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Personal_battery_MK3 | Personal battery MK3 - Factorio Wiki | [] | Personal battery MK3 - Factorio Wiki
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| | Personal battery MK3 | Edit |
| | -------------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| ------------------------- | ----------------------------------- | | ----- | | ----- | | ----- | | ----- | | ----- | | ----- |
| 10+5+10→1 | 10+5+10→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 935+500+550+125+250+75+10 | 935+500+550+125+250+75+10 | | | | | | | | | | | | |
| Stack size | 20 | | | | | | | | | | | | |
| Rocket capacity | 5 | | | | | | | | | | | | |
| Dimensions | 1×2 | | | | | | | | | | | | |
| Placed in | Placed in | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Energy capacity | 250MJ325MJ400MJ475MJ625MJ(electric) | | | | 250MJ | | 325MJ | | 400MJ | | 475MJ | | 625MJ |
| | | | 250MJ | | | | | | | | | | |
| | 325MJ | | 400MJ | | | | | | | | | | |
| | 475MJ | | 625MJ | | | | | | | | | | |
| Prototype type | battery-equipment | | | | | | | | | | | | |
| Internal name | battery-mk3-equipment | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Space Age
expansion exclusive feature.
The
personal battery MK3
is the third and final tier of personal batteries, it provides 250MJ power storage for
modular armor
, the
tank
and the
spidertron
. This type is an improved version of the
personal battery MK2
as it provides more than double the battery capacity of the previous variant, and more than twelve times the capacity of the
personal battery
.
Battery power seen on the HUD.
See also
Modular armor
Personal battery
Personal battery MK2
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment | | wiki | https://wiki.factorio.com/Personal_battery_MK3_-_Factorio_Wiki |
Personal_roboport_(research) | Personal roboport (research) - Factorio Wiki | [] | Personal roboport (research) - Factorio Wiki
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| | Personal roboport (research) | Edit |
| | ---------------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------------- |
| 30111✖50 | 30111✖50 |
| Prototype type | technology |
| Internal name | personal-roboport-equipment |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
Unlocks the
personal roboport
, an item that can be inserted into modular grids and functions similarly to a normal roboport
See also
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Personal_roboport_(research)_-_Factorio_Wiki |
Energy_and_work | Energy and work - Factorio Wiki | [] | Energy and work - Factorio Wiki
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Factorio simulates many aspects of real physics and the quite correct use of energy is one important aspect.
Energy and work are directly dependent.
For another explanation, see the
Forum
.
Contents
1
Definitions
2
Types of energy
3
Types of work
4
Waste and pollution: differences from real physics
Definitions
Energy
can be thought of as stored work. It is measured in joules (symbol J).
Work
is the result of converting one type of energy to another. It is also measured in joules. (See the
Wikipedia article on work
.)
Power
is the rate of work - the amount of work done, or energy produced, over a unit of time. It is measured in watts (symbol W). One watt is equal to one joule divided by one second, i.e. one joule per second.
Efficiency
is the ratio between
useful
work done and the energy expended. It usually expressed as a percentage. Its unit would be joules per joule, but dividing something by the same thing cancels them out, so it is dimensionless.
Waste
is the difference between energy consumed and useful work done.
If you have a source of power and apply it over some time in order to perform some physical task, you have performed work, using a quantity of energy.
See also
Units#Work
.
Types of energy
Energy is available as:
Fuel
. The energy contained in a unit of fuel is described as its
fuel energy
. Each
building or vehicle that can be fuelled
generally consumes fuel at a rate according to its power rating as long as it's working. For example:
A car's power is 250 kW, meaning it consumes 250 kJ worth of fuel per second while it's accelerating (or driving at maximum speed).
Nuclear reactors
consume uranium fuel cells at a rate of 40 MW. Like most other fueled appliances, this is constant as long as it has fuel to consume.
Conversely,
boilers
consume fuel at a rate according to their
load
(rate of steam being carried away), up to a
maximum
of their power rating.
Electricity
taken from the electric network. In addition to active power consumption, appliances have a
drain
, the power they consume even when not working as long as they're connected to the power network. For example:
An
assembling machine 1
has drain 3 kW and power consumption 90 kW. It consumes 3 kJ per second while not working, and 93 kJ per second while working.
Charge in
accumulators
,
battery armor modules
, and flying robots.
Abstractly, energy also exists as:
The potential energy of a piece of ore or unit of oil/water on the ground or on/in a belt/pipe, compared to the same piece/unit under the ground/in the sea.
Kinetic energy in robots, vehicles, and items, and the player's avatar while moving.
The damage dealt by weapons, vehicles and fire.
The additional order (i.e. reduced entropy) in an assembled item compared to its components.
Types of work
One can observe work being done in Factorio in numerous ways. Mostly these are abstract and not measured in game in joules. For example:
The player avatar moving their body and equipment around, mining, building, and crafting, performs work. Unlike in real life, this doesn't require any energy (i.e. your avatar doesn't need to eat); its efficiency is therefore infinite. On the other hand, biters and their spawners apparently absorb pollution and use its energy to move, bite, spit, and reproduce.
Transport belts and offshore pumps perform work by moving their contents from one place to another.
Turrets
perform work by rotating to aim and pulling the trigger. Unrealistically, but as a conscious design decision, none of these require a source of energy, and so their efficiency is also infinite.
Turrets (and other projectiles) also perform work by converting the chemical energy of a bullet's propellant to kinetic energy in the bullet itself, which itself proceeds to do work in the form of damage.
Laser turrets
convert electricity into damage rather more directly.
Flamethrowers
and
flamethrower turrets
convert the chemical energy of oil into damage.
Vehicles (
cars
,
tanks
and
trains
) convert the chemical energy of fuel into kinetic energy (i.e. motion). When they collide with things, they convert some of this kinetic energy into damage (which is why they then slow down).
Inserters
and (non-offshore)
pumps
perform work by moving items and fluids from one place to another. This requires energy, either in the form of fuel (for a
burner inserter
) or electricity (for other types).
Burner mining drills
and
electric mining drills
convert energy (in fuel and electricity respectively) into potential energy held by a piece of ore on the ground;
pumpjacks
do the same thing to put crude oil in a pipe.
Labs
perform work by converting science packs and electricity into research.
Machines that produce items, converting input products into output products (
refineries
,
assembling machines
etc.), do work by assembling the components into a more ordered form, as a product. The resulting increase in order is a form of potential energy. Most use electricity to do this; the major exceptions are
stone furnaces
and
steel furnaces
.
The types of work that
are
measured in joules in game are:
Boilers
convert the chemical energy of fuel into heat, which it transfers into
water
to produce
steam
.
Nuclear reactors
convert the nuclear energy in
uranium fuel cells
into heat.
Heat exchangers
then transfer this heat, conveyed by
heat pipes
, into water, producing steam.
Steam engines
and
steam turbines
turn the energy stored in steam into electricity.
Solar panels
convert sunlight into electricity. ("Sunlight" isn't an expendible resource, so this effectively has infinite efficiency.)
Waste and pollution: differences from real physics
A process with higher efficiency (useful work per unit energy consumed) produces less waste. In real life,
total
work done is always equal to energy consumed, but the amount of
useful
work done may be (usually is) less, but cannot be more. In other words, a process can't have an efficiency greater than 100%, meaning it would do more work than the energy you put into it. This is known as the principle of conservation of energy. The difference between useful and total work is
waste
or
entropy
, usually in the form of heat; the impossibility of using (all) waste energy to perform work is known as the second law of thermodynamics.
The actual amount of work done by most processes in game is not quantified, but nonetheless they are generally not 100% efficient. This abstract inefficiency is represented by
pollution
, produced by almost all machines when they do work (as well as being what happens to the physical matter of fuel when it's consumed). One exception is the electric network. In real life electric cables, transformers etc. hum and get hot, but in Factorio the electric network does not produce pollution.
In Factorio, some things do however have greater than 100% efficiency: transport belts and offshore pumps move stuff without needing to be powered, turrets rotate and shoot without power, and players move around and build things without needing to eat. | wiki | https://wiki.factorio.com/Energy_and_work_-_Factorio_Wiki |
Behemoth_biter | Enemies - Factorio Wiki | [
"stub"
] | Enemies - Factorio Wiki
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| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Enemies
are creatures that want to
harm
the
player
. They are the native inhabitants of the extraterrestrial worlds on which the player is operating. Enemies show up on the map as red dots.
On
Nauvis
, the enemies are arthropods which live in organic nests. They are encountered in three species: Biters, Spitters, and Worms (though the nickname "Biters" is often used collectively for all of them).
More enemies can be encountered on other planets with the
Space Age
expansion. On the planet
Gleba
, there are pentapods which come in three variants: Wrigglers, Strafers, and Stompers. On the planet
Vulcanus
, there are the Demolishers.
Each species comes in a range of sizes, where larger specimens have more health and do more damage.
Contents
1
Achievements
2
Creatures
2.1
Biters
2.2
Spitters
2.3
Worms
2.4
Wrigglers
2.5
Strafers
2.6
Stompers
2.7
Demolishers
2.8
Nests
2.9
Expansions
3
Defense
4
Evolution
4.1
Methods of increasing
4.2
Spawn chances by evolution factor
4.3
Advanced: Evolution factor components and computation
5
Trivia
6
Gallery
7
History
8
See also
Achievements
Enemies are directly connected to the following achievements:
| | It stinks and they don't like itTrigger analienattack bypollution. |
| | ------------------------------------------------------------------ |
| | SteamrolledDestroy 10spawnersby impact. |
| | --------------------------------------- |
| | Art of siegeDestroy an enemy structure usingartillery. |
| | ------------------------------------------------------ |
| | Keeping your hands cleanDestroy your first enemy structure usingartillery. |
| | -------------------------------------------------------------------------- |
| | It stinks and they do like itAttract a group ofpentapodsusing spores. |
| | --------------------------------------------------------------------- |
| | Get off my lawnDisturb ademolisherby building on its territory. |
| | --------------------------------------------------------------- |
| | If it bleeds, we can kill itKill a smalldemolisher. |
| | --------------------------------------------------- |
| | We need bigger gunsKill a mediumdemolisher. |
| | ------------------------------------------- |
| | Size doesn't matterKill a bigdemolisher. |
| | ---------------------------------------- |
Creatures
Biters
Biters are one of two main antagonists in the base game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing
pollution
, they will become bigger, related to the enemy's
evolution
. As common sense may suggest, their method of attack is a straightforward charge to "bite" things.
| Picture | Name | Info |
| ------- | -------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Biter | Weakest of biters, can be easily killed with a pistol.Planet: NauvisHealth: 15Damage: 7 PhysicalAttack speed: 1.71/sSpeed: 43.2km/hRange: 1Pollution to join attack: 4 |
| | Medium Biter | Stronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.Planet: NauvisHealth: 75Damage: 15 PhysicalAttack speed: 1.71/sSpeed: 51.8km/hRange: 1Pollution to join attack: 20Resistances:Explosion: 0/10%Physical: 4/10% |
| | Big Biter | Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them. Hatches from spoiledbiter eggs, however it won't be at full health when this happens.Planet: NauvisHealth: 375Damage: 30 PhysicalAttack speed: 1.71/sSpeed: 49.7km/hRange: 2Pollution to join attack: 80Resistances:Explosion: 0/10%Physical: 8/10% |
| | Behemoth Biter | Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.Planet: NauvisHealth: 3000Damage: 90 PhysicalAttack speed: 1.2/sSpeed: 64.8km/hRange: 2Pollution to join attack: 400Resistances:Explosion: 12/10%Physical: 12/10% |
Spitters
Spitters
are much like
biters
and only appear slightly later on in the game as the evolution factor increases. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters' predictive aiming, the acid stream can be dodged by suddenly changing walking directions or standing still.
[1]
Both the stream and the puddle of acid deal damage over time and slow down players and vehicles. Most entities of the game have a much lower resistance to acid than other damage types (including
turrets
and
armor
), so spitters are effectively more potent against the player and their factories. Their behavior and size classification are the same as with biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance.
| Picture | Name | Info |
| ------- | ---------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Spitter | Weakest of spitters. Easy to kill with any weapon, but attacks at range.Planet: NauvisHealth: 10Range: 13Pollution to join attack: 4Speed: 40.0km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1Damage (on contact): 12 AcidAcid puddle:Lifetime: 32 secondsDamage: 7.2 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 60%Duration: 2 seconds |
| | Medium Spitter | Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.Planet: NauvisHealth: 50Range: 14Pollution to join attack: 12Speed: 35.6km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.25Damage (on contact): 24 AcidAcid puddle:Lifetime: 32 secondsDamage: 28.8 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 50%Duration: 2 secondsResistances:Explosion: 0/10% |
| | Big Spitter | An even bulkier spitter and so can take more damage.Planet: NauvisHealth: 200Range: 15Pollution to join attack: 30Speed: 32.4km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.35Damage (on contact): 36 AcidAcid puddle:Lifetime: 32 secondsDamage: 130 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 40%Duration: 2 secondsResistances:Explosion: 0/15% |
| | Behemoth Spitter | The bulkiest of the spitters and so can take even more damage.Planet: NauvisHealth: 1500Range: 16Pollution to join attack: 200Speed: 32.4km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.75Damage (on contact): 60 AcidAcid puddle:Lifetime: 32 secondsDamage: 360 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 30%Duration: 2 secondsResistances:Explosion: 0/30% |
Worms
The Worms are natural allies of biters and spitters and will attack the player if they get close enough with an attack similar to spitters'. They act like static
turrets
and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile.
Worms come in 4 sizes, their power increasing with size. Like biters and spitters, behemoth, big and medium worms spawning is influenced by the evolution factor. Worms are only created during enemy expansion when a certain evolution factor requirement is fulfilled. This is 0.3 for the medium worm, 0.5 for the big worm and 0.9 for the behemoth worm. Below these evolution factors, worms can only be created by the map generation. In map generation, the game restricts higher tier worms behind the distance from the starting point. The further away the player goes from the starting area, the stronger the worms become.
| Picture | Name | Info |
| ------- | ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Worm | A weak worm. It is still capable of killing the player unless it is targeted as priority.Health: 200Range: 25Acid projectile:Attack speed: 0.66/sArea of effect size: 1.4Damage (on contact): 36 AcidAcid puddle:Lifetime: 32 secondsDamage: 21.6 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 60% |
| | Medium Worm | Medium worms are dangerous to even more advanced players. They should be handled with care.Health: 500Range: 30Acid projectile:Attack speed: 0.66/sArea of effect size: 1.55Damage (on contact): 48 AcidAcid puddle:Lifetime: 32 secondsDamage: 57.6 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 50%Resistances:Explosion: 5/15%Fire: 2/50%Physical: 5/0%Laser: 20% |
| | Big Worm | Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.Health: 1500Range: 38Acid projectile:Attack speed: 0.66/sArea of effect size: 1.75Damage (on contact): 72 AcidAcid puddle:Lifetime: 32 secondsDamage: 259 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 40%Resistances:Explosion: 10/30%Fire: 3/70%Physical: 10/0%Laser: 50% |
| | Behemoth Worm | Behemoth worms are the most dangerous of worms. With twice as much health as big worms and a significantly higher range, they can even challenge experienced players.Health: 3000Range: 48Acid projectile:Attack speed: 0.66/sArea of effect size: 2Damage (on contact): 96 AcidAcid puddle:Lifetime: 32 secondsDamage: 691 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 30%Resistances:Explosion: 10/30%Fire: 3/70%Physical: 10/0%Laser: 80% |
| Picture | Description |
| ------- | -------------------------- |
| | A worm's attack animation. |
Wrigglers
Wrigglers are the biter equivalents of the planet Gleba, as they are standard melee enemies. True to their name, they flail and squirm their digits to move around and attack. Much like how biters and spitters spawn from nests, wrigglers spawn from egg rafts. Destroying egg rafts will spawn a group of more premature wrigglers, which are wrigglers that slowly lose health over time until they die. Strafers can launch flying versions of premature wrigglers at their target.
Killing strafers and stompers can summon even more premature wrigglers. The wrigglers that spawn from the corpses of strafers and stompers will match the size of the larger enemy that was killed. For example, killing a small strafer or stomper will spawn small premature wriggers, while killing a medium strafer or stomper will spawn medium premature wrigglers.
| Picture | Name | Info |
| ------- | --------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Wriggler | The weakest and smallest of all wrigglers.Planet: GlebaHealth: 100Damage: 3.75 Physical + 3.75 PoisonRange: 1.1Speed: 34.6km/hResistances:Laser: 50% |
| | Medium Wriggler | Slightly stronger and faster than small wrigglers, and can still pose a threat for weaker players.Planet: GlebaHealth: 200Damage: 5 Physical + 5 PoisonRange: 1.4Speed: 38.9km/hResistances:Laser: 50% |
| | Big Wriggler | The strongest and fastest of all wrigglers. Hatches from spoiledPentapod eggsbut won't be at full health when this happens.Planet: GlebaHealth: 400Damage: 8 Physical + 8 PoisonRange: 1.8Speed: 43.2km/hResistances:Laser: 50% |
Strafers
Native to the planet Gleba, strafers are large yet scrawny five-legged pentapod creatures with the unique behavior of constantly circling around players while attacking them, rather than making a beeline straight for the player, unlike any other type of enemy in the game. They will fire flying premature wrigglers toward the player, essentially adding more enemies to the fight.
| Picture | Name | Info |
| ------- | -------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Strafer | The weakest and smallest of all strafers.Planet: GlebaHealth: 800Shooting speed: 0.5/sRange: 22.0Speed: 62.2km/hProjectile:Range: 110Area of effect: 1Damage: 67.5 ExplosiveResistances:Laser: 50%Physical: 2/10% |
| | Medium Strafer | Slightly stronger and faster than the small strafer.Planet: GlebaHealth: 1400Shooting speed: 0.5/sRange: 25.0Speed: 77.8km/hProjectile:Range: 125Area of effect: 1Damage: 90 ExplosiveResistances:Laser: 50%Physical: 2/10% |
| | Big Strafer | Strongest, fastest and most resilient of strafers.Planet: GlebaHealth: 2400Shooting speed: 0.5/sRange: 28.0Speed: 98.3km/hProjectile:Range: 140Area of effect: 1Damage: 144 ExplosiveResistances:Laser: 50%Physical: 2/10% |
Stompers
Native to the planet Gleba, stompers are extremely large, five-legged pentapod creatures with limbs that look similar to a starfish, and seem to have natural, jagged exoskeleton armor that provides high resistances to many types of damage. They are very powerful melee enemies that use their brute force to attack
players
by simply stomping toward them, while spitting a close-ranged acid that slows down players and
Vehicles
. Their large size and high damage can destroy buildings instantly. They will spawn premature wrigglers upon death.
| Picture | Name | Info |
| ------- | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Stomper | The weakest and smallest of all stompers, but still powerful.Planet: GlebaHealth: 3500Range: 5.8Speed: 41.6 km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 1.5/s AcidArea of effect size: 1.58Damage: 0.5 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% |
| | Medium Stomper | Larger and more dangerous version of a stomper.Planet: GlebaHealth: 8000Range: 7.8Speed: 54.1km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 6/s AcidArea of effect size: 2.1Damage: 1 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% |
| | Big Stomper | Larger, fastest and most dangerously aggressive version of a stomper.Planet: GlebaHealth: 15000Range: 10.4Speed: 68.5km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 15.36/s AcidArea of effect size: 2.8Damage: 1.6 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% |
Demolishers
Native to the planet Vulcanus, demolishers are horrendously large worm-like creatures that roam across the land and lava. Each individual demolisher patrols a defined territory, and building structures in their territory will disturb them and cause them to attack.
Demolishers have three types of offense. On physical contact they do high damage to the player, and instantly destroy buildings and cliffs. They release a smoke cloud that slows the player and damages any nearby bots. And at range, they cause explosions to erupt from the ground, Due to their high damage resistances and extremely fast health regeneration, killing them requires advanced and upgraded weaponry, or massive quantities of bullets. They are completely immune to the
slowdown capsule's
effect.
Once killed, they leave behind remains similar to that of black volcanic rock, which contain
tungsten ore
.
| Picture | Name | Info |
| ------- | ----------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Demolisher | The weakest and smallest of demolishers, but still very destructive.Planet: VulcanusHealth: 30000Regeneration: 2400/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) |
| | Medium Demolisher | Larger and more dangerous version of a demolisher.Planet: VulcanusHealth: 100000Regeneration: 7800/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) |
| | Big Demolisher | The largest and most dangerous creature in the game.Planet: VulcanusHealth: 300000Regeneration: 24000/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) |
Nests
Nests in the wild will have their max health increase with evolution factor exponentially, up to 10 times their starting health.
Biter and spitter nests can be captured by firing a
capture bot rocket
from a
rocket launcher
at a nest. After the nest is captured, it must be given
bioflux
to maintain and continuously create
biter eggs
. If the nest is not maintained, it will slowly lose 1 health per second, but when fed, it will gain 1 health per second.
| Picture | Name | Description |
| ------- | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Biter's nest | Planet: NauvisHealth: 350 (3500 at max evolution)Resistances:Explosion: 5/15%Fire: 3/60%Physical: 2/15% |
| | Spitter's nest | Planet: NauvisHealth: 350 (3500 at max evolution)Resistances:Explosion: 5/15%Fire: 3/60%Physical: 2/15% |
| | Egg raft | Planet: GlebaSpawns a horde of premature wrigglers when destroyed.Health: 500 (5000 at max evolution) |
| | Small egg raft | Planet: GlebaSpawns a horde of premature wrigglers when destroyed.Health: 100 (1000 at max evolution)Resistances:Explosive: 5/15%Fire: 3/60%Physical: 2/15% |
Expansions
Every 4-60 minutes, a group of 5-20 biters/spitters will leave their base to create a new base which will consist of as many worms/nests as there are members in the group. This group will search for a suitable spot that's 3-7 chunks away from existing bases. The interval between enemy expansions is global, and the higher enemy evolution, the shorter the interval is on average. Furthermore, with higher evolution, the groups are bigger on average.
Once they have found a suitable spot, each biter/spitter in the group dies and forms a new nest or worm. Forming a new nest or worm will destroy anything that is in the way, which can include members of the expansion group. There is a delay between each member sacrificing itself for to create a worm/nest, so creating the new base from the expansion group can take quite a long time, depending on the group size. Medium worms are only formed if the current evolution is higher than 0.3, big worms only if the current evolution is higher than 0.5 and behemoth worms are only formed if current evolution is higher than 0.9. The game randomly chooses whether to form a new biter nest, spitter nest, small worm, or bigger worm if the evolution factor is high enough.
[2]
Expansions on
Gleba
function mostly similar, except that pentapods only create spawners in marshes, and will
never
create nests on other tiles.
Defense
"Kills" tab on the
production statistics
screen.
Nests spawn biters and spitters freely. However, biters and spitters will only aggressively engage the player's factory if the pollution cloud of the factory reaches a nest because pollution is consumed to send biters or spitters to join the next attack. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. The attack then proceeds to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like
walls
).
If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to tower defense.
However, if a biter comes in proximity of a
military unit or structure
, it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible.
Evolution
Spawn chances of biters from biter spawners by evolution factor.
Spawn chances of spitters from spitter spawners by evolution factor.
Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts.
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements):
/evolution
The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). The evolution factor can only increase.
This command also provides percentages for the three sources; each one is the percent of the (unsquashed) total evolution that is contributed by that source.
Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval (
spawning_cooldown
in the
enemy-spawner
definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds).
Methods of increasing
The evolution factor is increased by three kinds of events:
The passage of time very slightly increases the evolution factor.
The global
pollution production
increases the evolution factor.
Destroying
nests
significantly increases the evolution factor.
The default settings are:
| Source per | Variable inenemy_evolution | Evolution increase | Pollution equivalent |
| ----------------------- | -------------------------- | ------------------ | -------------------- |
| Second | time_factor | 0.000004 | 267/minute |
| Destroyed enemy spawner | destroy_factor | 0.002 | 2222 |
| 1 Pollution unit | pollution_factor | 0.0000009 | 1 |
Note that all spawners (not worms) generate the same amount of evolution when destroyed.
These values can be set during
world generation
: the values in the dialog box are multiplied by 10^-7 for time and pollution, and 10^-5 for spawner destruction. In game, they can be found in
game.map_settings.enemy_evolution
, though checking or modifying them is considered using cheats.
Pollution production is the total pollution produced by
buildings
, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.
e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.00027 in that minute.
After totaling up all the evolution from these sources, this quantity is squashed to fit in the range
[0, 1)
by applying
evolution_factor = total_evolution / (1 + total_evolution)
.
Equivalently, marginal increases in evolution are reduced by multiplying the increase by
(1 - evolution_factor)²
. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.002 while doing this when the evolution factor is 0.5 the increase is only 0.0005.
This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are
very
slow and the number never actually reaches 1.0.
| Evolution factor | Pollution equivalent | Appearance |
| ---------------- | -------------------- | -------------------------------- |
| 10% | 123k | |
| 20% | 278k | Medium Biter |
| 25% | 370k | Small Spitter |
| 30% | 476k | |
| 40% | 741k | Medium Spitter |
| 50% | 1.111M | Big Biter, Big Spitter |
| 60% | 1.667M | |
| 70% | 2.592M | |
| 80% | 4.444M | |
| 90% | 10M | Behemoth Biter, Behemoth Spitter |
| 95% | 21M | |
| 99% | 110M | |
Spawn chances by evolution factor
The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels.
Advanced: Evolution factor components and computation
This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor.
1. Single-component evolution factor increase with time
2. Single-component evolution factor increase with destroyed spawners
3. Single-component evolution factor increase with pollution
Notes
Data from version 1.1.50.
All charts end at approximately an evolution factor of 0.90.
The calculation steps for time and spawner kills match those used by the game, so these charts should be accurate. The pollution chart assumes a pollution production of 1000 units per second, and due to the recursive nature of the chart values will slightly diverge at different pollution rates. The effect of this is negligible for any reasonable amount pollution production, however.
Given that the game reports the actual evolution factor (console:
/evolution
) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor's future development.
Comments
These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the
only
component contributing to the evolution factor in that entire game. They are therefore
not realistic
, as in a typical game all three components will contribute, some at varying times and intensities.
Because of how contributions to the evolution factor (EF) are calculated (multiplied by
(1 - current EF)
), it is
not
possible to simply add the values indicated by these charts for a game's time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor.
For example, if 24 hours have passed (single-component EF =~ 0.25), 200,000 pollution units were released (single-component EF =~ 0.15), and 400 spawners were destroyed (single-component EF =~ 0.45), the actual evolution factor will
not
be (0.25 + 0.15 + 0.45 =) ~0.85.
However, the evolution factor will always be
less
than the sum of all individual components as indicated by these charts, and
at least
as high as the highest individual component. Thus, using the values from above, the EF will be
at least
0.35 and
less than
0.85. A smarter approach is required to compute the current evolution factor.
Individual components
The individual components of evolution can be approximated from
/evolution
:
Given the evolution factor, the unsquashed evolution is
unsquashed = evolution_factor / (1 - evolution_factor)
. Multiply this by the percentage for a given component to get its approximate unsquashed contribution. Of course, total pollution and spawner kills can also be found on the
production statistics
screen, and time passed can be found using the
/time
command, so it's not fully necessary.
The actual factors can be found in
game.forces.enemy.evolution_factor_by_time
,
...evolution_factor_by_killing_spawners
, and
...evolution_factor_by_pollution
, if you don't mind disabling achievements.
Trivia
Despite their drastically different origins, enemies from different planets will always act as allies against the player. They will even reside around each other's nests when not attacking players, even if the type of nest does not match that of the residing creature. Even demolishers will circle around nests without harming or destroying them. Since enemies only spawn on their respective planets, this is not normally seen in gameplay, unless these creatures are placed near each other in the
map editor
.
Demolishers
were originally designed for
Fulgora
, but was later moved to
Vulcanus
because it was too similar to the
Dune Franchise
.
Gallery
The player near some enemy nests and worms.
The player among acid puddles created by attacking worms.
Both the player and some buildings getting attacked by biters.
Enemy nests seen in a map generation preview (deathworld setting).
Line of gun turrets defending against biters.
Enemies seen at the title screen.
Pentapod enemies seen on Gleba.
A demolisher chases the player on Vulcanus.
History
2.0.18
:
Demolisher
health bars will always be visible for at least 1 tick after they take any damage, even if they fully regenerate the damage in the same tick
2.0.17
:
Gleba evolution is now more gradual.
Small stomper moves more slowly and deals less damage.
Stomper pentapod vision range is reduced from 40 to 30.
Medium and big wriggler pentapod health is increased.
2.0.7
:
Wrigglers, strafers, stompers and demolishers have been added with the
Space Age
expansion.
Spawners will have their health increase with evolution (3500 with max evolution).
Significantly increased medium, big and behemoth worm stats as well as their laser resistances.
0.17.0
:
Behemoth worm added.
0.15.0
:
Increased the damage, range, and health of worms.
Decreased health and resist of Behemoth biters.
0.13.10
:
Biters and other units won't become aggressive as a result of friendly-fire.
0.13.0
:
Big and behemoth enemies now spawn 50% slower.
Changed the way evolution factor approaches the maximum (1).
The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2
This means that the progress gets more slower towards the high values.
0.12.26
:
Running biters over with a vehicle will now anger them in peaceful mode.
0.12.0
:
Updated sounds for enemies.
0.11.17
:
Items dropped by enemies(
*
) are now collected automatically and from longer distances.
0.11.6
:
Range of spitters is now 15, less than turrets.
0.11.0
:
Spitters added.
Drawing of enemies optimised, so adding new colors does not impact VRAM.
Blood splashes on death are now procedural.
0.9.0
:
Turrets no longer search for enemies when none are near.
Biters can no longer destroy the shipwreck in the 3rd new hope campaign.
0.8.1
:
Further improvement to enemy AI.
0.8.0
:
Decreased the range of medium worm from 25 to 20.
0.7.2
:
Biter AI improved.
0.7.1
:
Peaceful mode added for freeplay.
0.7.0
:
Enemy creepers were replaced by small, medium and big biters.
Enemy turrets were replaced by small, medium and big shooting worms.
Enemies move and attack in groups.
Enemies wander around their base when they have nothing to do.
Enemies call for help when attacked.
Enemies can create new bases.
Enemies can now destroy all player creations they find.
0.1.0
:
Introduced, called 'creepers'
See also
Damage
Pollution
| Environment | Environment |
| ----------- | ------------------------------------------------------------------------------------------------------------------- |
| Generic | PlayerCliffRock |
| Nauvis | TreeBiters |
| Vulcanus | Ashland tree |
| Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods |
| Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite |
| Aquilo | Lithium ice formation |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Enemies_-_Factorio_Wiki |
Nintendo_Switch_version | Nintendo Switch version - Factorio Wiki | [] | Nintendo Switch version - Factorio Wiki
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The
Nintendo Switch version
of Factorio was released on October 28, 2022. It is mostly identical to the PC version, the only large difference is the missing mod support.
Save files are compatible between platforms. Cross-platform multiplayer is possible as long as the game versions match. When using
Steam
on PC, the "console" beta branch can be selected to match game version.
Both the Nintendo Switch version of the game and the PC version support using a controller to play the game.
Contents
1
Controller support
1.1
Free Cursor
1.2
Quick panel
2
Limitations
3
Tips
4
Related Factorio blog posts
5
Store page
6
Changelog
Controller support
Free Cursor
Character is close enough to chop down tree
When using keyboard and mouse to control the game, the cursor is, obviously, controlled by the mouse. When using a controller, like on the Switch, there are two different cursor modes: "free cursor" and "auto cursor". To toggle between them, press the
right stick
.
Character is not close enough to chop down tree
With free cursor, there is a mouse-like cursor (either a cross hair or an item selected from the character inventory), controlled by the right stick. It behaves much like a mouse cursor - its position is relative to the physical screen, and pretty much does not ever change, even when the character moves, the player changes views, the view is zoomed in or out, etc. Using the console touch-screen will immediately move the cursor to the touched spot.
With auto cursor, there is NOT a visible cursor on the screen and the system will automatically select some object near the character as the active structure, or the selected item from the character inventory will appear near the character. Auto cursor mode is similar to conventional console games, where operations are centered on the character itself. The right joy stick can be used to change placement of an item or influence which structure is selected, but it isn't possible to reliably select a specific structure without moving right next to it. In an area with lots of structures, the selected structure will be the one in the direction the character is looking - this is where using the right joystick to look around can be helpful.
There are two things players should remember when using free cursor. First, it is often not necessary to move the character to perform actions. The second is the action range limit - all actions on external structures have a distance limit, how far away from the character the cursor can be, when performing the action. Some actions, such as chopping down a tree, have a very short range. If the structure's selection frame is
yellow
then it is in range,
red
is out of range. In auto cursor mode, a structure that is out of range will never be selected.
In combat, free cursor can be used to target a specific enemy, or enemies in a specific area, and is especially useful for selecting targets for long ranged weapons (such as the
tank
gun or a
rocket launcher
).
Auto cursor will fire at the enemy closest to the character, which may be more useful in some combat situations.
Quick panel
There are some elements from the keyboard and mouse GUI that have been moved into a single popup panel for controller support.
The quick panel is displayed when the
L
(left bumper) is
held down
and disappears when it is released.
Limitations
There is no mod support.
[1]
The
Space Age
expansion is not available due to space and memory constraints.
[2]
Nintendo Switch Online is required for online play, but not required for LAN games.
[3]
Games hosted on a
dedicated server
are not shown in the browse multiplayer game GUIs.
There is no save transfer feature, but saves can be transferred using multiplayer.
[4]
There is no blueprint transfer feature, but blueprints can be transferred using multiplayer.
[5]
Maps over 100MB or with a very large number of entities (typically downloaded from the PC version) can not be loaded.
[6]
Tips
Alt mode view of an oil refinery shows the recipe (advanced oil processing)
There is a mode which, on keyboards, is toggled by pressing
ALT
, so naturally it is called "Alt mode". In this mode, the view will show additional information about certain structures including the current recipe for any
assembling machine
or
chemical plant
and the contents of any containers.
On controllers, alt mode is toggled using
Up
.
When using an machine with fluid inputs and/or outputs, the "Alt mode" will show an icon on each input or output to show what product is used as an input or produced as an output on each connection. These may be hard to see on the Switch built-in console display when zoomed out. For most recipes, there is either only one connection, or both connections take the same input. The connection layout of the oil refinery is shown in the image on the right.
While most commands are mapped on controllers by default, some of the less common commands are not mapped by default. The player may want to map the
Blueprint commands
instead of using the
quick panel
to access them.
Related Factorio blog posts
Factorio for Nintendo Switch is now available!
FFF #370 - The journey to Nintendo Switch
Factorio is coming to Nintendo Switch™
Store page
Nintendo eShop
Changelog
The Nintendo Switch version of the game has its own changelog in addition to the
changes from the PC version
.
Version: 1.1.109
Bugfixes:
Fixed a crash when trying to hand-craft recipes that have fluid ingredients.
Version: 1.1.108
Bugfixes:
Fixed a potential desync when calling LuaGui::is_valid_sprite_path() with a sprite path starting with "file.".
Version: 1.1.107
Bugfixes:
Fixed first tutorial level advancing to a wrong story step after drill is set in quickbar.
Version: 1.1.106
Gui:
Added Paste button to exchange string import GUIs
Scrolling is smoother when using scrollbars with a controller.
Controller button hints GUI will try to move out of the way of chat messages.
Bugfixes:
Fixed crash when trying to exit the application while the controller support applet is active(after changing console play modes)
Fixed freeze when changing console play modes while the on-screen keyboard is active.
Fixed crash when finishing a mini-tutorial after changing the input method from keyboard and mouse to controller while in the mini-tutorial.
Fixed strange entity selection behavior after finishing a mini-tutorial after changing the input method from controller to keyboard and mouse while in the mini-tutorial.
Fixed that LuaForce::chart_all() wouldn't chart surfaces that had never had any charting.
Fixed LuaEntity::circuit_connection_definitions could return copper wires from ghost entities.
Fixed a desync related to changing in-progress infinite research levels.
Fixed copying train stop settings could cause some trains to arrive.
Fixed a save corruption issue related to large amounts of overlapping small electric poles.
Fixed entity status icons being visible in simulations.
Fixed a crash when giving NaN values to some lua APIs.
Fixed a desync when changing the force of a requester chest with filters set from the circuit network.
Fixed a rendering issue with pumpjack arrows when holding some items.
Version: 1.1.104
Gui:
Trying to close a window will first close any opened drop-down. This improves navigating drop-downs with controllers.
Bugfixes:
Fixed intro sound being choppy sometimes.
Fixed controller relative driving mode steering left and right repeatedly in multiplayer.
Fixed controller relative driving mode causing jittery movement when driving backwards.
Fixed crash when placing linked chest in multiplayer with hotkey suggestions enabled.
Fixed that migration_applied was always false in the on_configuration_changed event.
Fixed that item health bars didn't render correctly at some scales.
Fixed a crash when the server has disconnected while setting quickbar slots.
Fixed that the delete save confirm could delete the wrong save if a different one was selected while it was showing.
Fixed that the custom camera widget wouldn't render entity status icons correctly.
Fixed that LuaGameScript::auto_save() wouldn't work if the root saves folder didn't already exist.
Fixed that selecting a group in the chat icon selector GUI would occasionally select a random result.
Fixed tank not consuming fuel when turning while braking.
Fixed train could not advance from destination full state when a train stop placed from blueprint was built before a rail next to it.
Fixed partial item transfer not preserving inventory hand location.
Fixed transport belt would keep saying "Disabled by control behavior" after circuit wires were removed.
Fixed a crash when searching in certain icon selector GUIs.
Fixed that empty locale would cause things to not show in GUIs.
Fixed that LuaFluidBox::get_fluid_system_contents() did not behave correctly when the fluid box was not part of a fluid system.
Debug:
Added show_generated_chunks debug option which shows uncharted yet generated chunks on the map.
Version: 1.1.101
Bugfixes:
Fixed a crash when entering bad number values in some input fields.
Fixed a crash when removing an item that is being used to hand craft a recipe while also changing the recipe to take fluid ingredients.
Fixed a crash when defining a recipe that takes zero fluid as the first ingredient.
Fixed cloning a furnace would not preserve previous recipe id.
Fixed that selecting a locale would sometimes reset the setting back to "Default"
Fixed that choose-elem-button equipment tooltips were missing the equipment name and description.
Fixed being unable to focus search in the train overview GUI with Control + F when a mod attaches a relative GUI element to it.
Fixed a crash when item stack of item-on-ground becomes empty because of scripted stack transfer.
Version: 1.1.100
Optimizations:
Optimized saving time slightly.
Reduced memory usage slightly.
Changes:
Technology researched message does not play chat notification sound.
Pressing "Regenerate map" in the map editor will open the map generator.
"Regenerate map" is no longer available in map editor for scenarios that don't use the map generator.
Bugfixes:
Fixed crash when playing "Rocket rush" scenario.
Fixed crashes when putting super large numbers in number input fields.
Fixed a desync when putting super large numbers in the map editor brush size fields.
Fixed a crash when changing the technology price multiplier while research is in progress.
Fixed a desync related to manual crafting large recipe counts.
Fixed rendering of cliff previews.
Fixed train fulfilled fraction was always showing full green background.
Fixed a desync when technology prices would grow beyond 18~ quintillion.
Fixed a crash when entering large values for train wait times.
Fixed that cloning rails in the map editor could lead to corrupt saves in some instances.
Fixed offset of circuit connector sprites for inserters
Fixed that pressing regenerate map in the map editor would change the map generator settings GUI next time it's used.
Fixed that reset technology effects would advance infinite research in some cases.
Fixed loader would not connect to belts in preview in some cases.
Fixed bad pumpjack drain logic related to yield.
Fixed recipes with ingredients craftable for free could not be crafted.
Version: 1.1.94
Minor Features:
Added a notification when a technology is researched.
Added /enable-research-queue console command to enable the research queue without disabling achievements.
Changes:
The research queue is enabled by default for new games.
Bugfixes:
The on-screen keyboard can now input new lines in multi-line text boxes.
Fixed another rare crash when using very long belts(over 900 tiles).
Fixed vibrations not working after changing controller configuration while the console is asleep.
Fixed that selection tool with "cancel-deconstruct", "cancel-upgrade" or "downgrade" mode would not render selection of entities.
Fixed it was possible to create maps with width or height larger than 2000000.
Fixed recipe tooltip in assembling machine was doing intermediate crafting logic when showing items missing for crafting.
Fixed inserter could take items from wrong side of a belt when the belt shape was changed.
Fixed that heat buffer temperatures would not migrate correctly when changing the prototype maximum temperature.
Fixed that the research queue would not be enabled by default for the Marathon and Death world marathon presets.
Fixed fast replacing train stops would not preserve trains limit.
Fixed that crafting machines did not handle item-with-tags type items correctly.
Fixed server not showing in LAN server browser if the game is also public and with a different external port because of NAT.
Fixed controller vibrations playing in keyboard and mouse mode.
Fixed that pumpjacks would not show the correct status when they were stopped due to full fluid output.
Version: 1.1.91
Minor Features:
Added vibrations to vehicle collisions.
Bugfixes:
Fixed that notch slider tooltips would not show in some cases.
Fixed that any error with an audio stream would crash the game, improved audio stream error handling in general.
Fixed a hang in audio streams.
Fixed blueprint setup GUI cutting off at the bottom.
Fixed cursor sometimes teleporting to nearby entities when selecting entities to be built from the Quick panel, in multiplayer.
Fixed multiplayer desync with other platforms.
Fixed a player could not obtain achievements if it was in game for longer than 9942h.
Fixed that Build control was allowing binding to controller buttons that would not work.
Version: 1.1.87
Features:
Added keyboard and mouse support. Change input method in Settings->Controls to play using keyboard and mouse.
Minor Features:
Added stick sensitivity setting.
Added ability to quickly swap A and B buttons.
Version: 1.1.82
Bugfixes:
Reduced the number of crashes for players with very large saves running low on memory.
Improved the latency of selecting entities in multiplayer.
General bugfixes and improvements
Version: 1.1.80
Bugfixes:
General bugfixes and improvements
Version: 1.1.76
Minor Features:
Added vibration intensity setting to the control settings screen.
Added absolute vehicle control mode as a setting in the control settings screen.
Added option to enable predictive text for the on-screen keyboard. Enabling this also allows entering Chinese and Korean text and Japanese kanji characters.
Changes:
When in free cursor mode with a GUI open, Left Stick will also move the cursor.
When in free cursor mode with Quick panel open, Left Stick will navigate the Quick panel normally.
Bugfixes:
Fixed the cursor in the world map moving twice as fast in free cursor mode.
Fixed GUI navigation getting stuck on AND/OR buttons in the locomotive GUI.
Fixed GUI navigation navigating to empty technology slots in research queue.
Fixed GUI navigation sometimes getting stuck when navigating large technology trees.
Version: 1.1.74
Minor Features:
Added option in Settings->Other to set an email and password to the account, so it can be used on other platforms or consoles.
Added Danish localization
Bugfixes:
Fixed crash when creating extremely long belts.
Fixed crash when a textbox disappears while the on screen keyboard is still open.
Fixed crash when exiting the game while a new map is being created.
Fixed crash sometimes when transferring all items from character corpse.
Fixed another crash when trying to save with a long save file name
Version: 1.1.72
Bugfixes:
Fixed crash when exiting the level while Quick Panel is open.
Fixed crash when dying while Quick Panel is open.
Fixed crash when trying to save with a long save file name
Fixed that you could not map controller sticks in the control settings gui.
Fixed memory leak related to OpenGL textures, affecting mostly main menu background simulations. | wiki | https://wiki.factorio.com/Nintendo_Switch_version_-_Factorio_Wiki |
Factorio_talk_About | Factorio talk:About - Factorio Wiki | [] | Factorio talk:About - Factorio Wiki
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Feels like this page should be called "About Factorio". Anyone object to that move?
BenWo
(
talk
) 11:17, 15 May 2014 (CEST)
Game description
I moved the game description from the main page to here. It's still transcluded to the main page so any changes here are reflected on the main page. So watch out for the <onlyinclude></onlyinclude> tags or you'll mess up the main page! -
BenWo
(
talk
) 12:57, 16 May 2014 (CEST)
link potholes & sinkholes
Many of the links here that are displayed by the front page are comparable to what [tvtropes.org] calls "
potholes
" and are really borderline
sinkholes
, by the same definition source. In other words, the links don't seem to correspond to the pages they link to. Almost all of them are potholes, and four of them, by my count, are sinkholes. Specifically, "ores" "protect your factory", and "yourself" might be considered sinkholes.
1. The first one should link to a page that includes both iron ore and copper ore (not just iron ore), and possibly coal, although that one might be best linked separately.
2. The second one, which links to walls, should instead link to a page that includes all defensive structures.
3. The last one, which links to
modular armor
, should probably link to a page that includes armor, weapons, capsules, and anything else the player might use to defend themselves (or actively attack enemies) if they don't have their base to do it for them. An example might be if you were going to destroy some spawners.
note: The second one and last one might be worth combining into one page that includes anything and everything that kills enemies or protects the player or his structures.
TL;DR
the links are too confusing and should be fixed.--
Twisted Code
(
talk
) 12:42, 7 June 2015 (CEST)
If it should be fixes, why don't you just change it?
Ssilk
(
talk
) 17:45, 8 June 2015 (CEST) | wiki | https://wiki.factorio.com/Factorio_talk:About_-_Factorio_Wiki |
User_talk_BlackJack69 | User talk:BlackJack69 - Factorio Wiki | [] | User talk:BlackJack69 - Factorio Wiki
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Welcome to the Official Factorio Wiki!
Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it.
First and foremost, please be sure to read and understand the
rules of this Wiki
. If you have any questions or concerns with these rules, please don't hesitate to ask an Admin.
Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the
help pages
. In addition to the help provided by MW, we also provide a
style guide
that we enforce.
If you're unsure where to begin, please see the
editor noticeboard
, where information on the current objectives and projects of the Wiki may be found.
Again, welcome, we hope you contribute as much high quality information as you can. :)
Bilka
(
talk
) -
Admin
08:41, 11 February 2019 (UTC) | wiki | https://wiki.factorio.com/User_talk:BlackJack69_-_Factorio_Wiki |
Pipe_to_ground | Pipe to ground - Factorio Wiki | [] | Pipe to ground - Factorio Wiki
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| | Pipe to ground | Edit |
| | -------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+5+10→2 | 0.5+5+10→2 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 5.5+15 | 5.5+15 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Fluid storage volume | 100 | | | | | | | | | | | | |
| Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 |
| | | | 150 | | | | | | | | | | |
| | 195 | | 240 | | | | | | | | | | |
| | 285 | | 375 | | | | | | | | | | |
| Resistances | Fire: 0/80%Impact: 0/40% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 (1 stack) | | | | | | | | | | | | |
| Dimensions | 1×1 | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | pipe-to-ground | | | | | | | | | | | | |
| Internal name | pipe-to-ground | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+5+10→2 | 0.5+5+10→2 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 5.5+15 | 5.5+15 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Fluid storage volume | 100 | | | | | | | | | | | | |
| Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 |
| | | | 150 | | | | | | | | | | |
| | 195 | | 240 | | | | | | | | | | |
| | 285 | | 375 | | | | | | | | | | |
| Resistances | Fire: 0/80%Impact: 0/40% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 (1 stack) | | | | | | | | | | | | |
| Dimensions | 1×1 | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | pipe-to-ground | | | | | | | | | | | | |
| Internal name | pipe-to-ground | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
pipe to ground
(or "underground pipe") is a distribution method for
liquids and gases
. Since a basic
pipe
is impassable, these are necessary to keep the factory open, as well as to cross belt lines, or environmental features.
Fluid distribution is complex, comprehensive information can be found on the
fluid system
page.
Contents
1
Alternative recipes
2
Notes
3
Gallery
4
History
5
See also
Alternative recipes
Space Age
expansion exclusive feature.
| Process | Input | Output | Made in | Required technology |
| ---------------------- | ------- | ------ | ------- | ------------------- |
| Casting pipe to ground | 1+10+50 | 2 | | Foundry (research) |
Notes
While pipe to ground is the developer name for the entity, the community has taken to simply referring to this entity as "underground pipe". This is the most common reference.
The maximum distance at which an underground pipe can connect is 10 tiles, resulting in a gap of 9 tiles in between.
The gap between underground pipes does not store any fluids; a pair of underground pipes only has the same volume as two regular pipes, regardless of distance bridged.
Underground pipes as well as
underground belts
cannot transport items between
lava
and space void.
Gallery
The pipe to ground's GUI with the ability to clear the contained fluid.
An example of a pipe to ground going under a patch of water.
History
2.0.7
:
Underground pipes now turn green (instead of the default yellow) when placed at the maximum distance.
0.13.0
:
Underground pipes are now automatically placed at maximum distance when building by dragging.
0.10.1
:
Icon changes.
0.9.3
:
For two different pipe to ground types, the distance limit is now the minimum of the two connections.
0.9.2
:
Pipe to ground can now reach up to 10 tiles underground.
A pipe to ground can have multiple underground connections.
0.9.0
:
Pipe to grounds are made in pairs, and are more expensive to craft.
0.2.1
:
Automatic 180 degree rotation of underground pipes when the first pipe is built.
0.2.0
:
Visualization of the connection between two underground pipes.
0.1.0
:
Introduced
See also
Fluid system
Pipe
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Pipe_to_ground_-_Factorio_Wiki |
Toolbelt_equipment | Toolbelt equipment - Factorio Wiki | [] | Toolbelt equipment - Factorio Wiki
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| | Toolbelt equipment | Edit |
| | ------------------ | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ------------------------- | | -- | | -- | | -- | | -- | | -- | | -- |
| 10+3+10→1 | 10+3+10→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 39+6+15+6+10 | 39+6+15+6+10 | | | | | | | | | | | | |
| Inventory size bonus | 1013161925 | | | | 10 | | 13 | | 16 | | 19 | | 25 |
| | | | 10 | | | | | | | | | | |
| | 13 | | 16 | | | | | | | | | | |
| | 19 | | 25 | | | | | | | | | | |
| Stack size | 20 | | | | | | | | | | | | |
| Rocket capacity | 20 | | | | | | | | | | | | |
| Dimensions | 3×1 | | | | | | | | | | | | |
| Placed in | Placed in | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Prototype type | inventory-bonus-equipment | | | | | | | | | | | | |
| Internal name | toolbelt-equipment | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Space Age
expansion exclusive feature.
Toolbelt equipment
is an
equipment module
that can be put into equipment slots to provide the player/vehicle with more inventory space.
Quality
versions of the item increases the inventory size bonus. Multiple toolbelts may be equipped, each further increasing inventory size.
Toolbelt equipment is one of the few equipment modules that have a height of 1. Coupled with its odd width, this equipment can fit into vehicles or armor that have odd heights and widths (usually via quality), taking up space that would otherwise go unused.
History
2.0.7
:
Introduced.
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment | | wiki | https://wiki.factorio.com/Toolbelt_equipment_-_Factorio_Wiki |
Superconductor | Superconductor - Factorio Wiki | [
"stub"
] | Superconductor - Factorio Wiki
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| | Superconductor | Edit |
| | -------------- | ---- |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 5+1+1+1+5→2 | 5+1+1+1+5→2 |
| Total raw | Total raw |
| 5+1+1+1+5 | 5+1+1+1+5 |
| Stack size | 200 |
| Rocket capacity | 1000 (5 stacks) |
| Prototype type | item |
| Internal name | superconductor |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recycling results | Recycling results |
| 0.25 | 0.25 |
| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Space Age
expansion exclusive feature.
The
superconductor
is an item unlocked on
Fulgora
. It is used in crafting recipes related to fusion power and other advanced items such as the
railgun turret
and
cryogenic plant
.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Fulgora
Supercapacitor
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Superconductor_-_Factorio_Wiki |
User_talk_Misiuji | User talk:Misiuji - Factorio Wiki | [] | User talk:Misiuji - Factorio Wiki
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Do your things here: | wiki | https://wiki.factorio.com/User_talk:Misiuji_-_Factorio_Wiki |
Desynchronization | Desynchronization - Factorio Wiki | [] | Desynchronization - Factorio Wiki
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A desynchronization (desync) is a disagreement of the game state between the server and at least one client in a multiplayer game, this means the parties no longer run the simulation identically.
Contents
1
How desyncs happen
1.1
Factorio multiplayer architecture
1.2
Player experience of desyncs
1.3
Desync report
1.4
Next Steps
2
Desync Investigations
2.1
Identifying desync causing mod through trial and error
2.2
Code investigations with mods/scenarios involved
2.2.1
Code that causes desyncs
2.2.2
Comparing game state & save files
2.2.3
Examining the desync files
2.2.4
Using heavy mode command
2.3
Desync reporting of core Factorio game
3
See also
How desyncs happen
Desyncs are errors and should not occur during regular play, they can be caused by:
a bug in Factorio code
a bug in a mod/scenario
a miscalculation on server or client hardware
Networking-, latency or performance problems do
not
cause desyncs.
Factorio multiplayer architecture
Factorio multiplayer code uses deterministic lockstep to synchronize clients. This is a method of synchronizing a game from one computer to another by sending only the user inputs that control that game, rather than networking the state of the objects in the game itself. It means that all players' games need to simulate every single tick of the game identically. If any computer does something ever-so-slightly different, a desynchronization (desync) occurs. The game includes processes to ensure any issues with network traffic do not cause desyncs.
Player experience of desyncs
When a client detects a desync, it disconnects the player and starts to download files from the server (map and game state information) to include them in the
Desync report
, this will take longer than the normal map download. After the download is finished and the desync report has been generated the player is offered the options to view the report, quit or reconnect to continue playing. Depending on the cause of the desync, the client might immediately desync again when reconnecting.
Desync report
The desync report will help mod/scenario makers or Factorio developers to fix the underlying bug, it contains both the player's and server's copy of the save game (map and game state). The player's copy is from when the desync occurred and titled
desynced-level
. With the server's copy being from when the automatic reconnection was made and titled
reference-level.zip
. A copy of the players Factorio log file is included titled
log.txt
. As the report contains two copies of the save game it may have a large file size. Furthermore, the save files that are made for the desync report contain more data than normal save files, further increasing their size.
The desync report does not state the cause of the desync but rather is a record of the game state at the time of the desync.
Next Steps
The next steps after a desync occurs is to start a desync investigation. In many situations restarting the server will work around the desync in the short term and allow all players to rejoin until the conditions for the bug to occur are re-created. However, a server restart isn't guaranteed success and may lead to no players being able to rejoin the server without desyncing.
Desync Investigations
In most cases when desyncs occur and mods or scenarios are being used they are the cause and need to be handled first. If they are found to not be the cause then it should be reported as a
core Factorio desync
. In both cases identifying the activity that triggers the desync is an important step. For example, whether it is tied to a player's action or activity that happens in the game (i.e. a train arriving at a station) or is a time-related event. In some cases, the desync may not be reproducible and so only a code investigation can work towards a fix.
When desyncs occur and mods/scenarios are in the use there are 2 different approaches that can be taken to help get the issue fixed. The code investigation approach requires you to be familiar with Factorio modding and its coding rules. The less technical method is to identify the mod and activity that causes the desync through trial and error so it can be reported to the mod author.
Identifying desync causing mod through trial and error
This is a less technical method aiming to identify the mod and its activity that seems to cause the desync so it can be reported to the mod/scenario author. The activity that causes the desync should be established prior to these activities being done to confirm if they are having an impact. These steps may affect the gameplay and should be done on a test save.
Removing any newly added mods and rolling back (returning to the previous version) any updated mods to see if the issue still occurs.
Removing mods from the game to rule them out as the cause.
Once the desync can no longer be reproduced the suspected mod can be re-added/updated and the desync recreated to confirm the mod and activity are the cause of the desync. As these steps require the server to be restarted this may in itself fix any desyncs in the short term until the conditions for the bug to occur are re-created.
Code investigations with mods/scenarios involved
The desync report is a useful reference for investigating desyncs but it does not state the cause of the desync. Comparing the desync files and use of heavy mode can assist in identifying which mods and activities to review initially. Ideally, it is supplemented by an account of what was occurring and being done by players at the point of the desync occurring to assist with narrowing down the activities of code to review. However in many complicated scenarios this may not be known prior to the investigation.
Code that causes desyncs
There are a number of ways mod and scenario code can cause desyncs, such as due to incorrect variable scoping, requiring or API event handling. Examples of these can be found in
Gangsir's modding tutorial multiplayer and desyncs section
, with the full technical definition of usage constraints for API events in the
Factorio API data lifecycle
. Not all instances of non-compliance will lead to desyncs or errors, but most will. For this reason, it is recommended to always maintain compliance to avoid risk and time-consuming testing. Instances of non-compliance found should be raised to the code author.
Comparing game state & save files
The desync report files and heavy mode dumps contain a number of files that can be compared by any text comparison tool to look for differences. These files are generally sequelized dumps of Lua tables or c++ game objects and so are only partially human readable. The less human readable items can include floating point numbers serilaised (0x.HEXp+HEX) and
magic
unique identifier numbers for prototype instances in the c++ game state. These numbers and reference ids should generally be the same between files as the in-game entity they reference normally won't have changed between the 2 save game states being obtained.
When the data differs between files the source code of that mod/scenario must be examined for all interactions with that data item for any instances of non-compliance.
Examining the desync files
Within each savegame's zip in the desync report are a number of files that when compared can show data changes. As the server copy of the save is obtained after the desync there may be genuine differences between the files. So differences aren't hard evidence of the cause of a desync, but only a pointer on where to investigate further.
script.dat - contains the scenario and mods
Factorio storage tables
. Generally, the save's persistent data should be the same between the 2 saves. On rare occasions, there can be a difference due to how the information is written out to the file. Should a mod causes a player's game to desync it can cause the player's game to stop processing other mod activity mid tick. This can lead those mod's global tables to have differences between the player and the server copies despite having no code defects themselves.
level_with_tags_tick_XXXX.dat - contains the current game state together with additional saving tags to aid human readability. This can show if entity states or chat messages differ.
level.dat
is the same information, but without the descriptive tags for data values.
Using heavy mode command
Heavy mode
is an in-game option that can be enabled to make Factorio save and load the game every tick. This allows Factorio to highlight if there are any changes in the game state between the save and subsequent load. Should a state change occur, a message is shown in-game and the save and load game states recorded to a
dumps
folder in the players
user data folder
.
Typically this process will trigger for incorrect changing of data as part of the on_load event or local/global variables being changed and not persisted. The recorded game state is a dump of the internal game state, including entities, but does not include the mod's global table. This allows the checking if an entity's state has become different between the load and save state.
This process can be used to partially test a mod for multiplayer compliance without the need of multiple players or a server.
Desync reporting of core Factorio game
If no mod or scenario were involved in the desync, the desync report and activity information should be posted to the
Factorio forums bug report section
.
See also
FFF 63
- How heavy mode works | wiki | https://wiki.factorio.com/Desynchronization_-_Factorio_Wiki |
Flamethrower_(research) | Flamethrower (research) - Factorio Wiki | [] | Flamethrower (research) - Factorio Wiki
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| | Flamethrower (research) | Edit |
| | ----------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 30111✖50 | 30111✖50 |
| Prototype type | technology |
| Internal name | flamethrower |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
See also
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
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Heavy_oil_cracking | Oil processing - Factorio Wiki | [] | Oil processing - Factorio Wiki
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Oil processing
is a large part of Factorio. Oil processing may refer to
the researched technology
, the recipe used in the
oil refinery
, or the overall workings of oil.
Contents
1
Overview
2
Setting up oil processing
2.1
Tips
2.2
Coal Liquefaction
2.3
Simple coal liquefaction
2.4
Transporting fluids
3
Optimal Ratios
3.1
Petroleum gas production
4
History
5
See also
Overview
There are various recipes that can be used to process
crude oil
into its fractions. Its fraction (
heavy oil
,
light oil
and
petroleum gas
) can also be cracked into each other. Their recipes and technology requirements can be seen below.
| Process | Input | Output | Made in | Required technology | Internal name |
| ------------------------ | ---------- | -------- | ------- | ----------------------- | ------------------------ |
| Basic oil processing | 5+100 | 45 | | Oil processing | basic-oil-processing |
| Advanced oil processing | 5+100+50 | 25+45+55 | | Advanced oil processing | advanced-oil-processing |
| Heavy oil cracking | 2+40+30 | 30 | | Advanced oil processing | heavy-oil-cracking |
| Light oil cracking | 2+30+30 | 20 | | Advanced oil processing | light-oil-cracking |
| Simple coal liquefaction | 5+10+2+25 | 50 | | Calcite processing | simple-coal-liquefaction |
| Coal liquefaction | 5+10+25+50 | 90+20+10 | | Coal liquefaction | coal-liquefaction |
Setting up oil processing
Pumpjacks
need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Pumpjacks produce a certain amount of
Crude oil
per second, shown on the right, at the bottom of the information panel.
Crude oil must be refined in an
oil refinery
. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set and "alt-mode" is active, the input and output locations and the expected fluids are shown. The locations of these cannot be changed, only the entire machine can be rotated or flipped (
v
or
h
key by default).
Advanced oil processing and coal liquefaction produce multiple fluids:
heavy oil
,
light oil
and
petroleum gas
. The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a
storage tank
. Furthermore, both heavy oil and light oil can be cracked to the next lower type in a
chemical plant
(recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem).
Tips
The
circuit network
can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough. For examples on how to do this, see the
circuit-network cookbook
.
If you run your heavy oil pipe from the refineries past a lubricant-making chemical plant before sending it to the cracking chemical plants, you can be sure that the lubricant production will have priority over cracking.
Solid fuel
is most efficient when created from light oil. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly.
Coal Liquefaction
Once coal liquefaction is researched, the player can manufacture oil products anywhere without a need for crude oil: the player can set up an oil refinery to utilize coal liquefaction and use an
assembling machine
and
barrels
to manually insert a small amount of heavy oil into the system to initiate production. As long as the heavy oil output is routed back into the refinery before being sent anywhere else, the refinery will be self-sustaining in terms of heavy oil, only requiring steam and coal to run. To prevent fluid back-up, the player will need to ensure all output fluids are being consumed or stored somehow.
While a single refinery using this set-up this will not produce a large amount of oil products overall, the fact it does not require crude oil to run means it can be placed anywhere the player needs a small, steady supply of oil products, saving the need to transport oil over large distances by pipes or trains. Such uses include:
A refueling outpost that produces
solid fuel
and/or
rocket fuel
.
A defensive outpost that uses oil to fuel
flamethrower turrets
.
With a supply of
iron ore
, this set-up can produce
sulfuric acid
, allowing the mining of
uranium ore
.
A supply of iron ore also allows the manufacture of ammunition:
cluster grenades
,
land mines
, and
cannon shells
.
With a supply of both iron ore and
copper ore
,
rockets
and
artillery shells
can be manufactured, as well as all
capsules
.
More broadly, a sufficiently large network of refineries utilizing coal liquefaction could produce enough oil products to run the player's factory without a need for crude oil anymore, allowing much more flexibility in the layout and placement of facilities that require oil products to function. The downside of relying entirely on coal liquefaction are an overall slightly lower output of oil products compared to advanced oil processing, a need for more chemical plants to crack the large amounts of heavy oil produced, and the system will shut down entirely if its supply of coal or steam runs out.
Simple coal liquefaction
Space Age
introduces a second liquefaction recipe: simple coal liquefaction. This process uses coal,
calcite
, and
sulfuric acid
, generating only
heavy oil
. Through cracking, it can be used to make other oil products. On
Vulcanus
, it is useful when starting out as the standard coal liquefaction recipe must be researched. It can also be used to bootstrap standard liquefaction, providing the initial heavy oil.
Outside of its initial uses on Vulcanus, it does have two potential advantages.
Steam
is much harder to get on
Space platforms
than sulfuric acid or calcite. The only way to make steam on a platform is with a
nuclear reactor
, which requires fuel from
Nauvis
. By contrast, sulfuric acid, coal, and calcite can all be manufactured or mined from asteroids.
The other advantage is that the recipe produces heavy oil without any of the other oil processing byproducts. This allows the player to use this purely as a way to generate
lubricant
for those recipes which need it. Other oil processing setups can then always crack heavy oil to light oil.
Note also that going to Vulcanus is not
strictly
required.
Calcite processing (research)
does not require
mining
calcite from a calcite ore patch; you merely need to acquire calcite. This can be done using
Advanced asteroid processing (research)
that is made available on
Gleba
. One still must research
Planet discovery Vulcanus (research)
, but once done, acquiring calcite via
advanced oxide asteroid crushing
is enough to trigger the calcite processing technology.
Transporting fluids
There are many ways to move fluids in Factorio, they are listed below:
Pipes
Fluid wagons
Loading the fluids into
barrels
and transporting them by
railway
,
transport belts
, or the
logistic network
Optimal Ratios
The optimal ratio is the ratio of production that ensures no waste of time or materials.
Petroleum gas production
For producing petroleum gas, the optimal advanced oil processing ratio is 20:5:17 (advanced oil processing : heavy oil cracking : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefaction : heavy oil cracking : light oil cracking), and 12:8:11 is close enough.
One refinery running basic oil processing produces 9 petroleum gas per second. One refinery running advanced oil processing combined with one of each oil cracking chemical plant produces 19.5 petroleum gas per second in total. One refinery running coal liquefaction combined with one of each oil cracking chemical plant produces close to 11.2 petroleum gas per second in total (taking into consideration the recycling of the heavy oil).
The refining can be sped up with
modules
; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using
productivity modules
) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses).
| Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Module configuration | None | Config 1 (*) | Config 2 | Units |
| Oil refinery | Oil refinery | Oil refinery | Oil refinery | Oil refinery |
| Crude oil consumption | 100 | 100 | 100 | |
| Water consumption | 50 | 50 | 50 | |
| Crafting speed | 5 | 5 | 5 | s / final item |
| Heavy oil output | 25 | 25 | 25 | |
| Light oil output | 45 | 45 | 45 | |
| Petroleum output | 55 | 55 | 55 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 855% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Crude oil consumption | 20 | 91 | 171 | per second |
| Total Water consumption | 10 | 45.5 | 85.5 | per second |
| Total Heavy oil output | 5 | 29.575 | 55.575 | per second |
| Total Light oil output | 9 | 53.235 | 100.035 | per second |
| Total Petroleum output | 11 | 65.065 | 122.265 | per second |
| Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking |
| Heavy oil consumption | 40 | 40 | 40 | |
| Water consumption | 30 | 30 | 30 | |
| Crafting speed | 2 | 2 | 2 | s / final item |
| Light oil output | 30 | 30 | 30 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 655% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Heavy oil consumption | 20 | 91 | 131 | per second |
| Total Water consumption | 15 | 68.25 | 98.25 | per second |
| Total Light oil output | 15 | 88.725 | 127.725 | per second |
| Light oil cracking | Light oil cracking | Light oil cracking | Light oil cracking | Light oil cracking |
| Light oil consumption | 30 | 30 | 30 | |
| Water consumption | 30 | 30 | 30 | |
| Crafting speed | 2 | 2 | 2 | s / final item |
| Petroleum output | 20 | 20 | 20 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 655% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Light oil consumption | 15 | 68.25 | 98.25 | per second |
| Total Water consumption | 15 | 68.25 | 98.25 | per second |
| Total Petroleum output | 10 | 59.15 | 85.15 | per second |
| Ratio | Ratio | Ratio | Ratio | Ratio |
| Heavy oil cracking | 0.25 | 0.325 | 0.424 | |
| Light oil cracking | 0.85 | 1.2025 | 1.57 | |
| Petroleum gas output | 19.5 | 136.193 | 255.923 | per second |
| * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. |
For config 2 in the above (possibly collapsed) table, a good enough ratio is 7:3:11, and the next ratio that is better is 165:70:259. The optimal ratio involves over 50000 refineries, and so is practically useless. But, for reference, it's 52400:22230:82251.
History
0.17.60
:
Basic oil processing produces only petroleum gas.
0.17.0
:
Coal liquefaction now produces 90 heavy oil, 20 light oil and 10 petroleum gas, consuming 25 heavy oil, 10 coal and 50 steam.
0.15.0
:
Added coal liquefaction oil processing recipe.
0.9.1
:
Added heavy oil cracking and light oil cracking.
0.9.0
:
Introduced
Basic oil processing
Advanced oil processing
See also
Fluid system
Crude oil
Barrel | wiki | https://wiki.factorio.com/Oil_processing_-_Factorio_Wiki |
User_talk_JakubSTR | User talk:JakubSTR - Factorio Wiki | [
"Pages with broken file links"
] | User talk:JakubSTR - Factorio Wiki
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Welcome to the Official Factorio Wiki!
Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it.
First and foremost, please be sure to read and understand the
rules of this Wiki
. If you have any questions or concerns with these rules, please don't hesitate to ask an Admin.
Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the
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If you're unsure where to begin, please see the
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, where information on the current objectives and projects of the Wiki may be found.
Again, welcome, we hope you contribute as much high quality information as you can. :)
Bilka
(
talk
) -
Admin
10:58, 6 February 2018 (UTC)
Contents
1
Linki
2
Pollution spread
3
Pollution dissipation
4
Native life
5
Modules
6
Production/Absorption
6.1
Polluters
6.2
De-polluters
6.2.1
Spawner
6.2.2
Chunks
6.2.3
Trees
7
Achievements
8
History
9
See also
Linki
https://wiki.factorio.com/index.php?title=Special:AllPages&namespace=10
https://wiki.factorio.com/Factorio:Editor_noticeboard
https://wiki.factorio.com/Factorio:Wanted_pages/pl
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Broken redirects
Double redirects
Unused files
Wanted pages
Templatesy
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--> --> --> --> --> -->
Example of in-game pollution (red squares) in the map
Pollution is represented as an abstract "cloud", updated
per chunk
every game second (60 ticks) and visible on the map, when "alt-view" is on (default
Alt-Key
). It appears as a red colored blocky cloud.
It is produced by many buildings involved in processing items and spreads outwards at a steady rate.
The
evolution factor
is not increased by the spreading/absorbed pollution, but by the pollution produced by all the player's
machinery
at every tick. This means that no matter how hard the player tries to contain the pollution,
enemies
will still evolve at the same rate. They just won't attack the player as frequently. The pollution cloud is used to trigger biter attacks and determines the size of the attacks.
Pollution settings can be changed via
map generation
settings, or can be disabled entirely.
Pollution spread
As soon as a chunk has reached 15.0 pollution it starts spreading in all four cardinal directions at a rate of 2% per
game-second
(60 ticks).
For example, a chunk with 400.0 pollution and 4 adjacent chunks with 100.0 pollution each, raises the pollution in all adjacent chunks by 8.0 while reducing its own pollution by 32.0. But every one of the 4 surrounding spreads 2.0 pollution "back" to the center chunk, so it only loses 24.0 +
absorbed value
.
Pollution dissipation
Every
chunk
(32x32) of map slowly reduces the pollution it covers (See
Pollution#Chunks
). So the more the pollution spreads, the more is absorbed.
Trees
also absorb some pollution (See
Pollution#Trees
).
Spawners
absorb a great amount of pollution, and use this to produce enemies.
Native life
Pollution attracts
biters
to the Player's factory. Biters who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.
Each
spawner
absorbs 20 + 0.01 * [chunk's pollution] every game second (60 ticks) if the chunk's pollution is greater than 20. If there is 20 or less pollution in the chunk, the spawner absorbs all the pollution.
Higher pollution values decrease the time it takes for biters to join the attack force. After a certain amount of pollution is absorbed the spawner sends one of its biters/spitters to a rendezvous point. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers.
Required pollution to add an additional biter/spitter to the attack wave:
| Pollution | Type |
| --------- | ---------------- |
| 200 | Small biter |
| 1,000 | Medium biter |
| 4,000 | Big biter |
| 20,000 | Behemoth biter |
| 200 | Small spitter |
| 600 | Medium spitter |
| 1,500 | Big spitter |
| 10,000 | Behemoth spitter |
With 1350 absorbed pollution at the time of attack the following wave consists of 6 small biters and 1 medium biter OR 6 small spitters and 2 medium spitters depending on the spawner's type and
evolution factor
.
Modules
Modules
that list "+x% pollution" increase pollution multiplier, not a flat pollution rate. Final pollution value is (pollution multiplier * energy usage multiplier * base pollution), meaning heavily boosted buildings are likely to account for most of the pollution produced in a factory.
Production/Absorption
These tables contain information about the levels of pollution produced/absorbed by items in the game.
Polluters
| Object | Pollution per KW per game second (60 ticks) | Pollution per game second at full power |
| --------------------- | ------------------------------------------- | --------------------------------------- |
| Stone furnace | 0.01/KW | 1.8 |
| Steel furnace | 0.02/KW | 3.6 |
| Electric furnace | 0.005/KW | 0.9 |
| Burner mining drill | 0.03333/KW | 10 |
| Electric mining drill | 0.1/KW | 9 |
| Pumpjack | 0.1/KW | 9 |
| Assembling machine 1 | 0.03333/KW | 3 |
| Assembling machine 2 | 0.016/KW | 2.4 |
| Assembling machine 3 | 0.00857/KW | 1.8 |
| Pump | 0.004/KW | 0.12 |
| Boiler | 0.01538/KW | 27.6923 |
| Oil refinery | 0.00857/KW | 3.6 |
| Chemical plant | 0.00857/KW | 1.8 |
| Centrifuge | 0.016/KW | 5.6 |
Fire on the ground and burning trees produce 0.005 pollution per tick.
De-polluters
Spawner
If a chunk's pollution is greater than 20, each enemy spawner absorbs 20 + 0.01 * [chunk's pollution] every game second (60 ticks), otherwise it absorbs the chunk's total pollution.
Chunks
Every chunk has a natural absorption rate per tick which is determined by the weighted average of its floor tiles.
Following numbers are the pollution reduction for a full chunk (32x32 tiles) composed of the same floor tiles per tick.
| Tile | Pollution per tick | Pollution per second |
| ---------------------------------------------------- | ------------------ | -------------------- |
| Grass 1-4 | -0.00045 | -0.027 |
| Dirt 1 | -0.0004 | -0.024 |
| Dirt 2-7 | -0.00045 | -0.027 |
| Dry dirt | -0.00039 | -0.0234 |
| Sand 1-3 | -0.00039 | -0.0234 |
| Red desert 0 | -0.00045 | -0.027 |
| Red desert 1-3 | -0.0004 | -0.024 |
| Water, Green water, Deep water, Deep green water | -0.0003 | -0.018 |
| Path tiles (Stone bricks, concrete etc) | 0.0 | 0.0 |
| Special tiles (Lab tiles, out of map, tutorial grid) | -0.0006 | -0.036 |
Trees
Every single tree absorbs a small amount of pollution in its chunk per tick if the total pollution in that chunk is above 3500 units. By absorbing pollution, trees lose their leaves for every 500 pollution absorbed. The less dense the leaves, the slower the tree absorbs pollution.
| Object | Stage | Pollution per tick | Pollution per second |
| -------------------------- | -------------------- | ------------------ | -------------------- |
| Tree, red tree, brown tree | 0 (Max leaf density) | -0.001 | -0.06 |
| 1 | -0.00067 | -0.04 | |
| 2 | -0.00033 | -0.02 | |
| 3 (Min leaf density) | 0 | 0 | |
| Dead dry hairy tree | No stages | -0.0001 | -0.006 |
| Dead grey trunk | No stages | -0.0001 | -0.006 |
| Dead tree - desert | No stages | -0.0001 | -0.006 |
| Dry hairy tree | No stages | -0.0001 | -0.006 |
| Dry tree | No stages | -0.0001 | -0.006 |
Achievements
Pollution is directly connected to the following achievement:
| | It stinks and they don't like itTrigger analienattack bypollution. |
| | ------------------------------------------------------------------ |
History
0.13.2
:
Optimized rendering of huge pollution clouds on the map.
0.13.0
:
Large amounts of pollution is created when burning fires.
Pollution creation of the productivity module was reduced drastically.
Optimized pollution rendering on map and minimap.
0.12.0
:
Trees
degenerate slowly when exposed to pollution at high levels.
0.8.0
:
Added option to turn off pollution visibility even when detailed info is on.
0.7.1
:
Speed modules no longer produce extra pollution.
Added missing pollution descriptions.
Pollution is only shown on the minimap with alt mode on.
0.7.0
:
Introduced concept of pollution.
See also
Crafting
Modules
Enemies | wiki | https://wiki.factorio.com/User_talk:JakubSTR_-_Factorio_Wiki |
Rocketry_(research) | Rocketry (research) - Factorio Wiki | [] | Rocketry (research) - Factorio Wiki
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| | Rocketry (research) | Edit |
| | ------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 15111✖120 | 15111✖120 |
| Prototype type | technology |
| Internal name | rocketry |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
Unlocks the
rocket
and
rocket launcher
.
See also
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Rocketry_(research)_-_Factorio_Wiki |
Lithium | Lithium - Factorio Wiki | [] | Lithium - Factorio Wiki
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| | Lithium | Edit |
| | ------- | ---- |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 20+1+50+50→5 | 20+1+50+50→5 |
| Total raw | Total raw |
| 20+1+50+50 | 20+1+50+50 |
| Stack size | 50 |
| Rocket capacity | 250 (5 stacks) |
| Prototype type | item |
| Internal name | lithium |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recycling results | Recycling results |
| 0.25 | 0.25 |
Space Age
expansion exclusive feature.
Lithium
is the intermediary derived from
lithium brine
; it is the only use for lithium brine. Producing it requires
holmium plate
, which must be shipped to
Aquilo
from
Fulgora
. Because neither
ammonia
nor lithium brine can be stored in
barrels
, and both resources can only be found on Aquilo, lithium must be produced on Aquilo.
Because lithium brine and ammonia are fluids, the
quality
of lithium produced is governed entirely by the quality of the holmium plate used to produce it.
Lithium is used for creating
lithium plates
and
fluoroketone (hot)
, both of which are ingredients of the
cryogenic science pack
(though fluoroketone requires processing into
fluoroketone (cold)
first).
History
2.0.7
:
Introduced in
Space Age
expansion.
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Lithium_-_Factorio_Wiki |
Cargo_landing_pad | Cargo landing pad - Factorio Wiki | [
"stub"
] | Cargo landing pad - Factorio Wiki
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| | Cargo landing pad | Edit |
| | ----------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| ----------------------- | --------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- |
| 30+200+10+25→1 | 30+200+10+25→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 30+200+10+25 | 30+200+10+25 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Storage size | 80 | | | | | | | | | | | | |
| Health | 10001300160019002500 | | | | 1000 | | 1300 | | 1600 | | 1900 | | 2500 |
| | | | 1000 | | | | | | | | | | |
| | 1300 | | 1600 | | | | | | | | | | |
| | 1900 | | 2500 | | | | | | | | | | |
| Stack size | 1 | | | | | | | | | | | | |
| Rocket capacity | 1 | | | | | | | | | | | | |
| Radar coverage distance | 45679 | | | | 4 | | 5 | | 6 | | 7 | | 9 |
| | | | 4 | | | | | | | | | | |
| | 5 | | 6 | | | | | | | | | | |
| | 7 | | 9 | | | | | | | | | | |
| Dimensions | 8×8 | | | | | | | | | | | | |
| Mining time | 1 | | | | | | | | | | | | |
| Prototype type | cargo-landing-pad | | | | | | | | | | | | |
| Internal name | cargo-landing-pad | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
The
cargo landing pad
is a large storage structure that is part of the
logistic network
. It acts as an 8×8
passive provider chest
with a capacity of 80 slots. Only one can be placed on the surface at a time.
Inserters
can pull items out of it like any other container, but cannot insert
into
the landing pad.
When the
rocket silo
sends a rocket with a
satellite
into space, the cargo landing pad will receive 1,000
space science packs
. If the landing pad is full, the science will be deposited on the ground and marked for deconstruction. The science will be delivered to the landing pad regardless of its distance from the rocket silo.
The landing pad can be connected to the
circuit network
to read its contents like other containers.
Space Age
In
Space Age
, the cargo landing pad further acts as a hub for orbital deliveries. It acts as a
requester chest
for orbiting
space platforms
. Platforms that are stopped over the current planet may have their cargo dropped down to satisfy the landing pad's requests. The landing pad can only receive one stack of items at a time.
Placing a
cargo bay
that is touching the landing pad next to at least one tile will increase the landing pad's inventory size by 20 slots each (increasable with higher
quality
) and increase the number of item stacks that can be dropped from the platform at once. If a landing pad's inventory is full, a platform will not drop any cargo until a slot is free.
If the
trash unrequested
box is ticked, the landing pad will automatically move all items from its inventory that are not currently requested to its trash slots.
History
2.0.14
:
Changed cargo landing pad mining time to 1
2.0.7
:
Introduced
See also
Rocket silo
Space platform
| Space | Space |
| -------------------- | ------------------------------------------------------------------------------------------- |
| Planetside buildings | Rocket siloCargo landing pad |
| Space platform | Space platform foundationCargo bayAsteroid collectorCrusherThrusterSpace platform hub |
| Rocket cargo | SatelliteSpace platform starter pack |
| Asteroids | Metallic asteroid chunkCarbonic asteroid chunkOxide asteroid chunkPromethium asteroid chunk |
| Locations | NauvisVulcanusGlebaFulgoraAquiloSolar system edgeShattered planet |
| Navigation | LogisticsProductionIntermediate productsCombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Cargo_landing_pad_-_Factorio_Wiki |
User_talk_DRY411S | User talk:DRY411S - Factorio Wiki | [] | User talk:DRY411S - Factorio Wiki
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Welcome to
factorio
!
We hope you will contribute much and well.
You will probably want to read the
help pages
.
Again, welcome and have fun!
Mishka
(
talk
) 19:15, 2 October 2016 (UTC) | wiki | https://wiki.factorio.com/User_talk:DRY411S_-_Factorio_Wiki |
Empty_lubricant_barrel | Barrel - Factorio Wiki | [] | Barrel - Factorio Wiki
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Barrels
can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once
fluid handling
is researched. The barrels themselves are reusable once the fluids are drained.
Barrels stack in groups of 10. A single
cargo wagon
can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon – 30,000 fewer units than the capacity of a
fluid wagon
.
Empty barrels have a rocket capacity
of 200. Full barrels, regardless of fluid, have a rocket capacity
of 100. As such, a single rocket can carry 5000 units of any fluid which can be barrelled.
Contents
1
Empty barrels
2
Fill barrels
3
Example of use
4
Notes
5
History
6
See also
Empty barrels
Empty barrels
can be crafted. When barrels are emptied, the (required)
assembling machine
will also return an empty barrel.
| Recipe: | 1+1→1 |
| ---------------- | -------------- |
| Req. technology: | Fluid handling |
| Process | Input | Machine | Output |
| -------------------------------- | ----- | ------- | ------ |
| Empty crude oil barrel | 10.2 | or | 1+50 |
| Empty heavy oil barrel | 10.2 | or | 1+50 |
| Empty light oil barrel | 10.2 | or | 1+50 |
| Empty lubricant barrel | 10.2 | or | 1+50 |
| Empty petroleum gas barrel | 10.2 | or | 1+50 |
| Empty sulfuric acid barrel | 10.2 | or | 1+50 |
| Empty water barrel | 10.2 | or | 1+50 |
| Empty fluoroketone (hot) barrel | 10.2 | or | 1+50 |
| Empty fluoroketone (cold) barrel | 10.2 | or | 1+50 |
Fill barrels
Filled barrels
cannot be crafted. They are filled using the respective
fluids
's
Fill barrel
process which consumes empty barrels.
| Process | Input | Machine | Output |
| ------------------------------- | ------ | ------- | ------ |
| Fill crude oil barrel | 1500.2 | or | 1 |
| Fill heavy oil barrel | 1500.2 | or | 1 |
| Fill light oil barrel | 1500.2 | or | 1 |
| Fill lubricant barrel | 1500.2 | or | 1 |
| Fill petroleum gas barrel | 1500.2 | or | 1 |
| Fill sulfuric acid barrel | 1500.2 | or | 1 |
| Fill water barrel | 1500.2 | or | 1 |
| Fill fluoroketone (hot) barrel | 1500.2 | or | 1 |
| Fill fluoroketone (cold) barrel | 1500.2 | or | 1 |
Example of use
Barrels are useful in situations where pipes are not available or a bad option, such as oil production far away from your main factory, or when transporting fluids to another planet in
Space Age
. Barrels can be transported with a
belt transport system
or
railway
, by
logistic robots
, via
car
or
tank
, or in the
player
's inventory. A simple example with
transport belts
:
Notes
Despite being labelled as an intermediate product, making empty barrels and filling or emptying barrels cannot accept
productivity modules
.
Barrel filling and emptying recipes cannot accept
quality modules
.
History
0.16.8
:
Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)
Decreased barrelling crafting time from 1 second to 0.2 seconds.
0.15.0
:
Added automatic barreling support for all fluids.
0.9.0
:
Introduced
See also
Fluid handling
Oil processing
Crude oil | wiki | https://wiki.factorio.com/Barrel_-_Factorio_Wiki |
Biter_egg | Biter egg - Factorio Wiki | [
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] | Biter egg - Factorio Wiki
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| | Biter egg | Edit |
| | --------- | ---- |
| Stack size | 100 | | | | | | | | | | | | |
| --------------------- | ---------------------- | | ------ | | --- | | ------- | | --- | | --- | | ------ |
| Rocket capacity | 500 (5 stacks) | | | | | | | | | | | | |
| Fuel value | 6 MJ (burner) | | | | | | | | | | | | |
| Spoil time | 30m38m 59s48m57m1h 15m | | | | 30m | | 38m 59s | | 48m | | 57m | | 1h 15m |
| | | | 30m | | | | | | | | | | |
| | 38m 59s | | 48m | | | | | | | | | | |
| | 57m | | 1h 15m | | | | | | | | | | |
| Spoil result | | | | | | | | | | | | | |
| Prototype type | item | | | | | | | | | | | | |
| Internal name | biter-egg | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Used as fuel by | Used as fuel by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Space Age
expansion exclusive feature.
Biter eggs
can be obtained with a
captive biter spawner
.
The biter egg has a spoil time of 30 minutes, but the eggs do not spoil while inside a
captive biter spawner
.
When a biter egg spoils, it spawns a damaged big biter that will act identical to normal
biters
. Quality biters are spawned by quality eggs.
Biter eggs are one of the two ways of farming
nutrients
on
Nauvis
.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Gleba
Nauvis
Enemies
Pentapod egg
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Biter_egg_-_Factorio_Wiki |
Elevated_rail | Rail ramp - Factorio Wiki | [
"stub"
] | Rail ramp - Factorio Wiki
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| | Rail ramp | Edit |
| | --------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------------------------------------------------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- |
| 0.5+10+8+100→1 | 0.5+10+8+100→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 3.5+100+4+2+14 | 3.5+100+4+2+14 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 20002600320038005000 | | | | 2000 | | 2600 | | 3200 | | 3800 | | 5000 |
| | | | 2000 | | | | | | | | | | |
| | 2600 | | 3200 | | | | | | | | | | |
| | 3800 | | 5000 | | | | | | | | | | |
| Resistances | Acid: 0/80%Explosion: 10/30%Fire: 0/100%Impact: 45/60%Laser: 0/70%Physical: 3/20% | | | | | | | | | | | | |
| Stack size | 10 | | | | | | | | | | | | |
| Rocket capacity | 1 (0.1 stacks) | | | | | | | | | | | | |
| Mining time | 0.2 | | | | | | | | | | | | |
| Prototype type | rail-ramp | | | | | | | | | | | | |
| Internal name | rail-ramp | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Space Age
expansion exclusive feature.
A
rail ramp
is a
rail
that inclines upward, which allows
trains
to travel over obstacles. Rails that continue off the higher part of the ramp must have
rail supports
to keep them elevated.
Train stops
,
rail signals
and
rail chain signals
cannot be placed on rail ramps, unlike straight rails. Locomotives that are stopped on rail ramps will stay still and not slide back down to the ground level.
While players are required to own Space Age to access this feature, elevated rails are a separate mod, and can be activated independent of most Space Age content.
History
2.0.7
:
Introduced in
Space Age
expansion.
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Rail_ramp_-_Factorio_Wiki |
Oil_cracking | Oil processing - Factorio Wiki | [] | Oil processing - Factorio Wiki
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Oil processing
is a large part of Factorio. Oil processing may refer to
the researched technology
, the recipe used in the
oil refinery
, or the overall workings of oil.
Contents
1
Overview
2
Setting up oil processing
2.1
Tips
2.2
Coal Liquefaction
2.3
Simple coal liquefaction
2.4
Transporting fluids
3
Optimal Ratios
3.1
Petroleum gas production
4
History
5
See also
Overview
There are various recipes that can be used to process
crude oil
into its fractions. Its fraction (
heavy oil
,
light oil
and
petroleum gas
) can also be cracked into each other. Their recipes and technology requirements can be seen below.
| Process | Input | Output | Made in | Required technology | Internal name |
| ------------------------ | ---------- | -------- | ------- | ----------------------- | ------------------------ |
| Basic oil processing | 5+100 | 45 | | Oil processing | basic-oil-processing |
| Advanced oil processing | 5+100+50 | 25+45+55 | | Advanced oil processing | advanced-oil-processing |
| Heavy oil cracking | 2+40+30 | 30 | | Advanced oil processing | heavy-oil-cracking |
| Light oil cracking | 2+30+30 | 20 | | Advanced oil processing | light-oil-cracking |
| Simple coal liquefaction | 5+10+2+25 | 50 | | Calcite processing | simple-coal-liquefaction |
| Coal liquefaction | 5+10+25+50 | 90+20+10 | | Coal liquefaction | coal-liquefaction |
Setting up oil processing
Pumpjacks
need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Pumpjacks produce a certain amount of
Crude oil
per second, shown on the right, at the bottom of the information panel.
Crude oil must be refined in an
oil refinery
. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set and "alt-mode" is active, the input and output locations and the expected fluids are shown. The locations of these cannot be changed, only the entire machine can be rotated or flipped (
v
or
h
key by default).
Advanced oil processing and coal liquefaction produce multiple fluids:
heavy oil
,
light oil
and
petroleum gas
. The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a
storage tank
. Furthermore, both heavy oil and light oil can be cracked to the next lower type in a
chemical plant
(recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem).
Tips
The
circuit network
can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough. For examples on how to do this, see the
circuit-network cookbook
.
If you run your heavy oil pipe from the refineries past a lubricant-making chemical plant before sending it to the cracking chemical plants, you can be sure that the lubricant production will have priority over cracking.
Solid fuel
is most efficient when created from light oil. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly.
Coal Liquefaction
Once coal liquefaction is researched, the player can manufacture oil products anywhere without a need for crude oil: the player can set up an oil refinery to utilize coal liquefaction and use an
assembling machine
and
barrels
to manually insert a small amount of heavy oil into the system to initiate production. As long as the heavy oil output is routed back into the refinery before being sent anywhere else, the refinery will be self-sustaining in terms of heavy oil, only requiring steam and coal to run. To prevent fluid back-up, the player will need to ensure all output fluids are being consumed or stored somehow.
While a single refinery using this set-up this will not produce a large amount of oil products overall, the fact it does not require crude oil to run means it can be placed anywhere the player needs a small, steady supply of oil products, saving the need to transport oil over large distances by pipes or trains. Such uses include:
A refueling outpost that produces
solid fuel
and/or
rocket fuel
.
A defensive outpost that uses oil to fuel
flamethrower turrets
.
With a supply of
iron ore
, this set-up can produce
sulfuric acid
, allowing the mining of
uranium ore
.
A supply of iron ore also allows the manufacture of ammunition:
cluster grenades
,
land mines
, and
cannon shells
.
With a supply of both iron ore and
copper ore
,
rockets
and
artillery shells
can be manufactured, as well as all
capsules
.
More broadly, a sufficiently large network of refineries utilizing coal liquefaction could produce enough oil products to run the player's factory without a need for crude oil anymore, allowing much more flexibility in the layout and placement of facilities that require oil products to function. The downside of relying entirely on coal liquefaction are an overall slightly lower output of oil products compared to advanced oil processing, a need for more chemical plants to crack the large amounts of heavy oil produced, and the system will shut down entirely if its supply of coal or steam runs out.
Simple coal liquefaction
Space Age
introduces a second liquefaction recipe: simple coal liquefaction. This process uses coal,
calcite
, and
sulfuric acid
, generating only
heavy oil
. Through cracking, it can be used to make other oil products. On
Vulcanus
, it is useful when starting out as the standard coal liquefaction recipe must be researched. It can also be used to bootstrap standard liquefaction, providing the initial heavy oil.
Outside of its initial uses on Vulcanus, it does have two potential advantages.
Steam
is much harder to get on
Space platforms
than sulfuric acid or calcite. The only way to make steam on a platform is with a
nuclear reactor
, which requires fuel from
Nauvis
. By contrast, sulfuric acid, coal, and calcite can all be manufactured or mined from asteroids.
The other advantage is that the recipe produces heavy oil without any of the other oil processing byproducts. This allows the player to use this purely as a way to generate
lubricant
for those recipes which need it. Other oil processing setups can then always crack heavy oil to light oil.
Note also that going to Vulcanus is not
strictly
required.
Calcite processing (research)
does not require
mining
calcite from a calcite ore patch; you merely need to acquire calcite. This can be done using
Advanced asteroid processing (research)
that is made available on
Gleba
. One still must research
Planet discovery Vulcanus (research)
, but once done, acquiring calcite via
advanced oxide asteroid crushing
is enough to trigger the calcite processing technology.
Transporting fluids
There are many ways to move fluids in Factorio, they are listed below:
Pipes
Fluid wagons
Loading the fluids into
barrels
and transporting them by
railway
,
transport belts
, or the
logistic network
Optimal Ratios
The optimal ratio is the ratio of production that ensures no waste of time or materials.
Petroleum gas production
For producing petroleum gas, the optimal advanced oil processing ratio is 20:5:17 (advanced oil processing : heavy oil cracking : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefaction : heavy oil cracking : light oil cracking), and 12:8:11 is close enough.
One refinery running basic oil processing produces 9 petroleum gas per second. One refinery running advanced oil processing combined with one of each oil cracking chemical plant produces 19.5 petroleum gas per second in total. One refinery running coal liquefaction combined with one of each oil cracking chemical plant produces close to 11.2 petroleum gas per second in total (taking into consideration the recycling of the heavy oil).
The refining can be sped up with
modules
; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using
productivity modules
) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses).
| Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Module configuration | None | Config 1 (*) | Config 2 | Units |
| Oil refinery | Oil refinery | Oil refinery | Oil refinery | Oil refinery |
| Crude oil consumption | 100 | 100 | 100 | |
| Water consumption | 50 | 50 | 50 | |
| Crafting speed | 5 | 5 | 5 | s / final item |
| Heavy oil output | 25 | 25 | 25 | |
| Light oil output | 45 | 45 | 45 | |
| Petroleum output | 55 | 55 | 55 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 855% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Crude oil consumption | 20 | 91 | 171 | per second |
| Total Water consumption | 10 | 45.5 | 85.5 | per second |
| Total Heavy oil output | 5 | 29.575 | 55.575 | per second |
| Total Light oil output | 9 | 53.235 | 100.035 | per second |
| Total Petroleum output | 11 | 65.065 | 122.265 | per second |
| Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking |
| Heavy oil consumption | 40 | 40 | 40 | |
| Water consumption | 30 | 30 | 30 | |
| Crafting speed | 2 | 2 | 2 | s / final item |
| Light oil output | 30 | 30 | 30 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 655% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Heavy oil consumption | 20 | 91 | 131 | per second |
| Total Water consumption | 15 | 68.25 | 98.25 | per second |
| Total Light oil output | 15 | 88.725 | 127.725 | per second |
| Light oil cracking | Light oil cracking | Light oil cracking | Light oil cracking | Light oil cracking |
| Light oil consumption | 30 | 30 | 30 | |
| Water consumption | 30 | 30 | 30 | |
| Crafting speed | 2 | 2 | 2 | s / final item |
| Petroleum output | 20 | 20 | 20 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 655% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Light oil consumption | 15 | 68.25 | 98.25 | per second |
| Total Water consumption | 15 | 68.25 | 98.25 | per second |
| Total Petroleum output | 10 | 59.15 | 85.15 | per second |
| Ratio | Ratio | Ratio | Ratio | Ratio |
| Heavy oil cracking | 0.25 | 0.325 | 0.424 | |
| Light oil cracking | 0.85 | 1.2025 | 1.57 | |
| Petroleum gas output | 19.5 | 136.193 | 255.923 | per second |
| * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. |
For config 2 in the above (possibly collapsed) table, a good enough ratio is 7:3:11, and the next ratio that is better is 165:70:259. The optimal ratio involves over 50000 refineries, and so is practically useless. But, for reference, it's 52400:22230:82251.
History
0.17.60
:
Basic oil processing produces only petroleum gas.
0.17.0
:
Coal liquefaction now produces 90 heavy oil, 20 light oil and 10 petroleum gas, consuming 25 heavy oil, 10 coal and 50 steam.
0.15.0
:
Added coal liquefaction oil processing recipe.
0.9.1
:
Added heavy oil cracking and light oil cracking.
0.9.0
:
Introduced
Basic oil processing
Advanced oil processing
See also
Fluid system
Crude oil
Barrel | wiki | https://wiki.factorio.com/Oil_processing_-_Factorio_Wiki |
Heat_exchanger | Heat exchanger - Factorio Wiki | [] | Heat exchanger - Factorio Wiki
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| | Heat exchanger | Edit |
| | -------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ---------------------------------------- | | ------ | | ------ | | ------ | | ------ | | ------ | | ------ |
| 3+100+10+10→1 | 3+100+10+10→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 8+100+10+10 | 8+100+10+10 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Fluid storage volume | Input: 200Output: 200 | | | | | | | | | | | | |
| Health | 200260320380500 | | | | 200 | | 260 | | 320 | | 380 | | 500 |
| | | | 200 | | | | | | | | | | |
| | 260 | | 320 | | | | | | | | | | |
| | 380 | | 500 | | | | | | | | | | |
| Resistances | Explosion: 0/30%Fire: 0/90%Impact: 0/30% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 25 (0.5 stacks) | | | | | | | | | | | | |
| Dimensions | 2×3 | | | | | | | | | | | | |
| Energy consumption | 1013161925MW (heat) | | | | 10 | | 13 | | 16 | | 19 | | 25 |
| | | | 10 | | | | | | | | | | |
| | 13 | | 16 | | | | | | | | | | |
| | 19 | | 25 | | | | | | | | | | |
| Heat output | 103/s134/s165/s196/s258/ssteam | | | | 103/s | | 134/s | | 165/s | | 196/s | | 258/s |
| | | | 103/s | | | | | | | | | | |
| | 134/s | | 165/s | | | | | | | | | | |
| | 196/s | | 258/s | | | | | | | | | | |
| Maximum temperature | 1000 °C | | | | | | | | | | | | |
| Fluid consumption | 10.3/s13.4/s16.5/s19.6/s25.8/swater | | | | 10.3/s | | 13.4/s | | 16.5/s | | 19.6/s | | 25.8/s |
| | | | 10.3/s | | | | | | | | | | |
| | 13.4/s | | 16.5/s | | | | | | | | | | |
| | 19.6/s | | 25.8/s | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | boiler | | | | | | | | | | | | |
| Internal name | heat-exchanger | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
heat exchanger
exchanges heat between a heat connection (normally from a
heat pipe
leading to a
nuclear reactor
or
heating tower
) and
water
to produce
steam
.
Heat exchangers produce ~103 steam with a temperature of 500°C every second.
Heat exchangers will not produce steam until they reach 500°C. The steam produced is exactly 500°C hot, even if the exchanger is hotter. Heat exchangers have a heat capacity of 1 MJ/°C. Thus, they can buffer 500 MJ of heat energy across their working range of 500°C to 1000°C, and require 485 MJ of energy to warm up from 15°C to 500°C when initially placed.
Calculating steam production rate
Heat exchangers produce 103 steam/second. This can be calculated by relying on
steam turbine
data: A steam turbine consumes 60 steam/second and produces 5.82MW (assuming 500°C steam). This means a single unit of 500°C steam has
5.82MW / (60/s) = 0.097 MJ
of energy. A heat exchanger produces 10 MJ a second, therefore it produces
10MJ / 0.097MJ = 103.0927835
steam per second.
The steam production rate can also be calculated using the energy consumption: 1 heat exchanger consumes 10MW, so it's putting 10MJ of energy into heating water/steam per second. To heat up 1 unit of water 1 degree, 200 joules are needed, so the heat exchanger is heating up water by 50,000 unit-°C in total. We observe that this heating results in a temperature increase from 15°C to 500°C, so an increase of 485°C. So the 50,000 unit-°C is divided among 103 units of steam per second, since
50,000 / 485 = 103.09
. Since steam is produced from water in a 10:1 ratio, this also means that 10.3 units of water are consumed per second.
History
2.0.7
:
1 Water will now produce 10 Steam in boilers/heat exchangers.
0.17.67
:
Heat pipes (also in reactors and heat exchangers) glow with high temperatures.
0.15.0
:
Introduced
Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ
See also
Nuclear power
Steam turbine
Nuclear reactor
Heating tower
Heat pipe
| Production items | Production items |
| ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book |
| Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() |
| Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack |
| Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() |
| Agriculture | Agricultural towerBiochamberCaptive biter spawner |
| Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() |
| Environmental protection | Lightning rodLightning collectorHeating tower |
| Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() |
| Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Heat_exchanger_-_Factorio_Wiki |
Asteroid_productivity_(research) | Asteroid productivity (research) - Factorio Wiki | [] | Asteroid productivity (research) - Factorio Wiki
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| | Asteroid productivity (research) | Edit |
| | -------------------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 601111111✖1500 | 601111111✖1500 |
| Prototype type | technology |
| Internal name | asteroid-productivity |
| Required technologies | Required technologies |
| | |
Space Age
expansion exclusive feature.
Adds 10% productivity to all 6 asteroid crushing recipes:
Carbonic asteroid crushing
Oxide asteroid crushing
Metallic asteroid crushing
Advanced carbonic asteroid crushing
Advanced oxide asteroid crushing
Advanced metallic asteroid crushing
| Technology | Cost | Effects |
| ------------------------ | ------------------------------------------------------------------------------------- | ------------- |
| 1Asteroid productivity 1 | 601111111X1000 × 1.5(Level)(eg. 1500 for level 1, 2250 for level 2, 3375 for level 3) | 10% per level |
Note that the 300%
productivity limit
does
apply to this technology. It can be researched past level 30, but it will have no practical effect.
History
2.0.7
:
Introduced in
Space Age
expansion.
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Asteroid_productivity_(research)_-_Factorio_Wiki |
Inserter | Inserter - Factorio Wiki | [] | Inserter - Factorio Wiki
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| | Inserter | Edit |
| | -------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | -------------------------------------- | | ------ | | ------ | | ------ | | ------ | | ------ | | ------ |
| 0.5+1+1+1→1 | 0.5+1+1+1→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 2.25+1.5+4 | 2.25+1.5+4 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 |
| | | | 150 | | | | | | | | | | |
| | 195 | | 240 | | | | | | | | | | |
| | 285 | | 375 | | | | | | | | | | |
| Resistances | Fire: 0/90% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 | | | | | | | | | | | | |
| Dimensions | 1×1 | | | | | | | | | | | | |
| Energy consumption | 15.119.5123.9228.3337.15kW (electric) | | | | 15.1 | | 19.51 | | 23.92 | | 28.33 | | 37.15 |
| | | | 15.1 | | | | | | | | | | |
| | 19.51 | | 23.92 | | | | | | | | | | |
| | 28.33 | | 37.15 | | | | | | | | | | |
| Drain | 400 W (electric) | | | | | | | | | | | | |
| Rotation speed | 302°/s393°/s484°/s575°/s756°/s | | | | 302°/s | | 393°/s | | 484°/s | | 575°/s | | 756°/s |
| | | | 302°/s | | | | | | | | | | |
| | 393°/s | | 484°/s | | | | | | | | | | |
| | 575°/s | | 756°/s | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | inserter | | | | | | | | | | | | |
| Internal name | inserter | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
For the article encompassing all inserter types, see
Inserters
.
The
inserter
can be used to transfer items between entities such as
transport belts
and
stone furnaces
. It is the most basic
electric
inserter.
Unlike the
fast inserter
, the inserter is not fast enough to pick up items moving on the far side of a curving
express transport belts
and
turbo transport belts
.
The inserter is notable in that it is used in the creation of
logistic science pack
, so players must create an automated inserter assembly line. The basic inserter is also used in the creation of both the fast inserter and the long inserter, and serves as the base item for all electric inserters.
For more information on mechanics and uses see
inserters
.
History
2.0.7
:
All inserters now have filter option.
Max energy consumption increased from 13.6 kW to 15.1 kW.
Inserters now reliably pick up items off of
express transport belts
and the far corner of curving
fast transport belts
.
0.13.2
:
Inserters connected to the circuit network now have the option to only read hand contents.
0.13.0
:
Inserters can now send the item held in hand to the circuit network.
Inserters are able to squeeze things
slightly
better to belts.
All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.
0.12.2
:
Inserters will never take more than the max stack size of an item.
Inserters and logistic robots no longer extract from enemy chests
Inserters now correctly pick up items from
splitters
.
0.12.0
:
Inserters can now extract from
Roboports
and
Beacons
.
Inserters now take items from right behind them, not from the center of the pickup target entity.
0.10.0
:
New icon
New sounds
0.9.2
:
Inserters can have arbitrary pickup and insert positions.
0.9.0
:
Inserter code optimization, inserters that have nothing to do will sleep.
0.8.0
:
Improved inserter's ability to pull from train wagons.
0.7.1
:
Fast inserter now has the same speed as the smart inserter.
0.5.0
:
Inserter can now pick up up to 5 items when researched.
0.4.0
:
Smaller inserter bounding box
0.3.0
:
New Inserter graphics
0.2.1
:
The item in the hand of the inserter is returned to the player when mined.
0.2.0
:
Show direction of inserter
0.1.0
:
Introduced
See also
Inserters
Fast inserter
Long-handed inserter
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Inserter_-_Factorio_Wiki |
Fulgoran_lightning_attractor | Fulgoran lightning attractor - Factorio Wiki | [
"stub"
] | Fulgoran lightning attractor - Factorio Wiki
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| | Fulgoran lightning attractor | Edit |
| | ---------------------------- | ---- |
| Can be mined. | Can be mined. |
| ------------------ | ----------------------- |
| Map color | |
| Expected resources | 8+6+4+2 |
| Health | 100 |
| Range | 20 |
| Efficiency | 0% |
| Dimensions | 1×1 |
| Prototype type | lightning-attractor |
| Internal name | fulgoran-ruin-attractor |
| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Space Age
expansion exclusive feature.
Fulgoran lightning attractors
are part of the natural
terrain generation
on
Fulgora
.
They work identically to
lightning rods
, protecting a small area from lightning, but they don't generate power when struck.
History
2.0.7
:
Introduced in
Space Age
expansion.
| Environment | Environment |
| ----------- | ------------------------------------------------------------------------------------------------------------------- |
| Generic | PlayerCliffRock |
| Nauvis | TreeBiters |
| Vulcanus | Ashland tree |
| Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods |
| Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite |
| Aquilo | Lithium ice formation |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Fulgoran_lightning_attractor_-_Factorio_Wiki |
Iron_bacteria_cultivation | Iron bacteria - Factorio Wiki | [] | Iron bacteria - Factorio Wiki
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| | Iron bacteria | Edit |
| | ------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------- | -------------------------- | | ------ | | -- | | ------ | | ------ | | ------ | | ------ |
| 1+6→0.1+4 | 1+6→0.1+4 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 1+6 | 1+6 | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 1000 (20 stacks) | | | | | | | | | | | | |
| Crafted only on | | | | | | | | | | | | | |
| Spoil time | 1m1m 17s1m 36s1m 54s2m 30s | | | | 1m | | 1m 17s | | 1m 36s | | 1m 54s | | 2m 30s |
| | | | 1m | | | | | | | | | | |
| | 1m 17s | | 1m 36s | | | | | | | | | | |
| | 1m 54s | | 2m 30s | | | | | | | | | | |
| Spoil result | | | | | | | | | | | | | |
| Prototype type | item | | | | | | | | | | | | |
| Internal name | iron-bacteria | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Space Age
expansion exclusive feature.
Iron bacteria
is an item that can be harvested from iron
stromatolites
and produced or cultivated in
biochambers
. It spoils rather quickly, rotting into
iron ore
. It is the only method of obtaining iron natively on
Gleba
, and bacteria cannot be produced on other planets.
Alternative recipes
| Process | Input | Output | Made in | Required technology | Crafted only on |
| ------------------------- | ----- | ------ | ------- | ------------------------------- | --------------- |
| Iron bacteria cultivation | 4+1+1 | 4 | | Bacteria cultivation (research) | |
Productivity outputs for bacteria cultivation give 4 bacteria rather than the usual net gain used by
catalytic recipes
. Newly cultivated bacteria will always be at maximum
freshness
.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Gleba
Copper bacteria
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Iron_bacteria_-_Factorio_Wiki |
Rocket_silo_(research) | Rocket silo (research) - Factorio Wiki | [] | Rocket silo (research) - Factorio Wiki
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| | Rocket silo (research) | Edit |
| | ---------------------- | ---- |
Base game
Space Age mod
| Cost | Cost |
| --------------------- | --------------------- |
| 6011111✖1000 | 6011111✖1000 |
| Prototype type | technology |
| Internal name | rocket-silo |
| Required technologies | Required technologies |
| 33 | 33 |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
| Cost | Cost |
| --------------------- | --------------------- |
| 60111✖1000 | 60111✖1000 |
| Prototype type | technology |
| Internal name | rocket-silo |
| Required technologies | Required technologies |
| 2 | 2 |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
The rocket silo technology is the final technology required to win the game. Because the rocket silo is at the end of a deep research tree, researching it and the techs leading up to it is a significant part of the cost of winning the game.
In version 0.17, the following science packs are required to research the rocket silo and all technologies leading up to it (with normal science cost):
× 5750,
× 5565,
× 3650,
× 1600,
× 1300
See also
Rocket silo
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Rocket_silo_(research)_-_Factorio_Wiki |
Rocket_rush | Rocket rush - Factorio Wiki | [] | Rocket rush - Factorio Wiki
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| ----------------------------------------------------------------------------------------------------------------- |
| Page "Rocket rush" has been recommended for clean-up. Reason:Needs to be updated for 2.0 prices |
| This may mean fixing grammar or broken links, providing better explanations, or removing incorrect/outdated info. |
| Further recommendations for this page's clean-up can be made atTalk:Rocket rush. |
Rocket rush
is a
gameplay scenario
that has the goal of launching a
rocket
, but with all
research
unlocked and an opportunity to choose from a large pool of starting equipment.
Rocket rush can be played single player or
multiplayer
with a team.
Market
After choosing the
map generation settings
, the player begins the scenario in a small room called the market.
The player is provided 10,000 coins (which must be retrieved from the chests in the middle of the room) to purchase any items they wish to start the scenario with. Once the player is satisfied with their starting equipment, they must proceed to the launch pad at the bottom of the room. After waiting on the launch pad for 15 seconds, the player is transported to the play map with all their purchased equipment. Once on the play map, the player is unable to return to the market.
In addition to the equipment purchased with the 10,000 coins, the player is also provided the following equipment immediately at the start in the market:
25
Construction robots
1
Power armor
1
Portable fusion reactor
1
Exoskeleton
1
Personal roboport MK2
2
Energy shields
3
Personal batteries
7
Portable solar panels
1
Submachine gun
1
Rocket launcher
100
Piercing rounds magazines
100
Rockets
Market item costs
The following tables contain the cost of each item. There are a couple of important notes to make here:
Some items come in packs (e.g. 5
inserters
are given for each 35 coins spent;
inserters
cannot be purchased in increments of 1, etc.). This is noted in the Quantity column.
Not all possible items are available for sale. While the research for all items are unlocked, certain top-level items must be built in-game.
Note: Intermediates and military costs are not correct
| | | | | | | | | | | | | | | | | | | |
| ---- | ---- | -------- | ------------ | | ---- | ---- | -------- | ------------ | | ---- | ---- | -------- | ------------ | | ---- | ---- | -------- | ------------ |
| Item | Cost | Quantity | Max quantity | | Item | Cost | Quantity | Max quantity | | Item | Cost | Quantity | Max quantity | | Item | Cost | Quantity | Max quantity |
| | 48 | 6 | 208 | | | 67 | 1 | 149 | | | 40 | 20 | 250 | | | 33 | 3 | 303 |
| | 48 | 1 | 208 | | | 44 | 1 | 227 | | | 40 | 20 | 250 | | | 31 | 1 | 322 |
| | 353 | 1 | 28 | | | 206 | 1 | 48 | | | 40 | 40 | 250 | | | 32 | 1 | 312 |
| | 362 | 1 | 27 | | | 604 | 1 | 16 | | | 35 | 5 | 285 | | | 89 | 1 | 112 |
| | 44 | 4 | 227 | | | 188 | 1 | 53 | | | 40 | 40 | 250 | | | 27 | 1 | 370 |
| | 79 | 1 | 126 | | | 1200 | 1 | 7 | | | 40 | 40 | 250 | | | 44 | 1 | 227 |
| | 229 | 1 | 43 | | | 589 | 1 | 16 | | | 40 | 8 | 250 | | | 40 | 10 | 250 |
| | 58 | 1 | 172 | | | 1200 | 1 | 8 | | | 40 | 20 | 250 | | | 40 | 8 | 250 |
| | 330 | 1 | 30 | | | 1100 | 1 | 8 | | | 36 | 4 | 277 | | | 32 | 2 | 312 |
| | 87 | 1 | 114 | | | 81 | 1 | 123 | | | 40 | 4 | 250 | | | 26 | 1 | 384 |
| | 22 | 1 | 454 | | | 198 | 1 | 50 | | | 36 | 4 | 277 | | | 36 | 6 | 277 |
| | 55 | 1 | 181 | | | 49 | 1 | 204 | | | 40 | 4 | 250 | | | 27 | 1 | 370 |
| | 905 | 1 | 11 | | | 579 | 1 | 17 | | | 36 | 4 | 277 | | | 34 | 2 | 294 |
| | 42 | 2 | 238 | | | 42 | 3 | 238 | | | 40 | 4 | 250 | | | 34 | 2 | 294 |
| | 41 | 1 | 243 | | | 373 | 1 | 26 | | | 40 | 5 | 250 | | | 26 | 1 | 384 |
| | 66 | 1 | 151 | | | 990 | 1 | 10 | | | 40 | 40 | 250 | | | 27 | 1 | 370 |
| | 98 | 1 | 102 | | | 183 | 1 | 54 | | | 40 | 40 | 250 | | | 85 | 1 | 117 |
| | 697 | 1 | 14 | | | 425 | 1 | 23 | | | 40 | 5 | 250 | | | 33 | 3 | 303 |
| | 48 | 8 | 208 | | | 3100 | 1 | 3 | | | 33 | 3 | 303 | | | 36 | 3 | 277 |
| | 116 | 1 | 86 | | | 471 | 1 | 21 | | | 61 | 1 | 163 | | | 85 | 1 | 117 |
| | 275 | 1 | 36 | | | 388 | 1 | 25 | | | 39 | 3 | 256 | | | 30 | 1 | 333 |
| | 887 | 1 | 11 | | | 2600 | 1 | 3 | | | 21 | 1 | 476 | | | 22 | 1 | 454 |
| | 49 | 7 | 204 | | | 544 | 1 | 18 | | | 42 | 1 | 238 | | | 53 | 1 | 188 |
| | 50 | 1 | 200 | | | 6100 | 1 | 1 | | | 115 | 1 | 86 | | | 203 | 1 | 49 |
| | 163 | 1 | 61 | | | 554 | 1 | 18 | | | 34 | 1 | 294 | | | 742 | 1 | 13 |
| | 27 | 1 | 370 | | | 6100 | 1 | 1 | | | 36 | 4 | 277 | | | 88 | 1 | 113 |
| | 302 | 1 | 33 | | | 554 | 1 | 18 | | | 533 | 1 | 18 | | | 952 | 1 | 10 |
| | 51 | 1 | 196 | | | 6100 | 1 | 1 | | | 504 | 1 | 19 | | | 1400 | 1 | 6 |
| | 51 | 1 | 196 | | | 9000 | 1 | 1 | | | 36 | 4 | 277 | | | 1400 | 1 | 6 |
| | 3500 | 1 | 2 | | | 437 | 1 | 22 | | | 79 | 1 | 126 | | | 40 | 10 | 250 |
| | 1100 | 1 | 8 | | | | | | | | 40 | 10 | 250 | | | 35 | 5 | 285 |
| | 1300 | 1 | 7 | | | | | | | | 40 | 8 | 250 | | | 22 | 1 | 454 |
| | | | | | | | | | | | 40 | 4 | 250 | | | 40 | 1 | 250 |
| | 1100 | 1 | 8 | | | | | | | | 21 | 1 | 476 | | | 155 | 1 | 64 |
| | 6600 | 1 | 1 | | | | | | | | 29 | 1 | 344 | | | 192 | 1 | 52 |
| | | | | | | | | | | | 81 | 1 | 123 | | | 416 | 1 | 24 |
| | 580 | 1 | 17 | | | | | | | | 85 | 1 | 117 | | | 81 | 1 | 123 |
| | 461 | 1 | 21 | | | | | | | | 157 | 1 | 63 | | | 27 | 1 | 370 |
| | 518 | 1 | 19 | | | | | | | | | | | | | | | |
| | 518 | 1 | 19 | | | | | | | | | | | | | | | |
| | 518 | 1 | 19 | | | | | | | | | | | | | | | |
| | 518 | 1 | 19 | | | | | | | | | | | | | | | |
| | 518 | 1 | 19 | | | | | | | | | | | | | | | |
| | 6300 | 1 | 1 | | | | | | | | | | | | | | | |
| | 39 | 1 | 256 | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | |
| | 117 | 1 | 85 | | | | | | | | | | | | | | | |
| | 117 | 1 | 85 | | | | | | | | | | | | | | | |
| | 764 | 1 | 13 | | | | | | | | | | | | | | | |
| | 59 | 1 | 169 | | | | | | | | | | | | | | | |
| | 97 | 1 | 103 | | | | | | | | | | | | | | | |
| | 143 | 1 | 69 | | | | | | | | | | | | | | | |
| | 27 | 1 | 370 | | | | | | | | | | | | | | | |
| | 48 | 6 | 208 | | | | | | | | | | | | | | | |
| | 48 | 8 | 208 | | | | | | | | | | | | | | | |
| | 49 | 7 | 204 | | | | | | | | | | | | | | | |
| | 50 | 2 | 200 | | | | | | | | | | | | | | | |
| | 50 | 2 | 200 | | | | | | | | | | | | | | | |
| | 125 | 1 | 80 | | | | | | | | | | | | | | | |
| | 210 | 1 | 47 | | | | | | | | | | | | | | | |
Scenario victory
Victory is achieved by launching a rocket. As usual, the rocket is crafted with
rocket control units
,
rocket fuel
, and
low density structure
. A satellite is not required. | wiki | https://wiki.factorio.com/Rocket_rush_-_Factorio_Wiki |
User_talk_Mskvaer | User talk:Mskvaer - Factorio Wiki | [] | User talk:Mskvaer - Factorio Wiki
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Yes ... ?
Biochambers cost nutrients
You've added this note to a couple of pages, but I'm not sure what the point of it is. The
Biochamber
page makes it clear that it runs on fuel, specifically nutrients. I don't think every Biochamber recipe page needs a note explicitly reminding people how the Biochamber works. Especially since this notation is... insufficient (as the actual amount of power consumed will depend on things like module usage).
Alfonse
(
talk
) 16:29, 20 December 2024 (UTC)
Yes, I see your point. My reasoning is that looking at the icons for production, one "forgets" that a Nutrient feed is needed, too. I was speculating whether to add it more ... I wont for the while while being.
Mskvaer
(
talk
) 14:31, 21 December 2024 (UTC)
(On a semirelated note for the Nutrients page: the note that assembler 1 cant be used is superflous, too, as the pictograms do not show a level 1) | wiki | https://wiki.factorio.com/User_talk:Mskvaer_-_Factorio_Wiki |
Cracking | Oil processing - Factorio Wiki | [] | Oil processing - Factorio Wiki
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Oil processing
is a large part of Factorio. Oil processing may refer to
the researched technology
, the recipe used in the
oil refinery
, or the overall workings of oil.
Contents
1
Overview
2
Setting up oil processing
2.1
Tips
2.2
Coal Liquefaction
2.3
Simple coal liquefaction
2.4
Transporting fluids
3
Optimal Ratios
3.1
Petroleum gas production
4
History
5
See also
Overview
There are various recipes that can be used to process
crude oil
into its fractions. Its fraction (
heavy oil
,
light oil
and
petroleum gas
) can also be cracked into each other. Their recipes and technology requirements can be seen below.
| Process | Input | Output | Made in | Required technology | Internal name |
| ------------------------ | ---------- | -------- | ------- | ----------------------- | ------------------------ |
| Basic oil processing | 5+100 | 45 | | Oil processing | basic-oil-processing |
| Advanced oil processing | 5+100+50 | 25+45+55 | | Advanced oil processing | advanced-oil-processing |
| Heavy oil cracking | 2+40+30 | 30 | | Advanced oil processing | heavy-oil-cracking |
| Light oil cracking | 2+30+30 | 20 | | Advanced oil processing | light-oil-cracking |
| Simple coal liquefaction | 5+10+2+25 | 50 | | Calcite processing | simple-coal-liquefaction |
| Coal liquefaction | 5+10+25+50 | 90+20+10 | | Coal liquefaction | coal-liquefaction |
Setting up oil processing
Pumpjacks
need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Pumpjacks produce a certain amount of
Crude oil
per second, shown on the right, at the bottom of the information panel.
Crude oil must be refined in an
oil refinery
. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set and "alt-mode" is active, the input and output locations and the expected fluids are shown. The locations of these cannot be changed, only the entire machine can be rotated or flipped (
v
or
h
key by default).
Advanced oil processing and coal liquefaction produce multiple fluids:
heavy oil
,
light oil
and
petroleum gas
. The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a
storage tank
. Furthermore, both heavy oil and light oil can be cracked to the next lower type in a
chemical plant
(recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem).
Tips
The
circuit network
can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough. For examples on how to do this, see the
circuit-network cookbook
.
If you run your heavy oil pipe from the refineries past a lubricant-making chemical plant before sending it to the cracking chemical plants, you can be sure that the lubricant production will have priority over cracking.
Solid fuel
is most efficient when created from light oil. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly.
Coal Liquefaction
Once coal liquefaction is researched, the player can manufacture oil products anywhere without a need for crude oil: the player can set up an oil refinery to utilize coal liquefaction and use an
assembling machine
and
barrels
to manually insert a small amount of heavy oil into the system to initiate production. As long as the heavy oil output is routed back into the refinery before being sent anywhere else, the refinery will be self-sustaining in terms of heavy oil, only requiring steam and coal to run. To prevent fluid back-up, the player will need to ensure all output fluids are being consumed or stored somehow.
While a single refinery using this set-up this will not produce a large amount of oil products overall, the fact it does not require crude oil to run means it can be placed anywhere the player needs a small, steady supply of oil products, saving the need to transport oil over large distances by pipes or trains. Such uses include:
A refueling outpost that produces
solid fuel
and/or
rocket fuel
.
A defensive outpost that uses oil to fuel
flamethrower turrets
.
With a supply of
iron ore
, this set-up can produce
sulfuric acid
, allowing the mining of
uranium ore
.
A supply of iron ore also allows the manufacture of ammunition:
cluster grenades
,
land mines
, and
cannon shells
.
With a supply of both iron ore and
copper ore
,
rockets
and
artillery shells
can be manufactured, as well as all
capsules
.
More broadly, a sufficiently large network of refineries utilizing coal liquefaction could produce enough oil products to run the player's factory without a need for crude oil anymore, allowing much more flexibility in the layout and placement of facilities that require oil products to function. The downside of relying entirely on coal liquefaction are an overall slightly lower output of oil products compared to advanced oil processing, a need for more chemical plants to crack the large amounts of heavy oil produced, and the system will shut down entirely if its supply of coal or steam runs out.
Simple coal liquefaction
Space Age
introduces a second liquefaction recipe: simple coal liquefaction. This process uses coal,
calcite
, and
sulfuric acid
, generating only
heavy oil
. Through cracking, it can be used to make other oil products. On
Vulcanus
, it is useful when starting out as the standard coal liquefaction recipe must be researched. It can also be used to bootstrap standard liquefaction, providing the initial heavy oil.
Outside of its initial uses on Vulcanus, it does have two potential advantages.
Steam
is much harder to get on
Space platforms
than sulfuric acid or calcite. The only way to make steam on a platform is with a
nuclear reactor
, which requires fuel from
Nauvis
. By contrast, sulfuric acid, coal, and calcite can all be manufactured or mined from asteroids.
The other advantage is that the recipe produces heavy oil without any of the other oil processing byproducts. This allows the player to use this purely as a way to generate
lubricant
for those recipes which need it. Other oil processing setups can then always crack heavy oil to light oil.
Note also that going to Vulcanus is not
strictly
required.
Calcite processing (research)
does not require
mining
calcite from a calcite ore patch; you merely need to acquire calcite. This can be done using
Advanced asteroid processing (research)
that is made available on
Gleba
. One still must research
Planet discovery Vulcanus (research)
, but once done, acquiring calcite via
advanced oxide asteroid crushing
is enough to trigger the calcite processing technology.
Transporting fluids
There are many ways to move fluids in Factorio, they are listed below:
Pipes
Fluid wagons
Loading the fluids into
barrels
and transporting them by
railway
,
transport belts
, or the
logistic network
Optimal Ratios
The optimal ratio is the ratio of production that ensures no waste of time or materials.
Petroleum gas production
For producing petroleum gas, the optimal advanced oil processing ratio is 20:5:17 (advanced oil processing : heavy oil cracking : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefaction : heavy oil cracking : light oil cracking), and 12:8:11 is close enough.
One refinery running basic oil processing produces 9 petroleum gas per second. One refinery running advanced oil processing combined with one of each oil cracking chemical plant produces 19.5 petroleum gas per second in total. One refinery running coal liquefaction combined with one of each oil cracking chemical plant produces close to 11.2 petroleum gas per second in total (taking into consideration the recycling of the heavy oil).
The refining can be sped up with
modules
; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using
productivity modules
) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses).
| Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Module configuration | None | Config 1 (*) | Config 2 | Units |
| Oil refinery | Oil refinery | Oil refinery | Oil refinery | Oil refinery |
| Crude oil consumption | 100 | 100 | 100 | |
| Water consumption | 50 | 50 | 50 | |
| Crafting speed | 5 | 5 | 5 | s / final item |
| Heavy oil output | 25 | 25 | 25 | |
| Light oil output | 45 | 45 | 45 | |
| Petroleum output | 55 | 55 | 55 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 855% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Crude oil consumption | 20 | 91 | 171 | per second |
| Total Water consumption | 10 | 45.5 | 85.5 | per second |
| Total Heavy oil output | 5 | 29.575 | 55.575 | per second |
| Total Light oil output | 9 | 53.235 | 100.035 | per second |
| Total Petroleum output | 11 | 65.065 | 122.265 | per second |
| Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking |
| Heavy oil consumption | 40 | 40 | 40 | |
| Water consumption | 30 | 30 | 30 | |
| Crafting speed | 2 | 2 | 2 | s / final item |
| Light oil output | 30 | 30 | 30 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 655% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Heavy oil consumption | 20 | 91 | 131 | per second |
| Total Water consumption | 15 | 68.25 | 98.25 | per second |
| Total Light oil output | 15 | 88.725 | 127.725 | per second |
| Light oil cracking | Light oil cracking | Light oil cracking | Light oil cracking | Light oil cracking |
| Light oil consumption | 30 | 30 | 30 | |
| Water consumption | 30 | 30 | 30 | |
| Crafting speed | 2 | 2 | 2 | s / final item |
| Petroleum output | 20 | 20 | 20 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 655% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Light oil consumption | 15 | 68.25 | 98.25 | per second |
| Total Water consumption | 15 | 68.25 | 98.25 | per second |
| Total Petroleum output | 10 | 59.15 | 85.15 | per second |
| Ratio | Ratio | Ratio | Ratio | Ratio |
| Heavy oil cracking | 0.25 | 0.325 | 0.424 | |
| Light oil cracking | 0.85 | 1.2025 | 1.57 | |
| Petroleum gas output | 19.5 | 136.193 | 255.923 | per second |
| * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. |
For config 2 in the above (possibly collapsed) table, a good enough ratio is 7:3:11, and the next ratio that is better is 165:70:259. The optimal ratio involves over 50000 refineries, and so is practically useless. But, for reference, it's 52400:22230:82251.
History
0.17.60
:
Basic oil processing produces only petroleum gas.
0.17.0
:
Coal liquefaction now produces 90 heavy oil, 20 light oil and 10 petroleum gas, consuming 25 heavy oil, 10 coal and 50 steam.
0.15.0
:
Added coal liquefaction oil processing recipe.
0.9.1
:
Added heavy oil cracking and light oil cracking.
0.9.0
:
Introduced
Basic oil processing
Advanced oil processing
See also
Fluid system
Crude oil
Barrel | wiki | https://wiki.factorio.com/Oil_processing_-_Factorio_Wiki |
Big_premature_wriggler_pentapod | Enemies - Factorio Wiki | [
"stub"
] | Enemies - Factorio Wiki
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| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Enemies
are creatures that want to
harm
the
player
. They are the native inhabitants of the extraterrestrial worlds on which the player is operating. Enemies show up on the map as red dots.
On
Nauvis
, the enemies are arthropods which live in organic nests. They are encountered in three species: Biters, Spitters, and Worms (though the nickname "Biters" is often used collectively for all of them).
More enemies can be encountered on other planets with the
Space Age
expansion. On the planet
Gleba
, there are pentapods which come in three variants: Wrigglers, Strafers, and Stompers. On the planet
Vulcanus
, there are the Demolishers.
Each species comes in a range of sizes, where larger specimens have more health and do more damage.
Contents
1
Achievements
2
Creatures
2.1
Biters
2.2
Spitters
2.3
Worms
2.4
Wrigglers
2.5
Strafers
2.6
Stompers
2.7
Demolishers
2.8
Nests
2.9
Expansions
3
Defense
4
Evolution
4.1
Methods of increasing
4.2
Spawn chances by evolution factor
4.3
Advanced: Evolution factor components and computation
5
Trivia
6
Gallery
7
History
8
See also
Achievements
Enemies are directly connected to the following achievements:
| | It stinks and they don't like itTrigger analienattack bypollution. |
| | ------------------------------------------------------------------ |
| | SteamrolledDestroy 10spawnersby impact. |
| | --------------------------------------- |
| | Art of siegeDestroy an enemy structure usingartillery. |
| | ------------------------------------------------------ |
| | Keeping your hands cleanDestroy your first enemy structure usingartillery. |
| | -------------------------------------------------------------------------- |
| | It stinks and they do like itAttract a group ofpentapodsusing spores. |
| | --------------------------------------------------------------------- |
| | Get off my lawnDisturb ademolisherby building on its territory. |
| | --------------------------------------------------------------- |
| | If it bleeds, we can kill itKill a smalldemolisher. |
| | --------------------------------------------------- |
| | We need bigger gunsKill a mediumdemolisher. |
| | ------------------------------------------- |
| | Size doesn't matterKill a bigdemolisher. |
| | ---------------------------------------- |
Creatures
Biters
Biters are one of two main antagonists in the base game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing
pollution
, they will become bigger, related to the enemy's
evolution
. As common sense may suggest, their method of attack is a straightforward charge to "bite" things.
| Picture | Name | Info |
| ------- | -------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Biter | Weakest of biters, can be easily killed with a pistol.Planet: NauvisHealth: 15Damage: 7 PhysicalAttack speed: 1.71/sSpeed: 43.2km/hRange: 1Pollution to join attack: 4 |
| | Medium Biter | Stronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.Planet: NauvisHealth: 75Damage: 15 PhysicalAttack speed: 1.71/sSpeed: 51.8km/hRange: 1Pollution to join attack: 20Resistances:Explosion: 0/10%Physical: 4/10% |
| | Big Biter | Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them. Hatches from spoiledbiter eggs, however it won't be at full health when this happens.Planet: NauvisHealth: 375Damage: 30 PhysicalAttack speed: 1.71/sSpeed: 49.7km/hRange: 2Pollution to join attack: 80Resistances:Explosion: 0/10%Physical: 8/10% |
| | Behemoth Biter | Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.Planet: NauvisHealth: 3000Damage: 90 PhysicalAttack speed: 1.2/sSpeed: 64.8km/hRange: 2Pollution to join attack: 400Resistances:Explosion: 12/10%Physical: 12/10% |
Spitters
Spitters
are much like
biters
and only appear slightly later on in the game as the evolution factor increases. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters' predictive aiming, the acid stream can be dodged by suddenly changing walking directions or standing still.
[1]
Both the stream and the puddle of acid deal damage over time and slow down players and vehicles. Most entities of the game have a much lower resistance to acid than other damage types (including
turrets
and
armor
), so spitters are effectively more potent against the player and their factories. Their behavior and size classification are the same as with biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance.
| Picture | Name | Info |
| ------- | ---------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Spitter | Weakest of spitters. Easy to kill with any weapon, but attacks at range.Planet: NauvisHealth: 10Range: 13Pollution to join attack: 4Speed: 40.0km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1Damage (on contact): 12 AcidAcid puddle:Lifetime: 32 secondsDamage: 7.2 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 60%Duration: 2 seconds |
| | Medium Spitter | Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.Planet: NauvisHealth: 50Range: 14Pollution to join attack: 12Speed: 35.6km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.25Damage (on contact): 24 AcidAcid puddle:Lifetime: 32 secondsDamage: 28.8 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 50%Duration: 2 secondsResistances:Explosion: 0/10% |
| | Big Spitter | An even bulkier spitter and so can take more damage.Planet: NauvisHealth: 200Range: 15Pollution to join attack: 30Speed: 32.4km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.35Damage (on contact): 36 AcidAcid puddle:Lifetime: 32 secondsDamage: 130 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 40%Duration: 2 secondsResistances:Explosion: 0/15% |
| | Behemoth Spitter | The bulkiest of the spitters and so can take even more damage.Planet: NauvisHealth: 1500Range: 16Pollution to join attack: 200Speed: 32.4km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.75Damage (on contact): 60 AcidAcid puddle:Lifetime: 32 secondsDamage: 360 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 30%Duration: 2 secondsResistances:Explosion: 0/30% |
Worms
The Worms are natural allies of biters and spitters and will attack the player if they get close enough with an attack similar to spitters'. They act like static
turrets
and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile.
Worms come in 4 sizes, their power increasing with size. Like biters and spitters, behemoth, big and medium worms spawning is influenced by the evolution factor. Worms are only created during enemy expansion when a certain evolution factor requirement is fulfilled. This is 0.3 for the medium worm, 0.5 for the big worm and 0.9 for the behemoth worm. Below these evolution factors, worms can only be created by the map generation. In map generation, the game restricts higher tier worms behind the distance from the starting point. The further away the player goes from the starting area, the stronger the worms become.
| Picture | Name | Info |
| ------- | ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Worm | A weak worm. It is still capable of killing the player unless it is targeted as priority.Health: 200Range: 25Acid projectile:Attack speed: 0.66/sArea of effect size: 1.4Damage (on contact): 36 AcidAcid puddle:Lifetime: 32 secondsDamage: 21.6 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 60% |
| | Medium Worm | Medium worms are dangerous to even more advanced players. They should be handled with care.Health: 500Range: 30Acid projectile:Attack speed: 0.66/sArea of effect size: 1.55Damage (on contact): 48 AcidAcid puddle:Lifetime: 32 secondsDamage: 57.6 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 50%Resistances:Explosion: 5/15%Fire: 2/50%Physical: 5/0%Laser: 20% |
| | Big Worm | Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.Health: 1500Range: 38Acid projectile:Attack speed: 0.66/sArea of effect size: 1.75Damage (on contact): 72 AcidAcid puddle:Lifetime: 32 secondsDamage: 259 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 40%Resistances:Explosion: 10/30%Fire: 3/70%Physical: 10/0%Laser: 50% |
| | Behemoth Worm | Behemoth worms are the most dangerous of worms. With twice as much health as big worms and a significantly higher range, they can even challenge experienced players.Health: 3000Range: 48Acid projectile:Attack speed: 0.66/sArea of effect size: 2Damage (on contact): 96 AcidAcid puddle:Lifetime: 32 secondsDamage: 691 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 30%Resistances:Explosion: 10/30%Fire: 3/70%Physical: 10/0%Laser: 80% |
| Picture | Description |
| ------- | -------------------------- |
| | A worm's attack animation. |
Wrigglers
Wrigglers are the biter equivalents of the planet Gleba, as they are standard melee enemies. True to their name, they flail and squirm their digits to move around and attack. Much like how biters and spitters spawn from nests, wrigglers spawn from egg rafts. Destroying egg rafts will spawn a group of more premature wrigglers, which are wrigglers that slowly lose health over time until they die. Strafers can launch flying versions of premature wrigglers at their target.
Killing strafers and stompers can summon even more premature wrigglers. The wrigglers that spawn from the corpses of strafers and stompers will match the size of the larger enemy that was killed. For example, killing a small strafer or stomper will spawn small premature wriggers, while killing a medium strafer or stomper will spawn medium premature wrigglers.
| Picture | Name | Info |
| ------- | --------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Wriggler | The weakest and smallest of all wrigglers.Planet: GlebaHealth: 100Damage: 3.75 Physical + 3.75 PoisonRange: 1.1Speed: 34.6km/hResistances:Laser: 50% |
| | Medium Wriggler | Slightly stronger and faster than small wrigglers, and can still pose a threat for weaker players.Planet: GlebaHealth: 200Damage: 5 Physical + 5 PoisonRange: 1.4Speed: 38.9km/hResistances:Laser: 50% |
| | Big Wriggler | The strongest and fastest of all wrigglers. Hatches from spoiledPentapod eggsbut won't be at full health when this happens.Planet: GlebaHealth: 400Damage: 8 Physical + 8 PoisonRange: 1.8Speed: 43.2km/hResistances:Laser: 50% |
Strafers
Native to the planet Gleba, strafers are large yet scrawny five-legged pentapod creatures with the unique behavior of constantly circling around players while attacking them, rather than making a beeline straight for the player, unlike any other type of enemy in the game. They will fire flying premature wrigglers toward the player, essentially adding more enemies to the fight.
| Picture | Name | Info |
| ------- | -------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Strafer | The weakest and smallest of all strafers.Planet: GlebaHealth: 800Shooting speed: 0.5/sRange: 22.0Speed: 62.2km/hProjectile:Range: 110Area of effect: 1Damage: 67.5 ExplosiveResistances:Laser: 50%Physical: 2/10% |
| | Medium Strafer | Slightly stronger and faster than the small strafer.Planet: GlebaHealth: 1400Shooting speed: 0.5/sRange: 25.0Speed: 77.8km/hProjectile:Range: 125Area of effect: 1Damage: 90 ExplosiveResistances:Laser: 50%Physical: 2/10% |
| | Big Strafer | Strongest, fastest and most resilient of strafers.Planet: GlebaHealth: 2400Shooting speed: 0.5/sRange: 28.0Speed: 98.3km/hProjectile:Range: 140Area of effect: 1Damage: 144 ExplosiveResistances:Laser: 50%Physical: 2/10% |
Stompers
Native to the planet Gleba, stompers are extremely large, five-legged pentapod creatures with limbs that look similar to a starfish, and seem to have natural, jagged exoskeleton armor that provides high resistances to many types of damage. They are very powerful melee enemies that use their brute force to attack
players
by simply stomping toward them, while spitting a close-ranged acid that slows down players and
Vehicles
. Their large size and high damage can destroy buildings instantly. They will spawn premature wrigglers upon death.
| Picture | Name | Info |
| ------- | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Stomper | The weakest and smallest of all stompers, but still powerful.Planet: GlebaHealth: 3500Range: 5.8Speed: 41.6 km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 1.5/s AcidArea of effect size: 1.58Damage: 0.5 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% |
| | Medium Stomper | Larger and more dangerous version of a stomper.Planet: GlebaHealth: 8000Range: 7.8Speed: 54.1km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 6/s AcidArea of effect size: 2.1Damage: 1 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% |
| | Big Stomper | Larger, fastest and most dangerously aggressive version of a stomper.Planet: GlebaHealth: 15000Range: 10.4Speed: 68.5km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 15.36/s AcidArea of effect size: 2.8Damage: 1.6 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% |
Demolishers
Native to the planet Vulcanus, demolishers are horrendously large worm-like creatures that roam across the land and lava. Each individual demolisher patrols a defined territory, and building structures in their territory will disturb them and cause them to attack.
Demolishers have three types of offense. On physical contact they do high damage to the player, and instantly destroy buildings and cliffs. They release a smoke cloud that slows the player and damages any nearby bots. And at range, they cause explosions to erupt from the ground, Due to their high damage resistances and extremely fast health regeneration, killing them requires advanced and upgraded weaponry, or massive quantities of bullets. They are completely immune to the
slowdown capsule's
effect.
Once killed, they leave behind remains similar to that of black volcanic rock, which contain
tungsten ore
.
| Picture | Name | Info |
| ------- | ----------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Demolisher | The weakest and smallest of demolishers, but still very destructive.Planet: VulcanusHealth: 30000Regeneration: 2400/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) |
| | Medium Demolisher | Larger and more dangerous version of a demolisher.Planet: VulcanusHealth: 100000Regeneration: 7800/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) |
| | Big Demolisher | The largest and most dangerous creature in the game.Planet: VulcanusHealth: 300000Regeneration: 24000/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) |
Nests
Nests in the wild will have their max health increase with evolution factor exponentially, up to 10 times their starting health.
Biter and spitter nests can be captured by firing a
capture bot rocket
from a
rocket launcher
at a nest. After the nest is captured, it must be given
bioflux
to maintain and continuously create
biter eggs
. If the nest is not maintained, it will slowly lose 1 health per second, but when fed, it will gain 1 health per second.
| Picture | Name | Description |
| ------- | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Biter's nest | Planet: NauvisHealth: 350 (3500 at max evolution)Resistances:Explosion: 5/15%Fire: 3/60%Physical: 2/15% |
| | Spitter's nest | Planet: NauvisHealth: 350 (3500 at max evolution)Resistances:Explosion: 5/15%Fire: 3/60%Physical: 2/15% |
| | Egg raft | Planet: GlebaSpawns a horde of premature wrigglers when destroyed.Health: 500 (5000 at max evolution) |
| | Small egg raft | Planet: GlebaSpawns a horde of premature wrigglers when destroyed.Health: 100 (1000 at max evolution)Resistances:Explosive: 5/15%Fire: 3/60%Physical: 2/15% |
Expansions
Every 4-60 minutes, a group of 5-20 biters/spitters will leave their base to create a new base which will consist of as many worms/nests as there are members in the group. This group will search for a suitable spot that's 3-7 chunks away from existing bases. The interval between enemy expansions is global, and the higher enemy evolution, the shorter the interval is on average. Furthermore, with higher evolution, the groups are bigger on average.
Once they have found a suitable spot, each biter/spitter in the group dies and forms a new nest or worm. Forming a new nest or worm will destroy anything that is in the way, which can include members of the expansion group. There is a delay between each member sacrificing itself for to create a worm/nest, so creating the new base from the expansion group can take quite a long time, depending on the group size. Medium worms are only formed if the current evolution is higher than 0.3, big worms only if the current evolution is higher than 0.5 and behemoth worms are only formed if current evolution is higher than 0.9. The game randomly chooses whether to form a new biter nest, spitter nest, small worm, or bigger worm if the evolution factor is high enough.
[2]
Expansions on
Gleba
function mostly similar, except that pentapods only create spawners in marshes, and will
never
create nests on other tiles.
Defense
"Kills" tab on the
production statistics
screen.
Nests spawn biters and spitters freely. However, biters and spitters will only aggressively engage the player's factory if the pollution cloud of the factory reaches a nest because pollution is consumed to send biters or spitters to join the next attack. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. The attack then proceeds to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like
walls
).
If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to tower defense.
However, if a biter comes in proximity of a
military unit or structure
, it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible.
Evolution
Spawn chances of biters from biter spawners by evolution factor.
Spawn chances of spitters from spitter spawners by evolution factor.
Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts.
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements):
/evolution
The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). The evolution factor can only increase.
This command also provides percentages for the three sources; each one is the percent of the (unsquashed) total evolution that is contributed by that source.
Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval (
spawning_cooldown
in the
enemy-spawner
definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds).
Methods of increasing
The evolution factor is increased by three kinds of events:
The passage of time very slightly increases the evolution factor.
The global
pollution production
increases the evolution factor.
Destroying
nests
significantly increases the evolution factor.
The default settings are:
| Source per | Variable inenemy_evolution | Evolution increase | Pollution equivalent |
| ----------------------- | -------------------------- | ------------------ | -------------------- |
| Second | time_factor | 0.000004 | 267/minute |
| Destroyed enemy spawner | destroy_factor | 0.002 | 2222 |
| 1 Pollution unit | pollution_factor | 0.0000009 | 1 |
Note that all spawners (not worms) generate the same amount of evolution when destroyed.
These values can be set during
world generation
: the values in the dialog box are multiplied by 10^-7 for time and pollution, and 10^-5 for spawner destruction. In game, they can be found in
game.map_settings.enemy_evolution
, though checking or modifying them is considered using cheats.
Pollution production is the total pollution produced by
buildings
, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.
e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.00027 in that minute.
After totaling up all the evolution from these sources, this quantity is squashed to fit in the range
[0, 1)
by applying
evolution_factor = total_evolution / (1 + total_evolution)
.
Equivalently, marginal increases in evolution are reduced by multiplying the increase by
(1 - evolution_factor)²
. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.002 while doing this when the evolution factor is 0.5 the increase is only 0.0005.
This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are
very
slow and the number never actually reaches 1.0.
| Evolution factor | Pollution equivalent | Appearance |
| ---------------- | -------------------- | -------------------------------- |
| 10% | 123k | |
| 20% | 278k | Medium Biter |
| 25% | 370k | Small Spitter |
| 30% | 476k | |
| 40% | 741k | Medium Spitter |
| 50% | 1.111M | Big Biter, Big Spitter |
| 60% | 1.667M | |
| 70% | 2.592M | |
| 80% | 4.444M | |
| 90% | 10M | Behemoth Biter, Behemoth Spitter |
| 95% | 21M | |
| 99% | 110M | |
Spawn chances by evolution factor
The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels.
Advanced: Evolution factor components and computation
This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor.
1. Single-component evolution factor increase with time
2. Single-component evolution factor increase with destroyed spawners
3. Single-component evolution factor increase with pollution
Notes
Data from version 1.1.50.
All charts end at approximately an evolution factor of 0.90.
The calculation steps for time and spawner kills match those used by the game, so these charts should be accurate. The pollution chart assumes a pollution production of 1000 units per second, and due to the recursive nature of the chart values will slightly diverge at different pollution rates. The effect of this is negligible for any reasonable amount pollution production, however.
Given that the game reports the actual evolution factor (console:
/evolution
) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor's future development.
Comments
These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the
only
component contributing to the evolution factor in that entire game. They are therefore
not realistic
, as in a typical game all three components will contribute, some at varying times and intensities.
Because of how contributions to the evolution factor (EF) are calculated (multiplied by
(1 - current EF)
), it is
not
possible to simply add the values indicated by these charts for a game's time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor.
For example, if 24 hours have passed (single-component EF =~ 0.25), 200,000 pollution units were released (single-component EF =~ 0.15), and 400 spawners were destroyed (single-component EF =~ 0.45), the actual evolution factor will
not
be (0.25 + 0.15 + 0.45 =) ~0.85.
However, the evolution factor will always be
less
than the sum of all individual components as indicated by these charts, and
at least
as high as the highest individual component. Thus, using the values from above, the EF will be
at least
0.35 and
less than
0.85. A smarter approach is required to compute the current evolution factor.
Individual components
The individual components of evolution can be approximated from
/evolution
:
Given the evolution factor, the unsquashed evolution is
unsquashed = evolution_factor / (1 - evolution_factor)
. Multiply this by the percentage for a given component to get its approximate unsquashed contribution. Of course, total pollution and spawner kills can also be found on the
production statistics
screen, and time passed can be found using the
/time
command, so it's not fully necessary.
The actual factors can be found in
game.forces.enemy.evolution_factor_by_time
,
...evolution_factor_by_killing_spawners
, and
...evolution_factor_by_pollution
, if you don't mind disabling achievements.
Trivia
Despite their drastically different origins, enemies from different planets will always act as allies against the player. They will even reside around each other's nests when not attacking players, even if the type of nest does not match that of the residing creature. Even demolishers will circle around nests without harming or destroying them. Since enemies only spawn on their respective planets, this is not normally seen in gameplay, unless these creatures are placed near each other in the
map editor
.
Demolishers
were originally designed for
Fulgora
, but was later moved to
Vulcanus
because it was too similar to the
Dune Franchise
.
Gallery
The player near some enemy nests and worms.
The player among acid puddles created by attacking worms.
Both the player and some buildings getting attacked by biters.
Enemy nests seen in a map generation preview (deathworld setting).
Line of gun turrets defending against biters.
Enemies seen at the title screen.
Pentapod enemies seen on Gleba.
A demolisher chases the player on Vulcanus.
History
2.0.18
:
Demolisher
health bars will always be visible for at least 1 tick after they take any damage, even if they fully regenerate the damage in the same tick
2.0.17
:
Gleba evolution is now more gradual.
Small stomper moves more slowly and deals less damage.
Stomper pentapod vision range is reduced from 40 to 30.
Medium and big wriggler pentapod health is increased.
2.0.7
:
Wrigglers, strafers, stompers and demolishers have been added with the
Space Age
expansion.
Spawners will have their health increase with evolution (3500 with max evolution).
Significantly increased medium, big and behemoth worm stats as well as their laser resistances.
0.17.0
:
Behemoth worm added.
0.15.0
:
Increased the damage, range, and health of worms.
Decreased health and resist of Behemoth biters.
0.13.10
:
Biters and other units won't become aggressive as a result of friendly-fire.
0.13.0
:
Big and behemoth enemies now spawn 50% slower.
Changed the way evolution factor approaches the maximum (1).
The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2
This means that the progress gets more slower towards the high values.
0.12.26
:
Running biters over with a vehicle will now anger them in peaceful mode.
0.12.0
:
Updated sounds for enemies.
0.11.17
:
Items dropped by enemies(
*
) are now collected automatically and from longer distances.
0.11.6
:
Range of spitters is now 15, less than turrets.
0.11.0
:
Spitters added.
Drawing of enemies optimised, so adding new colors does not impact VRAM.
Blood splashes on death are now procedural.
0.9.0
:
Turrets no longer search for enemies when none are near.
Biters can no longer destroy the shipwreck in the 3rd new hope campaign.
0.8.1
:
Further improvement to enemy AI.
0.8.0
:
Decreased the range of medium worm from 25 to 20.
0.7.2
:
Biter AI improved.
0.7.1
:
Peaceful mode added for freeplay.
0.7.0
:
Enemy creepers were replaced by small, medium and big biters.
Enemy turrets were replaced by small, medium and big shooting worms.
Enemies move and attack in groups.
Enemies wander around their base when they have nothing to do.
Enemies call for help when attacked.
Enemies can create new bases.
Enemies can now destroy all player creations they find.
0.1.0
:
Introduced, called 'creepers'
See also
Damage
Pollution
| Environment | Environment |
| ----------- | ------------------------------------------------------------------------------------------------------------------- |
| Generic | PlayerCliffRock |
| Nauvis | TreeBiters |
| Vulcanus | Ashland tree |
| Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods |
| Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite |
| Aquilo | Lithium ice formation |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Enemies_-_Factorio_Wiki |
Barrel | Barrel - Factorio Wiki | [] | Barrel - Factorio Wiki
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Barrels
can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once
fluid handling
is researched. The barrels themselves are reusable once the fluids are drained.
Barrels stack in groups of 10. A single
cargo wagon
can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon – 30,000 fewer units than the capacity of a
fluid wagon
.
Empty barrels have a rocket capacity
of 200. Full barrels, regardless of fluid, have a rocket capacity
of 100. As such, a single rocket can carry 5000 units of any fluid which can be barrelled.
Contents
1
Empty barrels
2
Fill barrels
3
Example of use
4
Notes
5
History
6
See also
Empty barrels
Empty barrels
can be crafted. When barrels are emptied, the (required)
assembling machine
will also return an empty barrel.
| Recipe: | 1+1→1 |
| ---------------- | -------------- |
| Req. technology: | Fluid handling |
| Process | Input | Machine | Output |
| -------------------------------- | ----- | ------- | ------ |
| Empty crude oil barrel | 10.2 | or | 1+50 |
| Empty heavy oil barrel | 10.2 | or | 1+50 |
| Empty light oil barrel | 10.2 | or | 1+50 |
| Empty lubricant barrel | 10.2 | or | 1+50 |
| Empty petroleum gas barrel | 10.2 | or | 1+50 |
| Empty sulfuric acid barrel | 10.2 | or | 1+50 |
| Empty water barrel | 10.2 | or | 1+50 |
| Empty fluoroketone (hot) barrel | 10.2 | or | 1+50 |
| Empty fluoroketone (cold) barrel | 10.2 | or | 1+50 |
Fill barrels
Filled barrels
cannot be crafted. They are filled using the respective
fluids
's
Fill barrel
process which consumes empty barrels.
| Process | Input | Machine | Output |
| ------------------------------- | ------ | ------- | ------ |
| Fill crude oil barrel | 1500.2 | or | 1 |
| Fill heavy oil barrel | 1500.2 | or | 1 |
| Fill light oil barrel | 1500.2 | or | 1 |
| Fill lubricant barrel | 1500.2 | or | 1 |
| Fill petroleum gas barrel | 1500.2 | or | 1 |
| Fill sulfuric acid barrel | 1500.2 | or | 1 |
| Fill water barrel | 1500.2 | or | 1 |
| Fill fluoroketone (hot) barrel | 1500.2 | or | 1 |
| Fill fluoroketone (cold) barrel | 1500.2 | or | 1 |
Example of use
Barrels are useful in situations where pipes are not available or a bad option, such as oil production far away from your main factory, or when transporting fluids to another planet in
Space Age
. Barrels can be transported with a
belt transport system
or
railway
, by
logistic robots
, via
car
or
tank
, or in the
player
's inventory. A simple example with
transport belts
:
Notes
Despite being labelled as an intermediate product, making empty barrels and filling or emptying barrels cannot accept
productivity modules
.
Barrel filling and emptying recipes cannot accept
quality modules
.
History
0.16.8
:
Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)
Decreased barrelling crafting time from 1 second to 0.2 seconds.
0.15.0
:
Added automatic barreling support for all fluids.
0.9.0
:
Introduced
See also
Fluid handling
Oil processing
Crude oil | wiki | https://wiki.factorio.com/Barrel_-_Factorio_Wiki |
Laser_(research) | Laser (research) - Factorio Wiki | [] | Laser (research) - Factorio Wiki
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| | Laser (research) | Edit |
| | ---------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 30111✖100 | 30111✖100 |
| Prototype type | technology |
| Internal name | laser |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
While it doesn't give any immediate effects, researching
Laser
is a required step in getting
Laser turret
, among others.
See also
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Laser_(research)_-_Factorio_Wiki |
Factorio_talk_Navigation | Factorio talk:Navigation - Factorio Wiki | [] | Factorio talk:Navigation - Factorio Wiki
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This is an cool idea. I would like to have that in the main-page as folding boxes. :)
Ssilk
(
talk
) 12:32, 8 January 2015 (CET) | wiki | https://wiki.factorio.com/Factorio_talk:Navigation_-_Factorio_Wiki |
Belt_transport_system | Belt transport system - Factorio Wiki | [] | Belt transport system - Factorio Wiki
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The belt transport system is the first system the
player
will use to transport items from place to place. It, along with
trains
, and
Logistic robots
, makes up the systems of item transportation in Factorio.
Belts specifically are used to transport items and run without using energy. Belts can also interact with other moving entities such as
players
,
vehicles
and
enemies
, also allowing for faster or slower movement speed.
Contents
1
Belt tier overview
2
Belt mechanics
2.1
Merging and un-merging belts
2.2
Lane balance
2.3
Belt throughput
2.4
Belt tricks
3
Splitters
3.1
Mechanics
3.1.1
Priority
3.1.2
Filter
3.2
Balancing
3.3
Manipulating belt lanes
4
Circuit network
5
Underground belts
5.1
Separating belt lanes
5.2
Braiding
6
See also
Belt tier overview
Animation showing the three types of belt in the base game and their speed (from top to bottom: regular belts, fast belts, and express belts).
There are 3 different tiers of belts available for use (4 with
Space Age
). The
transport belt
has a yellow color and is the slowest, as well as the cheapest to craft. The next tier up, the
fast transport belt
has a red color and is twice as fast as the standard transport belt. The
express transport belt
is the final tier in the base game. It is colored blue and is three times faster than normal belts, or 1.5× faster than red belts. The
turbo transport belt
can only be crafted on
Vulcanus
. It is colored green and is four times faster than normal belts, or 2× faster then red belts.
The "stacks" below refers to stacks created by a
stack inserter
, not inventory stacks. If no stack inserters are involved, this is equivalent to items.
| Transport belts | Underground belts | Splitters | Max. throughput(stacks/second) | Needed research |
| ---------------------- | ------------------------ | ---------------- | ------------------------------ | ------------------------------- |
| Transport belt | Underground belt | Splitter | 15 | Logistics (research)1 |
| Fast transport belt | Fast underground belt | Fast splitter | 30 | Logistics 2 (research) |
| Express transport belt | Express underground belt | Express splitter | 45 | Logistics 3 (research) |
| Turbo transport belt | Turbo underground belt | Turbo splitter | 60 | Turbo transport belt (research) |
(1)
Only for the underground belt and splitter. The basic transport belt is available at the start of the game.
Regardless of the belt tier, a fully filled straight transport belt holds 8 stacks in total. For more information on this, see
Transport belts/Physics
and
Friday Facts #276 - Belt item spacing
.
Belt mechanics
Merging and un-merging belts
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or to transport two different materials on the same belt. Mixed belts can be beneficial for
smelting ore, or producing items with many different ingredients such as
Utility science pack
. The belt can be unmerged using a splitter filter. It is also possible to unmerge a mixed belt by using underground belts since an underground belt will block half of the belt.
Belts going across a splitter will have items from the splitter moving to one side of the crossing belt.
Commonly, merging and un-merging is done by using a
splitter
. The trick in the second gif is better described in the
underground belt
section.
Lane balance
Due to how items are placed onto belts by
inserters
, their lanes can sometimes become unbalanced. In order to
maintain throughput, balancing the lanes may be necessary. The gifs below show two ways how to do this. The former only works if only one lane is in use initially. For further explanation of the mechanics, see
lane balancers
.
Belt throughput
4
bulk inserters
can compress an express belt at stack size 12 for the left inserters and stack size 8 for the right inserters.
Maximizing the throughput means ensuring that as many items as possible are transported. Therefore some definitions need to
be introduced:
Speed
How fast a belt moves in tiles per second. This is 1.875, 3.75, 5.625 and 7.5 for basic, fast, express and turbo belts respectively.
Density
How tight are the items put onto the belts; each straight belt piece can hold exactly 8 items.
Throughput
This is speed × density. It describes how many items pass by at a given time.
So, there are three opportunities to enhance the throughput:
More density
Sometimes items have small gaps in between each other that aren't big enough for other items to fit in. However, mining drills, inserters, and belt sideloading can still force an item into these gaps, temporarily squashing the items on the belt. The squashed gap is extended to normal size once the front of the belt starts to move again.
More speed
If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts. Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don't move quickly (or at all) or stop at maximum density and suddenly they come to a point where this 'stop and go' effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.
More belts
Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput.
Belt tricks
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the
player
accordingly to the belts speed. That is why building a belt towards your defenses can be beneficial.
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.
Another useful usage is
cars
on transport belts. Cars have an inventory and can be filled by
inserters
. So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and makes inserters more effective.
Splitters
Splitters
are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance
multiple belts.
Mechanics
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.
Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs. If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.
Splitters can also merge belts, taking two inputs and one output.
Splitters preserve the lanes of the items, by moving through the splitter an item on the right lane will not be moved to the left lane, and vice versa.
Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.
One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one.
The speed of the splitter is the same as its relevant type of belt, so in order to properly join/split belts, the splitter must be the same speed as the incoming belts. Otherwise the splitter will become a bottleneck.
Priority
For both the input and output side of the splitter it is possible to set the priority to either left or right.
A splitter where the input priority has been set will first try to consume the specified input side, and will only
consume the other input once there is a gap on the prioritized input belt.
Similarly a splitter where the output priority has been set will try to redirect all incoming items
to the specified output, and will only output on the other output once the specified output is full.
Filter
If a specific item is set in the splitter's filter slot, the slider for the output priority will
be used for the filter instead. All items of the set type will be redirected to that specific output
and all other items are directed to the other output. The input priority can be set independently of the filter.
Balancing
Main article:
Balancer mechanics
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.
Manipulating belt lanes
Swapping lanes on a belt with a different item per belt lane.
Separating lanes with different items on them.
Circuit network
Two belts connected to a
constant combinator
.
Red
or
green wires
can be connected to segments of transport belts to use them as part of a circuit. Belts connected to the circuit network will appear with a yellow cage above them, with a moving red scanner within it. When a belt is connected to a circuit, a GUI can be accessed from the connected belt for settings on how the belt will be used for a circuit; there are two modes of operation that can be used:
Enable/disable
- A circuit condition dictates whether or not the belt will allow items through.
Read belt contents
- If enabled, the contents on the belt will be read.
The belt's GUI will also have a "content read mode" setting, which can be set to either
pulse
or
hold
.
Pulse
will read the belt's contents for only one
tick
, while
hold
will read the belt's contents continuously on every tick.
Transport belt GUI.
A small example of a transport belt circuit reading belt contents to trigger two lamps.
Fast inserters
are activated by the
arithmetic combinators
' setup; when a specific item enters a belt segment that's connected to the circuit network, the inserters place the same item on another belt.
Underground belts
Underground belts can be used to cross different flows of items without interfering. They move items like a
normal belt
.
Underground lengths
Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)
Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won't be mixed.
For the connection only the endpoints (entry-side and exit-side) are relevant.
The underground distance is 4, 6 and 8
tiles
, respectivly, for the three belt types.
An underground belt pair that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.
The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.
Separating belt lanes
This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).
This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.
Braiding
Different types of underground belts can be braided together along the same line of tiles, with items staying in their respective belt types.
The same concept, but with a different belt design.
Braiding can be particularly useful where more than two input lanes are required while also avoiding the use of a parallel belt/
long-handed inserter
combination. For example, this can be useful if there is limited space, such as when using a beacon. With a beacon range of 3 orthogonal tiles, two of which would be occupied by a belt and inserter, it would not be possible to place the parallel belt in the third space and still have a beacon on the same side, as the assembler would now be in the fourth tile and not in range. With the space saved by braiding, this is now possible.
See also
Splitters
Transport belts
Underground belts | wiki | https://wiki.factorio.com/Belt_transport_system_-_Factorio_Wiki |
Archive_Filter_inserter | Filter inserter - Factorio Wiki | [] | Filter inserter - Factorio Wiki
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| |
| ---------------------------------------------------------------------------------------------------------------------------------- |
| Filter inserterhas beenarchived. |
| The information on this page pertains to a previous version of the game.It may be incorrect, or concern a removed/changed feature. |
| | Filter inserter | Edit |
| | --------------- | ---- |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 0.5+4+1→1 | 0.5+4+1→1 |
| Total raw | Total raw |
| 10.75+10.5+12 | 10.75+10.5+12 |
| Map color | |
| Health | 150 |
| Resistances | Fire: 0/90% |
| Stack size | 50 |
| Dimensions | 1×1 |
| Energy consumption | 52 kW (electric) |
| Drain | 500 W (electric) |
| Mining time | 0.1 |
| Prototype type | inserter |
| Internal name | filter-inserter |
| Required technologies | Required technologies |
| | |
| Boosting technologies | Boosting technologies |
| | |
| Produced by | Produced by |
| | |
The
filter inserter
is an upgraded
fast inserter
. It has the same speed as a fast inserter, but has a configurable filter that allows the player to specify what items the inserter is or is not allowed to move. The player can specify up to five types of items by using the left click menu.
Filter inserter GUI
History
2.0.7
:
Removed from game.
0.17.0
:
Filter inserters can be set to whitelist or blacklist filters.
0.15.0
:
Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.
0.13.0
:
Re-Introduced, replacing the smart inserter; color changed back to purple.
0.7.0
:
Removed the filter inserter (merged with smart inserter), all filter inserters are transformed into smart inserters; color changed to green, as with smart inserters.
0.1.0
:
Introduced
See also
Inserters
Electric system
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Filter_inserter_-_Factorio_Wiki |
News_2017 | News/2017 - Factorio Wiki | [] | News/2017 - Factorio Wiki
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News
> 2017
December
Dec 29 FFF #223:
Reflections on 2017
Dec 22 FFF #222:
Christmas avalanche
Dec 15 FFF #221:
0.16 is out
Dec 08 FFF #220:
The best Friday Facts ever
Dec 01 FFF #219:
Cliffs
November
Nov 24 FFF #218:
Import bpy, Export player
Nov 17 FFF #217:
Just another Friday Facts
Nov 10 FFF #216:
Paving a path for the GUI update
Nov 03 FFF #215:
Multithreading issues
October
Oct 27 FFF #214:
Concrete rendering
Oct 20 FFF #213:
The little things 2
Oct 13 FFF #212:
The GUI update (Part 1)
Oct 06 FFF #211:
The little things
September
Sep 29 FFF #210:
Circuit connector module implementation
Sep 21 FFF #209:
Optimisation is a way of life
Sep 15 FFF #208:
Tips and tricks improvement
Sep 08 FFF #207:
Lua noise specification
Sep 01 FFF #206:
Workflow optimisation
August
Aug 25 FFF #205:
Teaching the things that everybody knows
Aug 18 FFF #204:
Another day, another optimisation
Aug 11 FFF #203:
Logistic buffer chest
Aug 04 FFF #202:
High res circuit connectors
July
Jul 28 FFF #201:
0.15 Stable, but not really
Jul 21 FFF #200:
Plans for 0.16
Jul 14 FFF #199:
The story of tile transitions
Jul 07 FFF #198:
Rail segment visualisation
June
Jun 30 FFF #197:
Chugging along
Jun 23 FFF #196:
Back on track
Jun 16 FFF #195:
Poles re-design
Jun 09 FFF #194:
Automated combinator pipeline
Jun 03 FFF #193:
Party planning & plans
May
May 26 FFF #192:
One million
May 19 FFF #191:
Gui improvements
May 12 FFF #190:
The quiet days
May 05 FFF #189:
Specifying the 1.0
.
April
Apr 28 FFF #188:
Bug, Bug, Desync
.
Apr 21 FFF #187:
Space science & 0.15 graphics
.
Apr 14 FFF #186:
Marathon testing
.
Apr 07 FFF #185:
Progress report
.
March
Mar 31 FFF #184:
Five years of Factorio
.
Mar 23 FFF #183:
Aiming for the release date
.
Mar 17 FFF #182:
Optimizations, always more optimizations
.
Mar 10 FFF #181:
Calm before the storm
.
Mar 03 FFF #180:
Map improvements
.
February
Feb 24 FFF #179:
New resource graphics & concrete
.
Feb 17 FFF #178:
Minimal mode and Mini-tutorials
.
Feb 10 FFF #177:
Difficulty settings
.
Feb 03 FFF #176:
Belts optimization for 0.15
.
January
Jan 27 FFF #175:
Programmable speaker
.
Jan 20 FFF #174:
Mod gui
.
Jan 13 FFF #173:
Nuclear stuff is almost done
.
Jan 07 FFF #172:
Blending and Rendering
. | wiki | https://wiki.factorio.com/News/2017_-_Factorio_Wiki |
Casting_copper_cable | Copper cable - Factorio Wiki | [] | Copper cable - Factorio Wiki
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| | Copper cable | Edit |
| | ------------ | ---- |
Base game
Space Age mod
| Recipe | Recipe |
| --------------------- | --------------------- |
| 0.5+1→2 | 0.5+1→2 |
| Total raw | Total raw |
| 0.5+1 | 0.5+1 |
| Stack size | 200 |
| Rocket capacity | 4000 (20 stacks) |
| Prototype type | item |
| Internal name | copper-cable |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 0.5+1→2 | 0.5+1→2 |
| Total raw | Total raw |
| 0.5+1 | 0.5+1 |
| Stack size | 200 |
| Rocket capacity | 4000 (20 stacks) |
| Prototype type | item |
| Internal name | copper-cable |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
Copper cables
are an intermediate product made from
copper plates
, or can be cast from a
foundry
. They are very important for manufacturing circuits and electrical connections.
Copper cable can also be used to connect or disconnect power poles. Select copper cable from your inventory, or click its icon on the
Shortcut bar
, and left click two
electric poles
. This way, you can manually wire some of the more complex systems, like
making steam engines work only when accumulators are empty.
Note that the cable is not consumed during this operation, and you do not actually need to have the item in inventory.
Disconnecting the cable between two
medium electric poles
.
Alternative recipes
Space Age
expansion exclusive feature.
| Process | Input | Output | Made in | Required technology |
| -------------------- | ----- | ------ | ------- | ------------------- |
| Casting copper cable | 1+5 | 2 | | Foundry (research) |
History
2.0.7
:
Added to the shortcut bar
Cable is no longer consumed when connecting or disconnecting power lines
Casting recipes introduced in the
Space Age
expansion
0.12.2
:
Moved copper cable into the intermediate category in the recipes.
0.9.2
:
Introduced
See also
Electric system
Green wire
Red wire
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Copper_cable_-_Factorio_Wiki |
Foundation_(research) | Foundation (research) - Factorio Wiki | [] | Foundation (research) - Factorio Wiki
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| | Foundation (research) | Edit |
| | --------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 601111111111✖2000 | 601111111111✖2000 |
| Prototype type | technology |
| Internal name | foundation |
| Required technologies | Required technologies |
| | |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
Unlocks the
foundation
, the only tile that can be placed over
Fulgora
oilsands and
Vulcanus
lava
.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Aquilo
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Foundation_(research)_-_Factorio_Wiki |
Pentapod_egg | Pentapod egg - Factorio Wiki | [
"stub"
] | Pentapod egg - Factorio Wiki
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| | Pentapod egg | Edit |
| | ------------ | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------------- | | ------- | | --- | | ------- | | --- | | ------- | | ------- |
| 15+1+30+60→2 | 15+1+30+60→2 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 15+1+30+60 | 15+1+30+60 | | | | | | | | | | | | |
| Stack size | 20 | | | | | | | | | | | | |
| Rocket capacity | 200 (10 stacks) | | | | | | | | | | | | |
| Fuel value | 5 MJ (burner) | | | | | | | | | | | | |
| Crafted only on | | | | | | | | | | | | | |
| Spoil time | 15m19m 29s24m28m 30s37m 30s | | | | 15m | | 19m 29s | | 24m | | 28m 30s | | 37m 30s |
| | | | 15m | | | | | | | | | | |
| | 19m 29s | | 24m | | | | | | | | | | |
| | 28m 30s | | 37m 30s | | | | | | | | | | |
| Spoil result | | | | | | | | | | | | | |
| Prototype type | item | | | | | | | | | | | | |
| Internal name | pentapod-egg | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recycling results | Recycling results | | | | | | | | | | | | |
| 0.25 | 0.25 | | | | | | | | | | | | |
| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Space Age
expansion exclusive feature.
Pentapod egg
is an item obtained from
egg rafts
on
Gleba
or from
stompers
. They can also be manufactured from other eggs in a
biochamber
.
Eggs spoil into
premature wrigglers
. Eggs have a fuel value, so excess eggs can be burned in
heating towers
or any other
burner devices
.
The recipe for pentapod eggs is catalytic, requiring 1 egg to produce more eggs. Eggs output by the recipe are always 100% fresh.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Gleba
Biter egg
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Pentapod_egg_-_Factorio_Wiki |
Oil_processing | Oil processing - Factorio Wiki | [] | Oil processing - Factorio Wiki
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Oil processing
is a large part of Factorio. Oil processing may refer to
the researched technology
, the recipe used in the
oil refinery
, or the overall workings of oil.
Contents
1
Overview
2
Setting up oil processing
2.1
Tips
2.2
Coal Liquefaction
2.3
Simple coal liquefaction
2.4
Transporting fluids
3
Optimal Ratios
3.1
Petroleum gas production
4
History
5
See also
Overview
There are various recipes that can be used to process
crude oil
into its fractions. Its fraction (
heavy oil
,
light oil
and
petroleum gas
) can also be cracked into each other. Their recipes and technology requirements can be seen below.
| Process | Input | Output | Made in | Required technology | Internal name |
| ------------------------ | ---------- | -------- | ------- | ----------------------- | ------------------------ |
| Basic oil processing | 5+100 | 45 | | Oil processing | basic-oil-processing |
| Advanced oil processing | 5+100+50 | 25+45+55 | | Advanced oil processing | advanced-oil-processing |
| Heavy oil cracking | 2+40+30 | 30 | | Advanced oil processing | heavy-oil-cracking |
| Light oil cracking | 2+30+30 | 20 | | Advanced oil processing | light-oil-cracking |
| Simple coal liquefaction | 5+10+2+25 | 50 | | Calcite processing | simple-coal-liquefaction |
| Coal liquefaction | 5+10+25+50 | 90+20+10 | | Coal liquefaction | coal-liquefaction |
Setting up oil processing
Pumpjacks
need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Pumpjacks produce a certain amount of
Crude oil
per second, shown on the right, at the bottom of the information panel.
Crude oil must be refined in an
oil refinery
. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set and "alt-mode" is active, the input and output locations and the expected fluids are shown. The locations of these cannot be changed, only the entire machine can be rotated or flipped (
v
or
h
key by default).
Advanced oil processing and coal liquefaction produce multiple fluids:
heavy oil
,
light oil
and
petroleum gas
. The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a
storage tank
. Furthermore, both heavy oil and light oil can be cracked to the next lower type in a
chemical plant
(recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem).
Tips
The
circuit network
can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough. For examples on how to do this, see the
circuit-network cookbook
.
If you run your heavy oil pipe from the refineries past a lubricant-making chemical plant before sending it to the cracking chemical plants, you can be sure that the lubricant production will have priority over cracking.
Solid fuel
is most efficient when created from light oil. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly.
Coal Liquefaction
Once coal liquefaction is researched, the player can manufacture oil products anywhere without a need for crude oil: the player can set up an oil refinery to utilize coal liquefaction and use an
assembling machine
and
barrels
to manually insert a small amount of heavy oil into the system to initiate production. As long as the heavy oil output is routed back into the refinery before being sent anywhere else, the refinery will be self-sustaining in terms of heavy oil, only requiring steam and coal to run. To prevent fluid back-up, the player will need to ensure all output fluids are being consumed or stored somehow.
While a single refinery using this set-up this will not produce a large amount of oil products overall, the fact it does not require crude oil to run means it can be placed anywhere the player needs a small, steady supply of oil products, saving the need to transport oil over large distances by pipes or trains. Such uses include:
A refueling outpost that produces
solid fuel
and/or
rocket fuel
.
A defensive outpost that uses oil to fuel
flamethrower turrets
.
With a supply of
iron ore
, this set-up can produce
sulfuric acid
, allowing the mining of
uranium ore
.
A supply of iron ore also allows the manufacture of ammunition:
cluster grenades
,
land mines
, and
cannon shells
.
With a supply of both iron ore and
copper ore
,
rockets
and
artillery shells
can be manufactured, as well as all
capsules
.
More broadly, a sufficiently large network of refineries utilizing coal liquefaction could produce enough oil products to run the player's factory without a need for crude oil anymore, allowing much more flexibility in the layout and placement of facilities that require oil products to function. The downside of relying entirely on coal liquefaction are an overall slightly lower output of oil products compared to advanced oil processing, a need for more chemical plants to crack the large amounts of heavy oil produced, and the system will shut down entirely if its supply of coal or steam runs out.
Simple coal liquefaction
Space Age
introduces a second liquefaction recipe: simple coal liquefaction. This process uses coal,
calcite
, and
sulfuric acid
, generating only
heavy oil
. Through cracking, it can be used to make other oil products. On
Vulcanus
, it is useful when starting out as the standard coal liquefaction recipe must be researched. It can also be used to bootstrap standard liquefaction, providing the initial heavy oil.
Outside of its initial uses on Vulcanus, it does have two potential advantages.
Steam
is much harder to get on
Space platforms
than sulfuric acid or calcite. The only way to make steam on a platform is with a
nuclear reactor
, which requires fuel from
Nauvis
. By contrast, sulfuric acid, coal, and calcite can all be manufactured or mined from asteroids.
The other advantage is that the recipe produces heavy oil without any of the other oil processing byproducts. This allows the player to use this purely as a way to generate
lubricant
for those recipes which need it. Other oil processing setups can then always crack heavy oil to light oil.
Note also that going to Vulcanus is not
strictly
required.
Calcite processing (research)
does not require
mining
calcite from a calcite ore patch; you merely need to acquire calcite. This can be done using
Advanced asteroid processing (research)
that is made available on
Gleba
. One still must research
Planet discovery Vulcanus (research)
, but once done, acquiring calcite via
advanced oxide asteroid crushing
is enough to trigger the calcite processing technology.
Transporting fluids
There are many ways to move fluids in Factorio, they are listed below:
Pipes
Fluid wagons
Loading the fluids into
barrels
and transporting them by
railway
,
transport belts
, or the
logistic network
Optimal Ratios
The optimal ratio is the ratio of production that ensures no waste of time or materials.
Petroleum gas production
For producing petroleum gas, the optimal advanced oil processing ratio is 20:5:17 (advanced oil processing : heavy oil cracking : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefaction : heavy oil cracking : light oil cracking), and 12:8:11 is close enough.
One refinery running basic oil processing produces 9 petroleum gas per second. One refinery running advanced oil processing combined with one of each oil cracking chemical plant produces 19.5 petroleum gas per second in total. One refinery running coal liquefaction combined with one of each oil cracking chemical plant produces close to 11.2 petroleum gas per second in total (taking into consideration the recycling of the heavy oil).
The refining can be sped up with
modules
; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using
productivity modules
) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses).
| Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Module configuration | None | Config 1 (*) | Config 2 | Units |
| Oil refinery | Oil refinery | Oil refinery | Oil refinery | Oil refinery |
| Crude oil consumption | 100 | 100 | 100 | |
| Water consumption | 50 | 50 | 50 | |
| Crafting speed | 5 | 5 | 5 | s / final item |
| Heavy oil output | 25 | 25 | 25 | |
| Light oil output | 45 | 45 | 45 | |
| Petroleum output | 55 | 55 | 55 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 855% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Crude oil consumption | 20 | 91 | 171 | per second |
| Total Water consumption | 10 | 45.5 | 85.5 | per second |
| Total Heavy oil output | 5 | 29.575 | 55.575 | per second |
| Total Light oil output | 9 | 53.235 | 100.035 | per second |
| Total Petroleum output | 11 | 65.065 | 122.265 | per second |
| Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking |
| Heavy oil consumption | 40 | 40 | 40 | |
| Water consumption | 30 | 30 | 30 | |
| Crafting speed | 2 | 2 | 2 | s / final item |
| Light oil output | 30 | 30 | 30 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 655% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Heavy oil consumption | 20 | 91 | 131 | per second |
| Total Water consumption | 15 | 68.25 | 98.25 | per second |
| Total Light oil output | 15 | 88.725 | 127.725 | per second |
| Light oil cracking | Light oil cracking | Light oil cracking | Light oil cracking | Light oil cracking |
| Light oil consumption | 30 | 30 | 30 | |
| Water consumption | 30 | 30 | 30 | |
| Crafting speed | 2 | 2 | 2 | s / final item |
| Petroleum output | 20 | 20 | 20 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 655% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Light oil consumption | 15 | 68.25 | 98.25 | per second |
| Total Water consumption | 15 | 68.25 | 98.25 | per second |
| Total Petroleum output | 10 | 59.15 | 85.15 | per second |
| Ratio | Ratio | Ratio | Ratio | Ratio |
| Heavy oil cracking | 0.25 | 0.325 | 0.424 | |
| Light oil cracking | 0.85 | 1.2025 | 1.57 | |
| Petroleum gas output | 19.5 | 136.193 | 255.923 | per second |
| * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. |
For config 2 in the above (possibly collapsed) table, a good enough ratio is 7:3:11, and the next ratio that is better is 165:70:259. The optimal ratio involves over 50000 refineries, and so is practically useless. But, for reference, it's 52400:22230:82251.
History
0.17.60
:
Basic oil processing produces only petroleum gas.
0.17.0
:
Coal liquefaction now produces 90 heavy oil, 20 light oil and 10 petroleum gas, consuming 25 heavy oil, 10 coal and 50 steam.
0.15.0
:
Added coal liquefaction oil processing recipe.
0.9.1
:
Added heavy oil cracking and light oil cracking.
0.9.0
:
Introduced
Basic oil processing
Advanced oil processing
See also
Fluid system
Crude oil
Barrel | wiki | https://wiki.factorio.com/Oil_processing_-_Factorio_Wiki |
Refined_concrete | Refined concrete - Factorio Wiki | [] | Refined concrete - Factorio Wiki
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| | Refined concrete | Edit |
| | ---------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe |
| --------------------- | --------------------- |
| 15+20+8+1+100→10 | 15+20+8+1+100→10 |
| Total raw | Total raw |
| 17+20+4+1+100 | 17+20+4+1+100 |
| Map color | |
| Walking speed | 150% |
| Stack size | 100 |
| Rocket capacity | 100 |
| Prototype type | tile |
| Internal name | refined-concrete |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 15+20+8+1+100→10 | 15+20+8+1+100→10 |
| Total raw | Total raw |
| 17+20+4+1+100 | 17+20+4+1+100 |
| Map color | |
| Walking speed | 150% |
| Stack size | 100 |
| Rocket capacity | 100 |
| Prototype type | tile |
| Internal name | refined-concrete |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
Refined concrete
is used as pathing, similar to
concrete
, but it has a larger brick texture and 10% higher walking speed. Refined concrete increases walking speed by 50% and decreases vehicle rolling resistance, allowing for extra acceleration and top speed, although each vehicle is affected differently; the tank is only affected by a 20% bonus, for example. Refined concrete has no effect on the movement speed of
enemies
.
In
Space Age
, refined concrete is used as an ingredient in a number of recipes, in addition to being used for
paths
.
Placement
Refined concrete is placed using
Left mouse button
and can be removed by using
Right mouse button
while holding any kind of
path
.
The area in which refined concrete is placed can be increased and decreased by using
Numpad +
and
Numpad -
. Placing it over another type of path automatically mines the previous path.
History
0.16.27
:
Added refined concrete and refined hazard concrete.
See also
Refined hazard concrete
Concrete
Hazard concrete
Stone brick
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Refined_concrete_-_Factorio_Wiki |
Uranium_rounds_magazine | Uranium rounds magazine - Factorio Wiki | [] | Uranium rounds magazine - Factorio Wiki
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| | Uranium rounds magazine | Edit |
| | ----------------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | -------------------------- | | ---- | | -- | | ---- | | ---- | | ---- | | -- |
| 10+1+1→1 | 10+1+1→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 14+5+4+1+1 | 14+5+4+1+1 | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Rocket capacity | 25 (0.25 stacks) | | | | | | | | | | | | |
| Damage | 2431.238.445.660(physical) | | | | 24 | | 31.2 | | 38.4 | | 45.6 | | 60 |
| | | | 24 | | | | | | | | | | |
| | 31.2 | | 38.4 | | | | | | | | | | |
| | 45.6 | | 60 | | | | | | | | | | |
| Magazine size | 10 | | | | | | | | | | | | |
| Used as ammunition by | Used as ammunition by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Prototype type | ammo | | | | | | | | | | | | |
| Internal name | uranium-rounds-magazine | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The most advanced ammunition type for gun weapons. It's more resource intensive than
piercing rounds
, but has three times the damage output.
History
2.0.7
:
Lowered stack size of ammo from 200 to 100.
0.15.0
:
Introduced
See also
Firearm magazine
Piercing rounds magazine
Enemies
Damage
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment | | wiki | https://wiki.factorio.com/Uranium_rounds_magazine_-_Factorio_Wiki |
Template_talk_Languages | Template talk:Languages - Factorio Wiki | [] | Template talk:Languages - Factorio Wiki
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About DISPLAYTITLE
From what I understand about this template, DISPLAYTITLE is only set when NAMESPACE is empty, so pages that under Tutorial: namespace can only set their page titles by writing DISPLAYTITLE manually, is this right? -
Kurax
(
talk
) 17:58, 23 June 2018 (UTC)
Yes, that is right. This is the case due to how it interacts with English pages, so it can't be changed. --
Bilka
(
talk
) -
Admin
18:03, 23 June 2018 (UTC) | wiki | https://wiki.factorio.com/Template_talk:Languages_-_Factorio_Wiki |
Template_Translation_doc | Template:Translation/doc - Factorio Wiki | [] | Template:Translation/doc - Factorio Wiki
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This is the wiki's translation database, used to translate elements of pages automatically. Subpages for each language are at their respective code. (eg. Translation/de for German) Please add translations to those pages. | wiki | https://wiki.factorio.com/Template:Translation/doc_-_Factorio_Wiki |
Energy_shield | Energy shield - Factorio Wiki | [] | Energy shield - Factorio Wiki
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| | Energy shield | Edit |
| | ------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| ---------------------- | ----------------------------- | | ---- | | --- | | ---- | | ---- | | ---- | | --- |
| 10+5+10→1 | 10+5+10→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 57.5+25+10+10+10 | 57.5+25+10+10+10 | | | | | | | | | | | | |
| Stack size | 20 | | | | | | | | | | | | |
| Dimensions | 2×2 | | | | | | | | | | | | |
| Energy consumption | 240312384456600kW (electric) | | | | 240 | | 312 | | 384 | | 456 | | 600 |
| | | | 240 | | | | | | | | | | |
| | 312 | | 384 | | | | | | | | | | |
| | 456 | | 600 | | | | | | | | | | |
| Placed in | Placed in | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Energy capacity | 120 kJ (electric) | | | | | | | | | | | | |
| Shield hitpoints | 50658095125 | | | | 50 | | 65 | | 80 | | 95 | | 125 |
| | | | 50 | | | | | | | | | | |
| | 65 | | 80 | | | | | | | | | | |
| | 95 | | 125 | | | | | | | | | | |
| Energy per hitpoint | 20 kJ (electric) | | | | | | | | | | | | |
| Maximum recharge speed | 1215.619.222.830hitpoints/s | | | | 12 | | 15.6 | | 19.2 | | 22.8 | | 30 |
| | | | 12 | | | | | | | | | | |
| | 15.6 | | 19.2 | | | | | | | | | | |
| | 22.8 | | 30 | | | | | | | | | | |
| Prototype type | energy-shield-equipment | | | | | | | | | | | | |
| Internal name | energy-shield-equipment | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
energy shield
generates a basic protective shield that can absorb a small amount of
damage
.
Equipment modules
can be used by placing them in the grid that opens by right clicking the armor.
The shield is effectively an extension of HP and has to be brought to 0 for the character to suffer any actual HP damage. Like actual HP, it benefits from the damage reduction attributes of its armor. All damage is split equally between shields, allowing all shields to recharge simultaneously. Energy shields are largely obsoleted by the
Energy shield MK2
, which offers a vastly increased HP buffer at the cost of demanding more energy per HP.
A shield's maximum recharge rate is based on its energy draw divided by the energy cost per shield point. At 240kW costing 20KJ per shield point, the energy shield MK1 recharges 12 HP per second and takes 4 seconds to recharge from 0 to 50HP. The overall energy demand is extremely high and will stress the suit's
solar panels
and
fusion reactor
, so use
batteries
to maintain your shields under fire.
Mk1 shields have an internal energy buffer of 120kJ, which effectively provide an additional hidden 6HP of shielding and add an extra .5 seconds to fully recharge.
The purple energy shield bar below the health bar.
History
0.13.0
:
Power consumption increased by a factor of 10.
0.12.0
:
Power consumption increased by a factor of 100.
0.7.0
:
Introduced
See also
Modular armor
Equipment modules
Energy shield MK2
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment | | wiki | https://wiki.factorio.com/Energy_shield_-_Factorio_Wiki |
Efficiency_module_(research) | Efficiency module (research) - Factorio Wiki | [] | Efficiency module (research) - Factorio Wiki
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| | Efficiency module (research) | Edit |
| | ---------------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 3011✖50 | 3011✖50 |
| Prototype type | technology |
| Internal name | efficiency-module |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| 2 | 2 |
| Effects | Effects |
| | |
Unlocks the
efficiency module
, a module that reduces a machine's energy consumption by 30% (flat).
See also
Research
Technologies
Modules
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Efficiency_module_(research)_-_Factorio_Wiki |
Foundation | Foundation - Factorio Wiki | [] | Foundation - Factorio Wiki
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| | Foundation | Edit |
| | ---------- | ---- |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 30+20+4+4+4+20→1 | 30+20+4+4+4+20→1 |
| Total raw | Total raw |
| 30+20+4+4+4+20 | 30+20+4+4+4+20 |
| Map color | |
| Stack size | 50 |
| Rocket capacity | 50 (1 stack) |
| Prototype type | tile |
| Internal name | foundation |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
Space Age
expansion exclusive feature.
Foundation
is an advanced version of
landfill
that is the only way to fill
lava
lakes on
Vulcanus
or
oil oceans
on
Fulgora
. Despite being unlocked on
Aquilo
, it cannot be used on the planet's oceans.
It can be used in the waters of
Nauvis
or the shallow waters of
Gleba
, at a much higher cost than using
landfill
.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Landfill
Ice platform
Artificial jellynut soil
Artificial yumako soil
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Foundation_-_Factorio_Wiki |
Research_productivity_(research) | Research productivity (research) - Factorio Wiki | [] | Research productivity (research) - Factorio Wiki
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| | Research productivity (research) | Edit |
| | -------------------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 120111111111111✖1200 | 120111111111111✖1200 |
| Prototype type | technology |
| Internal name | research-productivity |
| Required technologies | Required technologies |
| | |
Space Age
expansion exclusive feature.
Adds a 10% productivity to science pack usage per level. There is no limit for this productivity.
| Technology | Cost | Effects |
| ------------------------ | ------------------------------------------------------------------------------------------- | ------------- |
| 1Research productivity 1 | 120111111111111X1000 × 1.2(Level)(eg. 1200 for level 1, 1440 for level 2, 1727 for level 3) | 10% per level |
Trivia
This is the only research in the game that requires
promethium science packs
.
This is the longest research time per
science pack
, at 120 seconds per pack
History
2.0.7
:
Introduced in
Space Age
expansion.
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Research_productivity_(research)_-_Factorio_Wiki |
Ammonia | Ammonia - Factorio Wiki | [] | Ammonia - Factorio Wiki
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| | Ammonia | Edit |
| | ------- | ---- |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 1+50→50+5 | 1+50→50+5 |
| Total raw | Total raw |
| 1+50 | 1+50 |
| Prototype type | fluid |
| Internal name | ammonia |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
Space Age
expansion exclusive feature.
Ammonia
is the fluid resource extracted from
ammoniacal solution
. It is a core resource for much of
Aquilo
's industry. It is used to produce
solid fuel
and
rocket fuel
, which can be used for making heat on Aquilo via the
heating tower
. It is needed for building
ice platforms
that are used to build terrain in Aquilo's otherwise mostly oceanic environment. It is used for
fluoroketone (hot)
and
lithium
, both core intermediates for most other manufacturing processes on Aquilo.
Ammonia cannot be put into
barrels
, so it cannot be transported off of Aquilo. As such, any recipe that uses ammonia as an ingredient can only be used on Aquilo.
History
2.0.7
:
Introduced in
Space Age
expansion.
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Ammonia_-_Factorio_Wiki |
Worker_robot_cargo_size_(research) | Worker robot cargo size (research) - Factorio Wiki | [] | Worker robot cargo size (research) - Factorio Wiki
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| | Worker robot cargo size (research) | Edit |
| | ---------------------------------- | ---- |
| Cost | Cost |
| --------------------- | ----------------------- |
| 30111✖200 | 30111✖200 |
| Prototype type | technology |
| Internal name | worker-robots-storage-1 |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| 2-3 | 2-3 |
Increases the amount of items
logistic robots
and
construction robots
can transport at once.
It is directly related to
inserter item stack size bonus
and behaves in the same way.
When one item is missing to complete the requested amount then the bot will take more than needed to complete the request.
| Technology | Cost | Effects | Cumulativeeffect |
| -------------------------- | ----------- | ------- | ---------------- |
| 1Worker robot cargo size 1 | 30111✖200 | 1 | 1 |
| 2Worker robot cargo size 2 | 601111✖300 | 1 | 2 |
| 3Worker robot cargo size 3 | 6011111✖450 | 1 | 3 |
See also
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Worker_robot_cargo_size_(research)_-_Factorio_Wiki |
Prototype_Sprite | Prototype/Sprite - Factorio Wiki | [] | Prototype/Sprite - Factorio Wiki
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The prototype docs have moved to a new website with an improved format.
This documentation page can now be found here:
https://lua-api.factorio.com/latest/prototypes/SpritePrototype.html
This wiki page is no longer updated and
will be removed at some point in the future
, so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback
on the forums
. | wiki | https://wiki.factorio.com/Prototype/Sprite_-_Factorio_Wiki |
User_talk_Maoman | User talk:Maoman - Factorio Wiki | [] | User talk:Maoman - Factorio Wiki
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Welcome to
factorio
!
We hope you will contribute much and well.
You will probably want to read the
help pages
.
Again, welcome and have fun!
Klonan
(
talk
) 13:05, 5 January 2017 (UTC) | wiki | https://wiki.factorio.com/User_talk:Maoman_-_Factorio_Wiki |
Rocket_part | Rocket part - Factorio Wiki | [] | Rocket part - Factorio Wiki
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| | Rocket part | Edit |
| | ----------- | ---- |
Base game
Space Age mod
| Recipe | Recipe |
| --------------------- | --------------------- |
| 3+10+10+10→1 | 3+10+10+10→1 |
| Total raw | Total raw |
| 153+200+50+10+10+20 | 153+200+50+10+10+20 |
| Stack size | 5 |
| Rocket capacity | 50 (10 stacks) |
| Prototype type | item |
| Internal name | rocket-part |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 3+1+1+1→1 | 3+1+1+1→1 |
| Total raw | Total raw |
| 18+20+5+1+1+2 | 18+20+5+1+1+2 |
| Stack size | 5 |
| Rocket capacity | 50 (10 stacks) |
| Prototype type | item |
| Internal name | rocket-part |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
Rocket parts
are items created by a
rocket silo
. They are stored within the silo itself; once enough rocket parts have been constructed, a rocket is built which can launch materials into space. In vanilla, a rocket requires 100 rocket parts, while in
Space Age
it requires only 50.
History
2.0.24
:
Changed the Rocket part icon to look more like a part of the rocket.
2.0.7
:
Recipe changed from using rocket control units to
processing units
.
0.12.0
:
Introduced
See also
Satellite
Rocket silo
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Rocket_part_-_Factorio_Wiki |
Offshore_pump | Offshore pump - Factorio Wiki | [] | Offshore pump - Factorio Wiki
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| | Offshore pump | Edit |
| | ------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ------------------------------ | | ------ | | ------ | | ------ | | ------ | | ------ | | ------ |
| 0.5+2+3→1 | 0.5+2+3→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 3+7 | 3+7 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Fluid storage volume | 100 | | | | | | | | | | | | |
| Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 |
| | | | 150 | | | | | | | | | | |
| | 195 | | 240 | | | | | | | | | | |
| | 285 | | 375 | | | | | | | | | | |
| Resistances | Fire: 0/70%Impact: 0/30% | | | | | | | | | | | | |
| Stack size | 20 | | | | | | | | | | | | |
| Rocket capacity | 20 | | | | | | | | | | | | |
| Dimensions | 2×1 | | | | | | | | | | | | |
| Pumping speed | 1200/s1560/s1920/s2280/s3000/s | | | | 1200/s | | 1560/s | | 1920/s | | 2280/s | | 3000/s |
| | | | 1200/s | | | | | | | | | | |
| | 1560/s | | 1920/s | | | | | | | | | | |
| | 2280/s | | 3000/s | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | offshore-pump | | | | | | | | | | | | |
| Internal name | offshore-pump | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
offshore pump
produces fluids from lakes and oceans; the fluid generated is based on the contents of the lake it is placed alongside. It must be placed on a shoreline of a body of fluid lake or ocean on the map, and connected to a
pipe
or
other object that accepts liquids
. It produces 1200 units of fluid per second. It does not require
electricity
or
fuel
to operate.
Offshore pumps are frequently used to provide
water
for
steam engines
, though several crafting recipes also require water. One offshore pump can generate enough water to support 200 boilers, which in turn can support 400 steam engines. For more information, see
power production
.
Placements
On
Nauvis
, when placed in lakes, it collects
water
.
On
Gleba
, when placed in marshes or lakes, it collects
water
.
On
Vulcanus
, when placed in lava, it collects
lava
.
On
Fulgora
, when placed in oil oceans, it collects
heavy oil
.
On
Aquilo
, when placed in the ammoniacal sea, it collects
ammoniacal solution
.
The fluid supply from an offshore pump is endless; it will not dry up the body of fluid it is attached to. Additionally, the size of the body of fluid the pump is connected to does not affect the rate of fluid generation. Filling in the water around a pump by using
landfill
will rename the pump to "Water well pump" and it will keep producing fluid.
History
2.0.13
:
Offshore pump speed increases with
quality
.
2.0.7
:
Can be placed on
lava
,
oil ocean
, and ammoniacal seas in
Space Age
.
Offshore pump now requires 2x Iron gear wheel, 3x Pipe. (was 2x Electronic circuit + 1x Iron gear wheel + 1x Pipe)
0.18.10
:
New offshore pump graphics.
Offshore pump is now buildable on ground tile adjacent to water instead of water tile adjacent to ground.
0.16.16
:
Changed size of offshore pump from 3x1 to 3x2 in order to prevent pump placement in overlapping positions.
0.15.0
:
Increased water output from 60 to 1200 units per second. (Undocumented)
0.12.1
:
Copy paste now works on pump.
0.12.0
:
Connectable to the circuit network.
0.9.2
:
Now specifies the liquid it will produce.
0.5.1
:
New graphics.
0.1.0
:
Introduced
See also
Electric system
Fluid system
Pump
| Production items | Production items |
| ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book |
| Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() |
| Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack |
| Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() |
| Agriculture | Agricultural towerBiochamberCaptive biter spawner |
| Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() |
| Environmental protection | Lightning rodLightning collectorHeating tower |
| Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() |
| Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Offshore_pump_-_Factorio_Wiki |
Metallic_asteroid_reprocessing | Metallic asteroid chunk - Factorio Wiki | [
"stub"
] | Metallic asteroid chunk - Factorio Wiki
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| | Metallic asteroid chunk | Edit |
| | ----------------------- | ---- |
| Stack size | 1 |
| --------------- | ----------------------- |
| Rocket capacity | 10 |
| Prototype type | item |
| Internal name | metallic-asteroid-chunk |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Space Age
expansion exclusive feature.
Metallic asteroid chunk
is a resource gathered by
asteroid collectors
and processed in
crushers
. It is the main source for
iron ore
, used to make
thruster oxidizer
, and later
copper ore
in space. It is dropped from metallic asteroids, which is the most common
asteroid
when traversing between the first 4 planets. It can also be used in asteroid reprocessing.
As they only stack of 1, it is recommended to use
belts
as buffers rather than using
cargo bays
.
Alternative recipes
| Recipe | Ingredients | Result | Produced by | Required Research |
| ----------------------------------- | ----------- | ----------- | ----------- | --------------------------------------- |
| Metallic asteroid crushing | 2+1 | 20+0.2 | | Space platform (research) |
| Metallic asteroid reprocessing | 2+1 | 0.4+0.2+0.2 | | Asteroid reprocessing (research) |
| Advanced metallic asteroid crushing | 5+1 | 10+4+0.05 | | Advanced asteroid processing (research) |
See also
Asteroids
Carbonic asteroid chunk
Oxide asteroid chunk
Promethium asteroid chunk
History
2.0.7
:
Introduced in
Space Age
expansion.
| Space | Space |
| -------------------- | ------------------------------------------------------------------------------------------- |
| Planetside buildings | Rocket siloCargo landing pad |
| Space platform | Space platform foundationCargo bayAsteroid collectorCrusherThrusterSpace platform hub |
| Rocket cargo | SatelliteSpace platform starter pack |
| Asteroids | Metallic asteroid chunkCarbonic asteroid chunkOxide asteroid chunkPromethium asteroid chunk |
| Locations | NauvisVulcanusGlebaFulgoraAquiloSolar system edgeShattered planet |
| Navigation | LogisticsProductionIntermediate productsCombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Metallic_asteroid_chunk_-_Factorio_Wiki |
User_talk_Stevetrov | User talk:Stevetrov - Factorio Wiki | [] | User talk:Stevetrov - Factorio Wiki
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Welcome to
factorio
!
We hope you will contribute much and well.
You will probably want to read the
help pages
.
Again, welcome and have fun!
Mishka
(
talk
) 15:08, 10 October 2016 (UTC)
Circuit network cookbook
Hey there. I'm an admin on this wiki. I'd like to ask what your plan for the page that you just created is. It seems to be a tutorial for the circuit network, but there is already a page for circuit network related tutorials,
Combinator Tutorial
. Would you mind if I merged the page into that page? I'd also ask that you not directly refer to yourself on pages, it's bad editing etiquette. --
Gangsir
(
talk
) 21:24, 21 November 2016 (UTC) | wiki | https://wiki.factorio.com/User_talk:Stevetrov_-_Factorio_Wiki |
Template_talk_Imagelink | Template talk:Imagelink - Factorio Wiki | [] | Template talk:Imagelink - Factorio Wiki
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Automation
I don't know how well this would work because I don't know how the template is used in the Wiki, but how about automating the third parameter by replacing
{{#if: {{{link|}}}| {{{3|{{{2}}}}}}|{{#if: {{{3|}}} | [[{{{2}}}{{!}}{{{3}}}]] | [[{{{2}}}]]}}}}
with
{{#if: {{{link|}}}|{{#if:{{#titleparts:{{{2}}}|1|2}}|{{translation/{{#titleparts:{{{2}}}|1|2}}|{{#titleparts:{{{2}}}|1|1}}}}|{{{2}}}}}|[[{{{2}}}{{!}}{{#if:{{#titleparts:{{{2}}}|1|2}}|{{translation/{{#titleparts:{{{2}}}|1|2}}|{{#titleparts:{{{2}}}|1|1}}}}|{{{2}}}}}]]}}
so that the name written behind the icon ist always in the language the icon is linking to. The idea came up, when I was working on
fuel/de
when I saw that many names were not corret, but if they were taken from the translation-template, they could have been correct and that in the whole Wiki. I would be glad to get some response. --
RobbiRobb
(
talk
) 12:27, 23 April 2017 (UTC)
Ah, yes, I see what you mean. Sure, I'll see about fixing this. Thanks for telling me. Edit: I have implemented your fix, and have fixed up
Fuel/de
. --(
Gangsir
) (
talk
) -
Admin
12:45, 23 April 2017 (UTC)
Thanks, but you might have to check, where the third parameter is used, it seems to be a necessary parameter, when the language used is not english, which means it is used in many cases. --
RobbiRobb
(
talk
) 16:33, 23 April 2017 (UTC)
As you might have seen I edited the template again to reinclude the 3rd parameter. The template still autotranslates but if the 3rd parameter is given it will use that as the caption. --
Bilka
(
talk
) 18:14, 23 April 2017 (UTC) | wiki | https://wiki.factorio.com/Template_talk:Imagelink_-_Factorio_Wiki |
Electricity | Electric system - Factorio Wiki | [] | Electric system - Factorio Wiki
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The
Electric system
is used to power a lot of different machines; the game can hardly be played without using electricity. Every machine has its own internal electric capacity. When energy is produced, it is evenly distributed to all machines in the network that need electricity. Electricity is one of two ways machines can be powered, the other being
burner devices
running off of
fuel
.
Contents
1
Network mechanics
1.1
Generators
1.2
Storage
1.2.1
Steam tanks as power storage
1.2.2
Energy storage density comparison
1.3
Distribution
1.4
Consumption
1.5
Connection
2
Electric network info screen
3
Network priorities
4
See also
Network mechanics
Generators
There are several ways to produce electricity. More details about each method are available on the
power production
page.
Steam engines
– Most common, requires
boilers
(which consume
water
and fuel).
Solar panels
– Free energy, but only works during daylight. Usually used with accumulators.
Accumulators
– Energy storage, see below
Steam turbines
– High-power steam engines. Used to generate power from a
nuclear reactor
,
acid neutralisation
, or
heating towers
.
Lightning rods
&
lightning collectors
- Converts lightning strikes during
Fulgora
's
night into power.
Fusion generators
- Converts plasma from a
fusion reactor
into electricity.
If a network consumes less power than is produced, its steam engines, turbines, and fusion generators will slow down so that no power is wasted.
Storage
Accumulator array consisting of 48 accumulators and a substation providing 240 MJ storage capacity.
Energy can be stored in:
Fuel
. It can be burnt to generate power.
Accumulators
. Accumulators charge using excess power generated, and discharge when demand exceeds normal production.
Steam
. It can be created in
boilers
or
heat exchangers
and stored in the
storage tank
, allowing steam engines or steam turbines to operate on-demand.
Heat pipes
. Heat pipes can buffer up to 500MJ of energy across their working range of 500°C to 1000°C, although in practice this will be less depending on distance due to the way heat transfer works.
Steam tanks as power storage
A storage tank filled with
heat exchanger
500°C steam stores around 2.4GJ; a storage tank filled with
boiler
165°C Steam stores 750MJ.
There are several advantages to storing energy in storage tanks compared with storing it in an accumulator:
The energy density of a storage tank tile is much higher than it is with accumulators.
For 165°C steam (produced with
boilers
), a single storage tank stores as much as 150 accumulators:
750MJ / 5MJ = 150
For 500°C steam (produced using
heat exchangers
), a single storage tank stores as much as 480 accumulators:
2400MJ / 5MJ = 480
A
nuclear reactor
always fully burns a fuel cell, releasing 8GJ (or more with the multiple reactor bonus) even if power demand is lower. The excess energy can be stored as steam.
A single
accumulator
's maximum discharge rate is 300kW. On a very heavy load (e.g.
laser turret
firing), a small accumulator array may not discharge fast enough, causing power disruptions. A steam engine can produce 900kW of energy from the stored steam (3 times faster discharge rate), and a turbine can produce 5800kW (6.4 times faster discharge rate). In other words, a number of turbines or steam engines with steam storage can cope with much higher bursts than the same number of accumulators.
Steam can be transferred via trains and then consumed remotely via turbines or steam engines. This essentially "transports electricity" using trains.
Energy storage density comparison
| Storage | Capacity | Accumulators | Size | Density (MJ/tile) |
| ------------------ | -------- | ------------ | ---- | ----------------- |
| Accumulator | 5MJ | 1 | 2x2 | 1.25 |
| Steam tank (165°C) | 750MJ | 150 | 3x3 | 83.33 |
| Steam tank (500°C) | 2400MJ | 480 | 3x3 | 266.66 |
| Heat pipe | 500MJ1 | 100 | 1x1 | 5001 |
(1)
Theoretical maximum, actual capacity depends on distance due to heat transfer mechanics.
Distribution
Simple example of a small electric network.
Power poles are used to transmit energy. There are 4 types of power pole, each having differently configured properties. The properties are coverage area (area in which machines are placed to be affected by the pole) and wire reach (the distance across which a pole can connect with another pole). If two poles of different wire reach are to be connected, the smallest of either applies.
Small electric pole
– Second smallest coverage area, shortest cable length, available without research.
Medium electric pole
– Second largest coverage area, average cable length.
Big electric pole
– Smallest coverage area, longest cable length.
Substation
– Largest coverage area, second longest cable length, but most expensive to build.
Consumption
Two
assembling machines
running on very low electricity.
The majority of machines in Factorio consume electricity. There are two aspects to a machine's energy use.
Energy consumption – The energy consumed by the machine while it is actively carrying out a process (crafting an item, moving an item, etc). If an electric network does not have enough power generation to supply all the machines in it, the electricity will be evenly spread across all machines in the network (based on each machine's demand), and all machines will slow down proportionally to the power available.
For example: If an
assembling machine 3
(210kW) and an
electric mining drill
(90kW) are on a network (90+210 = 300kW), but the network only has 3
solar panels
(3×60kW = 180kW) to power them, the Assembling machine and Mining drill will both run at 60% speed (180/300=0.6).
Drain – The energy consumed by the machine whether it is active or not. Most machines consume a small amount of power just being connected to a network. This is usually negligible, but can become notable in small factories where power is limited. Drain is cumulative with energy cosumption - for example, an active
assembling machine 2
will consume 155 kW (150kW energy consumption + 5kW drain).
Connection
An individual connection is removed by redrawing the connection with copper cable.
A network is created by placing electrical generators (such as
steam engines
or
solar panels
) and electrical consumers, then ensuring a connection between the generator and consumer can be made using Distributors (such as
small electric poles
) that are connected together. Electric poles cover differently sized areas depending on their type. The area of coverage appears as a blue overlay around the pole. If two poles are placed close enough, the poles connect automatically. A building is connected if one tile of the building is in a covered area. Hovering the cursor over a pole reports the current satisfaction of power demands in that pole's network, and clicking on a pole will provide a detailed GUI about that pole's electric network. (See below)
Use shift-click on a existing pole to remove all its connections to other poles.
Unconnected poles can be connected with a single
copper cable
dragging from pole to pole (Left click on the
bottom
of the pole with the cable in hand.)
Individual connections can be removed by "connecting" them with copper cable. This will not consume the cable.
You can use place-key (default left mouse) while running/driving to auto-place poles at their greatest connectible distance while covering all unpowered entities on the way. This allows for complete efficiency when connecting long distances. If connecting over long distances, using
big electric poles
is recommended.
A newly-placed electric pole will be automatically connected to nearby poles according to the following rules:
It will be connected to other available poles, starting with the closest one.
It won't be connected to 2 poles connected to each other (it won't form a 3 pole triangle).
It will not be connected to more than 5 other poles.
Electric network info screen
The Electric network info GUI
(Click to enlarge)
Slight stress on the electric system's satisfaction.
The Electric network info GUI can be accessed by left-clicking any electric pole nearby.
You can see only the info from the electric network to which that pole is connected!
Unlike the production-info (press P) the electric network info is not measured globally, but by network.
Satisfaction
– The current amount of energy consumed by the network. This bar should be full. If it is not full, it means that the machines connected to the network are consuming more power than is produced, and the bar will change color to yellow (>50%) or red (<50%).
Production
– The current energy produced by the network. This bar should never be full. If it is full, it means that the machines connected to the network are consuming all available energy. The less full this bar is, the more surplus energy is available.
Accumulator
charge
– How much energy is currently held inside of the accumulators connected to your network. Measured in
joules
; 1 Joule = 1 Watt * 1 second (see also
wikipedia:Joule
). This bar should be able to fill fully before emptying again.
Timespan
- Set the
time
span for the graphs below. "5s" means over the last 5 seconds.
Consumption Graph
– Shows the consumption of the different parts of the network over time.
Production Graph
– Shows the production of the different producers of the network over time.
Accumulator Graph
– Shows the energy held by the accumulators in the network over time.
Detailed Consumption
– A list of consumers from highest power consumption to lowest. In the picture example, 3
radars
consume the most power, at 900kW.
Detailed Production
– A list of producers from highest power production to lowest. In the picture example, 8
steam engines
produce the most electricity in the factory.
Detailed Accumulator
– A list of energy storage status of the accumulators. In the picture example, 100MJ energy is held in 20 accumulators.
Note that the timeframe influences the shown detailed production/consumption: the displayed watts is the total average power production or consumption over the full time. Setting longer timeframes also allows seeing the past production or consumption of machines even if they are not currently connected to the network.
In
Space age
expansion, filters are provided for graphs to shows the stats for the structures of the selected
quality
tiers.
Network priorities
Electricity is provided on a priority basis. The demand for energy is satisfied by generators in following order:
Solar panels
– Top priority; they always work at maximum performance available, unless they can cover all demand of the network, in which case they match demand.
Lightning rods
/
collectors
- It is unclear if rods/collectors have equal priority to panels or just below them, but if they have lower priority, their priority is still higher than those below.
Steam engines
,
steam turbines
, and
fusion generators
– They match whatever demand solar panels cannot satisfy. Note that all of these have the same priority; leftover demand is equally divided among both.
Accumulator
– Last resort. They are only discharged when demand cannot be met by other means. They are also only charged when all demand is met, and there is yet more power available.
There may be situations where different behavior is desired (such as solar panels combined with accumulators for night-and-day delivery), in which case clever use of a
power switch
and the
circuit network
is in order.
See also
Producing power from oil
Power production
Fluid system
Units | wiki | https://wiki.factorio.com/Electric_system_-_Factorio_Wiki |
Ammoniacal_solution | Ammoniacal solution - Factorio Wiki | [] | Ammoniacal solution - Factorio Wiki
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| | Ammoniacal solution | Edit |
| | ------------------- | ---- |
| Prototype type | fluid |
| -------------- | ------------------- |
| Internal name | ammoniacal-solution |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
Space Age
expansion exclusive feature.
Ammoniacal solution
is the primary resource extracted in an
offshore pump
from the ammonia oceans that engulf
Aquilo
. It can be separated in a
chemical plant
into
ammonia
and
ice
.
Gallery
Ammoniacal solution in
pipes
, a
pump
and a
storage tank
.
History
2.0.7
:
Introduced in
Space Age
expansion.
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Ammoniacal_solution_-_Factorio_Wiki |
Blueprint_string_format | Blueprint string format - Factorio Wiki | [] | Blueprint string format - Factorio Wiki
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| |
| ----------------------------------------------------------------------------------------------------------------- |
| Page "Blueprint string format" has been recommended for clean-up. Reason:Needs to be updated for 2.0 |
| This may mean fixing grammar or broken links, providing better explanations, or removing incorrect/outdated info. |
| Further recommendations for this page's clean-up can be made atTalk:Blueprint string format. |
Preview of a blueprint string.
This is a technical description of the blueprint string format, used to share blueprints with other users.
A blueprint string is a JSON representation of the blueprint, compressed with zlib deflate using compression level 9 and then encoded using base64 with a version byte in front of the encoded string. The version byte is currently 0 (for all Factorio versions through 1.1).
So to get the JSON representation of a blueprint from a blueprint string, skip the first byte, base64 decode the string, and finally decompress using zlib inflate.
Contents
1
Json representation of a blueprint/blueprint book
1.1
Blueprint book object
1.2
Blueprint object
1.3
Icon object
1.4
SignalID object
1.5
Entity object
1.6
Inventory object
1.7
Schedule object
1.8
Schedule Record object
1.9
Wait Condition object
1.10
Tile object
1.11
Position object
1.12
Connection object
1.13
Connection point object
1.14
Connection data object
1.15
Item request object
1.16
Item filter object
1.17
Infinity settings object
1.18
Infinity filter object
1.19
Logistic filter object
1.20
Speaker parameter object
1.21
Speaker alert parameter object
1.22
Color object
1.23
Control behavior object
2
Example code
Json representation of a blueprint/blueprint book
The json representation of a blueprint or blueprint book is one large object inside another "wrapping" object, its key inside that object is either blueprint or blueprint-book.
Blueprint book object
| Key | Description | Data type |
| ------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------- |
| item | String, the name of the item that was saved ("blueprint-book" in vanilla). | String |
| label | String, the name of the blueprint set by the user. | String |
| label_color | The color of the label of this blueprint. Optional.#Color object. | Object |
| blueprints | The actual content of the blueprint book, array of objects containing an "index" key and 0-based value and a "blueprint" key with a#Blueprint objectas the value. | Array |
| active_index | Index of the currently selected blueprint, 0-based. | Integer |
| icons | The icons of the blueprint book set by the user, array of#Icon objects. | Array |
| description | The description of the blueprint book. Optional. | String |
| version | The map version of the map the blueprint was created in, seeVersion string format. | Integer (long) |
Blueprint object
| Key | Description | Data type |
| ------------------------- | -------------------------------------------------------------------------------- | -------------- |
| item | String, the name of the item that was saved ("blueprint" in vanilla). | String |
| label | String, the name of the blueprint set by the user. | String |
| label_color | The color of the label of this blueprint. Optional.#Color object. | Object |
| entities | The actual content of the blueprint, array of#Entity objects. | Array |
| tiles | The tiles included in the blueprint, array of#Tile objects. | Array |
| icons | The icons of the blueprint set by the user, array of#Icon objects. | Array |
| schedules | The schedules for trains in this blueprint, array of#Schedule objects. | Array |
| description | The description of the blueprint. Optional. | String |
| snap-to-grid | The dimensions of the grid to use for snapping. Optional.#Position object. | Object |
| absolute-snapping | Whether the blueprint uses absolute or relative snapping. Optional. | Boolean |
| position-relative-to-grid | Offset relative to the global absolute snapping grid. Optional.#Position object. | Object |
| version | The map version of the map the blueprint was created in. | Integer (long) |
Icon object
| Key | Description | Data type |
| ------ | -------------------------------------------- | --------- |
| index | Index of the icon, 1-based. | Integer |
| signal | The icon that is displayed,#SignalID object. | Object |
SignalID object
| Key | Description | Data type |
| ---- | ---------------------------------------------------------------------------------------------------------------- | --------- |
| name | Name of the signal prototype this signal is set to. | String |
| type | Type of the signal. SeeSignalIDTypefor possible values.Note for 2.x:property is optional and defaults to "item". | String |
Entity object
| Key | Description | Data type |
| -------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------- | -------------- |
| entity_number | Index of the entity, 1-based. | Integer |
| name | Prototype name of the entity (e.g. "offshore-pump"). | String |
| position | #Position object, position of the entity within the blueprint. | Object |
| direction | Direction of the entity, uint (optional).Note for 2.x:Direction appears to be double the previous values | Integer |
| orientation | Orientation of cargo wagon or locomotive, value 0 to 1 (optional). | Floating Point |
| connections | Circuit connection, object with keys starting from 1, values are#Connection objects(optional). | Object |
| neighbours | Copper wire connections, array of entity_numbers (optional). | Array |
| control_behavior | #Control behavior objectof this entity (optional). | Object |
| items | Item requests by this entity, this is what defines the item-request-proxy when the blueprint is placed, optional.#Item request object | Object |
| recipe | Name of the recipe prototype this assembling machine is set to, optional, string. | String |
| bar | Used byPrototype/Container, optional. The index of the first inaccessible item slot due to limiting with the red "bar". 0-basedTypes/ItemStackIndex. | Integer |
| ammo_inventory | Ammo inventory of an entity (e.g.Spidertron), optional.#Inventory object | Object |
| trunk_inventory | Boot/Luggage inventory of an entity (e.g. storage inventory of a Spidertron), optional.#Inventory object | Object |
| inventory | Cargo wagon inventory configuration, optional.#Inventory object | Object |
| infinity_settings | Used byPrototype/InfinityContainer, optional.#Infinity settings object | Object |
| type | Type of the underground belt or loader, optional. Either "input" or "output". | String |
| input_priority | Input priority of the splitter, optional. Either "right" or "left", "none" is omitted. | String |
| output_priority | Output priority of the splitter, optional. Either "right" or "left", "none" is omitted. | String |
| filter | Filter of the splitter, optional. Name of the item prototype the filter is set to, string. | String |
| filters | Filters of the filter inserter or loader, optional. Array of#Item filter objects. | Array |
| filter_mode | Filter mode of the filter inserter, optional. Either "whitelist" or "blacklist". | String |
| override_stack_size | The stack size the inserter is set to, optional.Types/uint8. | Integer |
| drop_position | The drop position the inserter is set to, optional.#Position object. | Object |
| pickup_position | The pickup position the inserter is set to, optional.#Position object. | Object |
| request_filters | Used byPrototype/LogisticContainer, optional.#Logistic filter object. | Array |
| request_from_buffers | Boolean. Whether this requester chest can request from buffer chests. | Boolean |
| parameters | Used byProgrammable speaker, optional.#Speaker parameter object. | Object |
| alert_parameters | Used byProgrammable speaker, optional.#Speaker alert parameter object | Object |
| auto_launch | Used by the rocket silo, optional. Boolean, whether auto launch is enabled. | Boolean |
| variation | Used byPrototype/SimpleEntityWithForceorPrototype/SimpleEntityWithOwner, optional.Types/GraphicsVariation | |
| color | Color of thePrototype/SimpleEntityWithForce,Prototype/SimpleEntityWithOwner, or train station, optional.#Color object. | Object |
| station | The name of the train station, optional. | String |
| manual_trains_limit | The manually set train limit of the train station, optional. | Integer |
| switch_state | The current state of the power switch, optional. | Boolean |
| tags | Dictionary of arbitrary data, optional.Tags. | Object |
Inventory object
| Key | Description | Data type |
| ------- | ------------------------------------------------------------------------------------------------------------------------- | --------- |
| filters | Array of#Item filter objects. | Array |
| bar | The index of the first inaccessible item slot due to limiting with the red "bar". 0-based, optional.Types/ItemStackIndex. | Integer |
Schedule object
| Key | Description | Data type |
| ----------- | ----------------------------------------------------------- | --------- |
| schedule | Array of#Schedule Record objects. | Array |
| locomotives | Array of entity numbers of locomotives using this schedule. | Array |
Schedule Record object
| Key | Description | Data type |
| --------------- | ------------------------------------------------------ | --------- |
| station | The name of the stop for this schedule record. | String |
| wait_conditions | Array of#Wait Condition objects. | Array |
| temporary | Whether this is a temporary schedule record. Optional. | Boolean |
Wait Condition object
| Key | Description | Data type |
| ------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------ | --------- |
| type | One of "time", "inactivity", "full", "empty", "item_count", "circuit", "robots_inactive", "fluid_count", "passenger_present", "passenger_not_present". | String |
| compare_type | Either "and", or "or". Tells how this condition is to be compared with the preceding conditions in the corresponding wait_conditions array. | String |
| ticks | Number of ticks to wait or of inactivity. Only present when type is "time" or "inactivity". Optional. | uint |
| condition | CircuitCondition object, only present when type is "item_count", "circuit" or "fluid_count". | Object |
Tile object
| Key | Description | Data type |
| -------- | -------------------------------------------------------------- | --------- |
| name | Prototype name of the tile (e.g. "concrete") | String |
| position | #Position object, position of the entity within the blueprint. | Object |
Position object
| Key | Description | Data type |
| --- | ------------------------------------------------- | -------------- |
| x | X position within the blueprint, 0 is the center. | Floating point |
| y | Y position within the blueprint, 0 is the center. | Floating point |
Connection object
Object containing information about the connections to other entities formed by red or green wires.
| Key | Description | Data type |
| --- | ------------------------------------------------------------------------------------------------------------------------ | --------- |
| 1 | First connection point. The default for everything that doesn't have multiple connection points.#Connection point object | Object |
| 2 | Second connection point. For example, the "output" part of an arithmetic combinator.#Connection point object | Object |
Connection point object
The actual point where a wire is connected to. Contains information about where it is connected to.
| Key | Description | Data type |
| ----- | ------------------------------------------------------------------------------------------------------- | --------- |
| red | An array of#Connection data objectcontaining all the connections from this point created by red wire. | Array |
| green | An array of#Connection data objectcontaining all the connections from this point created by green wire. | Array |
Connection data object
Information about a single connection between two connection points.
| Key | Description | Data type |
| ---------- | -------------------------------------------------------------------------------------------------------- | --------- |
| entity_id | ID of the entity this connection is connected with. | Integer |
| circuit_id | The circuit connector id of the entity this connection is connected to, seedefines.circuit_connector_id. | Integer |
Item request object
1 or more instances of key/value pairs.
Key is the name of the item, string.
Value is the amount of items to be requested,
Types/ItemCountType
.
Item filter object
| Key | Description | Data type |
| ----- | ------------------------------------------------- | --------- |
| name | Name of the item prototype this filter is set to. | String |
| index | Index of the filter, 1-based. | Integer |
Infinity settings object
| Key | Description | Data type |
| ----------------------- | ------------------------------------------------------------------------------ | --------- |
| remove_unfiltered_items | Boolean. Whether the "remove unfiltered items" checkbox is checked. | Boolean |
| filters | Filters of the infinity container, optional. Array of#Infinity filter objects. | Array |
Infinity filter object
| Key | Description | Data type |
| ----- | --------------------------------------------------------------- | --------- |
| name | Name of the item prototype the filter is set to, string. | String |
| count | Number the filter is set to,Types/ItemCountType. | Integer |
| mode | Mode of the filter. Either "at-least", "at-most", or "exactly". | String |
| index | Index of the filter, 1-based. | Integer |
Logistic filter object
| Key | Description | Data type |
| ----- | ------------------------------------------------------------------------- | --------- |
| name | Name of the item prototype this filter is set to. | String |
| index | Index of the filter, 1-based. | Integer |
| count | Number the filter is set to,Types/ItemCountType. Is 0 for storage chests. | Integer |
Speaker parameter object
| Key | Description | Data type |
| ----------------- | -------------------------------------------- | -------------- |
| playback_volume | Types/double. Volume of the speaker. | Floating point |
| playback_globally | Boolean, whether global playback is enabled. | Boolean |
| allow_polyphony | Boolean, whether polyphony is allowed. | Boolean |
Speaker alert parameter object
| Key | Description | Data type |
| -------------- | ----------------------------------------------------------- | --------- |
| show_alert | Boolean, whether an alert is shown. | Boolean |
| show_on_map | Boolean, whether an alert icon is shown on the map. | Boolean |
| icon_signal_id | The icon that is displayed with the alert,#SignalID object. | Object |
| alert_message | String, message of the alert. | String |
Color object
| Key | Description | Data type |
| --- | --------------------------------- | -------------- |
| r | red, number from 0 to 1. | Floating point |
| g | green, number from 0 to 1. | Floating point |
| b | blue, number from 0 to 1. | Floating point |
| a | transparency, number from 0 to 1. | Floating point |
Control behavior object
ALL fields are optional
and depend on the type of the entity.
| Key | Description | Data type |
| ------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------ | --------- |
| logistic_condition | CircuitCondition | Object |
| connect_to_logistic_network | Whether this entity is connected to the logistic network and enables/disables based on logistic_condition. | Boolean |
| circuit_close_signal | Whether this rail signal can be closed by circuit_condition. | Boolean |
| circuit_read_signal | Whether or not to read the state of this rail/chain signal. | Boolean |
| red_output_signal | #SignalIDto use if the rail/chain signal is currently red. | Object |
| orange_output_signal | #SignalIDto use if the rail/chain signal is currently orange. | Object |
| green_output_signal | #SignalIDto use if the rail/chain signal is currently green. | Object |
| blue_output_signal | #SignalIDto use if the chain signal is currently blue. | Object |
| circuit_condition | CircuitCondition | Object |
| circuit_enable_disable | Enable or disable based on circuit_condition. | Boolean |
| send_to_train | Send circuit values to the train to use in schedule conditions. | Boolean |
| read_from_train | Get the currently stopped trains cargo. | Boolean |
| read_stopped_train | Get the currently stopped trains ID. | Boolean |
| train_stopped_signal | #SignalIDto output the train ID on. | Object |
| set_trains_limit | Whether this stations trains limit will be set through circuit values. | Boolean |
| trains_limit_signal | #SignalIDto use to set the trains limit. | Object |
| read_trains_count | Whether to read this stations currently on route trains count. | Boolean |
| trains_count_signal | #SignalIDto output the on route trains count on. | Object |
| read_logistics | Whether this roboport should output the contents of its network. | Boolean |
| read_robot_stats | Whether this roboport should output the robot stats of its network. | Boolean |
| available_logistic_output_signal | #SignalIDto output available logistic robots on. | Object |
| total_logistic_output_signal | #SignalIDto output the total count of logistic robots on. | Object |
| available_construction_output_signal | #SignalIDto output available construction robots on. | Object |
| total_construction_output_signal | #SignalIDto output the total count of construction robots on. | Object |
| circuit_open_gate | Whether to limit the gate opening with circuit_condition. | Boolean |
| circuit_read_sensor | Whether to send the wall-gate proximity sensor to the circuit network. | Boolean |
| output_signal | #SignalIDto output the wall-gate sensor / accumulator charge on. | Object |
| circuit_read_hand_contents | Whether to read this belts content or inserters hand. | Boolean |
| circuit_contents_read_mode | defines.control_behavior.transport_belt.content_read_mode | Integer |
| circuit_mode_of_operation | | Integer |
| circuit_hand_read_mode | defines.control_behavior.inserter.hand_read_mode | Integer |
| circuit_set_stack_size | Whether to set the inserters stack size from a circuit signal. | Boolean |
| stack_control_input_signal | #SignalIDto use to set the inserters stack size. | Object |
| circuit_read_resources | Whether this miner should output its remaining resource amounts to the circuit network. | Boolean |
| circuit_resource_read_mode | defines.control_behavior.mining_drill.resource_read_mode | Integer |
| is_on | Whether this constant combinator is currently on or off. | Boolean |
| filters | Array ofConstantCombinatorParameters.It's now a kind ofLogisticSectionsinstead.We might be missing a type for it specifically. | Array |
| arithmetic_conditions | ArithmeticCombinatorParameters | Object |
| decider_conditions | DeciderCombinatorParameters | Object |
| circuit_parameters | ProgrammableSpeakerCircuitParameters | Object |
| use_colors | Whether this lamp should use colors or not. | Boolean |
Example code
On a typical Bash command line, the blueprint can be decoded like so:
echo
"
$blueprint_string
"
|
cut
-c2-
|
base64
-d
|
pigz
-d
If you don't have
pigz
installed, you can use
zlib-flate -uncompress
instead (part of "qpdf").
How to decode a string to Lua table:
local
str
=
"$blueprint_string"
;
local
bp_to_table
=
function
(
instr
)
--[[version and the body part]]
local
version
=
string.sub
(
instr
,
1
,
1
);
local
body
=
string.sub
(
instr
,
2
);
--[[then decode it]]
local
json_str
=
helpers
.
decode_string
(
body
);
--[[then turn it into table]]
local
output
=
helpers
.
json_to_table
(
json_str
);
return
output
;
end
--[[and this could test if it print properly]]
game
.
print
(
serpent
.
block
(
bp_to_table
(
str
)
)
); | wiki | https://wiki.factorio.com/Blueprint_string_format_-_Factorio_Wiki |
Artillery_shell | Artillery shell - Factorio Wiki | [] | Artillery shell - Factorio Wiki
Jump to navigation
Jump to search
| | Artillery shell | Edit |
| | --------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | | | | | | | | | | | | | |
| --------------------- | ------------------------------------------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | | | ---- | | ---- | | ---- | | ---- | | ---- |
| 15+4+8+1→1 | 15+4+8+1→1 | | | | | | | | | | | | | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | | | | | | | | | | | | | |
| 56.25+7.5+16+25+8+8 | 56.25+7.5+16+25+8+8 | | | | | | | | | | | | | | | | | | | | | | | | |
| Stack size | 1 | | | | | | | | | | | | | | | | | | | | | | | | |
| Rocket capacity | 10 (10 stacks) | | | | | | | | | | | | | | | | | | | | | | | | |
| Damage | 10001300160019002500(physical)10001300160019002500(explosion) | | | | 1000 | | 1300 | | 1600 | | 1900 | | 2500 | | | | 1000 | | 1300 | | 1600 | | 1900 | | 2500 |
| | | | 1000 | | | | | | | | | | | | | | | | | | | | | | |
| | 1300 | | 1600 | | | | | | | | | | | | | | | | | | | | | | |
| | 1900 | | 2500 | | | | | | | | | | | | | | | | | | | | | | |
| | | | 1000 | | | | | | | | | | | | | | | | | | | | | | |
| | 1300 | | 1600 | | | | | | | | | | | | | | | | | | | | | | |
| | 1900 | | 2500 | | | | | | | | | | | | | | | | | | | | | | |
| Area of effect size | 4 | | | | | | | | | | | | | | | | | | | | | | | | |
| Used as ammunition by | Used as ammunition by | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
| Prototype type | ammo | | | | | | | | | | | | | | | | | | | | | | | | |
| Internal name | artillery-shell | | | | | | | | | | | | | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | | | | | | | | | | | | | |
| --------------------- | ------------------------------------------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | | | ---- | | ---- | | ---- | | ---- | | ---- |
| 15+8+1+4+1→1 | 15+8+1+4+1→1 | | | | | | | | | | | | | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | | | | | | | | | | | | | |
| 24+25+7.5+8+1+4 | 24+25+7.5+8+1+4 | | | | | | | | | | | | | | | | | | | | | | | | |
| Stack size | 1 | | | | | | | | | | | | | | | | | | | | | | | | |
| Rocket capacity | 10 (10 stacks) | | | | | | | | | | | | | | | | | | | | | | | | |
| Damage | 10001300160019002500(physical)10001300160019002500(explosion) | | | | 1000 | | 1300 | | 1600 | | 1900 | | 2500 | | | | 1000 | | 1300 | | 1600 | | 1900 | | 2500 |
| | | | 1000 | | | | | | | | | | | | | | | | | | | | | | |
| | 1300 | | 1600 | | | | | | | | | | | | | | | | | | | | | | |
| | 1900 | | 2500 | | | | | | | | | | | | | | | | | | | | | | |
| | | | 1000 | | | | | | | | | | | | | | | | | | | | | | |
| | 1300 | | 1600 | | | | | | | | | | | | | | | | | | | | | | |
| | 1900 | | 2500 | | | | | | | | | | | | | | | | | | | | | | |
| Area of effect size | 4 | | | | | | | | | | | | | | | | | | | | | | | | |
| Used as ammunition by | Used as ammunition by | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
| Prototype type | ammo | | | | | | | | | | | | | | | | | | | | | | | | |
| Internal name | artillery-shell | | | | | | | | | | | | | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
The
artillery shell
is used as ammunition by
artillery
. It is a rather slow projectile that is shown on the map and explores every chunk as it travels to its target. It deals enough damage to destroy any
enemy
nest or worm within two shots.
While artillery shells have a stack size of 1, they can stack up to 100 inside the inventory of the
artillery wagon
itself and up to 15 inside the
artillery turret
.
Gallery
Airborne artillery shells can be seen on the map.
History
2.0.7
:
Doubled the damage of artillery.
0.16.0
:
Introduced
See also
Artillery targeting remote
Friday Facts #220 - The best Friday Facts ever
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment | | wiki | https://wiki.factorio.com/Artillery_shell_-_Factorio_Wiki |
Water | Water - Factorio Wiki | [] | Water - Factorio Wiki
Jump to navigation
Jump to search
| | Water | Edit |
| | ----- | ---- |
Base game
Space Age mod
| Map color | |
| -------------- | ----------- |
| Prototype type | fluid |
| Internal name | water |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Map color | |
| -------------- | ----------- |
| Prototype type | fluid |
| Internal name | water |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
Water
is a
liquid
which can be infinitely extracted from water tiles using an
offshore pump
. In
Space Age
, water can also be produced by a
chemical plant
from condensing
steam
or melting
ice
. After being pumped or produced it is distributed via
pipes
.
Water can be used to generate
electricity
by converting it to
steam
via
boilers
or
heat exchangers
. The specific heat capacity of water is
200J / Δ°C / unit
. It takes 200 joules to heat one unit of water by one degree Celsius. Water is also used as an ingredient in various recipes.
Surface water acts as an obstacle that cannot normally be traveled over. A
spidertron
can reach across water if another bit of land is sufficiently close, and wearing
mech armor
allows the player to fly over water.
Raw fish
are spawned in water tiles during world generation only, and do not reproduce naturally. Water tiles can be removed completely by placing
landfill
over them.
Pollution
will turn nearby water green, which is a visual-only effect (the effect can be turned off by disabling animated water in the graphics settings). The colour changes relative to the current amount of pollution around it, so decreasing pollution purifies the water.
Contents
1
Shallow water
2
Alternate recipes
3
Gallery
4
History
5
See also
Shallow water
Shallow water can appear alongside (or in place of) normal water. Shallow water can be walked on, but buildings can't be built in it directly. Shallow water can still have
landfill
placed upon it. Shallow water will reduce the speed of the
player
as well as
wheeled
vehicles
. The speed reduction does not affect
enemies
or the
Spidertron
.
Offshore pumps
can be used where shallow water meets land (including landfill).
Shallow water appears as one of two shades of blue lighter than that of standard water, with the mildly lighter blue and moderately lighter blue reducing the player's walking speed by 30% or 20% respectively. In the base game, shallow water is not generated by the default
map generator
, so it can only be found in the
tutorial
. In
Space Age
,
Gleba
is the only planet with naturally generated shallow water, and it is found there in abundance.
Alternate recipes
Space Age
expansion exclusive feature.
| Process | Input | Output | Made in | Required technology |
| ------- | ----- | ------ | ------- | ---------------------------------- |
| | 11 | 20 | | Space platform thruster (research) |
| | 11000 | 90 | | Calcite processing (research) |
Gallery
The
player
standing in shallow water.
Water becoming polluted.
Source:
Factorio Friday Facts #358
History
2.0.0
:
New ways to make water in SA
Gleba
uses a lot of shallow water
1.0.0
:
Added polluted water visual effect.
0.18.0
:
Water is animated.
0.17.0
:
Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.
Water is generated as large lakes instead of swamps.
Better controls in the map generator GUI for water, tiles and cliffs.
0.13.0
:
Landfill can be used to replace water with grass.
0.9.1
:
Water settings in
map generation
have more effect.
0.1.0
:
Introduced
See also
Fluid system
Electric system
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Water_-_Factorio_Wiki |
Lubricant_barrel | Barrel - Factorio Wiki | [] | Barrel - Factorio Wiki
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Barrels
can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once
fluid handling
is researched. The barrels themselves are reusable once the fluids are drained.
Barrels stack in groups of 10. A single
cargo wagon
can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon – 30,000 fewer units than the capacity of a
fluid wagon
.
Empty barrels have a rocket capacity
of 200. Full barrels, regardless of fluid, have a rocket capacity
of 100. As such, a single rocket can carry 5000 units of any fluid which can be barrelled.
Contents
1
Empty barrels
2
Fill barrels
3
Example of use
4
Notes
5
History
6
See also
Empty barrels
Empty barrels
can be crafted. When barrels are emptied, the (required)
assembling machine
will also return an empty barrel.
| Recipe: | 1+1→1 |
| ---------------- | -------------- |
| Req. technology: | Fluid handling |
| Process | Input | Machine | Output |
| -------------------------------- | ----- | ------- | ------ |
| Empty crude oil barrel | 10.2 | or | 1+50 |
| Empty heavy oil barrel | 10.2 | or | 1+50 |
| Empty light oil barrel | 10.2 | or | 1+50 |
| Empty lubricant barrel | 10.2 | or | 1+50 |
| Empty petroleum gas barrel | 10.2 | or | 1+50 |
| Empty sulfuric acid barrel | 10.2 | or | 1+50 |
| Empty water barrel | 10.2 | or | 1+50 |
| Empty fluoroketone (hot) barrel | 10.2 | or | 1+50 |
| Empty fluoroketone (cold) barrel | 10.2 | or | 1+50 |
Fill barrels
Filled barrels
cannot be crafted. They are filled using the respective
fluids
's
Fill barrel
process which consumes empty barrels.
| Process | Input | Machine | Output |
| ------------------------------- | ------ | ------- | ------ |
| Fill crude oil barrel | 1500.2 | or | 1 |
| Fill heavy oil barrel | 1500.2 | or | 1 |
| Fill light oil barrel | 1500.2 | or | 1 |
| Fill lubricant barrel | 1500.2 | or | 1 |
| Fill petroleum gas barrel | 1500.2 | or | 1 |
| Fill sulfuric acid barrel | 1500.2 | or | 1 |
| Fill water barrel | 1500.2 | or | 1 |
| Fill fluoroketone (hot) barrel | 1500.2 | or | 1 |
| Fill fluoroketone (cold) barrel | 1500.2 | or | 1 |
Example of use
Barrels are useful in situations where pipes are not available or a bad option, such as oil production far away from your main factory, or when transporting fluids to another planet in
Space Age
. Barrels can be transported with a
belt transport system
or
railway
, by
logistic robots
, via
car
or
tank
, or in the
player
's inventory. A simple example with
transport belts
:
Notes
Despite being labelled as an intermediate product, making empty barrels and filling or emptying barrels cannot accept
productivity modules
.
Barrel filling and emptying recipes cannot accept
quality modules
.
History
0.16.8
:
Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)
Decreased barrelling crafting time from 1 second to 0.2 seconds.
0.15.0
:
Added automatic barreling support for all fluids.
0.9.0
:
Introduced
See also
Fluid handling
Oil processing
Crude oil | wiki | https://wiki.factorio.com/Barrel_-_Factorio_Wiki |
Display_panel | Display panel - Factorio Wiki | [
"stub"
] | Display panel - Factorio Wiki
Jump to navigation
Jump to search
| | Display panel | Edit |
| | ------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | -- | | -- | | -- | | -- | | --- |
| 0.5+1+1→1 | 0.5+1+1→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 1.75+1.5+2 | 1.75+1.5+2 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 50658095125 | | | | 50 | | 65 | | 80 | | 95 | | 125 |
| | | | 50 | | | | | | | | | | |
| | 65 | | 80 | | | | | | | | | | |
| | 95 | | 125 | | | | | | | | | | |
| Stack size | 10 | | | | | | | | | | | | |
| Rocket capacity | 10 (1 stack) | | | | | | | | | | | | |
| Mining time | 0.2 | | | | | | | | | | | | |
| Prototype type | display-panel | | | | | | | | | | | | |
| Internal name | display-panel | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
The
display panel
is a
circuit network
entity, essentially being a monitor that can display icons and text above the entity. Roughly every single icon in the game can be shown on a display panel, including the
quality
of an item. Descriptions can also be added to these entities. With the use of a circuit network, the display panels can also be set up to showcase different images and messages depending on what conditional signals are being passed to or through it.
If a description is included in a display panel, hovering the mouse over it will display all lines of text. There is an option that allows for the first line of a description to always be displayed above the entity even when not selected, if this option is unselected, no text will appear above the entity unless the player hovers their mouse over it. There is a second option that allows the chosen icon and first line of a description to be shown in the minimap and remote view.
It is worth noting that, unlike
lamps
or
speakers
, display panels do not use any power, and do not require electric network coverage at all.
At most there can be a maximum of 100 messages, adding more is not possible. Trying to import a blueprint with more will give the error message "Too many messages." and yields an empty blueprint.
Function
Besides being able to show static icons and text, display panels can be connected to the circuit network. This allows the player to specify list of simple conditions and display settings. Conditions are evaluated in order, from top to bottom, showing the icon and text of the first one that matches. If none match, the display turns off.
Conditions and display settings also offer
logic signals
as an option. However, only the Anything signal is meaningful as an output icon. Everything and Anything signals work as a left-side condition operand as expected, satisfying the condition same as a
decider combinator
would. When used as an output icon, however, Everything and Each always display the logic signal icon itself. When the Anything logic signal is used for
both
the condition and the output icon, it displays the first signal that passes the condition (first based on default sorting order regardless of the signal's actual value). When Anything is used as the output icon with any other condition, it displays itself.
History
2.0.7
:
Introduced.
See also
Circuit network
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Display_panel_-_Factorio_Wiki |
Materials_and_recipes | Materials and recipes - Factorio Wiki | [] | Materials and recipes - Factorio Wiki
Jump to navigation
Jump to search | wiki | https://wiki.factorio.com/Materials_and_recipes_-_Factorio_Wiki |
Thruster | Thruster - Factorio Wiki | [
"stub"
] | Thruster - Factorio Wiki
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| | Thruster | Edit |
| | -------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------------------------------------------------------------- | | -------- | | ------- | | -------- | | -------- | | -------- | | -------- |
| 10+10+10+5→1 | 10+10+10+5→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 10+10+10+5 | 10+10+10+5 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 300390480570750 | | | | 300 | | 390 | | 480 | | 570 | | 750 |
| | | | 300 | | | | | | | | | | |
| | 390 | | 480 | | | | | | | | | | |
| | 570 | | 750 | | | | | | | | | | |
| Stack size | 10 | | | | | | | | | | | | |
| Rocket capacity | 5 | | | | | | | | | | | | |
| Dimensions | 4×8 | | | | | | | | | | | | |
| Power output | 9.9-10212.9-13215.9-16318.9-19324.9-254MN thrust | | | | 9.9-102 | | 12.9-132 | | 15.9-163 | | 18.9-193 | | 24.9-254 |
| | | | 9.9-102 | | | | | | | | | | |
| | 12.9-132 | | 15.9-163 | | | | | | | | | | |
| | 18.9-193 | | 24.9-254 | | | | | | | | | | |
| Fluid consumption | 6-1207.8-1569.6-19211.4-22815-300units/s each of thruster fuel and oxidizer | | | | 6-120 | | 7.8-156 | | 9.6-192 | | 11.4-228 | | 15-300 |
| | | | 6-120 | | | | | | | | | | |
| | 7.8-156 | | 9.6-192 | | | | | | | | | | |
| | 11.4-228 | | 15-300 | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | thruster | | | | | | | | | | | | |
| Internal name | thruster | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Space Age
expansion exclusive feature.
Thrusters
are components of
space platforms
that propel the platforms through space, and to other planets. Thrusters require both
thruster fuel
and
thruster oxidizer
to function. Thrusters can only be built on the south edge of a space platform, with nothing directly south in the path of their exhaust. This placement means space platforms always travel north toward the top of the screen.
Thrusters are operated via the
space platform hub
. When a destination is set and the switch set to "Automatic," thrusters turn on and move the platform toward its destination. They turn off by themselves when the destination is reached. Moving the switch back to "Paused thrust" will turn all thrusters off immediately.
Speed and acceleration are affected by the number of thrusters, their efficiency, and the mass of the platform. Thrusters are at their least efficient when they have full reserves of both fuel and oxidizer, but produce higher speed and acceleration. Partly empty reserves cause them to work more efficiently, as noted in the table below, at the expense of speed/acceleration.
Depending on speed, damaging
asteroids
are encountered in greater numbers. This means that defenses should be built before turning on the thrusters, and high thrust requires stronger defense.
Datasheet
The "Relative thrust" and "Relative fluid consumption" is the percentage for the range of a thruster of that
Quality
. 50% relative thrust is halfway between the minimum thrust and the maximum thrust. For a base quality thruster, 50% is 59.45 MN, while for a legendary thruster, it is 139.45 MN, a 150% increase.
| Filled fluid reserve | Efficiency | Relative thrust | Relative fluid consumption | Fluid consumption (/s) | Fluid consumption (/s) | Fluid consumption (/s) | Fluid consumption (/s) | Fluid consumption (/s) |
| -------------------- | ---------- | --------------- | -------------------------- | ---------------------- | ---------------------- | ---------------------- | ---------------------- | ---------------------- |
| | | | | Quality 1 | Quality 2 | Quality 3 | Quality 4 | Quality 5 |
| 0% | 100% | 10% | 10% | 6.00 | 7.80 | 9.60 | 11.40 | 15.00 |
| 5% | 100% | 10% | 10% | 6.00 | 7.80 | 9.60 | 11.40 | 15.00 |
| 10% | 100% | 10% | 10% | 6.00 | 7.80 | 9.60 | 11.40 | 15.00 |
| 15% | 97% | 22% | 24% | 14.14 | 18.39 | 22.63 | 26.87 | 36.00 |
| 20% | 93% | 34% | 37% | 22.29 | 28.97 | 35.66 | 42.34 | 55.50 |
| 25% | 90% | 44% | 51% | 30.43 | 39.56 | 48.69 | 57.81 | 76.50 |
| 30% | 86% | 54% | 64% | 38.57 | 50.14 | 61.71 | 73.29 | 96.00 |
| 35% | 83% | 63% | 78% | 46.71 | 60.73 | 74.74 | 88.76 | 117.00 |
| 40% | 79% | 71% | 91% | 54.86 | 71.31 | 87.77 | 104.23 | 136.50 |
| 45% | 76% | 78% | 105% | 63.00 | 81.90 | 100.80 | 119.70 | 157.50 |
| 50% | 72% | 84% | 119% | 71.14 | 92.49 | 113.83 | 135.17 | 178.50 |
| 55% | 69% | 89% | 132% | 79.29 | 103.07 | 126.86 | 150.64 | 198.00 |
| 60% | 65% | 93% | 146% | 87.43 | 113.66 | 139.89 | 166.11 | 219.00 |
| 65% | 62% | 96% | 159% | 95.57 | 124.24 | 152.91 | 181.59 | 238.50 |
| 70% | 58% | 98% | 173% | 103.71 | 134.83 | 165.94 | 197.06 | 259.50 |
| 75% | 55% | 100% | 186% | 111.86 | 145.41 | 178.97 | 212.53 | 279.00 |
| 80% | 51% | 100% | 200% | 120.00 | 156.00 | 192.00 | 228.00 | 300.00 |
| 85% | 51% | 100% | 200% | 120.00 | 156.00 | 192.00 | 228.00 | 300.00 |
| 90% | 51% | 100% | 200% | 120.00 | 156.00 | 192.00 | 228.00 | 300.00 |
| 95% | 51% | 100% | 200% | 120.00 | 156.00 | 192.00 | 228.00 | 300.00 |
| 100% | 51% | 100% | 200% | 120.00 | 156.00 | 192.00 | 228.00 | 300.00 |
Trivia
The color of the thruster trail changes depending on the amount of fuel and oxidizer in the thruster, becoming blue when fuel is low or red when oxidizer is low.
Thruster exhaust has a range of 82 tiles, so structures can be placed directly behind the trail. This means that the total dimensions where the thruster blocks placement of other structures is 4×90.
Gallery
Thruster trail turns red when fuel amount is higher than oxidizer (left) and blue when oxidizer is higher (right)
Thruster trails are visible on the zoomed-out map view
| Space | Space |
| -------------------- | ------------------------------------------------------------------------------------------- |
| Planetside buildings | Rocket siloCargo landing pad |
| Space platform | Space platform foundationCargo bayAsteroid collectorCrusherThrusterSpace platform hub |
| Rocket cargo | SatelliteSpace platform starter pack |
| Asteroids | Metallic asteroid chunkCarbonic asteroid chunkOxide asteroid chunkPromethium asteroid chunk |
| Locations | NauvisVulcanusGlebaFulgoraAquiloSolar system edgeShattered planet |
| Navigation | LogisticsProductionIntermediate productsCombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Thruster_-_Factorio_Wiki |
Lab | Lab - Factorio Wiki | [] | Lab - Factorio Wiki
Jump to navigation
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| | Lab | Edit |
| | --- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 2+10+10+4→1 | 2+10+10+4→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 21.5+15+36 | 21.5+15+36 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 |
| | | | 150 | | | | | | | | | | |
| | 195 | | 240 | | | | | | | | | | |
| | 285 | | 375 | | | | | | | | | | |
| Stack size | 10 | | | | | | | | | | | | |
| Rocket capacity | 10 | | | | | | | | | | | | |
| Dimensions | 3×3 | | | | | | | | | | | | |
| Energy consumption | 60 kW (electric) | | | | | | | | | | | | |
| Research speed | 11.31.61.92.5 | | | | 1 | | 1.3 | | 1.6 | | 1.9 | | 2.5 |
| | | | 1 | | | | | | | | | | |
| | 1.3 | | 1.6 | | | | | | | | | | |
| | 1.9 | | 2.5 | | | | | | | | | | |
| Mining time | 0.2 | | | | | | | | | | | | |
| Module slots | 2 slots | | | | | | | | | | | | |
| Prototype type | lab | | | | | | | | | | | | |
| Internal name | lab | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 2+10+10+4→1 | 2+10+10+4→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 21.5+15+36 | 21.5+15+36 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 |
| | | | 150 | | | | | | | | | | |
| | 195 | | 240 | | | | | | | | | | |
| | 285 | | 375 | | | | | | | | | | |
| Stack size | 10 | | | | | | | | | | | | |
| Rocket capacity | 10 | | | | | | | | | | | | |
| Dimensions | 3×3 | | | | | | | | | | | | |
| Energy consumption | 60 kW (electric) | | | | | | | | | | | | |
| Research speed | 11.31.61.92.5 | | | | 1 | | 1.3 | | 1.6 | | 1.9 | | 2.5 |
| | | | 1 | | | | | | | | | | |
| | 1.3 | | 1.6 | | | | | | | | | | |
| | 1.9 | | 2.5 | | | | | | | | | | |
| Mining time | 0.2 | | | | | | | | | | | | |
| Module slots | 2 slots | | | | | | | | | | | | |
| Prototype type | lab | | | | | | | | | | | | |
| Internal name | lab | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Science packs put into the front lab will be passed to labs behind it.
Labs
are buildings that perform
research
for
technologies
by consuming
science packs
. Use of a lab is required to progress in Factorio.
When
productivity modules
are used in labs, the productivity bonus is directly calculated and applied each
tick
so the productivity bar is simply cosmetic. This means that it does not matter that the productivity bar resets when the research is changed, no productivity bonus is lost.
[1]
The player can only research one technology at a time, but can use multiple labs for faster results. The speed bonus of labs when
lab research speed
is researched and modules are present can be calculated using this formula:
research_bonus × module_bonus = speed_bonus
; the percentage bonuses have to be converted to decimals (e.g. +140% = 2.4) before the formula is used.
Inserters
can insert and remove science packs from labs. This allows chaining multiple labs together with inserters, each inserter taking science packs, as needed, from one lab and placing it into the next.
Contents
1
Production requirements
1.1
Equation simplification
2
History
3
See also
Production requirements
Calculating the number of science packs needed per second is straightforward:
E
R
S
=
(
1
+
B
[
r
]
1
0
0
)
×
(
1
+
M
[
r
]
1
0
0
)
×
B
L
S
A
C
T
=
T
[
r
]
E
R
S
P
P
S
=
N
A
C
T
Where:
ERS
is "effective lab research speed"
B[r]
is the speed bonus from the
Lab research speed (research)
, in percent
M[r]
is the sum of all
module
speed effects (
speed modules
- positive;
productivity modules
- negative), in percent
BLS
is the base lab speed, which is adjusted by the
quality
of the lab and/or using a
biolab
ACT
is "adjusted cycle time"
T[r]
is the research cycle time as displayed in the research screen
PPS
is "packs per second"
N
is the number of labs available.
Thus, with 10 base quality standard labs, researching Nuclear Power (30 second cycle time) with Lab Research Speed 4 (140% bonus) and no module effects, the calculation is:
E
R
S
=
1
+
1
4
0
1
0
0
=
2
.
4
A
C
T
=
3
0
2
.
4
=
1
2
.
5
s
P
P
S
=
1
0
1
2
.
5
=
0
.
8
This means 0.8 science packs per second, of each type, would need to be produced to continuously supply the labs.
Equation simplification
Assuming all labs have the same
B[r]
and
BLS
), the above calculations can be combined into one equation:
P
P
S
=
N
T
[
r
]
×
(
1
+
B
[
r
]
1
0
0
)
×
(
1
+
M
[
r
]
1
0
0
)
×
B
L
S
Thus for the numerical example:
P
P
S
=
1
0
×
(
1
+
1
4
0
1
0
0
)
×
1
3
0
=
1
0
3
0
×
(
1
+
1
.
4
)
=
1
3
×
2
.
4
=
2
.
4
3
=
0
.
8
packs per second
If trying to find the amount of labs needed to consume a given amount of packs per second, use the following rearrangement:
N
=
(
(
1
+
B
[
r
]
1
0
0
)
×
(
1
+
M
[
r
]
1
0
0
)
×
B
L
S
×
1
T
[
r
]
×
P
P
S
)
−
1
History
0.15.12
:
Lab speed info in the description contains the researched speed bonus as well.
0.12.6
:
The research speed of a lab is now not dependent on its electricity consumption, and can be scripted.
0.12.0
:
Lab research is now continuous; Science packs now have progress bars.
0.9.2
:
Labs are now named after early access backers when built from
blueprints
.
0.7.2
:
Changed the recipe of Lab to require 4 transport belts, down from 5.
0.7.0
:
Added support for modules to labs.
0.6.0
:
New graphics.
Labs are dedicated to backers (displayed in entity info).
0.2.7
:
Contents of the Lab is now shown in the entity info.
0.1.0
:
Introduced
See also
Electric system
Crafting
| Production items | Production items |
| ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book |
| Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() |
| Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack |
| Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() |
| Agriculture | Agricultural towerBiochamberCaptive biter spawner |
| Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() |
| Environmental protection | Lightning rodLightning collectorHeating tower |
| Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() |
| Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Lab_-_Factorio_Wiki |
Planets | Planets - Factorio Wiki | [] | Planets - Factorio Wiki
Jump to navigation
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| |
| ----------------------------------------------------------- |
| Multiple pages share the title or description of "Planets". |
| They are listed below. |
Planets are large surfaces with unique properties. The
Space Age
expansion adds 4 new planets.
Nauvis
Vulcanus
Fulgora
Gleba
Aquilo | wiki | https://wiki.factorio.com/Planets_-_Factorio_Wiki |
Empty_water_barrel | Barrel - Factorio Wiki | [] | Barrel - Factorio Wiki
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Barrels
can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once
fluid handling
is researched. The barrels themselves are reusable once the fluids are drained.
Barrels stack in groups of 10. A single
cargo wagon
can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon – 30,000 fewer units than the capacity of a
fluid wagon
.
Empty barrels have a rocket capacity
of 200. Full barrels, regardless of fluid, have a rocket capacity
of 100. As such, a single rocket can carry 5000 units of any fluid which can be barrelled.
Contents
1
Empty barrels
2
Fill barrels
3
Example of use
4
Notes
5
History
6
See also
Empty barrels
Empty barrels
can be crafted. When barrels are emptied, the (required)
assembling machine
will also return an empty barrel.
| Recipe: | 1+1→1 |
| ---------------- | -------------- |
| Req. technology: | Fluid handling |
| Process | Input | Machine | Output |
| -------------------------------- | ----- | ------- | ------ |
| Empty crude oil barrel | 10.2 | or | 1+50 |
| Empty heavy oil barrel | 10.2 | or | 1+50 |
| Empty light oil barrel | 10.2 | or | 1+50 |
| Empty lubricant barrel | 10.2 | or | 1+50 |
| Empty petroleum gas barrel | 10.2 | or | 1+50 |
| Empty sulfuric acid barrel | 10.2 | or | 1+50 |
| Empty water barrel | 10.2 | or | 1+50 |
| Empty fluoroketone (hot) barrel | 10.2 | or | 1+50 |
| Empty fluoroketone (cold) barrel | 10.2 | or | 1+50 |
Fill barrels
Filled barrels
cannot be crafted. They are filled using the respective
fluids
's
Fill barrel
process which consumes empty barrels.
| Process | Input | Machine | Output |
| ------------------------------- | ------ | ------- | ------ |
| Fill crude oil barrel | 1500.2 | or | 1 |
| Fill heavy oil barrel | 1500.2 | or | 1 |
| Fill light oil barrel | 1500.2 | or | 1 |
| Fill lubricant barrel | 1500.2 | or | 1 |
| Fill petroleum gas barrel | 1500.2 | or | 1 |
| Fill sulfuric acid barrel | 1500.2 | or | 1 |
| Fill water barrel | 1500.2 | or | 1 |
| Fill fluoroketone (hot) barrel | 1500.2 | or | 1 |
| Fill fluoroketone (cold) barrel | 1500.2 | or | 1 |
Example of use
Barrels are useful in situations where pipes are not available or a bad option, such as oil production far away from your main factory, or when transporting fluids to another planet in
Space Age
. Barrels can be transported with a
belt transport system
or
railway
, by
logistic robots
, via
car
or
tank
, or in the
player
's inventory. A simple example with
transport belts
:
Notes
Despite being labelled as an intermediate product, making empty barrels and filling or emptying barrels cannot accept
productivity modules
.
Barrel filling and emptying recipes cannot accept
quality modules
.
History
0.16.8
:
Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)
Decreased barrelling crafting time from 1 second to 0.2 seconds.
0.15.0
:
Added automatic barreling support for all fluids.
0.9.0
:
Introduced
See also
Fluid handling
Oil processing
Crude oil | wiki | https://wiki.factorio.com/Barrel_-_Factorio_Wiki |
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Oil processing
is a large part of Factorio. Oil processing may refer to
the researched technology
, the recipe used in the
oil refinery
, or the overall workings of oil.
Contents
1
Overview
2
Setting up oil processing
2.1
Tips
2.2
Coal Liquefaction
2.3
Simple coal liquefaction
2.4
Transporting fluids
3
Optimal Ratios
3.1
Petroleum gas production
4
History
5
See also
Overview
There are various recipes that can be used to process
crude oil
into its fractions. Its fraction (
heavy oil
,
light oil
and
petroleum gas
) can also be cracked into each other. Their recipes and technology requirements can be seen below.
| Process | Input | Output | Made in | Required technology | Internal name |
| ------------------------ | ---------- | -------- | ------- | ----------------------- | ------------------------ |
| Basic oil processing | 5+100 | 45 | | Oil processing | basic-oil-processing |
| Advanced oil processing | 5+100+50 | 25+45+55 | | Advanced oil processing | advanced-oil-processing |
| Heavy oil cracking | 2+40+30 | 30 | | Advanced oil processing | heavy-oil-cracking |
| Light oil cracking | 2+30+30 | 20 | | Advanced oil processing | light-oil-cracking |
| Simple coal liquefaction | 5+10+2+25 | 50 | | Calcite processing | simple-coal-liquefaction |
| Coal liquefaction | 5+10+25+50 | 90+20+10 | | Coal liquefaction | coal-liquefaction |
Setting up oil processing
Pumpjacks
need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Pumpjacks produce a certain amount of
Crude oil
per second, shown on the right, at the bottom of the information panel.
Crude oil must be refined in an
oil refinery
. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set and "alt-mode" is active, the input and output locations and the expected fluids are shown. The locations of these cannot be changed, only the entire machine can be rotated or flipped (
v
or
h
key by default).
Advanced oil processing and coal liquefaction produce multiple fluids:
heavy oil
,
light oil
and
petroleum gas
. The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a
storage tank
. Furthermore, both heavy oil and light oil can be cracked to the next lower type in a
chemical plant
(recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem).
Tips
The
circuit network
can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough. For examples on how to do this, see the
circuit-network cookbook
.
If you run your heavy oil pipe from the refineries past a lubricant-making chemical plant before sending it to the cracking chemical plants, you can be sure that the lubricant production will have priority over cracking.
Solid fuel
is most efficient when created from light oil. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly.
Coal Liquefaction
Once coal liquefaction is researched, the player can manufacture oil products anywhere without a need for crude oil: the player can set up an oil refinery to utilize coal liquefaction and use an
assembling machine
and
barrels
to manually insert a small amount of heavy oil into the system to initiate production. As long as the heavy oil output is routed back into the refinery before being sent anywhere else, the refinery will be self-sustaining in terms of heavy oil, only requiring steam and coal to run. To prevent fluid back-up, the player will need to ensure all output fluids are being consumed or stored somehow.
While a single refinery using this set-up this will not produce a large amount of oil products overall, the fact it does not require crude oil to run means it can be placed anywhere the player needs a small, steady supply of oil products, saving the need to transport oil over large distances by pipes or trains. Such uses include:
A refueling outpost that produces
solid fuel
and/or
rocket fuel
.
A defensive outpost that uses oil to fuel
flamethrower turrets
.
With a supply of
iron ore
, this set-up can produce
sulfuric acid
, allowing the mining of
uranium ore
.
A supply of iron ore also allows the manufacture of ammunition:
cluster grenades
,
land mines
, and
cannon shells
.
With a supply of both iron ore and
copper ore
,
rockets
and
artillery shells
can be manufactured, as well as all
capsules
.
More broadly, a sufficiently large network of refineries utilizing coal liquefaction could produce enough oil products to run the player's factory without a need for crude oil anymore, allowing much more flexibility in the layout and placement of facilities that require oil products to function. The downside of relying entirely on coal liquefaction are an overall slightly lower output of oil products compared to advanced oil processing, a need for more chemical plants to crack the large amounts of heavy oil produced, and the system will shut down entirely if its supply of coal or steam runs out.
Simple coal liquefaction
Space Age
introduces a second liquefaction recipe: simple coal liquefaction. This process uses coal,
calcite
, and
sulfuric acid
, generating only
heavy oil
. Through cracking, it can be used to make other oil products. On
Vulcanus
, it is useful when starting out as the standard coal liquefaction recipe must be researched. It can also be used to bootstrap standard liquefaction, providing the initial heavy oil.
Outside of its initial uses on Vulcanus, it does have two potential advantages.
Steam
is much harder to get on
Space platforms
than sulfuric acid or calcite. The only way to make steam on a platform is with a
nuclear reactor
, which requires fuel from
Nauvis
. By contrast, sulfuric acid, coal, and calcite can all be manufactured or mined from asteroids.
The other advantage is that the recipe produces heavy oil without any of the other oil processing byproducts. This allows the player to use this purely as a way to generate
lubricant
for those recipes which need it. Other oil processing setups can then always crack heavy oil to light oil.
Note also that going to Vulcanus is not
strictly
required.
Calcite processing (research)
does not require
mining
calcite from a calcite ore patch; you merely need to acquire calcite. This can be done using
Advanced asteroid processing (research)
that is made available on
Gleba
. One still must research
Planet discovery Vulcanus (research)
, but once done, acquiring calcite via
advanced oxide asteroid crushing
is enough to trigger the calcite processing technology.
Transporting fluids
There are many ways to move fluids in Factorio, they are listed below:
Pipes
Fluid wagons
Loading the fluids into
barrels
and transporting them by
railway
,
transport belts
, or the
logistic network
Optimal Ratios
The optimal ratio is the ratio of production that ensures no waste of time or materials.
Petroleum gas production
For producing petroleum gas, the optimal advanced oil processing ratio is 20:5:17 (advanced oil processing : heavy oil cracking : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefaction : heavy oil cracking : light oil cracking), and 12:8:11 is close enough.
One refinery running basic oil processing produces 9 petroleum gas per second. One refinery running advanced oil processing combined with one of each oil cracking chemical plant produces 19.5 petroleum gas per second in total. One refinery running coal liquefaction combined with one of each oil cracking chemical plant produces close to 11.2 petroleum gas per second in total (taking into consideration the recycling of the heavy oil).
The refining can be sped up with
modules
; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using
productivity modules
) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses).
| Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Module configuration | None | Config 1 (*) | Config 2 | Units |
| Oil refinery | Oil refinery | Oil refinery | Oil refinery | Oil refinery |
| Crude oil consumption | 100 | 100 | 100 | |
| Water consumption | 50 | 50 | 50 | |
| Crafting speed | 5 | 5 | 5 | s / final item |
| Heavy oil output | 25 | 25 | 25 | |
| Light oil output | 45 | 45 | 45 | |
| Petroleum output | 55 | 55 | 55 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 855% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Crude oil consumption | 20 | 91 | 171 | per second |
| Total Water consumption | 10 | 45.5 | 85.5 | per second |
| Total Heavy oil output | 5 | 29.575 | 55.575 | per second |
| Total Light oil output | 9 | 53.235 | 100.035 | per second |
| Total Petroleum output | 11 | 65.065 | 122.265 | per second |
| Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking |
| Heavy oil consumption | 40 | 40 | 40 | |
| Water consumption | 30 | 30 | 30 | |
| Crafting speed | 2 | 2 | 2 | s / final item |
| Light oil output | 30 | 30 | 30 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 655% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Heavy oil consumption | 20 | 91 | 131 | per second |
| Total Water consumption | 15 | 68.25 | 98.25 | per second |
| Total Light oil output | 15 | 88.725 | 127.725 | per second |
| Light oil cracking | Light oil cracking | Light oil cracking | Light oil cracking | Light oil cracking |
| Light oil consumption | 30 | 30 | 30 | |
| Water consumption | 30 | 30 | 30 | |
| Crafting speed | 2 | 2 | 2 | s / final item |
| Petroleum output | 20 | 20 | 20 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 655% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Light oil consumption | 15 | 68.25 | 98.25 | per second |
| Total Water consumption | 15 | 68.25 | 98.25 | per second |
| Total Petroleum output | 10 | 59.15 | 85.15 | per second |
| Ratio | Ratio | Ratio | Ratio | Ratio |
| Heavy oil cracking | 0.25 | 0.325 | 0.424 | |
| Light oil cracking | 0.85 | 1.2025 | 1.57 | |
| Petroleum gas output | 19.5 | 136.193 | 255.923 | per second |
| * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. |
For config 2 in the above (possibly collapsed) table, a good enough ratio is 7:3:11, and the next ratio that is better is 165:70:259. The optimal ratio involves over 50000 refineries, and so is practically useless. But, for reference, it's 52400:22230:82251.
History
0.17.60
:
Basic oil processing produces only petroleum gas.
0.17.0
:
Coal liquefaction now produces 90 heavy oil, 20 light oil and 10 petroleum gas, consuming 25 heavy oil, 10 coal and 50 steam.
0.15.0
:
Added coal liquefaction oil processing recipe.
0.9.1
:
Added heavy oil cracking and light oil cracking.
0.9.0
:
Introduced
Basic oil processing
Advanced oil processing
See also
Fluid system
Crude oil
Barrel | wiki | https://wiki.factorio.com/Oil_processing_-_Factorio_Wiki |
Sulfuric_acid | Sulfuric acid - Factorio Wiki | [] | Sulfuric acid - Factorio Wiki
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| | Sulfuric acid | Edit |
| | ------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe |
| --------------------- | --------------------- |
| 1+1+5+100→50 | 1+1+5+100→50 |
| Total raw | Total raw |
| 1+1+5+100 | 1+1+5+100 |
| Prototype type | fluid |
| Internal name | sulfuric-acid |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 1+1+5+100→50 | 1+1+5+100→50 |
| Total raw | Total raw |
| 1+1+5+100 | 1+1+5+100 |
| Prototype type | fluid |
| Internal name | sulfuric-acid |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
Sulfuric acid
is a
liquid
that is used to create
batteries
and
processing units
. It must also be piped into
electric mining drills
to mine
uranium ore
. It is produced in a
chemical plant
from
sulfur
,
water
, and
iron plates
.
In
Space Age
, on the planet
Vulcanus
, sulfuric acid can also be pumped out of a sulfuric acid geyser with a
pumpjack
, and is additionally used for
simple coal liquefaction
and
carbon
processing.
Optimal ratios
The optimal ratio for sulfuric acid production is two chemical plants producing sulfuric acid for every five chemical plants producing sulfur.
Two chemical plants producing sulfuric acid can supply 20 chemical plants producing batteries, or 150
assembling machine 3s
producing processing units.
History
0.9.0
:
Introduced
See also
Fluid system
Oil processing
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Sulfuric_acid_-_Factorio_Wiki |
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| | Portable solar panel (research) | Edit |
| | ------------------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 1511✖100 | 1511✖100 |
| Prototype type | technology |
| Internal name | solar-panel-equipment |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
See also
Research
Technologies
Modular armor
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Portable_solar_panel_(research)_-_Factorio_Wiki |
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Nests | Enemies - Factorio Wiki | [
"stub"
] | Enemies - Factorio Wiki
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| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Enemies
are creatures that want to
harm
the
player
. They are the native inhabitants of the extraterrestrial worlds on which the player is operating. Enemies show up on the map as red dots.
On
Nauvis
, the enemies are arthropods which live in organic nests. They are encountered in three species: Biters, Spitters, and Worms (though the nickname "Biters" is often used collectively for all of them).
More enemies can be encountered on other planets with the
Space Age
expansion. On the planet
Gleba
, there are pentapods which come in three variants: Wrigglers, Strafers, and Stompers. On the planet
Vulcanus
, there are the Demolishers.
Each species comes in a range of sizes, where larger specimens have more health and do more damage.
Contents
1
Achievements
2
Creatures
2.1
Biters
2.2
Spitters
2.3
Worms
2.4
Wrigglers
2.5
Strafers
2.6
Stompers
2.7
Demolishers
2.8
Nests
2.9
Expansions
3
Defense
4
Evolution
4.1
Methods of increasing
4.2
Spawn chances by evolution factor
4.3
Advanced: Evolution factor components and computation
5
Trivia
6
Gallery
7
History
8
See also
Achievements
Enemies are directly connected to the following achievements:
| | It stinks and they don't like itTrigger analienattack bypollution. |
| | ------------------------------------------------------------------ |
| | SteamrolledDestroy 10spawnersby impact. |
| | --------------------------------------- |
| | Art of siegeDestroy an enemy structure usingartillery. |
| | ------------------------------------------------------ |
| | Keeping your hands cleanDestroy your first enemy structure usingartillery. |
| | -------------------------------------------------------------------------- |
| | It stinks and they do like itAttract a group ofpentapodsusing spores. |
| | --------------------------------------------------------------------- |
| | Get off my lawnDisturb ademolisherby building on its territory. |
| | --------------------------------------------------------------- |
| | If it bleeds, we can kill itKill a smalldemolisher. |
| | --------------------------------------------------- |
| | We need bigger gunsKill a mediumdemolisher. |
| | ------------------------------------------- |
| | Size doesn't matterKill a bigdemolisher. |
| | ---------------------------------------- |
Creatures
Biters
Biters are one of two main antagonists in the base game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing
pollution
, they will become bigger, related to the enemy's
evolution
. As common sense may suggest, their method of attack is a straightforward charge to "bite" things.
| Picture | Name | Info |
| ------- | -------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Biter | Weakest of biters, can be easily killed with a pistol.Planet: NauvisHealth: 15Damage: 7 PhysicalAttack speed: 1.71/sSpeed: 43.2km/hRange: 1Pollution to join attack: 4 |
| | Medium Biter | Stronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.Planet: NauvisHealth: 75Damage: 15 PhysicalAttack speed: 1.71/sSpeed: 51.8km/hRange: 1Pollution to join attack: 20Resistances:Explosion: 0/10%Physical: 4/10% |
| | Big Biter | Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them. Hatches from spoiledbiter eggs, however it won't be at full health when this happens.Planet: NauvisHealth: 375Damage: 30 PhysicalAttack speed: 1.71/sSpeed: 49.7km/hRange: 2Pollution to join attack: 80Resistances:Explosion: 0/10%Physical: 8/10% |
| | Behemoth Biter | Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.Planet: NauvisHealth: 3000Damage: 90 PhysicalAttack speed: 1.2/sSpeed: 64.8km/hRange: 2Pollution to join attack: 400Resistances:Explosion: 12/10%Physical: 12/10% |
Spitters
Spitters
are much like
biters
and only appear slightly later on in the game as the evolution factor increases. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters' predictive aiming, the acid stream can be dodged by suddenly changing walking directions or standing still.
[1]
Both the stream and the puddle of acid deal damage over time and slow down players and vehicles. Most entities of the game have a much lower resistance to acid than other damage types (including
turrets
and
armor
), so spitters are effectively more potent against the player and their factories. Their behavior and size classification are the same as with biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance.
| Picture | Name | Info |
| ------- | ---------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Spitter | Weakest of spitters. Easy to kill with any weapon, but attacks at range.Planet: NauvisHealth: 10Range: 13Pollution to join attack: 4Speed: 40.0km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1Damage (on contact): 12 AcidAcid puddle:Lifetime: 32 secondsDamage: 7.2 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 60%Duration: 2 seconds |
| | Medium Spitter | Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.Planet: NauvisHealth: 50Range: 14Pollution to join attack: 12Speed: 35.6km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.25Damage (on contact): 24 AcidAcid puddle:Lifetime: 32 secondsDamage: 28.8 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 50%Duration: 2 secondsResistances:Explosion: 0/10% |
| | Big Spitter | An even bulkier spitter and so can take more damage.Planet: NauvisHealth: 200Range: 15Pollution to join attack: 30Speed: 32.4km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.35Damage (on contact): 36 AcidAcid puddle:Lifetime: 32 secondsDamage: 130 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 40%Duration: 2 secondsResistances:Explosion: 0/15% |
| | Behemoth Spitter | The bulkiest of the spitters and so can take even more damage.Planet: NauvisHealth: 1500Range: 16Pollution to join attack: 200Speed: 32.4km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.75Damage (on contact): 60 AcidAcid puddle:Lifetime: 32 secondsDamage: 360 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 30%Duration: 2 secondsResistances:Explosion: 0/30% |
Worms
The Worms are natural allies of biters and spitters and will attack the player if they get close enough with an attack similar to spitters'. They act like static
turrets
and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile.
Worms come in 4 sizes, their power increasing with size. Like biters and spitters, behemoth, big and medium worms spawning is influenced by the evolution factor. Worms are only created during enemy expansion when a certain evolution factor requirement is fulfilled. This is 0.3 for the medium worm, 0.5 for the big worm and 0.9 for the behemoth worm. Below these evolution factors, worms can only be created by the map generation. In map generation, the game restricts higher tier worms behind the distance from the starting point. The further away the player goes from the starting area, the stronger the worms become.
| Picture | Name | Info |
| ------- | ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Worm | A weak worm. It is still capable of killing the player unless it is targeted as priority.Health: 200Range: 25Acid projectile:Attack speed: 0.66/sArea of effect size: 1.4Damage (on contact): 36 AcidAcid puddle:Lifetime: 32 secondsDamage: 21.6 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 60% |
| | Medium Worm | Medium worms are dangerous to even more advanced players. They should be handled with care.Health: 500Range: 30Acid projectile:Attack speed: 0.66/sArea of effect size: 1.55Damage (on contact): 48 AcidAcid puddle:Lifetime: 32 secondsDamage: 57.6 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 50%Resistances:Explosion: 5/15%Fire: 2/50%Physical: 5/0%Laser: 20% |
| | Big Worm | Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.Health: 1500Range: 38Acid projectile:Attack speed: 0.66/sArea of effect size: 1.75Damage (on contact): 72 AcidAcid puddle:Lifetime: 32 secondsDamage: 259 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 40%Resistances:Explosion: 10/30%Fire: 3/70%Physical: 10/0%Laser: 50% |
| | Behemoth Worm | Behemoth worms are the most dangerous of worms. With twice as much health as big worms and a significantly higher range, they can even challenge experienced players.Health: 3000Range: 48Acid projectile:Attack speed: 0.66/sArea of effect size: 2Damage (on contact): 96 AcidAcid puddle:Lifetime: 32 secondsDamage: 691 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 30%Resistances:Explosion: 10/30%Fire: 3/70%Physical: 10/0%Laser: 80% |
| Picture | Description |
| ------- | -------------------------- |
| | A worm's attack animation. |
Wrigglers
Wrigglers are the biter equivalents of the planet Gleba, as they are standard melee enemies. True to their name, they flail and squirm their digits to move around and attack. Much like how biters and spitters spawn from nests, wrigglers spawn from egg rafts. Destroying egg rafts will spawn a group of more premature wrigglers, which are wrigglers that slowly lose health over time until they die. Strafers can launch flying versions of premature wrigglers at their target.
Killing strafers and stompers can summon even more premature wrigglers. The wrigglers that spawn from the corpses of strafers and stompers will match the size of the larger enemy that was killed. For example, killing a small strafer or stomper will spawn small premature wriggers, while killing a medium strafer or stomper will spawn medium premature wrigglers.
| Picture | Name | Info |
| ------- | --------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Wriggler | The weakest and smallest of all wrigglers.Planet: GlebaHealth: 100Damage: 3.75 Physical + 3.75 PoisonRange: 1.1Speed: 34.6km/hResistances:Laser: 50% |
| | Medium Wriggler | Slightly stronger and faster than small wrigglers, and can still pose a threat for weaker players.Planet: GlebaHealth: 200Damage: 5 Physical + 5 PoisonRange: 1.4Speed: 38.9km/hResistances:Laser: 50% |
| | Big Wriggler | The strongest and fastest of all wrigglers. Hatches from spoiledPentapod eggsbut won't be at full health when this happens.Planet: GlebaHealth: 400Damage: 8 Physical + 8 PoisonRange: 1.8Speed: 43.2km/hResistances:Laser: 50% |
Strafers
Native to the planet Gleba, strafers are large yet scrawny five-legged pentapod creatures with the unique behavior of constantly circling around players while attacking them, rather than making a beeline straight for the player, unlike any other type of enemy in the game. They will fire flying premature wrigglers toward the player, essentially adding more enemies to the fight.
| Picture | Name | Info |
| ------- | -------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Strafer | The weakest and smallest of all strafers.Planet: GlebaHealth: 800Shooting speed: 0.5/sRange: 22.0Speed: 62.2km/hProjectile:Range: 110Area of effect: 1Damage: 67.5 ExplosiveResistances:Laser: 50%Physical: 2/10% |
| | Medium Strafer | Slightly stronger and faster than the small strafer.Planet: GlebaHealth: 1400Shooting speed: 0.5/sRange: 25.0Speed: 77.8km/hProjectile:Range: 125Area of effect: 1Damage: 90 ExplosiveResistances:Laser: 50%Physical: 2/10% |
| | Big Strafer | Strongest, fastest and most resilient of strafers.Planet: GlebaHealth: 2400Shooting speed: 0.5/sRange: 28.0Speed: 98.3km/hProjectile:Range: 140Area of effect: 1Damage: 144 ExplosiveResistances:Laser: 50%Physical: 2/10% |
Stompers
Native to the planet Gleba, stompers are extremely large, five-legged pentapod creatures with limbs that look similar to a starfish, and seem to have natural, jagged exoskeleton armor that provides high resistances to many types of damage. They are very powerful melee enemies that use their brute force to attack
players
by simply stomping toward them, while spitting a close-ranged acid that slows down players and
Vehicles
. Their large size and high damage can destroy buildings instantly. They will spawn premature wrigglers upon death.
| Picture | Name | Info |
| ------- | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Stomper | The weakest and smallest of all stompers, but still powerful.Planet: GlebaHealth: 3500Range: 5.8Speed: 41.6 km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 1.5/s AcidArea of effect size: 1.58Damage: 0.5 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% |
| | Medium Stomper | Larger and more dangerous version of a stomper.Planet: GlebaHealth: 8000Range: 7.8Speed: 54.1km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 6/s AcidArea of effect size: 2.1Damage: 1 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% |
| | Big Stomper | Larger, fastest and most dangerously aggressive version of a stomper.Planet: GlebaHealth: 15000Range: 10.4Speed: 68.5km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 15.36/s AcidArea of effect size: 2.8Damage: 1.6 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% |
Demolishers
Native to the planet Vulcanus, demolishers are horrendously large worm-like creatures that roam across the land and lava. Each individual demolisher patrols a defined territory, and building structures in their territory will disturb them and cause them to attack.
Demolishers have three types of offense. On physical contact they do high damage to the player, and instantly destroy buildings and cliffs. They release a smoke cloud that slows the player and damages any nearby bots. And at range, they cause explosions to erupt from the ground, Due to their high damage resistances and extremely fast health regeneration, killing them requires advanced and upgraded weaponry, or massive quantities of bullets. They are completely immune to the
slowdown capsule's
effect.
Once killed, they leave behind remains similar to that of black volcanic rock, which contain
tungsten ore
.
| Picture | Name | Info |
| ------- | ----------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Demolisher | The weakest and smallest of demolishers, but still very destructive.Planet: VulcanusHealth: 30000Regeneration: 2400/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) |
| | Medium Demolisher | Larger and more dangerous version of a demolisher.Planet: VulcanusHealth: 100000Regeneration: 7800/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) |
| | Big Demolisher | The largest and most dangerous creature in the game.Planet: VulcanusHealth: 300000Regeneration: 24000/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) |
Nests
Nests in the wild will have their max health increase with evolution factor exponentially, up to 10 times their starting health.
Biter and spitter nests can be captured by firing a
capture bot rocket
from a
rocket launcher
at a nest. After the nest is captured, it must be given
bioflux
to maintain and continuously create
biter eggs
. If the nest is not maintained, it will slowly lose 1 health per second, but when fed, it will gain 1 health per second.
| Picture | Name | Description |
| ------- | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Biter's nest | Planet: NauvisHealth: 350 (3500 at max evolution)Resistances:Explosion: 5/15%Fire: 3/60%Physical: 2/15% |
| | Spitter's nest | Planet: NauvisHealth: 350 (3500 at max evolution)Resistances:Explosion: 5/15%Fire: 3/60%Physical: 2/15% |
| | Egg raft | Planet: GlebaSpawns a horde of premature wrigglers when destroyed.Health: 500 (5000 at max evolution) |
| | Small egg raft | Planet: GlebaSpawns a horde of premature wrigglers when destroyed.Health: 100 (1000 at max evolution)Resistances:Explosive: 5/15%Fire: 3/60%Physical: 2/15% |
Expansions
Every 4-60 minutes, a group of 5-20 biters/spitters will leave their base to create a new base which will consist of as many worms/nests as there are members in the group. This group will search for a suitable spot that's 3-7 chunks away from existing bases. The interval between enemy expansions is global, and the higher enemy evolution, the shorter the interval is on average. Furthermore, with higher evolution, the groups are bigger on average.
Once they have found a suitable spot, each biter/spitter in the group dies and forms a new nest or worm. Forming a new nest or worm will destroy anything that is in the way, which can include members of the expansion group. There is a delay between each member sacrificing itself for to create a worm/nest, so creating the new base from the expansion group can take quite a long time, depending on the group size. Medium worms are only formed if the current evolution is higher than 0.3, big worms only if the current evolution is higher than 0.5 and behemoth worms are only formed if current evolution is higher than 0.9. The game randomly chooses whether to form a new biter nest, spitter nest, small worm, or bigger worm if the evolution factor is high enough.
[2]
Expansions on
Gleba
function mostly similar, except that pentapods only create spawners in marshes, and will
never
create nests on other tiles.
Defense
"Kills" tab on the
production statistics
screen.
Nests spawn biters and spitters freely. However, biters and spitters will only aggressively engage the player's factory if the pollution cloud of the factory reaches a nest because pollution is consumed to send biters or spitters to join the next attack. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. The attack then proceeds to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like
walls
).
If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to tower defense.
However, if a biter comes in proximity of a
military unit or structure
, it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible.
Evolution
Spawn chances of biters from biter spawners by evolution factor.
Spawn chances of spitters from spitter spawners by evolution factor.
Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts.
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements):
/evolution
The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). The evolution factor can only increase.
This command also provides percentages for the three sources; each one is the percent of the (unsquashed) total evolution that is contributed by that source.
Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval (
spawning_cooldown
in the
enemy-spawner
definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds).
Methods of increasing
The evolution factor is increased by three kinds of events:
The passage of time very slightly increases the evolution factor.
The global
pollution production
increases the evolution factor.
Destroying
nests
significantly increases the evolution factor.
The default settings are:
| Source per | Variable inenemy_evolution | Evolution increase | Pollution equivalent |
| ----------------------- | -------------------------- | ------------------ | -------------------- |
| Second | time_factor | 0.000004 | 267/minute |
| Destroyed enemy spawner | destroy_factor | 0.002 | 2222 |
| 1 Pollution unit | pollution_factor | 0.0000009 | 1 |
Note that all spawners (not worms) generate the same amount of evolution when destroyed.
These values can be set during
world generation
: the values in the dialog box are multiplied by 10^-7 for time and pollution, and 10^-5 for spawner destruction. In game, they can be found in
game.map_settings.enemy_evolution
, though checking or modifying them is considered using cheats.
Pollution production is the total pollution produced by
buildings
, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.
e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.00027 in that minute.
After totaling up all the evolution from these sources, this quantity is squashed to fit in the range
[0, 1)
by applying
evolution_factor = total_evolution / (1 + total_evolution)
.
Equivalently, marginal increases in evolution are reduced by multiplying the increase by
(1 - evolution_factor)²
. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.002 while doing this when the evolution factor is 0.5 the increase is only 0.0005.
This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are
very
slow and the number never actually reaches 1.0.
| Evolution factor | Pollution equivalent | Appearance |
| ---------------- | -------------------- | -------------------------------- |
| 10% | 123k | |
| 20% | 278k | Medium Biter |
| 25% | 370k | Small Spitter |
| 30% | 476k | |
| 40% | 741k | Medium Spitter |
| 50% | 1.111M | Big Biter, Big Spitter |
| 60% | 1.667M | |
| 70% | 2.592M | |
| 80% | 4.444M | |
| 90% | 10M | Behemoth Biter, Behemoth Spitter |
| 95% | 21M | |
| 99% | 110M | |
Spawn chances by evolution factor
The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels.
Advanced: Evolution factor components and computation
This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor.
1. Single-component evolution factor increase with time
2. Single-component evolution factor increase with destroyed spawners
3. Single-component evolution factor increase with pollution
Notes
Data from version 1.1.50.
All charts end at approximately an evolution factor of 0.90.
The calculation steps for time and spawner kills match those used by the game, so these charts should be accurate. The pollution chart assumes a pollution production of 1000 units per second, and due to the recursive nature of the chart values will slightly diverge at different pollution rates. The effect of this is negligible for any reasonable amount pollution production, however.
Given that the game reports the actual evolution factor (console:
/evolution
) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor's future development.
Comments
These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the
only
component contributing to the evolution factor in that entire game. They are therefore
not realistic
, as in a typical game all three components will contribute, some at varying times and intensities.
Because of how contributions to the evolution factor (EF) are calculated (multiplied by
(1 - current EF)
), it is
not
possible to simply add the values indicated by these charts for a game's time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor.
For example, if 24 hours have passed (single-component EF =~ 0.25), 200,000 pollution units were released (single-component EF =~ 0.15), and 400 spawners were destroyed (single-component EF =~ 0.45), the actual evolution factor will
not
be (0.25 + 0.15 + 0.45 =) ~0.85.
However, the evolution factor will always be
less
than the sum of all individual components as indicated by these charts, and
at least
as high as the highest individual component. Thus, using the values from above, the EF will be
at least
0.35 and
less than
0.85. A smarter approach is required to compute the current evolution factor.
Individual components
The individual components of evolution can be approximated from
/evolution
:
Given the evolution factor, the unsquashed evolution is
unsquashed = evolution_factor / (1 - evolution_factor)
. Multiply this by the percentage for a given component to get its approximate unsquashed contribution. Of course, total pollution and spawner kills can also be found on the
production statistics
screen, and time passed can be found using the
/time
command, so it's not fully necessary.
The actual factors can be found in
game.forces.enemy.evolution_factor_by_time
,
...evolution_factor_by_killing_spawners
, and
...evolution_factor_by_pollution
, if you don't mind disabling achievements.
Trivia
Despite their drastically different origins, enemies from different planets will always act as allies against the player. They will even reside around each other's nests when not attacking players, even if the type of nest does not match that of the residing creature. Even demolishers will circle around nests without harming or destroying them. Since enemies only spawn on their respective planets, this is not normally seen in gameplay, unless these creatures are placed near each other in the
map editor
.
Demolishers
were originally designed for
Fulgora
, but was later moved to
Vulcanus
because it was too similar to the
Dune Franchise
.
Gallery
The player near some enemy nests and worms.
The player among acid puddles created by attacking worms.
Both the player and some buildings getting attacked by biters.
Enemy nests seen in a map generation preview (deathworld setting).
Line of gun turrets defending against biters.
Enemies seen at the title screen.
Pentapod enemies seen on Gleba.
A demolisher chases the player on Vulcanus.
History
2.0.18
:
Demolisher
health bars will always be visible for at least 1 tick after they take any damage, even if they fully regenerate the damage in the same tick
2.0.17
:
Gleba evolution is now more gradual.
Small stomper moves more slowly and deals less damage.
Stomper pentapod vision range is reduced from 40 to 30.
Medium and big wriggler pentapod health is increased.
2.0.7
:
Wrigglers, strafers, stompers and demolishers have been added with the
Space Age
expansion.
Spawners will have their health increase with evolution (3500 with max evolution).
Significantly increased medium, big and behemoth worm stats as well as their laser resistances.
0.17.0
:
Behemoth worm added.
0.15.0
:
Increased the damage, range, and health of worms.
Decreased health and resist of Behemoth biters.
0.13.10
:
Biters and other units won't become aggressive as a result of friendly-fire.
0.13.0
:
Big and behemoth enemies now spawn 50% slower.
Changed the way evolution factor approaches the maximum (1).
The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2
This means that the progress gets more slower towards the high values.
0.12.26
:
Running biters over with a vehicle will now anger them in peaceful mode.
0.12.0
:
Updated sounds for enemies.
0.11.17
:
Items dropped by enemies(
*
) are now collected automatically and from longer distances.
0.11.6
:
Range of spitters is now 15, less than turrets.
0.11.0
:
Spitters added.
Drawing of enemies optimised, so adding new colors does not impact VRAM.
Blood splashes on death are now procedural.
0.9.0
:
Turrets no longer search for enemies when none are near.
Biters can no longer destroy the shipwreck in the 3rd new hope campaign.
0.8.1
:
Further improvement to enemy AI.
0.8.0
:
Decreased the range of medium worm from 25 to 20.
0.7.2
:
Biter AI improved.
0.7.1
:
Peaceful mode added for freeplay.
0.7.0
:
Enemy creepers were replaced by small, medium and big biters.
Enemy turrets were replaced by small, medium and big shooting worms.
Enemies move and attack in groups.
Enemies wander around their base when they have nothing to do.
Enemies call for help when attacked.
Enemies can create new bases.
Enemies can now destroy all player creations they find.
0.1.0
:
Introduced, called 'creepers'
See also
Damage
Pollution
| Environment | Environment |
| ----------- | ------------------------------------------------------------------------------------------------------------------- |
| Generic | PlayerCliffRock |
| Nauvis | TreeBiters |
| Vulcanus | Ashland tree |
| Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods |
| Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite |
| Aquilo | Lithium ice formation |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Enemies_-_Factorio_Wiki |
Gate | Gate - Factorio Wiki | [] | Gate - Factorio Wiki
Jump to navigation
Jump to search
| | Gate | Edit |
| | ---- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------------------------------------------------------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+2+2+1→1 | 0.5+2+2+1→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 3.5+3+2+2+5 | 3.5+3+2+2+5 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 350455560665875 | | | | 350 | | 455 | | 560 | | 665 | | 875 |
| | | | 350 | | | | | | | | | | |
| | 455 | | 560 | | | | | | | | | | |
| | 665 | | 875 | | | | | | | | | | |
| Resistances | Acid: 0/80%Explosion: 10/30%Fire: 0/100%Impact: 45/60%Laser: 0/70%Physical: 3/20% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Dimensions | 1×1 | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | gate | | | | | | | | | | | | |
| Internal name | gate | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Gates
are a variant of walls that act as a safe opening in
walls
that only the player can use. Gates can be placed as parts of walls, and have the same strength as a wall. Multiple gates placed adjacent to each other will merge into a single longer gate. They can also be placed over
rails
to create
train
gates.
Contents
1
Mechanics
2
Circuit Network Interaction
3
History
4
See also
Mechanics
A gate will open for the player and their vehicles when they approach. The gate will not open for biters; they must destroy the gate unless they can get the player to stand close enough to the gate so that it opens. Gates have the same defensive strength as a wall.
Normal gates will open whenever a player is within a few tiles, and is on foot or in a non-train vehicle. Train gates will open:
Whenever a normal gate would open for players on foot or driving;
Whenever a player is driving a train in manual mode, is on the same track as the gate, and is within a certain distance; and
Whenever a train is in automatic mode, has its planned path go through the gate, and is within a certain distance.
A gate's opening radius appears to be dependent on the player or vehicle's speed that is heading toward it, so as to ensure it opens in time. A player walking at the gate without any speed boosts will cause the gate to open about 4-5 tiles from the gate. A train traveling at full speed towards a gate will cause the gate to open several tiles away. This behavior is similar with all vehicles.
A gate will stay open if there is a player/vehicle about 2-3 tiles away from it. If a player stands just outside of this radius, it is possible that the gate may not open in time should they run towards it with an enhanced speed (for example, using
exoskeletons
). Defenders should also be careful to ensure they do not let enemy forces in accidentally, as they may pass through when the gate is down.
Circuit Network Interaction
Gates can be connected to the
Circuit network
by connecting either
red wire
or
green wire
to a
wall
adjacent to the gate. When connected, the wall sprite will show a small yellow electronic box on the top of the wall, and settings for the gate can be shown and changed by interacting with the gate wall.
This allows the gate to be controlled by the attached circuit network, and allows the gate to send a signal to the network when it is attempted to be opened by a player or vehicle. This can be used to make safe rail crossings and a player detector, among other uses.
History
0.13.0
:
Gates can be controlled through the
circuit network
by connecting a wall next to it.
0.12.0
:
Gates are no longer built between train cars on rails by construction robots.
0.11.12-13
:
Gates open in front of a moving character the same as a
car
.
Gates now open in time depending on speed for cars and
tanks
.
0.11.2
:
Gates and walls are now fast replaceable, i.e. the player can place a gate over a wall without having to first mine the wall.
0.11.0
:
Introduced
See also
Walls
Enemies
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment | | wiki | https://wiki.factorio.com/Gate_-_Factorio_Wiki |
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"Category:Combat/sandbox",
"1",
"Category:Infocards",
"1",
"Category:Pages with script errors",
"1",
"Category:Requested merges",
"1",
"Category:Requested moves",
"1",
"Category:Translations",
"1",
"Category:Wikistyle templates",
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Number of wanted pages: 88
| # | Page | Links to this page |
| -- | ------------------------------------------------------ | ------------------ |
| 1 | Placeholder | 3 |
| 2 | Game/Keyboard bindings | 2 |
| 3 | " + tempNewLink + " | 1 |
| 4 | /de | 1 |
| 5 | ??????? | 1 |
| 6 | Big carbonic asteroid | 1 |
| 7 | Big metallic asteroid | 1 |
| 8 | Big oxide asteroid | 1 |
| 9 | Big promethium asteroid | 1 |
| 10 | CCCC | 1 |
| 11 | Category:Combat/sandbox | 1 |
| 12 | Category:Infocards | 1 |
| 13 | Category:Pages with script errors | 1 |
| 14 | Category:Requested merges | 1 |
| 15 | Category:Requested moves | 1 |
| 16 | Category:Translations | 1 |
| 17 | Category:Wikistyle templates | 1 |
| 18 | Cooling hot fluoroketone | 1 |
| 19 | DRAFT: Rocket rush | 1 |
| 20 | De:Knickarm | 1 |
| 21 | EEEE | 1 |
| 22 | Enemies (Gleba) | 1 |
| 23 | Enemies (Nauvis) | 1 |
| 24 | Enemies (Vulkanus) | 1 |
| 25 | Factorio:Navigation/Logistics | 1 |
| 26 | File talk:Assembling-machine-example-1.png | 1 |
| 27 | File talk:Electric Network Info.jpg | 1 |
| 28 | File talk:Electric network info screen.zh.png | 1 |
| 29 | File talk:Express transport belt fulldensity.gif | 1 |
| 30 | GGGG | 1 |
| 31 | Game/Main menu | 1 |
| 32 | Huge carbonic asteroid | 1 |
| 33 | Huge oxide asteroid | 1 |
| 34 | Huge promethium asteroid | 1 |
| 35 | Iron | 1 |
| 36 | Laboratoria | 1 |
| 37 | Landed cargo pod | 1 |
| 38 | Large shipwreck | 1 |
| 39 | Let's play | 1 |
| 40 | Medium carbonic asteroid | 1 |
| 41 | Medium metallic asteroid | 1 |
| 42 | Medium oxide asteroid | 1 |
| 43 | Medium promethium asteroid | 1 |
| 44 | Metallic asteroid | 1 |
| 45 | Module:Infobox/parsing/sandbox/doc | 1 |
| 46 | Module:Infobox/sandbox/doc | 1 |
| 47 | Module:Test/doc | 1 |
| 48 | Module:Util/doc | 1 |
| 49 | Modules | 1 |
| 50 | Quality Module | 1 |
| 51 | Remote view | 1 |
| 52 | Rorshan:/Space Age | 1 |
| 53 | Sieć sterowniczą | 1 |
| 54 | Small carbonic asteroid | 1 |
| 55 | Small metallic asteroid | 1 |
| 56 | Small oxide asteroid | 1 |
| 57 | Small promethium asteroid | 1 |
| 58 | Small shipwreck | 1 |
| 59 | Space Age\pl | 1 |
| 60 | Space route Nauvis from to Vulcanus | 1 |
| 61 | Space route from Aquilo to Solar system edge | 1 |
| 62 | Space route from Fulgora to Aquilo | 1 |
| 63 | Space route from Gleba to Aquilo | 1 |
| 64 | Space route from Gleba to Fulgora | 1 |
| 65 | Space route from Nauvis to Fulgora | 1 |
| 66 | Space route from Nauvis to Gleba | 1 |
| 67 | Space route from Solar system edge to Shattered planet | 1 |
| 68 | Space route from Vulcanus to Gleba | 1 |
| 69 | Talk:Controls | 1 |
| 70 | Talk:Explosive Rakete | 1 |
| 71 | Talk:Quick panel | 1 |
| 72 | Talk:Rail support | 1 |
| 73 | Talk:Rocket rush | 1 |
| 74 | Talk:Wiki To-do List | 1 |
| 75 | Template talk:Boilerplate | 1 |
| 76 | Template talk:Boilerplate/doc | 1 |
| 77 | Template talk:Cleanup | 1 |
| 78 | Template talk:Delete | 1 |
| 79 | Template talk:Delete/doc | 1 |
| 80 | Template talk:Merge | 1 |
| 81 | Template talk:Move | 1 |
| 82 | Tungsten | 1 |
| 83 | Wetenschapspakketen | 1 |
| 84 | Железная плита | 1 |
| 85 | Нейтрализация кислоты | 1 |
| 86 | Переработка астероидов | 1 |
| 87 | Простое сжижение угля | 1 |
| 88 | 상자 | 1 | | wiki | https://wiki.factorio.com/Factorio:Wanted_pages/other_-_Factorio_Wiki |
Mod_upload_API | Mod upload API - Factorio Wiki | [] | Mod upload API - Factorio Wiki
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Category:
Public API
The mod upload API is used to add new releases to mods on the Factorio mod portal. It requires an API key with the
ModPortal: Upload Mods
usage, which can be created on
https://factorio.com/profile
.
It accepts
multipart/form-data
HTTP requests and responds with JSON encoded objects.
It was first announced on the Factorio forums.
[1]
Contents
1
Endpoints
1.1
init_upload
1.2
finish_upload
2
Possible API Error Responses
3
Python Example
Endpoints
init_upload
| URL | https://mods.factorio.com/api/v2/mods/releases/init_upload |
| ----------- | ---------------------------------------------------------- |
| HTTP Method | POST |
HTTP Request Header
| Authorization | Bearer $APIKey | Authorization header with the APIKey and a "Bearer " prefix -> "Bearer $APIKey" |
| ------------- | -------------- | ------------------------------------------------------------------------------- |
HTTP Request Body
| mod | string | Name of the mod, for which a new release will be uploaded |
| --- | ------ | --------------------------------------------------------- |
JSON object response
| upload_url | string | URL the mod zip file should be uploaded to |
| ---------- | ------ | ---------------------------------------------------------------------------- |
| error | string | This attribute only appears onfailedrequests. |
| message | string | This attribute only appears onfailedrequests. Has details about the problem. |
finish_upload
| URL | $upload_urlURL returned by the init_upload endpoint |
| ----------- | --------------------------------------------------- |
| HTTP Method | POST |
HTTP Request Body
| file | Mod zip file |
| ---- | ------------ |
JSON object response
| success | bool | This attribute only appears onsuccessfuluploads. It's set to true. |
| ------- | ------ | --------------------------------------------------------------------------- |
| error | string | This attribute only appears onfaileduploads. |
| message | string | This attribute only appears onfaileduploads. Has details about the problem. |
Possible API Error Responses
Possible values for the
error
property of API responses
| InvalidApiKey | Missing or invalid API key for the current endpoint |
| ----------------- | --------------------------------------------------- |
| InvalidRequest | Invalid request. |
| InternalError | Internal error, please try again later. |
| Forbidden | Insufficent permission for current endpoint |
| Unknown | Unknown error, please try again later. |
| InvalidModRelease | Invalid release data in info.json |
| InvalidModUpload | Invalid mod data in zipfile |
| UnknownMod | Mod does not exist in mod portal |
Python Example
import
sys
import
requests
from
os
import
getenv
MOD_PORTAL_URL
=
"https://mods.factorio.com"
INIT_UPLOAD_URL
=
f
"
{
MOD_PORTAL_URL
}
/api/v2/mods/releases/init_upload"
apikey
=
getenv
(
"MOD_UPLOAD_API_KEY"
)
modname
=
getenv
(
"MOD_UPLOAD_NAME"
)
zipfilepath
=
getenv
(
"MOD_UPLOAD_FILE"
)
request_body
=
data
=
{
"mod"
:
modname
}
request_headers
=
{
"Authorization"
:
f
"Bearer
{
apikey
}
"
}
response
=
requests
.
post
(
INIT_UPLOAD_URL
,
data
=
request_body
,
headers
=
request_headers
)
if
not
response
.
ok
:
print
(
f
"init_upload failed:
{
response
.
text
}
"
)
sys
.
exit
(
1
)
upload_url
=
response
.
json
()[
"upload_url"
]
with
open
(
zipfilepath
,
"rb"
)
as
f
:
request_body
=
{
"file"
:
f
}
response
=
requests
.
post
(
upload_url
,
files
=
request_body
)
if
not
response
.
ok
:
print
(
f
"upload failed:
{
response
.
text
}
"
)
sys
.
exit
(
1
)
print
(
f
"upload successful:
{
response
.
text
}
"
) | wiki | https://wiki.factorio.com/Mod_upload_API_-_Factorio_Wiki |
Balancer_mechanics | Balancer mechanics - Factorio Wiki | [] | Balancer mechanics - Factorio Wiki
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Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.
Balancers that are input balanced take evenly from all input belts/belt lanes. Balancers that are output balanced distribute evenly to all output belts/belt lanes. Ideally, a balancer should be input and output balanced.
Contents
1
Belt balancers
1.1
Throughput
1.2
Universal balancers
2
Lane balancers
3
See also
4
Further reading
Belt balancers
1 full input belt gets split into two 50% full belts which get split into 4 belts that are each 25% full.
Belt balancers utilize the mechanic that splitters output items in a 1:1 ratio onto both their output belts. That means that a splitter can be used to put an equal amount of items on two belts. Since the process can be repeated infinitely, balancers with 2
n
output belts are easy to create.
First the belts A and B go through a splitter so that the output belts contain an equal amount of items from each input belt (AB). The same is done with belts C and D. Then the mixed belts AB and CD go through splitters so that their output belts contain items from each input belt (ABCD)!
Balancers also use the mechanic that splitters take an equal amount of items from both input belts. That means that a splitter connected to two input belts will evenly distribute those items onto the the two output belts. To balance belts it has to be made sure that the output belts contain an equal number of items from each input belt.
Throughput
Balancers that are
throughput limited
may not be able to provide maximum output if one or more outputs are blocked. To be
throughput
un
limited
, a balancer must fulfil the following conditions:
100% throughput under full load.
Any arbitrary amount of input belts should be able to go to any arbitrary amount of output belts.
Balancers often do not fulfill the second condition because of internal bottlenecks. The gif on the right shows a 4 → 4 balancer being fed by two belts, but only outputting one belt which means that its throughput in that arrangement is 50%. The bottleneck in this balancer is that the two middle belts only get input from one splitter. So, if only one side of that splitter gets input, as can be seen in the gif, it can only output one belt even though the side of the splitter is fed by a splitters which gets two full belts of input. In this particular case, the bottleneck can be fixed by feeding the two middle output belts with more splitters. This is done by adding two more splitters at the end of the balancer, as it can be seen here:
However most balancers' bottlenecks can't be solved as easily. A guaranteed method to achieve throughput unlimited balancers is to place two balancers back to back that fulfil the first condition for throughput unlimited balancers (100% throughput under full load). The resulting balancer is usually larger than a balancer that was initially designed to be throughput unlimited. This is the case because they use more splitters than the minimum required amount of splitters for a throughput unlimited balancer. For n → n balancers where n is a power of two numbers,
n×log
2
(n)−n÷2
can be used to calculate how many splitters are needed. This formula is based on the number of nodes in a
Beneš network
, which is essentially the same as a throughput unlimited balancer — it allows any input to reach any output.
Universal balancers
Many balancers fail to balance properly once an output backs up or if an output is not used. In essence this means that an n-n balancer is not a functional n-(n-1) balancer. Sometimes this can be fixed by looping the unused output back around the balancer and distributing it among the inputs. Other times, this is not an option. Universal balancers solve this issue by having the back-looping built in. These balancers can balance evenly between any inputs and any outputs. Universal balancers can be throughput limited. If a universal balancer is throughput limited, the bottleneck may be in the loops or the balancer itself. A throughput limited universal balancer may only have the capacity for a few unused outputs. When more than the number of allowed outputs backs up, the universal balancer behaves like a normal balancer, and may not balance properly.
Lane balancers
This output balanced lane balancer distributes the items evenly among the output lanes, achieving output balance.
Lane balancers may be output balanced or input balanced. Input balanced lane balancers draw evenly from each side of the input belt, while output balanced lane balancers output evenly onto each lane of the output belt.
See also
Belt transport system
Splitters
Transport belts
Underground belts
Further reading
Command line belt balancer analyzer
Fractal (2
n
) balancer generation tool
Belt Balancers - how they work and how to make them
Finding balance: A guide to belt balancers | wiki | https://wiki.factorio.com/Balancer_mechanics_-_Factorio_Wiki |
Tutorial_Producing_power_from_oil | Tutorial:Producing power from oil - Factorio Wiki | [] | Tutorial:Producing power from oil - Factorio Wiki
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| |
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Page "Producing power from oil" has been recommended for clean-up. Reason:The maths on this page is based on an old version of the game and is likely not correct for the current version of the game. |
| This may mean fixing grammar or broken links, providing better explanations, or removing incorrect/outdated info. |
| Further recommendations for this page's clean-up can be made atTutorial talk:Producing power from oil. |
Oil can be converted into
solid fuel
(and by extension rocket fuel), which when used to produce power will result in a net profit of power at the cost of oil.
Contents
1
Energy costs and modules
1.1
Light oil and petroleum gas into solid fuel
1.2
Heavy oil into light oil
1.3
Basic vs Advanced oil processing
1.4
Pumpjacks
2
Converting solid fuel into rocket fuel
3
See also
Energy costs and modules
Power cost and power results will be worked out in reverse, with the result that gives the most power being used for each step thereafter.
Light oil and petroleum gas into solid fuel
Petroleum gas and light oil will be used as-is for producing solid fuel. Light oil is not cracked since it takes twice as much petroleum gas to make one solid fuel.
This table shows the results of various module combinations for a single cycle of the chemical plant for either light oil or petroleum.
Since the solid fuel is being used in a closed loop, and therefore is going into boilers, the 25MJ fuel value is halved when used.
Combinations without productivity modules are omitted, since the first combination produces more net energy per cycle than a single piece of solid fuel is worth.
Combinations for each number of productivity modules show their best combination in bold, and only that combination is used to work out energy gained per cycle.
| Modules | Energy cost | Time per cycle | Energy cost per cycle | Cost | Solid fuel per cycle | Energy gained per cycle | Result |
| ------- | ------------------- | -------------------- | ---------------------------- | ------------ | -------------------- | ------------------------------------------- | ------------- |
| | 168kW + 7kW = 175kW | 3s / 1.0625 = 48/17s | 175kW × 48/17s = 8,400/17kJ | ~494.117kJ | 1.1 | (25MJ/2) × 1.1 - 8,400/17kJ = 225,350/17kJ | ~13,255.882kJ |
| | 420kW + 7kW = 427kW | 3s / 1.687 = 16/9s | 427kW × 16.9s = 6,832/9kJ | ~759.111kJ | | | |
| | 672kW + 7kW = 679kW | 3s / 2.3125 = 48/37s | 679kW × 48/37s = 32,592/37kJ | ~880.865kJ | | | |
| | 693kW + 7kW = 700kW | 3s / 1.5 = 2s | 700kW × 2s = 1,400kJ | 1,400.000kJ | 1.2 | (25MJ/2) × 1.2 - 1,400kJ = 13,600kJ | 13,600.000kJ |
| | 441kW + 7kW = 448kW | 3s / 0.875 = 24/7s | 448kW × 24/7s = 1,536kJ | 1,536kJ | | | |
| | 714kW + 7kW = 721kW | 3s / 0.6875 = 48/11s | 721kW × 48/11s = 34,608/11kJ | ~3,146.181kJ | 1.3 | (25MJ/2) × 1.3 - 34,608/11kJ = 144,142/11kJ | ~13,103.818kJ |
In a closed power loop, it is most efficient to convert light oil and petroleum gas into solid fuel with 2 productivity 3 modules and 1 speed 3 module.
Using beacons may further increase produced energy, even using 1 beacon for 2 chemical plants gains a little more. It is advisable to use beacons, since this process usually involves more facilities than other steps in this production chain. However, beaconed designs require more planning while placing and operating.
Main rule on using beacons is "full productivity on industry and full speed on beacons". There is some math, that proves it, see threads
1
,
2
,
3
,
4
This tables shows the results of various beacon-per-industry ratios on some reasonable layouts (12 or less chemical plants)
| Beacons per industry | Total beacons and industries count | Total modules effect | Energy cost | Time per cycle | Energy cost per cycle | Energy gained per cycle | Energy gained per cycle per 1 industry |
| --------------------------------------------- | --------------------------------------------- | --------------------------------------------- | --------------------------------------------------- | ------------------------------------------------- | --------------------------------------------- | --------------------------------------------------- | ------------------------------------------------- |
| 1 | 12 | | 2 × (861kW + 7kW) + 480kW = 2,216kW | 3s / 1.3125 = 16/7s | 2,216kW × 16/7s = 35,456/7kJ | 2 × (25MJ/2) × 1.3 - 35,456/7kJ = 192,044/7kJ | 192,044/7kJ / 2 = 96,022/7kJ =~13,717.429kJ |
| 112 | 12×(861kW + 7kW) + 480kW = 10,896kW | 10,896kW × 16/7s = 174,336/7kJ | 12 × (25MJ/2) × 1.3 - 174,336/7kJ = 1,190,664/7kJ | 1,190,664/7kJ / 12 = 99,222/7kJ =~14,174.429kJ | | | |
| 2 | 26 | | 6 ×(1,008kW + 7kW) + 2 × 480kW = 7,050kW | 3s / 1.9375 = 48/31s | 7,050kW × 48/31s = 338,400/31kJ | 6 × (25MJ/2) × 1.3 - 338,400/31kJ = 2,684,100/31kJ | 2,684,100/31kJ / 6 = 447,350/31kJ =~14,430.645kJ |
| 312 | 12 × (1,008kW + 7kW) + 3 × 480kW = 13,620kW | 13,620kW × 48/31s = 653,760/31kJ | 12 × (25MJ/2) × 1.3 - 653,760/31kJ = 5,391,240/31kJ | 5,391,240/31kJ / 12 = 449,270/31kJ =~14,492.581kJ | | | |
| 3 | 612 | 33 | 12 × (1155kW + 7kW) + 6 × 480kW = 16,824kW | 3s / 2.5625 = 48/41s | 16,824kW × 48/41s = 807,552/41kJ | 12 × (25MJ/2) × 1.3 - 807,552/41kJ = 7,187,448/41kJ | 7,187,448/41kJ / 12 = 598,954/41kJ =~14,608.634kJ |
| 4 | 912 | 34 | 12 × (1,302kW + 7kW) + 9 × 480kW = 20,028kW | 3s / 3.1875 = 16/17s | 20,028kW × 16/17s = 320,448/17kJ | 12 × (25MJ/2) × 1.3 - 320,448/17kJ = 2,994,552/17kJ | 2,944,552/17kJ / 12 = 249,546/17kJ =~14,679.176kJ |
| some theoretical upper (non-reachable) values | some theoretical upper (non-reachable) values | some theoretical upper (non-reachable) values | some theoretical upper (non-reachable) values | some theoretical upper (non-reachable) values | some theoretical upper (non-reachable) values | some theoretical upper (non-reachable) values | some theoretical upper (non-reachable) values |
| 4 | infinite row of12 | 34 | 2 × (1,302kW + 7kW) + 480kW = 3,098kW | 3s / 3.1875 = 16/17s | 3,098kW × 16/17s = 49,568/17kJ | 2 × (25MJ/2) × 1.3 - 49,568/17kJ = 502,932/17kJ | 502,932/17kJ / 2 = 251,466/17kJ =~14,792.118kJ |
| 8 | infinite grid of11 | 38 | 1,890kW + 7kW + 480kW = 2,377kW | 3s / 5.6875 = 48/91s | 2,377kW × 48/91s = 114,096/91kJ | (25MJ/2) × 1.3 - 114,096/91kJ = 1,364,654/91kJ | 1,364,654/91kJ =~14,996.198kJ |
Heavy oil into light oil
Based on the above tables, 1 light oil will be given an energy worth of 680kJ, since this is the optimal amount of power that can be made when converting into solid fuel in non-beaconed setup.
Combinations without productivity modules are omitted, since the first combination produces more net energy per cycle than 30 units of light oil (20,400kJ) is worth.
Since energy costs per cycle will be the same as above (same machine), only the optimal combination per number of productivity modules will be shown.
| Modules | Energy cost | Time per cycle | Energy cost per cycle | Light oil per cycle | Energy gained per cycle | Result |
| ------- | ------------------- | -------------------- | ---------------------------- | ------------------- | --------------------------------------- | ------------- |
| | 168kW + 7kW = 175kW | 3s / 1.0625 = 48/17s | 175kW × 48/17s = 8,400/17kJ | 33 | 680 × 33 - 8,400/17kJ = 373,080/17kJ | ~21,945.882kJ |
| | 693kW + 7kW = 700kW | 3s / 1.5 = 2s | 700kW × 2s = 1,400kJ | 36 | 680kJ × 36 - 1,400kJ = 23,080kJ | 23,080kJ |
| | 714kW + 7kW = 721kW | 3s / 0.6875 = 48/11s | 721kW × 48/11s = 34,608/11kJ | 39 | 680kJ × 39 - 34,608/11kJ = 257,112/11kJ | ~23,373.818kJ |
In a closed power loop, it is most efficient to convert heavy oil into light oil with 3 productivity 3 modules.
Since optimal result includes maximum productivity modules, this conclusion still stand if you use greater value for light oil gained energy, e.g. from your favorite beaconed setup.
As for previous conversion, using beacons with speed 3 modules will further increase produced energy.
| Beacons per industry | Layout and modules | Energy cost per cycle | Energy gained per cycle | Energy gained per cycle per 1 industry |
| --------------------- | ---------------------- | --------------------------------------------- | ---------------------------------------------- | -------------------------------------- |
| 1 | 1x2+2x3 | 35,456/7kJ | 2 × 680 × 39 - 35,456/7kJ = 335,824/7kJ | 167,912/7kJ =~23,987.429kJ |
| 1x2+12x3 | 174,336/7kJ | 12 × 680 × 39 - 174,336/7kJ = 2,053,344/7kJ | 171,112/7kJ =~24,444.571kJ | |
| 2 | 2x2+6x3 | 338,400/31kJ | 6 × 680 × 39 - 338,400/31kJ = 4,594,320/31kJ | 765,720/31kJ =~24,700.645kJ |
| 3x2+12x3 | 653,760/31kJ | 12 × 680 × 39 - 653,760/31kJ = 9,211,680/31kJ | 767,640/31kJ =~24,762.581kJ | |
| 3 | 6x2+12x3 | 807,552/41kJ | 12 × 680 × 39 - 807,552/41kJ = 12,240,288/41kJ | 1,020,024/41kJ =~24,878.634kJ |
| 4 | 9x2+12x3 | 320,448/17kJ | 12 × 680 × 39 - 320,448/17kJ = 5,089,632/17kJ | 424,136/17kJ =~24,949.176kJ |
| 1x2+2x3(infinite row) | 49,568/17kJ | 2 × 680 × 39 - 49,568/17kJ = 852,112/17kJ | 426,056/17kJ =~25,062.118kJ | |
| 8 | 1x2+1x3(infinite grid) | 114,096/91kJ | 680 × 39 - 114,096/91kJ = 2,299,224/91kJ | 2,299,224/91kJ =~25,266.198kJ |
Basic vs Advanced oil processing
Crude oil can be processed with either basic or advanced oil processing. Based on the above tables, the following fuel values for each product will be used:
Heavy oil = 32,139/55kJ (based on optimal non-beaconed conversion to light oil)
Light oil = 680kJ
Petroleum gas = 340kJ (half of light oil)
Since all products scale equally based on productivity, each recipe can be expressed solely as the fuel value of the products combined and that value can be scaled based on productivity below.
Basic oil processing:
30 Heavy oil = 192,834/11kJ
30 Light oil = 20,400kJ
40 Petroleum gas = 13,600kJ
Total = 566,834/11kJ = ~51,530.364kJ
Advanced oil processing:
10 Heavy oil = 64,278/11kJ
45 Light oil = 30,600kJ
55 Petroleum gas = 18,700kJ
Total = 606,578/11kJ = ~55,143.455kJ
Since advanced oil processing produces more overall, its total fuel value will be used.
Combinations without productivity modules are omitted, since the first combination produces more net energy per cycle than the total fuel value.
Since energy costs per cycle will be the same as above but scaled (same module slot count), only the optimal combination per number of productivity modules will be shown.
| Modules | Energy cost | Time per cycle | Energy cost per cycle | Productivity level | Energy gained per cycle | Result |
| ------- | ------------------------ | ------------------- | -------------------------------- | ------------------ | -------------------------------------------------- | ------------- |
| | 336kW + 14kW = 350kW | 5s / 0.85 = 100/17s | 350kW × 100/17s = 35,000/17kJ | 10% | 606,578/11kJ × 1.1 - 35,000/17kJ = 9,961,826/170kJ | ~58,598.976kJ |
| | 1,386kW + 14kW = 1,400kW | 5s / 1.2 = 25/6s | 1,400kW × 25/6s = 35,000/6kJ | 20% | 606,578/11kJ × 1.2 - 35,000/6kJ = 9,955,904/165kJ | ~60,338.812kJ |
| | 1,428kW + 14kW = 1,442kW | 5s / 0.55 = 100/11s | 1,442kW × 100/11s = 144,200/11kJ | 30% | 606,578/11kJ × 1.3 - 144,200/11kJ = 58,577.4kJ | 58,577.4kJ |
In a closed power loop, it is most efficient to convert crude oil into its products using 2 productivity 3 modules and 1 speed 3 module.
This only applies if all products are used for solid fuel production. If petroleum gas is being used for anything other than solid fuel, the optimal combination might change.
As for previous processes, beacons may be used and will further increase gained energy.
| Beacons per industry | Layout and modules | Energy cost | Time per cycle | Energy cost per cycle | Energy gained per cycle | Energy gained per cycle per 1 industry |
| --------------------- | ------------------------------------------ | ------------------------------------------- | ------------------------------------------------------------- | ----------------------------------- | --------------------------------------------------------------- | -------------------------------------- |
| 1 | 1x2+1x3 | 1,722kW + 14kW + 480kW = 2,216kW | 5s / 1.05 = 100/21s | 2,216kW × 100/21s = 221,600/21kJ | 606,578/11kJ × 1.3 - 221,600/21kJ = 70,609,897/1,155kJ | 70,609,897/1,155kJ =~61,134.110kJ |
| 1x2+8x3 | 8 × (1,722kW + 14kW) + 480kW = 14,368kW | 14,368kW × 100/21s = 1,436,800/21kJ | 8 × 606,578/11kJ × 1.3 - 1,436,800/21kJ = 583,359,176/1,155kJ | 72,919,897/1,155kJ =~63,134.110kJ | | |
| 2 | 2x2+4x3 | 4 × (2,016kW + 14kW) + 2 × 480kW = 9,080kW | 5s / 1.55 = 100/31s | 9,080kW × 100/31s = 908,000/31kJ | 4 × 606,578/11kJ × 1.3 - 908,000/31kJ = 438,961,868/1,705kJ | 109,740,467/1,705kJ =~64,363.910kJ |
| 3 | 3x2+4x3 | 4 × (2,310kW + 14kW) + 3 × 480kW = 10,736kW | 5s / 2.05 = 100/41s | 10,736kW × 100/41s = 1,073,600/41kJ | 4 × 606,578/11kJ × 1.3 - 1,073,600/41kJ = 587,564,148/2,255kJ | 146,891,037/2,255kJ =~65,140.149kJ |
| 4 | 5x2+4x3 | 4 × (2,604kW + 14kW) + 480kW = 12,872kW | 5s / 2.55 = 100/51s | 12,872kW × 100/51s = 1,287,200/51kJ | 4 × 606,578/11kJ × 1.3 - 1,287,200/51kJ = 733,526,428/2,805kJ | 183,381,607/2,805kJ =~65,376.687kJ |
| 5 | 9x2+6x3 | 6 × (2,898kW + 14kW) + 9 × 480kW = 21,792kW | 5s / 3.05 = 100/61s | 21,792kW × 100/61s = 2,179,200/61kJ | 6 × 606,578/11kJ × 1.3 - 2,179,200/61kJ = 1,323,193,062/3,355kJ | 220,532,177/3,355kJ =~65,732.393kJ |
| 2x2+2x3(infinite row) | 2 × (2,898kW + 14kW) + 2 × 480kW = 6,784kW | 6,784kW × 100/61s = 678,400/61kJ | 2 × 606,578/11kJ × 1.3 - 678,400/61kJ = 443,704,354/3,355kJ | 221,852,177/3,355kJ =~66,125.835kJ | | |
| 10 | 2x2+1x3(infinite grid) | 4,368kW + 14kW + 2 × 480kW = 5,342kW | 5s / 5.55 = 100/111s | 5,342kW × 100/111s = 534,200/111kJ | 606,578/11kJ × 1.3 - 534,200/111kJ = 408,265,027/6,105kJ | 408,265,027/6,105kJ =~66,873.879kJ |
Pumpjacks
Based on the above table, 100 crude oil will be given an energy worth of 9,955,904/165kJ, since this is the optimal amount of power that can be made when converting into solid fuel in non-beaconed setup.
Results will be given for a depleted oil well, which provides 2 crude oil per second. As the amount of crude oil increases, the importance of optimal modules decreases since the power draw for a given amount of oil output also decreases. Using the minimum amount is important to prove that creating power from crude oil is always possible.
It is also important to note that pumpjacks are affected by mining productivity level. The higher the level, the less effective productivity modules become.
Since pumpjacks operate on an infinite resource that has a finite count (oil wells), results will be shown in kW instead of kJ, since the goal here is to produce as much power as possible.
Pumpjacks only have two module slots, so all combinations will be shown. In this instance, results cannot be grouped by number of productivity modules, as the speed is also important.
| Modules | Energy cost | Time per cycle | Energy per cycle | Productivity level | Energy gained per second | Result |
| ------- | ----------- | ------------------ | --------------------------- | ------------------ | ------------------------------------------------------------------- | -------------- |
| | 18kW | 1s / 1 = 1s | 18kW × 1s = 18kJ | 0% | (9,955,904/165kJ × 1 - 18kJ) / 1s = 9,952,934/165kW | ~60,320.812kW |
| | 108kW | 1s / 1.5 = 2/3s | 108kW × 2/3s = 72kJ | 0% | (9,955,904/165kJ × 1 - 72kJ) / 2/3s = 14,916,036/165kW | ~90,400.218kW |
| | 216kW | 1s / 2 = 0.5s | 216kW × 0.5s = 108kJ | 0% | (9,955,904/165kJ × 1 - 108kJ) / 0.5s = 19,876,168/165kW | ~120,461.624kW |
| | 116kW | 1s / 0.85 = 20/17s | 116kW × 20/17s = 2,320/17kJ | 10% | (9,955,904/165kJ × 1.1 - 2,320/17kJ) / 20/17s = 358,917,532/6,375kW | ~56,300.789kW |
| | 225kW | 1s / 1.35 = 20/27s | 225kW × 20/27s = 500/3kJ | 10% | (9,955,904/165kJ × 1.1 - 500/3kJ) / 20/27s = 11,172,267/125kW | 89,378.136kW |
| | 234kW | 1s / 0.7 = 10/7s | 234kW × 10/7s = 2,340/7kJ | 20% | (9,955,904/165kJ × 1.2 - 2,340/7kJ) / 10/7s = 69,369,578/1,375kW | ~50,450.602kW |
In a closed power loop, it is most efficient to obtain crude oil using 2 speed 3 modules. This also improves with higher levels of productivity research.
Since there are a limited number of oil wells, it is advisable to use beacons in order to increase the amount of crude oil being collected. However, due to the nature of oil wells in the world and beacons affecting multiple pumpjacks at once, there will not be a table showing this.
Converting solid fuel into rocket fuel
Solid fuel can be converted into rocket fuel in order to increase the fuel value. Normally this would result in a loss since 10 solid fuel (250MJ) is worth more than 1 rocket fuel (225MJ), but productivity modules can be used to increase yield.
At least 2 productivity 3 modules must be used in order to increase yield, so combinations with fewer are omitted.
| Modules | Energy cost | Time per cycle | Energy cost per cycle | Cost | Rocket fuel per cycle | Energy gained per cycle | Result |
| ------- | ------------------- | ---------------------- | ------------------------------ | ------------- | --------------------- | ------------------------------------------ | ------------- |
| | 336kW + 7kW = 343kW | 30s / 0.875 = 240/7s | 343kW × 240/7s = 11,760kJ | 11,760.000kJ | 1.2 | (225MJ×1.2-250MJ)/2 - 11,760kJ = -1,760kJ | -1,760.000kJ |
| | 588kW + 7kW = 595kW | 30s / 1.5 = 20s | 595kW × 20s = 11,900kJ | 11,900.000kJ | | | |
| | 840kW + 7kW = 847kW | 30s / 2.125 = 240/17s | 847kW × 240/17s = 203,280/17kJ | ~11,957.647kJ | | | |
| | 609kW + 7kW = 616kW | 30s / 0.6875 = 480/11s | 616kW × 480/11s = 26,880kJ | 26,880.000kJ | 1.3 | (225MJ×1.3-250MJ)/2 - 19,840kJ = 1,410kJ | ~1,410kJ |
| | 861kW + 7kW = 868kW | 30s / 1.3125 = 160/7s | 868kW × 160/7s = 19,840kJ | 19,840kJ | | | |
| | 882kW + 7kW = 889kW | 30s / 0.5 = 60s | 889kW × 60s = 53,340kJ | 53,340.000kJ | 1.4 | (225MJ×1.4-250MJ)/2 - 53,340kJ = -20,840kJ | -20,840.000kJ |
In a closed power loop, it is most efficient to convert solid fuel rocket fuel with 1 speed 3 module and 3 productivity 3 modules. In fact, this is the only combination of modules that produces a net positive when accounting for boiler inefficiency.
As always, using beacons will further improve efficiency. This table shows optimal combinations for reasonable beacon setups (no more than 12 assemblers), and additionally, upper theoretical limits.
| Beacons per industry | Beacons and assemblers | Modules effect | Energy cost | Time per cycle | Energy cost per cycle | Energy gained per cycle | Energy gained per cycle per 1 industry |
| -------------------- | ------------------------------------------- | ----------------------------------- | ---------------------------------------------------------- | ----------------------------------------------- | ----------------------------------- | ---------------------------------------------------------- | -------------------------------------- |
| 1 | 1+2 | 23 | 2 × (1,008kW + 7kW) + 480kW = 2,510kW | 30s / 1.9375 = 480/31s | 2,510kW × 480/31s = 1,204,800/31kJ | 2 × (225MJ×1.3-250MJ)/2 - 1,204,800/31kJ = 112,700/31kJ | 56,350/31kJ =~1,817.742kJ |
| 1+12 | 12 × (1,008kW + 7kW) + 480kW = 12,660kW | 12,660kW × 480/31s = 6,076,800/31kJ | 12 × (225MJ×1.3-250MJ)/2 - 6,076,800/31kJ = 1,828,200/31kJ | 152,350/31kJ =~4,914.516kJ | | | |
| 14 | 12 × (1,029kW + 7kW) + 480kW = 12,912kW | 30s / 1.125 = 80/3s | 12,912kW × 80/3s = 344,320kJ | 12 × (225MJ×1.4-250MJ)/2 - 344,320kJ = 45,680kJ | 11,420/3kJ = ~3,806.667kJ | | |
| 2 | 2+6 | 24 | 6 × (1,176kW + 7kW) + 2 × 480kW = 8,058kW | 30s / 1.75 = 120/7s | 8,058kW × 120/7s = 966,960/7kJ | 6 × (225MJ×1.4-250MJ)/2 - 966,960/7kJ = 398,040/7kJ | 66,340/7kJ =~9,477.143kJ |
| 3+12 | 12 × (1,176kW + 7kW) + 3 × 480kW = 15,636kW | 15,636kW × 120/7s = 1,876,320/7kJ | 12 × (225MJ×1.4-250MJ)/2 - 1,876,320/7kJ = 853,680/7kJ | 71,140/7kJ =~10,162.857kJ | | | |
| 3 | 6+12 | 34 | 12 × (1,323kW + 7kW) + 6 × 480kW = 18,840kW | 30s / 2.375 = 240/19s | 18,840kW × 240/19s = 4,521,600/19kJ | 12 × (225MJ×1.4-250MJ)/2 - 4,521,600/19kJ = 2,888,400/19kJ | 240,700/19kJ =~12,668.421kJ |
| 4 | 9+12 | 44 | 12 × (1,470kW + 7kW) + 9 × 480kW = 22,044kW | 30s / 3 = 10s | 22,044kW × 10s = 220,440kJ | 12 × (225MJ×1.4-250MJ)/2 - 220,440kJ = 169,560kJ | 14,130kJ |
| 1+2(infinite row) | 2 × (1,470kW + 7kW) + 480kW = 3,434kW | 3,434kW × 10s = 34,340kJ | 2 × (225MJ×1.4-250MJ)/2 - 34,340kJ = 30,660kJ | 15,330kJ | | | |
| 8 | 1+1(infinite grid) | 84 | 2,058kW + 7kW + 480kW = 2,545kW | 30s / 5.5 = 60/11s | 2,545kW × 60/11s = 152,700/11kJ | (225MJ×1.4-250MJ)/2 - 152,700/11kJ = 204,800/11kJ | 204,800/11kJ =~18,618.182kJ |
This is also applicable for rocket fuel production for trains, however the results are different since locomotives are 100% fuel efficient.
See also
Crude oil
Solid fuel
Rocket fuel
Electric system | wiki | https://wiki.factorio.com/Tutorial:Producing_power_from_oil_-_Factorio_Wiki |
Cryogenic_plant_(research) | Cryogenic plant (research) - Factorio Wiki | [] | Cryogenic plant (research) - Factorio Wiki
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| | Cryogenic plant (research) | Edit |
| | -------------------------- | ---- |
| Researched by | Researched by |
| --------------------- | --------------------- |
| Craft | Craft |
| Prototype type | technology |
| Internal name | cryogenic-plant |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
Unlocks the
cryogenic plant
, as well as new recipes that the machine can use.
History
2.0.7
:
Introduced in
Space Age
expansion.
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Cryogenic_plant_(research)_-_Factorio_Wiki |
Mod_publish_API | Mod publish API - Factorio Wiki | [] | Mod publish API - Factorio Wiki
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Category:
Public API
The mod publish API is used to add new mods to the Factorio mod portal. It requires an API key with the
ModPortal: Publish Mods
usage, which can be created on
https://factorio.com/profile
.
It accepts
multipart/form-data
HTTP requests and responds with JSON encoded objects.
Contents
1
Endpoints
1.1
init_publish
1.2
finish_upload
2
Possible API Error Responses
3
Python example
Endpoints
init_publish
| URL | https://mods.factorio.com/api/v2/mods/init_publish |
| ----------- | -------------------------------------------------- |
| HTTP Method | POST |
HTTP Request Header
| Authorization | Bearer $APIKey | Authorization header with the APIKey and a "Bearer " prefix -> "Bearer $APIKey" |
| ------------- | -------------- | ------------------------------------------------------------------------------- |
HTTP Request Body
| mod | string | Name of the mod that will be published. |
| --- | ------ | --------------------------------------- |
JSON object response
| upload_url | string | URL the mod zip file should be uploaded to |
| ---------- | ------ | ---------------------------------------------------------------------------- |
| error | string | This attribute only appears onfailedrequests. |
| message | string | This attribute only appears onfailedrequests. Has details about the problem. |
finish_upload
| URL | $upload_urlURL returned by the init_publish endpoint |
| ----------- | ---------------------------------------------------- |
| HTTP Method | POST |
HTTP Request Body
| file | file | Mod zip file |
| ----------- | ---------------- | ----------------------------------------- |
| description | string, optional | Mod description in markdown format |
| category | enum, optional | Mod category, SeeMod details API#Category |
| license | enum, optional | Mod category, SeeMod details API#License |
| source_url | url, optional | Url to mod source code repository |
JSON object response
| success | bool | This attribute only appears onsuccessfuluploads. It's set to true. |
| ------- | ------ | --------------------------------------------------------------------------------------- |
| url | string | This attribute only appears forsuccessfulrequests. URL path to get mod details endpoint |
| error | string | This attribute only appears onfaileduploads. |
| message | string | This attribute only appears onfaileduploads. Has details about the problem. |
Possible API Error Responses
Possible values for the
error
property of API responses
| InvalidApiKey | Missing or invalid API key for the current endpoint |
| ----------------- | --------------------------------------------------- |
| InvalidRequest | Invalid request. |
| InternalError | Internal error, please try again later. |
| Forbidden | Insufficent permission for current endpoint |
| Unknown | Unknown error, please try again later. |
| InvalidModRelease | Invalid release data in info.json |
| InvalidModUpload | Invalid mod data in zipfile |
| ModAlreadyExists | Mod name already exists in mod portal |
Python example
MOD_PORTAL_URL
=
"https://mods.factorio.com"
INIT_UPLOAD_URL
=
f
"
{
MOD_PORTAL_URL
}
/api/v2/mods/init_publish"
apikey
=
getenv
(
"MOD_UPLOAD_API_KEY"
)
modname
=
sys
.
argv
[
1
]
filepath
=
sys
.
argv
[
2
]
request_body
=
data
=
{
"mod"
:
modname
}
request_headers
=
{
"Authorization"
:
f
"Bearer
{
apikey
}
"
}
response
=
requests
.
post
(
INIT_UPLOAD_URL
,
data
=
request_body
,
headers
=
request_headers
)
if
not
response
.
ok
:
print
(
f
"init_upload failed:
{
response
.
text
}
"
)
sys
.
exit
(
1
)
upload_url
=
response
.
json
()[
"upload_url"
]
with
open
(
filepath
,
"rb"
)
as
f
:
request_body
=
{
"file"
:
f
}
response
=
requests
.
post
(
upload_url
,
files
=
request_body
,
data
=
{
"description"
:
"# published via API"
})
if
not
response
.
ok
:
print
(
f
"upload failed:
{
response
.
text
}
"
)
sys
.
exit
(
1
)
print
(
f
"upload successful:
{
response
.
text
}
"
) | wiki | https://wiki.factorio.com/Mod_publish_API_-_Factorio_Wiki |
Template_Infobox_doc | Template:Infobox/doc - Factorio Wiki | [] | Template:Infobox/doc - Factorio Wiki
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This template is designed to be used to describe an item or machine, using a box of info.
This template uses functions from
Module:Infobox
.
Contents
1
Usage
2
Syntax
2.1
Recipe
2.2
Technology trigger
2.3
Quality
3
Parameters
Usage
To use, create a page in the infobox namespace by prepending Infobox: to the page you are trying to add an infobox to, so that the new pages is called Infobox:(whatever the page name is). Then, on the page, add the line
{{:Infobox:Page_name}}
. This will "copy" the infobox you create on Infobox:... to the page itself. Of course, replace Page_name with the name of the page.
As for the infobox on Infobox:..., start with the line:
{{Infobox
. Then, on the next few lines, start with the pipe character, |, then place a parameter, and set it equal to the value you wish it to be. Then, end the parameter lines with two curly-brackets. "}}", and the line
<noinclude>[[Category:Infobox page]]</noinclude>
.
Example working box:
{{Infobox
|category = Logistics
|health=100
|stack-size=50
|wire-reach=9
|supply-area=7×7
|recipe=Time, 0.5 + Steel plate, 2 + Copper plate, 2
|required-technologies=Electric energy distribution 1
|producers=Player + Assembling machine
}}<noinclude>
[[Category:Infobox page]]</noinclude>
Additionally, the infobox will automatically translate. Just "copy" the infobox (the same way, from Infobox:...) to the page, as done for the English page. (
{{:Infobox:Page name}}
)
If you need further help, contact a wiki admin or look at existing examples, on actual pages.
Syntax
Recipe
The "recipe" parameter should be used as follows:
|recipe = wood, 4 = wooden chest, 1
Basically,
item1, quantity = output item, quantity.
Separate multiple items with
+
.
Technology trigger
The "technology-trigger" parameter should be used as follows:
|technology-trigger = trigger-type: Item, count
The trigger type can be one of the following:
mine-entity
build-entity
craft-item
capture-spawner
create-space-platform
send-item-to-orbit
The items and counts are optional, when they are left out then the colon after the trigger-type should also be removed.
|technology-trigger = capture-spawner
Quality
If a property is affected by quality, add the quality template around the different numbers for the quality levels. For example, the max health of an entity is affected by quality and formatted as follows:
|health = {{Quality|200|260|320|380|500}}
Because quality solely adds information to base game items and does not override or remove values, it is applied directly to the base properties (without space-age) and does not require "changed-by-space-age-mod" to be set.
Parameters
A list of valid parameters is provided below. Since this infobox is general purpose, not all must be used, however some are required. Required parameters are shown in
red
. Please be as descriptive as possible when making infoboxes.
Tip: This is a large table. After expanding, use
CTRL
+
F
in most browsers to search through this table easily.
Available Parameters
| Parameter | Value |
| ------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| category | The category the object fits into, same as the inventory tabs. Valid choices are Logistics, Production, Intermediate products, Space, Combat, Technology. |
| name | The name of the object, default is the page name.Do not specify name if not necessary, to avoid translation issues. |
| icon | Specify the icon of the object, give the name of the file without the extension. This is only necessary if the icon fails to display properly. |
| internal-name | The internal name of the entity. Only use plain text here. |
| prototype-type | The prototype type of the entity. Only use plain text here. |
| image | An in-game image of the entity, without file extension (.png etc) |
| extra1 | Add an extra row above all others, for misc purpose, usually descriptions.Do not use templates here! |
| space-age-extra1 | Add an extra row above all others, for misc purpose, usually descriptions, when the Space Age mod is active. Defaults toextra1if not set. Needschanged-by-space-age-modto be set to be shown.Do not use templates here! |
| extra2 | Add an extra row below all others, for misc purpose.Do not use templates here! |
| space-age | Either the stringyes,noor nothing. Determines whether to display a symbol in infobox that shows whether the object is exclusive to Space Age (yes) or only available if Space Age is deactivated (no). Most objects are available with and without Space Age, in that case this parameter should be left out. |
| changed-by-space-age-mod | Set toyeswhen the object always exists, but properties of the object are changed by toggling the Space Age mod, such as the recipe or tech cost. |
| recipe | The recipe of the object in normal mode. See recipe syntax above for more info. |
| total-raw | The raw recipe of the object in normal mode. See recipe syntax above. Defaults torecipe. |
| space-age-recipe | The altered recipe of the object when the Space Age mod is active. See recipe syntax above for more info. Defaults torecipe. Needschanged-by-space-age-modto be set to be shown. |
| space-age-total-raw | The altered raw recipe of the object when the Space Age mod is active. See recipe syntax above. Defaults tospace-age-recipeif set, otherwise defaults tototal-raw.. Needschanged-by-space-age-modto be set to be shown. |
| map-color | The map color of the entity. |
| map-icon | The map icon of the entity. |
| added-in | The version the object was added into the game. |
| walking-speed | The walking speed of the entity. |
| storage-size | The inventory storage size of the entity, in slots. |
| space-age-storage-size | The inventory storage size of the entity when the Space Age mod is active, in slots. Defaults tostorage-sizeif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. |
| fluid-storage-volume | Fluid storage volume of the entity, in units. Also used for entities that do not strictly store fluid, such as pipes. |
| lifespan | The lifespan of a deployed capsule in seconds. |
| expected-resources | Resources expected to be dropped when this entity (tree/rock) is mined. |
| health | The health points of the entity. |
| restores | The amount of health the item restores. |
| resistance | The elemental/physical resistances of the object. Resistances should be shown as such:point_resistance/10% Fire |
| inventory-size-bonus | The inventory size bonus provided by the item. |
| grid-size | The size of the grid for armor modules. |
| stack-size | How many of the object fit into a stack. |
| space-age-stack-size | How many of the object fit into a stack when the Space Age mod is active. Defaults tostack-sizeif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. |
| rocket-capacity | How many of the object fit into one rocket, in the formatN (M {{Translation|stacks}}), e.g.1000 (5 {{Translation|stacks}}). |
| range | The range of the weapon, in tiles. |
| shooting-speed | The shooting speed of the weapon. |
| damage | The damage dealt by the object. |
| damage-bonus | The damage bonus provided by the technology or weapon. |
| cluster-size | The size of the cluster. |
| area-of-affect-size | The size of the area of effect of the object. |
| durability | The durability of the object. |
| science-capacity | The science capacity of the science pack. |
| ammunition | What type of ammo the weapon consumes. |
| used-as-ammo-by | Which entities use this ammo. |
| radar-coverage-distance | Radar coverage distance in chunks, e.g. "2". |
| magazine-size | The number of bullets contained in the magazine. |
| efficiency | The efficiency. |
| dimensions | The size of the entity, in tiles. |
| energy | The energy consumption of the entity. |
| drain | The passive electricity drain of the entity. |
| robot-recharge-rate | The rate at which the object recharges robots. |
| internal-buffer-recharge-rate | The rate at which the object fills it's internal buffer. |
| equipped-in | Which objects with equipments grids this item can be placed in. |
| robot-limit | Limit of robots that can fit inside the entity. |
| repair-speed | The repair speed of the object. |
| charging-stations | The number of charging stations on the entity. |
| rotation-speed | The rotation speed of the inserter, should use °/s as the unit. |
| belt-speed | The speed of the belt, should use Items/s as the unit. |
| asteroid-collection-area | The collection area of the asteroid collector. |
| asteroid-collection-arm-speed | The collection arm max speed of the asteroid collector, should use km/h as the unit. |
| asteroid-collection-arm-count | The collection arm count of the asteroid collector. |
| movement-bonus | General movement speed bonus. |
| energy-capacity | How much electricity the object can hold. |
| power-input | How much electricity the object can intake. |
| power-output | Same as above, but for output. |
| heat-output | Heat output of the reactor (or reactor-like) entity. |
| maximum-temperature | The maximum temperature of the entity. |
| fluid-consumption | The fluid consumption of this entity. When possible in x/s. |
| shield | The amount of shielding this shielding equipment provides. |
| energy-per-hitpoint | How much energy is needed to recharge 1 hitpoint of this shield equipment. |
| maximum-recharge-speed | The max recharge speed of this shield equipment. |
| research-speed | The research speed of the lab. |
| crafting-speed | The crafting speed of the entity. |
| pumping-speed | The pumping speed of this entity. |
| mining-time | The time it takes to mine the object. |
| mining-speed | The mining speed of the object. |
| mining-area | The mining area of the mining drill. |
| resource-drain | The resource drain of the mining drill. |
| science-pack-drain | The science pack drain of the lab. |
| base-productivity | The base productivity of the machine. |
| speed | The speed bonus/penalty of this module. |
| productivity | The productivity bonus of this module. |
| quality | The quality bonus/penalty of this module. |
| fuel-value | The amount of energy can be obtained by using this as fuel |
| vehicle-acceleration | The vehicle acceleration this fuel provides, e.g 180% |
| vehicle-top-speed | The vehicle top speed this fuel provides, e.g 115% |
| supply-area | The area the entity can supply, in ?x? tiles. Value of 5 would produce 5x5. |
| wire-reach | The number of tiles the wires can reach. |
| construction-area | The size of the construction area provided by the entity. |
| pollution | The pollution generated by the object. |
| buildable-on | The only space locations that this entity can be placed on, e.g. "Nauvis + Gleba" or "Space platform". |
| crafted-on | The only space locations that this recipe can be crafted on, e.g. "Nauvis + Gleba" or "Space platform". |
| spoil-time | The spoil time of the item, e.g. "1h 18m". |
| spoil-result | The spoil time of the item, e.g. "Iron plate, 2" or "Spoilage". |
| vehicle-weight | The weight of this rolling stock or vehicle. |
| modules | Number of module slots. |
| equipment | Equipment that can be put into this objects equipment grid. |
| boosting-technologies | What technologies boost the object. |
| producers | What entities (machines) produce the object. |
| space-age-producers | What entities (machines) produce the object when the Space Age mod is active. Defaults toproducersif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. |
| consumers | What recipes consume the object. |
| space-age-consumers | What recipes consume the object when the Space Age mod is active. Defaults toconsumersif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. |
| valid-fuel | Which items this entity can use as fuel. |
| used-as-fuel-by | What entities this item can be used in as fuel. |
| recycling-results | What the results are when this item is recycled. |
| cost | The cost to research the technology. |
| cost-multiplier | How many times the cost must be paid to research the tech fully. |
| space-age-cost | The altered cost to research the technology when the Space Age mod is active. Defaults tocostif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. |
| space-age-cost-multiplier | How many times the cost must be paid to research the tech fully when the Space Age mod is active. Defaults tocost-multiplier. Needschanged-by-space-age-modto be set to be shown. |
| technology-trigger | The trigger that unlocks this technology, such as mining an entity. Shown as "Researched by" in the technology tree. |
| space-age-technology-trigger | The altered trigger that unlocks this technology when the Space Age mod is active. Defaults totechnology-triggerif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. |
| allows | What other technologies the tech allows. |
| effects | Items unlocked by researching this technology. |
| required-technologies | Technologies required to access the tech or object. |
| space-age-allows | What other technologies the tech allows when the Space Age mod is active. Defaults toallowsif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. |
| space-age-effects | Items unlocked by researching this technology when the Space Age mod is active. Defaults toeffectsif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. |
| space-age-required-technologies | Technologies required to access the tech or object when the Space Age mod is active. Defaults torequired-technologiesif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. | | wiki | https://wiki.factorio.com/Template:Infobox/doc_-_Factorio_Wiki |
Rocket_launcher | Rocket launcher - Factorio Wiki | [] | Rocket launcher - Factorio Wiki
Jump to navigation
Jump to search
| | Rocket launcher | Edit |
| | --------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | ---- | | -- | | ---- | | ---- | | ---- | | ---- |
| 10+5+5+5→1 | 10+5+5+5→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 18.75+7.5+20 | 18.75+7.5+20 | | | | | | | | | | | | |
| Stack size | 5 | | | | | | | | | | | | |
| Rocket capacity | 5 | | | | | | | | | | | | |
| Range | 3639.643.246.854.0 | | | | 36 | | 39.6 | | 43.2 | | 46.8 | | 54.0 |
| | | | 36 | | | | | | | | | | |
| | 39.6 | | 43.2 | | | | | | | | | | |
| | 46.8 | | 54.0 | | | | | | | | | | |
| Shooting speed | 1/s | | | | | | | | | | | | |
| Ammunition | | | | | | | | | | | | | |
| Prototype type | gun | | | | | | | | | | | | |
| Internal name | rocket-launcher | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | ---- | | -- | | ---- | | ---- | | ---- | | ---- |
| 10+5+5+5→1 | 10+5+5+5→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 18.75+7.5+20 | 18.75+7.5+20 | | | | | | | | | | | | |
| Stack size | 5 | | | | | | | | | | | | |
| Rocket capacity | 5 | | | | | | | | | | | | |
| Range | 3639.643.246.854.0 | | | | 36 | | 39.6 | | 43.2 | | 46.8 | | 54.0 |
| | | | 36 | | | | | | | | | | |
| | 39.6 | | 43.2 | | | | | | | | | | |
| | 46.8 | | 54.0 | | | | | | | | | | |
| Shooting speed | 1/s | | | | | | | | | | | | |
| Ammunition | | | | | | | | | | | | | |
| Prototype type | gun | | | | | | | | | | | | |
| Internal name | rocket-launcher | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The rocket launcher is a strong weapon against
enemy bases
. It has long range and high damage, but as the ammo is very expensive it is recommended to avoid using it against
enemy creatures
. The weapon is also used to create the versatile, lategame
spidertron
.
History
0.17.0
:
Rocket launcher range increased from 22 to 36.
0.8.0
:
Increased the range of the rocket from 20 to 22.
0.1.0
:
Introduced
See also
Enemies
Damage
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment | | wiki | https://wiki.factorio.com/Rocket_launcher_-_Factorio_Wiki |
Solar_energy_(research) | Solar energy (research) - Factorio Wiki | [] | Solar energy (research) - Factorio Wiki
Jump to navigation
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| | Solar energy (research) | Edit |
| | ----------------------- | ---- |
| Cost | Cost |
| -------------------------------------------- | -------------------------------------------- |
| 3011✖250 | 3011✖250 |
| Source of free energy, but useless at night. | Source of free energy, but useless at night. |
| Prototype type | technology |
| Internal name | solar-energy |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
Researching
solar energy
unlocks the ability to craft
solar panels
.
See also
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Solar_energy_(research)_-_Factorio_Wiki |
Module_Infobox | Module:Infobox - Factorio Wiki | [] | Module:Infobox - Factorio Wiki
Jump to navigation
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Lua methods used by
Template:Infobox
. Uses Lua methods from
Module:Infobox/parsing
and
Module:Util
.
Edit this documentation on
Module:Infobox/doc
.
Methods
base_tab
space_age_tab
local
util
=
require
(
"Module:Util"
)
local
parsing
=
require
(
"Module:Infobox/parsing"
)
local
p
=
{}
function
p
.
base_tab
(
frame
)
-- no prefix for args. Used for vanilla tab or if no tabs
local
args
=
frame
:
getParent
().
args
local
ret
=
{}
local
sa
=
frame
:
expandTemplate
{
title
=
"Space age"
}
..
" "
if
not
util
.
_empty_arg
(
args
[
"recipe"
])
then
ret
[
#
ret
+
1
]
=
p
.
_vrow
(
frame
,
{
"Recipe"
,
args
[
"recipe"
],
parsing
.
_crafting
(
frame
,
args
[
"recipe"
])})
ret
[
#
ret
+
1
]
=
p
.
_vrow
(
frame
,
{
"Total raw"
,
args
[
"recipe"
],
parsing
.
_crafting_raw
(
frame
,
util
.
_arg_or
(
args
[
"total-raw"
],
args
[
"recipe"
]))})
end
if
not
util
.
_empty_arg
(
args
[
"cost"
])
then
local
cost
=
parsing
.
_item
(
frame
,
args
[
"cost"
])
..
((
not
util
.
_empty_arg
(
args
[
"cost-multiplier"
]))
and
"✖ <big>"
..
args
[
"cost-multiplier"
]
..
"</big>"
or
""
)
ret
[
#
ret
+
1
]
=
p
.
_vrow
(
frame
,
{
"Cost"
,
args
[
"cost"
],
cost
})
end
if
not
util
.
_empty_arg
(
args
[
"technology-trigger"
])
then
ret
[
#
ret
+
1
]
=
p
.
_vrow
(
frame
,
{
"Researched by"
,
args
[
"technology-trigger"
],
parsing
.
_technology_trigger
(
frame
,
args
[
"technology-trigger"
])})
end
ret
[
#
ret
+
1
]
=
p
.
_extra
(
frame
,
args
[
"extra1"
])
if
not
util
.
_empty_arg
(
args
[
"map-color"
])
then
local
color
=
frame
:
expandTemplate
{
title
=
'Color'
,
args
=
{
args
[
"map-color"
]}}
ret
[
#
ret
+
1
]
=
p
.
_row
(
frame
,
{
"Map color"
,
args
[
"map-color"
],
color
})
end
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Map icon"
,
args
[
"map-icon"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Added in"
,
args
[
"added-in"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Walking speed"
,
args
[
"walking-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Storage size"
,
args
[
"storage-size"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Fluid storage volume"
,
args
[
"fluid-storage-volume"
])
if
not
util
.
_empty_arg
(
args
[
"expected-resources"
])
then
local
label
=
p
.
_translate
(
frame
,
"Expected resources"
)
ret
[
#
ret
+
1
]
=
string.format
(
[[<tr class="border-top">
<td>
%s
</td>
<td style="width: 70%%;">
%s
</td>
</tr>]]
,
label
,
args
[
"expected-resources"
])
end
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Health"
,
args
[
"health"
])
ret
[
#
ret
+
1
]
=
p
.
_row_unit
(
frame
,
"Restores"
,
args
[
"restores"
],
"health"
)
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Resistances"
,
args
[
"resistance"
])
ret
[
#
ret
+
1
]
=
p
.
_row_unit
(
frame
,
"Lifespan"
,
args
[
"lifespan"
],
"seconds"
)
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Inventory size bonus"
,
args
[
"inventory-size-bonus"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Equipment grid size"
,
args
[
"grid-size"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Stack size"
,
args
[
"stack-size"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Rocket capacity"
,
args
[
"rocket-capacity"
],
sa
)
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Range"
,
args
[
"range"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Shooting speed"
,
args
[
"shooting-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Damage"
,
args
[
"damage"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Damage bonus"
,
args
[
"damage-bonus"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Cluster size"
,
args
[
"cluster-size"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Area of effect size"
,
args
[
"area-of-effect-size"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Durability"
,
args
[
"durability"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Science capacity"
,
args
[
"science-capacity"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Magazine size"
,
args
[
"magazine-size"
])
ret
[
#
ret
+
1
]
=
p
.
_row_item
(
frame
,
"Ammunition"
,
args
[
"ammunition"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow_item
(
frame
,
"Used as ammunition by"
,
args
[
"used-as-ammo-by"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Radar coverage distance"
,
args
[
"radar-coverage-distance"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Efficiency"
,
args
[
"efficiency"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Dimensions"
,
args
[
"dimensions"
])
ret
[
#
ret
+
1
]
=
p
.
_row_type
(
frame
,
"Energy consumption"
,
args
[
"energy"
])
ret
[
#
ret
+
1
]
=
p
.
_row_type
(
frame
,
"Drain"
,
args
[
"drain"
])
ret
[
#
ret
+
1
]
=
p
.
_row_type
(
frame
,
"Robot recharge rate"
,
args
[
"robot-recharge-rate"
])
ret
[
#
ret
+
1
]
=
p
.
_row_type
(
frame
,
"Internal buffer recharge rate"
,
args
[
"internal-buffer-recharge-rate"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow_item
(
frame
,
"Placed in"
,
args
[
"equipped-in"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Robot limit"
,
args
[
"robot-limit"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Repair speed"
,
args
[
"repair-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Charging stations"
,
args
[
"charging-stations"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Rotation speed"
,
args
[
"rotation-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Belt speed"
,
args
[
"belt-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Collection area"
,
args
[
"asteroid-collection-area"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Collection arm speed"
,
args
[
"asteroid-collection-arm-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Collection arm count"
,
args
[
"asteroid-collection-arm-count"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Movement bonus"
,
args
[
"movement-bonus"
])
ret
[
#
ret
+
1
]
=
p
.
_row_type
(
frame
,
"Energy capacity"
,
args
[
"energy-capacity"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Power input"
,
args
[
"power-input"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Power output"
,
args
[
"power-output"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Heat output"
,
args
[
"heat-output"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Maximum temperature"
,
args
[
"maximum-temperature"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Fluid consumption"
,
args
[
"fluid-consumption"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Shield hitpoints"
,
args
[
"shield"
])
ret
[
#
ret
+
1
]
=
p
.
_row_type
(
frame
,
"Energy per hitpoint"
,
args
[
"energy-per-hitpoint"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Maximum recharge speed"
,
args
[
"maximum-recharge-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Research speed"
,
args
[
"research-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Crafting speed"
,
args
[
"crafting-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Pumping speed"
,
args
[
"pumping-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Mining time"
,
args
[
"mining-time"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Speed"
,
args
[
"speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Productivity"
,
args
[
"productivity"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Quality"
,
args
[
"quality"
],
sa
)
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Mining speed"
,
args
[
"mining-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_unit
(
frame
,
"Mining area"
,
args
[
"mining-area"
],
"tiles"
)
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Resource drain"
,
args
[
"resource-drain"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Science pack drain"
,
args
[
"science-pack-drain"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Base productivity"
,
args
[
"base-productivity"
])
ret
[
#
ret
+
1
]
=
p
.
_row_type
(
frame
,
"Fuel value"
,
args
[
"fuel-value"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Vehicle acceleration"
,
args
[
"vehicle-acceleration"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Vehicle top speed"
,
args
[
"vehicle-top-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_unit
(
frame
,
"Supply area"
,
args
[
"supply-area"
],
"tiles"
)
ret
[
#
ret
+
1
]
=
p
.
_row_unit
(
frame
,
"Wire reach"
,
args
[
"wire-reach"
],
"tiles"
)
ret
[
#
ret
+
1
]
=
p
.
_row_unit
(
frame
,
"Construction area"
,
args
[
"construction-area"
],
"tiles"
)
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Pollution"
,
args
[
"pollution"
])
ret
[
#
ret
+
1
]
=
p
.
_row_item
(
frame
,
"Buildable only on"
,
args
[
"buildable-on"
],
sa
)
ret
[
#
ret
+
1
]
=
p
.
_row_item
(
frame
,
"Crafted only on"
,
args
[
"crafted-on"
],
sa
)
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Spoil time"
,
args
[
"spoil-time"
],
sa
)
ret
[
#
ret
+
1
]
=
p
.
_row_item
(
frame
,
"Spoil result"
,
args
[
"spoil-result"
],
sa
)
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Weight"
,
args
[
"vehicle-weight"
])
ret
[
#
ret
+
1
]
=
p
.
_row_unit
(
frame
,
"Module slots"
,
args
[
"modules"
],
"slots"
)
if
not
util
.
_empty_arg
(
args
[
"prototype-type"
])
then
local
prototype_type
=
frame
:
expandTemplate
{
title
=
'Prototype page'
,
args
=
{
args
[
"prototype-type"
]}}
ret
[
#
ret
+
1
]
=
p
.
_row
(
frame
,
{
"Prototype type"
,
args
[
"prototype-type"
],
prototype_type
})
end
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Internal name"
,
args
[
"internal-name"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow_item
(
frame
,
"Accepted equipment"
,
args
[
"equipment"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow_tech
(
frame
,
"Required technologies"
,
args
[
"required-technologies"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow_tech
(
frame
,
"Allows"
,
args
[
"allows"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow_item
(
frame
,
"Effects"
,
args
[
"effects"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow_tech
(
frame
,
"Boosting technologies"
,
args
[
"boosting-technologies"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow_item
(
frame
,
"Produced by"
,
args
[
"producers"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow_item
(
frame
,
"Consumed by"
,
args
[
"consumers"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow_item
(
frame
,
"Valid fuel"
,
args
[
"valid-fuel"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow_item
(
frame
,
"Used as fuel by"
,
args
[
"used-as-fuel-by"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow_item
(
frame
,
"Recycling results"
,
args
[
"recycling-results"
],
sa
)
ret
[
#
ret
+
1
]
=
p
.
_extra
(
frame
,
args
[
"extra2"
])
return
table.concat
(
ret
)
end
function
p
.
space_age_tab
(
frame
)
-- space-age prefix for some args. Used for space age mod tab
local
args
=
frame
:
getParent
().
args
local
ret
=
{}
local
sa
=
frame
:
expandTemplate
{
title
=
"Space age"
}
..
" "
local
recipe
=
util
.
_arg_or
(
args
[
"space-age-recipe"
],
args
[
"recipe"
])
if
not
util
.
_empty_arg
(
recipe
)
then
ret
[
#
ret
+
1
]
=
p
.
_vrow
(
frame
,
{
"Recipe"
,
recipe
,
parsing
.
_crafting
(
frame
,
recipe
)})
local
vanilla_total_raw
=
util
.
_arg_or
(
args
[
"total-raw"
],
args
[
"recipe"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow
(
frame
,
{
"Total raw"
,
recipe
,
parsing
.
_crafting_raw
(
frame
,
util
.
_arg_or
(
args
[
"space-age-total-raw"
],
util
.
_arg_or
(
args
[
"space-age-recipe"
],
vanilla_total_raw
)))})
end
local
cost_arg
=
util
.
_arg_or
(
args
[
"space-age-cost"
],
args
[
"cost"
])
local
tech_trigger_arg
=
util
.
_arg_or
(
args
[
"space-age-technology-trigger"
],
args
[
"technology-trigger"
])
if
not
util
.
_empty_arg
(
cost_arg
)
and
cost_arg
~=
"none"
then
local
cost_multiplier_arg
=
util
.
_arg_or
(
args
[
"space-age-cost-multiplier"
],
args
[
"cost-multiplier"
])
local
cost
=
parsing
.
_item
(
frame
,
cost_arg
)
..
((
not
util
.
_empty_arg
(
cost_multiplier_arg
))
and
"✖ <big>"
..
cost_multiplier_arg
..
"</big>"
or
""
)
ret
[
#
ret
+
1
]
=
p
.
_vrow
(
frame
,
{
"Cost"
,
cost_arg
,
cost
})
end
if
not
util
.
_empty_arg
(
tech_trigger_arg
)
and
tech_trigger_arg
~=
"none"
then
ret
[
#
ret
+
1
]
=
p
.
_vrow
(
frame
,
{
"Researched by"
,
tech_trigger_arg
,
parsing
.
_technology_trigger
(
frame
,
tech_trigger_arg
)})
end
ret
[
#
ret
+
1
]
=
p
.
_extra
(
frame
,
util
.
_arg_or
(
args
[
"space-age-extra1"
],
args
[
"extra1"
]))
if
not
util
.
_empty_arg
(
args
[
"map-color"
])
then
local
color
=
frame
:
expandTemplate
{
title
=
'Color'
,
args
=
{
args
[
"map-color"
]}}
ret
[
#
ret
+
1
]
=
p
.
_row
(
frame
,
{
"Map color"
,
args
[
"map-color"
],
color
})
end
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Map icon"
,
args
[
"map-icon"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Added in"
,
args
[
"added-in"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Walking speed"
,
args
[
"walking-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Storage size"
,
util
.
_arg_or
(
args
[
"space-age-storage-size"
],
args
[
"storage-size"
]))
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Fluid storage volume"
,
args
[
"fluid-storage-volume"
])
if
not
util
.
_empty_arg
(
args
[
"expected-resources"
])
then
local
label
=
p
.
_translate
(
frame
,
"Expected resources"
)
ret
[
#
ret
+
1
]
=
string.format
(
[[<tr class="border-top">
<td>
%s
</td>
<td style="width: 70%%;">
%s
</td>
</tr>]]
,
label
,
args
[
"expected-resources"
])
end
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Health"
,
args
[
"health"
])
ret
[
#
ret
+
1
]
=
p
.
_row_unit
(
frame
,
"Restores"
,
args
[
"restores"
],
"health"
)
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Resistances"
,
args
[
"resistance"
])
ret
[
#
ret
+
1
]
=
p
.
_row_unit
(
frame
,
"Lifespan"
,
args
[
"lifespan"
],
"seconds"
)
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Inventory size bonus"
,
args
[
"inventory-size-bonus"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Equipment grid size"
,
args
[
"grid-size"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Stack size"
,
util
.
_arg_or
(
args
[
"space-age-stack-size"
],
args
[
"stack-size"
]))
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Rocket capacity"
,
args
[
"rocket-capacity"
],
sa
)
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Range"
,
args
[
"range"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Shooting speed"
,
args
[
"shooting-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Damage"
,
args
[
"damage"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Damage bonus"
,
args
[
"damage-bonus"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Cluster size"
,
args
[
"cluster-size"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Area of effect size"
,
args
[
"area-of-effect-size"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Durability"
,
args
[
"durability"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Science capacity"
,
args
[
"science-capacity"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Magazine size"
,
args
[
"magazine-size"
])
ret
[
#
ret
+
1
]
=
p
.
_row_item
(
frame
,
"Ammunition"
,
args
[
"ammunition"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow_item
(
frame
,
"Used as ammunition by"
,
args
[
"used-as-ammo-by"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Radar coverage distance"
,
args
[
"radar-coverage-distance"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Efficiency"
,
args
[
"efficiency"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Dimensions"
,
args
[
"dimensions"
])
ret
[
#
ret
+
1
]
=
p
.
_row_type
(
frame
,
"Energy consumption"
,
args
[
"energy"
])
ret
[
#
ret
+
1
]
=
p
.
_row_type
(
frame
,
"Drain"
,
args
[
"drain"
])
ret
[
#
ret
+
1
]
=
p
.
_row_type
(
frame
,
"Robot recharge rate"
,
args
[
"robot-recharge-rate"
])
ret
[
#
ret
+
1
]
=
p
.
_row_type
(
frame
,
"Internal buffer recharge rate"
,
args
[
"internal-buffer-recharge-rate"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow_item
(
frame
,
"Placed in"
,
args
[
"equipped-in"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Robot limit"
,
args
[
"robot-limit"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Repair speed"
,
args
[
"repair-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Charging stations"
,
args
[
"charging-stations"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Rotation speed"
,
args
[
"rotation-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Belt speed"
,
args
[
"belt-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Collection area"
,
args
[
"asteroid-collection-area"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Collection arm speed"
,
args
[
"asteroid-collection-arm-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Collection arm count"
,
args
[
"asteroid-collection-arm-count"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Movement bonus"
,
args
[
"movement-bonus"
])
ret
[
#
ret
+
1
]
=
p
.
_row_type
(
frame
,
"Energy capacity"
,
args
[
"energy-capacity"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Power input"
,
args
[
"power-input"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Power output"
,
args
[
"power-output"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Heat output"
,
args
[
"heat-output"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Maximum temperature"
,
args
[
"maximum-temperature"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Fluid consumption"
,
args
[
"fluid-consumption"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Shield hitpoints"
,
args
[
"shield"
])
ret
[
#
ret
+
1
]
=
p
.
_row_type
(
frame
,
"Energy per hitpoint"
,
args
[
"energy-per-hitpoint"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Maximum recharge speed"
,
args
[
"maximum-recharge-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Research speed"
,
args
[
"research-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Crafting speed"
,
args
[
"crafting-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Pumping speed"
,
args
[
"pumping-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Mining time"
,
args
[
"mining-time"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Speed"
,
args
[
"speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Productivity"
,
args
[
"productivity"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Quality"
,
args
[
"quality"
],
sa
)
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Mining speed"
,
args
[
"mining-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_unit
(
frame
,
"Mining area"
,
args
[
"mining-area"
],
"tiles"
)
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Resource drain"
,
args
[
"resource-drain"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Science pack drain"
,
args
[
"science-pack-drain"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Base productivity"
,
args
[
"base-productivity"
])
ret
[
#
ret
+
1
]
=
p
.
_row_type
(
frame
,
"Fuel value"
,
args
[
"fuel-value"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Vehicle acceleration"
,
args
[
"vehicle-acceleration"
])
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Vehicle top speed"
,
args
[
"vehicle-top-speed"
])
ret
[
#
ret
+
1
]
=
p
.
_row_unit
(
frame
,
"Supply area"
,
args
[
"supply-area"
],
"tiles"
)
ret
[
#
ret
+
1
]
=
p
.
_row_unit
(
frame
,
"Wire reach"
,
args
[
"wire-reach"
],
"tiles"
)
ret
[
#
ret
+
1
]
=
p
.
_row_unit
(
frame
,
"Construction area"
,
args
[
"construction-area"
],
"tiles"
)
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Pollution"
,
args
[
"pollution"
])
ret
[
#
ret
+
1
]
=
p
.
_row_item
(
frame
,
"Buildable only on"
,
args
[
"buildable-on"
],
sa
)
ret
[
#
ret
+
1
]
=
p
.
_row_item
(
frame
,
"Crafted only on"
,
args
[
"crafted-on"
],
sa
)
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Spoil time"
,
args
[
"spoil-time"
],
sa
)
ret
[
#
ret
+
1
]
=
p
.
_row_item
(
frame
,
"Spoil result"
,
args
[
"spoil-result"
],
sa
)
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Weight"
,
args
[
"vehicle-weight"
])
ret
[
#
ret
+
1
]
=
p
.
_row_unit
(
frame
,
"Module slots"
,
args
[
"modules"
],
"slots"
)
if
not
util
.
_empty_arg
(
args
[
"prototype-type"
])
then
local
prototype_type
=
frame
:
expandTemplate
{
title
=
'Prototype page'
,
args
=
{
args
[
"prototype-type"
]}}
ret
[
#
ret
+
1
]
=
p
.
_row
(
frame
,
{
"Prototype type"
,
args
[
"prototype-type"
],
prototype_type
})
end
ret
[
#
ret
+
1
]
=
p
.
_row_simple
(
frame
,
"Internal name"
,
args
[
"internal-name"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow_item
(
frame
,
"Accepted equipment"
,
args
[
"equipment"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow_tech
(
frame
,
"Required technologies"
,
util
.
_arg_or
(
args
[
"space-age-required-technologies"
],
args
[
"required-technologies"
]))
ret
[
#
ret
+
1
]
=
p
.
_vrow_tech
(
frame
,
"Allows"
,
util
.
_arg_or
(
args
[
"space-age-allows"
],
args
[
"allows"
]))
ret
[
#
ret
+
1
]
=
p
.
_vrow_item
(
frame
,
"Effects"
,
util
.
_arg_or
(
args
[
"space-age-effects"
],
args
[
"effects"
]))
ret
[
#
ret
+
1
]
=
p
.
_vrow_tech
(
frame
,
"Boosting technologies"
,
args
[
"boosting-technologies"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow_item
(
frame
,
"Produced by"
,
util
.
_arg_or
(
args
[
"space-age-producers"
],
args
[
"producers"
]))
ret
[
#
ret
+
1
]
=
p
.
_vrow_item
(
frame
,
"Consumed by"
,
util
.
_arg_or
(
args
[
"space-age-consumers"
],
args
[
"consumers"
]))
ret
[
#
ret
+
1
]
=
p
.
_vrow_item
(
frame
,
"Valid fuel"
,
args
[
"valid-fuel"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow_item
(
frame
,
"Used as fuel by"
,
args
[
"used-as-fuel-by"
])
ret
[
#
ret
+
1
]
=
p
.
_vrow_item
(
frame
,
"Recycling results"
,
args
[
"recycling-results"
],
sa
)
ret
[
#
ret
+
1
]
=
p
.
_extra
(
frame
,
args
[
"extra2"
])
return
table.concat
(
ret
)
end
function
p
.
_translate
(
frame
,
str
)
return
frame
:
expandTemplate
{
title
=
"Translation"
,
args
=
{
str
}}
end
function
p
.
_row_simple
(
frame
,
label
,
arg
,
label_prefix
)
if
util
.
_empty_arg
(
arg
)
or
arg
==
"none"
then
return
end
return
p
.
_row
(
frame
,
{
label
,
arg
},
label_prefix
)
end
function
p
.
_row_unit
(
frame
,
label
,
arg
,
unit
,
label_prefix
)
if
util
.
_empty_arg
(
arg
)
then
return
end
return
p
.
_row
(
frame
,
{
label
,
arg
,
arg
..
" "
..
p
.
_translate
(
frame
,
unit
)},
label_prefix
)
end
function
p
.
_row_type
(
frame
,
label
,
arg
,
label_prefix
)
if
util
.
_empty_arg
(
arg
)
then
return
end
return
p
.
_row
(
frame
,
{
label
,
arg
,
frame
:
expandTemplate
{
title
=
"Type"
,
args
=
{
arg
}}},
label_prefix
)
end
function
p
.
_row_item
(
frame
,
label
,
arg
,
label_prefix
)
if
util
.
_empty_arg
(
arg
)
then
return
end
return
p
.
_row
(
frame
,
{
label
,
arg
,
parsing
.
_item
(
frame
,
arg
)},
label_prefix
)
end
function
p
.
_vrow_item
(
frame
,
label
,
arg
,
label_prefix
)
if
util
.
_empty_arg
(
arg
)
or
arg
==
"none"
then
return
end
return
p
.
_vrow
(
frame
,
{
label
,
arg
,
parsing
.
_item
(
frame
,
arg
)},
label_prefix
)
end
function
p
.
_vrow_tech
(
frame
,
label
,
arg
,
label_prefix
)
if
util
.
_empty_arg
(
arg
)
or
arg
==
"none"
then
return
end
return
p
.
_vrow
(
frame
,
{
label
,
arg
,
parsing
.
_technology
(
frame
,
{
arg
,
color
=
"228B22"
})},
label_prefix
)
end
function
p
.
_row
(
frame
,
args
,
label_prefix
)
if
util
.
_empty_arg
(
args
[
2
])
then
return
end
local
label
=
p
.
_translate
(
frame
,
args
[
1
])
if
label_prefix
then
label
=
label_prefix
..
label
end
return
string.format
(
[[<tr class="border-top">
<td>
%s
</td>
<td>
%s
</td>
</tr>]]
,
label
,
args
[
3
]
or
args
[
2
])
end
function
p
.
_vrow
(
frame
,
args
,
label_prefix
)
if
util
.
_empty_arg
(
args
[
2
])
then
return
end
local
label
=
p
.
_translate
(
frame
,
args
[
1
])
if
label_prefix
then
label
=
label_prefix
..
label
end
return
string.format
(
[[<tr class="border-top">
<td colspan=2>
%s
</td>
</tr>
<tr>
<td class="infobox-vrow-value" colspan=2>
%s
</td>
</tr>]]
,
label
,
args
[
3
]
or
args
[
2
])
end
function
p
.
_extra
(
frame
,
arg
)
if
util
.
_empty_arg
(
arg
)
then
return
end
local
label
=
p
.
_translate
(
frame
,
arg
)
return
string.format
(
[[<tr class="border-top">
<td colspan=2 class="infobox-extra">
%s
</td>
</tr>]]
,
label
)
end
return
p | wiki | https://wiki.factorio.com/Module:Infobox_-_Factorio_Wiki |
Robots | Robots - Factorio Wiki | [] | Robots - Factorio Wiki
Jump to navigation
Jump to search
| |
| ---------------------------------------------------------- |
| Multiple pages share the title or description of "Robots". |
| They are listed below. |
Robot
may refer to:
Construction robot
Logistic robot | wiki | https://wiki.factorio.com/Robots_-_Factorio_Wiki |
Active_provider_chest | Active provider chest - Factorio Wiki | [] | Active provider chest - Factorio Wiki
Jump to navigation
Jump to search
| | Active provider chest | Edit |
| | --------------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+1+3+1→1 | 0.5+1+3+1→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 14.25+9.5+5+2+8 | 14.25+9.5+5+2+8 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Storage size | 48627691120 | | | | 48 | | 62 | | 76 | | 91 | | 120 |
| | | | 48 | | | | | | | | | | |
| | 62 | | 76 | | | | | | | | | | |
| | 91 | | 120 | | | | | | | | | | |
| Health | 350455560665875 | | | | 350 | | 455 | | 560 | | 665 | | 875 |
| | | | 350 | | | | | | | | | | |
| | 455 | | 560 | | | | | | | | | | |
| | 665 | | 875 | | | | | | | | | | |
| Resistances | Fire: 0/90%Impact: 0/60% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 (1 stack) | | | | | | | | | | | | |
| Dimensions | 1×1 | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | logistic-container | | | | | | | | | | | | |
| Internal name | active-provider-chest | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
active provider chest
is a large advanced storage item that is part of the
logistic network
.
Logistic robots
will pick up items from this chest to move them to
requester chests
,
buffer chests
, the
player
, or
storage chests
. Logistic robots will actively attempt to move all items within an active provider chest to
storage chests
when there are no other tasks available.
Active provider chests have the highest priority as pick-up points for logistic robots when fulfilling requests.
The main use-case for active provider chests is to be the output for a production building or process that cannot afford to back up due to outputs not being consumed fast enough. One clear example is with
nuclear reactors
. A reactor will not start a new cycle if its output is not cleared of
Used up uranium fuel cells
. By putting them in an active provider chest, logistics robots will frequently remove such cells, ensuring that the chest will only fill up if there is insufficient logistics storage for such fuel cells.
Active provider chests are designed to be emptied. If the player does not want the contained items to be moved until they are specifically requested, then the
passive provider chest
or
buffer chest
can be used instead.
History
0.17.0
:
New, animated graphics.
0.15.28
:
Warning icon for logistic chests that are not in a reach of roboport.
0.13.0
:
All types of chests can be connected to the circuit network.
0.10.1
:
Changed the priority of resupplying source of logistic robots. Provider has biggest priority, then storage and the last one is passive provider.
0.8.1
:
Keep the inventory limit of chests when fast rebuilding.
0.8.0
:
Chests inventory size can be limited.
0.7.3
:
Logistic robots delivery is evenly distributed between provider/requester chests.
0.2.0
:
Introduced
Achievements
| | Logistic network embargoFinish research withspace science packfor the base game or anyplanetary science packforSpace Agewithout building anyactive provider,buffer, orrequester chests. |
| | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
See also
Circuit network
Logistic network
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Active_provider_chest_-_Factorio_Wiki |
Factorio_Wiki_rules | Factorio:Wiki rules - Factorio Wiki | [] | Factorio:Wiki rules - Factorio Wiki
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Below are the community guidelines for the Official Factorio Wiki. Infringing upon any of these rules will result in either a warning or a temporary/permanent ban, depending on the circumstances. These rules are not final, and are subject to change. Additionally, all admins hold the right to enforce as they see fit, even if the rule they enforce is not specifically enumerated here.
We at the Official Factorio Wiki thank you for your cooperation, and we hope that you see these rules as fair and acceptable. Of course, you may message an admin at any time to discuss the rules or ask for clarification.
Our rules are fairly standard to what you'd find on other wikis.
Contents
1
Discipline
2
Conduct
3
Editing
4
Page creation
4.1
Templates and redirects
5
Requesting admin work, Misc
6
See also
Discipline
Before getting into the list of rules, the process that the Wiki administration team takes will be explained here. We follow a very simple system, which progresses from a polite unofficial warning to a permanent ban, depending on the severity and times that the event has occurred. Their violation will also be undone. There are a few 'shortcut' rules that if broken will skip stages, however.
An unofficial warning - The user will be sent a kind message pointing out that they did something incorrect, and that's it. The violation will be fixed by an admin.
An official warning - The user will be sent a kind message stating that they have been officially warned to cease what they're doing. It will use the phrase "This is an official warning."
A temporary ban - The user will be temporarily banned from the Wiki, for a variable amount of time, depending on the case. They will also be sent a message.
A permanent ban - The user will be given a permanent ban, and a message.
If the user goes some time between violations, the stages will undo back to 2. However, certain violations result in an immediate ban, such as vandalism, spamming external site links, attempting to mess with the mediawiki installation, etc. These are further detailed below.
Conduct
Be respectful to all editors, and readers.
All forms of hate are not tolerated
, and will result in an official warning directly.
All forms of vandalism and spam are not tolerated
, and violators will be banned without question.
Wiki talk pages are for discussion of their respective page
only
. Please keep all discussion of in-game mechanics to the forums or subreddit, the links to which are in the sidebar. An article's talk page is intended for discussion or questions regarding the article's content. It is not a forum for casual discussion. Game suggestions, personal stories, shout-outs, etc. will be removed.
Similarly, self/other promotional content is forbidden unless it is for
specific examples and educational purposes
. Edits made that simply show off or enumerate user creations will be removed.
Always remain civil during discussions.
Registered users are expected to use a single account for all editing under most circumstances. The use of more than one account by a single individual is known as "sockpuppeting", and is a very high offense. A second account can be used in certain rare circumstances by longtime established, trusted users. Some valid reasons to use a second account may include those below. In those cases,
it must be made absolutely clear that the accounts are operated by the same individual.
Technical testing
Bot (automated) accounts
Administrators who want to use non-admin accounts in less secure editing situations.
Editing
Do not edit-war. If a user overwrites your change and you disagree, do not edit the page back and forth, discuss it on the talk page of the page in question. In instances of edit warring, the oldest version is preferred until a decision is reached. Moving a page back and forth and un-deleting a page without permission is also considered edit warring.
This ties into the above rule, but assume good faith. If a wiki editor makes a mistake due to human error, the fact that they are new to the community, or any other honest reason, fellow wiki community members must assume good faith. Rather than insulting, berating, or lashing out at the editor, community members should approach situations like these with a helpful and understanding attitude. This is why unofficial warnings are given first.
Refrain from using profanity unless it is used within a direct quotation. Preferably, censor the curse with stars.
Refrain from editing other users' user pages, unless it is to remove broken links.
While the Wiki can be easily reverted in the event of a mistake, please try to avoid creating work for others.
Mod related documentation is not to be hosted on this wiki. The Official Factorio Wiki is meant for documentation of the base game only. Instead, users looking for documentation or developers looking to provide documentation should do so on their mod's entry in the mod portal, or bundle the documentation with the source code of the mod.
This wiki does not document nor enumerate mods.
Tying into the above rule, the Wiki also does not enumerate user creations. User creations should only be placed on the Wiki for demonstration and educational purposes only, simply enumerating or showing off designs will be removed as there exist better portals for this.
Pages with high amounts of transclusions/importance will be protected, to both protect against vandalism, and to protect the servers from load caused by edits to these pages. Contact an admin if you want a change one of these pages or feel like it should not be protected.
Page creation
Work in progress pages of new content must be created in the author's userspace.
Any other language has no right to obtain a page name which collides with English. There exist a few words that are the same in multiple languages (The word 'So' means the same in English and in German, for example), these words cannot be used for page names to avoid collisions.
No other language has the right to use a page name which means the same or something different in another language. This is also to prevent confusion.
Language pages when translated should use the English name with the language code appended to the end of the name. For example, "Transport belt" when translated to German should be named "Transport belt/de". Please note that any languages that are not listed
here
are not reachable when translated (won't show up as a language the page is in). Please ask an admin to add support for a new language you wish to translate to. The wiki tries to use the same language codes as the game, with a few legacy exceptions.
See also:
Translation guide
Page names should only be capitalized at the first word, with some exceptions. Essentially, Petroleum gas, and not Petroleum Gas. This is both for readability and for the internal code of the wiki to work correctly. Failing to do this will result in the page's name being fixed.
Translation of WIP pages or pages in someone's userspace is highly discouraged. While it won't be stopped, it is very likely to result in a waste of effort, since the page may never reach the public eye, or be finished.
Pages may only be created in the user's userspace if they are meant to end up on the general wiki or otherwise relevant to the wiki (sandboxes, etcetera). If the page is not related to the wiki, it has to be related to Factorio, and may not be linked from outside sources, including the general wiki. Uploading files for a non-wiki-related page is not permitted.
Templates and redirects
Redirects may only be created in the following circumstances:
The redirect is being used to fix several similar red links, and it would be too much effort to correct them in other ways.
The redirect is being used to 'autocorrect' a common mistake, such as not prefixing a tutorial with
Tutorial:
. This does not include spelling mistakes!
The redirect is being used to fix an incorrect external link that occurs on many sites.
If the incorrect link only occurs on one site, have the owner of that site fix it.
The redirect is to a file, to fix several file based red links or broken icons.
The redirect is created automatically by a page move.
Redirects may
NOT
be created under the following circumstances:
To redirect on a common community slang (e.g Underneathies -> Underground belts). People are smart enough to search for the actual in-game name.
To solve a small amount of red links. Where possible, fix the red links directly.
To fix small issues such as incorrect capitalization, etc. There is a search feature on the Wiki.
Redirects may
not
be created unless there is actually a lot of links going to them. Redirects created with the idea of "This might be useful someday" are noise and provide nothing. Again, there is a search function. There are rare exceptions to this rule, stated above.
Redirects may not exist within user spaces, except when a page was moved and the redirect was created by that page move. Any other redirects created or placed into a user's userspace will be deleted.
Templates may be created in the following circumstances:
The creating user has permission from an admin to create the template and use it on pages. Often, we may have an easier method of solving the problem the editor is attempting to fix with a template, but is unaware we have it. Ask us, we don't bite.
It is acceptable to create a template inside of your userspace, for use with testing another WIP page. However, you may
NOT
use this template anywhere but within your userspace.
Upon approval, you may create the template, or move it out of your userspace, but not before.
Why we discourage the use of templates:
Templates are a powerful feature, so much so that users often attempt to fix problems with them. However, to put it to an analogy, using a template to fix a small problem is like using a backhoe to weed your garden. Most of the time, it is overkill and provides no clarity or convenience that could not be provided via other means.
Templates are inefficient, and require many resources from the server to resolve them when a lot of them are put onto a page. This can put load onto Wube's servers, which we try to avoid.
Templates make it harder to understand pages. Since they can create text arbitrarily, it can be difficult to determine which of the many templates on a page is creating text that shows up on save. It is better to have less templates, so it is easier for editors to understand the construction of a page.
Requesting admin work, Misc
There exists a few templates for this purpose, mainly {{Delete}}, {{Move}}, and {{Merge}}. These may be placed on pages to request action be taken by moderators or by editors. However, do note that the request may be denied.
Files that are unused are always up for deletion, so ensure that any images uploaded are immediately used somewhere on the Wiki.
See also
The Wiki's style guide
The editor noticeboard | wiki | https://wiki.factorio.com/Factorio:Wiki_rules_-_Factorio_Wiki |
Medium_electric_pole | Medium electric pole - Factorio Wiki | [] | Medium electric pole - Factorio Wiki
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| | Medium electric pole | Edit |
| | -------------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | -------------------------- | | ----- | | --- | | --- | | ----- | | ----- | | ----- |
| 0.5+2+4+2→1 | 0.5+2+4+2→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 2+1+2+2 | 2+1+2+2 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 100130160190250 | | | | 100 | | 130 | | 160 | | 190 | | 250 |
| | | | 100 | | | | | | | | | | |
| | 130 | | 160 | | | | | | | | | | |
| | 190 | | 250 | | | | | | | | | | |
| Resistances | Fire: 0/100% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 (1 stack) | | | | | | | | | | | | |
| Dimensions | 1×1 | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Supply area | 7×79×911×1113×1317×17tiles | | | | 7×7 | | 9×9 | | 11×11 | | 13×13 | | 17×17 |
| | | | 7×7 | | | | | | | | | | |
| | 9×9 | | 11×11 | | | | | | | | | | |
| | 13×13 | | 17×17 | | | | | | | | | | |
| Wire reach | 911131519tiles | | | | 9 | | 11 | | 13 | | 15 | | 19 |
| | | | 9 | | | | | | | | | | |
| | 11 | | 13 | | | | | | | | | | |
| | 15 | | 19 | | | | | | | | | | |
| Prototype type | electric-pole | | | | | | | | | | | | |
| Internal name | medium-electric-pole | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| 1 | 1 | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | -------------------------- | | ----- | | --- | | --- | | ----- | | ----- | | ----- |
| 0.5+2+4+2→1 | 0.5+2+4+2→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 2+1+2+2 | 2+1+2+2 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 100130160190250 | | | | 100 | | 130 | | 160 | | 190 | | 250 |
| | | | 100 | | | | | | | | | | |
| | 130 | | 160 | | | | | | | | | | |
| | 190 | | 250 | | | | | | | | | | |
| Resistances | Fire: 0/100% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 (1 stack) | | | | | | | | | | | | |
| Dimensions | 1×1 | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Supply area | 7×79×911×1113×1317×17tiles | | | | 7×7 | | 9×9 | | 11×11 | | 13×13 | | 17×17 |
| | | | 7×7 | | | | | | | | | | |
| | 9×9 | | 11×11 | | | | | | | | | | |
| | 13×13 | | 17×17 | | | | | | | | | | |
| Wire reach | 911131519tiles | | | | 9 | | 11 | | 13 | | 15 | | 19 |
| | | | 9 | | | | | | | | | | |
| | 11 | | 13 | | | | | | | | | | |
| | 15 | | 19 | | | | | | | | | | |
| Prototype type | electric-pole | | | | | | | | | | | | |
| Internal name | medium-electric-pole | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| 1 | 1 | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
medium electric pole
is an improved
electric pole
that is superior to the
small electric pole
in all regards, requiring slightly more expensive resources to produce. Although it lacks benefits of more advanced, specialized variants, it is a consummate all-rounder with decent reach, supply area and size. It can also carry signals for the
circuit network
.
History
2.0.7
:
Recipe now uses copper cables instead of copper plates.
Electric poles are no longer limited to 5 copper connections to other electric poles.
0.17.0
:
Medium and Big power pole recipes now use iron sticks.
0.16.0
:
Electric poles can be opened from the zoomed-to-world view.
0.9.0
:
Visualizations of Area of effect when hovering on pole.
Further optimization on building while holding mouse down.
0.7.0
:
Poles now auto-connect to all poles in reach with no common neighbor.
Building electric poles with shift pressed builds it without any connections.
0.6.3
:
Max wire distance between poles is limited to the smallest pole's when manually connecting.
0.5.0
:
Shows what is connected to the electric pole when selected.
Added electric network statistics
0.4.0
:
Introduced
See also
Electric system
Small electric pole
Big electric pole
Substation
Gallery
Range of medium electric pole
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Medium_electric_pole_-_Factorio_Wiki |
Template_Game_image | Template:Game image - Factorio Wiki | [] | Template:Game image - Factorio Wiki
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This image comes directly from the Factorio game files, and is subject to the
copyright policies of the game
. | wiki | https://wiki.factorio.com/Template:Game_image_-_Factorio_Wiki |
Version_history_0.4.0 | Version history/0.4.0 - Factorio Wiki | [] | Version history/0.4.0 - Factorio Wiki
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0.4.1
Features
Smooth (precise) rolling stock placement.
Rotating while building affects the direction of the rolling stock.
Rolling stocks can be disconnected from both sides.
Bugfixes
Fixed the pump buildability.
Rail signals connect to more than one rail when connected to junction.
Fixed memory leaks related to train path searching.
Fix of building station desynchronising the replay.
Don't show the contents of the cursor when map is stopped.
Fixed bug in connecting rolling stocks across crossroads.
Fixed crash when removing rails in rail crossings.
Fixed crash when not selecting research while the inserter had already his science pack on the way to the lab.
Stop train when riding manually and switching to automatic mode.
Fixed bug of crash (and other problems) when riding rolling stock after it was rotated.
Fixed a bug of crash after removing train stop on circular rail.
Cannot rotate train stop and rail signal after built.
Fix of crash when splitter with connected transport belts was rotated.
Fixed bug in setting up the train while reversing
Changes
Shorter flying text duration (2.5s instead of 3s)
Graphics
Added accumulator charging animation.
Draw ending/starting pieces of underground belt and splitter.
New transport belt to ground sprites.
Scripting
Added entity.vehicle property.
0.4.0
Features
Automated train transportation. Trains can be given schedule to go to Train Stops (named after backers).
Added simple rail signals functionality.
Added rail cargo wagon.
Locomotive uses fuel.
All the desynchronisation problems in the game replaying should be solved.
Added small replay options control panel.
Added small flying text notifications (used to notify mining, quick transfer and contents of mined entity).
Added medium electric pole.
Added big electric pole.
Added substation.
Added basic accumulator.
Player slides around corners.
Changes
Filter inserter doesn't pick items without any filter set, smart inserter still takes everything without filter set.
Wider crafting/item selection screen (10 slots instead of 8, temporary solution until crafting tabs are made)
Smaller inserter bounding box, so it is easier to run through the factory.
Car shows fuel icon when out of fuel
Locomotive and Car are minable
Easier riding in locomotive and car (accelerate vs. brake vs. reverse)
Bugfixes
Fixed resources not colliding with water.
Fixed the calculation of loot count.
Fixed not working clear filter action.
Fixed drawing position of one of the trees.
Fixed mouse click originated in GUI that closes affecting the game. (Clicking on resume started mining etc)
Fixed crash after confirming notice box of error in script on level/campaign start.
Show error in the player console when autosave can't be made and continue, instead of closing the game.
Fixed over extension in the recipe window.
Fixed one rail connection bug.
Fixed some train connecting bugs.
Graphics
Picture for single piece of wall.
GUI
More visible (white) caret in the console.
Modding
Mods can specify dependencies.
Mods can contain Lua migrations.
Default values for loot (probability 1, min = 1, max = 1)
Scripting
Better error handling on many places (so the game will write the cause of the error instead of crashing, or writing error -1)
Changed the GUI interface to minimalise mod conflicts. GUI object contains now 3 accessible sub object (top, left, center). These are always flows and can't be removed, when more than one mod (and/or script)adds something there it all stacks.
Added frame, label, table and progressbar to creatable GUI.
Added basic font settings for GUI elements (bold/not bold + color)
Added way to change caption of existing GUI elements
GUI name doesn't need to be unique globally, it just needs to be unique in the context of the parent element.
Allowed loading bounding box with named parameters (lefttop, rightbottom)as well as without it in format {{1, 2}, {3, 4}}
Added direction property to LuaEntity.
Added hasflag method.
Removed game.getrandomnumber, use math.random instead, it will use the internal game random number generator.
Added way to read/write amount in resource.
Fixed bug of units killed by die command not creating corpse+sound.
onchunkgenerated event added (contains area with bounding box of the chunk).
Fixed bugs with remote interfaces
Exposed enemy distraction in freeplay attack data
| Versions | Versions |
| --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 0.1-0.6 | 0.1.00.1.10.1.20.2.00.2.10.2.20.2.30.2.40.2.50.2.60.2.70.2.80.2.90.2.100.3.00.3.10.3.20.4.00.4.10.5.00.5.10.5.20.5.30.6.00.6.10.6.20.6.30.6.4 |
| 0.7-0.11 | 0.7.00.7.10.7.20.7.30.7.40.7.50.8.00.8.10.8.20.8.30.8.40.8.50.8.60.8.70.8.80.9.00.9.10.9.20.9.30.9.40.9.50.9.60.9.70.9.80.10.00.10.10.10.20.10.30.10.40.10.50.10.60.10.70.10.80.10.90.10.100.10.110.10.120.11.00.11.10.11.20.11.30.11.40.11.50.11.60.11.70.11.80.11.90.11.100.11.110.11.120.11.130.11.140.11.150.11.160.11.170.11.180.11.190.11.200.11.210.11.22 |
| 0.12 | 0.12.00.12.10.12.20.12.30.12.40.12.50.12.60.12.70.12.80.12.90.12.100.12.110.12.120.12.130.12.140.12.150.12.160.12.170.12.180.12.190.12.200.12.210.12.220.12.230.12.240.12.250.12.260.12.270.12.280.12.290.12.300.12.310.12.320.12.330.12.340.12.35 |
| 0.13-0.14 | 0.13.00.13.10.13.20.13.30.13.40.13.50.13.60.13.70.13.80.13.90.13.100.13.110.13.120.13.130.13.140.13.150.13.160.13.170.13.180.13.190.13.200.14.00.14.10.14.20.14.30.14.40.14.50.14.60.14.70.14.80.14.90.14.100.14.110.14.120.14.130.14.140.14.150.14.160.14.170.14.180.14.190.14.200.14.210.14.220.14.23 |
| 0.15 | 0.15.00.15.10.15.20.15.30.15.40.15.50.15.60.15.70.15.80.15.90.15.100.15.110.15.120.15.130.15.140.15.150.15.160.15.170.15.180.15.190.15.200.15.210.15.220.15.230.15.240.15.250.15.260.15.270.15.280.15.290.15.300.15.310.15.320.15.330.15.340.15.350.15.360.15.370.15.380.15.390.15.40 |
| 0.16 | 0.16.00.16.10.16.20.16.30.16.40.16.50.16.60.16.70.16.80.16.90.16.100.16.110.16.120.16.130.16.140.16.150.16.160.16.170.16.180.16.190.16.200.16.210.16.220.16.230.16.240.16.250.16.260.16.270.16.280.16.290.16.300.16.310.16.320.16.330.16.340.16.350.16.360.16.370.16.380.16.390.16.400.16.410.16.420.16.430.16.440.16.450.16.460.16.470.16.480.16.490.16.500.16.51 |
| 0.17 | 0.17.00.17.10.17.20.17.30.17.40.17.50.17.60.17.70.17.80.17.90.17.100.17.110.17.120.17.130.17.140.17.150.17.160.17.170.17.180.17.190.17.200.17.210.17.220.17.230.17.240.17.250.17.260.17.270.17.280.17.290.17.300.17.310.17.320.17.330.17.340.17.350.17.360.17.370.17.380.17.390.17.400.17.410.17.420.17.430.17.440.17.450.17.460.17.470.17.480.17.490.17.500.17.510.17.520.17.530.17.540.17.550.17.560.17.570.17.580.17.590.17.600.17.610.17.620.17.630.17.640.17.650.17.660.17.670.17.680.17.690.17.700.17.710.17.720.17.730.17.740.17.750.17.760.17.770.17.780.17.79 |
| 0.18-1.0 | 0.18.00.18.10.18.20.18.30.18.40.18.50.18.60.18.70.18.80.18.90.18.100.18.110.18.120.18.130.18.140.18.150.18.160.18.170.18.180.18.190.18.200.18.210.18.220.18.230.18.240.18.250.18.260.18.270.18.280.18.290.18.300.18.310.18.320.18.330.18.340.18.350.18.360.18.370.18.380.18.390.18.400.18.410.18.420.18.430.18.440.18.450.18.460.18.471.0.0 |
| 1.1 | 1.1.01.1.11.1.21.1.31.1.41.1.51.1.61.1.71.1.81.1.91.1.101.1.111.1.121.1.131.1.141.1.151.1.161.1.171.1.181.1.191.1.201.1.211.1.221.1.231.1.241.1.251.1.261.1.271.1.281.1.291.1.301.1.311.1.321.1.331.1.341.1.351.1.361.1.371.1.381.1.391.1.401.1.411.1.421.1.431.1.441.1.451.1.461.1.471.1.481.1.491.1.501.1.511.1.521.1.531.1.541.1.551.1.561.1.571.1.581.1.591.1.601.1.611.1.621.1.631.1.641.1.651.1.661.1.671.1.681.1.691.1.701.1.711.1.721.1.731.1.741.1.751.1.761.1.771.1.781.1.791.1.801.1.811.1.821.1.831.1.841.1.851.1.861.1.871.1.881.1.891.1.901.1.911.1.921.1.931.1.941.1.951.1.961.1.971.1.981.1.991.1.1001.1.1011.1.1021.1.1031.1.1041.1.1051.1.1061.1.1071.1.1081.1.1091.1.110 |
| 2.0.0 | 2.0.72.0.82.0.92.0.102.0.112.0.122.0.132.0.142.0.152.0.162.0.172.0.182.0.192.0.202.0.212.0.222.0.232.0.242.0.252.0.262.0.272.0.282.0.292.0.302.0.312.0.322.0.332.0.342.0.352.0.362.0.372.0.382.0.39 | | wiki | https://wiki.factorio.com/Version_history/0.4.0_-_Factorio_Wiki |
Fill_sulfuric_acid_barrel | Barrel - Factorio Wiki | [] | Barrel - Factorio Wiki
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Barrels
can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once
fluid handling
is researched. The barrels themselves are reusable once the fluids are drained.
Barrels stack in groups of 10. A single
cargo wagon
can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon – 30,000 fewer units than the capacity of a
fluid wagon
.
Empty barrels have a rocket capacity
of 200. Full barrels, regardless of fluid, have a rocket capacity
of 100. As such, a single rocket can carry 5000 units of any fluid which can be barrelled.
Contents
1
Empty barrels
2
Fill barrels
3
Example of use
4
Notes
5
History
6
See also
Empty barrels
Empty barrels
can be crafted. When barrels are emptied, the (required)
assembling machine
will also return an empty barrel.
| Recipe: | 1+1→1 |
| ---------------- | -------------- |
| Req. technology: | Fluid handling |
| Process | Input | Machine | Output |
| -------------------------------- | ----- | ------- | ------ |
| Empty crude oil barrel | 10.2 | or | 1+50 |
| Empty heavy oil barrel | 10.2 | or | 1+50 |
| Empty light oil barrel | 10.2 | or | 1+50 |
| Empty lubricant barrel | 10.2 | or | 1+50 |
| Empty petroleum gas barrel | 10.2 | or | 1+50 |
| Empty sulfuric acid barrel | 10.2 | or | 1+50 |
| Empty water barrel | 10.2 | or | 1+50 |
| Empty fluoroketone (hot) barrel | 10.2 | or | 1+50 |
| Empty fluoroketone (cold) barrel | 10.2 | or | 1+50 |
Fill barrels
Filled barrels
cannot be crafted. They are filled using the respective
fluids
's
Fill barrel
process which consumes empty barrels.
| Process | Input | Machine | Output |
| ------------------------------- | ------ | ------- | ------ |
| Fill crude oil barrel | 1500.2 | or | 1 |
| Fill heavy oil barrel | 1500.2 | or | 1 |
| Fill light oil barrel | 1500.2 | or | 1 |
| Fill lubricant barrel | 1500.2 | or | 1 |
| Fill petroleum gas barrel | 1500.2 | or | 1 |
| Fill sulfuric acid barrel | 1500.2 | or | 1 |
| Fill water barrel | 1500.2 | or | 1 |
| Fill fluoroketone (hot) barrel | 1500.2 | or | 1 |
| Fill fluoroketone (cold) barrel | 1500.2 | or | 1 |
Example of use
Barrels are useful in situations where pipes are not available or a bad option, such as oil production far away from your main factory, or when transporting fluids to another planet in
Space Age
. Barrels can be transported with a
belt transport system
or
railway
, by
logistic robots
, via
car
or
tank
, or in the
player
's inventory. A simple example with
transport belts
:
Notes
Despite being labelled as an intermediate product, making empty barrels and filling or emptying barrels cannot accept
productivity modules
.
Barrel filling and emptying recipes cannot accept
quality modules
.
History
0.16.8
:
Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)
Decreased barrelling crafting time from 1 second to 0.2 seconds.
0.15.0
:
Added automatic barreling support for all fluids.
0.9.0
:
Introduced
See also
Fluid handling
Oil processing
Crude oil | wiki | https://wiki.factorio.com/Barrel_-_Factorio_Wiki |
Atomic_bomb | Atomic bomb - Factorio Wiki | [] | Atomic bomb - Factorio Wiki
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| | Atomic bomb | Edit |
| | ----------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| --------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | --------- | | --- | | --- | | --- | | --- | | ---- | | | | -------- | | -------- | | -------- | | -------- | | -------- | | | | -------- | | -------- | | -------- | | -------- | | --------- |
| 50+10+10+30→1 | 50+10+10+30→1 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| 50+10+10+30 | 50+10+10+30 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Stack size | 10 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Rocket capacity | Too heavy for a rocket! | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Range | 54 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Damage | Impact:4005206407601000(explosion)Area of effect (first wave):1000×1001000×1301000×1601000×1901000×250(explosion)Area of effect (second wave):1000×4001000×5201000×6401000×7601000×1000(explosion) | | | | 400 | | 520 | | 640 | | 760 | | 1000 | | | | 1000×100 | | 1000×130 | | 1000×160 | | 1000×190 | | 1000×250 | | | | 1000×400 | | 1000×520 | | 1000×640 | | 1000×760 | | 1000×1000 |
| | | | 400 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 520 | | 640 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 760 | | 1000 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 1000×100 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1000×130 | | 1000×160 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1000×190 | | 1000×250 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 1000×400 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1000×520 | | 1000×640 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1000×760 | | 1000×1000 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Area of effect size | 35 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Used as ammunition by | Used as ammunition by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Prototype type | ammo | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Internal name | atomic-bomb | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| --------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | --------- | | --- | | --- | | --- | | --- | | ---- | | | | -------- | | -------- | | -------- | | -------- | | -------- | | | | -------- | | -------- | | -------- | | -------- | | --------- |
| 50+10+10+100→1 | 50+10+10+100→1 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| 50+10+10+100 | 50+10+10+100 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Stack size | 10 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Rocket capacity | Too heavy for a rocket! | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Range | 54 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Damage | Impact:4005206407601000(explosion)Area of effect (first wave):1000×1001000×1301000×1601000×1901000×250(explosion)Area of effect (second wave):1000×4001000×5201000×6401000×7601000×1000(explosion) | | | | 400 | | 520 | | 640 | | 760 | | 1000 | | | | 1000×100 | | 1000×130 | | 1000×160 | | 1000×190 | | 1000×250 | | | | 1000×400 | | 1000×520 | | 1000×640 | | 1000×760 | | 1000×1000 |
| | | | 400 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 520 | | 640 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 760 | | 1000 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 1000×100 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1000×130 | | 1000×160 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1000×190 | | 1000×250 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 1000×400 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1000×520 | | 1000×640 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1000×760 | | 1000×1000 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Area of effect size | 35 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Used as ammunition by | Used as ammunition by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Prototype type | ammo | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Internal name | atomic-bomb | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
Atomic bombs
are very expensive alternative ammunition for the
rocket launcher
,
rocket turret
and the
spidertron
. They deal incredible damage over a wide area, capable of wiping out groups of
enemies
with ease. They can also kill even the most heavily-armored player, so they should be fired from a great distance.
Instead of dealing all of its damage in a single explosion, the atomic bomb creates two waves of 1000 small, high-damage explosions in an expanding ring. One wave of explosions expands to a radius of 7 with each of the 1000 explosions dealing 100 damage in a radius of 3. The second wave of explosions expands to cover a radius of 35 and each of the 1000 explosions deals 400 damage in a radius of 3. This results in high damage at the center of the atomic bomb, decreasing to lower damage at the edge of the 35 tile radius.
The impact of the atomic bomb transforms the ground into a black scorch mark in a 12 tiles radius. The scorch mark never disappears and is visible from the map. Furthermore, the atomic bomb will permanently destroy
cliffs
and decorative objects in a 9-14 tile radius around the center.
Gallery
The large epicenter of an atomic bomb explosion.
History
2.0.7
:
Ingredient rocket control unit has been replaced with Processing unit.
Increased uranium-235 cost (30 > 100)
1.0.0
:
New visual effects for the atomic bomb.
0.15.0
:
Introduced.
See also
Rocket
Explosive rocket
Enemies
Damage
Uranium processing
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment | | wiki | https://wiki.factorio.com/Atomic_bomb_-_Factorio_Wiki |
Glossary | Glossary - Factorio Wiki | [] | Glossary - Factorio Wiki
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This page acts as a general glossary of all terms used in Factorio and its community. We recommend searching the page with
CTRL
+
F
to find specific terms. The page is also organized alphabetically.
Additionally, you can click a letter below to be taken to that letter in the list, if you wish to search manually.
#
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z
#
1-1, 1-2-1, 2-4, 4-8-4 and similar
A somewhat ambiguous shorthand notation for train configurations. The first number is usually the number of
locomotives
at the head of the train, followed by the number of
cargo wagons
or
fluid wagons
, and optionally followed by the number of tail locomotives if it's a double-headed train. In general, the smaller numbers are the number of locomotives.
A
AP
Armor piercing, refers to
piercing rounds magazine
.
Ammo
Ammunition
, used for guns/rocket launchers/turrets, etc.
Angel's mods
A term referring to the mods made by user
Arch666Angel
, a popular modder who makes extremely popular difficulty/complexity mods that complement Bob's mods.
Angelbobs
A community term that means a game with both Angel's mods and Bob's mods installed.
Assembler
Another word for an
assembling machine
.
B
BP
Short for
blueprint
.
Backed-up
Refers to a machine having no output, and so the input channel fills up. Can also refer to belts being backlogged due to low consumption. This is not necessarily a bad thing.
Backpressure
What a machine, usually a belt segment or
inserter
, experiences when delivery stalls because its target is backed up.
Belt balancer
This is a belt setup that balances multiple belts to contain the same amount of resources, to maximize throughput. See
balancers
.
Belt compression
This term refers to ensuring that all items on a belt are right after each other, to ensure no space is wasted and highest throughput.
Blackout
When your factory completely loses power. This typically happens at night when relying on solar+accumulator power, enemies destroying vital electric poles, or after a prolonged brownout when using electric mining drills and/or electric inserters (instead of their burner variants).
Bob's mods
A term referring to the mods made by user
bobingabout
, a popular modder who makes extremely popular difficulty/complexity mods that complement Angel's mods.
Bots
Shorthand version for
construction robot
or
logistic robot
. Sometimes also refers to the
combat robots
created from capsules.
Bottleneck
A term that means a single point where resources are constrained, such as a slow part of a belt that slows down everything.
Braiding
The space-saving technique of alternating between two or more different underground belt types (basic, fast and express) in a straight line, one tile wide. The different types of underground belts don't interfere with each other, and inserters can interact with the belt entrance and exit entities.
Brownout
When your factory's machines are running slower than normal because it's not generating enough electricity.
Buffer
A place where a stockpile of items is stored to be available when the production stops. Typically a chest.
Bus
Short for
main bus
.
C
Capacity
Maximum amount of items/
fluids
that can exist within something.
Catchup
Period where a
player
joining a game is required to replay recent changes quickly, so they can be merged into the running game smoothly. Often happens on slow connections, or on servers with a lot going on.
Chokepoint
Artificial or natural geography that funnels attackers into a narrow, movement-constricting area, making it more difficult for them to breach fortifications. Examples: peninsulas with narrow connections to the mainland, artificial land bridges to islands, nearby lakes, corridors through thick forests. Certain
cliff
formations can also present this issue.
Coin
An item used in the Tight Spot campaign.
Compression
Like Capacity but applies to belts only.
Composter
A
chest
used to store
spoilable
items with the intention of spoiling them.
Contaminated
A
belt
with incorrect items on it (such as
coal
on an iron belt). Can also refer to
pipes
with mixed liquids.
Cracktorio
A community term referring to the addictive qualities of Factorio, jokingly comparing the game to crack cocaine.
D
Daisy chaining
Some entities allow
inserters
to insert and remove items from the same slots, including fuel in
boilers
, ammo in
gun turrets
,
science packs
in
labs
,
modules
in
beacons
, robots in
roboports
, and any items in
chests
. 'Daisy chaining' is a technique that makes use of this mechanic in order to supply some machines with consumables (i.e. fuel, ammo or science packs) without having to use belts. You simply chain multiple machines together with inserters that take the items out of the previous machine and insert them directly into the next. It's sometimes referred to as 'stealing', as in 'coal stealing' or 'ammo stealing'.
Death world
A map generation configuration that results in a large quantity of
enemies
, to increase the game's difficulty.
Double header
This is a term that refers to a train with
locomotives
on both ends, making the train capable of driving in both directions. Opposite of a single header, or standard train. A shorthand example could be: 1-2-1 (locomotive-carriage-carriage-locomotive) or 2-4-2.
Dragon's teeth
A series of alternating stone wall pillars outside the main wall fortification with the purpose of delaying the biters from reaching the wall.
Dragon's teeth
were first deployed in the Second World War to delay and channel armoured units into minefields and other defenses. Also used in the 1997 game
Total Annihilation
.
E
eSPM
Effective
science
per minute. This is the same as SPM but calculated after all the upgrades (e.g
productivity modules
,
biolabs
,
research productivity
) whereas SPM is the actual speed that you produce the packs.
Entity
Most things that can be manipulated in-game. Nearly everything in factorio is an entity. Any device, items, trees... Even the player is just an entity.
Evolution
The development and growth of the native population. Over the course of a game, biters and spitters become bigger and more powerful. See
evolution
.
F
FFF
The weekly blog that the developers make to talk about the development of Factorio. Expanded, it is Factorio Friday Facts, posted every Friday.
FPS
Visual rendering speed, "frames per second". When this is reduced beneath 60, the game may stutter visually, jitter, or otherwise appear unstable. Low FPS will not necessarily result in low UPS, but they are loosely tied together.
Factorissimo
A popular mod that allows for factories to be built within buildings added by the mod.
Fuel
Refers to any burnable item that can be used to fuel burner devices, such as
wood
,
coal
, etc.
G
GJ
Giga joule, a measurement of energy.
GW
Giga watt, a measurement of power.
Ghost
A translucent preview image that designates a position for the construction of an entity.
Ghosts
are created when you shift+click with an entity under your cursor, when you use the
ghost rail planner
, when an entity is destroyed after you've researched construction robotics, and when you place a blueprint. Construction robots automatically attempt to construct ghosts within their logistic or personal roboport network, and if unable will create an alert for missing construction materials.
Gigabase
An even larger megabase, typically has SPM counts > 10k.
I
Inventory
The ability for an entity to hold items within it. Almost all entities have inventories.
Item
Items represent the un-built version of a machine, tools, intermediate products etc. Typically, items are found on belts, in the player's inventory, and inside machines. Items can be provided to recipes to create other items.
Item explosion
A phenomenon when a lot of items are spilled on the ground in a square-like fashion. Usually due to accidentally removing
power armor
when having a full inventory.
Item request slot
A special request slot for machines with module slots that allows them to request the
modules
in the blueprint from which they were constructed. The
deconstruction planner
has a filter for canceling these requests.
K
kJ
Kilojoule, a measurement of energy.
kW
Kilowatt, a measurement of power.
Kovarex
The founding father of Factorio and where
kovarex enrichment process
gets its name from.
L
Lane
One side of a transport belt. Each belt has two lanes.
Lane balancer
This is a belt setup that balances the two lanes on a belt to be equal, to maximize throughput. See
balancer mechanics
.
Legs
Exoskeleton
Loader
An abandoned concept for a belt-based mechanism that continuously loads and unloads machines, as an alternative to inserters. Functional loader entities can still be found in the editor, and some mods give them a proper texture and make them available in regular games. Loaders are used in the official Team Production scenario.
M
MW
Mega watt, a measurement of power.
MJ
Mega joule, a measurement of energy.
Main bus
The opposite of spaghetti, this refers to placing multiple belts side by side containing one resource, and branching off of it in order to create setups. Allows for organized layout of resource transportation.
Mall
Also known as store. A location in a factory that produces many types of different items that the player needs but in relatively small amounts.
Marathon
A game mode where technologies and recipes are significantly more expensive.
Map exchange string
A long piece of text that encodes the settings used to generate a map. See
map exchange string
.
Market
A building where you can buy items using coins. It's available in the editor and used in the Tight Spot campaign.
Mats
Shorthand for materials.
Megabase
A community term referring to a significantly large base that has been built over a significant time/effort. Often, these bases are quantified in terms of science packs per minute, or "SPM". A base typically is considered a megabase when it can maintain 1k SPM.
Mod
This term refers to a script or collection of scripts that change how the game acts, adds new items/entities, etc.
Modpack
A community term referring to a collection of mods that work well together.
N
Nauvis
The planet that Factorio takes place on. Used to be an internal name, but became canonical with version 2.0.
Night steam
The strategy of relying on solar panels to generate electricity during the day and steam engines during the night.
No path
A common error that means that a train cannot find a valid route to a train stop. See
no path
.
O
Outpost
A small base created far away from a main base, usually to serve a single purpose like mining or production of a specific resource.
P
Priority splitter
A splitter design that directs as many resources as possible from a bus to an offshoot before letting excess items flow past. This is in contrast to a splitter that always distributes some percentage of items to both sides (depending on the particular arrangement of splitters).
PAX (train)
Short for passenger train or player access station, another name for the
shuttle
.
Q
QoL
Quality of life, often refers to mods that increase ease of play.
R
RORO
Abbreviation for "Roll on, roll off" in the context of train station design. It means that trains arrive at the station at one end and leave the station at the other end (driving past the train stop), as opposed to terminus stations.
RPM
Shorthand for rockets per minute.
Rainbow belt
A transport belt with many different types of items on it, rather than the easier-to-manage one or two types of items. See
sushi belt
.
Ribbon world
A world which has been set up to have limited space in one dimension (width or height), adding a new challenge. The smallest ribbon world in which you can launch a rocket is a map limited to a width or height of 9 tiles, the size of the rocket silo.
River (belt)
A design strategy where items are continuously moving without looping or
backing up
to be either processed or destroyed. Sometimes used as a strategy to handle
spoilable
items.
Roundabout
This term refers to a type of path for trains, to allow the trains to enter the circle, and exit onto the exit rail that they path to. Generally recommended against, due to throughput and self collision issues.
S
SA
Space Age
, the offical Factorio expansion.
SE
Space exploration
, a popular overhaul mod made by the modder
Earendel
. Unique for being one of the first mods to introduce different surfaces.
Scenario
A map that has been saved via the
map editor
. Special scripting can be added to make simple "events".
Seed
A number associated with each map that determines the outcome of certain pseudo-random processes, like terrain generation. All other settings being equal, different seeds result in vastly different terrain features. The seed is included in
map exchange strings
.
Shuttle
A train for personal transportation around the factory. Sometimes called a taxi.
Sideloading
This is a commonly used term that refers to running the end of a
transport belt
into the side of another, so that only the lane on the side of the belt that the other belt is on is filled. This is typically done to create a belt that carries two different resources side-by-side on the same belt.
Smart furnace
A smelting setup that can process multiple materials (e.g. iron ore, copper ore, iron plates, stone).
Spaghetti
An example of a "spaghetti" setup with intertwining belts.
A community term referring to the "spaghetti" look of many belts/entities placed in a disorganized fashion. Typically created by new players to Factorio. Generally, it will be moved away from as soon as the player realizes the logistical problems it causes. Note that not all "spaghetti" factories are necessarily inefficient.
Speedrun
A term referring to attempting to quickly finish the game as soon as possible. At the time of this writing, the singleplayer record is just under two hours.
SPM
Shorthand for science packs per minute. Measured per type, so 1k SPM will mean production of 1000 of each science pack type per minute, though military science is often excluded. Usually used to measure the size of very big bases, see
megabase
and
gigabase
.
Stacker
Also known as
parking lot
. A waiting bay for trains, allowing them to wait on different parallel tracks and not block each other until their destination becomes free. Recommended in front of large, multi-platform stations.
Supply train
A train that usually for personal use that is used to carry mostly building materials like rails, conveyor belts, inserters, assembly machines etc..
Sushi belt
The strategy of mixing many different types of items on transport belts to supply machines that need some or all of those items. It sacrifices throughput for compactness (and beauty). It looks colorful and diverse like a tray of sushi. Its perhaps most popular application is supplying labs with science packs. Sometimes called sushi bar or rainbow belt.
Sushi river
A
river belt
on which many different items are mixed, like a
sushi belt
.
T
TINS
Abbreviation of "There Is No Spoon", the name of the in-game achievement.
Terminus
A train station design where trains come in and leave from the same side, thus requiring double-headed trains, unlike RORO stations.
Throughput
A term that refers to the maximum amount of resources that can travel through something (such as a belt) in a certain amount of time. Usually quantified in items per second.
Tick
The smallest measurable amount of time in Factorio. There are 60 ticks per second (when running at 60 UPS), and 3600 ticks in a minute.
Tile
A piece of map. It is not really known how big it is, but for simplifying things we can assume that a tile is a quadratic with side of 1 meter.
Time
Game time is normally identical with real time, one second in the game is one second in reality, but it can be faster or slower. For example, when the calculations for an update takes longer than a tick, the game slows down (aka UPS). Alternatively, a mod can provide ways to let the game run faster.
Train bus
A popular alternative to the
main bus
pattern. Instead of using a belt bus to provide materials for various production cells, a large rail system allows many trains to route materials between more distant cells, sometimes called subfactories. It's a UPS-friendlier strategy for large factories such as megabases.
Trash can
A simple 'public utility' of sorts, which is an active provider that players can dump unwanted items into. Logistic robots pick them up and store them away. It's useful if you need to get rid of large quantities of items (such as
wood
or
landfill
) and your logistic trash slots are full.
Turret
Stationary defense weapon. There are four types of turrets in Factorio, the
laser turret
,
gun turret
,
flamethrower turret
and
artillery turret
. With
Space Age
comes the
railgun turret
and
tesla turret
.
Turret creep
The tactic of leap-frogging with turrets into hostile territory. It's very effective due to the strength and range of turrets. Typically done with laser turrets, blueprints and personal roboports, but can also be done by manually placing gun turrets and inserting ammo.
U
Upcycler
An assembly line designed to increase the
quality
of an intermediate or end product.
UPS
Internal clock speed, "Updates Per Second". The game tries its best to maintain the ideal 60 UPS, but it is affected by the size and complexity of the game world and your computer hardware. A lower UPS means that the simulation runs slower. At 30 UPS everything would take twice as long as under ideal conditions. This is a common concern on megabases or when playing with many mods active. It can be set to more than 60 UPS by changing the game speed via script, processing power permitting. The Transport Belt Madness and Tight Spot campaigns are examples where the game speed can be increased.
V
Vanilla
Regular version of the game with no mods.
W
Wube
The company based in the Czech Republic that develops Factorio.
Z
Zoo
A group of biter or spitter nests around which the player has built a safe containment zone, i.e. a circle of turrets. Reasons for doing this include exploiting the nests' pollution absorption and automating the destruction of items (using requester chests near the nests). | wiki | https://wiki.factorio.com/Glossary_-_Factorio_Wiki |
Rocket_fuel | Rocket fuel - Factorio Wiki | [] | Rocket fuel - Factorio Wiki
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| | Rocket fuel | Edit |
| | ----------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | -------------------------- | | ------ | | ---- | | ------ | | ---- | | ------ | | ------ |
| 15+10+10→1 | 15+10+10→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 15+10+10 | 15+10+10 | | | | | | | | | | | | |
| Stack size | 20 | | | | | | | | | | | | |
| Rocket capacity | 100 (5 stacks) | | | | | | | | | | | | |
| Fuel value | 100 MJ (burner) | | | | | | | | | | | | |
| Vehicle acceleration | 180%204%228%252%300% | | | | 180% | | 204% | | 228% | | 252% | | 300% |
| | | | 180% | | | | | | | | | | |
| | 204% | | 228% | | | | | | | | | | |
| | 252% | | 300% | | | | | | | | | | |
| Vehicle top speed | 115%119.5%124%128.5%137.5% | | | | 115% | | 119.5% | | 124% | | 128.5% | | 137.5% |
| | | | 115% | | | | | | | | | | |
| | 119.5% | | 124% | | | | | | | | | | |
| | 128.5% | | 137.5% | | | | | | | | | | |
| Prototype type | item | | | | | | | | | | | | |
| Internal name | rocket-fuel | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Used as fuel by | Used as fuel by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | -------------------------- | | ------ | | ---- | | ------ | | ---- | | ------ | | ------ |
| 15+10+10→1 | 15+10+10→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 15+10+10 | 15+10+10 | | | | | | | | | | | | |
| Stack size | 20 | | | | | | | | | | | | |
| Rocket capacity | 100 (5 stacks) | | | | | | | | | | | | |
| Fuel value | 100 MJ (burner) | | | | | | | | | | | | |
| Vehicle acceleration | 180%204%228%252%300% | | | | 180% | | 204% | | 228% | | 252% | | 300% |
| | | | 180% | | | | | | | | | | |
| | 204% | | 228% | | | | | | | | | | |
| | 252% | | 300% | | | | | | | | | | |
| Vehicle top speed | 115%119.5%124%128.5%137.5% | | | | 115% | | 119.5% | | 124% | | 128.5% | | 137.5% |
| | | | 115% | | | | | | | | | | |
| | 119.5% | | 124% | | | | | | | | | | |
| | 128.5% | | 137.5% | | | | | | | | | | |
| Prototype type | item | | | | | | | | | | | | |
| Internal name | rocket-fuel | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Used as fuel by | Used as fuel by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Used in the production of orbital rockets. It is the second-most long-lasting of all the fuel types, beat only by
Nuclear fuel
. Rocket fuel can also be used in burner devices to provide 100MJ of energy, however this is slightly less efficient than using 10
solid fuels
unless extra products are created using
productivity modules
.
Vanilla:
10 rocket fuel are required for each
rocket part
, so 1000 rocket fuel are needed for each rocket launch. Additionally 50 rocket fuel are required for each
satellite
.
Space Age:
1 rocket fuel is required for 1 rocket parts, and 50 rocket parts are needed for a rocket launch. So 50 rocket fuel are needed for each rocket launch.
Alternative recipes
Space Age
expansion exclusive feature.
| Process | Input | Output | Made in | Required technology |
| ---------------------- | ------------ | ------ | ------- | ---------------------------------- |
| Ammonia rocket fuel | 10+50+500+10 | 1 | | Planet discovery Aquilo (research) |
| Rocket fuel from jelly | 10+2+30+30 | 1 | | Bioflux processing (research) |
History
2.0.24
:
Changed rocket fuel from ammonia recipe to require the same amount of solid fuel as the main rocket fuel recipes to prevent a recycling loop.
2.0.7
:
Increased rocket fuel stack size from 10 to 20.
0.17.60
:
Rocket fuel requires light oil.
0.17.0
:
Relative fuel value of rocket fuel decreased by 10.6%.
0.15.0
:
Fuel type now affects vehicle acceleration and top speed.
0.13.0
:
Rocket fuel can now be used as fuel.
0.12.0
:
Introduced
See also
Rocket part
components:
Low density structure
Processing unit
Satellite
Solid fuel
Tutorial:Producing power from oil
Fuel
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Rocket_fuel_-_Factorio_Wiki |
User_talk_Hoeloe | User talk:Hoeloe - Factorio Wiki | [] | User talk:Hoeloe - Factorio Wiki
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Welcome to the Official Factorio Wiki!
Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it.
First and foremost, please be sure to read and understand the
rules of this Wiki
. If you have any questions or concerns with these rules, please don't hesitate to ask an Admin.
Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the
help pages
.
If you're unsure where to begin, please see the
editor noticeboard
, where information on the current objectives and projects of the Wiki may be found.
Again, welcome, we hope you contribute as much high quality information as you can. (
Gangsir
) (
talk
) -
Admin
20:42, 1 May 2017 (UTC)
Main page translation
I translated the main page latest version box (and made it translatable). If it is used on a page that has the /de prefix it will show the German translation; currently the links still go to the English pages.
Here
you can see the page in German. Just move your own main page translation to
User:Hoeloe/de
and the translation should show up automatically. If you want to change any German translation head over to
Template:Translation/de
. --
Bilka
(
talk
) -
Admin
12:46, 2 May 2017 (UTC)
Your main page translation looks very good! You can make it the offical German main page :) --
Bilka
(
talk
) -
Admin
12:57, 5 May 2017 (UTC)
Translation
Translating infoboxes works exactly as you explained it, as long as the thing left of the equal sign is exactly what you want to translate. Please don't forget to sign your message next time using the 4 ~'s --
Bilka
(
talk
) -
Admin
17:20, 2 May 2017 (UTC)
I changed the turret research link to be the full names (I never liked how the were linked). About the armor: I made the armor point itself translatable but didn't change the research behind it because it's currently an extremely weird crossover between 0.14 and 0.15 and will have to be changed in a few weeks time. That change will remove two of the researches so it should be easier to sort them in a logical way. --
Bilka
(
talk
) -
Admin
13:59, 3 May 2017 (UTC) | wiki | https://wiki.factorio.com/User_talk:Hoeloe_-_Factorio_Wiki |
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