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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ubehr</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=Ubehr"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Ubehr"/>
	<updated>2026-04-22T01:56:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Character_logistic_trash_slots_(research)&amp;diff=187705</id>
		<title>Archive:Character logistic trash slots (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Character_logistic_trash_slots_(research)&amp;diff=187705"/>
		<updated>2021-12-12T20:24:57Z</updated>

		<summary type="html">&lt;p&gt;Ubehr: pronoun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{archive}}&lt;br /&gt;
{{:Infobox:Character logistic trash slots (research)}}&lt;br /&gt;
&lt;br /&gt;
Allows the player to get rid of unneeded items from their inventory.  These items are taken away by the logistic robots.  Each level of research increases the character&#039;s logistic trash slots by 6.&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects !! Cumulative &amp;lt;br/&amp;gt;effect&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|character-logistic-trash-slots-research|1|Character logistic trash slots (research)}} Character logistic trash slots&amp;amp;nbsp;1 || {{icon|time|30}}{{Icon|Automation science pack|1}}{{Icon|Logistic science pack|1}} {{Icon|Chemical science pack|1}} ✖ &amp;lt;big&amp;gt;30&amp;lt;/big&amp;gt; || +6 slots || 6&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|character-logistic-trash-slots-research|2|Character logistic trash slots (research)}} Character logistic trash slots&amp;amp;nbsp;2 || {{icon|time|30}}{{Icon|Automation science pack|1}}{{Icon|Logistic science pack|1}}{{Icon|Chemical science pack|1}} ✖ &amp;lt;big&amp;gt;100&amp;lt;/big&amp;gt; || +6 slots || 12&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|character-logistic-trash-slots-research|3|Character logistic trash slots (research)}} Character logistic trash slots&amp;amp;nbsp;3 || {{icon|time|60}}{{Icon|Automation science pack|1}}{{Icon|Logistic science pack|1}}{{Icon|Chemical science pack|1}}{{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;100&amp;lt;/big&amp;gt; || +6 slots || 18&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|character-logistic-trash-slots-research|4|Character logistic trash slots (research)}} Character logistic trash slots&amp;amp;nbsp;4 || {{icon|time|60}}{{Icon|Automation science pack|1}}{{Icon|Logistic science pack|1}}{{Icon|Chemical science pack|1}}{{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;200&amp;lt;/big&amp;gt; || +6 slots || 24&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|character-logistic-trash-slots-research|5|Character logistic trash slots (research)}} Character logistic trash slots&amp;amp;nbsp;5 || {{icon|time|60}}{{Icon|Automation science pack|1}}{{Icon|Logistic science pack|1}}{{Icon|Chemical science pack|1}}{{Icon|Production science pack|1}}{{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;500&amp;lt;/big&amp;gt; || +6 slots || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Levels 3-5 added. Maximum number of trash slots is now 30 (up from 12).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Ubehr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Player&amp;diff=187704</id>
		<title>Player</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Player&amp;diff=187704"/>
		<updated>2021-12-12T20:24:17Z</updated>

		<summary type="html">&lt;p&gt;Ubehr: /* World interaction */ punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Player}}&lt;br /&gt;
Factorio is played from the angled top down perspective of the &#039;&#039;player&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;physical representation&#039;&#039; (or the &#039;&#039;&#039;Engineer&#039;&#039;&#039;) of the player is the &#039;&#039;character&#039;&#039;, who is always at the center of view. In multiplayer, player characters will appear in different colors. Color can be set manually with the &amp;lt;code&amp;gt;/color&amp;lt;/code&amp;gt; command, see [[Console#Change_Player_color|Console]]. These colors transfer to any entered [[car]] or [[tank]], depending on which player is driving them. These colors also transfer to [[gun turret]]s, [[laser turret]]s or [[gate]]s, depending on who they were placed by.&lt;br /&gt;
&lt;br /&gt;
The character is &#039;&#039;&#039;part of the player&#039;&#039;&#039; and represents the physical existence of the player in the game-world. In technical terms: A character is just one property of the [[player]], and it is the only that can be controlled at a time.&lt;br /&gt;
&lt;br /&gt;
The character&#039;s maximum [[Damage|health]] is 250 (without energy shields). The player&#039;s health can naturally, slowly regenerate a few seconds after taking damage. The character&#039;s main inventory has 80 slots (without bonuses from [[Power_armor|power armor]], [[Toolbelt_(research)|toolbelt research]], or [[Logistic_robotics_(research)|logistic trash slots]]). Similar to the stationary radar, the character constantly reveals an area of 5×5 [[Map_structure#Chunk|chunks]], centered on the chunk the character occupies.&lt;br /&gt;
&lt;br /&gt;
== Distinction between player and character ==&lt;br /&gt;
&lt;br /&gt;
[[File:twoplayers.png|thumb|180px|right|Two different color characters in multiplayer.]]&lt;br /&gt;
[[File:player_color_select_gui.png|thumb|180px|The player&#039;s color customization.]]&lt;br /&gt;
[[File:player_logistics_gui.png|thumb|180px|right|The player&#039;s logistic options next to the inventory.]]&lt;br /&gt;
&lt;br /&gt;
Technically the player is only the &amp;quot;player-view&amp;quot;. The player is unlike the &#039;&#039;character&#039;&#039;, (the little person that runs around on the ground) The character is part of the player, but the player is not just the character.&lt;br /&gt;
&lt;br /&gt;
You can for example play in god-mode (such as in the sandbox game mode). In that mode you don&#039;t have a character, only a player.&lt;br /&gt;
&lt;br /&gt;
In other words, the Player is a term that encompasses both the internal code that defines a player, and the entity in game that interacts with machines/rocks/trees, which is the &#039;&#039;character&#039;&#039;. While this distinction is important for modding and understanding the game&#039;s core, the terms can be used interchangeably for most conversations. For the purpose of this article, &amp;quot;player&amp;quot; will be used.&lt;br /&gt;
&lt;br /&gt;
== World interaction ==&lt;br /&gt;
The player has six primary ways of interacting with the world:&lt;br /&gt;
&lt;br /&gt;
# Crafting items personally from resources using the craft menu (Default open key: E)&lt;br /&gt;
# Placing entities or [[tile]]s by selecting them from the inventory or quickbar (Default: Left Mouse Button)&lt;br /&gt;
## Opening contextual menus for entities like [[Assembling machine|assembly machines]] or [[chests]], using the same button&lt;br /&gt;
## Removing an entity from the world, returning it to your inventory (Default: &#039;&#039;&#039;Hold&#039;&#039;&#039; Right Mouse Button)&lt;br /&gt;
# Harvesting resources from a resource entity (Default: &#039;&#039;&#039;Hold&#039;&#039;&#039; RMB)&lt;br /&gt;
# Picking up non-placed items from the ground and placing them in your inventory (Default: Hold/press F)&lt;br /&gt;
# Firing weapons at [[Military units and structures|enemies]] (Default: Press or hold Spacebar depending on weapon)&lt;br /&gt;
# Passively with a flashlight that automatically turns on during the night time (which transfers to headlights if the player is in a vehicle.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more key-bindings, see [[Keyboard bindings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: The player can do that only if their character owns the abilities for this. For example: They cannot fire a weapon, because they has no weapon slots.&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
When a player is killed, it leaves behind a corpse that lasts 15 minutes and contains all items that were located in the player&#039;s inventory, quickbar, trash slots, and equipment slots. 10 seconds after being killed, the player respawns at the center of the world, or at a pre-determined player spawn (which can be set via the [[map editor]]).&lt;br /&gt;
&lt;br /&gt;
== Quickbar and shortcut bar ==&lt;br /&gt;
{{Main|Quickbar}}&lt;br /&gt;
The quickbar is a user interface component for creating links to items that are always visible at the bottom of the screen. Once created they can be quickly selected at any time without needing to open the inventory. It shows between one and four bars from a set of ten available, each containing 10 slots. Clicking any filled slot will place the chosen item in the player&#039;s hand if available in the inventory.&lt;br /&gt;
&lt;br /&gt;
{{Main|Shortcut bar}}&lt;br /&gt;
The shortcut bar is a group of icons for accessing regularly used features such as obtaining [[blueprint]]s and [[deconstruction planner]]s with a simple mouse click. It is always visible at the bottom of the screen, appearing to the right of the quickbar. The icons can be hidden and their order can be changed.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickbar and shortcut bar.png]]&lt;br /&gt;
&lt;br /&gt;
{{Main|Weapons}}&lt;br /&gt;
To the left most side of the screen are the player&#039;s equipped weapons and armor, along with the types of ammo being used for each weapon. The player can switch between weapons at any time.&lt;br /&gt;
&lt;br /&gt;
[[File:player_weapon_gui.png]]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=120px&amp;gt;&lt;br /&gt;
File:All_armor.png|The player character in every type of armor.&lt;br /&gt;
File:Multicolor_all.png|Different possible colors of players, cars, tanks, gun turrets and laser turrets. &amp;lt;small&amp;gt;(Pre 0.17)&amp;lt;/small&amp;gt;&lt;br /&gt;
File:Playerflashlight.png|The player character&#039;s flashlight during the night.&lt;br /&gt;
File:dead_player.png|The player&#039;s corpse.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.13|&lt;br /&gt;
* The character GUI now has a new look.&lt;br /&gt;
** Personal logistics has been moved to a separate tab. Logistic requests and auto trash have been merged into one panel.&lt;br /&gt;
** Using quick inventory transfers in the player inventory of the character gui will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type.&lt;br /&gt;
* Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash(unlimited count), plus 30 character trash slots.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Increased player reach from 6 to 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.14|&lt;br /&gt;
* Surplus items from crafting are again available for crafting other items. For example, crafting two green circuits will no longer result in two extra copper wires in the player&#039;s inventory. This only applies to items that are automatically crafted as a prerequisite; items the player has explicitly requested to craft will not be used to satisfy the dependencies of any further orders.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Armors have inventory size bonuses (10 for modular armor, 20 for power armor, 30 for power armor mk2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn&#039;t move items to the logistic trash slots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* New muzzle flash graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.4|&lt;br /&gt;
* Improved player running animation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* New player animation, depends on armor}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.9|&lt;br /&gt;
* Mining a chest now fails instead of spilling items onto the ground.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Player gets a separate warning icon when a building is destroyed.&lt;br /&gt;
* Recipe gui contains recipes not craftable by player (however, their tooltip shows machines where they can be crafted).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Player now starts with 1 [[burner mining drill]] and one [[stone furnace]] in the freeplay.&lt;br /&gt;
* The player can repair structures using [[repair pack]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Player moves slower while shooting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added the ability for the player to request items directly from logistic robots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
*Player picks all items in range when picking items on the ground, instead of 1 per tick&lt;br /&gt;
* Shooting particles added}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Player slides around corners}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Player no longer collides with [[Underground belt]].&lt;br /&gt;
* Added auto-targeting for guns.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Added warning message when the player tries to build in an invalid position.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Screen reddens when taking damage&lt;br /&gt;
* Character animations added}}&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;
* [[Armor]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
* [[Multiplayer]]&lt;/div&gt;</summary>
		<author><name>Ubehr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Player&amp;diff=187703</id>
		<title>Player</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Player&amp;diff=187703"/>
		<updated>2021-12-12T20:24:02Z</updated>

		<summary type="html">&lt;p&gt;Ubehr: /* World interaction */ pronoun, word plurality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Player}}&lt;br /&gt;
Factorio is played from the angled top down perspective of the &#039;&#039;player&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;physical representation&#039;&#039; (or the &#039;&#039;&#039;Engineer&#039;&#039;&#039;) of the player is the &#039;&#039;character&#039;&#039;, who is always at the center of view. In multiplayer, player characters will appear in different colors. Color can be set manually with the &amp;lt;code&amp;gt;/color&amp;lt;/code&amp;gt; command, see [[Console#Change_Player_color|Console]]. These colors transfer to any entered [[car]] or [[tank]], depending on which player is driving them. These colors also transfer to [[gun turret]]s, [[laser turret]]s or [[gate]]s, depending on who they were placed by.&lt;br /&gt;
&lt;br /&gt;
The character is &#039;&#039;&#039;part of the player&#039;&#039;&#039; and represents the physical existence of the player in the game-world. In technical terms: A character is just one property of the [[player]], and it is the only that can be controlled at a time.&lt;br /&gt;
&lt;br /&gt;
The character&#039;s maximum [[Damage|health]] is 250 (without energy shields). The player&#039;s health can naturally, slowly regenerate a few seconds after taking damage. The character&#039;s main inventory has 80 slots (without bonuses from [[Power_armor|power armor]], [[Toolbelt_(research)|toolbelt research]], or [[Logistic_robotics_(research)|logistic trash slots]]). Similar to the stationary radar, the character constantly reveals an area of 5×5 [[Map_structure#Chunk|chunks]], centered on the chunk the character occupies.&lt;br /&gt;
&lt;br /&gt;
== Distinction between player and character ==&lt;br /&gt;
&lt;br /&gt;
[[File:twoplayers.png|thumb|180px|right|Two different color characters in multiplayer.]]&lt;br /&gt;
[[File:player_color_select_gui.png|thumb|180px|The player&#039;s color customization.]]&lt;br /&gt;
[[File:player_logistics_gui.png|thumb|180px|right|The player&#039;s logistic options next to the inventory.]]&lt;br /&gt;
&lt;br /&gt;
Technically the player is only the &amp;quot;player-view&amp;quot;. The player is unlike the &#039;&#039;character&#039;&#039;, (the little person that runs around on the ground) The character is part of the player, but the player is not just the character.&lt;br /&gt;
&lt;br /&gt;
You can for example play in god-mode (such as in the sandbox game mode). In that mode you don&#039;t have a character, only a player.&lt;br /&gt;
&lt;br /&gt;
In other words, the Player is a term that encompasses both the internal code that defines a player, and the entity in game that interacts with machines/rocks/trees, which is the &#039;&#039;character&#039;&#039;. While this distinction is important for modding and understanding the game&#039;s core, the terms can be used interchangeably for most conversations. For the purpose of this article, &amp;quot;player&amp;quot; will be used.&lt;br /&gt;
&lt;br /&gt;
== World interaction ==&lt;br /&gt;
The player has six primary ways of interacting with the world:&lt;br /&gt;
&lt;br /&gt;
# Crafting items personally from resources using the craft menu (Default open key: E)&lt;br /&gt;
# Placing entities or [[tile]]s by selecting them from the inventory or quickbar (Default: Left Mouse Button)&lt;br /&gt;
## Opening contextual menus for entities like [[Assembling machine|assembly machines]] or [[chests]], using the same button&lt;br /&gt;
## Removing an entity from the world, returning it to your inventory (Default: &#039;&#039;&#039;Hold&#039;&#039;&#039; Right Mouse Button)&lt;br /&gt;
# Harvesting resources from a resource entity (Default: &#039;&#039;&#039;Hold&#039;&#039;&#039; RMB)&lt;br /&gt;
# Picking up non-placed items from the ground and placing them in your inventory (Default: Hold/press F)&lt;br /&gt;
# Firing weapons at [[Military units and structures|enemies]] (Default: Press or hold Spacebar depending on weapon)&lt;br /&gt;
# Passively with a flashlight that automatically turns on during the night time (which transfers to headlights if the player is in a vehicle.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more key-bindings, see [[Keyboard bindings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: The player can do that only, if their character owns the abilities for this. For example: They cannot fire a weapon, because they has no weapon slots.&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
When a player is killed, it leaves behind a corpse that lasts 15 minutes and contains all items that were located in the player&#039;s inventory, quickbar, trash slots, and equipment slots. 10 seconds after being killed, the player respawns at the center of the world, or at a pre-determined player spawn (which can be set via the [[map editor]]).&lt;br /&gt;
&lt;br /&gt;
== Quickbar and shortcut bar ==&lt;br /&gt;
{{Main|Quickbar}}&lt;br /&gt;
The quickbar is a user interface component for creating links to items that are always visible at the bottom of the screen. Once created they can be quickly selected at any time without needing to open the inventory. It shows between one and four bars from a set of ten available, each containing 10 slots. Clicking any filled slot will place the chosen item in the player&#039;s hand if available in the inventory.&lt;br /&gt;
&lt;br /&gt;
{{Main|Shortcut bar}}&lt;br /&gt;
The shortcut bar is a group of icons for accessing regularly used features such as obtaining [[blueprint]]s and [[deconstruction planner]]s with a simple mouse click. It is always visible at the bottom of the screen, appearing to the right of the quickbar. The icons can be hidden and their order can be changed.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickbar and shortcut bar.png]]&lt;br /&gt;
&lt;br /&gt;
{{Main|Weapons}}&lt;br /&gt;
To the left most side of the screen are the player&#039;s equipped weapons and armor, along with the types of ammo being used for each weapon. The player can switch between weapons at any time.&lt;br /&gt;
&lt;br /&gt;
[[File:player_weapon_gui.png]]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=120px&amp;gt;&lt;br /&gt;
File:All_armor.png|The player character in every type of armor.&lt;br /&gt;
File:Multicolor_all.png|Different possible colors of players, cars, tanks, gun turrets and laser turrets. &amp;lt;small&amp;gt;(Pre 0.17)&amp;lt;/small&amp;gt;&lt;br /&gt;
File:Playerflashlight.png|The player character&#039;s flashlight during the night.&lt;br /&gt;
File:dead_player.png|The player&#039;s corpse.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.13|&lt;br /&gt;
* The character GUI now has a new look.&lt;br /&gt;
** Personal logistics has been moved to a separate tab. Logistic requests and auto trash have been merged into one panel.&lt;br /&gt;
** Using quick inventory transfers in the player inventory of the character gui will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type.&lt;br /&gt;
* Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash(unlimited count), plus 30 character trash slots.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Increased player reach from 6 to 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.14|&lt;br /&gt;
* Surplus items from crafting are again available for crafting other items. For example, crafting two green circuits will no longer result in two extra copper wires in the player&#039;s inventory. This only applies to items that are automatically crafted as a prerequisite; items the player has explicitly requested to craft will not be used to satisfy the dependencies of any further orders.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Armors have inventory size bonuses (10 for modular armor, 20 for power armor, 30 for power armor mk2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn&#039;t move items to the logistic trash slots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* New muzzle flash graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.4|&lt;br /&gt;
* Improved player running animation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* New player animation, depends on armor}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.9|&lt;br /&gt;
* Mining a chest now fails instead of spilling items onto the ground.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Player gets a separate warning icon when a building is destroyed.&lt;br /&gt;
* Recipe gui contains recipes not craftable by player (however, their tooltip shows machines where they can be crafted).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Player now starts with 1 [[burner mining drill]] and one [[stone furnace]] in the freeplay.&lt;br /&gt;
* The player can repair structures using [[repair pack]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Player moves slower while shooting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added the ability for the player to request items directly from logistic robots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
*Player picks all items in range when picking items on the ground, instead of 1 per tick&lt;br /&gt;
* Shooting particles added}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Player slides around corners}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Player no longer collides with [[Underground belt]].&lt;br /&gt;
* Added auto-targeting for guns.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Added warning message when the player tries to build in an invalid position.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Screen reddens when taking damage&lt;br /&gt;
* Character animations added}}&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;
* [[Armor]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
* [[Multiplayer]]&lt;/div&gt;</summary>
		<author><name>Ubehr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Energy_and_work&amp;diff=187702</id>
		<title>Energy and work</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Energy_and_work&amp;diff=187702"/>
		<updated>2021-12-12T20:21:54Z</updated>

		<summary type="html">&lt;p&gt;Ubehr: /* Types of work */ pronoun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Factorio simulates many aspects of real physics and the quite correct use of energy is one important aspect.&lt;br /&gt;
&lt;br /&gt;
Energy and work are directly dependent.&lt;br /&gt;
&lt;br /&gt;
For another explanation, see the [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33963 Forum].&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Energy&#039;&#039;&#039; can be thought of as stored work. It is measured in joules (symbol J).&lt;br /&gt;
* &#039;&#039;&#039;Work&#039;&#039;&#039; is the result of converting one type of energy to another. It is also measured in joules. (See the [http://en.wikipedia.org/wiki/Work_%28physics%29 Wikipedia article on work].)&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039; is the rate of work - the amount of work done, or energy produced, over a unit of time. It is measured in watts (symbol W). One watt is equal to one joule divided by one second, i.e. one joule per second.&lt;br /&gt;
* &#039;&#039;&#039;Efficiency&#039;&#039;&#039; is the ratio between &#039;&#039;useful&#039;&#039; work done and the energy expended. It usually expressed as a percentage. Its unit would be joules per joule, but dividing something by the same thing cancels them out, so it is dimensionless.&lt;br /&gt;
* &#039;&#039;&#039;Waste&#039;&#039;&#039; is the difference between energy consumed and useful work done.&lt;br /&gt;
&lt;br /&gt;
If you have a source of power and apply it over some time in order to perform some physical task, you have performed work, using a quantity of energy.&lt;br /&gt;
&lt;br /&gt;
See also [[Units#Work]].&lt;br /&gt;
&lt;br /&gt;
== Types of energy ==&lt;br /&gt;
Energy is available as:&lt;br /&gt;
* [[Fuel]]. The energy contained in a unit of fuel is described as its &#039;&#039;fuel energy&#039;&#039;. Each [[Burner devices|building or vehicle that can be fuelled]] generally consumes fuel at a rate according to its power rating as long as it&#039;s working. For example:&lt;br /&gt;
** A car&#039;s power is 250 kW, meaning it consumes 250 kJ worth of fuel per second while it&#039;s accelerating (or driving at maximum speed).&lt;br /&gt;
** [[Nuclear reactor]]s consume uranium fuel cells at a rate of 40 MW. Like most other fueled appliances, this is constant as long as it has fuel to consume.&lt;br /&gt;
** Conversely, [[boiler]]s consume fuel at a rate according to their &#039;&#039;load&#039;&#039; (rate of steam being carried away), up to a &#039;&#039;maximum&#039;&#039; of their power rating.&lt;br /&gt;
* [[Electric system|Electricity]] taken from the electric network. In addition to active power consumption, appliances have a &#039;&#039;&#039;drain&#039;&#039;&#039;, the power they consume even when not working as long as they&#039;re connected to the power network. For example:&lt;br /&gt;
** An [[assembling machine 1]] has drain 3 kW and power consumption 90 kW. It consumes 3 kJ per second while not working, and 93 kJ per second while working.&lt;br /&gt;
* Charge in [[accumulator]]s, [[Personal battery|battery armor modules]], and flying robots.&lt;br /&gt;
&lt;br /&gt;
Abstractly, energy also exists as:&lt;br /&gt;
* The potential energy of a piece of ore or unit of oil/water on the ground or on/in a belt/pipe, compared to the same piece/unit under the ground/in the sea.&lt;br /&gt;
* Kinetic energy in robots, vehicles, and items, and the player&#039;s avatar while moving.&lt;br /&gt;
* The damage dealt by weapons, vehicles and fire.&lt;br /&gt;
* The additional order (i.e. reduced entropy) in an assembled item compared to its components.&lt;br /&gt;
&lt;br /&gt;
== Types of work ==&lt;br /&gt;
One can observe work being done in Factorio in numerous ways. Mostly these are abstract and not measured in game in joules. For example:&lt;br /&gt;
* The player avatar moving their body and equipment around, mining, building, and crafting, performs work. Unlike in real life, this doesn&#039;t require any energy (i.e. your avatar doesn&#039;t need to eat); its efficiency is therefore infinite. On the other hand, biters and their spawners apparently absorb pollution and use its energy to move, bite, spit, and reproduce.&lt;br /&gt;
* Transport belts and offshore pumps perform work by moving their contents from one place to another. [[Turret]]s perform work by rotating to aim and pulling the trigger. Unrealistically, but as a conscious design decision, none of these require a source of energy, and so their efficiency is also infinite.&lt;br /&gt;
* Turrets (and other projectiles) also perform work by converting the chemical energy of a bullet&#039;s propellant to kinetic energy in the bullet itself, which itself proceeds to do work in the form of damage. [[Laser turret]]s convert electricity into damage rather more directly. [[Flamethrower]]s and [[flamethrower turret]]s convert the chemical energy of oil into damage.&lt;br /&gt;
* Vehicles ([[car]]s, [[tank]]s and [[train]]s) convert the chemical energy of fuel into kinetic energy (i.e. motion). When they collide with things, they convert some of this kinetic energy into damage (which is why they then slow down).&lt;br /&gt;
* [[Inserters]] and (non-offshore) [[pump]]s perform work by moving items and fluids from one place to another. This requires energy, either in the form of fuel (for a [[burner inserter]]) or electricity (for other types).&lt;br /&gt;
* [[Burner mining drill]]s and [[electric mining drill]]s convert energy (in fuel and electricity respectively) into potential energy held by a piece of ore on the ground; [[pumpjack]]s do the same thing to put crude oil in a pipe.&lt;br /&gt;
* [[Lab]]s perform work by converting science packs and electricity into research.&lt;br /&gt;
* Machines that produce items, converting input products into output products ([[Oil refinery|refineries]], [[assembling machine]]s etc.), do work by assembling the components into a more ordered form, as a product. The resulting increase in order is a form of potential energy. Most use electricity to do this; the major exceptions are [[stone furnace]]s and [[steel furnace]]s.&lt;br /&gt;
&lt;br /&gt;
The types of work that &#039;&#039;are&#039;&#039; measured in joules in game are:&lt;br /&gt;
* [[Boiler]]s convert the chemical energy of fuel into heat, which it transfers into [[water]] to produce [[steam]].&lt;br /&gt;
* [[Nuclear reactor]]s convert the nuclear energy in [[uranium fuel cell]]s into heat. [[Heat exchanger]]s then transfer this heat, conveyed by [[heat pipe]]s, into water, producing steam.&lt;br /&gt;
* [[Steam engine]]s and [[steam turbine]]s turn the energy stored in steam into electricity.&lt;br /&gt;
* [[Solar panel]]s convert sunlight into electricity. (&amp;quot;Sunlight&amp;quot; isn&#039;t an expendible resource, so this effectively has infinite efficiency.)&lt;br /&gt;
&lt;br /&gt;
== Waste and pollution: differences from real physics ==&lt;br /&gt;
A process with higher efficiency (useful work per unit energy consumed) produces less waste. In real life, &#039;&#039;total&#039;&#039; work done is always equal to energy consumed, but the amount of &#039;&#039;useful&#039;&#039; work done may be (usually is) less, but cannot be more. In other words, a process can&#039;t have an efficiency greater than 100%, meaning it would do more work than the energy you put into it. This is known as the principle of conservation of energy. The difference between useful and total work is &#039;&#039;waste&#039;&#039; or &#039;&#039;entropy&#039;&#039;, usually in the form of heat; the impossibility of using (all) waste energy to perform work is known as the second law of thermodynamics.&lt;br /&gt;
&lt;br /&gt;
The actual amount of work done by most processes in game is not quantified, but nonetheless they are generally not 100% efficient. This abstract inefficiency is represented by &#039;&#039;&#039;[[pollution]]&#039;&#039;&#039;, produced by almost all machines when they do work (as well as being what happens to the physical matter of fuel when it&#039;s consumed). One exception is the electric network. In real life electric cables, transformers etc. hum and get hot, but in Factorio the electric network does not produce pollution.&lt;br /&gt;
&lt;br /&gt;
In Factorio, some things do however have greater than 100% efficiency: transport belts and offshore pumps move stuff without needing to be powered, turrets rotate and shoot without power, and players move around and build things without needing to eat.&lt;/div&gt;</summary>
		<author><name>Ubehr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.4.0&amp;diff=187701</id>
		<title>Version history/0.4.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.4.0&amp;diff=187701"/>
		<updated>2021-12-12T20:20:50Z</updated>

		<summary type="html">&lt;p&gt;Ubehr: /* Bugfixes */ pronoun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== 0.4.1 ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Smooth (precise) rolling stock placement.&lt;br /&gt;
* Rotating while building affects the direction of the rolling stock.&lt;br /&gt;
* Rolling stocks can be disconnected from both sides.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed the pump buildability.&lt;br /&gt;
* Rail signals connect to more than one rail when connected to junction.&lt;br /&gt;
* Fixed memory leaks related to train path searching.&lt;br /&gt;
* Fix of building station desynchronising the replay.&lt;br /&gt;
* Don&#039;t show the contents of the cursor when map is stopped.&lt;br /&gt;
* Fixed bug in connecting rolling stocks across crossroads.&lt;br /&gt;
* Fixed crash when removing rails in rail crossings.&lt;br /&gt;
* Fixed crash when not selecting research while the inserter had already their science pack on the way to the lab.&lt;br /&gt;
* Stop train when riding manually and switching to automatic mode.&lt;br /&gt;
* Fixed bug of crash (and other problems) when riding rolling stock after it was rotated.&lt;br /&gt;
* Fixed a bug of crash after removing train stop on circular rail.&lt;br /&gt;
* Cannot rotate train stop and rail signal after built.&lt;br /&gt;
* Fix of crash when splitter with connected transport belts was rotated.&lt;br /&gt;
* Fixed bug in setting up the train while reversing&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Shorter flying text duration (2.5s instead of 3s)&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Added accumulator charging animation.&lt;br /&gt;
* Draw ending/starting pieces of underground belt and splitter.&lt;br /&gt;
* New transport belt to ground sprites.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added entity.vehicle property.&lt;br /&gt;
&lt;br /&gt;
== 0.4.0 ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Automated train transportation. Trains can be given schedule to go to Train Stops (named after backers).&lt;br /&gt;
* Added simple rail signals functionality.&lt;br /&gt;
* Added rail cargo wagon.&lt;br /&gt;
* Locomotive uses fuel.&lt;br /&gt;
* All the desynchronisation problems in the game replaying should be solved.&lt;br /&gt;
* Added small replay options control panel.&lt;br /&gt;
* Added small flying text notifications (used to notify mining, quick transfer and contents of mined entity).&lt;br /&gt;
* Added medium electric pole.&lt;br /&gt;
* Added big electric pole.&lt;br /&gt;
* Added substation.&lt;br /&gt;
* Added basic accumulator.&lt;br /&gt;
* Player slides around corners.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Filter inserter doesn&#039;t pick items without any filter set, smart inserter still takes everything without filter set.&lt;br /&gt;
* Wider crafting/item selection screen (10 slots instead of 8, temporary solution until crafting tabs are made)&lt;br /&gt;
* Smaller inserter bounding box, so it is easier to run through the factory.&lt;br /&gt;
* Car shows fuel icon when out of fuel&lt;br /&gt;
* Locomotive and Car are minable&lt;br /&gt;
* Easier riding in locomotive and car (accelerate vs. brake vs. reverse)&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed resources not colliding with water.&lt;br /&gt;
* Fixed the calculation of loot count.&lt;br /&gt;
* Fixed not working clear filter action.&lt;br /&gt;
* Fixed drawing position of one of the trees.&lt;br /&gt;
* Fixed mouse click originated in GUI that closes affecting the game. (Clicking on resume started mining etc)&lt;br /&gt;
* Fixed crash after confirming notice box of error in script on level/campaign start.&lt;br /&gt;
* Show error in the player console when autosave can&#039;t be made and continue, instead of closing the game.&lt;br /&gt;
* Fixed over extension in the recipe window.&lt;br /&gt;
* Fixed one rail connection bug.&lt;br /&gt;
* Fixed some train connecting bugs.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Picture for single piece of wall.&lt;br /&gt;
&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
* More visible (white) caret in the console.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Mods can specify dependencies.&lt;br /&gt;
* Mods can contain Lua migrations.&lt;br /&gt;
* Default values for loot (probability 1, min = 1, max = 1)&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Better error handling on many places (so the game will write the cause of the error instead of crashing, or writing error -1)&lt;br /&gt;
* Changed the GUI interface to minimalise mod conflicts. GUI object contains now 3 accessible sub object (top, left, center). These are always flows and can&#039;t be removed, when more than one mod (and/or script)adds something there it all stacks.&lt;br /&gt;
* Added frame, label, table and progressbar to creatable GUI.&lt;br /&gt;
* Added basic font settings for GUI elements (bold/not bold + color)&lt;br /&gt;
* Added way to change caption of existing GUI elements&lt;br /&gt;
* GUI name doesn&#039;t need to be unique globally, it just needs to be unique in the context of the parent element.&lt;br /&gt;
* Allowed loading bounding box with named parameters (lefttop, rightbottom)as well as without it in format {{1, 2}, {3, 4}}&lt;br /&gt;
* Added direction property to LuaEntity.&lt;br /&gt;
* Added hasflag method.&lt;br /&gt;
* Removed game.getrandomnumber, use math.random instead, it will use the internal game random number generator.&lt;br /&gt;
* Added way to read/write amount in resource.&lt;br /&gt;
* Fixed bug of units killed by die command not creating corpse+sound.&lt;br /&gt;
* onchunkgenerated event added (contains area with bounding box of the chunk).&lt;br /&gt;
* Fixed bugs with remote interfaces&lt;br /&gt;
* Exposed enemy distraction in freeplay attack data&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Ubehr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=187700</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=187700"/>
		<updated>2021-12-12T20:19:39Z</updated>

		<summary type="html">&lt;p&gt;Ubehr: /* Spitters */ pronoun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:biter_intro.png|175px|right]]&#039;&#039;&#039;Enemies&#039;&#039;&#039; (also commonly called &#039;&#039;&#039;Biters&#039;&#039;&#039;) are creatures that want to [[Damage|harm]] the [[player]]. They are the native inhabitants of the extraterrestrial world in the form of arthropods living in organic nests, coexisting with each other peacefully. They are encountered in three species: Biters, spitters and worms. The species are further distinguished in four stages of growth, and thus strength. Enemies and nests show up on the map as red dots. Much like the player, enemies can slowly regain lost health.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing [[pollution]], they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]]. As common sense may suggest, their method of attack is a straightforward charge to &amp;quot;bite&amp;quot; things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_biter.png|center]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 43.2km/h &lt;br /&gt;
* Range: 1&lt;br /&gt;
* Pollution to join attack: 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_biter.png|center]] || Medium Biter&lt;br /&gt;
| Stronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 51.8km/h&lt;br /&gt;
* Range: 1&lt;br /&gt;
* Pollution to join attack: 20&lt;br /&gt;
&lt;br /&gt;
[[Damage#Resistance|Resistances]]:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_biter.png|center]] || Big Biter&lt;br /&gt;
| Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 49.7km/h&lt;br /&gt;
* Range: 2&lt;br /&gt;
* Pollution to join attack: 80&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_biter.png|center]] || Behemoth Biter&lt;br /&gt;
| Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90 Physical&lt;br /&gt;
* Attack speed: 1.2/s&lt;br /&gt;
* Speed: 64.8km/h&lt;br /&gt;
* Range: 2&lt;br /&gt;
* Pollution to join attack: 400&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
&#039;&#039;&#039;Spitters&#039;&#039;&#039; are much like [[Enemies#Biters|biters]] and only appear slightly later on in the game as the evolution factor increases. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters&#039; predictive aiming, the acid stream can be dodged by suddenly changing walking directions or standing still.[https://factorio.com/blog/post/fff-279] Both the stream and the puddle of acid deal damage of time and slow down players and vehicles. Most entities of the game have a much lower resistance to acid than other damage types (including [[turret]]s and [[armor]]), so spitters are effectively more potent against the player and their factories. Their behaviour and size classification are the same as with biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_spitter.png|center]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Range: 13&lt;br /&gt;
* Pollution to join attack: 4&lt;br /&gt;
* Speed: 40.0km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1&lt;br /&gt;
* Damage (on contact): 12 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 7.2 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 60%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_spitter.png|center]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Range: 14&lt;br /&gt;
* Pollution to join attack: 12&lt;br /&gt;
* Speed: 35.6km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.25&lt;br /&gt;
* Damage (on contact): 24 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 28.8 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 50%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_spitter.png|center]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Range: 15&lt;br /&gt;
* Pollution to join attack: 30&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.35&lt;br /&gt;
* Damage (on contact): 36 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 130 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 40%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_spitter.png|center]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Range: 16&lt;br /&gt;
* Pollution to join attack: 200&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.75&lt;br /&gt;
* Damage (on contact): 60 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 360 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 30%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of biters and spitters and will attack the player if they get close enough with an attack similar to spitters&#039;. They act like static [[turret]]s and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile.&lt;br /&gt;
&lt;br /&gt;
Worms come in 4 sizes, their power increasing with size. Like biters and spitters, behemoth, big and medium worms spawning is influenced by the evolution factor. Worms are only created during enemy expansion when a certain evolution factor requirement is fulfilled. This is 0.3 for the medium worm, 0.5 for the big worm and 0.9 for the behemoth worm. Below these evolution factors, worms can only be created by the map generation. In map generation, the game restricts higher tier worms behind the distance from the starting point. The further away the player goes from the starting area, the stronger the worms become.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Small worm.png|center]] || Small Worm&lt;br /&gt;
| A weak worm. It is still capable of killing the player unless it is targeted as priority.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Range: 25&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 1.4&lt;br /&gt;
* Damage (on contact): 36 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 21.6 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medium worm.png|center]] || Medium Worm&lt;br /&gt;
| Medium worms are dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Range: 30&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 1.55&lt;br /&gt;
* Damage (on contact): 48 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 57.6 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 50%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Big worm.png|center]] || Big Worm&lt;br /&gt;
| Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Range: 38&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 1.75&lt;br /&gt;
* Damage (on contact): 72 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 259 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 40%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Behemoth worm.png|center]] || Behemoth Worm&lt;br /&gt;
| Behemoth worms are the most dangerous of worms. They are just as resilient as Big worms, with much greater range.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Range: 48&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 2&lt;br /&gt;
* Damage (on contact): 96 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 691 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 30%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Acid: 0/100%&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || A worm&#039;s attack animation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nests==&lt;br /&gt;
&lt;br /&gt;
The spawn points of biters and spitters. While nests themselves are generally defenseless, the enemies they release over time effectively serve as a form of guards to distract the player and any nearby turrets, and are often accompanied by worms. Nests exposed to pollution will use it to send enemies to join attacks. Enemies not engaged in combat may seek out the nearest nest for protection.&lt;br /&gt;
&lt;br /&gt;
The nests are highly resistant to fire and otherwise generally more resilient than a medium worm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:biter_nest.png]] || Biter&#039;s nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:spitter_nest.png]] || Spitter&#039;s nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Expansions ===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters/spitters will leave their base to create a new base which will consist of as many worms/nests as there are members in the group. This group will search for a suitable spot that&#039;s 3-7 chunks away from existing bases. The interval between enemy expansions is global, and the higher enemy evolution, the shorter the interval is on average. Furthermore, with higher evolution, the groups are bigger on average.&lt;br /&gt;
&lt;br /&gt;
Once they have found a suitable spot, each biter/spitter in the group dies and forms a new nest or worm. Forming a new nest or worm will destroy anything that is in the way, which can include members of the expansion group. There is a delay between each member sacrificing itself for to create a worm/nest, so creating the new base from the expansion group can take quite a long time, depending on the group size. Medium worms are only formed if the current evolution is higher than 0.3, big worms only if the current evolution is higher than 0.5 and behemoth worms are only formed if current evolution is higher than 0.9. The game randomly chooses whether to form a new biter nest, spitter nest, small worm, or bigger worm if the evolution factor is high enough. [https://gist.github.com/Bilka2/aa88490c23124a6f214c02c73a368aa7]&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
[[File:kills_gui.png|thumb|220px|right|&amp;quot;Kills&amp;quot; tab on the [[production statistics]] screen.]]Nests spawn biters and spitters freely. However, biters and spitters will only aggressively engage the player&#039;s factory if the pollution cloud of the factory reaches a nest because pollution is consumed to send biters or spitters to join the next attack. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. The attack then proceeds to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like [[wall]]s).&lt;br /&gt;
&lt;br /&gt;
If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to tower defense.&lt;br /&gt;
&lt;br /&gt;
However, if a biter comes in proximity of a [[Military units and structures|military unit or structure]], it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Weights.png|thumb|right|400px|Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements):&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds).&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Nests|nests]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;. From there they can be changed or modded.&lt;br /&gt;
&lt;br /&gt;
The default settings are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Percent increase&lt;br /&gt;
|-&lt;br /&gt;
| [[Time#Seconds|Second]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.0004%&lt;br /&gt;
|-&lt;br /&gt;
| 1 Pollution unit || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.00009% &lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.027%.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of &amp;lt;code&amp;gt;(1 - current_evolution_factor)²&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.002 (0.2%) while doing this when the evolution factor is 0.5 the increase is only 0.0005 (0.05%).&lt;br /&gt;
&lt;br /&gt;
This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are &#039;&#039;very&#039;&#039; slow and the number never actually reaches 1.0.&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
&lt;br /&gt;
The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;evoChecker&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced: Evolution factor components and computation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:calc(100%-400px); overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Evolution_factor_by_time.png|400px|thumb|right|1. Single-component evolution factor increase with time]]&lt;br /&gt;
[[File:Evolution_factor_by_pollution.png|400px|thumb|right|2. Single-component evolution factor increase with pollution]]&lt;br /&gt;
[[File:Evolution_factor_by_spawners.png|400px|thumb|right|3. Single-component evolution factor increase with destroyed spawners]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Data from version 0.16.51.&lt;br /&gt;
&lt;br /&gt;
* This does not take into account that the evolution factor is factored with (1 - evolution)^2 and not (1 - evolution)&lt;br /&gt;
&lt;br /&gt;
* All charts end at approximately an evolution factor of 0.99.&lt;br /&gt;
&lt;br /&gt;
*To simplify calculation, the time and pollution charts are calculated using steps of 1,000 seconds / 1,000,000 pollution units - in both cases 1,000 times larger than the unit the game uses for the calculation. Because of the recursive nature of the calculation, this makes the values in the charts somewhat &#039;&#039;&#039;higher&#039;&#039;&#039; than those the game would obtain in the same calculation; however, the difference is fairly minimal (less than 1 percentage point). The spawners chart is calculated 1-to-1 and therefore accurate.&lt;br /&gt;
&lt;br /&gt;
*While time passed is shown on save files and spawners destroyed can be retrieved from player statistics, the game does not currently report the total pollution released by the player. Also, none of the well-known Factorio calculators show pollution generated by a particular factory. Therefore, to make use of the pollution chart the player&#039;s pollution output would need to be manually estimated.&lt;br /&gt;
&lt;br /&gt;
*Given that the game reports the actual evolution factor (console: &amp;lt;code&amp;gt;/evolution&amp;lt;/code&amp;gt;) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor&#039;s future development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the &#039;&#039;only&#039;&#039; component contributing to the evolution factor in that entire game. They are therefore &#039;&#039;&#039;not realistic&#039;&#039;&#039;, as in a typical game all three components will contribute, some at varying times and intensities.&lt;br /&gt;
&lt;br /&gt;
Because of how contributions to the evolution factor (hereinafter, EF) are calculated (multiplied by &amp;lt;code&amp;gt;(1 - current EF)&amp;lt;/code&amp;gt;), it is &#039;&#039;&#039;not&#039;&#039;&#039; possible to simply add the values indicated by these charts for a game&#039;s time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor.&lt;br /&gt;
&lt;br /&gt;
For example, if 20 hours have passed (single-component EF =~ 0.25), 10 million pollution units were released (single-component EF =~ 0.15), and 200 spawners were destroyed (single-component EF =~ 0.35), the actual evolution factor will &#039;&#039;&#039;not&#039;&#039;&#039; be (0.25 + 0.15 + 0.35 =) ~0.85.&lt;br /&gt;
&lt;br /&gt;
However, the evolution factor will always be &#039;&#039;&#039;less&#039;&#039;&#039; than the sum of all individual components as indicated by these charts, and &#039;&#039;&#039;at least&#039;&#039;&#039; as high as the highest individual component. Thus, using the values from above, the EF will be &#039;&#039;at least&#039;&#039; 0.35 and &#039;&#039;less than&#039;&#039; 0.85. A smarter approach is required to compute the amount of pollution released.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Computation of actual evolution factor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The actual EF can be computed as follow :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; 1 - EF = (1 - E[t]) * (1 - E[p]) * (1 - E[s])&amp;lt;/code&amp;gt;, where &#039;&#039;E[t]&#039;&#039;, &#039;&#039;E[p]&#039;&#039;, and &#039;&#039;E[s]&#039;&#039; are the single-component values from the pollution, time, and spawner charts, in that order.&lt;br /&gt;
&lt;br /&gt;
A key observation in understanding where this formula comes from is that each incremental change of the evolution factor is effectively a multiplication of &amp;lt;code&amp;gt;1 - EF&amp;lt;/code&amp;gt; by a constant (depending on the nature of the change). For example, another way of saying that killing a biter nest augments evolution by 0.2% of &amp;lt;code&amp;gt;1 - EF&amp;lt;/code&amp;gt;, is to say that killing a biter nest multiplies &amp;lt;code&amp;gt;1 - EF&amp;lt;/code&amp;gt; by 0.998.&lt;br /&gt;
&lt;br /&gt;
So, like multiplication, evolution is, barring rounding errors, associative and commutative. The commutativity means that the order in which you take evolution-increasing actions does not matter, and along with the associativity results in the formula above.&lt;br /&gt;
&lt;br /&gt;
That knowledge can also be applied to compute the above charts exactly, or to compute a component of evolution without having to refer to the chart at all. For example, pollution as a function of time only is &amp;lt;code&amp;gt;1 - 0.999996 ^ t&amp;lt;/code&amp;gt; where t is the time in seconds.&lt;br /&gt;
&lt;br /&gt;
For the values from above, we can deduce the evolution factor &amp;lt;code&amp;gt;1 - EF = (1 - 0.25) * (1 - 0.15) * (1 - 0.35) = 0.75 * 0.85 * 0.35 = 0.41&amp;lt;/code&amp;gt;, which gives an evolution factor of &amp;lt;code&amp;gt;0.59&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This formula can also be used to estimate impact of future player activities on the EF: a set of actions that is known to bring the evolution factor of a world from 0 to EF(2) (eg using the above chart and formula) will bring it from EF(1) to &amp;lt;code&amp;gt;1 - (1-EF(1)) * (1-EF(2))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, if the player planned to spend the next 20 hours building up their base, releasing 10 million pollution and destroying 200 spawners in the meantime (i.e., the same numbers as in the example above), and the EF at the start of this period were, say, 0.55, then the estimated EF at its end will be &amp;lt;code&amp;gt;1 - (1 - 0.55) * (1 - 0.59) = 0.81&amp;lt;/code&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=270px heights=140px&amp;gt;&lt;br /&gt;
File:player_near_enemy_nests.png|The player near some enemy nests and worms.&lt;br /&gt;
File:player_worms_acid.png|The player among acid puddles created by attacking worms.&lt;br /&gt;
File:player_attacked_by_biters.png|Both the player and some buildings getting attacked by biters.&lt;br /&gt;
File:enemy_nests_mapgen.png|Enemy nests seen in a map generation preview (deathworld setting).&lt;br /&gt;
File:turret_wall_biters.png|Line of gun turrets defending against biters.&lt;br /&gt;
File:titlescreen_enemies.png|Enemies seen at the title screen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Behemoth worm added.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.&lt;br /&gt;
* Changed the way evolution factor approaches the maximum (1).&lt;br /&gt;
** The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2&lt;br /&gt;
** This means that the progress gets more slower towards the high values.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Decreased the range of medium worm from 25 to 20.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Pollution]]&lt;/div&gt;</summary>
		<author><name>Ubehr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.2.0&amp;diff=187699</id>
		<title>Version history/0.2.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.2.0&amp;diff=187699"/>
		<updated>2021-12-12T20:18:52Z</updated>

		<summary type="html">&lt;p&gt;Ubehr: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== 0.2.10 ==&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Repaired the not minable lab/turret bug.&lt;br /&gt;
* Fixed the bug of using all recipes (regardless of category in the automatic crafting of intermediate products).&lt;br /&gt;
* Fixed the bug of the incorrect steel processing technology (not reloaded by migration).&lt;br /&gt;
* Fixed the bug of the disabled iron/copper smelting recipes in scenario maps loaded from older versions.&lt;br /&gt;
* Fixed the bug of the frozen controls after loading a replay from a game.&lt;br /&gt;
* Fixed the bug of the incorrect usage of science pack in some cases.&lt;br /&gt;
* Fixed the bug of the tooltips not working when entity info window is active&lt;br /&gt;
* Start game script even with missing control.lua&lt;br /&gt;
** Lua-based migrations work for these saves.&lt;br /&gt;
** It is possible to run console commands in these games.&lt;br /&gt;
* Tool tip in technology preview shows total raw in the same system as in player crafting gui(Using just recipes that player can use for the calculations, so not smelting)&lt;br /&gt;
&lt;br /&gt;
=== Translations ===&lt;br /&gt;
&lt;br /&gt;
* Added Finnish and Spanish translation.&lt;br /&gt;
* Fixed the \n usage (It works in the campaign translation as end-line character again)&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Added splitter, it can be used to split items coming on belt in 1:1 ratio.&lt;br /&gt;
* Autosave interval is now configurable in Options-&amp;gt;Other (values are 1 to 100 minutes or never)&lt;br /&gt;
* Textual inputs now work with home + end keys.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed the error of randomly connecting/disconnecting of the pole to be built.&lt;br /&gt;
* Added 0 to the allowed characters (only 1 - 9 was allowed).&lt;br /&gt;
* Fixed the missing distance check for connection of circuit network cables.&lt;br /&gt;
* Fixed periodic slowdowns when creeper attacks were spawned.&lt;br /&gt;
* When save/scenario saving (from the save as menu) fails, error message is shown and player can try to resolve it (the application will not close).&lt;br /&gt;
* Update the size of the entity info window when the contents change.&lt;br /&gt;
* Fixed the missing translation tag in the item filter window.&lt;br /&gt;
* Fixed bug with attacking with a pick on a large distance&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Moved enemy spawner parameters spawningRadius and spawningSpacing into the json files&lt;br /&gt;
* Alphabetical sorting of all file/directory lists (save/load game/scenario etc).&lt;br /&gt;
* Removed obsolete creeper-rocket.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Update of the tile graphics (mainly stone tiles are upgraded)&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Fixed chest info not updating when inserted items using script.&lt;br /&gt;
* Added indestructible/not operable/not rotatable/active property accessible to the scripting.&lt;br /&gt;
* Added Lua force object&lt;br /&gt;
* Added function getentitycount into the force object, used this to fix minor bug in level-02 where count of mining drills/furnaces was done manually&lt;br /&gt;
* In Lua setmulticommand now returns number of units sent&lt;br /&gt;
* Moved functions getrecipes and gettechnologies from the LuaEntity to LuaForce.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Recipe categories (Both crafting and furnace recipes merged into one list, recipes are categorized now)&lt;br /&gt;
* Current recipe categories are &amp;quot;crafting&amp;quot; + &amp;quot;smelting&amp;quot;, it is now possible to add new recipe categories in the prototype-definitions/recipe-category folder.&lt;br /&gt;
* Player/Assembling machine/Furnace prototype contains list of recipe categories they can use, this should make it easier to make specialized machines.&lt;br /&gt;
&lt;br /&gt;
=== Translations ===&lt;br /&gt;
&lt;br /&gt;
* Added polish translation (Missing demo campaign)&lt;br /&gt;
* Completed French translation (fixes and tips and tricks)&lt;br /&gt;
* Fixes in German translation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.2.8 ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Underground belt can be rotated (using the standard rotate key) and it switches the input and output ends.&lt;br /&gt;
* Intermediate items in the crafting queue have different color.&lt;br /&gt;
* Player doesn&#039;t collide with the transport belt to ground.&lt;br /&gt;
* Player will shoot to enemies close to him no matter where their cursor is.&lt;br /&gt;
* Different colors for promised items in the crafting queue.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Little bit more powerful and less frequent attacks of creepers in 3rd level of the demo.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* New graphics for electrics pole with rotation depending on connection + wires shadows.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed crash when rail with train on it was destroyed (It can&#039;t be damaged now).&lt;br /&gt;
* Fixed crash when invalid file name of save is entered (limited the input to a-z,A-Z,0-9 and _-.).&lt;br /&gt;
* Fixed items stuck on the U-shaped transport belt.&lt;br /&gt;
* Fixed items moving along the full transport belt.&lt;br /&gt;
* Filter inserter not showing it&#039;s info when the first item was not set.&lt;br /&gt;
* Fixed Issue with double clicking in the technology preview.&lt;br /&gt;
* Proper ordering of the Steel plate vs. the Iron plate.&lt;br /&gt;
* Cancelling the item from crafting queue doesn&#039;t return the intermediate resources&lt;br /&gt;
* Cancelling item in the crafting queue now cancels the intermediates as well&lt;br /&gt;
* Paths settings (configurable mode for data directories, system or local), paths are saved into config&lt;br /&gt;
* Zip package&#039;s default behavior set to local (so it is self-sustainable package)&lt;br /&gt;
* Installer has set default behavior to system (so it works when installed into program files etc)&lt;br /&gt;
* Loading images (load preview) with unicode characters in the path, this usually happened to users that had unicode characters in their user name on windows and wanted to load save Users/&amp;lt;Name&amp;gt;/AppData/..&lt;br /&gt;
* Control click transferred from the chest from further than reach distance (allowed teleports).&lt;br /&gt;
* Fixed freezing with some certain combinations of directions of locomotives in train.&lt;br /&gt;
* Fixed crash when middle-clicking (set filter) in the main inventory.&lt;br /&gt;
* Cross connections of transport belt of the same type are disabled (they would break on save/load anyway)&lt;br /&gt;
* Transport belt to ground gives items inside when mined.&lt;br /&gt;
* Correction of bounding boxes of some curved rail built.&lt;br /&gt;
* Added selection box + health bar to diesel locomotive. (The health bar is little bit weird now, maybe it should rotate.)&lt;br /&gt;
* Health bar of car.&lt;br /&gt;
&lt;br /&gt;
=== Translations ===&lt;br /&gt;
&lt;br /&gt;
* Changed typo &amp;quot;avarage&amp;quot; to &amp;quot;average&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.2.7 ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Warning icon for an Ammo Turret without an Ammo (only visible by the owner).&lt;br /&gt;
* Contents of the inventory of the Ammo Turret in the entity info (only visible by the owner).&lt;br /&gt;
* Contents of the Furnace, the Assembling Machine and the Lab is visible in the entity info.&lt;br /&gt;
* Let the player change the map generator parameters when starting a new game.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Changed standard stone resource frequency from Rare to Medium.&lt;br /&gt;
* Distance for building/mining/opening machines increased from 5 to 6.&lt;br /&gt;
* Added descriptions for some items (science pack, logistic robot/chests)&lt;br /&gt;
* Changed default key to enter vehicle to the Enter key.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Lost bitmaps after resize on some systems (includes missing light).&lt;br /&gt;
* Crash when setting recipe of an Assembling Machine in the Map Editor.&lt;br /&gt;
* Crash when mining Logistic Robots in pending state.&lt;br /&gt;
* Crash when saving map editor after deleting active entities.&lt;br /&gt;
* Attacks in the Freeplay were stuck after the first attack.&lt;br /&gt;
* Show ceiled value for health (so you should never see a unit with 0 health).&lt;br /&gt;
* Window to choose filter in the filter inserter was closed when something was crafted.&lt;br /&gt;
* Strange (teleport-like) behavior on the Transport Belt turn in some cases.&lt;br /&gt;
* Eternal tooltip in the Burner Inserter.&lt;br /&gt;
* Eternal tooltip in the Technology GUI.&lt;br /&gt;
* Crash when clicking on bonuses in the Technology GUI.&lt;br /&gt;
* Removed sources of several memory leaks.&lt;br /&gt;
&lt;br /&gt;
=== Translations ===&lt;br /&gt;
&lt;br /&gt;
* English - complete&lt;br /&gt;
* Czech - complete&lt;br /&gt;
* German - complete&lt;br /&gt;
* Russian - complete&lt;br /&gt;
* French - core game + level 01 of the demo(without tips and tricks)&lt;br /&gt;
* Italian - Core game and demo campaign&lt;br /&gt;
* Translation additions (in English everywhere now) (Map generator + map editor)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.2.6 ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Pick can be used as melee weapon&lt;br /&gt;
* Smoke can be switched off&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Stuck laboratory bugfix&lt;br /&gt;
* Fixed a bug with replaced container not having alt info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.2.5 ==&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Clearing filter in filter inserter didn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
=== Translation ===&lt;br /&gt;
&lt;br /&gt;
* French translation (just the core game, not campaign)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.2.4 ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Added train connection/disconnection keys into the control settings&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Newly built assembling machine could crash the game sometimes.&lt;br /&gt;
* Divided diesel locomotive spreadsheet into 4 files, so it is possible to load on computer with maximum sprite size of 2048X2048&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.2.3 ==&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Source smoke animation in matrix, to be loadable on computer with smaller maximum bitmap size limit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.2.2 ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Added assembling machine to the last demo level.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Scripting of level 01 of campaign, it got stuck when player built mining drill on place with no resources&lt;br /&gt;
* When transport belts are rotated (or replaced with different than opposite direction), items on transport belt are collected to avoid situation when full transport belt was rotated and items got stuck (https://github.com/kovarex/Factorio-issues/issues/16)&lt;br /&gt;
* Solved bug of stuck main inventory when filter was set there (disabled filters in main inventory for now, as the feature is not compatible with automatic sorting)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.2.1 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Indiegogo campaign start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Technologies for logistic robot cargo capacity upgrade and research speed&lt;br /&gt;
* 3 different autosaves&lt;br /&gt;
* Priorities of machines in electric network (energy is consumed from solar panel first, when it is not enough, generators are used)&lt;br /&gt;
* Enemy bases gets bigger as player gets further from the starting point&lt;br /&gt;
* 3 different autosaves (1 for every minute, 1 for every second minute, 1 for once per 4 minutes)&lt;br /&gt;
&lt;br /&gt;
=== Control ===&lt;br /&gt;
&lt;br /&gt;
* Warning message when player tries to build too far or on colliding position&lt;br /&gt;
* Convenient building of electric poles, it is possible to build electric poles by holding mouse&lt;br /&gt;
* Automatic 180 degree rotation of building when building pipe to ground/belt to ground, so when building the two connections one after another, no rotation is needed to be done in between.&lt;br /&gt;
* Upgrade technologies only show one relevant technology.&lt;br /&gt;
* Larger stacks of several items (all resources, steel, electronic circuit, science packs)&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Crash when mining tool is crafted and automatically equipped while mining with bare hands.&lt;br /&gt;
* Localization bugfixes&lt;br /&gt;
* Transport belt movement optimizations.&lt;br /&gt;
* Connection of transport belt to underground belt from the opposite side (on game load)&lt;br /&gt;
* Rail building and selection boxes&lt;br /&gt;
* Get the item in the hand of inserter when it is mined.&lt;br /&gt;
* Active locomotive emits light.&lt;br /&gt;
&lt;br /&gt;
===  Additions ===&lt;br /&gt;
&lt;br /&gt;
* Steel axe&lt;br /&gt;
* Better graphics of assembling machine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.2.0 ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Technology Research - not in demo&lt;br /&gt;
* Transport robots - not in demo&lt;br /&gt;
* Underground belt (simple way to cross transport belts) - not in demo&lt;br /&gt;
* Day-night cycle&lt;br /&gt;
* Ammo is refilled automatically into the ammo slot from inventory.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Mining particles&lt;br /&gt;
* Light sources: Furnace(burning), player, lamp, rocket, explosions, car.&lt;br /&gt;
* Character animations (standing, mining, shooting)&lt;br /&gt;
* Rocket smoke&lt;br /&gt;
* Red screen when player is hurt&lt;br /&gt;
&lt;br /&gt;
=== GUI changes ===&lt;br /&gt;
&lt;br /&gt;
* Show count of resources available for mining drill, and contained in chest&lt;br /&gt;
* Show values of red/green signal in the electric pole entity info&lt;br /&gt;
* Show info for entity planned to be built&lt;br /&gt;
* Show large numbers in item slots in 1.8k format for big numbers&lt;br /&gt;
* Show count of elemental ingredients needed for recipe&lt;br /&gt;
* Key (default Q), to switch weapons&lt;br /&gt;
* Show (optional) (when selected or building) direction of inserter&lt;br /&gt;
* Visualization of connection (when selected or building) of transport belt to ground and pipe to ground&lt;br /&gt;
* Demo ending screen&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Moving (stack transfer/inventory transfer) of  non-full items (mining tool, armor, magazines)&lt;br /&gt;
* Minor translation bugfixes&lt;br /&gt;
* Replay synchronization bugfixes&lt;br /&gt;
* Map editor/game doesn&#039;t generate always the same series of maps anymore&lt;br /&gt;
* Localization of inventory restriction messages&lt;br /&gt;
* Double turrets&lt;br /&gt;
* Crash when message dialog was opened and game closed&lt;br /&gt;
&lt;br /&gt;
== Campaign ==&lt;br /&gt;
&lt;br /&gt;
* Demo campaign changed, faster start, less mining&lt;br /&gt;
* Technology included in the beta campaign&lt;br /&gt;
* First basic version of freeplay with goal&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Ubehr</name></author>
	</entry>
</feed>