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	<id>https://zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RandomX</id>
	<title>Zero-K - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RandomX"/>
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	<updated>2026-04-20T17:30:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Command_Panel_UI_Button&amp;diff=10127</id>
		<title>Template:Command Panel UI Button</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Command_Panel_UI_Button&amp;diff=10127"/>
		<updated>2025-08-13T04:59:17Z</updated>

		<summary type="html">&lt;p&gt;RandomX: 53 - 2px margin on either side...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;width:53px;height:49px;border:#356 solid 2px;border-radius:4px;background-color:#233;padding:0;margin:0;position:relative&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/nested_buildmenu/frame_{{{frame|Mobile}}}.png&amp;quot; style=&amp;quot;width:53px;height:{{#if:{{{price|}}}|40|47}}px;margin:0;border:none;position:absolute;top:0;left:0&amp;quot; alt=&amp;quot;({{{frame|Mobile}}})&amp;amp;#32;&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;//manual.zero-k.info/unitpics/{{{unitpic|cloakraid}}}.png&amp;quot; style=&amp;quot;width:53px;height:{{#if:{{{price|}}}|40|47}}px;margin:0;border:none;position:absolute;top:0;left:0&amp;quot; alt=&amp;quot;{{{name|{{{1|{{UnitData getData|{{{unitpic|cloakraid}}}|name}}}}}}}}&amp;quot; title=&amp;quot;{{{name|{{{1|{{UnitData getData|{{{unitpic|cloakraid}}}|name}}}}}}}}&amp;quot;&amp;gt;&lt;br /&gt;
{{#if:{{{price|}}}|&amp;lt;div style=&amp;quot;line-height:19px;color:#0f0;text-shadow:1px 1px 2px #000;position:absolute;top:0;left:5px;font-family:FreeSans,Arial,sans-serif;font-weight:bold;font-size:11px&amp;quot;&amp;gt;{{{hotkey|W}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;line-height:22px;color:#eee;text-shadow:1px 1px 2px #000;position:absolute;top:33px;left:5px;font-family:FreeSans,Arial,sans-serif;font-weight:bold;font-size:12px&amp;quot;&amp;gt;{{{price|{{UnitData getData|{{{unitpic|cloakraid}}}|cost}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{queued|{{{2|}}}}}}|&amp;lt;div style=&amp;quot;line-height:26px;color:#fff;text-shadow:1px 1px 2px #000;position:absolute;top:25px;left:0;width:47px;font-family:FreeSans,Arial,sans-serif;font-weight:bold;font-size:15px;text-align:right&amp;quot;&amp;gt;{{{queued|{{{2|0}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{progress|{{{3|}}}}}}|&amp;lt;div style=&amp;quot;width:{{#expr:{{{progress|{{{3|0}}}}}}*0.49}}px;height:43px;margin:0;border:none;position:absolute;top:2px;left:2px;background:rgba(192, 192, 96, 0.55)&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;}}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Command_Panel_UI_Button&amp;diff=10126</id>
		<title>Template:Command Panel UI Button</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Command_Panel_UI_Button&amp;diff=10126"/>
		<updated>2025-08-13T04:45:27Z</updated>

		<summary type="html">&lt;p&gt;RandomX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;width:53px;height:49px;border:#356 solid 2px;border-radius:4px;background-color:#233;padding:0;margin:0;position:relative&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/nested_buildmenu/frame_{{{frame|Mobile}}}.png&amp;quot; style=&amp;quot;width:53px;height:{{#if:{{{price|}}}|40|47}}px;margin:0;border:none;position:absolute;top:0;left:0&amp;quot; alt=&amp;quot;({{{frame|Mobile}}})&amp;amp;#32;&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;//manual.zero-k.info/unitpics/{{{unitpic|cloakraid}}}.png&amp;quot; style=&amp;quot;width:53px;height:{{#if:{{{price|}}}|40|47}}px;margin:0;border:none;position:absolute;top:0;left:0&amp;quot; alt=&amp;quot;{{{name|{{{1|{{UnitData getData|{{{unitpic|cloakraid}}}|name}}}}}}}}&amp;quot; title=&amp;quot;{{{name|{{{1|{{UnitData getData|{{{unitpic|cloakraid}}}|name}}}}}}}}&amp;quot;&amp;gt;&lt;br /&gt;
{{#if:{{{price|}}}|&amp;lt;div style=&amp;quot;line-height:19px;color:#0f0;text-shadow:1px 1px 2px #000;position:absolute;top:0;left:5px;font-family:FreeSans,Arial,sans-serif;font-weight:bold;font-size:11px&amp;quot;&amp;gt;{{{hotkey|W}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;line-height:22px;color:#eee;text-shadow:1px 1px 2px #000;position:absolute;top:33px;left:5px;font-family:FreeSans,Arial,sans-serif;font-weight:bold;font-size:12px&amp;quot;&amp;gt;{{{price|{{UnitData getData|{{{unitpic|cloakraid}}}|cost}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{queued|{{{2|}}}}}}|&amp;lt;div style=&amp;quot;line-height:26px;color:#fff;text-shadow:1px 1px 2px #000;position:absolute;top:25px;left:0;width:47px;font-family:FreeSans,Arial,sans-serif;font-weight:bold;font-size:15px;text-align:right&amp;quot;&amp;gt;{{{queued|{{{2|0}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{progress|{{{3|}}}}}}|&amp;lt;div style=&amp;quot;width:{{#expr:{{{progress|{{{3|0}}}}}}*0.53}}px;height:43px;margin:0;border:none;position:absolute;top:2px;left:2px;background:rgba(192, 192, 96, 0.55)&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;}}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Navbox&amp;diff=10085</id>
		<title>Template:Navbox</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Navbox&amp;diff=10085"/>
		<updated>2024-11-20T02:26:26Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Make it possible to temporarily fix any page that has a navbox... even if this makes the warning appear multiple times.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Purge}}{{#invoke:Navbox|navbox}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Navbox_manual&amp;diff=10084</id>
		<title>Template:Navbox manual</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Navbox_manual&amp;diff=10084"/>
		<updated>2024-11-20T02:23:14Z</updated>

		<summary type="html">&lt;p&gt;RandomX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name       = Navbox manual&lt;br /&gt;
| title      = [[Manual]]&lt;br /&gt;
| state      = {{{state|}}}&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1     = Basics&lt;br /&gt;
| list1      = {{:Manual/Getting Started}}&lt;br /&gt;
&lt;br /&gt;
| group2     = Units&lt;br /&gt;
| list2      = {{:Manual/Unit References}}&lt;br /&gt;
&lt;br /&gt;
| group3     = Unit abilities and features&lt;br /&gt;
| list3      = {{:Manual/Unit Abilities}}&lt;br /&gt;
{{:Manual/Unit Features}}&lt;br /&gt;
&lt;br /&gt;
| group4     = Other features&lt;br /&gt;
| list4      = {{:Manual/General Features}}&lt;br /&gt;
&lt;br /&gt;
| group5     = Other information&lt;br /&gt;
| list5      = {{:Manual/Other Info|none}}&lt;br /&gt;
&lt;br /&gt;
| group6     = Strategy&lt;br /&gt;
| list6      = {{:Manual/Strategy|none}}&lt;br /&gt;
&lt;br /&gt;
| group7     = Development/Modding&lt;br /&gt;
| list7      = {{:Manual/Coding}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category:Manual]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.8.8.2&amp;diff=10080</id>
		<title>V1.8.8.2</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.8.8.2&amp;diff=10080"/>
		<updated>2024-11-03T04:28:46Z</updated>

		<summary type="html">&lt;p&gt;RandomX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}[[File:Multiple Factories.png]]&lt;br /&gt;
== Construction Plates and Archer Rework ==&lt;br /&gt;
:[//zero-k.info/Forum/Thread/31937 Forum thread ''Zero-K v1.8.8.2 - Construction Plates and Archer Rework'']&lt;br /&gt;
&lt;br /&gt;
Some players like parallel build queues, some want more ways to optimise production, and some just think a base with lots of factories looks cool. All these desires are satisfied in this update with the introduction of construction plates - efficient mini-factories that must be placed near a main factory to function. They can be used in the campaign and teamgames to take advantage of allied tech, while in 1v1 they should make it easier for factories access their heavy units.&lt;br /&gt;
&lt;br /&gt;
The rest of the update focuses on the balance of three area; Kodachi, Amph, and dense team games. Kodachi has received nerfs to rein in the range bestowed by the fire prediction AI from v1.8.5.0. Archer takes over the role of sea riot from Scallop, with Archer gaining a sonic blaster and Scallop losing torpedo power. Funnelweb, Lance, Gauss and Big Bertha have various nerfs to open up the options in dense team games.&lt;br /&gt;
&lt;br /&gt;
In other news, there is a 1v1 tournament this weekend. [//zero-k.info/Forum/Thread/31918 Click here] for details and post to sign up.&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
&amp;lt;dfn style=&amp;quot;font-weight:bold&amp;quot;&amp;gt;Construction Plates&amp;lt;/dfn&amp;gt; are parallel build queues that offer an alternate method of increasing production. Hover a factory blueprint within 420 elmos of a factory of the same type to place a construction plate.&lt;br /&gt;
* Cost 150&lt;br /&gt;
* Health 1000 (1500 for Ship)&lt;br /&gt;
* Build Power 10&lt;br /&gt;
&lt;br /&gt;
'''Scorcher''' regains some of its damage.&lt;br /&gt;
* DPS increased by 5.6%&lt;br /&gt;
&lt;br /&gt;
'''Bolas''' has slightly more range to help it against Kodachi.&lt;br /&gt;
* Range 225 → 230&lt;br /&gt;
&lt;br /&gt;
'''Kodachi''' has a nerf to take fire prediction into account.&lt;br /&gt;
* Cost 170 → 180&lt;br /&gt;
* Range 230 → 215&lt;br /&gt;
* Reload Time 0.466s → 0.5s&lt;br /&gt;
* Moved 13% of on-hit damage to groundburn damage.&lt;br /&gt;
* Projectile Velocity increased by 117% (reduces prediction overshoot).&lt;br /&gt;
&lt;br /&gt;
'''Welder''' is more vulnerable to raids.&lt;br /&gt;
* Health 2000 → 1800&lt;br /&gt;
&lt;br /&gt;
'''Scallop''' torpedoes are relegated to sidearm status.&lt;br /&gt;
* Range 260 → 270 (both weapons)&lt;br /&gt;
* Can fire torpedoes from underwater.&lt;br /&gt;
* Torpedo DPS reduced by 60%&lt;br /&gt;
* Torpedo AoE reduced by 62%&lt;br /&gt;
&lt;br /&gt;
'''Archer''' takes on the role of sea riot.&lt;br /&gt;
* Replaced Water Cannon with Sonic Blaster.&lt;br /&gt;
* Can fire into water, must float to fire.&lt;br /&gt;
* Reduced Speed and increased DPS.&lt;br /&gt;
&lt;br /&gt;
'''Lance''' is easier to catch.&lt;br /&gt;
* Speed 55.5 → 52.5&lt;br /&gt;
* Turn Rate reduced by 9.4%&lt;br /&gt;
* Range 1020 → 1000&lt;br /&gt;
&lt;br /&gt;
'''Funnelweb''' takes on a tankyness more appropriate for a constructor.&lt;br /&gt;
* Cost 3000 → 3500&lt;br /&gt;
* Health 6500 → 4500&lt;br /&gt;
&lt;br /&gt;
'''Gauss''' is worse at tying up artillery.&lt;br /&gt;
* Bunker Regen 20hp/s → 10hp/s&lt;br /&gt;
&lt;br /&gt;
'''Big Bertha''' is less generically powerful in dense team games.&lt;br /&gt;
* Cost 5000 → 6000&lt;br /&gt;
* Reload 7s → 8s&lt;br /&gt;
* AoE reduced by 8.3%&lt;br /&gt;
* Projectile speed reduced by 4.5%&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* Scouted Caretakers and Strider Hubs no longer radar wobble.&lt;br /&gt;
* Fixed metal reserve erroneously disabling repair.&lt;br /&gt;
* Fix commander speed when walking in formation.&lt;br /&gt;
* Various fixes to shared unit control mode.&lt;br /&gt;
* Disabled shift append to groups by default.&lt;br /&gt;
* Change disambiguation of space+click context menu.&lt;br /&gt;
* Likho is better at avoiding obstructions when aiming.&lt;br /&gt;
* Fix Grizzly float-to-fire AI in some edge-of-range cases.&lt;br /&gt;
* Fixed manual queuing with Auto Reclaim/Heal/Assist widget.&lt;br /&gt;
* Fixed an issue with auto-retreat for planes.&lt;br /&gt;
* Fixed repeated screen resolution changes causing some UI widgets to be lost under the minimap.&lt;br /&gt;
* Fixed zero volume music logic.&lt;br /&gt;
* Fixed rare spectator panels crash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox changelog}}&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.11.6.2&amp;diff=10079</id>
		<title>V1.11.6.2</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.11.6.2&amp;diff=10079"/>
		<updated>2024-11-03T04:27:40Z</updated>

		<summary type="html">&lt;p&gt;RandomX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}[[File:Allied indicators.png|Allied indicators.png]]&lt;br /&gt;
== Don't Nuke Your Allies ==&lt;br /&gt;
:[//zero-k.info/Forum/Thread/36520 Forum thread ''Zero-K v1.11.6.2 - Don't Nuke Your Allies'']&lt;br /&gt;
&lt;br /&gt;
The 3v3 tournament finished earlier today with an excellent turnout of 19 teams. The results and videos will be posted in [https://zero-k.info/Forum/Thread/36455 this thread] in the coming days. The upshot for this patch is that we are free to make a few balance changes. The aim of these changes is to work on a few of the more maligned units, while nerfing some of the most prevalent strategies. This mostly means buffs for Gunships and nerfs for Lance and cloaked Snitch.&lt;br /&gt;
&lt;br /&gt;
The update also has some exciting features. A big one for team games is that allied nukes and missiles now automatically show where they were aimed, which should halve the number of people that panic when a nuke is fired. Another is the ability to watch any game while waiting for a different one to start without missing out on the chat, as chat from non-started lobbies is now sent ingame. Superintendent has also added a few more tracks to his alternate soundtrack.&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
'''Snitch''' is slower to nerf its use with cloaker, without making it worse as a pure ambusher.&lt;br /&gt;
* Speed 117 → 108&lt;br /&gt;
&lt;br /&gt;
'''Iris'''  is a bit easier to find and its area cloak radius now matches area shield radius.&lt;br /&gt;
* Speed 57 → 54&lt;br /&gt;
* Decloak range 180 → 210&lt;br /&gt;
* Cloaker radius 360 → 350&lt;br /&gt;
&lt;br /&gt;
'''Lance''' is less effective when set to fire at will.&lt;br /&gt;
* Reload time 20s → 23s&lt;br /&gt;
&lt;br /&gt;
'''Scallop''' is still the slowest riot but is a bit tankier than average.&lt;br /&gt;
* Health 1100 → 1200&lt;br /&gt;
* Speed 48 → 51&lt;br /&gt;
&lt;br /&gt;
'''Emissary''' can afford to be fast since it takes so long to pack up.&lt;br /&gt;
* Speed 60 → 63&lt;br /&gt;
* Range 1120 → 1150&lt;br /&gt;
&lt;br /&gt;
'''Blastwing''' takes less time to deal its damage and deals slightly more.&lt;br /&gt;
* AoE 128 → 144&lt;br /&gt;
* Fire DPS 25 → 32&lt;br /&gt;
* Fire linger 25s → 20s&lt;br /&gt;
&lt;br /&gt;
'''Gnat''' needs more health to survive long enough to stun the juiciest target.&lt;br /&gt;
* Cost 90 → 85&lt;br /&gt;
* Health 370 → 440&lt;br /&gt;
&lt;br /&gt;
'''Revenant''' can be brought back now that commanders are more resilient.&lt;br /&gt;
* Health 3600 → 4200&lt;br /&gt;
* Missiles 8 → 9&lt;br /&gt;
* Reduced missile wobble by 6.7%&lt;br /&gt;
&lt;br /&gt;
'''Stardust''' has a small buff to its damage output but might still need a larger change later.&lt;br /&gt;
* Heat per shot 3.8 → 3.5&lt;br /&gt;
&lt;br /&gt;
'''Lucifer''' can see as far as it can shoot (thanks Majo).&lt;br /&gt;
* Sight range 780 → 1280&lt;br /&gt;
&lt;br /&gt;
=== Game Features ===&lt;br /&gt;
* Added predicted impact time and location for allied nukes and stockpiled missiles (thanks esainane).&lt;br /&gt;
* Added a new Superintendent music track.&lt;br /&gt;
* Hovering a unit with the mouse now highlights it slightly. This can be configured under 'Settings/Graphics/Unit Visibility'.&lt;br /&gt;
* Alt+N terraform preset is slightly higher to block Phantoms firing at Engineer Commander.&lt;br /&gt;
* Added Set Target (instead of Force Fire) on Right Click option under 'Settings/Unit Behaviour'.&lt;br /&gt;
* Added time and space leeway settings to make selection easier, under 'Settings/Interface/Selection'.&lt;br /&gt;
* Added an explanation of selection rank to 'Settings/Interface/Selection' as people find fiddling with it surprisingly useful.&lt;br /&gt;
* Embiggened cursor hitboxes of Grizzly, Jugglenaut, Cyclops, Shield Factory and Cloak Factory.&lt;br /&gt;
* Singularity Reactor size now fluctuates.&lt;br /&gt;
* Impaler fire sound is slightly fainter and only five can play at once.&lt;br /&gt;
* Added Base Extraction graph to the endgame stats that tracks cumulative metal from extractors before overdrive.&lt;br /&gt;
&lt;br /&gt;
=== Lobby Features ===&lt;br /&gt;
* Battles can now be watched by right clicking on them in the battle list and selecting 'Watch'.&lt;br /&gt;
* Chat from any lobby you are in is sent ingame if the lobby is not running.&lt;br /&gt;
* Added a new Superintendent track that plays when the lobby opens.&lt;br /&gt;
* Mention Imp burrow in the tips for the Imp campaign mission.&lt;br /&gt;
* Added a game option to override the names of teams for tournaments.&lt;br /&gt;
* Added a game option (under Experimental) called Notes that just writes text to a window at the start of the game. Use it to explain unit tweaks or other complicated set of options.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* Preselection highlight (when hovering over units) now highlights units correctly in edge cases.&lt;br /&gt;
* Fixed the player count in the battle lobby status box updating slowly.&lt;br /&gt;
* Fixed units set to avoid radar wobble not firing at identified structure dots that left radar.&lt;br /&gt;
* Fixed Advanced Geo aim point (thanks dyth68).&lt;br /&gt;
* Fixed Mariner special build icon size.&lt;br /&gt;
* Healthbars and Build ETA now draw in front of unit outlines.&lt;br /&gt;
* Fixed an error that could occur when destroying all the units of the losing team.&lt;br /&gt;
* Phoenix gibs no longer include a near-complete copy of its fuselage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox changelog}}&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.8.8.2&amp;diff=10078</id>
		<title>V1.8.8.2</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.8.8.2&amp;diff=10078"/>
		<updated>2024-11-03T04:26:33Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Created page with &amp;quot;{{TOC right}}File:Multiple Factories.png == Construction Plates and Archer Rework == :[//zero-k.info/Forum/Thread/31937 Forum thread ''Zero-K v1.8.8.2 - Construction Plate...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}[[File:Multiple Factories.png]]&lt;br /&gt;
== Construction Plates and Archer Rework ==&lt;br /&gt;
:[//zero-k.info/Forum/Thread/31937 Forum thread ''Zero-K v1.8.8.2 - Construction Plates and Archer Rework'']&lt;br /&gt;
&lt;br /&gt;
Some players like parallel build queues, some want more ways to optimise production, and some just think a base with lots of factories looks cool. All these desires are satisfied in this update with the introduction of construction plates - efficient mini-factories that must be placed near a main factory to function. They can be used in the campaign and teamgames to take advantage of allied tech, while in 1v1 they should make it easier for factories access their heavy units.&lt;br /&gt;
&lt;br /&gt;
The rest of the update focuses on the balance of three area; Kodachi, Amph, and dense team games. Kodachi has received nerfs to rein in the range bestowed by the fire prediction AI from v1.8.5.0. Archer takes over the role of sea riot from Scallop, with Archer gaining a sonic blaster and Scallop losing torpedo power. Funnelweb, Lance, Gauss and Big Bertha have various nerfs to open up the options in dense team games.&lt;br /&gt;
&lt;br /&gt;
In other news, there is a 1v1 tournament this weekend. [//zero-k.info/Forum/Thread/31918 Click here] for details and post to sign up.&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
&amp;lt;dfn style=&amp;quot;font-weight:bold&amp;quot;&amp;gt;Construction Plates&amp;lt;/dfn&amp;gt; are parallel build queues that offer an alternate method of increasing production. Hover a factory blueprint within 420 elmos of a factory of the same type to place a construction plate.&lt;br /&gt;
* Cost 150&lt;br /&gt;
* Health 1000 (1500 for Ship)&lt;br /&gt;
* Build Power 10&lt;br /&gt;
&lt;br /&gt;
'''Scorcher''' regains some of its damage.&lt;br /&gt;
* DPS increased by 5.6%&lt;br /&gt;
&lt;br /&gt;
'''Bolas''' has slightly more range to help it against Kodachi.&lt;br /&gt;
* Range 225 -&amp;gt; 230&lt;br /&gt;
&lt;br /&gt;
'''Kodachi''' has a nerf to take fire prediction into account.&lt;br /&gt;
* Cost 170 -&amp;gt; 180&lt;br /&gt;
* Range 230 -&amp;gt; 215&lt;br /&gt;
* Reload Time 0.466s -&amp;gt; 0.5s&lt;br /&gt;
* Moved 13% of on-hit damage to groundburn damage.&lt;br /&gt;
* Projectile Velocity increased by 117% (reduces prediction overshoot).&lt;br /&gt;
&lt;br /&gt;
'''Welder''' is more vulnerable to raids.&lt;br /&gt;
* Health 2000 -&amp;gt; 1800&lt;br /&gt;
&lt;br /&gt;
'''Scallop''' torpedoes are relegated to sidearm status.&lt;br /&gt;
* Range 260 -&amp;gt; 270 (both weapons)&lt;br /&gt;
* Can fire torpedoes from underwater.&lt;br /&gt;
* Torpedo DPS reduced by 60%&lt;br /&gt;
* Torpedo AoE reduced by 62%&lt;br /&gt;
&lt;br /&gt;
'''Archer''' takes on the role of sea riot.&lt;br /&gt;
* Replaced Water Cannon with Sonic Blaster.&lt;br /&gt;
* Can fire into water, must float to fire.&lt;br /&gt;
* Reduced Speed and increased DPS.&lt;br /&gt;
&lt;br /&gt;
'''Lance''' is easier to catch.&lt;br /&gt;
* Speed 55.5 -&amp;gt; 52.5&lt;br /&gt;
* Turn Rate reduced by 9.4%&lt;br /&gt;
* Range 1020 -&amp;gt; 1000&lt;br /&gt;
&lt;br /&gt;
'''Funnelweb''' takes on a tankyness more appropriate for a constructor.&lt;br /&gt;
* Cost 3000 -&amp;gt; 3500&lt;br /&gt;
* Health 6500 -&amp;gt; 4500&lt;br /&gt;
&lt;br /&gt;
'''Gauss''' is worse at tying up artillery.&lt;br /&gt;
* Bunker Regen 20hp/s -&amp;gt; 10hp/s&lt;br /&gt;
&lt;br /&gt;
'''Big Bertha''' is less generically powerful in dense team games.&lt;br /&gt;
* Cost 5000 -&amp;gt; 6000&lt;br /&gt;
* Reload 7s -&amp;gt; 8s&lt;br /&gt;
* AoE reduced by 8.3%&lt;br /&gt;
* Projectile speed reduced by 4.5%&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* Scouted Caretakers and Strider Hubs no longer radar wobble.&lt;br /&gt;
* Fixed metal reserve erroneously disabling repair.&lt;br /&gt;
* Fix commander speed when walking in formation.&lt;br /&gt;
* Various fixes to shared unit control mode.&lt;br /&gt;
* Disabled shift append to groups by default.&lt;br /&gt;
* Change disambiguation of space+click context menu.&lt;br /&gt;
* Likho is better at avoiding obstructions when aiming.&lt;br /&gt;
* Fix Grizzly float-to-fire AI in some edge-of-range cases.&lt;br /&gt;
* Fixed manual queuing with Auto Reclaim/Heal/Assist widget.&lt;br /&gt;
* Fixed an issue with auto-retreat for planes.&lt;br /&gt;
* Fixed repeated screen resolution changes causing some UI widgets to be lost under the minimap.&lt;br /&gt;
* Fixed zero volume music logic.&lt;br /&gt;
* Fixed rare spectator panels crash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox changelog}}&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.11.6.2&amp;diff=10077</id>
		<title>V1.11.6.2</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.11.6.2&amp;diff=10077"/>
		<updated>2024-11-03T04:10:30Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Created page with &amp;quot;{{TOC right}}File:Allied indicators.png| == Don't Nuke Your Allies == :[//zero-k.info/Forum/Thread/36520 Forum thread ''Zero-K v1.11.6.2 - Don't Nuke Your Allies'']  The 3...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}[[File:Allied indicators.png|Allied indicators.png]]&lt;br /&gt;
== Don't Nuke Your Allies ==&lt;br /&gt;
:[//zero-k.info/Forum/Thread/36520 Forum thread ''Zero-K v1.11.6.2 - Don't Nuke Your Allies'']&lt;br /&gt;
&lt;br /&gt;
The 3v3 tournament finished earlier today with an excellent turnout of 19 teams. The results and videos will be posted in [https://zero-k.info/Forum/Thread/36455 this thread] in the coming days. The upshot for this patch is that we are free to make a few balance changes. The aim of these changes is to work on a few of the more maligned units, while nerfing some of the most prevalent strategies. This mostly means buffs for Gunships and nerfs for Lance and cloaked Snitch.&lt;br /&gt;
&lt;br /&gt;
The update also has some exciting features. A big one for team games is that allied nukes and missiles now automatically show where they were aimed, which should halve the number of people that panic when a nuke is fired. Another is the ability to watch any game while waiting for a different one to start without missing out on the chat, as chat from non-started lobbies is now sent ingame. Superintendent has also added a few more tracks to his alternate soundtrack.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
'''Snitch''' is slower to nerf its use with cloaker, without making it worse as a pure ambusher.&lt;br /&gt;
* Speed 117 → 108&lt;br /&gt;
&lt;br /&gt;
'''Iris'''  is a bit easier to find and its area cloak radius now matches area shield radius.&lt;br /&gt;
* Speed 57 → 54&lt;br /&gt;
* Decloak range 180 → 210&lt;br /&gt;
* Cloaker radius 360 → 350&lt;br /&gt;
&lt;br /&gt;
'''Lance''' is less effective when set to fire at will.&lt;br /&gt;
* Reload time 20s → 23s&lt;br /&gt;
&lt;br /&gt;
'''Scallop''' is still the slowest riot but is a bit tankier than average.&lt;br /&gt;
* Health 1100 → 1200&lt;br /&gt;
* Speed 48 → 51&lt;br /&gt;
&lt;br /&gt;
'''Emissary''' can afford to be fast since it takes so long to pack up.&lt;br /&gt;
* Speed 60 → 63&lt;br /&gt;
* Range 1120 → 1150&lt;br /&gt;
&lt;br /&gt;
'''Blastwing''' takes less time to deal its damage and deals slightly more.&lt;br /&gt;
* AoE 128 → 144&lt;br /&gt;
* Fire DPS 25 → 32&lt;br /&gt;
* Fire linger 25s → 20s&lt;br /&gt;
&lt;br /&gt;
'''Gnat''' needs more health to survive long enough to stun the juiciest target.&lt;br /&gt;
* Cost 90 → 85&lt;br /&gt;
* Health 370 → 440&lt;br /&gt;
&lt;br /&gt;
'''Revenant''' can be brought back now that commanders are more resilient.&lt;br /&gt;
* Health 3600 → 4200&lt;br /&gt;
* Missiles 8 → 9&lt;br /&gt;
* Reduced missile wobble by 6.7%&lt;br /&gt;
&lt;br /&gt;
'''Stardust''' has a small buff to its damage output but might still need a larger change later.&lt;br /&gt;
* Heat per shot 3.8 → 3.5&lt;br /&gt;
&lt;br /&gt;
'''Lucifer''' can see as far as it can shoot (thanks Majo).&lt;br /&gt;
* Sight range 780 → 1280&lt;br /&gt;
&lt;br /&gt;
== Game Features ==&lt;br /&gt;
* Added predicted impact time and location for allied nukes and stockpiled missiles (thanks esainane).&lt;br /&gt;
* Added a new Superintendent music track.&lt;br /&gt;
* Hovering a unit with the mouse now highlights it slightly. This can be configured under 'Settings/Graphics/Unit Visibility'.&lt;br /&gt;
* Alt+N terraform preset is slightly higher to block Phantoms firing at Engineer Commander.&lt;br /&gt;
* Added Set Target (instead of Force Fire) on Right Click option under 'Settings/Unit Behaviour'.&lt;br /&gt;
* Added time and space leeway settings to make selection easier, under 'Settings/Interface/Selection'.&lt;br /&gt;
* Added an explanation of selection rank to 'Settings/Interface/Selection' as people find fiddling with it surprisingly useful.&lt;br /&gt;
* Embiggened cursor hitboxes of Grizzly, Jugglenaut, Cyclops, Shield Factory and Cloak Factory.&lt;br /&gt;
* Singularity Reactor size now fluctuates.&lt;br /&gt;
* Impaler fire sound is slightly fainter and only five can play at once.&lt;br /&gt;
* Added Base Extraction graph to the endgame stats that tracks cumulative metal from extractors before overdrive.&lt;br /&gt;
&lt;br /&gt;
== Lobby Features ==&lt;br /&gt;
* Battles can now be watched by right clicking on them in the battle list and selecting 'Watch'.&lt;br /&gt;
* Chat from any lobby you are in is sent ingame if the lobby is not running.&lt;br /&gt;
* Added a new Superintendent track that plays when the lobby opens.&lt;br /&gt;
* Mention Imp burrow in the tips for the Imp campaign mission.&lt;br /&gt;
* Added a game option to override the names of teams for tournaments.&lt;br /&gt;
* Added a game option (under Experimental) called Notes that just writes text to a window at the start of the game. Use it to explain unit tweaks or other complicated set of options.&lt;br /&gt;
&lt;br /&gt;
== Fixes ==&lt;br /&gt;
* Preselection highlight (when hovering over units) now highlights units correctly in edge cases.&lt;br /&gt;
* Fixed the player count in the battle lobby status box updating slowly.&lt;br /&gt;
* Fixed units set to avoid radar wobble not firing at identified structure dots that left radar.&lt;br /&gt;
* Fixed Advanced Geo aim point (thanks dyth68).&lt;br /&gt;
* Fixed Mariner special build icon size.&lt;br /&gt;
* Healthbars and Build ETA now draw in front of unit outlines.&lt;br /&gt;
* Fixed an error that could occur when destroying all the units of the losing team.&lt;br /&gt;
* Phoenix gibs no longer include a near-complete copy of its fuselage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox changelog}}&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Navbox_commands&amp;diff=10076</id>
		<title>Template:Navbox commands</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Navbox_commands&amp;diff=10076"/>
		<updated>2024-11-01T04:58:37Z</updated>

		<summary type="html">&lt;p&gt;RandomX: A little more consistency to spacing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name       = Navbox commands&lt;br /&gt;
| title      = [[Unit_commands|Commands]]&lt;br /&gt;
| state      = {{{state|}}}&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1     = Targeted&lt;br /&gt;
| list1      = *[[File:Move.png|16px|link=]] [[Move Command|Move]]&lt;br /&gt;
*[[File:Fight.png|16px|link=]] [[Attack Move Command|Attack Move]]&lt;br /&gt;
*[[File:Jump.png|16px|link=]] [[Jump Command|Jump]]&lt;br /&gt;
*[[File:Attack.png|16px|link=]] [[Force Fire Command|Force Fire]]&lt;br /&gt;
*[[File:Settarget.png|16px|link=]] [[Set Target Command|Set Target]]&lt;br /&gt;
*[[File:Cmd_dgun.png|16px|link=]] [[Fire Special Weapon Command|Fire Special Weapon]]&lt;br /&gt;
*[[File:Areaattack.png|16px|link=]] [[Area Attack Command|Area Attack]]&lt;br /&gt;
*[[File:Guard.png|16px|link=]] [[Guard Command|Guard]]&lt;br /&gt;
*[[File:Patrol.png|16px|link=]] [[Patrol Command|Patrol]]&lt;br /&gt;
&lt;br /&gt;
| group2     = Economic&lt;br /&gt;
| list2      = *[[File:Repair.png|16px|link=]] [[Repair Command|Repair]]&lt;br /&gt;
*[[File:Reclaim.png|16px|link=]] [[Reclaim Command|Reclaim]]&lt;br /&gt;
*[[File:Resurrect.png|16px|link=]] [[Resurrect Command|Resurrect]]&lt;br /&gt;
*[[File:Mex.png|16px|link=]] [[Area Mex Command|Area Mex]]&lt;br /&gt;
*[[Buildings#Building_placement_and_construction|Building placement]]&lt;br /&gt;
*[[File:Factory.png|16px|link=]] [[Factory Production]]&lt;br /&gt;
&lt;br /&gt;
| group3     = Instant&lt;br /&gt;
| list3      = *[[File:Cancel.png|16px|link=]] [[Stop Command|Stop]]&lt;br /&gt;
*[[File:Wait.png|16px|link=]] [[Wait Command|Wait]]&lt;br /&gt;
*[[File:Detonate.png|16px|link=]] [[Detonate Command|Detonate]]&lt;br /&gt;
*[[File:Wait_death.png|16px|link=]] [[Self Destruct Command|Self Destruct]]&lt;br /&gt;
*[[File:Canceltarget.png|16px|link=]] [[Set Target Command|Cancel Target]]&lt;br /&gt;
*[[File:Rearm.png|16px|link=]] [[Resupply Command|Resupply]]&lt;br /&gt;
*[[File:Recall_drones_new.png|16px|link=]] [[Recall Drones Command|Recall Drones]]&lt;br /&gt;
*[[File:Stopbuild.png|16px|link=]] [[Clear Production Queue]]&lt;br /&gt;
*[[File:Nuke.png|16x10px|link=]] [[Stockpile Command|Stockpile]]&lt;br /&gt;
&lt;br /&gt;
| group4     = Transport&lt;br /&gt;
| list4      = *[[File:Load.png|16px|link=]] [[Load Command|Load]]&lt;br /&gt;
*[[File:Unload.png|16px|link=]] [[Unload Command|Unload]]&lt;br /&gt;
*[[File:Action.png|16px|link=]] [[Eject Cargo Command|Eject Cargo]]&lt;br /&gt;
*[[File:Embark.png|16px|link=]] [[Embark Command|Embark]]&lt;br /&gt;
*[[File:Disembark.png|16px|link=]] [[Disembark Command|Disembark]]&lt;br /&gt;
&lt;br /&gt;
| group5     = Unusual&lt;br /&gt;
| list5      = *[[File:Capture.png|16px|link=]] [[Newton Firezones|Newton firezone commands]]&lt;br /&gt;
*[[Morph Command|Morph]]&lt;br /&gt;
*[[File:Upgrade.png|16px|link=]] [[Commander|Upgrade Commander]]&lt;br /&gt;
*[[File:Cancelupgrade.png|16px|link=]] [[Commander|Stop Commander Upgrade]]&lt;br /&gt;
*[[File:Cmd_bomb.png|16px|link=]] [[Unique Commands#Drop Bombs|Drop Bombs]]&lt;br /&gt;
*[[File:Cmd_bomb.png|16px|link=]] [[Unique Commands#Unleash Lightning|Unleash Lightning]]&lt;br /&gt;
*[[File:Cmd_drop_beacon.png|16px|link=]] [[Unique Commands#Teleport Beacon|Teleport Beacon]]&lt;br /&gt;
*[[File:Cmd_sprint.png|16px|link=]] [[Unique Commands#Speed Boost|Speed Boost]]&lt;br /&gt;
*[[File:Cmd_drop_beacon.png|16px|link=]] [[Evacuate Command|Evacuate]]&lt;br /&gt;
&lt;br /&gt;
| group6     = Global&lt;br /&gt;
| list6      = *[[File:Ferry.png|16px|link=]] [[Ferry Command|Ferry]]&lt;br /&gt;
*[[File:Retreat.png|16px|link=]] [[Retreat|Retreat]]&lt;br /&gt;
*[[File:Storage.png|16px|link=]] [[Economy_Guide#Reserving_resources|Reserve]]&lt;br /&gt;
&lt;br /&gt;
| group7     = Historical&lt;br /&gt;
| list7      = *[[File:Cmd_dgun.png|16px|link=]] [[Historical Commands#Drop Depthcharge|Drop Depthcharge]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| below       = [[Unit states]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category:Manual]]&lt;br /&gt;
[[Category:Commands]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Newton_Firezones&amp;diff=10075</id>
		<title>Newton Firezones</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Newton_Firezones&amp;diff=10075"/>
		<updated>2024-11-01T04:53:27Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Brought over Newton videos so they don't get lost when imgur kills them. Added navbox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Set a Newton firezone''' command is used by [[Newton]] turrets to target a specific area. Setting a fire zone won't stop a turret set to fire at will from firing at enemies entering its range. It will realign to aim at the fire zone while idle. As a confirmation of fire zone setup, turrets will fire once at the center of chosen area. If a turret fails to do so, it might mean that the fire zone is obscured or unreachable. Any units entering a fire zone, ''including friendlies'', will be targeted.&lt;br /&gt;
&lt;br /&gt;
[[File:Newton FZ setup.mp4|upright=2]]&lt;br /&gt;
&lt;br /&gt;
This command can be used to set up your turrets to target only a specific area of terrain (such as cliffs or edges of islands).&lt;br /&gt;
&lt;br /&gt;
== Ramp launchers == &lt;br /&gt;
The main usage is the creation of ramp launchers. The strategy includes setting up a ramp using [[terraform]]ing, and using a bunch of Newton turrets to launch your units behind enemy lines.&lt;br /&gt;
&lt;br /&gt;
[[File:Newton ramp setup.mp4|upright=2]]&lt;br /&gt;
&lt;br /&gt;
Depending on the unit's mass, it might require more or fewer Newton turrets to send it the same distance. Not all units will be eligible to be &amp;quot;delivered&amp;quot; this way, as most will die from fall damage. The usual choice are [[Jumpbot Factory]] units, as some of them can negate fall damage by engaging their jump jets before landing. Lead units in one by one, as otherwise they may be launched either by not every turret at once (providing insufficient force), or from a wrong location (and be launched into the wrong direction, respectively).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Main_Page&amp;diff=10074</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Main_Page&amp;diff=10074"/>
		<updated>2024-11-01T04:52:15Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Add some space at the bottom of the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:zk_logo.png|center|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:200%;text-align:center;margin:auto&amp;quot;&amp;gt;Welcome to the Zero-K Wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This is the official wiki for the free open-source &amp;lt;abbr title=&amp;quot;real-time strategy&amp;quot;&amp;gt;RTS&amp;lt;/abbr&amp;gt; game '''[//zero-k.info Zero-K]'''. &lt;br /&gt;
* If you're new to the game, consult the '''[[Manual]]''' for helpful information on how to get started.&lt;br /&gt;
* There is a [https://discord.gg/aab63Vt Discord server] which is linked to the game chat.&lt;br /&gt;
* You can log in to the wiki using your Zero-K account and password, or your Steam account. (Please use your Zero-K username if logging in with Steam, to avoid naming conflicts.)&lt;br /&gt;
* The wiki is still a work in progress. Some articles may not be up to date. Find out how you can help [[Editing Help|here]]!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
; Game info&lt;br /&gt;
: [[Manual]]&lt;br /&gt;
: [[Units]]&lt;br /&gt;
: [[Buildings]]&lt;br /&gt;
: [[Commander]]&lt;br /&gt;
: [[Unit commands|Unit Commands]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
; Community&lt;br /&gt;
: [https://discord.gg/aab63Vt Discord]&lt;br /&gt;
: [https://zero-k.info/Forum Forum]&lt;br /&gt;
: [https://zero-k.info/Ladders Ladders]&lt;br /&gt;
: [https://steamcommunity.com/app/334920 Steam]&lt;br /&gt;
: [https://www.twitch.tv/directory/game/Zero-K Twitch]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manual ===&lt;br /&gt;
{{Navbox manual}}&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
{{Navbox units}}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
{{Navbox buildings}}&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
&lt;br /&gt;
=== Planet Wars ===&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[Category:Manual|#]][[Category:Units|#]][[Category:Buildings|#]][[Category:Commands|#]]&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Main_Page&amp;diff=10073</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Main_Page&amp;diff=10073"/>
		<updated>2024-11-01T04:47:57Z</updated>

		<summary type="html">&lt;p&gt;RandomX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:zk_logo.png|center|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:200%;text-align:center;margin:auto&amp;quot;&amp;gt;Welcome to the Zero-K Wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This is the official wiki for the free open-source &amp;lt;abbr title=&amp;quot;real-time strategy&amp;quot;&amp;gt;RTS&amp;lt;/abbr&amp;gt; game '''[//zero-k.info Zero-K]'''. &lt;br /&gt;
* If you're new to the game, consult the '''[[Manual]]''' for helpful information on how to get started.&lt;br /&gt;
* There is a [https://discord.gg/aab63Vt Discord server] which is linked to the game chat.&lt;br /&gt;
* You can log in to the wiki using your Zero-K account and password, or your Steam account. (Please use your Zero-K username if logging in with Steam, to avoid naming conflicts.)&lt;br /&gt;
* The wiki is still a work in progress. Some articles may not be up to date. Find out how you can help [[Editing Help|here]]!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
; Game info&lt;br /&gt;
: [[Manual]]&lt;br /&gt;
: [[Units]]&lt;br /&gt;
: [[Buildings]]&lt;br /&gt;
: [[Commander]]&lt;br /&gt;
: [[Unit commands|Unit Commands]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
; Community&lt;br /&gt;
: [https://discord.gg/aab63Vt Discord]&lt;br /&gt;
: [https://zero-k.info/Forum Forum]&lt;br /&gt;
: [https://zero-k.info/Ladders Ladders]&lt;br /&gt;
: [https://steamcommunity.com/app/334920 Steam]&lt;br /&gt;
: [https://www.twitch.tv/directory/game/Zero-K Twitch]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manual ===&lt;br /&gt;
{{Navbox manual}}&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
{{Navbox units}}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
{{Navbox buildings}}&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
&lt;br /&gt;
=== Planet Wars ===&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[:Category:Manual|#]][[:Category:Units|#]][[:Category:Buildings|#]][[:Category:Commands|#]]&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Main_Page&amp;diff=10072</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Main_Page&amp;diff=10072"/>
		<updated>2024-11-01T04:46:49Z</updated>

		<summary type="html">&lt;p&gt;RandomX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:zk_logo.png|center|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:200%;text-align:center;margin:auto&amp;quot;&amp;gt;Welcome to the Zero-K Wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This is the official wiki for the free open-source &amp;lt;abbr title=&amp;quot;real-time strategy&amp;quot;&amp;gt;RTS&amp;lt;/abbr&amp;gt; game '''[//zero-k.info Zero-K]'''. &lt;br /&gt;
* If you're new to the game, consult the '''[[Manual]]''' for helpful information on how to get started.&lt;br /&gt;
* There is a [https://discord.gg/aab63Vt Discord server] which is linked to the game chat.&lt;br /&gt;
* You can log in to the wiki using your Zero-K account and password, or your Steam account. (Please use your Zero-K username if logging in with Steam, to avoid naming conflicts.)&lt;br /&gt;
* The wiki is still a work in progress. Some articles may not be up to date. Find out how you can help [[Editing Help|here]]!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
; Game info&lt;br /&gt;
: [[Manual]]&lt;br /&gt;
: [[Units]]&lt;br /&gt;
: [[Buildings]]&lt;br /&gt;
: [[Commander]]&lt;br /&gt;
: [[Unit commands|Unit Commands]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
; Community&lt;br /&gt;
: [https://discord.gg/aab63Vt Discord]&lt;br /&gt;
: [https://zero-k.info/Forum Forum]&lt;br /&gt;
: [https://zero-k.info/Ladders Ladders]&lt;br /&gt;
: [https://steamcommunity.com/app/334920 Steam]&lt;br /&gt;
: [https://www.twitch.tv/directory/game/Zero-K Twitch]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manual ===&lt;br /&gt;
{{Navbox manual}}&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
{{Navbox units}}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
{{Navbox buildings}}&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
&lt;br /&gt;
=== Planet Wars ===&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Units|#]][[Category:Buildings|#]][[Category:Commands|#]]&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Main_Page&amp;diff=10071</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Main_Page&amp;diff=10071"/>
		<updated>2024-11-01T04:46:13Z</updated>

		<summary type="html">&lt;p&gt;RandomX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:zk_logo.png|center|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:200%;text-align:center;margin:auto&amp;quot;&amp;gt;Welcome to the Zero-K Wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This is the official wiki for the free open-source &amp;lt;abbr title=&amp;quot;real-time strategy&amp;quot;&amp;gt;RTS&amp;lt;/abbr&amp;gt; game '''[//zero-k.info Zero-K]'''. &lt;br /&gt;
* If you're new to the game, consult the '''[[Manual]]''' for helpful information on how to get started.&lt;br /&gt;
* There is a [https://discord.gg/aab63Vt Discord server] which is linked to the game chat.&lt;br /&gt;
* You can log in to the wiki using your Zero-K account and password, or your Steam account. (Please use your Zero-K username if logging in with Steam, to avoid naming conflicts.)&lt;br /&gt;
* The wiki is still a work in progress. Some articles may not be up to date. Find out how you can help [[Editing Help|here]]!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
; Game info&lt;br /&gt;
: [[Manual]]&lt;br /&gt;
: [[Units]]&lt;br /&gt;
: [[Buildings]]&lt;br /&gt;
: [[Commander]]&lt;br /&gt;
: [[Unit commands|Unit Commands]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
; Community&lt;br /&gt;
: [https://discord.gg/aab63Vt Discord]&lt;br /&gt;
: [https://zero-k.info/Forum Forum]&lt;br /&gt;
: [https://zero-k.info/Ladders Ladders]&lt;br /&gt;
: [https://steamcommunity.com/app/334920 Steam]&lt;br /&gt;
: [https://www.twitch.tv/directory/game/Zero-K Twitch]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manual ===&lt;br /&gt;
{{Navbox manual}}&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
{{Navbox units}}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
{{Navbox buildings}}&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
&lt;br /&gt;
=== Planet Wars ===&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[:Category:Units|#]][[:Category:Buildings|#]][[:Category:Commands|#]]&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Newton_ramp_setup.mp4&amp;diff=10070</id>
		<title>File:Newton ramp setup.mp4</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Newton_ramp_setup.mp4&amp;diff=10070"/>
		<updated>2024-11-01T04:30:38Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Re-compressed to meet the size limit and imported from https://imgur.com/fUUckMe

Hopefully, someone will fix the text in the video and reupload at some point.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Re-compressed to meet the size limit and imported from https://imgur.com/fUUckMe&lt;br /&gt;
&lt;br /&gt;
Hopefully, someone will fix the text in the video and reupload at some point.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Zero-K screenshot}}&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Newton_FZ_setup.mp4&amp;diff=10069</id>
		<title>File:Newton FZ setup.mp4</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Newton_FZ_setup.mp4&amp;diff=10069"/>
		<updated>2024-11-01T04:28:36Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Re-compressed and imported from https://imgur.com/f8LH3dS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Re-compressed and imported from https://imgur.com/f8LH3dS&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Zero-K screenshot}}&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Transportation&amp;diff=10068</id>
		<title>Transportation</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Transportation&amp;diff=10068"/>
		<updated>2024-10-30T18:10:05Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Brought videos to the wiki so they don't get lost when imgur decides to retire them. A few minor text changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Transports are used to rapidly move ground and sea forces around the battlefield. There are two transports: [[Charon]] and [[Hercules]]. Both are constructed at the [[Gunship Plant]].&lt;br /&gt;
&lt;br /&gt;
[[Teleportation]] is an alternative means of transportation.&lt;br /&gt;
&lt;br /&gt;
== Basic Commands and Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Mass and Capacity ===&lt;br /&gt;
Transports can pick up and carry a single unit at a time.&lt;br /&gt;
&lt;br /&gt;
[[Charon]] can carry '''light''' and '''medium''' units while [[Hercules]] can carry any transportable unit. Transports cannot carry air units. A unit's transportability depends on its metal cost. Light units are units below or equal to 500 metal, medium units are between 501 and 1000 metal, and heavy units are everything else. A unit's transportability and mass can be viewed in an information window by {{key press|Space}}-clicking on the unit.&lt;br /&gt;
&lt;br /&gt;
Laden transports have a speed penalty depending on the mass of their cargo. Transports receive no additional speed penalty for transporting units up to their own mass, otherwise, they have a speed modifier of {{frac|2 &amp;amp;times; &amp;lt;var&amp;gt;selfMass&amp;lt;/var&amp;gt;|{{expr|&amp;lt;var&amp;gt;selfMass&amp;lt;/var&amp;gt; + &amp;lt;var&amp;gt;cargoMass&amp;lt;/var&amp;gt;}}}}&amp;lt;!--&amp;lt;code&amp;gt;2*selfMass / (selfMass + cargoMass)&amp;lt;/code&amp;gt;--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Loading ===&lt;br /&gt;
Transports can pick up any valid &amp;lt;em&amp;gt;stationary&amp;lt;/em&amp;gt; unit, including stunned enemies. They have to physically lower themselves onto a unit to pick it up. This process can take a few seconds, depending on the target. There are two ways to load units:&lt;br /&gt;
# Issue the [[Load Command|'''Load''']] command (hotkey {{key press|L}}) to a transport to load the target unit. This command is generally available as a right-click context command. Issue an area command by clicking and dragging to tell multiple transports to load a group of units.&lt;br /&gt;
# Select a mixed selection of transports and ground units and issue the '''Load Selected Units''' command (double-tap {{key press|L}}) to have the transports load the selected units. Idle units will be loaded into the transports, while units with orders will be loaded and transported to the end of their order queue.&lt;br /&gt;
&lt;br /&gt;
=== Unloading ===&lt;br /&gt;
Transports can either carefully place their cargo on the ground, or they can eject it in-flight.&lt;br /&gt;
* Use the [[Unload Command|'''Unload''']] command (hotkey {{key press|U}}) to unload carefully. This command can be issued in an area selected by clicking and dragging or along a line by {{key press|Alt}}-clicking and dragging.&lt;br /&gt;
* Use the [[Eject Cargo Command|'''Eject Cargo''']] command (hotkey {{key press|D}}) to drop transported units. This may damage the dropped units. Transports carrying bombs draw a target where the bomb is going to hit on the ground based on their velocity.&lt;br /&gt;
&lt;br /&gt;
== Transport AI ==&lt;br /&gt;
'''Transport AI''' can be toggled with the unit AI state toggle ([[File:Bulb on.png|18px|alt=light bulb]]) on transports.&lt;br /&gt;
&lt;br /&gt;
Transports can be set to [[Guard Command|guard]] a factory to automatically pick up newly created units and drop them off at the end of the rally queue.&lt;br /&gt;
&lt;br /&gt;
There are two queueable commands: ''Embark'' [[File:Embark.png|18px]] and ''Disembark'' [[File:Disembark.png|18px]]—these commands appear on transportable land units and factories when you build your first air transport.&lt;br /&gt;
*'''Embark'''—wait for transport to pick me up. Transports called by the ''Embark'' command will return to the spot where they took the unit using the same path.&lt;br /&gt;
*'''Disembark'''—safely exit from the transport.&lt;br /&gt;
&lt;br /&gt;
=== Benefit ===&lt;br /&gt;
A transport might skip some units because it finds it pointless to transport them. It takes several things into account—distance of transport from unit, planned unit path, unit speed, transport speed, transport land times, terrain height differences—all of this is used to estimate the &amp;quot;benefit&amp;quot; of transporting a given unit with the air transport.&lt;br /&gt;
&lt;br /&gt;
'''Benefit''' is the number of seconds saved by using a transport. It transports units only if benefit is greater than five seconds and in the order of benefit (slowest units will be transported first, while fast units might be ignored completely). The exception to this is the ''Embark'' command, which serves as &amp;quot;priority&amp;quot; transport—units waiting with the ''Embark'' command will be served first.&lt;br /&gt;
&lt;br /&gt;
=== Possible uses ===&lt;br /&gt;
; Give bot factory waypoints through safe area next to the current battlefield.&lt;br /&gt;
: Result: Units walk along these waypoints, and, if there are idle transports, they will pick them up and transport them to their destination.&lt;br /&gt;
; Give factory waypoint to ally's base entrance, followed by [[Patrol Command|patrol]].&lt;br /&gt;
: Result: Units walk there, and, if transport is nearby, it will pick them up, drop them off, and the units will start patrolling.&lt;br /&gt;
; Give factory a move order near your base, ''Embark'', then move to an impassable mountain.&lt;br /&gt;
: Result: Units will emerge from factory and enter ''Embark'' mode—they will stand there and wait for transport to get them to the mountain.&lt;br /&gt;
; Select crawling bombs, click to move to enemy base, then click ''Embark''.&lt;br /&gt;
: Result: Bombs will stop and wait for transports, and transports will carry them to enemy base.&lt;br /&gt;
; Select Dantes, give them move commands across safe areas, followed by disembark from behind the base spot, and move to enemy base. Then click ''Embark''.&lt;br /&gt;
: Result: Dantes will stop and wait for transports. Transport will carry them along the waypoints to back of enemy base and unload them. From there, Dantes will continue on foot.&lt;br /&gt;
&lt;br /&gt;
== Ferry routes ==&lt;br /&gt;
Ferry routes automate transports to travel units across a set path to a destination. The &amp;lt;abbr title=&amp;quot;user interface&amp;quot;&amp;gt;UI&amp;lt;/abbr&amp;gt; for creating ferry routes is (by default) in the upper left corner bar next to ''retreat and repair''. The symbol is a red circle with a ray pointing out of it to the right ([[File:Ferry.png|18px]]). &lt;br /&gt;
&lt;br /&gt;
[[File:Route set up.mp4|right|upright=1.3]] To create a ferry route, first left-click the ferry route button, next, left-click the start location of your ferry route, then left-click the destination. A ferry route does not have to be just a straight line. The path to take can twist and turn all you like by holding {{key press|Shift}} and left-clicking between the starting area and destination. Your ferry route will appear as a hard red circle indicating the start and a line directing out of that circle towards the destination.&lt;br /&gt;
&lt;br /&gt;
Transports return to the spot where they took a unit using the same path.&lt;br /&gt;
&lt;br /&gt;
[[File:Route edit.mp4|left|upright=1.3]] You can even edit your ferry route by clicking the ferry route button, holding {{key press|Shift}} and clicking where you placed a start, end, or corner to select it, and then clicking where you want that point to be.{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Route del.mp4|left|upright=1.3]] To remove a ferry route, click the ferry route button and left-click a start location.{{clear}}&lt;br /&gt;
&lt;br /&gt;
Now that you have your ferry route, it's time to put it to use! Assign transports to the ferry route by issuing a move command into the start circle. The transports will now stay within a short distance of the start, even if you try to move them away, waiting for units. Take a unit you want to ferry and issue a move order into the circle. Once the unit is in the circle, it will wait for a transport to pick it up and move it to the end of the ferry route. You can {{key press|Shift}}-queue commands for the unit, and it will follow the commands after arrival at the destination.&lt;br /&gt;
&lt;br /&gt;
[[File:Route exec.mp4|upright=2]]&lt;br /&gt;
&lt;br /&gt;
Potential uses for ferry routes:&lt;br /&gt;
*To move a large army around static anti-air cover to far locations, as the transports will follow the route both to and from the location.&lt;br /&gt;
*You can set your factory's waypoint to the ferry route start, and units will wait for transports to ferry them.&lt;br /&gt;
&lt;br /&gt;
Although the ferry routes are automated, they still require regular oversight. Under certain circumstances, a unit may end up waiting to be transported forever. Also, units waiting for transports may enter the [[Wait Command|Wait]] state, denoted by an hourglass icon above the unit, which will prevent them from defending themselves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--There are a few bugs with the system, such as if you assign a transport to a ferry route one time it may be unable to ever be assigned to a different ferry route, sometimes units won't seen to call for transports when they are in the start circle. if you have a gunship plant's rally point in a ferry route, the transports will wait for transport instead of being added to the ferry route, so you need to manually move them into the circle. There seem to be cases where there are both units and transports at the start location, but the units wait for a transport that is already off on it's ferry mission to come back and pick them up, which is undesired. Somehow, units seem to wait for a transport outside the circle, and thus never get a transport to pick them up. If a unit is waiting and not picked up, it will never get assigned a wait command when issuing a move command into the circle, and if you want it to be ferried, you must manually issue a wait command on the unit while it is inside the ferry circle. If the &amp;lt;abbr title=&amp;quot;landing zone&amp;quot;&amp;gt;LZ&amp;lt;/abbr&amp;gt; is cluttered with units at the end of the ferry, transports will get stuck and not place units down, instead just holding them hostage over the end point. All in all, while automated, ferry routes require periodical check-ups.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Route_exec.mp4&amp;diff=10067</id>
		<title>File:Route exec.mp4</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Route_exec.mp4&amp;diff=10067"/>
		<updated>2024-10-30T17:41:03Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Imported and re-compressed, original at https://imgur.com/XHY0vP7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Imported and re-compressed, original at https://imgur.com/XHY0vP7&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Zero-K screenshot}}&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Route_set_up.mp4&amp;diff=10066</id>
		<title>File:Route set up.mp4</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Route_set_up.mp4&amp;diff=10066"/>
		<updated>2024-10-30T17:34:35Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Imported from https://imgur.com/XHY0vP7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Imported from https://imgur.com/XHY0vP7&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Zero-K screenshot}}&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Route_edit.mp4&amp;diff=10065</id>
		<title>File:Route edit.mp4</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Route_edit.mp4&amp;diff=10065"/>
		<updated>2024-10-30T17:33:45Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Imported from https://i.imgur.com/WC2qb03.mp4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Imported from https://i.imgur.com/WC2qb03.mp4&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Zero-K screenshot}}&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Route_del.mp4&amp;diff=10064</id>
		<title>File:Route del.mp4</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Route_del.mp4&amp;diff=10064"/>
		<updated>2024-10-30T17:32:32Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Imported from https://imgur.com/SHFhe68&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Imported from https://imgur.com/SHFhe68&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Zero-K screenshot}}&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Ratio/doc&amp;diff=10063</id>
		<title>Template:Ratio/doc</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Ratio/doc&amp;diff=10063"/>
		<updated>2024-10-30T03:58:19Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Initial doc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Put a ratio like 1:1 into this template, and the colon will be replaced with the proper ratio symbol, like so: {{{{BASEPAGENAME}}|1:1}}. Depending on the font, this change may not even be obvious (and some systems may not be able to show it at all due to missing glyph, but there's no fallback for now).&lt;br /&gt;
&lt;br /&gt;
More importantly, though, the entire ratio will be treated as a unit (won't break) at the end of a line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Math]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Sqrt&amp;diff=10062</id>
		<title>Template:Sqrt</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Sqrt&amp;diff=10062"/>
		<updated>2024-10-30T03:40:54Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Slightly better (maybe) connection between radical and vinculum.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;font-size-adjust:ex-height .66;line-height:100%&amp;quot;&amp;gt;&amp;amp;radic;&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;{{expr|{{{1|&amp;lt;var&amp;gt;radicand&amp;lt;/var&amp;gt;}}}}}&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;!--Do not edit spacing, it is critical here.--&amp;gt;&lt;br /&gt;
{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Manual&amp;diff=10061</id>
		<title>Manual</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Manual&amp;diff=10061"/>
		<updated>2024-10-30T03:04:12Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Moved purge template to the navbox...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Zero-K manual! This manual includes game documentation, gameplay guides, modding resources and other relevant information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;div style=&amp;quot;columns:auto 30em;column-rule:thin dashed gray&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;break-inside:avoid&amp;quot;&amp;gt;&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
{{:{{PAGENAME}}/Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;break-inside:avoid&amp;quot;&amp;gt;&lt;br /&gt;
== Units == &lt;br /&gt;
=== Unit References ===&lt;br /&gt;
{{:{{PAGENAME}}/Unit References}}&lt;br /&gt;
&lt;br /&gt;
=== Unit Abilities ===&lt;br /&gt;
{{:{{PAGENAME}}/Unit Abilities}}&lt;br /&gt;
&lt;br /&gt;
=== Unit Features ===&lt;br /&gt;
{{:{{PAGENAME}}/Unit Features}}&lt;br /&gt;
* [[File:robot2.png|link=]] [[Unit Management|Effective unit usage guide]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;break-inside:avoid&amp;quot;&amp;gt;&lt;br /&gt;
== General Features ==&lt;br /&gt;
{{:{{PAGENAME}}/General Features}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;break-inside:avoid&amp;quot;&amp;gt;&lt;br /&gt;
== Further Game Info ==&lt;br /&gt;
{{:{{PAGENAME}}/Other Info|inline}}&lt;br /&gt;
* [[Configuration Files|Transfer settings to Steam]]&lt;br /&gt;
* [[4k help|Running Zero-K on a 4k monitor]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;break-inside:avoid&amp;quot;&amp;gt;&lt;br /&gt;
== Development and Modding ==&lt;br /&gt;
{{:{{PAGENAME}}/Coding}}&lt;br /&gt;
* [[Lua Architecture]]&lt;br /&gt;
* [[Reporting Bugs]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;break-inside:avoid&amp;quot;&amp;gt;&lt;br /&gt;
== Strategy Guides ==&lt;br /&gt;
{{:{{PAGENAME}}/Strategy|inline}}&lt;br /&gt;
* [[File:factory.png|x16px|link=]] [[Optimal rover squads guide]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;break-inside:avoid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tournament Info ==&lt;br /&gt;
* [[File:tropy_gold.png|x16px|link=]] [[Tournaments]]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/20258 Archive of Past Tournaments]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;break-inside:avoid&amp;quot;&amp;gt;&lt;br /&gt;
== Planetwars ==&lt;br /&gt;
* [[PlanetWars attack|Attacking]]&lt;br /&gt;
* [[PlanetWars influence|Influence]]&lt;br /&gt;
* [[PlanetWars planets|Planets]]&lt;br /&gt;
&lt;br /&gt;
== Planetwars (old) ==&lt;br /&gt;
* [[PlanetWars|Introduction to Planetwars]]&lt;br /&gt;
* [[PlanetWars attack|Attacking]]&lt;br /&gt;
* [[PlanetWars initiative|Initiative]]&lt;br /&gt;
* [[PlanetWars ships|Ships]]&lt;br /&gt;
* [[PlanetWars structures|Structures]]&lt;br /&gt;
* [[PlanetWars economy|Economy]]&lt;br /&gt;
* [[PlanetWars faction roles|Faction Roles]]&lt;br /&gt;
* [[PlanetWars events|Events]]&lt;br /&gt;
* [[PlanetWars factions|History]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Navbox_manual&amp;diff=10060</id>
		<title>Template:Navbox manual</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Navbox_manual&amp;diff=10060"/>
		<updated>2024-10-30T03:03:49Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Added purge template....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Purge}}{{Navbox&lt;br /&gt;
| name       = Navbox manual&lt;br /&gt;
| title      = [[Manual]]&lt;br /&gt;
| state      = {{{state|}}}&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1     = Basics&lt;br /&gt;
| list1      = {{:Manual/Getting Started}}&lt;br /&gt;
&lt;br /&gt;
| group2     = Units&lt;br /&gt;
| list2      = {{:Manual/Unit References}}&lt;br /&gt;
&lt;br /&gt;
| group3     = Unit abilities and features&lt;br /&gt;
| list3      = {{:Manual/Unit Abilities}}&lt;br /&gt;
{{:Manual/Unit Features}}&lt;br /&gt;
&lt;br /&gt;
| group4     = Other features&lt;br /&gt;
| list4      = {{:Manual/General Features}}&lt;br /&gt;
&lt;br /&gt;
| group5     = Other information&lt;br /&gt;
| list5      = {{:Manual/Other Info|none}}&lt;br /&gt;
&lt;br /&gt;
| group6     = Strategy&lt;br /&gt;
| list6      = {{:Manual/Strategy|none}}&lt;br /&gt;
&lt;br /&gt;
| group7     = Development/Modding&lt;br /&gt;
| list7      = {{:Manual/Coding}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category:Manual]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10057</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10057"/>
		<updated>2024-10-25T20:39:19Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Added 20.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. A new one is released every second Sunday. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Cold_Takes/20_-_Teamwork_By_Default&amp;diff=10056</id>
		<title>Cold Takes/20 - Teamwork By Default</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Cold_Takes/20_-_Teamwork_By_Default&amp;diff=10056"/>
		<updated>2024-10-25T20:38:15Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Initial transfer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{blog post||19 Oct 2024}}&lt;br /&gt;
&lt;br /&gt;
Zero-K pushes the limit of team games in RTS, supporting up to 16 players per side - something that sounds impossible. Your average RTS caps out at 4v4, with a few going as high as 6v6. In Zero-K players regularly play games three times this size, and while such large games are not for everyone, I suggest trying them out just for the experience. There is a real sense of scale in a game with so many players, taking so many actions, in which you can only really zoom in and understand a relatively small part. But it is surprising that such games work at all, so in this article we are going to dive into the design that makes them possible.&lt;br /&gt;
&lt;br /&gt;
[[File:World map with icons.png]]&lt;br /&gt;
&lt;br /&gt;
The weirdest part of the story is that, for the most part, support for large team games came about accidentally. The rest of the Zero-K design philosophy just happens to inherently let teams have a large number of players. From time to time we added features aimed at large games, but most of the work is done by principles covered in [[Cold Takes|previous cold takes]]. We could have deliberately removed large teams, but the attempt would warp the rest of the design, and it is not like they are hurting other game modes. Small games, down to 1v1 and 2v2, work fine, and the way I see it, supporting more game modes is good.&lt;br /&gt;
&lt;br /&gt;
The bulk of the work is done by [[Cold Takes/3 - Fight your opponent, not the UI|''Fight your opponent, not the UI'']], plus the realisation that players coordinate with their team via the user interface. Essentially, cooperation within a team should be free of artificial limitations or hoops to jump through, in much the same way as any other action in the game. Zero-K contains simple examples of cooperation UI, such as the [[v1.11.6.2|nuke indicator]] that tells players where an allied nuke is expected to land, but not fighting the UI goes deeper than that.&lt;br /&gt;
&lt;br /&gt;
[[File:Allied indicators.png]]&lt;br /&gt;
&lt;br /&gt;
Zero-K is the game that [[Cold Takes/10 - The Smartest Unit in Zero-K|designs the stupidity out of units]] and uses [[Cold Takes/16 - Aim and Fire|designs weapons using unattainable ideals]], and we take the same approach to cooperation. Like units, players have abilities that influence the game, and we consider it a failure if the mechanics of the game force players down the route of boring and arduous use of the UI. So while most games would happily add a nuke indicator, few would go the extra step of excising fundamentally anti-cooperative mechanics to the extent that we do.&lt;br /&gt;
&lt;br /&gt;
We inherited key player abilities, namely the ability to freely share units and resources, from [[Cold Takes/1 - Why Zero-K|Total Annihilation]]. This is a fairly standard function for RTS games, but the implications are far-reaching, and Zero-K has a penchant for taking ideas to the extreme and biting the resulting bullets. The issue with sharing is that sharing UIs are invariably some of the worst found in RTS. They tend to resemble big spreadsheets of fiddly buttons or sliders, which is not what we want in an RTS. So contact with this UI should be minimised, which relegates sharing to an almost &amp;quot;theoretical&amp;quot; ability, one that the game is designed around, but which players should rarely manually invoke. This generalises to the principle of the &amp;lt;dfn style=&amp;quot;font-style:italic&amp;quot;&amp;gt;irrelevance of ownership&amp;lt;/dfn&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
:'''Nothing in the mechanics of the game world is permitted to depend on the details of ownership within a team, because then players would be incentivised to touch the unit sharing UI to gain an advantage.'''&lt;br /&gt;
&lt;br /&gt;
Few games use this principle, since it is automatically violated by player-specific upgrades. Even within the TA-lineage, Supreme Commander lets units of the same player shoot through each other, but not through allies. Even Zero-K violates the principle, since unidentified radar dots reveal team colour, which can let the enemy guess the identity of unseen units. This is something I have wanted to be able to turn off, but it requires engine work, and to walk back the extremism a bit, dot colour may well improve the game.&lt;br /&gt;
&lt;br /&gt;
The principle of irrelevance of ownership sounds restrictive, but it is also quite freeing, and we were not going to add global upgrades regardless. A key implication of the principle is that resource income can be distributed arbitrarily within a team, without any theoretical impact on in-world game balance. In practise this let us fiddle with income sharing to &amp;quot;simulate&amp;quot; cooperation among strangers on the internet, which is part of what allows such large team games to work. For example, income from metal extractors is shared evenly between everyone on the team, which was called communism mode in early [[Cold Takes/1 - Why Zero-K|Complete Annihilation]]. Communism evolved alongside the rest of the game, and quickly became integrated with [[Cold Takes/5 - Making Metal|overdrive]], since the overdrive formula benefits from shared resources.&lt;br /&gt;
&lt;br /&gt;
[[File:Commie mode.jpg]]&lt;br /&gt;
&lt;br /&gt;
The theoretical justification for communism is that securing territory is a shared effort, and much harder than merely building a metal extractor, so the team shares the benefit. The practical justification was more important at the time though, since we all had experience with people arguing over metal spots in [[Cold Takes/1 - Why Zero-K|Balanced Annihilation]], which could escalate to teamkilling. A secondary effect in BA was the limited map pool; players tended to play a small set of maps, where everyone understood the meta of spot ownership, in part to lessen the potential for arguments over resources.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that I snuck an assumption into communism: that players want to cooperate. What if people want to keep their income to themselves? This gets at the core of the design: we assume that the team wants to cooperate, teamwork is the default. If players want to argue and destroy each other's buildings, then they might not find support for these actions in the UI. There is also a bit of a paradox here, as anyone who has played a team game with a range of skill levels can tell you: who owns what is actually very important. But instead of trying to judge the worth of each player, we opted to make a game where part of the skill is in being a good teammate, rather than rolling over the weaker members on your team as you grow your own personal empire.&lt;br /&gt;
&lt;br /&gt;
Communism solved the metal spot arguments and opened up the map pool, but it suffered from the free rider problem. Some players would skip building metal extractors all together, hoping that their teammates would pick up the slack. Full communism was also not great at incentivising overdrive, even when it would significantly benefit the team. So we added rebates. For example, metal extractors refund 80% of their cost to the player(s) that built them, over a few minutes, in the form of a slightly increased share of the income. [[Cold Takes/9 - Energy as Supply|Energy structures]] offer a similar refund of 60% from their increased [[Cold Takes/5 - Making Metal|metal overdrive income]]. The numbers have been tweaked over the years, since a higher payback percentage can lead to perceptions of selfishness by energy spammers. We even recently introduced payback for the first few Antinukes built by a team, as a social way to nerf nukes in low-cooperation situations.&lt;br /&gt;
&lt;br /&gt;
[[File:Rotationally symmetric.png]]&lt;br /&gt;
&lt;br /&gt;
Shared metal extractors also helped with the &amp;quot;Tabula Problem&amp;quot; caused by some rotationally symmetric maps. Tabula has high terrain on its North and South, that is easier to take and defend from the North-West and South-East respectively. Before communism, Tabula was typically won by the team that invaded the weak low ground from the strong high ground, before their opponent did the same on the other side of the map. The low ground just lacked the metal income required to mount a defense, without players manually sharing units or metal extractors. Tabula continued to play a bit like this since communism, the low ground still has poor terrain, but the extra income makes the defense fairer and more interesting.&lt;br /&gt;
&lt;br /&gt;
Income sharing alone is not enough to make large games fun. For that we need the rest of Zero-K, primarily its unit and faction design. Our large number of [[Cold Takes/4 - Factories as Factions|faction-like factories]] lets players carve out a distinct role and set of units within the team, and [[Cold Takes/14 - Free Factories For All|factory plop]] lets everyone build a factory without &amp;quot;wasting&amp;quot; resources. There was concern that the recent addition of [[v1.8.8.2|factory plates]] would destroy this sense of having a role within a team, but the fear has not come to pass. If anything they seem to have improved team games by letting players take on a role they are not sure of, with the safety of being able to switch out of it cheaply.&lt;br /&gt;
&lt;br /&gt;
[[File:Multiple Factories.png]]&lt;br /&gt;
&lt;br /&gt;
The coordination feature that came closest to breaking the game was shared control mode, where players own and control the same set of units. The campaign has shared control, but it can also be enabled in team games via an invite system. The danger with shared unit control is that it can be powerful, but it is also quite annoying when someone else accidentally uses &amp;quot;your&amp;quot; units. This is the dreaded trade-off, power at the cost of fighting the UI, but the mode is barely used in public games. Tournament and campaign games are different, since people can communicate enough to avoid the downsides, and in these contexts it is a great feature.&lt;br /&gt;
&lt;br /&gt;
As with many automation-type features, it is worth asking whether cooperation has been automated away. I think we are fine on this front; teammates send messages, flank, and otherwise help each other out. People still share the occasional unit to augment fronts that really need it. Mostly we have removed the excess UI interactions, and set a baseline level of cooperation so players can expand as much as they want without worrying about &amp;quot;stealing&amp;quot; metal spots. Perhaps the greatest benefit is too the map pool, as any map can be played with any number of players, for a really wide range of experiences.&lt;br /&gt;
&lt;br /&gt;
This marks the end of the first series of cold takes. Twenty is a nice round number and it is time for a short break. Look forward to the next series starting in January next year.&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:20_-_Teamwork_By_Default.jpg&amp;diff=10055</id>
		<title>File:20 - Teamwork By Default.jpg</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:20_-_Teamwork_By_Default.jpg&amp;diff=10055"/>
		<updated>2024-10-25T20:37:57Z</updated>

		<summary type="html">&lt;p&gt;RandomX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Zero-K screenshot}}&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Rotationally_symmetric.png&amp;diff=10054</id>
		<title>File:Rotationally symmetric.png</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Rotationally_symmetric.png&amp;diff=10054"/>
		<updated>2024-10-25T20:35:29Z</updated>

		<summary type="html">&lt;p&gt;RandomX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Zero-K screenshot}}&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Commie_mode.jpg&amp;diff=10053</id>
		<title>File:Commie mode.jpg</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Commie_mode.jpg&amp;diff=10053"/>
		<updated>2024-10-25T20:34:51Z</updated>

		<summary type="html">&lt;p&gt;RandomX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Allied_indicators.png&amp;diff=10052</id>
		<title>File:Allied indicators.png</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Allied_indicators.png&amp;diff=10052"/>
		<updated>2024-10-25T20:34:34Z</updated>

		<summary type="html">&lt;p&gt;RandomX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Zero-K screenshot}}&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:World_map_with_icons.png&amp;diff=10051</id>
		<title>File:World map with icons.png</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:World_map_with_icons.png&amp;diff=10051"/>
		<updated>2024-10-25T20:34:09Z</updated>

		<summary type="html">&lt;p&gt;RandomX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Zero-K screenshot}}&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Module:Lua_banner&amp;diff=10050</id>
		<title>Module:Lua banner</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Module:Lua_banner&amp;diff=10050"/>
		<updated>2024-10-24T03:11:12Z</updated>

		<summary type="html">&lt;p&gt;RandomX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- This module implements the {{lua}} template.&lt;br /&gt;
&lt;br /&gt;
local yesno = require('Module:Yesno')&lt;br /&gt;
local mList = require('Module:List')&lt;br /&gt;
local mTableTools = require('Module:TableTools')&lt;br /&gt;
local mMessageBox = require('Module:Message box')&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
	local origArgs = frame:getParent().args&lt;br /&gt;
	local args = {}&lt;br /&gt;
	for k, v in pairs(origArgs) do&lt;br /&gt;
		v = v:match('^%s*(.-)%s*$')&lt;br /&gt;
		if v ~= '' then&lt;br /&gt;
			args[k] = v&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	return p._main(args)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p._main(args)&lt;br /&gt;
	local modules = mTableTools.compressSparseArray(args)&lt;br /&gt;
	local box = p.renderBox(modules)&lt;br /&gt;
	local trackingCategories = p.renderTrackingCategories(args, modules)&lt;br /&gt;
	return box .. trackingCategories&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.renderBox(modules)&lt;br /&gt;
	local boxArgs = {}&lt;br /&gt;
	if #modules &amp;lt; 1 then&lt;br /&gt;
		boxArgs.text = '&amp;lt;strong class=&amp;quot;error&amp;quot;&amp;gt;Error: no modules specified&amp;lt;/strong&amp;gt;'&lt;br /&gt;
	else&lt;br /&gt;
		local moduleLinks = {}&lt;br /&gt;
		for i, module in ipairs(modules) do&lt;br /&gt;
			moduleLinks[i] = string.format('[[:%s]]', module)&lt;br /&gt;
		end&lt;br /&gt;
		local moduleList = mList.makeList('bulleted', moduleLinks)&lt;br /&gt;
		boxArgs.text = 'Uses [[Wikipedia:Lua (programming language)|Lua]]:\n' .. moduleList&lt;br /&gt;
	end&lt;br /&gt;
	boxArgs.type = 'notice'&lt;br /&gt;
	boxArgs.small = true&lt;br /&gt;
	boxArgs.image = '[[File:Lua-logo-nolabel.svg|30px|alt=Lua logo|link=Wikipedia:Lua (programming language)]]'&lt;br /&gt;
	return mMessageBox.main('mbox', boxArgs)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.renderTrackingCategories(args, modules, titleObj)&lt;br /&gt;
	if yesno(args.nocat) then&lt;br /&gt;
		return ''&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local cats = {}&lt;br /&gt;
	&lt;br /&gt;
	-- Error category&lt;br /&gt;
	if #modules &amp;lt; 1 then&lt;br /&gt;
		cats[#cats + 1] = 'Lua templates with errors'&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	-- Lua templates category&lt;br /&gt;
	titleObj = titleObj or mw.title.getCurrentTitle()&lt;br /&gt;
	local subpageBlacklist = {&lt;br /&gt;
		doc = true,&lt;br /&gt;
		sandbox = true,&lt;br /&gt;
		sandbox2 = true,&lt;br /&gt;
		testcases = true&lt;br /&gt;
	}&lt;br /&gt;
	if titleObj.namespace == 10 &lt;br /&gt;
		and not subpageBlacklist[titleObj.subpageText]&lt;br /&gt;
	then&lt;br /&gt;
		local category = args.category&lt;br /&gt;
		if not category then&lt;br /&gt;
			local categories = {&lt;br /&gt;
				['Module:String'] = 'Lua String-based templates',&lt;br /&gt;
				['Module:Math'] = 'Templates based on the Math Lua module',&lt;br /&gt;
				['Module:BaseConvert'] = 'Templates based on the BaseConvert Lua module',&lt;br /&gt;
				['Module:Citation'] = 'Lua-based citation templates'&lt;br /&gt;
			}&lt;br /&gt;
			categories['Module:Citation/CS1'] = categories['Module:Citation']&lt;br /&gt;
			category = modules[1] and categories[modules[1]]&lt;br /&gt;
			category = category or 'Lua-based templates'&lt;br /&gt;
		end&lt;br /&gt;
		cats[#cats + 1] = category&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	for i, cat in ipairs(cats) do&lt;br /&gt;
		cats[i] = string.format('[[Category:%s]]', cat)&lt;br /&gt;
	end&lt;br /&gt;
	return table.concat(cats)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Module:Lua_banner&amp;diff=10049</id>
		<title>Module:Lua banner</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Module:Lua_banner&amp;diff=10049"/>
		<updated>2024-10-24T03:09:48Z</updated>

		<summary type="html">&lt;p&gt;RandomX: A more direct link to the Lua page on w:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- This module implements the {{lua}} template.&lt;br /&gt;
&lt;br /&gt;
local yesno = require('Module:Yesno')&lt;br /&gt;
local mList = require('Module:List')&lt;br /&gt;
local mTableTools = require('Module:TableTools')&lt;br /&gt;
local mMessageBox = require('Module:Message box')&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
	local origArgs = frame:getParent().args&lt;br /&gt;
	local args = {}&lt;br /&gt;
	for k, v in pairs(origArgs) do&lt;br /&gt;
		v = v:match('^%s*(.-)%s*$')&lt;br /&gt;
		if v ~= '' then&lt;br /&gt;
			args[k] = v&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	return p._main(args)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p._main(args)&lt;br /&gt;
	local modules = mTableTools.compressSparseArray(args)&lt;br /&gt;
	local box = p.renderBox(modules)&lt;br /&gt;
	local trackingCategories = p.renderTrackingCategories(args, modules)&lt;br /&gt;
	return box .. trackingCategories&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.renderBox(modules)&lt;br /&gt;
	local boxArgs = {}&lt;br /&gt;
	if #modules &amp;lt; 1 then&lt;br /&gt;
		boxArgs.text = '&amp;lt;strong class=&amp;quot;error&amp;quot;&amp;gt;Error: no modules specified&amp;lt;/strong&amp;gt;'&lt;br /&gt;
	else&lt;br /&gt;
		local moduleLinks = {}&lt;br /&gt;
		for i, module in ipairs(modules) do&lt;br /&gt;
			moduleLinks[i] = string.format('[[:%s]]', module)&lt;br /&gt;
		end&lt;br /&gt;
		local moduleList = mList.makeList('bulleted', moduleLinks)&lt;br /&gt;
		boxArgs.text = 'Uses [[Wikipedia:Lua (programming language)|]]:\n' .. moduleList&lt;br /&gt;
	end&lt;br /&gt;
	boxArgs.type = 'notice'&lt;br /&gt;
	boxArgs.small = true&lt;br /&gt;
	boxArgs.image = '[[File:Lua-logo-nolabel.svg|30px|alt=Lua logo|link=Wikipedia:Lua (programming language)]]'&lt;br /&gt;
	return mMessageBox.main('mbox', boxArgs)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.renderTrackingCategories(args, modules, titleObj)&lt;br /&gt;
	if yesno(args.nocat) then&lt;br /&gt;
		return ''&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	local cats = {}&lt;br /&gt;
	&lt;br /&gt;
	-- Error category&lt;br /&gt;
	if #modules &amp;lt; 1 then&lt;br /&gt;
		cats[#cats + 1] = 'Lua templates with errors'&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	-- Lua templates category&lt;br /&gt;
	titleObj = titleObj or mw.title.getCurrentTitle()&lt;br /&gt;
	local subpageBlacklist = {&lt;br /&gt;
		doc = true,&lt;br /&gt;
		sandbox = true,&lt;br /&gt;
		sandbox2 = true,&lt;br /&gt;
		testcases = true&lt;br /&gt;
	}&lt;br /&gt;
	if titleObj.namespace == 10 &lt;br /&gt;
		and not subpageBlacklist[titleObj.subpageText]&lt;br /&gt;
	then&lt;br /&gt;
		local category = args.category&lt;br /&gt;
		if not category then&lt;br /&gt;
			local categories = {&lt;br /&gt;
				['Module:String'] = 'Lua String-based templates',&lt;br /&gt;
				['Module:Math'] = 'Templates based on the Math Lua module',&lt;br /&gt;
				['Module:BaseConvert'] = 'Templates based on the BaseConvert Lua module',&lt;br /&gt;
				['Module:Citation'] = 'Lua-based citation templates'&lt;br /&gt;
			}&lt;br /&gt;
			categories['Module:Citation/CS1'] = categories['Module:Citation']&lt;br /&gt;
			category = modules[1] and categories[modules[1]]&lt;br /&gt;
			category = category or 'Lua-based templates'&lt;br /&gt;
		end&lt;br /&gt;
		cats[#cats + 1] = category&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	for i, cat in ipairs(cats) do&lt;br /&gt;
		cats[i] = string.format('[[Category:%s]]', cat)&lt;br /&gt;
	end&lt;br /&gt;
	return table.concat(cats)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Cold_Takes/7_-_Jumpjets_and_Jumplegs&amp;diff=10048</id>
		<title>Cold Takes/7 - Jumpjets and Jumplegs</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Cold_Takes/7_-_Jumpjets_and_Jumplegs&amp;diff=10048"/>
		<updated>2024-10-24T03:05:08Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Pretty sure that's the right xponen... but feel free to correct if this is wrong.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{blog post||24 Feb 2024}}{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
Jumping is old, going back to the early days of [[Cold Takes/1 - Why Zero-K|Complete Annihilation]], which predates Zero-K. It is also a very stable mechanic, to the point where a player from 15 years ago would not see the difference just from using it. In part this is due to its simplicity: just give a unit which can jump a jump order, and it will jump to the location once it is in range. But it is also because surprisingly little has changed.&lt;br /&gt;
&lt;br /&gt;
So why write an article about jumping? Well, while there have been a few changes, each one reveals a further refinement in the design of Zero-K. Even more revealing are the ways that jumping has deliberately stayed the same, in the face of potential changes. So here are four mini-articles on the how, what, where, and legs(?) of jumping.&lt;br /&gt;
&lt;br /&gt;
[[File:Jumping Pyro.gif]]&lt;br /&gt;
&lt;br /&gt;
==Which units jump?==&lt;br /&gt;
Perhaps the most important aspect of any ability is the types of units that can use it. Jump is one of the many abilities associated with a particular factory, in this case the Jumpbot factory, but in an unusual way. Other factories with a unique movement ability, such as the Hovercraft Platform or Spider Factory, have that ability on all of their units, whereas only about half the Jumpbots jump. This makes Jumpbots more like Cloakbots or Shieldbots, which each only have a few cloaked or shielded units. Furthermore, the Shieldbots' Dirtbag jumps, as well as the Recon Commander, and the largest unit in the game - the Detriment. This smattering of jumping is also similar to cloaking and shields.&lt;br /&gt;
&lt;br /&gt;
To see why Jumpbots ended up like this we have to go back to CA, since only commanders and Detriment have gained jumping since then. Jump was an ability exclusive to the Core faction, to mirror Arm's exclusive access to all-terrain spiders. Each faction had two tiers of bot factories, with a few all-terrain options in the higher tier factory. Placeholder and Firewalker, two non-jumping Jumpbots, did not exist at the time, and Moderator existed in the skirmisher role, but with a different weapon. Technically we could have let Moderator jump, its role stopped us.&lt;br /&gt;
&lt;br /&gt;
[[File:Jumping Moderator.png]]&lt;br /&gt;
&lt;br /&gt;
Jumping is not just a way to move around the map, it is also a tactical ability that bestows a burst of speed. So a jumping skirmisher violates [[Cold Takes/2 - Quant's Rule|Quant's Rule]], since skirmishers are meant to be weak to fast units that negate their range advantage. Jumping is an excellent escape tool that negates this weakness, so Moderator was not given the ability to jump. Firewalker is non-jumping for the same reason, and also because dislodging artillery from awkward cliffs sounds very annoying. Spiderbots lack true artillery for the same reason.&lt;br /&gt;
&lt;br /&gt;
In addition to violating Quant's Rule, using jumping skirmishers also sounds tedious. Jumping with a short ranged unit is a game of risk, reward, and sudden retreats, while jumping with a skirmisher sounds like game of routinely retreating when enemies get too near. Such a thing feels like it could be automated, which also comes into conflict with the idea of [[Cold Takes/3 - Fight your opponent, not the UI|fighting your opponent, not the UI]].&lt;br /&gt;
&lt;br /&gt;
We considered creating a combined jump and spider factory while CA was being [[Cold Takes/4 - Factories as Factions|merged into one faction to create Zero-K]]. The goal was to create a fleshed-out all-terrain factory, and on paper it worked quite well. The only spiders at the time were Flea, Venom, Recluse and Crab, which fill the scout, riot and skirmisher roles, which leaves the raider, assault and anti-heavy roles to be filled by Pyro, Jack and Skuttle. However, this idea did not make it beyond prototyping, and instead we settled on the Jumpbot and Spiderbot factories we have today. I do not recall the exact process behind the decision, but here are some likely factors.&lt;br /&gt;
*Jumping is a sudden bursts of speed, while spiders can constantly dance around cliffs. These are distinct styles so should be in different factories to let the distinctiveness flourish.&lt;br /&gt;
*The combined factory would be too full, and too flexible, with all the units it could contain.&lt;br /&gt;
*It would be tricky to find new homes for all the non-jumpers and non-spiders that we wanted to keep from the rest of the bot factories.&lt;br /&gt;
*Having two factions that can play very hilly maps, or areas of maps, seems much better for diversity.&lt;br /&gt;
*Jugglenaut and Crab would fight over the role of the factory's signature unit.&lt;br /&gt;
&lt;br /&gt;
The solution was to add Hermit and Tarantula to flesh out the spiders, and make Widow all-terrain. Redback was added later to let Venom move more towards a raider role. As for the Jumpbots, they are essentially the old CA tier 2 Core bot factory, with a few new units added later.&lt;br /&gt;
&lt;br /&gt;
As for why there are no new jumping units, that goes back to the Zero-K approach to uniqueness. Many sci-fi strategy games use a weapon-chassis approach to unit design, where units can be boiled down to a combination of weapon and movement types. Sometimes there is even an in-game unit designer to make this breakdown explicit. Zero-K ''can'' be viewed through the lens of chassis and weapons, but there are so many holes in the matrix, and extra subtleties on top, that doing so is of limited use. Zero-K units aim to be more distinctive than combinations of weapon and chassis, and adding more jumping units for existing roles would work against that. Besides, jumping is primarilly a Jumpbot feature, and there are plenty of mechanics to build other factories around.&lt;br /&gt;
&lt;br /&gt;
[[File:Jump fac units.png]]&lt;br /&gt;
&lt;br /&gt;
==Jump physics==&lt;br /&gt;
Jumping is surprisingly [[Cold Takes/6 - Physics vs. Formulas|non-physical]] for a game with unit launchers and Lobsters. A jumping unit follows a set trajectory until it either dies or lands on a building, so unless that happens, it is guaranteed to end up safely on the ground. Its trajectory is calculated at the start of the jump, although the jump will be blocked if it would pass through terrain. This is all very deliberate, to the point where an impulse-based alternative written by the developer [//github.com/xponen xponen] was not adopted. This new system used dynamically scripted physical forces to launch and guide units through the air, then slow them down at the other end to avoid taking fall damage. It was essentially a simplified and automated Kerbal Space Program.&lt;br /&gt;
&lt;br /&gt;
The impulse-based system was rejected for the unreliability inherent in its design. The goal of the system was to give units full physics while jumping, which meant that sufficient incoming fire could knock them off-course. Jumping multiple units was particularly risky since they would bump into each other mid-air, and even a slight course adjustment could lead to a unit bouncing away, down a cliff, and into a puddle. But how is this distinct from Lobster lob, which was added much later? Lobster picks up units and physically throws them in a direction, with the only nod to safety being temporary fall damage immunity.&lt;br /&gt;
&lt;br /&gt;
[[File:Lobbed units.png]]&lt;br /&gt;
&lt;br /&gt;
The difference between Lobster and jumping lies in their centrality. Lobster is a somewhat niche midgame support unit, while many jumping units, particularly Pyro and Constable, are built from the very start of the game. As such, jumping has to be much more reliable. A Lobster causing part of an army to bounce down a cliff is recoverable, and to some extent it is the price of using Lobster. Armies are large enough by that point for things to average out. An early Pyro failing to jump up a cliff, or a constructor becoming stuck, would feel really bad and could be game deciding.&lt;br /&gt;
&lt;br /&gt;
The general principle here is that, if you want to build a faction around a mechanic, it had better be reliable. People have to be able to trust their units' basic abilities, since taking even a slim risk of complete failure into account is too taxing. On the other hand, tactics that appear later in the game can afford to have a bit more risk. There are more options later in the game, so using any particular one is more opt-in, and there are more ways to mitigate risk.&lt;br /&gt;
&lt;br /&gt;
As for the unused impulse-based jump code, there is a happy ending. Amphibious floating was originally implemented in the same way as jumping, with a set trajectory. This leaves a lot to be desired, and I could see xponen trying to get more physics into the game, so I suggested that the impulse jump tech be used for floating. This worked great since units bobbing around and bouncing off each other is a great feature for floating, and it cannot fail in the same ways as jumping. Floating is much better for it, and the impulse jump code still exists in the repository, so a modder could even pick it up for use in a game with a different set of goals.&lt;br /&gt;
&lt;br /&gt;
[[File:Impulse floaters.png]]&lt;br /&gt;
&lt;br /&gt;
==What are jumplegs?==&lt;br /&gt;
The lack of interaction between jumping and the rest of physics has a few weird effects. Units can jump from anywhere to anywhere, provided it is in 2D range, which includes while flying through the sky after being launched from a unit cannon. Jumping just follows a calculated trajectory, which causes launched units to turn sharply and float towards the ground when they jump. I remember launching Pyros across Victoria Crater almost as soon as Newton was implemented. However, there have been a few problems.&lt;br /&gt;
&lt;br /&gt;
Skuttle is a cloaking, jumping, bomb, which made it a particularly powerful unit to launch. Imagine the Sky Jacks of today, except they are cloaked and 1-shot their target. The best theoretical counter was positioning Hercules, or any other high-flying gunship, above anything important to decloak the Skuttle, and spamming Pickets. This was far too expensive, arduous, and silly, so we considered ways to nerf the tactic. Removing cloak was not an option since Skuttle needs to cloak while jumping for its mundane uses, so instead we removed its ability to jump mid-air. Thus the distinction between jumplegs and jumpjets was born.&lt;br /&gt;
&lt;br /&gt;
[[File:Jumping Skuttle.png]]&lt;br /&gt;
&lt;br /&gt;
A unit with jumplegs can jump, but not from mid-air. Skuttle was given jumplegs, along with some other units that looked like they use legs to jump. Notably, Pyro and Jack were given jumpjets, so retained their utility in unit launchers. This reflects the broader design philosophy of trying to retain as many of the creative combinations of mechanics as possible. It would have been easy to remove mid-air jumping entirely, but instead we surgically patched out the bits that would clearly break the game. Besides, jumping from anywhere has synergy with Placeholder, and saving units that are knocked off cliffs by enemy fire is cool.&lt;br /&gt;
&lt;br /&gt;
Splitting jets and legs also let us make jet break cloaking. This had to happen eventually, but was blocked by Skuttle needing to cloak, since the smoke and fire emitted by jumpjets ignore cloaking. Effects like these can be seen by players, but not their units, which gives players extra information. This leads to a form of fighting the UI where players want to tell their units to shoot at the mysterious smoke, but cannot. In these cases we either remove the effect while cloaking, or make the effect decloak, to bring player knowledge in line with unit knowledge. The former is applied to damaged-unit smoke, which is suppressed for cloaked units for this very reason, but would look silly when applied to jets. The latter, decloaking the unit, was initially why units decloak when they take damage, since projectiles exploding mid-air is suspicious.&lt;br /&gt;
&lt;br /&gt;
[[File:Legs and jets.png]]&lt;br /&gt;
&lt;br /&gt;
The existing jumpers were split into jets and legs on aesthetic ground. Basically, if a unit already had leg animations, then it was given leg mechanics. This was particularly good for units with a wind-up animation, since the animation caused them to actually stop mid-air to do their animation, which was too cartoony even for Zero-K. Detriment jump, which was added later, has a wind-up animation and a rocket jet, so mechanically it has jets and legs. It decloaks when it jumps and cannot jump mid-air.&lt;br /&gt;
&lt;br /&gt;
Recon Commanders was hit the hardest by the addition of jumpjet decloaking, since it can equip a personal cloak module. I recall this being a desirable change at the time though, as cloak made the commanders a bit too slippery. Jugglenaut and Detriment also decloak when they land, since their impacts create a visible explosion.&lt;br /&gt;
&lt;br /&gt;
[[File:Jumping Jugglenauts.png]]&lt;br /&gt;
&lt;br /&gt;
==Where can units jump?==&lt;br /&gt;
The question of where units should be able to jump is a tricky one, since both extremes lead to frustration. Highly restrictive jumping will cause units to annoyingly refuse orders that it &amp;quot;should&amp;quot; be able to carry out, while unrestricted jumping results in players unintentionally ordering their units to become stuck on impassible terrain. The current system is as follows.&lt;br /&gt;
*Units cannot jump onto terrain that is too steep, since they would become stuck.&lt;br /&gt;
*Units can jump onto structures, however, the jump ends when they hit the structure.&lt;br /&gt;
*Units can jump into water, provided the terrain under the water is not too steep.&lt;br /&gt;
*Units cannot jump out of the water, except Detriment and commanders, since they are amphibious.&lt;br /&gt;
&lt;br /&gt;
These rules work surprisingly well, and have been tweaked over the years. Originally units could jump out of water but not onto structures.&lt;br /&gt;
&lt;br /&gt;
Jumping onto structures used to be impossible. The issue with allowing it is that a jump trajectory would let units clip completely into structures, making them impervious to enemy fire. However, this had to be solved, since being unable to jump at structures felt like too much of an arbitrary limitation. Jacks were looking silly milling around the bases of terraformed turrets, and a Singularity Reactor in a hole should be more vulnerable to jumpers, not less. So we let jump target structures, but interrupt it as soon as the unit hits the structure. This lets Jacks jump up to get a few hits on a turret on a spire before bouncing back down, limiting its damage output by its jump recharge.&lt;br /&gt;
&lt;br /&gt;
Interrupting a jump when it hits a structure leaves units at the mercy of physics, so they could bounce off the structure and fall down a cliff, but I do not recall any complaints. Perhaps it is because such a jump is a deliberate decision, and one that rarely has to be taken early in the game. People naturally give jump orders on open terrain, when it is available. The bouncing is also much more restrained than full impulse-based jump, since the jump is always interrupted very close to the destination.&lt;br /&gt;
&lt;br /&gt;
It also used to be possible to jump out of the water, and there was even the idea of making jumping units fully amphibious. Jack could already be used amphibiously since melee weapons fire underwater. However, the idea of giving jump a small amount of underwater utility was dropped because it was too tedious. Babysitting units across the sea by chaining jump was a form of fighting the UI, which we resolved by removing the possibility. The idea of full amphibious movement was dropped because jump already bypasses cliffs, so if it bypassed large bodies of water, then there would be too few ways to make a hard barrier against it.&lt;br /&gt;
&lt;br /&gt;
[[File:Jumping Jack.png]]&lt;br /&gt;
&lt;br /&gt;
Units can jump into water because it seems like something they should be able to do, and there are more upsides than downsides. Sometimes it is worth saving a Jack or Jugglenaut by telling it to jump into the sea. Rescuing such units is just a matter of a little terraform, to give them a small platform of dry land to jump from. In theory these units can jump in any direction, so it stands to reason that they should jump into the sea if it is to their advantage to spend some time stuck underwater. Jumping into the water accidentally is bad, but water is visually distinct enough to make this very rare.&lt;br /&gt;
&lt;br /&gt;
There would be times when units would want to jump onto terrain that is too steep, where they would be stuck until they jump out again. However, terrain steepness is harder to make out than water, no matter how clearly it is shown, and there are far fewer advantages, since the main purpose of water is to block projectiles. Ability restrictions are about balancing the feel of units being able to freely use their abilities against the risks of each application. A niche use for an ability that has a high risk of being accidentally misused is not worth allowing.&lt;br /&gt;
&lt;br /&gt;
[[File:Jumper chaos.png]]&lt;br /&gt;
&lt;br /&gt;
==Distilling some principles==&lt;br /&gt;
Hopefully that was a useful insight into some aspects of jump design. Most of these articles involve dredging the principles out of my subconscious, which means at the outset I am not entirely sure how the concepts will be carved up. So I would like to take a moment to summarise a few of the new ones we saw.&lt;br /&gt;
*'''Jank Escalation''' - Mechanics that are central to some core set of units need to be reliable, so players can trust them. More niche mechanics, or those that show up later in the game, can have more risk involved. So jumping is reliable while Lobster is not.&lt;br /&gt;
*'''Disciplined Physics''' - Physics is great, but it should not be used at the expense of other considerations. Zero-K does not set out to apply the maximum level of physical simulation so usability often takes precedence, as mentioned in [[Cold Takes/6 - Physics vs. Formulas|Physics vs. Formulas]].&lt;br /&gt;
*'''Surgical Excision''' - Interactions that would break the game should be removed without affecting related mechanics that have not yet been shown to be broken. Doing so would hinder the creative toolbox feel of the systems. So Pyro can still jump mid-air.&lt;br /&gt;
*'''Practical Verisimilitude''' - Units should feel like they are free to use their abilities in ways that make sense within the game world as it is presented. But units with no restrictions can be told to do very stupid things, so applications with low utility and a high risk of misuse are restricted. So units can jump into the sea, but not onto steep terrain.&lt;br /&gt;
&lt;br /&gt;
Of course, we also saw a few ways to use Quant's Rule and Not Fighting The UI, but they are going to show up everywhere and already have their own articles. Perhaps it is time to start a glossary.&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Cold_Takes/16_-_Aim_and_Fire&amp;diff=10047</id>
		<title>Cold Takes/16 - Aim and Fire</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Cold_Takes/16_-_Aim_and_Fire&amp;diff=10047"/>
		<updated>2024-10-24T02:58:43Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Removed paragraph from of list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{blog post||10 Aug 2024}}&lt;br /&gt;
&lt;br /&gt;
It is finally time to talk about weapons, starting with how they are fired. The weapon design space is huge, thanks to [[Cold Takes/6 - Physics vs. Formulas|projectile physics]], and we put it to good use. But such freedom is a double-edged sword, since much of the full design space contains frustrating or incomprehensible mechanics. There are interesting games in this space, but Zero-K is first and foremost a strategy game, which means it needs to be stable and predictable enough to reward planning. So, to combat the full freedom of physics, we installed a few guard rails around weapon design; a loose set of rules that, if followed, limit how badly a weapon can break the game.&lt;br /&gt;
&lt;br /&gt;
There are rules for many aspects of weapon design, but those around aiming and firing are some of the most important. The rules consider the following three aspects of our design goals.&lt;br /&gt;
*'''Intelligence''' - Aiming and firing are just abilities, and units should be good at [[Cold Takes/10 - The Smartest Unit in Zero-K|using their abilities]].&lt;br /&gt;
*'''Predictability''' - Players should be able to learn how units aim and what causes them to fire.&lt;br /&gt;
*'''Verisimilitude''' - Weapons should feel like they can be used in ways that make sense within the observable fiction of the game world, rather than just being a bundle of arbitrary mechanics.&lt;br /&gt;
As you might have guessed, projectile physics causes most of the conflicts between these goals. This specific set of problems is mostly limited to [[Cold Takes/1 - Why Zero-K|descendants of Total Annihilation]], since projectiles have a minor role in other types of games. The standard RTS projectile is a animation and a short delay between firing and dealing damage, since they are guaranteed to hit their target, and only their target (unless something unusual happens, such as death or teleportation). This limits just how stupidly units might misuse a weapon, and it allows weapon fire to be quite predictable.&lt;br /&gt;
&lt;br /&gt;
[[File:TA vs SC firing.png]]&lt;br /&gt;
&lt;br /&gt;
Total Annihilation probably used projectile physics to enhance verisimilitude, but I would disagree that this means other games inherently lack it. Every RTS simplifies many aspects of reality, and simplified projectiles are quite popular. How closely a simulation hews to reality is only loosely related to the experience of a reasonably consistent and believable game world. There are, of course, many players that seek out strict realism, but Zero-K does not simulate projectiles to be realistic. We use physics to make intricate, yet fundamentally simple, mechanics that reward intuition and creativity. But I digress, physics generally seems to cause problems for the goals above, rather than solve them.&lt;br /&gt;
&lt;br /&gt;
Physical projectiles are hard to use. You shoot at the enemy, but then the enemy moves and the projectile hits empty ground. So you shoot where the enemy is going to be, but they dodge the other way, or you miss due to innate weapon spread. Units do a decent job at leading their shots, but many still miss. This makes deciding when to shoot of utmost importance, but this decision has to be quick, which risks making it unpredictable.&lt;br /&gt;
&lt;br /&gt;
[[File:UI Design Units Using Abilities.png|thumb|upright=2]]&lt;br /&gt;
&lt;br /&gt;
To make matters worse, the sense of verisimilitude subscribed to by Zero-K says that, ideally, weapons only provide two [[Cold Takes/3 - Fight your opponent, not the UI|in-world abilities]]:&lt;br /&gt;
*Change where the weapon is aiming.&lt;br /&gt;
*Fire the weapon.&lt;br /&gt;
In other words, we think of units as having the same basic abilities as a player in a first person shooter. In practice the implementation does not go that far, but we do at least let units blindly fire at the ground, since a cloaked bomb might be there. But even this limited ability means that, in theory, players could manually control every shot, which raises the spectre of [[Cold Takes/3 - Fight your opponent, not the UI|fighting the UI]]. So units have to be smart enough for players to not need to resort to manual control.&lt;br /&gt;
&lt;br /&gt;
We could write some whizz-bang first person shooter-level AI, but then battles would amount to little more than watching units careen around the screen. This brings us back to predictability, so perhaps intelligence and predictability are fundamentally opposed. Worry not, the deadlock can be broken by imposing limitations upon weapons that are designed to make them simpler, so that units can be reasonably smart without breaking the &amp;quot;intelligence budget&amp;quot; of predictability. These limitations tend to be quite gamey, beyond the realm of pure physics, which causes trade-offs with verisimilitude.&lt;br /&gt;
&lt;br /&gt;
[[File:ZK FPS.png]]&lt;br /&gt;
&lt;br /&gt;
Consider the ubiquitous range ring and its implications for homing missiles. A Fencer can only fire missiles at enemies within a circle around itself, but an enemy that dances just out of this circle will still be hit, which is a bit weird. What happens if we let just the goals argue it out?&lt;br /&gt;
&lt;br /&gt;
;Verisimilitude&amp;amp;#58;&lt;br /&gt;
:That's ridiculous! The missile can demonstrably hit units beyond its arbitrary &amp;quot;range&amp;quot;. Fencer should be firing in more situations, at everything that it can physically hit.&lt;br /&gt;
;Intelligence&amp;amp;#58;&lt;br /&gt;
:Hmm... sounds exploitable, we don't want to fire at things barely within physical range. Borderline targets could (and should) just step back and let the missile run out of fuel before impact.&lt;br /&gt;
;Predictability&amp;amp;#58;&lt;br /&gt;
:We could just only let missiles fire at structures, not units. Those are sure to stay still.&lt;br /&gt;
;Verisimilitude&amp;amp;#58;&lt;br /&gt;
:That's super arbitrary!&lt;br /&gt;
;Intelligence&amp;amp;#58;&lt;br /&gt;
:How about we use the target's max speed, accounting for slow and EMP, hill climbing, facing, angular velocity....&lt;br /&gt;
;Performance&amp;amp;#58;&lt;br /&gt;
:uhh...&lt;br /&gt;
;Predictability&amp;amp;#58;&lt;br /&gt;
:And how is anyone meant to know which combination of factors will or will not result in a Fencer firing a missile?&lt;br /&gt;
&lt;br /&gt;
At this point we might placate verisimilitude with some mumbling about &amp;quot;missile lock range&amp;quot;, but background lore is no match for what players can observe ingame. Besides, we have many ballistic weapons that could also shoot a bit beyond their range ring, and this cannot be explained by any sort of &amp;quot;missile lock&amp;quot;. So the the fact is that verisimilitude lost this battle, and the best we can do is make these situations as simple and consistent as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Fencers long range.png]]&lt;br /&gt;
&lt;br /&gt;
The verisimilitude of Zero-K demands that units can do everything that they look like they are capable of, predictability demands whatever is simplest to communicate to players, and intelligence only cares that the resulting ability is hard to screw up. Designing a weapon with these constraints in mind looks a bit like this:&lt;br /&gt;
*Imagine the ideal form of the weapon, packed full of verisimilitude. A Glaive holds a gun in its hands. It can actuate its arms in any direction and pull the trigger at any time. It is a real robot.&lt;br /&gt;
*Next consider the proper use of the weapon. Should Glaives spend their time shooting wildly into the sky? Probably not, unless an enemy is flying overhead.&lt;br /&gt;
*Then impose as many behavioural or mechanical limitations as you like, provided that you only cull the stupid or pointless ways that the ideal weapon might have been used. These should help the unit [[Cold Takes/10 - The Smartest Unit in Zero-K|avoid being stupid]]. Shooting into the sky is almost always pointless, so Glaives only do it when there is an enemy flying overhead.&lt;br /&gt;
*Finally, add a small set of standard limitations, such as range rings. Consistency is key here, since the goal is predictability, and arbitrary limitations hurt verisimilitude the most.&lt;br /&gt;
&lt;br /&gt;
In practise, the process is not as simple as working through four steps. Most limitations affects all three aspects simultaneously, and sometimes you need to revise the ideal version of the weapon to make the downstream implementation workable. It is also possible to start at the implementation, then work backwards to figure out what sort of ideal weapon would result in it.&lt;br /&gt;
&lt;br /&gt;
One of the most important corollaries of the process is that weapon behaviour cannot depend on the existence of a target. This is known as the No Void Ray rule, as it was developed back when Starcraft 2 had a unit that gained damage the longer it fired. The unit was redesigned in the first expansion, probably because shooting your own stuff is allowed in Starcraft, but incentivising players to do it looked a bit silly. In any case, Void Ray would not even make it into Zero-K, since there would be nothing stopping it shooting into the sky when idle. Maintaining its damage bonus is smart, so we could not in good conscience prevent it from doing so. This would make the mechanic pointless, so we would avoid adding it in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:Smarter Mace.png]]&lt;br /&gt;
&lt;br /&gt;
The same rule applies to lock-on mechanics, or mechanics that penalise a unit for switching targets. A weapon shooting down a line of enemies should not care which unit is &amp;quot;aiming at&amp;quot;, since it all involves aiming in the same direction. Any mechanical distinction would drag the interface abstraction of &amp;quot;targeting&amp;quot; into the realm of the game world. There should be no &amp;quot;best command&amp;quot; among those that cause the unit to aim and fire in the same direction. Commands are meant to help the player manipulate the game world, not be themselves be something that require optimisation.&lt;br /&gt;
&lt;br /&gt;
There are ways around the No Void Ray rule. For example, the weapon could apply an escalating status effect on the target that causes the target to take more damage from that type of weapon. This would look a bit like a Void Ray, and even solves the problem of charging by shooting at your own stuff. However, this particular mechanic would be discouraged by [[Cold Takes/6 - Physics vs. Formulas|Physics vs. Formulas]], but in general there are often ways to make a design work within the weapon design guidelines.&lt;br /&gt;
&lt;br /&gt;
Perhaps it is best to think of the weapon design rules as a set of guarantees, rather than a set of restrictions. Working within the rules keeps Zero-K consistent and delineates a relatively safe part of design space. These restrictions can aid creativity, and not only via the usual refrain, but because the safety guarantees free up brainpower that would otherwise be spent making sure that an idea does not completely break the game. For example, the rules inherently disallow designs that incentivises players to shoot at their own base. So the rules can be bent, but more care is required, because the rest of the game is built on their assumptions.&lt;br /&gt;
&lt;br /&gt;
[[File:Picky AA.png|center]]&lt;br /&gt;
&lt;br /&gt;
Anti-air weapons are the most blatant violators of idea that weapons can be fired in any direction. Being so blatant is great actually, since a large and well-defined exception feels much less arbitrary. Every weapon falls into one of the following categories.&lt;br /&gt;
*Weapons that can only shoot at aicraft. Units with these weapons have &amp;quot;Anti-Air&amp;quot; in their two-word role description.&lt;br /&gt;
*All other weapons. These weapons shoot at aircraft if they have a decent chance of hitting. Melee weapons can and do hit planes, when the wielder is thrown high enough.&lt;br /&gt;
&lt;br /&gt;
We could have avoided creating the special Anti-Air category. One approach would be to make aircraft significantly slower or flimsier, to allow their best counters to be weak enough to hit ground as well. Unfortunately this would make air units more like ground units, or just weaker overall, violating [[Cold Takes/2 - Quant's Rule|Quant's Rule]]. We also considered giving anti-air weapons upwards-facing firing arcs, to allow them to shoot into the sky without hitting the ground. This has poor implications for predictability, as an inverted cone would give anti-air variable range depending on terrain and cruise altitude, as well as make for great artillery against cliffs. An inverted cone also just kick the can down the road, as it raises the question of why this amazing weapon cannot be built at an angle.&lt;br /&gt;
&lt;br /&gt;
None of the alternatives to Anti-Air were as good as defining a simple category that gives air the freedom to be powerful and different. That said, most games with air have Anti-Air, so perhaps the more interesting part of Zero-K is the lack of strict Anti-Ground. This choice is a type of design minimalism, we started with projectile physics and then added as few mechanics on top as seemed necessary. We could have widespread Anti-Ground, either as a targeting category, or just by making planes fly so fast and high that nothing but Anti-Air could hit them, but the game works fine as-is.&lt;br /&gt;
&lt;br /&gt;
Truth be told, ground units shooting at planes is a feature, not a bug. The goal is not realism, the goal is the feeling of a fairly consistent world, and we like the extra interactions between different parts of the game. In a sense we picked our flavour of verisimilitude &amp;lt;em&amp;gt;because&amp;lt;/em&amp;gt; we like where we end up when taken to its logical conclusion. But now it feels like this article is about to fold back on on itself. Just remember, for future articles or discussion, that Zero-K units are generally allowed to aim their weapons and fire at whatever they want, provided they agree to avoid using this freedom to do anything too pointless or stupid.&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Factory_Production&amp;diff=10045</id>
		<title>Factory Production</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Factory_Production&amp;diff=10045"/>
		<updated>2024-10-17T01:55:23Z</updated>

		<summary type="html">&lt;p&gt;RandomX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit Queue ==&lt;br /&gt;
Factories produce units in a queue. When clicking on units, they are normally added to the end of the queue. They can be set to loop production with the [[Unit states#Repeat|Repeat Command]]. This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
== Production Modifiers ==&lt;br /&gt;
{|&lt;br /&gt;
|{{Command Panel UI Button|unitpic=cloakcon|Conjurer&lt;br /&gt;
|frame=Fac&lt;br /&gt;
|hotkey=Q&lt;br /&gt;
|price=120&lt;br /&gt;
|queued=1}}&lt;br /&gt;
|{{Command Panel UI Button|unitpic=cloakraid|Glaive&lt;br /&gt;
|frame=Mobile&lt;br /&gt;
|hotkey=W&lt;br /&gt;
|price=65&lt;br /&gt;
|queued=20}}&lt;br /&gt;
|{{Command Panel UI Button|unitpic=cloakskirm|Ronin&lt;br /&gt;
|frame=Mobile&lt;br /&gt;
|hotkey=E&lt;br /&gt;
|price=90&lt;br /&gt;
|queued=15}}&lt;br /&gt;
|}&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add one unit to the queue, and right-clicking will remove one unit.&lt;br /&gt;
&lt;br /&gt;
Hold {{key press|Shift}} to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold {{key press|Ctrl}} to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold {{key combo|Shift|Ctrl}} to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold {{key press|Alt}} to place the clicked unit next in the queue. Factories in loop production mode do not repeat production of units queued with {{key press|Alt}}.&lt;br /&gt;
&lt;br /&gt;
== Queue Manipulation ==&lt;br /&gt;
{|&lt;br /&gt;
|{{Command Panel UI Button|unitpic=cloakraid|Glaive&lt;br /&gt;
|frame=Mobile&lt;br /&gt;
|queued=1&lt;br /&gt;
|progress=50}}&lt;br /&gt;
|{{Command Panel UI Button|unitpic=cloakskirm|Ronin&lt;br /&gt;
|frame=Mobile&lt;br /&gt;
|queued=3&lt;br /&gt;
}}&lt;br /&gt;
|{{Command Panel UI Button|unitpic=cloakcon|Conjurer&lt;br /&gt;
|frame=Fac&lt;br /&gt;
|queued=5&lt;br /&gt;
}}&lt;br /&gt;
|{{Command Panel UI Button|unitpic=cloakjammer|Iris&lt;br /&gt;
|frame=Misc&lt;br /&gt;
|queued=1&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
The production queue is shown in the third row of the factory Units tab. Each item in the queue is a block of units of the same type.&lt;br /&gt;
&lt;br /&gt;
Blocks can be modified by clicking on them with the above-mentioned modifier keys to adjust the number of units in the block.&lt;br /&gt;
&lt;br /&gt;
Blocks can be left-clicked and dragged to change their position in the queue.&lt;br /&gt;
&lt;br /&gt;
{{key press|Alt}}-click a block to move it to the front of the queue. Any metal/energy used on whatever was being produced prior to the click will be lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Commands|#]]&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Buildings&amp;diff=10044</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Buildings&amp;diff=10044"/>
		<updated>2024-10-17T01:52:37Z</updated>

		<summary type="html">&lt;p&gt;RandomX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Buildings''' of Zero-K are the backbone of your strategy. Build [[Metal Extractor|Metal Extractors]] and [[Energy]] producers to propel your economy, build [[Factory Production|Factories]] and [[Caretaker]]s to produce an army, build defensive and intel structures to protect yourself from your opponents' armies, and build superweapons to end the game in spectacular fashion.&lt;br /&gt;
&lt;br /&gt;
Properties shared by most or all buildings in Zero-K include:&lt;br /&gt;
* They cost the same amount of [[Metal]] and [[Energy]].&lt;br /&gt;
* Once a [[#Placing Nanoframes|nanoframe]] is placed, the ground beneath the building cannot be [[terraform]]ed until the building is destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building placement and construction ==&lt;br /&gt;
After selecting a building from the build menu, instead of simply left-clicking to place it, some modifiers can be used during building placement for additional control.&lt;br /&gt;
&lt;br /&gt;
=== Command queuing ===&lt;br /&gt;
The normal command queuing options apply:&lt;br /&gt;
* Hold {{key press|Shift}} to append orders to the end of the queue.&lt;br /&gt;
* Hold {{key press|Space}} to insert orders at the front of the queue. This will come before the current task if there is one.&lt;br /&gt;
* Hold {{key combo|Shift|Space}} to insert orders between existing orders. The order will try to be inserted between two nearby orders such that the constructor will minimize the added movement distance.&lt;br /&gt;
&lt;br /&gt;
=== Build Facing ===&lt;br /&gt;
When placing factories or other structures, their orientation can be selected by clicking and dragging, rotated in 90 degree steps using {{key press|[}} and {{key press|]}}, or rotated clockwise in 90 degree steps by pressing the {{key press|R}} key.&lt;br /&gt;
&lt;br /&gt;
=== Terraforming ===&lt;br /&gt;
{{See|Terraform#Level{{!}}Level Commands}}&lt;br /&gt;
[[Terraform#Terraform Types|Terraforming]] can be queued before construction to put a structure on a spire or in a hole. There are various ways to issue this command depending on your advanced settings in [[Ingame Menu#Interface|&amp;lt;samp&amp;gt;Interface&amp;lt;/samp&amp;gt;]] &amp;amp;rarr; [[Ingame Menu#Building Placement|&amp;lt;samp&amp;gt;Building Placement&amp;lt;/samp&amp;gt;]].&lt;br /&gt;
&lt;br /&gt;
Height selection mode can be entered as follows:&lt;br /&gt;
* By holding {{key press|Alt}} and using the mouse wheel during structure placement.&lt;br /&gt;
* By pressing {{key press|B}} during structure placement. Press {{key press|C}} or {{key press|V}} to adjust the height.&lt;br /&gt;
* If you have enabled '''Terraform by holding mouse click''' in your settings, by holding down the '''left mouse button''' during placement (keeping the cursor stationary). Once the terraform mode has been entered, the mouse can be moved up and down to adjust the elevation. Another left click finalizes the command.&lt;br /&gt;
&lt;br /&gt;
After choosing the terraform height, click to place the structure as usual to issue the terraform and construction command. Structure terraform does not support multiple structure placement, but it does support queuing and insertion with {{key press|Space}} and {{key press|Shift}}.&lt;br /&gt;
&lt;br /&gt;
An existing building can be surrounded by a terraformed wall by selecting the terraform command from the Special tab (hotkeys {{key press|V}}, then {{key press|X}}), then holding down {{key press|Ctrl}} and clicking on the building. Release {{key press|Ctrl}} and move the mouse upwards to set the height of the wall.&lt;br /&gt;
&lt;br /&gt;
=== Line and Rectangular Grid ===&lt;br /&gt;
* Hold {{key press|Shift}} while dragging the mouse to place a line of structures. &lt;br /&gt;
* Hold {{key combo|Shift|Ctrl}} to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
* Hold {{key combo|Shift|Alt}} to drag a rectangular grid of structures.&lt;br /&gt;
* Hold {{key combo|Shift|Ctrl|Alt}} to drag a hollow box of structures.&lt;br /&gt;
&lt;br /&gt;
The spacing between the individual buildings can be adjusted by pressing {{key press|X}} or {{key press|Z}}.&lt;br /&gt;
&lt;br /&gt;
=== Surrounding an existing building ===&lt;br /&gt;
By holding {{key combo|Ctrl|Shift}} during placement, an existing building can be surrounded with the selected building. For example, a fragile and expensive [[Fusion Reactor]] can be surrounded by sturdy and cheap [[Solar Collector]]s by first building the Fusion Reactor, then selecting the Solar Collector from the build menu, holding down {{key combo|Ctrl|Shift}} and clicking on the Fusion Reactor.&lt;br /&gt;
&lt;br /&gt;
=== Placing Nanoframes ===&lt;br /&gt;
Holding {{key press|Q}} while placing structures will place only the framework ''(nanoframe)'', which will let the structure be completed later. This is often used when there are Caretakers nearby that can finish the construction on their own.&lt;br /&gt;
&lt;br /&gt;
=== Metal Extractors ===&lt;br /&gt;
There is a specialized [[Area Mex Command]] to place Metal Extractors in an area and optionally surround them with power generators at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings|#]]&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Main_Page&amp;diff=10043</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Main_Page&amp;diff=10043"/>
		<updated>2024-10-17T01:47:43Z</updated>

		<summary type="html">&lt;p&gt;RandomX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:zk_logo.png|center|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:200%;text-align:center;margin:auto&amp;quot;&amp;gt;Welcome to the Zero-K Wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This is the official wiki for the free open-source &amp;lt;abbr title=&amp;quot;real-time strategy&amp;quot;&amp;gt;RTS&amp;lt;/abbr&amp;gt; game '''[//zero-k.info Zero-K]'''. &lt;br /&gt;
* If you're new to the game, consult the '''[[Manual]]''' for helpful information on how to get started.&lt;br /&gt;
* There is a [https://discord.gg/aab63Vt Discord server] which is linked to the game chat.&lt;br /&gt;
* You can log in to the wiki using your Zero-K account and password, or your Steam account. (Please use your Zero-K username if logging in with Steam, to avoid naming conflicts.)&lt;br /&gt;
* The wiki is still a work in progress. Some articles may not be up to date. Find out how you can help [[Editing Help|here]]!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
; Game info&lt;br /&gt;
: [[Manual]]&lt;br /&gt;
: [[Units]]&lt;br /&gt;
: [[Buildings]]&lt;br /&gt;
: [[Commander]]&lt;br /&gt;
: [[Unit commands|Unit Commands]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
; Community&lt;br /&gt;
: [https://discord.gg/aab63Vt Discord]&lt;br /&gt;
: [https://zero-k.info/Forum Forum]&lt;br /&gt;
: [https://zero-k.info/Ladders Ladders]&lt;br /&gt;
: [https://steamcommunity.com/app/334920 Steam]&lt;br /&gt;
: [https://www.twitch.tv/directory/game/Zero-K Twitch]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manual ===&lt;br /&gt;
{{Navbox manual}}&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
{{Navbox units}}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
{{Navbox buildings}}&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
&lt;br /&gt;
=== Planet Wars ===&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Units|#]][[Category:Buildings|#]][[Category:Commands|#]]&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Units&amp;diff=10042</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Units&amp;diff=10042"/>
		<updated>2024-10-17T01:46:42Z</updated>

		<summary type="html">&lt;p&gt;RandomX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Units''' of Zero-K are the tools you will use to execute your strategies and defeat your opponents.&lt;br /&gt;
&lt;br /&gt;
Use your [[Commander]] and [[Unit classes#Constructor|Constructors]] to build up your base and economy, [[Unit classes#Raider|Raider]] and [[Unit classes#Assault|Assault]] units to attack at close range, [[Unit classes#Skirmisher|Skirmishers]] and [[Unit classes#Artillery|Artillery]] to engage at long range, and [[Unit classes#Riot|Riots]] to defend in close quarters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Cloakbot Factory|{{unit image|factorycloak|Cloakbot Factory}}&amp;lt;br&amp;gt;Cloakbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Shieldbot Factory|{{unit image|factoryshield|Shieldbot Factory}}&amp;lt;br&amp;gt;Shieldbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Rover Assembly|{{unit image|factoryveh|Rover Assembly}}&amp;lt;br&amp;gt;Rovers]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Hovercraft Platform|{{unit image|factoryhover|Hovercraft Platform}}&amp;lt;br&amp;gt;Hovercraft]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Gunship Plant|{{unit image|factorygunship|Gunship Plant}}&amp;lt;br&amp;gt;Gunships]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Airplane Plant|{{unit image|factoryplane|Airplane Plant}}&amp;lt;br&amp;gt;Airplanes]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Spider Factory|{{unit image|factoryspider|Spider Factory}}&amp;lt;br&amp;gt;Spiders]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Jumpbot Factory|{{unit image|factoryjump|Jumpbot Factory}}&amp;lt;br&amp;gt;Jumpbots]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Tank Foundry|{{unit image|factorytank|Tank Foundry}}&amp;lt;br&amp;gt;Tanks]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Amphbot Factory|{{unit image|factoryamph|Amphbot Factory}}&amp;lt;br&amp;gt;Amphbots]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Shipyard|{{unit image|factoryship|Shipyard}}&amp;lt;br&amp;gt;Ships]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Strider Hub|{{unit image|striderhub|Strider Hub}}&amp;lt;br&amp;gt;Striders]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Properties shared by most or all units in Zero-K include:&lt;br /&gt;
&lt;br /&gt;
* They cost the same amount of [[Metal]] and [[Energy]].&lt;br /&gt;
* Most units are produced by a factory, and autonomous Drones are built by their parent.&lt;br /&gt;
&lt;br /&gt;
Useful information on units:&lt;br /&gt;
* [[Unit classes]]&lt;br /&gt;
* [[Map icons|Unit map icons]]&lt;br /&gt;
* [[Weapon classes]]&lt;br /&gt;
* [[Internal unit names]]&lt;br /&gt;
&lt;br /&gt;
==Unit chassis movement traits==&lt;br /&gt;
&lt;br /&gt;
The movement traits of different unit chassis can be a very important factor when choosing which factory to build at the start of a game. Factors such as the terrain of the map as well as the map size can influence this decision. For instance, lots of deep water may call for a factory with lots of amphibious or airborne options, while a map with mostly somewhat steep terrain may call for bots, spiders or airborne options.&lt;br /&gt;
&lt;br /&gt;
===Brief overview===&lt;br /&gt;
&lt;br /&gt;
;Legged chassis&lt;br /&gt;
:&amp;lt;div style=&amp;quot;float:left;padding-right:0.5em;margin:0&amp;quot;&amp;gt;{{unit image|cloakraid}}[[File:Angle_54.png|64px|link=]]&amp;lt;/div&amp;gt; ''Bots:'' Non-climbing legged units (generally having two or four legs) tend to have great turn rates and can typically traverse somewhat steep terrain. Some bots are [[Submersion|amphibious]], notably [[Amphbot Factory|amphbots]] and certain [[Strider Hub|strider bots]]. Many of the bots from the [[Jumpbot Factory]] and a few other bots can [[Jump Command|jump]], which can be useful for traversing terrain as well as in combat.{{clear}}&lt;br /&gt;
:&amp;lt;div style=&amp;quot;float:left;padding-right:0.5em;margin:0&amp;quot;&amp;gt;{{unit image|cloakbomb}}[[File:Angle_90.png|64px|link=]]&amp;lt;/div&amp;gt;''All-terrain:'' Climbing legged units (generally having four or more legs) can climb and traverse any land terrain, including practically vertical hills and cliffs, but tend to have poor speed. They include [[Spider Factory|all spider factory units]] and various other units such as the [[Scorpion|Scorpion strider]].{{clear}}&lt;br /&gt;
;Wheeled, tracked and hovercraft chassis&lt;br /&gt;
:&amp;lt;div style=&amp;quot;float:left;padding-right:0.5em;margin:0&amp;quot;&amp;gt;{{unit image|vehraid}}[[File:Angle_27.png|64px|link=]]&amp;lt;/div&amp;gt; [[Rover Assembly|Rovers]] tend to have good or great speed, medium or poor turn rates, and prefer flat terrain (slightly steep terrain slows them).{{clear}}&lt;br /&gt;
:&amp;lt;div style=&amp;quot;float:left;padding-right:0.5em;margin:0&amp;quot;&amp;gt;{{unit image|tankassault}}[[File:Angle_27.png|64px|link=]]&amp;lt;/div&amp;gt; [[Tank Foundry|Tanks]] are like rovers, except their speed and turn rates are typically worse.{{clear}}&lt;br /&gt;
:&amp;lt;div style=&amp;quot;float:left;padding-right:0.5em;margin:0&amp;quot;&amp;gt;{{unit image|hoverraid}}[[File:Angle_27.png|64px|link=]]&amp;lt;/div&amp;gt; [[Hovercraft Platform|Hovercraft]] are like rovers, except they can traverse water easily.{{clear}}&lt;br /&gt;
;Airborne chassis&lt;br /&gt;
:{{unit image|bomberriot|style=float:left;padding-right:0.5em}} Airplanes fly and tend to have excellent speed. Their movement resembles real-life planes.{{clear}}&lt;br /&gt;
:{{unit image|gunshipraid|style=float:left;padding-right:0.5em}} Gunships hover above the ground; their movement resembles helicopters.{{clear}}&lt;br /&gt;
;Naval chassis&lt;br /&gt;
:{{unit image|shipscout|style=float:left;padding-right:0.5em}} Ships float on the sea surface. Smaller ships are built in the [[Shipyard]], while carriers and battleships are built at the [[Strider Hub]].{{clear}}&lt;br /&gt;
:{{unit image|subraider|style=float:left;padding-right:0.5em}} Submarines [[Submersion|dive underwater]], which gives them protection from radar and weaponry (but they cannot surface).{{clear}}&lt;br /&gt;
&lt;br /&gt;
There are also various kinds of indirect movement, such as [[Transportation|transport gunships]], [[Teleportation|teleportation]], throwing, gravity projection, etc. And terrain can be [[Terraform|terraformed]] by construction units, or flattened by attacking with certain units such as the [[Tremor]] artillery unit, which can help enable units such as tanks to cross terrain that would otherwise be impassable for them.&lt;br /&gt;
&lt;br /&gt;
The [[Newbie Guide#Map views|pathing map overlay]] when a unit is selected is useful for viewing where a selected unit can and cannot go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Units|#]][[Category:Buildings|#]]&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unit_commands&amp;diff=10041</id>
		<title>Unit commands</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_commands&amp;diff=10041"/>
		<updated>2024-10-16T17:53:59Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Using local images in the table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Commands are the orders or directions that players issue to their units throughout a game of Zero-K. Most of the actions and decisions that players make throughout a game are implemented via issuing various types of commands. This page lists and categorizes all the commands with links for details on specific commands.&lt;br /&gt;
&lt;br /&gt;
== Command Types ==&lt;br /&gt;
There are three main types of command: targeted commands, instant commands and state toggles.&lt;br /&gt;
* '''Targeted commands''' are issued with a target. Targets can include units and map features (rocks, trees, wrecks) as well as positions, areas and lines drawn that you draw on the map when the command is issued. Targeting lines, areas or multiple units or features is commonly achieved by clicking an dragging.&lt;br /&gt;
* '''Instant commands''' activate unit abilities that require no target.&lt;br /&gt;
* '''State toggles''' are standing orders that modify behaviour or toggle certain abilities.&lt;br /&gt;
&lt;br /&gt;
== Giving Commands ==&lt;br /&gt;
Instant commands and state toggles can be issued by clicking their button in the command panel or pressing their hotkey. Right clicking a state toggle cycles the toggle backwards or reset it to a deactivated state, depending on the command. Hotkeys to set a state toggle to a particular state can be bound in the hotkeys menu.&lt;br /&gt;
&lt;br /&gt;
Targeted commands can be issued with either the left or right mouse buttons.&lt;br /&gt;
* Click the '''right mouse button''' to issue a context sensitive command. The command that will be issued is indicated by the mouse cursor and depends on both your unit selection and the target of the command. Common examples are [[Force Fire Command|force fire]] when the target is an enemy unit and [[Move Command|move]] when the the target is empty ground.&lt;br /&gt;
* Click the '''left mouse button''' to issue a command selected. To select a command click on its button in the command panel or press its hotkey. The selected command is indicated by the mouse cursor and a highlighted command button. Issue the command (without holding Shift) or right click to deselect the command.&lt;br /&gt;
&lt;br /&gt;
Targeted commands can be modified in many ways.&lt;br /&gt;
* '''Click and drag''' to draw a circle or a line. Most commands support either line or circle drawing and some support both depending on other modifers.&lt;br /&gt;
* Many commands are modified by holding '''Alt''' or '''Ctrl''' while clicking to issue the command.&lt;br /&gt;
* Some commands change depending on whether they are targeted on a unit or the ground.&lt;br /&gt;
&lt;br /&gt;
== Queuing and Inserting Commands ==&lt;br /&gt;
Units maintain a list of commands, known as their command queue, that are executed in order as each command is completed. Most targeted and instant commands can be added to the end of the queue or inserted or inserted into the queue. State toggles cannot be added to the queue and always take effect instantly.&lt;br /&gt;
* Hold '''SHIFT''' while issuing a targeted or instant command to add it to the end of the command queue.&lt;br /&gt;
* Hold '''SPACE''' while issuing a targeted command to add it to the start of the command queue, pushing the current command to the second spot in the queue.&lt;br /&gt;
* Hold '''SHIFT+SPACE''' while issuing a targeted command to insert it at the point in the command queue that would result in the least extra travel time.&lt;br /&gt;
&lt;br /&gt;
A targeted command that is issued without holding Shift or Space cancels the entire command queue, replacing it with the newly issued command. An instant command that is issued without holding Shift or Space immediately executes the command without affecting the rest of the queue. Nobody knows what happens if an instant command is issued with Space held.&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
== Most Common Commands and Modifiers ==&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands. Some commands also change their behaviour when targeted on a unit or the ground. See each command's page for details.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|[[Move Command|Move]]&amp;amp;nbsp;(M) [[File:Move.png|none|32px|link=Move Command]]&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|[[Attack Move Command|Attack move]]&amp;amp;nbsp;(A) [[File:Fight.png|none|32px|link=Attack Move Command]]&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|[[Patrol Command|Patrol]]&amp;amp;nbsp;(P) [[File:Patrol.png|none|32px|link=Patrol Command]]&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|[[Force Fire Command|Force Fire]]&amp;amp;nbsp;(F) [[File:Attack.png|none|32px|link=Force Fire Command]]&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Set Target Command|Set Target]]&amp;amp;nbsp;(T) [[File:Settarget.png|none|32px|link=Set Target Command]]&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Guard Command|Guard]]&amp;amp;nbsp;(G) [[File:Guard.png|none|32px|link=Guard Command]]&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|[[Repair Command|Repair]]&amp;amp;nbsp;(R) [[File:Repair.png|none|32px|link=Repair Command]]&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside while only repairing live units.&lt;br /&gt;
|-&lt;br /&gt;
|[[Area Mex Command|Area Mex]]&amp;amp;nbsp;(W) [[File:mex.png|none|32px|link=Area Mex Command]]&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 2 solars. Works on already-built mexes.  If a mex is underwater, 2 Tidal Generators are built instead. If on land and flat space is limited, a Wind Generator will be substituted where a Solar does not fit.&lt;br /&gt;
|As with +CTRL, except with only one generator per mex, chosen as appropriate.&lt;br /&gt;
|As with +CTRL, except with four generators per mex, chosen as appropriate, one on each side.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Reclaim Command|Reclaim]]&amp;amp;nbsp;(E) [[File:Reclaim.png|none|32px|link=Reclaim Command]]&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area while ignoring(or not, depending on setting) metal-less features&lt;br /&gt;
|-&lt;br /&gt;
|[[Resurrect Command|Resurrect]]&amp;amp;nbsp;(T) [[File:Resurrect.png|none|32px|link=Resurrect Command]]&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area. Ignores partially reclaimed wrecks.&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area. Resurrects partially reclaimed wrecks.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Full List of Commands ==&lt;br /&gt;
=== Common targeted commands ===&lt;br /&gt;
* [[Move Command|Move]]&lt;br /&gt;
* [[Attack Move Command|Attack Move]]&lt;br /&gt;
* [[Jump Command|Jump]]&lt;br /&gt;
* [[Force Fire Command|Force Fire]]&lt;br /&gt;
* [[Set Target Command|Set Target]]&lt;br /&gt;
* [[Fire Special Weapon Command|Fire Special Weapon]]&lt;br /&gt;
* [[Area Attack Command|Area Attack]]&lt;br /&gt;
* [[Guard Command|Guard]]&lt;br /&gt;
* [[Patrol Command|Patrol]]&lt;br /&gt;
&lt;br /&gt;
=== Common economic commands ===&lt;br /&gt;
* [[Repair Command|Repair]]&lt;br /&gt;
* [[Reclaim Command|Reclaim]]&lt;br /&gt;
* [[Resurrect Command|Resurrect]]&lt;br /&gt;
* [[Area Mex Command|Area Mex]]&lt;br /&gt;
* [[Structure Placement|Structure placement commands]]&lt;br /&gt;
* [[Factory Production|Unit construction commands]]&lt;br /&gt;
* [[Terraform|Terraforming commands]]&lt;br /&gt;
&lt;br /&gt;
=== Instant commands ===&lt;br /&gt;
* [[Stop Command|Stop]]&lt;br /&gt;
* [[Wait Command|Wait]]&lt;br /&gt;
* [[Detonate Command|Detonate]]&lt;br /&gt;
* [[Self Destruct Command|Self Destruct]]&lt;br /&gt;
* [[Cancel Target Command|Cancel Target]]&lt;br /&gt;
* [[Return to Airbase Command|Return to Airbase]]&lt;br /&gt;
* [[Recall Drones Command|Recall Drones]]&lt;br /&gt;
* [[Clear Production Queue Command|Clear Production Queue]]&lt;br /&gt;
* [[Stockpile Command|Stockpile]]&lt;br /&gt;
&lt;br /&gt;
=== Transport commands ===&lt;br /&gt;
* [[Load Command|Load]]&lt;br /&gt;
* [[Unload Command|Unload]]&lt;br /&gt;
* [[Load Command#Load Selected Units|Load Selected Units]]&lt;br /&gt;
* [[Eject Cargo Command|Eject Cargo]]&lt;br /&gt;
* [[Transport AI#Embark and Disembark|Embark]]&lt;br /&gt;
* [[Transport AI#Embark and Disembark|Disembark]]&lt;br /&gt;
&lt;br /&gt;
=== Unusual commands ===&lt;br /&gt;
* [[Newton Firezones|Newton firezone commands]]&lt;br /&gt;
* [[Morph Command|Morph]]&lt;br /&gt;
* [[Commander|Upgrade Commander]]&lt;br /&gt;
* [[Commander|Stop Commander Upgrade]]&lt;br /&gt;
* [[Unique Commands#Drop Bombs|Drop Bombs]]&lt;br /&gt;
* [[Unique Commands#Unleash Lightning|Unleash Lightning]]&lt;br /&gt;
* [[Unique Commands#Teleport Beacon|Teleport Beacon]]&lt;br /&gt;
* [[Unique Commands#Drop Depthcharge|Drop Depthcharge]]&lt;br /&gt;
* [[Unique Commands#Speed Boost|Speed Boost]]&lt;br /&gt;
* [[Evacuate Command|Evacuate]]&lt;br /&gt;
&lt;br /&gt;
=== Global commands ===&lt;br /&gt;
* [[Ferry Command|Ferry]]&lt;br /&gt;
* [[Retreat|Retreat]]&lt;br /&gt;
* [[Economy Guide#Reserving resources|Reserve]]&lt;br /&gt;
&lt;br /&gt;
=== State commands ===&lt;br /&gt;
* [[Unit states#Fire State|Fire State]]&lt;br /&gt;
* [[Unit states#Move State|Move State]]&lt;br /&gt;
* [[Unit states#Repeat|Repeat]]&lt;br /&gt;
* [[Unit states#Overkill Prevention|Overkill Prevention]]&lt;br /&gt;
* [[Unit states#Retreat|Retreat]]&lt;br /&gt;
* [[Unit states#Build Priority|Build Priority]]&lt;br /&gt;
* [[Unit states#Misc Priority|Build Misc]]&lt;br /&gt;
* [[Unit states#Factory Assist|Factory Assist]]&lt;br /&gt;
* [[Unit states#Cloak|Cloak]]&lt;br /&gt;
* [[Unit states#Unit AI|Unit AI]]&lt;br /&gt;
* [[Unit states#On/Off|On/Off]]&lt;br /&gt;
* [[Unit states#Idle State|Idle State]]&lt;br /&gt;
* [[Unit states#Float State|Float State]]&lt;br /&gt;
* [[Unit states#Trajectory|Trajectory]]&lt;br /&gt;
* [[Unit states#Fire at Radar|Fire at Radar]]&lt;br /&gt;
* [[Unit states#Dive State|Dive State]]&lt;br /&gt;
* [[Unit states#Area Cloak|Area Cloak]]&lt;br /&gt;
* [[Unit states#Gunship Strafe|Gunship Strafe]]&lt;br /&gt;
* [[Unit states#Kill Captured|Kill Captured]]&lt;br /&gt;
* [[Unit states#Drone Construction|Drone Construction]]&lt;br /&gt;
* [[Unit states#Impulse Mode|Impulse Mode]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Commands|#]]&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Main_Page&amp;diff=10040</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Main_Page&amp;diff=10040"/>
		<updated>2024-10-16T16:35:31Z</updated>

		<summary type="html">&lt;p&gt;RandomX: fix spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:zk_logo.png|center|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:200%;text-align:center;margin:auto&amp;quot;&amp;gt;Welcome to the Zero-K Wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This is the official wiki for the free open-source &amp;lt;abbr title=&amp;quot;real-time strategy&amp;quot;&amp;gt;RTS&amp;lt;/abbr&amp;gt; game '''[//zero-k.info Zero-K]'''. &lt;br /&gt;
* If you're new to the game, consult the '''[[Manual]]''' for helpful information on how to get started.&lt;br /&gt;
* There is a [https://discord.gg/aab63Vt Discord server] which is linked to the game chat.&lt;br /&gt;
* You can log in to the wiki using your Zero-K account and password, or your Steam account. (Please use your Zero-K username if logging in with Steam, to avoid naming conflicts.)&lt;br /&gt;
* The wiki is still a work in progress. Some articles may not be up to date. Find out how you can help [[Editing Help|here]]!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
; Game info&lt;br /&gt;
: [[Manual]]&lt;br /&gt;
: [[Units]]&lt;br /&gt;
: [[Buildings]]&lt;br /&gt;
: [[Commander]]&lt;br /&gt;
: [[Unit commands|Unit Commands]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
; Community&lt;br /&gt;
: [https://discord.gg/aab63Vt Discord]&lt;br /&gt;
: [https://zero-k.info/Forum Forum]&lt;br /&gt;
: [https://zero-k.info/Ladders Ladders]&lt;br /&gt;
: [https://steamcommunity.com/app/334920 Steam]&lt;br /&gt;
: [https://www.twitch.tv/directory/game/Zero-K Twitch]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manual ===&lt;br /&gt;
{{Navbox manual}}&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
{{Navbox units}}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
{{Navbox buildings}}&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
&lt;br /&gt;
=== Planet Wars ===&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Units|#]][[Category:Commands|#]]&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Main_Page&amp;diff=10039</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Main_Page&amp;diff=10039"/>
		<updated>2024-10-16T16:22:05Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Attempt to move this page to the top of units and commands category list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:zk_logo.png|center|link=]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:200%;text-align:center;margin:auto&amp;quot;&amp;gt;Welcome to the Zero-K Wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
This is the official wiki for the free open-source &amp;lt;abbr title=&amp;quot;real-time strategy&amp;quot;&amp;gt;RTS&amp;lt;/abbr&amp;gt; game '''[//zero-k.info Zero-K]'''. &lt;br /&gt;
* If you're new to the game, consult the '''[[Manual]]''' for helpful information on how to get started.&lt;br /&gt;
* There is a [https://discord.gg/aab63Vt Discord server] which is linked to the game chat.&lt;br /&gt;
* You can log in to the wiki using your Zero-K account and password, or your Steam account. (Please use your Zero-K username if logging in with Steam, to avoid naming conflicts.)&lt;br /&gt;
* The wiki is still a work in progress. Some articles may not be up to date. Find out how you can help [[Editing Help|here]]!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
; Game info&lt;br /&gt;
: [[Manual]]&lt;br /&gt;
: [[Units]]&lt;br /&gt;
: [[Buildings]]&lt;br /&gt;
: [[Commander]]&lt;br /&gt;
: [[Unit commands|Unit Commands]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
; Community&lt;br /&gt;
: [https://discord.gg/aab63Vt Discord]&lt;br /&gt;
: [https://zero-k.info/Forum Forum]&lt;br /&gt;
: [https://zero-k.info/Ladders Ladders]&lt;br /&gt;
: [https://steamcommunity.com/app/334920 Steam]&lt;br /&gt;
: [https://www.twitch.tv/directory/game/Zero-K Twitch]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manual ===&lt;br /&gt;
{{Navbox manual}}&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
{{Navbox units}}[[Category:Units|#]]&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
{{Navbox buildings}}&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
{{Navbox commands}}[[Category:Commands|#]]&lt;br /&gt;
&lt;br /&gt;
=== Planet Wars ===&lt;br /&gt;
{{Navbox planetwars}}&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Units&amp;diff=10038</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Units&amp;diff=10038"/>
		<updated>2024-10-16T16:15:56Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Sort ahead of actual units.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Units''' of Zero-K are the tools you will use to execute your strategies and defeat your opponents.&lt;br /&gt;
&lt;br /&gt;
Use your [[Commander]] and [[Unit classes#Constructor|Constructors]] to build up your base and economy, [[Unit classes#Raider|Raider]] and [[Unit classes#Assault|Assault]] units to attack at close range, [[Unit classes#Skirmisher|Skirmishers]] and [[Unit classes#Artillery|Artillery]] to engage at long range, and [[Unit classes#Riot|Riots]] to defend in close quarters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Cloakbot Factory|{{unit image|factorycloak|Cloakbot Factory}}&amp;lt;br&amp;gt;Cloakbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Shieldbot Factory|{{unit image|factoryshield|Shieldbot Factory}}&amp;lt;br&amp;gt;Shieldbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Rover Assembly|{{unit image|factoryveh|Rover Assembly}}&amp;lt;br&amp;gt;Rovers]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Hovercraft Platform|{{unit image|factoryhover|Hovercraft Platform}}&amp;lt;br&amp;gt;Hovercraft]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Gunship Plant|{{unit image|factorygunship|Gunship Plant}}&amp;lt;br&amp;gt;Gunships]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Airplane Plant|{{unit image|factoryplane|Airplane Plant}}&amp;lt;br&amp;gt;Airplanes]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Spider Factory|{{unit image|factoryspider|Spider Factory}}&amp;lt;br&amp;gt;Spiders]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Jumpbot Factory|{{unit image|factoryjump|Jumpbot Factory}}&amp;lt;br&amp;gt;Jumpbots]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Tank Foundry|{{unit image|factorytank|Tank Foundry}}&amp;lt;br&amp;gt;Tanks]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Amphbot Factory|{{unit image|factoryamph|Amphbot Factory}}&amp;lt;br&amp;gt;Amphbots]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Shipyard|{{unit image|factoryship|Shipyard}}&amp;lt;br&amp;gt;Ships]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Strider Hub|{{unit image|striderhub|Strider Hub}}&amp;lt;br&amp;gt;Striders]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Properties shared by most or all units in Zero-K include:&lt;br /&gt;
&lt;br /&gt;
* They cost the same amount of [[Metal]] and [[Energy]].&lt;br /&gt;
* Most units are produced by a factory, and autonomous Drones are built by their parent.&lt;br /&gt;
&lt;br /&gt;
Useful information on units:&lt;br /&gt;
* [[Unit classes]]&lt;br /&gt;
* [[Map icons|Unit map icons]]&lt;br /&gt;
* [[Weapon classes]]&lt;br /&gt;
* [[Internal unit names]]&lt;br /&gt;
&lt;br /&gt;
==Unit chassis movement traits==&lt;br /&gt;
&lt;br /&gt;
The movement traits of different unit chassis can be a very important factor when choosing which factory to build at the start of a game. Factors such as the terrain of the map as well as the map size can influence this decision. For instance, lots of deep water may call for a factory with lots of amphibious or airborne options, while a map with mostly somewhat steep terrain may call for bots, spiders or airborne options.&lt;br /&gt;
&lt;br /&gt;
===Brief overview===&lt;br /&gt;
&lt;br /&gt;
;Legged chassis&lt;br /&gt;
:&amp;lt;div style=&amp;quot;float:left;padding-right:0.5em;margin:0&amp;quot;&amp;gt;{{unit image|cloakraid}}[[File:Angle_54.png|64px|link=]]&amp;lt;/div&amp;gt; ''Bots:'' Non-climbing legged units (generally having two or four legs) tend to have great turn rates and can typically traverse somewhat steep terrain. Some bots are [[Submersion|amphibious]], notably [[Amphbot Factory|amphbots]] and certain [[Strider Hub|strider bots]]. Many of the bots from the [[Jumpbot Factory]] and a few other bots can [[Jump Command|jump]], which can be useful for traversing terrain as well as in combat.{{clear}}&lt;br /&gt;
:&amp;lt;div style=&amp;quot;float:left;padding-right:0.5em;margin:0&amp;quot;&amp;gt;{{unit image|cloakbomb}}[[File:Angle_90.png|64px|link=]]&amp;lt;/div&amp;gt;''All-terrain:'' Climbing legged units (generally having four or more legs) can climb and traverse any land terrain, including practically vertical hills and cliffs, but tend to have poor speed. They include [[Spider Factory|all spider factory units]] and various other units such as the [[Scorpion|Scorpion strider]].{{clear}}&lt;br /&gt;
;Wheeled, tracked and hovercraft chassis&lt;br /&gt;
:&amp;lt;div style=&amp;quot;float:left;padding-right:0.5em;margin:0&amp;quot;&amp;gt;{{unit image|vehraid}}[[File:Angle_27.png|64px|link=]]&amp;lt;/div&amp;gt; [[Rover Assembly|Rovers]] tend to have good or great speed, medium or poor turn rates, and prefer flat terrain (slightly steep terrain slows them).{{clear}}&lt;br /&gt;
:&amp;lt;div style=&amp;quot;float:left;padding-right:0.5em;margin:0&amp;quot;&amp;gt;{{unit image|tankassault}}[[File:Angle_27.png|64px|link=]]&amp;lt;/div&amp;gt; [[Tank Foundry|Tanks]] are like rovers, except their speed and turn rates are typically worse.{{clear}}&lt;br /&gt;
:&amp;lt;div style=&amp;quot;float:left;padding-right:0.5em;margin:0&amp;quot;&amp;gt;{{unit image|hoverraid}}[[File:Angle_27.png|64px|link=]]&amp;lt;/div&amp;gt; [[Hovercraft Platform|Hovercraft]] are like rovers, except they can traverse water easily.{{clear}}&lt;br /&gt;
;Airborne chassis&lt;br /&gt;
:{{unit image|bomberriot|style=float:left;padding-right:0.5em}} Airplanes fly and tend to have excellent speed. Their movement resembles real-life planes.{{clear}}&lt;br /&gt;
:{{unit image|gunshipraid|style=float:left;padding-right:0.5em}} Gunships hover above the ground; their movement resembles helicopters.{{clear}}&lt;br /&gt;
;Naval chassis&lt;br /&gt;
:{{unit image|shipscout|style=float:left;padding-right:0.5em}} Ships float on the sea surface. Smaller ships are built in the [[Shipyard]], while carriers and battleships are built at the [[Strider Hub]].{{clear}}&lt;br /&gt;
:{{unit image|subraider|style=float:left;padding-right:0.5em}} Submarines [[Submersion|dive underwater]], which gives them protection from radar and weaponry (but they cannot surface).{{clear}}&lt;br /&gt;
&lt;br /&gt;
There are also various kinds of indirect movement, such as [[Transportation|transport gunships]], [[Teleportation|teleportation]], throwing, gravity projection, etc. And terrain can be [[Terraform|terraformed]] by construction units, or flattened by attacking with certain units such as the [[Tremor]] artillery unit, which can help enable units such as tanks to cross terrain that would otherwise be impassable for them.&lt;br /&gt;
&lt;br /&gt;
The [[Newbie Guide#Map views|pathing map overlay]] when a unit is selected is useful for viewing where a selected unit can and cannot go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Units|#]]&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Badger&amp;diff=10037</id>
		<title>Badger</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Badger&amp;diff=10037"/>
		<updated>2024-10-16T15:19:47Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Added Claw link to the text + some minor text fixing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an artillery minelayer rover from the [[Rover Assembly]].{{Autoinfobox zkunit&lt;br /&gt;
| defname = veharty&lt;br /&gt;
}}==Description==&lt;br /&gt;
The {{PAGENAME}} lays mines—which are fairly effective, but have a limited lifespan—from a distance (rather haphazardly). The {{PAGENAME}} outranges most defenses comfortably, but is lightly armored and cannot flee easily, so keep it screened with friendly units, possibly assisted by its own mines.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
The {{PAGENAME}} is generally too weak and inaccurate to effectively counter more robust enemy defenses like [[Stardust]] or [[Stinger]]s (which would be better countered with [[Impaler]]s). However, the {{PAGENAME}} is useful in an area denial role (similar to the [[Firewalker]]), where its mines, while not particularly damaging to enemy assault units, can stop enemy raiders, skirmishers, and even cloaked units (like [[Scythe]]s, [[Widow]]s, and [[Ultimatum]]s) dead in their tracks.&lt;br /&gt;
&lt;br /&gt;
The bulk of the damage of {{PAGENAME}} is done by the [[Claw|mines]] it spawns, not its projectile. The {{PAGENAME}} projectile does only 20 damage (with a respectable AoE), and spawns a mine that will explode into 5 bomblets inflicting 34 damage each to a single target, for 190 damage total per shot (and very little AoE). The full 190 damage will also be done if the projectile hits a shield directly.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}}'s mines stay active for one minute, so a single {{PAGENAME}} that force-fires on the ground can prepare a minefield consisting of 11 mines in a minute and can maintain it indefinitely as long as it keeps firing.&lt;br /&gt;
&lt;br /&gt;
To quickly order multiple {{PAGENAME}}s to create a minefield that stretches from place to place, hold down the {{key press|Alt}} key and drag a line from one spot to the other while giving the {{PAGENAME}}s a force-fire order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Infobox_zkweapon&amp;diff=10036</id>
		<title>Template:Infobox zkweapon</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Infobox_zkweapon&amp;diff=10036"/>
		<updated>2024-10-16T14:58:03Z</updated>

		<summary type="html">&lt;p&gt;RandomX: I don't think Shield Damage is in %. Revert if this is wrong.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:ZK Infoboxes]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{ infobox | subbox = yes&lt;br /&gt;
| abovestyle = background:#bbb; color:#000&lt;br /&gt;
| above = &lt;br /&gt;
| headerstyle = color:#000; {{#if: {{{specialheadercolour|}}} | {{{specialheadercolour|}}} | {{#if: {{{empdamage|}}} | background:#bbf; | {{#if: {{{slowdamage|}}} | background:#fbf; | {{#if: {{{disarmdamage|}}} | background:#ffb; | {{#if: {{{afterburn|}}} | background:#fbb; | background:#bbb; }} }} }} }} }}  {{#if: {{{manualfire|}}} | border: 2px solid red; | }} {{#if: {{{antiair|}}} | border: 2px dashed #44b; | }} {{#if: {{{wateronly|}}} | border: 2px solid blue; | }}&lt;br /&gt;
| labelstyle = &lt;br /&gt;
| datastyle = text-align: center;&lt;br /&gt;
&lt;br /&gt;
| header1 = {{{name}}}&lt;br /&gt;
&lt;br /&gt;
| label11      = Damage&lt;br /&gt;
| data11       = {{{damage|0}}}&lt;br /&gt;
| label12      = &amp;lt;span style=&amp;quot;color: #bbf&amp;quot;&amp;gt;EMP Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
| data12       = {{#if: {{{empdamage|}}} | &amp;lt;span style=&amp;quot;color: #bbf&amp;quot;&amp;gt;{{{empdamage|}}}&amp;lt;/span&amp;gt; |  }} &lt;br /&gt;
| label13      = &amp;lt;span style=&amp;quot;color: #fbf&amp;quot;&amp;gt;Slow Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
| data13       = {{#if: {{{slowdamage|}}} | &amp;lt;span style=&amp;quot;color: #fbf&amp;quot;&amp;gt;{{{slowdamage|}}}&amp;lt;/span&amp;gt; |  }}&lt;br /&gt;
| label14      = &amp;lt;span style=&amp;quot;color: #ffb&amp;quot;&amp;gt;Disarm Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
| data14       = {{#if: {{{disarmdamage|}}} | &amp;lt;span style=&amp;quot;color: #ffb&amp;quot;&amp;gt;{{{disarmdamage|}}}&amp;lt;/span&amp;gt; |  }}  &lt;br /&gt;
&lt;br /&gt;
| label21      = Reload Time (s)&lt;br /&gt;
| data21       = {{{reloadtime|}}}&lt;br /&gt;
| label22      = Damage per Second&lt;br /&gt;
| data22       = {{ #if: {{{dps|}}}{{{empdps|}}}{{{slowdps|}}}{{{disarmdps|}}} | {{{dps|0}}} | }} {{#if: {{{empdps|}}} | + &amp;lt;span style=&amp;quot;color: #bbf&amp;quot;&amp;gt;{{{empdps|}}}&amp;lt;/span&amp;gt; |  }} {{#if: {{{slowdps|}}} | + &amp;lt;span style=&amp;quot;color: #fbf&amp;quot;&amp;gt;{{{slowdps|}}}&amp;lt;/span&amp;gt; | }} {{#if: {{{disarmdps|}}} | + &amp;lt;span style=&amp;quot;color: #ffb&amp;quot;&amp;gt;{{{disarmdps|}}}&amp;lt;/span&amp;gt; | }}  &lt;br /&gt;
| label23      = Shield Damage&lt;br /&gt;
| data23       = {{{shielddamage|}}}&lt;br /&gt;
| label24      =  &amp;lt;span style=&amp;quot;color: #fbb&amp;quot;&amp;gt;Afterburn (s)&amp;lt;/span&amp;gt;&lt;br /&gt;
| data24       = {{ #if: {{{afterburn|}}} | &amp;lt;span style=&amp;quot;color: #fbb&amp;quot;&amp;gt;{{{afterburn|}}} ({{{afterburndps|15}}} DPS)&amp;lt;/span&amp;gt; | }}&lt;br /&gt;
| label25      = Max Stun Time (s) &lt;br /&gt;
| data25       = {{{stuntime|}}}&lt;br /&gt;
| label26      = Range (elmo)&lt;br /&gt;
| data26       = {{{range|}}}&lt;br /&gt;
| label27      = Area of Effect (elmo)&lt;br /&gt;
| data27       = {{{aoe|}}}&lt;br /&gt;
| label28      = Projectile Speed (elmo/s) &lt;br /&gt;
| data28       = {{{projectilespeed|}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| label41      = Inaccuracy (deg) &lt;br /&gt;
| data41       = {{{inaccuracy|}}}&lt;br /&gt;
&lt;br /&gt;
| label42      = Homing (deg/s) &lt;br /&gt;
| data42       = {{{homing|}}}&lt;br /&gt;
| label43      = Wobbly (maximum, deg/s)&lt;br /&gt;
| data43       = {{{wobbly|}}}&lt;br /&gt;
| label44      = Arcing shot (deg)&lt;br /&gt;
| data44       = {{{arcing|}}}&lt;br /&gt;
| label45      = Firing arc (deg)&lt;br /&gt;
| data45       = {{{firearc|}}}&lt;br /&gt;
&lt;br /&gt;
| label46      = Burst Time (s) &lt;br /&gt;
| data46       = {{{bursttime|}}}&lt;br /&gt;
&lt;br /&gt;
| label81     = {{{customlabel1|}}}&lt;br /&gt;
| data81      = {{{customdata1|}}}&lt;br /&gt;
| label82     = {{{customlabel2|}}}&lt;br /&gt;
| data82      = {{{customdata2|}}}&lt;br /&gt;
| label83     = {{{customlabel3|}}}&lt;br /&gt;
| data83      = {{{customdata3|}}}&lt;br /&gt;
| label84     = {{{customlabel4|}}}&lt;br /&gt;
| data84      = {{{customdata4|}}}&lt;br /&gt;
| label85     = {{{customlabel5|}}}&lt;br /&gt;
| data85      = {{{customdata5|}}}&lt;br /&gt;
| label86     = {{{customlabel6|}}}&lt;br /&gt;
| data86      = {{{customdata6|}}}&lt;br /&gt;
| label87     = {{{customlabel7|}}}&lt;br /&gt;
| data87      = {{{customdata7|}}}&lt;br /&gt;
| label88     = {{{customlabel8|}}}&lt;br /&gt;
| data88      = {{{customdata8|}}}&lt;br /&gt;
| label89     = {{{customlabel9|}}}&lt;br /&gt;
| data89      = {{{customdata9|}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| data91      = {{{special1|}}}&lt;br /&gt;
| data92      = {{{special2|}}}&lt;br /&gt;
| data93      = {{{special3|}}}&lt;br /&gt;
| data94      = {{{special4|}}}&lt;br /&gt;
| data95      = {{{special5|}}}&lt;br /&gt;
| data96      = {{{special6|}}}&lt;br /&gt;
| data97      = {{{special7|}}}&lt;br /&gt;
| data98      = {{{special8|}}}&lt;br /&gt;
| data99      = {{{special9|}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;!-- Please add categories and interwiki links to /doc subpage, not here! --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Purge&amp;diff=10035</id>
		<title>Template:Purge</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Purge&amp;diff=10035"/>
		<updated>2024-10-16T03:31:16Z</updated>

		<summary type="html">&lt;p&gt;RandomX: oops...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ifeq:{{#invoke:String|find|{{filepath:Selection.png}}|test.zero}}|0||&lt;br /&gt;
{{ombox|type=content|text=The images and links on this page may be broken at the moment. The cache on this page points to the '''test wiki'''.&lt;br /&gt;
&lt;br /&gt;
Please [{{#invoke:String|replace|{{canonicalurl:{{PAGENAME}}|action=purge}}|test.||1}} purge the cache] to try to restore images and fix those links.&lt;br /&gt;
&amp;lt;small&amp;gt;This will work ''only if'' the page is '''not''' on the test server (where this box should appear for now even when cache purging is not needed), which may lack the actual images. This page ''thinks'' that it resides on '''{{SERVERNAME}}''' right now.&amp;lt;small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;!-- Categories go on the /doc subpage, and interwikis go on Wikidata. --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Purge&amp;diff=10034</id>
		<title>Template:Purge</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Purge&amp;diff=10034"/>
		<updated>2024-10-16T03:29:53Z</updated>

		<summary type="html">&lt;p&gt;RandomX: It's worse. Need to manually remove &amp;quot;test.&amp;quot; from the url.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ifeq:{{#invoke:String|find|{{filepath:Selection.png}}|test.zero}}|0||&lt;br /&gt;
{{ombox|type=content|text=The images and links on this page may be broken at the moment. The cache on this page points to the '''test wiki'''.&lt;br /&gt;
&lt;br /&gt;
Please [{{#invoke:String|replace|{{canonicalurl:{{PAGENAME}}|action=purge}}|test.|1}} purge the cache] to try to restore images and fix those links.&lt;br /&gt;
&amp;lt;small&amp;gt;This will work ''only if'' the page is '''not''' on the test server (where this box should appear for now even when cache purging is not needed), which may lack the actual images. This page ''thinks'' that it resides on '''{{SERVERNAME}}''' right now.&amp;lt;small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;!-- Categories go on the /doc subpage, and interwikis go on Wikidata. --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Purge&amp;diff=10033</id>
		<title>Template:Purge</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Purge&amp;diff=10033"/>
		<updated>2024-10-16T03:20:38Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Use an image that actually exists on the test wiki. Break the test server a little. Eventually this will need to be fixed, but it's the best I can do for now. A little debug/explanation text in small print...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ifeq:{{#invoke:String|find|{{filepath:Selection.png}}|test.zero}}|0||&lt;br /&gt;
{{ombox|type=content|text=The images and links on this page may be broken at the moment. The cache on this page points to the '''test wiki'''.&lt;br /&gt;
&lt;br /&gt;
Please [{{canonicalurl:{{PAGENAME}}|action=purge}} purge the cache] to try to restore images and fix those links.&lt;br /&gt;
&amp;lt;small&amp;gt;This will work only if the page is not on the test server (where this box should appear for now even when cache purging is not needed), which may lack the actual images. This page ''thinks'' that it resides on '''{{SERVERNAME}}''' right now.&amp;lt;small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;!-- Categories go on the /doc subpage, and interwikis go on Wikidata. --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Blog_post&amp;diff=10032</id>
		<title>Template:Blog post</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Blog_post&amp;diff=10032"/>
		<updated>2024-10-15T05:56:46Z</updated>

		<summary type="html">&lt;p&gt;RandomX: Added purge tempate. Temporarily, hopefully.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Purge}}{{#ifexist:File:{{#titleparts:{{PAGENAME}}|1|-1}}.jpg|&lt;br /&gt;
&amp;lt;div style=&amp;quot;position:relative;overflow:hidden;padding-top:24vw&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position:absolute;right:0;top:0;z-index:-1;width:100%;height:100%;overflow:hidden&amp;quot;&amp;gt;&amp;lt;img alt=&amp;quot;&amp;quot; src=&amp;quot;{{filepath:{{#titleparts:{{PAGENAME}}|1|-1}}.jpg}}&amp;quot; style=&amp;quot;height:auto;width:auto;max-height:100%;max-width:100%;border:thin solid transparent;border-radius:1em&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&amp;lt;div style=&amp;quot;text-shadow:1px 1px 5px #666,1px 1px 1px #333,-1px -1px 1px #993&amp;quot;&amp;gt;&lt;br /&gt;
={{#if:{{{1|}}}|{{{1}}}|{{padright:|{{#expr:{{#invoke:String|len|{{#titleparts:{{PAGENAME}}|1|-2}}}} - 1}}|{{#titleparts:{{PAGENAME}}|1|-2}} }} #{{#titleparts:{{PAGENAME}}|1|-1}} }}=&lt;br /&gt;
{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position:absolute;clip:rect(1px 1px 1px 1px);clip:rect(1px, 1px, 1px, 1px)&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{#if:{{{2|}}}|&lt;br /&gt;
Posted {{#formatdate:{{{2|{{#timel:d M Y|now}}}}}|mdy}}&lt;br /&gt;
|♥&lt;br /&gt;
}}&lt;br /&gt;
{{#ifexist:File:{{#titleparts:{{PAGENAME}}|1|-1}}.jpg|&lt;br /&gt;
&amp;lt;div style=&amp;quot;visibility:hidden;padding:0;margin:0;border:0;position:absolute;top:0;left:0;z-index:-2&amp;quot;&amp;gt;[[File:{{#invoke:String|replace|{{#titleparts:{{PAGENAME}}|1|-1}}|%2C|,}}.jpg|1px|alt=|link=]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
[[Category:{{{3|{{#titleparts:{{PAGENAME}}|1|-2}}}}}|C{{padleft:{{#invoke:String|len|{{#invoke:String|match|{{#titleparts:{{PAGENAME}}|1|-1}}|%d+|plain=false|nomatch=0|ignore_errors=true}}}}|3}}]]&lt;/div&gt;</summary>
		<author><name>RandomX</name></author>
		
	</entry>
</feed>