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	<updated>2026-04-22T07:55:55Z</updated>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/Roboport&amp;diff=142981</id>
		<title>Prototype/Roboport</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/Roboport&amp;diff=142981"/>
		<updated>2017-08-03T14:59:54Z</updated>

		<summary type="html">&lt;p&gt;Xerus: /* Properties */ presumption for unknown property &amp;quot;spawn_and_station_height&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
A [[roboport]]. Based on [[Prototype/EntityWithHealth]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
This prototype inherits all the properties from [[Prototype/EntityWithHealth]].&lt;br /&gt;
&lt;br /&gt;
=== energy_source ===&lt;br /&gt;
Type: [[Types/EnergyPower]]&lt;br /&gt;
&lt;br /&gt;
The roboport&#039;s energy source. Normal roboports have a buffer_capacity of 48KJ and an input_flow_limit of 2KW.&lt;br /&gt;
&lt;br /&gt;
=== recharge_minimum ===&lt;br /&gt;
Type: [[Types/EnergyAmount]]&lt;br /&gt;
&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
=== energy_usage ===&lt;br /&gt;
Type: [[Types/EnergyPower]]&lt;br /&gt;
&lt;br /&gt;
The amount of energy the roboport uses when idle.&lt;br /&gt;
&lt;br /&gt;
=== radius ===&lt;br /&gt;
Type: [[Types/unsigned]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;radius&amp;quot; of the area the roboport covers. If this is 25, the roboport will cover a 50X50 area.&lt;br /&gt;
&lt;br /&gt;
=== charge_approach_distance ===&lt;br /&gt;
Type: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
Presumably, the distance from the roboport at which robots will wait to charge.&lt;br /&gt;
&lt;br /&gt;
=== robot_slots_count ===&lt;br /&gt;
Type: [[Types/unsigned]]&lt;br /&gt;
&lt;br /&gt;
The number of robot slots in the roboport.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== material_slots_count ===&lt;br /&gt;
Type: [[Types/unsigned]]&lt;br /&gt;
&lt;br /&gt;
The number of repair pack slots in the roboport.&lt;br /&gt;
&lt;br /&gt;
=== stationing_offset ===&lt;br /&gt;
Type: [[Types/vector]]&lt;br /&gt;
&lt;br /&gt;
The offset from the centre of the roboport at which robots will enter and exit.&lt;br /&gt;
&lt;br /&gt;
=== charging_offsets ===&lt;br /&gt;
Type: List of [[Types/vector]]&lt;br /&gt;
&lt;br /&gt;
The offsets from the centre of the roboport at which robots will charge.&lt;br /&gt;
&lt;br /&gt;
=== base_animation ===&lt;br /&gt;
Type: [[Types/Animation]]&lt;br /&gt;
&lt;br /&gt;
The animation played when the roboport is idle.&lt;br /&gt;
&lt;br /&gt;
=== door_animation ===&lt;br /&gt;
Type: [[Types/Animation]]&lt;br /&gt;
&lt;br /&gt;
The animation played when robots enter or leave the roboport. It plays forwards to open the door, and backwards to close the door.&lt;br /&gt;
&lt;br /&gt;
=== recharging_animation ===&lt;br /&gt;
Type: [[Types/Animation]]&lt;br /&gt;
&lt;br /&gt;
The animation played at each charging point when a robot is charging there.&lt;br /&gt;
&lt;br /&gt;
=== recharging_light ===&lt;br /&gt;
Type: [[Types/Light]]&lt;br /&gt;
&lt;br /&gt;
The light emitted when charging a robot.&lt;br /&gt;
&lt;br /&gt;
=== request_to_open_door_timeout ===&lt;br /&gt;
Type: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
=== spawn_and_station_height ===&lt;br /&gt;
Type: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
Presumably states the height of the charging stations and thus an additive offset for the charging_offsets.&lt;br /&gt;
&lt;br /&gt;
=== radius_visualization_picture ===&lt;br /&gt;
Type: [[Types/Sprite]]&lt;br /&gt;
&lt;br /&gt;
This sprite will be displayed on every tile in range of the roboport when the cursor is over the roboport, when placing a roboport and when placing a logistics chest.&lt;/div&gt;</summary>
		<author><name>Xerus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Modding_FAQ&amp;diff=142814</id>
		<title>Tutorial:Modding FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Modding_FAQ&amp;diff=142814"/>
		<updated>2017-07-26T21:44:37Z</updated>

		<summary type="html">&lt;p&gt;Xerus: new section &amp;quot;Poblems&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
This is a list of common questions asked by new mod makers. Feel free to edit and update with new questions and answers.&lt;br /&gt;
&lt;br /&gt;
== Errors ==&lt;br /&gt;
General note: Errors give you either a line info or at least a reference as to where the error occurred. If a line is specified, then the odds are high that the mistake actually happened on one of the previous lines. Try to check for common errors like missing a comma while defining an array or writing data.extend instead of data:extend beforehand.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;C:\Factorio\mod doesn&#039;t match the expected mod_version# (case sensitive!)&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The folder name of your mod must include the version number, and name of the mod separated by an underscore. So if your mod is titled &amp;quot;myMod&amp;quot; version 0.0.1, in order for Factorio to read it, the folder must be titled &amp;quot;myMod_0.0.1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;attempt to index a nil value&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
This is a Lua error that means the mod is trying to access a value that doesn&#039;t exist. Similar to a Null Pointer in other programming languages, you&#039;re trying to access something that doesn&#039;t exist. This happens most often with accessing Factorios custom Lua tables, and trying to access a var that doesn&#039;t exist within that table.&lt;br /&gt;
This also happens with developers experienced in other programming languages that forget that Lua tables are indexed from &#039;&#039;&#039;1&#039;&#039;&#039;, not 0. Table[0] doesn&#039;t exist by default in Lua.&lt;br /&gt;
&#039;&#039;&#039;Especially if you want to release your mod: Add safety checks against these kind of errors and preferably redirect them to the console via print(...) so users can conveniently report them to you without being interrupted in their game!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Error while loading prototype &amp;quot;entity-name&amp;quot;: No such node (pictures). ===&lt;br /&gt;
&lt;br /&gt;
Make sure your entity contains the right amount of lines for that type of for example a chest needs 1 picture for the entity to work but a wall needs 20. Look in the Factorio base/prototypes/entity/entity.lua.  And you can see that different entities need different amounts of pictures.&lt;br /&gt;
&lt;br /&gt;
=== &#039;=&#039; character not found in line ===&lt;br /&gt;
&lt;br /&gt;
If you get the error message &#039;=&#039; character not found in line, chances are you created a new document as something other than a .txt file, adding in format text to the document that is causing this error. Copy the contents of your .cfg file and make a new .txt file, rename it to .cfg, and paste your configuration into it. This is due to Windows&#039; odd behaviour with file types.&lt;br /&gt;
&lt;br /&gt;
== Problems ==&lt;br /&gt;
&lt;br /&gt;
=== My item / entity wont load the sprite I made. ===&lt;br /&gt;
&lt;br /&gt;
Make sure your path is right : __mod-name__/map-name/2nd-map-name/sprite.png. Pay attention to case, the following file is not the same as previous: __Mod-name__/Map-name/2nd-map-name/sprite.PNG. Also note that Factorio is only capable of loading png files for icons and entity textures.&lt;br /&gt;
&lt;br /&gt;
=== The name of my item is displayed as &amp;quot;Unknown key: item-name.yourname&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
Make sure you have valid locale mappings. Create a &amp;quot;locale&amp;quot; directory with an &amp;quot;en&amp;quot; sub-directory and create a &amp;quot;item-name.cfg&amp;quot; file. It should contains something like:&lt;br /&gt;
  [item-name]&lt;br /&gt;
  itemx=Item X&lt;br /&gt;
  itemy=Item Y&lt;br /&gt;
&lt;br /&gt;
Do the same for your entities, but put them in an &#039;&#039;[entity-name]&#039;&#039; section/file.&lt;br /&gt;
For each &#039;&#039;[xxx-name]&#039;&#039; section you should preferably also add a section &#039;&#039;[xxx-description]&#039;&#039;, which will then display as description when you hover over the corresponding item/entity/technology/mod-setting&lt;br /&gt;
&lt;br /&gt;
=== I&#039;m trying to change the attributes of a vanilla entity, but it&#039;s not working! ===&lt;br /&gt;
&lt;br /&gt;
If there are other mods installed in your dev environment, it&#039;s possible that their changes are overwriting yours. (A good find if this is true, because this is an incompatibility!) To fix, you need to add the mod that&#039;s doing it (up to you to find) as an &#039;&#039;optional&#039;&#039; dependency, so it gets loaded first. This ensures that your changes overwrite theirs.&lt;br /&gt;
&lt;br /&gt;
Be careful though, if the mod in question is expecting it&#039;s changes to stick, you could break the mod. If so, this means that your mod is permanently incompatible with that mod, so you should declare that fact in your mod&#039;s description.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== How do I store information with an entity, like integers or booleans? ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s API ensures that modders use the proper way to do things, to reduce the possible instability arising from modders doing strange workarounds. The proper way to store data with an entity is to use a table in the [http://lua-api.factorio.com/latest/Global.html global table] that contains the entity and information. If you then need to access it, you can write code to get the value out of the table that corresponds to the entity. It isn&#039;t possible to store data on an entity in any other way, either in the control stage or data stage. Some entity types do have space for variables, as of 0.15.&lt;br /&gt;
&lt;br /&gt;
=== How do I make an entity store/consume energy even if it wasn&#039;t made to? ===&lt;br /&gt;
&lt;br /&gt;
Use of the &amp;lt;code&amp;gt;electric energy interface&amp;lt;/code&amp;gt; allows for arbitrary electricity handling. You will need to spawn this entity on top of yours, and clean it up when your entity is destroyed. Scripting is also necessary to gate the entity&#039;s functions behind energy requirements.&lt;br /&gt;
&lt;br /&gt;
=== How can I disable a recipe with scripting? ===&lt;br /&gt;
&lt;br /&gt;
Simple, just set it&#039;s &amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; tag to false. An item&#039;s recipe can be obtained through its prototype.&lt;br /&gt;
&lt;br /&gt;
=== How do I declare a dependency of my mod? ===&lt;br /&gt;
&lt;br /&gt;
This is done in the info.json file of your mod. Under the dependency field, simply place the &#039;&#039;internal name&#039;&#039; (Not the pretty title!) of the mod you want to declare as a dependency. It is a json table, so multiple can be defined. If you want to declare it as an optional dependency, then put a question mark and space before the name. As an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dependencies&amp;quot;: [&amp;quot;? MAIN-DyTech-Machine&amp;quot;, &amp;quot;? CORE-DyTech-Core&amp;quot;, &amp;quot;bobenemies&amp;gt;=0.13.1&amp;quot;, &amp;quot;bobores&amp;quot;, &amp;quot;? 5dim_ores&amp;quot;],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Be careful with required dependencies, as they will cause the game to crash if they are not met or ill-defined. Dependencies also cannot be circular, if another mod requires yours, you &#039;&#039;cannot&#039;&#039; require it.&lt;br /&gt;
&lt;br /&gt;
=== How are mods loaded in Factorio? ===&lt;br /&gt;
&lt;br /&gt;
See [http://lua-api.factorio.com/latest/Data-Lifecycle.html this page by the developers], it sums up the process very well.&lt;br /&gt;
&lt;br /&gt;
=== How do I submit my mod to the mod portal? ===&lt;br /&gt;
&lt;br /&gt;
Login with your Factorio.com account, and click the submit mod button in the top right corner. Provide the mod as a zip file, and write a description/upload some pics. The title, version, etc is all pulled from the zip.&lt;/div&gt;</summary>
		<author><name>Xerus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Modding_FAQ&amp;diff=142813</id>
		<title>Tutorial:Modding FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Modding_FAQ&amp;diff=142813"/>
		<updated>2017-07-26T21:43:06Z</updated>

		<summary type="html">&lt;p&gt;Xerus: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
This is a list of common questions asked by new mod makers. Feel free to edit and update with new questions and answers.&lt;br /&gt;
&lt;br /&gt;
== Errors ==&lt;br /&gt;
General note: Errors give you either a line info or at least a reference as to where the error occurred. If a line is specified, then the odds are high that the mistake actually happened on one of the previous lines. Try to check for common errors like missing a comma while defining an array or writing data.extend instead of data:extend beforehand.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;C:\Factorio\mod doesn&#039;t match the expected mod_version# (case sensitive!)&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The folder name of your mod must include the version number, and name of the mod separated by an underscore. So if your mod is titled &amp;quot;myMod&amp;quot; version 0.0.1, in order for Factorio to read it, the folder must be titled &amp;quot;myMod_0.0.1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;attempt to index a nil value&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
This is a Lua error that means the mod is trying to access a value that doesn&#039;t exist. Similar to a Null Pointer in other programming languages, you&#039;re trying to access something that doesn&#039;t exist. This happens most often with accessing Factorios custom Lua tables, and trying to access a var that doesn&#039;t exist within that table.&lt;br /&gt;
This also happens with developers experienced in other programming languages that forget that Lua tables are indexed from &#039;&#039;&#039;1&#039;&#039;&#039;, not 0. Table[0] doesn&#039;t exist by default in Lua.&lt;br /&gt;
&#039;&#039;&#039;Especially if you want to release your mod: Add safety checks against these kind of errors and preferably redirect them to the console via print(...) so users can conveniently report them to you without being interrupted in their game!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Error while loading prototype &amp;quot;entity-name&amp;quot;: No such node (pictures). ===&lt;br /&gt;
&lt;br /&gt;
Make sure your entity contains the right amount of lines for that type of for example a chest needs 1 picture for the entity to work but a wall needs 20. Look in the Factorio base/prototypes/entity/entity.lua.  And you can see that different entities need different amounts of pictures.&lt;br /&gt;
&lt;br /&gt;
=== &#039;=&#039; character not found in line ===&lt;br /&gt;
&lt;br /&gt;
If you get the error message &#039;=&#039; character not found in line, chances are you created a new document as something other than a .txt file, adding in format text to the document that is causing this error. Copy the contents of your .cfg file and make a new .txt file, rename it to .cfg, and paste your configuration into it. This is due to Windows&#039; odd behaviour with file types.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== My item / entity wont load the sprite I made. ===&lt;br /&gt;
&lt;br /&gt;
Make sure your path is right : __mod-name__/map-name/2nd-map-name/sprite.png. Pay attention to case, the following file is not the same as previous: __Mod-name__/Map-name/2nd-map-name/sprite.PNG. Also note that Factorio is only capable of loading png files for icons and entity textures.&lt;br /&gt;
&lt;br /&gt;
=== The name of my item is displayed as &amp;quot;Unknown key: item-name.yourname&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
Make sure you have valid locale mappings. Create a &amp;quot;locale&amp;quot; directory with an &amp;quot;en&amp;quot; sub-directory and create a &amp;quot;item-name.cfg&amp;quot; file. It should contains something like:&lt;br /&gt;
  [item-name]&lt;br /&gt;
  itemx=Item X&lt;br /&gt;
  itemy=Item Y&lt;br /&gt;
&lt;br /&gt;
Do the same for your entities, but put them in an &#039;&#039;[entity-name]&#039;&#039; section/file.&lt;br /&gt;
For each &#039;&#039;[xxx-name]&#039;&#039; section you should preferably also add a section &#039;&#039;[xxx-description]&#039;&#039;, which will then display as description when you hover over the corresponding item/entity/technology/mod-setting&lt;br /&gt;
&lt;br /&gt;
=== How do I store information with an entity, like integers or booleans? ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s API ensures that modders use the proper way to do things, to reduce the possible instability arising from modders doing strange workarounds. The proper way to store data with an entity is to use a table in the [http://lua-api.factorio.com/latest/Global.html global table] that contains the entity and information. If you then need to access it, you can write code to get the value out of the table that corresponds to the entity. It isn&#039;t possible to store data on an entity in any other way, either in the control stage or data stage. Some entity types do have space for variables, as of 0.15.&lt;br /&gt;
&lt;br /&gt;
=== How do I make an entity store/consume energy even if it wasn&#039;t made to? ===&lt;br /&gt;
&lt;br /&gt;
Use of the &amp;lt;code&amp;gt;electric energy interface&amp;lt;/code&amp;gt; allows for arbitrary electricity handling. You will need to spawn this entity on top of yours, and clean it up when your entity is destroyed. Scripting is also necessary to gate the entity&#039;s functions behind energy requirements.&lt;br /&gt;
&lt;br /&gt;
=== How can I disable a recipe with scripting? ===&lt;br /&gt;
&lt;br /&gt;
Simple, just set it&#039;s &amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; tag to false. An item&#039;s recipe can be obtained through its prototype.&lt;br /&gt;
&lt;br /&gt;
=== How do I declare a dependency of my mod? ===&lt;br /&gt;
&lt;br /&gt;
This is done in the info.json file of your mod. Under the dependency field, simply place the &#039;&#039;internal name&#039;&#039; (Not the pretty title!) of the mod you want to declare as a dependency. It is a json table, so multiple can be defined. If you want to declare it as an optional dependency, then put a question mark and space before the name. As an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dependencies&amp;quot;: [&amp;quot;? MAIN-DyTech-Machine&amp;quot;, &amp;quot;? CORE-DyTech-Core&amp;quot;, &amp;quot;bobenemies&amp;gt;=0.13.1&amp;quot;, &amp;quot;bobores&amp;quot;, &amp;quot;? 5dim_ores&amp;quot;],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Be careful with required dependencies, as they will cause the game to crash if they are not met or ill-defined. Dependencies also cannot be circular, if another mod requires yours, you &#039;&#039;cannot&#039;&#039; require it.&lt;br /&gt;
&lt;br /&gt;
=== I&#039;m trying to change the attributes of a vanilla entity, but it&#039;s not working! ===&lt;br /&gt;
&lt;br /&gt;
If there are other mods installed in your dev environment, it&#039;s possible that their changes are overwriting yours. (A good find if this is true, because this is an incompatibility!) To fix, you need to add the mod that&#039;s doing it (up to you to find) as an &#039;&#039;optional&#039;&#039; dependency, so it gets loaded first. This ensures that your changes overwrite theirs.&lt;br /&gt;
&lt;br /&gt;
Be careful though, if the mod in question is expecting it&#039;s changes to stick, you could break the mod. If so, this means that your mod is permanently incompatible with that mod, so you should declare that fact in your mod&#039;s description.&lt;br /&gt;
&lt;br /&gt;
=== How are mods loaded in Factorio? ===&lt;br /&gt;
&lt;br /&gt;
See [http://lua-api.factorio.com/latest/Data-Lifecycle.html this page by the developers], it sums up the process very well.&lt;br /&gt;
&lt;br /&gt;
=== How do I submit my mod to the mod portal? ===&lt;br /&gt;
&lt;br /&gt;
Login with your Factorio.com account, and click the submit mod button in the top right corner. Provide the mod as a zip file, and write a description/upload some pics. The title, version, etc is all pulled from the zip.&lt;/div&gt;</summary>
		<author><name>Xerus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Modding_FAQ&amp;diff=142812</id>
		<title>Tutorial:Modding FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Modding_FAQ&amp;diff=142812"/>
		<updated>2017-07-26T21:42:29Z</updated>

		<summary type="html">&lt;p&gt;Xerus: /* Errors */ added general info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
This is a list of common questions asked by new mod makers. Feel free to edit and update with new questions and answers.&lt;br /&gt;
&lt;br /&gt;
== Errors ==&lt;br /&gt;
General note: Errors give you either a line info or at least a reference as to where the error occurred. If a line is specified, then the odds are high that the mistake actually happened on one of the previous lines. Try to check for common errors like missing a comma while defining an array or writing data.extend instead of data:extend beforehand.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;C:\Factorio\mod doesn&#039;t match the expected mod_version# (case sensitive!)&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The folder name of your mod must include the version number, and name of the mod separated by an underscore. So if your mod is titled &amp;quot;myMod&amp;quot; version 0.0.1, in order for Factorio to read it, the folder must be titled &amp;quot;myMod_0.0.1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;attempt to index a nil value&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
This is a Lua error that means the mod is trying to access a value that doesn&#039;t exist. Similar to a Null Pointer in other programming languages, you&#039;re trying to access something that doesn&#039;t exist. This happens most often with accessing Factorios custom Lua tables, and trying to access a var that doesn&#039;t exist within that table.&lt;br /&gt;
This also happens with developers experienced in other programming languages that forget that Lua tables are indexed from &#039;&#039;&#039;1&#039;&#039;&#039;, not 0. Table[0] doesn&#039;t exist by default in Lua.&lt;br /&gt;
&#039;&#039;&#039;Especially if you want to release your mod: Add safety checks against these kind of errors and preferably redirect them to the console via print(...) so users can conveniently report them to you without being interrupted in their game!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Error while loading prototype &amp;quot;entity-name&amp;quot;: No such node (pictures). ===&lt;br /&gt;
&lt;br /&gt;
Make sure your entity contains the right amount of lines for that type of for example a chest needs 1 picture for the entity to work but a wall needs 20. Look in the Factorio base/prototypes/entity/entity.lua.  And you can see that different entities need different amounts of pictures.&lt;br /&gt;
&lt;br /&gt;
=== &#039;=&#039; character not found in line ===&lt;br /&gt;
&lt;br /&gt;
If you get the error message &#039;=&#039; character not found in line, chances are you created a new document as something other than a .txt file, adding in format text to the document that is causing this error. Copy the contents of your .cfg file and make a new .txt file, rename it to .cfg, and paste your configuration into it. This is due to Windows&#039; odd behaviour with file types.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== My item / entity wont load the sprite I made. ===&lt;br /&gt;
Make sure your path is right : __mod-name__/map-name/2nd-map-name/sprite.png. Pay attention to case, the following file is not the same as previous: __Mod-name__/Map-name/2nd-map-name/sprite.PNG. Also note that Factorio is only capable of loading png files for icons and entity textures.&lt;br /&gt;
&lt;br /&gt;
=== The name of my item is displayed as &amp;quot;Unknown key: item-name.yourname&amp;quot; ===&lt;br /&gt;
Make sure you have valid locale mappings. Create a &amp;quot;locale&amp;quot; directory with an &amp;quot;en&amp;quot; sub-directory and create a &amp;quot;item-name.cfg&amp;quot; file. It should contains something like:&lt;br /&gt;
  [item-name]&lt;br /&gt;
  itemx=Item X&lt;br /&gt;
  itemy=Item Y&lt;br /&gt;
&lt;br /&gt;
Do the same for your entities, but put them in an &#039;&#039;[entity-name]&#039;&#039; section/file.&lt;br /&gt;
For each &#039;&#039;[xxx-name]&#039;&#039; section you should preferably also add a section &#039;&#039;[xxx-description]&#039;&#039;, which will then display as description when you hover over the corresponding item/entity/technology/mod-setting&lt;br /&gt;
&lt;br /&gt;
=== How do I store information with an entity, like integers or booleans? ===&lt;br /&gt;
Factorio&#039;s API ensures that modders use the proper way to do things, to reduce the possible instability arising from modders doing strange workarounds. The proper way to store data with an entity is to use a table in the [http://lua-api.factorio.com/latest/Global.html global table] that contains the entity and information. If you then need to access it, you can write code to get the value out of the table that corresponds to the entity. It isn&#039;t possible to store data on an entity in any other way, either in the control stage or data stage. Some entity types do have space for variables, as of 0.15.&lt;br /&gt;
&lt;br /&gt;
=== How do I make an entity store/consume energy even if it wasn&#039;t made to? ===&lt;br /&gt;
&lt;br /&gt;
Use of the &amp;lt;code&amp;gt;electric energy interface&amp;lt;/code&amp;gt; allows for arbitrary electricity handling. You will need to spawn this entity on top of yours, and clean it up when your entity is destroyed. Scripting is also necessary to gate the entity&#039;s functions behind energy requirements.&lt;br /&gt;
&lt;br /&gt;
=== How can I disable a recipe with scripting? ===&lt;br /&gt;
&lt;br /&gt;
Simple, just set it&#039;s &amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; tag to false. An item&#039;s recipe can be obtained through its prototype.&lt;br /&gt;
&lt;br /&gt;
=== How do I declare a dependency of my mod? ===&lt;br /&gt;
&lt;br /&gt;
This is done in the info.json file of your mod. Under the dependency field, simply place the &#039;&#039;internal name&#039;&#039; (Not the pretty title!) of the mod you want to declare as a dependency. It is a json table, so multiple can be defined. If you want to declare it as an optional dependency, then put a question mark and space before the name. As an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dependencies&amp;quot;: [&amp;quot;? MAIN-DyTech-Machine&amp;quot;, &amp;quot;? CORE-DyTech-Core&amp;quot;, &amp;quot;bobenemies&amp;gt;=0.13.1&amp;quot;, &amp;quot;bobores&amp;quot;, &amp;quot;? 5dim_ores&amp;quot;],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Be careful with required dependencies, as they will cause the game to crash if they are not met or ill-defined. Dependencies also cannot be circular, if another mod requires yours, you &#039;&#039;cannot&#039;&#039; require it.&lt;br /&gt;
&lt;br /&gt;
=== I&#039;m trying to change the attributes of a vanilla entity, but it&#039;s not working! ===&lt;br /&gt;
&lt;br /&gt;
If there are other mods installed in your dev environment, it&#039;s possible that their changes are overwriting yours. (A good find if this is true, because this is an incompatibility!) To fix, you need to add the mod that&#039;s doing it (up to you to find) as an &#039;&#039;optional&#039;&#039; dependency, so it gets loaded first. This ensures that your changes overwrite theirs.&lt;br /&gt;
&lt;br /&gt;
Be careful though, if the mod in question is expecting it&#039;s changes to stick, you could break the mod. If so, this means that your mod is permanently incompatible with that mod, so you should declare that fact in your mod&#039;s description.&lt;br /&gt;
&lt;br /&gt;
=== How are mods loaded in Factorio? ===&lt;br /&gt;
&lt;br /&gt;
See [http://lua-api.factorio.com/latest/Data-Lifecycle.html this page by the developers], it sums up the process very well.&lt;br /&gt;
&lt;br /&gt;
=== How do I submit my mod to the mod portal? ===&lt;br /&gt;
&lt;br /&gt;
Login with your Factorio.com account, and click the submit mod button in the top right corner. Provide the mod as a zip file, and write a description/upload some pics. The title, version, etc is all pulled from the zip.&lt;/div&gt;</summary>
		<author><name>Xerus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Modding_FAQ&amp;diff=142811</id>
		<title>Tutorial:Modding FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Modding_FAQ&amp;diff=142811"/>
		<updated>2017-07-26T21:33:53Z</updated>

		<summary type="html">&lt;p&gt;Xerus: New grouping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
This is a list of common questions asked by new mod makers. Feel free to edit and update with new questions and answers.&lt;br /&gt;
&lt;br /&gt;
== Errors ==&lt;br /&gt;
&lt;br /&gt;
=== Why do I get the error &amp;quot;C:\Factorio\mod doesn&#039;t match the expected mod_version# (case sensitive!)&amp;quot; error? ===&lt;br /&gt;
&lt;br /&gt;
The folder name of your mod must include the version number, and name of the mod separated by an underscore. So if your mod is titled &amp;quot;myMod&amp;quot; version 0.0.1, in order for Factorio to read it, the folder must be titled &amp;quot;myMod_0.0.1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== What is the &amp;quot;attempt to index a nil value&amp;quot; error? ===&lt;br /&gt;
&lt;br /&gt;
This is a Lua error that means the mod is trying to access a value that doesn&#039;t exist. Similar to a Null Pointer in other programming languages. If you look around the error box, you should see the file and line where the error occurred, go there and try to figure out why the specific thing it&#039;s trying to access doesn&#039;t exist. This happens most often with accessing Factorio&#039;s custom Lua tables, and trying to access a var that doesn&#039;t exist within that table.&lt;br /&gt;
&lt;br /&gt;
This also happens with developers experienced in other programming languages that forget that Lua tables are indexed from &#039;&#039;&#039;1&#039;&#039;&#039;, not 0. Table[0] doesn&#039;t exist by default in Lua.&lt;br /&gt;
&lt;br /&gt;
=== Error while loading prototype &amp;quot;entity-name&amp;quot;: No such node (pictures). ===&lt;br /&gt;
Make sure your entity contains the right amount of lines for that type of for example a chest needs 1 picture for the entity to work but a wall needs 20. Look in the factorio base/prototypes/entity/entity.lua.  And you can see that different entities need different amounts of pictures.&lt;br /&gt;
&lt;br /&gt;
=== What does (&#039;=&#039; character not found in line) mean? ===&lt;br /&gt;
If you get the error message &#039;=&#039; character not found in line , chances are you created a new document as something other than a .txt file, adding in format text to  the document that is causing this error.  Copy the contents of your .cfg file and make a new .txt file, rename it to .cfg, and paste your configuration into it. This is due to Windows&#039; odd behavior with file types.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== My item / entity wont load the sprite I made. ===&lt;br /&gt;
Make sure your path is right : __mod-name__/map-name/2nd-map-name/sprite.png. Pay attention to case, the following file is not the same as previous: __Mod-name__/Map-name/2nd-map-name/sprite.PNG. Also note that Factorio is only capable of loading png files for icons and entity textures.&lt;br /&gt;
&lt;br /&gt;
=== The name of my item is displayed as &amp;quot;Unknown key: item-name.yourname&amp;quot; ===&lt;br /&gt;
Make sure you have valid locale mappings. Create a &amp;quot;locale&amp;quot; directory with an &amp;quot;en&amp;quot; sub-directory and create a &amp;quot;item-name.cfg&amp;quot; file. It should contains something like:&lt;br /&gt;
  [item-name]&lt;br /&gt;
  itemx=Item X&lt;br /&gt;
  itemy=Item Y&lt;br /&gt;
&lt;br /&gt;
Do the same for your entities, but put them in an &#039;&#039;[entity-name]&#039;&#039; section/file.&lt;br /&gt;
For each &#039;&#039;[xxx-name]&#039;&#039; section you should preferably also add a section &#039;&#039;[xxx-description]&#039;&#039;, which will then display as description when you hover over the corresponding item/entity/technology/mod-setting&lt;br /&gt;
&lt;br /&gt;
=== How do I store information with an entity, like integers or booleans? ===&lt;br /&gt;
Factorio&#039;s API ensures that modders use the proper way to do things, to reduce the possible instability arising from modders doing strange workarounds. The proper way to store data with an entity is to use a table in the [http://lua-api.factorio.com/latest/Global.html global table] that contains the entity and information. If you then need to access it, you can write code to get the value out of the table that corresponds to the entity. It isn&#039;t possible to store data on an entity in any other way, either in the control stage or data stage. Some entity types do have space for variables, as of 0.15.&lt;br /&gt;
&lt;br /&gt;
=== How do I make an entity store/consume energy even if it wasn&#039;t made to? ===&lt;br /&gt;
&lt;br /&gt;
Use of the &amp;lt;code&amp;gt;electric energy interface&amp;lt;/code&amp;gt; allows for arbitrary electricity handling. You will need to spawn this entity on top of yours, and clean it up when your entity is destroyed. Scripting is also necessary to gate the entity&#039;s functions behind energy requirements.&lt;br /&gt;
&lt;br /&gt;
=== How can I disable a recipe with scripting? ===&lt;br /&gt;
&lt;br /&gt;
Simple, just set it&#039;s &amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; tag to false. An item&#039;s recipe can be obtained through its prototype.&lt;br /&gt;
&lt;br /&gt;
=== How do I declare a dependency of my mod? ===&lt;br /&gt;
&lt;br /&gt;
This is done in the info.json file of your mod. Under the dependency field, simply place the &#039;&#039;internal name&#039;&#039; (Not the pretty title!) of the mod you want to declare as a dependency. It is a json table, so multiple can be defined. If you want to declare it as an optional dependency, then put a question mark and space before the name. As an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dependencies&amp;quot;: [&amp;quot;? MAIN-DyTech-Machine&amp;quot;, &amp;quot;? CORE-DyTech-Core&amp;quot;, &amp;quot;bobenemies&amp;gt;=0.13.1&amp;quot;, &amp;quot;bobores&amp;quot;, &amp;quot;? 5dim_ores&amp;quot;],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Be careful with required dependencies, as they will cause the game to crash if they are not met or ill-defined. Dependencies also cannot be circular, if another mod requires yours, you &#039;&#039;cannot&#039;&#039; require it.&lt;br /&gt;
&lt;br /&gt;
=== I&#039;m trying to change the attributes of a vanilla entity, but it&#039;s not working! ===&lt;br /&gt;
&lt;br /&gt;
If there are other mods installed in your dev environment, it&#039;s possible that their changes are overwriting yours. (A good find if this is true, because this is an incompatibility!) To fix, you need to add the mod that&#039;s doing it (up to you to find) as an &#039;&#039;optional&#039;&#039; dependency, so it gets loaded first. This ensures that your changes overwrite theirs.&lt;br /&gt;
&lt;br /&gt;
Be careful though, if the mod in question is expecting it&#039;s changes to stick, you could break the mod. If so, this means that your mod is permanently incompatible with that mod, so you should declare that fact in your mod&#039;s description.&lt;br /&gt;
&lt;br /&gt;
=== How are mods loaded in Factorio? ===&lt;br /&gt;
&lt;br /&gt;
See [http://lua-api.factorio.com/latest/Data-Lifecycle.html this page by the developers], it sums up the process very well.&lt;br /&gt;
&lt;br /&gt;
=== How do I submit my mod to the mod portal? ===&lt;br /&gt;
&lt;br /&gt;
Login with your Factorio.com account, and click the submit mod button in the top right corner. Provide the mod as a zip file, and write a description/upload some pics. The title, version, etc is all pulled from the zip.&lt;/div&gt;</summary>
		<author><name>Xerus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorials&amp;diff=142810</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorials&amp;diff=142810"/>
		<updated>2017-07-26T21:25:36Z</updated>

		<summary type="html">&lt;p&gt;Xerus: /* List of On-Wiki Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
This page lists community-provided tutorials for beginners to Factorio. Please feel free to add your own, or ones you feel would be useful to readers. Also feel free to remove outdated tutorials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of On-Wiki Tutorials ==&lt;br /&gt;
&#039;&#039;Note that everything prefixed with &amp;quot;Guide&amp;quot; is currently blocked for editing and is likely to receive a major overhaul or deletion.&#039;&#039;&lt;br /&gt;
{{Special:PrefixIndex/Tutorial:}}&lt;br /&gt;
&lt;br /&gt;
== List of community tutorials ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that due to the community-driven nature of this page, the videos cannot be reliably checked for quality.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! !! Version !! Date !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PLAByAGXor8kupthBUIkQ_1Qvb9cSrDH6z CaptainKonzept&#039;s Factorio Video Tutorials]&lt;br /&gt;
| v0.13&lt;br /&gt;
| 2016-09-03&lt;br /&gt;
| Circuit Logic, Smart Steam Power, Smart Oil Cracking, Smart Trains and more&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=5360 Bentham&#039;s Factorio Videos]&lt;br /&gt;
| v0.10&lt;br /&gt;
| 2014-08-14&lt;br /&gt;
| Oil, Trains, Burner inserters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5316 Negative Root&#039;s Factorio Tutorials on Youtube]&lt;br /&gt;
| v0.10.6&lt;br /&gt;
| 2014-08-12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3818 A series of tutorials to help new players]&lt;br /&gt;
| v0.8&lt;br /&gt;
| 2014-05-24&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.factorioforums.com/forum/viewtopic.php?f=54&amp;amp;t=13360 Tutorials series in Portuguese (BR)]&lt;br /&gt;
| v0.11.22&lt;br /&gt;
| 2015-07-06&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Joseki (Starting moves) ===&lt;br /&gt;
&lt;br /&gt;
For example the coal joseki: Two burner miners fill themselves on a coal field.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! !! Version !! Date !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| [http://youtu.be/uVvkfXZxy84?list=PL-7ICWbZUDjn_j0tcYVMm0tcm0OgOFDsJ The early game]&lt;br /&gt;
| v0.10.6&lt;br /&gt;
| 2014-08-1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=4406 Tips for a quick start]&lt;br /&gt;
| v0.9&lt;br /&gt;
| 2014-06-18&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting strategies ===&lt;br /&gt;
[[File:Starting_screen.PNG|thumb|right|Your starting items, [[Iron Plate|Iron Plates]], a [[Burner Mining Drill]] and a [[Stone Furnace]] ]]&lt;br /&gt;
&lt;br /&gt;
As the [[player]] is spawned, they start with a small array of items; including 8 [[Iron Plate|Iron Plates]], a [[Burner Mining Drill]] and a [[Stone Furnace]], using these tools the player will be able to cultivate nearby resources of [[Coal]], a type of fuel that can be used to power your Stone Furnace and Burner Mining Drills.&lt;br /&gt;
&lt;br /&gt;
You can use the Burner Mining Drill to mine nearby [[Iron ore|Iron]], [[Copper ore|Copper]] and [[Coal|Coal]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6627&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Exploring the map ===&lt;br /&gt;
Whilst the map the player is dropped into is randomly generated at world creation, eventually exploring the map will prove vitally important to securing further resources, e.g. [[Iron ore]], [[Copper ore]].&lt;br /&gt;
&lt;br /&gt;
As of Version 0.11.1, there are only two methods to exploring the world. This is either through the use of a [[Radar]], or simply by searching the area using your character, though [[Enemies]] may be a hazard for any explorers.&lt;br /&gt;
&lt;br /&gt;
=== The Oil Network ===&lt;br /&gt;
* [https://www.youtube.com/watch?v=qiYMgxd_iFg&amp;amp;list=PLAByAGXor8kupthBUIkQ_1Qvb9cSrDH6z&amp;amp;index=2 Smart Oil Processing - How to Keep Your Tanks from Overflowing (Video)] As of 0.15 obsolete due to fluid wagons.&lt;br /&gt;
&lt;br /&gt;
=== Emergency Steam Generator ===&lt;br /&gt;
* [https://www.youtube.com/watch?v=SV1__A7YCBw&amp;amp;list=PLAByAGXor8kupthBUIkQ_1Qvb9cSrDH6z&amp;amp;index=4 Smart Steam Power - How to use Solar-Charged Accumulators Instead of Coal / Emergency Steam Power (Video)]&lt;br /&gt;
&lt;br /&gt;
=== Priority Splitter ===&lt;br /&gt;
* [https://www.youtube.com/watch?v=Ta6PnPC7MOI Priority Splitters: Maximum Throughput off your Main Bus (Video)]&lt;br /&gt;
&lt;br /&gt;
=== Train ===&lt;br /&gt;
* [https://www.youtube.com/watch?v=mXr7y02ZG00 Rail Signaling - Easy Rules for Placing Signals (Video)]&lt;br /&gt;
* [https://wiki.factorio.com/Railway/Signal/Tutorial| Railway Signal Tutorial]&lt;br /&gt;
* [https://www.youtube.com/watch?v=8z0flAe3fWY&amp;amp;list=PLAByAGXor8kupthBUIkQ_1Qvb9cSrDH6z&amp;amp;index=1 Smart Trains - Stop Conditions and the Circuit Network (Video)]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
=== General resource strategies ===&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6667&amp;amp;p=52272&amp;amp;hilit=Production+surplus#p52272&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorial]]&lt;br /&gt;
[[Category:English page]]&lt;/div&gt;</summary>
		<author><name>Xerus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/Roboport&amp;diff=142808</id>
		<title>Prototype/Roboport</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/Roboport&amp;diff=142808"/>
		<updated>2017-07-26T18:30:19Z</updated>

		<summary type="html">&lt;p&gt;Xerus: /* energy_usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
A [[roboport]]. Based on [[Prototype/EntityWithHealth]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
This prototype inherits all the properties from [[Prototype/EntityWithHealth]].&lt;br /&gt;
&lt;br /&gt;
=== energy_source ===&lt;br /&gt;
Type: [[Types/EnergyPower]]&lt;br /&gt;
&lt;br /&gt;
The roboport&#039;s energy source. Normal roboports have a buffer_capacity of 48KJ and an input_flow_limit of 2KW.&lt;br /&gt;
&lt;br /&gt;
=== recharge_minimum ===&lt;br /&gt;
Type: [[Types/EnergyAmount]]&lt;br /&gt;
&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
=== energy_usage ===&lt;br /&gt;
Type: [[Types/EnergyPower]]&lt;br /&gt;
&lt;br /&gt;
The amount of energy the roboport uses when idle.&lt;br /&gt;
&lt;br /&gt;
=== radius ===&lt;br /&gt;
Type: [[Types/unsigned]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;radius&amp;quot; of the area the roboport covers. If this is 25, the roboport will cover a 50X50 area.&lt;br /&gt;
&lt;br /&gt;
=== charge_approach_distance ===&lt;br /&gt;
Type: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
Presumably, the distance from the roboport at which robots will wait to charge.&lt;br /&gt;
&lt;br /&gt;
=== robot_slots_count ===&lt;br /&gt;
Type: [[Types/unsigned]]&lt;br /&gt;
&lt;br /&gt;
The number of robot slots in the roboport.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== material_slots_count ===&lt;br /&gt;
Type: [[Types/unsigned]]&lt;br /&gt;
&lt;br /&gt;
The number of repair pack slots in the roboport.&lt;br /&gt;
&lt;br /&gt;
=== stationing_offset ===&lt;br /&gt;
Type: [[Types/vector]]&lt;br /&gt;
&lt;br /&gt;
The offset from the centre of the roboport at which robots will enter and exit.&lt;br /&gt;
&lt;br /&gt;
=== charging_offsets ===&lt;br /&gt;
Type: List of [[Types/vector]]&lt;br /&gt;
&lt;br /&gt;
The offsets from the centre of the roboport at which robots will charge.&lt;br /&gt;
&lt;br /&gt;
=== base_animation ===&lt;br /&gt;
Type: [[Types/Animation]]&lt;br /&gt;
&lt;br /&gt;
The animation played when the roboport is idle.&lt;br /&gt;
&lt;br /&gt;
=== door_animation ===&lt;br /&gt;
Type: [[Types/Animation]]&lt;br /&gt;
&lt;br /&gt;
The animation played when robots enter or leave the roboport. It plays forwards to open the door, and backwards to close the door.&lt;br /&gt;
&lt;br /&gt;
=== recharging_animation ===&lt;br /&gt;
Type: [[Types/Animation]]&lt;br /&gt;
&lt;br /&gt;
The animation played at each charging point when a robot is charging there.&lt;br /&gt;
&lt;br /&gt;
=== recharging_light ===&lt;br /&gt;
Type: [[Types/Light]]&lt;br /&gt;
&lt;br /&gt;
The light emitted when charging a robot.&lt;br /&gt;
&lt;br /&gt;
=== request_to_open_door_timeout ===&lt;br /&gt;
Type: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
=== spawn_and_station_height ===&lt;br /&gt;
Type: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
=== radius_visualization_picture ===&lt;br /&gt;
Type: [[Types/Sprite]]&lt;br /&gt;
&lt;br /&gt;
This sprite will be displayed on every tile in range of the roboport when the cursor is over the roboport, when placing a roboport and when placing a logistics chest.&lt;/div&gt;</summary>
		<author><name>Xerus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Research&amp;diff=142772</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Research&amp;diff=142772"/>
		<updated>2017-07-23T15:14:09Z</updated>

		<summary type="html">&lt;p&gt;Xerus: /* Automation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039; is used to unlock recipes and bonuses. Research is performed by [[lab|labs]] consuming different types of [[science pack|science packs]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Only one [[technologies|technology]] can be researched at once in single player. In multiplayer research progress is shared between [[Multiplayer#PvP|forces]]. The technology that labs will research is changed using the technology screen which can be accessed by pressing T.&lt;br /&gt;
&lt;br /&gt;
[[File:Technology_Screen.png|thumb|The technology screen]]&lt;br /&gt;
&lt;br /&gt;
Research progress for a technology is divided into &#039;&#039;units&#039;&#039;. Each unit has a time and a science pack cost. When research is in progress labs with the required amount of science packs for one unit will consume the amount and contribute towards research progress.&lt;br /&gt;
&lt;br /&gt;
The time a technology will take to research can be calculated using this function:&lt;br /&gt;
&lt;br /&gt;
 time = (time cost * units / labs) seconds&lt;br /&gt;
&lt;br /&gt;
[[File:res.png|frame|The progress bar shown in the top right corner of the game when research is in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Automation ===&lt;br /&gt;
&lt;br /&gt;
Crafting science packs by hand is not feasible because of the amount of resources and time needed to craft them. They are the main incentive for automation throughout the whole game.&lt;br /&gt;
&lt;br /&gt;
The insertion of science packs into labs may be automated using [[inserters]] and [[transport belt|transport belts]] as shown in the following screenshots.&lt;br /&gt;
&lt;br /&gt;
[[File:5_5_Labs_R_G_packs.png]]&lt;br /&gt;
&lt;br /&gt;
Since 0.15 you need up to 7 science packs, requiring a more complex build than the previous version depicted below, which works for 0.14. Note that inserters can take science packs from labs and hand them on to other labs, making a lab chain a feasible solution. Other options include using 3 belts(because space science is only relevant very late) or a sushi belt.&lt;br /&gt;
&lt;br /&gt;
[[File:5_5_Labs_all_packs.png]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement|Tech-maniac}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
* [[Technology tree]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=8977 Science Pack Production vs. Number of Laboratories] - about the needed number of assemblies for each type of science pack.&lt;br /&gt;
&lt;br /&gt;
[[Category: Technology]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Xerus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Research&amp;diff=142771</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Research&amp;diff=142771"/>
		<updated>2017-07-23T15:13:01Z</updated>

		<summary type="html">&lt;p&gt;Xerus: /* Automation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039; is used to unlock recipes and bonuses. Research is performed by [[lab|labs]] consuming different types of [[science pack|science packs]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Only one [[technologies|technology]] can be researched at once in single player. In multiplayer research progress is shared between [[Multiplayer#PvP|forces]]. The technology that labs will research is changed using the technology screen which can be accessed by pressing T.&lt;br /&gt;
&lt;br /&gt;
[[File:Technology_Screen.png|thumb|The technology screen]]&lt;br /&gt;
&lt;br /&gt;
Research progress for a technology is divided into &#039;&#039;units&#039;&#039;. Each unit has a time and a science pack cost. When research is in progress labs with the required amount of science packs for one unit will consume the amount and contribute towards research progress.&lt;br /&gt;
&lt;br /&gt;
The time a technology will take to research can be calculated using this function:&lt;br /&gt;
&lt;br /&gt;
 time = (time cost * units / labs) seconds&lt;br /&gt;
&lt;br /&gt;
[[File:res.png|frame|The progress bar shown in the top right corner of the game when research is in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Automation ===&lt;br /&gt;
&lt;br /&gt;
Crafting science packs by hand is not feasible because of the amount of resources and time needed to craft them. They may act as an incentive to automate which continues on throughout the game.&lt;br /&gt;
&lt;br /&gt;
The insertion of science packs into labs may be automated using [[inserters]] and [[transport belt|transport belts]] as shown in the following screenshots.&lt;br /&gt;
&lt;br /&gt;
[[File:5_5_Labs_R_G_packs.png]]&lt;br /&gt;
&lt;br /&gt;
Since 0.15 you need up to 7 science packs, requiring a more complex build than the previous version depicted below, which works for 0.14. Note that inserters can take science packs from labs and hand them on to other labs, making a lab chain a feasible solution. Other options include using 3 belts(because space science is only relevant very late) or a sushi belt.&lt;br /&gt;
&lt;br /&gt;
[[File:5_5_Labs_all_packs.png]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement|Tech-maniac}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
* [[Technology tree]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=8977 Science Pack Production vs. Number of Laboratories] - about the needed number of assemblies for each type of science pack.&lt;br /&gt;
&lt;br /&gt;
[[Category: Technology]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Xerus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Research&amp;diff=142770</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Research&amp;diff=142770"/>
		<updated>2017-07-23T15:11:05Z</updated>

		<summary type="html">&lt;p&gt;Xerus: /* Automation */ added chaining tip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039; is used to unlock recipes and bonuses. Research is performed by [[lab|labs]] consuming different types of [[science pack|science packs]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Only one [[technologies|technology]] can be researched at once in single player. In multiplayer research progress is shared between [[Multiplayer#PvP|forces]]. The technology that labs will research is changed using the technology screen which can be accessed by pressing T.&lt;br /&gt;
&lt;br /&gt;
[[File:Technology_Screen.png|thumb|The technology screen]]&lt;br /&gt;
&lt;br /&gt;
Research progress for a technology is divided into &#039;&#039;units&#039;&#039;. Each unit has a time and a science pack cost. When research is in progress labs with the required amount of science packs for one unit will consume the amount and contribute towards research progress.&lt;br /&gt;
&lt;br /&gt;
The time a technology will take to research can be calculated using this function:&lt;br /&gt;
&lt;br /&gt;
 time = (time cost * units / labs) seconds&lt;br /&gt;
&lt;br /&gt;
[[File:res.png|frame|The progress bar shown in the top right corner of the game when research is in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Automation ===&lt;br /&gt;
&lt;br /&gt;
Crafting science packs by hand is not feasible because of the amount of resources and time needed to craft them. They may act as an incentive to automate which continues on throughout the game.&lt;br /&gt;
&lt;br /&gt;
The insertion of science packs into labs may be automated using [[inserters]] and [[transport belt|transport belts]] as shown in the following screenshots.&lt;br /&gt;
&lt;br /&gt;
[[File:5_5_Labs_R_G_packs.png]]&lt;br /&gt;
&lt;br /&gt;
The following screenshot shows how all four types(until 0.14) of science packs can be inserted from two conveyor belts.&lt;br /&gt;
As of 0.15, there are now up to 7 science packs, requiring a more complex build. Note that inserters can also take science packs from labs and hand them on to other labs, making a lab chain a feasible solution. Other options include using 3 belts(because space science is only relevant very late) or a sushi belt.&lt;br /&gt;
&lt;br /&gt;
[[File:5_5_Labs_all_packs.png]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement|Tech-maniac}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
* [[Technology tree]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=8977 Science Pack Production vs. Number of Laboratories] - about the needed number of assemblies for each type of science pack.&lt;br /&gt;
&lt;br /&gt;
[[Category: Technology]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Xerus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Research&amp;diff=142769</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Research&amp;diff=142769"/>
		<updated>2017-07-23T15:07:41Z</updated>

		<summary type="html">&lt;p&gt;Xerus: /* Automation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039; is used to unlock recipes and bonuses. Research is performed by [[lab|labs]] consuming different types of [[science pack|science packs]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Only one [[technologies|technology]] can be researched at once in single player. In multiplayer research progress is shared between [[Multiplayer#PvP|forces]]. The technology that labs will research is changed using the technology screen which can be accessed by pressing T.&lt;br /&gt;
&lt;br /&gt;
[[File:Technology_Screen.png|thumb|The technology screen]]&lt;br /&gt;
&lt;br /&gt;
Research progress for a technology is divided into &#039;&#039;units&#039;&#039;. Each unit has a time and a science pack cost. When research is in progress labs with the required amount of science packs for one unit will consume the amount and contribute towards research progress.&lt;br /&gt;
&lt;br /&gt;
The time a technology will take to research can be calculated using this function:&lt;br /&gt;
&lt;br /&gt;
 time = (time cost * units / labs) seconds&lt;br /&gt;
&lt;br /&gt;
[[File:res.png|frame|The progress bar shown in the top right corner of the game when research is in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Automation ===&lt;br /&gt;
&lt;br /&gt;
Crafting science packs by hand is not feasible because of the amount of resources and time needed to craft them. They may act as an incentive to automate which continues on throughout the game.&lt;br /&gt;
&lt;br /&gt;
The insertion of science packs into labs may be automated using [[inserters]] and [[transport belt|transport belts]] as shown in the following screenshots.&lt;br /&gt;
&lt;br /&gt;
[[File:5_5_Labs_R_G_packs.png]]&lt;br /&gt;
&lt;br /&gt;
The following screenshot shows how all four types(until 0.14) of science packs can be inserted from two conveyor belts.&lt;br /&gt;
&lt;br /&gt;
[[File:5_5_Labs_all_packs.png]]&lt;br /&gt;
&lt;br /&gt;
As of 0.15, there are now up to 7 science packs, requiring a more complex build.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement|Tech-maniac}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
* [[Technology tree]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=8977 Science Pack Production vs. Number of Laboratories] - about the needed number of assemblies for each type of science pack.&lt;br /&gt;
&lt;br /&gt;
[[Category: Technology]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Xerus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:Xerus&amp;diff=142767</id>
		<title>User talk:Xerus</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:Xerus&amp;diff=142767"/>
		<updated>2017-07-23T14:35:54Z</updated>

		<summary type="html">&lt;p&gt;Xerus: /* Modding_Tutorial/Settings */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to the Official Factorio Wiki!&#039;&#039;&#039; Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it. &lt;br /&gt;
First and foremost, please be sure to read and understand the [[Factorio:Wiki rules|rules of this Wiki]]. If you have any questions or concerns with these rules, please don&#039;t hesitate to ask an Admin. &lt;br /&gt;
Secondly, if you&#039;re new to editing Wikis and are unfamiliar with MediaWiki&#039;s formatting, please be sure to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages]. &lt;br /&gt;
If you&#039;re unsure where to begin, please see the [[Factorio:Editor_noticeboard|editor noticeboard]], where information on the current objectives and projects of the Wiki may be found. &lt;br /&gt;
Again, welcome, we hope you contribute as much high quality information as you can. [[User:Gangsir|Gangsir]] ([[User talk:Gangsir|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 20:20, 22 July 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Modding_Tutorial/Settings ==&lt;br /&gt;
&lt;br /&gt;
Most of the infomation presented here comes from this post: https://forums.factorio.com/viewtopic.php?f=34&amp;amp;t=32890&lt;br /&gt;
&lt;br /&gt;
Mod settings:&lt;br /&gt;
&lt;br /&gt;
Do not conditionally &#039;require(...)&#039; things: this breaks the crc checks and people will get errors trying to use your mod in multiplayer. &#039;require(...)&#039; everything and then conditionally add the values to data.raw using the settings.&lt;br /&gt;
&lt;br /&gt;
Mod settings are defined per-mod using the same process as normal prototypes with their own settings files.&lt;br /&gt;
See the data stage here: http://lua-api.factorio.com/latest/Data-Lifecycle.html&lt;br /&gt;
&lt;br /&gt;
The settings lua files are:&lt;br /&gt;
&lt;br /&gt;
settings.lua&lt;br /&gt;
settings-updates.lua&lt;br /&gt;
settings-final-fixes.lua&lt;br /&gt;
&lt;br /&gt;
As of 0.15.3 there are 4 types of settings:&lt;br /&gt;
&lt;br /&gt;
bool-setting - true/false&lt;br /&gt;
int-setting - a signed 64 bit integer&lt;br /&gt;
double-setting - a double precision floating point number&lt;br /&gt;
string-setting - a string&lt;br /&gt;
&lt;br /&gt;
Each setting supports the standard prototype properties:&lt;br /&gt;
&lt;br /&gt;
name (string, required)&lt;br /&gt;
type (string, required)&lt;br /&gt;
localised_name (localised string, optional)&lt;br /&gt;
localised_description (localised string, optional)&lt;br /&gt;
order (string, optional)&lt;br /&gt;
&lt;br /&gt;
In addition to the standard properties mod settings also contain:&lt;br /&gt;
&lt;br /&gt;
setting_type (string, required)&lt;br /&gt;
- &amp;quot;startup&amp;quot; - this setting type is available during the standard prototype data loading stage and can&#039;t be changed runtime. When joinin a server the startup settings are required to be identical to the server and if not the joining person will be asked if they want to set their settings to match the server.&lt;br /&gt;
- &amp;quot;runtime-global&amp;quot; - this setting type is only available runtime in the control.lua stage and can only be changed by admins (or in single player the 1 player).&lt;br /&gt;
- &amp;quot;runtime-per-user&amp;quot; - this setting type is only available runtime in the control.lua stage and each player has their own instance of this setting. When a player joins a server their local setting of &amp;quot;keep mod settings per save&amp;quot; determines if the local settings they have set are synced to the loaded save or if the save settings are used.&lt;br /&gt;
&lt;br /&gt;
Bool setting properties contain:&lt;br /&gt;
&lt;br /&gt;
default_value (bool, required)&lt;br /&gt;
&lt;br /&gt;
Int setting prototypes contain:&lt;br /&gt;
&lt;br /&gt;
default_value (int, required)&lt;br /&gt;
minimum_value (int, optional)&lt;br /&gt;
maximum_value (int, optional)&lt;br /&gt;
allowed_values (array(int), optional)&lt;br /&gt;
&lt;br /&gt;
Double setting prototypes contain:&lt;br /&gt;
&lt;br /&gt;
default_value (double, required)&lt;br /&gt;
minimum_value (double, optional)&lt;br /&gt;
maximum_value (double, optional)&lt;br /&gt;
allowed_values (array(double), optional)&lt;br /&gt;
&lt;br /&gt;
String setting prototype contain:&lt;br /&gt;
&lt;br /&gt;
default_value (string, required)&lt;br /&gt;
allow_blank (boolean, optional) - defaults to false&lt;br /&gt;
allowed_values (array(string), optional)&lt;br /&gt;
&lt;br /&gt;
Mod settings persistence:&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;mod-settings.json&amp;quot; file stored in the write-data folder for the game contains the local players settings between game sessions similar to the player-data.json file.&lt;br /&gt;
&lt;br /&gt;
Accessing mod settings through script:&lt;br /&gt;
&lt;br /&gt;
The global property &amp;quot;settings&amp;quot; is populated with the startup settings during the data loading stage. Runtime (the control.lua stage) the global property &amp;quot;settings&amp;quot; contains startup, runtime, and runtime-per-user settings in read-only format.&lt;br /&gt;
&lt;br /&gt;
Mod settings display order:&lt;br /&gt;
&lt;br /&gt;
Mod settings are shown in the settings GUI first sorted by mod sort order then sorted by the setting &amp;quot;order&amp;quot; string and then finally by the setting name.&lt;/div&gt;</summary>
		<author><name>Xerus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Modding_FAQ&amp;diff=142766</id>
		<title>Tutorial:Modding FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Modding_FAQ&amp;diff=142766"/>
		<updated>2017-07-23T14:30:40Z</updated>

		<summary type="html">&lt;p&gt;Xerus: /* The name of my item is displayed as &amp;quot;Unknown key: item-name.yourname&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
This is a list of common questions asked by new mod makers. Feel free to edit and update with new questions and answers.&lt;br /&gt;
&lt;br /&gt;
=== Why do I get the error &amp;quot;C:\Factorio\mod doesn&#039;t match the expected mod_version# (case sensitive!)&amp;quot; error? ===&lt;br /&gt;
&lt;br /&gt;
The folder name of your mod must include the version number, and name of the mod separated by an underscore. So if your mod is titled &amp;quot;myMod&amp;quot; version 0.0.1, in order for Factorio to read it, the folder must be titled &amp;quot;myMod_0.0.1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== My item / entity wont load the sprite I made. ===&lt;br /&gt;
Make sure your path is right : __mod-name__/map-name/2nd-map-name/sprite.png. Pay attention to case, the following file is not the same as previous: __Mod-name__/Map-name/2nd-map-name/sprite.PNG. Also note that Factorio is only capable of loading png files for icons and entity textures.&lt;br /&gt;
&lt;br /&gt;
=== The name of my item is displayed as &amp;quot;Unknown key: item-name.yourname&amp;quot; ===&lt;br /&gt;
Make sure you have valid locale mappings. Create a &amp;quot;locale&amp;quot; directory with an &amp;quot;en&amp;quot; sub-directory and create a &amp;quot;item-name.cfg&amp;quot; file. It should contains something like:&lt;br /&gt;
  [item-name]&lt;br /&gt;
  itemx=Item X&lt;br /&gt;
  itemy=Item Y&lt;br /&gt;
&lt;br /&gt;
Do the same for your entities, but put them in an &#039;&#039;[entity-name]&#039;&#039; section/file.&lt;br /&gt;
For each &#039;&#039;[xxx-name]&#039;&#039; section you should preferably also add a section &#039;&#039;[xxx-description]&#039;&#039;, which will then display as description when you hover over the corresponding item/entity/technology/mod-setting&lt;br /&gt;
&lt;br /&gt;
=== What does (&#039;=&#039; character not found in line) mean? ===&lt;br /&gt;
If you get the error message &#039;=&#039; character not found in line , chances are you created a new document as something other than a .txt file, adding in format text to  the document that is causing this error.  Copy the contents of your .cfg file and make a new .txt file, rename it to .cfg, and paste your configuration into it. This is due to Windows&#039; odd behavior with file types.&lt;br /&gt;
&lt;br /&gt;
=== Error while loading prototype &amp;quot;entity-name&amp;quot;: No such node (pictures). ===&lt;br /&gt;
Make sure your entity contains the right amount of lines for that type of for example a chest needs 1 picture for the entity to work but a wall needs 20. Look in the factorio base/prototypes/entity/entity.lua.  And you can see that different entities need different amounts of pictures.&lt;br /&gt;
&lt;br /&gt;
=== How do I store information with an entity, like integers or booleans? ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s API ensures that modders use the proper way to do things, to reduce the possible instability arising from modders doing strange workarounds. The proper way to store data with an entity is to use a table in the [http://lua-api.factorio.com/latest/Global.html global table] that contains the entity and information. If you then need to access it, you can write code to get the value out of the table that corresponds to the entity. It isn&#039;t possible to store data on an entity in any other way, either in the control stage or data stage. Some entity types do have space for variables, as of 0.15.&lt;br /&gt;
&lt;br /&gt;
=== How do I make an entity store/consume energy even if it wasn&#039;t made to? ===&lt;br /&gt;
&lt;br /&gt;
Use of the &amp;lt;code&amp;gt;electric energy interface&amp;lt;/code&amp;gt; allows for arbitrary electricity handling. You will need to spawn this entity on top of yours, and clean it up when your entity is destroyed. Scripting is also necessary to gate the entity&#039;s functions behind energy requirements.&lt;br /&gt;
&lt;br /&gt;
=== How can I disable a recipe with scripting? ===&lt;br /&gt;
&lt;br /&gt;
Simple, just set it&#039;s &amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; tag to false. An item&#039;s recipe can be obtained through its prototype.&lt;br /&gt;
&lt;br /&gt;
=== How do I declare a dependency of my mod? ===&lt;br /&gt;
&lt;br /&gt;
This is done in the info.json file of your mod. Under the dependency field, simply place the &#039;&#039;internal name&#039;&#039; (Not the pretty title!) of the mod you want to declare as a dependency. It is a json table, so multiple can be defined. If you want to declare it as an optional dependency, then put a question mark and space before the name. As an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dependencies&amp;quot;: [&amp;quot;? MAIN-DyTech-Machine&amp;quot;, &amp;quot;? CORE-DyTech-Core&amp;quot;, &amp;quot;bobenemies&amp;gt;=0.13.1&amp;quot;, &amp;quot;bobores&amp;quot;, &amp;quot;? 5dim_ores&amp;quot;],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Be careful with required dependencies, as they will cause the game to crash if they are not met or ill-defined. Dependencies also cannot be circular, if another mod requires yours, you &#039;&#039;cannot&#039;&#039; require it.&lt;br /&gt;
&lt;br /&gt;
=== I&#039;m trying to change the attributes of a vanilla entity, but it&#039;s not working! ===&lt;br /&gt;
&lt;br /&gt;
If there are other mods installed in your dev environment, it&#039;s possible that their changes are overwriting yours. (A good find if this is true, because this is an incompatibility!) To fix, you need to add the mod that&#039;s doing it (up to you to find) as an &#039;&#039;optional&#039;&#039; dependency, so it gets loaded first. This ensures that your changes overwrite theirs.&lt;br /&gt;
&lt;br /&gt;
Be careful though, if the mod in question is expecting it&#039;s changes to stick, you could break the mod. If so, this means that your mod is permanently incompatible with that mod, so you should declare that fact in your mod&#039;s description.&lt;br /&gt;
&lt;br /&gt;
=== How are mods loaded in Factorio? ===&lt;br /&gt;
&lt;br /&gt;
See [http://lua-api.factorio.com/latest/Data-Lifecycle.html this page by the developers], it sums up the process very well.&lt;br /&gt;
&lt;br /&gt;
=== How do I submit my mod to the mod portal? ===&lt;br /&gt;
&lt;br /&gt;
Login with your Factorio.com account, and click the submit mod button in the top right corner. Provide the mod as a zip file, and write a description/upload some pics. The title, version, etc is all pulled from the zip.&lt;br /&gt;
&lt;br /&gt;
=== What is the &amp;quot;attempt to index a nil value&amp;quot; error? ===&lt;br /&gt;
&lt;br /&gt;
This is a Lua error that means the mod is trying to access a value that doesn&#039;t exist. Similar to a Null Pointer in other programming languages. If you look around the error box, you should see the file and line where the error occurred, go there and try to figure out why the specific thing it&#039;s trying to access doesn&#039;t exist. This happens most often with accessing Factorio&#039;s custom Lua tables, and trying to access a var that doesn&#039;t exist within that table.&lt;br /&gt;
&lt;br /&gt;
This also happens with developers experienced in other programming languages that forget that Lua tables are indexed from &#039;&#039;&#039;1&#039;&#039;&#039;, not 0. Table[0] doesn&#039;t exist by default in Lua.&lt;/div&gt;</summary>
		<author><name>Xerus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Modding_FAQ&amp;diff=142765</id>
		<title>Tutorial:Modding FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Modding_FAQ&amp;diff=142765"/>
		<updated>2017-07-23T14:30:00Z</updated>

		<summary type="html">&lt;p&gt;Xerus: /* The name of my item is displayed as &amp;quot;Unknown key: item-name.yourname&amp;quot; */ small addition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
This is a list of common questions asked by new mod makers. Feel free to edit and update with new questions and answers.&lt;br /&gt;
&lt;br /&gt;
=== Why do I get the error &amp;quot;C:\Factorio\mod doesn&#039;t match the expected mod_version# (case sensitive!)&amp;quot; error? ===&lt;br /&gt;
&lt;br /&gt;
The folder name of your mod must include the version number, and name of the mod separated by an underscore. So if your mod is titled &amp;quot;myMod&amp;quot; version 0.0.1, in order for Factorio to read it, the folder must be titled &amp;quot;myMod_0.0.1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== My item / entity wont load the sprite I made. ===&lt;br /&gt;
Make sure your path is right : __mod-name__/map-name/2nd-map-name/sprite.png. Pay attention to case, the following file is not the same as previous: __Mod-name__/Map-name/2nd-map-name/sprite.PNG. Also note that Factorio is only capable of loading png files for icons and entity textures.&lt;br /&gt;
&lt;br /&gt;
=== The name of my item is displayed as &amp;quot;Unknown key: item-name.yourname&amp;quot; ===&lt;br /&gt;
Make sure you have valid locale mappings. Create a &amp;quot;locale&amp;quot; directory with an &amp;quot;en&amp;quot; sub-directory and create a &amp;quot;item-name.cfg&amp;quot; file. It should contains something like:&lt;br /&gt;
  [item-name]&lt;br /&gt;
  itemx=Item X&lt;br /&gt;
  itemy=Item Y&lt;br /&gt;
&lt;br /&gt;
Do the same for your entities, but put them in an &amp;quot;entity-name&amp;quot; section/file.&lt;br /&gt;
For each [xxx-name] section you should preferably also add a section [xxx-description], which will then display as description when you hover over the corresponding item/entity/technology/mod-setting&lt;br /&gt;
&lt;br /&gt;
=== What does (&#039;=&#039; character not found in line) mean? ===&lt;br /&gt;
If you get the error message &#039;=&#039; character not found in line , chances are you created a new document as something other than a .txt file, adding in format text to  the document that is causing this error.  Copy the contents of your .cfg file and make a new .txt file, rename it to .cfg, and paste your configuration into it. This is due to Windows&#039; odd behavior with file types.&lt;br /&gt;
&lt;br /&gt;
=== Error while loading prototype &amp;quot;entity-name&amp;quot;: No such node (pictures). ===&lt;br /&gt;
Make sure your entity contains the right amount of lines for that type of for example a chest needs 1 picture for the entity to work but a wall needs 20. Look in the factorio base/prototypes/entity/entity.lua.  And you can see that different entities need different amounts of pictures.&lt;br /&gt;
&lt;br /&gt;
=== How do I store information with an entity, like integers or booleans? ===&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s API ensures that modders use the proper way to do things, to reduce the possible instability arising from modders doing strange workarounds. The proper way to store data with an entity is to use a table in the [http://lua-api.factorio.com/latest/Global.html global table] that contains the entity and information. If you then need to access it, you can write code to get the value out of the table that corresponds to the entity. It isn&#039;t possible to store data on an entity in any other way, either in the control stage or data stage. Some entity types do have space for variables, as of 0.15.&lt;br /&gt;
&lt;br /&gt;
=== How do I make an entity store/consume energy even if it wasn&#039;t made to? ===&lt;br /&gt;
&lt;br /&gt;
Use of the &amp;lt;code&amp;gt;electric energy interface&amp;lt;/code&amp;gt; allows for arbitrary electricity handling. You will need to spawn this entity on top of yours, and clean it up when your entity is destroyed. Scripting is also necessary to gate the entity&#039;s functions behind energy requirements.&lt;br /&gt;
&lt;br /&gt;
=== How can I disable a recipe with scripting? ===&lt;br /&gt;
&lt;br /&gt;
Simple, just set it&#039;s &amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; tag to false. An item&#039;s recipe can be obtained through its prototype.&lt;br /&gt;
&lt;br /&gt;
=== How do I declare a dependency of my mod? ===&lt;br /&gt;
&lt;br /&gt;
This is done in the info.json file of your mod. Under the dependency field, simply place the &#039;&#039;internal name&#039;&#039; (Not the pretty title!) of the mod you want to declare as a dependency. It is a json table, so multiple can be defined. If you want to declare it as an optional dependency, then put a question mark and space before the name. As an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;dependencies&amp;quot;: [&amp;quot;? MAIN-DyTech-Machine&amp;quot;, &amp;quot;? CORE-DyTech-Core&amp;quot;, &amp;quot;bobenemies&amp;gt;=0.13.1&amp;quot;, &amp;quot;bobores&amp;quot;, &amp;quot;? 5dim_ores&amp;quot;],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Be careful with required dependencies, as they will cause the game to crash if they are not met or ill-defined. Dependencies also cannot be circular, if another mod requires yours, you &#039;&#039;cannot&#039;&#039; require it.&lt;br /&gt;
&lt;br /&gt;
=== I&#039;m trying to change the attributes of a vanilla entity, but it&#039;s not working! ===&lt;br /&gt;
&lt;br /&gt;
If there are other mods installed in your dev environment, it&#039;s possible that their changes are overwriting yours. (A good find if this is true, because this is an incompatibility!) To fix, you need to add the mod that&#039;s doing it (up to you to find) as an &#039;&#039;optional&#039;&#039; dependency, so it gets loaded first. This ensures that your changes overwrite theirs.&lt;br /&gt;
&lt;br /&gt;
Be careful though, if the mod in question is expecting it&#039;s changes to stick, you could break the mod. If so, this means that your mod is permanently incompatible with that mod, so you should declare that fact in your mod&#039;s description.&lt;br /&gt;
&lt;br /&gt;
=== How are mods loaded in Factorio? ===&lt;br /&gt;
&lt;br /&gt;
See [http://lua-api.factorio.com/latest/Data-Lifecycle.html this page by the developers], it sums up the process very well.&lt;br /&gt;
&lt;br /&gt;
=== How do I submit my mod to the mod portal? ===&lt;br /&gt;
&lt;br /&gt;
Login with your Factorio.com account, and click the submit mod button in the top right corner. Provide the mod as a zip file, and write a description/upload some pics. The title, version, etc is all pulled from the zip.&lt;br /&gt;
&lt;br /&gt;
=== What is the &amp;quot;attempt to index a nil value&amp;quot; error? ===&lt;br /&gt;
&lt;br /&gt;
This is a Lua error that means the mod is trying to access a value that doesn&#039;t exist. Similar to a Null Pointer in other programming languages. If you look around the error box, you should see the file and line where the error occurred, go there and try to figure out why the specific thing it&#039;s trying to access doesn&#039;t exist. This happens most often with accessing Factorio&#039;s custom Lua tables, and trying to access a var that doesn&#039;t exist within that table.&lt;br /&gt;
&lt;br /&gt;
This also happens with developers experienced in other programming languages that forget that Lua tables are indexed from &#039;&#039;&#039;1&#039;&#039;&#039;, not 0. Table[0] doesn&#039;t exist by default in Lua.&lt;/div&gt;</summary>
		<author><name>Xerus</name></author>
	</entry>
</feed>