https://wiki.factorio.com/api.php?action=feedcontributions&user=Cerbsen&feedformat=atomOfficial Factorio Wiki - User contributions [en]2024-03-28T23:59:00ZUser contributionsMediaWiki 1.38.2https://wiki.factorio.com/index.php?title=Pollution&diff=121101Pollution2015-08-25T21:07:57Z<p>Cerbsen: </p>
<hr />
<div>[[File:Pollution.png|400px|thumb|Example of ingame pollution (red squares) in the map]]<br />
Pollution is represented as an abstract "cloud", updated [[Chunk|per chunk]] every game second (60 ticks) and visible on the minimap and [[Map]], when [[Alternative view]] is on (default [[Game-Options/Keyboard-Defaults#Alt|Alt-Key]]).<br />
<br />
[[Crafting network|It is produced by many buildings]] involved in processing items and spreads outwards at a steady rate.<br />
<br />
The [[Enemies#Evolution|evolution factor]] is not increased by the spreading/absorbed pollution, but by the pollution produced by all your [[Pollution_Production#Polluters|machinery]] at every tick. The pollution cloud is used to trigger biter attacks and determines the size of the attacks.<br />
<br />
== Pollution spread ==<br />
<br />
As soon as a chunk has reached 15.0 pollution it starts spreading in all four cardinal directions at a rate of 2% game second (60 ticks).<br />
<br />
e.g. a chunk with 400.0 pollution and 4 adjacent chunks with 100.0 pollution each, raises the pollution in all adjacent chunks by 8.0 while reducing its own pollution by 32.0. But everyone of the 4 surrounding spreads 2.0 pollution "back" to the center chunk, so it only loses 24.0 + [[Pollution_Production#De-polluters|absorbed value]].<br />
<br />
== Pollution dissipation==<br />
* Every [[Chunk]] (32x32) of map slowly reduces the pollution it covers (See [[Pollution Production#Chunks]]). So the more the pollution spreads, the more is absorbed.<br />
* [[Tree|Trees]] also absorb some pollution (See [[Pollution Production#Trees]]).<br />
* [[Enemies#Spawner|Spawners]] absorb a great amount of pollution.<br />
* In certain [[Mods]] it is possible to build devices or trees which reduce pollution.<br />
<br />
== Native life ==<br />
Pollution attracts [[Biter|biters]] to your factory. [[Biter|Biters]] who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.<br />
<br />
Each [[Biter#Spawners|spawner]] absorbs 20 + 0.01 * [chunks pollution] every game second (60 ticks), if the chunks pollution is greater than 20 otherwise it absorbs the total pollution.<br />
<br />
Higher pollution values decrease the time it takes for biters to join the attack force. After a certain amount of pollution is absorbed the spawner sends one of its biters/spitters to a rendezvous point. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers.<br />
<br />
Required pollution to add an additional biter/spitter to the attack wave:<br />
{| class="wikitable"<br />
! Pollution !! Type<br />
|-<br />
|200 || Small biter<br />
|-<br />
|1000 || Medium biter<br />
|-<br />
|4000 || Big biter<br />
|-<br />
|20000 || Behemoth biter<br />
|-<br />
|200 || Small spitter<br />
|-<br />
|600 || Medium spitter<br />
|-<br />
|1500 || Big apitter<br />
|-<br />
|10000 || Behemoth spitter<br />
|-<br />
|}<br />
<br />
With 1350 absorbed pollution at the time of attack the following wave consists of 6 small biters and 1 medium biter OR 6 small spitters and 2 medium spitters depending on the spawner's type and [[Biter#Spawn_chances_by_evolution_factor|evolution factor]].<br />
<br />
== Modules ==<br />
[[Module|Modules]] that list "+x% pollution" increase pollution multiplier, not a flat pollution rate. Final pollution value is (pollution multiplier * energy usage multiplier * base pollution), meaning heavily boosted buildings are likely to account for most of the pollution produced in a factory.<br />
<br />
== See also ==<br />
* [[Pollution Production]]<br />
* [[Crafting network]]<br />
* [[Module|Modules]]<br />
* [[Enemies]]</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Pollution&diff=121096Pollution2015-08-25T20:32:28Z<p>Cerbsen: fixed tick/second typo</p>
<hr />
<div>[[File:Pollution.png|400px|thumb|Example of ingame pollution (red squares) in the map]]<br />
Pollution is represented as an abstract "cloud", calculated [[Chunk|per chunk]] every tick and visible on the minimap and [[Map]], when [[Alternative view]] is on (default [[Game-Options/Keyboard-Defaults#Alt|Alt-Key]]).<br />
<br />
[[Crafting network|It is produced by many buildings]] involved in processing items and spreads outwards at a steady rate.<br />
<br />
The [[Enemies#Evolution|evolution factor]] is not increased by the spreading/absorbed pollution, but by the pollution produced by all your [[Pollution_Production#Polluters|machinery]] at every tick. The pollution cloud is used to trigger biter attacks and determines the size of the attacks.<br />
<br />
== Pollution spread ==<br />
<br />
As soon as a chunk has reached 15.0 pollution it starts spreading in all four cardinal directions at a rate of 2% per tick.<br />
<br />
e.g. a chunk with 400.0 pollution and 4 adjacent chunks with 100.0 pollution each, raises the pollution in all adjacent chunks by 8.0 while reducing its own pollution by 32.0. But everyone of the 4 surrounding spreads 2.0 pollution "back" to the center chunk, so it only loses 24.0 + [[Pollution_Production#De-polluters|absorbed value]].<br />
<br />
== Pollution dissipation==<br />
* Every [[Chunk]] (32x32) of map slowly reduces the pollution it covers (See [[Pollution Production#Chunks]]). So the more the pollution spreads, the more is absorbed.<br />
* [[Tree|Trees]] also absorb some pollution (See [[Pollution Production#Trees]]).<br />
* [[Enemies#Spawner|Spawners]] absorb a great amount of pollution.<br />
* In certain [[Mods]] it is possible to build devices or trees which reduce pollution.<br />
<br />
== Native life ==<br />
Pollution attracts [[Biter|biters]] to your factory. [[Biter|Biters]] who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.<br />
<br />
Each [[Biter#Spawners|spawner]] absorbs 20 + 0.01 * [chunks pollution] every tick, if the chunks pollution is greater than 20 otherwise it absorbs the total pollution.<br />
<br />
Higher pollution values decrease the time it takes for biters to join the attack force. After a certain amount of pollution is absorbed the spawner sends one of its biters/spitters to a rendezvous point. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers.<br />
<br />
Required pollution to add an additional biter/spitter to the attack wave:<br />
{| class="wikitable"<br />
! Pollution !! Type<br />
|-<br />
|200 || Small biter<br />
|-<br />
|1000 || Medium biter<br />
|-<br />
|4000 || Big biter<br />
|-<br />
|20000 || Behemoth biter<br />
|-<br />
|200 || Small spitter<br />
|-<br />
|600 || Medium spitter<br />
|-<br />
|1500 || Big apitter<br />
|-<br />
|10000 || Behemoth spitter<br />
|-<br />
|}<br />
<br />
With 1350 absorbed pollution at the time of attack the following wave consists of 6 small biters and 1 medium biter OR 6 small spitters and 2 medium spitters depending on the spawner's type and [[Biter#Spawn_chances_by_evolution_factor|evolution factor]].<br />
<br />
== Modules ==<br />
[[Module|Modules]] that list "+x% pollution" increase pollution multiplier, not a flat pollution rate. Final pollution value is (pollution multiplier * energy usage multiplier * base pollution), meaning heavily boosted buildings are likely to account for most of the pollution produced in a factory.<br />
<br />
== See also ==<br />
* [[Pollution Production]]<br />
* [[Crafting network]]<br />
* [[Module|Modules]]<br />
* [[Enemies]]</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Pollution&diff=121094Pollution2015-08-25T20:26:50Z<p>Cerbsen: </p>
<hr />
<div>[[File:Pollution.png|400px|thumb|Example of ingame pollution (red squares) in the map]]<br />
Pollution is represented as an abstract "cloud", calculated [[Chunk|per chunk]] every 60 ticks and visible on the minimap and [[Map]], when [[Alternative view]] is on (default [[Game-Options/Keyboard-Defaults#Alt|Alt-Key]]).<br />
<br />
[[Crafting network|It is produced by many buildings]] involved in processing items and spreads outwards at a steady rate.<br />
<br />
The [[Enemies#Evolution|evolution factor]] is not increased by the spreading/absorbed pollution, but by the pollution produced by your [[Pollution_Production#Polluters|machinery]] at every tick. The pollution cloud is used to trigger biter attacks and determines the size of the attacks.<br />
<br />
== Pollution spread ==<br />
<br />
As soon as a chunk has reached 15.0 pollution it starts spreading in all four cardinal directions at a rate of 2% per game second (60 ticks).<br />
<br />
e.g. a chunk with 400.0 pollution and 4 adjacent chunks with 100.0 pollution each, raises the pollution in all adjacent chunks by 8.0 while reducing its own pollution by 32.0. But everyone of the 4 surrounding spreads 2.0 pollution "back" to the center chunk, so it only loses 24.0 + [[Pollution_Production#De-polluters|absorbed value]].<br />
<br />
== Pollution dissipation==<br />
* Every [[Chunk]] (32x32) of map slowly reduces the pollution it covers (See [[Pollution Production#Chunks]]). So the more the pollution spreads, the more is absorbed.<br />
* [[Tree|Trees]] also absorb some pollution (See [[Pollution Production#Trees]]).<br />
* [[Enemies#Spawner|Spawners]] absorb a great amount of pollution.<br />
* In certain [[Mods]] it is possible to build devices or trees which reduce pollution.<br />
<br />
== Native life ==<br />
Pollution attracts [[Biter|biters]] to your factory. [[Biter|Biters]] who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.<br />
<br />
Each [[Biter#Spawners|spawner]] absorbs 20 + 0.01 * [chunks pollution] every game second (60 ticks), if the chunks pollution is greater than 20 otherwise it absorbs the total pollution.<br />
<br />
Higher pollution values decrease the time it takes for biters to join the attack force. After a certain amount of pollution is absorbed the spawner sends one of its biters/spitters to a rendezvous point. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers.<br />
<br />
Required pollution to add an additional biter/spitter to the attack wave:<br />
{| class="wikitable"<br />
! Pollution !! Type<br />
|-<br />
|200 || Small biter<br />
|-<br />
|1000 || Medium biter<br />
|-<br />
|4000 || Big biter<br />
|-<br />
|20000 || Behemoth biter<br />
|-<br />
|200 || Small spitter<br />
|-<br />
|600 || Medium spitter<br />
|-<br />
|1500 || Big apitter<br />
|-<br />
|10000 || Behemoth spitter<br />
|-<br />
|}<br />
<br />
With 1350 absorbed pollution at the time of attack the following wave consists of 6 small biters and 1 medium biter OR 6 small spitters and 2 medium spitters depending on the spawner's type and [[Biter#Spawn_chances_by_evolution_factor|evolution factor]].<br />
<br />
== Modules ==<br />
[[Module|Modules]] that list "+x% pollution" increase pollution multiplier, not a flat pollution rate. Final pollution value is (pollution multiplier * energy usage multiplier * base pollution), meaning heavily boosted buildings are likely to account for most of the pollution produced in a factory.<br />
<br />
== See also ==<br />
* [[Pollution Production]]<br />
* [[Crafting network]]<br />
* [[Module|Modules]]<br />
* [[Enemies]]</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Pollution&diff=121092Pollution2015-08-25T19:49:22Z<p>Cerbsen: /* Native life */</p>
<hr />
<div>[[File:Pollution.png|400px|thumb|Example of ingame pollution (red squares) in the map]]<br />
Pollution is represented as an abstract "cloud", calculated [[Chunk|per chunk]] and visible on the minimap and [[Map]], when [[Alternative view]] is on (default [[Game-Options/Keyboard-Defaults#Alt|Alt-Key]]).<br />
<br />
[[Crafting network|It is produced by many buildings]] involved in processing items and spreads outwards at a steady rate.<br />
<br />
[[Pollution Production| Here are some charts to do with Pollution/De-Pollution.]]<br />
<br />
== Native life ==<br />
Pollution attracts [[Biter|biters]] to your factory. [[Biter|Biters]] who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.<br />
<br />
Each [[Biter#Spawners|spawner]] absorbs 20 + 0.01 * [chunks pollution] every game second (60 ticks), if the chunks pollution is greater than 20 otherwise it absorbs the total pollution.<br />
<br />
After a certain amount of pollution is absorbed the spawner adds one biter/spitter to the next attack wave. Every 1 to 10 minutes (random) the gathered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers.<br />
<br />
Required pollution to add an additional biter/spitter to the attack wave:<br />
{| class="wikitable"<br />
! Pollution !! Type<br />
|-<br />
|200 || Small biter<br />
|-<br />
|1000 || Medium biter<br />
|-<br />
|4000 || Big biter<br />
|-<br />
|20000 || Behemoth biter<br />
|-<br />
|200 || Small spitter<br />
|-<br />
|600 || Medium spitter<br />
|-<br />
|1500 || Big apitter<br />
|-<br />
|10000 || Behemoth spitter<br />
|-<br />
|}<br />
<br />
With 1350 absorbed pollution at the time of attack the following wave consists of 6 small biters and 1 medium biter OR 6 small spitters and 2 medium spitters depending on the spawner's type and [[Biter#Spawn_chances_by_evolution_factor|evolution factor]].<br />
<br />
== Pollution dissipation==<br />
* slowly (0.6 units per tick) at every [[Chunk]] (32x32) of map it covers. So the more the pollution spreads, the more is absorbed.<br />
* [[Tree|Trees]] also absorb some pollution (See [[Pollution Production#De-polluters]]).<br />
* [[Enemies#Spawner|Spawners]] absorb some pollution, but this will increase [[Difficulty#In freeplay|difficulty]] by raising the [[Lua/Game#evolutionfactor|Evolution factor]].<br />
* In certain [[Mods]] it is possible to build devices or trees which reduce pollution.<br />
<br />
== Modules ==<br />
[[Module|Modules]] that list "+x% pollution" increase pollution multiplier, not a flat pollution rate. Final pollution value is (pollution multiplier * energy usage multiplier * base pollution), meaning heavily boosted buildings are likely to account for most of the pollution produced in a factory.<br />
<br />
== See also ==<br />
* [[Pollution Production]]<br />
* [[Crafting network]]<br />
* [[Module|Modules]]<br />
* [[Enemies]]</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Enemies&diff=121089Enemies2015-08-25T18:46:38Z<p>Cerbsen: /* Evolution */</p>
<hr />
<div>{{Languages}}<br />
'''Enemies''' are creatures that want to harm the player. There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in three stages of growth and thus strength.<br />
<br />
==Creatures==<br />
===Biters===<br />
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.<br />
Biters are arthropods living in organic nests. They come in 3 sizes: small, medium and big. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy's [[#Evolution|evolution]].<br />
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[logistic robot]]s and will stop searching for pollution if they can see and attack any of those.<br />
Biters deal physical damage.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Info<br />
|-<br />
| [[File:SmallBiter-anim.gif]] || Small Biter<br />
| Weakest of biters, can be easily killed with a pistol.<br />
* Health: 15<br />
* Damage: 6<br />
|-<br />
| [[File:MediumBiter-anim.gif]] || Medium Biter<br />
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.<br />
* Health: 75<br />
* Damage: 15<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
*Physical 4/0%<br />
|-<br />
| [[File:BigBiter-anim.gif]] || Big Biter<br />
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.<br />
* Health: 375<br />
* Damage: 30<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
*Physical 8/0%<br />
|-<br />
| [[File:BehemothBiter.png]] || Behemoth Biter<br />
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.<br />
* Health: 5000<br />
* Damage: 100<br />
<br />
Resistances:<br />
*Explosion 10/20%<br />
*Physical 8/20%<br />
<br />
|}<br />
<br />
====Combat====<br />
The biter class enemy will likely be the most common threat to a player's factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat though and is still dwarfed by the big biters. They can however be managed with enough static defense.<br />
<br />
Biters come fairly early to attack a factory that puts off much pollution, as pollution will attract an attack. Once the pollution reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, such as the player or static defense. Biters also have the ability to navigate around obstacles to find holes in the defense. This can be used to partially control the movement of the biters allowing turrets longer to damage them, but requires the "bait" of this trap be left open. Biters aren't always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.<br />
<br />
===Spitters===<br />
Spitters are much like Biters. The only difference is - except their appearance - that they only have got a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of any buildings (like a [[turret]]) and [[armor]] is much less than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biter ones, except their health and resistances.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Info<br />
|-<br />
| [[File:SmallSpitter.png]] || Small Spitter<br />
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.<br />
* Health: 10<br />
* Damage: 10<br />
|-<br />
| [[File:MediumSpitter.png]] || Medium Spitter<br />
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.<br />
* Health: 50<br />
* Damage: 20<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
|-<br />
| [[File:BigSpitter.png]] || Big Spitter<br />
| The bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.<br />
* Health: 200<br />
* Damage: 30<br />
<br />
Resistances:<br />
*Explosion 0/30%<br />
|-<br />
| [[File:BehemothSpitter.png]] || Behemoth Spitter<br />
| The even more bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.<br />
* Health: 2000<br />
* Damage: 50<br />
<br />
Resistances:<br />
*Explosion 0/35%<br />
|}<br />
<br />
===Worms=== <br />
The Worms are natural allies of Biters and Spitters and will attack you if you get close enough. They act like static [[turret]]s and will not follow you, but due to much greater range, in comparison to other enemies, will be able to inflict damage with out leaving the nest. However, their static nature does render them more vulnerable to certain attacks.<br />
<br />
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near spawners. Their appearance is not dependent on time. (see http://www.factorioforums.com/forum/viewtopic.php?f=23&t=6454)<br />
<br />
Worms deal acid damage.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Description<br />
|-<br />
| [[File:SmallWorm.png]] || Small Worm<br />
| A weak worm. Still not easy to kill though.<br />
* Health: 200<br />
* Damage: 10<br />
|-<br />
| [[File:MediumWorm.png]] || Medium Worm<br />
| Medium worms are very dangerous to even more advanced players. They should be handled with care.<br />
* Health: 350<br />
* Damage: 30<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 4/0%<br />
|-<br />
| [[File:BigWorm.png]] || Big Worm<br />
| Big worms are the most powerful enemy in factorio. They deal a high damage and are almost immune to common gunfire of any sort.<br />
* Health: 500<br />
* Damage: 60<br />
<br />
Resistances:<br />
*Explosion: 10/30%<br />
*Physical: 8/0%<br />
|}<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name<br />
|-<br />
| [[File:worm.gif]] || Worm's animation<br />
|-<br />
|}<br />
<br />
==Spawners==<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name<br />
|-<br />
| [[File:nest.gif]] || Biter's Nest<br />
|<br />
* Health: 350<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 2/0%<br />
|-<br />
| [[File:Spitternest.gif]] || Spitter's Nest<br />
|<br />
* Health: 350<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 2/0%<br />
|}<br />
<br />
===Evolution===<br />
The game evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console:<br />
game.player.print(game.evolution_factor)<br />
<br />
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. This evolution factor is increased by three kinds of events:<br />
<br />
* The passage of time very slightly increases the evolution factor.<br />
* The production of pollution (globally) increases the evolution factor.<br />
* Destroying the enemy spawners significantly increases the evolution factor.<br />
<br />
All these values are set in game.map_settings. There they can also be changed / modded. <br />
<br />
Current (0.12.4) default settings are:<br />
<br />
-- percentual increase in the evolution factor per tick.<br />
game.player.print(game.map_settings.enemy_evolution.time_factor<br />
<br />
0.000004<br />
<br />
-- percentual increase in the evolution factor for 1000 Pollution Units<br />
game.player.print(game.map_settings.enemy_evolution.pollution_factor)<br />
<br />
0.000015<br />
<br />
-- percentual increase in the evolution factor for every destroyed enemy spawner<br />
game.player.print(game.map_settings.enemy_evolution.destroy_factor)<br />
<br />
0.002<br />
<br />
<br />
Pollution production is the total pollution produced by [[Pollution_Production|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.<br />
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.<br />
<br />
The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).<br />
<br />
As of 0.9.1 the biter spawning is done probabilistically based on the current evolution. Lets imagine a wheel - the "spawning wheel". We will be slicing that wheel as a cake. Small biters take the first 0.3 part of the wheel, medium ones the middle 0.3 part and big biters take the last 0.4. When a biter is about to be spawned the random point on the wheel is selected limited by the current evolution. So in theory while the evolution is below 0.3 there should be only small biters, then slowly medium ones will enter and in the end the big ones. The composition of the biter animation in the end should be 0.3-0.3-0.4. There is one more factor called the spawn_shift - this is a mechanism when the further away from the starting location the more the "rolling of the wheel" is shifted towards one. That means that if the shift is 0.2 for instance that at the time when evolution factor is 0.25 the result for spawning is actually 0.2 + 0.25 = 0.45 and a medium biter might be spawned.<br />
<br />
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. As of 0.9.1 this interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.<br />
<br />
All the values for the spawner (distribution of the biters based on evolution, the spawning shift, spawning_cooldown, etc.) can be modded from the data.<br />
<br />
==== Spawn chances by evolution factor ====<br />
{| class="wikitable" style="float:left; margin-right:1em"<br />
! !!colspan="4"| Biter's Nest<br />
|-<br />
!style="width:4em" | Factor<br />
!style="width:5em" | Small Biter<br />
!style="width:5em" | Medium Biter<br />
!style="width:5em" | Big Biter<br />
!style="width:5em" | Behemoth Biter<br />
|-<br />
|0 ||100,0% || || ||<br />
|-<br />
|0,05 ||100,0% || || ||<br />
|-<br />
|0,1 ||100,0% || || ||<br />
|-<br />
|0,15 ||100,0% || || ||<br />
|-<br />
|0,2 ||100,0% || || ||<br />
|-<br />
|0,25 ||100,0% || || ||<br />
|-<br />
|0,3 ||100,0% || || ||<br />
|-<br />
|0,35 ||75,0% ||25,0% || ||<br />
|-<br />
|0,4 ||56,3% ||43,8% || ||<br />
|-<br />
|0,45 ||41,7% ||58,3% || ||<br />
|-<br />
|0,5 ||30,0% ||70,0% || ||<br />
|-<br />
|0,55 ||20,5% ||79,5% || ||<br />
|-<br />
|0,6 ||12,5% ||87,5% || ||<br />
|-<br />
|0,65 ||6,7% ||77,8% ||15,6% ||<br />
|-<br />
|0,7 || ||66,7% ||33,3% ||<br />
|-<br />
|0,75 || ||50,0% ||50,0% ||<br />
|-<br />
|0,8 || ||33,3% ||66,7% ||<br />
|-<br />
|0,85 || ||28,6% ||71,4% ||<br />
|-<br />
|0,9 || ||25,0% ||75,0% ||<br />
|-<br />
|0,95 || ||22,2% ||77,8% ||<br />
|-<br />
|1 || ||12,5% ||50,0% ||37,5%<br />
|}<br />
<br />
{| class="wikitable"<br />
! !!colspan="5"| Spitter's Nest<br />
|-<br />
!style="width:4em" | Factor<br />
!style="width:5em" | Small Biter<br />
!style="width:5em" | Small Spitter<br />
!style="width:5em" | Medium Spitter<br />
!style="width:5em" | Big Spitter<br />
!style="width:5em" | Behemoth Spitter<br />
|-<br />
|0 ||100,0% || || || ||<br />
|-<br />
|0,05 ||100,0% || || || ||<br />
|-<br />
|0,1 ||100,0% || || || ||<br />
|-<br />
|0,15 ||100,0% || || || ||<br />
|-<br />
|0,2 ||100,0% || || || ||<br />
|-<br />
|0,25 ||100,0% || || || ||<br />
|-<br />
|0,3 ||41,7% ||58,3% || || ||<br />
|-<br />
|0,35 || ||100,0% || || ||<br />
|-<br />
|0,4 || ||100,0% || || ||<br />
|-<br />
|0,45 || ||100,0% || || ||<br />
|-<br />
|0,5 || ||100,0% || || ||<br />
|-<br />
|0,55 || ||75,0% ||25,0% || ||<br />
|-<br />
|0,6 || ||50,0% ||50,0% || ||<br />
|-<br />
|0,65 || ||21,4% ||64,3% ||14,3% ||<br />
|-<br />
|0,7 || || ||75,0% ||25,0% ||<br />
|-<br />
|0,75 || || ||62,5% ||37,5% ||<br />
|-<br />
|0,8 || || ||50,0% ||50,0% ||<br />
|-<br />
|0,85 || || ||37,5% ||62,5% ||<br />
|-<br />
|0,9 || || ||25,0% ||75,0% ||<br />
|-<br />
|0,95 || || ||22,2% ||77,8% ||<br />
|-<br />
|1 || || ||12,5% ||50,0% ||37,5%<br />
|}<br />
<br />
===Expansions===<br />
Sometimes a small group of biters will leave their base to create a new base. This group will search for a suitable spot that's about 3 chunks away from existing biter bases and 3 chunks away from any of your buildings. <br />
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes. This base-wide expansion is somehow limited (the blog says something about 7, but that doesn't seem to match reality in some cases).</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Energy_shield&diff=121088Energy shield2015-08-24T10:54:31Z<p>Cerbsen: </p>
<hr />
<div>{{Languages}}<br />
The [[Energy shield]] generates a basic protective shield around your character, absorbing a small amount of [[Damage]].<br />
<br />
The shield is effectively an extension of hp and has to be brought to 0 for the character to suffer any actual hp damage. Like actual hp, it benefits from your armor. Obsolete with [[Energy shield MK2]]<br />
<br />
{| class="wikitable"<br />
| '''Recipe:''' || {{icon|steel-bar|10|Steel bar}} + {{icon|advanced-circuit|5|Advanced circuit}} + {{icon|time icon|10|time}} => {{icon|energy-shield|1|Energy shield}}<br />
|-<br />
| '''Total raw:''' || {{icon|copper-plate|237.5|Copper plate}} {{icon|iron-plate|125|Iron plate}} {{icon|steel-bar|10|Steel bar}}<br />
|-<br />
| '''Shield units:''' || 50<br />
|-<br />
| '''Energy Comsumption:''' || 24 kW<br />
|-<br />
| '''Energy per unit:''' || 2kJ<br />
|-<br />
| '''Max. Recharge speed:''' || 360<br />
|-<br />
| '''Size:''' || 2x2<br />
|-<br />
|}<br />
<br />
It takes 4.167 seconds to recharge from 0 to 50 hp. Multiple Shields recharge simultaneously. <br />
<br />
The maximum shield recharge rate is ([number of energy shield MK2] * 50 / 4.167) units per second, if enough power is provided by [[Modular_armor#Equipment|batteries]] or [[Portable_fusion_reactor|portable reactor]]. But only is applied when all shields except the last one is depleted.<br />
<br />
<br />
==See also==<br />
* [[Modular armor]]<br />
* [[Energy shield MK2]]<br />
<br />
{{EquipNav}}<br />
<br />
[[Category:Items]]<br />
[[Category:Equipment]]</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Energy_shield_MK2&diff=121087Energy shield MK22015-08-24T10:53:03Z<p>Cerbsen: </p>
<hr />
<div>{{Languages}}<br />
<onlyinclude><br />
The [[Energy shield MK2]] generates a stronger protective shield around your character, absorbing a medium amount of [[Damage]].<br />
</onlyinclude><br />
<br />
{| class="wikitable"<br />
| '''Recipe:''' || {{icon|energy-shield|10|Energy shield}} + {{icon|processing-unit|10|Processing unit}} + {{icon|time icon|10|time}} => {{icon|energy-shield-mk2|1|Energy shield MK2}}<br />
|-<br />
| '''Total raw:''' || {{icon|copper-plate|2.9k|Copper plate}} {{icon|iron-plate|1.5k|Iron plate}} {{icon|steel-bar|100|Steel bar}}<br />
|-<br />
| '''Shield units:''' || 150<br />
|-<br />
| '''Energy Comsumption:''' || 36 kW<br />
|-<br />
| '''Energy per unit:''' || 3kJ<br />
|-<br />
| '''Max. Recharge speed:''' || 360<br />
|-<br />
| '''Size:''' || 2x2<br />
|-<br />
|}<br />
<br />
It takes 12.5 seconds to recharge from 0 to 150 hp. Multiple Shields recharge simultaneously. <br />
<br />
The maximum shield recharge rate is ([number of energy shield MK2] * 150 / 12.5) units per second, if enough power is provided by [[Modular_armor#Equipment|batteries]] or [[Portable_fusion_reactor|portable reactor]]. But only is applied when all shields except the last one is depleted.<br />
<br />
e.g.:<br />
* 4 energy shields MK2<br />
* 2 portable fusion reactors<br />
<br />
# shield bar is full : recharge rate = 1/4 * maximum recharge rate<br />
# shield 1/4 depleted: recharge rate = 2/4 * maximum recharge rate<br />
# shield 2/4 depleted: recharge rate = 3/4 * maximum recharge rate<br />
# shield 3/4 depleted: recharge rate = 4/4 * maximum recharge rate<br />
<br />
if you add another energy shield, maximum recharge rate is only 83.33% because 5 shields drain 180 power while 2 reactors only provide 150. <br />
<br />
<br />
== See also ==<br />
* [[Modular armor]]<br />
* [[Energy shield]]<br />
<br />
[[Category: Items]] [[Category: Equipment]]<br />
{{EquipNav}}</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Enemies&diff=121085Enemies2015-08-24T07:48:09Z<p>Cerbsen: /* Spawn chances by evolution factor */</p>
<hr />
<div>{{Languages}}<br />
'''Enemies''' are creatures that want to harm the player. There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in three stages of growth and thus strength.<br />
<br />
==Creatures==<br />
===Biters===<br />
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.<br />
Biters are arthropods living in organic nests. They come in 3 sizes: small, medium and big. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy's [[#Evolution|evolution]].<br />
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[logistic robot]]s and will stop searching for pollution if they can see and attack any of those.<br />
Biters deal physical damage.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Info<br />
|-<br />
| [[File:SmallBiter-anim.gif]] || Small Biter<br />
| Weakest of biters, can be easily killed with a pistol.<br />
* Health: 15<br />
* Damage: 6<br />
|-<br />
| [[File:MediumBiter-anim.gif]] || Medium Biter<br />
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.<br />
* Health: 75<br />
* Damage: 15<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
*Physical 4/0%<br />
|-<br />
| [[File:BigBiter-anim.gif]] || Big Biter<br />
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.<br />
* Health: 375<br />
* Damage: 30<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
*Physical 8/0%<br />
|-<br />
| [[File:BehemothBiter.png]] || Behemoth Biter<br />
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.<br />
* Health: 5000<br />
* Damage: 100<br />
<br />
Resistances:<br />
*Explosion 10/20%<br />
*Physical 8/20%<br />
<br />
|}<br />
<br />
====Combat====<br />
The biter class enemy will likely be the most common threat to a player's factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat though and is still dwarfed by the big biters. They can however be managed with enough static defense.<br />
<br />
Biters come fairly early to attack a factory that puts off much pollution, as pollution will attract an attack. Once the pollution reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, such as the player or static defense. Biters also have the ability to navigate around obstacles to find holes in the defense. This can be used to partially control the movement of the biters allowing turrets longer to damage them, but requires the "bait" of this trap be left open. Biters aren't always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.<br />
<br />
===Spitters===<br />
Spitters are much like Biters. The only difference is - except their appearance - that they only have got a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of any buildings (like a [[turret]]) and [[armor]] is much less than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biter ones, except their health and resistances.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Info<br />
|-<br />
| [[File:SmallSpitter.png]] || Small Spitter<br />
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.<br />
* Health: 10<br />
* Damage: 10<br />
|-<br />
| [[File:MediumSpitter.png]] || Medium Spitter<br />
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.<br />
* Health: 50<br />
* Damage: 20<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
|-<br />
| [[File:BigSpitter.png]] || Big Spitter<br />
| The bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.<br />
* Health: 200<br />
* Damage: 30<br />
<br />
Resistances:<br />
*Explosion 0/30%<br />
|-<br />
| [[File:BehemothSpitter.png]] || Behemoth Spitter<br />
| The even more bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.<br />
* Health: 2000<br />
* Damage: 50<br />
<br />
Resistances:<br />
*Explosion 0/35%<br />
|}<br />
<br />
===Worms=== <br />
The Worms are natural allies of Biters and Spitters and will attack you if you get close enough. They act like static [[turret]]s and will not follow you, but due to much greater range, in comparison to other enemies, will be able to inflict damage with out leaving the nest. However, their static nature does render them more vulnerable to certain attacks.<br />
<br />
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near spawners. Their appearance is not dependent on time. (see http://www.factorioforums.com/forum/viewtopic.php?f=23&t=6454)<br />
<br />
Worms deal acid damage.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Description<br />
|-<br />
| [[File:SmallWorm.png]] || Small Worm<br />
| A weak worm. Still not easy to kill though.<br />
* Health: 200<br />
* Damage: 10<br />
|-<br />
| [[File:MediumWorm.png]] || Medium Worm<br />
| Medium worms are very dangerous to even more advanced players. They should be handled with care.<br />
* Health: 350<br />
* Damage: 30<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 4/0%<br />
|-<br />
| [[File:BigWorm.png]] || Big Worm<br />
| Big worms are the most powerful enemy in factorio. They deal a high damage and are almost immune to common gunfire of any sort.<br />
* Health: 500<br />
* Damage: 60<br />
<br />
Resistances:<br />
*Explosion: 10/30%<br />
*Physical: 8/0%<br />
|}<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name<br />
|-<br />
| [[File:worm.gif]] || Worm's animation<br />
|-<br />
|}<br />
<br />
==Spawners==<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name<br />
|-<br />
| [[File:nest.gif]] || Biter's Nest<br />
|<br />
* Health: 350<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 2/0%<br />
|-<br />
| [[File:Spitternest.gif]] || Spitter's Nest<br />
|<br />
* Health: 350<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 2/0%<br />
|}<br />
<br />
===Evolution===<br />
The game evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console:<br />
game.player.print(game.evolution_factor)<br />
<br />
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. This evolution factor is increased by three kinds of events:<br />
<br />
* The passage of time very slightly increases the evolution factor.<br />
* The production of pollution (globally) increases the evolution factor.<br />
* Destroying the enemy spawners significantly increases the evolution factor. <br />
<br />
All these values are set in game.map_settings. There they can also be changed / modded. <br />
<br />
Current (0.12.4) default settings are:<br />
<br />
-- percentual increase in the evolution factor for 60 ticks (game second)<br />
game.player.print(game.map_settings.enemy_evolution.time_factor<br />
<br />
0.000004<br />
<br />
-- percentual increase in the evolution factor for 1000 Pollution Units<br />
game.player.print(game.map_settings.enemy_evolution.pollution_factor)<br />
<br />
0.000015<br />
<br />
-- percentual increase in the evolution factor for every destroyed enemy spawner<br />
game.player.print(game.map_settings.enemy_evolution.destroy_factor)<br />
<br />
0.002<br />
<br />
The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).<br />
<br />
As of 0.9.1 the biter spawning is done probabilistically based on the current evolution. Lets imagine a wheel - the "spawning wheel". We will be slicing that wheel as a cake. Small biters take the first 0.3 part of the wheel, medium ones the middle 0.3 part and big biters take the last 0.4. When a biter is about to be spawned the random point on the wheel is selected limited by the current evolution. So in theory while the evolution is below 0.3 there should be only small biters, then slowly medium ones will enter and in the end the big ones. The composition of the biter animation in the end should be 0.3-0.3-0.4. There is one more factor called the spawn_shift - this is a mechanism when the further away from the starting location the more the "rolling of the wheel" is shifted towards one. That means that if the shift is 0.2 for instance that at the time when evolution factor is 0.25 the result for spawning is actually 0.2 + 0.25 = 0.45 and a medium biter might be spawned.<br />
<br />
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. As of 0.9.1 this interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.<br />
<br />
All the values for the spawner (distribution of the biters based on evolution, the spawning shift, spawning_cooldown, etc.) can be modded from the data.<br />
<br />
==== Spawn chances by evolution factor ====<br />
{| class="wikitable" style="float:left; margin-right:1em"<br />
! !!colspan="4"| Biter's Nest<br />
|-<br />
!style="width:4em" | Factor<br />
!style="width:5em" | Small Biter<br />
!style="width:5em" | Medium Biter<br />
!style="width:5em" | Big Biter<br />
!style="width:5em" | Behemoth Biter<br />
|-<br />
|0 ||100,0% || || ||<br />
|-<br />
|0,05 ||100,0% || || ||<br />
|-<br />
|0,1 ||100,0% || || ||<br />
|-<br />
|0,15 ||100,0% || || ||<br />
|-<br />
|0,2 ||100,0% || || ||<br />
|-<br />
|0,25 ||100,0% || || ||<br />
|-<br />
|0,3 ||100,0% || || ||<br />
|-<br />
|0,35 ||75,0% ||25,0% || ||<br />
|-<br />
|0,4 ||56,3% ||43,8% || ||<br />
|-<br />
|0,45 ||41,7% ||58,3% || ||<br />
|-<br />
|0,5 ||30,0% ||70,0% || ||<br />
|-<br />
|0,55 ||20,5% ||79,5% || ||<br />
|-<br />
|0,6 ||12,5% ||87,5% || ||<br />
|-<br />
|0,65 ||6,7% ||77,8% ||15,6% ||<br />
|-<br />
|0,7 || ||66,7% ||33,3% ||<br />
|-<br />
|0,75 || ||50,0% ||50,0% ||<br />
|-<br />
|0,8 || ||33,3% ||66,7% ||<br />
|-<br />
|0,85 || ||28,6% ||71,4% ||<br />
|-<br />
|0,9 || ||25,0% ||75,0% ||<br />
|-<br />
|0,95 || ||22,2% ||77,8% ||<br />
|-<br />
|1 || ||12,5% ||50,0% ||37,5%<br />
|}<br />
<br />
{| class="wikitable"<br />
! !!colspan="5"| Spitter's Nest<br />
|-<br />
!style="width:4em" | Factor<br />
!style="width:5em" | Small Biter<br />
!style="width:5em" | Small Spitter<br />
!style="width:5em" | Medium Spitter<br />
!style="width:5em" | Big Spitter<br />
!style="width:5em" | Behemoth Spitter<br />
|-<br />
|0 ||100,0% || || || ||<br />
|-<br />
|0,05 ||100,0% || || || ||<br />
|-<br />
|0,1 ||100,0% || || || ||<br />
|-<br />
|0,15 ||100,0% || || || ||<br />
|-<br />
|0,2 ||100,0% || || || ||<br />
|-<br />
|0,25 ||100,0% || || || ||<br />
|-<br />
|0,3 ||41,7% ||58,3% || || ||<br />
|-<br />
|0,35 || ||100,0% || || ||<br />
|-<br />
|0,4 || ||100,0% || || ||<br />
|-<br />
|0,45 || ||100,0% || || ||<br />
|-<br />
|0,5 || ||100,0% || || ||<br />
|-<br />
|0,55 || ||75,0% ||25,0% || ||<br />
|-<br />
|0,6 || ||50,0% ||50,0% || ||<br />
|-<br />
|0,65 || ||21,4% ||64,3% ||14,3% ||<br />
|-<br />
|0,7 || || ||75,0% ||25,0% ||<br />
|-<br />
|0,75 || || ||62,5% ||37,5% ||<br />
|-<br />
|0,8 || || ||50,0% ||50,0% ||<br />
|-<br />
|0,85 || || ||37,5% ||62,5% ||<br />
|-<br />
|0,9 || || ||25,0% ||75,0% ||<br />
|-<br />
|0,95 || || ||22,2% ||77,8% ||<br />
|-<br />
|1 || || ||12,5% ||50,0% ||37,5%<br />
|}<br />
<br />
===Expansions===<br />
Sometimes a small group of biters will leave their base to create a new base. This group will search for a suitable spot that's about 3 chunks away from existing biter bases and 3 chunks away from any of your buildings. <br />
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes. This base-wide expansion is somehow limited (the blog says something about 7, but that doesn't seem to match reality in some cases).</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Enemies&diff=121084Enemies2015-08-24T07:46:34Z<p>Cerbsen: /* Evolution */</p>
<hr />
<div>{{Languages}}<br />
'''Enemies''' are creatures that want to harm the player. There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in three stages of growth and thus strength.<br />
<br />
==Creatures==<br />
===Biters===<br />
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.<br />
Biters are arthropods living in organic nests. They come in 3 sizes: small, medium and big. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy's [[#Evolution|evolution]].<br />
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[logistic robot]]s and will stop searching for pollution if they can see and attack any of those.<br />
Biters deal physical damage.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Info<br />
|-<br />
| [[File:SmallBiter-anim.gif]] || Small Biter<br />
| Weakest of biters, can be easily killed with a pistol.<br />
* Health: 15<br />
* Damage: 6<br />
|-<br />
| [[File:MediumBiter-anim.gif]] || Medium Biter<br />
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.<br />
* Health: 75<br />
* Damage: 15<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
*Physical 4/0%<br />
|-<br />
| [[File:BigBiter-anim.gif]] || Big Biter<br />
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.<br />
* Health: 375<br />
* Damage: 30<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
*Physical 8/0%<br />
|-<br />
| [[File:BehemothBiter.png]] || Behemoth Biter<br />
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.<br />
* Health: 5000<br />
* Damage: 100<br />
<br />
Resistances:<br />
*Explosion 10/20%<br />
*Physical 8/20%<br />
<br />
|}<br />
<br />
====Combat====<br />
The biter class enemy will likely be the most common threat to a player's factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat though and is still dwarfed by the big biters. They can however be managed with enough static defense.<br />
<br />
Biters come fairly early to attack a factory that puts off much pollution, as pollution will attract an attack. Once the pollution reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, such as the player or static defense. Biters also have the ability to navigate around obstacles to find holes in the defense. This can be used to partially control the movement of the biters allowing turrets longer to damage them, but requires the "bait" of this trap be left open. Biters aren't always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.<br />
<br />
===Spitters===<br />
Spitters are much like Biters. The only difference is - except their appearance - that they only have got a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of any buildings (like a [[turret]]) and [[armor]] is much less than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biter ones, except their health and resistances.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Info<br />
|-<br />
| [[File:SmallSpitter.png]] || Small Spitter<br />
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.<br />
* Health: 10<br />
* Damage: 10<br />
|-<br />
| [[File:MediumSpitter.png]] || Medium Spitter<br />
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.<br />
* Health: 50<br />
* Damage: 20<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
|-<br />
| [[File:BigSpitter.png]] || Big Spitter<br />
| The bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.<br />
* Health: 200<br />
* Damage: 30<br />
<br />
Resistances:<br />
*Explosion 0/30%<br />
|-<br />
| [[File:BehemothSpitter.png]] || Behemoth Spitter<br />
| The even more bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.<br />
* Health: 2000<br />
* Damage: 50<br />
<br />
Resistances:<br />
*Explosion 0/35%<br />
|}<br />
<br />
===Worms=== <br />
The Worms are natural allies of Biters and Spitters and will attack you if you get close enough. They act like static [[turret]]s and will not follow you, but due to much greater range, in comparison to other enemies, will be able to inflict damage with out leaving the nest. However, their static nature does render them more vulnerable to certain attacks.<br />
<br />
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near spawners. Their appearance is not dependent on time. (see http://www.factorioforums.com/forum/viewtopic.php?f=23&t=6454)<br />
<br />
Worms deal acid damage.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Description<br />
|-<br />
| [[File:SmallWorm.png]] || Small Worm<br />
| A weak worm. Still not easy to kill though.<br />
* Health: 200<br />
* Damage: 10<br />
|-<br />
| [[File:MediumWorm.png]] || Medium Worm<br />
| Medium worms are very dangerous to even more advanced players. They should be handled with care.<br />
* Health: 350<br />
* Damage: 30<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 4/0%<br />
|-<br />
| [[File:BigWorm.png]] || Big Worm<br />
| Big worms are the most powerful enemy in factorio. They deal a high damage and are almost immune to common gunfire of any sort.<br />
* Health: 500<br />
* Damage: 60<br />
<br />
Resistances:<br />
*Explosion: 10/30%<br />
*Physical: 8/0%<br />
|}<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name<br />
|-<br />
| [[File:worm.gif]] || Worm's animation<br />
|-<br />
|}<br />
<br />
==Spawners==<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name<br />
|-<br />
| [[File:nest.gif]] || Biter's Nest<br />
|<br />
* Health: 350<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 2/0%<br />
|-<br />
| [[File:Spitternest.gif]] || Spitter's Nest<br />
|<br />
* Health: 350<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 2/0%<br />
|}<br />
<br />
===Evolution===<br />
The game evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console:<br />
game.player.print(game.evolution_factor)<br />
<br />
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. This evolution factor is increased by three kinds of events:<br />
<br />
* The passage of time very slightly increases the evolution factor.<br />
* The production of pollution (globally) increases the evolution factor.<br />
* Destroying the enemy spawners significantly increases the evolution factor. <br />
<br />
All these values are set in game.map_settings. There they can also be changed / modded. <br />
<br />
Current (0.12.4) default settings are:<br />
<br />
-- percentual increase in the evolution factor for 60 ticks (game second)<br />
game.player.print(game.map_settings.enemy_evolution.time_factor<br />
<br />
0.000004<br />
<br />
-- percentual increase in the evolution factor for 1000 Pollution Units<br />
game.player.print(game.map_settings.enemy_evolution.pollution_factor)<br />
<br />
0.000015<br />
<br />
-- percentual increase in the evolution factor for every destroyed enemy spawner<br />
game.player.print(game.map_settings.enemy_evolution.destroy_factor)<br />
<br />
0.002<br />
<br />
The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).<br />
<br />
As of 0.9.1 the biter spawning is done probabilistically based on the current evolution. Lets imagine a wheel - the "spawning wheel". We will be slicing that wheel as a cake. Small biters take the first 0.3 part of the wheel, medium ones the middle 0.3 part and big biters take the last 0.4. When a biter is about to be spawned the random point on the wheel is selected limited by the current evolution. So in theory while the evolution is below 0.3 there should be only small biters, then slowly medium ones will enter and in the end the big ones. The composition of the biter animation in the end should be 0.3-0.3-0.4. There is one more factor called the spawn_shift - this is a mechanism when the further away from the starting location the more the "rolling of the wheel" is shifted towards one. That means that if the shift is 0.2 for instance that at the time when evolution factor is 0.25 the result for spawning is actually 0.2 + 0.25 = 0.45 and a medium biter might be spawned.<br />
<br />
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. As of 0.9.1 this interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.<br />
<br />
All the values for the spawner (distribution of the biters based on evolution, the spawning shift, spawning_cooldown, etc.) can be modded from the data.<br />
<br />
==== Spawn chances by evolution factor ====<br />
{| class="wikitable" style="float:left; margin-right:1em"<br />
! !!colspan="4"| Biter's Nest<br />
|-<br />
!style="width:4em" | Factor<br />
!style="width:5em" | Small Biter<br />
!style="width:5em" | Medium Biter<br />
!style="width:5em" | Big Biter<br />
!style="width:5em" | Behemoth Biter<br />
|-<br />
|0 ||100,0% || || ||<br />
|-<br />
|0,05 ||100,0% || || ||<br />
|-<br />
|0,1 ||100,0% || || ||<br />
|-<br />
|0,15 ||100,0% || || ||<br />
|-<br />
|0,2 ||100,0% || || ||<br />
|-<br />
|0,25 ||100,0% || || ||<br />
|-<br />
|0,3 ||100,0% || || ||<br />
|-<br />
|0,35 ||75,0% ||25,0% || ||<br />
|-<br />
|0,4 ||56,3% ||43,8% || ||<br />
|-<br />
|0,45 ||41,7% ||58,3% || ||<br />
|-<br />
|0,5 ||30,0% ||70,0% || ||<br />
|-<br />
|0,55 ||20,5% ||79,5% || ||<br />
|-<br />
|0,6 ||12,5% ||87,5% || ||<br />
|-<br />
|0,65 ||6,7% ||77,8% ||15,6% ||<br />
|-<br />
|0,7 || ||66,7% ||33,3% ||<br />
|-<br />
|0,75 || ||50,0% ||50,0% ||<br />
|-<br />
|0,8 || ||33,3% ||66,7% ||<br />
|-<br />
|0,85 || ||28,6% ||71,4% ||<br />
|-<br />
|0,9 || ||25,0% ||75,0% ||<br />
|-<br />
|0,95 || ||22,2% ||77,8% ||<br />
|-<br />
|1 || ||12,5% ||50,0% ||37,5%<br />
|}<br />
<br />
{| class="wikitable" style="float:left"<br />
! !!colspan="5"| Spitter's Nest<br />
|-<br />
!style="width:4em" | Factor<br />
!style="width:5em" | Small Biter<br />
!style="width:5em" | Small Spitter<br />
!style="width:5em" | Medium Spitter<br />
!style="width:5em" | Big Spitter<br />
!style="width:5em" | Behemoth Spitter<br />
|-<br />
|0 ||100,0% || || || ||<br />
|-<br />
|0,05 ||100,0% || || || ||<br />
|-<br />
|0,1 ||100,0% || || || ||<br />
|-<br />
|0,15 ||100,0% || || || ||<br />
|-<br />
|0,2 ||100,0% || || || ||<br />
|-<br />
|0,25 ||100,0% || || || ||<br />
|-<br />
|0,3 ||41,7% ||58,3% || || ||<br />
|-<br />
|0,35 || ||100,0% || || ||<br />
|-<br />
|0,4 || ||100,0% || || ||<br />
|-<br />
|0,45 || ||100,0% || || ||<br />
|-<br />
|0,5 || ||100,0% || || ||<br />
|-<br />
|0,55 || ||75,0% ||25,0% || ||<br />
|-<br />
|0,6 || ||50,0% ||50,0% || ||<br />
|-<br />
|0,65 || ||21,4% ||64,3% ||14,3% ||<br />
|-<br />
|0,7 || || ||75,0% ||25,0% ||<br />
|-<br />
|0,75 || || ||62,5% ||37,5% ||<br />
|-<br />
|0,8 || || ||50,0% ||50,0% ||<br />
|-<br />
|0,85 || || ||37,5% ||62,5% ||<br />
|-<br />
|0,9 || || ||25,0% ||75,0% ||<br />
|-<br />
|0,95 || || ||22,2% ||77,8% ||<br />
|-<br />
|1 || || ||12,5% ||50,0% ||37,5%<br />
|}<br />
<br />
===Expansions===<br />
Sometimes a small group of biters will leave their base to create a new base. This group will search for a suitable spot that's about 3 chunks away from existing biter bases and 3 chunks away from any of your buildings. <br />
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes. This base-wide expansion is somehow limited (the blog says something about 7, but that doesn't seem to match reality in some cases).</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Enemies&diff=121081Enemies2015-08-23T19:58:06Z<p>Cerbsen: /* Evolution */</p>
<hr />
<div>{{Languages}}<br />
'''Enemies''' are creatures that want to harm the player. There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in three stages of growth and thus strength.<br />
<br />
==Creatures==<br />
===Biters===<br />
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.<br />
Biters are arthropods living in organic nests. They come in 3 sizes: small, medium and big. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy's [[#Evolution|evolution]].<br />
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[logistic robot]]s and will stop searching for pollution if they can see and attack any of those.<br />
Biters deal physical damage.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Info<br />
|-<br />
| [[File:SmallBiter-anim.gif]] || Small Biter<br />
| Weakest of biters, can be easily killed with a pistol.<br />
* Health: 15<br />
* Damage: 6<br />
|-<br />
| [[File:MediumBiter-anim.gif]] || Medium Biter<br />
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.<br />
* Health: 75<br />
* Damage: 15<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
*Physical 4/0%<br />
|-<br />
| [[File:BigBiter-anim.gif]] || Big Biter<br />
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.<br />
* Health: 375<br />
* Damage: 30<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
*Physical 8/0%<br />
|-<br />
| [[File:BehemothBiter.png]] || Behemoth Biter<br />
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.<br />
* Health: 5000<br />
* Damage: 100<br />
<br />
Resistances:<br />
*Explosion 10/20%<br />
*Physical 8/20%<br />
<br />
|}<br />
<br />
====Combat====<br />
The biter class enemy will likely be the most common threat to a player's factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat though and is still dwarfed by the big biters. They can however be managed with enough static defense.<br />
<br />
Biters come fairly early to attack a factory that puts off much pollution, as pollution will attract an attack. Once the pollution reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, such as the player or static defense. Biters also have the ability to navigate around obstacles to find holes in the defense. This can be used to partially control the movement of the biters allowing turrets longer to damage them, but requires the "bait" of this trap be left open. Biters aren't always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.<br />
<br />
===Spitters===<br />
Spitters are much like Biters. The only difference is - except their appearance - that they only have got a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of any buildings (like a [[turret]]) and [[armor]] is much less than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biter ones, except their health and resistances.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Info<br />
|-<br />
| [[File:SmallSpitter.png]] || Small Spitter<br />
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.<br />
* Health: 10<br />
* Damage: 10<br />
|-<br />
| [[File:MediumSpitter.png]] || Medium Spitter<br />
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.<br />
* Health: 50<br />
* Damage: 20<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
|-<br />
| [[File:BigSpitter.png]] || Big Spitter<br />
| The bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.<br />
* Health: 200<br />
* Damage: 30<br />
<br />
Resistances:<br />
*Explosion 0/30%<br />
|-<br />
| [[File:BehemothSpitter.png]] || Behemoth Spitter<br />
| The even more bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.<br />
* Health: 2000<br />
* Damage: 50<br />
<br />
Resistances:<br />
*Explosion 0/35%<br />
|}<br />
<br />
===Worms=== <br />
The Worms are natural allies of Biters and Spitters and will attack you if you get close enough. They act like static [[turret]]s and will not follow you, but due to much greater range, in comparison to other enemies, will be able to inflict damage with out leaving the nest. However, their static nature does render them more vulnerable to certain attacks.<br />
<br />
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near spawners. Their appearance is not dependent on time. (see http://www.factorioforums.com/forum/viewtopic.php?f=23&t=6454)<br />
<br />
Worms deal acid damage.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Description<br />
|-<br />
| [[File:SmallWorm.png]] || Small Worm<br />
| A weak worm. Still not easy to kill though.<br />
* Health: 200<br />
* Damage: 10<br />
|-<br />
| [[File:MediumWorm.png]] || Medium Worm<br />
| Medium worms are very dangerous to even more advanced players. They should be handled with care.<br />
* Health: 350<br />
* Damage: 30<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 4/0%<br />
|-<br />
| [[File:BigWorm.png]] || Big Worm<br />
| Big worms are the most powerful enemy in factorio. They deal a high damage and are almost immune to common gunfire of any sort.<br />
* Health: 500<br />
* Damage: 60<br />
<br />
Resistances:<br />
*Explosion: 10/30%<br />
*Physical: 8/0%<br />
|}<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name<br />
|-<br />
| [[File:worm.gif]] || Worm's animation<br />
|-<br />
|}<br />
<br />
==Spawners==<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name<br />
|-<br />
| [[File:nest.gif]] || Biter's Nest<br />
|<br />
* Health: 350<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 2/0%<br />
|-<br />
| [[File:Spitternest.gif]] || Spitter's Nest<br />
|<br />
* Health: 350<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 2/0%<br />
|}<br />
<br />
===Evolution===<br />
The game evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console:<br />
game.player.print(game.evolution_factor)<br />
<br />
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. This evolution factor is increased by three kinds of events:<br />
<br />
* The passage of time very slightly increases the evolution factor.<br />
* The production of pollution (globally) increases the evolution factor.<br />
* Destroying the enemy spawners significantly increases the evolution factor. <br />
<br />
All these values are set in game.map_settings. There they can also be changed / modded. <br />
<br />
Current (0.12.4) default settings are:<br />
<br />
-- percentual increase in the evolution factor for 60 ticks (game second)<br />
game.player.print(game.map_settings.enemy_evolution.time_factor<br />
<br />
0.000004<br />
<br />
-- percentual increase in the evolution factor for 1000 Pollution Units<br />
game.player.print(game.map_settings.enemy_evolution.pollution_factor)<br />
<br />
0.000015<br />
<br />
-- percentual increase in the evolution factor for every destroyed enemy spawner<br />
game.player.print(game.map_settings.enemy_evolution.destroy_factor)<br />
<br />
0.002<br />
<br />
The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).<br />
<br />
As of 0.9.1 the biter spawning is done probabilistically based on the current evolution. Lets imagine a wheel - the "spawning wheel". We will be slicing that wheel as a cake. Small biters take the first 0.3 part of the wheel, medium ones the middle 0.3 part and big biters take the last 0.4. When a biter is about to be spawned the random point on the wheel is selected limited by the current evolution. So in theory while the evolution is below 0.3 there should be only small biters, then slowly medium ones will enter and in the end the big ones. The composition of the biter animation in the end should be 0.3-0.3-0.4. There is one more factor called the spawn_shift - this is a mechanism when the further away from the starting location the more the "rolling of the wheel" is shifted towards one. That means that if the shift is 0.2 for instance that at the time when evolution factor is 0.25 the result for spawning is actually 0.2 + 0.25 = 0.45 and a medium biter might be spawned.<br />
<br />
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. As of 0.9.1 this interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.<br />
<br />
All the values for the spawner (distribution of the biters based on evolution, the spawning shift, spawning_cooldown, etc.) can be modded from the data.<br />
<br />
===Expansions===<br />
Sometimes a small group of biters will leave their base to create a new base. This group will search for a suitable spot that's about 3 chunks away from existing biter bases and 3 chunks away from any of your buildings. <br />
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes. This base-wide expansion is somehow limited (the blog says something about 7, but that doesn't seem to match reality in some cases).</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Enemies&diff=121080Enemies2015-08-23T18:37:20Z<p>Cerbsen: /* Worms */</p>
<hr />
<div>{{Languages}}<br />
'''Enemies''' are creatures that want to harm the player. There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in three stages of growth and thus strength.<br />
<br />
==Creatures==<br />
===Biters===<br />
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.<br />
Biters are arthropods living in organic nests. They come in 3 sizes: small, medium and big. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy's [[#Evolution|evolution]].<br />
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[logistic robot]]s and will stop searching for pollution if they can see and attack any of those.<br />
Biters deal physical damage.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Info<br />
|-<br />
| [[File:SmallBiter-anim.gif]] || Small Biter<br />
| Weakest of biters, can be easily killed with a pistol.<br />
* Health: 15<br />
* Damage: 6<br />
|-<br />
| [[File:MediumBiter-anim.gif]] || Medium Biter<br />
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.<br />
* Health: 75<br />
* Damage: 15<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
*Physical 4/0%<br />
|-<br />
| [[File:BigBiter-anim.gif]] || Big Biter<br />
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.<br />
* Health: 375<br />
* Damage: 30<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
*Physical 8/0%<br />
|-<br />
| [[File:BehemothBiter.png]] || Behemoth Biter<br />
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.<br />
* Health: 5000<br />
* Damage: 100<br />
<br />
Resistances:<br />
*Explosion 10/20%<br />
*Physical 8/20%<br />
<br />
|}<br />
<br />
====Combat====<br />
The biter class enemy will likely be the most common threat to a player's factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat though and is still dwarfed by the big biters. They can however be managed with enough static defense.<br />
<br />
Biters come fairly early to attack a factory that puts off much pollution, as pollution will attract an attack. Once the pollution reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, such as the player or static defense. Biters also have the ability to navigate around obstacles to find holes in the defense. This can be used to partially control the movement of the biters allowing turrets longer to damage them, but requires the "bait" of this trap be left open. Biters aren't always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.<br />
<br />
===Spitters===<br />
Spitters are much like Biters. The only difference is - except their appearance - that they only have got a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of any buildings (like a [[turret]]) and [[armor]] is much less than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biter ones, except their health and resistances.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Info<br />
|-<br />
| [[File:SmallSpitter.png]] || Small Spitter<br />
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.<br />
* Health: 10<br />
* Damage: 10<br />
|-<br />
| [[File:MediumSpitter.png]] || Medium Spitter<br />
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.<br />
* Health: 50<br />
* Damage: 20<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
|-<br />
| [[File:BigSpitter.png]] || Big Spitter<br />
| The bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.<br />
* Health: 200<br />
* Damage: 30<br />
<br />
Resistances:<br />
*Explosion 0/30%<br />
|-<br />
| [[File:BehemothSpitter.png]] || Behemoth Spitter<br />
| The even more bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.<br />
* Health: 2000<br />
* Damage: 50<br />
<br />
Resistances:<br />
*Explosion 0/35%<br />
|}<br />
<br />
===Worms=== <br />
The Worms are natural allies of Biters and Spitters and will attack you if you get close enough. They act like static [[turret]]s and will not follow you, but due to much greater range, in comparison to other enemies, will be able to inflict damage with out leaving the nest. However, their static nature does render them more vulnerable to certain attacks.<br />
<br />
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near spawners. Their appearance is not dependent on time. (see http://www.factorioforums.com/forum/viewtopic.php?f=23&t=6454)<br />
<br />
Worms deal acid damage.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Description<br />
|-<br />
| [[File:SmallWorm.png]] || Small Worm<br />
| A weak worm. Still not easy to kill though.<br />
* Health: 200<br />
* Damage: 10<br />
|-<br />
| [[File:MediumWorm.png]] || Medium Worm<br />
| Medium worms are very dangerous to even more advanced players. They should be handled with care.<br />
* Health: 350<br />
* Damage: 30<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 4/0%<br />
|-<br />
| [[File:BigWorm.png]] || Big Worm<br />
| Big worms are the most powerful enemy in factorio. They deal a high damage and are almost immune to common gunfire of any sort.<br />
* Health: 500<br />
* Damage: 60<br />
<br />
Resistances:<br />
*Explosion: 10/30%<br />
*Physical: 8/0%<br />
|}<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name<br />
|-<br />
| [[File:worm.gif]] || Worm's animation<br />
|-<br />
|}<br />
<br />
==Spawners==<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name<br />
|-<br />
| [[File:nest.gif]] || Biter's Nest<br />
|<br />
* Health: 350<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 2/0%<br />
|-<br />
| [[File:Spitternest.gif]] || Spitter's Nest<br />
|<br />
* Health: 350<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 2/0%<br />
|}<br />
<br />
===Evolution===<br />
The game evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console:<br />
game.player.print(game.evolution_factor)<br />
<br />
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. This evolution factor is increased by three kinds of events:<br />
<br />
* The passage of time very slightly increases the evolution factor.<br />
* The production of pollution (globally) increases the evolution factor.<br />
* Destroying the enemy spawners significantly increases the evolution factor. <br />
<br />
All these values are set in game.map_settings. There they can also be changed / modded. <br />
<br />
Current (0.9.1) default settings are:<br />
<br />
-- percentual increase in the evolution factor for 60 ticks (game second)<br />
game.player.print(game.map_settings.enemy_evolution.time_factor<br />
<br />
0.000008<br />
<br />
-- percentual increase in the evolution factor for 1000 Pollution Units<br />
game.player.print(game.map_settings.enemy_evolution.pollution_factor)<br />
<br />
0.00003<br />
<br />
-- percentual increase in the evolution factor for every destroyed enemy spawner<br />
game.player.print(game.map_settings.enemy_evolution.destroy_factor)<br />
<br />
0.005<br />
<br />
The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).<br />
<br />
As of 0.9.1 the biter spawning is done probabilistically based on the current evolution. Lets imagine a wheel - the "spawning wheel". We will be slicing that wheel as a cake. Small biters take the first 0.3 part of the wheel, medium ones the middle 0.3 part and big biters take the last 0.4. When a biter is about to be spawned the random point on the wheel is selected limited by the current evolution. So in theory while the evolution is below 0.3 there should be only small biters, then slowly medium ones will enter and in the end the big ones. The composition of the biter animation in the end should be 0.3-0.3-0.4. There is one more factor called the spawn_shift - this is a mechanism when the further away from the starting location the more the "rolling of the wheel" is shifted towards one. That means that if the shift is 0.2 for instance that at the time when evolution factor is 0.25 the result for spawning is actually 0.2 + 0.25 = 0.45 and a medium biter might be spawned.<br />
<br />
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. As of 0.9.1 this interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.<br />
<br />
All the values for the spawner (distribution of the biters based on evolution, the spawning shift, spawning_cooldown, etc.) can be modded from the data.<br />
<br />
===Expansions===<br />
Sometimes a small group of biters will leave their base to create a new base. This group will search for a suitable spot that's about 3 chunks away from existing biter bases and 3 chunks away from any of your buildings. <br />
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes. This base-wide expansion is somehow limited (the blog says something about 7, but that doesn't seem to match reality in some cases).</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Enemies&diff=121079Enemies2015-08-23T18:36:50Z<p>Cerbsen: /* Biters */</p>
<hr />
<div>{{Languages}}<br />
'''Enemies''' are creatures that want to harm the player. There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in three stages of growth and thus strength.<br />
<br />
==Creatures==<br />
===Biters===<br />
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.<br />
Biters are arthropods living in organic nests. They come in 3 sizes: small, medium and big. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy's [[#Evolution|evolution]].<br />
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[logistic robot]]s and will stop searching for pollution if they can see and attack any of those.<br />
Biters deal physical damage.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Info<br />
|-<br />
| [[File:SmallBiter-anim.gif]] || Small Biter<br />
| Weakest of biters, can be easily killed with a pistol.<br />
* Health: 15<br />
* Damage: 6<br />
|-<br />
| [[File:MediumBiter-anim.gif]] || Medium Biter<br />
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.<br />
* Health: 75<br />
* Damage: 15<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
*Physical 4/0%<br />
|-<br />
| [[File:BigBiter-anim.gif]] || Big Biter<br />
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.<br />
* Health: 375<br />
* Damage: 30<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
*Physical 8/0%<br />
|-<br />
| [[File:BehemothBiter.png]] || Behemoth Biter<br />
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.<br />
* Health: 5000<br />
* Damage: 100<br />
<br />
Resistances:<br />
*Explosion 10/20%<br />
*Physical 8/20%<br />
<br />
|}<br />
<br />
====Combat====<br />
The biter class enemy will likely be the most common threat to a player's factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat though and is still dwarfed by the big biters. They can however be managed with enough static defense.<br />
<br />
Biters come fairly early to attack a factory that puts off much pollution, as pollution will attract an attack. Once the pollution reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, such as the player or static defense. Biters also have the ability to navigate around obstacles to find holes in the defense. This can be used to partially control the movement of the biters allowing turrets longer to damage them, but requires the "bait" of this trap be left open. Biters aren't always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.<br />
<br />
===Spitters===<br />
Spitters are much like Biters. The only difference is - except their appearance - that they only have got a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of any buildings (like a [[turret]]) and [[armor]] is much less than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biter ones, except their health and resistances.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Info<br />
|-<br />
| [[File:SmallSpitter.png]] || Small Spitter<br />
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.<br />
* Health: 10<br />
* Damage: 10<br />
|-<br />
| [[File:MediumSpitter.png]] || Medium Spitter<br />
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.<br />
* Health: 50<br />
* Damage: 20<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
|-<br />
| [[File:BigSpitter.png]] || Big Spitter<br />
| The bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.<br />
* Health: 200<br />
* Damage: 30<br />
<br />
Resistances:<br />
*Explosion 0/30%<br />
|-<br />
| [[File:BehemothSpitter.png]] || Behemoth Spitter<br />
| The even more bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.<br />
* Health: 2000<br />
* Damage: 50<br />
<br />
Resistances:<br />
*Explosion 0/35%<br />
|}<br />
<br />
===Worms=== <br />
The Worms are natural allies of Biters and Spitters and will attack you if you get close enough. They act like static [[turret]]s and will not follow you, but due to much greater range, in comparison to other enemies, will be able to inflict damage with out leaving the nest. However, their static nature does render them more vulnerable to certain attacks.<br />
<br />
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near spawners. Their appearance is not dependent on time. (see http://www.factorioforums.com/forum/viewtopic.php?f=23&t=6454)<br />
<br />
Worms deal acid damage.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Description<br />
|-<br />
| [[File:SmallWorm.png]] || Small Worm<br />
| A weak worm. Still not easy to kill though.<br />
* Health: 200<br />
|-<br />
| [[File:MediumWorm.png]] || Medium Worm<br />
| Medium worms are very dangerous to even more advanced players. They should be handled with care.<br />
* Health: 350<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 4/0%<br />
|-<br />
| [[File:BigWorm.png]] || Big Worm<br />
| Big worms are the most powerful enemy in factorio. They deal a high damage and are almost immune to common gunfire of any sort.<br />
* Health: 500<br />
<br />
Resistances:<br />
*Explosion: 10/30%<br />
*Physical: 8/0%<br />
|}<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name<br />
|-<br />
| [[File:worm.gif]] || Worm's animation<br />
|-<br />
|}<br />
<br />
==Spawners==<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name<br />
|-<br />
| [[File:nest.gif]] || Biter's Nest<br />
|<br />
* Health: 350<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 2/0%<br />
|-<br />
| [[File:Spitternest.gif]] || Spitter's Nest<br />
|<br />
* Health: 350<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 2/0%<br />
|}<br />
<br />
===Evolution===<br />
The game evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console:<br />
game.player.print(game.evolution_factor)<br />
<br />
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. This evolution factor is increased by three kinds of events:<br />
<br />
* The passage of time very slightly increases the evolution factor.<br />
* The production of pollution (globally) increases the evolution factor.<br />
* Destroying the enemy spawners significantly increases the evolution factor. <br />
<br />
All these values are set in game.map_settings. There they can also be changed / modded. <br />
<br />
Current (0.9.1) default settings are:<br />
<br />
-- percentual increase in the evolution factor for 60 ticks (game second)<br />
game.player.print(game.map_settings.enemy_evolution.time_factor<br />
<br />
0.000008<br />
<br />
-- percentual increase in the evolution factor for 1000 Pollution Units<br />
game.player.print(game.map_settings.enemy_evolution.pollution_factor)<br />
<br />
0.00003<br />
<br />
-- percentual increase in the evolution factor for every destroyed enemy spawner<br />
game.player.print(game.map_settings.enemy_evolution.destroy_factor)<br />
<br />
0.005<br />
<br />
The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).<br />
<br />
As of 0.9.1 the biter spawning is done probabilistically based on the current evolution. Lets imagine a wheel - the "spawning wheel". We will be slicing that wheel as a cake. Small biters take the first 0.3 part of the wheel, medium ones the middle 0.3 part and big biters take the last 0.4. When a biter is about to be spawned the random point on the wheel is selected limited by the current evolution. So in theory while the evolution is below 0.3 there should be only small biters, then slowly medium ones will enter and in the end the big ones. The composition of the biter animation in the end should be 0.3-0.3-0.4. There is one more factor called the spawn_shift - this is a mechanism when the further away from the starting location the more the "rolling of the wheel" is shifted towards one. That means that if the shift is 0.2 for instance that at the time when evolution factor is 0.25 the result for spawning is actually 0.2 + 0.25 = 0.45 and a medium biter might be spawned.<br />
<br />
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. As of 0.9.1 this interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.<br />
<br />
All the values for the spawner (distribution of the biters based on evolution, the spawning shift, spawning_cooldown, etc.) can be modded from the data.<br />
<br />
===Expansions===<br />
Sometimes a small group of biters will leave their base to create a new base. This group will search for a suitable spot that's about 3 chunks away from existing biter bases and 3 chunks away from any of your buildings. <br />
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes. This base-wide expansion is somehow limited (the blog says something about 7, but that doesn't seem to match reality in some cases).</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Enemies&diff=121078Enemies2015-08-23T18:34:33Z<p>Cerbsen: /* Spitters */</p>
<hr />
<div>{{Languages}}<br />
'''Enemies''' are creatures that want to harm the player. There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in three stages of growth and thus strength.<br />
<br />
==Creatures==<br />
===Biters===<br />
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.<br />
Biters are arthropods living in organic nests. They come in 3 sizes: small, medium and big. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy's [[#Evolution|evolution]].<br />
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[logistic robot]]s and will stop searching for pollution if they can see and attack any of those.<br />
Biters deal physical damage.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Info<br />
|-<br />
| [[File:SmallBiter-anim.gif]] || Small Biter<br />
| Weakest of biters, can be easily killed with a pistol.<br />
* Health: 15<br />
|-<br />
| [[File:MediumBiter-anim.gif]] || Medium Biter<br />
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.<br />
* Health: 75<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
*Physical 4/0%<br />
|-<br />
| [[File:BigBiter-anim.gif]] || Big Biter<br />
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.<br />
* Health: 375<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
*Physical 8/0%<br />
|}<br />
<br />
====Combat====<br />
The biter class enemy will likely be the most common threat to a player's factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat though and is still dwarfed by the big biters. They can however be managed with enough static defense.<br />
<br />
Biters come fairly early to attack a factory that puts off much pollution, as pollution will attract an attack. Once the pollution reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, such as the player or static defense. Biters also have the ability to navigate around obstacles to find holes in the defense. This can be used to partially control the movement of the biters allowing turrets longer to damage them, but requires the "bait" of this trap be left open. Biters aren't always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.<br />
<br />
===Spitters===<br />
Spitters are much like Biters. The only difference is - except their appearance - that they only have got a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of any buildings (like a [[turret]]) and [[armor]] is much less than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biter ones, except their health and resistances.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Info<br />
|-<br />
| [[File:SmallSpitter.png]] || Small Spitter<br />
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.<br />
* Health: 10<br />
* Damage: 10<br />
|-<br />
| [[File:MediumSpitter.png]] || Medium Spitter<br />
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.<br />
* Health: 50<br />
* Damage: 20<br />
<br />
Resistances:<br />
*Explosion 0/10%<br />
|-<br />
| [[File:BigSpitter.png]] || Big Spitter<br />
| The bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.<br />
* Health: 200<br />
* Damage: 30<br />
<br />
Resistances:<br />
*Explosion 0/30%<br />
|-<br />
| [[File:BehemothSpitter.png]] || Behemoth Spitter<br />
| The even more bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.<br />
* Health: 2000<br />
* Damage: 50<br />
<br />
Resistances:<br />
*Explosion 0/35%<br />
|}<br />
<br />
===Worms=== <br />
The Worms are natural allies of Biters and Spitters and will attack you if you get close enough. They act like static [[turret]]s and will not follow you, but due to much greater range, in comparison to other enemies, will be able to inflict damage with out leaving the nest. However, their static nature does render them more vulnerable to certain attacks.<br />
<br />
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near spawners. Their appearance is not dependent on time. (see http://www.factorioforums.com/forum/viewtopic.php?f=23&t=6454)<br />
<br />
Worms deal acid damage.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name !! Description<br />
|-<br />
| [[File:SmallWorm.png]] || Small Worm<br />
| A weak worm. Still not easy to kill though.<br />
* Health: 200<br />
|-<br />
| [[File:MediumWorm.png]] || Medium Worm<br />
| Medium worms are very dangerous to even more advanced players. They should be handled with care.<br />
* Health: 350<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 4/0%<br />
|-<br />
| [[File:BigWorm.png]] || Big Worm<br />
| Big worms are the most powerful enemy in factorio. They deal a high damage and are almost immune to common gunfire of any sort.<br />
* Health: 500<br />
<br />
Resistances:<br />
*Explosion: 10/30%<br />
*Physical: 8/0%<br />
|}<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name<br />
|-<br />
| [[File:worm.gif]] || Worm's animation<br />
|-<br />
|}<br />
<br />
==Spawners==<br />
{| class="wikitable"<br />
|-<br />
! Picture !! Name<br />
|-<br />
| [[File:nest.gif]] || Biter's Nest<br />
|<br />
* Health: 350<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 2/0%<br />
|-<br />
| [[File:Spitternest.gif]] || Spitter's Nest<br />
|<br />
* Health: 350<br />
<br />
Resistances:<br />
*Explosion: 5/15%<br />
*Physical: 2/0%<br />
|}<br />
<br />
===Evolution===<br />
The game evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console:<br />
game.player.print(game.evolution_factor)<br />
<br />
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. This evolution factor is increased by three kinds of events:<br />
<br />
* The passage of time very slightly increases the evolution factor.<br />
* The production of pollution (globally) increases the evolution factor.<br />
* Destroying the enemy spawners significantly increases the evolution factor. <br />
<br />
All these values are set in game.map_settings. There they can also be changed / modded. <br />
<br />
Current (0.9.1) default settings are:<br />
<br />
-- percentual increase in the evolution factor for 60 ticks (game second)<br />
game.player.print(game.map_settings.enemy_evolution.time_factor<br />
<br />
0.000008<br />
<br />
-- percentual increase in the evolution factor for 1000 Pollution Units<br />
game.player.print(game.map_settings.enemy_evolution.pollution_factor)<br />
<br />
0.00003<br />
<br />
-- percentual increase in the evolution factor for every destroyed enemy spawner<br />
game.player.print(game.map_settings.enemy_evolution.destroy_factor)<br />
<br />
0.005<br />
<br />
The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).<br />
<br />
As of 0.9.1 the biter spawning is done probabilistically based on the current evolution. Lets imagine a wheel - the "spawning wheel". We will be slicing that wheel as a cake. Small biters take the first 0.3 part of the wheel, medium ones the middle 0.3 part and big biters take the last 0.4. When a biter is about to be spawned the random point on the wheel is selected limited by the current evolution. So in theory while the evolution is below 0.3 there should be only small biters, then slowly medium ones will enter and in the end the big ones. The composition of the biter animation in the end should be 0.3-0.3-0.4. There is one more factor called the spawn_shift - this is a mechanism when the further away from the starting location the more the "rolling of the wheel" is shifted towards one. That means that if the shift is 0.2 for instance that at the time when evolution factor is 0.25 the result for spawning is actually 0.2 + 0.25 = 0.45 and a medium biter might be spawned.<br />
<br />
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. As of 0.9.1 this interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.<br />
<br />
All the values for the spawner (distribution of the biters based on evolution, the spawning shift, spawning_cooldown, etc.) can be modded from the data.<br />
<br />
===Expansions===<br />
Sometimes a small group of biters will leave their base to create a new base. This group will search for a suitable spot that's about 3 chunks away from existing biter bases and 3 chunks away from any of your buildings. <br />
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes. This base-wide expansion is somehow limited (the blog says something about 7, but that doesn't seem to match reality in some cases).</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Pump&diff=121073Pump2015-08-23T16:48:03Z<p>Cerbsen: added infocard</p>
<hr />
<div>{{languages}}<br />
{{Machinery<br />
|image=small-pump-prev.png<br />
|health=80<br />
|energy=30 kW electric<br />
|pollution=0.12<br />
|input=Time, 2 + Steel Plate, 1 + Pipe, 1 + Electric engine unit, 1<br />
|raw=Steel Plate, 1 + Pipe, 1 + Electric engine unit, 1<br />
|technologies=<br />
|producers=Manual + Assembling machine 2 + Assembling machine 3<br />
}}<br />
A '''Small Pump''' (when powered) moves fluids from its input to its output and (regardless of power) prevents the opposite from happening. This happens even if the pressure of input is much lower than the pressure of output (although speed may be affected). Note that pump can't mix different kinds of liquids.<br />
<br />
The small pump can eventually be seen as the "inserter for liquids".<br />
<br />
== Throughput (needed number of pumps) ==<br />
<br />
The throughput depends on the pressured-difference between input and output.<br />
<br />
In the worst case (no input pressure, max output pressure) you need 5, better 6 small pumps, [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=6066 to fill a pipe to it's max. throughput capacity].<br />
<br />
== Using as Valve ==<br />
<br />
The small pump works as a valve:<br />
<br />
* When powered the small pump will let liquids through, but only in it's set direction. The throughput depends on the pressure, see above.<br />
: Tip: You can just rotate the pump to "switch a pipe off". This is sometimes handy.<br />
* If unpowered the small pump doesn't let anything through.<br />
: This can be used to [[Automatic control|control]] some parts of your factory (but currently it is very complicated). <br />
<br />
An example, which uses some useful properties of the pump, can be found [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=3724 on the forums].<br />
<br />
== See also ==<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=6066 Long distance pipes and pumps]<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=7370 Controlling liquid consumption priority]<br />
* [[Liquid network]]<br />
<br />
<br />
<br />
<br />
{{MachineNav}}<br />
<br />
[[Category: Items]] [[Category: Liquid network]]</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Chemical_plant&diff=121072Chemical plant2015-08-23T16:42:41Z<p>Cerbsen: added infocard</p>
<hr />
<div>{{languages}}<br />
{{Machinery<br />
|image=<br />
|health=300<br />
|energy=210 kW electric<br />
|drain=7.0 kW electric<br />
|craftingspeed=1.25<br />
|pollution=1.8<br />
|modules=2<br />
|input=Time, 10 + Steel Plate, 5 + Iron Gear Wheel, 5 + Electronic Circuit, 5 + Pipe, 5<br />
|raw=Iron Plate, 20 + Copper Plate, 7.5 + Steel Plate, 5<br />
|technologies=Oil processing<br />
|producers=Manual + Assembling machine 2 + Assembling machine 3<br />
}}<br />
[[File:Chemical-plant-example.png|thumb|256px|A chemical plant converting heavy oil to lubricant.]]<br />
Most recipes that either require or provide a fluid other than crude oil is produced here. The chemical plant has 2 inputs and 2 outputs (once again - can't modify them). Solid items are both inserted and removed by [[Inserters]] from any point (no need to target fluid input/output slots).<br />
<br />
<br />
Processes [[Heavy Oil]] into [[Lubricant]] (requirement for [[Electric engine unit]]), make [[Sulfur]], [[Sulfuric Acid]], [[Plastic bar]] (requirement for [[Processing Unit]]s), [[Battery]] and turn any Oil byproducts into [[Solid fuel]] (See [[Fuel]] to compare that with other types), and also crack oil byproducts into lighter oil byproducts.<br />
<br />
== See also ==<br />
* [[Liquid network]]<br />
<br />
<br />
<br />
<br />
<br />
----<br />
{{MachineNav}}<br />
[[Category: Items]] [[Category: Liquid network]]</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Steel_furnace&diff=121071Steel furnace2015-08-23T16:34:30Z<p>Cerbsen: </p>
<hr />
<div>{{Languages}}<br />
{{Machinery<br />
|image=Steel furnace on the map<br />
|health=200<br />
|energy=180 kW burner<br />
|smeltingspeed=2<br />
|pollution=3.6<br />
|input=Time, 3 + Steel Plate, 8 + Stone Brick, 10<br />
|technologies=Advanced material processing<br />
|producers=Manual + Assembling machine<br />
}}<br />
'''Steel furnaces''' provide more advanced smelting capabilities resulting in higher smelting speed and therefore are more efficient use of the given fuel.<br />
<br />
== Interface ==<br />
[[File:furnace-gui.png|256px|Interface of a [[Steel furnace]](same as [[Stone furnace]]).]]<br />
# [[Items#resources|Resources]] and stock<br />
# Current smelting progress<br />
# Finished products<br />
# Current [[Fuel]], remaining stock, and time when next item is removed from stock.<br />
<br />
{{MachineNav}}<br />
<br />
{{C|Items}}<br />
{{C|Crafting network}}</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Stone_furnace&diff=121070Stone furnace2015-08-23T16:34:10Z<p>Cerbsen: </p>
<hr />
<div>{{Languages}}<br />
{{Machinery<br />
|image=Stone furnace on the map<br />
|health=150<br />
|energy=180 kW burner<br />
|smeltingspeed=1<br />
|pollution=1.8<br />
|input=Time, 0.5 + Stone, 5<br />
|producers=Manual + Assembling machine<br />
|consumers=Manual + Assembling machine<br />
}}<br />
A '''Stone furnace''' is the most basic smelting machinery, providing a cheap and reliable source of basic products like [[iron plate]]s and [[copper plate]]s. It is also used for [[Burner Inserter|Burner Inserters]] and [[Burner Mining Drill|Burner Mining Drills]], in addition to [[Boiler|Boilers]].<br />
<br />
<br />
== Interface ==<br />
[[File:furnace-gui.png|256px|Interface of a [[Steel furnace]] (same as [[Stone furnace]]).]]<br />
# [[Items#resources|Resources]] and stock<br />
# Current smelting progress<br />
# Finished products<br />
# Current [[Fuel]], remaining stock, and time when next item is removed from stock.<br />
<br />
{{MachineNav}}<br />
<br />
{{C|Items}}<br />
{{C|Crafting network}}</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Offshore_pump&diff=121069Offshore pump2015-08-23T16:29:58Z<p>Cerbsen: added missing infocard values</p>
<hr />
<div>{{Languages}}<br />
{{Machinery<br />
|health=80<br />
|input=Iron Gear Wheel + Pipe + Electronic Circuit, 2 + Time<br />
|raw=Iron Plate, 5 + Copper Plate, 3<br />
|technologies=<br />
|consumers=<br />
|producers=Manual + Assembling machine<br />
}}<br />
The '''offshore pump''' is the only source of water. It is commonly used to provide steam to [[Steam engine|steam engines]] for power generation. The offshore pump itself requires no power to operate. (This is because, otherwise the game might fall into a serious deadlock: No coal, no electricity, no water...)<br />
<br />
You need 3 offshore-pumps to feed a full pipe to the maximum (two will do also the job).<br />
<br />
==See also==<br />
* [[Electric network]]<br />
* [[Liquid network]]<br />
<br />
{{MachineNav}}<br />
<br />
[[Category:Items]]<br />
[[Category:Liquid network]]</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Pipe_to_ground&diff=121068Pipe to ground2015-08-23T16:27:17Z<p>Cerbsen: added infocard</p>
<hr />
<div>{{Languages}}<br />
{{Machinery<br />
|health=50<br />
|input=Time, 0.5 + Iron Plate, 5 + Pipe, 10<br />
|output=Pipe-to-ground, 2<br />
|raw=Iron Plate, 15<br />
|producers=Manual + Assembling machine<br />
|consumers=Manual + Assembling machine<br />
}}<br />
The pipe-to-ground is a distribution method for [[Liquid network|liquids and gases]].<br />
<br />
Only one fluid can be inside a pipe-to-ground at one time. Trying to mix two fluids can destroy one of the fluids. Read more on [[Liquid network#Mechanics|liquid mechanics]].<br />
<br />
The maximum gap that can be spanned between one pair of ground pipes is 9 squares. Pipe-to-ground stores less liquid than basic pipes.<br />
<br />
== See also ==<br />
* [[Liquid network]]<br />
* [[Electric network]]<br />
<br />
[[Category: Items]] [[Category: Liquid network]]</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Pipe&diff=121067Pipe2015-08-23T16:21:43Z<p>Cerbsen: added infocard</p>
<hr />
<div>{{Languages}}<br />
{{Machinery<br />
|health=50<br />
|input=Time, 0.5 + Iron Plate, 1<br />
|output=Pipe, 1<br />
|producers=Manual + Assembling machine<br />
|consumers=Manual + Assembling machine<br />
}}<br />
The pipe is a distribution method for [[Liquid network|liquids and gases]]. It is commonly used to provide water to [[Boiler]]s and steam to [[Steam engine]]s for power generation.<br />
<br />
Only one fluid can be inside a pipe at one time. Trying to mix two fluids can destroy one of the fluids. Read more on [[Liquid network#Mechanics|liquid mechanics]].<br />
<br />
== Recipes using pipes ==<br />
{|<br />
| {{imagelink|pump|Pump}} || {{imagelink|pipe-to-ground|Pipe-to-ground}} || {{imagelink|steam-engine|Steam engine}} |-<br />
| {{imagelink|boiler|Boiler}} || ||<br />
|-<br />
|}<br />
<br />
== See also ==<br />
* [[Electric network]]<br />
* [[Liquid network]]<br />
<br />
[[Category: Items]] [[Category: Liquid network]]</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Solid_fuel&diff=121066Solid fuel2015-08-23T16:06:32Z<p>Cerbsen: typo</p>
<hr />
<div>__NOTOC__<br />
{{languages}}<br />
{{Resource<br />
|name=Solid fuel<br />
|icon=solid-fuel<br />
|fuel=25 MJ<br />
|producers={{icon|chemical-plant||Chemical plant}}<br />
|consumers={{icon|burner-inserter||Burner inserter}} {{icon|boiler||Boiler}} {{icon|stone-furnace||Stone furnace}} {{icon|steel-furnace||Steel furnace}} {{icon|burner-mining-drill||Burner mining drill}} {{icon|assembling-machine-1||Assembling machine 1}} {{icon|assembling-machine-2||Assembling machine 2}} {{icon|assembling-machine-3||Assembling machine 3}} {{icon|diesel-locomotive||Diesel locomotive}} {{icon|car||Car}}<br />
}}<br />
<br />
<br />
[[Solid fuel]] is the third kind of [[Fuel]] besides wood and coal and is processed in a [[Chemical plant]]. <br />
<br />
== Recipe ==<br />
<br />
There are three recipes to choose from, each one to create it from [[Heavy Oil]], [[Light Oil]] or [[Petroleum Gas]].<br />
{| class="wikitable"<br />
! Process !! Input !! Output<br />
|-<br />
| {{icon|solid-fuel-from-heavy-oil}} {{icon|solid-fuel-from-light-oil}} {{icon|solid-fuel-from-petroleum-gas}} || {{icon|heavy-oil|2|Heavy oil}} or {{icon|light-oil|1|Light oil}} or {{icon|petroleum-gas|2|Petroleum gas}} + {{icon|time icon|3|time}} || {{icon|solid-fuel|1|Solid fuel}}<br />
|-<br />
|}<br />
<br />
== When to use solid fuel ==<br />
As of version 0.12.0 solid fuel is used to produce [[Rocket Fuel]], which is used to launch a rocket from the [[Rocket Silo]]<br />
<br />
Actually hard to say and depends much on the map. Generally if a map is rich of coal but poor on oil it is a bad choice to create solid fuel. With 25MJ solid fuel has more then three times the fuel value of coal, but there is only the need of mining drills to get coal while there has to be build [[Pumpjack]]s, [[Oil refinery]]s and [[Chemical plant]]s for creating solid fuel and maybe cracking oil.<br />
<br />
== Which recipe to use ==<br />
* [[Light Oil]] has actually nearly no use ingame and has the best oil to solid fuel ratio which makes it the best choice.<br />
* [[Heavy Oil]] is mainly used for [[Lubricant]] which isn't needed in huge amounts, but cause of the bad oil to solid fuel ratio it shouldn't be used direct to create solid fuel. Cracking heavy oil to light oil before processing to solid fuel has a better ratio of 2:1.5 instead of the normal 2:1 of heavy oil.<br />
* [[Petroleum Gas]] should not be used to create solid fuel in most cases.<br />
<br />
== See also ==<br />
* [[Oil processing]]<br />
* [[Fuel]]<br />
<br />
== Recipes using Solid Fuel ==<br />
{|<br />
| {{imagelink|rocket-fuel|Rocket Fuel}} |-<br />
|-<br />
|}</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Solid_fuel&diff=121065Solid fuel2015-08-23T16:06:05Z<p>Cerbsen: Added Infobox, rocket fuel info</p>
<hr />
<div>__NOTOC__<br />
{{languages}}<br />
{{Resource<br />
|name=Solid fuel<br />
|icon=solid-fuel<br />
|fuel=25 MJ<br />
|producers={{icon|chemical-plant||Chemical plant}}<br />
|consumers={{icon|burner-inserter||Burner inserter}} {{icon|boiler||Boiler}} {{icon|stone-furnace||Stone furnace}} {{icon|steel-furnace||Steel furnace}} {{icon|burner-mining-drill||Burner mining drill}} {{icon|assembling-machine-1||Assembling machine 1}} {{icon|assembling-machine-1||Assembling machine 2}} {{icon|assembling-machine-1||Assembling machine 3}} {{icon|diesel-locomotive||Diesel locomotive}} {{icon|car||Car}}<br />
}}<br />
<br />
<br />
[[Solid fuel]] is the third kind of [[Fuel]] besides wood and coal and is processed in a [[Chemical plant]]. <br />
<br />
== Recipe ==<br />
<br />
There are three recipes to choose from, each one to create it from [[Heavy Oil]], [[Light Oil]] or [[Petroleum Gas]].<br />
{| class="wikitable"<br />
! Process !! Input !! Output<br />
|-<br />
| {{icon|solid-fuel-from-heavy-oil}} {{icon|solid-fuel-from-light-oil}} {{icon|solid-fuel-from-petroleum-gas}} || {{icon|heavy-oil|2|Heavy oil}} or {{icon|light-oil|1|Light oil}} or {{icon|petroleum-gas|2|Petroleum gas}} + {{icon|time icon|3|time}} || {{icon|solid-fuel|1|Solid fuel}}<br />
|-<br />
|}<br />
<br />
== When to use solid fuel ==<br />
As of version 0.12.0 solid fuel is used to produce [[Rocket Fuel]], which is used to launch a rocket from the [[Rocket Silo]]<br />
<br />
Actually hard to say and depends much on the map. Generally if a map is rich of coal but poor on oil it is a bad choice to create solid fuel. With 25MJ solid fuel has more then three times the fuel value of coal, but there is only the need of mining drills to get coal while there has to be build [[Pumpjack]]s, [[Oil refinery]]s and [[Chemical plant]]s for creating solid fuel and maybe cracking oil.<br />
<br />
== Which recipe to use ==<br />
* [[Light Oil]] has actually nearly no use ingame and has the best oil to solid fuel ratio which makes it the best choice.<br />
* [[Heavy Oil]] is mainly used for [[Lubricant]] which isn't needed in huge amounts, but cause of the bad oil to solid fuel ratio it shouldn't be used direct to create solid fuel. Cracking heavy oil to light oil before processing to solid fuel has a better ratio of 2:1.5 instead of the normal 2:1 of heavy oil.<br />
* [[Petroleum Gas]] should not be used to create solid fuel in most cases.<br />
<br />
== See also ==<br />
* [[Oil processing]]<br />
* [[Fuel]]<br />
<br />
== Recipes using Solid Fuel ==<br />
{|<br />
| {{imagelink|rocket-fuel|Rocket Fuel}} |-<br />
|-<br />
|}</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Pumpjack&diff=121062Pumpjack2015-08-23T15:21:30Z<p>Cerbsen: added Electronic Circuit to recipe</p>
<hr />
<div>{{Languages}}<br />
{{Machinery<br />
|image=<br />
|health=100<br />
|energy=90 kW electric<br />
|miningpower=2<br />
|miningspeed=1<br />
|miningarea=1<br />
|pollution=9<br />
|modules=2<br />
|input=Time, 20 + Steel Plate, 15 + Iron Gear Wheel, 10 + Electronic Circuit, 10 + Pipe, 10<br />
|raw=Time, 42.5 + Iron Plate, 40 + Copper Plate, 15 + Steel Plate, 15<br />
|technologies=Oil processing<br />
|producers=Manual + Assembling machine 2 + Assembling machine 3<br />
}}<br />
<br />
Pumpjacks extract [[Crude Oil|crude oil]] from [[Oil field|oil fields]].<br />
<br />
<br />
=== Pumpjack ===<br />
<br />
Each [[oil field|oil field]] can be covered by a pumpjack only at one spot. The pumpjack will then output an amount of [[crude oil|crude oil]] per cycle equal to 1.0 multiplied by the field's yield (e.g. 5.4 crude oil for 538% yield) per second. Without speed modules one pumpjack cycle takes one second to complete. <br />
<br />
Extracting oil lowers the field's yield by 1% per 75 pumpjack cycles to a minimum of 10%.<br />
<br />
Pumpjacks are limited to an maximum output of 10.0 crude oil per cycle, achieved by an oil field with more than 999% yield.<br />
<br />
Pumpjacks output tile location is fixed relative to its orientation.<br />
<br />
<br />
== Tips ==<br />
If oil fields are depleted ( to the minimum of 10% ) speed [[Module]]s are a good option to raise the pumpjacks output. With two [[Speed module 3]]'s the output doubles from 0.1 to 0.2 crude oil per second and even more when using additional [[Basic beacon]]s ( 0.25 oil per second ).<br />
<br />
<br />
== See also ==<br />
* [[Liquid network]]<br />
<br />
{{MachineNav}}<br />
<br />
<br />
[[Category: Items]] [[Category: Liquid network]]</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Pumpjack&diff=121061Pumpjack2015-08-23T15:12:34Z<p>Cerbsen: typo</p>
<hr />
<div>{{Languages}}<br />
{{Machinery<br />
|image=<br />
|health=100<br />
|energy=90 kW electric<br />
|miningpower=2<br />
|miningspeed=1<br />
|miningarea=1<br />
|pollution=9<br />
|modules=2<br />
|input=Time, 20 + Steel Plate, 15 + Iron Gear Wheel, 10 + Pipe, 10<br />
|raw=Time, 42.5 + Iron Plate, 40 + Copper Plate, 15 + Steel Plate, 15<br />
|technologies=Oil processing<br />
|producers=Manual + Assembling machine 2 + Assembling machine 3<br />
}}<br />
<br />
Pumpjacks extract [[Crude Oil|crude oil]] from [[Oil field|oil fields]].<br />
<br />
<br />
=== Pumpjack ===<br />
<br />
Each [[oil field|oil field]] can be covered by a pumpjack only at one spot. The pumpjack will then output an amount of [[crude oil|crude oil]] per cycle equal to 1.0 multiplied by the field's yield (e.g. 5.4 crude oil for 538% yield) per second. Without speed modules one pumpjack cycle takes one second to complete. <br />
<br />
Extracting oil lowers the field's yield by 1% per 75 pumpjack cycles to a minimum of 10%.<br />
<br />
Pumpjacks are limited to an maximum output of 10.0 crude oil per cycle, achieved by an oil field with more than 999% yield.<br />
<br />
Pumpjacks output tile location is fixed relative to its orientation.<br />
<br />
<br />
== Tips ==<br />
If oil fields are depleted ( to the minimum of 10% ) speed [[Module]]s are a good option to raise the pumpjacks output. With two [[Speed module 3]]'s the output doubles from 0.1 to 0.2 crude oil per second and even more when using additional [[Basic beacon]]s ( 0.25 oil per second ).<br />
<br />
<br />
== See also ==<br />
* [[Liquid network]]<br />
<br />
{{MachineNav}}<br />
<br />
<br />
[[Category: Items]] [[Category: Liquid network]]</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Pumpjack&diff=121060Pumpjack2015-08-23T15:11:10Z<p>Cerbsen: Changed table to infocard. Adjusted text.</p>
<hr />
<div>{{Languages}}<br />
{{Machinery<br />
|image=<br />
|health=100<br />
|energy=90 kW electric<br />
|miningpower=2<br />
|miningspeed=1<br />
|miningarea=1<br />
|pollution=9<br />
|modules=2<br />
|input=Time, 20 + Steel Plate, 15 + Iron Gear Wheel, 10 + Pipe, 10<br />
|raw=Time, 42.5 + Iron Plate, 40 + Copper Plate, 15 + Steel Plate, 15<br />
|technologies=Oil processing<br />
|producers=Manual + Assembling machine 2 + Assembling machine 3<br />
}}<br />
<br />
Pumpjacks extract [[Crude Oil|crude oil]] from [[Oil field|oil fields]].<br />
<br />
<br />
=== Pumpjack ===<br />
<br />
Each [[oil field|oil fields]] can be covered by a pumpjack only at one spot. The pumpjack will then output an amount of [[crude oil|crude oil]] per cycle equal to 1.0 multiplied by the field's yield (e.g. 5.4 crude oil for 538% yield) per second. Without speed modules one pumpjack cycle takes one second to complete. <br />
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Extracting oil lowers the field's yield by 1% per 75 pumpjack cycles to a minimum of 10%.<br />
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Pumpjacks are limited to an maximum output of 10.0 crude oil per cycle, achieved by an oil field with more than 999% yield.<br />
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Pumpjacks output tile location is fixed relative to its orientation.<br />
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== Tips ==<br />
If oil fields are depleted ( to the minimum of 10% ) speed [[Module]]s are a good option to raise the pumpjacks output. With two [[Speed module 3]]'s the output doubles from 0.1 to 0.2 crude oil per second and even more when using additional [[Basic beacon]]s ( 0.25 oil per second ).<br />
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== See also ==<br />
* [[Liquid network]]<br />
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{{MachineNav}}<br />
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[[Category: Items]] [[Category: Liquid network]]</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Oil_field&diff=121058Oil field2015-08-23T14:43:24Z<p>Cerbsen: Redirected page to Crude oil#Oil Field</p>
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<div>#REDIRECT [[Crude oil#Oil_Field]]</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Crude_oil&diff=121057Crude oil2015-08-23T14:43:10Z<p>Cerbsen: Added oil field data</p>
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<div>{{Languages}}<br />
{{Liquid<br />
|name=Crude Oil<br />
|icon=crude-oil<br />
|producers={{icon|pumpjack||Pumpjack}}<br />
|consumers={{icon|oil-refinery||Oil refinery}}<br />
}}<br />
'''Crude Oil''' is a [[liquid]] extracted by [[Pumpjack]]s from [[Oil field]]s and is converted to [[Petroleum Gas]], [[Light Oil]], and [[Heavy Oil]] by an [[Oil refinery]].<br />
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== Oil field ==<br />
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Each oil field has a yield displayed as x%. Each percent is equal to 75 pumpjack cycles. An oil field with 80% has between 6000 and 6074 cycles left, as yield does not display decimal places.<br />
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While cycles left is greater than 750 (10%), each pumpjack cycle reduces the number of cycles left by one.<br />
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So unless an oil field with less than 10% is created by map editor, yield will never drop below 750 cycles.<br />
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The amount of oil a pumpjack extracts per cycle is 1.0 multiplied by yield or [number of uses left] / 7500, but not greater than 10.0.<br />
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== Used to create ==<br />
{|<br />
| {{imagelink|petroleum-gas|Petroleum Gas}} || {{imagelink|light-oil|Light Oil}} || {{imagelink|heavy-oil|Heavy Oil}} ||<br />
|-<br />
|}<br />
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== See also ==<br />
* [[Liquid network]]<br />
* [[Oil processing]]<br />
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{{C|Liquids}}<br />
{{C|Liquid network}}</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Wood_(archived)&diff=118037Wood (archived)2015-02-24T15:32:30Z<p>Cerbsen: </p>
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<div>{{Languages}}<br />
Wood is a item that you can make from [[Raw wood]]. Currently beneath heating this is the only usage for [[Raw wood]].<br />
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Wood can be mined from [[Forest]]s and other obstacles (dead trees, that lay around).<br />
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{| class="wikitable"<br />
|-<br />
| '''Recipe:''' || {{icon|raw-wood|1|Raw_wood}} + {{icon|Time icon|1|Time}} => {{icon|wood|2|Wood}}<br />
|-<br />
| '''Total raw:''' || {{icon|raw-wood|1|Raw_wood}}<br />
|-<br />
| '''Fuel value:''' || 2 MJ<br />
|-<br />
|}<br />
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== Recipes using Wood ==<br />
{|<br />
| {{imagelink|Wooden-chest|Wooden chest}} || {{imagelink|Small-electric-pole|Small electric pole}} || {{imagelink|shotgun|Shotgun}} |-<br />
| {{imagelink|combat-shotgun|Combat shotgun}} || ||<br />
|-<br />
|}<br />
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[[Category: Intermediate products]] [[Category: Items]]</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Fuel&diff=118035Fuel2015-02-24T15:31:29Z<p>Cerbsen: </p>
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<div>{{Languages}}<br />
[[Fuel]] is every item that can be burned to provide energy to a burner structure. The [[Items]] differ in fuel value which is the provided energy portion.<br />
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== Types ==<br />
A list of all [[Items]] usable as [[Fuel]] in burner devices ordered by fuel value.<br />
{| class="wikitable"<br />
! Item !! Fuel value !! Fuel value per raw total<br />
|-<br />
| {{imagelink|wood|Wood}} || 2 MJ || 4 MJ per raw wood<br />
|-<br />
| {{imagelink|raw-wood|Raw wood}} || 4 MJ || 4 MJ per raw wood<br />
|-<br />
| {{imagelink|wooden-chest|Wooden chest}} || 6 MJ || 3 MJ per raw wood<br />
|-<br />
| {{imagelink|coal|Coal}} || 8 MJ || 8 MJ per coal<br />
|-<br />
| {{imagelink|solid-fuel|Solid fuel}} || 25 MJ || 9.4 - 20 MJ per [[Crude oil]] *<br />
|-<br />
| {{imagelink|small-electric-pole|Small electric pole}} || 4MJ || 4MJ per raw wood (introduced with v0.11.)<br />
|}<br />
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(*) The amount of [[Solid fuel]] per [[Crude oil]] depends on the kind of oil processing, cracking and which solid fuel recipes are used; see [[Oil processing]] for details. (''Not sure if the calculation for solid fuel is right, needs to be confirmed!'')<br />
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== Burner devices to be fueled directly ==<br />
{|<br />
| {{imagelink|burner-inserter|Burner inserter}} || {{imagelink|boiler|Boiler}} || {{imagelink|stone-furnace|Stone furnace}} |-<br />
| {{imagelink|steel-furnace|Steel furnace}} || {{imagelink|diesel-locomotive|Diesel locomotive}} || {{imagelink|car|Car}} |-<br />
| {{imagelink|burner-mining-drill|Burner mining drill}} || ||<br />
|-<br />
|}<br />
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== See also ==<br />
* [[Electric network]]<br />
* [[Transport network]]<br />
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[[Category: Items]]</div>Cerbsenhttps://wiki.factorio.com/index.php?title=Solar_panel&diff=118033Solar panel2015-02-24T08:07:06Z<p>Cerbsen: </p>
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<div>{{languages}}<br />
Solar panels are an infinite source of free energy, [[research]] of [[Solar energy]] enables production. During daylight hours every panel provides the maximum power level, 60kW. Generated power will increase/decrease linearly during dusk and dawn, and no power is produced at night. When placed, the Solar Panel takes up 9 spaces, in a 3x3 area.<br />
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[[File:Solar-Panel-0.9.8.png|thumb|350px|8 Solar Panels]]<br />
{| class="wikitable"<br />
| '''Recipe:''' || {{icon|copper-plate|5|copper_plate}} + {{icon|steel-bar|5|Steel_bar}} + {{icon|electronic-circuit|15|electronic_circuit}} + {{icon|time icon|10.0|time}} => {{icon|solar-panel|1|electrical network#Solar panel|Solar Panel}}<br />
|-<br />
| '''Total raw:''' || {{icon|iron-plate|15|iron_plate}} {{icon|copper-plate|27.5|copper_plate}} {{icon|steel-bar|5|Steel_bar}} {{icon|time icon|19.3|time}}<br />
|-<br />
| '''Max Output:''' || 60kW (Full Daylight)<br />
|-<br />
| '''Req. Technology:''' || {{icontech|solar-energy||Solar energy}} [[Solar energy]]<br />
|-<br />
|}<br />
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[[File:SolarPanelSetUp.png|350px|thumb|left|An efficient solar panel set up.]]<br />
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== See also ==<br />
* [[Electric network]]<br />
* [[Basic accumulator]]<br />
* [[Power production/Special accumulator usages]]<br />
* About [[Power production/Optimal ratios#Solar/Accu|calculating the optimal ratios for solar/accu]]<br />
* [[Power production/Dealing with priorities#How_to_switch_off_steam_engines_in_the_night.2C_when_enough_accumulator_capacity_is_available.3F|How to switch off steam engines in the night, when enough accumulator capacity is available?]]<br />
* [[Game-day]]<br />
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{{MachineNav}}<br />
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[[Category: Items]] [[Category: Electric network]]</div>Cerbsen