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	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-08-21T01:43:50Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tank&amp;diff=217312</id>
		<title>Tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tank&amp;diff=217312"/>
		<updated>2026-02-15T15:15:58Z</updated>

		<summary type="html">&lt;p&gt;Werecat: /* Tank top speed (km/h) */ Added icons to the fuels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About|the armored combat vehicle|the liquid storage container|Storage tank}}&lt;br /&gt;
{{:Infobox:Tank}}&lt;br /&gt;
[[File:colored_tanks.png|thumb|right|250px|Tanks, like cars, match the color of the player driving them.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;tank&#039;&#039;&#039; is a heavy armored fighting [[vehicle]]. It is a mid-game vehicle with three weapons; an integrated [[submachine gun]], a short range [[flamethrower]] and a powerful cannon that uses [[cannon shell]]s. It, along with the [[car]] and [[spidertron]], are the three non-rail vehicles in Factorio. In [[multiplayer]], it is possible for a [[player]] to enter a tank alongside another player. The passenger can take control of the weapons of the tank using a switch in the GUI of the tank, but cannot steer the tank.&lt;br /&gt;
&lt;br /&gt;
Since [[engine unit]]s can only be built in [[assembling machine]]s, tanks (like cars) cannot be built from scratch by hand from their raw materials. If the tank is destroyed, its inventory is destroyed with it, though the player gets ejected and not killed. Tanks will change color based on the color of the player who drove it last.&lt;br /&gt;
&lt;br /&gt;
Tanks can be driven remotely. Coupled with the tank&#039;s equipment grid, the player can remotely manipulate distant outposts without being there as well as to remotely expand the base by attacking enemy [[enemies#nests|nest]]s. However, unlike the spidertron, the tank lacks any map-revealing capabilities, and so is effectively confined to areas where the player has sufficient [[radar]] coverage. The tank and its weapons continue to operate normally if driven outside of visual range, but if the player &amp;quot;exits&amp;quot; the vehicle while in the fog of war then the tank will be stranded until visual contact can be re-established.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|run-forrest-run}}&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
The tank is a strong fighting vehicle due to its large health pool and the very high damage of its main weapon, the cannon. [[Construction robot]]s can also repair the tank with [[repair pack]]s, and the tank can even bring its own robots to do so using the [[personal roboport]] equipment.&lt;br /&gt;
&lt;br /&gt;
The tank&#039;s weaponry can be augmented by equipment modules like the [[personal laser defense]]. If the player is inside of the tank, the player can deploy thrown items such as [[grenade]]s, [[poison capsule]]s, and [[combat robot capsules|follower robots]] from within the tank. The tank particularly shines in battle against [[Enemies#Worms|worms]], as their high damage projectiles are much less of a problem for an entity with a high health pool. Defensive equipment or capsules/drones can be used to deal with mobile enemies.&lt;br /&gt;
&lt;br /&gt;
The tank has a lower base speed than the car and is less maneuverable than a player outside of a vehicle. As a result, it may not perform as well in combat against melee enemies or enemies with shorter range than the player, as it has more difficulty dodging enemies and avoiding [[cliff]]s. This may result in the tank being destroyed quickly, leaving the player in a tight spot.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
The tank is very robust, and unlike the car can move through and destroy [[tree]]s without taking damage. Even when not moving, simply driving into an entity is enough to damage it. This can also be employed as a weapon against [[enemies]], although certain enemies and structures (nests in particular) will deal high damage to the tank in the process, requiring repair after skirmishes.&lt;br /&gt;
&lt;br /&gt;
The tank&#039;s default speed is slower than the car, and movement speed bonuses from terrain (e.g. [[concrete]]) are substantially reduced. Unlike the car, the tank can be rotated in place without moving forwards or backwards.&lt;br /&gt;
&lt;br /&gt;
The speed and, in particular, responsiveness of the tank can be improved somewhat by burning better [[fuel]]. The tank, like all other vehicles, gains top speed and acceleration bonuses when running on solid fuel, rocket fuel and nuclear fuel, as opposed to wood or coal. The bonuses are +5% / +15% / +15% top speed and +20% / +80% / +150% acceleration for solid fuel, rocket fuel and nuclear fuel, respectively; wood and coal both yield the base level of top speed and acceleration.&lt;br /&gt;
&lt;br /&gt;
[[Exoskeleton]]s can also be installed into the tank&#039;s equipment grid to increase its top speed as though the tank was the player. Equipping 3 exoskeletons allows the tank to outrun a car on any natural terrain, and with 5 exoskeletons the tank surpasses the car&#039;s maximum possible speed. Increasing the tank&#039;s speed with exoskeletons does not affect the tank&#039;s acceleration or deceleration, so it will take some time for the tank to accelerate to its top speed, as well as to stop from that speed. Given how destructive the tank can be to buildings, using many exoskeletons in a tank can make it dangerous to one&#039;s own base.&lt;br /&gt;
&lt;br /&gt;
== Speeds ==&lt;br /&gt;
&lt;br /&gt;
===Tank top speed (km/h)===&lt;br /&gt;
&lt;br /&gt;
Top speed with various fuels on different tiles&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!			!! {{IconLink|Wood}} !! {{IconLink|Coal}} !! {{IconLink|Solid fuel}} !! {{IconLink|Rocket fuel}} !! {{IconLink|Nuclear fuel}}&lt;br /&gt;
|-&lt;br /&gt;
|Sand			|| 50.1 || 50.1 || 54.8 || 67.1 || 79.1&lt;br /&gt;
|-&lt;br /&gt;
|Grass 			|| 50.9 || 50.9 || 55.8 || 68.3 || 80.5&lt;br /&gt;
|-&lt;br /&gt;
|Red desert		|| 50.9 || 50.9 || 55.8 || 68.3 || 80.5&lt;br /&gt;
|-&lt;br /&gt;
|Dirt			|| 51.4 || 51.4 || 56.8 || 69.6 || 82.0&lt;br /&gt;
|-&lt;br /&gt;
|[[Stone brick|Stone path]]|| 53.4 || 53.4 || 58.5 || 71.6 || 84.4&lt;br /&gt;
|-&lt;br /&gt;
|Shallow water		|| 53.9 || 53.9 || 59.1 || 72.3 || 85.3&lt;br /&gt;
|-&lt;br /&gt;
|[[Concrete]]*		|| 55.0 || 55.0 || 60.3 || 73.8 || 87.0&lt;br /&gt;
|-&lt;br /&gt;
|[[Refined concrete]]*	|| 55.0 || 55.0 || 60.3 || 73.8 || 87.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;* The same stats apply to the [[Hazard concrete|hazard]] [[Refined hazard concrete|version]] of these surfaces.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Speed in reverse ===&lt;br /&gt;
&lt;br /&gt;
The top speed of the tank in reverse is ~70.6% of the forward top speed.&lt;br /&gt;
&lt;br /&gt;
==Capsules and Bots integration==&lt;br /&gt;
&lt;br /&gt;
The player directly driving the tank cannot fire any weapons equipped on the player. However, the player still has access to their inventory. The player can use inventory items, such as [[capsules]] and [[combat robot capsules|combat robots]]. The player&#039;s [[equipment modules]] are also available, so the player&#039;s [[construction robot]]s run by a [[personal roboport]] can still be deployed from within the tank, which will use [[repair pack]]s from the player to repair the tank. If the tank and the player both have [[personal laser defense]]s, both can be active at the same time.&lt;br /&gt;
&lt;br /&gt;
Upon researching [[logistic system (research)|logistic system]], the tank can utilize the [[logistic network]] to make requests like a player.&lt;br /&gt;
&lt;br /&gt;
== Exclusive Weapons ==&lt;br /&gt;
&lt;br /&gt;
===Flamethrower===&lt;br /&gt;
A powerful short-ranged weapon that consumes [[flamethrower ammo]]. Unlike the hand-held [[flamethrower]] or the [[flamethrower turret]], the tank version does not set entities on fire.&lt;br /&gt;
&lt;br /&gt;
===Cannon===&lt;br /&gt;
The tank&#039;s cannon is one of the few weapons that damages anything in a line between the tank and the target. All cannon shells have the ability to pierce targets, which means that if the shell deals enough damage to kill what it hits, the shell can continue onward and deal damage to another target.&lt;br /&gt;
&lt;br /&gt;
Standard [[cannon shell]]s deal significant damage to a single target and have large piercing potential, while [[explosive cannon shell]]s damage all targets in an area which makes them useful for dealing with large enemy groups. There are [[uranium]] versions of both shell types which deal even more damage.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added an equipment grid.&lt;br /&gt;
* Added logistics requests, made available by the [[Logistic system (research)]].&lt;br /&gt;
* Added latency hiding for cars (and tanks).&lt;br /&gt;
* Can be driven remotely.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.18.0|&lt;br /&gt;
* Updated sound effects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Decreased tank machine gun damage to match the player held submachine gun.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* In multiplayer players can now ride as passengers in cars/tanks.&lt;br /&gt;
* Tanks no longer take minuscule amounts of damage from hitting trees.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added tank flamethrower.&lt;br /&gt;
* Buffed tank:&lt;br /&gt;
** Increased health from 1,000 to 2,000.&lt;br /&gt;
** Added a +100% damage bonus and a +5 tiles range increase to the tank machine gun.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in tanks.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.18|&lt;br /&gt;
* Increased tank machine gun range to 20 tiles.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New icon for tank.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over in a tank in peaceful mode will now anger them.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.21|&lt;br /&gt;
* When attacking a player in a tank, the tank will be attacked instead of the player directly.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Tanks can now turn in place.&lt;br /&gt;
* Tank inventory can now be filtered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds&lt;br /&gt;
* Added muzzle flash for tanks&lt;br /&gt;
* Tank ammo inventory is refilled from the trunk and player inventory when exhausted.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Added a small scorch mark when heavy weaponry like the tank cannon fires.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==Development data==&lt;br /&gt;
Weekly blogs concerning the Tank:&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-412&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-56&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-51&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-48&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-44&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Vehicle]]&lt;br /&gt;
** [[Car]]&lt;br /&gt;
** [[Spidertron]]&lt;br /&gt;
* [[Equipment modules]]&lt;br /&gt;
* [[Resistances]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Werecat</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Jellynut&amp;diff=216915</id>
		<title>Jellynut</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Jellynut&amp;diff=216915"/>
		<updated>2026-01-13T15:44:43Z</updated>

		<summary type="html">&lt;p&gt;Werecat: added link to agricultural tower&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Jellynut}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Jellynut&#039;&#039;&#039; is an edible crop harvested from a [[jellystem]] on [[Gleba]]. It increases the [[player]]&#039;s movement speed by 150% for 12 seconds when consumed. It can also be processed into [[jelly]]. When used as a [[fuel]], it has 40 times the energy value of [[spoilage]] and 5 times that of [[yumako]].&lt;br /&gt;
&lt;br /&gt;
Jellynuts have a much longer [[Spoilage mechanics|spoil time]] than their initially processed form ([[jelly]]), 1 hour vs. 4 minutes. As such, jellynuts can be transported fairly long distances without losing too much freshness.&lt;br /&gt;
&lt;br /&gt;
Since [[Agricultural tower|agricultural towers]] have no module slots, quality seeds do not produce quality fruits, and jelly recycles into itself, the only way to get quality jellynuts is by [[Recycler|recycling]] them with quality modules. The probability of getting quality nuts is then 1/4 of the recycler&#039;s quality percentage.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:player_speed_boost.png|The player under the speed boost effect.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Yumako]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Werecat</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Yumako&amp;diff=216914</id>
		<title>Yumako</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Yumako&amp;diff=216914"/>
		<updated>2026-01-13T15:43:46Z</updated>

		<summary type="html">&lt;p&gt;Werecat: added link to agricultural towers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Yumako}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Yumako&#039;&#039;&#039; is a resource found in [[Gleba]]{{SA}}. It can obtained by harvesting [[yumako tree]]s. It is one of two fruits found on the planet essential in progression. It can be processed into [[yumako mash]].&lt;br /&gt;
&lt;br /&gt;
When consumed, it instantly grants the [[player]] 80 health points, along with 16 health points per second for the next 12 seconds. This effect has a 16 seconds cooldown.&lt;br /&gt;
&lt;br /&gt;
Yumako fruits have a much longer [[Spoilage mechanics|spoil time]] than their initially processed form ([[yumako mash]]), 1 hour vs. 3 minutes. As such, the fruits can be transported fairly long distances without losing too much freshness.&lt;br /&gt;
&lt;br /&gt;
Since [[Agricultural tower|agricultural towers]] have no module slots, quality seeds do not produce quality fruits, and yumako mash recycles into itself, the only way to get quality yumako fruits is by [[Recycler|recycling]] them with quality modules. The probability of getting quality fruit is then 1/4 of the recycler&#039;s quality percentage.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Player health regen boost.png|The player under the health boost effect.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Jellynut]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Werecat</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway&amp;diff=216701</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway&amp;diff=216701"/>
		<updated>2025-12-15T02:35:16Z</updated>

		<summary type="html">&lt;p&gt;Werecat: /* Elevated rails */ Added icons to the list of buildings that are too tall to be under elevated rails&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Railway_from_trailer_2020.png|thumb|right|430px|Railway in the [https://youtu.be/J8SBp4SyvLc official game trailer.]]]&lt;br /&gt;
:&#039;&#039;For the research see [[Railway (research)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Railway&#039;&#039;&#039; is one of the main transport methods in Factorio. Although the installation of such a network can be complicated and requires a large amount of resources and space, it is faster and more efficient than [[Belt transport system|belts]] and [[Logistic network|robot logistics]], especially over large distances.&lt;br /&gt;
&lt;br /&gt;
Railway construction, however, is not understood instantly. It takes some time to learn the basics, such as automating transportation. Learning how to manage and maintain the upkeep of a larger train network takes time and experience. Rails can be built on the ground, or can be - with the [[Space Age]] expansion - elevated with the help of a [[rail ramp]] and [[rail support]]s so that trains can travel over obstacles.&lt;br /&gt;
&lt;br /&gt;
== Infrastructure ==&lt;br /&gt;
&lt;br /&gt;
To build a railway, tracks (also called rails) must be built for the train to ride on. Typically, this is done via the [[rail planner]], but can also be done manually. Bear in mind that rails are placed on a two-tile grid, so a rail cannot be moved by only one tile.&lt;br /&gt;
&lt;br /&gt;
=== Minimum manually operated railway ===&lt;br /&gt;
As a minimum, a manually operated railway has to consist of:&lt;br /&gt;
* [[Rail]]s (tracks)&lt;br /&gt;
* [[Locomotive]]s&lt;br /&gt;
&lt;br /&gt;
Locomotives can be entered and then manually operated by standing next to them and pressing the {{Key|ENTER}} button.&lt;br /&gt;
&lt;br /&gt;
=== Switches ===&lt;br /&gt;
* There is no visual representation of a working switch, however, the rails will appear to merge. Using the rail planner, the player must place a [[rail]] overlapping an existing rail to form a switch. Switches are forks in tracks that allow a train to pick between two directional options.&lt;br /&gt;
* The crossing of two straight tracks is not usable as a switch, as trains have a limited turning radius. They do, however, connect [[Rail signal| signal blocks]] which helps prevent collisions.&lt;br /&gt;
* Parallel tracks do not interact with each other.&lt;br /&gt;
&lt;br /&gt;
[[File:fff-140-controlled-gates_sm.gif|frame|An example of a safe railway crossing.&amp;lt;br /&amp;gt;[https://wiki.factorio.com/images/Fff-140-controlled-gates.gif Click here] for the full-sized version of the image.]]&lt;br /&gt;
&lt;br /&gt;
=== Crossing tracks ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be careful when crossing train tracks! Trains are one of the highest damaging entities in the game, and will kill most players instantly on contact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A checklist of proper track-crossing etiquette:&lt;br /&gt;
&lt;br /&gt;
# Zoom out, so that you can see a train coming.&lt;br /&gt;
# Look left, then right.&lt;br /&gt;
# Check for signals nearby: If a [[rail signal]] suddenly jumps from green to red or green to yellow, a train is coming. Do not cross.&lt;br /&gt;
# Avoid walking near the tracks, as you do not need to be fully on the tracks to get hit.&lt;br /&gt;
# While it is possible to get into/out of a train while it is moving, a miss can cost your life. The sides of the train can still deal damage, as well as the player being able to slip between two rail cars.&lt;br /&gt;
# Heavy [[Energy shield|shields]] can be used to reduce the damage taken. In extreme cases, it is possible to stop a train with your body. This will require several shield modules to not be instantly killed and will drain a large amount of the suit&#039;s energy.&lt;br /&gt;
# All entities with health will take damage getting hit by a train, so take care not to leave a [[car]] or [[tank]] on the tracks. However, this includes hostile forces!&lt;br /&gt;
# Trains far from a [[train stop]] will be traveling at (near) max speed, so take extra precaution when crossing and zoom out further. Trains near a [[train stop]] or signal will slow down to stop and will be traveling slower. Trains of different configurations will also move slower or faster.&lt;br /&gt;
&lt;br /&gt;
A safe railroad crossing like the example shown in the picture can be built. This works by restricting access to the tracks when an oncoming train has the rails reserved. When the player is on the rails, the signals are reserved by the [[circuit network]], and the train must stop and wait until the player leaves the tracks. When a player is inside the area crossing the tracks, the train gates are closed so the player can&#039;t get on the tracks outside the crossing. This is to completely ensure a safe crossing and is often used on servers.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Trains ==&lt;br /&gt;
Train components:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{Imagelink|Locomotive}} || {{Imagelink|Cargo wagon}} || {{Imagelink|Fluid wagon}} || {{Imagelink|Artillery wagon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Railway-assemble-train.png|thumb|left|300px|Placing a [[Cargo wagon]] so it is attached to the train.]]&lt;br /&gt;
&lt;br /&gt;
* A train consists of at least one locomotive.&lt;br /&gt;
* Trains can have more than one locomotive and any number of [[wagon]]s.&lt;br /&gt;
* Locomotives can be &#039;&#039;&#039;manually&#039;&#039;&#039; driven forwards or backwards, however, they are generally slower going backwards. The left and right movement keys are used to change direction at switches.&lt;br /&gt;
* Trains can only drive forwards automatically. An automatic train can drive forwards and backwards when two locomotives facing different directions are connected to the train.&lt;br /&gt;
* A train needs [[fuel]] to drive. Fuel can be added by inserters when the train is in manual mode or parked at a station, not when waiting at a signal or standing in automatic mode.&lt;br /&gt;
&lt;br /&gt;
The locomotives&#039; inventory is only used for [[fuel]]. To transport items or fluids [[cargo wagon]]s and/or [[fluid wagon]]s have to be attached to the train. To attach rolling stock, whether a wagon or a locomotive, the player may prepare to place one near an existing train, where a green graphic will show the player that the stock will be attached, showing a connection between the train and the new stock. Alternatively, the player may manually connect rolling stock to trains with the rolling stock connect key, if the cargo wagon is placed far away from a train. Rolling stock can likewise be disconnected with the rolling stock disconnect key.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:station-example-1.png|thumb|right|256px|A very minimal train station.]]&lt;br /&gt;
&lt;br /&gt;
Train stations are the only place where trains can be loaded or unloaded when they are in automatic mode. Cargo wagons can be filled or emptied by up to twelve adjacent [[inserters]] (six on each side). Inserters can also be used to insert fuel into locomotives. [[Pump]]s are used to transfer fluid into and out of fluid wagons, only three pumps can attach to one fluid wagon at once.&lt;br /&gt;
&lt;br /&gt;
Train stations are usually created by placing a [[train stop]]. Train stops must be on the right-hand side of the track. However, it is also possible to create a temporary train station by opening a locomotive&#039;s GUI and using {{Keybinding|ctrl|lmb}} near a rail in the minimap in the GUI or by entering a locomotive and using {{Keybinding|ctrl|lmb}} near a rail on the world map. This will create a station without requiring a train stop. The temporary train station has a default wait condition of 5 seconds and is removed from the schedule once the train leaves the station.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Signals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Rail signal}} || {{Imagelink|Rail chain signal}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rail signals are used to employ multiple trains automatically without the danger of trains crashing into each other. Rail signals split the network into blocks and ensure that only one train can be in every block at any time. Note that driving a train manually ignores all signals, so it is possible for automatic trains to crash into the player if the player ignores red/yellow signals. Always beware of automatic trains and give them the right of way.&lt;br /&gt;
&lt;br /&gt;
The [[Tutorial:Train signals|train signals tutorial]] contains an in-depth explanation of rail signals, blocks and deadlocks.&lt;br /&gt;
&lt;br /&gt;
=== Basic signaling rules ===&lt;br /&gt;
* There can only be one train in a block at any time. A train spanning multiple blocks occupies them all.&lt;br /&gt;
* A red signal means that the following block is occupied by a train.&lt;br /&gt;
* A yellow signal means that a train is approaching and already has the approval to enter the following block.&lt;br /&gt;
* [[Rail signal]]s separate a new block and reflect its state: green - free, yellow - reserved, red - occupied&lt;br /&gt;
* [[Rail chain signal]]s separate a new block and reflect the state of the next signal(s): see above, blue - at least one of the paths is blocked, but not all&lt;br /&gt;
* A train can only pass a signal on the right of the track, or if there is a signal on both sides on the same rail segment. Of course, manual driving overrides this.&lt;br /&gt;
&lt;br /&gt;
== Automated transport ==&lt;br /&gt;
[[File:locomotive_gui.png|thumb|300px|The wait condition tab in the locomotive&#039;s GUI.]]&lt;br /&gt;
&lt;br /&gt;
Trains set on &amp;quot;Automatic&amp;quot; choose their destination stop and route on departure, and after waiting at a chain signal for five seconds, and when their destination stop disables itself by circuit condition. They choose the shortest route using a [[Railway/Train_path_finding|path finding algorithm]] that will get them to an enabled train stop with the right name, taking penalties for any apparent-at-the-time delays into account. If no such train stop exists they will skip the stop and go on to the next.&lt;br /&gt;
&lt;br /&gt;
This section covers items used to make trains automatically transport items between stations. The player should be familiar with creating a rail system.&lt;br /&gt;
&lt;br /&gt;
First, the player has to set up a rail system with at least two train stops, which are placed on the right-hand side of the expected train arrival direction. By hovering over the train stop with the mouse you see the positions of the vehicles for better setting up the train station (including (un)loading machinery, and refueling/repair installations).&lt;br /&gt;
&lt;br /&gt;
When you set up the train schedule (see below) and fuel the train, you can start the train on its schedule by switching from manual to automatic driving mode.&lt;br /&gt;
&lt;br /&gt;
=== Train schedule ===&lt;br /&gt;
The player can set up a list of train stations in the left locomotive&#039;s GUI. The train will route to stops in the given order, if it&#039;s at the end it will continue with the first. Stations can be added by clicking &amp;quot;Add station&amp;quot; in the GUI. A pop-up appears with a list of all stop names. If one is selected, another button appears which allows selecting a wait condition from a pop-up list. Furthermore, the map in the right part of the GUI can be used to add stations to the schedule by using {{keybinding|shift|lmb}} on a station or using {{keybinding|ctrl|lmb}} near a rail in the map to create a temporary train station. These actions can also be performed on the world map when the player is sitting inside the train.&lt;br /&gt;
&lt;br /&gt;
Wait conditions are used to tell the train when to leave the station. There are 15 types of wait conditions:&lt;br /&gt;
* &#039;&#039;&#039;Circuit condition&#039;&#039;&#039; – The train stop is connectable to the [[circuit network]], so the signals can used for wait conditions.&lt;br /&gt;
* &#039;&#039;&#039;Empty cargo&#039;&#039;&#039; – All inventories of the train are empty. Does not include fuel inventories.&lt;br /&gt;
* &#039;&#039;&#039;Fluid count&#039;&#039;&#039; – The train (all fluid wagons summed) contains a specific amount of a certain fluid.&lt;br /&gt;
* &#039;&#039;&#039;Fuel (all locomotives)&#039;&#039;&#039; - All locomotives in the train collectively contain a specific amount of fuel&lt;br /&gt;
* &#039;&#039;&#039;Fuel (any locomotive)&#039;&#039;&#039; - Any one locomotive contains a specific amount of fuel&lt;br /&gt;
* &#039;&#039;&#039;Full cargo&#039;&#039;&#039; - All inventories of the train are full. Does not include fuel inventories&lt;br /&gt;
* &#039;&#039;&#039;Full fuel&#039;&#039;&#039; - All fuel inventories are full. Does not include cargo or fluid inventories&lt;br /&gt;
* &#039;&#039;&#039;Has cargo&#039;&#039;&#039; - Cargo or fluid inventories contain items. &lt;br /&gt;
* &#039;&#039;&#039;Inactivity&#039;&#039;&#039; – No items were added or removed for the specified amount of seconds.&lt;br /&gt;
* &#039;&#039;&#039;Item count&#039;&#039;&#039; – The train (all cargoes summed) contains a specific amount of a certain item. Does not include fuel inventories.&lt;br /&gt;
* &#039;&#039;&#039;Passenger present&#039;&#039;&#039; - At least one [[player]] is inside any part of the train.&lt;br /&gt;
* &#039;&#039;&#039;Passenger not present&#039;&#039;&#039; - No players are inside any part of the train.&lt;br /&gt;
* &#039;&#039;&#039;Station is full&#039;&#039;&#039; - A specified stop is full, according to its set train limit. If the stop has no train limit set, this condition will &#039;&#039;not&#039;&#039; be met.&lt;br /&gt;
* &#039;&#039;&#039;Station is not full&#039;&#039;&#039; - A specified stop is not full, according to its set train limit. If the stop has no train limit set, this condition &#039;&#039;will&#039;&#039; be met.&lt;br /&gt;
* &#039;&#039;&#039;Time passed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is also possible to set no wait condition, this causes the train to simply pass by the station without stopping.&lt;br /&gt;
&lt;br /&gt;
Hereafter the word &amp;quot;term&amp;quot; is used to describe &#039;&#039;one&#039;&#039; type of wait condition, and the words &amp;quot;wait condition&amp;quot; are used to describe the whole set of terms (it turns a bit into maths).&lt;br /&gt;
&lt;br /&gt;
If more than one term is added, it is possible to change the connection of those using the logical operators AND and OR. An AND condition will result in true if all terms are true. An OR condition will return true if at least one of the terms is true.&lt;br /&gt;
&lt;br /&gt;
When mixing AND and OR terms, the logic is grouped by the OR terms. When evaluating the wait condition, the first term is evaluated along with all AND terms immediately following up to but excluding the next occurring OR term. If they all evaluate true, the wait condition evaluates true. Otherwise, evaluation continues with that next occurring OR term and all AND terms immediately following it, up to the next OR term. This continues until either an OR group evaluates true and the wait condition is satisfied, or all terms have been checked.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
[[File:Traingroup gui.png|thumb|300px|The train group GUI. There are 2 trains in &amp;quot;Group A&amp;quot; and 1 train in &amp;quot;Group B&amp;quot;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Expand for examples&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Wait until full, up to 30 seconds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Full cargo inventory&lt;br /&gt;
OR 30 seconds passed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until cargo full, &#039;&#039;or&#039;&#039; circuit condition Oil &amp;gt; 3000:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Full cargo inventory&lt;br /&gt;
OR Circuit condition - Oil &amp;gt; 3000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until empty, &#039;&#039;and&#039;&#039; 30 seconds passed, &#039;&#039;and&#039;&#039; 5 seconds of inactivity:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Empty cargo inventory&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
AND 5 seconds of inactivity&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until iron ore is low, &#039;&#039;or&#039;&#039; copper ore is low &#039;&#039;and&#039;&#039; at least 30 seconds passed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Cargo: Iron ore &amp;lt; 500&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
OR Cargo: Copper ore &amp;lt; 500&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s wait condition logic is read as disjunctive normal form ([https://en.wikipedia.org/wiki/Disjunctive_normal_form DNF]), and so this last example is processed as (note the parenthesis):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;((Cargo: Iron ore &amp;lt; 500 AND 30 seconds passed) OR (Cargo: Copper ore &amp;lt; 500 AND 30 seconds passed))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Which is the same as this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;((Cargo: Iron ore &amp;lt; 500 OR Cargo: Copper ore &amp;lt; 500) AND 30 seconds passed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is no way to write that shorter form in the current UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Train groups ===&lt;br /&gt;
Trains are able to be assigned to a group. Selecting the small edit icon next to &amp;quot;no group assigned&amp;quot; will bring up the existing groups in the current world. One can select a group for the train to join, or create a new one. Editing the schedule of one train will change the schedules of all trains in the same group.&lt;br /&gt;
&lt;br /&gt;
=== Schedule interrupts ===&lt;br /&gt;
[[File:Interrupt gui.png|thumb|300px|The Edit Interrupt GUI.]]&lt;br /&gt;
&lt;br /&gt;
Schedule interrupts allow a locomotive to override its current schedule when a certain condition is met. Selecting &amp;quot;Add interrupt&amp;quot; in the locomotive&#039;s GUI will bring up a list of existing interrupts in the current world. One can be selected from the list, or typing in a name will create a new one. Creating one will add it to the locomotive and all locomotives in the current locomotive group.&lt;br /&gt;
&lt;br /&gt;
To work, an interrupt requires two parts: a condition and a target station. When a condition is met, the interrupt will activate and insert the target station as a temporary stop in the locomotive&#039;s schedule. The locomotive will route to the target station and wait there until the specified wait condition is met, at which point it will leave and resume its original schedule. &lt;br /&gt;
&lt;br /&gt;
An interrupt can be triggered on many of the same conditions as waiting at a stop, along with some new conditions:&lt;br /&gt;
* &#039;&#039;&#039;At specified station&#039;&#039;&#039; -  The train is waiting at a specific stop&lt;br /&gt;
* &#039;&#039;&#039;Destination full or no path&#039;&#039;&#039; - The train&#039;s next stop is full, according to its train limit; or the train cannot physically reach its next station&lt;br /&gt;
* &#039;&#039;&#039;Not at specified station&#039;&#039;&#039; - The train is stopped somewhere other than the specific stop&lt;br /&gt;
&lt;br /&gt;
Multiple trains can have the same interrupt regardless of whether they are in the same locomotive group or not. Editing an interrupt will change it for all trains which have the interrupt in their system.&lt;br /&gt;
&lt;br /&gt;
Interrupts can be reordered within the locomotive&#039;s GUI like normal stops. If a train has multiple interrupt conditions true at the same time, it will prioritize interrupts that are higher on the list.&lt;br /&gt;
&lt;br /&gt;
=== Wildcard Interrupts ===&lt;br /&gt;
[[File:interrupt_wildcards.png|thumb|left|300px|The four wildcard signals: Item, Fuel, Fluid, &amp;amp; Signal.]]&lt;br /&gt;
Within interrupts, trains have access to four special &amp;quot;wildcard&amp;quot; signals located within the Unsorted tab, which are special [[Circuit network#Logic signals|logic signals]] that can only be used within interrupts. Wildcard signals come in four types: item, fuel, fluid, and signal. When used as a condition to trigger an interrupt, each one looks at a specific inventory within the train and will replace itself with the signal of the first item it finds. For example, if an interrupt is set to trigger if an item parameter is over 50, and 51 [[iron gear wheel]]s are placed into a cargo wagon, the interrupt will trigger as if the condition was looking for over 50 iron gears. Item, fluid, and fuel wildcards each look at a specific inventory: [[cargo wagon|cargo]] and [[artillery wagon]]s, [[fluid wagon]]s, and [[locomotive]]s, respectively.&lt;br /&gt;
&lt;br /&gt;
When used solely as a condition, wildcards act otherwise identically to the [[circuit network#Anything|anything]] logic signal. What makes them special is their function when used in both the condition and the target.&lt;br /&gt;
&lt;br /&gt;
Wildcards will also replace themselves with any [[rich text]] icons within the names of [[train stop]]s. Instead of selecting a target stop from the list, instead click on the &amp;quot;icon&amp;quot; button next to the green confirm button and select the same type of wildcard as used in the condition. Then, type the name of the station. If the stop has a matching icon in its name, then the train will match the item it contains with that icon, and select that stop as the destination.&lt;br /&gt;
&lt;br /&gt;
The final wildcard, Signal parameter, checks against any signals passed to the train while parked at a train stop. When combined with a signal parameter for a target station, this can make the train go to a stop which has an icon in its name matching the signal it received from the station. When combined with matching the target station based on its contents, this can be utilized to create a generic train system which can select its destination based on the item it receives.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Below are some things to verify if a rail system or train is not working.&lt;br /&gt;
&lt;br /&gt;
* Is the train fueled? Ensure that the locomotive has [[fuel]] of some kind.&lt;br /&gt;
* Misplaced or non-functional switches? Ensure that the train can plan a path through the switches.&lt;br /&gt;
* Another train on the same [[Railway#Block|block]]? Make sure the path of the train is unobstructed.&lt;br /&gt;
* Train stops placed correctly? Make sure that the yellow arrows when hovering on the stop point towards the end or exit of the stop.&lt;br /&gt;
* Is the train allowed to enter signals from the right direction? Are the signals set correctly?&lt;br /&gt;
* If a track is supposed to be two-way, the rail signals should be opposite each other. You can verify they match up by hovering the cursor over one. For a matched pair, it will show the other.&lt;br /&gt;
&lt;br /&gt;
==== No path ====&lt;br /&gt;
When trains cannot reach the target, a &amp;quot;no path&amp;quot; symbol pops up over the locomotive. Check:&lt;br /&gt;
* Can the train reach its current destination by &#039;&#039;&#039;only driving forward&#039;&#039;&#039;? Build turning slopes or place a locomotive at both ends of a train!&lt;br /&gt;
* Are the train stops standing in the right direction? Train stops must be on the right-hand side of the track (from the forward-facing locomotive&#039;s perspective).  If the train is traveling south, the stop must be on the west side of the track.&lt;br /&gt;
* If you use rail signals, check that the signals are all allowing traffic in the correct direction.&lt;br /&gt;
* Check for interruptions in the train tracks, drive to the station manually to check there are no rail parts missing. Especially near junctions, these can be hard to spot if missing.&lt;br /&gt;
&lt;br /&gt;
If you are still having problems, consider:&lt;br /&gt;
* Driving the train manually, and as you pass each switch, try switching to automatic. When it works, you will know the rough area of the problem.&lt;br /&gt;
[http://imgur.com/a/Nq2Yk A pictorial summary of typical problems].&lt;br /&gt;
&lt;br /&gt;
==== Interrupts ====&lt;br /&gt;
&lt;br /&gt;
When a train is about to leave the last station in an interrupt&#039;s schedule, there is no inherent mechanism which prevents the same interrupt from re-triggering. Many interrupt conditions naturally prevent retriggering by the nature of their condition. A wildcard interrupt for unloading cargo cannot trigger if the train has no cargo. Other conditions may retrigger if something in the base has malfunctioned. For example, a refueling interrupt should only trigger when fuel is low. But if the train is at the fuel station, wants to leave, and still has low fuel, then either there is no inserter to load fuel or the refueling station has run out of fuel.&lt;br /&gt;
&lt;br /&gt;
But there can be cases where the conditions for a trigger&#039;s desired conditions can still happen after executing the interrupt&#039;s schedule.&lt;br /&gt;
&lt;br /&gt;
To force the train to always choose a station with a different name, add &amp;quot;Not at specified station&amp;quot; to the interrupt conditions, specifying the same target station. This way, the train will be forced to pick a different interrupt, or travel to a station in its main schedule.&lt;br /&gt;
&lt;br /&gt;
If the train should travel to a different station of the same name, circuit logic can be used to disable the current station and lower its priority, as well as adding &amp;quot;Station is not full&amp;quot; to the interrupt condition. Note that only disabling the station is not enough to prevent this issue, the train will only choose a different destination with the same name if it has a higher priority. Once there are no other valid stations with the same name (i.e. all of them are disabled, so there is no higher-priority station), the &amp;quot;Station is not full&amp;quot; condition will prevent the train from getting stuck.&lt;br /&gt;
&lt;br /&gt;
== Elevated rails ==&lt;br /&gt;
[[File:Elevated intersection example.png|thumb|350px|A simple bridge using elevated rails.]]&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Elevated rails come in a separate mod which can be enabled independently of Space Age. They come as two new buildings: [[rail ramp]] and [[rail support]]. Ramps and supports are the only items in the game able to be built in the oceans of [[Nauvis]]. When playing with Space Age itself, elevated rails become an important part of the game, as they are critical to bridging the oil oceans of [[Fulgora]]{{SA}} and the lava rivers of [[Vulcanus]]{{SA}}, as well as easily crossing the vast watery landscape on [[Gleba]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Elevated rails can be built using the [[rail planner]]. Pressing {{Keybinding|G}} will switch levels, and attempt to build a ramp up or down, if the player has one in their inventory. While holding {{Keybinding|shift}} and targeting a section of rail on the opposite level, the rail planner will automatically place any ramps and/or supports necessary to reach that destination. A rail support must be placed every 16 straight tiles. Disassembling a support or ramp will automatically disassemble any rails which rely on that support.&lt;br /&gt;
&lt;br /&gt;
Players and [[enemies]] cannot walk on elevated rail. A player can enter and exit the train if it is elevated as normal, and will be teleported to the ground. If the player attempts to exit while over water or lava, nothing will happen. Both types of rail signals can be placed on elevated rail, but not train stops. &lt;br /&gt;
&lt;br /&gt;
Certain buildings are too tall to be placed underneath elevated rails:&lt;br /&gt;
* {{IconLink|Big electric pole}}&lt;br /&gt;
* {{IconLink|Cargo landing pad}}&lt;br /&gt;
* {{IconLink|Oil refinery}}&lt;br /&gt;
* {{IconLink|Roboport}}&lt;br /&gt;
* {{IconLink|Rocket silo}}&lt;br /&gt;
* {{IconLink|Agricultural tower}}{{SA}}&lt;br /&gt;
* {{IconLink|Cargo bay}}{{SA}}&lt;br /&gt;
* {{IconLink|Lightning rod}}{{SA}}&lt;br /&gt;
* {{IconLink|Lightning collector}}{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|getting-on-track}}&lt;br /&gt;
{{Achievement|trans-factorio-express}}&lt;br /&gt;
{{Achievement|watch-your-step}}&lt;br /&gt;
{{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Tutorial:Train signals]]&lt;br /&gt;
* [[Railway/Train path finding]]&lt;br /&gt;
* [[Locomotive]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Fluid wagon]]&lt;br /&gt;
* [[Artillery wagon]]&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Railway}} {{C|Railway{{!}}#Railway}}&lt;/div&gt;</summary>
		<author><name>Werecat</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Poison_capsule&amp;diff=216511</id>
		<title>Poison capsule</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Poison_capsule&amp;diff=216511"/>
		<updated>2025-11-29T20:07:59Z</updated>

		<summary type="html">&lt;p&gt;Werecat: updated &amp;#039;worms&amp;#039; link to go to the worms section of the enemies page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Poison capsule}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;poison capsule&#039;&#039;&#039; is a basic capsule that creates a large, long-lasting cloud of at the target area, dealing 8 poison damage twice a second, totaling to 320 [[Damage|poison damage]] over 20s. The damage from multiple poison capsules can stack. This is one of the most effective ways of removing [[tree]]s.&lt;br /&gt;
&lt;br /&gt;
Poison capsules can be used to effectively kill [[Enemies#Worms|worms]] as they are stationary. This technique is a relatively safe and cheap way to eliminate clusters of worms - it takes 5 poison capsules to kill a big Worm and the capsules can be thrown from outside the big Worm&#039;s spitting range. Since [[Enemies#Nests|spawners]] are not affected by poison damage, poison capsules are useless against them.&lt;br /&gt;
&lt;br /&gt;
Poison capsules do not harm the player&#039;s structures, robots or vehicles, but do harm players themselves unless they are in a vehicle. Poison capsules are particularly effective when deployed from the [[tank]], as the tank can park inside a cloud of poison to lure enemies to their death.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Default &amp;quot;use item&amp;quot; control changed from {{keybinding|lmb}} to {{keybinding|rmb}}.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.7|&lt;br /&gt;
* New visuals for poison capsule effect.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Tooltips are now generated automatically for some items, including capsules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.9|&lt;br /&gt;
* Green coral is now affected by the poison capsule. This is controlled by the &amp;quot;breaths-air&amp;quot; entity flag.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Poison capsules can now damage [[Enemies|worms]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Capsules can be used in god mode. ([[player]] without character)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Capsule is less expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
* [[Distractor capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Capsules}}&lt;/div&gt;</summary>
		<author><name>Werecat</name></author>
	</entry>
</feed>