# Why do objects created in a collection factory start at /collection0 and not /collection1?

**URL:** <https://forum.defold.com/t/why-do-objects-created-in-a-collection-factory-start-at-collection0-and-not-collection1/75838>\
**Category:** Questions\
**Created:** [January 29, 2024, 7:28pm UTC](https://forum.defold.com/t/why-do-objects-created-in-a-collection-factory-start-at-collection0-and-not-collection1/75838 "2024-01-29T19:28:25Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![schlista](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/schlista/32/44619_2.png) [@schlista](https://forum.defold.com/u/schlista)\
**Post date:** [January 29, 2024, 7:28pm UTC](https://forum.defold.com/t/why-do-objects-created-in-a-collection-factory-start-at-collection0-and-not-collection1/75838/1 "2024-01-29T19:28:25Z")

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Since LUA starts it’s index at 1. I’m just curious why doesn’t the factory use this same convention?

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**Author:** ![WhiteBoxDev](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/whiteboxdev/32/36080_2.png) [@WhiteBoxDev](https://forum.defold.com/u/WhiteBoxDev)\
**Post date:** [January 29, 2024, 7:48pm UTC](https://forum.defold.com/t/why-do-objects-created-in-a-collection-factory-start-at-collection0-and-not-collection1/75838/2 "2024-01-29T19:48:12Z")

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Likely because Defold is implemented in C++, and so the underlying identifiers for resources are indexed starting at 0. Lua is simply the interface that developers use to write game logic.
