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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Xunie</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Xunie"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Xunie"/>
	<updated>2026-04-22T12:18:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Xunie&amp;diff=166009</id>
		<title>User:Xunie</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Xunie&amp;diff=166009"/>
		<updated>2018-12-08T08:22:29Z</updated>

		<summary type="html">&lt;p&gt;Xunie: Replaced content with &amp;quot;I&amp;#039;m Xunie.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m Xunie.&lt;/div&gt;</summary>
		<author><name>Xunie</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_solar_panel&amp;diff=153632</id>
		<title>Portable solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_solar_panel&amp;diff=153632"/>
		<updated>2018-01-05T12:21:59Z</updated>

		<summary type="html">&lt;p&gt;Xunie: removed duplicate link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Portable solar panel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Portable solar panels&#039;&#039;&#039; are the basic power generating units for [[Modular armor]]. They provide only a small amount of power, and only during the daytime.&lt;br /&gt;
&lt;br /&gt;
Portable solar panels can be used to slowly recharge [[Energy shield]]s out of combat, but are nearly useless for [[Personal laser defense]] or [[Exoskeleton]], even with a large number of [[Battery|Batteries]].&lt;br /&gt;
&lt;br /&gt;
Portable solar panels are 1x1 in size and are therefore primarily used in [[Modular armor]], which has a 5x5 grid that cannot usefully hold a much more powerful 4x4 [[Portable fusion reactor]].  (It could store one, but there would be no room for anything to use the power.)&lt;br /&gt;
&lt;br /&gt;
The more advanced armors should almost always use portable fusion reactors instead.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Portable fusion reactor]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Xunie</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Player&amp;diff=151983</id>
		<title>Player</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Player&amp;diff=151983"/>
		<updated>2017-11-24T13:19:25Z</updated>

		<summary type="html">&lt;p&gt;Xunie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Player icon.png|right]]&lt;br /&gt;
Factorio is played from the angled top down perspective of the &#039;&#039;player&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;physical representation&#039;&#039; of the player is the &#039;&#039;character&#039;&#039;, who is always at the center of view. In multiplayer, player characters will appear in different colors. Color can be set manually with the &amp;lt;code&amp;gt;/color&amp;lt;/code&amp;gt; command, see [[Console#Change_Player_color|Console]]. These colors also transfer to any entered [[car]] or [[tank]], depending on which player is driving them.&lt;br /&gt;
&lt;br /&gt;
The character is &#039;&#039;&#039;part of the player&#039;&#039;&#039; and represents the physical existence of the player in the game-world. In technical terms: A character is just one property of the [[player]], and it is the only that can be controlled at a time.&lt;br /&gt;
&lt;br /&gt;
The character&#039;s maximum [[Damage|health]] is 250 (without energy shields). The character&#039;s main inventory has 60 slots (without bonuses from [[#Armor|power armor]], [[Character_logistic_trash_slots_(research)|logistic trash slots]], or the [[#Quickbar|quickbar]]).&lt;br /&gt;
&lt;br /&gt;
== Distinction between Player and Character ==&lt;br /&gt;
&lt;br /&gt;
[[File:Player-running.gif|thumb|right|The player (aka the &#039;&#039;character&#039;&#039;) running.]]&lt;br /&gt;
[[File:twoplayers.png|thumb|right|180x180px|Two different color characters in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
Technically the player is only the &amp;quot;player-view&amp;quot;. The player is unlike the &#039;&#039;character&#039;&#039;, (the little person that runs around on the ground) The character is part of the player, but the player is not just the character.&lt;br /&gt;
&lt;br /&gt;
You can for example play in god-mode (such as in the sandbox game mode). In that mode you don&#039;t have a character, only a player. &lt;br /&gt;
&lt;br /&gt;
In other words, the Player is a term that encompasses both the internal code that defines a player, and the entity in game that interacts with machines/rocks/trees, which is the &#039;&#039;character&#039;&#039;. While this distinction is important for modding and understanding the game&#039;s core, the terms can be used interchangeably for most conversations. For the purpose of this article, player will be used.&lt;br /&gt;
&lt;br /&gt;
== World Interaction ==&lt;br /&gt;
The player has five primary ways of interacting with the world:&lt;br /&gt;
&lt;br /&gt;
# Crafting items personally from resources using the craft menu (Default open key: E)&lt;br /&gt;
# Placing entities by selecting them from the inventory or toolbar and placing them on a [[tile]] (Default: Left Mouse Button)&lt;br /&gt;
## Opening contextual menus for entities like [[Assembling machine|Assembly Machines]] or [[Chests]], using the same button&lt;br /&gt;
## Removing an entity from the world, returning it to your inventory (Default: &#039;&#039;&#039;Hold&#039;&#039;&#039; Right Mouse Button)&lt;br /&gt;
# Harvesting resources from a tile (Default: &#039;&#039;&#039;Hold&#039;&#039;&#039; RMB)&lt;br /&gt;
# Picking up non-placed items from the ground and placing them in your inventory (Default: Hold/press F)&lt;br /&gt;
# Firing weapons at enemies (Default: Press or hold Spacebar depending on weapon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more key-bindings, see [[Keyboard bindings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: The player can do that only, if his character owns the abilities for this. For example: He cannot fire a weapon, cause he has no weapons-slots.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
Equipment are items used to speed up entity/resource collection, kill [[enemies]], protect the player&#039;s health, etc. All equipment except for weapons and capsules have durability, and will break after enough uses. Examples of equipment and the equipment inventory are discussed below.&lt;br /&gt;
&lt;br /&gt;
[[File:EquipSlots.jpg|thumb|right|1: The tool slot for pickaxes. 2: The armor slot. 3: The weapon slots. 4: The ammo slots.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Removing or harvesting machines, entities, or resources from the world requires effort and this is implemented by way of a progress bar that needs to fill uninterrupted in order to complete and pick up the object. Starting without a pickaxe, it will take around two seconds to cut down a single tree. Since this is the sort of action required thousands of times over the course of a game, &#039;&#039;it is heavily recommended to craft an [[iron axe]] as the first action the player takes in the game&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A full list of all tools in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Iron axe]]&lt;br /&gt;
* [[Steel axe]]&lt;br /&gt;
* [[Repair pack]]&lt;br /&gt;
* [[Discharge defense remote]]&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Eventually, whether in a peaceful game or not, one will need the capability to destroy the various [[Enemies]] that live in the world.&lt;br /&gt;
&lt;br /&gt;
This capability mostly comes in the form of [[Turrets]] for base defense, but for the player there are two broad categories, more traditional weapons and capsules; discussed below. To fire the main equip-able weapons, the weapon must be in one of the weapon slots. (see above)&lt;br /&gt;
&lt;br /&gt;
If all the preparation is done, fire the weapon with the target enemy key (Default: Spacebar) or the target cursor key (Default: C). Target enemy is a &#039;&#039;safe&#039;&#039; auto-aim that will snap to any enemy in range and begin firing at it for as long as the key is held down. A green target reticle will be shown below the enemy when in range, red when not.&lt;br /&gt;
&lt;br /&gt;
Target cursor will fire your weapon in the direction of your cursor, which is mainly used to clear obstacles such as [[Tree]]s and rocks that block placing things. Bear in mind that damage is calculated as a combination of weapon, ammunition and technology together. Target cursor is capable of shooting anything with health, so be careful when near important buildings. In late game, player gunfire can nearly instantly destroy some buildings.&lt;br /&gt;
&lt;br /&gt;
Each player starts with a simple [[Pistol]] and ten magazines of [[Firearm magazine|basic ammo]], which will fend off the first few biter attacks, but will quickly be insufficient against the growing alien forces.&lt;br /&gt;
&lt;br /&gt;
A list of all traditional weapons in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Pistol]]&lt;br /&gt;
* [[Submachine gun]]&lt;br /&gt;
* [[Shotgun]]&lt;br /&gt;
* [[Combat shotgun]]&lt;br /&gt;
* [[Rocket launcher]]&lt;br /&gt;
* [[Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
=== Capsules ===&lt;br /&gt;
Capsules are consumable weapons systems, they are picked up from the inventory and thrown somewhere in the game world to spawn their effect at that position. Early in the game, these take the form of instant effect grenades that detonate upon reaching the location they were thrown to.&lt;br /&gt;
&lt;br /&gt;
A list of all throw-able capsules in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Grenade]]&lt;br /&gt;
* [[Cluster grenade]]&lt;br /&gt;
* [[Poison capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
&lt;br /&gt;
=== Combat Robot Capsules ===&lt;br /&gt;
With the mid-game comes access to combat robot capsules, which are deployed the exact same way as previous capsules, however they deploy different forms of hovering robots, with various behaviors and types of attacks/movement. The amount of robots that can be out at one time is limited by the [[Follower robot count (research)|Robot follower count research]].&lt;br /&gt;
&lt;br /&gt;
A list of all robot capsules in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Distractor capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Once the player has faced the first proper attack, they will quickly come to learn how much damage they can handle, not much at all. Equipping a decent set of armor is therefore a priority. There are two subcategories of armor in the game, however early in the game the player will only have access to simple basic armor.&lt;br /&gt;
&lt;br /&gt;
A list of all armors in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Light armor]]&lt;br /&gt;
* [[Heavy armor]]&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Power armor]]&lt;br /&gt;
* [[Power armor MK2]]&lt;br /&gt;
&lt;br /&gt;
In addition to protection from damage, some advanced armors also give a bonus to inventory size: 10 slots for modular armor, 20 for power armor, and 30 for power armor mk2.&lt;br /&gt;
&lt;br /&gt;
=== Armor Modules ===&lt;br /&gt;
Once the player has crafted any modular armor they gain access to various general purpose enhancements, which can be freely added or removed from any modular armor. While all of them are capable of fitting in even the [[Modular armor]] individually, their usefulness greatly depends on player choice; i.e. there are no specific best modules or best arrangement of modules.&lt;br /&gt;
&lt;br /&gt;
A list of all armor modules in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Exoskeleton]]&lt;br /&gt;
* [[Battery MK1]]&lt;br /&gt;
* [[Battery MK2]]&lt;br /&gt;
* [[Portable solar panel]]&lt;br /&gt;
* [[Portable fusion reactor]]&lt;br /&gt;
* [[Energy shield]]&lt;br /&gt;
* [[Energy shield MK2]]&lt;br /&gt;
* [[Night vision]]&lt;br /&gt;
* [[Personal laser defense]]&lt;br /&gt;
* [[Discharge defense]]&lt;br /&gt;
&lt;br /&gt;
== Quickbar ==&lt;br /&gt;
&lt;br /&gt;
The Quickbar is a row of 10 or 20 inventory slots at the bottom of the screen. It is always visible, unlike the player&#039;s main inventory which has to be opened and closed manually. Quickbar slots can be &amp;quot;locked&amp;quot; to only accept one type of item (useful to prevent it from getting cluttered by things you don&#039;t need), and are accessible via individual [[Keyboard_bindings|hotkeys]].&lt;br /&gt;
&lt;br /&gt;
[[File:Quickbar.png]]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
[[File:playerportrait.png|thumb|none|Portrait of the player character; seen when selecting the &amp;quot;First steps&amp;quot; campaign.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.14|&lt;br /&gt;
* Surplus items from crafting are again available for crafting other items. For example, crafting two green circuits will no longer result in two extra copper wires in the player&#039;s inventory. This only applies to items that are automatically crafted as a prerequisite; items the player has explicitly requested to craft will not be used to satisfy the dependencies of any further orders.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Armors have inventory size bonuses (10 for modular armor, 20 for power armor, 30 for power armor mk2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn&#039;t move items to the logistic trash slots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* New muzzle flash graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.4|&lt;br /&gt;
* Improved player running animation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* New player animation, depends on armor}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.9|&lt;br /&gt;
* Mining a chest now fails instead of spilling items onto the ground.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Player gets a separate warning icon when a building is destroyed.&lt;br /&gt;
* Recipe gui contains recipes not craftable by player (however, their tooltip shows machines where they can be crafted).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Player now starts with 1 [[burner mining drill]] and one [[stone furnace]] in the freeplay.&lt;br /&gt;
* The player can repair structures using [[repair pack]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Player moves slower while shooting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added the ability for the player to request items directly from logistic robots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
*Player picks all items in range when picking items on the ground, instead of 1 per tick&lt;br /&gt;
* Shooting particles added}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Player slides around corners}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Player no longer collides with [[Underground belt]].&lt;br /&gt;
* Added auto-targeting for guns.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Added warning message when the player tries to build in an invalid position.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Screen reddens when taking damage&lt;br /&gt;
* Character animations added}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;/div&gt;</summary>
		<author><name>Xunie</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Factorio_talk:Editor_noticeboard&amp;diff=151791</id>
		<title>Factorio talk:Editor noticeboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio_talk:Editor_noticeboard&amp;diff=151791"/>
		<updated>2017-11-05T17:37:16Z</updated>

		<summary type="html">&lt;p&gt;Xunie: /* Documenting the Blueprint String Format on the wiki? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 0.15 update plan ==&lt;br /&gt;
I&#039;m thinking of updating the Oil Processing page to reflect to 10x change in 0.15, and I&#039;m a little unclear on the update policy. It says &amp;quot;For major changes to existing entities, update the pages to 0.15 info and move the 0.14 info to a small paragraph&amp;quot;, which sounds like I should go ahead and do it; but also &amp;quot;As of stable release, fully update the page&#039;s text and exact values,&amp;quot; which implies that I shouldn&#039;t update the values until the stable release. [[User:Phasma Felis|Phasma Felis]] ([[User talk:Phasma Felis|talk]]) 20:22, 12 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am also unclear of the policy. Should we mark removed features as archived or wait until the full release? [[User:Igwb|Igwb]] ([[User talk:Igwb|talk]]) 08:26, 21 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Mark them as archived but don&#039;t remove things from the page until 0.15 is stable. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 09:57, 21 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Total raw recipes ==&lt;br /&gt;
Some of the &amp;quot;Total Raw&amp;quot; recipe fields are wrong right now.  For example [[Processing Unit]] and [[Rocket part]] aren&#039;t decomposing their ingredients at all.&lt;br /&gt;
I posted on the forum (https://forums.factorio.com/viewtopic.php?f=50&amp;amp;t=47617) but thought I should ask here as well.&lt;br /&gt;
Are these fields getting automatically written by something?  If so, can you point me to the script so I can try to fix it?  If not, should I just manually edit the ones that I see are broken? [[User:Grumphrey|Grumphrey]] ([[User talk:Grumphrey|talk]]) 19:35, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Hey there grumphrey, we ran a tool by a community member that updated recipes to 0.15 automatically, and it&#039;s possible that it may have left some raw recipes unchanged. The tool isn&#039;t recurring, so go ahead and change the values manually to the fixed ones. --[[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; 21:18, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: The errors in the files I was using have been found and fixed, so I updated all the infoboxes to the correct values. I should be able to update the technology infoboxes tomorrow. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:57, 16 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Research icons ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m gradually adding the new ranks of research bonuses (e.g. [[Mining productivity (research)]] but have hit a snag with the icons.  once we hit double figures, the text overlay on the icons wraps i.e.&lt;br /&gt;
{{icontech|Mining_productivity_(research)|12-15|Mining productivity}}&lt;br /&gt;
&lt;br /&gt;
would be good if it used a smaller font - I&#039;m guessing after a bit of digging around that means defining a smaller version of .factorio-icon-text (ideally dynamically selected depending on how much text to overlay).   Also not sure how best to do the infinity symbol - it is as simple as using the ASCII ∞ symbol or will that get screwy in the code? [[User:Paulbrock|Paulbrock]] ([[User talk:Paulbrock|talk]]) 09:41, 24 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
OK, so I&#039;ve found &#039;navbox-icon-text&#039; that allows me to do this:&lt;br /&gt;
&amp;lt;div class=&amp;quot;factorio-icon&amp;quot; style=&amp;quot;background-color:#{{{color|228B22}}};&amp;quot;&amp;gt;[[File:Mining_productivity_(research).png{{!}}32px{{!}}]]  &amp;lt;div class=&amp;quot;navbox-icon-text&amp;quot;&amp;gt;12-15&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But if you look at the code its pretty messy.  Is there a better way?&lt;br /&gt;
&lt;br /&gt;
== Monitor links ==&lt;br /&gt;
&lt;br /&gt;
Just to avoid some confusion I thought it would be useful to have a list of what should remain present on the following pages:&lt;br /&gt;
* [https://wiki.factorio.com/index.php?title=Category:Pages_with_broken_file_links] (Pages with broken file links)&lt;br /&gt;
*[[Special:UnusedFiles|Unused files]]&lt;br /&gt;
For both of these my question is as follows: &#039;&#039;Which links/files should remain on the page?&#039;&#039;.&lt;br /&gt;
The editor noticeboard says there should be some on there but doesn&#039;t mention which ones those are, so to prevent some confusion an answer would be appreciated. &amp;lt;small&amp;gt;&amp;lt;span class=&amp;quot;autosigned&amp;quot;&amp;gt;—&amp;amp;nbsp;Preceding [[Wikipedia:Signatures|unsigned]] comment added by [[User:Df1229|Df1229]] ([[User talk:Df1229|talk]] • [[Special:Contributions/Df1229|contribs]]) &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;!-- Template:Unsigned --&amp;gt; (Please sign your messages with &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;)&lt;br /&gt;
: I&#039;ve clarified further on the page itself. It&#039;s a pretty long list, but as the page says, just monitor from your perspective. If you check once, and then check later and there&#039;s a new page, look into it to see if it should be fixed. It&#039;s difficult to specify exactly what to do, as its different for each case. Essentially, if a ton of new pages appear there, or if a page from the main namespace (something like [[iron plate]]) appear, fix it. :) --[[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; 13:58, 20 June 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Expensive Mode ==&lt;br /&gt;
&lt;br /&gt;
Hi all,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;new here (to the Wiki, not Factorio). Below is kind of a random issue I noticed on the Wiki. If there&#039;s a page where these should be dumped instead of here (Some sort of list of pages people noticed are missing or might want added, perhaps with option to discuss?), then I apologize for cluttering up this page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now then, what I came here to say: I just noticed that &#039;&#039;&#039;there does not seem to be a page for &amp;quot;Expensive mode&amp;quot; at all&#039;&#039;&#039;, even though it&#039;s in the infoboxes of all recipes. (I also looked at the pages for related terms like Crafting and generic searches like &amp;quot;mode&amp;quot; or &amp;quot;recipe&amp;quot; - still nothing. The term as written is not even mentioned once in any of the full version history pages back through 0.10. For all this Wiki shows you, &amp;quot;Expensive mode&amp;quot; might as well not exist except as a mysterious infobox toggle.).&lt;br /&gt;
&lt;br /&gt;
It seems conceivable that new(er) players would want to look up the term to see what exactly it entails. (I too am not completely clear on how it works, even though I&#039;m not exactly a new player.)&lt;br /&gt;
&lt;br /&gt;
While I don&#039;t have the information needed to write the page, I could probably look it up somewhere (forums?); but even if I could write it - should I? Or is there a particular reason that Expensive mode (or Normal mode) does not have a page?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Also, I&#039;m not sure whether this level of documentation (half-page post) is appropriate given the relative importance of the issue at hand. In plainer English: I know I tend to be a windbag, so if it&#039;s TLDR, let me know. :)&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Best&lt;br /&gt;
&lt;br /&gt;
Mike&lt;br /&gt;
--[[User:Misacek01|Misacek01]] ([[User talk:Misacek01|talk]]) 01:44, 21 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, this is currently the right page to note such things here on the wiki. You can also contact us wiki admins on the discord server linked on the main page, in the wiki-work channel.&lt;br /&gt;
&lt;br /&gt;
:The expensive recipes were added in version 0.15 and are apparently not directly mentioned in the changelog. Some info regarding them could be found on the [[world generator]] page, and I now also added a small note to [[crafting]]. The expensive recipes themselves don&#039;t warant a whole page, they are just another configuration option when you start a new game. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 08:26, 21 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thank you, I appreciate the info, your edit, and the indication of what does and what doesn&#039;t warrant a page that it provides. --[[User:Misacek01|Misacek01]] ([[User talk:Misacek01|talk]]) 20:58, 21 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Math rendering ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
I was wondering whether it might be possible / practical to enable this wiki to display Mediawiki math markup (&amp;lt;math&amp;gt;...&amp;lt;/math&amp;gt;). I realize this is not primarily a math-oriented site, but Factorio is basically a math-driven game (at least if played at any kind of non-beginner level), and from time to time the ability to display a simple equation would be useful.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not a programmer and don&#039;t have much of an idea as to what enabling math would entail, but according to the documentation [https://meta.wikimedia.org/wiki/Help:Displaying_a_formula here], it might be as simple as enabling &amp;quot;$wgUseTeX = true;&amp;quot; in the wiki&#039;s &amp;quot;LocalSettings.php&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been using the &amp;lt;nowiki&amp;gt; &amp;lt;code&amp;gt;...&amp;lt;/code&amp;gt; &amp;lt;/nowiki&amp;gt; tags for an ersatz math highlight, but they&#039;re not really meant for it and the readability isn&#039;t the best. On the other hand, with the math rendering enabled, Mediawiki can run the majority of the professional-grade TeX markup language, which should be more than good enough for any math needed here.&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a particular reason math is disabled on Factorio Wiki, I&#039;ll understand, but if there isn&#039;t and if it&#039;s not too much of a bother in terms of work required, might I ask an admin to consider enabling it?&lt;br /&gt;
&lt;br /&gt;
Thanks&lt;br /&gt;
&lt;br /&gt;
--[[User:Misacek01|Misacek01]] ([[User talk:Misacek01|talk]]) 15:19, 25 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This definitely sounds useful. However, for this to work we&#039;ll have to install https://www.mediawiki.org/wiki/Extension:Math . Sadly I didn&#039;t have the time to ask HanziQ to do it today. You can expect the extension to be installed and configured on Wednesday, but I&#039;ll let you know again when you can use it. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:42, 25 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that&#039;s great! Wednesday is perfectly fine. :) --[[User:Misacek01|Misacek01]] ([[User talk:Misacek01|talk]]) 11:00, 26 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Sorry for the late reply and incoming disappointment: We are having trouble with the service that is required by the extension, so currently it&#039;s not installed. The issue is still open on github so maybe we will find a solution for this some time in the future, but for now, this isn&#039;t happening. Sorry. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 20:35, 2 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Documenting the Blueprint String Format on the wiki? ==&lt;br /&gt;
&lt;br /&gt;
What&#039;s the word on doing this? This&#039;ll make the info a bit easier than random posts on forums spread around the internet.&lt;br /&gt;
Since the format may not internally be &amp;quot;standardized&amp;quot; or &amp;quot;final&amp;quot;, I think a bit of caution is healthy about this.&lt;br /&gt;
But considering the format has a version number inherent in every blueprint now (last I heard), it might still be feasible to document.&lt;br /&gt;
--[[User:Xunie|Xunie]] ([[User talk:Xunie|talk]]) 20:22, 2 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not really &amp;quot;worth&amp;quot; its own page since it&#039;s just two sentences. It&#039;s meant to be added to the blueprint library page, but since that doesn&#039;t exist yet... Here is the info for now:&lt;br /&gt;
&lt;br /&gt;
::The format of a blueprint string is json that has been compressed with zlib deflate and base64&#039;d with the version byte (0 in vanilla 0.15) added to the beginning of the base64 string. &lt;br /&gt;
&lt;br /&gt;
::So to parse a blueprint string, skip the first byte, base64 decode the string, and finally decompress using zlib deflate.&lt;br /&gt;
&lt;br /&gt;
:-- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 20:33, 2 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Yeah, but what format is the JSON in? Am I just supposed to &amp;quot;figure&amp;quot; this out and &amp;quot;guess&amp;quot;? :p --[[User:Xunie|Xunie]] ([[User talk:Xunie|talk]]) 17:09, 5 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Didn&#039;t even think about that... it&#039;s relatively easy to figure out, but I&#039;ll document it here. For the mean time, https://factorioprints.com can show the jsons for blueprints. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 17:29, 5 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::This is exactly my point. You&#039;re linking me to something with the intent turning it into a &#039;guessing game&#039;. &amp;quot;Just look at the JSON of current blueprints&amp;quot; isn&#039;t a complete example. You can never know if your implementation is &#039;complete&#039;. I know I&#039;m being pedantic about this and there might not be a pressing need for this right now. But documenting it sooner rather than later can help with quality of community tools, I guess? I dunno. Barely use blueprints myself atm. It&#039;s just something I&#039;m personally running into. --[[User:Xunie|Xunie]] ([[User talk:Xunie|talk]]) 17:36, 5 November 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Xunie</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Factorio_talk:Editor_noticeboard&amp;diff=151790</id>
		<title>Factorio talk:Editor noticeboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio_talk:Editor_noticeboard&amp;diff=151790"/>
		<updated>2017-11-05T17:36:40Z</updated>

		<summary type="html">&lt;p&gt;Xunie: /* Documenting the Blueprint String Format on the wiki? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 0.15 update plan ==&lt;br /&gt;
I&#039;m thinking of updating the Oil Processing page to reflect to 10x change in 0.15, and I&#039;m a little unclear on the update policy. It says &amp;quot;For major changes to existing entities, update the pages to 0.15 info and move the 0.14 info to a small paragraph&amp;quot;, which sounds like I should go ahead and do it; but also &amp;quot;As of stable release, fully update the page&#039;s text and exact values,&amp;quot; which implies that I shouldn&#039;t update the values until the stable release. [[User:Phasma Felis|Phasma Felis]] ([[User talk:Phasma Felis|talk]]) 20:22, 12 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am also unclear of the policy. Should we mark removed features as archived or wait until the full release? [[User:Igwb|Igwb]] ([[User talk:Igwb|talk]]) 08:26, 21 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Mark them as archived but don&#039;t remove things from the page until 0.15 is stable. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 09:57, 21 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Total raw recipes ==&lt;br /&gt;
Some of the &amp;quot;Total Raw&amp;quot; recipe fields are wrong right now.  For example [[Processing Unit]] and [[Rocket part]] aren&#039;t decomposing their ingredients at all.&lt;br /&gt;
I posted on the forum (https://forums.factorio.com/viewtopic.php?f=50&amp;amp;t=47617) but thought I should ask here as well.&lt;br /&gt;
Are these fields getting automatically written by something?  If so, can you point me to the script so I can try to fix it?  If not, should I just manually edit the ones that I see are broken? [[User:Grumphrey|Grumphrey]] ([[User talk:Grumphrey|talk]]) 19:35, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Hey there grumphrey, we ran a tool by a community member that updated recipes to 0.15 automatically, and it&#039;s possible that it may have left some raw recipes unchanged. The tool isn&#039;t recurring, so go ahead and change the values manually to the fixed ones. --[[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; 21:18, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: The errors in the files I was using have been found and fixed, so I updated all the infoboxes to the correct values. I should be able to update the technology infoboxes tomorrow. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:57, 16 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Research icons ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m gradually adding the new ranks of research bonuses (e.g. [[Mining productivity (research)]] but have hit a snag with the icons.  once we hit double figures, the text overlay on the icons wraps i.e.&lt;br /&gt;
{{icontech|Mining_productivity_(research)|12-15|Mining productivity}}&lt;br /&gt;
&lt;br /&gt;
would be good if it used a smaller font - I&#039;m guessing after a bit of digging around that means defining a smaller version of .factorio-icon-text (ideally dynamically selected depending on how much text to overlay).   Also not sure how best to do the infinity symbol - it is as simple as using the ASCII ∞ symbol or will that get screwy in the code? [[User:Paulbrock|Paulbrock]] ([[User talk:Paulbrock|talk]]) 09:41, 24 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
OK, so I&#039;ve found &#039;navbox-icon-text&#039; that allows me to do this:&lt;br /&gt;
&amp;lt;div class=&amp;quot;factorio-icon&amp;quot; style=&amp;quot;background-color:#{{{color|228B22}}};&amp;quot;&amp;gt;[[File:Mining_productivity_(research).png{{!}}32px{{!}}]]  &amp;lt;div class=&amp;quot;navbox-icon-text&amp;quot;&amp;gt;12-15&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But if you look at the code its pretty messy.  Is there a better way?&lt;br /&gt;
&lt;br /&gt;
== Monitor links ==&lt;br /&gt;
&lt;br /&gt;
Just to avoid some confusion I thought it would be useful to have a list of what should remain present on the following pages:&lt;br /&gt;
* [https://wiki.factorio.com/index.php?title=Category:Pages_with_broken_file_links] (Pages with broken file links)&lt;br /&gt;
*[[Special:UnusedFiles|Unused files]]&lt;br /&gt;
For both of these my question is as follows: &#039;&#039;Which links/files should remain on the page?&#039;&#039;.&lt;br /&gt;
The editor noticeboard says there should be some on there but doesn&#039;t mention which ones those are, so to prevent some confusion an answer would be appreciated. &amp;lt;small&amp;gt;&amp;lt;span class=&amp;quot;autosigned&amp;quot;&amp;gt;—&amp;amp;nbsp;Preceding [[Wikipedia:Signatures|unsigned]] comment added by [[User:Df1229|Df1229]] ([[User talk:Df1229|talk]] • [[Special:Contributions/Df1229|contribs]]) &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;!-- Template:Unsigned --&amp;gt; (Please sign your messages with &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;)&lt;br /&gt;
: I&#039;ve clarified further on the page itself. It&#039;s a pretty long list, but as the page says, just monitor from your perspective. If you check once, and then check later and there&#039;s a new page, look into it to see if it should be fixed. It&#039;s difficult to specify exactly what to do, as its different for each case. Essentially, if a ton of new pages appear there, or if a page from the main namespace (something like [[iron plate]]) appear, fix it. :) --[[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; 13:58, 20 June 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Expensive Mode ==&lt;br /&gt;
&lt;br /&gt;
Hi all,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;new here (to the Wiki, not Factorio). Below is kind of a random issue I noticed on the Wiki. If there&#039;s a page where these should be dumped instead of here (Some sort of list of pages people noticed are missing or might want added, perhaps with option to discuss?), then I apologize for cluttering up this page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now then, what I came here to say: I just noticed that &#039;&#039;&#039;there does not seem to be a page for &amp;quot;Expensive mode&amp;quot; at all&#039;&#039;&#039;, even though it&#039;s in the infoboxes of all recipes. (I also looked at the pages for related terms like Crafting and generic searches like &amp;quot;mode&amp;quot; or &amp;quot;recipe&amp;quot; - still nothing. The term as written is not even mentioned once in any of the full version history pages back through 0.10. For all this Wiki shows you, &amp;quot;Expensive mode&amp;quot; might as well not exist except as a mysterious infobox toggle.).&lt;br /&gt;
&lt;br /&gt;
It seems conceivable that new(er) players would want to look up the term to see what exactly it entails. (I too am not completely clear on how it works, even though I&#039;m not exactly a new player.)&lt;br /&gt;
&lt;br /&gt;
While I don&#039;t have the information needed to write the page, I could probably look it up somewhere (forums?); but even if I could write it - should I? Or is there a particular reason that Expensive mode (or Normal mode) does not have a page?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Also, I&#039;m not sure whether this level of documentation (half-page post) is appropriate given the relative importance of the issue at hand. In plainer English: I know I tend to be a windbag, so if it&#039;s TLDR, let me know. :)&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Best&lt;br /&gt;
&lt;br /&gt;
Mike&lt;br /&gt;
--[[User:Misacek01|Misacek01]] ([[User talk:Misacek01|talk]]) 01:44, 21 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, this is currently the right page to note such things here on the wiki. You can also contact us wiki admins on the discord server linked on the main page, in the wiki-work channel.&lt;br /&gt;
&lt;br /&gt;
:The expensive recipes were added in version 0.15 and are apparently not directly mentioned in the changelog. Some info regarding them could be found on the [[world generator]] page, and I now also added a small note to [[crafting]]. The expensive recipes themselves don&#039;t warant a whole page, they are just another configuration option when you start a new game. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 08:26, 21 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thank you, I appreciate the info, your edit, and the indication of what does and what doesn&#039;t warrant a page that it provides. --[[User:Misacek01|Misacek01]] ([[User talk:Misacek01|talk]]) 20:58, 21 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Math rendering ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
I was wondering whether it might be possible / practical to enable this wiki to display Mediawiki math markup (&amp;lt;math&amp;gt;...&amp;lt;/math&amp;gt;). I realize this is not primarily a math-oriented site, but Factorio is basically a math-driven game (at least if played at any kind of non-beginner level), and from time to time the ability to display a simple equation would be useful.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not a programmer and don&#039;t have much of an idea as to what enabling math would entail, but according to the documentation [https://meta.wikimedia.org/wiki/Help:Displaying_a_formula here], it might be as simple as enabling &amp;quot;$wgUseTeX = true;&amp;quot; in the wiki&#039;s &amp;quot;LocalSettings.php&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been using the &amp;lt;nowiki&amp;gt; &amp;lt;code&amp;gt;...&amp;lt;/code&amp;gt; &amp;lt;/nowiki&amp;gt; tags for an ersatz math highlight, but they&#039;re not really meant for it and the readability isn&#039;t the best. On the other hand, with the math rendering enabled, Mediawiki can run the majority of the professional-grade TeX markup language, which should be more than good enough for any math needed here.&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a particular reason math is disabled on Factorio Wiki, I&#039;ll understand, but if there isn&#039;t and if it&#039;s not too much of a bother in terms of work required, might I ask an admin to consider enabling it?&lt;br /&gt;
&lt;br /&gt;
Thanks&lt;br /&gt;
&lt;br /&gt;
--[[User:Misacek01|Misacek01]] ([[User talk:Misacek01|talk]]) 15:19, 25 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This definitely sounds useful. However, for this to work we&#039;ll have to install https://www.mediawiki.org/wiki/Extension:Math . Sadly I didn&#039;t have the time to ask HanziQ to do it today. You can expect the extension to be installed and configured on Wednesday, but I&#039;ll let you know again when you can use it. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:42, 25 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that&#039;s great! Wednesday is perfectly fine. :) --[[User:Misacek01|Misacek01]] ([[User talk:Misacek01|talk]]) 11:00, 26 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Sorry for the late reply and incoming disappointment: We are having trouble with the service that is required by the extension, so currently it&#039;s not installed. The issue is still open on github so maybe we will find a solution for this some time in the future, but for now, this isn&#039;t happening. Sorry. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 20:35, 2 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Documenting the Blueprint String Format on the wiki? ==&lt;br /&gt;
&lt;br /&gt;
What&#039;s the word on doing this? This&#039;ll make the info a bit easier than random posts on forums spread around the internet.&lt;br /&gt;
Since the format may not internally be &amp;quot;standardized&amp;quot; or &amp;quot;final&amp;quot;, I think a bit of caution is healthy about this.&lt;br /&gt;
But considering the format has a version number inherent in every blueprint now (last I heard), it might still be feasible to document.&lt;br /&gt;
--[[User:Xunie|Xunie]] ([[User talk:Xunie|talk]]) 20:22, 2 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not really &amp;quot;worth&amp;quot; its own page since it&#039;s just two sentences. It&#039;s meant to be added to the blueprint library page, but since that doesn&#039;t exist yet... Here is the info for now:&lt;br /&gt;
&lt;br /&gt;
::The format of a blueprint string is json that has been compressed with zlib deflate and base64&#039;d with the version byte (0 in vanilla 0.15) added to the beginning of the base64 string. &lt;br /&gt;
&lt;br /&gt;
::So to parse a blueprint string, skip the first byte, base64 decode the string, and finally decompress using zlib deflate.&lt;br /&gt;
&lt;br /&gt;
:-- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 20:33, 2 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Yeah, but what format is the JSON in? Am I just supposed to &amp;quot;figure&amp;quot; this out and &amp;quot;guess&amp;quot;? :p --[[User:Xunie|Xunie]] ([[User talk:Xunie|talk]]) 17:09, 5 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Didn&#039;t even think about that... it&#039;s relatively easy to figure out, but I&#039;ll document it here. For the mean time, https://factorioprints.com can show the jsons for blueprints. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 17:29, 5 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::This is exactly my point. You&#039;re linking me to something with the intent turning it into a &#039;guessing game&#039;. &amp;quot;Just look at the JSON of current blueprints&amp;quot; isn&#039;t complete. You can never know if your implementation is &#039;complete&#039;. I know I&#039;m being pedantic about this and there might not be a pressing need for this right now. But documenting it sooner rather than later can help with quality of community tools, I guess? I dunno. Barely use blueprints myself atm --[[User:Xunie|Xunie]] ([[User talk:Xunie|talk]]) 17:36, 5 November 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Xunie</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Factorio_talk:Editor_noticeboard&amp;diff=151788</id>
		<title>Factorio talk:Editor noticeboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio_talk:Editor_noticeboard&amp;diff=151788"/>
		<updated>2017-11-05T17:09:25Z</updated>

		<summary type="html">&lt;p&gt;Xunie: /* Documenting the Blueprint String Format on the wiki? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 0.15 update plan ==&lt;br /&gt;
I&#039;m thinking of updating the Oil Processing page to reflect to 10x change in 0.15, and I&#039;m a little unclear on the update policy. It says &amp;quot;For major changes to existing entities, update the pages to 0.15 info and move the 0.14 info to a small paragraph&amp;quot;, which sounds like I should go ahead and do it; but also &amp;quot;As of stable release, fully update the page&#039;s text and exact values,&amp;quot; which implies that I shouldn&#039;t update the values until the stable release. [[User:Phasma Felis|Phasma Felis]] ([[User talk:Phasma Felis|talk]]) 20:22, 12 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am also unclear of the policy. Should we mark removed features as archived or wait until the full release? [[User:Igwb|Igwb]] ([[User talk:Igwb|talk]]) 08:26, 21 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Mark them as archived but don&#039;t remove things from the page until 0.15 is stable. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 09:57, 21 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Total raw recipes ==&lt;br /&gt;
Some of the &amp;quot;Total Raw&amp;quot; recipe fields are wrong right now.  For example [[Processing Unit]] and [[Rocket part]] aren&#039;t decomposing their ingredients at all.&lt;br /&gt;
I posted on the forum (https://forums.factorio.com/viewtopic.php?f=50&amp;amp;t=47617) but thought I should ask here as well.&lt;br /&gt;
Are these fields getting automatically written by something?  If so, can you point me to the script so I can try to fix it?  If not, should I just manually edit the ones that I see are broken? [[User:Grumphrey|Grumphrey]] ([[User talk:Grumphrey|talk]]) 19:35, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Hey there grumphrey, we ran a tool by a community member that updated recipes to 0.15 automatically, and it&#039;s possible that it may have left some raw recipes unchanged. The tool isn&#039;t recurring, so go ahead and change the values manually to the fixed ones. --[[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; 21:18, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: The errors in the files I was using have been found and fixed, so I updated all the infoboxes to the correct values. I should be able to update the technology infoboxes tomorrow. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:57, 16 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Research icons ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m gradually adding the new ranks of research bonuses (e.g. [[Mining productivity (research)]] but have hit a snag with the icons.  once we hit double figures, the text overlay on the icons wraps i.e.&lt;br /&gt;
{{icontech|Mining_productivity_(research)|12-15|Mining productivity}}&lt;br /&gt;
&lt;br /&gt;
would be good if it used a smaller font - I&#039;m guessing after a bit of digging around that means defining a smaller version of .factorio-icon-text (ideally dynamically selected depending on how much text to overlay).   Also not sure how best to do the infinity symbol - it is as simple as using the ASCII ∞ symbol or will that get screwy in the code? [[User:Paulbrock|Paulbrock]] ([[User talk:Paulbrock|talk]]) 09:41, 24 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
OK, so I&#039;ve found &#039;navbox-icon-text&#039; that allows me to do this:&lt;br /&gt;
&amp;lt;div class=&amp;quot;factorio-icon&amp;quot; style=&amp;quot;background-color:#{{{color|228B22}}};&amp;quot;&amp;gt;[[File:Mining_productivity_(research).png{{!}}32px{{!}}]]  &amp;lt;div class=&amp;quot;navbox-icon-text&amp;quot;&amp;gt;12-15&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But if you look at the code its pretty messy.  Is there a better way?&lt;br /&gt;
&lt;br /&gt;
== Monitor links ==&lt;br /&gt;
&lt;br /&gt;
Just to avoid some confusion I thought it would be useful to have a list of what should remain present on the following pages:&lt;br /&gt;
* [https://wiki.factorio.com/index.php?title=Category:Pages_with_broken_file_links] (Pages with broken file links)&lt;br /&gt;
*[[Special:UnusedFiles|Unused files]]&lt;br /&gt;
For both of these my question is as follows: &#039;&#039;Which links/files should remain on the page?&#039;&#039;.&lt;br /&gt;
The editor noticeboard says there should be some on there but doesn&#039;t mention which ones those are, so to prevent some confusion an answer would be appreciated. &amp;lt;small&amp;gt;&amp;lt;span class=&amp;quot;autosigned&amp;quot;&amp;gt;—&amp;amp;nbsp;Preceding [[Wikipedia:Signatures|unsigned]] comment added by [[User:Df1229|Df1229]] ([[User talk:Df1229|talk]] • [[Special:Contributions/Df1229|contribs]]) &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;!-- Template:Unsigned --&amp;gt; (Please sign your messages with &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;)&lt;br /&gt;
: I&#039;ve clarified further on the page itself. It&#039;s a pretty long list, but as the page says, just monitor from your perspective. If you check once, and then check later and there&#039;s a new page, look into it to see if it should be fixed. It&#039;s difficult to specify exactly what to do, as its different for each case. Essentially, if a ton of new pages appear there, or if a page from the main namespace (something like [[iron plate]]) appear, fix it. :) --[[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; 13:58, 20 June 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Expensive Mode ==&lt;br /&gt;
&lt;br /&gt;
Hi all,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;new here (to the Wiki, not Factorio). Below is kind of a random issue I noticed on the Wiki. If there&#039;s a page where these should be dumped instead of here (Some sort of list of pages people noticed are missing or might want added, perhaps with option to discuss?), then I apologize for cluttering up this page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now then, what I came here to say: I just noticed that &#039;&#039;&#039;there does not seem to be a page for &amp;quot;Expensive mode&amp;quot; at all&#039;&#039;&#039;, even though it&#039;s in the infoboxes of all recipes. (I also looked at the pages for related terms like Crafting and generic searches like &amp;quot;mode&amp;quot; or &amp;quot;recipe&amp;quot; - still nothing. The term as written is not even mentioned once in any of the full version history pages back through 0.10. For all this Wiki shows you, &amp;quot;Expensive mode&amp;quot; might as well not exist except as a mysterious infobox toggle.).&lt;br /&gt;
&lt;br /&gt;
It seems conceivable that new(er) players would want to look up the term to see what exactly it entails. (I too am not completely clear on how it works, even though I&#039;m not exactly a new player.)&lt;br /&gt;
&lt;br /&gt;
While I don&#039;t have the information needed to write the page, I could probably look it up somewhere (forums?); but even if I could write it - should I? Or is there a particular reason that Expensive mode (or Normal mode) does not have a page?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Also, I&#039;m not sure whether this level of documentation (half-page post) is appropriate given the relative importance of the issue at hand. In plainer English: I know I tend to be a windbag, so if it&#039;s TLDR, let me know. :)&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Best&lt;br /&gt;
&lt;br /&gt;
Mike&lt;br /&gt;
--[[User:Misacek01|Misacek01]] ([[User talk:Misacek01|talk]]) 01:44, 21 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, this is currently the right page to note such things here on the wiki. You can also contact us wiki admins on the discord server linked on the main page, in the wiki-work channel.&lt;br /&gt;
&lt;br /&gt;
:The expensive recipes were added in version 0.15 and are apparently not directly mentioned in the changelog. Some info regarding them could be found on the [[world generator]] page, and I now also added a small note to [[crafting]]. The expensive recipes themselves don&#039;t warant a whole page, they are just another configuration option when you start a new game. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 08:26, 21 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thank you, I appreciate the info, your edit, and the indication of what does and what doesn&#039;t warrant a page that it provides. --[[User:Misacek01|Misacek01]] ([[User talk:Misacek01|talk]]) 20:58, 21 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Math rendering ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
I was wondering whether it might be possible / practical to enable this wiki to display Mediawiki math markup (&amp;lt;math&amp;gt;...&amp;lt;/math&amp;gt;). I realize this is not primarily a math-oriented site, but Factorio is basically a math-driven game (at least if played at any kind of non-beginner level), and from time to time the ability to display a simple equation would be useful.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not a programmer and don&#039;t have much of an idea as to what enabling math would entail, but according to the documentation [https://meta.wikimedia.org/wiki/Help:Displaying_a_formula here], it might be as simple as enabling &amp;quot;$wgUseTeX = true;&amp;quot; in the wiki&#039;s &amp;quot;LocalSettings.php&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been using the &amp;lt;nowiki&amp;gt; &amp;lt;code&amp;gt;...&amp;lt;/code&amp;gt; &amp;lt;/nowiki&amp;gt; tags for an ersatz math highlight, but they&#039;re not really meant for it and the readability isn&#039;t the best. On the other hand, with the math rendering enabled, Mediawiki can run the majority of the professional-grade TeX markup language, which should be more than good enough for any math needed here.&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a particular reason math is disabled on Factorio Wiki, I&#039;ll understand, but if there isn&#039;t and if it&#039;s not too much of a bother in terms of work required, might I ask an admin to consider enabling it?&lt;br /&gt;
&lt;br /&gt;
Thanks&lt;br /&gt;
&lt;br /&gt;
--[[User:Misacek01|Misacek01]] ([[User talk:Misacek01|talk]]) 15:19, 25 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This definitely sounds useful. However, for this to work we&#039;ll have to install https://www.mediawiki.org/wiki/Extension:Math . Sadly I didn&#039;t have the time to ask HanziQ to do it today. You can expect the extension to be installed and configured on Wednesday, but I&#039;ll let you know again when you can use it. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:42, 25 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that&#039;s great! Wednesday is perfectly fine. :) --[[User:Misacek01|Misacek01]] ([[User talk:Misacek01|talk]]) 11:00, 26 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Sorry for the late reply and incoming disappointment: We are having trouble with the service that is required by the extension, so currently it&#039;s not installed. The issue is still open on github so maybe we will find a solution for this some time in the future, but for now, this isn&#039;t happening. Sorry. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 20:35, 2 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Documenting the Blueprint String Format on the wiki? ==&lt;br /&gt;
&lt;br /&gt;
What&#039;s the word on doing this? This&#039;ll make the info a bit easier than random posts on forums spread around the internet.&lt;br /&gt;
Since the format may not internally be &amp;quot;standardized&amp;quot; or &amp;quot;final&amp;quot;, I think a bit of caution is healthy about this.&lt;br /&gt;
But considering the format has a version number inherent in every blueprint now (last I heard), it might still be feasible to document.&lt;br /&gt;
--[[User:Xunie|Xunie]] ([[User talk:Xunie|talk]]) 20:22, 2 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not really &amp;quot;worth&amp;quot; its own page since it&#039;s just two sentences. It&#039;s meant to be added to the blueprint library page, but since that doesn&#039;t exist yet... Here is the info for now:&lt;br /&gt;
&lt;br /&gt;
::The format of a blueprint string is json that has been compressed with zlib deflate and base64&#039;d with the version byte (0 in vanilla 0.15) added to the beginning of the base64 string. &lt;br /&gt;
&lt;br /&gt;
::So to parse a blueprint string, skip the first byte, base64 decode the string, and finally decompress using zlib deflate.&lt;br /&gt;
&lt;br /&gt;
:-- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 20:33, 2 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Yeah, but what format is the JSON in? Am I just supposed to &amp;quot;figure&amp;quot; this out and &amp;quot;guess&amp;quot;? :p --[[User:Xunie|Xunie]] ([[User talk:Xunie|talk]]) 17:09, 5 November 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Xunie</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Factorio_talk:Editor_noticeboard&amp;diff=151757</id>
		<title>Factorio talk:Editor noticeboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio_talk:Editor_noticeboard&amp;diff=151757"/>
		<updated>2017-11-02T20:22:30Z</updated>

		<summary type="html">&lt;p&gt;Xunie: /* Documenting the Blueprint String Format on the wiki? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 0.15 update plan ==&lt;br /&gt;
I&#039;m thinking of updating the Oil Processing page to reflect to 10x change in 0.15, and I&#039;m a little unclear on the update policy. It says &amp;quot;For major changes to existing entities, update the pages to 0.15 info and move the 0.14 info to a small paragraph&amp;quot;, which sounds like I should go ahead and do it; but also &amp;quot;As of stable release, fully update the page&#039;s text and exact values,&amp;quot; which implies that I shouldn&#039;t update the values until the stable release. [[User:Phasma Felis|Phasma Felis]] ([[User talk:Phasma Felis|talk]]) 20:22, 12 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am also unclear of the policy. Should we mark removed features as archived or wait until the full release? [[User:Igwb|Igwb]] ([[User talk:Igwb|talk]]) 08:26, 21 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Mark them as archived but don&#039;t remove things from the page until 0.15 is stable. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 09:57, 21 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Total raw recipes ==&lt;br /&gt;
Some of the &amp;quot;Total Raw&amp;quot; recipe fields are wrong right now.  For example [[Processing Unit]] and [[Rocket part]] aren&#039;t decomposing their ingredients at all.&lt;br /&gt;
I posted on the forum (https://forums.factorio.com/viewtopic.php?f=50&amp;amp;t=47617) but thought I should ask here as well.&lt;br /&gt;
Are these fields getting automatically written by something?  If so, can you point me to the script so I can try to fix it?  If not, should I just manually edit the ones that I see are broken? [[User:Grumphrey|Grumphrey]] ([[User talk:Grumphrey|talk]]) 19:35, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Hey there grumphrey, we ran a tool by a community member that updated recipes to 0.15 automatically, and it&#039;s possible that it may have left some raw recipes unchanged. The tool isn&#039;t recurring, so go ahead and change the values manually to the fixed ones. --[[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; 21:18, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: The errors in the files I was using have been found and fixed, so I updated all the infoboxes to the correct values. I should be able to update the technology infoboxes tomorrow. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:57, 16 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Research icons ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m gradually adding the new ranks of research bonuses (e.g. [[Mining productivity (research)]] but have hit a snag with the icons.  once we hit double figures, the text overlay on the icons wraps i.e.&lt;br /&gt;
{{icontech|Mining_productivity_(research)|12-15|Mining productivity}}&lt;br /&gt;
&lt;br /&gt;
would be good if it used a smaller font - I&#039;m guessing after a bit of digging around that means defining a smaller version of .factorio-icon-text (ideally dynamically selected depending on how much text to overlay).   Also not sure how best to do the infinity symbol - it is as simple as using the ASCII ∞ symbol or will that get screwy in the code? [[User:Paulbrock|Paulbrock]] ([[User talk:Paulbrock|talk]]) 09:41, 24 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
OK, so I&#039;ve found &#039;navbox-icon-text&#039; that allows me to do this:&lt;br /&gt;
&amp;lt;div class=&amp;quot;factorio-icon&amp;quot; style=&amp;quot;background-color:#{{{color|228B22}}};&amp;quot;&amp;gt;[[File:Mining_productivity_(research).png{{!}}32px{{!}}]]  &amp;lt;div class=&amp;quot;navbox-icon-text&amp;quot;&amp;gt;12-15&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But if you look at the code its pretty messy.  Is there a better way?&lt;br /&gt;
&lt;br /&gt;
== Monitor links ==&lt;br /&gt;
&lt;br /&gt;
Just to avoid some confusion I thought it would be useful to have a list of what should remain present on the following pages:&lt;br /&gt;
* [https://wiki.factorio.com/index.php?title=Category:Pages_with_broken_file_links] (Pages with broken file links)&lt;br /&gt;
*[[Special:UnusedFiles|Unused files]]&lt;br /&gt;
For both of these my question is as follows: &#039;&#039;Which links/files should remain on the page?&#039;&#039;.&lt;br /&gt;
The editor noticeboard says there should be some on there but doesn&#039;t mention which ones those are, so to prevent some confusion an answer would be appreciated. &amp;lt;small&amp;gt;&amp;lt;span class=&amp;quot;autosigned&amp;quot;&amp;gt;—&amp;amp;nbsp;Preceding [[Wikipedia:Signatures|unsigned]] comment added by [[User:Df1229|Df1229]] ([[User talk:Df1229|talk]] • [[Special:Contributions/Df1229|contribs]]) &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;!-- Template:Unsigned --&amp;gt; (Please sign your messages with &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;)&lt;br /&gt;
: I&#039;ve clarified further on the page itself. It&#039;s a pretty long list, but as the page says, just monitor from your perspective. If you check once, and then check later and there&#039;s a new page, look into it to see if it should be fixed. It&#039;s difficult to specify exactly what to do, as its different for each case. Essentially, if a ton of new pages appear there, or if a page from the main namespace (something like [[iron plate]]) appear, fix it. :) --[[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; 13:58, 20 June 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Expensive Mode ==&lt;br /&gt;
&lt;br /&gt;
Hi all,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;new here (to the Wiki, not Factorio). Below is kind of a random issue I noticed on the Wiki. If there&#039;s a page where these should be dumped instead of here (Some sort of list of pages people noticed are missing or might want added, perhaps with option to discuss?), then I apologize for cluttering up this page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now then, what I came here to say: I just noticed that &#039;&#039;&#039;there does not seem to be a page for &amp;quot;Expensive mode&amp;quot; at all&#039;&#039;&#039;, even though it&#039;s in the infoboxes of all recipes. (I also looked at the pages for related terms like Crafting and generic searches like &amp;quot;mode&amp;quot; or &amp;quot;recipe&amp;quot; - still nothing. The term as written is not even mentioned once in any of the full version history pages back through 0.10. For all this Wiki shows you, &amp;quot;Expensive mode&amp;quot; might as well not exist except as a mysterious infobox toggle.).&lt;br /&gt;
&lt;br /&gt;
It seems conceivable that new(er) players would want to look up the term to see what exactly it entails. (I too am not completely clear on how it works, even though I&#039;m not exactly a new player.)&lt;br /&gt;
&lt;br /&gt;
While I don&#039;t have the information needed to write the page, I could probably look it up somewhere (forums?); but even if I could write it - should I? Or is there a particular reason that Expensive mode (or Normal mode) does not have a page?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Also, I&#039;m not sure whether this level of documentation (half-page post) is appropriate given the relative importance of the issue at hand. In plainer English: I know I tend to be a windbag, so if it&#039;s TLDR, let me know. :)&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Best&lt;br /&gt;
&lt;br /&gt;
Mike&lt;br /&gt;
--[[User:Misacek01|Misacek01]] ([[User talk:Misacek01|talk]]) 01:44, 21 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, this is currently the right page to note such things here on the wiki. You can also contact us wiki admins on the discord server linked on the main page, in the wiki-work channel.&lt;br /&gt;
&lt;br /&gt;
:The expensive recipes were added in version 0.15 and are apparently not directly mentioned in the changelog. Some info regarding them could be found on the [[world generator]] page, and I now also added a small note to [[crafting]]. The expensive recipes themselves don&#039;t warant a whole page, they are just another configuration option when you start a new game. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 08:26, 21 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thank you, I appreciate the info, your edit, and the indication of what does and what doesn&#039;t warrant a page that it provides. --[[User:Misacek01|Misacek01]] ([[User talk:Misacek01|talk]]) 20:58, 21 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Math rendering ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
I was wondering whether it might be possible / practical to enable this wiki to display Mediawiki math markup (&amp;lt;math&amp;gt;...&amp;lt;/math&amp;gt;). I realize this is not primarily a math-oriented site, but Factorio is basically a math-driven game (at least if played at any kind of non-beginner level), and from time to time the ability to display a simple equation would be useful.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not a programmer and don&#039;t have much of an idea as to what enabling math would entail, but according to the documentation [https://meta.wikimedia.org/wiki/Help:Displaying_a_formula here], it might be as simple as enabling &amp;quot;$wgUseTeX = true;&amp;quot; in the wiki&#039;s &amp;quot;LocalSettings.php&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been using the &amp;lt;nowiki&amp;gt; &amp;lt;code&amp;gt;...&amp;lt;/code&amp;gt; &amp;lt;/nowiki&amp;gt; tags for an ersatz math highlight, but they&#039;re not really meant for it and the readability isn&#039;t the best. On the other hand, with the math rendering enabled, Mediawiki can run the majority of the professional-grade TeX markup language, which should be more than good enough for any math needed here.&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a particular reason math is disabled on Factorio Wiki, I&#039;ll understand, but if there isn&#039;t and if it&#039;s not too much of a bother in terms of work required, might I ask an admin to consider enabling it?&lt;br /&gt;
&lt;br /&gt;
Thanks&lt;br /&gt;
&lt;br /&gt;
--[[User:Misacek01|Misacek01]] ([[User talk:Misacek01|talk]]) 15:19, 25 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This definitely sounds useful. However, for this to work we&#039;ll have to install https://www.mediawiki.org/wiki/Extension:Math . Sadly I didn&#039;t have the time to ask HanziQ to do it today. You can expect the extension to be installed and configured on Wednesday, but I&#039;ll let you know again when you can use it. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:42, 25 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that&#039;s great! Wednesday is perfectly fine. :) --[[User:Misacek01|Misacek01]] ([[User talk:Misacek01|talk]]) 11:00, 26 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Documenting the Blueprint String Format on the wiki? ==&lt;br /&gt;
&lt;br /&gt;
What&#039;s the word on doing this? This&#039;ll make the info a bit easier than random posts on forums spread around the internet.&lt;br /&gt;
Since the format may not internally be &amp;quot;standardized&amp;quot; or &amp;quot;final&amp;quot;, I think a bit of caution is healthy about this.&lt;br /&gt;
But considering the format has a version number inherent in every blueprint now (last I heard), it might still be feasible to document.&lt;br /&gt;
--[[User:Xunie|Xunie]] ([[User talk:Xunie|talk]]) 20:22, 2 November 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Xunie</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steam&amp;diff=139103</id>
		<title>Steam</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steam&amp;diff=139103"/>
		<updated>2017-06-16T12:48:08Z</updated>

		<summary type="html">&lt;p&gt;Xunie: small clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Steam/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steam&#039;&#039;&#039; is a [[liquids system|gas]] created by heating water in a [[Boiler]] or [[Heat exchanger]]. After being distributed via [[pipe]]s, steam can be used to generate electricity via  [[Steam engine]]s and [[Steam turbine|Turbine]]s. Steam is also used in [[Oil_processing#Recipes|coal liquification]] in [[Oil refinery|Oil refineries]]. Since steam is a gas, it can be stored in a [[storage tank]].&lt;br /&gt;
&lt;br /&gt;
== Power generation ==&lt;br /&gt;
The amount of energy contained in steam is linearly proportional to it&#039;s temperature (minus 15°C ambient temperature). The energy storage of steam is exactly &#039;&#039;200 Joule / unit / Celcius&#039;&#039;, so for every degree Celcius increase in temperature of a single unit of fluid requires exactly 200 Joules.&lt;br /&gt;
&lt;br /&gt;
In all cases, steam produced in boilers is 165°C and steam from heat exchangers is 500°C. This higher temperature equates to a higher energy density of the same number of units of steam, meaning: higher temperature, more energy per volume. Steam suffers no thermal losses sitting or flowing through [[pipe]]s or [[storage tank]]s, the energy put into water to create steam is the same amount of energy you get back out from it since both steam engines and turbines are 100% efficient. (Note: a boiler is only 50% efficient at generating steam!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, a [[Storage tank]] which holds 25000 units of Steam at 165°C contains...&lt;br /&gt;
&amp;lt;pre style=&amp;quot;width: 68%;padding-right: 0em;&amp;quot;&amp;gt;(200 Joule / unit / Celcius) * 25000 units * (165°C-15°C) = 750 000 000 joules = 750 MJ &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A [[Storage tank]] holding 25000 units of Steam at 500°C thus contains 2.425 &#039;&#039;giga&#039;&#039;joules of energy, a surprisingly large amount equal to 485 fully charged [[Accumulator]]s!&lt;br /&gt;
  (200 Joule / unit / Celcius) * 25000 units * (500°C-15°C) = 2 425 000 000 joules = 2.425 GJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s obvious a steam engine or turbine taking in steam that&#039;s colder than it&#039;s maximum temperature will not be able to produce full power. When this happens, power generation is limited by the maximum fluid consumption rate of the machine.&lt;br /&gt;
When a steam engine is fed steam hotter than it&#039;s maximum temperature, the power generation is limited to the maximum (900 kW) output of the machine and merely consumes less steam for the same energy output. This does not mean higher generation efficiencies are attained. Steam engines are perfectly usable on a 500°C nuclear power plant, they merely use more space than a turbines for the same amount power. Vice-versa, turbines are usable in 165°C boiler circuits as well.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.10|&lt;br /&gt;
* Introduced as separate fluid. Previously it counted as Water, with a &amp;gt;100 temperature.}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Liquids system]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Xunie</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Latest_versions&amp;diff=138388</id>
		<title>Main Page/Latest versions</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Latest_versions&amp;diff=138388"/>
		<updated>2017-06-02T01:03:06Z</updated>

		<summary type="html">&lt;p&gt;Xunie: 0.15.18 (unstable)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[File:Steel-bar_darker.png|link=]] {{Translation|Latest stable version}}: [[Version_history/0.14.0#0.14.23|0.14.23]]&lt;br /&gt;
* [[File:Science-pack-1.png|link=]] {{Translation|Latest experimental version}}: [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=49091 0.15.18]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* [[File:Blueprint_book.png|link=]] [[Roadmap/Coming_Releases|{{Translation|Planned releases}}]]&lt;br /&gt;
** [[File:Blueprint.png|link=]] [[Upcoming_features|{{Translation|Planned features}}]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xunie</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=138319</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=138319"/>
		<updated>2017-05-30T18:40:39Z</updated>

		<summary type="html">&lt;p&gt;Xunie: added train station to senders&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Circuit networks&#039;&#039;&#039; are built using red or green wire, and enable the control of receivers, based upon information broadcast onto the network by connected senders.  Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains.  Each circuit network contains a channel for every kind of item, as well as 45 extra [[Virtual signals]] which act as user-definable channels. &#039;Everything&#039;, &#039;Anything&#039; and &#039;Each&#039; are also available wildcards.&lt;br /&gt;
&lt;br /&gt;
[[File:InnerOfGreenCable.jpg|right|thumb|400px|A player drawn visualization of the interior of a circuit cable.]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send Information ===&lt;br /&gt;
Senders broadcast the amount of [[Items]] or [[Liquids system|Fluids]] they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under Arithmetic Combinator, below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639.&lt;br /&gt;
&lt;br /&gt;
=== Control Devices ===&lt;br /&gt;
[[File:smart_inserter.png|thumb|250px|Example condition: &amp;quot;Work only if the count of Iron plates is lower than the count of Steel plates.&amp;quot; Remember to set the filter as well.]]&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device.&lt;br /&gt;
&lt;br /&gt;
They can either compare results between different channels, or compare a channel to a specific value. The pictured inserter works if the count of [[Iron plate|Iron plates]] is lower than the count of [[Steel plate|Steel plates]].&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 iron plates, a green wire with 10 copper plates and another green wire with 5 iron plates, the input signal set for that receiver will be 25 iron plates and 10 copper plates.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&lt;br /&gt;
Since version 0.13 each entity connectable to one of the networks has icons in its top right corner. By clicking the left icon, you have access to the circuit network settings (if one is connected), by clicking the right icon, you have access to the logistic network settings, if one is reachable. There can be set conditions for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
=== Senders ===&lt;br /&gt;
These devices can send signals to the circuit network.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|basic-transport-belt|Transport belts}} || Transport belts can send their content to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-inserter|Inserters}} || All inserters can send their held items to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wooden-chest|Chests}} || All chests can send their contents to the Circuit network. Logistic chests additionally send their contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-tank|Storage tank}} || The storage tank can send its fluid content to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|gate|Gate}} || Gates can send a signal to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rail-signal|Rail signal}} || Rail signals can send their state  to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|train-stop|Train stop}} || Train stations can send the contents of a stopped train to the circuit network as well as read a unique train identifier code.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-accumulator|Accumulator}} || It can send its charge level in percent to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|roboport|Roboport}} || It can send its logistic network contents or its robot statistics to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electric-mining-drill|Electric mining drill}} || It can send output the remaining expected resources.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} || It can output the current oil mining rate.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Receivers ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|basic-transport-belt|Transport belts}} || Transport belts can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-inserter|Inserters}} || All inserters can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|filter-inserter|Filter inserter}} || The filter inserter can additionally set its filters from the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|requester-chest|Requester chest}} || Its requested items can be set by the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|gate|Gate}} || Gates can be opened on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rail-signal|Rail signal}} || Rail signals can prevent trains by passing on a condition (set signal to red).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-lamp|Lamp}} || The lamp can be enabled on a condition. If it receives color signals, it can set the given color.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|offshore-pump|Offshore pump}} || The offshore pump can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-pump|Small pump}} || The small pump can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|train-stop|Train stop}} || Train stations can send the contents of the Circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|power-switch|Power switch}} || Power switches can connect to power networks on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electric-mining-drill|Electric mining drill}} || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Programmable_speaker|Programmable speaker}} || shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire.  Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up . However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires. You don&#039;t get the wires back.&lt;br /&gt;
* When connecting to a [[Arithmetic Combinator]] or [[Decider Combinator]], take care to connect the wire to the correct input or output side. Use ALT-Key-Mode to see direction of combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which form the network of the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[Constant Combinator]] broadcasts up to 15 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[Automatic control/Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 15 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
&lt;br /&gt;
*The [[Arithmetic Combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The Arithmetic Combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device). &lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for Copper Plates and broadcasting it as Copper Plates is an action that results in an infinite loop if output is connected back to input.  The value for Copper Plates will rapidly (but not instantly) shoot upward. (Fun fact: The rate at which it climbs is the current tick rate)  This technique can be combined with Decider Combinator logic to make electronic clocks, gates, and other systems; see [[Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The Arithmetic Combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
&lt;br /&gt;
*The [[Decider Combinator]] functions much like an Arithmetic Combinator, but is designed to compare values. Essentially, it is a conditional. In terms of Connecting, Feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[Decider Combinator]] page for more details on how to use this.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&#039;&#039;&#039;[[Circuit-network Cookbook|Circuit Network Cookbook]]&#039;&#039;&#039; - &#039;&#039;Example heavy tutorials; for beginners who want to use the benefits of the Circuit Network.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Combinator Tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials; for amateurs who can sometimes refer to this.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[http://www.reddit.com/r/factorio The official Factorio Reddit], if you&#039;d like to ask any questions about circuitry in Factorio.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic Network ==&lt;br /&gt;
The Logistic network used by [[Logistic robot|Logistic robots]] is essentially a third network (a wireless one), along with the green and red wired network.  The Logistic Network is based on proximity to a central [[Roboport]].&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true.&lt;br /&gt;
&lt;br /&gt;
See [[Logistic network]] and [[Roboport]] for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[Inserter]], [[Lamp]], [[Small pump]] and [[Offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[Lamp]], [[Storage tank]], [[Small pump]] and [[Offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network (research)]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Combinators]]&lt;br /&gt;
* [[Virtual signals]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4728&amp;amp;p=37251#p37157 Logic gates revisited]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Networks]] [[Category: Circuit network]]&lt;/div&gt;</summary>
		<author><name>Xunie</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:Bilka&amp;diff=138300</id>
		<title>User talk:Bilka</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:Bilka&amp;diff=138300"/>
		<updated>2017-05-29T20:21:42Z</updated>

		<summary type="html">&lt;p&gt;Xunie: /* infobox shows recipe icon instead of item icon for &amp;#039;solid fuel&amp;#039; as an ingredient? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to &#039;&#039;factorio&#039;&#039;!&#039;&#039;&#039;&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&lt;br /&gt;
Again, welcome and have fun! [[User:Mishka|Mishka]] ([[User talk:Mishka|talk]]) 13:07, 17 November 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Templates that might need CSS cleanup ==&lt;br /&gt;
* [[Template:Outdated image]]&lt;br /&gt;
** Consider adding css for &#039;&#039;.boilerplate&#039;&#039; classes. This will put all the css of [[Template:Game image]], [[Template:Move]], [[Template:Screenshot]], etc. in one place and reduce loading times --[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]])&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
* [[Template:Move]]&lt;br /&gt;
* [[Template:Disambiguation]]&lt;br /&gt;
* [[Template:Cleanup]]&lt;br /&gt;
* [[Template:Delete]]&lt;br /&gt;
* [[Template:Game image]]&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
--[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]]) 11:37, 29 April 2017 (UTC)&lt;br /&gt;
=== Cleanup done ===&lt;br /&gt;
* [[Template:Key]]&lt;br /&gt;
--[[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) 11:52, 29 April 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== German Translation ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka! Thank you for your help. I have a question about the translationtemplate. If there is missing a translation like the &amp;quot;crafting speed&amp;quot; on the right side of this page [[Assembling_machine_2/de]], can I just add &amp;quot;| crafting speed = Herstellungsgeschwindigkeit&amp;quot; to the german template and it will work? Or is there even more intelligence behind it?&lt;br /&gt;
&lt;br /&gt;
: Not Bilka, but I can answer for him. Yes, it&#039;s a table of word = translation. The phrase on the left has to match the translated text exactly, otherwise it won&#039;t be used. --([[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; 20:48, 2 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Hi again. I was just working on the translation and saw that the [[Template:TechNav]] is bad to translate with the Translationtemplates. The problem occures when translating &amp;quot;Armor: (crafting - 2 - ... )&amp;quot; and &amp;quot;Turrets: (Gun, Laser)&amp;quot; since in german the order of the words is not the same, the translation is absolutely rubish. Can you change it somehow? Thanks for youre help! [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 13:39, 3 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Hello again! I just saw that you are also translating into german, so I thought it would be nice if you could shortly read over my attempts of the new [[User:Hoeloe/de | german mainpage]]. Thanks for your feedback! In the meantime I will just continue translating with the [[User:TheWombatGuru/WantedPages/de | wanted pages]] list. Also I noticed since I am from switzerland I have one little problem translating. In switzerland we don&#039;t use the ß, so we just write &amp;quot;Strasse&amp;quot; instead of &amp;quot;Straße&amp;quot;, but I know it from german literature. I will do my best to recognize the correct use of it, but maybe somebody needs to check it later? Greetings! [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 12:36, 5 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Formatting and EquipNav ==&lt;br /&gt;
&lt;br /&gt;
Thanks. --[[User:Zabshk|&amp;lt;span style=&amp;quot;color:#1589FF&amp;quot;&amp;gt;&#039;&#039;&#039;Zabshk&#039;&#039;&#039;&amp;lt;/span&amp;gt;]] [[User talk:Zabshk|&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;color:#736F6E&amp;quot;&amp;gt;&#039;&#039;&#039;(query)&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;]] 17:40, 2 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Navigation box links ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka! I found the misfunction on [[Factorio:Navigation|Navigation]] page. There are links to Navboxes in lower row of each Navbox but in all languages it links to English template. I&#039;m going to change links. Please see the [[User:Snowball_II/Sandbox/ru|example]]. Is it OK to create pages [[Template:ProductionNav/ru]], [[Template:CombatNav/ru]] and so on? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 22:50, 11 May 2017 (UTC)&lt;br /&gt;
&amp;lt;br&amp;gt;One more question. Is it OK to create pages with Russian names. For example [[Железная плита]] with redirection to [[Iron_plate/ru]]? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 13:05, 12 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Hi again. I have not received any response so i create pages [[Factorio:Navigation/Logistics]], [[Factorio:Navigation/Logistics/ru]] and change link on [[Template:ProductionNav]]. Don&#039;t you mind? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 19:59, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Hey there snowball. Not sure why Bilka didn&#039;t respond to you, but we are internally debating how to fix navigation boxes. Please leave it alone until we can form a consensus. As for creating russian redirection names, that&#039;s completely fine. --[[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; 21:21, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== infobox shows recipe icon instead of item icon for &#039;solid fuel&#039; as an ingredient? ==&lt;br /&gt;
&lt;br /&gt;
As you can see here: https://wiki.factorio.com/Rocket_fuel/infobox ... The recipe icons [[File:Solid-fuel-from-heavy-oil.png]], [[File:Solid-fuel-from-light-oil.png]] and [[File:Solid-fuel-from-petroleum-gas.png]] are used instead of the single [[File:Solid-fuel.png]] &#039;&#039;item&#039;&#039; icon. I don&#039;t know how to fix it myself so I&#039;ll just alert you here. --[[User:Xunie|Xunie]] ([[User talk:Xunie|talk]]) 22:05, 27 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hey, that behaviuor is intentional and won&#039;t be changed unless you can give me a good reason. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 09:38, 28 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::There is no difference between solid fuel generated from heavy oil, light oil or petroleum gas. It simply is &#039;solid fuel&#039;. All icons in the game for solid fuel use [[File:Solid-fuel.png]] to indicate solid fuel (the product). Only the recipe icons ([[File:Solid-fuel-from-heavy-oil.png]], [[File:Solid-fuel-from-light-oil.png]] and [[File:Solid-fuel-from-petroleum-gas.png]]) are used to distinguish between the different &#039;&#039;recipes&#039;&#039; that &#039;&#039;result in the same product&#039;&#039;. Just like oil refining has two [[File:Basic-oil-processing.png]] and [[File:Advanced-oil-processing.png]] to denote between the two recipes, both crafting recipes have the [[File:Crude-oil.png]] icon as an ingredient and and produce the [[File:Heavy-oil.png]], [[File:Light-oil.png]] and [[File:Petroleum-gas.png]] products. Just like the &amp;quot;fill light oil barrel&amp;quot; recipe has an icon ([[File:Fill light oil barrel.png]]) distinct from the product itself ([[File:Light oil barrel.png]]).&lt;br /&gt;
::Since the &#039;&#039;recipe&#039;&#039; section of items should show the &#039;&#039;input ingredients&#039;&#039; of this item, showing the recipe icons for the input ingredients instead of the icons for the ingredients itself is bad form, less coherent and shows lack of polishing.&lt;br /&gt;
::Besides, the game shows the regular item icon everywhere except in assembling machines (or the disabled crafting menu option), where distinction between different recipes is a requirement. All other cases shows the item icon.&lt;br /&gt;
::Convinced enough? :p --[[User:Xunie|Xunie]] ([[User talk:Xunie|talk]]) 20:21, 29 May 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Xunie</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steam&amp;diff=138297</id>
		<title>Steam</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steam&amp;diff=138297"/>
		<updated>2017-05-29T19:40:12Z</updated>

		<summary type="html">&lt;p&gt;Xunie: added 0.15.16 info, improved quality and completeness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Steam/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steam&#039;&#039;&#039; is a [[liquids system|gas]] created by heating water in a [[Boiler]] or [[Heat exchanger]]. After being distributed via [[pipe]]s, steam can be used to generate electricity via  [[Steam engine]]s and [[Steam turbine|Turbine]]s. Steam is also used in [[Oil_processing#Recipes|coal liquification]] in [[Oil refinery|Oil refineries]]. Since steam is a gas, it can be stored in a [[storage tank]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Power generation ==&lt;br /&gt;
The amount of energy contained in steam is linearly proportional to it&#039;s temperature (minus 15°C ambient temperature). The energy storage of steam is exactly &#039;&#039;200 Joule / unit / Celcius&#039;&#039;, so for every degree Celcius increase in temperature of a single unit of fluid requires exactly 200 Joules.&lt;br /&gt;
&lt;br /&gt;
In all cases, steam produced in boilers is 165°C and steam from heat exchangers is 500°C. This higher temperature equates to a higher energy density of the same number of units of steam, meaning: higher temperature, more energy per volume. Steam suffers no thermal losses sitting or flowing through [[pipe]]s or [[storage tank]]s, the energy put into water to create steam is the same amount of energy you get back out from it since both steam engines and turbines are 100% efficient. (Note: a boiler is only 50% efficient at generating steam!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, a [[Storage tank]] which holds 25000 units of Steam at 165°C contains...&lt;br /&gt;
  (200 Joule / unit / Celcius) * 25000 units * (165°C-15°C) = 750 000 000 joules = 750 MJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A [[Storage tank]] holding 25000 units of Steam at 500°C thus contains 2.425 &#039;&#039;giga&#039;&#039;joules of energy, a surprisingly large amount equal to 485 fully charged [[Accumulator]]s!&lt;br /&gt;
  (200 Joule / unit / Celcius) * 25000 units * (500°C-15°C) = 2 425 000 000 joules = 2.425 GJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s obvious a steam engine or turbine taking in steam that&#039;s colder than it&#039;s maximum temperature will not be able to produce full power. When this happens, power generation is limited by the maximum fluid consumption rate of the machine.&lt;br /&gt;
When a steam engine is fed steam hotter than it&#039;s maximum temperature, the power generation is limited to the maximum (900 kW) output of the machine and merely consumes less steam for the same energy output. This does not mean higher generation efficiencies are attained. Steam engines are perfectly usable on a 500°C nuclear power plant, it merely takes more space than a turbine. Vice-versa, turbines are usable in 165°C boiler circuits.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.10|&lt;br /&gt;
* Introduced as separate fluid. Previously it counted as Water, with a &amp;gt;100 temperature.}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Liquids system]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Xunie</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Latest_versions&amp;diff=138232</id>
		<title>Main Page/Latest versions</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Latest_versions&amp;diff=138232"/>
		<updated>2017-05-27T23:34:45Z</updated>

		<summary type="html">&lt;p&gt;Xunie: 0.15.16!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[File:Steel-bar_darker.png|link=]] {{Translation|Latest stable version}}: [[Version_history/0.14.0#0.14.23|0.14.23]]&lt;br /&gt;
* [[File:Science-pack-1.png|link=]] {{Translation|Latest experimental version}}: [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=48730 0.15.16]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* [[File:Blueprint_book.png|link=]] [[Roadmap/Coming_Releases|{{Translation|Planned releases}}]]&lt;br /&gt;
** [[File:Blueprint.png|link=]] [[Upcoming_features|{{Translation|Planned features}}]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xunie</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Beacon&amp;diff=138231</id>
		<title>Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Beacon&amp;diff=138231"/>
		<updated>2017-05-27T22:50:30Z</updated>

		<summary type="html">&lt;p&gt;Xunie: clarified limitations on modules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Beacon/infobox}}&lt;br /&gt;
[[File:factorio-beacon.png|thumb|right|Beacon and 12 [[Electric furnace]]s affected by it.]]&lt;br /&gt;
&lt;br /&gt;
A  &#039;&#039;beacon&#039;&#039; is a device that transmits [[module]] effects to nearby machines, in a 9x9 square. The effects are transmitted at only half efficiency. However, a beacon allows transmitting the effect of a module to multiple machines and the effect of all beacons around is added together (the effect stacks on a single machine). Additionally, beacons can add qualities beyond the normal effective module cap of an item (module slots), such as boosting a [[Pumpjack]]&#039;s output at peak oil to .25 oil per cycle where, alone, it could only reach .2 yield. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Beacons are &#039;&#039;&#039;&#039;&#039;best&#039;&#039;&#039;&#039;&#039; in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* There are a lot of compatible machines in a dense area&lt;br /&gt;
&lt;br /&gt;
This allows the beacon&#039;s effect to reach multiple machines, allowing the player to save materials from crafting modules.&lt;br /&gt;
&lt;br /&gt;
* There is one machine that must have an extreme speed of operation&lt;br /&gt;
&lt;br /&gt;
Mining drills are the best example of this. When an ore patch is small but rich, more speed per drill is necessary to meet demand, since adding more drills isn&#039;t possible. So, multiple speed module beacons around a mining drill (with modules in the drill itself) can be used to increase the speed of the singular drill several times, to make up for the low quantity of drills. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Beacons should &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; be used in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* The machine(s) being boosted operate infrequently&lt;br /&gt;
&lt;br /&gt;
This leads to power waste as beacons will always consume power, even when the machines they&#039;re boosting are halted. This however can be circumvented with some planning, and using a [[Power switch]].&lt;br /&gt;
&lt;br /&gt;
* Attempting to boost non-module-compatible machines&lt;br /&gt;
&lt;br /&gt;
Only machines that have module slots will be affected by a beacon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
&lt;br /&gt;
* Only buildings with module slots can benefit from beacon effects (i.e. [[laser turret]] doesn&#039;t benefit). The only exceptions to this rule are [[Assembling machine 1]]&#039;s (which don&#039;t accept modules but &#039;&#039;are&#039;&#039; affected by beacons) and beacons themselves which &#039;&#039;don&#039;t&#039;&#039; benefit from the modules inserted in themselves (or other beacons), so their energy cost can&#039;t be reduced.&lt;br /&gt;
&lt;br /&gt;
* Currently, only [[Module#Speed_Module|speed]] and [[Module#Effectivity_Module|efficiency]] modules can be used in beacons, and [[Module#Productivity Module|productivity]] modules cannot.&lt;br /&gt;
&lt;br /&gt;
* A beacon&#039;s effect transmitted is only half of the effect of the modules within. So, two of the same module = one module&#039;s worth transmitted. This limitation can be overcome with more beacons with overlapping areas.&lt;br /&gt;
&lt;br /&gt;
* The beacon itself is 3x3 tiles, making it difficult to fit between buildings sometimes. It may be necessary to place the beacon first and design the system around it.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Renamed from Basic beacon to Beacon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Update icon}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New beacon graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Area of effect can now be seen on hover.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.5|&lt;br /&gt;
* Deactivated beacons will not give bonuses.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Restricted use of productivity modules in beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Crafting network]]&lt;br /&gt;
*[[Electric network]]&lt;br /&gt;
*[[Module|Modules]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Electric network]]&lt;br /&gt;
[[Category:Crafting network]]&lt;/div&gt;</summary>
		<author><name>Xunie</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Assembling_machine_1&amp;diff=138230</id>
		<title>Assembling machine 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Assembling_machine_1&amp;diff=138230"/>
		<updated>2017-05-27T22:40:33Z</updated>

		<summary type="html">&lt;p&gt;Xunie: derp forgot link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Assembling machine 1/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assembling machine 1&#039;&#039;&#039; is the most basic assembling machine. It can craft items that require up to two types of ingredients and that do not use liquids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Ironically, it is incapable of producing copies of itself, due to requiring 3 different ingredients to craft.&lt;br /&gt;
* It is the only building affected by [[Beacon|beacons]] &#039;&#039;without&#039;&#039; module slots.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.4|&lt;br /&gt;
* Assembling machine 3 has up to 6 ingredient slots, so it can make any recipe in its category.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Fast replacing assembling machine keeps the direction of the original assembling machine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Update icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Productivity modules can only be used in assembling machines producing intermediate products.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Crafting speed of assembling machine is relative to manual crafting speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Reset bonus production of machine when recipe is changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added support for modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.2|&lt;br /&gt;
* The assembling machine 2 speed is now slightly faster (from 1.5 to 2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Update recipe tooltip for assembling machine output.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Better graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Assembling machine 2]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Crafting network]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>Xunie</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Assembling_machine_1&amp;diff=138229</id>
		<title>Assembling machine 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Assembling_machine_1&amp;diff=138229"/>
		<updated>2017-05-27T22:39:13Z</updated>

		<summary type="html">&lt;p&gt;Xunie: added trivia item&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Assembling machine 1/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assembling machine 1&#039;&#039;&#039; is the most basic assembling machine. It can craft items that require up to two types of ingredients and that do not use liquids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Ironically, it is incapable of producing copies of itself, due to requiring 3 different ingredients to craft.&lt;br /&gt;
* It is the only building affected by beacons &#039;&#039;without&#039;&#039; module slots.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.4|&lt;br /&gt;
* Assembling machine 3 has up to 6 ingredient slots, so it can make any recipe in its category.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Fast replacing assembling machine keeps the direction of the original assembling machine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Update icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Productivity modules can only be used in assembling machines producing intermediate products.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Crafting speed of assembling machine is relative to manual crafting speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Reset bonus production of machine when recipe is changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added support for modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.2|&lt;br /&gt;
* The assembling machine 2 speed is now slightly faster (from 1.5 to 2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Update recipe tooltip for assembling machine output.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Better graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Assembling machine 2]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Crafting network]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>Xunie</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:Bilka&amp;diff=138228</id>
		<title>User talk:Bilka</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:Bilka&amp;diff=138228"/>
		<updated>2017-05-27T22:05:17Z</updated>

		<summary type="html">&lt;p&gt;Xunie: /* infobox shows recipe icon instead of item icon for &amp;#039;solid fuel&amp;#039; as an ingredient? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to &#039;&#039;factorio&#039;&#039;!&#039;&#039;&#039;&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&lt;br /&gt;
Again, welcome and have fun! [[User:Mishka|Mishka]] ([[User talk:Mishka|talk]]) 13:07, 17 November 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 0.15 Preset&#039;s ==&lt;br /&gt;
&lt;br /&gt;
Below is a series of tables describing the various changes to world generation and other settings when a preset is selected. Differences from the &amp;quot;default&amp;quot; preset are in bold parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipes/Tech                !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Recipe difficulty           || Normal || Normal || Expensive || Normal || Expensive || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Technology difficulty       || Normal || Normal || Expensive || Normal || Expensive || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Technology price multiplier || 1 || 1 || 4&#039;&#039;&#039;(+3)&#039;&#039;&#039; || 1 || 4&#039;&#039;&#039;(+3)&#039;&#039;&#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy Expansion                  !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Enabled                          || Yes || Yes || Yes || Yes || Yes || No&#039;&#039;&#039;(Yes)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Minimum chunks between new bases || 3 || 3 || 3 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Maximum expansion distance       || 7 || 7 || 7 || 7 || 7 || 7&lt;br /&gt;
|-&lt;br /&gt;
| Minimum group size               || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size               || 20 || 20 || 20 || 20 || 20 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes)       || 4 || 4 || 4 || 4 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes)       || 60 || 60 || 60 || 60 || 60 || 60&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy Evolution  !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Factor   || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000&lt;br /&gt;
|-&lt;br /&gt;
| Enabled          || Yes || Yes || Yes || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Pollution Factor || 0.00001500 || 0.00001500 || 0.00001500 || 0.00002000&#039;&#039;&#039;(+0.000005)&#039;&#039;&#039; || 0.00002000&#039;&#039;&#039;(+0.000005)&#039;&#039;&#039; || 0.00001500&lt;br /&gt;
|-&lt;br /&gt;
| Time Factor      || 0.00000400 || 0.00000400 || 0.00000400 || 0.00002000&#039;&#039;&#039;(+0.000016)&#039;&#039;&#039; || 0.00002000&#039;&#039;&#039;(+0.000016)&#039;&#039;&#039; || 0.00000200&#039;&#039;&#039;(-0.000002)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution                 !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || 500 || 500 || 500 || 500 || 500 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Diffusion Ratio           || 2% || 2% || 2% || 2% || 2% || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Dissipation Rate          || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Enabled                   || Yes || Yes || Yes || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Damage to trees   || 3500 || 3500 || 3500 || 3500 || 3500 || 3500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Resource         !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Coal Frequency   || Normal || Normal || Normal || Normal || Normal || Very Low&lt;br /&gt;
|-&lt;br /&gt;
| Coal Richness    || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Coal Size        || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Copper Frequency || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Copper Richness  || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Copper Size      || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Crude Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Crude Richness   || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Crude Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Frequency || Normal || Normal || Normal || Very High&#039;&#039;&#039;(Normal)&#039;&#039;&#039; || Very High&#039;&#039;&#039;(Normal)&#039;&#039;&#039; || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Richness || Regular || Regular || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Size || Medium || Medium || Medium || Medium || Medium || Small&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Iron Frequency   || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Iron Richness    || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Iron Size        || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Starting Area    || Medium || Medium || Medium || Medium || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Stone Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Stone Richness   || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Stone Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Frequency || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Richness || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Size     || Medium || Medium || Medium || Medium || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Water Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Water Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cleaned up into several tables by --([[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; 21:30, 26 April 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Templates that might need CSS cleanup ==&lt;br /&gt;
* [[Template:Outdated image]]&lt;br /&gt;
** Consider adding css for &#039;&#039;.boilerplate&#039;&#039; classes. This will put all the css of [[Template:Game image]], [[Template:Move]], [[Template:Screenshot]], etc. in one place and reduce loading times --[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]])&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
* [[Template:Move]]&lt;br /&gt;
* [[Template:Disambiguation]]&lt;br /&gt;
* [[Template:Cleanup]]&lt;br /&gt;
* [[Template:Delete]]&lt;br /&gt;
* [[Template:Game image]]&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
--[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]]) 11:37, 29 April 2017 (UTC)&lt;br /&gt;
=== Cleanup done ===&lt;br /&gt;
* [[Template:Key]]&lt;br /&gt;
--[[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) 11:52, 29 April 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== German Translation ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka! Thank you for your help. I have a question about the translationtemplate. If there is missing a translation like the &amp;quot;crafting speed&amp;quot; on the right side of this page [[Assembling_machine_2/de]], can I just add &amp;quot;| crafting speed = Herstellungsgeschwindigkeit&amp;quot; to the german template and it will work? Or is there even more intelligence behind it?&lt;br /&gt;
&lt;br /&gt;
: Not Bilka, but I can answer for him. Yes, it&#039;s a table of word = translation. The phrase on the left has to match the translated text exactly, otherwise it won&#039;t be used. --([[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; 20:48, 2 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Hi again. I was just working on the translation and saw that the [[Template:TechNav]] is bad to translate with the Translationtemplates. The problem occures when translating &amp;quot;Armor: (crafting - 2 - ... )&amp;quot; and &amp;quot;Turrets: (Gun, Laser)&amp;quot; since in german the order of the words is not the same, the translation is absolutely rubish. Can you change it somehow? Thanks for youre help! [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 13:39, 3 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Hello again! I just saw that you are also translating into german, so I thought it would be nice if you could shortly read over my attempts of the new [[User:Hoeloe/de | german mainpage]]. Thanks for your feedback! In the meantime I will just continue translating with the [[User:TheWombatGuru/WantedPages/de | wanted pages]] list. Also I noticed since I am from switzerland I have one little problem translating. In switzerland we don&#039;t use the ß, so we just write &amp;quot;Strasse&amp;quot; instead of &amp;quot;Straße&amp;quot;, but I know it from german literature. I will do my best to recognize the correct use of it, but maybe somebody needs to check it later? Greetings! [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 12:36, 5 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Formatting and EquipNav ==&lt;br /&gt;
&lt;br /&gt;
Thanks. --[[User:Zabshk|&amp;lt;span style=&amp;quot;color:#1589FF&amp;quot;&amp;gt;&#039;&#039;&#039;Zabshk&#039;&#039;&#039;&amp;lt;/span&amp;gt;]] [[User talk:Zabshk|&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;color:#736F6E&amp;quot;&amp;gt;&#039;&#039;&#039;(query)&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;]] 17:40, 2 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Navigation box links ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka! I found the misfunction on [[Factorio:Navigation|Navigation]] page. There are links to Navboxes in lower row of each Navbox but in all languages it links to English template. I&#039;m going to change links. Please see the [[User:Snowball_II/Sandbox/ru|example]]. Is it OK to create pages [[Template:ProductionNav/ru]], [[Template:CombatNav/ru]] and so on? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 22:50, 11 May 2017 (UTC)&lt;br /&gt;
&amp;lt;br&amp;gt;One more question. Is it OK to create pages with Russian names. For example [[Железная плита]] with redirection to [[Iron_plate/ru]]? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 13:05, 12 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Hi again. I have not received any response so i create pages [[Factorio:Navigation/Logistics]], [[Factorio:Navigation/Logistics/ru]] and change link on [[Template:ProductionNav]]. Don&#039;t you mind? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 19:59, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Hey there snowball. Not sure why Bilka didn&#039;t respond to you, but we are internally debating how to fix navigation boxes. Please leave it alone until we can form a consensus. As for creating russian redirection names, that&#039;s completely fine. --[[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; 21:21, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== infobox shows recipe icon instead of item icon for &#039;solid fuel&#039; as an ingredient? ==&lt;br /&gt;
&lt;br /&gt;
As you can see here: https://wiki.factorio.com/Rocket_fuel/infobox ... The recipe icons [[File:Solid-fuel-from-heavy-oil.png]], [[File:Solid-fuel-from-light-oil.png]] and [[File:Solid-fuel-from-petroleum-gas.png]] are used instead of the single [[File:Solid-fuel.png]] &#039;&#039;item&#039;&#039; icon. I don&#039;t know how to fix it myself so I&#039;ll just alert you here. --[[User:Xunie|Xunie]] ([[User talk:Xunie|talk]]) 22:05, 27 May 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Xunie</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=138227</id>
		<title>Logistic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=138227"/>
		<updated>2017-05-27T21:37:57Z</updated>

		<summary type="html">&lt;p&gt;Xunie: small clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
[[File:RoboTrainStation.gif|thumb|632x562px|right|&#039;&#039;This gif shows how robots can load or unload chests in a train station. The top track is for loading; and there are [[Requester chest]]s on both sides. The requested items are then filled into the wagons. The second track is the unloading track, the delivered items are filled into [[Active Provider chest]]s and then put into the [[Storage chest]]s at the very top and at the center. At the bottom the incoming ores from both sides are moved into [[Active Provider chest]]s; and then put into the requester chests at the top track.&#039;&#039; Logistics robots are ideal in train stations, since very high item throughput on a short distance is needed.]]&lt;br /&gt;
&lt;br /&gt;
A [[Logistic network]] (LogNet) is a series of different chests and [[Logistic robot]]s all covered by one or more [[Roboport]]s. &lt;br /&gt;
&lt;br /&gt;
Depending on the type and configuration of the chests and area of the [[Robotic network]] the robots will transport items between these chests as a power-hungry alternative to moving items manually, or by [[Transport network|belts]] or [[Railway network]]. However, robots offer much higher mobility, since they can fly over obstacles.&lt;br /&gt;
&lt;br /&gt;
The player character can also act as [[Requester chest]] in the [[Logistic network]] with the correct researches, allowing them to &#039;request&#039; various items be kept at a set limit within their personal inventory. After [[Research|researching]] [[Character logistic slots]], they can configure an amount of Items; and [[Logistic robot]]s will start to move the specified [[Items]] from the network to the character&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
Do not mix up LogNet and [[Circuit network]]. They share common components, but are otherwise disconnected and do not exchange any information. Also, do not mix up logistic network with construction network or combinations of the two called [[Robotic network]].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
The logistic network is directly connected to the following achievements:&lt;br /&gt;
; Logistic network embargo&lt;br /&gt;
: Win the game without building [[active provider chest]] and [[requester chest]].&lt;br /&gt;
; You&#039;ve got a package&lt;br /&gt;
: Supply the player by [[logistic robot]].&lt;br /&gt;
; Delivery service&lt;br /&gt;
: Supply the player with 10k items delivered by logistic robots.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|roboport|Roboport}} || Centre of the [[Robotic network]] in which the [[Robots]] can move and with its coverage forming the logistic network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-robot|Logistic robot}} || Moves items between Logistic Chests. (*)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || Logistic Chest: Supplies the contained items to the logistic network. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || Logistic Chest: Supplies the contained items to the logistic network passively. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || Logistic Chest: Stores [[Items]] currently not requested. Supplies the contained items to the Logistic network. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Requester-chest|Requester chest}} || Logistic Chest: Will be filled by [[Logistic robot]]s until the configured amount is reached, or the chest becomes full. Can request multiple different types of items. (**)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) At the beginning each robot can carry only 1 [[Items|item]]. This amount can be increased by researching [[Logistic robot cargo]].&lt;br /&gt;
&lt;br /&gt;
(**) Logistic chests are also connectable to the [[Circuit network]] by using [[red wire]] or [[green wire]].&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
&lt;br /&gt;
To start with, just use passive provider- and requester chests. Place the passive provider chests at the output [[inserters]] of [[assembling machine]]s and requester chests at the input (let them request the needed items). Place a [[Roboport]], which covers these chests with the inner orange area. Place some logistic bots. The robots will fly out of the top hatch and will begin to work. You can now limit the number of produced item either with the [[Storage/Stack#Stack limitation|stack limitation]]-feature.&lt;br /&gt;
&lt;br /&gt;
Logistic network is very capable for creating more and more complex items in a relatively small factory-area. Low complexity and high volume activities over longer distances (like smelting) can (and should) be left using belts or railway network. &lt;br /&gt;
&lt;br /&gt;
The basic thing needed are [[Roboport]]s. When placing the port and hover over it, notice an orange and a larger green area.&lt;br /&gt;
&lt;br /&gt;
* The orange zone is the Logistic Network area. This is also the maximum distance for connecting two roboports.&lt;br /&gt;
* The green zone is the Construction area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more info on the specifics of how [[roboport]]s work, check the page dedicated to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Expand the logistic zone ===&lt;br /&gt;
&lt;br /&gt;
There can be many separate logistic networks. Two roboports are in the same network only if they are connected, as described above. To prevent roboports from linking, the Player needs to build them far enough away from each other so that the orange zones don&#039;t touch.&lt;br /&gt;
&lt;br /&gt;
Bots do not fly from one network into another, unless requiring a recharge. Robots will never &amp;quot;nest&amp;quot; in a different network.&lt;br /&gt;
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=== Losing bots ===&lt;br /&gt;
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Logistics robots are a priority target of biters, and will prioritize attacking them over many objects in the vicinity of the robots. Destroyed robots will not be replaced, unless automatic control of the robot creation system is used.&lt;br /&gt;
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Bots are not destroyed when running out of energy, but will be reduced to 20% of their speed, which gives them the chance to recharge eventually and a chance for the player to notice the problem.&lt;br /&gt;
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Pay attention to robotic networks which form some kind of U-shape (where the shortest way between two chests goes over an uncovered area): if a bot runs out of charge in this area, and cannot return fast enough to a roboport, the bot will be significantly slowed and as a result the logistics network will frequently slow down, with large groups of bots slowly flying over the uncovered area.&lt;br /&gt;
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Robots may run out of charge on longer journeys. When the charging-queue for the bots gets too long, the bots (and their loads) will slow down. Generally, a roboport can charge between 50 and 70 bots per min, 4 at a time, but are not very efficient at charging large queues of bots and can quickly become overworked. Place more roboports near the first one to share the load.&lt;br /&gt;
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=== Negative numbers ===&lt;br /&gt;
It is possible to notice negative numbers on the right info panel when looking at network storage. Contrary to common belief, this is intended.&lt;br /&gt;
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The logistic network numbers report items in provider and storage chests, &#039;&#039;minus the amount of items scheduled to be picked up by robots.&#039;&#039; When negative numbers are shown, it means that more items are being requested than are available in the network. There is a deficit. This can be a problem, or intended, depending on the player&#039;s choice. The negative value is just to explain why items aren&#039;t being delivered. For example, a deficit of 20 iron plates would look like this:&lt;br /&gt;
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{{icon|iron plate|-20}}&lt;br /&gt;
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=== Receiving more items than requested ===&lt;br /&gt;
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The delivered number of items in the requester chest can be higher than requested. This depends from the [[Logistic robot cargo]]-bonus you have researched, since bots will always take as much as they can carry if an unlimited amount is available.&lt;br /&gt;
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== Priorities of robots ==&lt;br /&gt;
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This overview reflects the priorities in which order the chests are filled/emptied.&lt;br /&gt;
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The logistic network looks for orders by the chests in this order:&lt;br /&gt;
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* A &#039;&#039;requested&#039;&#039; item is first looked up in the active provider chests, then in the storage chests, then the passive provider chests. So, the active provider chests are emptied first, then the storage chests, then the passive provider chests.&lt;br /&gt;
* If robots are free and there is space left in storage chests, and there are unrequested items in an active provider chests, the items are moved from active provider to a storage chest. &lt;br /&gt;
* For the storage chests, the bots search for one storage which has the same item already. If that can&#039;t be found, they choose the first storage chest with a free slot from the list, which is sorted by the order they were built in. [https://www.reddit.com/r/factorio/comments/5udwkd/hey_devs_this_is_the_one_thing_that_really_bugs/ddwbr94/] This is to avoid having storage chests with different items inside, allowing greater organisation.&lt;br /&gt;
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Storage chests will be filled with items from active provider chests, and from construction robots that have had their orders cancelled while they were carrying items.&lt;br /&gt;
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=== Order of movement ===&lt;br /&gt;
The bots fulfill &#039;&#039;&#039;all requests with the same priority&#039;&#039;&#039;. The algorithm looks for the next free robot, then the next request in the queue and after giving orders to the robot, this request is put at the end of the queue, so that first all other requests are done.&lt;br /&gt;
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=== Distance ===&lt;br /&gt;
When choosing between chests of equal priority, bots will always choose the closest one. [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=40329&amp;amp;p=238918#p238901] This is however only true when an item is being requested, not when an item is sent away. [https://gfycat.com/HatefulUnlawfulErmine] In the case of items being sent into the logistics network distance does not matter, and the rules laid out above matter instead.&lt;br /&gt;
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== See also ==&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Logistic robot]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
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[[Category:Networks]]&lt;/div&gt;</summary>
		<author><name>Xunie</name></author>
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