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User_talk_Johnruby
User talk:Johnruby - Factorio Wiki
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User talk:Johnruby - Factorio Wiki Jump to navigation Jump to search
wiki
https://wiki.factorio.com/User_talk:Johnruby_-_Factorio_Wiki
Energy_shield_equipment_(research)
Energy shield equipment (research) - Factorio Wiki
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Energy shield equipment (research) - Factorio Wiki Jump to navigation Jump to search | | Energy shield equipment (research) | Edit | | | ---------------------------------- | ---- | | Cost | Cost | | --------------------- | ----------------------- | | 15111โœ–150 | 15111โœ–150 | | Prototype type | technology | | Internal name | energy-shield-equipment | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Unlocks energy shield equipment that can be inserted into modular armors. 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/Energy_shield_equipment_(research)_-_Factorio_Wiki
Advanced_carbonic_asteroid_crushing
Carbonic asteroid chunk - Factorio Wiki
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Carbonic asteroid chunk - Factorio Wiki Jump to navigation Jump to search | | Carbonic asteroid chunk | Edit | | | ----------------------- | ---- | | Stack size | 1 | | --------------- | ----------------------- | | Rocket capacity | 10 | | Prototype type | item | | Internal name | carbonic-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. Carbonic asteroid chunk is a resource gathered by asteroid collectors and processed in crushers . It is the main source for carbon , used to make thruster fuel , and sulfur . It is dropped from carbonic asteroids, which is the second 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 | | ----------------------------------- | ----------- | ----------- | ----------- | --------------------------------------- | | Carbonic asteroid crushing | 2+1 | 10+0.2 | | Space platform (research) | | Carbonic asteroid reprocessing | 2+1 | 0.4+0.2+0.2 | | Asteroid reprocessing (research) | | Advanced carbonic asteroid crushing | 5+1 | 5+2+0.05 | | Advanced asteroid processing (research) | See also Asteroids Metallic 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/Carbonic_asteroid_chunk_-_Factorio_Wiki
Fill_crude_oil_barrel
Barrel - Factorio Wiki
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Barrel - Factorio Wiki Jump to navigation Jump to search 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 โ€“ 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+1โ†’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
Lab_research_speed_(research)
Lab research speed (research) - Factorio Wiki
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Lab research speed (research) - Factorio Wiki Jump to navigation Jump to search | | Lab research speed (research) | Edit | | | ----------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 3011โœ–100 | 3011โœ–100 | | Prototype type | technology | | Internal name | research-speed-1 | | Required technologies | Required technologies | | 2 | 2 | | Allows | Allows | | 2-6 | 2-6 | Boosts the researching speed of labs . | Technology | Cost | Effects | Cumulativeeffect | | --------------------- | ----------- | ------- | ---------------- | | 1Lab research speed 1 | 3011โœ–100 | 20% | 20% | | 2Lab research speed 2 | 3011โœ–200 | 30% | 50% | | 3Lab research speed 3 | 30111โœ–250 | 40% | 90% | | 4Lab research speed 4 | 30111โœ–500 | 50% | 140% | | 5Lab research speed 5 | 301111โœ–500 | 50% | 190% | | 6Lab research speed 6 | 3011111โœ–500 | 60% | 250% | Contents 1 Quality 1.1 Labs 1.2 Biolabs 2 See also Quality The research speed boost gained from lab quality is also affected by researching research speed by the same amount as the regular speed boost. Labs | Technology | Normal Quality | Uncommon Quality | Rare Quality | Epic Quality | Legendary Qualityย ! | | --------------------- | -------------- | ---------------- | ------------ | ------------ | ------------------- | | No research | 1 | 1.3 | 1.6 | 1.9 | 2.5 | | 1Lab research speed 1 | 1+0.2 | 1.3+0.26 | 1.6+0.32 | 1.9+0.38 | 2.5+0.5 | | 2Lab research speed 2 | 1+0.5 | 1.3+0.65 | 1.6+0.8 | 1.9+0.95 | 2.5+1.25 | | 3Lab research speed 3 | 1+0.9 | 1.3+1.17 | 1.6+1.44 | 1.9+1.71 | 2.5+2.25 | | 4Lab research speed 4 | 1+1.4 | 1.3+1.82 | 1.6+2.24 | 1.9+2.66 | 2.5+3.5 | | 5Lab research speed 5 | 1+1.9 | 1.3+2.47 | 1.6+3.04 | 1.9+3.61 | 2.5+4.75 | | 6Lab research speed 6 | 1+2.5 | 1.3+3.25 | 1.6+4 | 1.9+4.75 | 2.5+6.25 | Biolabs | Technology | Normal Quality | Uncommon Quality | Rare Quality | Epic Quality | Legendary Quality | | --------------------- | -------------- | ---------------- | ------------ | ------------ | ----------------- | | No research | 2 | 2.6 | 3.2 | 3.8 | 5 | | 1Lab research speed 1 | 2+0.4 | 2.6+0.52 | 3.2+0.64 | 3.8+0.76 | 5+1 | | 2Lab research speed 2 | 2+1 | 2.6+1.3 | 3.2+1.6 | 3.8+1.9 | 5+2.5 | | 3Lab research speed 3 | 2+1.8 | 2.6+2.34 | 3.2+2.88 | 3.8+3.42 | 5+4.5 | | 4Lab research speed 4 | 2+2.8 | 2.6+3.64 | 3.2+4.48 | 3.8+5.32 | 5+7 | | 5Lab research speed 5 | 2+3.8 | 2.6+4.94 | 3.2+6.08 | 3.8+7.22 | 5+9.5 | | 6Lab research speed 6 | 2+5 | 2.6+6.5 | 3.2+8 | 3.8+9.5 | 5+12.5 | 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/Lab_research_speed_(research)_-_Factorio_Wiki
Transport
Transport - Factorio Wiki
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Transport - Factorio Wiki Jump to navigation Jump to search | | | ------------------------------------------------------------- | | Multiple pages share the title or description of "Transport". | | They are listed below. | Transport is the movement of items over a certain distance in a certain Time . Derived units : throughput: items per time. capacity: items per transport. Transport may refer to: Belt transport system Car Tank Spidertron Railway Robots
wiki
https://wiki.factorio.com/Transport_-_Factorio_Wiki
Data.raw
data.raw - Factorio Wiki
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data.raw - Factorio Wiki Jump to navigation Jump to search This is a complete listing of all the vanilla prototype's internal names under their prototype types. Further documentation on the types and how they inherit properties can be found in the Prototype documentation . For a full serialization of Factorio's data.raw with the Space Age mod active as of 2.0.10, click here . Warning, the above link contains 20 MB of text and may lag your browser. It is not possible to add a NEW type to Factorio, without asking the developers to do it, as these are handled in the closed-source C++ code backbone. Examples of usage For finding the internal name of an item/entity, locate it on the wiki and then press the small arrow in its infobox to see the internal name. The infobox will also list the prototype type. With these two things you can access anything from data.raw: local what_you_want_to_access = data.raw["prototype-type"]["internal-name"] . --make raw fish stack higher data . raw [ "capsule" ][ "raw-fish" ]. stack_size = 200 -- disable small electric pole recipe data . raw [ "recipe" ][ "small-electric-pole" ]. enabled = false Contents 1 data.raw - Structure 1.1 accumulator 1.2 achievement 1.3 active-defense-equipment 1.4 agricultural-tower 1.5 airborne-pollutant 1.6 ambient-sound 1.7 ammo 1.8 ammo-category 1.9 ammo-turret 1.10 arithmetic-combinator 1.11 armor 1.12 arrow 1.13 artillery-flare 1.14 artillery-projectile 1.15 artillery-turret 1.16 artillery-wagon 1.17 assembling-machine 1.18 asteroid 1.19 asteroid-chunk 1.20 asteroid-collector 1.21 autoplace-control 1.22 battery-equipment 1.23 beacon 1.24 beam 1.25 belt-immunity-equipment 1.26 blueprint 1.27 blueprint-book 1.28 boiler 1.29 build-entity-achievement 1.30 burner-generator 1.31 burner-usage 1.32 capsule 1.33 capture-robot 1.34 car 1.35 cargo-bay 1.36 cargo-landing-pad 1.37 cargo-pod 1.38 cargo-wagon 1.39 chain-active-trigger 1.40 change-surface-achievement 1.41 character 1.42 character-corpse 1.43 cliff 1.44 collision-layer 1.45 combat-robot 1.46 combat-robot-count-achievement 1.47 complete-objective-achievement 1.48 constant-combinator 1.49 construct-with-robots-achievement 1.50 construction-robot 1.51 container 1.52 copy-paste-tool 1.53 corpse 1.54 create-platform-achievement 1.55 curved-rail-a 1.56 curved-rail-b 1.57 custom-input 1.58 damage-type 1.59 decider-combinator 1.60 deconstruct-with-robots-achievement 1.61 deconstructible-tile-proxy 1.62 deconstruction-item 1.63 delayed-active-trigger 1.64 deliver-by-robots-achievement 1.65 deliver-category 1.66 deliver-impact-combination 1.67 deplete-resource-achievement 1.68 destroy-cliff-achievement 1.69 display-panel 1.70 dont-build-entity-achievement 1.71 dont-craft-manually-achievement 1.72 dont-kill-manually-achievement 1.73 dont-research-before-researching-achievement 1.74 dont-use-entity-in-energy-production-achievement 1.75 editor-controller 1.76 electric-energy-interface 1.77 electric-pole 1.78 electric-turret 1.79 elevated-curved-rail-a 1.80 elevated-curved-rail-b 1.81 elevated-half-diagonal-rail 1.82 elevated-straight-rail 1.83 energy-shield-equipment 1.84 entity-ghost 1.85 equip-armor-achievement 1.86 equipment-category 1.87 equipment-ghost 1.88 equipment-grid 1.89 explosion 1.90 fire 1.91 fish 1.92 fluid 1.93 fluid-turret 1.94 fluid-wagon 1.95 font 1.96 fuel-category 1.97 furnace 1.98 fusion-generator 1.99 fusion-reactor 1.100 gate 1.101 generator 1.102 generator-equipment 1.103 god-controller 1.104 group-attack-achievement 1.105 gui-style 1.106 gun 1.107 half-diagonal-rail 1.108 heat-interface 1.109 heat-pipe 1.110 highlight-box 1.111 impact-category 1.112 infinity-container 1.113 infinity-pipe 1.114 inserter 1.115 inventory-bonus-equipment 1.116 item 1.117 item-entity 1.118 item-group 1.119 item-request-proxy 1.120 item-subgroup 1.121 item-with-entity-data 1.122 kill-achievement 1.123 lab 1.124 lamp 1.125 land-mine 1.126 lane-splitter 1.127 legacy-curved-rail 1.128 legacy-straight-rail 1.129 lightning 1.130 lightning-attractor 1.131 linked-belt 1.132 linked-container 1.133 loader 1.134 loader-1x1 1.135 locomotive 1.136 logistic-container 1.137 logistic-robot 1.138 map-gen-presets 1.139 map-settings 1.140 market 1.141 mining-drill 1.142 module 1.143 module-category 1.144 module-transfer-achievement 1.145 mouse-cursor 1.146 movement-bonus-equipment 1.147 night-vision-equipment 1.148 noise-expression 1.149 noise-function 1.150 offshore-pump 1.151 optimized-decorative 1.152 optimized-particle 1.153 particle-source 1.154 pipe 1.155 pipe-to-ground 1.156 place-equipment-achievement 1.157 planet 1.158 plant 1.159 player-damaged-achievement 1.160 power-switch 1.161 procession 1.162 procession-layer-inheritance-group 1.163 produce-achievement 1.164 produce-per-hour-achievement 1.165 programmable-speaker 1.166 projectile 1.167 pump 1.168 quality 1.169 radar 1.170 rail-chain-signal 1.171 rail-planner 1.172 rail-ramp 1.173 rail-remnants 1.174 rail-signal 1.175 rail-support 1.176 reactor 1.177 recipe 1.178 recipe-category 1.179 remote-controller 1.180 repair-tool 1.181 research-achievement 1.182 research-with-science-pack-achievement 1.183 resource 1.184 resource-category 1.185 roboport 1.186 roboport-equipment 1.187 rocket-silo 1.188 rocket-silo-rocket 1.189 rocket-silo-rocket-shadow 1.190 segment 1.191 segmented-unit 1.192 selection-tool 1.193 selector-combinator 1.194 shoot-achievement 1.195 shortcut 1.196 simple-entity 1.197 simple-entity-with-force 1.198 simple-entity-with-owner 1.199 smoke-with-trigger 1.200 solar-panel 1.201 solar-panel-equipment 1.202 space-connection 1.203 space-connection-distance-traveled-achievement 1.204 space-location 1.205 space-platform-hub 1.206 space-platform-starter-pack 1.207 spectator-controller 1.208 speech-bubble 1.209 spider-leg 1.210 spider-unit 1.211 spider-vehicle 1.212 spidertron-remote 1.213 splitter 1.214 sprite 1.215 sticker 1.216 storage-tank 1.217 straight-rail 1.218 stream 1.219 surface 1.220 surface-property 1.221 technology 1.222 temporary-container 1.223 thruster 1.224 tile 1.225 tile-effect 1.226 tile-ghost 1.227 tips-and-tricks-item 1.228 tips-and-tricks-item-category 1.229 tool 1.230 train-path-achievement 1.231 train-stop 1.232 transport-belt 1.233 tree 1.234 trigger-target-type 1.235 trivial-smoke 1.236 turret 1.237 tutorial 1.238 underground-belt 1.239 unit 1.240 unit-spawner 1.241 upgrade-item 1.242 use-entity-in-energy-production-achievement 1.243 use-item-achievement 1.244 utility-constants 1.245 utility-sounds 1.246 utility-sprites 1.247 virtual-signal 1.248 wall data.raw - Structure This is the full data-structure of Factorio's prototypes and their appearences in the game. It is a very long list, so searching with most browsers' find function (usually Ctrl + f ) is recommended. Pertains to Version 2.0.10 with the Space Age mod active accumulator accumulator achievement so-long-and-thanks-for-all-the-fish active-defense-equipment discharge-defense-equipment personal-laser-defense-equipment agricultural-tower agricultural-tower airborne-pollutant pollution spores ambient-sound after-the-crash anomaly aquilo-1 aquilo-10 aquilo-2 aquilo-3 aquilo-4 aquilo-4-hero aquilo-5 aquilo-6 aquilo-7 aquilo-8 aquilo-9 aquilo-interlude-1 aquilo-interlude-2 aquilo-interlude-3 aquilo-interlude-4 are-we-alone automation beyond-factory-outskirts censeqs-discrepancy efficiency-program expansion first-light fulgora-1 fulgora-2 fulgora-3 fulgora-4 fulgora-5 fulgora-6 fulgora-7 fulgora-8 fulgora-9 fulgora-hero fulgora-interlude-1 fulgora-interlude-2 fulgora-interlude-3 fulgora-interlude-4 fulgora-interlude-5 fulgora-interlude-6 gathering-horizon gleba-1 gleba-1-hero gleba-10 gleba-11 gleba-2 gleba-3 gleba-4 gleba-5 gleba-6 gleba-8 gleba-9 gleba-interlude-1 gleba-interlude-4 main-menu pollution research-and-minerals resource-deficiency sentient solar-intervention space-1 space-2 space-2-hero space-3 space-5 space-6 space-9 space-interlude-1 space-interlude-2 space-interlude-3 space-interlude-5 space-interlude-6 swell-pad the-oil-industry the-right-tools the-search-for-iron transmit turbine-dynamics vulcanus-1 vulcanus-10 vulcanus-2 vulcanus-3 vulcanus-3-hero vulcanus-4 vulcanus-5 vulcanus-6 vulcanus-7 vulcanus-9 vulcanus-interlude-1 vulcanus-interlude-2 world-ambience-3 world-ambience-4 world-ambience-5 world-ambience-6 ammo artillery-shell atomic-bomb cannon-shell capture-robot-rocket explosive-cannon-shell explosive-rocket explosive-uranium-cannon-shell firearm-magazine flamethrower-ammo piercing-rounds-magazine piercing-shotgun-shell railgun-ammo rocket shotgun-shell tesla-ammo uranium-cannon-shell uranium-rounds-magazine ammo-category artillery-shell beam biological bullet cannon-shell capsule electric flamethrower grenade landmine laser melee railgun rocket seismic shotgun-shell tesla ammo-turret gun-turret railgun-turret rocket-turret arithmetic-combinator arithmetic-combinator armor heavy-armor light-armor mech-armor modular-armor power-armor power-armor-mk2 arrow fake-selection-box-2x2 orange-arrow-with-circle artillery-flare artillery-flare artillery-projectile artillery-projectile artillery-turret artillery-turret artillery-wagon artillery-wagon assembling-machine assembling-machine-1 assembling-machine-2 assembling-machine-3 biochamber captive-biter-spawner centrifuge chemical-plant crusher cryogenic-plant electromagnetic-plant foundry oil-refinery asteroid big-carbonic-asteroid big-metallic-asteroid big-oxide-asteroid big-promethium-asteroid huge-carbonic-asteroid huge-metallic-asteroid huge-oxide-asteroid huge-promethium-asteroid medium-carbonic-asteroid medium-metallic-asteroid medium-oxide-asteroid medium-promethium-asteroid small-carbonic-asteroid small-metallic-asteroid small-oxide-asteroid small-promethium-asteroid asteroid-chunk asteroid-chunk-unknown carbonic-asteroid-chunk metallic-asteroid-chunk oxide-asteroid-chunk promethium-asteroid-chunk asteroid-collector asteroid-collector autoplace-control aquilo_crude_oil calcite coal copper-ore crude-oil enemy-base fluorine_vent fulgora_cliff fulgora_islands gleba_cliff gleba_enemy_base gleba_plants gleba_stone gleba_water iron-ore lithium_brine nauvis_cliff rocks scrap starting_area_moisture stone sulfuric_acid_geyser trees tungsten_ore uranium-ore vulcanus_coal vulcanus_volcanism water battery-equipment battery-equipment battery-mk2-equipment battery-mk3-equipment beacon beacon beam chain-tesla-gun-beam-bounce chain-tesla-gun-beam-start chain-tesla-turret-beam-bounce chain-tesla-turret-beam-start electric-beam electric-beam-no-sound laser-beam belt-immunity-equipment belt-immunity-equipment blueprint blueprint blueprint-book blueprint-book boiler boiler heat-exchanger build-entity-achievement arachnophilia automate-this getting-on-track getting-on-track-like-a-pro burner-generator burner-generator burner-usage food fuel nutrients capsule artillery-targeting-remote bioflux cliff-explosives cluster-grenade defender-capsule destroyer-capsule discharge-defense-remote distractor-capsule grenade jelly jellynut poison-capsule raw-fish slowdown-capsule yumako yumako-mash capture-robot capture-robot car car tank cargo-bay cargo-bay cargo-landing-pad cargo-landing-pad cargo-pod cargo-pod cargo-wagon cargo-wagon chain-active-trigger chain-tesla-gun-chain chain-tesla-turret-chain change-surface-achievement visit-aquilo visit-fulgora visit-gleba visit-vulcanus character character character-corpse character-corpse cliff cliff cliff-fulgora cliff-gleba cliff-vulcanus crater-cliff collision-layer car cliff doodad elevated_rail elevated_train empty_space floor ghost ground_tile is_lower_object is_object item lava_tile meltable object player rail rail_support resource train transport_belt trigger_target water_tile combat-robot defender 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storage-explosions storage-remnants terrain tool train-transport train-transport-explosions train-transport-remnants transport transport-explosions transport-remnants tree-explosions trees turret uranium-processing utility-equipment virtual-signal virtual-signal-color virtual-signal-letter virtual-signal-number virtual-signal-special vulcanus-processes vulcanus-tiles wrecks item-with-entity-data artillery-wagon car cargo-wagon fluid-wagon locomotive spidertron tank kill-achievement art-of-siege if-it-bleeds pest-control pyromaniac run-forrest-run size-doesnt-matter steamrolled we-need-bigger-guns lab biolab lab lamp small-lamp land-mine land-mine lane-splitter lane-splitter legacy-curved-rail legacy-curved-rail legacy-straight-rail legacy-straight-rail lightning lightning lightning-attractor fulgoran-ruin-attractor lightning-collector lightning-rod linked-belt linked-belt linked-container linked-chest loader express-loader fast-loader loader turbo-loader loader-1x1 loader-1x1 locomotive locomotive logistic-container active-provider-chest buffer-chest passive-provider-chest requester-chest storage-chest logistic-robot logistic-robot map-gen-presets default map-settings map-settings market market mining-drill big-mining-drill burner-mining-drill electric-mining-drill pumpjack module efficiency-module efficiency-module-2 efficiency-module-3 productivity-module productivity-module-2 productivity-module-3 quality-module quality-module-2 quality-module-3 speed-module speed-module-2 speed-module-3 module-category efficiency productivity quality speed module-transfer-achievement make-it-better mouse-cursor selection-tool-cursor movement-bonus-equipment exoskeleton-equipment night-vision-equipment night-vision-equipment noise-expression ammoniacal_ocean ammoniacal_ocean_2 aquilo_angle aquilo_aux aquilo_aux_scale aquilo_crude_oil_probability aquilo_crude_oil_richness aquilo_crude_oil_spots aquilo_elevation aquilo_flourine_vent_probability aquilo_flourine_vent_richness aquilo_flourine_vent_spots aquilo_high_frequency_peaks aquilo_island_peaks aquilo_lithium_brine_probability aquilo_lithium_brine_richness aquilo_lithium_brine_spots aquilo_regular_resource_patch_set_count aquilo_segmentation_multiplier aquilo_snow_ice aquilo_solid aquilo_spot_size aquilo_starting_crude_oil aquilo_starting_flourine_vent aquilo_starting_flourine_vent_tiny aquilo_starting_island aquilo_starting_lithium_brine aquilo_starting_mask aquilo_starting_resource_patch_set_count aquilo_temperature aquilo_tile_variant aquilo_wobble_x aquilo_wobble_y asterisk_noise aux aux_basic aux_nauvis aux_noise brash_ice cliff_elevation cliff_elevation_from_elevation cliff_elevation_nauvis cliffiness cliffiness_basic cliffiness_nauvis crater_cliff crater_large crater_small croton_noise decorative_knockout default-coal-patches default-copper-ore-patches default-crude-oil-patches default-iron-ore-patches default-stone-patches default-uranium-ore-patches default_regular_resource_patch_set_count default_starting_resource_patch_set_count demolisher_territory_expression demolisher_territory_radius demolisher_variation_expression distance elevation elevation_island elevation_lakes elevation_nauvis elevation_nauvis_no_cliff enemy_base_frequency enemy_base_intensity enemy_base_probability enemy_base_radius forest_path_billows forest_paths fulgora_artificial_cap fulgora_artificial_mask fulgora_basis fulgora_basis_oil fulgora_blanks fulgora_cells fulgora_cliffiness fulgora_coastline fulgora_coastline_drop fulgora_decorative_machine_density fulgora_dunes fulgora_elevation fulgora_grid fulgora_jitter fulgora_mesa fulgora_mix_moats fulgora_mix_natural fulgora_mix_oil fulgora_mix_pyramids fulgora_mix_spots fulgora_moats fulgora_natural fulgora_natural_and_mesa_mask fulgora_natural_mask fulgora_oil_mask fulgora_ox fulgora_oy fulgora_pre_elevation fulgora_pyramids fulgora_pyramids_banding fulgora_road_cells fulgora_road_dust fulgora_road_jitter 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gleba_green_cup gleba_green_hairy_grass_probability gleba_green_lettuce gleba_green_pita gleba_green_pita_mini gleba_green_pita_mini_probability gleba_green_pita_probability gleba_grey_cracked_mud gleba_highland gleba_honeycomb gleba_iron_ore_probability gleba_iron_ore_richness gleba_iron_stromatolite gleba_light_mud gleba_light_mud_probability gleba_lowland gleba_lowland_aux_1 gleba_lowland_aux_2 gleba_lowland_aux_3 gleba_midland gleba_midland_aux_1 gleba_midland_aux_2 gleba_midland_aux_3 gleba_moisture gleba_mud_basins gleba_mud_channels gleba_mycelium gleba_nerve_veins gleba_orange_lichen gleba_orange_lichen_probability gleba_pale_lettuce gleba_pink_lichen gleba_pink_lichen_probability gleba_pink_phalanges gleba_plants_noise gleba_plants_noise_b gleba_polycephalum gleba_purple_cups gleba_red_asterisk gleba_red_desert_bush gleba_red_desert_bush_probability gleba_red_lichen gleba_red_pita gleba_red_pita_probability gleba_rockpools gleba_rockpools_bluewater gleba_rockpools_deepwater gleba_rockpools_pitrock gleba_rockpools_shallow gleba_scrub_noise gleba_shallows gleba_shallows_aux_1 gleba_shallows_aux_2 gleba_shallows_aux_3 gleba_shallows_edge gleba_shallows_edge_aux_1 gleba_shallows_edge_aux_2 gleba_shallows_edge_aux_3 gleba_small_cover_noise gleba_spawner gleba_spawner_small gleba_split_gill gleba_split_gill_dying gleba_split_gill_red gleba_starting_angle gleba_starting_area_multiplier gleba_starting_direction gleba_starting_enemies gleba_starting_enemies_safe gleba_starting_fertile gleba_starting_lowlands gleba_stone_probability gleba_stone_richness gleba_teflilly_region gleba_temperature gleba_temperature_normalised gleba_tri_ridge gleba_veins gleba_water_frequency gleba_water_plant_ramp gleba_white_desert_bush gleba_white_desert_bush_probability gleba_white_grass gleba_wispy_lichen gleba_wobble_small_x gleba_wobble_small_y gleba_wobble_x gleba_wobble_y gleba_yellow_coral gleba_yellow_lettuce gleba_yellow_lettuce_cups grass_noise ice_rough ice_smooth icebergs 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tungsten-carbide-recycling tungsten-ore-recycling tungsten-plate tungsten-plate-recycling turbo-loader turbo-loader-recycling turbo-splitter turbo-splitter-recycling turbo-transport-belt turbo-transport-belt-recycling turbo-underground-belt turbo-underground-belt-recycling underground-belt underground-belt-recycling upgrade-planner-recycling uranium-235-recycling uranium-238-recycling uranium-cannon-shell uranium-cannon-shell-recycling uranium-fuel-cell uranium-fuel-cell-recycling uranium-ore-recycling uranium-processing uranium-rounds-magazine uranium-rounds-magazine-recycling utility-science-pack utility-science-pack-recycling vehicle-machine-gun-recycling water-barrel water-barrel-recycling wood-processing wood-recycling wooden-chest wooden-chest-recycling yumako-mash-recycling yumako-processing yumako-recycling yumako-seed-recycling recipe-category advanced-crafting basic-crafting captive-spawner-process centrifuging chemistry chemistry-or-cryogenics crafting crafting-with-fluid 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hazard-concrete-right highland-dark-rock highland-dark-rock-2 highland-yellow-rock ice-platform ice-rough ice-smooth lab-dark-1 lab-dark-2 lab-white landfill lava lava-hot lowland-brown-blubber lowland-cream-cauliflower lowland-cream-cauliflower-2 lowland-cream-red lowland-dead-skin lowland-dead-skin-2 lowland-olive-blubber lowland-olive-blubber-2 lowland-olive-blubber-3 lowland-pale-green lowland-red-infection lowland-red-vein lowland-red-vein-2 lowland-red-vein-3 lowland-red-vein-4 lowland-red-vein-dead midland-cracked-lichen midland-cracked-lichen-dark midland-cracked-lichen-dull midland-turquoise-bark midland-turquoise-bark-2 midland-yellow-crust midland-yellow-crust-2 midland-yellow-crust-3 midland-yellow-crust-4 natural-jellynut-soil natural-yumako-soil nuclear-ground oil-ocean-deep oil-ocean-shallow orange-refined-concrete out-of-map overgrowth-jellynut-soil overgrowth-yumako-soil pink-refined-concrete pit-rock purple-refined-concrete red-desert-0 red-desert-1 red-desert-2 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wetland-pink-puddle wetland-purple tile-ghost tile-ghost tips-and-tricks-item active-provider-chest agriculture aquilo-briefing asteroid-defense belt-lanes buffer-chest bulk-crafting burner-inserter-refueling circuit-network clear-cursor connect-switch construction-robots copy-entity-settings copy-paste copy-paste-filters copy-paste-requester-chest copy-paste-spidertron copy-paste-trains drag-building drag-building-poles drag-building-underground-belts e-confirm electric-network electric-pole-connections elevated-rails entity-flip entity-transfers fast-belt-bending fast-obstacle-traversing fast-replace fast-replace-belt-splitter fast-replace-belt-underground fast-replace-direction fulgora-briefing gate-over-rail ghost-building ghost-rail-planner gleba-briefing heating-mechanics inserters insertion-limits lava-processing lightning-mechanics limit-chests logistic-network long-handed-inserters low-power move-between-labs orbital-logistics passive-provider-chest personal-logistics pipette 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Tungsten_carbide
Tungsten carbide - Factorio Wiki
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Tungsten carbide - Factorio Wiki Jump to navigation Jump to search | | Tungsten carbide | Edit | | | ---------------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 1+1+2+10โ†’1 | 1+1+2+10โ†’1 | | Total raw | Total raw | | 1+1+2+10 | 1+1+2+10 | | Stack size | 50 | | Rocket capacity | 500 | | Prototype type | item | | Internal name | tungsten-carbide | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Space Age expansion exclusive feature. Tungsten carbide is an intermediate product made from carbon , sulfuric acid , and tungsten ore , which can be found on Vulcanus . Tungsten carbide is used to craft the foundry as well as the planet's science pack . History 2.0.7 : Introduced in Space Age expansion. See also Vulcanus | 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
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User_talk_SNN95
User talk:SNN95 - Factorio Wiki
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User talk:SNN95 - Factorio Wiki Jump to navigation Jump to search 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.ย :) Gangsir ( talk ) - Admin 19:58, 3 September 2017 (UTC)
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User_talk_Paulbrock
User talk:Paulbrock - Factorio Wiki
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User talk:Paulbrock - Factorio Wiki Jump to navigation Jump to search 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 22:54, 12 May 2017 (UTC)
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Tutorial_Scrap_recycling_strategies
Tutorial:Scrap recycling strategies - Factorio Wiki
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Tutorial:Scrap recycling strategies - Factorio Wiki Jump to navigation Jump to search Unlike with most other resources, processing scrap yields a variety of items, which is the most reliable source of obtaining most resources on Fulgora (aside from importing goods from other planets via the space platform ). So it is important to understand how to use scrap on Fulgora to build a factory capable of crafting Electromagnetic science packs and launching them into space. Contents 1 Recycling Fundamentals 1.1 What is each recycled product used for? 1.1.1 Other necessary ingredients 2 Getting rid of excess ingredients 2.1 Efficiently trashing excess 2.2 Low-priority production 3 Other tips and tricks 3.1 Recycling with quality modules Recycling Fundamentals Scrap can be gathered from Fulgoran ruins or by mining patches of scrap scattered throughout Fulgora . Scrap can be recycled by hand or with the Recycler . But before this can be done, the player will need to mine a Fulgoran vault ruin by hand to unlock the recycling recipe and the Recycler. Mining scrap with mining drills and recycling them with the Recycler is the most effective means of building a factory on Fulgora. The Recycler has an output; it can output its products directly onto a belt or into other entities, like the Active provider chest or even other Recyclers. Strategies for dealing with excess products is discussed later in this tutorial. What is each recycled product used for? Recycling scrap produces 12 different items, with Holmium ore and Low density structure being the most rare product, and Iron gear wheel being the most common. Of the 12 different items, three of them serve a singular purpose: Ice is melted into water Solid fuel is combined with light oil to make rocket fuel . Holmium ore is combined with water and stone to make holmium solution . Water has various uses but it should be relatively easy to move around with pipes . Rocket Fuel is mainly used to craft Rocket parts , but it can be used as fuel for your trains on Fulgora or burnt to provide power. Light oil is needed to produce rocket fuel, which is cracked from heavy oil and water. Heavy oil is a limitless resource on Fulgora and it is pumped from the Oil ocean by using an offshore pump . The remaining 9 items produced by scrap recycling are used as ingredients for other products, as crafting components for rocket parts, or further recycled into their respective ingredients; some items can only be obtained this way. While each item can be recycled, only the necessary recyclable items for building a factory capable of crafting science packs on Fulgora are mentioned below. Processing units are used as rocket parts, as ingredients for the Recycler and Electromagnetic plant , and it can be recycled into electronic circuits . Advanced circuits can be recycled for electronic circuits and plastic bars . Low density structures are used as rocket parts and can be recycled for copper plates and plastic bars . Concrete is mostly used to craft Refined concrete , but it is also used to craft the Recycler. Concrete can be recycled into stone bricks . The only purpose of stone bricks is to craft the Lightning rod . Batteries are used to craft Accumulators and Supercapacitors . It can be recycled down to copper plates and iron plates . Copper cable can be recycled for copper plates . Iron gear wheels can be recycled for iron plates . Steel is mostly used to craft Refined concrete , but it is also used to craft the Recycler and Electromagnetic plant. Stone is used to craft holmium solution and Electrolyte . Other necessary ingredients Electronic circuits, plastic bars, copper plates, iron plates, and stone bricks are only obtained by recycling a recycled scrap. Electronic circuits are most easily obtained from processing units. Obtaining them from advanced circuits is also a viable way, since advanced circuits are slightly more common and, with regards to electromagnetic science packs , don't serve any purpose other than being recycled. Electronic circuits are mainly used for crafting Supercapacitors . Plastic bars are most easily obtained from low density structures, but advanced circuits is also a good source for the same reasons listed in the above point. Plastic bars are mainly used to craft Superconductors . Copper plates are most easily obtained from low density structures, but being one of the most rare scrap product, it may be better to recycle any of the three circuits down to copper plates (with electronic circuits having the best yields), or by recycling batteries or copper cable. Iron plates are best obtained from recycling iron gear wheels, which are abundant. Stone bricks can be obtained by recycling concrete and smelting stone. They are needed for crafting lightning rods to protect the factory and provide power. With these items, the player has all the intermediate products needed to craft Fulgora's Electromagnetic science pack and launch it into space! Getting rid of excess ingredients Scrap recycling will never yield the exact distribution of items that players might need. With scrap recycling, this is a problem; unlike on Nauvis, where not having enough iron will simply pause iron production and nothing else, to pause production of one scrap recycling product is to pause scrap recycling altogether. In other words, if not every item produced by scrap recycling is consumed, then the belts will backup, and scrap recycling is stopped from producing any items at all. Unfortunately, it is not always possible to use every item that scrap recycling produces. Some items have a limited set of applications that are not always relevant. Other times, you will need more of one item than another, causing an imbalance in what items are consumed. When an item has no other uses, it may therefore be necessary to destroy it outright. There is a way to do this: When trying to recycle an item that has no recyclable recipe, a Recycler will output the item itself with a 25% probability, leaving a 75% probability of destroying it. By looping the output of such a Recycler back into itself, it is possible to completely destroy these items. Be warned that scrap, while bountiful on some islands, is still a finite resource that can run out if wasted carelessly. And if all items produced by recycling have drains that simply destroy the items, it is possible to consume scrap even when the factory does not need it. Efficiently trashing excess Some items produced directly or indirectly from scrap recycling have long crafting times. Especially bad is steel, which in an unmoduled recycler takes 2 seconds to recycle one steel, or 2.66 seconds in total considering the 25% chance of not destroying it. Some of these slow-to-recycle products can be crafted into other items at higher rates than they can be recycled. Steel can be turned into steel chests at 20 steel per second inside an unmoduled normal yellow assembler. This can then in-turn be recycled back down to steel even more quickly due to the 16x recycling speedup. Considering the recycling yield, a yellow assembler without modules can handle 15 steel per second, and a recycler 96, compared to a recycler for steel which handles 0.375 steel per second. Some such shortcuts are (speed comparison assuming one assembling machine 3 and recycler at crafting speeds 1.25 and 0.5): Steel to steel chest (40x speedup) Iron to iron chest (8x speedup) Concrete to hazard concrete (6.25x speedup) Stone to landfill (10.42x speedup), note that landfill is unrecyclable so needs to be looped back into the recycler not the assembler. An assembling machine 3 making landfill can consume 125 stone per second; no single inserter of any quality can keep pace with that, even from a chest (though legendary stack inserters come very close). Bricks to walls (5x speedup) Copper to copper cable is the same speed as direct recycling. Mixing in copper with steel at 2:1 to make heat pipes is a 10x speedup, as long as enough steel is trashed together with the copper. Low-priority production As an alternative to outright destroying the excess items, it may be possible to turn them into something that might be useful later, so that the items are not completely wasted. For example, instead of recycling all excess steel, the player could instead craft steel chests for additional storage, or Substations to expand the electric grid at a later point. The point is not to make something that the player will need right away, as that is the job of the main production lines. Rather, it is to be seen as a bonus that players might want but do not need. It should be noted that even these products will eventually fill up all storage and cause backups in the production line, meaning that destroying items might still become necessary in the long term. Inserting quality modules into Recyclers is another way to manage excess ingredients while also obtaining higher quality items without simply recycling items to destruction. Producing higher quality items can consume a lot of ingredients and are often nice to have without being outright necessary. Other tips and tricks Recycling with quality modules The recycler does not accept productivity modules . This is to prevent a net positive of items from being created when crafting and recycling items in a loop. However, this rejection of productivity modules in Recyclers also applies to scrap recycling, even though there is no way to re-craft scrap from the results of recycling. In exchange, the game offers infinite research for increasing the productivity of scrap recycling, specifically. This all means that players are free to use a different kind of module, such as quality modules, without worrying about the loss of productivity. Players may chose to place quality modules in their scrap Recyclers and sort the items by quality, sending normal items to the main factory and using higher-quality items for a head start in quality manufacturing. However, players should keep in mind that, much like productivity, quality modules benefit from long production chains, as it increases the number of chances for item quality to be increased. Even after sorting away all normal items, only 10% of the remaining items will be rare or higher, as the probability of skipping a quality tier will always be 10% regardless of modules. It should also be noted that uncommon or higher holmium ore is not actually better than normal holmium ore. The sole use of holmium ore is to be used as an ingredient for holmium solution , which is a fluid and therefore has no quality. Furthermore, producing holmium solution from a particular quality of holmium ore requires having a chemical plant whose recipe is set to that quality as well as having sufficient stone of that exact quality. Both of these can be automated via the circuit network , but it does require some set up.
wiki
https://wiki.factorio.com/Tutorial:Scrap_recycling_strategies_-_Factorio_Wiki
Lithium_ice_formation
Lithium ice formation - Factorio Wiki
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Lithium ice formation - Factorio Wiki Jump to navigation Jump to search | | Lithium ice formation | Edit | | | --------------------- | ---- | | Can be mined. | Can be mined. | | ------------------ | ------------------------------ | | Map color | | | Expected resources | Big:3-7+1-3+1Huge:6-10+2-5+2-4 | | Health | Big: 500Huge: 1500 | | Mining time | Big: 2Huge: 2 | Space Age expansion exclusive feature. Lithium ice formations are part of the natural terrain generation in Aquilo . They act as obstacles to the player's factory, and movement. Removing lithium ice formations can be done by mining them up, or destroying them with munitions. When mined, lithium ice formations will yield some amount of ice , ice platform and lithium but will yield none when destroyed. Lithium ice formations will damage cars that run into them, as they are difficult to destroy with impact damage, due to their large amount of health. | 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/Lithium_ice_formation_-_Factorio_Wiki
Types_bool
Types/bool - Factorio Wiki
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Types/bool - Factorio Wiki Jump to navigation Jump to search 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/types/bool.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/Types/bool_-_Factorio_Wiki
Template_History_doc
Template:History/doc - Factorio Wiki
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Template:History/doc - Factorio Wiki Jump to navigation Jump to search This is a template to be used in history sections. Format {{history|Version| * Change 1 * Change 2 ... }}
wiki
https://wiki.factorio.com/Template:History/doc_-_Factorio_Wiki
Prototype_definitions
Prototype definitions - Factorio Wiki
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Prototype definitions - Factorio Wiki Jump to navigation Jump to search 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/auxiliary/prototype-tree.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_definitions_-_Factorio_Wiki
Power_switch
Power switch - Factorio Wiki
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Power switch - Factorio Wiki Jump to navigation Jump to search | | Power switch | Edit | | | ------------ | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 2+5+2+5โ†’1 | 2+5+2+5โ†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 5.75+5.5+7 | 5.75+5.5+7 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 200260320380500 | | | | 200 | | 260 | | 320 | | 380 | | 500 | | | | | 200 | | | | | | | | | | | | | 260 | | 320 | | | | | | | | | | | | | 380 | | 500 | | | | | | | | | | | | Stack size | 10 | | | | | | | | | | | | | | Rocket capacity | 10 (1 stack) | | | | | | | | | | | | | | Mining time | 0.2 | | | | | | | | | | | | | | Wire reach | 9 tiles | | | | | | | | | | | | | | Prototype type | power-switch | | | | | | | | | | | | | | Internal name | power-switch | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The power switch is a machine used to toggle connections between copper cables. The machine can be controlled by circuit and logistics networks. The machine does not require energy itself and does not limit the throughput of the electrical network. Contents 1 Mechanics 2 Gallery 3 History 4 See also Mechanics The power switch has two sides on which copper cables may be attached. The switch can be either on or off. Sparks are emitted from the machine while on and electricity may flow between the copper cables attached to it, in either direction. Copper cables can be attached to the sides of a power switch by holding them and using the left mouse button on the switch. The switch has no effect if other connections between the two sides exist. Cables may have to be isolated manually using methods such as clearing all cables on an electric pole by holding shift while using the left mouse button. Another method of isolating cables is to remove individual cables from electric poles by holding copper cable and using the left mouse button on the poles it's connected to. The power switch may be opened in map view, which allows the player to toggle it on or off from a distance. Gallery Two areas of an electric system held with a power switch. (Click to see GIF Animation) Concept art of the power switch. History 2.0.7 : Stack size reduced from 50 to 10. 0.16.0 : Power switches can be opened from the zoomed-to-world view. 0.15.24 : Power switch connections are now stored in the blueprint. 0.13.0 : Introduced See also Small electric pole Big electric pole Substation Electric system Friday Facts 115: The power switch | 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/Power_switch_-_Factorio_Wiki
Production_statistics
Production statistics - Factorio Wiki
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Production statistics - Factorio Wiki Jump to navigation Jump to search The production window in action. The production screen is a window that shows details about the rate at which your factory produces and consumes items. It also includes graphs to show how this information has changed over time. By default, it is accessed by pressing P in-game or via a button above the minimap. On the Nintendo Switch the GUI can be opened via a button in the quick panel . The timescale can be set to 5 seconds, 1 minute, 10 minutes, 1 hour, 10 hours, 50 hours, 250 hours or 1000 hours. At low timescales, the rate shown can be inaccurate because of the small number of items sampled to get the value. Production, Fluids and Buildings The default tab, production, shows how many of a given product have been produced and consumed through assemblers, chemical plants etc. These can be from all categories, including ore, electronic circuits and transport belts. The production screen offers two additional tabs. The fluids tab works similarly to the production tab in that it shows produced and consumed fluids. This includes steam that is created to generate power, but also all oil-related fluids. The buildings tab gives an overview over which buildings the player (by hand or by bot) has placed into the world and deconstructed recently. This includes assembly machines and transport belts, but also trees. Filtering the graph If some items are produced at a significantly higher rate than others (this often happens with iron and copper plates ), the graphs get compressed vertically so they can fit in the space. This makes it very hard to see how production has changed over time for other items. To alleviate the issue, the player can filter which items are to be shown on the graph by clicking the icons of the resources. This changes from the default view (all items visible) to a view where only the selected items are visible. The player can add more items to the selection by clicking the resource icons. To return to the default view there is a button in the upper right part of the item list. Productivity modules Consumption only takes the consumed items into account and is not affected by any productivity bonuses. This means that science progress (which cannot be measured) is higher than the science pack consumption would suggest if productivity modules are used in labs .
wiki
https://wiki.factorio.com/Production_statistics_-_Factorio_Wiki
Infobox_Artificial_soil_(research)
Artificial soil (research) - Factorio Wiki
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Artificial soil (research) - Factorio Wiki Jump to navigation Jump to search | | Artificial soil (research) | Edit | | | -------------------------- | ---- | | Researched by | Researched by | | --------------------- | --------------------- | | Craft500 | Craft500 | | Prototype type | technology | | Internal name | artificial-soil | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | |
wiki
https://wiki.factorio.com/Artificial_soil_(research)_-_Factorio_Wiki
Game-day
Time - Factorio Wiki
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Time - Factorio Wiki Jump to navigation Jump to search The concept of Time in Factorio is used for many different implements, most notably crafting time and game time. Crafting time and speed When hovering over an item recipe, the player may see a clock symbol and a number. This is the amount of time needed to craft the item in seconds at crafting speed 1. The player always crafts at speed 1 while assembling machines have different crafting speeds. Modules may also affect crafting time, either speeding it up or slowing it down for some other benefit. The player, when handcrafting, crafts with a multiplier of 1, so items that claim to take 10 seconds to craft will take 10 seconds, but an assembling machine 1 with a multiplier of 0.5 will take 20 seconds. It is important to take this into consideration when creating setups with proper ratios. Ticks The base unit of all time inside Factorio. When running at game speed 1, there should always be 60 ticks in every real-time second leading to the figure of 60 updates per second, short UPS. This means that 1 tick should ideally always take 1/60th of a real-time second (0.01667 seconds). However, it is possible to change the game speed using mods or console commands, so it is possible that ticks don't take 0.01667 real-time seconds. Furthermore, game speed will automatically slow down when the computer that is running the game is unable to do all needed calculations in the wanted 0.01667 real-time seconds. The "show-fps" debug option allows to see the current UPS which can be used to estimate how long a tick currently takes. Seconds As stated above, there should always be 60 ticks in every second, so 1 in-game second equals 60 in-game ticks. The 60 to 1 ratio is also applied when the game runs at lower speeds, so an in-game second can take longer than a real-time second. Days Juxtaposition of day and night. An in-game day on Nauvis lasts 25200 ticks or 7 in-game minutes. The light varies throughout the day in a cycle consisting of 4 phases: | Phase Name | Internal name | Behaviour | Time of day at start | Time of day at end | Duration (in ticks) | Duration (in seconds) | | ---------- | ------------- | ----------- | -------------------- | ------------------ | ------------------- | --------------------- | | day | dawn | fully light | 0.75 | 0.25 | 12600 | 210 | | sunset | dusk | darkening | 0.25 | 0.45 | 5040 | 84 | | night | evening | fully dark | 0.45 | 0.55 | 2520 | 42 | | sunrise | morning | lightening | 0.55 | 0.75 | 5040 | 84 | ------------- day -------><----- sunset ----->< night -><----- sunrise ----><-------- day ------------ % 0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 |----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----| During sunset, the light level decreases linearly from fully light to fully dark. During sunrise, it increases linearly from dark to light. This linear slope does not necessarily apply to the values returned by LuaSurface.darkness . During night time, players will passively activate their flashlights (or headlights if in a vehicle ), and placed lamps will turn on automatically if powered. Note: The actual time between phases can vary +/- a tick due to rounding errors.
wiki
https://wiki.factorio.com/Time_-_Factorio_Wiki
Factorio_Style_guide
Factorio:Style guide - Factorio Wiki
[ "Templates" ]
Factorio:Style guide - Factorio Wiki Jump to navigation Jump to search This is the official Factorio style guide. Please follow this guide and the rules when creating or editing pages and files on this wiki. Unlike the rules, failure to follow this guide will not be punished, however it is still highly encouraged to follow it. Contents 1 Page creation and upcoming/outdated content 2 Language 3 Page layout and formatting 3.1 Capitalization 3.2 The history section 4 Media 4.1 Taking screenshots of the game 5 Templates 6 See also Page creation and upcoming/outdated content Avoid creating unnecessary pages or subpages. If the info you are trying to add is related to an entity in-game, please place the info on that entity's page. See the Editor noticeboard for guidelines on whether the wiki is currently targeting the stable or experimental version of the game. Upcoming features should be referenced with a link to a comment or image posted by a member of Factorio's development staff. Please consider that the Factorio Friday Facts usually show plans and not confirmed changes, so information should not be treated as such. Pages about removed content should be marked with the {{archive}} template and not be edited any further, except to remove redlinks or outdated categories. Language Edit in an โ€œencyclopediaโ€ style, avoiding use of the first person or any personal bias. Avoid words like I, me, you, etc. The tutorial namespace is exempt from this guideline. Correct all typos found, even if changing the sentence layout is necessary. Comprehension is important. Use the "Show preview" button to view your changes before saving them, to allow yourself to catch incorrect links and typos, and improper formatting. While creating multiple edits to the same page is allowed, it creates clutter on the recent changes screen and in the page history. The default language is American English, however English pages may also use European English. All pages must have an English version, and should be translated English -> Other. Use of country-specific slang must be avoided. Only translate pages if you fluently speak the language you are translating to. Items, entities, and other in-game objects should be named and translated according to the official in-game translations. To automatically translate page names, infoboxes and similar templates, use Template:Translation . See also the translation guide . Page layout and formatting Typically, a page will start with a short intro, then the content of the page, a history section, and a "see also" section. Please follow this when creating content pages. Categories should be used sparingly. Please use sane formatting, and do not Capitalize Words Like This, or L I K E T H I S. Do not overuse bold , italics , or colorful text. This detracts from the effect of said text when it is actually necessary. Usually [[iron gear wheel]]s is preferred over the piped version which would be [[iron gear wheel|iron gear wheels]] . Any text can be placed immediately after a link to become part of the link. Do not create circular links, i.e. do not link a page to itself. This also means that a page should not link to a redirect that links to the page itself. If making a comment to other editors is necessary, place the comment in comment delimiters, <!-- Comment --> so it cannot be seen by users. This can be necessary to explain the page's specific formatting, such as seen on the news page. The first instance of the page title should be bold . This should usually be in the first sentence of the article. No other instance of the page title should be bold. For info on how to bold words, see the help page on formatting . The first instance of an item name on a page can be linked, via double brackets (eg. [[copper plate]] ). Further mentions of the same item should generally only be re-linked if the second link is more than a page-length away from the original. Capitalization Only the first letter should be capitalized in section headings or page names. Proper nouns such as planet names ("Nauvis", "Gleba", ...) and the names of the expansion mods ("Space Age", "Quality", "Elevated Rails") should be capitalized. However, the content they contain (quality tiers, elevated rail entity, etc.) should not be capitalized. In-game items, entities, and other in-game object names are common nouns and should not be capitalized unless they start a new sentence. When linking to another page within a flowing text, use normal capitalization for the link. For example: "in order to craft [[iron gear wheel]]s, [[iron plate]]s must..." and not "in order to craft [[Iron gear wheel]]s, [[Iron plate]]s must... . Remember that the first letter is automatically capitalized to resolve the page when the link is clicked. The history section This wiki uses a history section on all content pages to track when entities/items are changed in the game. To do this, the wiki uses the history template, which provides automatic formatting and version linking. The header for this section should be == History == . Bugs and bug fixes must not be placed in the update history section of a page. Any kind of bug should be reported on the forums and has no place on the wiki unless it is deemed "not a bug" by the developers. In that case, the specific behavior should be documented on the page itself and not in its history section. However, bug fixes are documented on version history pages, since they are part of the official changelog. While a history section is not required for information pages such as Railway , all content pages concerning entities or mechanics of the game should have a history, taken from the changelog file provided with a standard Factorio install. The history template will automatically link to the relevant page in version history . Trivia and general facts are allowed, as long as it does not contain personal opinion or conjecture. These facts should be placed in a specific "Trivia" section. If possible, (such as detailing information provided by a dev through official channels) provide a source link. The history section should not be included in translated pages. Likewise, the version history is not to be translated. See the translation guide for further information. Media When possible, avoid putting important text in images, as it is not search-able, and makes finding that info harder. The text also can not be translated, so each language would need its own version of the image. If a translated version of an image is needed, please upload it under the same name as the original image, with your language suffix at the end, e.g. (Programmable_speaker_ui.png in German -> Programmable_speaker_ui-de.png) When uploading an image, please use a descriptive, unique name. Images given a non-descriptive name will be renamed. Item icons should be named after their English in-game name. When uploading an updated version of an image, use the "upload a new version of this image" link found on the old file's page. This ensures that all old instances are updated automatically. Please mark any duplicated files for deletion by placing the deletion template on the page: {{delete}} . If uploading images that are not of Factorio, please ensure you hold rights to upload the image. Gifs of mechanics are allowed and encouraged. Please ensure that the image you are uploading is of good quality. Use the PNG filetype when possible. All in-game sprites/icons that were retrieved directly from the game source files need to have Template:Game image on their file page. This is essential to indicate that you do not own the copyrights of the image. Taking screenshots of the game Place {{Screenshot}} in the file description when uploading it. Take pictures at day! Use night or dawn only if you need to explain something that only works at night (for example, the lights). Turn off clouds, smoke and animated trees! The shadows distract from the actual content of the image. Reset brightness, contrast and saturation to default in the graphics settings. In Space Age , try to take screenshot of entities on their respective planets/space platforms and otherwise prefer taking screenshots on Nauvis if possible. Turn on ALT mode. Use god mode or the map editor ! You can move anywhere on the map and your character won't be in the picture. It is possible to take large screenshots using a console command . For example: /c game.take_screenshot{{x=1024, y=1024}, showgui=false, show_entity_info=true, zoom=2} takes pixel perfect screenshots with the new high resolution graphics. You can slow down the game or pause the game in the map editor to find the right moment for the picture. Go into the highest zoom level you possibly can without missing any vital information. A good in-game picture should be built so that only the relevant entities/items are shown. Anything in the photo other than what you are trying to show/explain is unnecessary clutter. Crop pictures to show only what you want to show. Try to make a picture without the character unless the character is the subject of the screenshot. Don't use .jpg / .jpeg as a fileformat as you will lose detail. Use the high resolution sprites! For images to be used in an infobox: Use zoom level 2. Try to make the image 300ร—300px in size, or at least square. Prefer a natural background like desert or grass over lab tiles. Templates Templates are to be used for formatting/common text on many pages. Do not create templates for only a few pages, except for special circumstances. Templates should be have their use described using Template:Documentation by including it in the template code: <noinclude>{{doc}}</noinclude> Avoid making many sequential edits to a commonly used template. This creates strain on Wube's servers to update across all the pages. Perform edits to those templates with a single edit only. If you need to edit a protected template, please contact an admin, as these templates are especially heavily used. See also The rules
wiki
https://wiki.factorio.com/Factorio:Style_guide_-_Factorio_Wiki
Version_history_0.6.0
Version history/0.6.0 - Factorio Wiki
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Version history/0.6.0 - Factorio Wiki Jump to navigation Jump to search 0.6.4 BugFixes Fixed WinXP compatibility. Fixed updater problem when updating over multiple versions of packages on Linux and mac. Fixed reversed positions of red/green cable on small electric pole 0.6.3 BugFixes Player lost one item when right clicked on full stack, now it does nothing. Fix of crash when mining pipe to ground in some special setups. When manually connecting electric poles, limit the distance by the pole with smaller reach. Correct error messages invalid settings is set when starting new map. Multithreading related crashes. Scripting Fix of game stopped for ever when creating two message dialogues in one tick, creating more message dialogues in one tick now creates a queue, and player gets to see them all. The game doesn't crash when unlock recipe modifier is used in market, although, the GUI interface should be upgraded. (Price is not shown in the tooltip, and is not understandable that you are not buying the item, but the recipe. There is no indication, when you already have the recipe, this will be added as feature later, this is bugfix release.) 0.6.2 BugFixes Fixed a minor possibility to get stuck in demo level 1. Fixed wild train acceleration. Fixed crash when mining rail signal before the train. Fixed walking while filling script-generated text field. Belt to ground cannot be fast replaced with the belt to ground of the same type but different rotation. Fixed freeze when setting game speed to 0 Fixed stack splitting on Linux (right click on stack) Fixed graphics settings check boxes for mining drill arrows. Correct rounding and SI prefixes for power and energy. Proper centering of custom guis on creation. Adjust the size and count of machines info displayed in the electric network GUI to screen size. Too fast scrolling when game speed is set to faster than 1. Fixed moving on the map while in the vehicle. Fixed crash when disconnecting character while crafting. Scripting Fixed crash when removing items from character's inventory. Changes A little more predictable behavior of picking items up in god mode. 0.6.1 BugFixes Exact braking mechanism for the train. Fixed train go-to functionality. Boiler shows its fuel inventory in the entity info. Small fixes when displaying module bonuses. Beacon displays its effects multiplied by distribution effectivity. New furnace recipes are now available only after the corresponding research is done. Electric furnace has basic smelting speed same as the steel furnace. Fix of tools/ammo not showing the damaged/used progress bar. Fixed English fallbacks for item name and description localization Fixed flickering of the minimap and the entity info. Fixed serialization bug that created corrupted saves when the map was saved with flying text on the screen. These corrupted saves will be loadable with this version. Fix of possible exploit by changing recipe of assembling machine while it is making something. Some of the controls that are related to clicking to some slot are now restricted to contain mouse input. Stop walking/riding when switched to map. Fixed bug when player wasn't visible after leaving the car. Fixed crash when "shift clicking" modules into furnace. Fixed crash when attempting to set filter in entity inventory window. When furnace was mined, player didn't get modules inside. Fixed bug in thread allocation when changing number of threads Fixed game speed > 1. Fixed Linux updater ignoring the binary in some cases. Scripting Fixed exception throw when setting custom GUI element caption. Added childrennames() method to Lua GUI element. Changes Changed express splitter recipe. 0.6.0 Features World map (opened by the M key). The map is refreshed around the player and radars. Small version of the world map acting as persistent minimap. Player can request things directly from the logistic robots. Added steel and electric furnace. Added modules, these can be inserted into assembling machines and furnaces to upgrade their properties. Added beacons, can broadcast module bonuses to nearby structures (for now use old lab graphics). Improved terrain generator (trees now follow the fractal generation as well). More feedback in updater. Show list of content (entities/items) removed from the map when it is loaded. This can happen when some mods are missing, or some prototypes were removed. Light around cursor in god controller. Additional information shown when loading game (map version, list of mods, etc.) Slot icons hinting on some slot functionality (like tool / armor / etc.) Alert when objects are being damaged / turrets are firing. Game can be paused anytime (by default SHIFT + SPACE). Changelog is shown after update and accessible in About->changelog. Graphics New lab graphics. New chests graphics. New terrain graphics. New stone furnace graphics. New logistic robots graphics. New car graphics. New fish graphics. BugFixes Fixed bug with incorrect sum in the flying text. Fixed bug of switching of order of internal GUI elements (typically in the electric network GUI after dragging) Transport belt doesn't pull player out of the edge of it (like items), so player won't be almost trapped on faster transport belts. Fixed crafting queue overlaying the quickbar. Updater protocol should now behave slightly better with firewalls. Fixed bug with rail path planning on cycle rail. Optimisations Game render and update can run in different threads. Optimization of the game render. Parallelisation of the render preparation (number of threads is configurable). Transport belt simulation optimisations Changes Assembling machine and furnace use the ingredients when they start creating the product. Rotated tool equip GUI. Gives more space to right side block. Updates and tweaks in the demo scenario. Labs are dedicated to backers (displayed in entity info). Simplified burner logic (burner inserter, miner, car, locomotive), it shows the power consumption now. Use relevant energy values as fuel value (coal fuel value = 8KJ etc) Scripting Added text field GUI type with text property. Adjust the maximum cover distance of electric pole dynamically depending on the pole with biggest reach. New field "stack" (contains name, count) for entities on the ground | 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/0.6.0_-_Factorio_Wiki
User_talk_Diraria
User talk:Diraria - Factorio Wiki
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User talk:Diraria - Factorio Wiki Jump to navigation Jump to search 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.ย :) Bilka ( talk ) - Admin 17:27, 26 April 2018 (UTC)
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Fill_petroleum_gas_barrel
Barrel - Factorio Wiki
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Barrel - Factorio Wiki Jump to navigation Jump to search 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 โ€“ 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+1โ†’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
Steam
Steam - Factorio Wiki
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Steam - Factorio Wiki Jump to navigation Jump to search | | Steam | Edit | | | ----- | ---- | Base game Space Age mod | Prototype type | fluid | | -------------- | ----------- | | Internal name | steam | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Prototype type | fluid | | -------------- | ----------- | | Internal name | steam | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Steam is a gas created by heating water in a boiler or heat exchanger , or through acid neutralisation . After being distributed via pipes , steam can be used to generate electricity via steam engines and steam turbines . Steam is also used in coal liquefaction in oil refineries . Since steam is a fluid, it can be stored in a storage tank . Contents 1 Power generation 2 Trivia 3 History 4 See also Power generation The amount of energy contained in steam is linearly proportional to its temperature (minus 15ยฐC ambient temperature). The energy storage of steam is exactly 200 joule / unit / degree Celsius , so every degree increase in temperature of a single unit of fluid requires exactly 200 joules. In all cases, steam produced in boilers is 165ยฐC and steam from heat exchangers or acid neutralisation is 500ยฐC. Higher temperature steam equates to a higher energy density of the same number of units of steam. Steam suffers no thermal losses sitting or flowing through pipes or storage tanks ; the energy put into water to create steam is the same amount of energy you get back out from it since both steam engines and turbines are 100% efficient. For example, a storage tank that holds 25000 units of Steam at 165ยฐC contains: (200 J / unit / ยฐC) * 25000 units * (165ยฐC โˆ’ 15ยฐC) = 750 000 000 joules = 750 MJ A storage tank holding 25000 units of Steam at 500ยฐC thus contains 2.425 giga joules of energy, a surprisingly large amount equal to 485 fully charged accumulators ! (200 J / unit / ยฐC) * 25000 units * (500ยฐC โˆ’ 15ยฐC) = 2 425 000 000 joules = 2.425 GJ If the temperature of the steam is lower than the steam engine or steam turbine can handle, then the power output will be lower than optimal, but no energy will be wasted. However, if the temperature of the steam exceeds the maximum temperature of the steam engine or turbine, then the power output is capped at maximum, and the extra energy in the steam is wasted. Other than this difference, either steam engines or turbines can be used to generate power off of steam from any source. Trivia The fill meter on steam storage tanks fills from the top instead of from the bottom. Steam is the only pre- Space Age fluid that cannot be stored in barrels . Assuming perfect efficiency of boilers and heat exchangers, the thermal energy content of steam implies that one unit represents 47.9g of water, meaning a full tank contains 1195 kg of steam. Because burner devices are not permitted on space platforms , and acid neutralization is Vulcanus -exclusive, the only way to get steam on platforms (either for power or liquefaction) is with heat exchangers powered by nuclear reactors 500ยฐC steam in a pipe will still freeze on Aquilo . History 2.0.7 : Changed the water:steam ratio from 1:1 to 1:10 in all boilers/heat exchangers. 0.15.10 : Introduced as separate fluid. Previously it counted as Water, with a >100 temperature. See also Fluid system Electric 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/Steam_-_Factorio_Wiki
Template_No_language_suffix_No_namespace
Template:No language suffix/No namespace - Factorio Wiki
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Template:No language suffix/No namespace - Factorio Wiki Jump to navigation Jump to search No language suffix/No namespace [ View ] [ Edit ] [ Page history ] Documentation Strips both namespace and language suffix from the page name. For use in templates. Example 1: Page the template is on: "Infobox:Accumulator" -> {{No language suffix/No namespace}} gives "Accumulator". Example 2: Page the template is on: "Accumulator/de" -> {{No language suffix/No namespace}} gives "Accumulator". Example 3: Page the template is on: "Infobox:Accumulator/de" -> {{No language suffix/No namespace}} gives "Accumulator". List of all templates
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Tutorial_Train_signals
Tutorial:Train signals - Factorio Wiki
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Tutorial:Train signals - Factorio Wiki Jump to navigation Jump to search Rail signals are necessary to run a functioning rail system in Factorio. This tutorial explains why and how signals are used, how chain signals work, what deadlocks are and how they can be avoided. The aim is to enable the reader to keep a rail system running smoothly and fix common issues. Examples of frequent issues and use cases are shown. This tutorial mostly uses rail systems with two parallel rails, one for each direction. For beginners, using this architecture is suggested instead of a single bidirectional rail line, which can lead to issues when more trains are added to the system. It is recommended to place radars near intersections to help identify issues quickly. It is also recommended to set up automation for fueling trains as soon as possible whenever a new train or station is added to the system. Trains can either be fueled at one stop on their usual schedule (this may or may not involve transporting fuel to a station) or by adding a separate fuel station to the schedule. Finally, players should choose a maximum train length before designing a rail system. Contents 1 Regular signals and blocks 2 Chain signals 2.1 Splitting rail blocks and increasing throughput 3 Deadlocks 4 Train length and signal spacing 5 Examples 5.1 T-Junction 5.2 Waiting area 6 See also Regular signals and blocks Whenever there is more than one train on a track, there is the possibility that trains can crash into one another. To prevent this, we place signals along the track and at crossings. Signals split the tracks into different parts called blocks . The signals then ensure that only one train can be in each block . Any signal leading into an already occupied block will display the red color and trains that would enter will wait at the signal instead. Rail blocks are shown with colors on the rails themselves when a player has a signal in hand. These colors are only for visualization of blocks and are not related to the color of the signal light. The picture shows the block visualization in an example, there are a total of eleven blocks. Rail signals and chain signals break up blocks, train stops do not. A regular signal is green when there is no train on the block behind it. When a train enters the block, all signals going into the block will turn red. When a train is in the process of entering the block, the signal turns yellow shortly before turning red to inform that the block is reserved for the incoming train even though there is no train inside it. Signals are placed on the right side of the track and trains are only allowed to go past signals that are on the right hand side from direction of travel. To allow trains to go in both directions one either runs two rail lines in parallel or puts signals on both sides of the track. A train in automatic mode will not drive through a track if it would pass a signal on the left side unless there is also a signal on the right side at that signal. This can sometimes cause a "no path" error where the track appears to be connected, but part of the connection is a one way track. In the image, the tracks are from top to bottom: left to right, right to left, bidirectional, bidirectional, bidirectional on the left side, splitting into a right to left (upper) and a left to right track (lower). Chain signals If a train waits on an intersection, other trains have to wait for it, even trains that are not going in the same direction. These trains may in turn cause other trains to wait, resulting in a slowdown of the entire system. Traffic systems should avoid having trains waiting on crossings and in Factorio, Rail chain signals are used to ensure that this cannot happen. If a block is guarded by a chain signal instead of a rail signal, the train will only enter if it can enter the next block as well. So a train cannot wait for an extended period of time in a block after a chain signal, whereas it can wait in a block after a regular signal. Since trains should not wait on crossings, there is a well known rule: Use chain signals in and before crossings and use regular signals at the exits of crossings . In general, whenever a waiting train would block another train that is going on a different track, a chain signal should be used to prevent the train from waiting. If there are multiple chain signals in a row, a train will only enter if its path is clear all the way into a block behind a regular signal (or up to its destination station, whichever comes first). If the train goes past the first chain signal, it will reserve all blocks on the path and not allow other trains to pass through a block until it leaves the block. A chain signal which leads to a block that has only one outgoing signal will always have the same color as that signal. If a rail line splits up, it can happen that one outgoing signal is red and another is green. In that case the chain signal leading into the block will turn blue and trains are allowed in only if their path doesn't take them into an occupied block. A driver in a train wouldn't know from seeing the blue signal wether they have to wait or not, but the game magically makes it work anyways. Splitting rail blocks and increasing throughput If an intersection is one single block with chain signals at the entrances and rail signals at the exits, then there cannot be multiple trains on the intersection on the same time. The intersection will work, but one can break up the intersection into more blocks with signals to allow multiple trains to go through simultaneously. Long straight tracks can also be broken up with signals to allow multiple trains on them, to also increase throughput. If the rail network contains many chain signals it is possible that a very large number of blocks is reserved when a train drives by a chain signal. This would restrict other trains, reducing throughput in general. It is suggested to use regular signals whenever possible and chain signals only where they are necessary. Deadlocks Using signals can lead to trains waiting for other trains. It may occur that there is a chain of trains, each waiting for the next, with the last waiting for the first. This situation is called a deadlock, because the trains will wait forever or until the situation is resolved manually. It should be avoided and resolved as soon as possible because every train going through the area will get stuck. The most frequent causes of deadlocks are trains waiting on intersections and a rail network that does not allow enough space for trains. The image above shows a deadlock caused by missing chain signals since only regular rail signals were used. As a result trains can wait on a crossing which leads to a deadlock. A corrected version of this intersection can be found above. The eight signals before and on the intersection should be replaced by chain signals, the ones leading out of the intersection can stay as they are. As stated above, in general chain signals should be used before and on intersections. The deadlock in the image happened because there is a circle in the network which was used by more trains than can fit into the circle. The signals are correct; to fix the deadlock the circle must be removed or less trains need to be routed through this area. This deadlock also happened because there were too many trains in a too small circle. It shows that a deadlock can happen with as few as two trains. In this case the deadlock could have been avoided by replacing the marked signal with a chain signal, because it would ensure that only one train can enter the offending circle. However this could lead to trains waiting on the main line, which would block other traffic. The station can only have one incoming train without causing issues, so it should have its train limit set to 1 or only one train should be routed to it. An alternative is creating a waiting area for trains heading to the station, see further below. Train length and signal spacing The image shows a deadlock between two T-junctions. It happened because while a train was waiting at the intersection, its tail end was still in the last intersection. The junctions when taken individually are signaled correctly, however, given the length of trains using them, they are too close to each other. One might argue that they form a single big intersection. Here are three ways to fix this: the regular signals between the two junctions could be turned into chain signals, or the junctions could be moved further away from each other, or all trains could be shortened. After an exit signal of a junction, the next signal must be at least far enough away to fit the longest train in the rail system between the signals. In general, after every regular signal there should be at least that much space. It is recommended that you choose a maximum train length before designing your rail system, and stick to it. Then rail signal blocks can be spaced according to the maximum length. Examples T-Junction The image shows a basic three way junction. Signals have been placed inside the junction to ensure that more than one train can enter the junction in some cases. For example for one train going left to right and one going right to left, the trains will pass through different blocks: the first will go through the left yellow, the blue and the lower right yellow block; the second will use the upper yellow and upper red blocks. Because they use different blocks, they can use the junction simultaneously. While this is not strictly necessary for a junction to work, it will allow better throughput at a low cost. Copy blueprint string 0eNqVmOtuqkAUhd9lfmPDHuYCvkrTnFglLYmiAWyOMbz7gaJN4WzjWv9Enc81sy9rO1fzvj+Xp6aqO7O+mmp7rFuzfr2atvqoN/vxve5yKs3aVF15MImpN4fxqdlUe9Mnpqp35V+zlv4tMWXdVV1VTuu/Hy5/6vPhvWyGL8xWrm70xJyO7bDmWI8/NHBW8uITcxleFC9+wO+qptxOn9s++Y9qf6htN3A/PrvVtzCFGyZs/hya4VAHQx0OtTDU49AUhoYf6PbcfJW7R8hbnOKcmCnECMvMYZU5zMQDX8BMPO7jwYNQPO4iWIwyNURBI8KVhCeSwIVE7ByuIyJEcBnhqSQBZeIpL3AdEdUucCERfUngSiI6qE3JFHVzZtSYwlbnAioa1LJeF5Zep3VRm82x289NVT+Gpw/hqmYHdv1bSxEA6TGk3IkaAzUj0XWp5xjpocEC2ZnTUwNCLeixAaBmKT03IFRhbR6BWtbnEWjGGj0CdWwrQaCe7HkIM5C2jDAjacsIMydtGWEWYE8StZ1ok5NLSacHZDphnR6BWtbpEWjGOj0CdWx/ss/tyHnKPsPdPtOlfapJQI579vlo4iI2RXhOaE426YVSrzELkgnMUD4FZ6j79u2we40jXBMBZkZvmUTKfumboZ2Gzji19vm04x14kMVNaLYUqp6Bpy4JohqaQLqwUymR+SscgczLOXvUVRXYqcdHh67VWUjJAwuatCDc/nSIJaXkKoW8INAhjpQiqYrxnJaR8pZMl6LrX3eoifkqm3bqv3m0Npcijbbv/wGVhQXf Waiting area If multiple trains use the same station, the trains will wait on the main rail line which leads to a traffic jam in the network and can cause deadlocks. One way to avoid this is to add waiting areas for trains at each station. The image shows a shared waiting area for two stations. The signals leading into the waiting areas are regular signals because this is where trains are expected to wait for an extended time. The signals leading out of the waiting areas are chain signals because the track from the waiting areas to the stations should not be blocked. The stations are also in different blocks to make sure that all stations can be used simultaneously. There are two ways to design waiting areas, parallel (as above) and sequential. The parallel version is easily extendable, takes less space and multiple stations can share a parallel waiting area. The sequential version as shown below is easier to set up but cannot be shared by multiple stations. Waiting areas are often referred to as stackers. See also Tutorials Railway Rail signal Rail chain signal
wiki
https://wiki.factorio.com/Tutorial:Train_signals_-_Factorio_Wiki
Crude_oil
Crude oil - Factorio Wiki
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Crude oil - Factorio Wiki Jump to navigation Jump to search | | Crude oil | Edit | | | --------- | ---- | Base game Space Age mod | Map color | | | --------------------- | --------------------- | | Used as ammunition by | Used as ammunition by | | | | | Mining time | 1 | | Prototype type | fluid | | Internal name | crude-oil | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Map color | | | --------------------- | --------------------- | | Used as ammunition by | Used as ammunition by | | | | | Mining time | 1 | | Prototype type | fluid | | Internal name | crude-oil | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Main article: Oil processing Crude oil is a liquid extracted by pumpjacks from oil fields and can be converted to petroleum gas , light oil , and heavy oil by an oil refinery . It can be transported either in pipes , barrels or fluid wagons . Crude oil is also found on Aquilo . It can also be used as ammo in flamethrower turrets . Oil fields Oil fields can be used indefinitely, but the amount they yield will reduce over time. Each oil field has a yield displayed as x%. Each percent is equal to 300 pumpjack cycles. Without speed modules one pumpjack cycle takes one second to complete. An oil field with 80% has between 24000 and 24299 cycles left, as yield does not display decimal places. While cycles left is greater than 6000 (20% yield) and greater than 20% of the initially available cycles, each pumpjack cycle reduces the number of cycles left by one. So unless an oil field with less than 20% yield is created by map editor, yield will never drop below 6000 cycles. The amount of oil a pumpjack extracts per cycle is yield multiplied by 10 (e.g. 115% yield = 1.15, multiplied by 10 = 11.5), and cannot be higher than 1000. History 2.0.7 : Changed crude oil field graphics. 0.15.0 : Crude oil balancing: Halved the resource amount on the map Increased the minimum yield from 10% to 20% Halved the rate of depletion Doubled the starting yield 0.13.0 : Oil yield drains to 10% two times slower. 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/Crude_oil_-_Factorio_Wiki
Toolbelt_(research)
Toolbelt (research) - Factorio Wiki
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Toolbelt (research) - Factorio Wiki Jump to navigation Jump to search | | Toolbelt (research) | Edit | | | ------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 3011โœ–100 | 3011โœ–100 | | Prototype type | technology | | Internal name | toolbelt | | Required technologies | Required technologies | | | | Expands the player's inventory by 10 slots. 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/Toolbelt_(research)_-_Factorio_Wiki
Iron_plate
Iron plate - Factorio Wiki
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Iron plate - Factorio Wiki Jump to navigation Jump to search | | Iron plate | Edit | | | ---------- | ---- | Base game Space Age mod | Recipe | Recipe | | ----------------- | ----------------- | | 3.2+1โ†’1 | 3.2+1โ†’1 | | Total raw | Total raw | | 3.2+1 | 3.2+1 | | Stack size | 100 | | Rocket capacity | 1000 (10 stacks) | | Prototype type | item | | Internal name | iron-plate | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recycling results | Recycling results | | 0.25 | 0.25 | | Recipe | Recipe | | ----------------- | ----------------- | | 3.2+1โ†’1 | 3.2+1โ†’1 | | Total raw | Total raw | | 3.2+1 | 3.2+1 | | Stack size | 100 | | Rocket capacity | 1000 (10 stacks) | | Prototype type | item | | Internal name | iron-plate | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recycling results | Recycling results | | 0.25 | 0.25 | The iron plate is a material that can be made by smelting iron ore in a furnace , or cast by a foundry . It is a component or subcomponent of almost every item in Factorio, and it is recommended to create a large stockpile when possible. When smelted in a furnace for a second time, iron plates will transform into steel plates , with a ratio of 5 iron plates per 1 steel plate. When starting a new freeplay game, the player starts out with 8 iron plates, along with 1 burner mining drill and 1 stone furnace . Contents 1 Alternative recipes 2 Achievements 3 History 4 See also Alternative recipes Space Age expansion exclusive feature. | Process | Input | Output | Made in | Required technology | | ------------ | ------ | ------ | ------- | ------------------- | | Casting iron | 3.2+20 | 2 | | Foundry (research) | Achievements | | Iron throne 1Produce 20kiron platesper hour. | | | -------------------------------------------- | | | Iron throne 2Produce 200kiron platesper hour. | | | --------------------------------------------- | | | Iron throne 3Produce 400kiron platesper hour. | | | --------------------------------------------- | History 2.0.7 : Casting recipes introduced in the Space Age expansion. 0.17.0 : Crafting time reduced from 3.5 to 3.2 seconds. 0.1.0 : Introduced See also Iron gear wheel Copper plate | 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_plate_-_Factorio_Wiki
Bioflux
Bioflux - Factorio Wiki
[ "stub" ]
Bioflux - Factorio Wiki Jump to navigation Jump to search | | Bioflux | Edit | | | ------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ---------------------- | | ------ | | -- | | ------ | | ------ | | ------ | | --- | | 6+15+12โ†’4 | 6+15+12โ†’4 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 16.5+7.5+3 | 16.5+7.5+3 | | | | | | | | | | | | | | Restores | 80104128152200health | | | | 80 | | 104 | | 128 | | 152 | | 200 | | | | | 80 | | | | | | | | | | | | | 104 | | 128 | | | | | | | | | | | | | 152 | | 200 | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 1000 (10 stacks) | | | | | | | | | | | | | | Fuel value | 6 MJ (food) | | | | | | | | | | | | | | Spoil time | 2h2h 36m3h 12m3h 48m5h | | | | 2h | | 2h 36m | | 3h 12m | | 3h 48m | | 5h | | | | | 2h | | | | | | | | | | | | | 2h 36m | | 3h 12m | | | | | | | | | | | | | 3h 48m | | 5h | | | | | | | | | | | | Spoil result | | | | | | | | | | | | | | | Prototype type | capsule | | | | | | | | | | | | | | Internal name | bioflux | | | | | | | | | | | | | | 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. Bioflux is a key intermediate product for production on Gleba . It is used for making iron and copper ores, plastic , sulfur and other products. Its spoil time of 2 hours also allows it to be used as a form of shelf-stable nutrients , which allows for using the biochamber on other planets. Bioflux is also used for creating captive biter spawners and keeping them docile, making them integral to the manufacturing of biter eggs . When consumed by the player, bioflux provides the combined effects of yumako mash and jelly , instantly providing 80 health points, 12 seconds of health regeneration at 16 health points per second, and a 150% movement speed bonus. History 2.0.7 : Introduced in Space Age expansion. See also Gleba | 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/Bioflux_-_Factorio_Wiki
Logistic_network
Logistic network - Factorio Wiki
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Logistic network - Factorio Wiki Jump to navigation Jump to search This gif shows how robots can load or unload chests in a train station. The train delivers items that are filled into active provider chests and then put into the requester chests to be loaded onto belts. Logistics robots are ideal in train stations, since very high item throughput on a short distance is needed. Click here for a larger image. A logistic network is a series of different logistics chests and logistic robots all covered by one or more connected roboports . Depending on the type and configuration of the chests and area of the logistic network the robots will transport items between these chests as a power-hungry alternative to moving items manually, or by belts or railway . However, robots offer much higher mobility, since they can fly over obstacles in a beeline. The player character can also act as requester chest in the logistic network, allowing them to 'request' various items be kept at a set limit within their personal inventory. After researching logistic robotics , they can configure an amount of items; and logistic robots will start to move the specified items from the network to the character's inventory. Contents 1 Items 2 Usage 2.1 Expanding the logistic network 3 Electricity management 3.1 Roboports 3.2 Construction and logistic bots 4 Mechanics 4.1 Logistics groups 4.2 Negative numbers 4.3 Receiving more items than requested 5 Priorities of robots 5.1 Construction 5.2 Distance 6 Achievements Items | Entity | Description | | ---------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Roboport | Central component of the logistic network in which the robots operate. Roboport coverage defines the area of the logistic network. Robots need to periodically return here to recharge. | | Logistic robot | Moves items between logistic chests.1 | | Construction robot | Repairsbroken or replaces destroyed entities.Builds,deconstructsandupgradesentities on command. | | Active provider chest | Logistic chest: Pushes stored items into the logistic network.2 | | Passive provider chest | Logistic chest: Places stored items at the logistic network's disposal.2 | | Storage chest | Logistic chest: Stores items currently not requested. Can be filtered to only store one type of item. Supplies stored items to the Logistic network.2 | | Requester chest | Logistic chest: Will be filled bylogistic robotsuntil the configured amount is reached, or the chest becomes full. Can request multiple different types of items.2 | | Buffer chest | Logistic chest: Functions as both arequester chestandpassive provider chest.2 | (1) Default capacity is 1 item per robot. This can be increased by researching Worker robot cargo size (research) . (2) Logistic chests can also be connected to the circuit network with red wire or green wire . Usage To start with, just use passive provider- and requester chests. Place the passive provider chests at the output inserters of assembling machines and requester chests at the input (let them request the needed items). Place a roboport , which covers these chests with the inner orange area. Place some logistic bots in the roboport. The robots will fly out of the top hatch and will begin to work. You can now limit the number of produced item with the stack limitation -feature. The logistic network makes it possible to create complex items in a relatively small factory area, but its throughput is limited by how many robot charge points (roboports) exist in the network. Supply area 50ร—50 tiles (orange); Construction area 110ร—110 tiles (green) The basic thing needed for item transportation is roboports . The roboport shows the orange logistic coverage and the green construction coverage when held in the cursor or hovered after placing. The orange zone is the logistic network coverage. This is also the maximum distance for connecting two roboports. The green zone is the construction area. Expanding the logistic network There can be many separate logistic networks. Two roboports are in the same network only if they are connected, so if their logistic areas are touching. Visually this is represented by a dashed yellow line connecting them. To prevent roboports from linking, the player needs to build them far enough away from each other so that the orange zones don't touch. Bots do not fly/migrate from one network to another, unless their home network is destroyed in some way, for example when all roboports are removed or out of power. Electricity management Unit reminder: 1 Watt = 1 Joule/Second Roboports Robots may run out of charge on longer journeys which will reduce their flying speed to 20% of their normal speed. Robots that run out of charge will fly to the closest recharge point that is closer to their final destination than its current position if possible. This means that they may depart from the original route, depending on where the chosen charging point is, but they should always make progress, rather than endlessly backtrack to their origin. Roboports have 4 charging slots each, which charge each bot at 1MW, taking 1.5 seconds to charge 1 robot. Furthermore, a roboport also has a 100MJ internal battery allowing bots to keep working for a limited amount of time under low power. Generally, a roboport can charge between 50 and 70 bots per min, 4 at a time, but are not very efficient at charging large queues of bots and can quickly become overworked. When the charging-queue for the bots gets too long, the bots (and their loads) will slow down. Normally a robot flies to the nearest roboport to recharge. If the queue on that roboport (including other robots en route to charge there) is too long, they eventually choose another port. This is specified by the ratio of <distance to different roboport in tiles> / <queue size of robots waiting>. Currently, to choose the more distant roboport, the distance must be at most <Number of robots in the queue and on the way> / 2. So, to choose a roboport that is 10 tiles more distant, it has to have 20 less robots waiting in the queue. Construction and logistic bots Bots store 1.5MJ of power each. They use 3kW at all times while flying and use an additional 5kJ for every tile travelled. It must be noted that increasing robot speed does not increase range significantly, see worker robot speed (research) . With no research upgrades, the speed of logistic robots is 3 tiles/s and for construction robots 3.6 tiles/s. The robots go to recharge when they hit 20% of their energy capacity. That means for 80% of their maximum distance they go straight towards the target, and the other 20% towards a roboport to charge. The maximum travel distance can be calculated using the following formula: 1500 รท (3 รท speed + 5) , speed in tiles/s. This results in a maximum distance of 250 tiles for logistics robots and 257 tiles for construction robots without speed upgrades. For infinite research levels, the bot speed can be calculated with these formulas: Construction: speed = 3.6 ร— (3.4 + 0.65 ร— (Level-5)) Logistic: speed = 3.0 ร— (3.4 + 0.65 ร— (Level-5)) Mechanics The logistic GUI next to the player's inventory. There are two active logistics groups Logistics groups Logistics requests are able to be separated into groups. By clicking the button next to "no group" one can select an existing group, or create a new one. Logistics groups are enabled separately from one another, and each entity can have multiple groups assigned to it at once. The following entities are able to use logistics groups. Editing a request in one entity will edit the request in all others which use that same group. The player Tank (once logistic system is researched) Spidertron Constant combinator Buffer chest Requester chest Space platform Cargo landing pad Negative numbers It is possible to notice negative numbers on the 'Logistic Network'-Screen when looking at network storage or opening the logistic networks GUI the with L . The logistic network reports the total number of items in provider, buffer and storage chests, minus the amount of items scheduled to be picked up by robots. When a bot starts its journey to pick up items from a chest, it reserves the items in advance by subtracting the items it wants from the total logistics storage. A bot will always reserve the maximum amount that it can carry, even when the box does not currently have that amount. This means that the number can go negative when a bot embarks on a pickup while the box is almost empty. Negative numbers in the logistic network are not the deficit of the total number of requested items. If there are no bots picking up any items, there are no negative numbers in the network, regardless of requests in requester chests. For example, with a full worker robot cargo size bonus, a bot can carry 4 items. If there is only 1 iron plate in the logistic network, and a robot comes to pick it up, it will reserve the full 4 it can carry and the amount in the network will be displayed as follows: -3 After the robot has picked up the item, the reservation is removed and the number goes back to 0. The reason this happens is that a bot can be dispatched to pick up an item when there is only 1 item available. While it is travelling to pick up that item, additional items can be put into the chest, and once the bot gets to the chest, it has already reserved those items in advance and can pick them up immediately. Receiving more items than requested The delivered number of items in the requester chest can be higher than requested. This depends on the researched Worker robot cargo size -bonus, since bots will always take as much as they can carry if an unlimited amount is available. Priorities of robots This overview reflects the priorities in which order the chests are filled/emptied. Logistic robots on the logistic network look for orders by the chests in this order: A requested item is first looked up in active provider chests and in the player's trash slots, then in the storage chests and buffer chests, then the passive provider chests. So, the active provider chests are emptied first, then the storage chests and buffer chests, then the passive provider chests. Requests are assigned first for player logistics, then for requester chests, then for buffer chests. | Source Priority | >> | Target Priority | 1>>2>3 | | --------------- | -- | --------------- | ------ | (1) Requesters with "request from buffer chests" have higher priority than others, the same as a player. (2) Buffer chests will only ever be a target when having requests specified. (3) Storage does not "request" items on its own. It receives actively discarded items from a) active providers, b) player trash slots, c) deconstruction, and d) robots that have their orders cancelled while carrying items. Storage is the last priority, and receives only items that have nowhere else to go. To place items into storage chests, the bots search for one which has its filter set to the item type, then for a storage chest that already stores items of the same type. If that can't be found, they choose the first (unfiltered) storage chest with a free slot from the list, which is sorted by the order they were built in. [1] This is to avoid having storage chests with different items inside, allowing greater organisation. Construction When construction robots want to build a ghost, they look for the chests that is closest to the ghost they want to build. The type of chest does not matter. [2] Distance When looking to pick up requested items from multiple chests of equal priority, bots will always choose the closest one. [3] This is however only true when an item is being requested, not when an item is sent away via player trash slots or active provider chests. In the case of items being sent into the logistics network, distance does not matter, instead when chests have the same priority, for example two active provider chests, the bots will alternate between the chests in a round-robin fashion. Achievements | | You've got a packageSupply the character bylogistic robot. | | | ---------------------------------------------------------- | | | Delivery serviceSupply the character with 10k items delivered bylogistic robots. | | | -------------------------------------------------------------------------------- | | | Logistic network embargoFinish research withspace science packfor the base game or anyplanetary science packforSpace Agewithout building anyactive provider,buffer, orrequester chests. | | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
wiki
https://wiki.factorio.com/Logistic_network_-_Factorio_Wiki
Tutorials
Tutorials - Factorio Wiki
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Tutorials - Factorio Wiki Jump to navigation Jump to search This page lists tutorials that can be found here on the wiki. They range from guides for the very first steps in the game to in-depth modding tutorials. Contents 1 The first steps and the first base 2 Power production 3 Circuit network 4 Miscellaneous 5 Space Age exclusive content 6 Modding tutorials 6.1 Additional info 6.2 Third-Party Tools The first steps and the first base These tutorials aim to guide the player through the first steps of the game and provide an idea of how a base could look like. Quick start guide - Guides through the first steps of the game, from mining the first piece of ore to automating the first science pack. Main bus - A type of base organization that is well suited for beginners. Keyboard shortcuts - A collection of useful keyboard shortcuts. Power production These tutorials take an in-depth look at individual topics related to power production . Applied power math Nuclear power Producing power from oil Solar power math Circuit network These tutorials take a closer look at the circuit network and present usage examples. Circuit network cookbook - Example-heavy tutorial; for beginners who want to get to know and use the benefits of the circuit network. Combinator tutorial - Mainly textual and detailed tutorial for advanced circuit network uses. Miscellaneous Train signals A comparison of the different means of transport Diagnosing performance issues Space Age exclusive content These tutorials explain features exclusive to Space Age . Recycling scrap on Fulgora Quality upcycling math Modding tutorials These tutorials range from teaching the first steps of modding to in-depth explanations of individual mechanics: Modding tutorial/Gangsir โ€” A simple modding tutorial that suits beginners well. Mod structure โ€” More details on how mods need to be structured in order to be loaded by the game. Scripting โ€” A small tutorial that focuses on run-time scripting and provides some info on how to use the story script. Mod settings โ€” A comprehensive tutorial about how to create and use mod settings. Localisation โ€” A tutorial about how to format and use localisation, which is how mods are translated. Inspecting a live mod โ€” An annotated tour of a mod that is live on the mod portal right now. (Beware that this uses the 1.1 API, so many examples will not work in 2.0+ without modifications) Mod changelog format โ€” The formatting requirements for the mod changelog.txt file. Script interfaces โ€” A small tutorial about script interfaces ( LuaRemote ) and custom keyboard shortcuts. Noise Expressions โ€” A tutorial about generating terrain, complete with example mod . (Shows the 1.1 format which has significantly changed for 2.0) Untitled GUI Guide โ€” A tutorial about building custom interfaces that also expands into more advanced parts of GUI modding. Controller modding guide / FAQ โ€” A guide about building your mod to support controllers (game pads). Additional info Modding API docs - Overview page of the modding API documentation website Prototype documentation Documentation of the runtime API Scenario system โ€” Save-based mods ("soft mods") and their limitations Migrations guide โ€” All information about mod migrations Factorio data github repository โ€” Tracks changes of the lua prototype definitions in Factorio in between releases Modding FAQ Third-Party Tools There is a wide variety of tools contributed by community members to help in mod development, such as plugins for IDEs to provide auto-completion, debuggers, as well as scripts to automate common tasks regarding translations or packaging. Factorio sub-forum for mod development tools
wiki
https://wiki.factorio.com/Tutorials_-_Factorio_Wiki
Intermediate_products
Category:Intermediate products - Factorio Wiki
[ "Components", "Fluids", "Materials", "Resources", "Science packs" ]
Category:Intermediate products - Factorio Wiki Jump to navigation Jump to search This category contains all articles about intermediate products. Most intermediate products have no use on their own, so such products are generally the "middle man" components used to make things further down a line of crafting. Most intermediate products can also be made in higher quantities with the use of productivity modules , though at the cost of increased energy consumption, lowered building speeds and increased pollution . Subcategories This category has the following 5 subcategories, out of 5 total. C Components F Fluids M Materials R Resources S Science packs Pages in category "Intermediate products" The following 105 pages are in this category, out of 105 total. A Acid neutralisation Advanced circuit Agricultural science pack Ammonia Ammoniacal solution Automation science pack B Barrel Battery Bioflux Biter egg C Calcite Carbon Carbon fiber Chemical science pack Coal Coal synthesis Copper bacteria Copper cable Copper ore Copper plate Crude oil Cryogenic science pack D Depleted uranium fuel cell E Electric engine unit Electrolyte Electromagnetic science pack Electronic circuit Engine unit Explosives F Fluorine Fluoroketone (cold) Fluoroketone (hot) Flying robot frame Fusion power cell H Heavy oil Holmium ore Holmium plate Holmium solution I Ice Ice melting Iron bacteria Iron gear wheel Iron ore Iron plate Iron stick J Jelly Jellynut Jellynut seed K Kovarex enrichment process L Lava Light oil Lithium Lithium brine Lithium plate Logistic science pack Low density structure Lubricant M Metallurgic science pack Military science pack Molten copper Molten iron N Nuclear fuel Nuclear fuel reprocessing Nutrients P Pentapod egg Petroleum gas Plasma Plastic bar Processing unit Production science pack Promethium science pack Q Quantum processor R Raw fish Archive:Rocket control unit Rocket fuel Rocket part S Scrap Solid fuel Space science pack Spoilage Steam Steam condensation Steel plate Stone Sulfur Sulfuric acid Supercapacitor Superconductor T Thruster fuel Thruster oxidizer Tree seed Tungsten carbide Tungsten ore Tungsten plate U Uranium fuel cell Uranium ore Uranium processing Uranium-235 Uranium-238 Utility science pack W Water Wood Y Yumako Yumako mash Yumako seed
wiki
https://wiki.factorio.com/Category:Intermediate_products_-_Factorio_Wiki
Follower_robot_count_(research)
Follower robot count (research) - Factorio Wiki
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Follower robot count (research) - Factorio Wiki Jump to navigation Jump to search | | Follower robot count (research) | Edit | | | ------------------------------- | ---- | | Cost | Cost | | --------------------- | ---------------------- | | 30111โœ–100 | 30111โœ–100 | | Prototype type | technology | | Internal name | follower-robot-count-1 | | Required technologies | Required technologies | | | | | Allows | Allows | | 2-โˆž | 2-โˆž | Follower robot count (research) increases the maximum number of follower robots that can follow the player at any point in time. This limit counts for Defenders and Destroyers . Distractors do not count against the follower limit. Remember that the cumulative effect starts with 10 due to researching defender (research) giving +4 to max followers. | Technology | Cost | Effects | Cumulativeeffect | | --------------------------- | ---------------------------------------------------------------- | ------- | ---------------- | | 1Follower robot count 1 | 30111โœ–200 | 5 | 10 | | 2Follower robot count 2 | 30111โœ–300 | 10 | 20 | | 3Follower robot count 3 | 301111โœ–400 | 10 | 30 | | 4Follower robot count 4 | 3011111โœ–600 | 20 | 50 | | 5-โˆžFollower robot count 5-โˆž | 301111111โœ–1000*(Level-4)(eg. 1000 for level 5, 2000 for level 6) | 25 | 50+25*(Level-4) | Achievements | | MinionsHave 100combat robotsor more following you. | | | -------------------------------------------------- | This achievement requires follower robot count level 6 for a total of 100 robots. In the base game, three rocket launches are needed to obtain the space science packs to get to and research level 6. 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/Follower_robot_count_(research)_-_Factorio_Wiki
Electromagnetic_plant_(research)
Electromagnetic plant (research) - Factorio Wiki
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Electromagnetic plant (research) - Factorio Wiki Jump to navigation Jump to search | | Electromagnetic plant (research) | Edit | | | -------------------------------- | ---- | | Researched by | Researched by | | --------------------- | --------------------- | | Craft50 | Craft50 | | Prototype type | technology | | Internal name | electromagnetic-plant | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Space Age expansion exclusive feature. Unlocks the electromagnetic plant that can craft electric-based products. New recipes are also unlocked. History 2.0.7 : Introduced in Space Age expansion. See also Fulgora | 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/Electromagnetic_plant_(research)_-_Factorio_Wiki
User_talk_Techhead7890
User talk:Techhead7890 - Factorio Wiki
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User talk:Techhead7890 - Factorio Wiki Jump to navigation Jump to search 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.ย :) Gangsir ( talk ) - Admin 02:46, 4 November 2017 (UTC)
wiki
https://wiki.factorio.com/User_talk:Techhead7890_-_Factorio_Wiki
News_2018
News/2018 - Factorio Wiki
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News/2018 - Factorio Wiki Jump to navigation Jump to search News > 2018 December Dec 28 FFF #275: 0.17 Science changes Dec 21 FFF #274: New fluid system 2 Dec 14 FFF #273: Cutscene controller & Localisation plan Dec 07 FFF #272: Mod GUI November Nov 30 FFF #271: Fluid optimisations & GUI Style inspector Nov 23 FFF #270: HR Substation & Save/Load overview Nov 16 FFF #269: Roadmap update & Transport belt perspective Nov 09 FFF #268: The modern Biter Nov 02 FFF #267: Experiments, Explosives & Extended tags October Oct 26 FFF #266: Cleanup of mechanics Oct 19 FFF #265: Nomenclature & Steam networking Oct 12 FFF #264: Texture streaming Oct 05 FFF #263: Trains in blueprints September Sep 28 FFF #262: Hello my name is: Compilatron Sep 21 FFF #261: Performance + New player interaction Sep 14 FFF #260: New fluid system Sep 07 FFF #259: Scan-codes, Prototype IDs, HR worm August Aug 31 FFF #258: New autoplace Aug 24 FFF #257: NPE/Campaign update Aug 17 FFF #256: The little things 3 Aug 10 FFF #255: Construction tools Aug 03 FFF #254: No research queue for you July Jul 27 FFF #253: Fans & Fun Jul 20 FFF #252: Sound design & Map editor Jul 13 FFF #251: A Fistful of Frames Jul 06 FFF #250: Dead end conclusion June Jun 29 FFF #249: Dead end exploration Jun 22 FFF #248: Not Saturday Facts Jun 15 FFF #247: Pricing and its exploits Jun 08 FFF #246: The GUI update (Part 3) Jun 01 FFF #245: Campaign concept May May 25 FFF #244: Localised plurals & Modernisation progress May 18 FFF #243: New GUI tileset May 11 FFF #242: Offensive programming May 04 FFF #241: New player experience April Apr 27 FFF #240: Factorio-data & Fast pipe replace Apr 20 FFF #239: PAX East report Apr 13 FFF #238: The GUI update (Part II) Apr 06 FFF #237: Rich & interactive text March Mar 30 FFF #236: Building a rollup Mar 23 FFF #235: 0.16 stable Mar 16 FFF #234: Office pictures Mar 09 FFF #233: Wiki admin Mar 02 FFF #232: PAX, Bugs, Graphs February Feb 23 FFF #231: Belt compression & Crash log uploading Feb 16 FFF #230: Engine modernisation Feb 09 FFF #229: Taiwan report & Lamp staggering Feb 02 FFF #228: High resolution turrets January Jan 26 FFF #227: Rendering, Trees & Scenario talk Jan 19 FFF #226: New mod portal & other news Jan 12 FFF #225: Bots versus belts (part 2) Jan 05 FFF #224: Bots versus belts
wiki
https://wiki.factorio.com/News/2018_-_Factorio_Wiki
User_talk_RobbiRobb
User talk:RobbiRobb - Factorio Wiki
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User talk:RobbiRobb - Factorio Wiki Jump to navigation Jump to search 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 ) 00:01, 29 December 2016 (UTC) Welcome! Hello there! I'm Gangsir, one of the admins on this Wiki. I've noticed that you're already off to a good start editing this Wiki. If you have any questions or concerns, don't hesitate to let me know. -- Gangsir ( talk ) 17:40, 29 December 2016 (UTC)
wiki
https://wiki.factorio.com/User_talk:RobbiRobb_-_Factorio_Wiki
Infobox_Zippy_workbench
Zippy/workbench - Factorio Wiki
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Zippy/workbench - Factorio Wiki Jump to navigation Jump to search | File:Zippy/workbench.png | Zippy/workbench | Edit | | ------------------------ | --------------- | ---- | | Recipe | Recipe | | ---------------------------------- | ------------------------------------ | | 2+8+20+5โ†’File:Zippy/workbench.png1 | 2+8+20+5โ†’File:Zippy/workbench.png1 | | Total raw | Total raw | | 2+8+20+5 | 2+8+20+5 | | Storage size | | | Health | 450 | | Resistances | Acid: 0/20%Fire: 0/50%Impact: 50/30% | | Stack size | 1 | | Range | 20 | | Shooting speed | 15/s | | Ammunition | | | Energy consumption | 150 kW (burner) | | Mining time | 0.4 | | Prototype type | car | | Internal name | car | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Valid fuel | Valid fuel | | | |
wiki
https://wiki.factorio.com/Zippy/workbench_-_Factorio_Wiki
Light_oil
Light oil - Factorio Wiki
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Light oil - Factorio Wiki Jump to navigation Jump to search | | Light oil | Edit | | | --------- | ---- | Base game Space Age mod | Used as ammunition by | Used as ammunition by | | --------------------- | --------------------- | | | | | Prototype type | fluid | | Internal name | light-oil | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Used as ammunition by | Used as ammunition by | | --------------------- | --------------------- | | | | | Prototype type | fluid | | Internal name | light-oil | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Light oil is a liquid converted from crude oil (in a oil refinery ) or heavy oil (in a chemical plant ). Light oil can be converted to petroleum gas , or used to create solid fuel and rocket fuel . It can also be used as ammo in flamethrower turrets . | Process | Input | Output | Made in | | ----------------------- | ---------- | ----------- | ------- | | Advanced oil processing | 5+100+50 | 45+ (25+55) | | | Heavy oil cracking | 2+40+30 | 30 | + | | Coal liquefaction | 5+10+25+50 | 20+ (90+10) | | History 2.0.7 : Biochamber can perform heavy oil cracking. 0.9.1 : Can now be cracked into petroleum gas . 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/Light_oil_-_Factorio_Wiki
Personal_laser_defense
Personal laser defense - Factorio Wiki
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Personal laser defense - Factorio Wiki Jump to navigation Jump to search | | Personal laser defense | Edit | | | ---------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | ------------------------ | -------------------------------- | | ---- | | -- | | ---- | | ---- | | ---- | | ---- | | 10+5+5+20โ†’1 | 10+5+5+20โ†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 310+60+250+100+25+20+110 | 310+60+250+100+25+20+110 | | | | | | | | | | | | | | Stack size | 20 | | | | | | | | | | | | | | Rocket capacity | 5 (0.25 stacks) | | | | | | | | | | | | | | Range | 1516.518.019.522.5 | | | | 15 | | 16.5 | | 18.0 | | 19.5 | | 22.5 | | | | | 15 | | | | | | | | | | | | | 16.5 | | 18.0 | | | | | | | | | | | | | 19.5 | | 22.5 | | | | | | | | | | | | Shooting speed | 1.5/s | | | | | | | | | | | | | | Damage | 10 laser | | | | | | | | | | | | | | Dimensions | 2ร—2 | | | | | | | | | | | | | | Energy consumption | 75 kW (electric) | | | | | | | | | | | | | | Placed in | Placed in | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Energy capacity | 220 kJ (electric) | | | | | | | | | | | | | | Prototype type | active-defense-equipment | | | | | | | | | | | | | | Internal name | personal-laser-defense-equipment | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The Personal laser defense is a module that can be inserted into modular armor , spidertrons , and tanks . It provides a basic laser defense system. It automatically targets and fires at nearby enemies , and, unlike hand-held weapons , doesn't slow the player down when firing. It consumes power after it fires (to recharge), so it doesn't necessarily need personal batteries . Stacking multiple personal laser defenses in the modular armor provides more lasers to attack at once. Each shot costs 50kJ of energy; as the shooting speed increases through upgrades , so does the power required to keep firing. The personal laser defense will fire at enemies nearby even if the player is inside a vehicle . History 2.0.7 : Nerfed personal laser defense damage output to 1/3 its previous output. 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 Discharge defense | 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_laser_defense_-_Factorio_Wiki
Rail
Rail - Factorio Wiki
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Rail - Factorio Wiki Jump to navigation Jump to search | | Rail | Edit | | | ---- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+1+1+1โ†’2 | 0.5+1+1+1โ†’2 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 0.75+0.5+1+1 | 0.75+0.5+1+1 | | | | | | | | | | | | | | Health | 200260320380500 | | | | 200 | | 260 | | 320 | | 380 | | 500 | | | | | 200 | | | | | | | | | | | | | 260 | | 320 | | | | | | | | | | | | | 380 | | 500 | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 100 (1 stack) | | | | | | | | | | | | | | Prototype type | rail-planner | | | | | | | | | | | | | | Internal name | rail | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+1+1+1โ†’2 | 0.5+1+1+1โ†’2 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 0.75+0.5+1+1 | 0.75+0.5+1+1 | | | | | | | | | | | | | | Health | 200260320380500 | | | | 200 | | 260 | | 320 | | 380 | | 500 | | | | | 200 | | | | | | | | | | | | | 260 | | 320 | | | | | | | | | | | | | 380 | | 500 | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 100 (1 stack) | | | | | | | | | | | | | | Prototype type | rail-planner | | | | | | | | | | | | | | Internal name | rail | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | A Rail is used for building a railway track for trains . Unlike transport belts , rail tracks can also be curved and placed diagonally. Train stops , rail signals and rail chain signals can be placed on rails to better guide automated trains. Gates can also be placed on rails, making them rail gates. In Space Age , rails can be connected to rail ramps and rail supports to build elevated rails. Elevated rails allow trains to freely pass over obstacles. The minimum rail turning radius is 13, meaning the smallest possible 180ยฐ turn is 26 tiles wide. The rail planner can be used to automatically place rails. See the page for more info. Achievements Rails are directly related to the following achievements: | | Trans-Factorio expressHave atrainplan a path 1,000 tiles or longer. | | | ------------------------------------------------------------------- | History 2.0.7 : Added rail ramps, rail supports and elevated rails to build bridges. ( Friday Facts #378 ) New rail shapes, rail curves, 22.5 degree tracks. 0.13.0 : Rail planner tool simplifies rail building. Improved the rail selection logic. Halved the mining time of rails. Removed the curved rail, rail is the only type now. 0.12.11 : Replaced entity type rail with types straight rail and curved rail 0.11.17 : Increased the stack size of Straight Rails to 100 from 50. 0.11.0 : Gates built on rails now make them rail gates. Added end of track graphics. 0.9.0 : Rails are now crafted in pairs. Nicer rail diagonals/turns on minimap. 0.7.1 : Added remnants for destroyed rails. 0.5.0 : Rails are not minable when a train is on them. Rails recipe changed, now needs steel and stone Rails made more expensive 0.2.8 : Correction of bounding boxes of some built curved rails. 0.2.1 : Rail building and selection boxes 0.1.0 : Introduced See also Locomotive Rail planner Railway | 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_-_Factorio_Wiki
Tutorial_Applied_power_math
Tutorial:Applied power math - Factorio Wiki
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Tutorial:Applied power math - Factorio Wiki Jump to navigation Jump to search In this tutorial we'll be answering the question: how much coal is needed to power a factory? First off, we need to know: how much power does our factory use? That's easy - you can check the electricity tab by clicking on a power pole. Here we see one radar using 300 kW of electrical power P . Factorio uses real science here. The unit of power, or energy transfer, is measured in Watt (W). A kilowatt (kW) is 1000 W, a megawatt (MW) is 1000 kW, and if you're lucky enough to ever make a factory big enough, a gigawatt (GW) is 1000 MW. So that answers the question of how much power our factory uses. To keep our factory running at full speed we need to maintain 300 kW. For ease of comparison, we'll convert that to 0.3 MW. Next question! How much energy E is released when burning one piece of coal? That's also easy, because it tells us when we hover over it: 4 MJ. A Joule is the standard measure of energy E . As with Watts a kilojoule (kJ) is 1000 J, and so on. There is a fixed relationship between Joules and Watts. 1 Joule of energy can provide 1 Watt of power for 1 second of time. So one Joule is equal to one Wattsecond. As a formula: E = P โ‹… t [ J ] = [ W ] โ‹… [ s ] So to run our factory at 0.3 MW, we need to consume 0.3 MJ every second. Quiz How long could one piece of coal E = 4 MJ run our single radar P = 0 . 3 MW ? Expand to reveal answer J = P โ‹… t t = J P = 4 MJ 0 . 3 MW = 4 0 0 0 0 0 0 J 3 0 0 0 0 0 W = 1 3 . 3 3 3 s A bit more than 13 seconds. What is the maximum size factory (in watts) a single piece of coal E = 4 MJ could run for t = 5 s ? Expand to reveal answer J = P โ‹… t P = J t = 4 MJ 5 s = 4 0 0 0 0 0 0 J 5 s = 8 0 0 0 0 0 W = 0 . 8 MW 0.8 megawatts. BONUS! A metric ton of real world coal m = 1 ton can produce about 7.2 GJ in an electrical power plant . How much does a piece of Factorio coal weigh? Expand to reveal answer The energy ratios will match the weight ratios, so: m Factorio m real = E Factorio E real โ‡” m Factorio = E Factorio โ‹… m real E real 1 unit = 4 MJ โ‹… 1 ton 7 . 2 GJ = 4 0 0 0 0 0 0 J โ‹… 1 0 0 0 kg 7 2 0 0 0 0 0 0 0 0 J = 0 . 5 5 5 5 5 5 kg = 5 5 5 . 5 5 5 g About 555g! Still doesn't explain how our character can carry so much of it... Now we have everything we need to answer our initial question: how much coal do we need to power our factory? Well, the question actually needs to be a bit more precise: how much coal do we need per second to power our factory? Aside: why did the radar run for 20s and not 13.5s (50% of 27s)? Because it doesn't turn on and off instantly, the radar's demand of electrical power ramps up before reaching its operating power demand, therefore its electrical power usage is a function of time p el ( t ) . When speaking of a machine using power over time, the common equation symbol is W for performed work , which must be equal to the amount of energy supplied E s u p p l y . To easier visualize the amount of energy or work, in the real world, instead of Joule, the unit in use is the kilowatt-hour (kWh). E s u p p l y = W = โˆซ p el ( t ) d t However, as the accuracy of integration is not required, to conservatively approximate the required power supply the equation can be simplified by treating the average power P ยฏ el as the radars peak operating power P ^ el within a duration T as a constant. E s u p p l y = โˆซ t 0 t 0 + T P ^ el ( t ) d t = P ^ el โ‹… T For completeness sake it should be mentioned that the boilers turn 4 MJ of chemical energy E chem stored in coal, to 4 MJ of thermal energy E therm stored in the steam, which steam turbines only consume as the grid demands electrical energy E el , where the grid then transfers electrical power per second . Quiz How much coal per second is needed to power a 20 MW factory? Expand to reveal answer Since E = P โ‹… t , a 20 MW factory will consume 20 MJ/s. Since coal contains 4 MJ, we'll need 5 coal per second . 5 โ‹… 4 MJ = 2 0 MW BONUS! How many mining drills are needed to produce that much coal? Expand to reveal answer Per the linked page, an electric mining drill mines 0.5 coal per second, so we'll need 10 electric mining drills . 5 units s 0 . 5 units s = 5 . SECOND BONUS! The average American household uses 3.2 GJ in a month (typically expressed as 888 kilowatt-hours ). How much Factorio coal would be needed to power one of these homes for that period, and how many homes could a steam engine support ( 900 kW ), assuming the power is used at a constant rate? (Assume 30 days in a month.) Expand to reveal answer 3 . 2 G J = 3 2 0 0 M J 3 2 0 0 M J 4 M J = 8 0 0 3 2 0 0 M J โ‹… 1 m 3 0 d โ‹… 1 d 2 4 h โ‹… 1 h 6 0 m i n โ‹… 1 m i n 6 0 s = 1 2 3 4 . 5 6 7 9 W 9 0 0 k W 1 2 3 4 . 5 6 7 9 W = 7 2 9 800 pieces of coal per household and a single steam engine could power 729 households exactly.
wiki
https://wiki.factorio.com/Tutorial:Applied_power_math_-_Factorio_Wiki
Mod_portal_API
Mod portal API - Factorio Wiki
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Mod portal API - Factorio Wiki Jump to navigation Jump to search Category: Internal API The Mod Portal API is used to both browse and download all mods available on the official Factorio mod portal . Using the API does not require any kind of authentication or account information and can be viewed simply by following the URLs below in any web browser. https://mods.factorio.com/api/mods More detailed information about a particular mod can be obtained by retrieving the following URL, where {name} is the mod's name field in the result object. https://mods.factorio.com/api/mods/{name} To get even more information about a mod, you can use the following URL. https://mods.factorio.com/api/mods/{name}/full List of bookmarked mods can be accessed from following URL (requires authentication). https://mods.factorio.com/api/bookmarks?username={username}&token={token} You can also toggle a bookmark using following URL, with state being on or off . https://mods.factorio.com/api/bookmarks/toggle?username={username}&token={token}&mod={name}&state={state} Contents 1 Endpoints 1.1 /api/mods 1.2 /api/mods/{mod_name} 1.3 /api/mods/{mod_name}/full 1.4 /api/bookmarks 2 JSON Object Types 2.1 Mod List Response 2.2 Pagination 2.3 Pagination Links 2.4 Result Entry 2.5 Releases 2.6 Tags 2.7 License 2.8 Error 3 Downloading Mods Endpoints /api/mods GET Parameters (sent as query parameters): | Key | Values | Description | | --------------- | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | hide_deprecated | {boolean} | Only return non-deprecated mods. | | page | {an integer} | Page number you would like to show. Makes it so you can see a certain part of the list without getting detail on all | | page_size | {an integer or 'max'} | The amount of results to show in your search | | sort | {enum, one of name, created_at or updated_at} | Sort results by this property. Defaults to name when not defined. Ignored forpage_size=maxqueries. | | sort_order | {enum, one of asc or desc} | Sort results ascending or descending. Defaults to descending when not defined. Ignored forpage_size=maxqueries. | | namelist | {array of strings} | Return only mods that match the given names. Either comma-separated names or supply the namelist parameter more than once. Response will includereleasesinstead oflatest_release. | | version | {enum, one of 0.13, 0.14, 0.15, 0.16, 0.17, 0.18, 1.0, 1.1 or 2.0} | Only return non-deprecated mods compatible with this Factorio version | Returns #Mod List Response /api/mods/{mod_name} Return short information of a specific mod. See #Result Entry , "Short" column. /api/mods/{mod_name}/full Returns more information of a mod. See #Result Entry , "Full" column. /api/bookmarks Returns array of mod names JSON Object Types Mod List Response | Key | Type | Description | | ---------- | ---------- | --------------------------------------------------- | | pagination | Pagination | See#Pagination | | results | Result[] | A list of mods, matching any filters you specified. | Pagination | Key | Type | Description | | ---------- | ------- | ------------------------------------------------------------------------------------ | | count | Integer | Total number of mods that match your specified filters. | | links | Links | Utility links to mod portal api requests, preserving all filters and search queries. | | page | Integer | The current page number. | | page_count | Integer | The total number of pages returned. | | page_size | Integer | The number of results per page. | Pagination Links | Key | Type | Description | | ----- | ----------- | ------------------------------------------------------------------------------------- | | first | String(URL) | URL to the first page of the results, or null if you're already on the first page. | | prev | String(URL) | URL to the previous page of the results, or null if you're already on the first page. | | next | String(URL) | URL to the next page of the results, or null if you're already on the last page. | | last | String(URL) | URL to the last page of the results, or null if you're already on the last page. | Result Entry Fields returned by the api/mods endpoint are marked with a check (โœ“) in the "api/mods endpoint" column, those returned by the api/mods/{name} endpoint are marked with a check in the "Short" column and those returned by the api/mods/{name}/full endpoint are marked in the "Full" column. Fields may be absent if there is no data. | Key | Type | api/mods endpoint | Short | Full | Description | | ------------------- | --------------------- | ----------------- | ----- | ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | latest_release | Release? | โœ“ | | | The latest version of the mod available for download. Absent when thenamelistparameteris used. | | downloads_count | Integer | โœ“ | โœ“ | โœ“ | Number of downloads. | | name | String | โœ“ | โœ“ | โœ“ | The mod's machine-readable ID string. | | owner | String | โœ“ | โœ“ | โœ“ | The Factorio username of the mod's author. | | releases | Release[] | โœ“* | โœ“ | โœ“ | A list of different versions of the mod available for download. See#Releases. *Only when usingnamelistparameter. | | summary | String | โœ“ | โœ“ | โœ“ | A shorter mod description. | | title | String | โœ“ | โœ“ | โœ“ | The mod's human-readable name. | | category | Category? | โœ“ | โœ“ | โœ“ | A single category describing the mod. SeeMod_details_API#Category. | | score | Integer | โœ“ | โœ“* | โœ“* | The score of the mod. *Only when not 0. | | thumbnail | String(relative URL)? | | โœ“ | โœ“ | The relative path to the thumbnail of the mod. For mods that have no thumbnail it may be absent or default to"/assets/.thumb.png". Prepend "assets-mod.factorio.com". | | changelog | String? | | | โœ“ | A string describing the recent changes to a mod. | | created_at | String(ISO 8601) | | | โœ“ | ISO 8601 for when the mod was created. (RFC 3339 nano) | | updated_at | String(ISO 8601) | | | โœ“ | ISO 8601 for when the mod was last updated. (RFC 3339 nano) | | last_highlighted_at | String(ISO 8601)? | | | โœ“ | ISO 8601 for when the mod was last featured on the "Highlighted mods" tab. (RFC 3339 nano) | | description | String? | | | โœ“ | A longer description of the mod, in text only format. | | source_url | String? | | | โœ“ | A URL to the mod's source code. | | github_path | String? | | | โœ“ | Deprecated: Usesource_urlinstead. A link to the mod's github project page, just prepend "github.com/". Can be blank (""). | | homepage | String | | | โœ“ | Usually a URL to the mod's main project page, but can be any string. | | tags | Tag[] | | | โœ“ | A list of tag names that categorize the mod. See#Tags. | | license | #License[] | | | โœ“ | The license that applies to the mod. See#License. | | deprecated | Boolean? | | | โœ“ | <ref></ref>True if the mod is marked as deprecated by its owner. Absent when false. | Releases Only difference here between the api/mods/{name} endpoint and the api/mods/{name}/full endpoint is that the full one includes an array of dependencies in the info_json object. | Key | Type | Description | | ------------ | ---------------- | ------------------------------------------------------------------------------------------------------------------------------------------- | | download_url | String | Path to download for a mod. starts with "/download" and does not include a full url. See#Downloading Mods | | file_name | String | The file name of the release. Always seems to follow the pattern "{name}_{version}.zip" | | info_json | Object | A copy of the mod's info.json file, only contains factorio_version in short version, also contains an array of dependencies in full version | | released_at | String(ISO 8601) | ISO 8601 for when the mod was released. (RFC 3339 nano) | | version | String | The version string of this mod release. Used to determine dependencies. | | sha1 | String | The sha1 key for the file | Tags Currently, there are only a fixed number of tags available, these include: | id | type | name | title | description | | -- | ---- | ---------------- | ----------------- | -------------------------------------------------------------------------- | | 12 | t | transportation | Transportation | Transportation of the player, be it vehicles or teleporters. | | 13 | t | logistics | Logistics | Augmented or new ways of transporting materials - belts, inserters, pipes! | | ?? | t | combat | Combat | New ways to deal with enemies, be it attack or defense. | | 17 | t | enemies | Enemies | Changes to enemies or entirely new enemies to deal with. | | 18 | t | armor | Armor | Armors or armor equipment. | | ?? | t | environment | Environment | Map generation and terrain modification. | | 20 | t | logistic-network | Logistics Network | Related to roboports and logistic robots | | ?? | t | circuit-network | Circuit network | Entities which interact with the circuit network. | | 21 | t | storage | Storage | More than just chests. | | 22 | t | power | Power Production | Changes to power production and distribution. | | 23 | t | manufacturing | Manufacture | Furnaces, assembling machines, production chains | | 24 | t | blueprints | Blueprints | Change blueprint behavior. | | 25 | t | cheats | Cheats | Play it your way. | | 27 | t | mining | Mining | New ores and resources as well as machines. | | ?? | t | fluids | Fluids | Things related to oil and other fluids. | | 29 | t | trains | Trains | Trains are great, but what if they could do even more? | License | Key | Type | Description | | ----------- | ------ | -------------------------------------------------------------- | | description | String | A short description of the license. | | id | String | The unique id of the license. | | name | String | The internal name of the license. | | title | String | The human-readable title of the license. | | url | String | Usually a URL to the full license text, but can be any string. | Error | Key | Type | Description | | ------- | ------ | ----------- | | message | String | | Downloading Mods You can get the full url by appending the download_url to mods.factorio.com, but if you're not authenticated, you will be redirected to mods.factorio.com/login. Logging in to that would give you access to the file. Fortunately, there's a better way to do this. Simply adding username and token parameters to the download url will prevent the redirecting and let you download the file immediately. The token can be acquired from a json file called "player-data.json", located in the User Data directory (see Application_directory#User_data_directory ). You can also get the token by using the Web Authentication API . Example usage: https://mods.factorio.com/{download_url}?username={username}&token={token}
wiki
https://wiki.factorio.com/Mod_portal_API_-_Factorio_Wiki
Copper_plate
Copper plate - Factorio Wiki
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Copper plate - Factorio Wiki Jump to navigation Jump to search | | Copper plate | Edit | | | ------------ | ---- | Base game Space Age mod | Recipe | Recipe | | --------------- | ---------------- | | 3.2+1โ†’1 | 3.2+1โ†’1 | | Total raw | Total raw | | 3.2+1 | 3.2+1 | | Stack size | 100 | | Rocket capacity | 1000 (10 stacks) | | Prototype type | item | | Internal name | copper-plate | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recipe | Recipe | | --------------- | ---------------- | | 3.2+1โ†’1 | 3.2+1โ†’1 | | Total raw | Total raw | | 3.2+1 | 3.2+1 | | Stack size | 100 | | Rocket capacity | 1000 (10 stacks) | | Prototype type | item | | Internal name | copper-plate | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Copper plate is a material that can be made by smelting copper ore in a furnace , or cast by a foundry . The copper plate's use is small in early game, so many players underestimate how much production capacity they will need. In the later game, copper use picks up heavily with the mass production of electronic circuits , and other resources that consume copper. However, copper use will usually still be less than iron plate use, throughout the game. Alternative recipes Space Age expansion exclusive feature. | Process | Input | Output | Made in | Required technology | | -------------- | ------ | ------ | ------- | ------------------- | | Casting copper | 3.2+20 | 2 | | Foundry (research) | History 2.0.7 : Casting recipes introduced in the Space Age expansion. 0.17.0 : Crafting time reduced from 3.5 to 3.2 seconds 0.10.0 : New icon 0.1.0 : Introduced See also Iron plate Stone furnace | 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_plate_-_Factorio_Wiki
Yumako_seed
Yumako seed - Factorio Wiki
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Yumako seed - Factorio Wiki Jump to navigation Jump to search | | Yumako seed | Edit | | | ----------- | ---- | | Recipe | Recipe | | --------------- | ---------------- | | 1+1โ†’0.02+2 | 1+1โ†’0.02+2 | | Total raw | Total raw | | 1+1 | 1+1 | | Stack size | 10 | | Rocket capacity | 100 (10 stacks) | | Fuel value | 4.0 MJ (burner) | | Prototype type | item | | Internal name | yumako-seed | | 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. Yumako seed is an item used to plant yumako trees , either manually or with a agricultural tower . These trees produce yumako fruits when harvested. The seeds are then extracted from those fruits when processed. On average, the yumako processing recipe produces exactly one seed from each mature yumako tree being harvested, making yumako processing by hand is a barely and unreliably self-sustaining process. However, the built-in productivity of a biochamber increases this statistic to one and a half seeds from each tree harvested, which is a net positive, thereby making yumako tree production a reliably self-sustaining process. History 2.0.7 : Introduced in Space Age expansion. See also Gleba Jellynut seed Tree seed | 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/Yumako_seed_-_Factorio_Wiki
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wiki
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User_talk_DaveMcW
User talk:DaveMcW - Factorio Wiki
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User talk:DaveMcW - Factorio Wiki Jump to navigation Jump to search 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 ) 15:04, 10 October 2016 (UTC)
wiki
https://wiki.factorio.com/User_talk:DaveMcW_-_Factorio_Wiki
Mining_productivity_(research)
Mining productivity (research) - Factorio Wiki
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Mining productivity (research) - Factorio Wiki Jump to navigation Jump to search | | Mining productivity (research) | Edit | | | ------------------------------ | ---- | | Cost | Cost | | --------------------- | --------------------- | | 6011โœ–250 | 6011โœ–250 | | Prototype type | technology | | Internal name | mining-productivity-1 | | Required technologies | Required technologies | | | | | Allows | Allows | | 2-โˆž | 2-โˆž | Mining productivity is a research that increases the resource output of mining drills and pumpjacks by 10% per level. Unlike productivity from productivity modules , there are no downsides. Any ore that is produced by the productivity bonus is free; it does not deplete the resource under the miner. | Technology | Cost | Effects | Cumulativeeffect | | -------------------------- | --------------------------------------------------------------- | ------------- | ------------------ | | 1Mining productivity 1 | 6011โœ–250 | 10% | 10% | | 2Mining productivity 2 | 60111โœ–500 | 10% | 20% | | 3Mining productivity 3 | 6011111โœ–1000 | 10% | 30% | | 4-โˆžMining productivity 4-โˆž | 60111111โœ–2500*(Level-3)(eg. 2500 for level 4, 5000 for level 5) | 10% per level | 30% +10%*(Level-3) | With the Space Age mod enabled, infinite research starts with level 3. This technology also never requires utility science packs or space science packs , making the research much cheaper. | Technology | Cost | Effects | Cumulativeeffect | | ------------------------ | ------------------------------------------------------------- | ------------- | ------------------ | | 3Mining productivity 3-โˆž | 601111โœ–1000*(Level-2)(eg. 1000 for level 3, 2000 for level 4) | 10% per level | 20% +10%*(Level-2) | Output of electric mining drills At mining productivity 350, a single electric mining drill can fill a blue belt. (Note: As of the Space Age DLC, mining drills are limited to feeding at a rate of 1/2 the rate supported by the belt.) | Mining productivity level | Number ofSpeed module 3 | Express transport belt | | ------------------------- | ----------------------- | ---------------------- | | 26 | 3 | 0.1 | | 35 | 3 | 0.125 | | 50 | 3 | 0.166 | | 62 | 3 | 0.2 | | 80 | 3 | 0.25 | | 110 | 3 | 0.333 | | 170 | 3 | 0.5 | | 215 | 0 | 0.25 | | 350 | 3 | 1 | | 440 | 0 | 0.5 | | 890 | 0 | 1 | See also Research Technologies Mining | 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/Mining_productivity_(research)_-_Factorio_Wiki
Steam_engine
Steam engine - Factorio Wiki
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Steam engine - Factorio Wiki Jump to navigation Jump to search | | Steam engine | Edit | | | ------------ | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ---------------------------------- | | ------- | | ------ | | ------- | | ------- | | ------- | | ------- | | 0.5+8+10+5โ†’1 | 0.5+8+10+5โ†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 7+31 | 7+31 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Fluid storage volume | 200 | | | | | | | | | | | | | | Health | 4005206407601000 | | | | 400 | | 520 | | 640 | | 760 | | 1000 | | | | | 400 | | | | | | | | | | | | | 520 | | 640 | | | | | | | | | | | | | 760 | | 1000 | | | | | | | | | | | | Resistances | Fire: 0/70%Impact: 0/30% | | | | | | | | | | | | | | Stack size | 10 | | | | | | | | | | | | | | Dimensions | 3ร—5 | | | | | | | | | | | | | | Power output | 900 kW1.17 MW1.44 MW1.71 MW2.25 MW | | | | 900 kW | | 1.17 MW | | 1.44 MW | | 1.71 MW | | 2.25 MW | | | | | 900 kW | | | | | | | | | | | | | 1.17 MW | | 1.44 MW | | | | | | | | | | | | | 1.71 MW | | 2.25 MW | | | | | | | | | | | | Maximum temperature | 165 ยฐC | | | | | | | | | | | | | | Fluid consumption | 30/s39/s48/s57/s75/s | | | | 30/s | | 39/s | | 48/s | | 57/s | | 75/s | | | | | 30/s | | | | | | | | | | | | | 39/s | | 48/s | | | | | | | | | | | | | 57/s | | 75/s | | | | | | | | | | | | Mining time | 0.3 | | | | | | | | | | | | | | Prototype type | generator | | | | | | | | | | | | | | Internal name | steam-engine | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Steam engines are the most basic electricity generator, available to the player at the start of the game. They produce electricity by consuming steam , using water pumped from an offshore pump that was heated to 165ยฐC steam with boilers or to 500ยฐC steam with heat exchangers . Steam that has a higher temperature than the maximum temperature of the steam engine (165ยฐC) is consumed at the normal rate (30 units/s), and does not yield more electricity. This means the energy that was put into the steam to heat it to a higher temperature is wasted. Steam engines will automatically adjust their power production and steam usage based on the current demands of the electricity network. Hovering the mouse over a steam engine will display their current power production ( Performance ) and their possible power production ( Available Performance ), in a display on the right. Steam engines have two ports, allowing excess steam to flow through. This allows steam engines to be chained together. The current optimal ratio is 1 offshore pump to 200 boilers to 400 steam engines. For more information, see power production . Using steam engines for power does not produce pollution , however using boilers to heat up the water does. When producing power, the steam engine will display a working animation: History 0.18.18 : Adjusted steam engine and turbine collision boxes so player can walk between two steam engines. 0.15.0 : Steam is now internally a separate fluid from hot water . Added high graphics quality option for the steam engine. Increased the maximum power production of the steam engine from 510kW to 900kW. Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ. Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow. 0.10.7 : Made bounding box smaller. 0.10.0 : New graphics. New sounds. 0.5.1 : New graphics 0.1.0 : Introduced See also Electric system Power production Steam 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/Steam_engine_-_Factorio_Wiki
Constant_combinator
Constant combinator - Factorio Wiki
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Constant combinator - Factorio Wiki Jump to navigation Jump to search | | Constant combinator | Edit | | | ------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+5+2โ†’1 | 0.5+5+2โ†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 4.25+5.5+2 | 4.25+5.5+2 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 120156192228300 | | | | 120 | | 156 | | 192 | | 228 | | 300 | | | | | 120 | | | | | | | | | | | | | 156 | | 192 | | | | | | | | | | | | | 228 | | 300 | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 (1 stack) | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | constant-combinator | | | | | | | | | | | | | | Internal name | constant-combinator | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The constant combinator is part of the circuit network and one of four types of combinators available in the game (the other three being the arithmetic combinator , decider combinator , and selector combinator ). It constantly outputs the selected signal(s) to all connected wire networks without the need for a specific input, and can be turned on/off in the GUI manually. Most common uses include testing of composed circuitry or changing some user-defined settings by broadcasting a kind of a switching signal. If the output of a combinator is desired to be switched on/off remotely or automatically, it is recommended to channel its output through a decider combinator. Unlike the other two combinators, the constant combinator does not require electricity to function. History 0.13.0 : Connected wires are highlighted when hovering over a combinator connected to the circuit network . Combinators show input and output in alt mode. More virtual signals for combinators. Constant combinator can be rotated. Decider combinator "input count" option makes the combinator copy the count of the specified output signal from the input signals, instead of copying the count from the condition. New combinator graphics. 0.12.5 : Combinators now emit light. 0.12.2 : Combinators no longer turn off when no wires are connected. 0.12.0 : Introduced See Also Arithmetic combinator Decider combinator Selector combinator Combinator tutorial Circuit network Circuit network cookbook | 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/Constant_combinator_-_Factorio_Wiki
Thruster_oxidizer
Thruster oxidizer - Factorio Wiki
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Thruster oxidizer - Factorio Wiki Jump to navigation Jump to search | | Thruster oxidizer | Edit | | | ----------------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 2+2+10โ†’75 | 2+2+10โ†’75 | | Total raw | Total raw | | 2+2+10 | 2+2+10 | | Prototype type | fluid | | Internal name | thruster-oxidizer | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | Space Age expansion exclusive feature. Thruster oxidizer is a liquid and is one of the two main ingredients, along with thruster fuel , for running the thruster to allow a space platform to move from planet to planet. Because thruster oxidizer cannot be barreled , each platform must produce its own oxidizer. Alternative recipes | Process | Input | Output | Made in | Required technology | | -------------------------- | ---------- | ------ | ------- | --------------------------------------- | | Advanced thruster oxidizer | 10+2+1+100 | 1500 | | Advanced asteroid processing (research) | History 2.0.7 : Introduced in Space Age expansion. See also Space platform Thruster Thruster fuel Fluid 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/Thruster_oxidizer_-_Factorio_Wiki
Electronics_(research)
Electronics (research) - Factorio Wiki
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Electronics (research) - Factorio Wiki Jump to navigation Jump to search | | Electronics (research) | Edit | | | ---------------------- | ---- | | Researched by | Researched by | | -------------- | ------------- | | Craft10 | Craft10 | | Prototype type | technology | | Internal name | electronics | | Allows | Allows | | | | | Effects | Effects | | | | Electronics unlocks many new technologies, essential for upgrading machines. 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/Electronics_(research)_-_Factorio_Wiki
Rocket_control_unit_(research)
Rocket control unit (research) - Factorio Wiki
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Rocket control unit (research) - Factorio Wiki Jump to navigation Jump to search | | | ---------------------------------------------------------------------------------------------------------------------------------- | | Rocket control unit (research)has beenarchived. | | The information on this page pertains to a previous version of the game.It may be incorrect, or concern a removed/changed feature. | | | Rocket control unit (research) | Edit | | | ------------------------------ | ---- | | Cost | Cost | | --------------------- | --------------------- | | 451111โœ–300 | 451111โœ–300 | | Prototype type | technology | | Internal name | rocket-control-unit | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Advanced computing unit capable of controlling rocket systems. 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/Rocket_control_unit_(research)_-_Factorio_Wiki
Substation
Substation - Factorio Wiki
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Substation - Factorio Wiki Jump to navigation Jump to search | | Substation | Edit | | | ---------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------------ | | ----- | | ----- | | ----- | | ----- | | ----- | | ----- | | 0.5+5+6+10โ†’1 | 0.5+5+6+10โ†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 49.5+28+10+10+10 | 49.5+28+10+10+10 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 200260320380500 | | | | 200 | | 260 | | 320 | | 380 | | 500 | | | | | 200 | | | | | | | | | | | | | 260 | | 320 | | | | | | | | | | | | | 380 | | 500 | | | | | | | | | | | | Resistances | Fire: 0/90% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 (1 stack) | | | | | | | | | | | | | | Dimensions | 2ร—2 | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Supply area | 18ร—1820ร—2022ร—2224ร—2428ร—28tiles | | | | 18ร—18 | | 20ร—20 | | 22ร—22 | | 24ร—24 | | 28ร—28 | | | | | 18ร—18 | | | | | | | | | | | | | 20ร—20 | | 22ร—22 | | | | | | | | | | | | | 24ร—24 | | 28ร—28 | | | | | | | | | | | | Wire reach | 1820222428tiles | | | | 18 | | 20 | | 22 | | 24 | | 28 | | | | | 18 | | | | | | | | | | | | | 20 | | 22 | | | | | | | | | | | | | 24 | | 28 | | | | | | | | | | | | Prototype type | electric-pole | | | | | | | | | | | | | | Internal name | substation | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 2 | 2 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------------ | | ----- | | ----- | | ----- | | ----- | | ----- | | ----- | | 0.5+5+6+10โ†’1 | 0.5+5+6+10โ†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 49.5+28+10+10+10 | 49.5+28+10+10+10 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 200260320380500 | | | | 200 | | 260 | | 320 | | 380 | | 500 | | | | | 200 | | | | | | | | | | | | | 260 | | 320 | | | | | | | | | | | | | 380 | | 500 | | | | | | | | | | | | Resistances | Fire: 0/90% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 (1 stack) | | | | | | | | | | | | | | Dimensions | 2ร—2 | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Supply area | 18ร—1820ร—2022ร—2224ร—2428ร—28tiles | | | | 18ร—18 | | 20ร—20 | | 22ร—22 | | 24ร—24 | | 28ร—28 | | | | | 18ร—18 | | | | | | | | | | | | | 20ร—20 | | 22ร—22 | | | | | | | | | | | | | 24ร—24 | | 28ร—28 | | | | | | | | | | | | Wire reach | 1820222428tiles | | | | 18 | | 20 | | 22 | | 24 | | 28 | | | | | 18 | | | | | | | | | | | | | 20 | | 22 | | | | | | | | | | | | | 24 | | 28 | | | | | | | | | | | | Prototype type | electric-pole | | | | | | | | | | | | | | Internal name | substation | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 2 | 2 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The substation is an advanced electric pole . It offers a vast supply area with a wire reach long enough to accommodate efficient coverage of an area with very few dead spots, if handled properly. However, this comes at a cost of larger dimensions of the substations, which may make them difficult to place, and their production involves relatively advanced components. 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. 0.16.0 : Electric poles can be opened from the zoomed-to-world view. 0.15.0 : Increased the substation supply area (16ร—16 to 18ร—18) and wire reach (16 to 18). 0.4.0 : Introduced See also Electric system Small electric pole Medium electric pole Big electric pole Gallery Range of substation | 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/Substation_-_Factorio_Wiki
Archive_Stack_filter_inserter
Stack filter inserter - Factorio Wiki
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Stack filter inserter - Factorio Wiki Jump to navigation Jump to search | | | ---------------------------------------------------------------------------------------------------------------------------------- | | Stack 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. | | | Stack filter inserter | Edit | | | --------------------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 0.5+5+1โ†’1 | 0.5+5+1โ†’1 | | Total raw | Total raw | | 48.25+39.5+60+2 | 48.25+39.5+60+2 | | Map color | | | Health | 160 | | Resistances | Fire: 0/90% | | Stack size | 50 | | Dimensions | 1ร—1 | | Energy consumption | 132 kW (electric) | | Drain | 1 kW (electric) | | Mining time | 0.1 | | Prototype type | inserter | | Internal name | stack-filter-inserter | | Required technologies | Required technologies | | | | | Boosting technologies | Boosting technologies | | | | | Produced by | Produced by | | | | The stack filter inserter combines the characteristics of the filter inserter and the stack inserter , allowing for filtered high throughput. It is the most expensive type of inserter. Unlike the regular filter inserter , the Stack Filter Inserter only has one filter slot. For more information on mechanics and uses see Inserters . Stack size The stack size is increased by the Inserter capacity bonus (research) technology. | Inserter capacity bonus | Stack size bonus | Total stack size | | ----------------------- | ---------------- | ---------------- | | none | 0 | 2 | | 1 | +1 | 3 | | 2 | +1 | 4 | | 3 | +1 | 5 | | 4 | +1 | 6 | | 5 | +2 | 8 | | 6 | +2 | 10 | | 7 | +2 | 12 | 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. 0.13.7 : Updated stack inserter tech icon. 0.13.6 : Now unlocked by their own research. 0.13.0 : Introduced See also Stack inserter Filter inserter Inserters | 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/Stack_filter_inserter_-_Factorio_Wiki
User_talk_Alfonse
User talk:Alfonse - Factorio Wiki
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User talk:Alfonse - Factorio Wiki Jump to navigation Jump to search Hi Alfonse, In your edit to [ inserters ], instead of saying "inserters that insert from x", does it make more sense to say "inserters that grab from x" instead? I really don't see what it matters. Either makes sense. If the text really bothers you, you can change it. I don't own the Wiki. Alfonse ( talk ) 18:35, 4 January 2025 (UTC)
wiki
https://wiki.factorio.com/User_talk:Alfonse_-_Factorio_Wiki
Template_L
Template:TransLink - Factorio Wiki
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Template:TransLink - Factorio Wiki Jump to navigation Jump to search | Shortcut:{{L}} | | -------------- | [ View ] [ Edit ] [ Page history ] Documentation {{TransLink|link|caption|anchor= url-fragment }} Link is where the link should go Caption is optional. It's what gets displayed as the link text, and the word(s) that gets translated. If it is not present, link is used in its place. Anchor is optional. If it is added, the link goes to link/ lang-suffix #anchor . Example: {{TransLink|Enemies|Enemy evolution|anchor=Evolution}} Enemy evolution The translation of the caption is sourced from the Template:Translation for the language of the page this template is used on. List of all templates
wiki
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Health_(research)
Health (research) - Factorio Wiki
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Health (research) - Factorio Wiki Jump to navigation Jump to search | | Health (research) | Edit | | | ----------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 60111โœ–100 | 60111โœ–100 | | Prototype type | technology | | Internal name | health | | Required technologies | Required technologies | | | | Space Age expansion exclusive feature. Adds 50 health to the player per research. | Technology | Cost | Effects | | ---------- | -------------------------------------------------------------------------- | ------------ | | 1Health 1 | 60111X50 ร— 2(Level)(eg. 100 for level 1, 200 for level 2, 400 for level 3) | 50 per level | Trivia Of the technologies that require science packs, this is one of only two technologies that do not require Automation science packs , with the other being Fish breeding . 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/Health_(research)_-_Factorio_Wiki
Bioflux_processing_(research)
Bioflux processing (research) - Factorio Wiki
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Bioflux processing (research) - Factorio Wiki Jump to navigation Jump to search | | Bioflux processing (research) | Edit | | | ----------------------------- | ---- | | Researched by | Researched by | | --------------------- | --------------------- | | Craft25 | Craft25 | | Prototype type | technology | | Internal name | bioflux-processing | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Space Age expansion exclusive feature. Unlocks various ways to produce oil products from Gleba materials. History 2.0.7 : Introduced in Space Age expansion. See also Gleba | 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/Bioflux_processing_(research)_-_Factorio_Wiki
Energy_shield_MK2
Energy shield MK2 - Factorio Wiki
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Energy shield MK2 - Factorio Wiki Jump to navigation Jump to search | | Energy shield MK2 | Edit | | | ----------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | ---------------------- | ----------------------------- | | ---- | | --- | | ---- | | ---- | | ---- | | --- | | 10+10+5+5โ†’1 | 10+10+5+5โ†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 660+350+100+125+5+110 | 660+350+100+125+5+110 | | | | | | | | | | | | | | Stack size | 20 | | | | | | | | | | | | | | Rocket capacity | 10 (0.5 stacks) | | | | | | | | | | | | | | Dimensions | 2ร—2 | | | | | | | | | | | | | | Energy consumption | 360468576648900kW (electric) | | | | 360 | | 468 | | 576 | | 648 | | 900 | | | | | 360 | | | | | | | | | | | | | 468 | | 576 | | | | | | | | | | | | | 648 | | 900 | | | | | | | | | | | | Placed in | Placed in | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Energy capacity | 180 kJ (electric) | | | | | | | | | | | | | | Shield hitpoints | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 | | | | | 150 | | | | | | | | | | | | | 195 | | 240 | | | | | | | | | | | | | 285 | | 375 | | | | | | | | | | | | Energy per hitpoint | 30 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-mk2-equipment | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The energy shield MK2 generates a stronger protective shield around the character, absorbing some damage . The shield is effectively an extension of HP and has to be brought to 0 for the character to suffer any actual HP or armor damage. Like actual HP, it benefits from the armor's damage resistance. A cheaper version of it is the energy shield . A shield's maximum recharge rate is based on its energy draw divided by the energy cost per shield point. At 360kW costing 30KJ per shield point, the energy shield MK2 recharges 12 HP per second and takes 12.5 seconds to recharge from 0 to 150 HP. All damage is split equally between shields, allowing all shields to recharge simultaneously. The maximum shield recharge rate is limited by the suit's energy supply. A portable fusion reactor will only sustain 2 MK2 shields under fire (or 3 MK1 shields) while portable solar panels are only good for a few recharges per day. Because of the high energy demand, it can be useful to complement shields with modular batteries , as they will maintain shield recharge under fire. The Energy Shield Mk2 has an internal energy buffer of 180kW, which effectively adds a hidden 6HP and additional .5 seconds to 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 Energy shield | 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_MK2_-_Factorio_Wiki
Efficiency_module_3
Efficiency module 3 - Factorio Wiki
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Efficiency module 3 - Factorio Wiki Jump to navigation Jump to search | | Efficiency module 3 | Edit | | | ------------------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------------- | | ----- | | ---- | | ---- | | ---- | | ---- | | ----- | | 60+5+4+5โ†’1 | 60+5+4+5โ†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 1.5k+645+290+210+25 | 1.5k+645+290+210+25 | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Energy consumption | -50%-65%-80%-95%-125%(electric) | | | | -50% | | -65% | | -80% | | -95% | | -125% | | | | | -50% | | | | | | | | | | | | | -65% | | -80% | | | | | | | | | | | | | -95% | | -125% | | | | | | | | | | | | Prototype type | module | | | | | | | | | | | | | | Internal name | efficiency-module-3 | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 3 | 3 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------------- | | ----- | | ---- | | ---- | | ---- | | ---- | | ----- | | 60+5+5+5+4โ†’1 | 60+5+5+5+4โ†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 1.5k+645+290+210+25+5 | 1.5k+645+290+210+25+5 | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Energy consumption | -50%-65%-80%-95%-125%(electric) | | | | -50% | | -65% | | -80% | | -95% | | -125% | | | | | -50% | | | | | | | | | | | | | -65% | | -80% | | | | | | | | | | | | | -95% | | -125% | | | | | | | | | | | | Prototype type | module | | | | | | | | | | | | | | Internal name | efficiency-module-3 | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 3 | 3 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Efficiency module 3 reduces the electricity cost to run the machine by 50% of its base energy usage. Efficiency modules also reduce the nutrient consumption of the biochamber . Note that minimal energy usage is 20% of base energy usage, but using more than 80% worth of efficiency modules makes sense if other modules are used, as they increase power usage and that effect is additive with the decrease from efficiency modules. Efficiency modules also reduce pollution, because it is directly proportional to the machine's power consumption, see pollution . History 2.0.7 : Changed all module-3 recipe to require only 4 (instead of 5) module-2 ingredients. 0.13.0 : Blueprints support modules. 0.7.0 : Pollution mechanic introduced. 0.6.0 : Introduced See also Modules Efficiency module Efficiency module 2 | 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/Efficiency_module_3_-_Factorio_Wiki
Battery
Battery - Factorio Wiki
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Battery - Factorio Wiki Jump to navigation Jump to search | | Battery | Edit | | | ------- | ---- | Base game Space Age mod | Recipe | Recipe | | --------------------- | --------------------- | | 4+1+1+20โ†’1 | 4+1+1+20โ†’1 | | Total raw | Total raw | | 4+1+1+20 | 4+1+1+20 | | Stack size | 200 | | Rocket capacity | 400 (2 stacks) | | Prototype type | item | | Internal name | battery | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recipe | Recipe | | --------------------- | --------------------- | | 4+1+1+20โ†’1 | 4+1+1+20โ†’1 | | Total raw | Total raw | | 4+1+1+20 | 4+1+1+20 | | Stack size | 200 | | Rocket capacity | 400 (2 stacks) | | Prototype type | item | | Internal name | battery | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | This article is about the intermediate product. For the modular armor equipment, see personal battery . For the technology, see battery (research) . The battery is an intermediate product used in several key recipes, including the flying robot frame , which is required to build logistic and construction robots , as well as the utility science pack used for later-game research. Furthermore, batteries are a crucial component of powering a factory using solar power or Fulgora lightning because of their use in crafting accumulators . Batteries are also used for defense, as they are needed to make laser turrets , which uses electricity instead of ammunition in item or fluid form. History 0.18.27 : New high resolution icons for all items. 0.16.51 : Changed the battery item icon to be more consistent with the technology icon. 0.15.0 : Research overhaul. Battery is no longer required for Science pack 3 and is now required for utility science pack . 0.9.0 : Introduced See also Power production | 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/Battery_-_Factorio_Wiki
Storage_tank
Storage tank - Factorio Wiki
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Storage tank - Factorio Wiki Jump to navigation Jump to search This article is about the liquid storage container. For the armored combat vehicle, see Tank . | | Storage tank | Edit | | | ------------ | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ---- | | --- | | --- | | --- | | --- | | ---- | | 3+20+5โ†’1 | 3+20+5โ†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 3+20+5 | 3+20+5 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Fluid storage volume | 25000 | | | | | | | | | | | | | | Health | 5006508009501250 | | | | 500 | | 650 | | 800 | | 950 | | 1250 | | | | | 500 | | | | | | | | | | | | | 650 | | 800 | | | | | | | | | | | | | 950 | | 1250 | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Dimensions | 3ร—3 | | | | | | | | | | | | | | Mining time | 0.5 | | | | | | | | | | | | | | Prototype type | storage-tank | | | | | | | | | | | | | | Internal name | storage-tank | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The storage tank is a building that can store up to 25,000 units of a fluid . It is a passive storage โ€” it has no input and no output, essentially acting as volume increase of the pipe segment it is connected to. Contents 1 Usage 2 Usage as "Energy-tank" 2.1 Calculations 3 Gallery 4 History 5 See also Usage The storage tank is often used to store raw materials and excess products from oil processing , allowing a refinery to run without interruptions. It can be used as short term buffer to keep up throughput for high volume recipes such as acid neutralisation and steam condensation to avoid the machines getting full or empty. It can also be connected to the circuit network , sending the fluid contents as a signal to the network. Storage tanks are part of the fluid segment they are connected to, so they are always filled to the same percentage of capacity as the pipes that lead to it. As there is no real flow in the pipes, a storage tank is always filled evenly with the segment it is connected to, regardless of how far away an inflow is. If there are multiple storage tanks connected to the same pipe segment, they all have exactly the same fill state. The fluid inside the storage tank can be destroyed by flushing the storage tank or the whole fluid system in the GUI, or by mining and rebuilding the storage tank. The storage tank can be emptied without destroying the contained fluid by draining it with a pump . Mining a storage tank will send its contents to the next nearest storage tanks, if the fluids match. Usage as "Energy-tank" See also: Steam tanks as power storage Storage tanks can also be used as a replacement for accumulators . If steam consumption by steam engines or turbines changes a lot over a daily cycle (for example due to solar panels or laser turrets ), storage tanks can be filled with steam during low power usage and then emptied during heavy load. A storage tank filled with heat exchanger 500ยฐC steam stores around 2.4GJ; a storage tank filled with boiler 165ยฐC steam stores 750MJ. Calculations 1 Storage tank can store 25,000 units of 500ยบC steam. 1 Steam turbine can output 5,820kW = 5,820kJ/s using 60 units of 500ยบC steam/s. 1 Storage tank can keep 1 steam turbine working at full capacity for 25,000 โˆ• 60 โ‰ˆ 416.6667s A Storage tank can store up to 25,000 โˆ• 60 ร— 5,820 = 2,425,000kJ using 500ยบC steam. 1 Storage tank can store 25,000 units of 165ยบC steam. 1 Steam engine can output 900kW = 900kJ/s using 30 units of 165ยบC steam/s. 1 Storage tank can keep 1 steam engine working for 25,000 โˆ• 30 โ‰ˆ 833.3333s A Storage tank can store up to 25,000 โˆ• 30 ร— 900 = 750,000kJ using 165ยบC steam. Gallery The storage tank's GUI with the ability to clear the contained fluid. Four storage tanks linked together to form a large storage facility. History 0.15.7 : Reduced the mining time of the storage tank from 3 seconds to 1.5 seconds. 0.15.0 : Multiplied all fluid amounts by 10. 0.13.12 : Fluid icon now scales with size of tank. 0.12.0 : Liquid inside can be seen through a small window. Now connectible to the circuit network . 0.9.1 : Storage tank has 2.5 times bigger capacity (25000 litres) and takes longer to mine. 0.9.0 : Introduced See also Fluid 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/Storage_tank_-_Factorio_Wiki
Prototype_SimpleEntityWithOwner
Prototype/SimpleEntityWithOwner - Factorio Wiki
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Prototype/SimpleEntityWithOwner - Factorio Wiki Jump to navigation Jump to search 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/SimpleEntityWithOwnerPrototype.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/SimpleEntityWithOwner_-_Factorio_Wiki
Automation_science_pack_(research)
Automation science pack (research) - Factorio Wiki
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Automation science pack (research) - Factorio Wiki Jump to navigation Jump to search | | Automation science pack (research) | Edit | | | ---------------------------------- | ---- | | Researched by | Researched by | | -------------------------------------------- | -------------------------------------------- | | Craft1 | Craft1 | | Allows research of basic automation methods. | Allows research of basic automation methods. | | Prototype type | technology | | Internal name | automation-science-pack | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | The automation science pack research allows the player to craft the automation science packs . This technology is unlocked by manually crafting a lab . History 2.0.7 : Introduced. | 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/Automation_science_pack_(research)_-_Factorio_Wiki
Bacteria_cultivation_(research)
Bacteria cultivation (research) - Factorio Wiki
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Bacteria cultivation (research) - Factorio Wiki Jump to navigation Jump to search | | Bacteria cultivation (research) | Edit | | | ------------------------------- | ---- | | Researched by | Researched by | | --------------------- | --------------------- | | Craft | Craft | | Prototype type | technology | | Internal name | bacteria-cultivation | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Space Age expansion exclusive feature. Unlocks copper bacteria and iron bacteria cultivation, allowing players to multiply their bacteria by feeding them bioflux. New bacteria will always be at maximum freshness . 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/Bacteria_cultivation_(research)_-_Factorio_Wiki
Tutorial_Scripting
Tutorial:Scripting - Factorio Wiki
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Tutorial:Scripting - Factorio Wiki Jump to navigation Jump to search Contents 1 What is a script? 2 Loading a script 3 Factorio specifics 4 Script events 5 Game events 6 Saving data & the storage table 7 Story script What is a script? In general, you can learn the definition of a script here . Within the context of Factorio, a script refers to a Lua script, packaged with a mod or scenario. There are 2 usages of scripts, loading of prototype data , and runtime scripting of the game and its entities. This guide only covers usages of runtime scripts. To be more specific, we call these runtime scripts 'control scripts', as they assert direct control on the game as it runs. Loading a script When you load a game, scenario and mod scripts are loaded. The game looks for a file called 'control.lua', in the mod directory or the scenario directory. If found, the game will then load that script, and any other scripts required in the control script. Factorio specifics Factorio uses Lua version 5.2.1. Factorio uses Serpent for serialization - This comes with some big drawbacks: Serpent is relatively slow and inefficient Serpent cannot serialize a lot of Lua objects, such as functions, metatables and coroutines. The full scripting API is generated and updated each release, and is available here . This is the number 1 resource for scripting in the game. Script events The Lua script has some special functions it runs outside of events: script.on_init() script.on_configuration_changed() script.on_load() on_init() will run when the game starts (or in mod cases, when you add it to an existing save). It is used to initialize storage variables you will need, changing game parameters, for instance: script . on_init ( function () storage . ticker = 0 storage . level = 1 storage . teams = { default_team = "johns-lads" } game . create_surface ( "Scenario Surface" ) game . map_settings . pollution . enabled = false --etc. end ) game namespace is available during on_init. on_configuration_changed(data) will run when some configuration about this save game changes, such as a mod being added, changed or removed. This function is used to account for changes to game or prototype changes. data will contain information on what has changed. So if you are dependent on some prototype for your script to work, you should check here that it still exists: script . on_configuration_changed ( function ( data ) local turret_name = "gun-turret" if not prototypes . entity [ turret_name ] then log ( "Gun turret isn't here, some mod or something has changed it" ) storage . do_turret_logic = false end end ) The contents of the data parameter is defined here . on_load() will run every time the script loads. game will not be available during on_load . This should only be used to handle resetting up metatables, making local references to variables in storage , and setting up conditional event handlers. local variable script . on_load ( function () --Resetting metatables for k , v in ( storage . objects_with_metatable ) do setmetatable ( v , object_metatable ) end --Setting local reference to variable in storage variable = storage . variable --Conditional event handler if storage . trees then script . on_event ( defines . events . on_tick , handle_tree_function ) end end ) It is quite easy to generate desyncs doing overly complex things with on_load, so we recommend only doing things with it if absolutely nescessary. Game events The scripts all run based off events. These events are sent by the game after certain actions are performed. For instance on_player_crafted_item . To do something with an event, you will need to assign an event handler: script . on_event ( defines . events . on_player_crafted_item , player_crafted_function ) When the event is triggered, it will then call the function with event as its parameter. event is a table that contains varying information about the event. More specific info on them here . You then process the event using your own function: function player_crafted_function ( event ) game . print ( "A player crafted an item on tick " .. event . tick ) end This also works with anonymous functions: script . on_event ( defines . events . on_tick , function ( event ) game . print ( "tick" ) end ) Note that only one event handler can be assigned for each event, such that: script . on_event ( defines . events . on_tick , function ( event ) game . print ( "tick" ) end ) script . on_event ( defines . events . on_tick , function ( event ) game . print ( "tock" ) end ) The second handler will overwrite the first. If you want to do multiple things on the same event, a simple way is as follows: script . on_event ( defines . events . on_tick , function ( event ) this_on_tick ( event ) that_on_tick ( event ) end ) Saving data & the storage table Save/Load stability is very important to preserve the determinism of the game. In Lua, all values are global by default. This isnโ€™t good news in Factorio, as it can make it seem as though things are working correctly, but will lead to desyncs in multiplayer. To preserve data between load and save, we have the storage table. If there is some variable that you need to use between events, this is where it should live. script . on_event ( defines . events . on_tick , function ( event ) storage . ticker = ( storage . ticker or 0 ) + 1 end ) Now when the player saves the game, the value of storage.ticker will be saved. When it is loaded again, its value will be restored. This is important, because in multiplayer, players joining the game will load the value from the save. The way this can cause desyncs is quite clear: if one player has their Lua state, with a ticker value of 100, and another has a value of 50, and you then create ticker number of biters, it would create 100 for player 1, and 50 for player 2. However it is not often this easy. The case is often as follows: tick_to_print = 10 --So lets say this is a static variable. Just some config for how your script works. function on_tick () if game . tick == tick_to_print then game . print ( "hello" ) end end script . on_event ( defines . event . on_tick , on_tick ) This will be fine, we are using the variable, but not changing it. When a new player loads the game, tick_to_print will be 10 , same as the other players. Problem comes if we adjust tick_to_print , either by purpose or intentionally. tick_to_print = 10 --So lets say this is a static variable. Just some config for how your script works. function on_tick () if game . tick == tick_to_print then game . print ( "hello" ) tick_to_print = tick_to_print + 100 --Say we want it to print again in 100 ticks end end script . on_event ( defines . event . on_tick , on_tick ) Now when you test the script, it will work perfectly. Every 100 ticks it will print โ€œhelloโ€. The problem occurs when you save and then load the game. When you save, the value of tick_to_print is not saved anywhere, and so when you load, it just uses the value it is told to at the top of the script: 10 . Now it is clear that the value of tick_to_print has changed by saving and loading, so we say it is not save/load stable. If a players joins a multiplayer game with this script, they would desync as soon as one of the scripts prints as the result of a comparison against tick_to_print . So TL;DR - If you want to use something between ticks then store it in storage . This will prevent 99% of possible desyncs. Story script Story script is a Lua library designed to facilitate the scripting and flow of a story. It has some simple structure and supporting function to help things move along. --Initialize the story info script . on_init ( function () storage . story = story_init () end ) --Register to update the story on events script . on_event ( defines . events , function ( event ) story_update ( storage . story , event ) end ) --Story table is where the 'story' is all defined. story_table = { { --branch 1 { --First story event --Initialise this event init = function ( event , story ) game . print ( "First init of first story event" ) end , --Update function that will run on all events update = function ( event , story ) log ( "updating" ) end , --Condition to move on. If the return value is 'true', the story will continue. condition = function ( event , story ) if event . tick > 100 then return true end end , --Action to perform after condition is met action = function ( event , story ) game . print ( "You completed the objective!" ) end }, { --Second story event - example. init = function ( event , story ) game . print ( "Collect 100 iron plate" ) end , condition = function ( event , story ) return game . players [ 1 ]. get_item_count ( "iron-plate" ) >= 100 end , action = function ( event , story ) game . print ( "Well done" ) end } --Once the end of a branch is reached, the story is finished. --The game will now display the mission complete screen. }, { --branch 2 } } --Init the helpers and story table. Must be done all times script is loaded. story_init_helpers ( story_table ) Branches are an optional system of the story system, and you can jump to another branch using story_jump_to(story, name) . The story progresses from the top down, and when it reaches the last story event, the mission concludes. It is possible to leverage any number of clever Lua tricks and API calls in the story table. It is good form to try and keep each story part independant from its neighbors, as it makes maintanance and reworkings more manageable. Bad: { action = function () player (). insert ( "iron-plate" ) end }, { init = function () player (). print ( "Use your iron plate to craft some belts" ) end } Good: { init = function () player (). insert ( "iron-plate" ) player (). print ( "Use your iron plate..." ) end } There are some utility functions to make things simpler on the scripting side: --Return true only after this many seconds has elasped story_elapsed_check ( 5 ) --Update the objective for all players set_goal ({ "objective-1" }) --Flash the goal GUI for players (updating info doesn't flash it) flash_goal () --Update the 'info gui' for all players. This is quite powerful and can use custom function to build complex GUI's set_info ( { text = { "info-1" }, picture = "item/iron-plate" }) --Exports entities in a Lua table format export_entities ( parameters ) --Recreates entities saved using a Lua format recreate_entities ( entities , parameters ) --Shorthand syntax for game.players[i], defaults i to 1 player ( i ) --Shorthand syntax for game.surfaces[i], defaults i to 1 surface ( i )
wiki
https://wiki.factorio.com/Tutorial:Scripting_-_Factorio_Wiki
Template_History
Template:History - Factorio Wiki
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Template:History - Factorio Wiki Jump to navigation Jump to search [[Version history/{{{1}}}..0#{{{1}}}|{{{1}}}..]] : {{{2}}} [ View ] [ Edit ] [ Page history ] Documentation This is a template to be used in history sections. Format {{history|Version| * Change 1 * Change 2 ... }} List of all templates
wiki
https://wiki.factorio.com/Template:History_-_Factorio_Wiki
Plasma
Plasma - Factorio Wiki
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Plasma - Factorio Wiki Jump to navigation Jump to search | | Plasma | Edit | | | ------ | ---- | | Prototype type | fluid | | --------------------- | --------------------- | | Internal name | fusion-plasma | | Required technologies | Required technologies | | | | | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. Plasma is a unique type of fluid , as it is extremely high-temperature ionized gas created by a fusion reactor , and can only be moved around by a fusion generator , as the temperature is far too high for plasma to be transferred with pipes , storage tanks or pumps , as attempting to place those things next to a fusion reactor will not have those connect to the machine. 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/Plasma_-_Factorio_Wiki
Types_double
Types/double - Factorio Wiki
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Types/double - Factorio Wiki Jump to navigation Jump to search 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/types/double.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/Types/double_-_Factorio_Wiki
Burner_inserter
Burner inserter - Factorio Wiki
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Burner inserter - Factorio Wiki Jump to navigation Jump to search | | Burner inserter | Edit | | | --------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------------ | | ------ | | ------ | | ------ | | ------ | | ------ | | ------ | | 0.5+1+1โ†’1 | 0.5+1+1โ†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 1+3 | 1+3 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 100130160190250 | | | | 100 | | 130 | | 160 | | 190 | | 250 | | | | | 100 | | | | | | | | | | | | | 130 | | 160 | | | | | | | | | | | | | 190 | | 250 | | | | | | | | | | | | Resistances | Fire: 0/90% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Dimensions | 1ร—1 | | | | | | | | | | | | | | Energy consumption | 144187230274360kW (burner) | | | | 144 | | 187 | | 230 | | 274 | | 360 | | | | | 144 | | | | | | | | | | | | | 187 | | 230 | | | | | | | | | | | | | 274 | | 360 | | | | | | | | | | | | Rotation speed | 281ยฐ/s365ยฐ/s449ยฐ/s534ยฐ/s702ยฐ/s | | | | 281ยฐ/s | | 365ยฐ/s | | 449ยฐ/s | | 534ยฐ/s | | 702ยฐ/s | | | | | 281ยฐ/s | | | | | | | | | | | | | 365ยฐ/s | | 449ยฐ/s | | | | | | | | | | | | | 534ยฐ/s | | 702ยฐ/s | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | inserter | | | | | | | | | | | | | | Internal name | burner-inserter | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Valid fuel | Valid fuel | | | | | | | | | | | | | | | | | | | | | | | | | | | | The burner inserter is the most basic and slowest type of inserters . It is powered by burning fuel , compared to the more advanced inserters which are powered by electricity . It will add fuel to its own supply if it picks any up, which makes it useful for filling boilers with coal . This has the advantage that it will continue working even if the power fails, as opposed to electrically-powered inserters which will be unable to function. It consumes no fuel while idle, though it consumes vastly more energy than most other inserters when active. Even though it doesn't use electricity, a burner inserter can be connected to and controlled by the logistic and the circuit network . Fuel consumption A burner inserter consumes no power while idle and does not continuously consume the maximum amount of power when working, so how long fuel lasts can be measured by how many times an inserter can swing back and forth. A burner inserter fueled with a single piece of coal can swing 57 times, transporting 57 items at a inserter stack size of 1, while a piece of wood lasts 28 swings, and solid fuel lasts 178 swings. From these experimental results it can be concluded that 1 MJ of fuel lasts between 14 and 14.25 swings, which is close to the actual number of 70 kJ / 1 swing. Note that higher stack capacity increases the efficiency on the inserters, as a single swing consumes the same amount of fuel regardless of level. History 2.0.7 : All inserters now have filter option. Energy consumption increased from 94.2 kW to 144 kW. Burner inserters now reliably pick up items off of fast transport belts and express 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. 0.12.16 : Improved burner inserter's fuel searching logic; it will now search both transport belt lines for fuel 0.12.11 : Burner inserter now grabs fuel for itself even if the target doesn't need it 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 0.12.1 : Burner inserters start with enough energy to pick up 1 item and fuel themselves. 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 optimisation, 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 | 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/Burner_inserter_-_Factorio_Wiki
Overgrowth_jellynut_soil
Overgrowth jellynut soil - Factorio Wiki
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Overgrowth jellynut soil - Factorio Wiki Jump to navigation Jump to search | | Overgrowth jellynut soil | Edit | | | ------------------------ | ---- | | Recipe | Recipe | | ---------------------- | ------------------------ | | 10+5+50+10+2+100โ†’1 | 10+5+50+10+2+100โ†’1 | | Total raw | Total raw | | 120+100+50+5.4+75+10.5 | 120+100+50+5.4+75+10.5 | | Map color | | | Stack size | 100 | | Rocket capacity | 14 | | Prototype type | tile | | Internal name | overgrowth-jellynut-soil | | 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. Overgrowth jellynut soil can be used to replace normal land or water on Gleba with special soil which allows jellystems to grow. It can only be placed in red biomes, which is an upgrade of artificial jellynut soil , which can only be placed on jellynut wetland. his makes it possible to massively expand existing jellystem growing areas. This recipe can accept productivity modules . History 2.0.7 : Introduced in Space Age expansion. See also Artificial yumako soil Overgrowth 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/Overgrowth_jellynut_soil_-_Factorio_Wiki
Speed_module_2_(research)
Speed module 2 (research) - Factorio Wiki
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Speed module 2 (research) - Factorio Wiki Jump to navigation Jump to search | | Speed module 2 (research) | Edit | | | ------------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 30111โœ–75 | 30111โœ–75 | | Prototype type | technology | | Internal name | speed-module-2 | | Required technologies | Required technologies | | | | | Allows | Allows | | 3 | 3 | | Effects | Effects | | | | | Cost | Cost | | --------------------- | --------------------- | | 301111โœ–200 | 301111โœ–200 | | Prototype type | technology | | Internal name | speed-module-2 | | Required technologies | Required technologies | | | | | Allows | Allows | | 3 | 3 | | Effects | Effects | | | | Speed module 2 unlocks the ability to craft the speed module 2 , which can increase a machine's speed, but as a tradeoff, increases its energy consumption (as well as the pollution it causes) and lowers the quality of production. 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/Speed_module_2_(research)_-_Factorio_Wiki
Laser_shooting_speed_(research)
Laser shooting speed (research) - Factorio Wiki
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Laser shooting speed (research) - Factorio Wiki Jump to navigation Jump to search | | Laser shooting speed (research) | Edit | | | ------------------------------- | ---- | | Cost | Cost | | --------------------- | ---------------------- | | 301111โœ–50 | 301111โœ–50 | | Prototype type | technology | | Internal name | laser-shooting-speed-1 | | Required technologies | Required technologies | | | | | Allows | Allows | | 2-7 | 2-7 | These technologies cause laser turrets , personal laser defenses and distractors to shoot more often, assuming they can collect energy quickly enough. For laser turrets one shot costs a constant 800kJ; as the turrets shoot faster, they will require more power to operate effectively. Thus, the research raises their power consumption from 1.2MW (no upgrades) to 3.8MW (all upgrades). For personal laser defense one shot costs a constant 50kJ; as the laser defenses shoot faster, they will require more power to operate effectively. Thus, the research raises their power consumption from 75kW (no upgrades) to 240kW (all upgrades). | Technology | Cost | Effects | Cumulativeeffect | Shots persecond | | ----------------------- | ----------- | ------- | ---------------- | --------------- | | 1Laser shooting speed 1 | 301111โœ–50 | 10% | 10% | 1.65 | | 2Laser shooting speed 2 | 301111โœ–100 | 20% | 30% | 1.95 | | 3Laser shooting speed 3 | 601111โœ–200 | 30% | 60% | 2.4 | | 4Laser shooting speed 4 | 601111โœ–200 | 30% | 90% | 2.85 | | 5Laser shooting speed 5 | 6011111โœ–200 | 40% | 130% | 3.45 | | 6Laser shooting speed 6 | 6011111โœ–350 | 40% | 170% | 4.05 | | 7Laser shooting speed 7 | 6011111โœ–450 | 50% | 220% | 4.8 | See also Research Technologies Energy weapons damage (research) | 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_shooting_speed_(research)_-_Factorio_Wiki
Fluoroketone_(cold)_barrel
Barrel - Factorio Wiki
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Barrel - Factorio Wiki Jump to navigation Jump to search 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 โ€“ 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+1โ†’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
News_2014
News/2014 - Factorio Wiki
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News/2014 - Factorio Wiki Jump to navigation Jump to search News >2014 2014 December Dec 25 FFF #66: Merry Christmas ; circuit network for v0.12, a preview of Space technology and some more. Dec 24 Press: OfficialStuffPlus awards Factorio to his "Game of the Year" . Dec 22 0.11.8 release: Changelog . Is still quite unstable, not recommended. Dec 19 0.11.7 release: Changelog . Cannot be recommended, eventually v0.11.8 after weekend . Dec 19 FFF #65: Hello from India . Dec 13 Cheatsheet Production flow graph tool . Dec 12 FFF #64: The plans . Dec 10 v0.11.6 release: Changelog . Dec 05 v0.11.5 release Changelog . Dec 05 FFF #63: The endless struggle . Dec 04 v0.11.4 release Changelog . November Nov 28 FFF #62: Friday Facts #62 The automation of Factorio . Nov 21 FFF #61: Into inda... . Nov 17 Mod: Exchange of blueprints now possible, see Blueprint string and Foreman . (Strings are compatible) Nov 16 Tool: Online server list , thanks to Zinal. [ direct link ] Nov 15 Review: Zisteau has picked up factorio . Nov 14 v0.11.3 release: Changelog . Nov 14 FFF #60: Tests all around . Nov 13 v0.11.2 release: Changelog . Nov 08 Review: Factorio in Australian TV ( Video ) Nov 07 FFF #59: The New Office . October Oct 31 v0.11.0 release: changelog and v0.11.1 changelog Oct 31 FFF #58: It is here . Oct 27 News: With v0.11 mods will need a license . ( creative commons as default ) Oct 24 FFF #57: One week left . Oct 17 FFF #56: A lot of new stuff . Especially announcing release for 0.11.0 for Oct 31. Oct 14 Forum: The Hydra Dilemma comes to it's end : biggest factorio thread, last episode: this saturday Sunday Oct 19, 19:30-21:30 UTC ( convert TZ ), live. Recommended! ( Reddit ) - updated Oct 10 FFF #55: MP preview : Michal and Tomas playing Factorio together ( Video ). New native race 'Spitters'. Oct 03 FFF #54: Bug in bug reporting of other bug . Oct 02 Tutorial: Nice example builds , thanks to CNDAsniper and FireSerpent. September FFF Sep 26: FFF #53 . Multikulti Multiplayer. Cheatsheet Sep 20: Update version of Tech Tree . (See May 13). Thanks to DaveMcW. News: Factorio v0.10.12 is declared stable . FFF Sep 19: FFF #52 . Ups and Downs. v0.10.12 release Sep 16: Changelog . Considered release candidate. v0.10.11 release Sep 15: Changelog . FFF Sep 12: FFF #51 : First MP Game. v0.10.10 release Sep 12: Changelog . Cheatsheet Sep 08: Useful calculations about productivity modules . FFF Sep 05: FFF #50 . Growing secretly. News Sep 04: Factorio Ripoff . See also FFF #50, what the devs think about it. August FFF Aug 29: FFF #49 . Goodbye holidays. v0.10.9 release Aug 29: Changelog . Roadmap Aug 29: Actualized roadmap . Cheetsheet Aug 28: A tool to help you optimise your production lines . FFF Aug 22: FFF #48 . Effectivity in the long run. v 0.10.7 release August 15: Changelog . And v 0.10.8 release August 15: Changelog - fixes a bug when saving game under Windows. FFF Aug 15: FFF #47 . CRC fun.* News Aug 14: New filename-rules for mods ! FFF Aug 08: FFF #46 . Holidays makes good progressย :) Interview August 03: Interview with the two main-developers on games.cz (czech) July v 0.10.6 release August 01: Changelog . FFF Aug 01: FFF #45 . New team member. Review July 30: Nerdยณ Apparently In Love with Factorio . See also tweet and video . v 0.10.5 release June 30: Changelog . Review July 28: Chris Livingston from Rock, Paper, Shootgun . FFF July 25: FFF #44 . Decision making. v 0.10.4 release June 25: Changelog . Forum July 24: The Hydra Dilemma : Coop Factorio playthrough. FFF July 18: FFF #43 . Cucumber time. FFF July 11: FFF #42 . Big brother is watching you. v0.10.3 release July 11: Changelog . FFF July 04: FFF #41 . Planned release v0.10.3 next week. June Cheatsheet June 29: Factoratio . Calculating good ratios between different factory types. Thanks to synopia. v0.10.2 release June 27: Changelog . FFF June 27: FFF #40 : New character design and holidays of the developers. Tutorial June 26: Everything on one belt . Highly advanced production. Thanks to Malkasphia. Cheatsheet June 26: Calculating throughput . Thanks to SilentSam. v0.10.1 release June 20: Changelog . FFF June 20: FFF #39: Digging too deep. Cheatsheet June 20: Item requirements for belts with modular production. Thanks to MtNak. Cheatsheet June 17: Minimum Automated Logistic T3 Tech . Very helpful! Thanks to Daeron. FFF June 13: FFF #38 . Update for v0.10.1 next Friday. v0.10.0 release June 06: Changelog . Docs June 06 The changes to the game-API for v0.10 . New modding possibilities. How to make screenshots. Thanks to drs9999. FFF June 06: FFF #37 . Interview June 01: Test&Interview on WOTS . May FFF May 31: FFF #36 . why the release was shifted. Release May 31: Release delayed to 6th June . Tutorial May 28: GIF mini tutorials . Factorio explained in mini-animations. Thanks to user mpstark! Release May 26: Release for v0.10 planned for next Friday . FFF May 23: FFF #35 . Kovarex is keeping the lighthouse. Tutorial May 23: Lars plays Factorio . Recommend tutorial for beginners. News May 20: Buying Pay-safe card available . FFF May 16: FFF #34 . Cheatsheet May 13: Interactive Tech Tree . Thanks to DaveMcW. FFF May 09: FFF #33 . Chat May 09: Factorio IRC changes from ##factorio to #factorio . Webchat also possible . Forum May 09: New forum skin . Please report small issues with the new style. Internal May 05: New Factorio Logo in Wiki and Forum . See also FFF#12 Forum May 02: Team Speak Server is up . Thanks to Lee_Newsom. Press May 02: Slovak article about Factorio . FFF May 02: FFF #32 . The trailer and new logo. Press May 02: Article on Rock, Paper, Shotgun . Video May 01: The new Factorio trailer! . Awesome! Press May 01: Factorio on Redit April Press Apr 29: A German article about Factorio . FFF Apr 25: FFF #31 . Trailer comes out at 1st of May! Cheatsheet Apr 25: A technology tree cheatsheet (and item-cheat-sheet). Thanks to Ehzar. Blog Apr 21: Let's try factorio by quill18. Also 10,000 copies of factorio sold. FFF Apr 18: FFF #30 . V0.9.8 is marked as stable now. (But a v0.9.9 will be still released because of small bugs) FFF Apr 11: FFF #29 . "So many ideas." About voting game content. v0.9.8 release Apr 11: Changelog . Mods Apr 07: DyTech v2 . FFF Apr 04: FFF #28 . The pack is back. v0.9.7 release Apr 04: Changelog . Mods Apr 03: DyTech v1.5.4 . Interview Apr 01: Interview of Michal Kovaล™รญk in CanardPC . Thanks to Rwn. Cheatsheet Apr 01: A very nice looking cheatsheet . Thanks to Ehzar. March FFF Mar 29: FFF #27 . Going for Steam?!?! Factorio version of 2048 v0.9.6 release Mar 28: Changelog . Roadmap Mar 26: Actualized roadmap . Trailer is coming... v0.9.5 release Mar 25: Changelog Roadmap Mar 24 Statement about roadmap . FFF Mar 21: FFF #26 . Different player types. v0.9.4 release Mar 21: Changelog Roadmap Mar 20: Some definitely planned stuff . Composeable vehicles, valves, fuel stations.... FFF Mar 14: FFF #25 . Own sections for the modders in the forum. v0.9.3 release Mar 14: Changelog v0.9.2 Mar 10: Loading saves with mods crashes : Any mod that has new GUI elements causes crashing on load with 0.9.2. This bug is acknowledged and will be fixed in 0.9.3 v0.9.2 Mar 08: Changelog for v0.9.2 . Don't forget to remove the hotfix from v0.9.1! FFF Mar 08: FFF #24 . New inserter design. Roadmap Mar 08: Multiplayer : will be developed in a separated branch, so for v0.10 there are only minor changes. v0.9.2 Mar 07: Hopefully release of v0.9.2 . v0.9.2 Mar 06: Announcing longer underground pipes for v0.9.2 . See also here . v0.9.2 Mar 06: Assemeblies will have a pipe output if needed v0.9.2 Mar 06: New chest: active and passive provider chests . Roadmap Mar 06: Announcing work for multiplayer for v0.10 and later : "There is big possibility we might have 0.10 without multiplayer with just some tweaks and graphical updates + some small content additions." Guide Mar 06: About the usages of weapons . Thanks to Sir Nick. Guide Mar 01: Factorio Item Recipes - All recipes in graphical form. Thanks to sparr. February Guide Feb 25: Blue print explained - A "Power base" concept by Lee_newsum. Discuss here . v0.9.1 Feb 24: Hotfix-mod for 0.9.1 - see Changelog v0.9.1 for explanations (Update) v0.9.1 Feb 21: Changelog v0.9.1 v0.9.1 Feb 23: Rays step by step guide for a compact factory - how to get from nothing to blue science pack production. Recommended! v0.9.0 A first overview is here this nice video ' by Malkasphia. Recommend to watch this! Discuss here . v0.9.0 Please read the Changelog . Most things are very self-explaining. v0.9.0 liquid system is also described at fluid system . v0.9.0 Forum: Big Z's Guide to Big Oil - nice text
wiki
https://wiki.factorio.com/News/2014_-_Factorio_Wiki
User_talk_Thrawcheld
User talk:Thrawcheld - Factorio Wiki
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User talk:Thrawcheld - Factorio Wiki Jump to navigation Jump to search 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! Slpwnd ( talk ) 13:42, 29 February 2016 (UTC)
wiki
https://wiki.factorio.com/User_talk:Thrawcheld_-_Factorio_Wiki
Nuclear_fuel_reprocessing
Nuclear fuel reprocessing - Factorio Wiki
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Nuclear fuel reprocessing - Factorio Wiki Jump to navigation Jump to search | | Nuclear fuel reprocessing | Edit | | | ------------------------- | ---- | | Recipe | Recipe | | --------------------- | ------------------------- | | 60+5โ†’3 | 60+5โ†’3 | | Total raw | Total raw | | 60+5 | 60+5 | | Prototype type | recipe | | Internal name | nuclear-fuel-reprocessing | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | Nuclear fuel reprocessing can be used to recycle used up uranium fuel cells into uranium-238 . History 0.15.0 : Introduced See also Uranium fuel cell Uranium-238 | 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/Nuclear_fuel_reprocessing_-_Factorio_Wiki
Scrap_recycling_productivity_(research)
Scrap recycling productivity (research) - Factorio Wiki
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Scrap recycling productivity (research) - Factorio Wiki Jump to navigation Jump to search | | Scrap recycling productivity (research) | Edit | | | --------------------------------------- | ---- | | Cost | Cost | | --------------------- | ---------------------------- | | 6011111โœ–750 | 6011111โœ–750 | | Prototype type | technology | | Internal name | scrap-recycling-productivity | | Required technologies | Required technologies | | | | Space Age expansion exclusive feature. Scrap recycling productivity applies a productivity bonus when a recycler recycles scrap . | Technology | Cost | Effects | | ------------------------------- | --------------------------------------------------------------------------------- | ------------- | | 1Scrap recycling productivity 1 | 6011111X500 ร— 1.5(Level)(eg. 750 for level 1, 1125 for level 2, 1687 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. 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/Scrap_recycling_productivity_(research)_-_Factorio_Wiki
Sulfuric_acid_barrel
Barrel - Factorio Wiki
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Barrel - Factorio Wiki Jump to navigation Jump to search 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 โ€“ 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+1โ†’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
Web_authentication_API
Web authentication API - Factorio Wiki
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Web authentication API - Factorio Wiki Jump to navigation Jump to search Category: Internal API Factorio's Web Authentication API endpoint gives you a token in exchange for your username and password, which is used by several other Factorio web API endpoints. The authentication endpoint is located at: https://auth.factorio.com/api-login Authentication requires sending an HTTP POST request (Content-Type: application/x-www-form-urlencoded ) with these parameters: | username | Required. | Account username or e-mail. | | ------------------------- | ------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------- | | password | Required. | Account password. | | api_version | Default: 1 | Currently 6. | | require_game_ownership | Not required. | If set to 'true', will fail authentication if the user account hasn't actually purchased Factorio. | | email_authentication_code | Not required. | If a previous login failed withemail-authentication-required, email authentication can be completed by including the code sent to the user via mail. | This endpoint always returns JSON encoded data. | API-Version | Success | Error | | ----------- | ------- | ----- | | <= 3 | 200 | 401 | | >= 4 | 200 | 200 | | API-Version | Name | Value | | ----------- | -------- | ----------------------------------------------- | | <= 1 | [] | Array of hexadecimal encoded auth tokens | | >= 2 | token | Auth token is a hexadecimal encoded byte string | | >= 2 | username | The username of the logged in user. | | API-Version | Name | Value | | ----------- | ------- | ----------------------------------------------------------- | | all | data | Always empty object "{}" | | all | error | Error codes likelogin-failedoremail-authentication-required | | all | message | A more detailed error message that can be shown to the user | | <= 3 | status | Same value as the Status Code | Clients causing a lot of errors like login-failed will be rate limited.
wiki
https://wiki.factorio.com/Web_authentication_API_-_Factorio_Wiki
Supercapacitor
Supercapacitor - Factorio Wiki
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Supercapacitor - Factorio Wiki Jump to navigation Jump to search | | Supercapacitor | Edit | | | -------------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 10+1+4+2+2+10โ†’1 | 10+1+4+2+2+10โ†’1 | | Total raw | Total raw | | 10+1+4+2+2+10 | 10+1+4+2+2+10 | | Stack size | 100 | | Rocket capacity | 500 (5 stacks) | | Prototype type | item | | Internal name | supercapacitor | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Space Age expansion exclusive feature. The supercapacitor is an advanced item unlocked on Fulgora . It is one of the parts used to craft recipes such as the tesla turret and mech armor . It is also required for the planet's science pack . History 2.0.7 : Introduced in Space Age expansion. See also Fulgora Superconductor | 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/Supercapacitor_-_Factorio_Wiki
Railway
Railway - Factorio Wiki
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Railway - Factorio Wiki Jump to navigation Jump to search Railway in the official game trailer. For the research see Railway (research) The Railway is one of the main transport methods in Factorio. Although the installation of such a network can be complicated and requires a large amount of resources and space, it is faster and more efficient than belts and robot logistics , especially over large distances. Railway construction, however, is not understood instantly. It takes some time to learn the basics, such as automating transportation. Learning how to manage and maintain the upkeep of a larger train network takes time and experience. Rails can be built on the ground, or can be - with the Space Age expansion - elevated with the help of a rail ramp and rail supports so that trains can travel over obstacles. Contents 1 Infrastructure 1.1 Minimum manually operated railway 1.2 Switches 1.3 Crossing tracks 2 Trains 3 Stations 4 Signals 4.1 Basic signaling rules 5 Automated transport 5.1 Train schedule 5.1.1 Examples 5.2 Train groups 5.3 Schedule interrupts 5.4 Wildcard Interrupts 5.5 Troubleshooting 5.5.1 No path 5.5.2 Interrupts 6 Elevated Rails 7 Achievements 8 See also Infrastructure To build a railway, tracks (also called rails) must be built for the train to ride on. Typically, this is done via the rail planner , but can also be done manually. Bear in mind that rails are placed on a two-tile grid, so a rail cannot be moved by only one tile. Minimum manually operated railway As a minimum, a manually operated railway has to consist of: Rails (tracks) Locomotives Locomotives can be entered and then manually operated by standing next to them and pressing the ENTER button. Switches There is no visual representation of a working switch, however, the rails will appear to merge. Using the rail planner, the player must place a rail overlapping an existing rail to form a switch. Switches are forks in tracks that allow a train to pick between two directional options. The crossing of two straight tracks is not usable as a switch, as trains have a limited turning radius. They do, however, connect signal blocks which helps prevent collisions. Parallel tracks do not interact with each other. However, before the changes to curved rails in 2.0.7 , switching from one track to the other can require extra resources if they are too close together; the track must turn away from the other parallel track and then turn back to it. This can create complicated networks of signals and, as such, one should generally not build parallel tracks unless they are spaced adequately. (Generally, 2 track widths apart works well) An example of a safe railway crossing. Click here for the full-sized version of the image. Crossing tracks Be careful when crossing train tracks! Trains are one of the highest damaging entities in the game, and will kill most players instantly on contact. A checklist of proper track-crossing etiquette: Zoom out, so that you can see a train coming. Look left, then right. Check for signals nearby: If a rail signal suddenly jumps from green to red or green to yellow, a train is coming. Do not cross. Avoid walking near the tracks, as you do not need to be fully on the tracks to get hit. While it is possible to get into/out of a train while it is moving, a miss can cost your life. The sides of the train can still deal damage, as well as the player being able to slip between two rail cars. Heavy shields can be used to reduce the damage taken. In extreme cases, it is possible to stop a train with your body. This will require several shield modules to not be instantly killed and will drain a large amount of the suit's energy. All entities with health will take damage getting hit by a train, so take care not to leave a car or tank on the tracks. However, this includes hostile forces! Trains far from a train stop will be traveling at (near) max speed, so take extra precaution when crossing and zoom out further. Trains near a train stop or signal will slow down to stop and will be traveling slower. Trains of different configurations will also move slower or faster. A safe railroad crossing like the example shown in the picture can be built. This works by restricting access to the tracks when an oncoming train has the rails reserved. When the player is on the rails, the signals are reserved by the circuit network , and the train must stop and wait until the player leaves the tracks. When a player is inside the area crossing the tracks, the train gates are closed so the player can't get on the tracks outside the crossing. This is to completely ensure a safe crossing and is often used on servers. Trains Train components: | Locomotive | Cargo wagon | Fluid wagon | Artillery wagon | | ---------- | ----------- | ----------- | --------------- | Placing a Cargo wagon so it is attached to the train. A train consists of at least one locomotive. Trains can have more than one locomotive and any number of wagons . Locomotives can be manually driven forwards or backwards, however, they are generally slower going backwards. The left and right movement keys are used to change direction at switches. Trains can only drive forwards automatically. An automatic train can drive forwards and backwards when two locomotives facing different directions are connected to the train. A train needs fuel to drive. Fuel can be added by inserters when the train is in manual mode or parked at a station, not when waiting at a signal or standing in automatic mode. The locomotives' inventory is only used for fuel . To transport items or fluids cargo wagons and/or fluid wagons have to be attached to the train. To attach rolling stock, whether a wagon or a locomotive, the player may prepare to place one near an existing train, where a green graphic will show the player that the stock will be attached, showing a connection between the train and the new stock. Alternatively, the player may manually connect rolling stock to trains with the rolling stock connect key, if the cargo wagon is placed far away from a train. Rolling stock can likewise be disconnected with the rolling stock disconnect key. Stations A very minimal train station. Train stations are the only place where trains can be loaded or unloaded when they are in automatic mode. Cargo wagons can be filled or emptied by up to twelve adjacent inserters (six on each side). Inserters can also be used to insert fuel into locomotives. Pumps are used to transfer fluid into and out of fluid wagons, only three pumps can attach to one fluid wagon at once. Train stations are usually created by placing a train stop . Train stops must be on the right-hand side of the track. However, it is also possible to create a temporary train station by opening a locomotive's GUI and using CTRL + Left mouse button near a rail in the minimap in the GUI or by entering a locomotive and using CTRL + Left mouse button near a rail on the world map. This will create a station without requiring a train stop. The temporary train station has a default wait condition of 5 seconds and is removed from the schedule once the train leaves the station. Signals | Rail signal | Rail chain signal | | ----------- | ----------------- | Rail signals are used to employ multiple trains automatically without the danger of trains crashing into each other. Rail signals split the network into blocks and ensure that only one train can be in every block at any time. Note that driving a train manually ignores all signals, so it is possible for automatic trains to crash into the player if the player ignores red/yellow signals. Always beware of automatic trains and give them the right of way. The train signals tutorial contains an in-depth explanation of rail signals, blocks and deadlocks. Basic signaling rules There can only be one train in a block at any time. A train spanning multiple blocks occupies them all. A red signal means that the following block is occupied by a train. A yellow signal means that a train is approaching and already has the approval to enter the following block. Rail signals separate a new block and reflect its state: green - free, yellow - reserved, red - occupied Rail chain signals separate a new block and reflect the state of the next signal(s): see above, blue - at least one of the paths is blocked, but not all A train can only pass a signal on the right of the track, or if there is a signal on both sides on the same rail segment. Of course, manual driving overrides this. Automated transport The wait condition tab in the locomotive's GUI. Trains set on "Automatic" choose their destination stop and route on departure, and after waiting at a chain signal for five seconds, and when their destination stop disables itself by circuit condition. They choose the shortest route using a path finding algorithm that will get them to an enabled train stop with the right name, taking penalties for any apparent-at-the-time delays into account. If no such train stop exists they will skip the stop and go on to the next. This section covers items used to make trains automatically transport items between stations. The player should be familiar with creating a rail system. First, the player has to set up a rail system with at least two train stops, which are placed on the right-hand side of the expected train arrival direction. By hovering over the train stop with the mouse you see the positions of the vehicles for better setting up the train station (including (un)loading machinery, and refueling/repair installations). When you set up the train schedule (see below) and fuel the train, you can start the train on its schedule by switching from manual to automatic driving mode. Train schedule The player can set up a list of train stations in the left locomotive's GUI. The train will route to stops in the given order, if it's at the end it will continue with the first. Stations can be added by clicking "Add station" in the GUI. A pop-up appears with a list of all stop names. If one is selected, another button appears which allows selecting a wait condition from a pop-up list. Furthermore, the map in the right part of the GUI can be used to add stations to the schedule by using SHIFT + Left mouse button on a station or using CTRL + Left mouse button near a rail in the map to create a temporary train station. These actions can also be performed on the world map when the player is sitting inside the train. Wait conditions are used to tell the train when to leave the station. There are 15 types of wait conditions: Circuit condition โ€“ The train stop is connectable to the circuit network , so the signals can used for wait conditions. Empty cargo โ€“ All inventories of the train are empty. Does not include fuel inventories. Fluid count โ€“ The train (all fluid wagons summed) contains a specific amount of a certain fluid. Fuel (all locomotives) - All locomotives in the train collectively contain a specific amount of fuel Fuel (any locomotive) - Any one locomotive contains a specific amount of fuel Full cargo - All inventories of the train are full. Does not include fuel inventories Full fuel - All fuel inventories are full. Does not include cargo or fluid inventories Has cargo - Cargo or fluid inventories contain items. Inactivity โ€“ No items were added or removed for the specified amount of seconds. Item count โ€“ The train (all cargoes summed) contains a specific amount of a certain item. Does not include fuel inventories. Passenger present - At least one player is inside any part of the train. Passenger not present - No players are inside any part of the train. Station is full - A specified stop is full, according to its set train limit. If the stop has no train limit set, this condition will not be met. Station is not full - A specified stop is not full, according to its set train limit. If the stop has no train limit set, this condition will be met. Time passed It is also possible to set no wait condition, this causes the train to simply pass by the station without stopping. Hereafter the word "term" is used to describe one type of wait condition, and the words "wait condition" are used to describe the whole set of terms (it turns a bit into maths). If more than one term is added, it is possible to change the connection of those using the logical operators AND and OR. An AND condition will result in true if all terms are true. An OR condition will return true if at least one of the terms is true. When mixing AND and OR terms, the logic is grouped by the OR terms. When evaluating the wait condition, the first term is evaluated along with all AND terms immediately following up to but excluding the next occurring OR term. If they all evaluate true, the wait condition evaluates true. Otherwise, evaluation continues with that next occurring OR term and all AND terms immediately following it, up to the next OR term. This continues until either an OR group evaluates true and the wait condition is satisfied, or all terms have been checked. Examples The train group GUI. There are 2 trains in "Group A" and 1 train in "Group B" Expand for examples Wait until full, up to 30 seconds: Full cargo inventory OR 30 seconds passed Wait until cargo full, or circuit condition Oil > 3000: Full cargo inventory OR Circuit condition - Oil > 3000 Wait until empty, and 30 seconds passed, and 5 seconds of inactivity: Empty cargo inventory AND 30 seconds passed AND 5 seconds of inactivity Wait until iron ore is low, or copper ore is low and at least 30 seconds passed: Cargo: Iron ore < 500 AND 30 seconds passed OR Cargo: Copper ore < 500 AND 30 seconds passed Factorio's wait condition logic is read as disjunctive normal form ( DNF ), and so this last example is processed as (note the parenthesis): ((Cargo: Iron ore < 500 AND 30 seconds passed) OR (Cargo: Copper ore < 500 AND 30 seconds passed)) Which is the same as this: ((Cargo: Iron ore < 500 OR Cargo: Copper ore < 500) AND 30 seconds passed) Unfortunately, there is no way to write that shorter form in the current UI. Train groups Trains are able to be assigned to a group. Selecting the small edit icon next to "no group assigned" will bring up the existing groups in the current world. One can select a group for the train to join, or create a new one. Editing the schedule of one train will change the schedules of all trains in the same group. Schedule interrupts The Edit Interrupt GUI. Schedule interrupts allow a locomotive to override its current schedule when a certain condition is met. Selecting "Add interrupt" in the locomotive's GUI will bring up a list of existing interrupts in the current world. One can be selected from the list, or typing in a name will create a new one. Creating one will add it to the locomotive and all locomotives in the current locomotive group. To work, an interrupt requires two parts: a condition and a target station. When a condition is met, the interrupt will activate and insert the target station as a temporary stop in the locomotive's schedule. The locomotive will route to the target station and wait there until the specified wait condition is met, at which point it will leave and resume its original schedule. An interrupt can be triggered on many of the same conditions as waiting at a stop, along with some new conditions: At specified station - The train is waiting at a specific stop Destination full or no path - The train's next stop is full, according to its train limit; or the train cannot physically reach its next station Not at specified station - The train is stopped somewhere other than the specific stop Multiple trains can have the same interrupt regardless of whether they are in the same locomotive group or not. Editing an interrupt will change it for all trains which have the interrupt in their system. Interrupts can be reordered within the locomotive's GUI like normal stops. If a train has multiple interrupt conditions true at the same time, it will prioritize interrupts that are higher on the list. Wildcard Interrupts The four wildcard signals: Item, Fuel, Fluid, & Signal. Within interrupts, trains have access to four special "wildcard" signals located within the Unsorted tab, which are special logic signals that can only be used within interrupts. Wildcard signals come in four types: item, fuel, fluid, and signal. When used as a condition to trigger an interrupt, each one looks at a specific inventory within the train and will replace itself with the signal of the first item it finds. For example, if an interrupt is set to trigger if an item parameter is over 50, and 51 iron gear wheels are placed into a cargo wagon, the interrupt will trigger as if the condition was looking for over 50 iron gears. Item, fluid, and fuel wildcards each look at a specific inventory: cargo and artillery wagons , fluid wagons , and locomotives , respectively. When used solely as a condition, wildcards act otherwise identically to the anything logic signal. What makes them special is their function when used in both the condition and the target. Wildcards will also replace themselves with any rich text icons within the names of train stops . Instead of selecting a target stop from the list, instead click on the "icon" button next to the green confirm button and select the same type of wildcard as used in the condition. Then, type the name of the station. If the stop has a matching icon in its name, then the train will match the item it contains with that icon, and select that stop as the destination. The final wildcard, Signal parameter, checks against any signals passed to the train while parked at a train stop. When combined with a signal parameter for a target station, this can make the train go to a stop which has an icon in its name matching the signal it received from the station. When combined with matching the target station based on its contents, this can be utilized to create a generic train system which can select its destination based on the item it receives. Troubleshooting Below are some things to verify if a rail system or train is not working. Is the train fueled? Ensure that the locomotive has fuel of some kind. Misplaced or non-functional switches? Ensure that the train can plan a path through the switches. Another train on the same block ? Make sure the path of the train is unobstructed. Train stops placed correctly? Make sure that the yellow arrows when hovering on the stop point towards the end or exit of the stop. Is the train allowed to enter signals from the right direction? Are the signals set correctly? If a track is supposed to be two-way, the rail signals should be opposite each other. You can verify they match up by hovering the cursor over one. For a matched pair, it will show the other. No path When trains cannot reach the target, a "no path" symbol pops up over the locomotive. Check: Can the train reach its current destination by only driving forward ? Build turning slopes or place a locomotive at both ends of a train! Are the train stops standing in the right direction? Train stops must be on the right-hand side of the track (from the forward-facing locomotive's perspective). If the train is traveling south, the stop must be on the west side of the track. If you use rail signals, check that the signals are all allowing traffic in the correct direction. Check for interruptions in the train tracks, drive to the station manually to check there are no rail parts missing. Especially near junctions, these can be hard to spot if missing. If you are still having problems, consider: Driving the train manually, and as you pass each switch, try switching to automatic. When it works, you will know the rough area of the problem. A pictorial summary of typical problems . Interrupts When a train is about to leave the last station in an interrupt's schedule, there is no inherent mechanism which prevents the same interrupt from re-triggering. Many interrupt conditions naturally prevent retriggering by the nature of their condition. A wildcard interrupt for unloading cargo cannot trigger if the train has no cargo. Other conditions may retrigger if something in the base has malfunctioned. For example, a refueling interrupt should only trigger when fuel is low. But if the train is at the fuel station, wants to leave, and still has low fuel, then either there is no inserter to load fuel or the refueling station has run out of fuel. But there can be cases where the conditions for a trigger's desired conditions can still happen after executing the interrupt's schedule. To force the train to always choose a station with a different name, add "Not at specified station" to the interrupt conditions, specifying the same target station. This way, the train will be forced to pick a different interrupt, or travel to a station in its main schedule. If the train should travel to a different station of the same name, circuit logic can be used to disable the current station and lower its priority, as well as adding "Station is not full" to the interrupt condition. Note that only disabling the station is not enough to prevent this issue, the train will only choose a different destination with the same name if it has a higher priority. Once there are no other valid stations with the same name (i.e. all of them are disabled, so there is no higher-priority station), the "Station is not full" condition will prevent the train from getting stuck. Elevated Rails A simple bridge using elevated rails. Space Age expansion exclusive feature. Elevated rails come in a separate mod which can be enabled independently of Space Age. They come as two new buildings: rail ramp and rail support . Ramps and supports are the only items in the game able to be built in the oceans of Nauvis . When playing with Space Age itself, elevated rails become an important part of the game, as they are critical to bridging the oil oceans of Fulgora and the lava rivers of Vulcanus , as well as easily crossing the vast watery landscape on Gleba . Elevated rails can be built using the rail planner . Pressing G will switch levels, and attempt to build a ramp up or down, if the player has one in their inventory. While holding SHIFT and targeting a section of rail on the opposite level, the rail planner will automatically place any ramps and/or supports necessary to reach that destination. A rail support must be placed every 16 straight tiles. Disassembling a support or ramp will automatically disassemble any rails which rely on that support. Players and enemies cannot walk on elevated rail. A player can enter and exit the train if it is elevated as normal, and will be teleported to the ground. If the player attempts to exit while over water or lava, nothing will happen. Both types of rail signals can be placed on elevated rail, but not train stops. Certain buildings are too tall to be placed underneath elevated rails: Big electric pole Cargo landing pad Oil refinery Roboport Rocket silo Agricultural tower Cargo bay Lightning rod Lightning collector Achievements | | Getting on trackBuild alocomotive. | | | ---------------------------------- | | | Trans-Factorio expressHave atrainplan a path 1,000 tiles or longer. | | | ------------------------------------------------------------------- | | | Watch your stepGet killed by a movinglocomotive. | | | ------------------------------------------------ | | | Getting on track like a proBuild alocomotivewithin the first 90 minutes of the game. | | | ------------------------------------------------------------------------------------ | See also Tutorial:Train signals Railway/Train path finding Locomotive Cargo wagon Fluid wagon Artillery wagon
wiki
https://wiki.factorio.com/Railway_-_Factorio_Wiki
User_talk_Bilka
User talk:Bilka - Factorio Wiki
[ "Category:Intermediate products", "Category:Intermediate products", "Make it hidden category as wikipedia do", "Category:Main/de", "Category:Fluids/de", "Category:Ukrainian_page" ]
User talk:Bilka - Factorio Wiki Jump to navigation Jump to search 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 ) 13:07, 17 November 2016 (UTC) Contents 1 Templates that might need CSS cleanup 1.1 Cleanup done 2 Navigation box links 3 German translation worldgenerator 4 About {{translation/ms}} 5 Shipwreck 6 Template:Inventory/plโ€Žโ€Ž 7 Intermediary Products 8 Is there any ways to mark the translation obsolete? 9 Translate template to different word-order languages 10 Getting rid of BurnerNav template 11 Roadmap 12 Tutorial: Combinator tutorial edit 13 New translation language - pt-pt 14 What is the standard on what information is useful? 15 Code for blueprint 16 disambiguation 17 The history section in translated pages 18 Localisation stringtables 19 Images 20 Starter map 21 Wanted pages for script 22 Multiplayer and fluids 23 Strange link in Power_production#Ensuring_enough_energy_is_produced 24 Headline change to different language 25 Revising my edits 26 Understanding logistic chests 27 Wanted pages/de 28 Two things... 29 Localisation misinformation? 30 Heatpipe in german 31 Iron gear 32 German Mainpage 33 This Wiki's Origins... 34 Spam 35 Mass search and replace 36 Creating infoboxes on SpaceExploration wiki 37 Expandable tables/divs/etc 38 Rocket rush ready to merge in 39 Is it appropriate to add usage information for a linked belt, somewhere on this wiki? 40 New language: Traditional Chinese (zh-TW, ็น้ซ”ไธญๆ–‡) 41 Translation verification 42 Is it possible to restore this image? 43 Syntax highlighting and category tree extensions 44 New pages are not appearing in Language category 45 About an destroyer capsule page 46 Beaconed oil throughput 47 Increasing amount of tab-headers for the Inventory-like templates 48 Prototype type link in infobox 49 Wiki skin refresh 50 Infobox Issue 51 policy violation? 52 Template Permission 53 Infobox mistakes making false Wanted pages 54 File move request 55 "Last updated" footer is wrong 56 Cleanup request 57 Tabbar display issue Templates that might need CSS cleanup Template:Outdated image Consider adding css for .boilerplate classes. This will put all the css of Template:Game image , Template:Move , Template:Screenshot , etc. in one place and reduce loading times -- Longtomjr ( talk ) Template:Game image -- Longtomjr ( talk ) 11:37, 29 April 2017 (UTC) Cleanup done Template:Key Template:Move Template:Disambiguation Template:Cleanup Template:Delete -- Bilka ( talk ) 11:52, 29 April 2017 (UTC) CSS has been merged into .factorio-boilerplate for all templates that use Template:Boilerplate . Template:Outdated image , Template:Game image , and Template:Screenshot still use .boilerplate. -- Bilka ( talk ) - Admin 12:48, 9 February 2018 (UTC) Navigation box links Hi Bilka! I found the misfunction on Navigation page. There are links to Navboxes in lower row of each Navbox but in all languages it links to English template. I'm going to change links. Please see the example . Is it OK to create pages Template:ProductionNav/ru , Template:CombatNav/ru and so on? -- Snowball II ( talk ) 22:50, 11 May 2017 (UTC) One more question. Is it OK to create pages with Russian names. For example ะ–ะตะปะตะทะฝะฐั ะฟะปะธั‚ะฐ with redirection to Iron_plate/ru ? -- Snowball II ( talk ) 13:05, 12 May 2017 (UTC) Hi again. I have not received any response so i create pages Factorio:Navigation/Logistics , Factorio:Navigation/Logistics/ru and change link on Template:ProductionNav . Don't you mind? -- Snowball II ( talk ) 19:59, 15 May 2017 (UTC) Hey there snowball. Not sure why Bilka didn't respond to you, but we are internally debating how to fix navigation boxes. Please leave it alone until we can form a consensus. As for creating russian redirection names, that's completely fine. -- Gangsir ( talk ) - Admin 21:21, 15 May 2017 (UTC) German translation worldgenerator Hi Bilka! I just tried to translate the page World_generator and for me it feels like the page is verry unorganized since it's not written with a intelligent order. So I stopped translating and tried to rearrange the site. My goal was, writing about the Generator in general, then talking about possible configurations, after that talking about the presets. This because it makes no sence for me to talk about presets if you don't understand what they actually change within the config. So I tried to build up the page like you see the menu ingame. I would like to hear your feedback on my attempt. Weltengenerator Vorschlag Another problem are those sheets with the preesets. I don't know right now if it makes sence to translate them and how. What do you think, can you help me? Btw: Thanks for CoReading my stuff and checking for typos, I'm trying my best ย :) Greetngs from switzerland Hoeloe ( talk ) 11:39, 1 September 2017 (UTC) Your organization definitely seems better to me. I think the biggest problem of the article is that it talks about the gui, its options and their effects, and about how the world generation works. Your organization somewhat seperates those topics, which makes the article more readable. Some possible improvements: Perhaps you could also list the presets and their descriptions in the first small section on them, and then put something like "Fรผr genauere Information was die Voreinstellungen verรคndern, siehe [[#Voreinstellungen|]]". A link from the "basically it works with perlin noise" to the section that explains more about it would also be good. I think it might be a good idea to rework the preset resource table so that it only lists the changes from the default, instead of every single option, no matter if one of the presets changes it. Since the official game has translaions on everything used in the world generation gui, translating the rest of the tables shouldn't be too hard. It would be nice if you could do that reorganization also on the English page, "aber es ist kein muss". I appreciate how well you translate pages. I personally struggle with translating pages like Crafting or the World generator page because I am so used to the English words for things that I can't find appropriate German translations (even though German is my first language...). So thank you for your work on them! -- Bilka ( talk ) - Admin 12:12, 1 September 2017 (UTC) Thanks for your feedback. I will try to totally rewrite the presets part, but first I need to think about how to. I often use links, sometimes it feels too much for me, but the Perlin Noise one makes sence. There is one big point about the english page I struggle. The Erweiterte Konfiguration is actually not covered right now. I don't know, maybe I will try to rewrite the english one, but I definitely need someone to check it since english is not my native language as well. I just translate the stuff 1:1, rearrange the sentence so it's readable in german and sometimes I switch some terms for better wording. But I know, sometimes you realy need to think about it since english can be written verry easy, flat and repeating while german can be very complex. I thank you for appreciating my work and also that you check it and help me. Ah and when you read my stuff particularly check for missing ฮฒ's since this letter does not exist in the Swiss-Deutsche Rechtschreibungย :) -- Hoeloe ( talk ) 13:30, 1 September 2017 (UTC) Yeah, the advanced options just weren't added to that page yet because it hasn't really seen much of an update to 0.15. I can definitely check the changed page (or your WIP of a rework) for language or ask Gangsir to have a look at it. But what I can read from you right now, your English isn't too bad eitherย :) As a heads up: You should translate page titles, like the title on the crafting page or on the campaign page, using the translation/de template instead of displaytitle. Oh and when you use the languages template, please don't put a blank line between it and the following text. Doing that creates some ugly whitespace at the start of the page. -- Bilka ( talk ) - Admin 15:16, 1 September 2017 (UTC) Okay, *hust* wieso sagt mir das keiner? Dann mรถge jemand die Anleitung aus dem Language Template entfernen! :P -- Hoeloe ( talk ) 12:43, 2 September 2017 (UTC) I don't see any instructions on that template page that mention using displaytitle. Only in the template itself, stating that it does that. Should I reword that comment? -- Bilka ( talk ) - Admin 12:56, 2 September 2017 (UTC) I just found this sentence in the language template and also in other translated /de articles. That was why I used it, I didn't know the translation template does this job. I need to say I'm not very used to wikis in terms of templates programming and stuff. Also there is no guide which explains all this. What do you think about my attempt of the english Wordlgenerator -page? I messed arround with the page again. The How it works part is now in Generation , Made no sence to me to seperate this. I also changed that Generation is the first section (we can still swap this afterwards). The Presets part now does directly attend the individual presets. Hoeloe ( talk ) 08:04, 4 September 2017 (UTC) Such a (style) guide is currently WIP. Just another thing that is missing documentationย :/ Looks good so far. However, I think putting the technical generation info first isn't a good move. I imagine that the article is frequented by beginners who just want to know what changing the settings does, not how excatl the world is generated, or when chunks are generated. I think it would be a better idea to take the first few paragraphs of that section (up to the algorithm subsection) and leave them at the beginning of the article, perhaps without a header, more as a general thing. The rest of the generation section should be moved below the presets. -- Bilka ( talk ) - Admin 12:44, 4 September 2017 (UTC) About {{translation/ms}} Will do... and now I know how that template works. SNN95 ( talk ) 11:14, 1 October 2017 (UTC) Shipwreck I understand the merging, but did you really need to wipe everything? I worked a very long time on that stuff. I don't see the harm in the shipwreck getting mentioned. It is part of the game - something the player can interact with. -- Zippy ( talk ) 08:28, 26 January 2018 (UTC) Well, the page had to go and I thought I had copied the relevant info. The problem is simply that we cant document the campaign only items at the same place as the freeplay items, that would only confuse the player; but making the shipwreck a subpage of the campaign page doesnt sound useful either, so the info should just be on the campaign (sub-)page. Feel free to add more info back to the campaign page. Since I dont think you can view the deleted page, I copied the latest state of the Shipwreck page to hastebin: [1] . Let me know if you think some of the images should be restored too, or just include them in the campagin page text about the shipwreck as redlinks and I'll restore the relevant ones. I hope this solution is okay for you. -- Bilka ( talk ) - Admin 09:00, 26 January 2018 (UTC) Template:Inventory/plโ€Žโ€Ž Hi Bilka, I apologize for the confusion with the site Inventory/plโ€Žโ€Ž, I read the rules, but I did not applyย :( I wanted to make the name appear in my language after hovering over the icon, so I just start translate in links on this page, from <div class="factorio-icon">[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}]]</div> to <div class="factorio-icon">[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}|Taล›mociฤ…g]]</div> After you deleted the page, I started to wonder if it would be better to add to all links in Template:Inventory {{Translation|...}} for example: <div class="factorio-icon">[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}|{{Translation|Transport belt}}]]</div> Do I think right? โ€”ย Preceding unsigned comment added by JakubSTR ( talk โ€ข contribs ) 11:15, 9 February 2018โ€Ž That indeed was a good idea, so I added it. -- Bilka ( talk ) - Admin 12:41, 9 February 2018 (UTC) Intermediary Products Am I allowed to make a page on intermediary products? -- Zippy ( talk ) 14:06, 9 February 2018 (UTC) What would be on it? We already have Category:Intermediate products which lists all of the items in the intermediate tab in the inventory, what extra information would you add to a page about them? Also please consider moving this discussion to the wiki-work channel in the factorio subreddit discord , communication is much faster thereย :) -- Bilka ( talk ) - Admin 15:16, 9 February 2018 (UTC) I was also thinking about adding such page or modifying Category:Intermediate products , as there are now two meanings to the phrase "intermediate products": this can either be the products on the "intermediate products" tab or the items that can be created using productivity modules. I've tried to clarify this on the Module page, but perhaps a separate one would help with that too. Uukgoblin ( talk ) 13:54, 1 May 2018 (UTC) Intermediate products are intermediate products and that's it. The error message you get from productivity modules is simply misleading, and will hopefully be changed. However, I've been thinking about making a category for "recipes that accept productivity modules" for a while. If you have an idea for a shorter, non-misleading name that is not "intermediate produtcs", let me know and I'll set up the category. -- Bilka ( talk ) - Admin 14:04, 1 May 2018 (UTC) OK, that makes sense. Yeah, a good name for such category is not easy to come up withย :-) Maybe the devs will sort it out for us when they fix the error messageย ;-) Uukgoblin ( talk ) 14:18, 1 May 2018 (UTC) Is there any ways to mark the translation obsolete? Hi Bilka! I'm glad that you gave me a welcome message . I found some of translations obsolete and useless. For example, the Japanese version of Electric system didn't mentioned Steam turbine or Nuclear power (research) . Maybe it's too much and too obvious for example, but there should be more obsolete texts it's not so clear to be obsolete. The wiki forced editors to follow the English version, so I think it's convenient if there is a template, a category or something to state that the translation is obsolete. (It's also good if some bots automagically detect the obsolete pages and notify readers/writers of that) -- Fried biter ( talk ) 07:34, 8 March 2018 (UTC) If we had such a template, we would just end up with many pages being marked, which is not an improvement, it's just clutter. If you see that a page is outdated, update it. If you dont have the time/energy/whatever to update it, put it on a to-do-list in your userspace. This has the same result as marking with a template, but wont clutter a lot of pages. -- Bilka ( talk ) - Admin 20:14, 8 March 2018 (UTC) First, I don't think it's not an improvement that mark obsolete pages obsolete, since it could be simply a lie. It helps not only writers but also readers. So I don't think it's enough to put in my mind or my userspace. But your concern is reasonable. Well, If we put and remove the template by hand, it should be just clutter. But I don't think leaving it to bots are quite hard. Basically, it watches Special:RecentChanges . If an English page is edited, then follow the inter-lang links and paste the template(or anything). If a non-English page which contains the template is edited, simply remove the template. If this is too much or too less, we can add some conditions like: tolerant to small changes (ex: edit only 2bytes changed, which is likely to fix typo) tolerant unless it's too obsolete (ex: only if the sum of changes in the original is more than a threshold / only if the translation is n-months older than original) force non-English editors to tell translation edits from the other minor ones apart (ex: translate edit should contain '[Tt]ranslat' in Summary) etc... If your concern is that template/category/something itself is a clutter to readers, maybe it's not so much. Make it hidden category as wikipedia do . If your concern is about server performances, it's over. I have no way to deal it with :P -- Fried biter ( talk ) 04:59, 9 March 2018 (UTC) My concern is that it wont be useful because so many pages will be marked. Furthermore, a script that automatically marks pages will be very error-prone since it's a bot, and not a human. But I should be able to throw together a script that makes a list of most likely outdated pages. That will take a few days, then we can review the list to see if it would actually be useful to mark all of those pages, and take appropiate action. -- Bilka ( talk ) - Admin 15:37, 9 March 2018 (UTC) I understood your concern. And I believe it can be solved by an appropriate conditioning. Anyway, I'm glad to hear that you are willing to try it to gather information to review. Thank you for your support with a bot. I hope it will work out fine. (p.s. I don't know what language you are using to run bot on the wiki , but I can r/w some python or java so maybe I can help you with reviewing script)-- Fried biter ( talk ) 10:32, 10 March 2018 (UTC) I wrote the script, you can find it here: [2] The result of it is about what I was expecting: User:Bilka/Outdated pages . Most pages are outdated, so the list is rather useless. I excluded my own and my bot's edit from the language page dates because I only made structure maintaining edits on language pages without actually changing the content. I hope this shows why I dont think it's a good idea to mark the pages with templates. -- Bilka ( talk ) - Admin 18:27, 29 March 2018 (UTC) (<- outdent) Thank you for writing a script! And as mentioned above, some filtering by certain conditions might be useful to reduce the number of "outdated" pages. The script simply compare their timestamps , and this results in too many candidates and make the list useless. So why not try to introduce some limitations such as en.timestamp > langTimestamp + PATIENCE_CONST , or setting rvlimit parameter gives us previous revisions so that we can ignore minor edits. I don't know how it costs server resources, but if not too much, I think it still can be useful. (P.S. Can I run/test the script without special privileges? Special:ApiSandbox is not so flexible...) -- Fried biter ( talk ) 06:28, 30 March 2018 (UTC) Both your proposed conditions will falsify the result. Even 1 edit on a page can make any translation outdated, no matter how old it is, see for example Special:Diff/155934 . So for example excluding pages that are "only" a week/month outdated will lead to wrong results. We have no rules or guides for what to mark as a minor edit since it is impossible to enforce, so sorting by that would also lead to wrong results. You should be able to test the script by just copying pasting it into the browser console and running main(languages); after lowering the 100 in line 112 and 113 to 50 to account for your lower api limits. The create page call on line 64 also wont work, you'll have to find another way to print the output somewhere. -- Bilka ( talk ) - Admin 09:29, 31 March 2018 (UTC) Translate template to different word-order languages Hi Bilka! I find it hard to translate Template:about to Japanese. In the Factorio:Translation_guide , it says translation of templates should be done with just replace the argument of the template. And the first sentence of Template:about is {{Translation|This article is about}} {{{1}}}. . But in Japanese, that sentence should be translated as ใ“ใฎ้ …็›ฎใงใฏใ€{{{1}}}ใซใคใ„ใฆ่ชฌๆ˜Žใ—ใฆใ„ใพใ™ใ€‚ . I mean, another translation template is needed after {{{1}}} to simply substitute. Some similar issue should be aroud here and there since Japanese has quite different word-order to English or other Europian languages, so I want to know how to translate in such cases. (reference: Template:Otheruses in Japanese Wikipedia , which is used as equivalent of Template:About in the other languages .) โ€”ย Preceding unsigned comment added by Fried biter ( talk โ€ข contribs ) 13:20, 10 March 2018โ€Ž Sadly there is no good way to solve this issue. Due to how translations are set up on this wiki, I can't add another translation template after the {{{1}}} , or include it in the template used for the sentence, neither of these options would yield the desired result. So, your options now are either making template:about/ja and translating the template directly, or rewording the sentence in a way that uses the English sentence structure, which would be preferable. I can understand that the second option may be very hard to do, which is why the first option would be acceptable. This issue and the options to solve it vary on a case by case basis, so please let me know of any other templates where you also have this problem before doing anything with them. -- Bilka ( talk ) - Admin 14:03, 11 March 2018 (UTC) Okay, I will postpone translating the templates until the consensus about how to translate them has reached by the Japanese editors community. Additionally, I will inspect them and try translations by rewording. If it's done, I will notice you. -- Fried biter ( talk ) 05:30, 12 March 2018 (UTC) Getting rid of BurnerNav template Hi, Thanks for the initial warm welcome! I've seen that the Template:BurnerNav didn't get the same treatment as other nav templates, so I've added missing links. However, I've now realised that the content of this template is entirely covered by other nav templates (Intermediate products, Production items, Logistics templates). What about getting rid of that template and relaying on the existing ones instead? Spyhawk ( talk ) 17:53, 28 March 2018 (UTC) I agree, so I added the valid fuel row to the infoboxes to completely replace the template, the template will be deleted soon. Please next time think about these kind of implications before editing some of the most used templates on the wiki. Thank you. -- Bilka ( talk ) - Admin 18:37, 28 March 2018 (UTC) Yes, definitely a big oversight from my side. Sorry about that! Spyhawk ( talk ) 18:58, 28 March 2018 (UTC) Roadmap Hi, The Roadmap page is deceptively empty. What about merging [[Roadmap/Coming_Releases]] with it, as it serves as the actual Roadmap page anyway? Spyhawk ( talk ) 13:47, 1 April 2018 (UTC) Hey, this had been planned for a while, thank you for reminding me. -- Bilka ( talk ) - Admin 14:43, 1 April 2018 (UTC) Thank you, this is much better now. Spyhawk ( talk ) 14:57, 1 April 2018 (UTC) Tutorial: Combinator tutorial edit Hey Bilka. This was my first edit, so forgive me for overlooking the summary section of the edit page. I removed a link that serves no educational purpose and seems self-promotional to me. Exploring this youtube channel does lead to some videos that may or may not be relevant, but the link itself is too aspecific. And because of the other link (reddit), it is also redundant. Even if it were just plain text, claiming ownership of an idea on this wiki seems inappropriate to me, although I'm not sure if there's a specific rule against it. By the way, is this the place to post this, or should I use the discussion page of the page in question? โ€”ย Preceding unsigned comment added by Koekjesfabriek ( talk โ€ข contribs ) 20:55, 30 April 2018โ€Ž The design is mostly known under the name of the original designer ("Madzuris train loader"), so it is not directly self-promotional. I however agree that the link to the reddit thread is enough, so I removed the youtube link again, and included the name with the reddit link, so that people searching for the design can still find it. This is the right place; a big reason for reverting your edit was that it was your first edit, and a "controversial" one, so I expected some kind of reasoning. -- Bilka ( talk ) - Admin 07:49, 1 May 2018 (UTC) New translation language - pt-pt Hey Bilka, I am new to the wiki and I would like to contribute translations in pt-pt. Can you please add support for this language? Thanks. FranzPT ( talk ) 15:03, 4 July 2018 (UTC) Thanks for the notice, I have added support for pt-pt. Have fun translating! -- Bilka ( talk ) - Admin 15:06, 4 July 2018 (UTC) Nice, thanks for the quick response. I will carefully read about the translation rules/procedures and start asap. FranzPT ( talk ) 16:30, 4 July 2018 (UTC) What is the standard on what information is useful? Are you always this hostile to everyone? Honestly, this explains why the wiki has so much outdated information. I'm just trying to follow some kind of consistent guideline. A number of pages already use smallest whole-number ratios as building guidelines, especially for early and midgame structures. https://wiki.factorio.com/Solar_panel 23.8 solar panels per megawatt is somehow "useful information", and 1,000 / 42 is apparently not "easy to calculate"? What exactly is the standard? If power grid information is that obvious, does the laser turret page really need a note about energy usage at all? Again, I'm just trying to find a consistent standard. Does every single page for a high-energy drain building need a "don't forget to build accumulators and steam storage" reminder? The roboport page only has a much less specific "make sure your power grid can handle the load" reminder (again, is it really necessary to even have that, when the building clearly consumes up to 5 MW when active?). But then it just copy-pastes numbers from the sidebar. The numbers are literally right next to duplicate information. That's "helpful" and "not easy to calculate"? You're really going to need to explain, clearly and precisely, what the standard is, instead of making rude, passive-aggressive remarks. โ€”ย Preceding unsigned comment added by Arrkhal ( talk โ€ข contribs ) 20:19, 10 July 2018 Since you presented examples I will explain the rough guidelines using them: The information on the solar panel page is useful because you deal in predictable units in the electric system; usually you will know how much power you want your solar panels to supply. This amount of power can usually be obtained directly from the game when you are building solar panels to replace another energy source, or from online calculators when you are planning a setup. It shouldn't have its own section though, that is likely just a relict from an earlier version of the page. In contrast, when dealing with enemies nothing is predictable: Neither the number of enemies, when they will attack, or their strength can be reliably predicted, meaning that you will never know how much shots your turrets will fire. So, the information does not have a use case. I am still unsure about how suitable the sentence on the laser turret page is, which is why I modified it when I reverted your edit. I will put further thought into whether it should be removed completely. In general, the high power demand should not be mentioned on every page. The roboport section wasn't changed since the guidelines were established, so I took the liberty to fix it. As you can see, there can't really be a consistent standard about something where context matters immensely. I recommend you to just edit the pages while trying to follow the general style. After a while you will get a feeling for what is suitable, and until then, your edits will be corrected. -- Bilka ( talk ) - Admin 19:26, 10 July 2018 (UTC) Thanks for taking the time to explain the general guidelines more clearly, and I apologize if my first comment was itself passive-agressive, I was just a little frustrated with the lack of consistency with page information, and lack of clear communication about exactly what was amiss with my edits, instead of just generic "not helpful" and "then don't edit" notes. Anyway, if specific power grid management tips shouldn't go on most buildings, maybe it should just a basic "this building has unpredictable and high power needs which can lead to brownouts or blackouts, unless the power grid is able to compensate" with a link to the power grid guide, rather than the much more specific advice for accumulators and steam storage? Arrkhal ( talk ) 03:33, 15 July 2018 (UTC) I don't think that a generic sentence is better than a specific one, so I will keep it how it is for now. -- Bilka ( talk ) - Admin 09:52, 15 July 2018 (UTC) Code for blueprint I can place the code of the [[:File:5to2_balancer.png]]? Ailton Cow ( Talk ) ( Steam ) - Okarin. 06:14, 29 July 2018 (UTC) Sure, the balancers should have blueprint strings. Just remember to include all 3 belt tiers in the book and to name the blueprints and book. And while I am talking with you, please add the ratio sections to the 3 science pack pages that your partially translated. Thank you. -- Bilka ( talk ) - Admin 19:49, 27 July 2018 (UTC) disambiguation Hi again, can you see the page Furnace/pt-br ? the disambiguation template its not translating the page name -- Ailton Cow ( Talk ) ( Steam ) - Okarin. 10:51, 31 July 2018 (UTC) Fixed. If you ever want different text than the page title there, use {{Disambiguation|my different text}}. -- Bilka ( talk ) - Admin 10:55, 31 July 2018 (UTC) The history section in translated pages Hi. So... why the historical section should not be in the translated pages? I don't understand it. Because I would like to see a history of changes of a particular thing from update to update. And, by the way, in all the articles I translated, the historical section was also. And, yeah, this is article where you wrote message about history section: https://wiki.factorio.com/Firearm_magazine/ru By some reason there's no my nickname... I'm Aldekotan, russian translator. โ€”ย Preceding unsigned comment added by Aldekotan ( talk โ€ข contribs ) 08:02, 1 August 2018โ€Ž For the same reason the version history is not translated: The history section is copied from the in-game changelog, which also is not translated. Furthermore, users would often only partially translate the history section, like on the page you linked. However, it is just a guideline, so if you want you can still translate the history section and include it. You sign talk page messages like this: ~~~~ . -- Bilka ( talk ) - Admin 08:11, 1 August 2018 (UTC) Localisation stringtables - Can't find 'em. Is there a page containing the translations like "Power Production"->"Stromerzeugung", which you can edit, or is it only accessible to the staffย ? โ€”ย Preceding unsigned comment added by Factoruser ( talk โ€ข contribs ) 19:33, 20 August 2018โ€Ž You can find them here: Template:Translation/de . Please read the translation guide for help with translations. I also saw that you summarized your edits in German. While I can understand it, it would be nice if you wrote your summaries in English so that they are accessible to all wiki users. -- Bilka ( talk ) - Admin 19:45, 20 August 2018 (UTC) Images As you can see, I'm pretty good at making images/gifs/whatever. Wherever I make an edit, you don't seem to be far behind. So I might as well ask you directly: are there any more pages in need of images? -- Zippy ( talk ) 01:46, 6 October 2018 (CDT) And yet you managed to catch me on a weekend off work :P One article that I can think of is deconstruction planner โ€” it needs a general update to include the filter functionality which should include images of the GUI. If you are able to make gifs using an external program/website, you could also have a stab at making all the biter/spitter/worm images on enemies transparent gif using the files from the game files, like the small biter and spitter. You could also make more of the "[thing] entity" images that are included in the infoboxes, you seem to know the general rules for those already, but here they are again: Entity on grass, zoom level 2, alt mode on, images 300 or 400 px width/height if possible, no clutter/smoke/clouds/decoratives as usual. Something to keep in mind when uploading images: Add {{Screenshot}} to screenshots, and {{Game image}} to game images (and the enemy gif renders) in the file description to categorize them correctly and to keep the licensing clear. Furthermore, please name your images with spaces/underscores, it makes them more readable and easier to search for. -- Bilka ( talk ) - Admin 12:14, 7 October 2018 (CDT) The thing about the images of enemies... Do they need to be animated? Or is that just a bonus? Also, could you elaborate on the "zoom level 2" thing? -- Zippy ( talk ) 14:26, 10 October 2018 (CDT) Yes, animation and transparency is a requirement. If you don't know how to do that (I don't completely know myself...), don't worry about them. With "zoom level 2" I mean that your screenshots for the entities in the infoboxes should be taken at that zoom level (of course with hr graphics). You can do that with the screenshot command (and setting it there) or by pressing F5 and using the zoom level that you can find at the top left. It's a way to ensure that all images have the same scale.-- Bilka ( talk ) - Admin 15:35, 10 October 2018 (CDT) Going through the files of the game and seeing how the enemies are drawn in-game, it's no secret why we don't have pixel-perfect animations of the all the enemies. They are drawn by very strange layers and the image files don't show up as we see living creatures in-game. I could *try* to come up with something, but it would take me a very long time so I wouldn't look forward to any miracles. -- Zippy ( talk ) 17:27, 23 October 2018 (CDT) Starter map I think I need to bring in some context for this one. The save I found was on the forums and I did some editing to it. I thought it was one of the greatest starter saves ever. I don't know how that made you feel when you saw it added here, but your "no. just no." comment shed some light on that. If it makes you feel any better, I'll never do such edits without your consent again. I don't want to mess up your wiki, I want to make this the best wiki anyone has ever known. -- Zippy ( talk ) 14:26, 10 October 2018 (CDT) I'm sorry reacting in such a way, I didn't intend to make you feel bad about the edit. My reaction stems from the fact that the wiki should not show off "the best setup" to players. Tutorials are somewhat exempt from that, but even they should not include images that simply show "the best setup" or "I use this setup". This is especially about including a way for the player to gain access to the design without "thinking about it" - so blueprint strings, and map downloads. Including a save in the quick start guide encourages the player to just use something premade for them without ever learning about the options, or finding out if they even need such an optimized map. We as the wiki want to encourage exploration, not discourage it. I hope that is more clear now, sorry again for being rude. Please do continue to make your edits, their quality was rather good so far. -- Bilka ( talk ) - Admin 15:35, 10 October 2018 (CDT) Wanted pages for script Hi Bilka! I'm writing some quick-and-dirty translation helper script, which automates routine works such as item-name link translations (and include NO google-translation, of course). As of now, I scrape Factorio:Wanted_pages/ja to obtain Japanese wanted pages. Is it acceptable way? Or should I hit the wiki API with ?action=query&list=querypage&qppage=Wantedpages by myself? Fetching top 10k results like your bot require me 20 requests, perhaps more expensive than a index.php?action=raw request. -- Fried biter ( talk ) 17:11, 12 December 2018 (UTC) Scraping is acceptable for now. What exactly does your script do? I would be okay with giving you a bot account to make the queries, but for that I need to know what exactly you are doing (and I'd prefer if the script was open sourceย :)). If it is possible for you, please message me on discord (I'm Bilka#2444) so that we can work out the details. -- Bilka ( talk ) - Admin 17:19, 12 December 2018 (UTC) Multiplayer and fluids I don't see why the images on the multiplayer page were removed. I mean, the image showed what multiplayer looked like on a page about multiplayer. The images gave the page some flavor, rather than just text. Also, is it allowed to have pictures of fluids in pipes/storage tanks for the actual fluid pages (water/heavy oil/etc.)? Better I ask than risk getting any more warnings or whatever. -- Zippy ( talk ) 19:12, 19 December 2018 (UTC) The only difference in multiplayer is that there may be multiple players. There a plenty of images on the wiki that show more than 1 player, so I don't see the need to add one to the multiplayer page. You are however right in that it gives the page some flavor. You can add another image, but please avoid excess clutter and sharing real players names (privacy concerns) โ€” perhaps simply host your own local multiplayer game and join yourself with some generic user names. The console is not a multiplayer feature and as such a screenshot of it is not related to multiplayer. I think an image of the fluid in a storage tank would work for the infobox images of the fluid pages. So, if you want to make those, please go ahead. Thank you for the amazing enemy gifs, I am glad that we could finally replace the old images with something nice and proper. -- Bilka ( talk ) - Admin 21:04, 19 December 2018 (UTC) If Wube or any higher-up gives you some sort of praise for the wiki, which I know happened at least once because I saw your name in one of Factorio's Steam updates, please mention my name. I want to say that it took me 2-4 hours per image, and might have been the most work I've ever done in my life in terms of making a gif - as I've had to work with nothing but vague overlays, tedious photoshop work and a bit of pure luck all at once. Anyway, how do I make a bunch of "dummy" players joining a local server? -- Zippy ( talk ) 23:14, 19 December 2018 (UTC) You can run multiple instances on your PC, for example using the zip download. Host a LAN game and disable user verification, then join yourself (since you don't need to log in, just set the name in the "other" settings). If that sounds a bit complicated/your PC can't handle a high sprite res instance besides other factorio instances, I can make an image tomorrow no problem. -- Bilka ( talk ) - Admin 23:19, 19 December 2018 (UTC) If I were to make custom cursors for this wiki, would you add them? Zippy ( talk ) 13:21, 20 December 2018 (UTC) No. -- Bilka ( talk ) - Admin 14:35, 20 December 2018 (UTC) You're... You're being serious? Even if the cursors are subtle? I heard this rumor that... that uh... if your wiki doesn't have custom cursors, then uh... you're not a cool kid. You wanna be a cool kid right? -- Zippy ( talk ) 14:36, 20 December 2018 (UTC) I asked Albert for his opinion and he gave the same answer as me :P -- Bilka ( talk ) - Admin 14:51, 20 December 2018 (UTC) I never seen a small idea get rejected so fast. I don't know who Albert is, but I'm spreading around that you and this Albert guy aren't cool kids. Seriously? Not even so much as a cursor with just a different color? -- Zippy ( talk ) 17:01, 20 December 2018 (UTC) Albert is the art directorย :) He does not like custom cursors. Btw, you can add the cursor for yourself by putting it into your user css -- Bilka ( talk ) - Admin 17:06, 20 December 2018 (UTC) An art director that doesn't like custom cursors? Sorry but I gotta call the cops on both of you. rip. -- Zippy ( talk ) 17:59, 20 December 2018 (UTC) Hey, sorry for not being clear about this. You can use the css code, but please don't host the images on the wiki. You can upload them anywhere (like imgur) and simply link to them in your user css. -- Bilka ( talk ) - Admin 22:41, 20 December 2018 (UTC) I should've known, sorry. I linked all my cursors to imgur urls. Still calling the cops though. -- Zippy ( talk ) 09:39, 21 December 2018 (UTC) One more thing, if you want me to make you anything custom. Ask me anything. On the house. Because I'm the nicest guy ever. Still on the phone with the law though. Bet you're scared right now. -- Zippy ( talk ) 12:19, 21 December 2018 (UTC) Another 'one more thing', am I allowed to make a "sandbox" page for myself to test things? Like a 'zippy/sandbox' page? -- Zippy ( talk ) 17:56, 28 December 2018 (UTC) Of course, you can do whatever you want in your userspace as long as it's within the rules. The rule explicitly mentions sandbox pages, so those are okay :P -- Bilka ( talk ) - Admin 10:55, 30 December 2018 (UTC) Don't worry it's totally not Zippy spamming your talk page. Are there any more high quality images needed anywhere that I missed? -- Zippy ( talk ) 01:52, 7 January 2019 (UTC) Not that I know of. With 0.17 a lot more sprites will be high resolution, so that will bring back the demand. -- Bilka ( talk ) - Admin 09:46, 7 January 2019 (UTC) Is it alright if I leave tiny-text notices about the animated APNG's in that they don't animate for every browser? Or should I just leave it? -- Zippy ( talk ) 20:03, 21 January 2019 (UTC) I don't think you need to leave a note. -- Bilka ( talk ) - Admin 20:20, 21 January 2019 (UTC) Why did you remove the images for the construction and logistics robots' infoboxes? And not to sound like I'm arguing, but what was the issue with me changing the text color by 10% on the fuel page? -- Zippy ( talk ) 14:31, 24 January 2019 (UTC) The images were removed because they were not used for multiple weeks. If you upload something, please use it. I removed the text color because it is not needed to help make the page more clear. Our style guide states that text color and styles should not be overused. Some of your additions of colors on page were on the boundary of that, but as long as it was directly related to the content of the text (like the rail signal colors), I kept it. Making "unusable" colored fails that point of reasoning, so I removed it. Don't worry about questioning what I do, it makes sure I keep my decisions well reasoned. -- Bilka ( talk ) - Admin 19:46, 24 January 2019 (UTC) Should there be a page for the game's "planning/ghost mode" (shift+click when placing) mode? -- Zippy ( talk ) 19:51, 25 January 2019 (UTC) Yes. There is a redlink on blueprint to "entity ghost". You could make that page and put it on there. Some other info that would be useful on that page is how long ghosts last (infinite from blueprints, some other time from destroyed entities). -- Bilka ( talk ) - Admin 20:02, 25 January 2019 (UTC) Well the page exists now. I forgot to ask this before. Am I allowed to add images for every single type of damage on the Damage page? -- Zippy ( talk ) 23:50, 26 January 2019 (UTC) The page is great, thank you. What would images of damage types show? (Feel free to upload an example image to explain. I simply don't know how you'd do that) -- Bilka ( talk ) - Admin 10:05, 27 January 2019 (UTC) Anymore pages that need to be made? -- Zippy ( talk ) 22:47, 27 January 2019 (UTC) Nothing that would be worth it before 0.17. -- Bilka ( talk ) - Admin 19:21, 28 January 2019 (UTC) Will you have the time to add any of that stuff? It seems like there's a plethora of new things coming. Enough to make our faces explode 4 times over. -- Zippy ( talk ) 15:58, 31 January 2019 (UTC) I hope I do, it is my job after allย :) I am already preparing for 0.17, so I hope to have most pages prepared before 0.17 comes out. Once it is out, it will be a community effort to finish updating the entire wiki, but it should definitely be doable. -- Bilka ( talk ) - Admin 16:02, 31 January 2019 (UTC) Can I make a "bus" page? Since there's one on balancers? As well as a page titled "Warnings" that redirect to "Alerts"? -- Zippy ( talk ) 06:09, 9 February 2019 (UTC) We already have Tutorial:Main bus , so no. Yes. -- Bilka ( talk ) - Admin 17:50, 9 February 2019 (UTC) Probably a good time to bring this up *before* 0.17 comes. I recommend taking screenshots with something like Fraps, because using the screenshot feature from Steam just compresses the hell out of the images like a low quality .jpg. -- Zippy ( talk ) 23:47, 11 February 2019 (UTC) I use either ShareX or the screenshot feature built into the game which both produce high quality images. -- Bilka ( talk ) - Admin 07:56, 12 February 2019 (UTC) You know how some of the images I made have the checkered background? Is it valid to make the pictures of buildings entities also have that? -- Zippy ( talk ) 16:26, 12 February 2019 (UTC) No, I dont want to stray so far from the vanilla game. The images are there so that players can know how something looks like in-game before they see it. If that is shown in a completely different context than the player will ever encounter, it will make it harder for the player to recognize the building. -- Bilka ( talk ) - Admin 16:31, 12 February 2019 (UTC) Do you happen to know what the "dot" and "info" signals are in 0.17? -- Zippy ( talk ) 17:29, 2 March 2019 (UTC) They were added because the Introduction uses them in the guis. As far as I know it's on the to do to remove them again since they never really were meant to be in the base game as signals. Other than that they are just virtual signals, nothing special. -- Bilka ( talk ) - Admin 17:31, 2 March 2019 (UTC) Can I add the 'stop conditions' to the locomotives page? (cargo empty, cargo full, etc.)? -- Zippy ( talk ) 01:49, 9 March 2019 (UTC) Also, to save myself a lot of work if need be, do ALL images need to be redone for 0.17? Even if the older image gets the point across to what something is? Like say, some belt images on the transport belt system page. -- Zippy ( talk ) 02:09, 10 March 2019 (UTC) The conditions fit better on Railway#Train_schedule , you could link to that if it's not easy to find on the locomotive page. No, they don't need to be all redone. I think once 1.0 is out we will make such a "full pass" and make sure that every image is up to date, now it would be too much work for something that might change again. -- Bilka ( talk ) - Admin 19:07, 10 March 2019 (UTC) Are there any pages that still need redoing, or any more (animated) images I've missed? -- Zippy ( talk ) 03:49, 19 March 2019 (UTC) Only the really big pages (inserters, map editor, world generator) and small pages that I don't have on my list are left. I kind of want to do those big pages mostly myself, I hope that is okay. I've not been keeping track of the images, sorry. -- Bilka ( talk ) - Admin 16:19, 19 March 2019 (UTC) Permission to make a template for glowing and/or outline text? You never know when you might need something like that. -- Zippy ( talk ) 21:40, 21 March 2019 (UTC) No. Please see the rules on templates for why not. -- Bilka ( talk ) - Admin 23:32, 21 March 2019 (UTC) I see, what if there just so happened to be a glowing text thing in the game itself, and we were making it match in the wiki? Regardless of what you're answer is, have a sensational day! Are there any unrelated template pages that need making anyway? Also, can add a super subtle glow effect to the words "everything", "anything" and "each" on the circuit network page? -- Zippy ( talk ) 10:53, 22 March 2019 (UTC) When that happens we will make the appropriate changes, no need to make them now. No not currently, and no. Don't overdo it. -- Bilka ( talk ) - Admin 17:51, 22 March 2019 (UTC) One of your edit notes was "Factorio gui style: Round corncers = can be interacted with. This cannot be interacted with." I'm sorry but I haven't the slightest clue in the world what you're saying here. Also am I allowed to make those colorboxes rounded for *just* the lamp page? -- Zippy ( talk ) 04:58, 23 March 2019 (UTC) Basically, one of the "standards" in the GUI style introduced in 0.17 is that when an element has rounded corners, it can be modified by the user. You can see this all over the vanilla game โ€” textfields have rounded corners, buttons do not etc. In the long run, the plan is to make the wiki use the in-game GUI style. So anything new that is created should already follow that style, to make transitioning to it easier. So no, you are not allowed to make them round for the lamp page. -- Bilka ( talk ) - Admin 11:13, 23 March 2019 (UTC) Is there a way I can edit my .css page so they appear rounder just for me? -- Zippy ( talk ) 17:23, 23 March 2019 (UTC) I added the class "template-color" to the template, so you can use that for your user css. -- Bilka ( talk ) - Admin 19:45, 23 March 2019 (UTC) Can I add a template for a "map icon"? Like for the little arrow icons you see for tanks/locomotives/cars in the mini-map? -- Zippy ( talk ) 22:45, 23 March 2019 (UTC) I don't get what this template would do. Could you create it in your userspace so that I can have a look, please. -- Bilka ( talk ) - Admin 12:07, 24 March 2019 (UTC) Am I allowed to make prototype template(s) to help demonstrate my point? -- Zippy ( talk ) 12:49, 25 March 2019 (UTC) Yes, create the template in your userspace, like I said. -- Bilka ( talk ) - Admin 18:18, 25 March 2019 (UTC) I was gonna redo all the inserter images to make them more 0.17 related. Though the alt-mode in 0.17's inserters looks real cluttery. It might look better with alt-mode off. Is uh... will that work? -- Zippy ( talk ) 22:01, 5 April 2019 (UTC) Oh, be sure to check out my workbench page. Look at the fake car infobox . See the little arrow icon? Pretend that "Storage Size" says "Map Icon". That's what I propose what this wiki should have. I can't edit the main templates so... yeah that's all you. -- Zippy ( talk ) 00:20, 6 April 2019 (UTC) The alt-mode did not change with 0.17, so it is not okay to turn it off for images that had it on. The car icon looks okay, but it doesn't use any template. If you just want the property for it added to the infoboxes, I can do that no problem. -- Bilka ( talk ) - Admin 18:20, 6 April 2019 (UTC) Could I just upload updated inserter images but photoshop the yellow arrow and bar on them? And yes, I'd very much like for you to add that property if that's alright. Though it's for the good of the wiki more than it is for me. -- Zippy ( talk ) 23:52, 6 April 2019 (UTC) I already updated the images. I will add the property tomorrow morning. -- Bilka ( talk ) - Admin 23:57, 6 April 2019 (UTC) Actually, I meant the individual inserter pages: yellow inserter, fast inserter, filter, etc. The images in the infoboxes. -- Zippy ( talk ) 01:18, 7 April 2019 (UTC) Okay, for those you definitely have to use "alt-mode" and please do not photoshop them beyond cropping. Thank you. -- Bilka ( talk ) - Admin 12:35, 7 April 2019 (UTC) Am I allowed to add a mini-section on the circuit network on the transport belt system page about how they connect to the circuit network? And did you add the 'map icon' thing to the template page? -- Zippy ( talk ) 23:01, 7 April 2019 (UTC) Yes. -- Bilka ( talk ) - Admin 08:18, 8 April 2019 (UTC) Say what's that trick again where you can add another "fake" player to the game? -- Zippy ( talk ) 04:00, 13 April 2019 (UTC) The one I explained to you was making a LAN multiplayer game and joining yourself locally. You can however also use /c game.player.surface.create_entity{name="player", force="player", position={0,0}}, but that player wont have a name and it cant move. -- Bilka ( talk ) - Admin 07:59, 13 April 2019 (UTC) Strange link in Power_production#Ensuring_enough_energy_is_produced Hi Bilka, the section " Power_production#Ensuring_enough_energy_is_produced " contains a link that leads to: https://en.wikipedia.org/wiki/Feedback It has only marginally to do with "brownouts/blackouts"!? I assume https://en.wikipedia.org/wiki/Brownout_(electricity) or https://en.wikipedia.org/wiki/Power_outage was meant. โ€”ย Preceding unsigned comment added by VandenPlas ( talk โ€ข contribs ) 15:44, 9 January 2019 That is the result of an discussion over whether the feedback loop is positive or negative. You can find the discussion here User_talk:AnthonyQBachler and on power production talk page. Feel free to link to brownout instead, the link to "feedback" never really made sense. -- Bilka ( talk ) - Admin 16:22, 9 January 2019 (UTC) Headline change to different language Hi Bilka, how do I change the headline of a page to a different language (german in this case)? Please see: wiki.factorio.com/Refined_hazard_concrete/de, wiki.factorio.com/Refined_concrete/de โ€”ย Preceding unsigned comment added by VandenPlas ( talk โ€ข contribs ) 08:21, 22 February 2019 Add the title (Refined hazard concrete, Refined concrete) to Template:Translation/de . You can find more tips for translation here: Factorio:Translation_guide -- Bilka ( talk ) - Admin 08:38, 22 February 2019 (UTC) Revising my edits Hey, just wanted to say thanks for revising and especially commenting on my last set of edits. It's good to know how to keep to wiki style and make things consistent. Techhead7890 ( talk ) 14:49, 5 April 2019 (UTC) Understanding logistic chests Yeah, constantly expanding that "multiplayer and fluids" section was getting old. Logistic chests, for me, was not something I could understand so easily from the start. If I made an image, giving accurate visuals to what each chest does, would it be allowed on this wiki? -- Zippy ( talk ) 08:53, 14 April 2019 (UTC) Depends on the image, but generally yes. -- Bilka ( talk ) - Admin 09:01, 14 April 2019 (UTC) How do you feel about this idea: imagine having more signal labels, but some of them are symbolic and interactive. Look at this image: https://i.imgur.com/EB0HJoq.png - Now imagine you pick the first bullseye-looking signal, and that signal is activated. So you get an effect like 'this' on the minimap ( https://i.imgur.com/OQjJBJr.gif ). You think something like that would be a good add to the game? -- Zippy ( talk ) 04:53, 17 April 2019 (UTC) Uhh, yes? No? -- Zippy ( talk ) 06:24, 20 April 2019 (UTC) Vacationย :) Ideas and suggestions for the game have no place on this wiki; make a forum post for that. -- Bilka ( talk ) - Admin 19:19, 22 April 2019 (UTC) Is a multiplayer image of players fighting off enemies allowed if there's no mod elements? -- Zippy ( talk ) 15:56, 29 April 2019 (UTC) What value do you think the image would add to the page? -- Bilka ( talk ) - Admin 16:30, 29 April 2019 (UTC) An interesting image that's different from one player just standing around a bunch of enemies. -- Zippy ( talk ) 04:26, 30 April 2019 (UTC) Okay, add it. -- Bilka ( talk ) - Admin 10:36, 30 April 2019 (UTC) Wait... You mean add the image from before or the alternate "non-mod" one I brought up? Also, am I allowed to add gif's for all the weapons? -- Zippy ( talk ) 13:40, 30 April 2019 (UTC) The non-mod one. Yes. -- Bilka ( talk ) - Admin 13:52, 30 April 2019 (UTC) I mean, couldn't I just crop out the mod stuff and post the same image..? -- Zippy ( talk ) 06:34, 1 May 2019 (UTC) Please make a new image, the coin/random beams are in the middle of the image/directly where the fighting happens, so cropping it is nearly impossible. -- Bilka ( talk ) - Admin 08:50, 1 May 2019 (UTC) Is there a way to find out which articles are visited the most? -- Zippy ( talk ) 15:47, 16 June 2019 (UTC) Yes, Factorio:Top pages . -- Bilka ( talk ) - Admin 21:09, 17 June 2019 (UTC) I was wondering, you know how you can change the style of this wiki through the user page preferences thing? What if I designed a bunch of different colored CSS templates for people to pick from? -- Zippy ( talk ) 07:27, 21 September 2019 (UTC) The wiki is pending a major-ish style rework in corporation with the Factorio graphics department soonโ„ข (not this year probably), so I don't think putting work into changing the current style is a good idea. -- Bilka ( talk ) - Admin 11:14, 23 September 2019 (UTC) Am I allowed to make a template (similar to the "stub" one) that says something like "this page has outdated images"? Or does that already exist? -- Zippy ( talk ) 06:29, 17 August 2020 (UTC) Wait nvm that already exists. -- Zippy ( talk ) 07:16, 17 August 2020 (UTC) Wanted pages/de Hey Bilka, from time to time I translate a page in German and I noticed that some of the pages listet at Factorio:Wanted_pages/de have only one page referring to them which should not be referring to them in my opinion. An example is Special:WhatLinksHere/Mods/de . The referring page is the uk translation and I couldn't find the link on that page.-- Ickputzdirwech ( talk ) 09:57, 26 July 2019 (UTC) The language template on the uk page refers to the German page, even if you can't see it. Just ignore any page that doesn't have an English version, that is what the column is for. -- Bilka ( talk ) - Admin 10:05, 26 July 2019 (UTC) Two things... It's me again making your talk page doubly longer than it should be. Just throwing this out there, is there a way to add .webp image support to this wiki? I don't know if you understand how that format works, but it would allow .gifs to be resized and still animate. Also, this one is minor, but are you alright with having a GUI image for buffer chests? The deletion log says you got rid of it for being too similar to another image or something, though the only difference is one chest has as extra option on the GUI. Don't know if that counts. -- Zippy ( talk ) 01:43, 24 September 2020 (UTC) Mediawiki recommends against using webp's for images since not all browsers support their display. Furthermore, adding support for displaying them properly looks pretty complicated, so I don't think it's likely to be added. The buffer chest image is alright to add - the deletion in the log was me accidentally uploading the requester chest image as a buffer chest image and then moving it to the right place, nothing to do with the actual buffer chest GUI. -- Bilka ( talk ) - Admin 06:30, 24 September 2020 (UTC) Localisation misinformation? Hi. You reverted my edits on mod Localisation, citing "misinformation". Could you elaborate? I use rich text formatting in my mods, as do other people, so that definitely works, and it was the Factorio developers themselves that have clearly stated that the final string cannot be accessed in scripts. Where's the misinformation? โ€”ย Preceding unsigned comment added by Modo lv ( talk โ€ข contribs ) 16:24, 22 January 2021โ€Ž Whether rich text can be used depends on where the locale is used. E.g. rich text does not work in script render text. The final string can be accessed via LuaPlayer.request_translation. -- Bilka ( talk ) - Admin 16:29, 22 January 2021 (UTC) OK, but shouldn't the info be updated to reflect that then, instead of removing all mention of these features? I originally came to localisation page to figure out how to color text and add images, and it does not give any information on that at all (instead the given examples lead me to believe that the only way was to use parameters to insert images programmatically, and colors/fonts were simply not an option). As for reading the result, Google (specifically on the API docs!) and forum search on the issue only led me to the (outdated) forum post stating that it can't be done. โ€”ย Preceding unsigned comment added by Modo lv ( talk โ€ข contribs ) 16:39, 22 January 2021โ€Ž If you can find a way to mention rich text without it ending up as misinformation, feel free. Regarding reading the result, I'd personally prefer if the page stays the way it is, as request_translation is basically a newbie trap. At the point that you'll be able to determine what it's useful for, you'll have found it in the docs/in another mod anyway. -- Bilka ( talk ) - Admin 16:50, 22 January 2021 (UTC) Well, I didn't find it.ย :) I have no idea how to tell if a mod might be using request_translation (since it's such an advanced and specific feature, I would guess that not a lot of them do, at least in singleplayer) and all my attempts at googling "lua read localisedstring" and similar only lead to the forum post saying it can't be done (and so I naturally stopped looking for it). So there is already misinformation out there that people do find and we can't remove, but we can ensure that the wiki โ€” the first place a person looks โ€” is accurate, thorough and and up-to-date. โ€”ย Preceding unsigned comment added by Modo lv ( talk โ€ข contribs ) 17:00, 22 January 2021โ€Ž Okay, good point. How about you implement your vision (with the new info) on the page and we'll work with that. -- Bilka ( talk ) - Admin 17:06, 22 January 2021 (UTC) Already on it!ย :) Ideally I would love to see a list somewhere of what supports rich text and what doesn't, but starting a whole new page seemed a bit much so soon. :D So I'll just add what I know to localisation page for now and we can go from there. Thank you for your time & patience! Heatpipe in german Hello, I have a problem. In German factorio heat-pipes are called "Wรคrmerohre" but here the wiki calls ist "Hitzerohre". How can I change the name? Thanks โ€”ย Preceding unsigned comment added by Jojo04 ( talk โ€ข contribs ) 14:46, 24 February 2021โ€Ž Hey, you can change it in Template:Translation/de . Just click edit, search for the heat pipe and change the entry. You can find more information on translating here: Factorio:Translation guide . -- Bilka ( talk ) - Admin 16:53, 24 February 2021 (UTC) Iron gear Hey, just wanted to thank you for the detailed explanation on the iron gear diff , it was very helpful. I'd still like to expand on "many basic and advanced recipes" a little bit, as the page seems a bit like a stub at present. (For example, I should note that the first sentence is actually describing the ingredient information, which is present in the infobox.) Would you be opposed to the following (without the miscellaneous categories originally present): It is very important for many basic and advanced recipes, including all levels of belts , the basic inserter and assembler , and raw resource extraction equipment such as the electric mining drill . I feel like this gives a bit more detail on basic, highly-produced items using the gear wheel, with recipes have been left unchanged in quite some time. Additionally, the prose allows grouping and categorisation of the items (rather than having to understand exactly which item icon is in the infobox's list, and then know the item's significance). Thanks in advance (and PS, thanks for tidying up the Assembling machine 1 page for conciseness!). Techhead7890 ( talk ) 11:10, 14 March 2021 (UTC) I'll be transparent here, the iron gear change was sitting in my to-do for a few days because I could not figure out how to handle it. Looking at it again now, I agree that the page should be longer and your proposed sentence fits well, so I added it. I think the description on electronic circuit pretty much nails what I think fits well for these item pages - some concrete examples and category mentions, but not so much/so detailed that it begins to look like an exhaustive list. But I want to stress again that I am not very set in my opinion here, so please keep proposing things/changing pages around and we'll keep communicating so we hopefully find the best solutionย :) Additionally, I want to say thank you for the history section additions, they are great. -- Bilka ( talk ) - Admin 11:59, 15 March 2021 (UTC) German Mainpage The German main page contains several outdated info. For example, the German version of the "get the game" part contains the info that Factorio is currently under development and is available as early access. Other parts of the main page are outdated as well. Is it allowed to update these important subpages to the current state of the English ones on my own? Is there some kind of review process? Another question: A few German pages contain elaborate details that are not present in the English version. They look as if they are WIP relics from the game development stage, when the corresponding features were not yet stable or not yet fully understood by the wiki community. As far as I see it, all translated wiki pages should contain exactly the same information, regardless the language. So the task is to remove these details and replace them with exactly the information that is in the English version of that page. Not less, and not more. Is this the intended approach? Tertius3 ( talk ) 16:53, 28 March 2021 (UTC) You can update the main page subpages on your own. Yes, updating translated pages to the state of the English page is the intended approach. However, if you find that the extra information that is on the German page is valuable, you could add it to the English page. There is nothing that speaks against expanding pages with valuable information. Thank you for reaching out and making sure that you're working on the right thingsย :) -- Bilka ( talk ) - Admin 10:15, 29 March 2021 (UTC) Another question: how should the player (reader) be addressed in German? In English you address everyone as "you", but in German you address someone formally as "Sie", informally as "Du", and some kind of middle ground is "Ihr". Usually, German game wikis, especially fan-based ones, address players as "Du" and sometimes as "Ihr", but never as "Sie". "Sie" is used with professional texts, but usually not with leisure/gaming topics. Given that Factorio started as indie game and still looks like one, I recommend addressing the player with "Du". This is how friends are talking to each other. Is this ok? I found a mix of "Sie" (in some tutorial, sounds a bit strange) and "Du" (in the old installation instructions and probably elsewhere), so I'm asking for consistency. Tertius3 ( talk ) 16:42, 29 March 2021 (UTC) For that and most other things we follow the in-game translations, which go with "Du". Im Internet duzt man sichย ;) -- Bilka ( talk ) - Admin 16:53, 29 March 2021 (UTC) So I think the Best way to this in german is with "Man", because it is some kind of bad language, to adress the reader directly. (In german) ~ Jojo04 08:50, 5 April 2021 I personally consider "man" as bad language. I prefer "Du". It's a good way to 'involve' the reader and keep him/her reading. -- Ickputzdirwech ( talk ) 09:13, 5 April 2021 (UTC) As in most cases the english "you" refers to everyone, the correct German word is "Man". The translation with "Du" is an anglizism and so an bad language. Also the Wiki style guide says, that (in english) "you" should be avoided. Jojo04 ( talk ) 09:50, 5 April 2021 (UTC) I usually go with "man" on my translated pages, and it looks better than the direct "du" in my opinion. In english, some sentence is "To achieve this, you click on this and do that", the corresponding translated phrase as I see it is "Um dies zu erreichen, klickt man auf dies und tut das". In many articles on this wiki, "you" is used like this, and translation to "man" feels quite natural. It's simply factual, not too personal. Really bad would be, if you translate to "Um dies zu erreichen, klicken Sie auf dies und tun das". I use Deepl for initial translation work, and it often starts to address the reader as "Sie" - this is what I rework to "man". I would use "Du" in elaborate tutorials, which at the most part are not yet translated. The only one is the Quickstart tutorial, but unfortunately this addresses the player as "Sie". Tertius3 ( talk ) 11:17, 5 April 2021 (UTC) Generally, the aim should be to keep articles that aren't tutorials in passive voice, so for example "this can be achieved, by clicking on this and doing that" or using phrases like "the player inventory" instead of "your inventory". This goes for both English and German. -- Bilka ( talk ) - Admin 16:36, 8 April 2021 (UTC) This Wiki's Origins... Me and the creator of the game "Song of Syx" are discussing starting a wiki. He actually said he was curious to how THIS very wiki got started. Did you buy a site and make this all from scratch? -- Zippy ( talk ) 23:39, 6 May 2021 (UTC) Back in the day, the wiki was hosted on the same server as the forums, it didn't even have its own subdomain. MediaWiki is free and open software, so there is nothing to pay for there. -- Bilka ( talk ) - Admin 09:39, 7 May 2021 (UTC) Does MediaWiki provide you with its own server space or do you need a server of your own. The dev of Song of Syx seems to think you need one. Also, I noticed that you updated some of the images in the 'combinator tutorial' page, but you left some not updated. Is that because you want to save space to not stretch the page? Because the new GUI for the combinators are way fatter and space-taking. -- Zippy ( talk ) 01:52, 9 May 2021 (UTC) MediaWiki is just software, no server and no service included. So you need to provide your own server. The Factorio wiki probably started as additional install on the official forum server and was later carved out to its own server because of the growth. Despite its power, MediaWiki is very easy to install. Apropos combinator tutorial - could you take a look at this image made by yourself: https://wiki.factorio.com/File:Onetime_Clock.png ? It's not only a bit outdated, it's wrong unfortunately. The bottom decider has to be "input count". The previous image in the history has the correct setting. Tertius3 ( talk ) 14:11, 9 May 2021 (UTC) As Tertuis3 says, you need to have a server to host the wiki software. I updated the images on the combinator tutorial page that had mistakes and left the rest the same for the reason you give. -- Bilka ( talk ) - Admin 09:30, 10 May 2021 (UTC) I think I asked you this, but is there a tutorial on how to make templates from scratch? You had to have learned somehow as there's hundreds of templates made by you. Also, what's the name of the file you edit to change the main CSS of the entire wiki? -- Zippy ( talk ) 12:56, 11 May 2021 (UTC) The MediaWiki help pages are linked in the sidebar of this wiki. They are rather good at answering questions like this. -- Bilka ( talk ) - Admin 13:49, 12 May 2021 (UTC) I'll try to make this my last question. And yes, I went through the MediaWiki help pages. You know how it says "Factorio Wiki" in the browser? Can that be changed with ease? Mind you, I'm an admin of the wiki I'm working on, but not the actual owner. -- Zippy ( talk ) 18:37, 18 May 2021 (UTC) This page has some info on how to change the wiki name. You will need to be able to access LocalSettings.php for that, some info on that is here: https://www.mediawiki.org/wiki/LocalSettings.php#Location_on_the_server . Good luck with your endeavors! -- Bilka ( talk ) - Admin 18:51, 18 May 2021 (UTC) Might as well throw this in. When a transparent image is resized in a thumb image, it has a white background which looks kind of... "loud" and off on this site's color scheme. You can change that by editing the background-color of "html .thumbimage". I'm sure you knew that for the longest time. Just throwing that out there just for the sake of it. html .thumbimage { background-color: #222; border: 1px solid #797979; } ^ I think something LIKE that could maybe work.-- Zippy ( talk ) 19:44, 30 May 2021 (UTC) I did not know that, thanks for the info! -- Bilka ( talk ) - Admin 12:15, 1 June 2021 (UTC) Spam May I ask what you use to keep the spambots out? -- Zippy ( talk ) 04:19, 6 October 2021 (UTC) We have editing disabled for people without accounts. And then for getting an account, we use Extension:ConfirmAccount , it provides Special:RequestAccount . It's working well so far, but certainly not without weaknesses. -- Bilka ( talk ) - Admin 10:04, 6 October 2021 (UTC) Do spambot accounts still slip in? -- Zippy ( talk ) 17:01, 15 October 2021 (UTC) Also, this is the wiki, if you're interested in knowing what it looks like. -- Zippy ( talk ) 18:10, 15 October 2021 (UTC) I'd prefer not to further comment on how we combat spam. If you know the techniques, they are much easier to work around. I hope you can understand this. -- Bilka ( talk ) - Admin 16:38, 29 October 2021 (UTC) I wouldn't want you spilling the beans on your techniques, either. But I have to ask this, even with your spam-fighting methods, do you still get spam accounts that slip in every now and then? -- Zippy ( talk ) 15:38, 23 November 2021 (UTC) Not in a way that they are of any concern to me/affect the wiki. -- Bilka ( talk ) - Admin 10:29, 29 November 2021 (UTC) Mass search and replace Do you have a bot that is able to mass replace every "[[Damage/de|Schaden & Resistenzen]]" and "[[Damage|Schaden & Resistenzen]]" and "{{TransLink|Damage|Schaden & Resistenzen}}" to "[[Damage/de|Schaden & Widerstand]]" within the German pages? And could you please run it? I just reworked the German article about damage and found that German ingame terminology for resistance is not "Resistenz" but actually "Widerstand". However, Resistenz is used in all of the footers of the ammo and weapon articles. Or if you are lazy, you can give me a hint how to make such a bot myself (I'm able to script programming with the major script languages on Linux. It would be the perfect exercise to destroy the whole wiki improve my Python knowledge). Tertius3 ( talk ) 16:56, 12 October 2021 (UTC) I don't have one right away, but making it wouldn't be an issue. This is a great example to highlight why Template:L is so good when not manually overridden - it would adjust all those links automatically, though generally outdated translations aren't the biggest issue. This may be a good time to think about whether the page should maybe be moved, should be split into separate pages, whether the links to it should be in the see also at all, whether they should link to a redirect (which auto-translates) instead. What do you think here? These changes would affect English and all other language, but may have better long term results. -- Bilka ( talk ) - Admin 10:58, 13 October 2021 (UTC) Do you mean the "damage" article that is linked by these links? It deals with damage and damage mitigation (resistance). We can split it to a damage-only article and a new resistance-only article and change all links from [[Damage|Damage & Resistances]] (which are many as well) to either just [[Damage]] or into two links to the two articles. I'm at a loss here, I'm not a person that intends to question and change all design choices made long before I joined. I just want to translate what currently exists. If you ask me, I would not change/split the damage article but change all references to it to just [[Damage]] and leave out the extension "& resistances". A redirect from "Resistance" to Damage#resistance would be useful for search. And keep all the "see also" references. May be only me, but I'm using these links very often to get a broader picture of some topic, especially if I don't know that much yet. With redirects, there is the next question I wanted to ask: the search function is useful only for English. It would be useful to create redirects in all the languages to all the "English topic/<language>" pages, for example Schaden -> Damage/de. This can probably be automated if you use all the custom language templates as source and a little bit of text processing and scripting magic. However, I don't know if this clutters the pages too much. What a pity this wiki doesn't use the native translation module available for MediaWiki. -- Tertius3 ( talk ) 16:26, 14 October 2021 (UTC) Thank you for still providing your opinion despite not wanting to question old design choices. The damage page is a design I wanted to question because to my knowledge, the current form of the page is just an expanded version of what was created back in 2013, during the "birth" of the wiki. Both the wiki and the game have changed a lot since then, so it can be good to take another look. I like your suggestion of keeping the page as is, but changing the links to remove the resistance part. The redirect you suggest already exists (in English at least), so that is good too. So, I took the freedom of taking 10 minutes out of my day to do the change manually, both for English and German pages. Doing it manually allowed me to directly link to the resistances redirect for the armor and tank pages, since it is a bit more fitting. I created the appropriate redirect for German (the translation already existed). I hope you don't mind that I just ran with your suggestionย :) Regarding general language redirects - they are allowed, but I'd rather not create them in bulk, as the Redirects created with the idea of "This might be useful someday" are noise and provide nothing. note from the rules still applies here. This also gets difficult due to changing translations and overlapping languages. E.g. there is both an Eisenstange and Eisenstab redirect for the German iron stick. An example for overlapping would be logistic system (the research) in German and Danish - it's the same translation, so which language do you redirect to. So, I would instead suggest to try to create the redirects mostly as search enhancers. For example, searching for "Zug" doesn't result in railway/de. So that would be good to have as a redirect. On the other hand, searching for "ร–l" yields crude oil/de, so that doesn't really need a redirect. I hope that still helps to make the search more usable in German. Regarding the translation module, could you link what exactly you mean? Last I looked at things, there was an extension that allowed translations, but it wasn't really fitting for the wiki ( [3] ), but maybe you mean something else/the extension has been improved. I'm quite open to changing the translation system (as long as the new solution is better) because our current system is rather obviously running on technology from 2014. -- Bilka ( talk ) - Admin 17:29, 29 October 2021 (UTC) Creating infoboxes on SpaceExploration wiki Hello Bilka, there is an official wiki for the Space Exploration mod. However, there isn't much content. I wanted to try contributing, but I think the most important starting place is to get working infoboxes. I figured stealing infobox source code from this wiki would be the best way, since the types of infoboxes needed are the same. I (and a couple other people based on the history) have tried copying over and failed. I'm wondering if you have any guidance on how to get infoboxes setup on that wiki. https://spaceexploration.miraheze.org/wiki/Main_Page https://spaceexploration.miraheze.org/wiki/Template:Infobox -- Vicarious ( talk ) 23:56, 7 November 2021 (UTC) Hey. I cannot assist you in breaking the license of this wiki. However, infoboxes are rather widespread concept, so there should be plenty of non-license-breaking inspiration out there. I would recommend to look into modern technology like Extension:Scribunto to build your infoboxes if you want to get as complicated as this wiki. -- Bilka ( talk ) - Admin 10:00, 8 November 2021 (UTC) Hm, I guess I should have looked closer at each wiki's license. Thanks for your time. -- Vicarious ( talk ) 16:55, 8 November 2021 (UTC) Expandable tables/divs/etc I noticed you didn't want a long list of sounds on the programmable speaker page. What if the list was put into an expandable table so that it didn't stretch the page by default? -- Zippy ( talk ) 07:08, 19 November 2021 (UTC) That would improve the collapsed case, but once expanded, a list of over 300 things would still be a lot at once. So some kind of solution that collapses the contents of the second dropdown in the in-game GUI may be better, but that seems weird for example for the Miscellaneous category where the contents of the second dropdown is all that is interesting. -- Bilka ( talk ) - Admin 12:17, 23 November 2021 (UTC) What if the table was designed in a way where the speaker choices were in rows? That is, if the table was 7-8 columns long, it would only be 37-50 cells tall. Which would be very tall, but no so much that it ruins the page? -- Zippy ( talk ) 15:35, 23 November 2021 (UTC) That sounds quite big still, especially for an item page. But it may be worth a try (perhaps with only some of the content, so that it's not a lot of work). -- Bilka ( talk ) - Admin 10:29, 29 November 2021 (UTC) Rocket rush ready to merge in Hi, I decided to make my very first wiki contribution ever and created a page for the Rocket rush scenario. I have 0 experience contributing to a MediaWiki, so I have no idea if I followed the right protocol while building out the page--forgive me if I made things inconvenient. I linked the draft page off of my user page to facilitate building it out. Per the rules , I'm here asking an admin to merge this page into Game_modes_and_options -- While 1 ( talk ) 14:08, 10 April 2022 (UTC) Thank you for the page! I made some formatting and wording changed and then merged it into the main namespace. The page must have been a lot of work with the item list, thank you for contributing it! -- Bilka ( talk ) - Admin 10:47, 11 April 2022 (UTC) Is it appropriate to add usage information for a linked belt, somewhere on this wiki? Hi Bilka , Hope all is well. Thanks for all you have done for this wiki -- it has provided me value on numerous occasions. I read all of your edit summaries of your recent linked belt edits. Thanks for the information. I also read the rules and the style guide . I apologize for not having read them before my edits. My bad. Additionally, I read the editor and admin noticeboards to possibly further familiarize myself. I want to keep this wiki being good. I had spent a lot of time trying to figure out how to use a linked belt, that one can see in the vanilla map editor. Initially, I did not find linked belt usage information from my web searching . I eventually found some information on how to use a linked belt from the Factorio Discord server. This required more effort than getting the information from direct web searching. Thus, I wanted to record the information in a canonical, more accessible location, and I thought this wiki would be appropriate for this linked belt usage information. Is it appropriate to add usage information for a linked belt, somewhere on this wiki? If so, where would it be appropriate to add it? Perhaps at Prototype/LinkedBelt ? Thanks again. Best, Snayday ( talk ) 18:44, 20 July 2022 (UTC) Hey, thank you for the nice words. I agree that usage information is good to have. My intention was to take all the info you added to the linked belt page and merge it into the prototype page. I see now that I missed mentioning that mods or console commands are needed for executing the linked script function. I added that to the page now. Another place where there could be more information is the console commands page, I could add a command to connect two linked belts. I don't know if that would help your usecase since your original page only mentioned "use mods". So, if my edit is not enough, feel free to add more info on Prototype/LinkedBelt. Or let me know what exactly you would like to add and we can figure out the best place to put it here on the wiki. Thank you for reaching out about thisย :) -- Bilka ( talk ) - Admin 19:30, 20 July 2022 (UTC) Hey Bilka , thanks for your kind words as well. I felt like responding here to possibly make the dialogue here more complete, in case it's of use to anyone. Hopefully this is okay. I believe I have made changes that cause the wiki to provide better usage information for linked belts : On the console page (which is the redirect of console commands ), I added the section Console#Connect_linked_belts , and this new section is linked to in the Prototype/LinkedBelt (linked belt) page. (I also accidentally forgot to include an edit summary for one of my edits to Prototype/LinkedBelt . My bad. I don't think it's really an issue, but want you to know I intend to succinctly summarize my edits, if necessary.) Thanks for getting back to meย :) Best, Snayday ( talk ) 05:50, 25 July 2022 (UTC) Thank you for the great edits! The console command is clever, I wouldn't have thought of using the entity tags but it's quite convenient with the map editor interface for them. So thank you for that and your other edits, I look forward to seeing more contributions from youย :) -- Bilka ( talk ) - Admin 13:50, 25 July 2022 (UTC) New language: Traditional Chinese (zh-TW, ็น้ซ”ไธญๆ–‡) Hello Bilka. Currently there's only Simplified Chinese (zh-CN, ็ฎ€ไฝ“ไธญๆ–‡) translation for the wiki. Simplified Chinese is mostly used in China, Singapore, Malaysia, while Tradtional Chinese (zh-TW, ็น้ซ”ไธญๆ–‡) is mostly used in Taiwan, Hong Kong, Korea and Japan. Is it possible to add Traditioanl Chinese to the wiki? The difference between Simplified Chinese and Traditional Chinese mostly lies in expressions and terms. While they have much in common, I'd say the difference is much more significant than, for example, the difference between UK English and US English. Many platforms (such as Steam ) also treat them as different languages. If there's any criteria to add new language for Factorio wiki, feel free to let me know. Thank you for your good work! -- Johnruby ( talk ) 17:43, 3 March 2023 (UTC) See Factorio_talk:Editor_noticeboard#Request_to_add_new_language:_Traditional_Chinese_(zh-TW,_็น้ซ”ไธญๆ–‡) . -- Bilka ( talk ) - Admin 16:51, 7 March 2023 (UTC) Translation verification Hi Bilka, as you might have seen I tried to clean-up the category system and categorized a lot of uncategorized pages. Hope I wasn't to bold with my changes. I also build the Template:Translation verification . It basically just compares a revision-ID it is given to the revision-ID of the corresponding English page and depending on whether they match or not categorizes the page accordingly. I would like to suggest to add it to all translated pages (maybe it could even be directly integrated in Template:Languages ?), so that editors know, when they have to update the translations again. Since it's quite a big change (and a lot of work) I wanted to consult with you before I start to add it to a lot of pages. I added it to Category:Main/de and Main Page/Advanced/de as first examples. So: what do you think?ย :-) -- Ickputzdirwech ( talk ) 23:07, 24 September 2023 (UTC) To answer your first concerns you mentioned on the forums: How it works: The template does not simply compare revision dates. Instead when an editor updates a translation, they should also update the revision-ID in the template to the ID of the revision the translation was based on. (I find it hard to explain it properly, so best if you take a look at it yourself. No hurry.) I can understand that you don't want to flood the wiki with notices, that basically every translation is outdated. A notice has two benefits however: 1. Without a notice hardly any casual reader would think: "That translation is outdated, let me fix it really quick". 2. In the notice I included a link to the differences between the current revision and the revision the translation was made for, so translators wouldn't have to check the whole page, but could simply click the link, see what has changed and update the translation accordingly. The notice could be omitted and only a categories would be added, but that would mean only experienced editors would know what to do, and there wouldn't be a quick link available. To make it less intrusive the template could be added manually to one page after the other while updating the translations, not to all of them at once. This way we ensure that most pages the template is used on would be up do date. And the categories could be marked as hidden of course. I think it is vital to have a system in place to automatically check whether a translation is still up to date. Currently it's impossible to translate pages systematically. Unless someone put some useful information in the edit summary (and looking through the history is tedious anyway) you can't even see at first glace when a translation IS up to date. And every time, the whole page has to be checked, even if just one word has changed since you don't know, which revision the current translation references. -- Ickputzdirwech ( talk ) 17:03, 25 September 2023 (UTC) Hey! You were quite bold with your changes, especially to the navboxes and templates included in many pages. As we already talked about, that generated quite a bit of server load, but it's fine now. And your changes look good! Regarding the template, thank you for responding to my initial concerns we talked about via Forum PM. The revision ID based approach you explain/the page uses is indeed better than what I was thinking it was after a quick glance (I thought it was taking the current ID and comparing its timestamp with the English page). In my experience, adding more notices will just lead to readers missing them because they become so commonplace. We already have problems with people missing the "Archived" box. So I don't think the notice would have the desired effect you describe and I would prefer to do only categorization. That means we indeed lose the diff link, but it could be explained how to make it on the category page, since the revision id itself will be in the page source. Adding the template as you translate sounds good! It would replace the tracking of the translated revision ID that some people have been doing via the edit summary (you includedย :)) and would make it easy to get an overview via the categories. I would say that is a good usecase for the template and at least partially solves the problem you describe. Maybe you can also find a good spot to link the categories in the Factorio:Translation guide together with mentioning the template. That way the categories on the pages would also serve as a (less intrusive) notice for translators. Would it help at all if I updated User:Bilka/Outdated_pages more frequently or made it a proper page? I somewhat abandoned that project once it was clear that nearly everything was outdated and the date comparison was very inaccurate. But it's an existing script after all, so it doesn't cost me anything to run it every Friday or every month or something. For what it's worth, I just ran the script and it updated the page. So what is to be done here now is: Removing the notice from the template. Giving usage instructions in the translation guide. And using it :D -- Bilka ( talk ) - Admin 16:39, 4 October 2023 (UTC) Is it possible to restore this image? Hello Bilka I had added an example to Tutorial:Circuit network cookbook#Optimal usage of fuel for nuclear power [4] with the picture File:NuclearCircuits2.jpg , but it has been removed by Samzvr without discussion [5] (and you deleted the pic because it didn't have any use). I don't understand the first example, and despite what Samzvr says, mine was working fine. Would it be possible to restore this picture to put this example back, or at least so that I can use it in my personal page? Ragards, ลžรฟโ„ตื“ฮฑฯ‡ โ‚ฎษ˜ษผษพเนส 05:12, 11 October 2023 (UTC) Hey, the image was an input inserter for a reactor connected to the circuit network with the enable condition [steam = 2k], reading from one steam storage tank. The wiki is not the right place for a personal design library, so I'd rather not add the image back. The cookbook already shows simple setups with just one condition for turning on inserter, so I don't think it adds anything to show it again. -- Bilka ( talk ) - Admin 16:28, 24 November 2023 (UTC) Syntax highlighting and category tree extensions Hey Bilka, I would like to suggest to install the following extensions: Extension:CodeMirror and Extension:CategoryTree While the former makes the use of the in-browser-editor much simpler, the later improves the navigation through categories. -- Ickputzdirwech ( talk ) 09:03, 11 October 2023 (UTC) And I thought of another oneย :) Extension:Display Title As I understand it, it would make the whole Template:TransLink shenanigans obsolete. But what would be the main advantage imo, would be that even on category pages the display titles would be shown. For example on Category:Fluids/de the first entry "Crude oil/de" would instead be "Rohรถl". Thanks for consideration! -- Ickputzdirwech ( talk ) 09:32, 11 October 2023 (UTC) Hey, thank you for the suggestions! The CodeMirror extension looks very useful, I'll look into getting it installed by the ops people. For CategoryTree, could you elaborate on where you'd use the display? Our category setup is quite shallow in general and mostly replicates the in-game organisation, which is already better visible in the navboxes and Template:Inventory. So I'm not directly seeing a spot where browsing the categories and subcategories needs improvement. For the display title expansion, I'm divided. We'd still need TransLink for the automatic suffixing of links in templates. For the page source text there would not be much of a difference between [[Plastic bar/de]] and {{L|Plastic bar}} . And the former has the disadvantage of making it less clear where the translation is coming from. But the point regarding page names in categories is very good, that would be quite nice. Which ends up with me being divided on whether it should be added. Do you have further points for/against the extension? Thank you for the effort you put into improving the wiki! -- Bilka ( talk ) - Admin 17:23, 1 December 2023 (UTC) New pages are not appearing in Language category Hi, I noticed that something strange is going on with the new pages. I translated a few pages and none of them weren't added to the Category:Ukrainian_page automatically. Am I missing something or is this a bug? Or is there a delay? https://wiki.factorio.com/Utility_science_pack_(research)/uk https://wiki.factorio.com/Production_science_pack_(research)/uk https://wiki.factorio.com/Combinators/uk https://wiki.factorio.com/Tutorial:Keyboard_shortcuts/uk โ€”ย Preceding unsigned comment added by Factorles ( talk โ€ข contribs ) 09:46, 27 February 2024โ€Ž Hey, there is a small delay/cache, but it should not be very long. It looks like the cache of the category/pages just didn't get refreshed for some reason. As you can see, I edited Production_science_pack_(research)/uk again and it now shows up, almost instantly. You can make similar edits, or Null edits to the other pages and they should show up too. Sorry for the inconvenience, but the wiki software heavily utilises caching and sometimes things just go wrongย :/ -- Bilka ( talk ) - Admin 10:41, 27 February 2024 (UTC) About an destroyer capsule page Sorry, I made a mistake. The Destroyer page said "unlimited laser energy" and I misunderstood. Can I correct the Destroyer page to "electrical energy"? -- Zefard ( talk ) 12:09, 18 May 2024 (UTC) No worries, these damage types can be confusing! Of course you can correct the page, any page is open for editsย :) -- Bilka ( talk ) - Admin 12:14, 18 May 2024 (UTC) Thanks! -- Zefard ( talk ) 12:29, 18 May 2024 (UTC) Beaconed oil throughput About your edit in https://wiki.factorio.com/index.php?title=Pumpjack&type=revision&diff=198674&oldid=198673 As far as I see, your value of 0.5 additional oil per beacon is wrong. Original output for 20% is 2. Productivity from 2 speed modules is +50%+50%=+100%. With 50% beacon efficiency, it's +50%. 50% of 2 is 1. Not 0.5. That's also what will result from the formula in the article. (Just asking here instead of starting some edit war.) Tertius3 ( talk ) 14:04, 13 June 2024 (UTC) Thanks! You are right, I was thinking of 0.5 additional mining speed. Which is correct, but the sentence is talking about the oil output per second, which indeed is 1/s extra with 0.5 extra mining speed. Thank you for pointing this out! -- Bilka ( talk ) - Admin 14:12, 13 June 2024 (UTC) Increasing amount of tab-headers for the Inventory-like templates Hello. There is this part of the code in the Mediawiki:Common.js, featuring tab-heads. I want to create a Template:Factoriopedia, similar to the Template:Inventory, but I need 11 tab-heads for that and currently there are only 4 of them supported. I would be grateful if they were added to the Common.js file. 01:00, 21 October 2024 (UTC) Hey, I added support for up to 11 tab heads. However, I'd prefer if we didn't have separate inventory and factoripedia templates, since they serve quite similar purposes. Instead, it would be nice if you could try to update Template:Inventory with the new Space Age features and other relevant stuff but leave out tabs that are useless on the wiki because we merge pages. I'm thinking leaving out the signals, unsorted, enemies and tiles tabs. The enemies could have one icon per type (biter/spitter and so on) and go into an environment tab that roughly reflects what is in Template:EnvironmentNav right now. Similarly, the fluids can likely stay in the intermediates tab, same for the remotes and other things now spawned via the shortcut bar. I used a script to upload all the icons you'll need :D -- Bilka ( talk ) - Admin 08:04, 21 October 2024 (UTC) Thanks for the quick response! I understand the idea about keeping only relevant to the normal playthrough information on the Template:Inventory and I will update that too, corresponding to the new SA Inventory screen. However I think it still will be useful to have a Template:Factoriopedia, which looks the same way the in-game version does. Also I think that Template:Inventory deserves some sort of indication based on the 2.0/SA version(still hesitant about that), though that can be achieved with small inline icon (DLC or SA), without making a separate Inventory template for SA content to keep things more organized. I also want to change the InfoBox, to contain the info listed in the Factoriopedia. And I not sure how to approach the stack<->bulk inserter name change, do you have ideas about that? Would be confusing for user to leave old stack inserter name unchanged. Also I can't see any new icons added to the uploaded files. - LoerisOtter 09:52, 21 October 2024 (UTC) My concern with making tabs for things like tiles and signals is that the icons currently aren't on the wiki and I don't think we should have separate pages for them. There is not relevant information for us to give on say dirt 7 vs dirt 6 or signal-x vs signal-y. So you'd have to upload and show a lot of icons for things that will all end up linking to the same overview page ( Tile and Circuit network ). Maybe there is a way to adjust the Template:Inventory to reflect the Factoriopedia organisation more without that pitfall. The bulk and stack inserter rename will be present for everyone, so it's a simple matter of moving those page. I'm in the process of creating a script that will do rename-related page moves upon release. The pages can then get Template:About added to them to point to each other to reduce confusion. Please let me handle Template:Infobox itself, it's protected for normal editors anyway. But for things to add there, the talk page of the template is the right place for suggestions, I will definitely take those into account! There just needs to be a lot adjusted to account for the ability to turn on/off space age, similar to how expensive mode is currently handled, so it might take a bit to get updated. (See also https://forums.factorio.com/108987 ) Because I used a bot to update the icons they don't show in the recent changes by default. You can either check the option to show bot changes in the upload log or check Special:Contributions/BilkaBot to see them. -- Bilka ( talk ) - Admin 10:05, 21 October 2024 (UTC) Okay, I see how tiles tab and signals tab might be confusing, because there's little sense in creating separate page for each tile. Regarding the bot - Thanks for the icons. I now see the uploads, however the Fluoroketone.png image is blank and I also need these files: (currently has mockup image) - "Item-group space" "Item-group enemies".(currently has placeholder image) - "Item-group unsorted" "Item-group tiles" "Item-group environment" - LoerisOtter 09:52, 21 October 2024 (UTC) Oops, Fluoroketone.png shouldn't have been uploaded, it does not appear to be used from what I could find quickly - the game always distinguishes between hot and cold fluoroketone. Item groups updated :D -- Bilka ( talk ) - Admin 10:26, 21 October 2024 (UTC) Prototype type link in infobox I think that when you are at the process of upgrading {{ Infobox }}, you can change "prototype type" to actually link to api page not wiki page. Since there is no wiki page for cargo landing pad prototype, and these pages are not updated. ~~ Mefisto1029 ( talk ) 19:36, 24 October 2024 (UTC) Yep, that was in my todo list for the 2.0 update and it's now done :D -- Bilka ( talk ) - Admin 13:39, 25 October 2024 (UTC) Wiki skin refresh The current wiki skin seems a bit outdated and boring, especially when compared to other places like the main Factorio website and mod portal. I'm taking a lot of reference from the Terraria and the Minecraft wikis. It doesn't have to be much, just enough to make it not look entirely plain and gray. - EpicPuppy613 ( talk ) 00:36, 3 November 2024 (UTC) I experimented a little bit with a general idea of what a wiki skin refresh could look like, as seen in my User:EpicPuppy613/common.css . - EpicPuppy613 ( talk ) 03:25, 3 November 2024 (UTC) Thanks for the suggestion! I've implemented the sidebar change. However, for the body css there are conflicts with the style of the tabs at the top. If that can be fixed then I could add it to the overall skin as well. -- Bilka ( talk ) - Admin 15:19, 2 December 2024 (UTC) Infobox Issue I'm sure you're aware of this already, but as you can see from this page , the effect (which is supposed to be the quality icons) won't show. Not sure how to rectify that, since the Infobox page is locked down. -- Zippy ( talk ) 03:13, 10 November 2024 (UTC) Nevermind, someone figured it out. -- Zippy ( talk ) 03:47, 10 November 2024 (UTC) I fixed it so the icon shows but there is probably a more correct workaround instead of linking "Quality epic" -- Thoxo ( talk ) 10:38, 10 November 2024 (UTC) The "lithium ice formation" icon won't show, you wouldn't happen to know what I did wrong? Nevermind again, I didn't realize there was a blank icon template entry. I got smooth brain syndrome. -- Zippy ( talk ) 20:32, 10 November 2024 (UTC) Hey, solution here is to not link non-recipes in the effects line of the tech infobox. Effects such as damage bonuses are also not linked there, so the same goes for the quality effect. -- Bilka ( talk ) - Admin 15:08, 2 December 2024 (UTC) policy violation? This user( Hooray ) is creating a lot of pages with only template tags and no body text, isn't this against the translation policy? -- Zefard ( talk ) 11:51, 22 November 2024 (UTC) Yes, it is. Thanks for pointing it, I've dealt with the stub pages. -- Bilka ( talk ) - Admin 17:18, 2 December 2024 (UTC) Template Permission Apologies for doing things out of sequence. I missed the wiki rule about requesting permission before creating templates. A few days ago I made the following template: Template:Diagonal_split_header . I'm new to this wiki so I'm not familiar where it is most appropriate to bring this up. The template is really lightweight with no parser functions used. The intention is simply to move the cumbersome CSS away from the user-end page to a template, both for ease of use and ease of editing. I'm not sure how much use such a template will get, however, so I'm perfectly happy to undo this and bring back the raw HTML/CSS to the Quality page (my only contribution so far). I do believe the improvement in aesthetic is nice enough to warrant its use, so I'll wait to hear further thoughts on this. -- Raw Salad ( talk ) 08:43, 9 December 2024 (UTC) All good, no worries. Nice work on the template! -- Bilka ( talk ) - Admin 14:36, 5 March 2025 (UTC) Infobox mistakes making false Wanted pages Hi Bilka, I'm posting here because I've discovered a systemic issue with how Template:Infobox is used. Looking at Factorio:Wanted_pages/other , as of 15-Dec-24, 45 of the 70 wanted pages are of the format "something (research) (research)". I believe this is caused by a user mistake when entering arguments containing a "(research)" suffix into a parameter which already expects a technology, which results in the template backend applying a second "(research)" suffix. Although this doesn't visibly affect the function or display of the infobox, it creates a hidden link to a "something (research) (research)" page. As an example, the Infobox:Artificial soil (research) page currently makes links to: Agricultural science pack (research) (research) ; Jellynut (research) (research) ; and Yumako (research) (research) . I created a copy of the Artificial soil infobox on my user page , but deleted the "(research)" suffix from the "required-technologies" and "allows" parameters, and the infobox functions correctly without generating the unwanted "something (research) (research)" pages, as evidenced by my user page not showing up in the WhatLinksHere pages above. Regular9 ( talk ) 14:26, 16 December 2024 (UTC) Yep, that's just people not knowing that the infobox template needs the research names specified without the "(research)" prefix. I've fixed the affected infoboxes and I'm letting the bot regenerated the wanted pages. -- Bilka ( talk ) - Admin 20:43, 27 December 2024 (UTC) File move request Hello, could you move the File:Fulgorite temp.png file to File:Fulgorite.png without leaving a redirect? I don't seem to have the suppress redirect permission so I can't fix this myself. Thanks. Zurel ( talk ) 19:56, 15 January 2025 (UTC) Done! Good thinking to upload the file under a temp name. -- Bilka ( talk ) - Admin 20:25, 15 January 2025 (UTC) "Last updated" footer is wrong The automatic footer "This page last updated ..." is wrong, with a more or less random time. Or maybe that is just on my mobile (Android/Chrome) browser. Mskvaer ( talk ) 11:38, 23 January 2025 (UTC) Something seems strange with the dates, I agree. Could you link an example of a page where it's in the future? -- Bilka ( talk ) - Admin 11:43, 23 January 2025 (UTC) - It's "random" instead of "future", I corrected my earlier note. On my talk page, which hasn't been edited in a while, it seems like it is "now" minus some hours. I have not analyzed the deviation in depth, except note it is not limited to a few pages Mskvaer I have tried several times and found 2 different cases of wrong footer: Case 1: The footer displays the current time instead of the last updated time; Case 2: The footer displays a certain time that dosen't match with the revision history. Most time the footer displayed the right updated time, on average 1 case appears during refreshing the page 20 to 30 times, usually accompanied by loading delay of the whole page, sometimes even HTTP 502 error. which seems quite often after the wiki system was upgraded last week. -- Cardinal ( talk ) 14:20, 23 January 2025 (UTC) Case 1. Case 2. Thank you for the extra details! I can confirm what you're describing. I've forwarded this to the person who helps maintain our install of Mediawiki. Because this seems to just be a display issue, investigating it further will be low priority. -- Bilka ( talk ) - Admin 15:13, 23 January 2025 (UTC) Cleanup request Hi Bilka, I've noticed that the latest Factorio:Wanted pages/zh page lists a lot of pages about researchs, and I think it might be necessary to cleanup the relevant parts in the Template:Translation/zh first for following reasons: In English, all of the research names include the suffix "(research)", but this distinction is currently absent in the Chinese translations, which may lead to confusion between research and projects. Especially, many entities require a prerequisite research that shares the same name as the entity itself. Under the current Chinese translations, this overlap is highly likely to cause misunderstandings among readers. For example: the entity tank and the technology tank (research) are both translated as "ๅฆๅ…‹" in the Template:Translation/zh now, in certain contexts this may be misunderstood as conducting research on the tank entity instead of the technology. The current organization of research-related translation entries in the template lacks clarity. These entries are just categorized into two groups labeled "Page title: Researches" and "Research" (this classification currently does not align with functional requirements), and the documentation structure appears inconsistent. Additionally, the presence of extensive annotations (like: 'Something' is used by page title ) and miscellaneous translations (such as descriptive text for infoboxes) further complicates in the document. As a result, there are challenges in determining the appropriate placement and categorization criteria for new research-related translations within the template. To accommodate translation requirements in certain scenarios, all relevant translation entries have been created in two formats: one with the "(research)" suffix and the other without it. (e.g. The infobox template uses the research names specified without suffix, and that requires the translation format without suffix) This has resulted in increased redundancy within this section of the documentation. Regarding documentation cleanup, I have the following personal recommendations: First, to align with the original English format, add the prefix "็ง‘ๆŠ€๏ผš"(In English which means Tech) would be suitable. This structure, analogous to "Tech: Research name" in English, would ensure consistency across languages and reduce ambiguity in most Chinese contexts. Second, reorganize existing entries based on standardized rules, such as adopting the categorization logic used in the navbar.(machines, defense, crafting, etc.), and remove irrelevant entries. Finally, if feasible, consider unifying translation formats by modifying templates to eliminate redundant entries. However, template revisions should be treated as a lower priority due to their technical complexity. Before proceeding with further edits, I would like to know your thoughts on this. I believe that reaching some common ground will quite benefit future translation efforts. Thanks. -- Cardinal ( talk ) 19:59, 4 February 2025 (UTC) About duplicate entries, one with "(research)" and one without: I did much German translation. In the German translation there are 2 entries for all these. This makes sense, because many research names are different to the items they research in German. Some research name is in plural, while the item or recipe is in singular. To do this all in one take, I grabbed the English and German game translation files from ....\Factorio\data\<module name>\locale\XX\*.cfg and copied the [technology-name] sections from both into one document. With a script, I joined the entries of both, and appended "(research)" to the end, so I got lines with "| <English text> (research) = <German text> (Forschung)." I correlated the lines by the keyword before the =. I did similar with the [recipe-name] sections, [entity-name] sections, [equipment-name], [fluid-name], and finally [item-name]. Just plain line without appending "(research)". This got me more than half of the whole translation template. This duplicates some entries, but it's easy to filter out duplicate lines. Also some item names not explicitly used on the wiki (for example all the small/medium/big asteroid names) that can be deleted afterwards. But deleting generated stuff is always much easier than to insert all stuff manually. The locale files I took the sections from were base.cfg, core.cfg, elevated-rails.cfg, quality.cfg and space-age.cfg. This way, all names are already translated all over the wiki, even if the corresponding article doesn't even exist yet, so they can be referred to with the {{L|English name}} macro. Tertius3 ( talk ) 10:09, 5 February 2025 (UTC) For organizing things inside the Template:Translation/zh, you can do it however you like! Your proposed strategy to sort the entries by the navboxes is a good idea, I think some other languages also went with that strategy. Tertius3 also gives good adviceย :) Regarding the technology name duplication and confusion, a Polish translator also raised the issue that research names without (research) at the end can't be translated correctly in Polish . So, I think the solution here is to change the Infobox and the Navbox to the use the suffix as well. I think originally it is excluded there to save some space, but if it leads to ambiguity issues it's probably better to include it. What do you think? -- Bilka ( talk ) - Admin 11:03, 5 February 2025 (UTC) I guess there is no way around adding "(Research)" to all the research terms, if not yet present. The German translation always included this as far as I see, and I always felt this is a clean solution. A bit tedious perhaps, but necessary. About generating translations from game files: I improved my script to run on every language and made a forum post with an attachment: [6] You don't need to run the script yourself if you cannot, included are pre-converted files created by me. However, the "(Research)" prefix isn't translated in my files, since there is no standalone translation of "Research" in the game files. Tertius3 ( talk ) 18:41, 5 February 2025 (UTC) Thanks for reply, this conversation inspired me a lot. I spent a little time briefly studying the word formation of German and Polish, and here are my conclusions: In different languages, the causes of ambiguity issues are quite different. For example, Bilka mentioned an issue with Polish translation about Processing unit, that's because in Polish, research name "Ukล‚ady procesorowe" is plural, while item name "Ukล‚ad procesorowy" is singular, so both entries must be contained in Polish translation template. But in Chinese there is no distinction between singular and plural nouns, both item and research name are same word "ๅค„็†ๅ™จ" in Chinese, this may cause misunderstandings in certain Chinese contexts. So back to our topic, the original intention of my suggestion to modify the templates such as Infobox or Navbox was to eliminate duplicate entries, but after the learning above I realized that won't help, and Tertius3 alos emphasized the necessity of retaining duplicate entries. So my opinion now is if modifying the templates facilitates the translation work for any other languages, then do it, otherwise, leave it be. Finally, I would like to inform you about the edits I'm about to make: Firstly, for ambiguity issues, I will add the prefix "็ง‘ๆŠ€๏ผš" to the Chinese translations of all entries with the "(research)" suffix, while retaining the original translations for entries without the suffix. Secondly, for entries organization, I will reclassify and sort the relevant entries according to the categories in the Navbar, remove unnecessary annotations, and move miscellaneous translations to the right categories of the template. All edits will just among the part "Page title: Researches" and "Research" in the Template:Translation/zh. If you permit me to proceed with these edits, I will complete them within this week and verify whether they effectively resolve the issues. -- Cardinal ( talk ) 08:25, 6 February 2025 (UTC) I have made the change to the infoboxes and the TechNav. This change means that you still eliminate some duplicate translations from the template because the research names without "(research)" are no longer used anywhere. So for example "Refined flammables" no longer needs to be translated, only "Refined flammables (research)". You can make the two changes you want to make! You don't need to ask for permissions to change Template:Translation/zh at all, you can do anything there, as long as you don't intentionally break the template. So go ahead and make it better :D -- Bilka ( talk ) - Admin 11:25, 7 February 2025 (UTC) Tabbar display issue Hi Bilka, I found a display issue within pages using tabber parser tag. For example, in this page , the font color of tab is too dark for the default skin (Vectordark). And I've located the relevant code here in CSS style, I think the brighter font colors would be more suitable. BTW, I just checked this issue on PC, you may need to check the appearance of those pages on mobile devices too. Cardinal ( talk ) 02:12, 25 February 2025 (UTC) Thanks for pointing that out. The tabbers aren't meant to be used anymore because we have custom javascript tabs and image galleries for the respective usecases. I've replaced the uses on those pages with the alternatives. -- Bilka ( talk ) - Admin 16:22, 5 March 2025 (UTC)
wiki
https://wiki.factorio.com/User_talk:Bilka_-_Factorio_Wiki
Space_science_pack
Space science pack - Factorio Wiki
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Space science pack - Factorio Wiki Jump to navigation Jump to search | | Space science pack | Edit | | | ------------------ | ---- | Base game Space Age mod | Used by labs for research. | Used by labs for research. | | | | | | | | | | | | | | -------------------------- | -------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | Stack size | 2000 | | | | | | | | | | | | | | Rocket capacity | 1000 (5 stacks) | | | | | | | | | | | | | | Science capacity | 100%200%300%400%600% | | | | 100% | | 200% | | 300% | | 400% | | 600% | | | | | 100% | | | | | | | | | | | | | 200% | | 300% | | | | | | | | | | | | | 400% | | 600% | | | | | | | | | | | | Crafted only on | | | | | | | | | | | | | | | Prototype type | tool | | | | | | | | | | | | | | Internal name | space-science-pack | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | -------------------------- | -------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 15+1+1+2โ†’5 | 15+1+1+2โ†’5 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 15+1+1+2 | 15+1+1+2 | | | | | | | | | | | | | | Used by labs for research. | Used by labs for research. | | | | | | | | | | | | | | Stack size | 200 | | | | | | | | | | | | | | Rocket capacity | 1000 (5 stacks) | | | | | | | | | | | | | | Science capacity | 100%200%300%400%600% | | | | 100% | | 200% | | 300% | | 400% | | 600% | | | | | 100% | | | | | | | | | | | | | 200% | | 300% | | | | | | | | | | | | | 400% | | 600% | | | | | | | | | | | | Crafted only on | | | | | | | | | | | | | | | Prototype type | tool | | | | | | | | | | | | | | Internal name | space-science-pack | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The space science pack is a science pack . It is used in labs to research technologies . Unlike the other science packs, the space science pack has two different sources, depending if one is playing with Space Age or not. In the base game, space science is an end-game science pack and is not directly craftable. Instead, it is obtained by launching a rocket from a rocket silo equipped with a satellite . 1000 space science packs are delivered to the cargo landing pad each time a rocket with a satellite is launched. A cargo landing pad must be built somewhere on the map for a rocket to launch. Space science packs are used in all infinite technologies . In Space Age, space science is a mid-game science pack. It must be crafted on a space platform , and is unlocked after placing an asteroid collector somewhere on the platform. Space science packs are needed for all subsequent technologies. Contents 1 Achievements 2 Costs 2.1 Total raw costs 3 Trivia 4 History 5 See also Achievements | | Research with spaceResearch a technology usingspace science packs. | | | ------------------------------------------------------------------ | Costs The following shows the minimum items required to produce 1000 space science packs in the base game. It is calculated using a single rocket silo with no modules or beacons. The crafting of some intermediate products is not shown (due to the assumption that these items are available in large quantities within the factory). | 1 rocket and satellite cost giving 1000 packs | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------------------------------- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | - | - | - | - | - | - | - | - | - | - | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | - | - | - | - | - | - | - | - | - | - | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | | | | | 1001k1k1k1100100100510050 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | | 1k | 1k | 1k | 1k | 1k | 1k | 1k | 1k | 1k | 1k | | 1k | 1k | 1k | 1k | 1k | 1k | 1k | 1k | 1k | 1k | | 1k | 1k | 1k | 1k | 1k | 1k | 1k | 1k | 1k | 1k | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | | 50 | 50 | 50 | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | | | | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 1k | 1k | 1k | 1k | 1k | 1k | 1k | 1k | 1k | 1k | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 1k | 1k | 1k | 1k | 1k | 1k | 1k | 1k | 1k | 1k | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 1k | 1k | 1k | 1k | 1k | 1k | 1k | 1k | 1k | 1k | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 50 | 50 | 50 | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Total raw costs | | Recipe per1000 packs | Recipe per1 pack | | | -------------------- | ---------------- | | | 28725 | 28.7 | | | 69288 | 69.3 | | | 2700 | 2.7 | | | 9900 | 9.9 | | | 10500 | 10.5 | | | 15500 | 15.5 | Trivia Prior to 2.0 , space science could be launched in the rocket silo , which would return raw fish at a 1:1 ratio, up to a maximum of 100 fish per launch. History 2.0.7 : Launching space science pack into space no longer returns fish as there is now an other method to automate obtaining fish. 1.0.0 : Launching a rocket with space science packs inside now returns raw fish (not documented) 0.15.0 : Introduced See also Research Science pack Technologies | 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/Space_science_pack_-_Factorio_Wiki
Advanced_oil_processing
Oil processing - Factorio Wiki
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Oil processing - Factorio Wiki Jump to navigation Jump to search 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 processingย : heavy oil crackingย : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefactionย : heavy oil crackingย : 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 | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | 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---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 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
Processing_unit_(research)
Processing unit (research) - Factorio Wiki
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Processing unit (research) - Factorio Wiki Jump to navigation Jump to search | | Processing unit (research) | Edit | | | -------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 30111โœ–300 | 30111โœ–300 | | Prototype type | technology | | Internal name | processing-unit | | Required technologies | Required technologies | | | | | Allows | Allows | | 222 | 222 | | Effects | Effects | | | | Processing unit allows the player to build more high-tech items using the processing unit . 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/Processing_unit_(research)_-_Factorio_Wiki
Low_density_structure_(research)
Low density structure (research) - Factorio Wiki
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Low density structure (research) - Factorio Wiki Jump to navigation Jump to search | | Low density structure (research) | Edit | | | -------------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 45111โœ–300 | 45111โœ–300 | | Prototype type | technology | | Internal name | low-density-structure | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Unlocks the low density structure . It is one of the components needed to launch a rocket . 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/Low_density_structure_(research)_-_Factorio_Wiki
Steel_furnace
Steel furnace - Factorio Wiki
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Steel furnace - Factorio Wiki Jump to navigation Jump to search | | Steel furnace | Edit | | | ------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 3+6+10โ†’1 | 3+6+10โ†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 3+6+10 | 3+6+10 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 300390480570750 | | | | 300 | | 390 | | 480 | | 570 | | 750 | | | | | 300 | | | | | | | | | | | | | 390 | | 480 | | | | | | | | | | | | | 570 | | 750 | | | | | | | | | | | | Resistances | Fire: 0/100% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Dimensions | 2ร—2 | | | | | | | | | | | | | | Energy consumption | 90 kW (burner) | | | | | | | | | | | | | | Crafting speed | 22.63.23.85 | | | | 2 | | 2.6 | | 3.2 | | 3.8 | | 5 | | | | | 2 | | | | | | | | | | | | | 2.6 | | 3.2 | | | | | | | | | | | | | 3.8 | | 5 | | | | | | | | | | | | Mining time | 0.2 | | | | | | | | | | | | | | Pollution | 4/m | | | | | | | | | | | | | | Prototype type | furnace | | | | | | | | | | | | | | Internal name | steel-furnace | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Valid fuel | Valid fuel | | | | | | | | | | | | | | | | | | | | | | | | | | | | The steel furnace is the second-tier of furnaces. Compared to the stone furnace , it smelts at double the speed and therefore is a more efficient use of the given fuel. Steel furnace is comparable to electric furnace in terms of smelt speed, however the latter can make use of modules (as well as electricity ) to further enhance the furnace's capabilities. Placement A steel furnace can replace a stone furnace without mining the stone furnace first. This can be done by clicking on the stone furnace with the steel furnace in the players hand. This will also move all items in the stone furnace to the new furnace. Output | Resource | Stone furnace | Steel furnace | Electric furnace | | ---------------------------- | ---------------------------- | -------------- | ---------------- | | Coal consumption: 0.0225/sec | Coal consumption: 0.0225/sec | | | | Iron | 0.31250.3125/sec | 0.6250.625/sec | 0.6250.625/sec | | Copper | 0.31250.3125/sec | 0.6250.625/sec | 0.6250.625/sec | | Stone brick | 0.31250.3125/sec | 0.6250.625/sec | 0.6250.625/sec | | Steel plate | 0.06250.0625/sec | 0.1250.125/sec | 0.1250.125/sec | History 0.17.0 : Smelting speed updated to make ratios nicer with new belt speed. Energy usage updated to keep coal usage the same with new fuel energy values. 0.13.0 : New fire graphics 0.12.8 : New graphics 0.10.0 : Added smelting sound 0.8.0 : Flickering light in furnace. 0.6.0 : Introduced | 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 |
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Tutorial_Nuclear_power
Tutorial:Nuclear power - Factorio Wiki
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Tutorial:Nuclear power - Factorio Wiki Jump to navigation Jump to search | | | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Page "Nuclear power" has been recommended for clean-up. Reason:This tutorial needs to be updated due to changes in Factorio 2.0. For example, it is now simple to automate nuclear power production control without any tanks since reactors can be wired directly to read their heat level. | | 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:Nuclear power. | Nuclear power requires higher level technology compared to either solar power or steam boiler power, but it offers very high power output in exchange. It's a great solution for middle- to end-game power generation and it works well in combination with other power generation techniques. This guide is written for people who want to know exactly how nuclear power works, but don't necessarily want all the solutions. It focuses on what you should do and what you should know to get Nuclear up and running, but doesn't tell you what to do or exactly how to solve the problems. Contents 1 First steps 1.1 Uranium ore 1.2 Ore processing 1.3 Fuel 1.4 Nuclear reactor 1.5 Heat exchanger 1.5.1 Heat pipes 1.6 Steam turbine 1.7 Simplest thing that works 2 Moving forward 2.1 Neighbor bonus 2.2 Always on! 2.3 Enrichment 2.4 Reprocessing fuel 2.5 Raw resource cost of running a single reactor (late game) 2.6 Weapons 3 Version 4 Other power related tutorials First steps Technology required: Nuclear power You can mine uranium ore sooner, but you'll need the nuclear power technology to do anything useful with it. Uranium ore To start, you'll need uranium ore. It glows green, so you can't miss it. It tends to form smaller deposits, though, and you may have to search a while to find a good patch. Like every other ore in the game, you can mine it with an Electric mining drill . Unlike every other ore, however, you will need more than just an Electric mining drill . You also need to supply sulfuric acid to the drill. The drills conduct excess acid through themselves, so a row of drills can be supplied by acid from a single side. Mixed ores: If a mining drill covers even a single patch of uranium ore, acid must be supplied to the miner or the mining drill will stop running once it encounters the uranium ore. The miner will produce mixed ore, as usual. Ore processing Once you've got raw uranium ore, you'll need to process it into uranium-235 and uranium-238 . You do this in a centrifuge. In an un-moduled centrifuge , you can process ten ore every 12 seconds. Centrifuges produce a combination of U-235 (the light green stuff) and U-238 (the dark green stuff). Every ten ore processed have a chance to become precisely one of these two products. Out of every 10k ore you process, you can expect to get, on average: | Count | Product | | ----- | ------- | | 7 | U-235 | | 993 | U-238 | That means you can roughly expect to get a single U-235 in one out of every 1428 ore. A centrifuge can then be expected to produce U-235 every 1716 seconds. Later on, this won't matter so much. However, when you first start out, this will be an important bottleneck. Regarding averages: Be aware, random is random. These values are average values. Which means that over the long term, they work out to about these figures. In reality, you'll see long stretches with no U-235 and short stretches with lots of them. Eventually, it won't matter much. But early on, make sure your generation rate is sufficiently high, or you have a sufficient reserve, so you don't find yourself without power when you hit an unlucky stretch. Fuel Before you can burn it in a nuclear reactor, you need to create uranium fuel cells . You'll probably be using an assembling machine 2, so these will take 13.3 seconds to create as well. Which is fine because fuel cell creation will very rarely be the bottleneck. You won't want to automatically convert all U-235 into fuel. Only convert what you need to fill your reactor. You're going to want a big fat stockpile of it when you research kovarex enrichment later on. Fuel cells are produced in stacks of 10, and to produce one such stack you need 1 U-235, 19 U-238, and 10 iron plate. Tip: It isn't a bad idea to use a chest and just stick a pile of iron in it rather than belting the iron in. A full chest of iron probably won't run out before you get bots and replace it with a requester. Each fuel cell has a nominal energy value of 8 GJ, but it's possible to make them go even farther with reactor neighbor bonuses (more on that later). Nuclear reactor Once you've got fuel, you'll need to burn it in a nuclear reactor. This is the first step toward turning it into usable energy. A reactor will produce exactly 40 MW of heat energy. Since a Watt is a Joule per second, this means the reactor will consume one fuel cell every 200 seconds. Once expended, reactors will produce a " used up uranium fuel cell ", which will need to be cleared. Initially, these will simply accumulate in a chest. Eventually, you can reprocess them into U-238. Working backward: A reactor consumes a fuel cell every 200 seconds and each U-235 gives 10 fuel cells, so every U-235 provides 2000 seconds of reactor power. A centrifuge requires about 1714 seconds to produce a U-235, so you'll need about one processing centrifuges per reactor. The reactor needs input of fuel and produces heat that needs to be exported using heat pipes that go to a heat exchanger (unless a heat exchanger is attached to the reactor). Heat exchanger The heat exchanger takes heat and uses it to convert water into steam . It works much like the boiler, but instead of burning fuel, you need to connect it to a heat source. The heat input is marked by a flame when you're placing it. For simple reactor designs, you can connect it directly to your reactor (which produces heat at points also marked with a flame). Heat exchangers also require water input, in precisely the way boilers do. They can heat up to about 10.3 units/second of water into about 103 units/second of 500ยฐC steam. One water pump can maximally produce 1200 water/second, satisfying exactly 116.4 heat exchanger. Heat exchangers produce nothing when they are below 500ยฐC. Since they only cool as a consequence of heating water, they will never cool to below that temperature once they've reached it. Heat exchangers transfer 10 MW of power, so you'll need 4 exchangers to fully consume the power produced by a lone reactor. (Neighbor bonuses can increase this significantly. Again, discussed later.) The steam can then be transported to the steam turbine using normal pipes . Heat pipes More complex designs will require heat pipes. Unlike regular pipes, they have limited throughput, which means that shorter pipes are better. Connect heat pipes point to point, flame to flame, exactly as you would with water pipes. Heat pipes cannot go underground, so if water pipes need to cross them, the water pipe will need to go under. They don't block movement, though, so you can walk right over them. Throughput on heat pipes, in contrast to regular pipes, is limited. Here are some rough limits on transfer distance: | Power | Distance | | ------- | -------- | | 40 MW | ~133 | | 80 MW | ~59 | | 120 MW | ~45 | | 160 MW | ~30 | | 240 MW | ~10 | | ~278 MW | 4 | | ~284 MW | 3 | | ~290 MW | 2 | | ~297 MW | 1 | | ~302 MW | 0 | Past these distances, less than 100% of the power will be transferred. This is because at this distance, the heat from the reactor does not travel fast enough to heat the pipe to beyond 500ยบC in a running setup. However, if the heat is unused, the heat will spread much farther, because there is no heat loss over time or distance, so it builds up until it is used again. Heat pipe storage: Heat pipes can store quite a bit of heat as well. A single heat pipe can hold as much energy as a tank with 5.1k steam in it, which makes them even more space efficient than tanks for holding energy (though considerably more expensive). Be cautious, however, with how slowly heat moves through the system. A reactor always burns fuel if provided but will never go above 1000 degrees. Insufficient heat pipes may not send enough heat to exchangers and will allow the reactor to hit 1000 degrees at which point fuel is being wasted - heat is going into nothing rather than exchangers. Throughput may also be thought of in terms of exchangers per pipe. Exchangers can be placed on one or both sides of a heat pipe. Laying two or more pipes in parallel can increase the distance heat travels. | Parallel Pipes | Exchangers on one side | Exchangers on both sides | | -------------- | ---------------------- | ------------------------ | | 1 | 21 | 31 | | 2 | 29 | 42 | This picture also shows how distance between your heat source and heat exchangers will affect output. The last exchanger in a given row may not operate at full capacity. Steam turbine These are the steam engine's beefy big brother. Using regular fluid pipes, you'll pipe the steam produced by heat exchangers into these turbines. Perfect matches: The steam turbine is a perfect match for the heat exchanger. The steam engine is a perfect match for the boiler. Although it is possible to get energy out of mismatched systems, it's very wasteful and there's no real reason to do it. Steam turbines consume up to 60 units of steam/second, so you need roughly two steam turbines for every heat exchanger. At large scales, however, you can use fewer turbines, since exchangers only produce 103.09 steam/second, compared to the 120 steam/seconds two turbines can consume. The exact ratio, rounded up, is 1.718. Simplest thing that works At this point, you have all the parts to build your very first reactor: A few uranium miners, supplied with sulfuric acid 1 Centrifuge, processing uranium ore 1 Assembling machine, making uranium fuel cells 1 Nuclear reactor 4 Heat exchangers, supplied by a single off-shore pump 8 Steam turbines And, of course, assorted belts, inserters, filter inserters, and other tools for moving things around. This will produce a maximum of 40 MW of power. Moving forward Past your simplest reactor, there are some additional nuclear features of which you should be aware. Neighbor bonus This is a critical part of how nuclear designs scale, but it's not complicated. Simply put: Every reactor gets +100% heating power for every active neighboring reactor. Neighbors have to align completely on each side, so reactors will line up in a nice square grid. When they do, the neighbor bonus is activated. You can see the current bonus by hovering over an active reactor. The bonus to heating power does not increase the fuel consumption. Rather, it simply increases the heat produced! This, of course, means you'll need more heat exchangers and steam turbines to turn that heat into electricity. | Configuration | Reactors | Exchangers | Water pumps | Turbines | Power | Power per reactor | | ------------- | -------- | ---------- | ----------- | -------- | -------- | ----------------- | | Single | 1 | 4 | 1 | 7 | 40MW | 40MW | | 2ร—1 | 2 | 16 | 1 | 28 | 160MW | 80MW | | 2ร—2 | 4 | 48 | 1 | 83 | 480MW | 120MW | | 2ร—3 | 6 | 80 | 1 | 138 | 800MW | 133MW | | 2ร—4 | 8 | 112 | 1 | 193 | 1120MW | 140MW | | 2ร—5 | 10 | 144 | 2 | 248 | 1440MW | 144MW | | 2ร—6 | 12 | 176 | 2 | 303 | 1760MW | 147MW | | 2ร—7 | 14 | 208 | 2 | 358 | 2080MW | 149MW | | 2ร—8 | 16 | 240 | 3 | 413 | 2400MW | 150MW | | 2ร—N | 2 โธฑN | 32 โธฑN | 0.275 โธฑN | 55.2 โธฑN | 320MW โธฑN | 160MW | How to count heat exchangers: Count the number of edges where reactors fully touch. Double that. Add the total number of reactors. Then multiply it all by 4. That's your count of Heat Exchangers. You'll need 1.718 turbines per exchanger (rounded up). Each exchanger will provide up to 10 MW of power. One water pump can supply for exactly 1164MW of power or 116.4 exchangers. Always on! Unlike every other power generation technique, nuclear reactors DO NOT scale down power usage. Nuclear reactors will continue consuming one fuel cell every 200 seconds, regardless of the need. As the reactor consumes its fuel, it heats up to a maximum temperature of 1000ยฐC. At that point, additional fuel burned is simply wasted. This is the only way to lose energy in the system as all heat transfers are perfectly efficient. Turbines do scale their production (and steam consumption) to match demand. Likewise, exchangers won't consume heat if there's nowhere to put the steam. Turbines and engines: Be aware that steam turbines and steam engines are both the same "class" of energy producer, so they'll need to be scaled all together. This means that in a complete energy system, your coal boilers may be running when the nuclear plant could fully cover the load. And, worse yet, the nuclear power is just being wasted! Consider using accumulators, switches, and circuit logic to disable the coal boilers when nuclear systems can cover the demand. The simplest solution to this problem is to add the following two items: An inserter A decider combinator Wire the input of the combinator to the nuclear reactor, then open the reactor and tick both options "Read temperature" and "Read fuel". For the temperature signal, choose (the default). Click the combinator, and set its signals to: Conditions = 0 AND < 650 Output X in 1 amount (X can be any signal) Wire the output of the combinator to the inserter, then open the inserter and tick both options "Override stack size" and "Enable/disable". For the stack size choose 1. For the enable condition, choose X = 1. This way, it will only grab items when it is not at max temperature (1.0k) and will not grab over-excessive amounts of fuel, ensuring that no power will be wasted! Note a fuel cell is added while the reactor's temperature is too high, drawing the maximum amount of power from the steam turbines, the reactor will max out its temperature and lose energy. As such, it is important to have the test temperature be low enough, relative to the amount of power being consumed, that the reactor will not hit 1000 C before the cell is fully consumed. | Example fueling circuit | Nuclear reactor settings for monitoring | Decider combinator conditions for monitoring and control | Inserter settings for controlling fuel usage | | ----------------------- | --------------------------------------- | -------------------------------------------------------- | -------------------------------------------- | Enrichment Required technology: Kovarex enrichment process Kovarex Enrichment allows you to turn some U-238 into U-235, but it's slow and takes a lot of U-235 as catalyst. Your first few patches of uranium ore will last you a reasonable length of time, but eventually you will start running out of ore and places to put extraneous U-238. Enrichment helps solve both problems. The enrichment process takes 60 seconds in an un-moduled centrifuge. It requires 40 U-235 (!) and 5 U-238 and makes 41 U-235 and 2 U-238. In effect, it takes 3 U-238 and turns it into 1 U-235; it just requires an extra 40 U-235 and 2 U-238 along for the ride to act as a catalyst. All the things!: Before you enrich all the things! , be aware that you do need 19 U-238 for each 10-pack of fuel cells, as well as requiring it for uranium ammo you will want for storing inside biters and their nests. Circuit logic can help you put a limiter on large-scale enrichment operations. One un-moduled Centrifuge enriching uranium is sufficient to supply 33.33 reactors with fuel, assuming plenty of U-238. One Centrifuge with two Productivity modules is enough to supply 25.2 reactors, one Centrifuge with two Productivity modules 3 is enough to supply 28 reactors. You only get 1 Uranium-235 from bonus productivity (not 41!) as it is a catalytic recipe. Reprocessing fuel Required technology: Nuclear fuel reprocessing Reprocessing turns your spent fuel into U-238. Eventually, you will run out of places to put spent fuel. You can use reprocessing to turn it back into U-238 to use for enrichment, fuel cells, or ammo. Of the 19 U-238 that go into each 10-pack of fuel cells, this returns 6. This significantly reduces the total ore requirement for nuclear fuel. Raw resource cost of running a single reactor (late game) Water is free and infinite, so there are only two costs to run a Nuclear Reactor. One is the material cost for the buildings involved, and the other is the materials needed for the fuel cells. Since the building materials are only needed once, we will only consider the resources needed to produce enough fuel cells for a reactor to continously run. And we will do this computation for the late game by including Kovarex processing and the reprocessing of used fuel cells. 1 reactor uses 1 fuel cell every 200 seconds, which is 0.005 fuel cells per second To make 10 fuel cell the recipe uses 1 U235, 19 U238 and 10 Iron plate So 1 fuel cell costs 0.1 U235 + 1.9 U238 + 1 Iron plate 1 fuel cell cost after reprocessing the used fuel cells (1 used cell gives back 0.6 U238): 0.1 U235 + 1.3 U238 + 1 Iron plate 1 fuel cell cost after reprocessing + Kovarex (where you get 1 U235 for 3 U238): 0.3 U238 + 1.3 U238 + 1 Iron plate = 1.6 U238 + 1 Iron plate# 1 fuel cell cost after reprocessing + Kovarex (measured in raw ore cost): 16 Uranium ore + 1 Iron ore So to power 1 reactor continously with Kovarex enrichment you need 0.005 times the above ore cost, which is 0.08 Uranium ore and 0.005 iron ore being mined every second . (Because a small fraction of U235 does not require Kovarex enrichment, the actual cost is marginally less, 0.0789 Uranium ore per second.) Weapons Required technology: Uranium ammo / Atomic bomb Better bullets / Bigger bombs With the Nuclear Age comes nuclear weapons. Uranium ammunition is top-tier, with 3 times as much damage as piercing rounds and when loaded into a tank mows down biter nests and clears swarms quite quickly. It uses U-238, so you've probably got plenty of it lying around. On the other side, you can get atomic bombs , which are rockets (shot by a rocket launcher ) that do incredible damage. Be aware, they can easily kill you if you fire them anywhere near you, and even at max range, it's advised that you run in the opposite direction. Rather than a single explosion, they do damage in an expanding ring, giving you time to escape. They require a lot of U-235 and blue chips, so they're an expensive weapon. Version This guide is compatible with Factorio 0.17, 0.16 and 0.15.13+. This guide was originally written by alficles and published on gist . License: CC BY-SA 4.0 As an exception to the above, any or all of this work or adaptations thereof may be used on the official Factorio Wiki . Other power related tutorials Applied power math Producing power from oil
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Version_history_0.18.0
Version history/0.18.0 - Factorio Wiki
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Version history/0.18.0 - Factorio Wiki Jump to navigation Jump to search 0.18.47 Date: 11.08.2020 Bugfixes Fixed that editing upgrade planner and deconstruction planner didn't work directly in the blueprint library. ( more ) 0.18.46 Date: 10.08.2020 Graphics Electric mining drill graphics now fill bounding box more accurately. Bugfixes Fixed hovering over unit that was going toward an entity would crash if the entity was destroyed. ( more ) Fixed crashes/desyncs related to various different operations on a shelf of a player that just joined, and his blueprint shelf meta-data hasn't be synchronized yet. Fixed crashes/desyncs related to swapping item with a blueprint/book in the blueprint library that is not yet fully transferred into the game. ( more ) Fixed electric mining drill circuit connection graphics. Fixed crash when picking up something using the quickbar while setting up a blueprint from the inventory. Fixed that blueprint book GUI was scrolling to the top whenever something was done. ( more ) 0.18.45 Date: 07.08.2020 Graphics Fixed mistakes in some technology icons. (Flipped underground belt in Logistics, and graphical artifacts in modules) Sounds Improved various sounds, mainly inserters, assembling machines and laser beam. Tweaked various sound levels. Bugfixes Fixed empty spacing in Rocket silo stats GUI. ( more ) Fixed wave defence bonuses persisting between rounds if you lost via rocket silo dying. ( more ) 0.18.44 Date: 07.08.2020 Graphics Reworked Electric mining drill graphics, removing their vertical structure - to fix tile overlapping and other issues introduced with redesign. Bugfixes Added equipment icon to Personal laser defense technology icon. ( more ) Fixed logistic chest shadows were shorter than other chests. ( more ) Fixed that unit groups could get stuck after getting close to their target. ( more ) Fixed loading Blueprint books before version 0.18.42. Fixed that when importing blueprint string, the error had success sound and the success had error sound. ( more ) Fixed the small shortcut buttons didn't follow the same color settings as the big ones. Added better error when attempting to load NPE save. Gui Tweaked the loading progress bar styles a bit, so they are slimmer and can fit more text. 0.18.43 Date: 06.08.2020 Graphics Updated the technology icons. Updated the "Make a copy of blueprint" icon. Gui Added simple credits gui. Updated the style of progressbar dialogs. Updated the style of map editor. Changes Changed the default debug settings to only show grid and nothing else. Bugfixes Fixed that Blueprint books in the library didn't propagate its modded icon backups properly into the game. Fixed that Blueprint books in item form did loose its modded icon backed up state when saved between versions 0.18.37 and 0.18.42 Fixed that swapping ghost cursor with an item didn't clear the quickbar selection immediately. Fixed PvP script error when starting a new round with duplicate starting areas. ( more ) Fixed PvP scenario not restoring character bonuses after respawn. ( more ) Fixed that most of the windows were not squashing as they should when they couldn't fit the screen. Fixed squashing of save name label in the load/save map dialog and load/save map progress windows. Fixed that biters could attack entities beyond their attack range. ( more ) Fixed crash when opening train gui through non-locomotive while in map view in latency state. ( more ) Fixed that the deconstruction planner was ignoring specified tile filters when removing tile ghosts. Fixed that the deconstruction planner with normal tile setting was ignoring tiles when the selection contained only tile ghosts + tiles. Fixed that the deconstruction planner with tile ghost filter selected didn't select (with whitelist) or ignore (with blacklist) the tile ghosts. Fixed that the deconstruction planner with tiles and rocks only and blacklist always ignored tiles. Fixed lights of entities just outside of right or bottom border of screen were drawn twice sometimes. Fixed drag-placing ghost item in zoomed-to-world view would drag the view instead. ( more ) Fixed that barreling recipes were generated for "fluid-unknown". Scripting Empty LuaPrototype collision masks will now return an empty table, rather than nil. LuaEntity::circuit_connected_entities and LuaEntity::circuit_connection_definitions return data for entity ghosts. ( more ) 0.18.42 Date: 03.08.2020 Bugfixes Fixed a crash when holding a blueprint book. Fixed that blueprint book in an item form didn't have mod-persistent icons. Don't drag map when in zoomed in map mode and building blueprints. Don't place map tags when building blueprints. Fixed crash in rendering due to game state being modified by buildability checks for drawing blueprint placement visualization on chunks in fog-of-war when zoomed-to-world. 0.18.41 Date: 03.08.2020 Changes The tiles and entities filtering logic in the deconstruction planner is now independent. Selecting first entity filter switches tile mode to never when it has the default normal mode and no filters. Bugfixes Probably fixed problem with blueprint preview data not being empty when blueprint is empty. Improved layering of rocket in rocket silo, so it occludes inserter hands. ( more ) Fixed inventory consistency check failing when loading some saves. ( more ) Fixed inventory error messages in god and editor controller. ( more ) Fixed smoke might not be spawned from generator entity if its animation was too short. ( more ) Fixed underground belts and loaders would not draw half-belt with layers correctly. ( more ) Fixed localised strings in text objects created through script rendering API, would be untranslated after saving and loading. ( more ) Fixed that right-clicking blueprint book with empty blueprint being selected destroyed the whole book. Fixed that cut and copy created empty blueprint when nothing was selected with alternative selection type. Fixed that the mouse "cross" selection cursor was not present when selection tools from the blueprint library were held in the cursor. Fixed that the latency state of deconstructing using tool from library didn't take the tool settings into consideration. Fixed the alert tooltips showing all surface names in the tooltip when multiple surfaces existed. Modding Added LuaEntityPrototype::rocket_entity_prototype read. 0.18.40 Date: 01.08.2020 Bugfixes New release to fix standalone Windows version having only demo content. 0.18.39 Date: 01.08.2020 Bugfixes Fixed clearing ghost from cursor would not clear quickbar selection. ( more ) Fixed blueprint book not shrinking when the last item was destroyed. Fixed crash when Lua received event of player selecting area to deconstruct. Fixed upgrading book by item would not work while being in editor. ( more ) Fixed biters not grouping before attacking an artillery outpost. ( more ) Fixed crash related to saving blueprint which has all the entities/tiles as question marks. Fixed desync when loading blueprint shelf with modded entities. ( more ) Fixed that swapping blueprint cursor into a non transferred blueprint didn't trigger the transfer. Fixed that cycling blueprint book in the shared blueprint library could also cycle the index for other players holding the same book. Fixed that cycling book wouldn't mark blueprint storage to be resaved, so the indexes would be lost if no other changes were done. Fixed a desync when returning to a multiplayer game while the book active index was changed in a different game. ( more ) Fixed that the action to put item into a blueprint library was not based on the latency hiding state of held item, which could result into the action doing nothing when the item held was not in the server state yet. Fixed that quickbar links into items contained in blueprint books in the player inventory didn't work. Fixed that it was possible to setup empty blueprint of other player if the original player was still having the quickbar link to it. Fixed that quickbar links did work only for the main inventory of player, so it didn't work for currently equipped armor for example. Fixed that LuaInventory.insert() didn't work properly for blueprint books. ( more ) Fixed crash when reassigning blueprint with non-even snap grid size to contain rails. ( more ) Fixed crash when holding a blueprint from the blueprint library while being dead. ( more ) Fixed that the info for selecting entities to be upgraded was mentioning entities that were marked for deconstruction, even when these are ignored by the upgrade planner. Fixed that ordering deconstruction didn't cancel upgrade order. ( more ) 0.18.38 Date: 30.07.2020 Graphics Improved the blueprint grid visualisation, so it shows a rectangle instead of just the corners. Added blueprint grid visualisation when building in the world. Bugfixes Fixed cleaning ghost cursor. ( more ) Fixed crash when clicking a blueprint book upgrade slot with an upgrade planner in hand. Fixed navigating in a blueprint book item when opened directly from a quickbar. ( more ) Fixed that it was possible to put book into itself using hand->swap and clean cursor. Fixed that the hand functionality didn't work properly for gun and ammo and gave misleading error messages in some cases. Fixed "slice" property of animation definition was interpreted as dicing parameter, possibly causing large memory allocations. ( more ) Fixed that grabbing gun/ammo, swapping it with some other item in the inventory and pressing Q, gave a message of inventory full, instead of the item in cursor not being returnable to the hand location Fixed that Internal inventory stack transfer messages weren't specific enough, or not present at all. Modding Renamed sprite and animation properties for sprite dicing from "slice", "slice_x" and "slice_y" to "dice", "dice_x" and "dice_y", because "slice" collided with property of rotated animation definition used for defining spritesheet sliced into multiple files. Sprite dicing is a technique of chopping large sprite into smaller ones to improve packing in sprite atlas. Scripting Fixed a typo (per vs pre) in the on_pre_permission_group_deleted event name. 0.18.37 Date: 29.07.2020 Major Features New blueprint library GUI. Its user interface had been aligned with the way inventory works in as many ways as possible. ( https://www.factorio.com/blog/post/fff-356 ) Features Added blueprint building from the map view. Blueprints can have snapping dimensions specified. When they are built by dragging, they are only built in the grid relative to where the build started. Blueprints can have absolute map snapping specified, so the blueprints are always aligned to the global grid. Blueprint books can be inserted into blueprint books, cycling through the books works in a hierarchical way. Upgrade planners and deconstruction planners can be inserted into blueprint books and the blueprint library. Blueprint books, upgrade planners and deconstruction planners can now have custom icons specified. All blueprints tools have an editable description. Added Blueprint reassign tool. It allows to set new contents of a blueprint by world selection. All blueprint tools have a copy function. All the blueprint tools are usable directly from the blueprint library. Quickbar links to blueprint tools are persistent when moving them between library shelves and inventories. Most of the blueprint tools manipulation in the blueprint library is part of a multiplayer latency hiding. Icons on the blueprint tools and filters in the upgrade planners/deconstruction planners are preserving the original values so whenever the mods would be re-added, the original values can be restored, unless the player clears the related icons manually. Any blueprint contents that are not available due to mod removal are also kept in the blueprint persistently, so blueprints can be copied and transferred in multiplayer without losing its original data. Added downgrading feature to upgrade planner. It works on blueprints, books and also when applying in the world. Clicking an upgrade planner button in the blueprint or a book now provides a list of all available upgrade planners to be applied. Upgrade planners now also update the relevant icons of blueprints and books. Minor Features Grabbing an item from a blueprint book has the same hand item functionality as when holding an item from inventory, so it goes back to the original position when clean cursor is triggered. Gui All the blueprint tools now show all possible actions it can perform in the tooltip. Control settings search now also searches by the currently assigned key-binding. Optimizations Decreased the header size of blueprint-storage and of individual blueprints with backed up modded entities, as only the id mapping relevant to the blueprints (and whole storage) is now saved. Bugfixes Fixed that exporting blueprint didn't include the unconfirmed blueprint changes into the exported string. Fixed blueprint preview icons rendering scale when blueprint was held in cursor. Fixed that blueprint was not detecting modded data to be lost when loading unless one of the top level entities or tiles were to be lost. This means, that a blueprint with vanilla constant combinator (for example) with a modded signal will no longer silently lose the modded signals on resaving the blueprint storage when the mod is not currently active. Fixed that biters when faced with a rock might get stuck in an infinite pathfinding loop. ( more ) Fixed that clicking a technology in the research queue, holding the mouse down and moving it over the cancel button would make the cancel button flicker. ( more ) Fixed slider tooltip would show old value. ( more ) Fixed terrain particles would be spawned when walking over belts. ( more ) Fixed player movement on belts in latency state was not exactly matched with the real game state logic. ( more ) Fixed that the set-request GUI didn't respect the show-all-items setting. ( more ) Fixed that burner assembling machines could cause inserters to get stuck holding extra fuel in some cases. ( more ) Fixed noise.terrace function did not assert that constant parameters are constant. Fixed that item durability tooltips used the wrong locale key in some places. ( more ) Fixed that upgrading inserters in blueprints wouldn't preserve modded pickup/drop locations. ( more ) Fixed that exporting empty blueprint books didn't work correctly. ( more ) Fixed that the mods GUI didn't have any mod selection by default. ( more ) Fixed that positions of entities in blueprint string were not properly fixed to be aligned to grid according to our rules and centered. Fixed a crash when mods destroy the character entity during the on_gui_closed event. ( more ) Fixed a crash when canceling loading some modded saves. ( more ) Fixed that artillery turrets didn't fully use the shooting speed research. ( more ) Reduced flicker of mining drill indicator lights when zoomed out. ( more ) Fixed lua documentation for LuaGuiElement::index read. ( more ) Fixed that biters would try to attack over large distances individually instead of in groups. ( more ) Map tag edit GUI can now be confirmed with Enter key even when the textbox is not focused. ( more ) Fixed a pathfinder crash related to entities and tiles using collision layers 11 to 15. ( more ) Fixed the changelog GUI indentation. Modding Implemented compileIntoCurrentProcedure for the "if-else-chain" noise expression type. This allows non-constant values to be used as conditions. Added "modulo", "ceil" and "floor" noise expression types. Added "bitwise-and", "bitwise-or", "bitwise-xor" and "bitwise-not" noise expression types. Added "sin", "atan2" and "cos" noise expression types. Added "less-than", "less-or-equal" and "equals" noise expression types. Changed turret base_picture animation to actually play the animation. Added several properties to ExplosionPrototype to control light fading through applying a multiplier to the light's size and intensity. "light_intensity_factor_initial" (default 0), "light_intensity_factor_final" (default 0), "light_intensity_peak_start_progress" (default 0), "light_intensity_peak_end_progress" (default 0.9), "light_size_factor_initial" (default 0.05), "light_size_factor_final" (default 0.1), "light_size_peak_start_progress" (default 0.1), "light_size_peak_end_progress" (default 0.5) Scripting Added permission events: on_permission_group_edited, on_pre_permission_string_imported, on_permission_string_imported, on_per_permission_group_deleted, on_permission_group_deleted, and on_permission_group_added. Simplified the rules of entity positions aligned to grid in the blueprint. Now they have the same rules as entities in the world. 0.18.36 Date: 15.07.2020 Gui New high resolution tips and tricks images. Visual improvements to the tips and tricks GUI and the rocket silo stats GUI. Graphics New remnants for assembling machines and land mine. New visual effects for slowdown capsule. Changes Changed sorting order of items: Same items but without data are first. Descending order of Health/Ammo/Durability. Units are now affected by the 'movement_slow_down_factor' defined in their attack parameters. Slowdown capsules slowdown factor increased from 50% to 75%. Sounds Updated sounds for assembling machines 1, 2, and 3. New sounds for mining and eating fish. New sound for spitter spawner, repairing robots. New sound for throwing capsules, grenades, combat robots. Various levels adjusted including new default sound settings. Bugfixes Fixed that force.reset() wouldn't clear saved research progress. ( more ) Fixed disabling, renaming or destroying unreachable train stop would not cause repath of trains in NO_PATH to go to next station. Fixed bonuses GUI showing duplicate entries if it was open when a research finished. ( more ) Fixed auto-launch would send rocket when there were still empty slots for payload. ( more ) Fixed corruption related to sorting module inventories. Fixed logistic robots would keep trying to feed chest which has item stacks over the stack size. ( more ) Fixed entities with wire rendering disabled in entity prototype would still have wires rendered in screenshots. ( more ) Fixed upgrading mining drill would disable input fluid box if resource was depleted. ( more ) Fixed pause game control input was not working when in multiplayer. ( more ) Fixed that the RCON interface would sometimes send an extra empty reply. ( more ) Fixed that groups of enemies wouldn't be distracted by a player in a car or tank. ( more ) Fixed tank icon having accidental border. ( more ) Optimizations Improved performance of sorting inventories. Improved performance of inventory highlights. Scripting Added on_player_flushed_fluid event. Added LuaPlayer::hand_location. ( more ) 0.18.35 Date: 06.07.2020 Graphics High resolution power switch graphics. Bugfixes Entities of other forces that are mined and brought back by undo are now set to have player force upon the undo application. ( more ) Fixed a desync when unit group radius settings are changed. Fixed that the final health value in the entity damaged event was wrong. ( more ) Fixed a performance problem with the production stats GUI. ( more ) Fixed the double slider with discrete values functionality. ( more ) Fix 'Train stop names' checkbox showing tooltip with no locale entry. ( more ) Fixed rendering of pipe pictures and covers when fluid box compound covers some fluid boxes without pipe pictures or covers. ( more ) Gui Visual improvements to the bonuses GUI. Visual improvements to the tutorial list GUI. Minor Features Gps tags are now surface aware. Scripting Added on_player_clicked_gps_tag event. 0.18.34 Date: 26.06.2020 Bugfixes Fixed desync related to non-deterministic transport belt merging order when multiple merges happen in the same tick. ( more ) Fixed alignment of number input entries. Fixed that undo didn't remove deconstruction task to remove things in the way. ( more ) Fixed stray tooltip bug in the map generator window. ( more ) Fixed of saving control inputs related to mouse buttons 4+. ( more ) Fixed minor clipping issue. ( more ) Fixed that train fuel request were unreliable. ( more ) Gui Windows with item and count to be selected have count/confirm buttons disabled when item is not yet selected. Logistic request related item and count windows now have notched sliders for 0 to 10 stacks selection. Different numbers that are not multiplies of stacks can be still written into the textboxes. Added an interface option to show both crafting and logistic windows in the character screen. 0.18.33 Date: 24.06.2020 Changes Full English text proofreading and corrections. Bugfixes Fixed Trains gui listbox labels not being readable when hovered. ( more ) Fixed a crash when using LuaChunkIterator. ( more ) Fixed a desync related to placing blueprint with assembling machine with not yet researched recipe. ( more ) Gui Windows with item and count to be selected are now merged into single window and double click on the item auto-confirms the window with the default count. Windows affected are logistic request, signal selection and (debug tool)infinity count selections. Modding All mining results of resources are forced to be unlocked in the selection lists, even when recipe to create them exists as well. ( more ) Added ItemPrototypeFlags::always_show, which forces the prototype to be always visible in the selection lists regardless of related recipes. Added RecipePrototype::unlock_results bool (true by default). When set to false, the recipe doesn't unlock the item to be shown in selection lists. Added RotatedSprite::counterclockwise bool (false by default). Set to true to indicate sprites in the spritesheet are in counterclockwise order. Added CharacterPrototype::has_belt_immunity bool (false by default). Entities no longer require the order string be set when there's no item-to-place them. Added EntityPrototype::remove_decoratives. "true", "false", or "automatic". Defaults to "automatic". Added TurretPrototype::attack_target_mask and ignore_target_mask. ( more ) Changed roboport tooltip to not show robot recharge rate when the roboport has no charging slots. ( more ) Scripting Added LuaRecipePrototype::unlock_results read. 0.18.32 Date: 16.06.2020 Graphics New beacon graphics. Features Changed fluid mixing to a simpler version that only checks when manually building most things. Added a flush fluids button to the pipe, underground pipe, and storage tank entity GUIs. Gui Show only unlocked items in filter selection (inventory and quickbar) and logistic/trash requests. Other selections like signal selection/upgrade selection are not affected. New interface settings (off by default) bypasses this and allows the player to see all items as before. When selecting an element from a slot that has already value, the selected value is now going to be highlighted with the related tab (if applicable) selected. Bugfixes Fixed a few weird pixels in heat exchanger East sprites. ( more ) Fixed player mining animation had the backpack affected by the color mask. ( more ) Fixed mining drill status after disconnecting it from logistic network. ( more ) Fixed massive script time usage in Wave defense scenario after configuration changes. ( more ) Fixed that infinity GUI filters didn't list all items. Fixed issue with upgrading ghost of assembler with pipes. ( more ) Fixed new electric mining drill was missing integration layer. ( more ) Fixed crash when unit group is destroyed while its goto behavior is being updated. ( more ) Modding Changed beacon graphics definitions. Graphics are now defined in graphics_set prototype property. If graphics_set is not defined, old animation and base_picture properties will be loaded instead for limited backwards compatibility. Scripting Added LuaFluidBox::flush(). Added LuaPlayer::auto_sort_main_inventory read. 0.18.31 Date: 10.06.2020 Graphics New electric mining drill graphics. Tweaked electric mining drill icon to be a bit more colorful. Minor Features Hovering over the circuit network id in the entity circuit control window will now show a tooltip with the circuit network contents. Added experimental Color Filters graphics option to attempt to improve accessibility for color-blind players. The debug setting "show-time-usage" now 'line wraps' if it doesn't fit on screen vertically. Bugfixes Fixed crash when merging force that contained unit groups. ( more ) Fixed character preview being empty when the character is in a vehicle. Fixed script error when trying to load old PvP save games. ( more ) Fixed setting vehicle driver/passenger to an offline player would crash the game. ( more ) Fixed 4th parameter of noise.terrace function was parsed as literal number but was used as noise program register index. ( more ) Fixed an issue with modded entities having an electric output flow limit of 0. ( more ) Fixed that furnace recipe auto-selection didn't work correctly with temperature ranges. ( more ) Fixed that LuaUnitGroup could be used while in an invalid destroyed state. Fixed button for selecting signal or number would not switch from number to signal with left click. ( more ) Modding Changed mining drill graphics definitions. Graphics are now defined using working visualizations contained in graphics_set and wet_mining_graphics_set prototype properties. If graphics_set is not defined, old animations property will be loaded instead for limited backwards compatibility, but other old graphics properties will be ignored. Mods can now be loaded from directories with the name of the mod but no version number. Added color_filters to utility-constants. Input fluid box with connection set to output or input-output will not have volume forced down by recipe fluid ingredient amount. Scripting Added LuaSurface::show_clouds read/write. Added LuaPlayer::stashed_controller_type read. Added LuaBootstrap::register_on_entity_destroyed(). Added on_entity_destroyed event fired after an entity registered with LuaBootstrap::register_on_entity_destroyed() is destroyed. 0.18.30 Date: 03.06.2020 Graphics Improved 8px versions of circuits so they look better on belts when zooming out. Improved 8px versions of inserters so they retain their color better. Tweaked Steel plate and Plastic bar icons to improve contrast between them. Changes Constant combinator and infinity chest filters can now be confirmed using Enter. ( more ) Bugfixes Made grey virtual signal a bit darker to have more contrast with white virtual signal. ( more ) Fixed building entity seemingly colliding with rolling stock ghost would delete the ghost. ( more ) Fixed Tutorial campaign level 05 had non-translated train stop names. ( more ) Fixed tiny maps hanging in PvP. ( more ) Fixed Wave defense bonuses being lost when technology effects were reset. ( more ) Fixed progression block in Tutorial level 01 if you don't close the furnace GUI while smelting the iron plate. ( more ) Fixed redundant title in modded Container gui. ( more ) Fixed changelog gui not reacting properly to window resize. ( more ) Fixed premature goal completed notifications in Tutorial level 03. ( more ) Fixed transport belt madness script error when trying to handle highlight-box entities. ( more ) Fixed tightspot output chest deleting items when starting the level. ( more ) Fixed tutorial level 01 start cutscene could be zoomed with the scroll wheel causing glitchy rendering. ( more ) Fixed can_insert logic related to ammo and guns on the character entity. ( more ) Fixed crash when clearing infinity pipe filter. ( more ) Modding Added 'tank_count' to fluid wagon prototype. Allowed values are 1, 2 or 3. Default value is 3. ( more ) Scripting Added start_position and start_zoom to cutscene controller initialisation. Made final_transition_time of cutscene controller optional. If not given, the cutscene won't loop back to the start position. 0.18.29 Date: 01.06.2020 Graphics Reworked Engine unit icon. Tweaked the color of Sulfur icon. Changes Updates to mini-tutorials. New descriptions for mini-tutorial list. Features Added support to manually set several paths through the config.ini [path] file. 'saves', 'scenarios', 'mods', 'archive', and 'script-output' Bugfixes Fixed choose-elem-button filters not being respected when clicking the button with an item in hand. Scripting Added LuaEntityPrototype::grid_prototype read. 0.18.28 Date: 28.05.2020 Gui Minor visual changes and fixes to achievement and tutorial related guis. Bugfixes Fixed that changing script areas and positions through the map editor in multiplayer as the client didn't work correctly. ( more ) Fixed a crash when clearing logistic requests. ( more ) Fixed some styles being defined twice in style.lua. ( more ) Fixed follower robot count alert not showing correctly. ( more ) Fixed container gui not showing logistics filters properly in large containers. ( more ) Fixed wrong open/close sound for chemical plant. ( more ) Modding Added support to play a sound when opening dropdowns through opened_sound. Improved performance by up to 2.5x when the game needs to iterate Lua tables on the C++ side. Improved save/load performance of mod script data. Scripting Lua functions are now explicitly disallowed in the script 'global' table. Added LuaSurface::generate_with_lab_tiles read/write Added LuaEntity::mine(). 0.18.27 Date: 26.05.2020 Graphics New high resolution icons for all items. New sprites for some equipment grid items. Gui Logistic chests have a different layout. Visual improvements to the equipment grid. Minor visual improvements to most of the game GUIs. Minor layout changes to GUI of Combinators, Programmable speaker, Circuit and logistic connection windows, Rocket silo. Added a close button to most game windows. Sounds New sounds for GUI interactions. New sounds for game interactions, such as pipette, rotate entity, build ghost, mine ghost, switching gun. Updating working sounds for many entities, such as substation, roboport, combinator. New working sound for rocket silo. New sound for night vision equipment, discharge defense equipment. New tile build sounds for landfill, concrete, stone bricks and refined concrete. Changes Increased logistic filter count for requester and buffer chests from 12 to 30. Scripting Changed script.raise_event() to only allow mod-created events and specific game events. Changed script.raise_event() to validate all required fields are provided for the given event being raised. Added event filters for script raised revive, destroy, and created events. Changed event erroring so errors during raise_event are properly blamed on the mod erroring. Changed raise_event ordering to match standard event ordering. All game events that support filters now filter correctly regardless of how they're raised (raise_event or actual game event). 0.18.26 Date: 21.05.2020 Changes Crafting machines will now refund item ingredients when crafting is cancelled before finishing. Disallowed saving over autosave files or making saves that begin with '_autosave'. Bugfixes Fix tutorial description only mentioning 3 levels instead of the full 5. ( more ) Modding Changed default value of return_ingredients_on_change property of furnaces, assembling machines and rocket silo to 'true'. Added script_raised_set_tiles. Added by_player to LuaEntity::copy_settings() Added by_player to LuaEquipmentGrid::take, take_all, clear, and put. 0.18.25 Date: 19.05.2020 Features Added new tutorial campaign levels 04 and 05. ( https://www.factorio.com/blog/post/fff-347 ) Changes Added a search bar to the mod settings GUI. Bugfixes Fixed a crash when building entity ghosts that immediately get invalidated through script. Fixed that the choose-elem-button elem_type "signal" didn't show special signals. ( more ) Fixed that furnaces required module slots to be effected by beacons. ( more ) Fixed that some select-a-thing GUIs didn't have search bars. ( more ) Fixed that LuaEntity::revive({raise_revive=false}) would still raise the revive event. Fixed a crash when trying to iterate game.forces with the maximum number of forces created. ( more ) Fixed a desync related to fast-replacing modded beacons. ( more ) Fixed performance issue with initializing huge Lua arrays, that could cause loading of some modded saves take forever. ( more ) Modding Added item prototype flag "draw-logistic-overlay". Added support to play a sound when a robot deconstructs something through utility-constants "deconstruct_robot". Scripting Added on_force_reset event called when LuaForce::reset() is run. Added remove_colliding_entities and remove_colliding_decoratives parameters to LuaSurface::set_tiles(). Added LuaSurface::get_script_area, edit_script_area, add_script_area, remove_script_area, get_script_position, edit_script_position, add_script_position, remove_script_position. Added 'elem_filters' onto choose-elem-button LuaGuiElements to control what options appear in the picker GUI. Added 'crafting-category' filter to EntityPrototypeFilters. Added 'has-ingredient-fluid', 'has-ingredient-item', 'has-product-fluid', 'has-product-item' filters to RecipePrototypeFilters which can accept a nested set of FluidPrototypeFilters or ItemPrototypeFilters. Added 'place-result', 'burnt-result', 'place-as-tile', 'placed-as-equipment-result' filters to EntityPrototypeFilters which can each accept a nested set filters. Added 'name' filter to EntityPrototypeFilters, FluidPrototypeFilters, and ItemPrototypeFilters which accepts either a single name or a list of names to accept, similar to LuaSurface::find_entities_filtered. 0.18.24 Date: 12.05.2020 Bugfixes Fixed version 0.18.23 0.18.23 Date: 12.05.2020 Graphics Added player footprints and footstep visual effects. Added car and tank dust and particle trail visual effects. Changes Construction robots throw cliff explosives from afar the same as players do, instead of dropping them at the cliff. Changed rail segment visualisation colors to be more different from rail signal colors (red/green). Clicking a GUI now brings it to the front. Most noticeable when using the map editor or debug GUIs where they overlap. Bugfixes Fixed that Fast splitters were missing a piece visually in East rotation top_patch ( more ) Fixed that inserters could insert modules for recipes into module slots in some rare cases. ( more ) Fixed that robots blowing up cliffs was different than manually blowing up cliffs. ( more ) Fixed limiting cargo wagon to 0 slots would break progress visualization for full cargo and empty cargo train conditions. ( more ) Fixed teleporting player between surfaces while the player was in a map view would not invalidate tile renderer cache. ( more ) Fixed that the "use different settings per save" setting didn't work for single player games. ( more ) Fixed crash due to use-after-delete when single unit builds a base in position that does not collide with the unit. ( more ) Modding Added the Prototypes GUI (ctrl + shift + E). Added the Prototype Explorer GUI (mouse over most anything + ctrl + shift + F). Added support to play different sounds for entity ghosts depending on the size of the entity in the ghost through build_sound (for small), medium_build_sound and large_build_sound on the entity ghost prototype. Added support to play a sound when switching weapons defined through utility-sounds 'switch_gun'. Added support to play a sound when picking up items (F key) through utility-sounds 'picked_up_item'. Added optional 'turn_speed' to projectile prototypes. Scripting Added "include_fuel" field to LuaItemStack::create_blueprint. Changed LuaSurface::create_entity so it places resource entities to center of a tile as map generator would. This can be overridden by optional snap_to_tile_center parameter. ( more ) 0.18.22 Date: 30.04.2020 Graphics Added shell particle effect for the artillery shooting. Added tinted scorch marks for explosion effects. Explosions on different tile types will result in scorch marks of different colors. Changes Pressing escape/close GUI when a search field is focused only closes the search field instead of the entire GUI. Updated GUI styles for PvP configuration GUI. Unit groups will determine their collision mask based on the collision masks of their members. ( more ) Bugfixes Fixed landfill spawning under player when building landfill elsewhere. ( more ) Fixed a crash when a train recalculating path during movement is unable to reserve rail signal within movement distance. ( more ) Fixed production statistics corruption when recipe returns some but not all catalyst. ( more ) Fixed a pathfinding crash related to changing tiles in a way that affected neighbouring tiles' transitions. ( more ) Fixed that malformed data in data.raw wouldn't show the minimal-mode failure GUI. ( more ) Modding Fixed that writing to mod settings would silently ignore bad values. Added "allowed_effects" support to the lab. Added "creation_distance_orientation", "use_source_position", "height" and "vertical_speed" to particle creation parameters (related to shooting effect shell particles). Added "scorch_mark_color" to TilePrototype. Added util.remove_tile_references for easier compatibility maintenance with future game updates when removing base game tiles. Removed migration for CustomInputPrototype consuming types that were removed in 0.15.24. 0.18.21 Date: 24.04.2020 Bugfixes Fixed that the mod settings GUI was only showing hidden settings. ( more ) Fixed crash in mod updater. ( more ) 0.18.20 Date: 24.04.2020 Features Added new environmental trigger effects for grenade, artillery and nuke explosions. ( https://www.factorio.com/blog/post/fff-343 ) Added 3 level 'First steps' tutorial Campaign. ( https://www.factorio.com/blog/post/fff-342 ) Mini-tutorial improvements. Changes Moved Compilatron and Compilatron speech-bubble entities from demo to base game files. Removed Introduction Campaign. Removed Compilatron chest, Compilatron roboport, Compilatron logistic chest. Removed Tutorial/Campaign Lualib (base/lualib). Removed other campaign-only prototypes, such as styles, sprites, sounds. Bugfixes Fixed that thumbnails wouldn't show in the update-mods tab of the mods GUI. ( more ) Fixed that LuaSurface::spill_item_stacks return value didn't work correctly. ( more ) Fixed that the research progress of the current tier showed for next queued tier in the technology GUI. ( more ) Fixed that the game didn't validate modded rail-planner item type values and would crash in some cases. ( more ) Fixed that modded units with consider-tile-transitions in their collision mask would cause the pathfinder to crash. ( more ) Modding Empty layers in sprite or animation definition will yield an error now. ( more ) Added support for playing a sound when using smart-pipette. Added support for playing activate/deactivate sounds for night vision. Added support for playing a sound while an resource-style is being mined through mining_sound. Added mod-setting value "hidden" to hide mod settings from the GUI. Added 'invoke-tile-trigger' and 'destroy-decoratives' trigger effects. Added 'rotate-offsets' to the create-particle trigger effect. Added 'trigger_effect' to tiles. It is called with the 'invoke-tile-trigger' trigger effect. Added 'trigger_effect' to decoratives. It is called when the decorative is destroyed with the 'destroy-decorative' trigger effect. Scripting Added on_pre_script_inventory_resized and on_script_inventory_resized events. Added 'allow_paths_through_own_entities' and 'no_break' path finding flags. Added LuaModSettingPrototype::hidden read. Added 'to_be_deconstructed' to the options for LuaSurface::find_entities_filtered. ( more ) Added LuaGuiElement::badge_text read/write. 0.18.19 Date: 20.04.2020 Bugfixes Fixed a crash when loading saves from 0.18.12 and older while re-spawning and having personal logistics researched. ( more ) Fixed offshore pump selection box to match the new graphics. ( more ) Fixed possible performance issue related to animated trees in OpenGL rendering backend. ( more ) Fixed opening the character GUI through hotkey when the logistic tab isn't visible. ( more ) Fixed that curved rail ghosts selection didn't work quite right. ( more ) Fixed that the offshore pump would play sounds even when it wasn't doing anything. ( more ) Fixed wrong Lua docs for LuaCommandProcessor::add_command. ( more ) Fixed a desync when personal logistics is researched while a player is disconnected from the server with personal logistics disabled. ( more ) Fixed a crash when moving armors around in other players inventories in multiplayer. ( more ) Fixed a regression issue with the select-a-signal GUI related to group ordering. ( more ) Fixed that trying to load a save created from a scenario in a now disabled/removed mod would crash the game. ( more ) Fixed a crash when trying to join games through Steam when the Steam API fails to initialize. Fixed that the character corpse wasn't included in the post-player-died event 'corpses' parameter. ( more ) Fixed that trains pathfinder could create non contiguous path in case of single segment cycle with a single train stop. ( more ) Modding Added warning for empty layers in sprite or animation definition. In next release, this will become an error. ( more ) Added a check to make sure placeable_by.count isn't larger than the placeable_by.item.stack_size. ( more ) Added support to play sounds when left clicking radio buttons and checkboxes. Added ParticlePrototype::fade_away_duration and vertical_acceleration. Rolling stock entities can no longer have next_upgrade set. Added support for rotated_sound on entity prototypes. Scripting Fixed that LuaEntityPrototype::fluidbox_prototypes didn't include fluid energy source fluidbox prototypes. Added LuaEntity::productivity_bonus, pollution_bonus, speed_bonus, and consumption_bonus read. Added LuaGameScript::create_inventory() and get_script_inventories(). Added LuaInventory::destroy() and resize(). Added LuaInventory::mod_owner read. Added LuaEntityPrototype::adjacent_tile_collision_box, adjacent_tile_collision_mask, adjacent_tile_collision_test, center_collision_mask read to access new offshore pump prototype properties. Added "final-health" to the entity-damaged event. Added "final-health" to the entity-damaged event filter. Added LuaGameScript::max_force_distraction_distance, max_force_distraction_chunk_distance, max_electric_pole_supply_area_distance, max_electric_pole_connection_distance, max_beacon_supply_area_distance, max_gate_activation_distance, max_inserter_reach_distance, max_pipe_to_ground_distance, max_underground_belt_distance read. Added LuaEntity::deplete(). 0.18.18 Date: 08.04.2020 Changes Adjusted steam engine and turbine collision boxes so player can walk between two steam engines. Roboports allow exporting both logistics and robot stats at the same time. ( more ) Graphics Added offshore pump remnants. Added new dying effects for biters, spitters, worms, and spawners. Gui Added confirmation box for deleting blueprint book. Sounds New or updated sound effects include: Transport belts - new concept for these sounds. Turrets rotation sounds and fold/unfold. Weapons improved and made more powerful, e.g. submachine gun, shotgun, gun turret, vehicle machine gun, Laser and electric beam. Particles: Water splashes, Tree debris. Various mix level tweaks including the train, enemies. Attenuations (audible distance) adjusted for entities such as Pipe, Substation and Offshore Pump. New sound when walking over ore patches. Default Sound Settings Updated: Music, Game Effects and Walking sound lowered, Environment sounds and Master Level raised. Zoom audible distance and volume levels adjusted. Maximum Environment Sounds increased (edited). Bugfixes Fixed mining entity with randomized mining result amount would never return the largest defined amount. ( more ) Fixed crash when loading replay. ( more ) Fixed reading LuaPlayer::entity_copy_source when the player is dead. ( more ) Fixed that upgrading and delivering modules at the same time didn't work right. ( more ) Fixed a crash when closing the game while some GUIs are shown. ( more ) Fixed crash when setting max_group_gathering_time and min_group_gathering_time to the same value. ( more ) Fixed discharge defense equipment had the wrong sprite in the equipment grid. ( more ) Fixed that artillery wagons wouldn't show out of ammo icons. ( more ) Fixed that modded cargo wagon colors wouldn't copy correctly through blueprints. ( more ) Fixed furnaces with recipes using fluid ingredients could cause crash. ( more ) Fixed a crash when removing a player that has modded associated character entities. ( more ) Modding Furnaces now ignore off_when_no_fluid_recipe property of their fluid box definition. Fluid boxes will not be disabled based on enabled recipes. ( more ) Changed colored concrete tiles to be non-mineable. Scripting Added LuaEquipmentPrototype::automatic. Added "include_entities", "include_trains", "include_station_names", and "include_modules" fields to LuaItemStack::create_blueprint. Added LuaRoboportControlBehaviour::read_logistics and read_robot_stats Removed LuaRoboportControlBehaviour::mode_of_operations 0.18.17 Date: 27.03.2020 Bugfixes Fixed Map Generator GUI becoming larger than the screen. ( more ) Fixed Blueprint Setup GUI becoming larger than the screen. ( more ) Fixed number pad Enter would be ignored by personal logistic request setup GUI if it was bound to in-game action. ( more ) 0.18.16 Date: 25.03.2020 Graphics New water splash effects using water particles instead of an animation. New animations for leaf particles. Bugfixes Fixed the tank not being properly centered to its bounding box (graphical issue). Fixed GUI windows not drawing properly when they can't fit the screen width. ( more ) Fixed glowing Heat pipe ending sprites. ( more ) Fixed some character bonuses in bonus GUI not being printed correctly. ( more ) Fixed character GUI player color sliders not changing chat colors ( more ) Fixed that hotkeys wouldn't work while using the character logistics GUI in some cases. ( more ) Fixed a desync related to unit speed changing while part of a unit group. ( more ) Fixed some Trigger Effects not showing correct repeat count in tooltips. ( more ) Scripting Added LuaEntity::effective_speed Added LuaControl::is_flashlight_enabled The 'on_ai_command_completed' event will now fire for distraction commands. Added 'was_distracted' to the 'on_ai_command_completed' event. If true, it means the completed command was a distraction command. 0.18.15 Date: 20.03.2020 Changes ENTER key can now be used to confirm the small "Set request" pop-up windows. Bugfixes Fixed that defines.gui_type was missing some values. ( more ) Fixed tabs not changing correctly in the item select gui for train circuit/item/fluid conditions. ( more ) Fixed that deleting blueprints didn't work in some cases. ( more ) Fixed a crash related to fast-replacing character entities through mods. ( more ) Fixed that the "watch your step" achievement wouldn't show the achievement popup. ( more ) Fixed script error when starting the mini-tutorials. ( more ) Possibly fixed setting up heavily edited blueprints could drop players in multiplayer. ( more ) Fixed that the graph in statistics GUI wouldn't show some data series if the search was being used. ( more ) Scripting Serpent now uses 0 instead of nil as a placeholder in case of cyclic references. This will help prevent some specific desyncs with custom scenario or mod scripts. 0.18.14 Date: 18.03.2020 Gui The production statistics and electric network GUIs now have a new look. The kills GUI (K keyboard shortcut) has been removed. Kills statistics are now accessible as a tab in the production statistics GUI. Bugfixes Fixed an issue with nested items in items. ( more ) Fixed Character GUI missing logistics tab due to missing technology migration. ( more ) Fixed Character GUI recipes constantly scrolling up when crafting or when inventory changes. ( more ) Fixed that simple mouse click on double slider button would not set a slider as active. ( more ) Fixed that tabbing out of empty high value textfield of double slider would reset it to 0. ( more ) Scripting Removed the defines.gui_type.kills value from defines.gui_type. 0.18.13 Date: 17.03.2020 Gui The character GUI now has a new look. Personal logistics has been moved to a separate tab. Logistic requests and auto trash have been merged into one panel. Using quick inventory transfers in the player inventory of the character gui will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type. Updated the look of filter, item and circuit signal selection GUIs. Changes Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash(unlimited count), plus 30 character trash slots. Removed the restriction of not allowing to have two identical blueprints in the blueprint library or blueprint book. Allowed to delete blueprint/books/upgrade planners/deconstruction planners also when opened in other inventory. Removed the utility slots (to create blueprint, book etc) from blueprint library as it is now available directly through quick tools menu. Allowed to edit blueprints in the blueprint library the same way as when it is an item. Allowed to export blueprint books in blueprint library (it was only possible in inventory before). Allowed to choose whether train fuel should be included in a blueprint. Bugfixes Fixed that 3rd last row of 4th sheet of gun turret shooting had duplicate frame. ( more ) Fixed desync when changing recipe that was outputting large amount of fluid per crafting cycle to recipe that outputs low amount of fluid. ( more ) Fixed sprite button would not respect draw_shadow_under_picture style property. ( more ) Modding Added main_menu_background_image_location to utility constants. Scripting Removed LuaStyle::extra_padding_when_activated read/write. Added LuaStyle::extra_top_padding_when_activated, extra_bottom_padding_when_activated, extra_left_padding_when_activated and extra_right_padding_when_activated read/write. 0.18.12 Date: 10.03.2020 Bugfixes Fixed that some Lua events related to inventories would always report invalid. ( more ) 0.18.11 Date: 10.03.2020 Graphics Fixed player character shadow didn't animate in idle state when not facing north. Bugfixes Fixed that LuaEntity::splitter_filter would reject a LuaItemPrototype. ( more ) Fixed smart entity collision mode in tile editor did not work with offshore pump. ( more ) Fixed that modded shortcuts that spawned items not visible in the blueprint library didn't work. ( more ) Fixed that technology tooltips didn't show debug tooltip data the same as other tooltips. ( more ) Fixed that crafting machines would report as supporting backer names through the Lua API. ( more ) Fixed that un-researched recipes couldn't be used while in the map editor. ( more ) Fixed that the removed-content GUI didn't include some translations. ( more ) Fixed a desync related to invalid rail signal requested to be closed by circuit network. ( more ) Modding Added InserterPrototype::chases_belt_items. ( more ) Scripting Added LuaEntityPrototype::inserter_chases_belt_items read. Added surface to the selected-area events. Changed LuaSurface::spill_item_stack() to return the created entities if any. 0.18.10 Date: 03.03.2020 Graphics New offshore pump graphics. Changes Removed the sound effect from the console-only electric-energy-interface. Item localised name takes priority over place-result localised name when showing item's tooltip. ( more ) Offshore pump is now buildable on ground tile adjacent to water instead of water tile adjacent to ground. Bugfixes Fixed that the map generator GUI didn't reset to the correct defaults when changing presets. ( more ) Fixed blueprint window sizing for wide blueprints. Fixed some cases of not considering dark background icon when drawing alt mode overlay. ( more ) Fixed that burner generator idle_animation and animation could have different frame counts. Fixed icons with overlays were drawn incorrectly when used in sprite widget. ( more ) Fixed crash when loading map after removing fluid recipes with indexes. ( more ) Fixed spitters would not break from attacking an obstacle when the obstacle moved away. ( more ) Modding Added Instrument Mode to support mod development tools. Added optional burner generator prototype properties always_draw_idle_animation, performance_to_sound_speedup and min_perceived_performance. Added optional offshore pump prototype properties min_perceived_performance, adjacent_tile_collision_box, adjacent_tile_collision_mask and center_collision_mask. Changed offshore pump graphics definition. Old definition will still be accepted, but is deprecated. Scripting Added optional parameters daytime and water_tick to LuaGameScript::take_screenshot() function. 0.18.9 Date: 25.02.2020 Features Added Rocket rush scenario. ( https://factorio.com/blog/post/fff-335 ) Changes Changed Team production team joining system and cleaned up the map sets. Changed Wave defense bounty system and refactored unit spawning logic. Changed fire sticker to deal damage only once per 10 ticks. Graphics Added big scorch mark which is now used by atomic rocket and nuclear reactor meltdown. Bugfixes Fixed that fluid energy source effectivity was not shown in the tooltip. ( more ) Fixed that the default column ordering in the update-mods GUI didn't match the visual ordering. ( more ) Fixed that train could accelerate for one tick into wrong direction when train stop is disabled. ( more ) Fixed that minimap would not allow setting temporary train stop when train would have to change movement direction. ( more ) Fixed damage value in sticker tooltip was 60 times too small. Fixed icons with overlays were drawn incorrectly when used in rich text. ( more ) Fixed PvP error when DEFCON was active alongside normal labs. ( more ) Fixed that modded recipes with no products or no ingredients still showed those sections in the recipe tooltip. ( more ) Fixed that modded burner generator equipment didn't show pollution in the tooltip. ( more ) Fixed teleporting or changing the force of an entity with a control behavior that was connected to the logistic network. ( more ) Reverted optimisation that caused inserters picking up items from belts to be slower. Modding Added support to filter on-damaged trigger effects through the trigger prototype definition. Added secondary_draw_order property to simple-entity prototypes. Added StickerPrototype::damage_interval, defaults to 1. Gui Updated the window of creating/editing blueprint. Scripting Added LuaTile::surface read. Added event filtering support to on_sector_scanned and on_entity_cloned. Added "original-damage-amount", "final-damage-amount" and "damage-type" filters to the on_entity_damaged event filters. Added LuaGameScript::is_valid_sprite_path(). Removed the required argument from LuaEnity::to_be_deconstructed() because it did nothing. 0.18.8 Date: 18.02.2020 Bugfixes Fixed that setting infinity filters through script didn't update the GUI. ( more ) Fixed that dedicated server authentication didn't work when using the token option. ( more ) 0.18.7 Date: 18.02.2020 Graphics New visuals for poison capsule effect. New dying effect and remnants for flying robots. Sounds Entity destroyed alert - Sound softened and lowered in volume. Weapon sounds (WIP) - new Pistol, Submachine gun, Gun turret, Laser turret. Logistic chests open sound (WIP). Poison capsule cloud (WIP). Bugfixes Fixed that reordering heat buffers during the same tick a different heat buffer was built would leave the heat buffer state corrupted. ( more ) Fixed that entity sounds with probabilities would loop forever once they started playing. ( more ) Fixed rocket silo tooltip did not include contents of the rocket result inventory. ( more ) Fixed that styles were applied to wrong slot in a filtered train view. ( more ) Fixed that server authentication would fail if both the token and username and password were provided. ( more ) Fixed that changing inserter pickup/dropoff through mods didn't work correctly. ( more ) Fixed that combat robots had their fire resistance overwritten. ( more ) Fixed that rolling stocks were not pulled correctly when train was moving through curved rails. ( more ) Fixed that LuaEntityPrototype::burner_prototype didn't work for the burner-generator entity type. ( more ) Fixed janky construction robot flying animation during repair work. ( more ) Scripting Added optional LuaItemStack::build_blueprint raise_built. Added LuaInventory::find_empty_stack(), count_empty_stacks(), and get_insertable_count(). Added LuaEntityPrototype::heat_energy_source_prototype, fluid_energy_source_prototype, and void_energy_source_prototype read. Added LuaGameScript::encode_string() and decode_string(). Added on_player_set_quick_bar_slot. Added on_pre_player_toggled_map_editor. Removed LuaPlayer::name write. ( more ) Removed core lualib util.encode() and util.decode(). 0.18.6 Date: 11.02.2020 Bugfixes Fixed infinite loop in renderer when trying to render water reflections created by off-screen entities under some circumstances. ( more ) 0.18.5 Date: 11.02.2020 Bugfixes Fixed a crash related to multiple blocks reserved for different trains but later merged by placing a rail. ( more ) Fixed that construction robots were missing their working animation. ( more ) Fixed circuit network debug visualization text overlap. ( more ) Fixed the circuit network tooltip backgrounds didn't highlight correctly. ( more ) Fixed that script.active_mods wouldn't be accurate when loading save files in some cases. ( more ) Fixed that the sync-mods-with-save feature would try to download mods it didn't need to in some cases. ( more ) Fixed that trains pathfinder could create non contiguous path in case of single segment cycle with a junction. ( more ) Fixed possible crash when units were attacking rails with train on them. ( more ) Fixed pump would consume energy and play animation when it tried to transfer very small amount of fluid but failed to do so. ( more ) Fixed creating fire entity by trigger effect invoked by a particle would crash the game. Fixed overriding LuaSurface::brightness_visual_weight would cause light map to appear in map view. ( more ) Scripting Building entities with from items with 0 health will set the entity to 1 health instead of 0. ( more ) Added LuaGameScript::reset_time_played() which will reset the 'Time played' to 0. 0.18.4 Date: 06.02.2020 Balancing Wave defense difficulty will scale with online player count. Wave defense hard difficulty will give 50% less bounty on each kill. Sounds New sound for small explosion. Combat robots now have their own explosion sound. Shotgun has more variety so it sounds less repetitive. Vehicle impacting wooden objects (e.g chests) now sounds subtly different to crashing into trees. A few minor volume level changes including lowering the offshore pump and electric furnace. Bugfixes Fixed a crash when saving fails due to mod issues. ( more ) Fixed a crash that would happen when the player entered a vehicle when some biters were aggroed at them. ( more ) Fixed that cargo wagons built while a train is moving didn't animate the doors correctly. ( more ) Fixed an error when using modded night vision defined in zip files. ( more ) Fixed a performance issue with assembling machine result slot tooltips. ( more ) Fixed that items marked with the mod-openable flag couldn't be opened from the quickbar in some cases. ( more ) Fixed that train could fail with chain signal sequence escape maneuver when path goes multiple times through a rail segment. Possibly fixed seam on terrain at certain position and zoom level. ( more ) Fixed that sometimes wave defense would trigger victory before killing all spawners. ( more ) Scripting Fixed that writing to LuaForce::stack_inserter_capacity_bonus was limited to 200 instead of 254. Modding Changed definitions of map colors of beacons, pipes, heat pipes, roboports and steam engines, so they can be overridden by friendly_map_color. ( more ) Added ParticlePrototype::ended_on_ground_trigger_effect. Added fuel burnt results to the item tooltip. Loader remnants will pick rotation the same way as underground belts do. ( more ) 0.18.3 Date: 30.01.2020 Graphics Applied LUT color correction to new explosions. Sounds Transport belts - high frequencies reduced. Train - pitch scaling reduced and sound levels remixed (Work in Progress). Inserters lowered in level slightly (Work in Progress). Compilatron muted as it was too annoying. Removed scrollbar GUI click sound. Changes Overwriting a save file will show a confirmation if the selected save has more playtime on it than what you are about to save. ( more ) Bugfixes Fixed tile rendering would break at extremely low zoom. ( more ) Fixed dragging train schedules in the train GUI. ( more ) Fixed a crash when migrating loader entities in blueprints. ( more ) Fixed fast entity split to burner inserters. ( more ) Fixed that the pump could never reach its pumping speed of 12000/s. ( more )( more ) Fixed logistic and combat robots were missing dying explosion effect. Fixed migration of 1x1 loaders from pre-0.18 saves. It still might result in loss of items on transport lines that start on the migrated loaders. 0.18.2 Date: 28.01.2020 Graphics Improved map colors by adding specific colors to beacons, pipes, heat pipes, roboports and steam engines. Sounds New or updated sound effects include: Pump, pumpjack, boiler, heat pipe, offshore pump, substation. Logistic and construction robots, roboport. Train. Rocket takeoff sequence. Car and tank (pitch scaling adjusted to sound more natural). All transport belts, splitters, inserters, assembling machines, power switch. Added some UI sounds that were missing. Shotgun, small explosions. Entity destroyed alert. New sound tech includes: Listener position set to centre of screen by default. This will allow you to hear what you see even when in map mode. The ability to turn off the Doppler effect in Lua, used for the Substation so far. environment-audible-distance setting increased to 30 so you can hear entities a bit further away. zoom-volume-coefficient changed so you can hear more of the world when you zoom out. This will help with combat and give a greater sense of the overall factory. Bugfixes Fixed that pressing escape in some log-in screens lead to blank screen or incorrect states. ( more ) Fixed enemy walls should not render as connected to ghosts, since enemy ghosts are not visible. ( more ) Fixed undo on self-looped combinator ghosts not restoring wires. ( more ) Fixed achievement cards not showing description when descriptions are turned off in interface settings. Fixed that inserters from 0.17 save files could end up teleporting items into/from trains. ( more ) Fixed that the sync mods with save GUI wouldn't size correctly. ( more ) Fixed that thrown capsules could end up broken forever if thrown at exactly the right tick. ( more ) Fixed crash when using "create-entity" trigger effect item to create an artillery flare. ( more ) Fixed map view night LUT. ( more ) Fixed a crash that would sometimes happen when a biter, who was in previous versions of the game aggroed by a player in a car or tank, was aggroed again. ( more ) Fixed crash when joining a game through Steam without having previously logged in. Modding Migrating loaders between loader and loader-1x1 will maintain the loader type (input/output). ( more ) Scripting Added LuaSurface::create_particle(). Added LuaEntityPrototype::inserter_pickup_position and inserter_drop_position read. 0.18.1 Date: 23.01.2020 Changes Train stop at train's starting segment exit is no longer counted into penalty. ( more ) Inventory transfers mini-tutorial has been updated to feature the quickbar. Split the map editor sub-menu into more options so it's more clear when scenarios are copied and when they are edited directly. Bugfixes Fixed replay gui covering tooltips. ( more ) Fixed tooltips in statistics window not showing force modifiers. ( more ) Fixed electric mining drill was missing dying explosion. ( more ) Fixed when using OpenGL backed turret range overlay was rendered incorrectly when zoomed in. ( more ) Fixed a crash when using script.get_event_order during control.lua init. ( more ) Fixed that LuaForce::reset_technology_effects() could change the enabled/visible when disabled state. ( more ) Fixed wrong lua docs about what event(s) could be filtered. ( more ) Fixed a wrong error message related to multiplayer and migration scripts. ( more ) Fixed crash when rail with temporary train stop is removed. ( more ) Fixed crash if you attempted to ping a train wagon immediately after placing it on a multiplayer server with high latency. ( more ) Fixed that clicking the drop-down widget in the map editor script section would stop the mouse from working. ( more ) Fixed nightvision effect was applied to zoomed-to-world view sometimes. ( more ) Fixed that enemies would attack rails. ( more ) Modding Changed default value of LoaderPrototype::structure_render_layer from "transport-belt-circuit-connector" to "object", in order to be consistent with other on-belt structure sprites. ( more ) Scripting Added LuaEntity::get_damage_to_be_taken(). Added LuaSurface::brightness_visual_weights to add back ability to control darkness of the night runtime per-surface. ( more ) 0.18.0 Date: 21.01.2020 Features Steam users can now log in automatically through Steam without needing their Factorio account password. Steam users without a Factorio account can create one by providing only a username. Reworked main menu structure. Added a "Continue" button which quickly loads the latest save game. Added a "New Game" GUI that shows all the ways to play the game Added a setting to the map editor to show/hide the extra entity settings. Added a map editor GUI to edit force data modifiers. Added a PvP team option to create a moat around the starting area. Graphics Added animation to water. Added animation to trees. Added LUTs and color corrected the game sprites. Added sliders to the graphics settings to adjust brightness, contrast, and saturation. Added on damaged effects for most entities. Added specific dying explosions for most entities. Sounds New or updated sound effects include: Nuclear reactor, chemical plant, furnace, fire, burner mining drill. Tank. Mining by hand, chopping wood Roboport door, Combat robots Player footsteps. Biter and Spitter footsteps. Worm breathing, Spitters and Biters, idling and attacking. New sound features include: The ability to fade out sounds instead of a sudden stop, e.g. for the furnace. Varying the pitch of sounds to a min/max level, to add more variety. A 'Random, no repeat' feature to reduce repetition, especially on sounds that happen frequently, such as player steps. The sound for the game has also been rebalanced to highlight certain sounds and make others fade into the distance. The default sound settings have also been updated to improve this mix. Optimizations Optimized particle logic. Improved performance when side-loading transport belts. Improved performance of inserters interacting with assembling machines and furnaces. Improved performance of inserters when the circuit network turns them off. Improved performance of mining drills and inserters in general. Improved performance of burner entities. Improved performance polluting entities. Improved performance of smoke producing entities. Improved performance logistic and construction robot performance when they're flying towards their target. Improved performance of furnaces and assembling machines that use fluids. Improved heat pipe performance by 3x. Improved item request proxy performance by turning them off in 99%+ of the cases. Improved locomotive, cargo wagon, and fluid wagon performance by turning them off in 99%+ of the cases. Electric networks, fluids, and heat pipes are updated in parallel if you have enough cores. Improved script rendering performance for text and lines. Improved performance of rotated bounding boxes. Bugfixes Fixed the recipe tooltip showing negative values for some complex recipes. ( more ) Fixed graphical glitch when GUI element with blurred background got out of bounds of the screen. ( more ) Fixed hard coded English string in NPE. ( more ) Fixed potential crash in NPE when Compilatron is pointing at something that gets deleted. ( more ) Fixed issue where sometimes you couldn't move to the second area in NPE. ( more ) Fixed issue where Compilatron would sometimes tell you to build more boilers when that was not the problem. ( more ) Fixed issue where Compilatron's speech bubbles could block you from interacting with the world behind him. ( more ) Fixed items with excessively long names squashing the count label in the recipe tooltips. ( more ) Fixed accumulator charge text in statistics bouncing around because of inconsistent number of digits. ( more ) Fixed train path finding penalty when there are 2 or more trains in block. ( more ) Fixed a crash when creating trains during the player moved event that was caused by the player getting ejected from a vehicle because the vehicle died. ( more ) Fixed a crash when removing mods that had custom GUI elements. ( more ) Fixed a crash when using Lua event filters when the thing to be filtered becomes invalid. ( more ) Fixed that some turret sounds could be heard on other surfaces. ( more ) Fixed that the tooltip for the generator would not show its efficiency correctly. ( more ) Fixed a crash related to building tiles in multiplayer with some mods. ( more ) Fixed that turrets would sometimes fail to attack things that are in range. ( more ) Fixed follower robot lifetime tooltip property not taking into account following_robots_lifetime_modifier. ( more ) Fixed cliffs sometimes getting marked for deconstruction when they shouldn't have been. ( more ) Fixed inconsistent rounding in the statistics window. ( more ) Fixed a desync when setting .active=false on beacons through script. ( more ) The map will be re-charted when the mod configuration changes. ( more ) Fixed inserters sometimes not being highlighted when selecting a large modded vehicle. ( more ) Fixed a crash when entity grid would destroy itself during update. ( more ) Fixed a crash with rich text tags and dynamic images. ( more ) Fixed setting the held stack of an inserter didn't update the inserter state correctly. ( more ) Fixed tooltip alignment in some specific cases. ( more ) Fixed a crash when lua removes pipe-to-ground between entity revive and deferred pipe connection fix. ( more ) Fixed a crash when setting infinity chest filters to legacy items. ( more ) Fixed that splitters could be set to have invalid bounding boxes that would lead to corrupt saves. ( more ) Fixed word wrapping of rich text containing tag that doesn't fit given width would duplicate the tag on multiple lines. ( more ) Fixed if migrating old achievement data to Steam Cloud failed, the old file would not be deleted resulting in the same error on every startup. ( more ) Fixed train pathfinding penalty for circuit network closed rail signal was not applied in some cases. ( more ) Fixed a crash when mods would define construction robots without some sprites. ( more ) Fixed that trying to do 0 damage would still trigger the entity-damaged event. ( more ) Fixed a save corruption issue related to modded loaders with different belt_distance values. ( more ) Fixed that train would forget amount of ticks waiting at signal when doing repath. ( more ) Fixed that train pathfinder was not counting penalty of last segment length in path cost. ( more ) Fixed PvP error on configuration changed. ( more ) Fixed pump tooltip showing double pumped amount when pumping to fluid wagon. ( more ) Fixed manual ghost revive of a loader in unload mode would not work in visually matching direction. ( more ) Fixed calling LuaEntity::order_deconstruction() on item-request-proxy would corrupt the game state leading to crash. ( more ) Landfill can be placed over shallow water. Fixed that LuaEntity::color wouldn't accept "nil" to reset the color. ( more ) Fixed that train pathfinder was not counting penalty of opposite train stop at last segment. Fixed that train pathfinder was counting penalty of whole starting segment instead of only part in front of locomotive. ( more ) Fixed that train pathfinder would return single segment path even if there are shorter, multi segment ones. ( more ) Fixed technology screen not showing modifier tooltips when tooltip descriptions are disabled. ( more ) Fixed belt tooltips sometimes showing their speed in exponent format. ( more ) Modding Added UnitPrototype::light. Removed the "particle" prototype type. Added the "optimized-particle" prototype type. Added the "burner-generator" prototype type. Removed GeneratorPrototype::burner. Added the "pass_through_mouse" option to speech bubble styles. This lets mouse interactions fall through to interact with the world behind. Added optional "radius_color" property to capsule prototype. Removed EntityPrototype::emissions_per_tick, it is replaced by emissions_per_second. Removed EnergySourcePrototype::emissions_per_second_per_watt and emissions, they are replaced by emissions_per_minute. Removed TilePrototype::ageing, it is replaced by pollution_absorption_per_second. Removed ItemPrototype::stackable, primary_place_result_item and can_be_mod_opened, they were replaced by ItemPrototypeFlags "not-stackable", "primary-place-result" and "mod-openable". Added "probability" to trigger items and trigger effect items. Added "script" trigger effect item. It will call the "on_script_trigger_effect" when triggered. Added AttackParameters::rotate_penalty and AttackParameters::health_penalty. Added generic support for rendering radius visualisations on entities through radius_visualisation_specification. Changed construction robots and logistic robots sprites to be optional. Changed the loader prototype type so it has a fixed belt_distance of 0.5. Added the prototype type "loader-1x1" that has a fixed belt_distance of 0. Changed render layer of belt structures (underground belt, splitter, circuit connector) to object layer. They now have special sorting logic, so they are not rendered over player or cars. Horizontal directions of splitter sprites were separated to two sprites (for purposes of the special sorting logic). Added AttackParameters::ammo_categories. Added optional artillery projectile property "rotatable". Scenarios can now contain a description.json file. In the file "order" determines the sorting in the New Game gui; "multiplayer-compatible" determines weather the scenario is shown for multiplayer games. Added "multiplayer-compatible" to description.json file of campaigns also. Scripting Added on_unit_group_finished_gathering and on_build_base_arrived events. Added LuaRendering::bring_to_front(). Changed LuaGameScript::particle_prototypes to reference the optimized-particle type. Added LuaGuiElement::scroll_to_item() function. Renamed LuaInventory::hasbar(), getbar() and setbar() to supports_bar(), get_bar() and set_bar(). Added LuaEquipmentPrototype::attack_parameters read. Added on_script_trigger_effect event. Set lower limit of zoom parameter of LuaGameScript::take_screenshot to be 0.0315 (1 pixel per tile) instead of allowing any value greater than 0. Added LuaPlayer::get_infinity_inventory_filter(), set_infinity_inventory_filter() functions. Added LuaPlayer::remove_unfiltered_items, infinity_inventory_filters read/write. Added LuaSurface::get_entities_with_force(). Added optional "dealer" parameter to LuaEntity::damage(). Added "force" filters to the on_built_entity and on_robot_built_entity event filters. LuaSurface::min_brightness doesn't have any effect on rendering as brightness of night depends only on color LUT of night. | 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/0.18.0_-_Factorio_Wiki
Achievements
Achievements - Factorio Wiki
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Achievements - Factorio Wiki Jump to navigation Jump to search Achievements are given to the player when certain events happen or criteria is fulfilled. Some achievements are meant to make the player feel invested in the game. Others are meant to guide the player to use different strategies and optional game mechanics. Achievements are available in both the Steam and standalone versions. There are 88 achievements available: 59 in the base game, and an additional 29 when using Space Age . Contents 1 Disabling achievements 2 List of base game achievements 3 List of Space Age expansion achievements 4 History 5 See also Disabling achievements Achievement list in-game. Achievements can only be unlocked in the default game mode, called Freeplay . Any scenarios, such as the tutorial or custom scenarios disable achievements. Furthermore, using script or cheat commands in the console disables achievements, however the user will be warned about this the first time they try to run such a command. Within the freeplay game, enabling peaceful mode, enabling no enemies mode or setting enemy base frequency or size for Nauvis to anything lower than default, disables the following achievements: There is no spoon No time for chitchat Raining bullets Steam all the way Keeping your hands clean It stinks and they don't like it It stinks and they do like it Get off my lawn Work around the clock Express delivery Any other changes to map generation or using the debug modes does not disable achievements. A separate instance of achievements will be used when mods are installed and earned achievements will not register with Steam. In multiplayer, achievements can only be earned if the player has spent more than 50% of the time online. Re-enabling achievements again can be achieved by editing the binary data of a save. ( reference ) List of base game achievements The search function of a browser may be used to find a specific achievement faster. This is usually Ctrl + F | Achievement | Notes | Trivia | | | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Automate this!Build anassembling machine. | | Automate this!Build anassembling machine. | If placing an assembling machine 1 is bypassed by handcrafting and only aassembling machine 2is placed, placing that assembler willnotunlock this achievement. | | | | Automate this!Build anassembling machine. | | | | | Getting on trackBuild alocomotive. | | Getting on trackBuild alocomotive. | The locomotive must be placed onrails, not just crafted. | | | | Getting on trackBuild alocomotive. | | | | | ArachnophiliaBuild aspidertron. | | ArachnophiliaBuild aspidertron. | | Arachnophilia means "love of spiders". | | | ArachnophiliaBuild aspidertron. | | | | | Eco unfriendlyResearchoil processing. | | Eco unfriendlyResearchoil processing. | | | | | Eco unfriendlyResearchoil processing. | | | | | Steam powerStart producing electric power bysteam engine. | | Steam powerStart producing electric power bysteam engine. | | | | | Steam powerStart producing electric power bysteam engine. | | | | | Solar powerStart producing electric power bysolar panels. | | Solar powerStart producing electric power bysolar panels. | | | | | Solar powerStart producing electric power bysolar panels. | | | | | Nuclear powerStart producing electric power bynuclear powerplant. | | Nuclear powerStart producing electric power bynuclear powerplant. | | | | | Nuclear powerStart producing electric power bynuclear powerplant. | | | | | Crafting with speedCraft aspeed module 3. | | Crafting with speedCraft aspeed module 3. | | | | | Crafting with speedCraft aspeed module 3. | | | | | Crafting with efficiencyCraft anefficiency module 3. | | Crafting with efficiencyCraft anefficiency module 3. | | | | | Crafting with efficiencyCraft anefficiency module 3. | | | | | Crafting with productivityCraft aproductivity module 3. | | Crafting with productivityCraft aproductivity module 3. | | | | | Crafting with productivityCraft aproductivity module 3. | | | | | Smoke me a kipper, I'll be back for breakfastLaunch a rocket to space. | | Smoke me a kipper, I'll be back for breakfastLaunch a rocket to space. | | This line was spoken by Ace Rimmer from the British sci-fi comedy showRed Dwarf. | | | Smoke me a kipper, I'll be back for breakfastLaunch a rocket to space. | | | | | It stinks and they don't like itTrigger analienattack bypollution. | | It stinks and they don't like itTrigger analienattack bypollution. | Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. | The line "He stinks and I don't like him" was spoken by comedian Jim Norton in the 2002 film Spider-Man. It became a regular sound drop on the radio program Opie and Anthony, where Norton was third mic. | | | It stinks and they don't like itTrigger analienattack bypollution. | | | | | Automated constructionConstruct 100 machines usingrobots. | | Automated constructionConstruct 100 machines usingrobots. | | | | | Automated constructionConstruct 100 machines usingrobots. | | | | | You are doing it rightConstruct more machines usingrobotsthan manually. | | You are doing it rightConstruct more machines usingrobotsthan manually. | | | | | You are doing it rightConstruct more machines usingrobotsthan manually. | | | | | Automated cleanupDeconstruct 100 objects with theconstruction robots. | | Automated cleanupDeconstruct 100 objects with theconstruction robots. | | | | | Automated cleanupDeconstruct 100 objects with theconstruction robots. | | | | | You've got a packageSupply the character bylogistic robot. | | You've got a packageSupply the character bylogistic robot. | | | | | You've got a packageSupply the character bylogistic robot. | | | | | Delivery serviceSupply the character with 10k items delivered bylogistic robots. | | Delivery serviceSupply the character with 10k items delivered bylogistic robots. | | | | | Delivery serviceSupply the character with 10k items delivered bylogistic robots. | | | | | Trans-Factorio expressHave atrainplan a path 1,000 tiles or longer. | | Trans-Factorio expressHave atrainplan a path 1,000 tiles or longer. | | Refers to theTrans-Europ Express, an international passenger railway company that served west and central Europe from 1957 to 1995. | | | Trans-Factorio expressHave atrainplan a path 1,000 tiles or longer. | | | | | Watch your stepGet killed by a movinglocomotive. | | Watch your stepGet killed by a movinglocomotive. | | | | | Watch your stepGet killed by a movinglocomotive. | | | | | GolemSurvive a hit of 500damageor more. | | GolemSurvive a hit of 500damageor more. | It is possible to get this achievement by getting hit by a moving locomotive, while having a sufficient amount of Energy Shields. | | | | GolemSurvive a hit of 500damageor more. | | | | | Mining with determinationCompletely deplete a resource patch. | | Mining with determinationCompletely deplete a resource patch. | | | | | Mining with determinationCompletely deplete a resource patch. | | | | | Getting on track like a proBuild alocomotivewithin the first 90 minutes of the game. | | Getting on track like a proBuild alocomotivewithin the first 90 minutes of the game. | | | | | Getting on track like a proBuild alocomotivewithin the first 90 minutes of the game. | | | | | Mass production 1Produce 10kelectronic circuits. | | Mass production 1Produce 10kelectronic circuits. | | | | | Mass production 1Produce 10kelectronic circuits. | | | | | Mass production 2Produce 1Melectronic circuits. | | Mass production 2Produce 1Melectronic circuits. | | | | | Mass production 2Produce 1Melectronic circuits. | | | | | Mass production 3Produce 20Melectronic circuits. | | Mass production 3Produce 20Melectronic circuits. | | | | | Mass production 3Produce 20Melectronic circuits. | | | | | Circuit veteran 1Produce 1.0kadvanced circuitsper hour. | | Circuit veteran 1Produce 1.0kadvanced circuitsper hour. | | | | | Circuit veteran 1Produce 1.0kadvanced circuitsper hour. | | | | | Circuit veteran 2Produce 10kadvanced circuitsper hour. | | Circuit veteran 2Produce 10kadvanced circuitsper hour. | | | | | Circuit veteran 2Produce 10kadvanced circuitsper hour. | | | | | Circuit veteran 3Produce 25kadvanced circuitsper hour. | | Circuit veteran 3Produce 25kadvanced circuitsper hour. | | | | | Circuit veteran 3Produce 25kadvanced circuitsper hour. | | | | | Computer age 1Produce 500processing unitsper hour. | | Computer age 1Produce 500processing unitsper hour. | | | | | Computer age 1Produce 500processing unitsper hour. | | | | | Computer age 2Produce 1.0kprocessing unitsper hour. | | Computer age 2Produce 1.0kprocessing unitsper hour. | | | | | Computer age 2Produce 1.0kprocessing unitsper hour. | | | | | Computer age 3Produce 5kprocessing unitsper hour. | | Computer age 3Produce 5kprocessing unitsper hour. | | | | | Computer age 3Produce 5kprocessing unitsper hour. | | | | | Iron throne 1Produce 20kiron platesper hour. | | Iron throne 1Produce 20kiron platesper hour. | | These three achievements refer to the Iron Throne, a large throne in the fantasy novel seriesA Song of Ice and Firemade from many swords fused together with dragonfire. | | | Iron throne 1Produce 20kiron platesper hour. | | | | | Iron throne 2Produce 200kiron platesper hour. | | Iron throne 2Produce 200kiron platesper hour. | | | | | Iron throne 2Produce 200kiron platesper hour. | | | | | Iron throne 3Produce 400kiron platesper hour. | | Iron throne 3Produce 400kiron platesper hour. | | | | | Iron throne 3Produce 400kiron platesper hour. | | | | | SolarisProduce more than 10 GJ per hour using onlysolar panels. | | SolarisProduce more than 10 GJ per hour using onlysolar panels. | The electric network may not have any electricity producers besides solar panels connected to it. | Solarisis a 1961 philosophical sci-fi novel written by Stanisล‚aw Lem, and a Unix-based computer operating system. | | | SolarisProduce more than 10 GJ per hour using onlysolar panels. | | | | | Research with automationResearch a technology usingautomation science packs. | | Research with automationResearch a technology usingautomation science packs. | | | | | Research with automationResearch a technology usingautomation science packs. | | | | | Research with logisticsResearch a technology usinglogistic science packs. | | Research with logisticsResearch a technology usinglogistic science packs. | | | | | Research with logisticsResearch a technology usinglogistic science packs. | | | | | Research with chemicalsResearch a technology usingchemical science packs. | | Research with chemicalsResearch a technology usingchemical science packs. | | | | | Research with chemicalsResearch a technology usingchemical science packs. | | | | | Research with militaryResearch a technology usingmilitary science packs. | | Research with militaryResearch a technology usingmilitary science packs. | | | | | Research with militaryResearch a technology usingmilitary science packs. | | | | | Research with productionResearch a technology usingproduction science packs. | | Research with productionResearch a technology usingproduction science packs. | | | | | Research with productionResearch a technology usingproduction science packs. | | | | | Research with utilityResearch a technology usingutility science packs. | | Research with utilityResearch a technology usingutility science packs. | | | | | Research with utilityResearch a technology usingutility science packs. | | | | | Research with spaceResearch a technology usingspace science packs. | | Research with spaceResearch a technology usingspace science packs. | | | | | Research with spaceResearch a technology usingspace science packs. | | | | | Tech maniacResearch alltechnologies. | | Tech maniacResearch alltechnologies. | Completing infinite technologies of any level is not required. All non-infinite levels of technologies that have infinite continuations are still required (for example, it requires only first 6 levels ofphysical projectile damage). The achievement's condition is checked when any technology (finite or infinite) is researched. | | | | Tech maniacResearch alltechnologies. | | | | | Pest controlDestroy a biterspawner. | | Pest controlDestroy a biterspawner. | | | | | Pest controlDestroy a biterspawner. | | | | | SteamrolledDestroy 10spawnersby impact. | | SteamrolledDestroy 10spawnersby impact. | | 'Steamroll' generally refers to a multiplayer match in which one team is performing significantly better than the other. | | | SteamrolledDestroy 10spawnersby impact. | | | | | PyromaniacDestroy 10ktreeswith fire. | | PyromaniacDestroy 10ktreeswith fire. | | | | | PyromaniacDestroy 10ktreeswith fire. | | | | | Run Forrest, runDestroy 100treesby impact. | | Run Forrest, runDestroy 100treesby impact. | | This line was spoken by Jenny Curran in the 1994 drama filmForrest Gump. | | | Run Forrest, runDestroy 100treesby impact. | | | | | TerraformerDestroy acliff. | | TerraformerDestroy acliff. | | | | | TerraformerDestroy acliff. | | | | | I am the destroyer of worldsUse anatomic bomb. | | I am the destroyer of worldsUse anatomic bomb. | | A variation of a quote from physicist J. Robert Oppenheimer upon his invention of the atomic bomb. | | | I am the destroyer of worldsUse anatomic bomb. | | | | | MinionsHave 100combat robotsor more following you. | | MinionsHave 100combat robotsor more following you. | This achievement requires follower robot count level 11 for a total of 100 robots. 6 rocket launches are needed to obtain the space science packs to get to and research level 11. | | | | MinionsHave 100combat robotsor more following you. | | | | | Art of siegeDestroy an enemy structure usingartillery. | | Art of siegeDestroy an enemy structure usingartillery. | | | | | Art of siegeDestroy an enemy structure usingartillery. | | | | | Keeping your hands cleanDestroy your first enemy structure usingartillery. | | Keeping your hands cleanDestroy your first enemy structure usingartillery. | This achievement becomes disabled if you manually destroy an enemy structure before destroying one using artillery. Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. | | | | Keeping your hands cleanDestroy your first enemy structure usingartillery. | | | | | Lazy bastardLaunch a rocket to space while manually crafting no more than 111 items. | | Lazy bastardLaunch a rocket to space while manually crafting no more than 111 items. | In multiplayer, the crafts of all players are counted towards this achievement. The minimum amount of items crafted by hand is 101 if the player uses the stone furnace in the starting inventory to craft the boiler necessary to power a lab for theautomation (research). | | | | Lazy bastardLaunch a rocket to space while manually crafting no more than 111 items. | | | | | Steam all the wayLaunch a rocket to space without building anysolar panels. | | Steam all the wayLaunch a rocket to space without building anysolar panels. | Onlyplacingsolar panels breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. | | | | Steam all the wayLaunch a rocket to space without building anysolar panels. | | | | | Raining bulletsLaunch a rocket to space without building anylaser turrets. | | Raining bulletsLaunch a rocket to space without building anylaser turrets. | Onlyplacinglaser turrets breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. | | | | Raining bulletsLaunch a rocket to space without building anylaser turrets. | | | | | Logistic network embargoFinish research withspace science packfor the base game or anyplanetary science packforSpace Agewithout building anyactive provider,buffer, orrequester chests. | | Logistic network embargoFinish research withspace science packfor the base game or anyplanetary science packforSpace Agewithout building anyactive provider,buffer, orrequester chests. | | | | | Logistic network embargoFinish research withspace science packfor the base game or anyplanetary science packforSpace Agewithout building anyactive provider,buffer, orrequester chests. | | | | | No time for chitchatLaunch a rocket to space within 15 hours. | | No time for chitchatLaunch a rocket to space within 15 hours. | Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. | | | | No time for chitchatLaunch a rocket to space within 15 hours. | | | | | There is no spoonLaunch a rocket to space within 8 hours. | | There is no spoonLaunch a rocket to space within 8 hours. | Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. | This line was spoken by Spoon Boy in the 1999 sci-fi action filmThe Matrix. | | | There is no spoonLaunch a rocket to space within 8 hours. | | | | | So long and thanks for all the fish | | So long and thanks for all the fish | Spoiler! Click to view.Send araw fishinto space viarocket. | The last message left by the dolphins before leaving Earth inThe Hitchhiker's Guide to the Galaxy. Also the name of the fourth book in the series. | | | So long and thanks for all the fish | | | | List of Space Age expansion achievements | Achievement | Notes | Trivia | | | | ----------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fusion powerStart producing electric power byfusion powerplant. | | Fusion powerStart producing electric power byfusion powerplant. | | | | | Fusion powerStart producing electric power byfusion powerplant. | | | | | Reach for the starsCreate aspace platform. | | Reach for the starsCreate aspace platform. | | | | | Reach for the starsCreate aspace platform. | | | | | Visit FulgoraTravel to planetFulgora. | | Visit FulgoraTravel to planetFulgora. | | | | | Visit FulgoraTravel to planetFulgora. | | | | | Visit GlebaTravel to planetGleba. | | Visit GlebaTravel to planetGleba. | | | | | Visit GlebaTravel to planetGleba. | | | | | Visit VulcanusTravel to planetVulcanus. | | Visit VulcanusTravel to planetVulcanus. | | | | | Visit VulcanusTravel to planetVulcanus. | | | | | Visit AquiloTravel to planetAquilo. | | Visit AquiloTravel to planetAquilo. | | | | | Visit AquiloTravel to planetAquilo. | | | | | Make it betterInsert a quality module into a module slot. | | Make it betterInsert a quality module into a module slot. | | | | | Make it betterInsert a quality module into a module slot. | | | | | Crafting with qualityCraft aquality module 3. | | Crafting with qualityCraft aquality module 3. | | | | | Crafting with qualityCraft aquality module 3. | | | | | Second star to the right and straight on till morningFinish the game. | | Second star to the right and straight on till morningFinish the game. | Spoiler! Click to view.Travel to or past the Solar System Edge. | The directions to the island of Never Land, as told in the various adaptations of the character Peter PanAlso the last order Captain Kirk gives to the Enterprise inStar Trek VI: The Undiscovered Country | | | Second star to the right and straight on till morningFinish the game. | | | | | It stinks and they do like itAttract a group ofpentapodsusing spores. | | It stinks and they do like itAttract a group ofpentapodsusing spores. | Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.Spores are affected by the pollution map settings, disabling pollution when generating the map will prevent you from earning this achievement. | | | | It stinks and they do like itAttract a group ofpentapodsusing spores. | | | | | Get off my lawnDisturb ademolisherby building on its territory. | | Get off my lawnDisturb ademolisherby building on its territory. | Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. | Quote from Gran Torino movie. | | | Get off my lawnDisturb ademolisherby building on its territory. | | | | | Going to shattered planet 1Travel 10 000 km towards theshattered planet. | | Going to shattered planet 1Travel 10 000 km towards theshattered planet. | | | | | Going to shattered planet 1Travel 10 000 km towards theshattered planet. | | | | | Going to shattered planet 2Travel 30 000 km towards theshattered planet. | | Going to shattered planet 2Travel 30 000 km towards theshattered planet. | | | | | Going to shattered planet 2Travel 30 000 km towards theshattered planet. | | | | | Going to shattered planet 3Travel 60 000 km towards theshattered planet. | | Going to shattered planet 3Travel 60 000 km towards theshattered planet. | | | | | Going to shattered planet 3Travel 60 000 km towards theshattered planet. | | | | | Research with metallurgicsResearch a technology usingmetallurgic science packs. | | Research with metallurgicsResearch a technology usingmetallurgic science packs. | | | | | Research with metallurgicsResearch a technology usingmetallurgic science packs. | | | | | Research with agricultureResearch a technology usingagricultural science packs. | | Research with agricultureResearch a technology usingagricultural science packs. | | | | | Research with agricultureResearch a technology usingagricultural science packs. | | | | | Research with electromagneticsResearch a technology usingelectromagnetic science packs. | | Research with electromagneticsResearch a technology usingelectromagnetic science packs. | | | | | Research with electromagneticsResearch a technology usingelectromagnetic science packs. | | | | | Research with cryogenicsResearch a technology usingcryogenic science packs. | | Research with cryogenicsResearch a technology usingcryogenic science packs. | | | | | Research with cryogenicsResearch a technology usingcryogenic science packs. | | | | | Research with promethiumResearch a technology usingpromethium science packs. | | Research with promethiumResearch a technology usingpromethium science packs. | | | | | Research with promethiumResearch a technology usingpromethium science packs. | | | | | Rush to spaceResearch a technology using anotherplanet's science packbefore unlockingproductionorutility science packs. | | Rush to spaceResearch a technology using anotherplanet's science packbefore unlockingproductionorutility science packs. | This achievement becomes disabled if you finish researchingproduction scienceorutility science | | | | Rush to spaceResearch a technology using anotherplanet's science packbefore unlockingproductionorutility science packs. | | | | | If it bleeds, we can kill itKill a smalldemolisher. | | If it bleeds, we can kill itKill a smalldemolisher. | | Arnold Schwarzenegger quote from Predator (1987) movie. | | | If it bleeds, we can kill itKill a smalldemolisher. | | | | | We need bigger gunsKill a mediumdemolisher. | | We need bigger gunsKill a mediumdemolisher. | | Quote from Split Second movie. | | | We need bigger gunsKill a mediumdemolisher. | | | | | Size doesn't matterKill a bigdemolisher. | | Size doesn't matterKill a bigdemolisher. | | Wink wink. | | | Size doesn't matterKill a bigdemolisher. | | | | | Look at my shiny rare armorEquip rare or better quality ofpower armor MK2ormech armor. | | Look at my shiny rare armorEquip rare or better quality ofpower armor MK2ormech armor. | | | | | Look at my shiny rare armorEquip rare or better quality ofpower armor MK2ormech armor. | | | | | Today's fish is trout a la cremeEat a legendary fish. | | Today's fish is trout a la cremeEat a legendary fish. | | This line was spoken by a machine dispensing said fish in the British sci-fi comedy showRed Dwarf. | | | Today's fish is trout a la cremeEat a legendary fish. | | | | | My modules are legendaryCraft a legendaryquality module 3. | | My modules are legendaryCraft a legendaryquality module 3. | | | | | My modules are legendaryCraft a legendaryquality module 3. | | | | | No room for moreFill every tile of legendarymech armorwith legendary equipment. | | No room for moreFill every tile of legendarymech armorwith legendary equipment. | | | | | No room for moreFill every tile of legendarymech armorwith legendary equipment. | | | | | Work around the clockFinish the game within 100 hours. | | Work around the clockFinish the game within 100 hours. | Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.Spoiler! Click to view.Travel to or past the Solar System Edge. | | | | Work around the clockFinish the game within 100 hours. | | | | | Express deliveryFinish the game within 40 hours. | | Express deliveryFinish the game within 40 hours. | Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.Spoiler! Click to view.Travel to or past the Solar System Edge. | | | | Express deliveryFinish the game within 40 hours. | | | | History 2.0.31 : Disabled achievements "It stinks and they don't like it", "It stinks and they do like it", and "Get off my lawn" in peaceful mode and no enemies mode. 2.0.9 : Logistic network embargo achievement now have different condition for base game and space age . 2.0.7 : Added new achievements. 0.13.0 : Introduced. See also Console Friday Facts #125 - Achievements
wiki
https://wiki.factorio.com/Achievements_-_Factorio_Wiki
Filter_inserter
Filter inserter - Factorio Wiki
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Filter inserter - Factorio Wiki Jump to navigation Jump to search | | | ---------------------------------------------------------------------------------------------------------------------------------- | | 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+1โ†’1 | 0.5+4+1โ†’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 | 1ร—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
Stone_wall
Wall - Factorio Wiki
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Wall - Factorio Wiki Jump to navigation Jump to search | | Wall | Edit | | | ---- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------------------------------------------------------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+5โ†’1 | 0.5+5โ†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 0.5+5 | 0.5+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 | 100 | | | | | | | | | | | | | | Dimensions | 1ร—1 | | | | | | | | | | | | | | Mining time | 0.2 | | | | | | | | | | | | | | Prototype type | wall | | | | | | | | | | | | | | Internal name | stone-wall | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Walls are a defensive structure that prevents both the player and enemies from passing. They can be used to shield turrets so they will be able to fight enemies longer without being destroyed, and can be used to protect parts of the factory from enemies. Although walls have less health than most defensive structures, their high damage resistance means it will take longer for enemies to destroy them. Gates can be constructed to allow the player to pass through walls. Gates share the same health and resistances as walls and automatically close for enemies if not connected to the circuit network , so no defensive power is lost. Walls only block melee attacks, projectile attacks go over them. However, big and behemoth biters can attack 2 tiles away, meaning they can hit structures directly behind a single layer of walls. To prevent this, structures can be moved further back from the walls or a second layer of walls can be added. Despite their applications as a defensive measure, walls are not considered a military unit and structure ; this is important for understanding the behavior of enemies regarding walls. If they are attempting to attack something and the wall obstructs their path, they will attack the wall to destroy it and clear the way. However, if they have already been aggro'd by a turret or the player, enemies will more actively pursue their aggressor and not necessarily attack walls between them. This allows the player to stall enemies more efficiently by building walls in a manner that disrupts their pathing without entirely obstructing it. However, if their pathing is disrupted enough, they will still resort to attacking the wall to remove the obstruction, thus long sections of wall that enemies will chew through may be less effective than shorter segments that force them to go around. Placing walls in four adjacent tiles forming a square will cause the inner space to be filled. This is only a visual property, the health and the rest of the properties of the walls are not affected. History 0.15.0 : Doubled stack size of walls, to 100. Walls with gates now can accept any signal type. 0.13.5 : Increased the collision box of walls slightly. 0.11.17 : Now cannot be teleported. 0.11.2 : Walls and gates are now fast replaceable. 0.11.0 : Stone walls now need Research to unlock. 0.10.2 : Repair speed is twice as fast. 0.10.0 : Changed collision box logic. It is possible to walk between diagonal walls now, but not when connected. 0.7.5 : Doubled the stack size of walls. 0.7.1 : Walls now leave remnants when destroyed. 0.7.0 : Increased wall health from 200 to 350. 0.4.0 : Added textures for a single piece of wall. 0.3.0 : Introduced See also Enemies Gate | 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/Wall_-_Factorio_Wiki
Artillery_shell_shooting_speed_(research)
Artillery shell shooting speed (research) - Factorio Wiki
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Artillery shell shooting speed (research) - Factorio Wiki Jump to navigation Jump to search | | Artillery shell shooting speed (research) | Edit | | | ----------------------------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | ----------------------- | | 60111111โœ–2000 | 60111111โœ–2000 | | Prototype type | technology | | Internal name | artillery-shell-speed-1 | | Required technologies | Required technologies | | | | | Allows | Allows | | 2-โˆž | 2-โˆž | | Cost | Cost | | --------------------- | ----------------------- | | 601111111โœ–1000 | 601111111โœ–1000 | | Prototype type | technology | | Internal name | artillery-shell-speed-1 | | Required technologies | Required technologies | | | | | Allows | Allows | | 2-โˆž | 2-โˆž | The Artillery shell shooting speed (research) allows to infinitely increase the shooting speed of artillery . | Technology | Cost | Effects | | --------------------------------- | ------------------------------------------------------------------------------------------- | -------------- | | 1Artillery shell shooting speed 1 | 60111111X1000 ร— 3(Level-1)+ 1000(eg. 2000 for level 1, 4000 for level 2, 10000 for level 3) | 100% per level | With the Space Age mod enabled, it requires Metallurgic science pack but is otherwise much cheaper. Its effect is unchanged. | Technology | Cost | Effects | | --------------------------------- | ------------------------------------------------------------------------------------------- | -------------- | | 1Artillery shell shooting speed 1 | 601111111X1000 ร— 2(Level-1)+ 1000(eg. 1000 for level 1, 2000 for level 2, 4000 for level 3) | 100% per level | See also Research Technologies Artillery shell range | 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/Artillery_shell_shooting_speed_(research)_-_Factorio_Wiki
Copper_bacteria
Copper bacteria - Factorio Wiki
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Copper bacteria - Factorio Wiki Jump to navigation Jump to search | | Copper bacteria | Edit | | | --------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------- | -------------------------- | | ------ | | -- | | ------ | | ------ | | ------ | | ------ | | 1+3โ†’0.1+1 | 1+3โ†’0.1+1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 1+3 | 1+3 | | | | | | | | | | | | | | 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 | copper-bacteria | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. Copper bacteria is an item that can be harvested from copper stromatolites and produced or cultivated in biochambers . It spoils quickly, creating copper ore . It is the only source of copper on Gleba , and bacteria cannot be produced on other planets. Alternative recipes | Process | Input | Output | Made in | Required technology | Crafted only on | | --------------------------- | ----- | ------ | ------- | ------------------------------- | --------------- | | Copper bacteria cultivation | 4+1+1 | 4 | | Bacteria cultivation (research) | | Productivity outputs for bacteria cultivation are 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 Iron 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/Copper_bacteria_-_Factorio_Wiki
Nuclear_power
Power production - Factorio Wiki
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Power production - Factorio Wiki Jump to navigation Jump to search Electricity has to be produced before it can be transferred to consumers over the electric system . There are multiple methods to produce electricity: Contents 1 Steam engine power 2 Solar panels and accumulators 2.1 Optimal ratio 2.2 Calculations 2.3 Vulcanus 2.4 See also 3 Nuclear power 4 Heating tower 5 Lightning power 6 Fusion power 6.1 Ratio calculations 7 Ensuring enough energy is produced Steam engine power Each steam engine needs 0.5 boilers when running at full capacity. One offshore pump can supply 200 boilers and 400 steam engines. The above ratio can be calculated from information available in-game: One boiler consumes 1.8MW of fuel and produces energy stored in steam at 100% efficiency. One steam engine consumes 900kW (0.9MW) of energy stored in steam, so each boiler can supply 2 steam engines: 1 . 8 0 . 9 = 2 . One boiler consumes 6 units of water to produce 60 units of steam per second, one steam engine consumes 30 steam per second (3 units of water) and one offshore pump produces 1200 water per second, so each offshore pump produces enough water to supply 200 boilers: 1 2 0 0 6 = 2 0 0 . Two steam engines per boiler gives us 400. This produces the 1:200:400 ratio. A possible setup. Solar panels and accumulators Optimal ratio The optimal ratio is 0.84 (21:25) accumulators per solar panel , and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). This means that you need 1.428 MW of production (of solar panels) and 100MJ of storage to provide 1 MW of power over one day-night cycle. A "close enough" ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 2 extra solar panels, which is negligible but remember that the difference between the "close enough" ratio and the optimal ratio increases as you add more solar panels). This is taken from Accumulator / Solar Panel Ratio (which calculates this in an impressive mathematical way!) and another post in that thread (which calculates the solar panel to megawatt ratio in a different way). A small 9x9 setup demonstrating the 20:24 "close enough" ratio above. Calculations The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a day , and the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations. In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. This ratio is A c c u m u l a t o r s S o l a r P a n e l s = ( d a y + d a w n ) g a m e d a y โ‹… ( n i g h t + d a w n โ‹… ( d a y + d a w n ) g a m e d a y ) โ‹… S o l a r P o w e r A c c u m u l a t o r E n e r g y which, given the default time lengths of: day = 12500/60 s; dawn or dusk = 5000/60 s; night = 2500/60 s, and the default: Solar_power = 60 kW; Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but not the length of days, a simplified version of this equation can be used. Accumulators / Solar_panels = 70 s ร— Solar_power / Accumulator_energy This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the only effect the mod has on the game is it changes the total length of one day, without changing the ratio of duskย : dayย : dawnย : night, then the equation can be simplified as Accumulators / Solar_panels = 0.002016 /s ร— game_day where game_day is the number of seconds in the game day which is 25000/60 s by default. Vulcanus In Space Age, the day/night cycle on Vulcanus is 90 seconds with each phase of that cycle proportionally smaller: day = 45 s; dawn or dusk = 18 s; night = 9 s. The formula above simplifies to: Accumulators / Solar_panels = 15.2 s ร— Solar_power / Accumulator_energy Additionally, solar power production in Vulcanus atmosphere is 400% of that of Nauvis. With normal quality solar panels and accumulators, the ratio is 0.72576 accumulator per solar panel. 3 accumulators per 4 panel is pretty close. See also Perfectly optimal solar network (Factorio forums) Solar ratios (Factorio forums) 1 solar panel produces 42KW after factoring in the night (Factorio forums) Day-Night cycle times in Space Age and Solar Power (Factorio forums) Solar Power in Space Age - Definitive Ratios for Planets, Qualities and Throughput-Limits (Factorio forums) Nuclear power Uranium processing for nuclear power. See also: Tutorial:Nuclear power In general, nuclear power is produced by the following production chain: Uranium ore is mined and processed to uranium-235 and uranium-238 , then uranium fuel cells are created from the two. These fuel cells are then burned in a nuclear reactor to create heat. The heat can be used to convert water to steam using a heat exchanger and the steam can be consumed by steam turbines to produce power. A reactor without neighbor bonus needs 4 heat exchangers so that all its heat gets consumed. For each 100% neighbor bonus, the reactor needs 4 more heat exchangers. | Ideal Ratio | Simple Ratio | Building | | ----------- | ------------ | -------------- | | 2 | 1 | Offshore pump | | 233 | 116 | Heat exchanger | | 400 | 200 | Steam turbine | Heating tower The Heating tower , initially researched on Gleba , is an alternate source of heat for Heat pipes and Heat exchangers . Unlike nuclear reactors, heating towers are traditional burner devices , burning standard fuels . Heating towers burn fuel, extracting 16MW of power from the fuel. However, because they have 250% efficiency, they generate 40MW of heat from the fuel. Like a nuclear reactor, the heat must be transferred to heat exchangers to generate useful electricity. Since they use the same fuel, but can produce 2.5x the energy from it, one can think of a heating tower as a boiler "Mk 2". A single heating tower can produce the same power output as a single nuclear reactor. However, they do not get neighbor bonuses the way reactors do. As such, the ratio of heating towers to exchangers is always 1:4. Like reactors, they have a maximum temperature of 1000 C. And also like reactors, they will continue to burn fuel even after they reach their maximum temperature. This gives them a secondary use as a quick way to dispose of unwanted burnable materials, such as excess fruit products/ spoilage on Gleba or excess solid fuel on Fulgora . Note that heating towers produce less pollution per MW of power produced than boilers. Boilers produce 3.6MW of power per pollution generated, while heating towers produce 24 MW per pollution. Lightning power On Fulgora, when a lightning rod or lightning collector is struck by lightning, it becomes a short-lived source of electrical power. The way it works is as follows. A single lightning bolt contains 1 GJ of energy. Rods and collectors can collect some portion of this energy and supply it to their connected grid. A rod/collector has an energy capacity as well as an efficiency value (the latter varies by quality ). The efficiency value determines the percentage of the 1 GJ of energy contained in the bolt which will be stored by the rod/collector. If the energy absorbed from lightning exceeds the storage capacity of the rod, the excess is lost. A normal quality rod has 20% efficiency, so a single bolt will charge the collector by 20% of 1,000 MJ, or 200 MJ. A normal quality collector, with an efficiency of 40%, will store 400 MJ. Rods/collectors have a discharge rate of 150 MW. When they have stored energy, they will supply all the demands of the attached Electric system . This will provide power to any buildings in the same electrical system as the rod/collector, including accumulators . In addition, 150 MJ per second (2.5 MJ/tick) will be lost, unable to be used for anything. So lightning power is a "use it or lose it" arrangement. A normal quality lightning rod struck by a single bolt will only generate power for a maximum of 1.33 seconds. A normal quality lightning collector will generate power for a maximum of 2.67 seconds. The principle advantages of collectors is the larger range for lightning strikes and their longer discharge times. The key to taking advantage of this is to use accumulators. But because accumulators have a low charge speed compared to the rod/collectors' drains (0.3 MW at normal quality vs. 150MW), storing a significant fraction of the energy from a single bolt of lightning is not generally feasible. For a single lightning rod struck by a single bolt of lightning, 125 normal accumulators will draw 37.5 MW for just over 1 second, storing 40 MJ of the 200 MJ captured by the rod. The other 160 MJ are lost to the rodโ€™s internal drain. 500 accumulators will store 100 MJ in 0.67 seconds, and 1,000 accumulators store 135 MJ in just under 0.5 seconds. To capture all the energy available in a lightning strike, the network must be able to absorb all the energy in a single tick: 12 GW for a normal rod, up to 60 GW for a legendary collector. Do note that 500 normal quality accumulators cannot fit in the area protected by a single lightning collector, let alone the smaller area of a lightning rod. Fusion power Fusion power requires the production of two ingredients to function: fusion power cells and fluoroketone (cold) . Both can only be produced on Aquilo using the planet's exclusive fluid resources, and holmium plates imported from Fulgora . Fusion reactors consume the power cells, cold fluoroketone, and electricity to produce plasma . The plasma is fed into fusion generators which produce electricity and fluoroketone (hot) . The hot fluoroketone must then be fed into a cryogenic plant to cool it back down, which can produce an self-sustaining loop. However, as the reactors require electricity (10 mW) to generate plasma, there must be some other power source already on the network to jump-start the system. After that, even a single fusion generator will create enough power to sustain the reactor. Because the fluids which produce the power cells and hot fluoroketone cannot be barrelled , production of them is confined to Aquilo. However, as the cold fluoroketone can be barreled, it and the power cells can be shipped to other planets with relative ease. Ratio calculations Fusion reactors produce plasma at a base temperature of 1 . 0 M โˆ˜ C . Each directly connected reactor adds an additional 1 . 0 M โˆ˜ C to the maximum achievable plasma temperature. The actual plasma temperature depends on the neighbor bonuses, which are determined by the arrangement of reactors and their current plasma production rate. For example, if a reactor produces plasma at its maximum rate, all reactors connected to this reactor receive a 100% neighbor bonus. The temperature used by generators is the average plasma temperature of all reactors in the setup. The optimal ratio of fusion reactors to generators can be calculated in a single step: G = ( R + N ) โ‹… P O P C where: G is the optimal number of fusion generators for the given reactor setup R is the number of fusion reactors N is the sum of the neighbor bonuses of all reactors (expressed as an integer) P O is the maximum plasma output of a reactor P C is the maximum plasma consumption of a generator Thus, the optimal reactor-to-generator ratio is R : G If the fusion reactors and generators have the same quality tier (e.g. normal), then the formula simplifies to: G = 2 โ‹… ( R + N ) Note : This formula applies to all quality tiers and mixed setups where reactors and generators share the same quality tier respectively. Initially, a not fully utilized fusion power setup will produce plasma at a lower temperature than what is possible. As more power is needed, more plasma is produced, and therefore the neighbor bonuses rise. With rising neighbor bonuses, the resulting plasma temperature also increases, resulting in more efficient plasma usage. This cycle continues until the setup reaches its maximum plasma temperature, allowing it to deliver peak power output. Ensuring enough energy is produced Try this checklist before you completely revamp your power source. You may also use this to rectify brownouts/blackouts . Did you connect the steam engine to the electric system ? If not, a small yellow triangle will flash. To fix, Add some power poles near the steam engines that go to machines needing that power. Any power pole will work. Is steam able to reach all steam engines? Do your pipes have water? Look at the windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. If not, ensure all pipes or underground pipes are connected together. Is the factory producing enough fuel (coal, solid fuel, uranium fuel cells)? Are there enough steam generators (boilers, heat exchangers)? Are there enough steam engines/turbines? See also the applied power math tutorial to answer the question how much coal do I need?
wiki
https://wiki.factorio.com/Power_production_-_Factorio_Wiki
Tutorial_Mod_structure
Tutorial:Mod structure - Factorio Wiki
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Tutorial:Mod structure - Factorio Wiki Jump to navigation Jump to search Mods are expected to have a certain structure in order to be loaded by the game. This page aims to explain that file structure and what each file is used for. Contents 1 Mod folder and file structure 1.1 Files 1.2 Subfolders 1.3 Example 2 info.json 2.1 name 2.2 version 2.3 title 2.4 author 2.5 contact 2.6 homepage 2.7 description 2.8 factorio_version 2.9 dependencies 2.9.1 Dependency 2.10 DLC Feature requirement 3 See also Mod folder and file structure The mod must either be in a folder, or in a folder inside a zip file. The mod folder (no zip file) must either be named in the pattern of {mod-name}_{version-number} or just {mod-name} , for example test-mod-thing . The mod zip must be named in the pattern of {mod-name}_{version-number} , for example test-mod-thing_0.0.1 . When using a zip file for the mod, the folder inside the zip file does not have any naming restrictions; only the zip file itself must be named with the {mod-name}_{version-number} pattern. The mod name and its version number are defined in the info.json file. Files Inside the mod folder, the game automatically reads the following files during load: info.json โ€” The only mandatory file. The info.json identifies the mod, defines its version and other general properties. changelog.txt โ€” Version history of the mod, to be shown in the mod browser. The changelog file must follow the strict formatting requirements . thumbnail.png โ€” Thumbnail to be shown on the mod portal and in the mod browser in-game. Ideally a 144x144px image file. settings.lua โ€” This and the next two files are used to set up mod configuration options . settings-updates.lua settings-final-fixes.lua data.lua โ€” This and the next two files are used to define prototypes . data-updates.lua โ€” The load order of the three data*.lua files is explained on Data lifecycle . data-final-fixes.lua control.lua โ€” This file is used for runtime scripting. Runtime scripting is documented on lua-api.factorio.com . Subfolders Furthermore, the following folders inside the mod folder are recognized by the game: locale โ€” Can contain up to one subfolder per language, identified with the language code, for example en for English. The subfolder then has to contain at least one *.cfg file which defines the translations for that language. scenarios โ€” Custom scenarios can be placed in subfolders of this folder. campaigns โ€” Custom campaigns can be placed in subfolders of this folder. tutorials โ€” Custom tutorial scenarios can be placed in subfolders of this folder. migrations โ€” Migration files are placed in this folder. They are a way to handle prototype changes and mod data structure changes between mod versions or game versions. Example Here is an example directory structure for a mod titled my-armor-mod with a version number of 0.3.6 : my-armor-mod_0.3.6.zip |- aFolderName/ |- control.lua |- data.lua |- info.json |- thumbnail.png info.json The info.json file identifies the mod and defines its version. If the game encounters a problem when parsing the file, the error message can be found in the log file . A minimal info.json file can look like this: { "name": "test-mod-thing", "version": "0.0.1", "title": "My best test mod", "author": "A very great tester", "factorio_version": "1.1", "dependencies": ["? optional-mod"] } The info.json file supports the following fields: name Type : string Mandatory field. The internal name of mod. The game accepts anything as a mod name, however the mod portal restricts mod names to only consist of alphanumeric characters, dashes and underscores. Note that the mod folder or mod zip file name has to contain the mod name, where the restrictions of the file system apply. The game accepts mod names with a maximum length of 100 characters. The mod portal only accepts mods with names that are longer than 3 characters and shorter than 50 characters. version Type : string Mandatory field. Defines the version of the mod in the format "number.number.number" for "Major.Middle.Minor" , for example "0.6.4" . Each number can range from 0 to 65535. title Type : string Mandatory field. The display name of the mod, so it is not recommended to use someUgly_pRoGrAmMeR-name here. Can be overwritten with a locale entry in the mod-name category, using the internal mod name as the key. The game will reject a title field that is longer than 100 characters. However, this can be worked around by using the locale entry. The mod portal does not restrict mod title length. author Type : string Mandatory field. The author of the mod. This field does not have restrictions, it can also be a list of authors etc. The mod portal ignores this field, it will simply display the uploader's name as the author. contact Type : string Optional field. How the mod author can be contacted, for example an email address. homepage Type : string Optional field. Where the mod can be found on the internet. Note that the in-game mod browser shows the mod portal link additionally to this field. Please don't put "None" here, it makes the field on the mod portal website look ugly. Just leave the field empty if the mod doesn't have a website/forum thread/discord. description Type : string Optional field. A short description of what your mod does. This is all that people get to see in-game. Can be overwritten with a locale entry in the mod-description category, using the internal mod name as the key. factorio_version Type : string Default : "0.12" Optional field in the format "major.minor" . The Factorio version that this mod supports. This can only be one Factorio version, not multiple. However, it includes all .sub versions. While the field is optional, usually mods are developed for versions higher than the default 0.12, so the field has to be added anyway. Adding a sub part, e.g. "0.18. 27 " will make the mod portal reject the mod and the game act weirdly. That means this shouldn't be done; use only the major and minor components "major.minor" , for example "1.0" . Mods with the factorio_version "0.18" can also be loaded in 1.0 and the mod portal will return them when queried for factorio_version 1.0 mods. dependencies Type : array of #Dependency Default : ["base"] Optional field. Mods that this mod depends on or is incompatible with. If this mod depends on another, the other mod will load first, see Data lifecycle . An empty array allows to work around the default and have no dependencies at all. Example: "dependencies": ["mod-a", "? mod-c > 0.4.3", "! mod-g"] Dependency Each dependency is a string that consists of up to three parts: "<prefix> internal-mod-name <equality-operator version>" , for example "? some-mod-everyone-loves >= 4.2.0" . The equality operator ( <, <=, =, >= or > ) combined with the version allows to define dependencies that require certain mod versions, but it is not required. Incompatibility does not support versions; if incompatibility is used, version is ignored. If a version is used for an optional dependency, the mod is considered incompatible (and disabled) if the dependency is present but does not fulfill the version requirement. The possible prefixes are: ! for incompatibility ? for an optional dependency. (?) for a hidden optional dependency ~ for a dependency that does not affect load order no prefix for a hard requirement for the other mod. DLC Feature requirement Type : Bool Default :False Optional fields. Mod that require 2.0 Space age DLC feature. "quality_required": true, "space_travel_required": true, "spoiling_required": true, "freezing_required": true, "segmented_units_required": true, "expansion_shaders_required": true, See also Modding tutorial overview Prototype documentation Runtime API documentation
wiki
https://wiki.factorio.com/Tutorial:Mod_structure_-_Factorio_Wiki
Tutorial_Quality_upcycling_math
Tutorial:Quality upcycling math - Factorio Wiki
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Tutorial:Quality upcycling math - Factorio Wiki Jump to navigation Jump to search How do we get the most amount of legendary items out of an upcycling plant? The answer is not quite as straight forward as we'd like it to be, because it depends on a number of factors, luckily there is a finite number of possibilities of what the modules can be, and for the sake of simplicity this tutorial will ignore the productivity gain from infinite technologies . But first, a presentation of the results. Contents 1 Best ratios 1.1 Number of crafting machines 2 The crafting machines 3 Quality probability 4 Mathematical model 4.1 Recycled materials 4.2 Recrafted items 4.3 Combined model Best ratios The table below shows the best ratio for quality to productivity modules in the crafting machines, while the recyclers always take only quality modules. The values are not given in whole numbers because often it is not just a single crafting machine per tier that will be used, then the ratios can change between different crafting machines in the same tier. e.g. "3.67 quality / 1.33 productivity" could have 4 machines where 3 have a ratio 4 to 1, and one a ratio 3 to 2. The columns "Modules for X items" denote which modules need to go into the machines that are set to produce items of X quality. | Crafting machine | Modules for common items | Modules for uncommon items | Modules for rare items | Modules for epic | Modules for legendary | Percentage yield | Items recycled* | | --------------------- | ------------------------ | -------------------------- | ----------------------- | --------------------------- | ----------------------- | ---------------- | --------------- | | Chemical plant | 3 quality0 productivity | 3 quality0 productivity | 3 quality0 productivity | 3 quality0 productivity | 0 quality3 productivity | 0.034014% | 2940 | | Assembling machine 3 | 4 quality0 productivity | 4 quality0 productivity | 4 quality0 productivity | 4 quality0 productivity | 0 quality4 productivity | 0.046275% | 2161 | | Foundry | 4 quality0 productivity | 4 quality0 productivity | 4 quality0 productivity | 4 quality0 productivity | 0 quality4 productivity | 0.133814% | 747 | | Electromagnetic plant | 5 quality0 productivity | 5 quality0 productivity | 5 quality0 productivity | 5 quality0 productivity | 0 quality5 productivity | 0.176712% | 566 | | Cryogenic plant | 6 quality2 productivity | 6 quality2 productivity | 6 quality2 productivity | 6.5 quality1.5 productivity | 0 quality8 productivity | 0.119134% | 840 | | Crafting machine | Modules for common items | Modules for uncommon items | Modules for rare items | Modules for epic | Modules for legendary | Percentage yield | Items recycled* | | --------------------- | ----------------------------- | ----------------------------- | ----------------------------- | --------------------------- | ----------------------- | ---------------- | --------------- | | Chemical plant | 3 quality0 productivity | 3 quality0 productivity | 3 quality0 productivity | 3 quality0 productivity | 0 quality3 productivity | 0.059498% | 1681 | | Assembling machine 3 | 3.75 quality0.25 productivity | 3.75 quality0.25 productivity | 3.8 quality0.2 productivity | 3.9 quality0.1 productivity | 0 quality4 productivity | 0.082296% | 1216 | | Foundry | 4 quality0 productivity | 4 quality0 productivity | 4 quality0 productivity | 4 quality0 productivity | 0 quality4 productivity | 0.243699% | 410 | | Electromagnetic plant | 4.7 quality0.3 productivity | 4.67 quality0.33 productivity | 4.75 quality0.25 productivity | 4.9 quality0.1 productivity | 0 quality5 productivity | 0.324189% | 309 | | Cryogenic plant | 4.6 quality3.4 productivity | 4.6 quality3.4 productivity | 4.67 quality3.33 productivity | 5 quality3 productivity | 0 quality8 productivity | 0.257621% | 389 | | Crafting machine | Modules for common items | Modules for uncommon items | Modules for rare items | Modules for epic | Modules for legendary | Percentage yield | Items recycled* | | --------------------- | --------------------------- | --------------------------- | --------------------------- | ----------------------------- | ----------------------- | ---------------- | --------------- | | Chemical plant | 2.8 quality0.2 productivity | 2.8 quality0.2 productivity | 2.9 quality0.1 productivity | 2.9 quality0.1 productivity | 0 quality3 productivity | 0.100660% | 994 | | Assembling machine 3 | 3 quality1 productivity | 3.1 quality0.9 productivity | 3.2 quality0.8 productivity | 3.33 quality0.67 productivity | 0 quality4 productivity | 0.145220% | 689 | | Foundry | 3.5 quality0.5 productivity | 3.5 quality0.5 productivity | 3.6 quality0.4 productivity | 3.9 quality0.1 productivity | 0 quality4 productivity | 0.424039% | 236 | | Electromagnetic plant | 3.6 quality1.4 productivity | 3.6 quality1.4 productivity | 3.6 quality1.4 productivity | 3.9 quality1.1 productivity | 0 quality5 productivity | 0.588510% | 170 | | Cryogenic plant | 3.6 quality4.4 productivity | 3.6 quality4.4 productivity | 3.6 quality4.4 productivity | 3.9 quality4.1 productivity | 0 quality8 productivity | 0.565030% | 177 | | Crafting machine | Modules for common items | Modules for uncommon items | Modules for rare items | Modules for epic | Modules for legendary | Percentage yield | Items recycled* | | --------------------- | ----------------------------- | --------------------------- | ----------------------------- | --------------------------- | ----------------------- | ---------------- | --------------- | | Chemical plant | 2.33 quality0.67 productivity | 2.4 quality0.6 productivity | 2.4 quality0.6 productivity | 2.4 quality0.6 productivity | 0 quality3 productivity | 0.152486% | 656 | | Assembling machine 3 | 2.5 quality1.5 productivity | 2.5 quality1.5 productivity | 2.6 quality1.4 productivity | 2.8 quality1.2 productivity | 0 quality4 productivity | 0.232966% | 430 | | Foundry | 2.7 quality1.3 productivity | 2.7 quality1.3 productivity | 2.75 quality1.25 productivity | 3 quality1 productivity | 0 quality4 productivity | 0.664130% | 151 | | Electromagnetic plant | 2.6 quality2.4 productivity | 2.6 quality2.4 productivity | 2.67 quality2.33 productivity | 2.9 quality2.1 productivity | 0 quality5 productivity | 0.974700% | 103 | | Cryogenic plant | 2.6 quality5.4 productivity | 2.6 quality5.4 productivity | 2.6 quality4.4 productivity | 2.8 quality4.2 productivity | 0 quality8 productivity | 1.122444% | 90 | | Crafting machine | Modules for common items | Modules for uncommon items | Modules for rare items | Modules for epic | Modules for legendary | Percentage yield | Items recycled* | | --------------------- | ----------------------------- | ----------------------------- | ------------------------------ | --------------------------- | ----------------------- | ---------------- | --------------- | | Chemical plant | 1.67 quality1.33 productivity | 1.67 quality1.33 productivity | 1.67 quality1.333 productivity | 1.8 quality1.2 productivity | 0 quality3 productivity | 0.344061% | 291 | | Assembling machine 3 | 1.67 quality2.33 productivity | 1.67 quality2.33 productivity | 1.67 quality2.33 productivity | 1.8 quality2.2 productivity | 0 quality4 productivity | 0.586191% | 171 | | Foundry | 1.4 quality2.6 productivity | 1.4 quality2.6 productivity | 1.4 quality2.6 productivity | 1.5 quality2.5 productivity | 0 quality4 productivity | 1.624266% | 62 | | Electromagnetic plant | 1 quality4 productivity | 1 quality4 productivity | 1 quality4 productivity | 1 quality4 productivity | 0 quality5 productivity | 2.722332% | 37 | | Cryogenic plant | 0 quality8 productivity | 0 quality8 productivity | 0 quality8 productivity | 0 quality8 productivity | 0 quality8 productivity | 4.835199% | 21 | * "items recycled" quantifies how many items need to be crafted and put into the entire upcycler to yield a single legendary item, it doesn't account for those which get recycled multiple times. Number of crafting machines If we assume a constant input stream of uncommon items, which will always fill back up, we can additionally figure out what ratio of items will be inside the system at once, and with that we can figure out how many crafting machines we need per tier of quality. This is done by setting m 1 , k + 1 = 1 0 0 % โˆ’ m 2 , k + 1 โˆ’ m 3 , k + 1 โˆ’ m 4 , k + 1 after each iteration and further adjusting for the crafting machines change in speed dependant on the modules (assuming the machines which only house productivity modules are not additionally boosted by speed moduled beacons ). See the calculations further below for a full explanation of the calculations. | Crafting machine | Recyclers | Machines producing common items | Machines producing uncommon items | Machines producing rare items | Machines producing epic items | Machines producing legendary items | | --------------------- | --------- | ------------------------------- | --------------------------------- | ----------------------------- | ----------------------------- | ---------------------------------- | | Chemical plant | 1 | 4.418130519 | 0.037216657 | 1.294369664 | 0.009779 | 0.431955 | | Assembling machine 3 | 1 | 4.733868899 | 0.052316655 | 1.527502978 | 0.015336 | 0.52576 | | Foundry | 1 | 4.314446 | 0.082198 | 1.683088 | 0.03016 | 0.58448 | | Electromagnetic plant | 1 | 4.494435 | 0.116985 | 1.93479 | 0.049665 | 0.60795 | | Cryogenic plant | 1 | 5.23556 | 0.21384 | 2.53374 | 0.1034 | 0.594 | | Crafting machine | Recyclers | Machines producing common items | Machines producing uncommon items | Machines producing rare items | Machines producing epic items | Machines producing legendary items | | --------------------- | --------- | ------------------------------- | --------------------------------- | ----------------------------- | ----------------------------- | ---------------------------------- | | Chemical plant | 90.1223 | 331.8198 | 38.5325 | 11.2893 | 2.9653 | 1 | | Assembling machine 3 | 52.8432 | 208.4632 | 30.3992 | 9.8094 | 2.8783 | 1 | | Foundry | 24.7668 | 89.0483 | 19.9206 | 7.7712 | 2.8592 | 1 | | Electromagnetic plant | 16.5379 | 61.9418 | 17.4010 | 7.4908 | 3.1822 | 1 | | Cryogenic plant | 10.8718 | 47.4350 | 18.2124 | 8.8138 | 4.2654 | 1 | | Crafting machine | Recyclers | Machines producing common items | Machines producing uncommon items | Machines producing rare items | Machines producing epic items | Machines producing legendary items | | --------------------- | --------- | ------------------------------- | --------------------------------- | ----------------------------- | ----------------------------- | ---------------------------------- | | Chemical plant | 53 | 198 | 23 | 7 | 2 | 1 | | Assembling machine 3 | 31 | 123 | 18 | 6 | 2 | 1 | | Foundry | 14 | 53 | 12 | 5 | 2 | 1 | | Electromagnetic plant | 14 | 56 | 16 | 7 | 3 | 1 | | Cryogenic plant | 9 | 41 | 16 | 8 | 4 | 1 | The crafting machines | Crafting machine | Module slotsN | Base productivity bonusp0 | | --------------------- | ------------- | ------------------------- | | Chemical plant | 3 | +0% | | Assembling machine 3 | 4 | +0% | | Foundry | 4 | +50% | | Electromagnetic plant | 5 | +50% | | Cryogenic plant | 8 | +0% | Quality probability When an item gets produced and the initial roll decides that the quality of the item will increase, there is a 90% chance it will rise one tier, a 9% chance it will rise two, a 0.9% chance it will rise three, and a 0.1% chance it will rise four. This is of course capped if the item already started out at a higher tier. Mathematical model The mathematical model is time discrete. As opposed to dealing with derivatives in respect to time, the next state is a direct function of the previous state. m i , k ... Number of materials of tier i (whereas 1 is common, 2 is uncommon, 3 is rare, 4 is epic, and 5 is legendary) after the k -th iteration before being crafted. (this doesn't mean that an item only needs one type of ingredient, but that "1 materials" can be crafted into 1 item from them) n i , k ... Number of items of tier i after the k -th iteration, after being crafted together. p 0 ... the crafting machines inherent productivity bonus N ... number of modules the crafting machine can hold q r = 4 โ‹… 6 . 2 % = 0 . 2 4 8 ... quality probability of the recyclers with 4 quality module 3 's (6.2% is the chance of a legendary tier quality module 3) p i = p 0 + x i โ‹… 2 5 % ... productivity due to x i legendary productivity module 3 's in the crafting machine which takes i -tier materials (25% is the productivity boost of a legendary tier productivity module 3) q i = ( N โˆ’ x i ) โ‹… 6 . 2 % ... quality probability due to ( N โˆ’ x i ) legendary quality module 3's in the crafting machine which takes i -tier materials Recycled materials When a quarter of all items being recycled and the quality probability rules, we can write the equations for the amount of materials received after recycling. This calculation is rather simple, as uncommon items can only come forth from uncommon material failing to raise in quality. The second tier are 90% of tier 1 items that did increase, and all those tier 2 items that didn't. This continues for all tiers as follows, but legendary items n 5 , k will not be recycled common material: m 1 , k + 1 = n 1 , k 4 โ‹… ( 1 โˆ’ q r ) uncommon material: m 2 , k + 1 = n 1 , k 4 โ‹… q r โ‹… 0 . 9 + n 2 , k 4 โ‹… ( 1 โˆ’ q r ) rare material: m 3 , k + 1 = n 1 , k 4 โ‹… q r โ‹… 0 . 0 9 + n 2 , k 4 โ‹… q r โ‹… 0 . 9 + n 3 , k 4 โ‹… ( 1 โˆ’ q r ) epic material: m 4 , k + 1 = n 1 , k 4 โ‹… q r โ‹… 0 . 0 0 9 + n 2 , k 4 โ‹… q r โ‹… 0 . 0 9 + n 3 , k 4 โ‹… q r โ‹… 0 . 9 + n 4 , k 4 โ‹… ( 1 โˆ’ q r ) legendary material: m 5 , k + 1 = n 1 , k 4 โ‹… q r โ‹… 0 . 0 0 1 + n 2 , k 4 โ‹… q r โ‹… 0 . 0 1 + n 3 , k 4 โ‹… q r โ‹… 0 . 1 + n 4 , k 4 โ‹… q r which can also be written as a vector-matrix-multiplication m k + 1 = A n k [ m 1 , k + 1 m 2 , k + 1 m 3 , k + 1 m 4 , k + 1 m 5 , k + 1 ] โŸ m k + 1 = [ 1 โˆ’ q r 4 0 0 0 0 0 . 9 q r 4 1 โˆ’ q r 4 0 0 0 0 . 0 9 q r 4 0 . 9 q r 4 1 โˆ’ q r 4 0 0 0 . 0 0 9 q r 4 0 . 0 9 q r 4 0 . 9 q r 4 1 โˆ’ q r 4 0 0 . 0 0 1 q r 4 0 . 0 1 q r 4 0 . 1 q r 4 q r 4 0 ] โŸ A [ n 1 , k n 2 , k n 3 , k n 4 , k n 5 , k ] โŸ n k As we assume there is nothing to be done about recyclers to make them more effective but fill them with all quality modules, the value of q r = 0 . 2 4 8 is a constant, and therefore the matrix A is also a constant. For legendary quality module 3's, it looks like: A = [ 0 . 1 8 8 0 0 0 0 0 . 0 5 5 8 0 . 1 8 8 0 0 0 0 . 0 0 5 5 8 0 . 0 5 5 8 0 . 1 8 8 0 0 0 . 0 0 0 5 5 8 0 . 0 0 5 5 8 0 . 0 5 5 8 0 . 1 8 8 0 0 . 0 0 0 0 6 2 0 . 0 0 0 6 2 0 . 0 0 6 2 0 . 0 6 2 0 ] Recrafted items Once more we first check how many items are produced, which is, again, the sum of all possible ways to get to a tier, this time adding productivity p i , and bringing along all those items which are already legendary n 5 , k common item: n 1 , k + 1 = m 1 , k + 1 โ‹… ( 1 + p 1 ) โ‹… ( 1 โˆ’ q 1 ) uncommon items: n 2 , k + 1 = m 1 , k + 1 โ‹… ( 1 + p 1 ) โ‹… q 1 โ‹… 0 . 9 + m 2 , k + 1 โ‹… ( 1 + p 2 ) โ‹… ( 1 โˆ’ q 2 ) rare items: n 3 , k + 1 = m 1 , k + 1 โ‹… ( 1 + p 1 ) โ‹… q 1 โ‹… 0 . 0 9 + m 2 , k + 1 โ‹… ( 1 + p 2 ) โ‹… q 2 โ‹… 0 . 9 + m 3 , k + 1 โ‹… ( 1 + p 3 ) โ‹… ( 1 โˆ’ q 3 ) epic items: n 4 , k + 1 = m 1 , k + 1 โ‹… ( 1 + p 1 ) โ‹… q 1 โ‹… 0 . 0 0 9 + m 2 , k + 1 โ‹… ( 1 + p 2 ) โ‹… q 2 โ‹… 0 . 0 9 + m 3 , k + 1 โ‹… ( 1 + p 3 ) โ‹… q 3 โ‹… 0 . 9 + m 4 , k + 1 โ‹… ( 1 + p 4 ) โ‹… ( 1 โˆ’ q 4 ) legendary items: n 5 , k + 1 = m 1 , k + 1 โ‹… ( 1 + p 1 ) โ‹… q 1 โ‹… 0 . 0 0 1 + m 2 , k + 1 โ‹… ( 1 + p 2 ) โ‹… q 2 โ‹… 0 . 0 1 + m 3 , k + 1 โ‹… ( 1 + p 3 ) โ‹… q 3 โ‹… 0 . 1 + m 4 , k + 1 โ‹… ( 1 + p 4 ) โ‹… q 4 + m 5 , k + 1 โ‹… ( 1 + p 5 ) + n 5 , k This can once more be written as a vector-matrix-multiplication n k + 1 = B m k + 1 + C n k [ n 1 , k + 1 n 2 , k + 1 n 3 , k + 1 n 4 , k + 1 n 5 , k + 1 ] โŸ n k + 1 = [ ( 1 + p 1 ) โ‹… ( 1 โˆ’ q 1 ) 0 0 0 0 ( 1 + p 1 ) โ‹… q 1 โ‹… 0 . 9 ( 1 + p 2 ) โ‹… ( 1 โˆ’ q 2 ) 0 0 0 ( 1 + p 1 ) โ‹… q 1 โ‹… 0 . 0 9 ( 1 + p 2 ) โ‹… q 2 โ‹… 0 . 9 ( 1 + p 3 ) โ‹… ( 1 โˆ’ q 3 ) 0 0 ( 1 + p 1 ) โ‹… q 1 โ‹… 0 . 0 0 9 ( 1 + p 2 ) โ‹… q 2 โ‹… 0 . 0 9 ( 1 + p 3 ) โ‹… q 3 โ‹… 0 . 9 ( 1 + p 4 ) โ‹… ( 1 โˆ’ q 4 ) 0 ( 1 + p 1 ) โ‹… q 1 โ‹… 0 . 0 0 1 ( 1 + p 2 ) โ‹… q 2 โ‹… 0 . 0 1 ( 1 + p 3 ) โ‹… q 3 โ‹… 0 . 1 ( 1 + p 4 ) โ‹… q 4 ( 1 + p 5 ) ] โŸ B [ m 1 , k + 1 m 2 , k + 1 m 3 , k + 1 m 4 , k + 1 m 5 , k + 1 ] โŸ m k + 1 + [ 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 ] โŸ C [ n 1 , k n 2 , k n 3 , k n 4 , k n 5 , k ] โŸ n k Combined model As such we gain an equation for the amount of items for every tier after any amount of iterations n k + 1 = B m k + 1 + C n k = B A n k + C n k = ( B A + C ) n k = M n k n k + 2 = Q n k + 1 = Q Q n k = Q 2 n k โ‹ฎ n k = Q k n 0 A realistic starting point for n 0 is only items in tier 1, and if we do not care for any other tiers, we simply choose sufficiently large k = 1 0 0 , and, through numeric means, try to maximize a single value. q 1 0 0 , crit , which falls in the fifth row, first column, of the Matrix Q raised to the 100th power. n k = Q k n 0 [ * * * * n 5 , 1 0 0 ] = [ * * * * * * * * * * * * * * * * q 1 0 0 , crit * * * ] [ n 1 , 0 * * * * ] The choice of optimization method (simplex, branch and bound, etc.) itself is irrelevant, although most software will want the problem to be stated in a way so it can find a minimum, and may require the proper guard rails as to not pick values below 0 or higher than the maximum number of allowed modules.
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