &amp;lt;small&amp;gt;(&#039;&#039;[[Liquids#Notes|note]]&#039;&#039;)&amp;lt;/small&amp;gt; are non-solid [[items]], examples including water and oil.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
&lt;br /&gt;
Liquids can only exist inside [[pipe]]s and certain buildings, meaning they cannot be carried by the player, moved using [[inserters]], dropped on the ground, or even dumped in a lake. They are counted in continuous fractions, rather than discrete integers. Liquids can be silently destroyed by removing buildings or pipes, mixing types of liquid, or at the input of a [[steam engine]].&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| {{imagelink|water|Water}} || Used in creating [http://www.factorioforums.com/wiki/index.php?title=Electric_network electricity] and used in combination with other liquids.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|crude-oil|Crude Oil}} || Extracted from [[Oil Field]]s by [[Pumpjack]]s and can be converted to [[Petroleum Gas]], [[Light Oil]], and [[Heavy Oil]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|petroleum-gas|Petroleum Gas}} || Converted from [[Crude Oil]]. Used to create various items.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|light-oil|Light Oil}} || Converted from [[Crude Oil]]. Used to create various items. Can be converted into [[Petroleum Gas]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-oil|Heavy Oil}} || Converted from [[Crude Oil]]. Can be converted to [[Light Oil]] and [[Lubricant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfuric-acid|Sulfuric Acid}} || Converted from [[Sulfur]], [[Iron Plate]]s, and [[Water]]. Can be used to create various items.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lubricant|Lubricant}} || Converted from [[Heavy Oil]]. Used mainly to create [[Express transport belt]]s  and [[Engine]]s.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Machines ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| {{imagelink|oil-refinery|Oil refinery}} || Converts [[Crude oil]] into [[Heavy oil]], [[Light oil]], and [[Petroleum gas]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|chemical-plant|Chemical plant}} || Changes liquid to other forms as well as crafting some recipes that require liquids.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} || Extracts [[Crude oil]] from Oil fields.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|boiler|Boiler}} || When [[fuel|fueled]] increases the temperature of water flowing through.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steam-engine|Steam engine}} || Uses heated water to generate [[Electric system|electricity]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Piping ==&lt;br /&gt;
&amp;lt;!--&#039;&#039;This section should explain: link to liquid stacks, pipe window and how to get information out of it (animations would be handy), pipes and their max. throughput, link to maximum length of pipes, difference between pipe and pipe to ground, storage tank and its special connections and comparing to pipes (is nothing than a big pipe), pump and max. throughput (how much needed), small pump, how to make short connections, long distance piping, refreshing the pressure for more throughput, how to pump equal amounts of liquids in two directions...&#039;&#039; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Piping&#039;&#039; is the most common way to move liquids in factorio.&lt;br /&gt;
&lt;br /&gt;
Key entities used in piping and general liquid/gas handling:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| {{imagelink|pipe|Pipe}} || Used to direct the flow of liquids.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe-to-ground|Pipe-to-ground}} || Used to cross other pipes or belts.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-tank|Storage tank}} || Stores liquids for later use.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pump|Offshore pump}} || Provides [[Water]] extracted from a water tile.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-pump|Small pump}} || Moves fluids from its input to its output when powered and prevents the opposite from happening always.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pressure and throughput ===&lt;br /&gt;
&lt;br /&gt;
Liquid will move in pipes from high pressure to low pressure. The pressure of a liquid in a pipe can be seen through the pipe window. A pipe with high pressure will show itself nearly full, a pipe with low pressure will show a small trickle of the liquid.&lt;br /&gt;
&lt;br /&gt;
==Flow mechanics==&lt;br /&gt;
{{Main|Liquids/Pipe physics}}&lt;br /&gt;
All types of liquid have the same properties, like their fluidity, density, and heat capacity.&lt;br /&gt;
&lt;br /&gt;
==Using water to generate power==&lt;br /&gt;
{{Main|Liquids/Hot|Power Production}}&lt;br /&gt;
Liquids can be used to generate power.&lt;br /&gt;
&lt;br /&gt;
==Oil processing==&lt;br /&gt;
{{Main|Oil processing}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Water was the first liquid to be added to the game. In [[Version0.9|v0.9]] the [[oil processing]] system, and therefore new liquids, including crude oil and petroleum gas, were added.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Liquids/Hot|Hot liquids]]&lt;br /&gt;
* [[Liquids/Pipe physics|Pipe physics]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
#&amp;quot;Fluids&amp;quot; is the proper term for the concept this article is about, as it explains the properties and uses of both liquids and gases.&lt;br /&gt;
&lt;br /&gt;
{{C|Liquid network}}&lt;/div&gt;</summary>
		<author><name>Tincopper2</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=137437</id>
		<title>Oil processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=137437"/>
		<updated>2017-05-14T02:15:58Z</updated>

		<summary type="html">&lt;p&gt;Tincopper2: 0.15.10 update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
Oil processing is a large part of Factorio. It was introduced in v0.9. Oil processing may refer to [[Oil processing (research)|the researched technology\\, the recipe used in the [[oil refinery]], or the overall workings of oil.&lt;br /&gt;
&lt;br /&gt;
The values shown here are accurate for version 0.15. In 0.14, anything that produces, consumes, or stores any fluid does so at 1/10th of the quantities listed here. Solid items and ratios are unaffected; this is essentially just a cosmetic change of the displayed units.&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
=== Tutorial ===&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7975 Oil Tutorial], http://youtu.be/uL1eLmOSftw&lt;br /&gt;
&lt;br /&gt;
=== Technologies ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|oil-gathering||Oil processing (research)}} [[Oil processing (research)|Oil processing]] || Allows the player to set up a basic facility to mine, process, and use oil.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|sulfur||Sulfur processing}} [[Sulfur processing]] ||  A prerequisite for the research of the [[Battery]], which is used in a handful items later on, including the [[Science pack 3]].&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|plastics||Plastics}} [[Plastics]] || The [[Plastic bar]] is an ingredient in the [[Advanced circuit]], which is used often later on.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|fluid-handling||Fluid handling}} [[Fluid handling]] || Allows better control over your liquids, with the [[Storage Tank]] and [[Small Pump]].&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|advanced-oil-processing-tech||Advanced oil processing (research)}} [[Advanced oil processing (research)|Advanced oil processing]] || Gives you a new recipe for use in the [[Oil refinery]], allowing you to get more useful products from your [[Crude Oil]].&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|coal liquefaction (research)||Coal liquefaction (research)}} [[Coal liquefaction (research)|Coal liquefaction]] || Gives you a refinery recipe to turn excess coal into oil products. Introduced in version 0.15.0.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|flammables||Flammables}} [[Flammables]] &amp;lt;br /&amp;gt;{{icontech|flame-thrower||Flame thrower}} [[Flame thrower]] || Gives you access to the [[Flamethrower]] and [[Flamethrower ammo]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
There are various recipes that can be done regarding [[Oil processing]]. They are listed below.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|oil-gathering||Oil processing (research)}} [[Oil processing (research)|Oil processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-oil-processing|Basic oil processing}} || {{icon|crude-oil|100|Crude Oil}} {{icon|time icon|5|Time}} || {{icon|oil-refinery||Oil refinery}} || {{icon|heavy-oil|30|Heavy oil}} {{icon|light-oil|30|Light oil}} {{icon|petroleum-gas|40|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-heavy-oil|Solid fuel}} || {{icon|heavy-oil|20|Heavy oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-light-oil|Solid fuel}} || {{icon|light-oil|10|Light oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-petroleum-gas|Solid fuel}} || {{icon|petroleum-gas|20|Petroleum gas}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lubricant|Lubricant}} || {{icon|heavy-oil|10|Heavy oil}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|lubricant|10|Lubricant}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|advanced-oil-processing-tech||Advanced oil processing (research)}} [[Advanced oil processing (research)|Advanced oil processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|advanced-oil-processing|Advanced oil processing}} || {{icon|crude-oil|100|Crude Oil}} {{icon|water|50|Water}} {{icon|time icon|5|Time}} || {{icon|oil-refinery||Oil refinery}} || {{icon|heavy-oil|10|Heavy oil}} {{icon|light-oil|45|Light oil}} {{icon|petroleum-gas|55|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-oil-cracking|Heavy oil cracking}} || {{icon|heavy-oil|40|Heavy oil}} {{icon|water|30|Water}} {{icon|time icon|5|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|light-oil|30|Light oil}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|light-oil-cracking|Light oil cracking}} || {{icon|light-oil|30|Light oil}} {{icon|water|30|Water}} {{icon|time icon|5|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|petroleum-gas|20|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|fluid-handling||Fluid handling}} [[Fluid handling]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fill-crude-oil-barrel|Fill crude oil barrel}} || {{icon|barrel-empty|1|Empty barrel}} {{icon|crude-oil|250|Crude Oil}} {{icon|time icon|1|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|crude-oil-barrel|1|Crude oil barrel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|empty-crude-oil-barrel|Empty crude oil barrel}} || {{icon|crude-oil-barrel|1|Crude oil barrel}} {{icon|time icon|1|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|barrel-empty|1|Empty barrel}} {{icon|crude-oil|250|Crude Oil}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|sulfur||Sulfur processing}} [[Sulfur processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfur|Sulfur}} || {{icon|water|30|Water}} {{icon|petroleum-gas|30|Petroleum gas}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|sulfur|2|Sulfur}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfuric-acid|Sulfuric Acid}} || {{icon|iron-plate|1|Iron plate}} {{icon|sulfur|5|Sulfur}} {{icon|water|100|Water}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|sulfuric-acid|50|Sulfuric Acid}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|Advanced-electronics-research||Advanced electronics}} [[Advanced electronics]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|processing-unit|Processing unit}} || {{icon|electronic-circuit|20|Electronic circuit}} {{icon|advanced-circuit|2|Advanced circuit}} {{icon|sulfuric-acid|5|Sulfuric acid}} {{icon|time icon|15|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|processing-unit|1|Processing unit}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|Battery-research||Battery (research)}} [[Battery (research)|Battery]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery|Battery}} || {{icon|iron-plate|1|Iron plate}} {{icon|copper-plate|1|Copper plate}} {{icon|sulfuric-acid|20|Sulfuric acid}} {{icon|time icon|5|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|battery|1|Battery}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|plastics||Plastics}} [[Plastics]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|plastic-bar|Plastics}} || {{icon|coal|1|Coal}} {{icon|petroleum-gas|30|Petroleum gas}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|plastic-bar|2|Plastic bar}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|flammables||Flammables}} [[Flammables]] and {{icontech|flame-thrower||Flame thrower}} [[Flame thrower]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flame-thrower-ammo|Flamethrower ammo}} || {{icon|iron-plate|5|Iron plate}} {{icon|heavy-oil|25|Heavy oil}} {{icon|light-oil|25|Light oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|flame-thrower-ammo|1|Flamethrower ammo}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|coal liquefaction||}} [[Coal liquefaction (research)|Coal liquefaction]], added in 0.15.0:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal liquefaction|Coal liquefaction (research)|Coal liquefaction}} || {{icon|coal|10|Coal}} {{icon|heavy-oil|25|Heavy oil}} {{icon|steam|50|Steam}} {{icon|time icon|5|Time}} || {{icon|oil-refinery||Oil refinery}} || {{icon|heavy-oil|35|Heavy oil}} {{icon|light-oil|15|Light oil}} {{icon|petroleum-gas|20|Petroleum gas}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mechanics &amp;amp; Usage==&lt;br /&gt;
To extract, process and use oil and its connected products, research, as shown above, is needed.&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
[[File:Example-Oil-Refining.png|thumb|256px|Crude oil being drilled and refined.]] [[File:Example-Oil-Cracking.png|thumb|256px|Oil being cracked into lower forms.]] [[File:Example-Oil-Usage.png|thumb|256px|Oil being used to create plastic and batteries.]]&lt;br /&gt;
[[Pumpjack]]s need to be placed on top of the middle of the oil well. Given [[Electric network|electricity]] (90kW, upgradeable), [[Pumpjack]]s will produce a certain amount of [[Crude oil]] per second, shown on the right, at the bottom of the information panel. Over time this value will decrease down to a minimum of 0.1 oil/s, providing infinite oil at a very low rate. &lt;br /&gt;
&lt;br /&gt;
All liquids can be transported by [[Pipe]]s, only Crude oil can be filled into [[Barrel]]s and moved with the [[Railway network]] or other [[vehicle]]s.&lt;br /&gt;
&lt;br /&gt;
The Crude Oil then needs to be refined in an [[Oil refinery]]. The Oil refinery also needs Power provided by an [[Electric network]]. It has a much higher demand, at 420kW, but it is also upgradeable. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set, the inputs and outputs show what needs to be, and what will be supplied. You cannot move the locations of these, only rotate the entire machine. Make sure that the products have somewhere to go (preferably [[Storage Tank|Storage Tanks]]), as the refinery will stop production of all products if one product output is full.&lt;br /&gt;
&lt;br /&gt;
Now you have the three basic products. [[Heavy Oil]], [[Light Oil]] and [[Petroleum Gas]]. Both Heavy Oil and Light Oil can be cracked to the next lower type in a [[Chemical plant]] (recipe above). This is useful if you&#039;ve got lots of Light Oil, but are lacking in [[Petroleum Gas]] (A common problem).&lt;br /&gt;
&lt;br /&gt;
From here, after some research, you can use the oil products to create various products. They are all listed above.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* [[Lubricant]]&lt;br /&gt;
** If you run your Heavy Oil pipe from the refineries past a Lubricant-making Chemical Plant before sending it to the cracking Chemical Plants, you can be sure that the Lubricant production will have priority over cracking.&lt;br /&gt;
** Most games will only ever need one lubricant-producing Chemical Plant and one Storage Tank for the lubricant.&lt;br /&gt;
** Since Lubricant is only used for blue belts and electric engines, and the only other use of Heavy Oil is flamethrower ammo (production of which is either best placed in your oil refinery or elided entirely) and cracking into Light Oil (the Heavy Oil to [[Solid fuel]] production ratio is terrible compared to cracking it first), you may want to consider placing your production of robots and belt assembly nearby your oil refineries, so lubricant doesn&#039;t need to be sent as far.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items to handle fluids ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} || Pumpjacks mine the Crude Oil from the [[Oil field|oil fields]], and let you move it by Pipe.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|oil-refinery|Oil refinery}} || Refines Crude Oil into basic oil products (Heavy/Light Oil and Petroleum Gas).&lt;br /&gt;
|- &lt;br /&gt;
| {{imagelink|chemical-plant|Chemical plant}} || Like the Assembling machine, used to automate processing of liquids and crafting.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-tank|Storage Tank}} || Stores up to 25000 units of any liquid.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pump|Pump}} || Allows you to pump liquids from one area to another. Used inline (between pipes). Also used to pump fluids into [[fluid wagon]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|offshore-pump|Offshore pump}} || Allows you to pump water up from a body of water.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|assembling-machine-2|Assembling machine 2}} &amp;lt;br/&amp;gt; {{imagelink|assembling-machine-3|Assembling machine 3}} || Allows you to craft items using liquids, used mainly for Barrels.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe|Pipe}} || Allows transporting of liquids from one location to another.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe-to-ground|Pipe to ground}} || A Pipe, but under the ground, acting similar to [[Underground belts]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|boiler|Boiler}} || Transforms [[water]] into [[steam]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steam-engine|Steam engine}} || Destroys any fluid it receives. Can be used as a flare stack, a wasteful way to get rid of unused oil-products.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fluid_wagon|Fluid wagon}} || Carries up to 75000 units of liquid by rail, in three tanks of 25000 each.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== Optimal ratio to produce petroleum gas ===&lt;br /&gt;
The optimal ratio is the ratio of buildings in which they can all work without jamming or having inactive superfluous. For example, when you apply &#039;&#039;&#039;1&#039;&#039;&#039; Oil Refinery to the optimal Advanced oil processing ratio [5 : 1 : 7], you get [&#039;&#039;&#039;1&#039;&#039;&#039; : 0.20 : 1.4]. Round that up to get [&#039;&#039;&#039;1&#039;&#039;&#039; : 1 : 2], which means:&lt;br /&gt;
* 1 Oil Refinery on Advanced oil processing&lt;br /&gt;
* 1 Chemical plant on Heavy oil cracking &lt;br /&gt;
* 2 Chemical plants on Light oil cracking&lt;br /&gt;
&lt;br /&gt;
The setup above will not jam, but it will have temporarily inactive buildings. If you round down, it will no longer have inactive buildings, but it will jam (over time).&lt;br /&gt;
&lt;br /&gt;
This can be sped up with modules, but to prevent jams or inactive buildings, it is recommended to speed everything up evenly. When slowing down (by using [[Productivity module]]s) you are better off experimenting on altering the ratio or the speed on certain buildings, since these ratios are only mathematically correct if all the buildings have the same speed, and have 100% productivity (so no added bonuses).&lt;br /&gt;
&lt;br /&gt;
Calculating the optimal ratios is relatively challenging, since not all of the durations of the processes are the same (the crafting speed of a chemical plant is 1.25, but the refinery&#039;s is 1.0). If this were not taken in account, it will lead to (temporarily) inactive buildings, which is not optimal.&lt;br /&gt;
&lt;br /&gt;
==== Basic oil processing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ratio !! Building !! Process !! Recipe&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 5 || {{imagelink|oil-refinery|Oil refinery}} || {{imagelink|basic-oil-processing|Basic oil processing}} || {{icon|time icon|5|Time}}{{icon|crude-oil|100|Crude Oil}} → {{icon|heavy-oil|30|Heavy Oil}}{{icon|light-oil|30|Light Oil}}{{icon|petroleum-gas|40|Petroleum Gas}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{imagelink|chemical-plant|Chemical plant}} || {{imagelink|heavy-oil-cracking|Heavy oil cracking}} || {{icon|time icon|5|Time}}{{icon|water|30|Water}}{{icon|heavy-oil|40|Heavy Oil}} → {{icon|light-oil|30|Light Oil}} &lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{imagelink|chemical-plant|Chemical plant}} || {{imagelink|light-oil-cracking|Light oil cracking}} || {{icon|time icon|5|Time}}{{icon|water|30|Water}}{{icon|light-oil|30|Light Oil}} → {{icon|petroleum-gas|20|Petroleum Gas}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Buildings !! Input/s !! Output/s&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|oil-refinery|5|Oil Refinery}}  {{icon|chemical-plant|10|Chemical plant}} || {{icon|water|75|Water}} {{icon|crude-oil|100|Crude Oil}} || {{icon|petroleum-gas|93|Petroleum Gas}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Advanced oil processing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ratio !! Building !! Process !! Recipe&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 5 || {{imagelink|oil-refinery|Oil refinery}} || {{imagelink|advanced-oil-processing|Advanced oil processing}} || {{icon|time icon|5|Time}}{{icon|water|50|Water}}{{icon|crude-oil|100|Crude Oil}} → {{icon|heavy-oil|10|Heavy Oil}}{{icon|light-oil|45|Light Oil}}{{icon|petroleum-gas|55|Petroleum Gas}}&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{imagelink|chemical-plant|Chemical plant}} || {{imagelink|heavy-oil-cracking|Heavy oil cracking}} || {{icon|time icon|5|Time}}{{icon|water|30|Water}}{{icon|heavy-oil|40|Heavy Oil}} → {{icon|light-oil|30|Light Oil}} &lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{imagelink|chemical-plant|Chemical plant}} || {{imagelink|light-oil-cracking|Light oil cracking}} || {{icon|time icon|5|Time}}{{icon|water|30|Water}}{{icon|light-oil|30|Light Oil}} → {{icon|petroleum-gas|20|Petroleum Gas}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Buildings !! Input/s !! Output/s&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|oil-refinery|5|Oil Refinery}}  {{icon|chemical-plant|8|Chemical plant}} || {{icon|water|110|Water}} {{icon|crude-oil|100|Crude Oil}} || {{icon|petroleum-gas|108|Petroleum Gas}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crude oil transport ===&lt;br /&gt;
[[File:Pumping_station.jpg|thumb|256px|Autonomus installation for manual pickup of [[Crude oil barrel]]s.]]&lt;br /&gt;
Since oil fields practically can deplete, new sources will be demanded. There are many different ways to overcome this problem:&lt;br /&gt;
* Pipes/Belts&lt;br /&gt;
* Manual pick-up&lt;br /&gt;
* Trains&lt;br /&gt;
* Robots (Troublesome over long distances)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Liquids]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7057 Oil Production: What is more efficient?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7636 What to do with oil?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7842 Dump valve/Open pipe?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=8832 I did the Math on Oil Production]&lt;/div&gt;</summary>
		<author><name>Tincopper2</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Radar&amp;diff=137202</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Radar&amp;diff=137202"/>
		<updated>2017-05-10T19:30:42Z</updated>

		<summary type="html">&lt;p&gt;Tincopper2: Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Radar/infobox}}&lt;br /&gt;
The radar triggers charting of the map of the force it belongs to.&lt;br /&gt;
&lt;br /&gt;
It can be used to provide a small area of remote vision on the map; it also allows periodic scanning of distant chunks around it. The Radar has a high [[Electric network|power]] demand (300kW) so a radar indirectly contributes to [[Pollution]] when powered by [[Boiler]]s and [[Steam engine|steam engines]]. The radar will be attacked by enemies that come within very close range, like turrets, due to its status as a military building, but will not attract biters from long range like polluting structures do. The radar will show enemy lifeforms and structures, as well as [[trains]], [[cars]], and other [[player]]s in the scanned area.&lt;br /&gt;
&lt;br /&gt;
== Nearby Pulse Scanning ==&lt;br /&gt;
&lt;br /&gt;
The Radar continuously charts an area of 7x7 [[Chunk]]s (224x224 [[Tile]]s), centered on the chunk the radar occupies. This nearby area is updated as a single pulse approximately every second. At reduced power levels, this nearby pulse scan will take longer, which can lead to &#039;blinking&#039; on the player&#039;s map similar to the long range scan. This is particularly noticeable at dawn and dusk on solar powered radar stations.&lt;br /&gt;
&lt;br /&gt;
At 20% power the radar will pulse about every 4 seconds which will still keep the nearby area continuously lit on the map, but will provide reduced detail. 20% power can be achieved by a single [[solar panel]], or by using one isolating accumulator for every 5 radars.&lt;br /&gt;
&lt;br /&gt;
== Long Range Survey Scanning ==&lt;br /&gt;
&lt;br /&gt;
The Radar charts one distant [[Chunk]] every time the sector scanning progress bar fills. This will take 33.333 seconds, if the Radar is receiving full power. Mouse-over or click-open the radar details to see this progress bar. Long range scanning is visible on the map as a single chunk lighting up for several seconds, then slowly darkening.&lt;br /&gt;
&lt;br /&gt;
* It scans the unexplored chunks first, represented by the black areas on the map. Note that it also generates the chunks if they weren&#039;t generated at the time of the scan.&lt;br /&gt;
* One chunk scan takes 10 MJ of energy to complete. Since the Radar draws 300 kW of power, it takes 10 MJ / 300 kW = 33.333 seconds to scan one chunk.&lt;br /&gt;
* This is done in an 29x29 chunks around the Radar, excluding the nearby 7x7 chunks.&lt;br /&gt;
** With a total number of 797 chunks (29x29 - 7x7), it takes one radar &#039;&#039;&#039;7 hours 20 minutes&#039;&#039;&#039; to complete one full scan cycle.&lt;br /&gt;
* If everything is already explored it continues to scan by re-scanning the longest-ago scanned chunk within range.&lt;br /&gt;
* Multiple radars will share long-range chunks, reducing the amount of time it takes to complete long-range survey scanning.&lt;br /&gt;
** This is a smart process, meaning that the radars will not scan chunks currently being scanned by other radars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is possible that a new alien nest will appear in a previously scanned chunk; just because you don&#039;t see it on the map, doesn&#039;t mean it is not there.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
&lt;br /&gt;
Something easily missed is that Radars give a line of sight around them, this is good for keeping tabs on distant bases if they get attacked and to see how big the attack is. The radar&#039;s LOS updates once every second, so keeping one or two around your base could prove to be an early warning system. Keep in mind the update rate for the LOS of the radar is not the same as the rate at which the radar will reveal unexplored terrain, which updates once every ~30 seconds. You can see the LOS given in the image below, taken from map view.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_Coverage.jpg|upright=3]]&lt;br /&gt;
&lt;br /&gt;
== Charting ==&lt;br /&gt;
&lt;br /&gt;
If a [[chunk]] is &#039;&#039;&#039;scanned&#039;&#039;&#039; by a radar or player, the image of that chunk that is copied into the map of the players of this surface force (every force has it&#039;s own map).&lt;br /&gt;
&lt;br /&gt;
This procedure is called &amp;quot;charting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Charting Process ===&lt;br /&gt;
&lt;br /&gt;
If the contents of a chunk changes between two ticks, the content of that chunk is &amp;quot;charted&amp;quot; into the map. The map is just a bitmap, a picture. See below. You can see the entities moving, you can see enemies walking. Every entity is represented by one or more pixels. Not every entity is drawn. Users can recognize what is drawn because of the color.&lt;br /&gt;
&lt;br /&gt;
Charting of several chunks that change each tick might have an impact on game performance, manifesting in the form of lowered UPS or FPS.&lt;br /&gt;
&lt;br /&gt;
=== Charting Decay Time / Fog of War ===&lt;br /&gt;
&lt;br /&gt;
Once a scan for a chunk is triggered, it keeps actively charted for &#039;&#039;&#039;10 seconds&#039;&#039;&#039;. This effect can also be seen in the map of the chunk highlighted and dims within 10 seconds to a greyed out version of the chunk.&lt;br /&gt;
&lt;br /&gt;
If charting is not repeated within the 10 seconds, the charting process stops for this chunk after 10 seconds and is not longer updated. What you see after that time is the last charted picture for that chunk (also called &amp;quot;fog of war&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Charting of Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Even in the fog of war you can see the last charted position of vehicles. Trains last positions are not charted, because they normally always move after the charting stops.&lt;br /&gt;
&lt;br /&gt;
Vehicles are shown as a circle, with an arrow pointing in the direction that they&#039;re facing.&lt;br /&gt;
&lt;br /&gt;
=== Invisible (black) parts of the Map ===&lt;br /&gt;
&lt;br /&gt;
The [[World_generator#Generating_new_Chunks|World Generator]] creates a &amp;quot;border&amp;quot; of invisible chunks around each chunk, that becomes active at some time. Active chunks are those that become charted or those that are active because the pollution spreads onto them.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Updated icons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.11|&lt;br /&gt;
* Radar ignores chunks outside the map radius.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Halved radar electricity consumption.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Radar continues refreshing chunks after all chunks in range have been discovered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* New Graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|Unknown, presumed 0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3362 long term radar behavior].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3925 Self sufficient radar outpost].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5793 Self defending independent radar layout].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6008&amp;amp;p=53660#p53660 Forum Radar Build Thread].&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Electric network]] [[Category: Combat]]&lt;/div&gt;</summary>
		<author><name>Tincopper2</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Personal_laser_defense&amp;diff=137167</id>
		<title>Infobox:Personal laser defense</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Personal_laser_defense&amp;diff=137167"/>
		<updated>2017-05-09T19:37:04Z</updated>

		<summary type="html">&lt;p&gt;Tincopper2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|expensive-total-raw = Time, 410 + Battery, 60 + Copper plate, 500 + Iron plate, 200 + Processing unit, 1 + Steel plate, 105&lt;br /&gt;
| category = Items&lt;br /&gt;
|stack-size=20&lt;br /&gt;
| category-name = Item&lt;br /&gt;
|speed = 5/second&lt;br /&gt;
|damage = 15 electric&lt;br /&gt;
|range = 20 tiles&lt;br /&gt;
|dimensions = 2x2&lt;br /&gt;
|energy = 200kJ&lt;br /&gt;
|recipe = Time, 10 + Laser turret, 5 + Processing unit, 1 + Steel plate, 5&lt;br /&gt;
|total-raw = Time, 235 + Battery, 60 + Copper plate, 150 + Iron plate, 100 + Processing unit, 1 + Steel plate, 105&lt;br /&gt;
|required-technologies =Personal laser defense (research)&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tincopper2</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Personal_laser_defense&amp;diff=136548</id>
		<title>Infobox:Personal laser defense</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Personal_laser_defense&amp;diff=136548"/>
		<updated>2017-05-03T00:09:57Z</updated>

		<summary type="html">&lt;p&gt;Tincopper2: Added info (from 0.15)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
| category = Items&lt;br /&gt;
|stack-size=20&lt;br /&gt;
| category-name = Item&lt;br /&gt;
|speed = 5/second&lt;br /&gt;
|damage = 15 electric&lt;br /&gt;
|range = 20 tiles&lt;br /&gt;
|dimensions = 2x2&lt;br /&gt;
|electricity = 200kJ&lt;br /&gt;
|recipe =Time, 10 + Steel plate, 5 + Laser turret, 5 + Processing unit, 1&lt;br /&gt;
|total-raw          =Time, 598 + sulfuric acid, 120.5 + iron plate, 184 + copper plate, 270 + plastic bar, 4 + Steel plate, 105&lt;br /&gt;
|required-technologies =Personal laser defense (research)&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tincopper2</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Personal_laser_defense&amp;diff=136547</id>
		<title>Personal laser defense</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Personal_laser_defense&amp;diff=136547"/>
		<updated>2017-05-02T23:59:29Z</updated>

		<summary type="html">&lt;p&gt;Tincopper2: False information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Personal laser defense/infobox}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
The [[Personal laser defense]] is a module insertable into [[Modular armor]] that provides a basic laser defense system.&lt;br /&gt;
&lt;br /&gt;
It automatically targets and fires at nearby [[Enemies]], and, unlike hand-held weapons, doesn&#039;t slow the player down when firing. It consumes power after it fires (to recharge), so it doesn&#039;t necessarily need [[Battery|batteries]].&lt;br /&gt;
&lt;br /&gt;
Damage and attack speed are static and are under the electric ammo type, it does not benefit from any other upgrades.&lt;br /&gt;
&lt;br /&gt;
The Personal laser defense will fire at enemies nearby even if the player is inside a [[vehicle]].&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also == &lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Discharge defense]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]]&lt;br /&gt;
[[Category: Equipment]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;/div&gt;</summary>
		<author><name>Tincopper2</name></author>
	</entry>
</feed>