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Map_exchange_string_format | Map exchange string format - Factorio Wiki | [] | Map exchange string format - Factorio Wiki
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This is a technical description of the map exchange string format, used to share map generating configurations with other users. This format is also used to store these settings inside save files for future chunk generation.
Factorio line wraps the entire map exchange string after 57 characters during export (55 code characters + '\r\n', which is fairly standard), but ignores all whitespace during import. The outer layer of the map exchange string format includes three angle brackets on either side: ">>>" and "<<<", which must be present for Factorio to accept the string. Between those two tokens is the map exchange data, encoded using base 64 as defined by
RFC 4648
(or
3548
,
2535
,
2045
,
1421
, et al).
See the page on
data types
for an explanation of the different types of data used in this document.
Contents
1
Factorio 0.16 and Beyond
2
Factorio 0.14 and Beyond
3
Map Gen Settings
4
0.15 Map Settings
4.1
Difficulty Settings
5
Autoplace Control
6
Map Gen Size
Factorio 0.16 and Beyond
Beginning with Factorio 0.16.0, two important changes are made to the encoding of the map exchange string data:
The map exchange data inside the Base 64 encoding is further encoded using the
zlib
compression algorithm. The best way to determine the encoding is to first attempt to parse the map exchange string using zlib, and if that fails, try again using the 0.14+ rules.
All numeric data fields longer than 1 byte are encoding using a custom-built variable length integer format described by Factorio developer
Rseding
at
Data_types#Space_Optimized
. For appropriate Factorio versions,
all
such data types (int, short, dict, etc) used in this document represent values encoded using this approach,
unless otherwise specifically noted
.
After taking these considerations into your codec, proceed using the 0.14+ rules below.
Factorio 0.14 and Beyond
This is the base map exchange string format for all Factorio versions 0.14.x and greater.
| Type | Description |
| -------- | ------------------------------------------------------------------------------------------------------------------------------- |
| short[4] | Theversion stringof Factorio that generated this string, used to determine encoding format. This field is neverspace optimized. |
| byte[*] | Map Gen Settings. Variable length. See linked section for information on how to parse. |
| byte[*] | 0.15.x Map Settings. If present, this chunk consists of the remainder of the data (minus the checksum). |
| uint | CRC32 checksumof all preceding data, as defined by ANSI X3.66 / FIPS 71 / ITU-T V.42 (the same one used byzlib, ethernet, etc.) |
Map Gen Settings
This format matches
MapGenSettings
.
The "From" column denotes the earliest Factorio version in which that field is present. Most of them are currently labeled as "β€0.14", which means the field was present from
at least
0.14. If you have more specific information, please edit this page!
| Type | LUA key | From | Description |
| -------------------- | -------------------- | ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| byte | terrain_segmentation | β€0.14 | Waterfrequency. |
| byte | water | β€0.14 | Watersize. |
| dict<string,byte[3]> | autoplace_controls | β€0.14 | An dictionary ofAutoplace Controls, with string keys, where the key represents the resource name. Factorio doesnβt care what order this dictionary is in, but it always alphabetizes during export. Vanilla has seven resources:coal,copper-ore,crude-oil,enemy-base,iron-ore,stone, anduranium-ore. Unknown ores are ignored and missing ores are set to their defaults.Factorio 0.16.x adds addition terrain related autoplace features: desert, dirt, grass, sand, trees. With the exception of trees, these resources ignore their richness and as such are not configuration using the map gen GUI, and always have a richness value of 3 ("Regular"). |
| byte[2] | TODO | 0.16.0 | TODO... |
| uint | seed | β€0.14 | Map seed. This field is neverspace optimized. |
| none | shift | β€0.14 | This field isn't present in the binary format! But it is part of the Lua structure - by default it's derived from the map seed. I'll slap the algorithm here soon(tm). |
| uint | width | β€0.14 | Map width. This field is neverspace optimized. |
| uint | height | β€0.14 | Map height. This field is neverspace optimized. |
| byte | starting_area | β€0.14 | Starting areasize. |
| boolean | peaceful_mode | β€0.14 | Peaceful mode. Enabled if set to 1, disabled otherwise. |
0.15 Map Settings
All of the following data fields (until noted at the end) have a special encapsulation format. Preceding each value is a single byte that states whether or not the value is present. If the byte is equal to zero, then the field value is not present. Otherwise, then the field's value follows.
In the LUA structure, this information is stored in the "
game.map_settings
" table, which is created by the "
MapSettings
" prototype. Each section in the table below represents a nested sub-table in "map-settings", where the LUA key listed is the key of the table, and all subsequent fields are part of the sub-table. See data/base/prototypes/map-settings.lua for a description of all attributes (some of that information has now been copied to this page).
Fields marked with a check (β) in the "GUI" column are configurable in the
new game map generator GUI
.
| Type | GUI | LUA key | Description |
| ---------------------------------------------------------------------- | ---------------------------------------------------------------------- | ---------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| * | β | pollution | Pollution |
| boolean | β | enabled | Pollution enabled. |
| double | β | diffusion_ratio | The amount of pollution that is diffused into neighboring chunk per second. |
| double | | min_to_diffuse | This many PUs must be on the chunk to start diffusing. |
| double | β | ageing | [Modifier of] the pollution eaten by a chunks tiles. |
| double | | expected_max_per_chunk | Anything bigger than this is visualised as this value. |
| double | | min_to_show_per_chunk | Anything lower than this (but > 0) is visualised as this value. |
| double | β | min_pollution_to_damage_trees | Any pollution above this amount starts to damage trees. |
| double | | pollution_with_max_forest_damage | ??? |
| double | | pollution_per_tree_damage | ??? |
| double | β | pollution_restored_per_tree_damage | The amount of pollution absorbed by a tree when it is damaged by pollution. |
| double | | max_pollution_to_restore_trees | ??? |
| * | | steering.default | Steering (Default) |
| double | | ??? | ??? |
| double | | ??? | ??? |
| double | | separation_force | ??? |
| boolean | | force_unit_fuzzy_goto_behavior | ??? |
| * | | steering.moving | Steering (Moving) |
| double | | ??? | ??? |
| double | | ??? | ??? |
| double | | separation_force | ??? |
| boolean | | force_unit_fuzzy_goto_behavior | ??? |
| * | β | enemy_evolution | Evolution |
| boolean | β | enabled | Evolution enabled. |
| double | β | time_factor | Percent increase in the evolve factor for every second. |
| double | β | destroy_factor | Percent increase in the evolve factor for every destroyed spawner. |
| double | β | pollution_factor | Percent increase in the evolve factor for every 1000 PU [produced]. |
| * | β | enemy_expansion | Enemy Expansion |
| boolean | β | enabled | Enemy expansion enabled. |
| int | β | max_expansion_distance | Distance in chunks from the furthest base around. |
| int | | friendly_base_influence_radius | ??? |
| int | | enemy_building_influence_radius | ??? |
| double | | building_coefficient | Expansion algorithm. See LUA file for details. |
| double | | other_base_coefficient | |
| double | | neighbouring_chunk_coefficient | |
| double | | neighbouring_base_chunk_coefficient | |
| double | | max_colliding_tiles_coefficient | A chunk has to have at most this much percent unbuildable tiles for it to be considered a candidate. |
| int | β | settler_group_min_size | Size of the group that goes to build new base (in game this is multiplied by the evolution factor). |
| int | β | settler_group_max_size | |
| int | β | min_expansion_cooldown | Minimum cooldown. |
| int | β | max_expansion_cooldown | Maximum cooldown. |
| * | | unit_group | Unit Group |
| int | | min_group_gathering_time | A pollution triggered group's waiting time is a random time between min and max gathering time. |
| int | | max_group_gathering_time | |
| int | | max_wait_time_for_late_members | After the gathering is finished the group can still wait for late members, but it doesn't accept new ones anymore. |
| double | | max_group_radius | Limits for group radius. |
| double | | min_group_radius | |
| double | | max_member_speedup_when_behind | When a member falls behind the group he can speedup up till this much of his regular speed. |
| double | | max_member_slowdown_when_ahead | When a member gets ahead of its group, it will slow down to at most this factor of its speed. |
| double | | max_group_slowdown_factor | When members of a group are behind, the entire group will slow down to at most this factor of its max speed. |
| double | | max_group_member_fallback_factor | If a member falls behind more than this times the group radius, the group will slow down to max_group_slowdown_factor. |
| double | | member_disown_distance | If a member falls behind more than this time the group radius, it will be removed from the group. |
| int | | tick_tolerance_when_member_arrives | ??? |
| int | | max_gathering_unit_groups | Maximum number of automatically created unit groups gathering for attack at any time. |
| int | | max_unit_group_size | Maximum size of an attack unit group. This only affects automatically-created unit groups. |
| * | | path_finder | Path Finder |
| uint | | fwd2bwd_ratio | The pathfinder performs a step of the backward search every fwd2bwd_ratio'th step. The minimum allowed value is 2, which means symmetric search. |
| double | | goal_pressure_ratio | When comparing nodes in open which one to check next, heuristic value is multiplied by this ratio. The higher the number the more is the search directed directly towards the goal. |
| boolean | | use_path_cache | ??? |
| double | | max_steps_worked_per_tick | When this is exhausted no more requests are allowed. At the moment the first path to exhaust this will be finished (even if it is hundreds of steps). |
| int | | short_cache_size | Number of elements in the cache. |
| int | | long_cache_size | |
| double | | short_cache_min_cacheable_distance | Minimal distance to goal for path to be searched in short path cache. |
| int | | short_cache_min_algo_steps_to_cache | Minimal number of algorithm steps for path to be inserted into the short path cache. |
| double | | long_cache_min_cacheable_distance | Minimal distance to goal for path to be searched in long path cache. |
| int | | cache_max_connect_to_cache_steps_multiplier | When searching for connection to path cache path, search at most for this number of steps times the initial estimate. |
| double | | cache_accept_path_start_distance_ratio | When looking for path from cache make sure it doesn't start too far from requested start in relative distance terms. |
| double | | cache_accept_path_end_distance_ratio | When looking for path from cache make sure it doesn't end too far from requested end. This is typically higher than accept value for the start because the end target can be moving. |
| double | | negative_cache_accept_path_start_distance_ratio | Same as cache_accept_path_start_distance_ratio, but used for negative cache queries. |
| double | | negative_cache_accept_path_end_distance_ratio | Same as cache_accept_path_end_distance_ratio, but used for negative cache queries. |
| double | | cache_path_start_distance_rating_multiplier | When assigning rating to the best path this * start distances is considered. |
| double | | cache_path_end_distance_rating_multiplier | When assigning rating to the best path this * end distances is considered. This is typically higher than value for the start to achieve better path end quality. |
| double | | stale_enemy_with_same_destination_collision_penalty | Somewhere along the path is stuck enemy we need to avoid. This is mainly to handle situations when units have arrived and are attacking the target, then units further in the back will use this and run around the target. |
| double | | ignore_moving_enemy_collision_distance | If there is a moving unit further than this we don't really care. |
| double | | enemy_with_different_destination_collision_penalty | Enemy is not moving/or is too close and has different destination. |
| double | | general_entity_collision_penalty | Simplification for now - collision with everything else is this. |
| double | | general_entity_subsequent_collision_penalty | Collision penalty for successors of positions that require destroy to reach. |
| int | | max_clients_to_accept_any_new_request | Uptil this amount any client will be served by the path finder (no estimate on the path length). |
| int | | max_clients_to_accept_short_new_request | From max_clients_to_accept_any_new_request till this one only those that have a short estimate will be served. |
| int | | direct_distance_to_consider_short_request | This is the "threshold" to decide what is short and what is not. |
| int | | short_request_max_steps | If a short request takes more than this many steps, it will be rescheduled as a long request. |
| double | | short_request_ratio | How many steps will be allocated to short requests each tick, as a ratio of all available steps per tick. |
| int | | min_steps_to_check_path_find_termination | Absolute minimum of steps that will be performed for every path find request no matter what. |
| double | | start_to_goal_cost_multiplier_to_terminate_path_find | If the amount of steps is higher than this times estimate of start to goal then path finding is terminated. |
| Note:The following fields do not use the special encapsulation method. | Note:The following fields do not use the special encapsulation method. | Note:The following fields do not use the special encapsulation method. | Note:The following fields do not use the special encapsulation method. |
| byte[4] | | . (root) | Other |
| int | | max_failed_behavior_count | If a behavior fails this many times, the enemy (or enemy group) is destroyed. This solves biters stuck within their own base. |
| Type | GUI | LUA key | Description |
Difficulty Settings
This information is instead stored in the LUA structure at
game.difficulty_settings
, which is prototyped by
DifficultySettings
. These fields do not use the special encapsulation method noted above.
| Type | GUI | LUA key | Description |
| -------- | --- | --------------------------- | ----------------------------------------------------- |
| byte[10] | β | difficulty_settings | Difficulty Settings |
| byte | β | recipe_difficulty | Recipe difficulty. 0 for Normal, 1 for Expensive. |
| byte | β | technology_difficulty | Technology difficulty. 0 for Normal, 1 for Expensive. |
| double | β | technology_price_multiplier | Technology price multiplier. |
Note: these values are typically defined using the constants at
defines.difficulty_settings
.
Autoplace Control
See the page on
map generation
for more information on frequency, size, and richness.
| Type | LUA key | Description |
| ---- | --------- | ------------- |
| byte | frequency | Orefrequency. |
| byte | size | Oresize. |
| byte | richness | Orerichness. |
Map Gen Size
These are the values used for the frequencies, sizes, and richnesses of ores, water, and the starting area size. None is a valid value for all three options.
| 0 | None / None /None |
| - | ------------------------- |
| 1 | Very Low / Small / Poor |
| 2 | Low / Small / Poor |
| 3 | Normal / Medium / Regular |
| 4 | High / Big / Good |
| 5 | Very High / Big / Good |
Each of the values in a triplet (such as "low", "small", and "poor") are synonymous. | wiki | https://wiki.factorio.com/Map_exchange_string_format_-_Factorio_Wiki |
Advanced_oxide_asteroid_crushing | Oxide asteroid chunk - Factorio Wiki | [
"stub"
] | Oxide asteroid chunk - Factorio Wiki
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| | Oxide asteroid chunk | Edit |
| | -------------------- | ---- |
| Stack size | 1 |
| --------------- | -------------------- |
| Rocket capacity | 10 (10 stacks) |
| Prototype type | item |
| Internal name | oxide-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.
Oxide asteroid chunk
is a resource gathered by
asteroid collectors
and processed in
crushers
. It is the main source for
ice
, used to make
thruster oxidizer
, and
calcite
. It is dropped from oxide asteroids, which are found in trace amounts near the first 4 planets but is incredibly abundant when traveling to
Aquilo
. 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 |
| -------------------------------- | ----------- | ----------- | ----------- | --------------------------------------- |
| Oxide asteroid crushing | 2+1 | 5+0.2 | | Space platform (research) |
| Oxide asteroid reprocessing | 1+1 | 0.4+0.2+0.2 | | Asteroid reprocessing (research) |
| Advanced oxide asteroid crushing | 5+1 | 3+2+0.05 | | Advanced asteroid processing (research) |
See also
Asteroids
Metallic asteroid chunk
Carbonic 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/Oxide_asteroid_chunk_-_Factorio_Wiki |
Fuel | Fuel - Factorio Wiki | [] | Fuel - Factorio Wiki
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Fuel
can be inserted into
burner devices
and burned to power them. Different fuels provide different amounts of energy, measured in megajoules (MJ).
Contents
1
Burnable fuel
2
Other fuel types
3
Consumption
4
Trivia
5
History
6
See also
Burnable fuel
The most common fuel type is burner fuel.
This is a list of all items usable as fuel in burner devices:
| Item | Fuel value | Fuel value per raw total | Fuel valueper stack | Vehicleacceleration | Vehicletop speed | Train max speed1 |
| ------------- | ---------- | ---------------------------------------------------------- | ------------------- | ------------------- | ---------------- | ---------------------- |
| Wood | 2 MJ | 2 MJ per wood | 200 MJ | 100% | 100% | 259.2 km/h (72 m/s) |
| Coal | 4 MJ | 4 MJ per coal | 200 MJ | 100% | 100% | 259.2 km/h (72 m/s) |
| Solid fuel | 12 MJ | 0.96 MJ per unit ofcrude oil2, or8.7 MJ percoal3 | 600 MJ | 120% | 105% | 272.2 km/h (~75.6 m/s) |
| Carbon | 2 MJ | 1 MJ per coal | 300 MJ | 100% | 100% | 259.2 km/h (72 m/s) |
| Rocket fuel | 100 MJ | 0.8 MJ per unit ofcrude oil2 | 2 GJ | 180% | 115% | 298.1 km/h (83 m/s) |
| Nuclear fuel | 1.21 GJ | 9.68 MJ per unit ofcrude oil2, and40.89 MJ peruranium ore4 | 1.21 GJ | 250% | 115% | 298.1 km/h (83 m/s) |
| Yumako seed | 4 MJ | 80 kJ per crop4 | 40 MJ | 100% | 100% | 259.2 km/h (72 m/s) |
| Jellynut seed | 4 MJ | 80 kJ per crop4 | 40 MJ | 100% | 100% | 259.2 km/h (72 m/s) |
| Tree seed | 100 kJ | 50 kJ per wood | 1 MJ | 100% | 100% | 259.2 km/h (72 m/s) |
| Yumako | 2 MJ | 2 MJ per crop | 100 MJ | 100% | 100% | 259.2 km/h (72 m/s) |
| Jellynut | 10 MJ | 10 MJ per crop | 500 MJ | 100% | 100% | 259.2 km/h (72 m/s) |
| Spoilage | 250 kJ | 250 kJ per crop5 | 50 MJ | 50% | 50% | 129.6 km/h (36 m/s) |
| Yumako mash | 1 MJ | 2 MJ per crop | 100 MJ | 100% | 100% | 259.2 km/h (72 m/s) |
| Jelly | 1 MJ | 4 MJ per crop | 100 MJ | 100% | 100% | 259.2 km/h (72 m/s) |
| Biter egg | 6 MJ | 6 MJ per egg | 600 MJ | 100% | 100% | 259.2 km/h (72 m/s) |
| Pentapod egg | 5 MJ | 5 MJ per egg | 500 MJ | 100% | 100% | 259.2 km/h (72 m/s) |
(1)
For the purposes of in-game speed display, the game assumes 1 tile = 1 meter. I.e., a train on basic fuel travels at 72
tiles
per second at full speed, and so on.
(2)
This assumes all crude oil is processed completely into solid fuel using
advanced oil processing
and
heavy oil cracking
as intermediate steps, but not
light oil cracking
. More efficient methods are possible; in practice, the
petroleum gas
is more likely to be used for something other than solid fuel.
(3)
Using
coal liquefaction
and
heavy oil cracking
, converting all
light oil
and
petroleum gas
into solid fuel. Does not include energy requirements of refining/mining.
(4)
This assumes the "cost" is what would have been gained if all seeds were planted and the grown plant was harvested, i.e. 50
yumako
or
jellynut
.
(5)
Fuel value per raw for spoilage varies a lot on the item spoiled and if they were made using the
biochamber
's 50% base productivity. 250 kJ assumes spoilage directly from yumako or jellynut crops. This is can go as high as about 2.43 MJ per crop using
nutrients from bioflux
(60 nutrients from 4.16 yumako and 1.66 jellynuts with 3.21 nutrients spent running biochambers).
Other fuel types
These fuels are consumed by specific entities and cannot be placed into standard burners.
| Item | Fuel type | Fuel value | Fuel valueper stack | Consumed by | Consumption rate(watts) | Consumption rate(items) |
| ----------------- | ------------ | ---------- | ------------------- | --------------------- | ----------------------- | ----------------------- |
| Uranium fuel cell | Nuclear fuel | 8 GJ | 400 GJ | Nuclear reactor | 40 MW | 1 per 200s |
| Fusion power cell | Fusion fuel | 40 GJ | 2 TJ | Fusion reactor | 100 MW | 1 per 400s |
| Thruster fuel | Fluid1 | 50 kJ | | Thruster | 0.3 MW - 6.0 MW | 6/s - 120/s |
| Thruster oxidizer | Fluid1 | 50 kJ | | Thruster | 0.3 MW - 6.0 MW | 6/s - 120/s |
| Nutrients | Nutrients | 2 MJ | 200 MJ | Biochamber | 500 kW | 1 per 4s |
| Bioflux | Food | 6 MJ | 600 MJ | Captive biter spawner | 100 kW | 1 per 60s |
(1)
Thruster fuel and oxidizer have a fuel value but technically do not have a fuel type. Since they can only be consumed by thrusters which require specific fluids, they are effectively their own fuel types.
Consumption
The following formula can be used to find how long a fuel will last in a device:
Burn time (s) = Fuel value (MJ) Γ· Energy consumption (MW)
Trivia
Though the top speeds given by solid fuel, rocket fuel and nuclear fuel are presented as +5%, +15% and +15% respectively, this seems to only be true for trains. The top speeds for cars and tanks are instead approximately +9.5%, +34% and +58% respectively when these fuels are used.
History
0.15.0
:
Fuel type affects vehicle acceleration and top speed.
See also
Burner devices
Burner inserter
Burner mining drill
Boiler
Stone furnace
Steel furnace
Locomotive
Car
Tank
Electric system
Nuclear Ratios | wiki | https://wiki.factorio.com/Fuel_-_Factorio_Wiki |
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Documentation
| 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 |
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| | Spidertron (research) | Edit |
| | --------------------- | ---- |
Base game
Space Age mod
| Cost | Cost |
| --------------------- | --------------------- |
| 30111111β2500 | 30111111β2500 |
| Prototype type | technology |
| Internal name | spidertron |
| Required technologies | Required technologies |
| 34 | 34 |
| Effects | Effects |
| | |
| Cost | Cost |
| --------------------- | --------------------- |
| 3011111111β2500 | 3011111111β2500 |
| Prototype type | technology |
| Internal name | spidertron |
| Required technologies | Required technologies |
| 4 | 4 |
| Effects | Effects |
| | |
The
spidertron
research
unlocks
spidertron
and the accompanying
spidertron remote
.
| 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/Spidertron_(research)_-_Factorio_Wiki |
Carbonic_asteroid_chunk | Carbonic asteroid chunk - Factorio Wiki | [
"stub"
] | Carbonic asteroid chunk - Factorio Wiki
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| | 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 |
Turbo_transport_belt | Turbo transport belt - Factorio Wiki | [] | Turbo transport belt - Factorio Wiki
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| | Turbo transport belt | Edit |
| | -------------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+1+20+5β1 | 0.5+1+20+5β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 0.5+1+20+5 | 0.5+1+20+5 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 170221272323425 | | | | 170 | | 221 | | 272 | | 323 | | 425 |
| | | | 170 | | | | | | | | | | |
| | 221 | | 272 | | | | | | | | | | |
| | 323 | | 425 | | | | | | | | | | |
| Resistances | Fire: 0/50% | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Rocket capacity | 50 | | | | | | | | | | | | |
| Dimensions | 1Γ1 | | | | | | | | | | | | |
| Belt speed | 60 Items/s | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Crafted only on | | | | | | | | | | | | | |
| Prototype type | transport-belt | | | | | | | | | | | | |
| Internal name | turbo-transport-belt | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Space Age
expansion exclusive feature.
Turbo transport belts
are the fastest variant of the
transport belt
, operating at quadruple speed.
Other turbo belt systems
| Turbo underground belt | Turbo splitter |
| ---------------------- | -------------- |
Other
Transport belts
| Transport belt | Fast transport belt | Express transport belt |
| -------------- | ------------------- | ---------------------- |
Properties
| Type | Max. throughput (Items pergame-second)1 | Speed (Tilesper game-second)1 | Max. density (Items per tile)1 | Requiredtechnologies |
| -------------------- | --------------------------------------- | ----------------------------- | ------------------------------ | ------------------------------- |
| Turbo transport belt | 60 | 7.5 | 8 | Turbo transport belt (research) |
(1)
See
Physics of Transport Belts
for more detailed information.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Belt transport system
Transport belts
Underground belts
Splitters
| 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/Turbo_transport_belt_-_Factorio_Wiki |
Calcite_processing_(research) | Calcite processing (research) - Factorio Wiki | [] | Calcite processing (research) - Factorio Wiki
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| | Calcite processing (research) | Edit |
| | ----------------------------- | ---- |
| Researched by | Researched by |
| --------------------- | --------------------- |
| Mine | Mine |
| Prototype type | technology |
| Internal name | calcite-processing |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
Calcite processing
is discovered after the player acquires
calcite
after researching
planet discovery Vulcanus (research)
. Note that the means of acquisition is not stated; calcite obtained through
advanced oxide asteroid crushing
(researched on
Gleba
) works just as well as mining calcite on
Vulcanus
itself.
The technology enables two new recipes for
chemical plants
and one for
oil refineries
. Because Vulcanus lacks a natural source of
heavy oil
or
water
, these technologies allow the player to convert Vulcanus' other plentiful resources into both unavailable resources.
Acid neutralisation
allows the player to convert Vulcanus'
sulfuric acid
geysers into
steam
, while
steam condensation
turns the steam into water.
Simple coal liquefaction
allows the player to convert
coal
, calcite, and sulfuric acid into heavy oil.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Vulcanus
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/Calcite_processing_(research)_-_Factorio_Wiki |
Ice_platform | Ice platform - Factorio Wiki | [] | Ice platform - Factorio Wiki
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| | Ice platform | Edit |
| | ------------ | ---- |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 30+50+400β1 | 30+50+400β1 |
| Total raw | Total raw |
| 30+50+400 | 30+50+400 |
| Used to build Ice | Used to build Ice |
| Map color | |
| Stack size | 100 |
| Rocket capacity | 100 (1 stack) |
| Prototype type | tile |
| Internal name | ice-platform |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
Space Age
expansion exclusive feature.
Ice platforms
can be used to replace
Aquilo
's
ammonical seas with a dense ice float much in the same way that
landfill
works on other planets, with the caveat that it requires paving with
concrete
variants in order to support the operation of a vast majority of the game's buildings.
The recipe for producing ice platforms uses the same inputs as the
ammonical separation
recipe outputs. However, it consumes those outputs in a different ratio, resulting in a net increase in
ammonia
. That makes this recipe a possible way to get rid of any excess ice in lieu of
recyclers
.
History
2.0.7
:
Introduced in
Space Age
expansion.
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Ice_platform_-_Factorio_Wiki |
Fill_heavy_oil_barrel | Barrel - Factorio Wiki | [] | Barrel - Factorio Wiki
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Barrels
can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once
fluid handling
is researched. The barrels themselves are reusable once the fluids are drained.
Barrels stack in groups of 10. A single
cargo wagon
can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon β 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+1β1 |
| ---------------- | -------------- |
| 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 |
Big_mining_drill | Big mining drill - Factorio Wiki | [] | Big mining drill - Factorio Wiki
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| | Big mining drill | Edit |
| | ---------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 30+10+10+1+200+20β1 | 30+10+10+1+200+20β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 30+10+10+1+200+20 | 30+10+10+1+200+20 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 300390480570750 | | | | 300 | | 390 | | 480 | | 570 | | 750 |
| | | | 300 | | | | | | | | | | |
| | 390 | | 480 | | | | | | | | | | |
| | 570 | | 750 | | | | | | | | | | |
| Stack size | 20 | | | | | | | | | | | | |
| Rocket capacity | 20 | | | | | | | | | | | | |
| Dimensions | 5Γ5 | | | | | | | | | | | | |
| Energy consumption | 300 kW (electric) | | | | | | | | | | | | |
| Mining time | 0.3 | | | | | | | | | | | | |
| Mining speed | 2.5 | | | | | | | | | | | | |
| Mining area | 13Γ13 tiles | | | | | | | | | | | | |
| Resource drain | 50%41%33%25%8% | | | | 50% | | 41% | | 33% | | 25% | | 8% |
| | | | 50% | | | | | | | | | | |
| | 41% | | 33% | | | | | | | | | | |
| | 25% | | 8% | | | | | | | | | | |
| Pollution | 40/m | | | | | | | | | | | | |
| Crafted only on | | | | | | | | | | | | | |
| Module slots | 4 slots | | | | | | | | | | | | |
| Prototype type | mining-drill | | | | | | | | | | | | |
| Internal name | big-mining-drill | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Space Age
expansion exclusive feature.
The
big mining drill
is the stronger and larger big brother of the
electric mining drill
. It has the unique property of reducing resource drain from mining by 50%, which means the resource underneath the drill's mining area only has its richness depleted half of the time. This effect directly multiplies with the productivity of the drill in terms of the amount of resources that can be extracted from a single patch. The big mining drill is also able to mine harder ores such as
tungsten
that the lower tier mining drills cannot. Much like the electric mining drill, it is able to use
fluids
via
pipe
connection.
Additionally, researching
stack inserters
and
transport belt capacity
will allow the big mining drill to output items to a belt in stacks.
Indicators
There is a light attached to the front of the mining drill that will change colors depending on its status:
Green light = The drill is currently functioning without issues.
Yellow light = The drill's ability to dispense resources is blocked, it is low on power, or it is disabled by the
circuit network
.
Red light = The drill has completely run out of resources to mine or it is missing the fluid required to mine the current resource.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Vulcanus
Mining
| 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/Big_mining_drill_-_Factorio_Wiki |
Selector_combinator | Selector combinator - Factorio Wiki | [] | Selector combinator - Factorio Wiki
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| | Selector combinator | Edit |
| | ------------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+2+5β1 | 0.5+2+5β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 59.5+60+29+4 | 59.5+60+29+4 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 |
| | | | 150 | | | | | | | | | | |
| | 195 | | 240 | | | | | | | | | | |
| | 285 | | 375 | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 (1 stack) | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | selector-combinator | | | | | | | | | | | | |
| Internal name | selector-combinator | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
selector combinator
is part of the
circuit network
and one of four types of combinators available in the game (the other three being the
constant combinator
,
arithmetic combinator
and
decider combinator
). It has four different modes of operation (or seven with
Space Age
enabled) to filter out various signals from an input wire.
Function
The selector combinator can select a signal to output from one of the following modes of operation:
Select input
In this mode, the combinator sorts its input signals by value and outputs one of them at the same value.
Sort descending
(default): The signal with the highest value is selected.
Sort ascending
: The signal with the lowest non-zero value is selected.
Index
: Determines which position among the sorted values is selected, starting at 0, i.e. first (0), second (1), third (2).
If multiple signals are provided and index is out of bounds, then
no signal
is passed through. The valid bounds is 0 through 1 less the total quantity of input signals.
If a single input signal is provided, it is
always
passed through even if the index is out of bounds.
Count inputs
The combinator will count and output the number of unique inputs on the selected signal.
The value of the input signals is not considered.
Random input
The combinator will pass through a random input signal every certain number of
game ticks
.
By default, the combinator will update this every 1 tick, or 60 times per second.
If there is only one input signal, it will be output after this threshold is met. If the input is removed before that happens, nothing will be output.
Stack size
The combinator will output the stack sizes of the input items.
The combinator will not output any fluid or
virtual signals
.
The value of the input items is not considered.
Rocket capacity
The combinator will output the rocket capacity of the input signals.
The combinator will not output any fluids, virtual signals, or items too heavy for a rocket (the
atomic bomb
and
rocket silo
.)
The value of the input items is not considered.
Quality filter
The combinator will pass through any input signals that meet a conditional against a certain
quality
grade.
The combinator can compare an input's quality that is greater than, less than, equal to, greater or equal to, less or equal to, or not equal to, any one quality grade.
If comparing against
any
quality grade, the only valid comparison is
equal to
.
Quality transfer
The combinator will take the selected
target signal
from its inputs and output it with a particular quality grade.
If
direct selection
is selected, the combinator will attach the specified quality grade to the target signal, but only if that target signal is among the inputs.
If
select from input
is selected, the combinator will search for the selected item within its inputs and apply the quality of selected input to the target signal, but only if both the selected input and the target signal are among the inputs.
History
2.0.7
:
Introduced
See Also
Decider combinator
Constant combinator
Arithmetic 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/Selector_combinator_-_Factorio_Wiki |
Productivity_module | Productivity module - Factorio Wiki | [
"intermediate products"
] | Productivity module - Factorio Wiki
Jump to navigation
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| | Productivity module | Edit |
| | ------------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | ---- | | --- | | --- | | --- | | --- | | ---- |
| 15+5+5β1 | 15+5+5β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 68.75+32.5+15+10 | 68.75+32.5+15+10 | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Energy consumption | +40% (electric) | | | | | | | | | | | | |
| Speed | β5% | | | | | | | | | | | | |
| Productivity | +4%+5%+6%+7%+10% | | | | +4% | | +5% | | +6% | | +7% | | +10% |
| | | | +4% | | | | | | | | | | |
| | +5% | | +6% | | | | | | | | | | |
| | +7% | | +10% | | | | | | | | | | |
| Pollution | +5% | | | | | | | | | | | | |
| Prototype type | module | | | | | | | | | | | | |
| Internal name | productivity-module | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Productivity modules
applies a
Productivity
bonus to items produced in a machine, allowing the machine to produce more items for the same inputs. It adds 4% productivity to the affected machine.
Productivity modules can generally only be used to make
intermediate products
. These are items that are used in other recipes and cannot directly be placed. For more information, see
Module#Productivity_module
. There are quite a few exceptions to this general rule.
The second purple bar.
History
1.1.0
:
Productivity module 1 decreases speed of the machine by 5% instead of 15%.
0.17.0
:
Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity modules.
0.15.2
:
The "Kovarex enrichment process" is no longer usable with productivity modules.
0.13.0
:
Blueprints support modules.
Productivity module pollution production reduced from 30% to 5%.
0.9.7
:
Crafting speed penalty reduced from 20% to 15%.
Productivity module energy consumption reduced from 50% to 40%.
0.9.0
:
Usage in assembling machines is limited to intermediate products.
Added crafting speed penalty of 20%.
0.7.3
:
Restricted use of productivity modules in beacons.
0.7.0
:
Pollution mechanic introduced.
0.6.0
:
Introduced
See also
Modules
Productivity module 2
Productivity module 3
| 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/Productivity_module_-_Factorio_Wiki |
Template_Screenshot | Template:Screenshot - Factorio Wiki | [
"Category:Screenshots"
] | Template:Screenshot - Factorio Wiki
Jump to navigation
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[
View
] [
Edit
] [
Page history
]
Documentation
This template should be added to the image pages of game screenshots, see the
guidelines on uploading images
.
This template places the page in the
Category:Screenshots
. It is important to add this template to the page instead of adding the Category directly, to ensure that future changes concerning the licensing of screenshots (such as pointing out that Wube owns the game that they come from) can be made easily.
Syntax
First parameter: Language suffix. (Optional)
{{Screenshot}}
{{Screenshot|pl}}
List of all templates | wiki | https://wiki.factorio.com/Template:Screenshot_-_Factorio_Wiki |
Rail_planner | Rail planner - Factorio Wiki | [] | Rail planner - Factorio Wiki
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The
rail planner
is a system that allows players to build many segments of
rail track
at once, either directly or as
ghost
entities.
The rail planner can be used immediately after researching the
railway
technology and acquiring some rails.
Aside from constructing the curved rail using a
blueprint
and
construction robots
, the rail planner is currently the only way to place curved rail segments.
Contents
1
Usage
1.1
Ghost building
2
History
3
See Also
Usage
The rail planner operating in manual mode.
While holding rails, left-click (press
A
on
Nintendo Switch
) on the green arrow icon on existing rail to initiate the rail planning mode.
This mode allows the player to directly place rails within a certain proximity to themselves (at most about 10 rails at a time).
The rails will be placed towards the cursor; simply aim with the cursor and left click (press
A
on Nintendo Switch) again to place.
After placement, the rail planner will continue from the end of the new segment, and the process can be repeated.
To escape the planner, press
Q
(
B
on Nintendo Switch).
In this mode, the player is allowed to leave the typical range of the "green hologram" to place items.
This means that, even if the player is physically beyond the range of the "hologram" for the new rail segment, they may still left click (press
A
on Nintendo Switch) in order to have the rails placed from a distance.
This allows the player to start the planner, then run far away in a straight line, and click rapidly to bring the rails up to them.
The rail planner operating in ghost building mode.
Ghost building
The ghost building mode can be used to place longer stretches of rail at once, by creating
ghosts
of rails that can be filled in by
construction robots
, either from
roboports
or a
personal roboport
.
Ghost building mode is available in 2 different modes:
Shortest route: hold
Shift
(
ZR
on
Nintendo Switch
) while using the rail planner as described above. The rail planner will find the shortest route without considering natural obstacles such as
trees
or
cliffs
, these will be marked for deconstruction, for
water
or similar bodies,
landfill
or
foundation
will be used.
Collision avoidance: hold
Control
while using the rail planner as described above. The rail planner will find a route while avoiding entities like
trees
,
cliffs
or
water
.
History
0.17.29
:
Simplified rail building.
Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode.
It doesn't matter anymore, whether the rail building started with shift or not.
This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification.
0.13.0
:
Rail planner
tool simplifies rail building.
Removed the curved rail,
rail
is the only type now.
See Also
The FFF blog post that introduces this feature.
FFF describing the rail planning changes made in 0.17.29
Railway | wiki | https://wiki.factorio.com/Rail_planner_-_Factorio_Wiki |
Holmium_processing_(research) | Holmium processing (research) - Factorio Wiki | [] | Holmium processing (research) - Factorio Wiki
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| | Holmium processing (research) | Edit |
| | ----------------------------- | ---- |
| Researched by | Researched by |
| --------------------- | --------------------- |
| Craft | Craft |
| Prototype type | technology |
| Internal name | holmium-processing |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
Unlocks recipes start processing
holmium plates
.
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/Holmium_processing_(research)_-_Factorio_Wiki |
User_talk_Ssilk | User talk:Ssilk - Factorio Wiki | [] | User talk:Ssilk - Factorio Wiki
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Welcome to
factorio
!
We hope you will contribute much and well.
You will probably want to read the
help pages
.
Again, welcome and have fun!
Kovarex
(
talk
) 21:07, 2 October 2013 (CEST)
Hey there! I just started playing Factorio and I really want to help make this wiki a complete and useable resource. I saw your post on the forums so I figured your might be able to answer a question. I'm fixing some dead end pages such as [[Armor_making_1]] by redirecting them to the proper pages, however Armor_making_1 seems to be a name used internally by the game. Should those pages contain information about internal game usage aside from just redirecting them?
Cakestantinople
(
talk
) 03:34, 6 February 2014 (CET)
Well, those pages have been created automatically, they might be wrong or outdated. You can prove that by looking into the prototype files of the factorio installation directory. Currently I'm not in front my computer, so I can't check that. If you have problems to find that please PM me in the forum.
Ssilk
(
talk
) 23:24, 6 February 2014 (CET)
Contents
1
Work vs energy
2
no offense but...
3
Language Bar on main page
4
Concerning new pages
Work vs energy
Units
says "Please don't mix work with energy!" - why not? In real life work is just the change in energy. Eg: if a thing has 300 J of gravitational potential energy, and I do 100 J of work to push it uphill, then now it has 400 J of gravitational potential energy (assuming 100% efficiency).
Immibis
(
talk
) 03:44, 19 February 2014 (CET)
I added some sentence to that article and hope it makes the difference clear. Energy is not work. A gravitational potential energy is only a potential energy. You can use it only, if you move the object. Moving needs time. Time is the difference between energy and work. Etc.
Ssilk
(
talk
) 12:04, 19 February 2014 (CET)
no offense but...
do you just put commas every time you stop to take a breath when reading a sentence out loud? That's not how English works. Like I said, no offense is intended, especially considering I know, based on your profile on the forums, that you are German. Perhaps you should look up English guides on the web? I'm sure are plenty of guides for comma placement on the web, as it's one of the more difficult-to-learn parts of English grammar.
Hehe. Well, I've had always problems with these part of the English grammar. I remember one English examination (now 30 years ago), where the teacher called my work "random driven". Seems, that I now really need to learn it.Β :). I found this
http://grammar.ccc.commnet.edu/grammar/commas.htm
- is there more to know?
Ssilk
(
talk
) 13:03, 20 June 2015 (CEST)
Language Bar on main page
Hi Ssilk,
how about we put the {{Languages}} bar on the main page. It would be much easier to know that there are translations of the main page. For the moment I find it difficult to know. --
Commander Keen
(
talk
) 07:15, 31 March 2016 (UTC)
Concerning new pages
Hey there!
Noticed you had made some new pages, [[Charting]] and [[Character]]. Since they concerned
Radar
and
Player
respectively, I've merged them with those pages. Generally, when it comes to editing wikis, less pages are better than lots of small pages, because it makes finding info much easier, and keeps users from having to click through multiple pages in order to read info. Trust me, I have experience with this. To that end, I'd like to ask that you
append info
to pages that are related to info that you're trying to add, instead of creating new pages. It makes the wiki more organized, and makes it much simpler. The edits are good though, they add good technical info. Just please append info to existing pages rather than make new ones. Mishka, TheWombatGuru and I are currently working on reorganizing the wiki to make it more professional and easy to read. Thanks, and let me know if you have any questions.Β :) --
Gangsir
(
talk
) 21:39, 8 November 2016 (UTC) | wiki | https://wiki.factorio.com/User_talk:Ssilk_-_Factorio_Wiki |
Solid_fuel | Solid fuel - Factorio Wiki | [] | Solid fuel - Factorio Wiki
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| | Solid fuel | Edit |
| | ---------- | ---- |
Base game
Space Age mod
| Stack size | 50 | | | | | | | | | | | | |
| --------------------- | -------------------------- | | ------ | | ---- | | ------ | | ---- | | ------ | | ------ |
| Rocket capacity | 1000 (20 stacks) | | | | | | | | | | | | |
| Fuel value | 12 MJ (burner) | | | | | | | | | | | | |
| Vehicle acceleration | 120%126%132%138%150% | | | | 120% | | 126% | | 132% | | 138% | | 150% |
| | | | 120% | | | | | | | | | | |
| | 126% | | 132% | | | | | | | | | | |
| | 138% | | 150% | | | | | | | | | | |
| Vehicle top speed | 105%106.5%108%109.5%112.5% | | | | 105% | | 106.5% | | 108% | | 109.5% | | 112.5% |
| | | | 105% | | | | | | | | | | |
| | 106.5% | | 108% | | | | | | | | | | |
| | 109.5% | | 112.5% | | | | | | | | | | |
| Prototype type | item | | | | | | | | | | | | |
| Internal name | solid-fuel | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Used as fuel by | Used as fuel by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| --------------------- | -------------------------- | | ------ | | ---- | | ------ | | ---- | | ------ | | ------ |
| Rocket capacity | 1000 (20 stacks) | | | | | | | | | | | | |
| Fuel value | 12 MJ (burner) | | | | | | | | | | | | |
| Vehicle acceleration | 120%126%132%138%150% | | | | 120% | | 126% | | 132% | | 138% | | 150% |
| | | | 120% | | | | | | | | | | |
| | 126% | | 132% | | | | | | | | | | |
| | 138% | | 150% | | | | | | | | | | |
| Vehicle top speed | 105%106.5%108%109.5%112.5% | | | | 105% | | 106.5% | | 108% | | 109.5% | | 112.5% |
| | | | 105% | | | | | | | | | | |
| | 106.5% | | 108% | | | | | | | | | | |
| | 109.5% | | 112.5% | | | | | | | | | | |
| Prototype type | item | | | | | | | | | | | | |
| Internal name | solid-fuel | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Used as fuel by | Used as fuel by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Solid fuel
is a kind of
fuel
and is processed in a
chemical plant
. One unit of solid fuel contains 12MJ of energy, three times the energy value of coal.
Besides being useful as fuel in all
burner devices
, solid fuel is also used to produce
rocket fuel
, which is a component of
rocket parts
built in the
rocket silo
.
Recipes
Solid Fuel can be created from
heavy oil
,
light oil
or
petroleum gas
.
Light oil
has the best oil to solid fuel ratio (10:1). Cracking heavy oil to light oil first changes the ratio for heavy oil to 13:1 (from 20:1).
On
Aquilo
, the
ammonia
recipe is by far the most efficient. With no productivity bonus, optimally converting the products of advanced oil processing to solid fuel will result in needing approximately 10.55
crude oil
per solid fuel, whereas solid fuel from ammonia needs only 6 crude oil per solid fuel.
| Process | Input | Output | Produced by |
| ------- | -------- | ------ | ----------- |
| | 10+1 | 1 | |
| | 20+1 | 1 | |
| | 20+1 | 1 | |
| | 6+15+0.5 | 1 | + |
Solid fuel is also obtained from recycling
scrap
, which can be mined on
Fulgora
.
History
2.0.24
:
Solid fuel from ammonia cost and crafting time reduced: 6 crude oil instead of 20, 15 ammonia instead of 50, and 0.5 seconds instead of 1 second.
2.0.7
:
Decreased the crafting time of solid fuel from 2 to 1.
0.17.0
:
Relative value of solid fuel decreased by 4%.
0.15.0
:
Fuel type now affects vehicle acceleration and top speed.
0.9.0
:
Introduced
See also
Oil processing
Fuel
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Solid_fuel_-_Factorio_Wiki |
Used_up_uranium_fuel_cell | Depleted uranium fuel cell - Factorio Wiki | [] | Depleted uranium fuel cell - Factorio Wiki
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| | Depleted uranium fuel cell | Edit |
| | -------------------------- | ---- |
| Recipe | Recipe |
| --------------- | -------------------------- |
| 200+1β1 | 200+1β1 |
| Total raw | Total raw |
| 200+1 | 200+1 |
| Stack size | 50 |
| Rocket capacity | 10 (0.2 stacks) |
| Prototype type | item |
| Internal name | depleted-uranium-fuel-cell |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
A
depleted uranium fuel cell
is produced in
nuclear reactors
by burning a
uranium fuel cell
. It can be
reprocessed
into
uranium-238
.
History
2.0.7
:
Renamed from used up uranium fuel cell to depleted uranium fuel cell.
0.15.0
:
Introduced
See also
Power production
Nuclear fuel reprocessing
| 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/Depleted_uranium_fuel_cell_-_Factorio_Wiki |
Template_BlueprintString_doc | Template:BlueprintString/doc - Factorio Wiki | [] | Template:BlueprintString/doc - Factorio Wiki
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Usage:
{{BlueprintString|bp-string=
bpstringhere
}}
Example:
{{BlueprintString|bp-string=0eNqlXO1qGzsQfZf9bReNvuVXKSU46VIWnLWxN5eGkHe/62un6XVG2pljKIQkzdF8SkczI791j7uX/nAcxqnbvHXD0348dZvvb91p+DVud+efTa+Hvtt0w9Q/d6tu3D6fv+t/H4796bSejtvxdNgfp/Vjv5u691U3jD/7392G3ldikNNhN0xTf/zrz+37j1XXj9MwDf1FoP++eX0YX54f5/+5oSVRVt1hf5r/fD+e158h13nVvZ6/vJ9Fu4GzerjYgHN6uNSA83o434ALerjQgIt6ONuAS3o414DLajjTQCt64agBR0aN14Sjem59AbLfWk4lq4DybSh9NrRyi/TZ0MotCgpF1+lD08RifU2Fl3k/O/467uevC/tSnHe/6za5f5kOL+fd9OsKCVkhaVbIGnuEtj0KvK1Gdpc2iPZBob3VZNDaNbW3FpHWa6R18F7J29drtKe29gHR3mq0h7KNNCskhT1M2xwZENZoZC3oUcKGgtOfTLahviMUjpcOSS33IZ/Amk6fWe7TWT+HY/90+VXkwPUnmJeDI3nnNabR873QcmVC4fhA0xxfsZmyrgCWjIqU9chxpjnLPcHnb2DvIfg1yf8/ci2H7u443cNNZkis4+9Y71afP+sNY225AB/WvDMijOdZvATf4/zytuTzHXSg6ty6sYuKyVzV+BaWFQkGP8iBIA2E3l8FTgkW5QwScIeCs+EePMogJE4NKDibSiHi9KS6sTRiJKF8gpc+I1d/3mkFPdxZyaLBT2T9HhIJLTQIIi5aFJy3jLujLuDeBcbwcEnTsgIHmEpYgXWhq2H8Yo56zsUEF1HtMhWKGa743qB7Dr3AzMEty56gIo37lH7R9onu4BJOTdySvWM5K8it5NAznk2t5HGGItkKUkAPdkHmJiRzSZG4KaFHvWONnVE43ncFrTsIbJsNyhMk4ITXHZye82SLMgvWjdmhcILdPHuctkgSMge0wcLGYI4oNeHhEgrHeyrDnV8SuKqg6IZtF5o7aBmpT6pCKEkzywle4OIPbxoH9ZmIxfIoGeNFCzD7EoRYiSi6xEl491wiekbRJaIXuP5EfG/doIBm2RRkCB0FEKHbO3pbpD9OyWjS8UoWzW29jFfFo3Sx4laUfprlmxGZiNI5kpgC6d5/hqTAixmkj6KYhLkpCSxPKDk1/CQMIUUsPuIIScagcBs+ISOJOsLpp1D8gDK8ir0j3BczArpM2BDNheZZ0QIZp30kMzk8WcOb3BoUz/J4qjmaj/yrYFm8T0cSd1mHD+rIFvAob6p4C24lViwc8QqXLF5twvmMzMQZpWMVkxQ1H7KS9iE5dORTstUDYzb0Z1tblNzC7EV/lSVgAsfKVfFwg04UjU4zVOqau5+LcF1NJio6f2Ml8Zhh6oFcYlwBeZREF29AlsPv4R7tLgoaPIQM6lz4jeOFdSiel1jW43TJ6UcqCJnESXJtIlLYqtg9obTM83gZLZRV8AoyLs3rGgxaF+NlAyZnriSpgmfRcpJgWIaCwwmSU482EDBNc11MpEwAG5qS/Ap4hxDZLIDhGpLrkoEHO5X0KSBf4qM9GrDYU4FDyjG8osDkTGubiGjnrwKHF1uANI5o50+SxRHtAzoJONoVFEkO9wgD71S4K8iOvFO6oy0YJKQ+qcovH2PwFWEtPkslE9ahpIT3VoK7gRUDwO3AinxwA7AiX8IHrmQOUj0JtO1oKnipSSQsMORyZTa8tzLc5+MNAAyumJZ46OxYRToPkyuZdzSFEWpGUo5wOUomagIZUMVRaGuuon0BWRAvXUG7b7x0heCOmcg3RfM6PTTDqDiYsMlERZ+rVxyF9toq2kfk9XvlsXdCCh8VrIwUFipYBXnVzL/iZWZKll8EV6CQD2uoQCEf1lCBcsD7yRnqx+ry4S6bvz5QZtXttnNIzj+j+DD/e9zutuNTf3wYxt0w9vPv/+mPpwuN997GaGIoc9j/Cy9r1MQ=}}
Copy blueprint string
0eNqlXO1qGzsQfZf9bReNvuVXKSU46VIWnLWxN5eGkHe/62un6XVG2pljKIQkzdF8SkczI791j7uX/nAcxqnbvHXD0348dZvvb91p+DVud+efTa+Hvtt0w9Q/d6tu3D6fv+t/H4796bSejtvxdNgfp/Vjv5u691U3jD/7392G3ldikNNhN0xTf/zrz+37j1XXj9MwDf1FoP++eX0YX54f5/+5oSVRVt1hf5r/fD+e158h13nVvZ6/vJ9Fu4GzerjYgHN6uNSA83o434ALerjQgIt6ONuAS3o414DLajjTQCt64agBR0aN14Sjem59AbLfWk4lq4DybSh9NrRyi/TZ0MotCgpF1+lD08RifU2Fl3k/O/467uevC/tSnHe/6za5f5kOL+fd9OsKCVkhaVbIGnuEtj0KvK1Gdpc2iPZBob3VZNDaNbW3FpHWa6R18F7J29drtKe29gHR3mq0h7KNNCskhT1M2xwZENZoZC3oUcKGgtOfTLahviMUjpcOSS33IZ/Amk6fWe7TWT+HY/90+VXkwPUnmJeDI3nnNabR873QcmVC4fhA0xxfsZmyrgCWjIqU9chxpjnLPcHnb2DvIfg1yf8/ci2H7u443cNNZkis4+9Y71afP+sNY225AB/WvDMijOdZvATf4/zytuTzHXSg6ty6sYuKyVzV+BaWFQkGP8iBIA2E3l8FTgkW5QwScIeCs+EePMogJE4NKDibSiHi9KS6sTRiJKF8gpc+I1d/3mkFPdxZyaLBT2T9HhIJLTQIIi5aFJy3jLujLuDeBcbwcEnTsgIHmEpYgXWhq2H8Yo56zsUEF1HtMhWKGa743qB7Dr3AzMEty56gIo37lH7R9onu4BJOTdySvWM5K8it5NAznk2t5HGGItkKUkAPdkHmJiRzSZG4KaFHvWONnVE43ncFrTsIbJsNyhMk4ITXHZye82SLMgvWjdmhcILdPHuctkgSMge0wcLGYI4oNeHhEgrHeyrDnV8SuKqg6IZtF5o7aBmpT6pCKEkzywle4OIPbxoH9ZmIxfIoGeNFCzD7EoRYiSi6xEl491wiekbRJaIXuP5EfG/doIBm2RRkCB0FEKHbO3pbpD9OyWjS8UoWzW29jFfFo3Sx4laUfprlmxGZiNI5kpgC6d5/hqTAixmkj6KYhLkpCSxPKDk1/CQMIUUsPuIIScagcBs+ISOJOsLpp1D8gDK8ir0j3BczArpM2BDNheZZ0QIZp30kMzk8WcOb3BoUz/J4qjmaj/yrYFm8T0cSd1mHD+rIFvAob6p4C24lViwc8QqXLF5twvmMzMQZpWMVkxQ1H7KS9iE5dORTstUDYzb0Z1tblNzC7EV/lSVgAsfKVfFwg04UjU4zVOqau5+LcF1NJio6f2Ml8Zhh6oFcYlwBeZREF29AlsPv4R7tLgoaPIQM6lz4jeOFdSiel1jW43TJ6UcqCJnESXJtIlLYqtg9obTM83gZLZRV8AoyLs3rGgxaF+NlAyZnriSpgmfRcpJgWIaCwwmSU482EDBNc11MpEwAG5qS/Ap4hxDZLIDhGpLrkoEHO5X0KSBf4qM9GrDYU4FDyjG8osDkTGubiGjnrwKHF1uANI5o50+SxRHtAzoJONoVFEkO9wgD71S4K8iOvFO6oy0YJKQ+qcovH2PwFWEtPkslE9ahpIT3VoK7gRUDwO3AinxwA7AiX8IHrmQOUj0JtO1oKnipSSQsMORyZTa8tzLc5+MNAAyumJZ46OxYRToPkyuZdzSFEWpGUo5wOUomagIZUMVRaGuuon0BWRAvXUG7b7x0heCOmcg3RfM6PTTDqDiYsMlERZ+rVxyF9toq2kfk9XvlsXdCCh8VrIwUFipYBXnVzL/iZWZKll8EV6CQD2uoQCEf1lCBcsD7yRnqx+ry4S6bvz5QZtXttnNIzj+j+DD/e9zutuNTf3wYxt0w9vPv/+mPpwuN997GaGIoc9j/Cy9r1MQ= | wiki | https://wiki.factorio.com/Template:BlueprintString/doc_-_Factorio_Wiki |
Template_If_language_suffix_doc | Template:If language suffix/doc - Factorio Wiki | [] | Template:If language suffix/doc - Factorio Wiki
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Gets the language suffix from the pagename, with a
/
in front. Returns an empty string for no language suffix (English pages). See
Template:Get language code
for removing the
/
in front and getting "en" pages without a language suffix.
Example 1: Page the template is on: "Infobox:Accumulator" -> {{Language suffix}} gives "".
Example 2: Page the template is on: "Accumulator/de" -> {{Language suffix}} gives "/de".
Example 3: Page the template is on: "Infobox:Accumulator/de" -> {{Language suffix}} gives "/de". | wiki | https://wiki.factorio.com/Template:If_language_suffix/doc_-_Factorio_Wiki |
Assembling_machine | Assembling machine - Factorio Wiki | [] | Assembling machine - Factorio Wiki
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| |
| ---------------------------------------------------------------------- |
| Multiple pages share the title or description of "Assembling machine". |
| They are listed below. |
Quick summary
Assembling machines are used to automate the manufacturing of products. There are three tiers, each consuming more electricity and running faster. Some recipes can only be used in assembling machines.
Assembling machine
may refer to:
Assembling machine 1
Assembling machine 2
Assembling machine 3 | wiki | https://wiki.factorio.com/Assembling_machine_-_Factorio_Wiki |
User_talk_AnthonyQBachler | User talk:AnthonyQBachler - Factorio Wiki | [] | User talk:AnthonyQBachler - Factorio Wiki
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Power production - positive/negative feedback loops
Hey, I wanted to remind you of rule 1 concerning editing which states that you should not edit war. Concerning the topic: The feedback loop when steam engines run out of coal is positive, since it reinforces itself, instead of correcting itself. Another way to describe it would be that the gap in demand and production widens (you produce less and less) instead of narrowing (you recover). This is positive feedback by the first definition
here
. I don't think we should consider the second definition on a wiki since it refers to emotional connotation. You can also find an explanation directly for factorio
here
. I hope you now understand why I reverted your first edit, and hope that we can come to an agreement on whether the feedback loop is positive or negative. --
Bilka
(
talk
) -
Admin
11:56, 17 May 2018 (UTC)
I discuss the edits on the pages talk page, btu my intention is not an edit war, rather that the page be technically correct. That is why I linked it to the more general wikipedia article on feedback, rather than positive or negative, since the feedback referenced is a special case which can be considered both negative because the system acts to reduce output rather than increase it, and positive with less than unity gain (gain < 1.0). As stated I explained the situation in more detail on the articles talk page.
AnthonyQBachler
(
talk
) 12:06, 17 May 2018 (UTC)
Since you removed the wrong information from the page, I will let this topic go. But I recommend you to also read the first few paragraphs of
Wikipedia:Negative feedback
. These should further explain why the feedback loops we see in power production during brownouts/blackouts are not negative. --
Bilka
(
talk
) -
Admin
12:21, 17 May 2018 (UTC)
If lack of power leads to even greater lack of power, that's a positive feedback loop. If lack of power lead to a self-correcting process which re-stablizes the power, that's a negative loop. In factorio, a lack of power makes drillers, inserters, etc, work slower, not faster, leading to less fuel, leading to even more lack of power. That's a positive loop. --
SafwatHalaby
(
talk
) 20:32, 19 May 2018 (UTC)
Again, only in limited circumstances where you are artificially limiting the system to the power production cycle. in a real system e.g. where increased power may cause circuit network controlled power switches to activate large parts of the factory, increasing power production can in fact lead to reduced power availability, leading to reduced fuel production and reduced power. In addition, if the factory manufactures and autoinserts logistic robots then increased power leads to more robots which leads to less power. Both of these very common, very realistic scenarios make it a negative feedback loop. That is why I linked the article on general feedback, so the reader cna get context on the fact that real systems are rarely so easily pigeon holed into being 'positive' or 'negative' feedback loops.
AnthonyQBachler
(
talk
) 21:26, 20 May 2018 (UTC)
Hmmm. I agree that the Factorio system is complicated and cannot be easily labeled a positive or negative loop. But I don't think we should be analyzing the whole system and all scenarios. We're analyzing a low-power/brown-out scenario. That is, we start with the fact that a system has more power demand than supply, and the in-game "satisfaction" bar is low. Given that initial state, does the system always eventually collapse into a total blackout by default? (Assuming the user has not intentionally created constructs that counter the brownout, such as a circuit-activated coal cache or a circuit which activates additional power plants). If the answer to that is yes, then by default, a brownout scenario causes a positive feedback loop by definition, ending up in total blackout. --
SafwatHalaby
(
talk
) 00:22, 22 May 2018 (UTC) | wiki | https://wiki.factorio.com/User_talk:AnthonyQBachler_-_Factorio_Wiki |
User_talk_Twisted_Code | User talk:Twisted Code - Factorio Wiki | [] | User talk:Twisted Code - Factorio Wiki
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Welcome to
factorio
!
We hope you will contribute much and well.
You will probably want to read the
help pages
.
Again, welcome and have fun!
Slpwnd
(
talk
) 09:59, 6 June 2015 (CEST) | wiki | https://wiki.factorio.com/User_talk:Twisted_Code_-_Factorio_Wiki |
Speed_module_(research) | Speed module (research) - Factorio Wiki | [] | Speed module (research) - Factorio Wiki
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| | Speed module (research) | Edit |
| | ----------------------- | ---- |
| Cost | Cost |
| ---------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------- |
| 3011β50 | 3011β50 |
| Speed modules push the processing speed of a machine above the normal limit but drastically increase a machine's energy use. | Speed modules push the processing speed of a machine above the normal limit but drastically increase a machine's energy use. |
| Prototype type | technology |
| Internal name | speed-module |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| 32 | 32 |
| Effects | Effects |
| | |
Speed module
unlocks the ability to
craft
the first tier of the
speed module
, 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_(research)_-_Factorio_Wiki |
Technologies | Technologies - Factorio Wiki | [] | Technologies - Factorio Wiki
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The technology tree β Click to enlarge.
Researched tech bonuses.
Technologies
are series of
research
projects that provide various enhancements. Some technologies unlock new items or recipes, while others provide bonuses.
Most technologies need a certain amount of
science packs
per science pack type to be researched in
labs
, for example the
Logistics
technology requires 20
automation science packs
to be placed in labs while the technology is selected for research. While some technologies will also automatically unlock after meeting specific conditions.
Contents
1
Infinite technologies
1.1
Pricing formulas
1.1.1
Space Age
1.2
Cumulative cost
1.3
Infinite productivity research limits
2
Achievements
3
See also
Infinite technologies
While most technologies in Factorio are either one-off or have a finite, relatively small number of levels available, a few are "infinite", meaning the player can research as many levels as they can afford. All of them unlock bonuses to existing technologies, never new structures or abilities. The per-level bonuses are constant for a particular infinite technologies and, like finite research bonuses, are additive within a single technology. They are subject to diminishing returns; thus, the per-level and per-science pack contributions from very high levels of infinite technologies will eventually provide only marginal improvements.
All base game infinite technologies levels require
space science packs
, and are also the only technologies that do. As such, they are late-game technologies intended primarily for players who wish to continue playing and expand their factory past the nominal victory condition of launching a rocket.
Infinite technologies are identified in-game by a small
β
infinity symbol shown in the top right corner of the research technology's card in the research screen.
Most infinite technologies are continuations of ordinary multi-level technologies; the "infinite" mechanic becomes effective once the player reaches the card initially labeled with
N - β
in the research tree. In the base game, only the two
artillery
-related technologies (artillery shell
range
and
shooting speed
) are infinite-only; for these,
1 - β
is shown before any levels in them are researched. In either case, once the first infinite level is researched, the card label switches to the one discussed above.
Pricing formulas
The price of all infinite technologies is generated in a
mathematical progression
; for the majority of technologies, the progression is
geometric
, mostly in powers of 2. Two technologies -
mining productivity
and
follower robot count
- use an
arithmetic progression
instead.
The table below summarizes for all infinite researches their first infinite level, the cost of the first few infinite levels, the cost formula and the per-level bonus.
We denote by
N
the current level of the research, by
F
the final non-infinite level of the research (hence F+1 is the first "infinite" level) and by
P[N]
the price of the research at level
N
.
| Technology | Bonus | Science Packs | F+1 | P[N] | P[F+1] | P[F+2] | P[F+3] | P[F+4] | P[F+5] | ... |
| -------------------------- | -------------------------------------------------------------------------------------- | ------------- | --- | ----------------------------- | ------ | ------ | ------ | ------ | ------ | -------------- |
| Worker robot speed | +65% Robot Speed | | 6 | 1,000 Γ 2^(N - F - 1) | 1,000 | 2,000 | 4,000 | 8,000 | 16,000 | Γ2 |
| Mining productivity | +10% Mining Productivity | | 4 | 2,500 Γ (N - F) | 2,500 | 5,000 | 7,500 | 10,000 | 12,500 | +2500 |
| Physical projectile damage | +40% Bullet Damage+70% Turret Damage+40% Shotgun Shell Damage+100% Cannon Shell Damage | | 7 | 1,000 Γ 2^(N - F - 1) | 1,000 | 2,000 | 4,000 | 8,000 | 16,000 | Γ2 |
| Stronger explosives | +50% Rocket Damage+20% Grenade Damage+20% Landmine Damage | | 7 | 1,000 Γ 2^(N - F - 1) | 1,000 | 2,000 | 4,000 | 8,000 | 16,000 | Γ2 |
| Refined flammables | +20% Flamethrower Damage | | 7 | 1,000 Γ 2^(N - F - 1) | 1,000 | 2,000 | 4,000 | 8,000 | 16,000 | Γ2 |
| Energy weapons damage | +70% Laser Damage+70% Electric Damage+30% Beam Damage | | 7 | 1,000 Γ 2^(N - F - 1) | 1,000 | 2,000 | 4,000 | 8,000 | 16,000 | Γ2 |
| Artillery shell range | +30% Artillery Shell Range | | 1 | 1,000 Γ 2^N | 2,000 | 4,000 | 8,000 | 16,000 | 32,000 | Γ2 |
| Artillery shell speed | +100% Artillery Speed | | 1 | 1,000 + 1,000 Γ 3^(N - F - 1) | 2,000 | 4,000 | 10,000 | 28,000 | 82,000 | Γ3 then - 2000 |
| Follower robot count | +25 Follower Robots | | 5 | 1000 Γ (N - F) | 1,000 | 2,000 | 3,000 | 4,000 | 5,000 | +1000 |
Space Age
The table below summarizes all the infinite technologies in Space Age. Some are unique to Space Age, while some have their price and/or effect changed from the base game.
| Technology | Bonus | Science Packs | F+1 | P[N] | P[F+1] | ... |
| ---------------------------------- | -------------------------------------------------------------------------------------- | ------------- | --- | --------------------- | ------ | ------ |
| Worker robot speed | +65% Robot Speed | | 7 | 1,000 Γ 2^(N - F) | 2,000 | Γ2 |
| Mining productivity | +10% Mining Productivity | | 3 | 1,000 Γ (N - F) | 1,000 | +1,000 |
| Physical projectile damage | +20% Bullet Damage+20% Turret Damage+40% Shotgun Shell Damage+100% Cannon Shell Damage | | 7 | 1,000 Γ 2^(N - F - 1) | 1,000 | Γ2 |
| Artillery shell range | +30% Artillery Shell Range | | 1 | 1,000 Γ 2^(N-1) | 1,000 | Γ2 |
| Artillery shell speed | +100% Artillery Speed | | 1 | 1,000 Γ 2^(N-1) | 1,000 | Γ2 |
| Artillery shell damage | +10% Artillery damage | | 1 | 1,000 Γ 2^(N-1) | 1,000 | Γ2 |
| Stronger explosives | +50% Rocket Damage+20% Grenade Damage+20% Landmine Damage | | 7 | 1,000 Γ 2^(N - F - 1) | 1,000 | Γ2 |
| Laser weapons damage | +70% Laser Damage | | 7 | 1,000 Γ 2^(N - F - 1) | 1,000 | Γ2 |
| Refined flammables | +20% Flamethrower Damage | | 7 | 1,000 Γ 2^(N - F - 1) | 1,000 | Γ2 |
| Follower robot count | +25 Follower Robots | | 5 | 1000 Γ (N - F) | 1,000 | +1000 |
| Steel plate productivity | +10% Steel plate recipe productivity bonus | | 1 | 1000 Γ 1.5^N | 1,500 | Γ1.5 |
| Low density structure productivity | +10% Low density structure recipe productivity bonus | | 1 | 1000 Γ 1.5^N | 1,500 | Γ1.5 |
| Scrap recycling productivity | +10% Scrap recycling recipe productivity bonus | | 1 | 500 Γ 1.5^N | 750 | Γ1.5 |
| Processing unit productivity | +10% Processing unit recipe productivity bonus | | 1 | 1000 Γ 1.5^N | 1,500 | Γ1.5 |
| Electric weapons damage | +70% Tesla damage+70% Electric damage+30% Beam damage | | 4 | 1000 Γ 2^(N - F) | 2000 | Γ2 |
| Plastic bar productivity | +10% Plastic bar recipe productivity bonus | | 1 | 1000 Γ 1.5^N | 1,500 | Γ1.5 |
| Rocket fuel productivity | +10% Rocket fuel recipe productivity bonus | | 1 | 1000 Γ 1.5^N | 1,500 | Γ1.5 |
| Health | +50 Character health | | 1 | 50 Γ 2^N | 200 | Γ2 |
| Asteroid productivity | +10% Asteroid processing recipe productivity bonus | | 1 | 1000 Γ 1.5^N | 1,500 | Γ1.5 |
| Railgun damage | +40% Railgun damage bonus | | 1 | 1000 Γ 2^(N - 1) | 1000 | Γ2 |
| Rocket part productivity | +10% Rocket part recipe productivity bonus | | 1 | 2000 Γ 1.5^N | 1,500 | Γ1.5 |
| Railgun shooting speed | +20% Railgun shooting speed bonus | | 1 | 1000 Γ 2^(N - 1) | 1000 | Γ2 |
| Research productivity | +10% Lab research productivity bonus | | 1 | 1000 Γ 1.2^N | 1,200 | Γ1.2 |
Cumulative cost
As the price of most infinite technologies (specifically, those based on geometric progressions) increases very steeply, it may be a good idea for players to set realistic target levels for each of the infinite technologies they wish to pursue, and make their factory plans accordingly. To that end, the following properties of cumulative infinite research prices may be useful:
For infinite technologies whose underlying equation is a powers-of-two geometric series, the cumulative price of the first
N - F
infinite levels (skipping the first
F
level, so counting "infinite" levels only) is
2 Γ P[N] - P[F+1]
; i.e., twice the price of the final researched level, less the price of the first "infinite" level.
As
N
increases, this is approximated well by
2 Γ P[N] = P[N+1]
, so the cumulative cost of researching to level
N
is about as much as researching level
N+1
.
If one decides a level
M
which one considers the "highest feasible" with their current science pack production capacity, expanding said capacity by a factor of
X
will allow about
log[2](X)
additional levels to be researched before the next level takes longer to research with the expanded capacity than level
M + 1
would have taken with the pre-expansion production capacity.
For example, if one expands production capacity by a factor of 10, they will be able to research at least
floor(log[2](10)) = 3
and at most
ceiling(log[2](10)) = 4
additional levels in a given technology before the exponential increase in price negates the speed benefits of their Γ10 capacity expansion.
The cumulative price of the first
N - F
levels of infinite technologies whose underlying equation is an arithmetic series is
(N - F) Γ (P[N] + P[F + 1]) Γ· 2
; i.e,
N - F
times the mean of the prices of the first and last "infinite" level. For the
Follower robot count (research)
, an additional
900 Γ (N-F)
need to be added.
Expanding production capacity by a factor of
X
, as above, will in this case allow an additional
N Γ (X - 1)
levels to be researched before the benefit of the expansion is wiped out (i.e., research progress speed drops to or below what it was pre-expansion).
The cumulative price of the first
N
levels of
artillery shell shooting speed
, the sole infinite technology whose underlying equation is a powers-of-three geometric series (equation type (2)) is
1.5 Γ P[N] - 0.5 Γ P[1]
; i.e., 1.5 times the price of the final researched level, less half the price of the first level.
Note that these prices reflect
research units
, which will not be equal to science packs if
productivity modules
are used in labs. (In that case, the science pack requirement will be lower.)
Infinite productivity research limits
All recipes have a maximum productivity of 300%. This was
primarily done to prevent infinite resource exploits
involving the
recycler
and its 25% return of input items. This cap puts a hard limit on the effectiveness of most infinite productivity researches. You can research past level 30 of these technologies, but it will have no practical effects.
Note that miners are not crafting machines that execute recipes, nor are labs. As such,
mining productivity (research)
and
research productivity (research)
have no limit.
The
railgun turrets shooting speed
is tied to its
animation
, making the max shooting speed bonus +0.36/s. You can research past level 5, but it will have no practical effect on the
railgun turret
, however it
will
continue to increase the shooting speed of the
railgun
past level 5.
Achievements
| | Tech maniacResearch alltechnologies. |
| | ------------------------------------ |
Completing infinite technologies of any level is not required for
Tech maniac
. All non-infinite levels of technologies that have infinite continuations are still required.
See also
Research
Science pack
| 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/Technologies_-_Factorio_Wiki |
Turbo_splitter | Turbo splitter - Factorio Wiki | [] | Turbo splitter - Factorio Wiki
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| | Turbo splitter | Edit |
| | -------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 2+1+80+2+15β1 | 2+1+80+2+15β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 2+1+80+2+15 | 2+1+80+2+15 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 190247304361475 | | | | 190 | | 247 | | 304 | | 361 | | 475 |
| | | | 190 | | | | | | | | | | |
| | 247 | | 304 | | | | | | | | | | |
| | 361 | | 475 | | | | | | | | | | |
| Resistances | Fire: 0/60% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 25 | | | | | | | | | | | | |
| Dimensions | 1Γ2 | | | | | | | | | | | | |
| Belt speed | 60 Items/s | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Crafted only on | | | | | | | | | | | | | |
| Prototype type | splitter | | | | | | | | | | | | |
| Internal name | turbo-splitter | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Space Age
expansion exclusive feature.
Turbo splitters
are the fastest type of
splitters
. They are four times as fast as
normal splitters
, two times faster than
fast splitters
and 33% faster than
express splitters
. The items are placed in 1:1 relation on the outgoing belts. It is possible to set a filter and input and output priorities as described on
belt transport system
.
Contents
1
Other turbo belts
2
Other Splitters
3
History
4
See also
Other turbo belts
| Turbo transport belt | Turbo underground belt |
| -------------------- | ---------------------- |
Other
Splitters
| Splitter | Fast splitter | Express splitter |
| -------- | ------------- | ---------------- |
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Belt transport system
Transport belts
Underground belts
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/Turbo_splitter_-_Factorio_Wiki |
User_talk_DJSound | User talk:DJSound - Factorio Wiki | [] | User talk:DJSound - Factorio Wiki
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ΠΡΠΈΠ²ΡΡ, Π·Π°ΠΌΡΡΠΈΠ² ΡΡΡ Π΄ΠΎΡΡΠ°ΡΠ½ΡΠΎ Π½Π΅ΠΏΡΠ°Π²ΠΈΠ»ΡΠ½ΠΈΠΉ ΠΏΠ΅ΡΠ΅ΠΊΠ»Π°Π΄
https://wiki.factorio.com/Uranium_cannon_shell/uk
(ΡΠ°ΠΊΠ΅ΡΠ° Π· ΡΡΠ°Π½ΠΎΠ²ΠΎΡ Π±ΠΎΡΠ³ΠΎΠ»ΠΎΠ²ΠΊΠΎΡ), Ρ
ΠΎΡΠ° ΡΠ°ΠΊΠΈΠΉ ΡΠ°ΠΌΠΈΠΉ, Π°Π»Π΅ ΡΠΎΠ·ΡΠΈΠ²Π½ΠΈΠΉ Π²Π΅Π»ΠΈΠΊΠΎΠΊΠ°Π»ΡΠ±Π΅ΡΠ½ΠΈΠΉ ΡΠ½Π°ΡΡΠ΄ ΠΏΠ΅ΡΠ΅ΠΊΠ»Π°Π΄Π΅Π½ΠΎ ΠΎΠΊ. ΠΠ΅ Π·Π½Π°ΡΡ, ΡΠΈ ΠΏΠ»Π°Π½ΡΡΡΡΡΡ ΡΠΊΡΡΡ ΠΏΠΎΠΏΡΠ°Π²ΠΊΠΈ ΠΏΠ΅ΡΠ΅ΠΊΠ»Π°Π΄Ρ? ΠΠΎ ΡΠ½ΡΡ Π΄ΠΈΠ²Ρ Π½Π°Π·Π²ΠΈ Π· Π½Π°ΡΡΠΆΠΊΠΎΡ ΡΠ΅ ΠΌΠΎΠΆΠ½Π° ΡΠΏΡΠΈΠΉΠΌΠ°ΡΠΈ, Π°Π»Π΅ ΡΠ΅ΠΉ - 100% ΠΏΠΎΠΌΠΈΠ»ΠΊΠ°.
--
Factorles
(
talk
) 15:29, 8 January 2024 (UTC)
ΠΎΠΎΠΎ, ΡΠΈ Π½Π°ΡΠ΅ΡΡΡ Π΄ΠΎ ΡΡΠΎΠ³ΠΎ Π΄ΡΠΉΡΠΎΠ² ))), ΡΠ°ΠΊ ΠΎΡ Ρ ΠΊΠ°ΠΏΠ΅ΡΡ ΡΠΊΠΈΠΉ Π·Π»ΠΈΠΉ Π½Π° ΡΠ΅ΠΉ ΠΏΠ΅ΡΠ΅ΠΊΠ»Π°Π΄, Π²ΡΠ½ ΠΌΡΡΡΡΠΌΠΈ ΠΠΠΠΠΠ¬ΠΠΠ, ΠΎΡΠΊΡΠ»ΡΠΊΠΈ ΠΉΠΎΠ³ΠΎ ΠΏΠ΅ΡΠ΅ΠΊΠ»Π°Π΄Π°Π»ΠΈ ΡΡΠ·Π½Ρ Π»ΡΠ΄ΠΈ ΡΠ΅ΡΠ΅Π· ΠΏΠ»Π°ΡΡΠΎΡΠΌΡ
Crowdin
Ρ ΡΡΠ΄ΡΡΠΈ ΠΏΠΎ ΠΊΡΠ»ΡΠΊΠΎΡΡΡ Π³ΠΎΠ»ΠΎΡΡΠ² Π±ΡΠ»ΡΡΠ° ΡΠ°ΡΡΠΈΠ½Π° ΡΠΈΡ
Π»ΡΠ΄Π΅ΠΉ Π² ΠΎΡΡ Π½Π΅ Π±Π°ΡΠΈΠ»Π° ΡΠ°ΠΊΡΠΎΡΡΠΎ.... Π° ΠΏΡΠΎΡΡΠΎ ΠΏΠ΅ΡΠ΅ΠΊΠ»Π°Π΄Π°Π»ΠΈ ΡΠΊ Π²ΠΎΠ½ΠΈ Π΄ΡΠΌΠ°ΡΡΡ Ρ ΡΠΊ ΡΡΠΏΠ° ΠΏΡΠ°Π²ΠΈΠ»ΡΠ½ΡΡΠ΅, Π°Π»Π΅ ΡΠΊ Π²ΠΈΡΠ²ΠΈΠ»ΠΎΡΡ ΡΠ΅ ΡΠ°ΡΡΠΎ Π½Π΅ΠΊΠΎΡΠ΅ΠΊΡΠ½ΠΎ...
ΠΠΠ, ΡΠ΅ Ρ ΠΎΡΡΡΡΠΉΠ½ΠΈΠΉ ΠΏΠ΅ΡΠ΅ΠΊΠ»Π°Π΄ Ρ ΠΌΠΈ Π½Π΅ ΠΌΠΎΠΆΠ΅ΠΌΠΎ Π²ΡΠ΄ Π½ΡΠΎΠ³ΠΎ Π²ΡΠ΄Ρ
ΠΎΠ΄ΠΈΡΠΈ ΠΎΡΠΊΡΠ»ΡΠΊΠΈ ΡΠ΅ ΠΎΡΡΡΡΠΉΠ½Ρ Π½Π°Π·Π²ΠΈ ΡΡΡΠ½ΠΎΡΡΠ΅ΠΉ Π³ΡΠΈ Ρ Π²ΠΎΠ½ΠΈ ΠΌΠ°ΡΡΡ ΡΠΏΡΠ²ΠΏΠ°Π΄Π°ΡΠΈ Π· Π²ΡΠΊΡ.....
ΡΡ
ΡΠΈ ΠΌΠΎΠΆΠ΅Ρ ΡΡΠΎΡΠ½ΡΡΠΈ Π· ΡΠ°ΠΉΠ»Π° \Steam\steamapps\common\Factorio\data\base\locale\uk\base.cfg - ΠΌΠΎΠΆΠ΅Ρ ΠΉΠΎΠ³ΠΎ ΠΏΡΠΎΡΡΠΎ ΡΠΊΠΎΠΏΡΡΠ²Π°ΡΠΈ Π΄Π΅ΡΡ Ρ ΠΏΠΎΡΡΠΊΠΎΠΌ Π·Π½Π°Ρ
ΠΎΠ΄ΠΈΡΠΈ ΡΡΡΡΡΠΊΠΈ Π½Π΅ΠΎΠ±Ρ
ΡΠ΄Π½Ρ, Π²ΡΠ½ ΡΠ°ΠΊΡΠΈΡΠ½ΠΎ Π½Π΅ ΠΌΡΠ½ΡΡΡΡΡΡ ΠΏΡΠΈ Π°ΠΏΠ΄Π΅ΠΉΡΠ°Ρ
Π½Π°ΠΏΡΠΈΠΊΠ»Π°Π΄ ΡΠ΅ ΠΏΡΠΎ ΡΠΎ ΡΠΈ ΠΏΠΈΡΠ΅Ρ - ΡΡΡΡΡΠΊΠ° β642 - uranium-cannon-shell=Π Π°ΠΊΠ΅ΡΠ° Π· ΡΡΠ°Π½ΠΎΠ²ΠΎΡ Π±ΠΎΡΠ³ΠΎΠ»ΠΎΠ²ΠΊΠΎΡ Π° ΠΎΡ ΡΡΡΡΡΠΊΠ° β555 - explosive-cannon-shell=Π ΠΎΠ·ΡΠΈΠ²Π½Ρ Π²Π΅Π»ΠΈΠΊΠΎΠΊΠ°Π»ΡΠ±Π΅ΡΠ½Ρ ΡΠ½Π°ΡΡΠ΄ΠΈ
Ρ ΠΠΠΠΠ¦Π¬, ΠΏΠΎΠ²ΡΡ, Ρ ΡΠΊΠΎΡΡ ΡΡΠ»ΠΈΠΉ Π²Π΅ΡΡΡ Π½Π° ΠΏΡΠ°Π²ΠΊΠΈ ΡΠ²ΠΎΡΡ
ΠΏΠ΅ΡΠ΅ΠΊΠ»Π°Π΄ΡΠ² Π²ΠΈΡΡΠ°ΡΠΈΠ² ΠΊΠΎΠ»ΠΈ ΠΏΡΠΈΠ²ΠΎΠ΄ΠΈΠ² Π²ΡΠ΅ ΡΠ΅ Ρ ΡΠΏΡΠ²ΠΏΠ°Π΄ΡΠ½Π½Ρ Π· ΠΎΡΡΡΡΠΉΠ½ΠΎΡ Π²Π΅ΡΡΡΡΡ...
Ρ ΠΏΠΎ ΠΏΡΠ°Π²ΠΊΠ°ΠΌ ΠΎΡΡ ΠΏΠ΅ΡΠ΅ΠΊΠ»Π°Π΄Ρ - Π·Π°Π±ΡΠ΄Ρ, Π²ΡΠ½ "ΠΊΠΎΠ»Π΅ΠΊΡΠΈΠ²Π½ΠΎΠ·ΡΠΎΠ±Π»Π΅Π½ΠΈΠΉ" Ρ ΠΏΡΠ°Π²ΠΈΡΡΡΡ ΡΠ°ΠΊ ΡΠ°ΠΌΠΎ, Π½Π°ΡΠΈΡ
2-Ρ
Π³ΠΎΠ»ΠΎΡΡΠ² Π½Π΅ Π²ΠΈΡΡΠ°ΡΠΈΡΡ ΡΠΎΠ± ΠΏΠ΅ΡΠ΅Π±ΠΈΡΠΈ Π½Π΅Π²ΡΡΠ½Ρ Π²Π°ΡΡΠ°ΡΡΡ ΠΏΠ΅ΡΠ΅ΠΊΠ»Π°Π΄Ρ
P.S - ΠΏΡΠΎ ΡΠ΅ ΡΠΎ Π½Π΅ ΡΡΠ΅Π±Π° ΠΏΠ΅ΡΠ΅ΠΊΠ»Π°Π΄Π°ΡΠΈ ΡΡΡΠΎΡΡΡ ΡΡΠ²ΠΎΡΠ΅Π½Π½Ρ - Ρ ΠΌΠ°Π² Π½Π° ΡΠ²Π°Π·Ρ ΡΠΎ ΡΡ Π²ΡΡΠ°Π²Π»ΡΡΠΈ Π½Π°Π²ΡΡΡ Π½Π΅ ΠΏΠΎΡΡΡΠ±Π½ΠΎ - Π²ΠΎΠ½Π° Π»ΠΈΡΠ°ΡΡΡΡΡ Π»ΠΈΡΠ΅ Π½Π° Π°Π½Π³Π»ΠΎΠΌΠΎΠ²Π½ΡΠΉ ΠΎΡΠΈΠ³ΡΠ½Π°Π»ΡΠ½ΡΠΉ ΡΡΠΎΡΡΠ½ΡΡ
--
DJSound
(
talk
) 16:10, 8 January 2024 (UTC)
ΠΠ΅ΡΡΡ. ΠΠΊ, ΡΠΎ ΠΏΡΠΈ Π½Π°Π³ΠΎΠ΄Ρ ΡΠ°ΠΌ ΡΠΎΠΆΠ΅ ΠΏΡΠΎΠ³ΠΎΠ»ΠΎΡΡΡ, ΠΌΠΎΠΆΠ΅ ΡΠΊ Π½Π°Π·Π±ΠΈΡΠ°ΡΡΡΡΡ ΡΡΠΎΡ
ΠΈ ΠΏΠΎΠΏΡΠ°Π²ΠΎΠΊ, ΡΠΎ ΠΡΠ»ΠΊΠ° (ΡΠΈ Ρ
ΡΠΎ ΡΠ°ΠΌ Π³ΠΎΠ»ΠΎΠ²Π½ΠΈΠΉ) ΡΠΈ ΠΊΠΎΠΌΠ°Π½Π΄Π° ΠΏΡΠΈΡΠ»ΡΡ
Π°ΡΡΡΡΡ Ρ ΠΏΠΎΠΏΡΠ°Π²Π»ΡΡΡ ΡΠΎΡΡ.
Π ΠΏΡΠΎ ΡΡΡΠΎΡΡΡ ΡΡΠ²ΠΎΡΠ΅Π½Π½Ρ - ΡΠΊΡΠΎ ΡΠ΅ Π½Π΅ ΠΏΡΠΎΡΠΈ ΠΏΡΠ°Π²ΠΈΠ», ΡΠΎ Π½Π΅Ρ
Π°ΠΉ Π±ΡΠ΄Π΅. Π§Π°ΡΠΎΠΌ ΡΡΠΊΠ°Π²ΠΎ ΠΏΠΎΡΠΈΡΠ°ΡΠΈ ΡΠΈ ΠΏΠΎΡΡΠ²Π½ΡΡΠΈ Π· Π½ΠΎΠ²ΡΡΠΈΠΌΠΈ/ΡΡΠ°ΡΡΡΠΈΠΌΠΈ Π²Π΅ΡΡΡΡΠΌΠΈ, ΠΏΠΎΠ΄ΠΈΠ²ΠΈΡΠΈΡΡ ΡΠΎ Ρ ΡΠΊ ΠΌΡΠ½ΡΠ»ΠΎΡΡ.
--
Factorles
(
talk
) 08:47, 9 January 2024 (UTC) | wiki | https://wiki.factorio.com/User_talk:DJSound_-_Factorio_Wiki |
User_talk_Lexxy_Fox | User talk:Lexxy Fox - Factorio Wiki | [] | User talk:Lexxy Fox - Factorio Wiki
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Welcome to
factorio
!
We hope you will contribute much and well.
You will probably want to read the
help pages
.
Again, welcome and have fun!
Klonan
(
talk
) 13:05, 5 January 2017 (UTC) | wiki | https://wiki.factorio.com/User_talk:Lexxy_Fox_-_Factorio_Wiki |
Automation_science_pack | Automation science pack - Factorio Wiki | [] | Automation science pack - Factorio Wiki
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| | Automation science pack | Edit |
| | ----------------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| -------------------------- | -------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- |
| 5+1+1β1 | 5+1+1β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 5.5+1+2 | 5.5+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% | | | | | | | | | | |
| Prototype type | tool | | | | | | | | | | | | |
| Internal name | automation-science-pack | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Automation science pack
(also referred to as "red science") is the first tier of
science pack
. It is used in
labs
to
research
technologies
.
Contents
1
Achievements
2
Ratio
3
History
4
See also
Achievements
| | Research with automationResearch a technology usingautomation science packs. |
| | ---------------------------------------------------------------------------- |
Ratio
The following shows the minimum ratio of assemblers/machines and items required to produce automation science packs such that all number of assemblers/machines are whole numbers. Items per minute is calculated using
assembling machine 3
with no
modules
or
beacons
and all assemblers running at full speed. The crafting of some intermediate products are not shown (due to the assumption that these items are available in large quantities within the factory). This table was produced using normal recipe difficulty.
| Items/min | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| ------------------------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | | | |
| 150using10150150using1300 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | | | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | | | | |
| 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
History
0.17.0
:
Renamed from "Science pack 1" to "Automation science pack"
0.2.0
:
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/Automation_science_pack_-_Factorio_Wiki |
Tutorial_Mod_changelog_format | Tutorial:Mod changelog format - Factorio Wiki | [] | Tutorial:Mod changelog format - Factorio Wiki
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This is the format required to display mod changelogs in the in-game mod browsing GUI. The changelog.txt file needs to be located in the root of the mod folder (See
Tutorial:Mod_structure#Files
).
The
mod portal
website does
not
require this changelog format, it will display the changelog.txt content as plain text.
Parsing errors are written to the
log file
found in the
user data directory
.
It may be simpler to copy and modify the
#Example changelog
than to start from scratch.
Formatting rules
The changelog format consists of one or multiple version sections, which are read line by line. Each version section has to start with the
#Version section start
line. Each version section describes exactly one mod version with an arbitrary amount of categories that each may have an arbitrary amount of entries.
Completely empty lines will be skipped by the parser, except the line after
#Version section start
, which may not be empty.
General
Do not use tabs.
Do not leave whitespace at the end of lines ("trailing spaces").
It is recommended to set up the text editor to enforce this automatically. Usage of tabs and trailing spaces is likely to result in confusing error messages.
Version section start
The line must be 99 dashes exactly:
---------------------------------------------------------------------------------------------------
.
The following line must be a
#Version
line. It cannot be empty.
Version
The line must start with exactly
Version:
(note the space after the colon). The remaining part of the line will be parsed as the version the section is about.
The version itself is formatted as
number.number.number
(as in
major.minor.sub
), for example
0.6.4
. Each number can range from 0 to 65535.
0.0.0
is not considered a valid version.
There may not be two version sections with the same version.
This line is mandatory.
Example:
Version: 0.12.35
Date
The line must start with exactly
Date:
(note the space after the colon). The remaining part of the line will be parsed as the date the version was released. There are no restrictions for the format of the date itself.
There may not be two date lines within the same version section.
This line is optional.
Example:
Date: 01. 06. 2016
Category
The line must start with exactly two spaces. The remaining part of the line will be parsed as the category. The line must end with a colon. When displaying the changelog, this colon is removed.
This line and the entry lines following it are optional.
There are no restrictions for the format of the category itself.
However, some categories are recognized by the game and sorted before the "All" tab in the GUI:
Major Features
Features
Minor Features
Graphics
Sounds
Optimizations
Balancing
Combat Balancing
Circuit Network
Changes
Bugfixes
Modding
Scripting
Gui
Control
Translation
Debug
Ease of use
Info
Locale
Example:
Minor Features:
Entry
The line must start with exactly four spaces followed by exactly
-
(note the space after the dash) for a single line entry. For a multiline entry, lines after the first line must start with exactly six spaces.
If an entry is used, a previous line in the version section must be a
#Category
line. The entry is then associated with the category (see
#Example changelog
).
Entries for the same version and the same category may not be exact duplicates.
Example:
- Fixed the missing title in character logistics window.
Example changelog
It may be simpler to copy and modify this example than to start from scratch.
---------------------------------------------------------------------------------------------------
Version: 1.1.60
Date: 06. 06. 2022
Features:
- This is an entry in the "Features" category.
- This is another entry in the "Features" category.
- This general section is the 1.1.60 version section.
Balancing:
- This is a multiline entry in the "Balancing" category.
There is some extra text here because it is needed for the example.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
Bugfixes:
- Fixed that canceling syncing mods with a save would exit the GUI.
- Fixed a desync when fast-replacing burner generators.
---------------------------------------------------------------------------------------------------
Version: 1.1.59
Date: 06. 05. 2022
Bugfixes:
- This general section is the 1.1.59 version section.
- This is an entry in the "Bugfixes" category.
- Fixed grenade shadows.
---------------------------------------------------------------------------------------------------
Version: 0.1.0
Date: 24. 12. 2012
Major Features:
- Initial release.
- This general section is the 0.1.0 version section.
See also
Forum thread about the changelog format
Tutorial:Mod structure | wiki | https://wiki.factorio.com/Tutorial:Mod_changelog_format_-_Factorio_Wiki |
Template_TransLink_doc | Template:TransLink/doc - Factorio Wiki | [] | Template:TransLink/doc - Factorio Wiki
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{{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. | wiki | https://wiki.factorio.com/Template:TransLink/doc_-_Factorio_Wiki |
Nuclear_fuel | Nuclear fuel - Factorio Wiki | [] | Nuclear fuel - Factorio Wiki
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| | Nuclear fuel | Edit |
| | ------------ | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | -------------------------- | | ------ | | ---- | | ------ | | ---- | | ------ | | ------ |
| 90+1+1β1 | 90+1+1β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 90+1+1 | 90+1+1 | | | | | | | | | | | | |
| Stack size | 1 | | | | | | | | | | | | |
| Rocket capacity | 10 (10 stacks) | | | | | | | | | | | | |
| Fuel value | 1.21 GJ (burner) | | | | | | | | | | | | |
| Vehicle acceleration | 250%295%340%385%475% | | | | 250% | | 295% | | 340% | | 385% | | 475% |
| | | | 250% | | | | | | | | | | |
| | 295% | | 340% | | | | | | | | | | |
| | 385% | | 475% | | | | | | | | | | |
| Vehicle top speed | 115%119.5%124%128.5%137.5% | | | | 115% | | 119.5% | | 124% | | 128.5% | | 137.5% |
| | | | 115% | | | | | | | | | | |
| | 119.5% | | 124% | | | | | | | | | | |
| | 128.5% | | 137.5% | | | | | | | | | | |
| Prototype type | item | | | | | | | | | | | | |
| Internal name | nuclear-fuel | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Used as fuel by | Used as fuel by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Nuclear fuel is a type of
fuel
. It has the highest energy density and vehicle bonuses of all the fuel types, providing an acceleration modifier of 250% (compared to
rocket fuel
's 180%). The vehicle top speed modifier (115%) is the same as for rocket fuel.
Nuclear fuel is made from rocket fuel and
uranium-235
, one of each to produce one unit of nuclear fuel.
Compared to rocket fuel, nuclear fuel not only gives a higher acceleration bonus, but also has more than twelve times the energy output per item. Despite its smaller Rocket capacity (10 vs 100), this gives nuclear fuel an advantage in Space Age when moving energy from a planet to a platform. However, due to the much smaller stack size (1 vs 20), it is less space-efficient.
Trivia
The fuel value of 1.21 GJ is a reference to the
Back to the Future
franchise, in which the DeLorean uses a nuclear reaction to generate "1.21 Jigawatts" of electricity. Ironically, Emmett Brown specifically refutes the idea that the DeLorean uses nuclear fuel; the energy of the reaction is used to power the flux capacitor that allows time travel, and in
Part III
he specifies the DeLorean's internal combustion engine has always run on ordinary gasoline.
History
0.17.0
:
Relative fuel value of nuclear fuel doubled.
0.16.0
:
Introduced
See also
Fuel
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Nuclear_fuel_-_Factorio_Wiki |
Cannon_shell | Cannon shell - Factorio Wiki | [] | Cannon shell - Factorio Wiki
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| | Cannon shell | Edit |
| | ------------ | ---- |
| Recipe | Recipe | | | | | | | | | | | | | | | | | | | | | | | | |
| --------------------- | -------------------------------------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | | | --- | | --- | | --- | | --- | | --- |
| 8+1+2+2β1 | 8+1+2+2β1 | | | | | | | | | | | | | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | | | | | | | | | | | | | |
| 8+1+2+2 | 8+1+2+2 | | | | | | | | | | | | | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | | | | | | | | | | | | | |
| Rocket capacity | 50 | | | | | | | | | | | | | | | | | | | | | | | | |
| Range | 30 | | | | | | | | | | | | | | | | | | | | | | | | |
| Damage | 1.0k1.3k1.6k1.9k2.5k(physical)100130160190250(explosion) | | | | 1.0k | | 1.3k | | 1.6k | | 1.9k | | 2.5k | | | | 100 | | 130 | | 160 | | 190 | | 250 |
| | | | 1.0k | | | | | | | | | | | | | | | | | | | | | | |
| | 1.3k | | 1.6k | | | | | | | | | | | | | | | | | | | | | | |
| | 1.9k | | 2.5k | | | | | | | | | | | | | | | | | | | | | | |
| | | | 100 | | | | | | | | | | | | | | | | | | | | | | |
| | 130 | | 160 | | | | | | | | | | | | | | | | | | | | | | |
| | 190 | | 250 | | | | | | | | | | | | | | | | | | | | | | |
| Damage bonus | Piercing Power: 1000 | | | | | | | | | | | | | | | | | | | | | | | | |
| Used as ammunition by | Used as ammunition by | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
| Prototype type | ammo | | | | | | | | | | | | | | | | | | | | | | | | |
| Internal name | cannon-shell | | | | | | | | | | | | | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
The
cannon shells
are the basic ammunition for the
tank
along with
explosive cannon shells
. Once enough research is conducted,
uranium
shells are made available, which are equal or superior in all regards. Since regular shells are still specifically required to manufacture uranium variants, any previously manufactured stockpile can be "upgraded" without waste.
While cannon shells still deal an amount of explosive damage, it is only dealt on the directly hit target and it is also a much lower amount than what explosive shells deal; its primary damage outlet is physical and therefore better suited against
worms
,
nests
and large
spitters
for their lesser resistances against it. It also features much greater
piercing power
that is reliable for up to medium-sized enemies.
History
2.0.7
:
Lowered stack size of ammo from 200 to 100.
Increased physical damage from 200 to 1000.
Increased piercing power from 300 to 1000.
0.11.0
:
Introduced
See also
Explosive cannon shell
Uranium cannon shell
Enemies
Damage
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment | | wiki | https://wiki.factorio.com/Cannon_shell_-_Factorio_Wiki |
Rock | Rock - Factorio Wiki | [] | Rock - Factorio Wiki
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| | Rock | Edit |
| | ---- | ---- |
| Can be mined. | Can be mined. |
| ------------------ | ---------------------------------------------------- |
| Map color | |
| Expected resources | Big rock:20Huge rock:24-50+24-50Big sandy rock:19-25 |
| Health | Big rock, big sandy rock: 500Huge rock: 2000 |
| Mining time | Big rock, big sandy rock: 2Huge rock: 3 |
Rocks
are part of the natural
terrain generation
. They act as obstacles to the player's factory, and movement. Removing rocks can be done by mining them up, or destroying them with munitions. When mined, rocks will yield some amount of
stone
, but will yield none when destroyed. Mining huge rocks will yield
coal
along with stone. Volcanic rocks of various sizes appear on
Vulcanus
, and contain more resources in them than ones on
Nauvis
, as they contain stone,
iron ore
,
copper ore
and
tungsten ore
. Big fulgoran rocks can appear on
Fulgora
and yield stone when mined.
Rocks will damage
cars
that run into them, as they are difficult to destroy with impact damage, due to their large amount of health.
Trivia
The
player
takes time to mine rocks while
construction robots
instantly mine rocks.
History
2.0.7
:
No longer drops
stones
when destroyed.
0.13.0
:
Stone rock can now be mined and deconstructed by robots. It gives some stone as resource.
| 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/Rock_-_Factorio_Wiki |
Bulk_inserter_(research) | Bulk inserter (research) - Factorio Wiki | [] | Bulk inserter (research) - Factorio Wiki
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| | Bulk inserter (research) | Edit |
| | ------------------------ | ---- |
Base game
Space Age mod
| Cost | Cost |
| --------------------- | --------------------- |
| 3011β150 | 3011β150 |
| Prototype type | technology |
| Internal name | bulk-inserter |
| Required technologies | Required technologies |
| 2 | 2 |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
| Cost | Cost |
| --------------------- | --------------------- |
| 3011β150 | 3011β150 |
| Prototype type | technology |
| Internal name | bulk-inserter |
| Required technologies | Required technologies |
| 2 | 2 |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
Bulk inserters
can move more items at the same time depending on their upgrade. Some of the related upgrades also increase the amount for non-bulk inserters.
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/Bulk_inserter_(research)_-_Factorio_Wiki |
Promethium_asteroid_chunk | Promethium asteroid chunk - Factorio Wiki | [
"stub"
] | Promethium asteroid chunk - Factorio Wiki
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| | Promethium asteroid chunk | Edit |
| | ------------------------- | ---- |
| Stack size | 1 |
| --------------- | ------------------------- |
| Rocket capacity | 10 (10 stacks) |
| Prototype type | item |
| Internal name | promethium-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.
Promethium asteroid chunk
is a resource gathered by
asteroid collectors
when traveling to the
Shattered planet
. It has only one use; making
promethium science packs
, which are brought back to
Nauvis
.
As they only stack of 1, it is recommended to use
belts
as buffers rather than using
cargo bays
.
See also
Asteroids
Metallic asteroid chunk
Carbonic asteroid chunk
Oxide asteroid chunk
Shattered planet
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/Promethium_asteroid_chunk_-_Factorio_Wiki |
Railgun_ammo | Railgun ammo - Factorio Wiki | [
"stub"
] | Railgun ammo - Factorio Wiki
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| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
| | Railgun ammo | Edit |
| | ------------ | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 25+5+2+10β1 | 25+5+2+10β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 27.5+5+5+2 | 27.5+5+5+2 | | | | | | | | | | | | |
| Stack size | 10 | | | | | | | | | | | | |
| Rocket capacity | 5 (0.5 stacks) | | | | | | | | | | | | |
| Damage | (turret)10k13k16k19k25k(physical) | | | | 10k | | 13k | | 16k | | 19k | | 25k |
| | | | 10k | | | | | | | | | | |
| | 13k | | 16k | | | | | | | | | | |
| | 19k | | 25k | | | | | | | | | | |
| Magazine size | 1 | | | | | | | | | | | | |
| Used as ammunition by | Used as ammunition by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Prototype type | ammo | | | | | | | | | | | | |
| Internal name | railgun-ammo | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Space Age
expansion exclusive feature.
Railgun ammo
is the sole type of ammunition for the
railgun
and
railgun turret
, unlocked on
Aquilo
. It does a massive amount of damage, so it can be very dangerous to get in the way of a shot. When a
railgun
or
railgun turret
fires, it damages everything in its path, including
trees
,
rocks
,
enemies
, and even
players
. (It does not destroy
cliffs
.) It is one of the instantaneously hitting projectiles.
See also
Enemies
Damage
Railgun
Railgun turret
| 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/Railgun_ammo_-_Factorio_Wiki |
Jellynut | Jellynut - Factorio Wiki | [
"stub"
] | Jellynut - Factorio Wiki
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| | Jellynut | Edit |
| | -------- | ---- |
| Stack size | 50 | | | | | | | | | | | | |
| --------------- | -------------------------- | | ------ | | -- | | ------ | | ------ | | ------ | | ------ |
| Rocket capacity | 1000 (20 stacks) | | | | | | | | | | | | |
| Fuel value | 10 MJ (burner) | | | | | | | | | | | | |
| Spoil time | 1h1h 18m1h 36m1h 54m2h 30m | | | | 1h | | 1h 18m | | 1h 36m | | 1h 54m | | 2h 30m |
| | | | 1h | | | | | | | | | | |
| | 1h 18m | | 1h 36m | | | | | | | | | | |
| | 1h 54m | | 2h 30m | | | | | | | | | | |
| Spoil result | | | | | | | | | | | | | |
| Prototype type | capsule | | | | | | | | | | | | |
| Internal name | jellynut | | | | | | | | | | | | |
| 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.
Jellynut
is an edible crop harvested from a
jellystem
on
Gleba
. It increases the
player
's movement speed by 150% for 12 seconds when consumed. It can also be processed into
jelly
.
Gallery
The player under the speed boost effect.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Gleba
Yumako
| 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/Jellynut_-_Factorio_Wiki |
Kovarex_enrichment_process | Kovarex enrichment process - Factorio Wiki | [] | Kovarex enrichment process - Factorio Wiki
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| | Kovarex enrichment process | Edit |
| | -------------------------- | ---- |
| Recipe | Recipe |
| --------------------- | -------------------------- |
| 60+40+5β41+2 | 60+40+5β41+2 |
| Total raw | Total raw |
| 60+40+5 | 60+40+5 |
| Prototype type | recipe |
| Internal name | kovarex-enrichment-process |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
The
Kovarex enrichment process
is a method for reprocessing uranium in a
centrifuge
. Although the process requires a large amount of the much rarer
uranium-235
to start, it can be a good way to get more use out of the available
uranium ore
.
Contents
1
Purpose
2
Trivia
3
History
4
See also
Purpose
Uranium processing
takes 10 uranium ore and returns 1 uranium-235 with 0.007 (0.7%) probability, or 1
uranium-238
with 0.993 (99.3%) probability, leading to an
expected
(though not guaranteed) 1 unit of uranium-235 per approximately 143 processing cycles (or about a 1:142 ratio of U-235 to U-238). This is currently the only probability-based crafting recipe in the base game.
Uranium-235 is necessary to create
uranium fuel cells
and
atomic bombs
, in considerable quantities for the latter, but the probability distribution of uranium processing leads to it being produced slowly and creating large stockpiles of U-238 as a byproduct. The Kovarex process thus provides the player with a considerably faster (and deterministic) method of producing U-235, as well as a use for the surplus U-238.
It should be noted that U-238 is not useless; it is needed to manufacture
uranium rounds magazines
,
uranium cannon shells
, and
explosive uranium cannon shells
, and is required as a secondary ingredient in uranium fuel cells. Therefore, it is not advisable to use the Kovarex process to convert
all
stockpiled U-238 into U-235. (Although, in case of shortage,
Used up uranium fuel cells
can be
reprocessed
into a modest amount of U-238.)
Trivia
The Kovarex enrichment process is named after
Michal KovaΕΓk
, lead designer of Factorio and co-owner of Wube, whose online nick is
kovarex
(which he usually spells lowercase).
[1]
In the real world,
uranium-235
is the most common fissile isotope of uranium and makes up approximately 0.72% of naturally-occurring uranium, with the other 99.28% being
uranium-238
. The in-game representation is thus highly accurate in this regard. Uranium is commonly
enriched
in centrifuges by merely separating isotopes to increase the percentage of
235
U for use in fission reactions. As the Kovarex enrichment process produces more fissile material than its input, the process is more akin to
plutonium breeding
.
Reddit discussion: Kovarex enrichment is plutonium breeding⦠right?
Uranium munitions are made from
depleted uranium
, a byproduct of uranium enrichment, which is mostly
238
U whose natural admixture of the
235
U isotope has been lowered even further through the enrichment process. Depleted uranium is minimally radioactive and the reason for its use in munitions is its very high density and other mechanical properties, not radioactivity/toxicity.
History
0.17.0
:
Can be used with productivity modules once again.
Use with productivity modules now gives correct amount of bonus items.
0.15.2
:
No longer usable with productivity modules.
0.15.0
:
Introduced
See also
Uranium-235
Uranium 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/Kovarex_enrichment_process_-_Factorio_Wiki |
Distractor_(research) | Distractor (research) - Factorio Wiki | [] | Distractor (research) - Factorio Wiki
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| | Distractor (research) | Edit |
| | --------------------- | ---- |
| Cost | Cost |
| ---------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------- |
| 301111β200 | 301111β200 |
| Combat robots help to fight the enemy with their guns. They are spawned from the capsules and have a limited lifespan. Some follow the player. | Combat robots help to fight the enemy with their guns. They are spawned from the capsules and have a limited lifespan. Some follow the player. |
| Prototype type | technology |
| Internal name | distractor |
| Required technologies | Required technologies |
| 3 | 3 |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
See also
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Distractor_(research)_-_Factorio_Wiki |
Capture_bot_rocket | Capture bot rocket - Factorio Wiki | [
"stub"
] | Capture bot rocket - Factorio Wiki
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| | Capture bot rocket | Edit |
| | ------------------ | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | -- | | -- | | -- | | --- | | --- |
| 10+20+1+2+2β1 | 10+20+1+2+2β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 34+2+20+1+2+3+3+4.5 | 34+2+20+1+2+3+3+4.5 | | | | | | | | | | | | |
| Health | 607896114150 | | | | 60 | | 78 | | 96 | | 114 | | 150 |
| | | | 60 | | | | | | | | | | |
| | 78 | | 96 | | | | | | | | | | |
| | 114 | | 150 | | | | | | | | | | |
| Stack size | 10 | | | | | | | | | | | | |
| Rocket capacity | 10 | | | | | | | | | | | | |
| Used as ammunition by | Used as ammunition by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Prototype type | projectile | | | | | | | | | | | | |
| Internal name | capture-robot-rocket | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| 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.
The
capture bot rocket
is a special type of ammunition for the
rocket launcher
,
rocket turret
, and
spidertron
, used to slowly transform a
biter or spitter spawner
into a
captive biter spawner
.
When loaded with capture bot rockets, rocket turrets and spidertrons will exclusively target spawners and will not fire at any other enemies, even if the turret's target priorities are set to non-spawner enemies.
History
2.0.19
:
Changed captive biter spawner to inherit quality from the wild spawner instead of the capture robot.
2.0.7
:
Introduced in
Space Age
expansion.
| 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/Capture_bot_rocket_-_Factorio_Wiki |
Solid_fuel_from_heavy_oil | Solid fuel - Factorio Wiki | [] | Solid fuel - Factorio Wiki
Jump to navigation
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| | Solid fuel | Edit |
| | ---------- | ---- |
Base game
Space Age mod
| Stack size | 50 | | | | | | | | | | | | |
| --------------------- | -------------------------- | | ------ | | ---- | | ------ | | ---- | | ------ | | ------ |
| Rocket capacity | 1000 (20 stacks) | | | | | | | | | | | | |
| Fuel value | 12 MJ (burner) | | | | | | | | | | | | |
| Vehicle acceleration | 120%126%132%138%150% | | | | 120% | | 126% | | 132% | | 138% | | 150% |
| | | | 120% | | | | | | | | | | |
| | 126% | | 132% | | | | | | | | | | |
| | 138% | | 150% | | | | | | | | | | |
| Vehicle top speed | 105%106.5%108%109.5%112.5% | | | | 105% | | 106.5% | | 108% | | 109.5% | | 112.5% |
| | | | 105% | | | | | | | | | | |
| | 106.5% | | 108% | | | | | | | | | | |
| | 109.5% | | 112.5% | | | | | | | | | | |
| Prototype type | item | | | | | | | | | | | | |
| Internal name | solid-fuel | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Used as fuel by | Used as fuel by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| --------------------- | -------------------------- | | ------ | | ---- | | ------ | | ---- | | ------ | | ------ |
| Rocket capacity | 1000 (20 stacks) | | | | | | | | | | | | |
| Fuel value | 12 MJ (burner) | | | | | | | | | | | | |
| Vehicle acceleration | 120%126%132%138%150% | | | | 120% | | 126% | | 132% | | 138% | | 150% |
| | | | 120% | | | | | | | | | | |
| | 126% | | 132% | | | | | | | | | | |
| | 138% | | 150% | | | | | | | | | | |
| Vehicle top speed | 105%106.5%108%109.5%112.5% | | | | 105% | | 106.5% | | 108% | | 109.5% | | 112.5% |
| | | | 105% | | | | | | | | | | |
| | 106.5% | | 108% | | | | | | | | | | |
| | 109.5% | | 112.5% | | | | | | | | | | |
| Prototype type | item | | | | | | | | | | | | |
| Internal name | solid-fuel | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Used as fuel by | Used as fuel by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Solid fuel
is a kind of
fuel
and is processed in a
chemical plant
. One unit of solid fuel contains 12MJ of energy, three times the energy value of coal.
Besides being useful as fuel in all
burner devices
, solid fuel is also used to produce
rocket fuel
, which is a component of
rocket parts
built in the
rocket silo
.
Recipes
Solid Fuel can be created from
heavy oil
,
light oil
or
petroleum gas
.
Light oil
has the best oil to solid fuel ratio (10:1). Cracking heavy oil to light oil first changes the ratio for heavy oil to 13:1 (from 20:1).
On
Aquilo
, the
ammonia
recipe is by far the most efficient. With no productivity bonus, optimally converting the products of advanced oil processing to solid fuel will result in needing approximately 10.55
crude oil
per solid fuel, whereas solid fuel from ammonia needs only 6 crude oil per solid fuel.
| Process | Input | Output | Produced by |
| ------- | -------- | ------ | ----------- |
| | 10+1 | 1 | |
| | 20+1 | 1 | |
| | 20+1 | 1 | |
| | 6+15+0.5 | 1 | + |
Solid fuel is also obtained from recycling
scrap
, which can be mined on
Fulgora
.
History
2.0.24
:
Solid fuel from ammonia cost and crafting time reduced: 6 crude oil instead of 20, 15 ammonia instead of 50, and 0.5 seconds instead of 1 second.
2.0.7
:
Decreased the crafting time of solid fuel from 2 to 1.
0.17.0
:
Relative value of solid fuel decreased by 4%.
0.15.0
:
Fuel type now affects vehicle acceleration and top speed.
0.9.0
:
Introduced
See also
Oil processing
Fuel
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Solid_fuel_-_Factorio_Wiki |
Wave_defense | Wave defense - Factorio Wiki | [] | Wave defense - Factorio Wiki
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Wave defense
is a
gameplay scenario
sharing the common Freeplay goal of surviving long enough to launch a rocket, but with a faster start and heightened threat from
biters and spitters
.
Players receive a generous array of starting equipment, a basic defense perimeter, and a central
rocket silo
which can be used & repaired but not mined or moved. All technologies start unlocked: research is unnecessary, science packs cannot be crafted and there is no research menu. Equipment, buildings and other items all have the usual
crafting costs and mechanics
. Killed players can respawn. The scenario is only lost if the central rocket silo is destroyed.
Three difficulty levels affect perimeter width and attack intensity (Easy / Normal / Hard). Wave defense does not offer adjustment of
map generator
settings - there is no way to adjust patch richness or use peaceful mode - but the
rocket rush
scenario might help serve that experience.
Wave defense can be played single player or
multiplayer
with a team.
Contents
1
Starting equipment
2
Biters attack at night
3
Upgrade points
4
Scenario victory
5
History
Starting equipment
At the beginning of the scenario (and every respawn) each player receives:
Modular armor equipped with 11 solar panels, an exoskeleton, personal battery, and personal roboport MK2
10 construction robots
A submachine gun with 40 magazines
A shotgun with 20 shells
The following equipment is supplied in two chests below the silo:
600 transport belt, 40 underground belt, and 40 splitters
1 offshore pump, 10 boilers, 20 steam engines, 200 pipe, and 50 underground pipe
50 burner inserters, 100 each of inserters, fast inserters, and long handed inserters
50 each of small & medium electric poles, 15 big electric poles, and 10 substations
50 burner mining drills, 50 electric mining drills, 35 stone furnaces, 20 steel furnaces, and 8 electric furnaces
50 assembling machine 1s, 20 assembling machine 2s, and 8 assembling machine 3s
10 pumpjacks, 5 oil refineries, and 20 chemical plants
8 gun turrets, 50 walls, 20 repair packs, and 20 lamps
200 iron plate, 200 copper plate, 250 iron gear wheels, 200 electronic circuits, and 200 steel plate
The upgrade technologies
worker robot speed 4
,
worker robot cargo size 3
and
inserter capacity bonus 7
are also unlocked for free (though cannot be further advanced).
Initial defense is provided as a basic perimeter of stone walls & gates with groups of three
gun turrets
, all of which can be repaired & picked up by players. The perimeter will probably need to be reloaded / upgraded / augmented before the turrets fully expend their starting 50
basic clips
each, or destroyed, or both. How long they last without player attention depends somewhat on scenario difficulty level. Vision is also granted within and around the perimeter for the duration of the scenario without needing radar coverage.
Biters attack at night
Each night attack groups form and path towards the silo. These waves will grow more aggressive with the day count within the scenario, which follows the
same ~7 minute structure
as Freeplay and is indicated in the top left (by default). Closer nests will also send more intense waves. These attacks also evolve much faster than Freeplay, with
behemoth biters
typically appearing around the two hour mark.
Pollution is not enabled, so will not incur retaliation, but artillery shells and player visits will result in the normal biter responses regardless of time of day. In addition to reducing nocturnal attack pressure, killing nests and worms awards points which can be spent on upgrades:
Biter or spitter nests: 250 points per nest kill
Small / medium worms: 50 / 100 points depending on size
Points are only awarded for destroying nests and worms. Killing biters provides no benefit other than not being killed by them.
These points awards are the only way to improve weapon capabilities and mining productivity in wave defense, and are halved on Hard difficulty.
Upgrade points
Combat capabilities and mining productivity are not enhanced by research, but instead by spending points obtained from killing nests & worms. The upgrades menu is (by default) in the top left between the day count and admin control. Upgrade costs increase linearly for the same marginal improvement each time, and there is no upper limit to purchases. The 2nd rank costs 2x the base cost, the 3rd rank 3x and so on.
The available upgrades and their base costs are:
| Upgrade | Benefit | Cost |
| -------------------------- | --------- | ---------- |
| Physical projectile damage | +10% | 250 points |
| Weapon shooting speed | +10% | 250 points |
| Stronger explosives | +25% | 250 points |
| Refined flammables | +10% | 500 points |
| Energy weapons damage | +20% | 250 points |
| Laser shooting speed | +10% | 250 points |
| Mining productivity | +10% | 500 points |
| Follower robot count | +5 robots | 100 points |
For example the first three upgrades of physical damage weapons damage will cost 250, then 500, then 750 points. The resulting total physical damage increase of 30% ends up somewhere between researching
physical projectile damage
2 and 3 in Freeplay.
These upgrade categories affect the same weapons as their researched equivalents, for example, refined flammables enhances both
flamethrower turret
and the
flamethrower
. Other differences to researched upgrades include:
There is no laboratory component or research time. Kill nests, get points, choose upgrades, immediately have better weapons, possibly all while still fighting.
All ranks of each upgrade apply equally to all weapons platforms in scope. Buying the first upgrade of stronger explosives improves both landmines and rocket damage, whereas through research rocket damage is not improved until
stronger explosives 3
.
Weapon shooting speed and laser shooting speed can be advanced beyond the Freeplay limits of
laser shooting speed 7
and
weapon shooting speed 6
. Buying 22 laser speed upgrades will match the maximum laser fire rate available in Freeplay. Upgrades 23 and 24 will surpass it, costing 5,750 and 6,000 points respectively.
The artillery shell range & speed cannot be advanced with upgrade points. There just isn't a way to enhance artillery in Wave Defense beyond the extra range of manual targeting.
Scenario victory
Launch a rocket! Manufactured the normal way from
control units
,
rocket fuel
, and
low density structure
. A satellite is not required. A chat message will indicate the day of victory, after which play can continue but nightly waves will cease and upgrades can no longer be purchased.
The round will immediately end in defeat if the silo is destroyed. There will be no opportunity to build a replacement. The game round can be restarted in the admin control.
History
1.1.0
:
Wave defense can now only be won by launching a rocket.
0.18.9
:
Changed Wave defense bounty system and refactored unit spawning logic.
0.18.4
:
Wave defense difficulty will scale with online player count.
Wave defense hard difficulty will give 50% less bounty on each kill.
0.17.10
:
When a player dies in the Wave defense, the free equipment will be removed from the corpse.
0.17.0
:
Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.
0.15.3
:
Wave defense: Units won't spawn if there are more than 500 already on the map.
Wave defense: Added a 'Unit bounty bonus' upgrade.
Wave defense: Added Uranium to the map.
0.15.2
:
Reduced wave defense biter power increase as more players join to reduce pathfinding performance drain.
0.15.0
:
New scenarios: PvP and Wave defense. | wiki | https://wiki.factorio.com/Wave_defense_-_Factorio_Wiki |
Vehicles | Vehicle - Factorio Wiki | [] | Vehicle - Factorio Wiki
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| |
| ----------------------------------------------------------- |
| Multiple pages share the title or description of "Vehicle". |
| They are listed below. |
Vehicle
may refer to:
Car
Tank
Spidertron
Railway
Locomotive
Cargo wagon
Fluid wagon
Artillery wagon | wiki | https://wiki.factorio.com/Vehicle_-_Factorio_Wiki |
Pump | Pump - Factorio Wiki | [] | Pump - Factorio Wiki
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| | Pump | Edit |
| | ---- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ------------------------------ | | ------ | | ------ | | ------ | | ------ | | ------ | | ------ |
| 2+1+1+1β1 | 2+1+1+1β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 2.5+1+1+1 | 2.5+1+1+1 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Fluid storage volume | 400 | | | | | | | | | | | | |
| Health | 180234288342450 | | | | 180 | | 234 | | 288 | | 342 | | 450 |
| | | | 180 | | | | | | | | | | |
| | 234 | | 288 | | | | | | | | | | |
| | 342 | | 450 | | | | | | | | | | |
| Resistances | Fire: 0/80%Impact: 0/30% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 (1 stack) | | | | | | | | | | | | |
| Dimensions | 1Γ2 | | | | | | | | | | | | |
| Energy consumption | 30 kW (electric) | | | | | | | | | | | | |
| Pumping speed | 1200/s1560/s1920/s2280/s3000/s | | | | 1200/s | | 1560/s | | 1920/s | | 2280/s | | 3000/s |
| | | | 1200/s | | | | | | | | | | |
| | 1560/s | | 1920/s | | | | | | | | | | |
| | 2280/s | | 3000/s | | | | | | | | | | |
| Mining time | 0.2 | | | | | | | | | | | | |
| Prototype type | pump | | | | | | | | | | | | |
| Internal name | pump | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
This article is about the pump. For the water extraction device, see
offshore pump
. For the oil extraction device, see
pumpjack
.
Contents
1
Overview
2
Throughput
3
Loading/unloading fluid wagons
4
Use as a valve
5
Moving fluids over long distances
6
Animations and visuals
7
History
8
See also
Overview
A
Pump
is a multipurpose fluid handling device which can be used to move fluids over long distances, perform flow control, prevent back-flow and load/unload trains. The pump can be seen as the
inserter
for fluids.
When connected to pipes on both ends of the pump and powered, the pump will transfer fluid from the source side to the output side if it will fit. This will occur even if the input side has significantly lower fluid levels.
Furthermore, unlike normal pipes, pumps can connect to pipes only on the front and back of the pump instead of connecting to pipes from all sides. This can be useful for having tightly packed lines of pipes being parallel to each other, without the risk of fluids mixing, acting as a "diode" pipe.
Parallel pumps preventing side connections.
Throughput
Pumps can move up to 20 units of fluid per tick, or 1200 per second. Whether this throughput is actually achieved depends on the fluid level of the fluid segments upstream and downstream of the pump. If the level of the source segment is below 20%, 1200 units can no longer be achieved. The same applies if the level of the output segment is above 80%. Comprehensive information on the general behavior of fluids can be found on the page
fluid system
.
Loading/unloading fluid wagons
Pumps can load and unload
fluid wagons
at
train stops
. When a pump is placed with one end facing a rail track and the other end connected to a pipe, it will visually change. When a fluid wagon is stopped adjacent, the pump head will connect to the top of the nearest tank and begin transferring fluids. It will not connect if a circuit condition is preventing it, or it is unpowered.
Use as a valve
The pump works as a controllable valve:
When powered, the pump will let fluids through, but only in its set direction.
If unpowered, the pump doesn't let anything through.
If the pump is powered but has a circuit condition, it will only let fluids through when the condition is met.
This can be used to control some parts of a player's factory. For example, with a single wire from a
lubricant
tank to a pump pumping
heavy oil
, you can disable cracking heavy oil β
light oil
when lubricant is needed.
Moving fluids over long distances
When a fluid is created, it can travel up to 320 tiles from it's existing location until it needs a pump. Pumps reset this value, allowing fluids to travel for another 320 tiles until another one is needed. If a pipe has been overextended, a warning will show on the map. Multiple pump effects don't stack.
Animations and visuals
History
2.0.7
:
Lowered Fluid pumping speed from 12000 to 1200.
Fluid dynamics changed
The pump now has an optional fluid filter
(Described in FFF-405)
0.15.0
:
Graphics changed, now has a nice animation
Size changed to 2Γ1 tiles
Recipe changed, now requires
engine units
rather than
electric engine units
.
Throughput massively increased.
Renamed from
Small Pump
to
Pump
0.12.1
:
Copy pasting settings now works for small pumps.
0.12.0
:
Now connectible to the
circuit network
.
0.10.0
:
Changed collision box logic
0.9.0
:
Introduced
See also
Fluid system
Pipe
Fluid wagon
| 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/Pump_-_Factorio_Wiki |
Alerts | Alerts - Factorio Wiki | [] | Alerts - Factorio Wiki
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Alerts
show small triangle icons on the right of the
quickbar
and play a sound unless muted. Warning icons are shown directly on a given entity. Alerts globally inform the player of the status of the factory, including missing construction material or entities being destroyed, warning icons show the status of a given entity, such as low power or ammunition.
Alerts last between 5 and 30 seconds depending on the type, see the table below. Alerts can be clicked to show the position of the entity which caused the alert on the map. Hovering over an alert enlarges the associated alert icons on the map and shows arrows on the screen edges that point to the positions of the entities that caused the alert.
Contents
1
Configuration of alerts
2
List of alerts
3
List of warning icons
4
History
Configuration of alerts
Alerts can be turned on and off, and muted/unmuted using the /alerts command in the
console
. This command does not disable achievements. The syntax is
/alerts <enable/disable/mute/unmute> <alert type>
Available alert types are: entity_destroyed, entity_under_attack, not_enough_construction_robots, no_material_for_construction, not_enough_repair_packs, turret_fire, no_storage, train_out_of_fuel, fluid_mixing and custom.
Custom alerts are alerts that are displayed using the
programmable speaker
.
List of alerts
| Alert | Type | Description | Duration |
| ----- | ---------------------------------------- | ------------------------------------------------------------------------------------------------------- | ---------- |
| | entity_under_attack | X objects are being damaged. | 10 seconds |
| | entity_destroyed | X objects were destroyed. | 30 seconds |
| | no_material_for_constructionfluid_mixing | X objects are missing the material for construction.X objects can't be constructed due to fluid mixing. | 10 seconds |
| | no_storage | Not enough logistic network storage space available. | 5 seconds |
| | not_enough_construction_robots | X objects are missing construction robots. | 10 seconds |
| | not_enough_repair_packs | X objects are missing repair packs. | 10 seconds |
| | turret_fire | X turrets are engaged with the enemy. | 5 seconds |
| | train_out_of_fuel | Train out of fuel. | 5 seconds |
List of warning icons
| Icon | Description |
| ---- | ---------------------------------------------------------------------------------------------------------------------------- |
| | This turret is missing ammunition. |
| | This object is low on power. |
| | This power-consumer is not connected to a power-generator/this power-generator is not connected to a power-consuming object. |
| | This object is missing fuel. |
| | This object is missing the material for construction. |
| | This object's internal energy buffer is low. |
| | This logistic chest is outside the reach of a roboport. |
| | This asteroid collector's range is blocked, and the arms cannot reach for asteroids. |
| | The destination is full of resources, making the offload impossible. |
| | The building is under threat by a lightning storm onFulgora. |
| | The building is under severe threat by a lightning storm on Fulgora. |
| | This building needs a fluid. |
| | Thiscaptive biter spawnerbuilding needsbioflux. |
| | Thisbiochamberbuilding needs nutrients. |
| | This building is frozen onAquilo. |
| | No path available. |
| | There is no space available on thespace platform. |
| | This roboport has no space available. |
| | This pipeline is disabled. |
| | Resources are deleted in the building's area. |
| | The cargo is unclaimed. |
History
2.0.7
:
Disabled the
turret
shooting alert by default.
Added a new alert for construction and logistic
robots
that can't find free space in a
roboport
.
Added a new alert for trains failing to pathfind to their target.
Added a new alert for turrets running out of
ammunition
. It only sounds once right when the ammo is used up.
Alert gui now shows an interactive list of recent alerts. (
Friday Facts #400
) | wiki | https://wiki.factorio.com/Alerts_-_Factorio_Wiki |
Portable_fission_reactor | Portable fission reactor - Factorio Wiki | [] | Portable fission reactor - Factorio Wiki
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| | Portable fission reactor | Edit |
| | ------------------------ | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| ---------------------------- | ---------------------------------------- | | ------- | | ------ | | ------ | | ------ | | ------- | | ------- |
| 10+50+200+4β1 | 10+50+200+4β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 764+1k+4+250+200+100+0.4+7.6 | 764+1k+4+250+200+100+0.4+7.6 | | | | | | | | | | | | |
| Stack size | 20 | | | | | | | | | | | | |
| Rocket capacity | 4 (0.2 stacks) | | | | | | | | | | | | |
| Dimensions | 4Γ4 | | | | | | | | | | | | |
| Placed in | Placed in | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Power output | 750 kW975 kW1.2 MW1.43 MW1.88 MWelectric | | | | 750 kW | | 975 kW | | 1.2 MW | | 1.43 MW | | 1.88 MW |
| | | | 750 kW | | | | | | | | | | |
| | 975 kW | | 1.2 MW | | | | | | | | | | |
| | 1.43 MW | | 1.88 MW | | | | | | | | | | |
| Prototype type | generator-equipment | | | | | | | | | | | | |
| Internal name | fission-reactor-equipment | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| ---------------------------- | ---------------------------------------- | | ------- | | ------ | | ------ | | ------ | | ------- | | ------- |
| 10+50+200+4β1 | 10+50+200+4β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 764+1k+4+250+200+100+0.4+7.6 | 764+1k+4+250+200+100+0.4+7.6 | | | | | | | | | | | | |
| Stack size | 20 | | | | | | | | | | | | |
| Rocket capacity | 4 (0.2 stacks) | | | | | | | | | | | | |
| Dimensions | 4Γ4 | | | | | | | | | | | | |
| Placed in | Placed in | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Power output | 750 kW975 kW1.2 MW1.43 MW1.88 MWelectric | | | | 750 kW | | 975 kW | | 1.2 MW | | 1.43 MW | | 1.88 MW |
| | | | 750 kW | | | | | | | | | | |
| | 975 kW | | 1.2 MW | | | | | | | | | | |
| | 1.43 MW | | 1.88 MW | | | | | | | | | | |
| Prototype type | generator-equipment | | | | | | | | | | | | |
| Internal name | fission-reactor-equipment | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Portable fission reactors
are advanced power generating modules for
modular armor
,
power armor
,
power armor MK2
and the
spidertron
. They generate 750kW of power, equivalent to 25
portable solar panels
, while taking up only a 4Γ4 area in the equipment grid.
Portable fission reactors are an unlimited source of energy and require nothing to power them.
Portable fission reactors are essential items for power armor and power armor MK2, as running the many other modules in these armors would take far too many solar panels to be practical.
History
2.0.7
:
Introduced.
Functionally a replacement for the 1.1.110
portable fusion reactor
.
All portable fusion reactors crafted before 2.0.7 have been turned into portable fission reactors.
See also
Modular armor
Power armor
Power armor MK2
Portable solar panel
| 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/Portable_fission_reactor_-_Factorio_Wiki |
Data_types | Data types - Factorio Wiki | [] | Data types - Factorio Wiki
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This page describes common binary data types used by Factorio, and most modern-day computer applications, internally.
Contents
1
Properties
1.1
Endianness
1.2
Signedness
1.3
Space-optimized
2
Data Types
2.1
bool
2.2
byte
2.3
unsigned byte
2.4
short
2.5
unsigned short
2.6
int
2.7
unsigned int
2.8
long
2.9
unsigned long
2.10
float
2.11
double
2.12
string
2.13
array
2.14
dict
3
See also
Properties
Endianness
All data stored in computers are stored in a single, small unit of data called a "byte". Larger units of data are split into multiple bytes. The order in which sequential bytes are assembled together to form a larger unit of data is referred to as its "endianness".
All data saved locally by Factorio is stored in "little"-endian format
(because Intel processors are little-endian and Apple Silicon, though it supports big-endian mode, defaults to little-endian). All data transferred over the network by Factorio is done in "big"-endian format (the standard for network stuffs, so much so that it's often referred to as "network"-endian). (Please correct any of this if I'm wrong!) For more information about endianness, please see the
Wikipedia entry
.
Signedness
Another property of multi-byte data types is its signedness. Please see the
Wikipedia entry
. Data types without a 'u-' prefix are signed, and
those marked with a 'u-' prefixed are unsigned
. Negative numbers are represented by
two's complement
, since that representation is used in the processors supported by Factorio.
Space-optimized
Some integer values are save using a "space optimized" system where instead of always writing out the full multi-byte integer Factorio will check if the integer size is < 255 and if so a single
unsigned byte
is written. If the integer size is β₯ 255 the value 255 as an
unsigned byte
is written and then the full data type is written. This is mainly used when saving strings, arrays, and dictionaries because their size is almost always < 255 bytes and in those cases, it saves 3 bytes of space.
Data Types
bool
1 byte value. Considered True if and only if value equals 1, otherwise it is considered False.
byte
1 byte long signed integer.
unsigned byte
1 byte long unsigned integer.
short
2 byte long signed integer.
unsigned short
2 byte long unsigned integer.
int
4 byte long signed integer.
unsigned int
4 byte long unsigned integer.
long
8 byte long signed integer.
unsigned long
8 byte long unsigned integer.
float
A 4 byte (32 bit) long
floating point number
stored in a special format with two fields - the number's exponent, and it's
mantissa
. This format is described by the
32-bit data type in IEEE 754
.
double
An 8 byte (64 bit) long
floating point number
stored in a special format with two fields - the number's exponent, and it's
mantissa
. This format is described by the
64-bit data type in IEEE 754
.
string
Strings in Factorio are stored
Pascal-style
β they're a variable length data type with two fields: an
unsigned int
describing how many bytes long the string data is, and then the string data itself.
array
array<element type>
Arrays are a container type. Like a
string
, they're prefixed with an
unsigned int
describing how many elements are in the array, followed by that many elements of the specified element type back to back.
dict
dict<key type, value type>
Dictionaries (or "dict"s for short) are like
arrays
, but their elements consist of (key, value) pairs that map their key (usually a string, or a number) to their value. Just like
arrays
, they're prefixed with an
unsigned int
describing how many (key, value) pairs are in the dict, followed by that many (key, value) pairs.
Each key should be unique and only appear once. In a few esoteric languages, if a key is provided multiple times then only the last value is used β but in Factorio, assume any dict with multiple identical keys is malformed and error.
See also
Factorios Lua API documentation about its basic concepts, including builtin types | wiki | https://wiki.factorio.com/Data_types_-_Factorio_Wiki |
Factorio_Wanted_pages_file | Factorio:Wanted pages/file - Factorio Wiki | [] | Factorio:Wanted pages/file - Factorio Wiki
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Number of wanted pages: 24
| # | Page | Links to this page |
| -- | ------------------------------------------- | ------------------ |
| 1 | File:Intentionally missing image.png | 2 |
| 2 | File:M.C.S./Sandbox.png | 2 |
| 3 | File:Zippy/workbench.png | 2 |
| 4 | File:" + tempNewLink + ".png | 1 |
| 5 | File:Camponez/Portable solar panel.png | 1 |
| 6 | File:Daniero/WIP.png | 1 |
| 7 | File:Diraria/Π§Π΅ΡΠ½ΠΎΠ²ΠΈΠΊ.png | 1 |
| 8 | File:Error.png | 1 |
| 9 | File:Fulgoran ruin big.png | 1 |
| 10 | File:Fulgoran ruin colossal.png | 1 |
| 11 | File:Fulgoran ruin huge.png | 1 |
| 12 | File:Fulgoran ruin medium.png | 1 |
| 13 | File:Fulgoran ruin vault.png | 1 |
| 14 | File:Fulgorite temp.png | 1 |
| 15 | File:Infobox/sandbox.png | 1 |
| 16 | File:Kenjiraw/Sandbox/Beacon.png | 1 |
| 17 | File:M.C.S./Sandbox/Testinfobox.png | 1 |
| 18 | File:MrMateiloid/Burner inserter.png | 1 |
| 19 | File:Neodyme/Kovarex enrichment process.png | 1 |
| 20 | File:NuclearCircuits2.jpg | 1 |
| 21 | File:Regular9.png | 1 |
| 22 | File:Takenm/Lab.png | 1 |
| 23 | File:Tomajjs/sandbox.png | 1 |
| 24 | File:Untitled7.png | 1 | | wiki | https://wiki.factorio.com/Factorio:Wanted_pages/file_-_Factorio_Wiki |
Heavy_oil_barrel | Barrel - Factorio Wiki | [] | Barrel - Factorio Wiki
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Barrels
can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once
fluid handling
is researched. The barrels themselves are reusable once the fluids are drained.
Barrels stack in groups of 10. A single
cargo wagon
can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon β 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+1β1 |
| ---------------- | -------------- |
| 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 |
Archive_Alien_artifact | Alien artifact - Factorio Wiki | [] | Alien artifact - Factorio Wiki
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| |
| ---------------------------------------------------------------------------------------------------------------------------------- |
| Alien artifacthas beenarchived. |
| The information on this page pertains to a previous version of the game.It may be incorrect, or concern a removed/changed feature. |
| | Alien artifact | Edit |
| | -------------- | ---- |
| Obtaining: Drops fromSpawnerswhen destroyed. | Obtaining: Drops fromSpawnerswhen destroyed. |
| -------------------------------------------- | -------------------------------------------- |
| Stack size | 500 |
| Consumed by | Consumed by |
| | |
As of 0.15, alien artifacts and alien science packs were removed from the game. This makes destroying
alien spawners
only beneficial for clearing out land, preventing attacks and/or just presenting an extra challenge to the game.
Alien artifacts (also known as βAlien eggsβ) could only be obtained by destroying
alien spawners
. They were needed for some very powerful high-tech equipment, but mainly for production of
Alien science packs
. Unlike other items dropped on the ground, it was not necessary to use the βPick up itemsβ key to pick up artifactsβsimply walking over them was enough. Like other items, they could also be picked up by ordering
Construction robots
to βdeconstructβ them.
Alien artifacts would become more and more challenging to obtain, as the more enemies were killed, the more the remaining enemies would
evolve
stronger.
History
0.15.0
:
Removed from the game.
0.7.0
:
Introduced
See also
Enemies
Science pack | wiki | https://wiki.factorio.com/Alien_artifact_-_Factorio_Wiki |
Quality_module_2 | Quality module 2 - Factorio Wiki | [] | Quality module 2 - Factorio Wiki
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| | Quality module 2 | Edit |
| | ---------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | ----- | | --- | | ----- | | ----- | | ----- | | --- |
| 30+5+5+4β1 | 30+5+5+4β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 352.5+155+70+50+5 | 352.5+155+70+50+5 | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 | | | | | | | | | | | | |
| Speed | -5% | | | | | | | | | | | | |
| Quality | +2%+2.6%+3.2%+3.8%+5% | | | | +2% | | +2.6% | | +3.2% | | +3.8% | | +5% |
| | | | +2% | | | | | | | | | | |
| | +2.6% | | +3.2% | | | | | | | | | | |
| | +3.8% | | +5% | | | | | | | | | | |
| Prototype type | module | | | | | | | | | | | | |
| Internal name | quality-module-2 | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| 2 | 2 | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | ----- | | --- | | ----- | | ----- | | ----- | | --- |
| 30+5+5+4β1 | 30+5+5+4β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 352.5+155+70+50+5 | 352.5+155+70+50+5 | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 | | | | | | | | | | | | |
| Speed | -5% | | | | | | | | | | | | |
| Quality | +2%+2.6%+3.2%+3.8%+5% | | | | +2% | | +2.6% | | +3.2% | | +3.8% | | +5% |
| | | | +2% | | | | | | | | | | |
| | +2.6% | | +3.2% | | | | | | | | | | |
| | +3.8% | | +5% | | | | | | | | | | |
| Prototype type | module | | | | | | | | | | | | |
| Internal name | quality-module-2 | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| 2 | 2 | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Space Age
expansion exclusive feature.
Quality module 2
increases a machine's ability to make
quality
items by 2% and decreases its speed by 5%. This means that, at a small cost of items produced per minute, the machine produces slightly more items of higher quality.
All levels of quality module have the same speed penalty.
Speed modules
have a penalty to quality, which negates some of or all of the effectiveness of quality modules.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Modules
Quality module
Quality module 3
Quality
| 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/Quality_module_2_-_Factorio_Wiki |
Locomotive | Locomotive - Factorio Wiki | [] | Locomotive - Factorio Wiki
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| | Locomotive | Edit |
| | ---------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ---------------------------------------------------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- |
| 4+10+20+30β1 | 4+10+20+30β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 16.5+15+20+10+30 | 16.5+15+20+10+30 | | | | | | | | | | | | |
| Map icon | | | | | | | | | | | | | |
| Storage size | 3(fuel only) | | | | | | | | | | | | |
| Health | 10001300160019002500 | | | | 1000 | | 1300 | | 1600 | | 1900 | | 2500 |
| | | | 1000 | | | | | | | | | | |
| | 1300 | | 1600 | | | | | | | | | | |
| | 1900 | | 2500 | | | | | | | | | | |
| Resistances | Acid: 3/20%Explosion: 15/30%Fire: 15/50%Impact: 50/60%Physical: 15/30% | | | | | | | | | | | | |
| Stack size | 5 | | | | | | | | | | | | |
| Rocket capacity | 5 (1 stack) | | | | | | | | | | | | |
| Dimensions | 2Γ6 | | | | | | | | | | | | |
| Energy consumption | 600 kW (burner) | | | | | | | | | | | | |
| Mining time | 0.5 | | | | | | | | | | | | |
| Weight | 2000 | | | | | | | | | | | | |
| Prototype type | locomotive | | | | | | | | | | | | |
| Internal name | locomotive | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Valid fuel | Valid fuel | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
Locomotive
is the engine for movement of
trains
over
track
. Trains are useful for moving large amounts of items over large distances. With the
Space Age
expansion, locomotives can also utilize elevated rails, which are rails built off of a
rail ramp
, allowing trains to freely drive over obstacles on the ground.
Locomotives are also good vehicles for the player to reach fixed destinations, as they are considerably faster than the
car
or
tank
. Naturally, they do not have the same freedom of movement, as they are confined to the track. They can be set up to travel automatically between
train stops
, or be controlled manually, even if the
player
is in a
cargo wagon
attached to the train instead of the locomotive itself. Automatic trains can also use
rail signals
and
rail chain signals
to designate different or changing paths on a railway, as well as manage multiple trains on multiple or intertwining tracks.
Locomotives are
burner devices
and require
fuel
to run; the more powerful the fuel used, the faster the locomotive's acceleration and top speed will be.
Solid fuel
,
rocket fuel
and
nuclear fuel
will give +20%, +80% and +150% acceleration respectively, and provide +5%, +15% and +15% for top speed respectively. Multiple locomotives can be used on a single train to increase its speed. If a locomotive has no fuel, it can still be moved manually, albeit very slowly.
While locomotives can be assembled by hand, the
engine unit
for it requires
automated construction
to build, so it cannot be built from raw materials by hand. The color of the locomotive can be customized.
Contents
1
Connecting/Disconnecting a locomotive
2
Defense
3
Maximum speed
4
Fuel duration (in seconds)
5
Driving controls
6
Achievements
7
Gallery
8
History
9
See also
Connecting/Disconnecting a locomotive
Locomotive GUI
To connect locomotives, cargo wagons, or
fluid wagons
to each other, either place the cars next to each other on the track (there will be an outlined green connection), or connect an already existing disconnected car by driving the locomotive near the car and press
G
by default. To disconnect the last car in a train, press
V
by default.
Defense
Locomotives in transit can usually crash through everything in its way (including biters,
other
vehicles
, and the player). However, if the locomotive is moving too slowly, or the target is too tough, it will stop the train instead. Once stopped, the train will continually do damage if trying to accelerate. If the locomotive hits an
enemy
, the enemies will fight back and try to destroy the train and the rails.
Construction robots
are a good way to automatically repair damage at train stations.
Train killing three big biters.
Maximum speed
The maximum speed that a locomotive can get to depends on the train that it is pulling. The speed of an accelerating, fully fueled, train is calculated every tick by the game with the following formula:
train_speed = max(0, abs(train_speed) - train_friction_force Γ· train_weight)
train_speed = train_speed + (10 Γ number_of_locomotives_in_moving_direction Γ fuel_acceleration_bonus Γ· train_weight)
train_speed = train_speed Γ (1 - air_resistance_of_front_rolling_stock Γ· (train_weight Γ· 1000))
where
train_friction_force
is the total friction of each wagon and locomotive (0.5 for any type of wagon including locomotives) and
train_weight
is the total weight of each wagon and locomotive (see their individual pages for the weight values). The friction and air resistance of wagons and locomotives can be found in their prototypes. The calculated
train_speed
is capped to
max_speed = 1.2 * fuel_top_speed_multiplier
.
Fuel duration (in seconds)
| 1 item of | Burning time in seconds |
| --------- | ----------------------- |
| | 3.33 |
| | 6.67 |
| | 20 |
| | 166.67 |
| | 2016.67 |
Driving controls
These are the default bindings, they can be changed in the Settings menu.
| Command | Keyboard and mouse | Controller |
| ------------------------------------------------- | ------------------ | ----------------- |
| Enter/Exit | ENTER | ZR+X |
| Accelerate | W | Use left joystick |
| Decelerate/Reverse | S | Use left joystick |
| Pick which fork to take at junction (left, right) | A,D | Use left joystick |
| Connect/Disconnect train | G,V | Not set |
When using a controller, such as on the
Nintendo Switch
, the behaviour of the left joystick in vehicles can be switched between two modes:
Relative vehicle driving mode (default): Moving the stick in a direction will make vehicles automatically turn and accelerate to that side of the screen.
Absolute vehicle driving mode: Moving the stick up/down will make vehicles accelerate/brake. Moving the stick left/right will make vehicles turn in that direction.
Achievements
Locomotives are directly connected to the following achievements:
| | Getting on trackBuild alocomotive. |
| | ---------------------------------- |
| | Getting on track like a proBuild alocomotivewithin the first 90 minutes of the game. |
| | ------------------------------------------------------------------------------------ |
| | Watch your stepGet killed by a movinglocomotive. |
| | ------------------------------------------------ |
Gallery
The player among different colored locomotives.
History
2.0.7
:
Locomotive sounds overhauled.
0.17.0
:
Locomotive fuel consumption doubled.
0.16.0
:
Locomotive will show train ID in its tooltip. The ID can be used in circuit network conditions.
0.15.19
:
Locomotive snaps to a train stop when placing the first locomotive next to the train stop.
0.15.7
:
Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system.
0.15.0
:
Renamed "diesel-locomotive" to "locomotive"
0.14.0
:
Added support for equipment grids in locomotives.
0.13.0
:
New locomotive graphics.
Can now be colored.
Trains are now regular size in horizontal and vertical orientations.
0.12.1
:
Trains that are moving automatically cannot be rotated.
0.12.0
:
Now show contents in tooltip.
0.11.18
:
Increased the crafting cost of the cargo wagon and locomotive.
Removing and merging the locomotive of a train without any additional locomotives doesn't clear the schedule anymore.
0.11.6
:
Copy paste can now be used for train schedules.
0.10.2
:
Now recalculates path on rotation.
0.10.0
:
Backer names are used for locomotives.
0.9.0
:
Recipe change
0.5.0
:
Train can find the path backward when it has locomotives in the back
New locomotive graphics.
Locomotive + wagon + rails are more expensive.
0.4.1
:
Smooth (precise) rolling stock placement.
Rotating while building affects the direction of the rolling stock.
Rolling stocks can be disconnected from both sides.
0.4.0
:
Locomotive uses fuel.
Locomotive and Car are minable
Easier riding in locomotive and car (accelerate vs. brake vs. reverse)
Automated train transportation. Trains can be given schedule to go to Train Stops (named after backers).
0.2.8
:
Now shows health bar below locomotive.
0.2.1
:
Now emits light if active.
0.1.0
:
Introduced
See also
Railway
Cargo wagon
Fluid wagon
| 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/Locomotive_-_Factorio_Wiki |
Template_Key_doc | Template:Key/doc - Factorio Wiki | [] | Template:Key/doc - Factorio Wiki
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Usage
This template can be used to format key binds. For example
{{key|ctrl}}
results in
CTRL
.
Keybindings should be formatted with
Template:Keybinding
, not this template directly.
Translations
This template supports translations for the following keys:
alt = {{Translation|ALT}}
shift = {{Translation|SHIFT}}
rmb = {{Translation|Right mouse button}}
lmb = {{Translation|Left mouse button}}
mmb = {{Translation|Middle mouse button}}
mwu = {{Translation|Mouse wheel up}}
mwd = {{Translation|Mouse wheel down}}
tab = {{Translation|TAB}}
numplus = {{Translation|Numpad +}}
numminus = {{Translation|Numpad -}}
esc = {{Translation|ESC}}
ctrl = {{Translation|CTRL}}
space = {{Translation|SPACE}}
enter = {{Translation|ENTER}}
grave = {{Translation|GRAVE}}
cmd = {{Translation|Command}}
For example
{{key|ctrl}}
on a German page would result in
STRG
. | wiki | https://wiki.factorio.com/Template:Key/doc_-_Factorio_Wiki |
Transport_belt_capacity_(research) | Transport belt capacity (research) - Factorio Wiki | [] | Transport belt capacity (research) - Factorio Wiki
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| | Transport belt capacity (research) | Edit |
| | ---------------------------------- | ---- |
| Cost | Cost |
| --------------------- | ------------------------- |
| 60111111β2000 | 60111111β2000 |
| Prototype type | technology |
| Internal name | transport-belt-capacity-1 |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| 2 | 2 |
Space Age
expansion exclusive feature.
Increases
the
transport belt
stack size by 1, up to 3. Only
stack inserters
,
big mining drills
and
recyclers
can create belt stacks.
Transport belt capacity 2 also increases the hand size of non-
bulk
and non-
stack
inserters by 1.
Belt throughput
Belt stack size allows more items to stack on a belt, therefore increasing maximum belt throughput.
| Belt type | Belt capacity 1 | Belt capacity 2 | Belt capacity 3 |
| ---------------------- | --------------- | --------------- | --------------- |
| transport belt | 30 items /s | 45 items /s | 60 items /s |
| fast transport belt | 60 items /s | 90 items /s | 120 items /s |
| express transport belt | 90 items /s | 135 items /s | 180 items /s |
| turbo transport belt | 120 items /s | 180 items /s | 240 items /s |
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Research
Technologies
Stack inserter
| 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/Transport_belt_capacity_(research)_-_Factorio_Wiki |
Fluoroketone_(hot)_barrel | Barrel - Factorio Wiki | [] | Barrel - Factorio Wiki
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Barrels
can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once
fluid handling
is researched. The barrels themselves are reusable once the fluids are drained.
Barrels stack in groups of 10. A single
cargo wagon
can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon β 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+1β1 |
| ---------------- | -------------- |
| 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 |
Uranium-235 | Uranium-235 - Factorio Wiki | [] | Uranium-235 - Factorio Wiki
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| | Uranium-235 | Edit |
| | ----------- | ---- |
Base game
Space Age mod
| Recipe | Recipe |
| --------------------- | --------------------- |
| 12+10β0.007+0.993 | 12+10β0.007+0.993 |
| Total raw | Total raw |
| 12+10 | 12+10 |
| Stack size | 100 |
| Rocket capacity | 20 (0.2 stacks) |
| Prototype type | item |
| Internal name | uranium-235 |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 12+10β0.007+0.993 | 12+10β0.007+0.993 |
| Total raw | Total raw |
| 12+10 | 12+10 |
| Stack size | 100 |
| Rocket capacity | 20 (0.2 stacks) |
| Prototype type | item |
| Internal name | uranium-235 |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
Uranium-235
is, along with
uranium-238
, one of the refined products of
uranium ore
. It is used in the production of nuclear fuels and the
atomic bomb
. Uranium-235 is produced through
uranium processing
in a
centrifuge
, or through the
Kovarex enrichment process
.
Uranium-235 is much rarer than its counterpart, uranium-238. A centrifuge processing uranium ore will produce roughly 1 unit of uranium-235 for every 142 units of uranium-238, which requires about 1430 units of uranium ore, making it one of most expensive products in the game. Once 40 units have been amassed, it can be generated much more quickly through the Kovarex process.
History
0.15.0
:
Introduced
See also
Uranium ore
| 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/Uranium-235_-_Factorio_Wiki |
User_talk_Tertius3 | User talk:Tertius3 - Factorio Wiki | [] | User talk:Tertius3 - Factorio Wiki
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Decider combinator
Thank you for adding the anything output to the decider combinator and circuit network pages! It's nice to see that you notice missing things like that when you translate the pages :D --
Bilka
(
talk
) -
Admin
14:31, 8 October 2021 (UTC) | wiki | https://wiki.factorio.com/User_talk:Tertius3_-_Factorio_Wiki |
Empty_barrel | Barrel - Factorio Wiki | [] | Barrel - Factorio Wiki
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Barrels
can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once
fluid handling
is researched. The barrels themselves are reusable once the fluids are drained.
Barrels stack in groups of 10. A single
cargo wagon
can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon β 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+1β1 |
| ---------------- | -------------- |
| 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 |
Plastic_bar | Plastic bar - Factorio Wiki | [] | Plastic bar - Factorio Wiki
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| | Plastic bar | Edit |
| | ----------- | ---- |
Base game
Space Age mod
| Recipe | Recipe |
| --------------------- | --------------------- |
| 1+1+20β2 | 1+1+20β2 |
| Total raw | Total raw |
| 1+1+20 | 1+1+20 |
| Stack size | 100 |
| Rocket capacity | 2000 (20 stacks) |
| Prototype type | item |
| Internal name | plastic-bar |
| Required technologies | Required technologies |
| | |
| Boosting technologies | Boosting technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recycling results | Recycling results |
| 0.25 | 0.25 |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 1+1+20β2 | 1+1+20β2 |
| Total raw | Total raw |
| 1+1+20 | 1+1+20 |
| Stack size | 100 |
| Rocket capacity | 2000 (20 stacks) |
| Prototype type | item |
| Internal name | plastic-bar |
| Required technologies | Required technologies |
| | |
| Boosting technologies | Boosting technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recycling results | Recycling results |
| 0.25 | 0.25 |
Plastic bars
are a requirement for the production of
advanced circuits
which are highly used towards the mid to late game. Plastic is also needed in large quantities to launch a rocket and win the game due to its use in crafting
low density structures
.
Alternative recipes
Space Age
expansion exclusive feature.
| Process | Input | Output | Made in | Required technology |
| ---------- | ----- | ------ | ------- | ----------------------------- |
| Bioplastic | 2+4+1 | 3 | | Bioflux processing (research) |
History
2.0.7
:
Additional recipes added with
Space Age
0.9.0
:
Introduced
See also
Advanced circuit
Petroleum gas
Rocket part
| 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/Plastic_bar_-_Factorio_Wiki |
Tutorial_Mod_settings | Tutorial:Mod settings - Factorio Wiki | [] | Tutorial:Mod settings - Factorio Wiki
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This tutorial aims to explain how to create and use mod settings. Basic knowledge of modding is assumed, so you should have at least understood
Gangsir's modding tutorial
.
Contents
1
Overview
2
Location
3
Creation
3.1
The name property
3.2
The type property
3.2.1
bool-setting
3.2.2
int-setting
3.2.3
double-setting
3.2.4
string-setting
3.2.5
color-setting
3.3
The order property
3.4
The hidden property
3.5
The setting_type property
3.6
Locale
4
Usage
4.1
Reading settings
4.2
Writing to your own settings
4.3
Changing another mod's settings
4.4
Tips
5
See also
Overview
Each mod can specify settings that users can change. The values of these settings can be accessed from inside the data stage or the control stage depending on their
setting_type
and allow to conditionally create or modify prototypes and to add configuration options to control scripts. They allow modders to easily create a graphical interface for their configuration options, instead of using on text files that have to be edited manually by users.
Location
Mod settings are defined in the
settings stage
. This stage is loaded before the data stage. There are three files in which settings can be defined:
settings.lua
settings-updates.lua
settings-final-fixes.lua
First the settings.lua file is called for each mod, in the order of their dependencies and then in the
natural sort order
. After settings.lua has been called for all mods, the settings-updates.lua file is called for each mod
(in the same order)
and finally the settings-final-fixes.lua file is called for each mod
(in the same order)
. These 3 different phases of the settings stage allow to change settings of other mods without needing to rely on dependencies to load last. The settings are all defined in the same stage and their user defined values are not available, therefore mods cannot conditionally create settings depending on the values of other mod settings. Since the settings stage gets loaded first, there is also no prototype data or
remote interface
available.
The "mod-settings.dat" file stored in the
mods folder
for the game contains the local players settings between game sessions similar to the player-data.json file.
Creation
Mod settings are defined and modified by using the data table during the settings stage. This works
the same way as other prototypes
. An example would be:
data
:
extend
({
{
type
=
"bool-setting"
,
name
=
"my-mod-test-setting"
,
setting_type
=
"runtime-global"
,
default_value
=
true
}
})
As you can see, the setting has multiple properties. Each setting supports the following standard prototype properties:
name -
string
- Mandatory.
type -
string
- Mandatory.
localised_name -
LocalisedString
- Optional.
localised_description -
LocalisedString
- Optional.
order
-
string
- Optional.
In addition to the standard properties, mod settings also contain:
hidden -
bool
- Optional.
setting_type -
string
- Mandatory.
The name property
The name of the settings prototype should be unique to avoid mod conflicts since the mod settings are global across all mods. Because of that it is recommened to prefix mod settings with your mod name, "my-mod" in this example.
The type property
There are four types of mod settings:
bool-setting - a true/false checkbox
int-setting - a signed 64 bit integer textfield (or selection dropdown)
double-setting - a double precision floating point textfield (or selection dropdown)
string-setting - a string textfield (or selection dropdown)
color-setting - a color picker (sliders), with whole number textfields. Includes alpha.
Depending on the type, the prototype also allows or requires additional properties, these are listed below.
bool-setting
default_value -
bool
- Mandatory.
Defines the default value of the setting, in this case whether the checkbox is checked or not.
forced_value -
bool
- Optional.
Only loaded if
hidden = true
. This forces the setting to be of this value. This can be useful for mod compatiblity.
[1]
int-setting
default_value -
int64
- Mandatory.
Defines the default value of the setting.
minimum_value -
int64
- Optional.
Defines the lowest possible number.
maximum_value -
int64
- Optional.
Defines the highest possible number.
allowed_values - array of
int64
- Optional.
Makes it possible to force the player to choose between the defined numbers, creates a dropdown instead of a texfield.
If only one allowed value is given, the settings is forced to be of that value.
double-setting
default_value -
double
- Mandatory.
Defines the default value of the setting.
minimum_value -
double
- Optional.
Defines the lowest possible number.
maximum_value -
double
- Optional.
Defines the highest possible number.
allowed_values - array of
double
- Optional.
Makes it possible to force the player to choose between the defined numbers, creates a dropdown instead of a textfield.
If only one allowed value is given, the settings is forced to be of that value.
string-setting
default_value -
string
- Mandatory.
Defines the default value of the setting.
allow_blank -
bool
- Optional. - Default: false
Defines whether it's possible for the user to set the textfield to empty and apply the setting.
auto_trim -
bool
- Optional. - Default: false
Whether values that are input by the user should have whitespace removed from both ends of the string.
allowed_values - array of
string
- Optional.
Makes it possible to force the player to choose between the defined strings, creates a dropdown instead of a textfield. The strings in the dropdown can be localized (translated) and can have a tooltip, see below.
If only one allowed value is given, the settings is forced to be of that value.
color-setting
default_value -
Color
- Mandatory.
Defines the default value of the setting.
The order property
The order property can be used to change how the mod settings are ordered in the settings gui. Mod settings are sorted
first by mod
then by the setting "order" string
then finally by the setting name.
For more info on how to use the order string, see
Order
.
The hidden property
The hidden property can be used to hide mod settings from GUIs, so that they cannot be seen or changed by players. However, other mods can still access hidden settings.
[2]
The setting_type property
The mod settings gui. Can be reached from the main menu β Settings β Mod settings.
There are the overall kinds of settings:
startup
: This kind of setting is available in the prototype stage, and can not be changed runtime. They have to be set to the same values for all players on a server.
runtime-global
: This kind of setting is global to an entire save game and can be changed runtime. On servers, only admins can change these settings.
runtime-per-user
: This kind of setting is only available runtime in the control.lua stage and each player has their own instance of this setting. When a player joins a server their local setting of "keep mod settings per save" determines if the local settings they have set are synced to the loaded save or if the save's settings are used.
This "setting_type" also determines in which tab the setting is showed in the mod settings menu.
Locale
The locale for mod settings works like any other locale in the game. The names of the groups for the setting name and description (tooltip) are "mod-setting-name" and "mod-setting-description". The dropdown items of a string setting can be localized in the "string-mod-setting" group, but the game falls back to just showing the name of the dropdown item if no localization is found. An example for mod setting localization that would be set within "locale/en/locale.cfg", is:
[mod-setting-name]
my-mod-string-test-setting=Localized test setting name
[mod-setting-description]
my-mod-string-test-setting=Localized test setting description
[string-mod-setting]
#<setting-name>-<dropdown-item-name>=<translated dropdown item>
my-mod-string-test-setting-item-1=Item 1 localized string
[string-mod-setting-description]
#<setting-name>-<dropdown-item-name>=<tooltip of dropdown item>
my-mod-string-test-setting-item-1=Item 1 localized tooltip
Usage
Reading settings
When accessing any mod setting, you will have to specifically access the
value
of the setting. The data type of the value depends on the type of the setting. For string settings that use a selection of allowed values, the value of the setting is one of the original string values defined in the prototype, the localization is ignored. See also:
ModSetting concept
.
In the prototype stage you can access settings of the setting_type "startup" by indexing
settings.startup
with the name of the setting. Example:
--in settings.lua:
data
:
extend
({
{
type
=
"int-setting"
,
name
=
"my-mod-stone-wall-stack-size"
,
setting_type
=
"startup"
,
minimum_value
=
1
,
default_value
=
100
}
})
--in data.lua:
data
.
raw
.
item
[
"stone-wall"
].
stack_size
=
settings
.
startup
[
"my-mod-stone-wall-stack-size"
].
value
In the control stage, the settings of the setting_type "runtime-global" can be accessed using
settings.global["setting-name"]
(see
LuaSettings
). Settings of the setting_type "runtime-per-user" are accessed using
settings.get_player_settings(
<PlayerIdentification>
)["setting-name"]
or
game.players[
<PlayerIdentification>
].mod_settings["setting-name"]
.
Example:
--in settings.lua:
data
:
extend
({
{
type
=
"string-setting"
,
name
=
"my-mod-always-difficult"
,
setting_type
=
"runtime-global"
,
default_value
=
"yes"
,
allowed_values
=
{
"yes"
,
"no"
}
},
{
type
=
"bool-setting"
,
name
=
"my-mod-kill-player-on-entity-built"
,
setting_type
=
"runtime-per-user"
,
default_value
=
false
}
})
--in control.lua:
script
.
on_init
(
function
()
if
settings
.
global
[
"my-mod-always-difficult"
].
value
==
"yes"
then
game
.
difficulty_settings
.
recipe_difficulty
=
1
game
.
difficulty_settings
.
technology_difficulty
=
1
game
.
difficulty_settings
.
technology_price_multiplier
=
4
end
end
)
script
.
on_event
(
defines
.
events
.
on_built_entity
,
function
(
event
)
local
setting_value
=
settings
.
get_player_settings
(
event
.
player_index
)[
"my-mod-kill-player-on-entity-built"
].
value
if
setting_value
then
game
.
get_player
(
event
.
player_index
).
die
()
end
end
)
Writing to your own settings
It is possible for mods to write to their own runtime (global or per player) mod settings. This is done by writing a new
ModSetting
table to the setting.
Example:
--in settings.lua:
data
:
extend
({
{
type
=
"string-setting"
,
name
=
"my-mod-always-difficult"
,
setting_type
=
"runtime-global"
,
default_value
=
"yes"
,
allowed_values
=
{
"yes"
,
"no"
}
}
})
--in control.lua:
script
.
on_event
(
defines
.
events
.
on_rocket_launched
,
function
()
settings
.
global
[
"my-mod-always-difficult"
]
=
{
value
=
"yes"
}
end
)
Changing another mod's settings
After creating a setting in the settings stage, it is stored in data.raw until the end of the stage, so it can be altered from another mod.
Example:
--in settings-updates.lua:
data
.
raw
[
"string-setting"
][
"my-mod-always-difficult"
].
order
=
"abc"
If the intent is to force the setting to be of a certain value that cannot be modified by players, the properties
hidden
, allowed_values and forced_value can be used. Modifying existing settings of other mods can be useful for mod packs or other mod compatibility goals.
[3]
Example:
--in settings-updates.lua:
data
.
raw
[
"string-setting"
][
"my-mod-always-difficult"
].
hidden
=
true
data
.
raw
[
"string-setting"
][
"my-mod-always-difficult"
].
allowed_values
=
{
"no"
}
data
.
raw
[
"string-setting"
][
"my-mod-always-difficult"
].
default_value
=
"no"
Tips
Do not conditionally 'require(...)' things depending on mod settings: This breaks the CRC checks and people will get errors trying to use your mod in multiplayer. 'require(...)' everything and then conditionally add the values to data.raw using the settings.
You should cache the settings table inside the event you use it in. Accessing it is relatively expensive (about as expensive as accessing game.*prototypes[...]), so when accessing it mutliple times within the same event, you should set a local variable to it (within the event) to improve performance.
If you want to cache startup/and runtime settings outside of events, you will have to makes sure that the local variable of settings of the setting_type "runtime-global" are updated in the
on_runtime_mod_setting_changed
event.
If you want to detect whether a certain mod is installed in the settings stage, you can use
if mods["another-mods-name"] then
, just like in the data stage.
See also
Forum post documenting mod settings
per_user is not a valid property and has no effects!
Lua api documentation on the settings table | wiki | https://wiki.factorio.com/Tutorial:Mod_settings_-_Factorio_Wiki |
Advanced_thruster_fuel | Thruster fuel - Factorio Wiki | [] | Thruster fuel - Factorio Wiki
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| | Thruster fuel | Edit |
| | ------------- | ---- |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 2+2+10β75 | 2+2+10β75 |
| Total raw | Total raw |
| 2+2+10 | 2+2+10 |
| Prototype type | fluid |
| Internal name | thruster-fuel |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
Space Age
expansion exclusive feature.
Thruster fuel
is a
liquid
and is one of the two main ingredients, along with
thruster oxidizer
, for running the
thruster
to allow a
space platform
to move from planet to planet.
Because thruster fuel cannot be
barreled
, each platform must produce its own fuel by collecting
asteroids
.
Alternative recipes
| Process | Input | Output | Made in | Required technology |
| ---------------------- | ---------- | ------ | ------- | --------------------------------------- |
| Advanced thruster fuel | 10+2+1+100 | 1500 | | Advanced asteroid processing (research) |
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Space platform
Thruster
Thruster oxidizer
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_fuel_-_Factorio_Wiki |
Types_GraphicsVariation | Types/GraphicsVariation - Factorio Wiki | [] | Types/GraphicsVariation - Factorio Wiki
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Specified by
Types/uint8 | wiki | https://wiki.factorio.com/Types/GraphicsVariation_-_Factorio_Wiki |
Items | Materials and recipes - Factorio Wiki | [] | Materials and recipes - Factorio Wiki
Jump to navigation
Jump to search | wiki | https://wiki.factorio.com/Materials_and_recipes_-_Factorio_Wiki |
Refined_hazard_concrete | Refined hazard concrete - Factorio Wiki | [] | Refined hazard concrete - Factorio Wiki
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| | Refined hazard concrete | Edit |
| | ----------------------- | ---- |
| Recipe | Recipe |
| --------------------- | ----------------------- |
| 0.25+10β10 | 0.25+10β10 |
| Total raw | Total raw |
| 0.25+10 | 0.25+10 |
| Map color | |
| Walking speed | 150% |
| Stack size | 100 |
| Rocket capacity | 100 (1 stack) |
| Prototype type | item |
| Internal name | refined-hazard-concrete |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Recycling results | Recycling results |
| 2.5 | 2.5 |
Refined hazard concrete
is identical to
refined concrete
except for its striped texture. Rotating the tile changes the direction of the stripes.
History
0.16.27
:
Introduced
See also
Refined concrete
Concrete
Hazard concrete
Stone brick
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Refined_hazard_concrete_-_Factorio_Wiki |
Basic_oil_processing | Oil processing - Factorio Wiki | [] | Oil processing - Factorio Wiki
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Oil processing
is a large part of Factorio. Oil processing may refer to
the researched technology
, the recipe used in the
oil refinery
, or the overall workings of oil.
Contents
1
Overview
2
Setting up oil processing
2.1
Tips
2.2
Coal Liquefaction
2.3
Simple coal liquefaction
2.4
Transporting fluids
3
Optimal Ratios
3.1
Petroleum gas production
4
History
5
See also
Overview
There are various recipes that can be used to process
crude oil
into its fractions. Its fraction (
heavy oil
,
light oil
and
petroleum gas
) can also be cracked into each other. Their recipes and technology requirements can be seen below.
| Process | Input | Output | Made in | Required technology | Internal name |
| ------------------------ | ---------- | -------- | ------- | ----------------------- | ------------------------ |
| Basic oil processing | 5+100 | 45 | | Oil processing | basic-oil-processing |
| Advanced oil processing | 5+100+50 | 25+45+55 | | Advanced oil processing | advanced-oil-processing |
| Heavy oil cracking | 2+40+30 | 30 | | Advanced oil processing | heavy-oil-cracking |
| Light oil cracking | 2+30+30 | 20 | | Advanced oil processing | light-oil-cracking |
| Simple coal liquefaction | 5+10+2+25 | 50 | | Calcite processing | simple-coal-liquefaction |
| Coal liquefaction | 5+10+25+50 | 90+20+10 | | Coal liquefaction | coal-liquefaction |
Setting up oil processing
Pumpjacks
need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Pumpjacks produce a certain amount of
Crude oil
per second, shown on the right, at the bottom of the information panel.
Crude oil must be refined in an
oil refinery
. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set and "alt-mode" is active, the input and output locations and the expected fluids are shown. The locations of these cannot be changed, only the entire machine can be rotated or flipped (
v
or
h
key by default).
Advanced oil processing and coal liquefaction produce multiple fluids:
heavy oil
,
light oil
and
petroleum gas
. The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a
storage tank
. Furthermore, both heavy oil and light oil can be cracked to the next lower type in a
chemical plant
(recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem).
Tips
The
circuit network
can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough. For examples on how to do this, see the
circuit-network cookbook
.
If you run your heavy oil pipe from the refineries past a lubricant-making chemical plant before sending it to the cracking chemical plants, you can be sure that the lubricant production will have priority over cracking.
Solid fuel
is most efficient when created from light oil. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly.
Coal Liquefaction
Once coal liquefaction is researched, the player can manufacture oil products anywhere without a need for crude oil: the player can set up an oil refinery to utilize coal liquefaction and use an
assembling machine
and
barrels
to manually insert a small amount of heavy oil into the system to initiate production. As long as the heavy oil output is routed back into the refinery before being sent anywhere else, the refinery will be self-sustaining in terms of heavy oil, only requiring steam and coal to run. To prevent fluid back-up, the player will need to ensure all output fluids are being consumed or stored somehow.
While a single refinery using this set-up this will not produce a large amount of oil products overall, the fact it does not require crude oil to run means it can be placed anywhere the player needs a small, steady supply of oil products, saving the need to transport oil over large distances by pipes or trains. Such uses include:
A refueling outpost that produces
solid fuel
and/or
rocket fuel
.
A defensive outpost that uses oil to fuel
flamethrower turrets
.
With a supply of
iron ore
, this set-up can produce
sulfuric acid
, allowing the mining of
uranium ore
.
A supply of iron ore also allows the manufacture of ammunition:
cluster grenades
,
land mines
, and
cannon shells
.
With a supply of both iron ore and
copper ore
,
rockets
and
artillery shells
can be manufactured, as well as all
capsules
.
More broadly, a sufficiently large network of refineries utilizing coal liquefaction could produce enough oil products to run the player's factory without a need for crude oil anymore, allowing much more flexibility in the layout and placement of facilities that require oil products to function. The downside of relying entirely on coal liquefaction are an overall slightly lower output of oil products compared to advanced oil processing, a need for more chemical plants to crack the large amounts of heavy oil produced, and the system will shut down entirely if its supply of coal or steam runs out.
Simple coal liquefaction
Space Age
introduces a second liquefaction recipe: simple coal liquefaction. This process uses coal,
calcite
, and
sulfuric acid
, generating only
heavy oil
. Through cracking, it can be used to make other oil products. On
Vulcanus
, it is useful when starting out as the standard coal liquefaction recipe must be researched. It can also be used to bootstrap standard liquefaction, providing the initial heavy oil.
Outside of its initial uses on Vulcanus, it does have two potential advantages.
Steam
is much harder to get on
Space platforms
than sulfuric acid or calcite. The only way to make steam on a platform is with a
nuclear reactor
, which requires fuel from
Nauvis
. By contrast, sulfuric acid, coal, and calcite can all be manufactured or mined from asteroids.
The other advantage is that the recipe produces heavy oil without any of the other oil processing byproducts. This allows the player to use this purely as a way to generate
lubricant
for those recipes which need it. Other oil processing setups can then always crack heavy oil to light oil.
Note also that going to Vulcanus is not
strictly
required.
Calcite processing (research)
does not require
mining
calcite from a calcite ore patch; you merely need to acquire calcite. This can be done using
Advanced asteroid processing (research)
that is made available on
Gleba
. One still must research
Planet discovery Vulcanus (research)
, but once done, acquiring calcite via
advanced oxide asteroid crushing
is enough to trigger the calcite processing technology.
Transporting fluids
There are many ways to move fluids in Factorio, they are listed below:
Pipes
Fluid wagons
Loading the fluids into
barrels
and transporting them by
railway
,
transport belts
, or the
logistic network
Optimal Ratios
The optimal ratio is the ratio of production that ensures no waste of time or materials.
Petroleum gas production
For producing petroleum gas, the optimal advanced oil processing ratio is 20:5:17 (advanced oil processingΒ : heavy oil crackingΒ : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefactionΒ : heavy oil crackingΒ : light oil cracking), and 12:8:11 is close enough.
One refinery running basic oil processing produces 9 petroleum gas per second. One refinery running advanced oil processing combined with one of each oil cracking chemical plant produces 19.5 petroleum gas per second in total. One refinery running coal liquefaction combined with one of each oil cracking chemical plant produces close to 11.2 petroleum gas per second in total (taking into consideration the recycling of the heavy oil).
The refining can be sped up with
modules
; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using
productivity modules
) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses).
| Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Module configuration | None | Config 1 (*) | Config 2 | Units |
| Oil refinery | Oil refinery | Oil refinery | Oil refinery | Oil refinery |
| Crude oil consumption | 100 | 100 | 100 | |
| Water consumption | 50 | 50 | 50 | |
| Crafting speed | 5 | 5 | 5 | s / final item |
| Heavy oil output | 25 | 25 | 25 | |
| Light oil output | 45 | 45 | 45 | |
| Petroleum output | 55 | 55 | 55 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 855% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Crude oil consumption | 20 | 91 | 171 | per second |
| Total Water consumption | 10 | 45.5 | 85.5 | per second |
| Total Heavy oil output | 5 | 29.575 | 55.575 | per second |
| Total Light oil output | 9 | 53.235 | 100.035 | per second |
| Total Petroleum output | 11 | 65.065 | 122.265 | per second |
| Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking |
| Heavy oil consumption | 40 | 40 | 40 | |
| Water consumption | 30 | 30 | 30 | |
| Crafting speed | 2 | 2 | 2 | s / final item |
| Light oil output | 30 | 30 | 30 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 655% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Heavy oil consumption | 20 | 91 | 131 | per second |
| Total Water consumption | 15 | 68.25 | 98.25 | per second |
| Total Light oil output | 15 | 88.725 | 127.725 | per second |
| Light oil cracking | Light oil cracking | Light oil cracking | Light oil cracking | Light oil cracking |
| Light oil consumption | 30 | 30 | 30 | |
| Water consumption | 30 | 30 | 30 | |
| Crafting speed | 2 | 2 | 2 | s / final item |
| Petroleum output | 20 | 20 | 20 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 655% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Light oil consumption | 15 | 68.25 | 98.25 | per second |
| Total Water consumption | 15 | 68.25 | 98.25 | per second |
| Total Petroleum output | 10 | 59.15 | 85.15 | per second |
| Ratio | Ratio | Ratio | Ratio | Ratio |
| Heavy oil cracking | 0.25 | 0.325 | 0.424 | |
| Light oil cracking | 0.85 | 1.2025 | 1.57 | |
| Petroleum gas output | 19.5 | 136.193 | 255.923 | per second |
| * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. |
For config 2 in the above (possibly collapsed) table, a good enough ratio is 7:3:11, and the next ratio that is better is 165:70:259. The optimal ratio involves over 50000 refineries, and so is practically useless. But, for reference, it's 52400:22230:82251.
History
0.17.60
:
Basic oil processing produces only petroleum gas.
0.17.0
:
Coal liquefaction now produces 90 heavy oil, 20 light oil and 10 petroleum gas, consuming 25 heavy oil, 10 coal and 50 steam.
0.15.0
:
Added coal liquefaction oil processing recipe.
0.9.1
:
Added heavy oil cracking and light oil cracking.
0.9.0
:
Introduced
Basic oil processing
Advanced oil processing
See also
Fluid system
Crude oil
Barrel | wiki | https://wiki.factorio.com/Oil_processing_-_Factorio_Wiki |
Efficiency_module | Efficiency module - Factorio Wiki | [] | Efficiency module - Factorio Wiki
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| | Efficiency module | Edit |
| | ----------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ------------------------------ | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- |
| 15+5+5β1 | 15+5+5β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 68.75+32.5+15+10 | 68.75+32.5+15+10 | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Energy consumption | -30%-39%-48%-57%-75%(electric) | | | | -30% | | -39% | | -48% | | -57% | | -75% |
| | | | -30% | | | | | | | | | | |
| | -39% | | -48% | | | | | | | | | | |
| | -57% | | -75% | | | | | | | | | | |
| Prototype type | module | | | | | | | | | | | | |
| Internal name | efficiency-module | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Efficiency module
reduces the electricity cost to run the machine by 30% 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
0.13.0
:
Blueprints support modules.
0.7.0
:
Pollution mechanic introduced.
0.6.0
:
Introduced
See also
Modules
Efficiency module 2
Efficiency module 3
| 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_-_Factorio_Wiki |
Types_LocalisedString | Types/LocalisedString - Factorio Wiki | [] | Types/LocalisedString - Factorio Wiki
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The prototype docs have moved to a new website with an improved format.
This documentation page can now be found here:
https://lua-api.factorio.com/latest/types/LocalisedString.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/LocalisedString_-_Factorio_Wiki |
Vulcanus | Vulcanus - Factorio Wiki | [
"stub"
] | Vulcanus - Factorio Wiki
Jump to navigation
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| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Space Age
expansion exclusive feature.
Vulcanus
is a hot volcanic
planet
with mountainous volcanoes, rivers of lava, plains of ash, and sulfuric acid geysers.
It is home to
demolishers
, a large bossβlike
enemy
that defends its territory. There's no
pollution
on Vulcanus.
Planet discovery Vulcanus (research)
is required to travel to the planet.
Contents
1
Achievements
2
Exclusive Recipes
3
Surface
3.1
Properties
4
Biomes
5
Demolisher Territories
6
Access to basic resources
6.1
Power production
7
Space routes
8
Orbit
8.1
Properties
9
Gallery
10
Trivia
11
History
12
See also
Achievements
| | Visit VulcanusTravel to planetVulcanus. |
| | --------------------------------------- |
Exclusive Recipes
The following recipes can only be crafted on Vulcanus:
Metallurgic science pack
Foundry
Big mining drill
Turbo transport belt
Turbo underground belt
Turbo splitter
Acid neutralisation
The following items and recipes are unlocked on Vulcanus but can be crafted elsewhere:
Artillery turret
/
Artillery wagon
and
Artillery shells
Simple coal liquefaction
and
Coal liquefaction
Cliff explosives
Speed module 3
Asteroid reprocessing (research)
Surface
Properties
| Property | Value |
| --------------- | ----------- |
| Pollutant Type | None |
| Day Night Cycle | 1.5 Minutes |
| Magnetic Field | 25 |
| Solar Power | 400% |
| Pressure | 4000 |
| Gravity | 40 |
Biomes
Vulcanus has three distinct biomes.
Ashlands
are plateaus speckled with sparse vegetation and deposits of
coal
. They are home to leafless alien trees. They are relatively free of cliffs and lava, making them ideal for building.
Lava basins
are filled with winding lava rivers. Within them are deposits of
tungsten ore
, which can only be mined using the big mining drill.
Mountains
are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to
sulfuric acid
geysers and
calcite
.
Demolisher Territories
Native to Vulcanus are the giant centipede-like enemies known as "
demolishers
".
Demolishers have well-defined territories. On the map, these territories are outlined by an opaque, bright red line and the inside is marked by diagonal, translucent, red lines. Only one demolisher will spawn per territory, and the territories themselves do not overlap. However, they are tightly packed, as they follow a Voronoi-like pattern. At the start of the game, only Vulcanus' starting area is not inside a demolisher's territory.
When left alone, a demolisher will patrol the border of its territory. However, if players build inside of a demolisher's territory, it will soon make a beeline towards these buildings with the intent of destroying them. Building inside of a demolisher's territory is therefore extremely risky and dangerous.
The death of a demolisher is permanent, as they only spawn during world generation. Likewise, upon the death of a demolisher, its territory permanently becomes free for the player to use, as other demolishers will not try to expand their territories.
Access to basic resources
Water
can be obtained via
acid neutralisation
and
steam condensation
Stone
is a byproduct of processing
lava
into molten iron/copper.
Iron ore
is only available in limited quantities from mining volcanic
rock
, but
iron plate
and
concrete
may be obtained from
molten iron
Copper ore
is only available in limited quantities from mining volcanic
rock
, but
copper plate
may be obtained from
molten copper
.
Coal
can be mined from patches on the surface as normal.
Crude oil
is not available, but
heavy oil
can be obtained via
simple coal liquefaction
. Heavy oil can then be cracked into light oil and petroleum. Once metallurgic science is produced and a stockpile of heavy oil built up, this can be switched to regular
coal liquefaction
.
Wood
cannot be obtained, but
medium electric poles
can be constructed using the small amount of ores available. Note that this can soft-lock players that did not unlock the research.
Power production
Solar panels
on Vulcanus give 4Γ the power they would on Nauvis.
Acid neutralization
generates 500Β°C steam, which can be fed through
steam turbines
to generate electricity. The calcite processing technology does not actually give the player access to steam turbines, so
steam engines
can be used instead (which generate less power for the same steam).
Space routes
Vulcanus
is connected to 2 other planets:
Nauvis
and
Gleba
.
| Planet | Distance (km) |
| ------ | ------------- |
| Nauvis | 15,000 |
| Gleba | 15,000 |
Asteroid rate graphs:
| Space route fromNauvistoVulcanus | Space route fromVulcanustoGleba |
| -------------------------------- | ------------------------------- |
Graph legend:
| Asteroid Type | Chunk | Medium |
| ------------- | ------- | -------- |
| Metallic | βBlue | βRed |
| Carbonic | βOrange | βYellow |
| Oxide | βGreen | βMagenta |
Orbit
Properties
| Property | Value |
| ----------- | ----- |
| Solar Power | 600% |
| AsteroidType | Spawn Ratio |
| ------------------------- | ----------- |
| Metallic asteroid chunk | 5 |
| Carbonic asteroid chunk | 2 |
| Oxide asteroid chunk | 1 |
| Promethium asteroid chunk | 0 |
| AsteroidSize | SpawnΒ % |
| ------------ | ------- |
| Chunk | .20 |
| Medium | .25 |
| Big | 0 |
| Huge | 0 |
Note:
Chunks spawn at Nauvis at 1.25%
Huge Asteroids only spawn past
Aquilo
Gallery
Example of Vulcanus' landscape.
Example mapview of Vulcanus, Demolisher territories are outlined by bright red lines.
Vulcanus seen on the expansion's title screen.
Trivia
In mythology, Vulcanus (also spelt Vulcan), is the Roman god of fire, metalworking, and the forge.
The planet's design, with lava, volcanoes, and sulfur, is based on
lava planets
.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Aquilo
Fulgora
Gleba
Nauvis
Space platform
| Space | Space |
| -------------------- | ------------------------------------------------------------------------------------------- |
| Planetside buildings | Rocket siloCargo landing pad |
| Space platform | Space platform foundationCargo bayAsteroid collectorCrusherThrusterSpace platform hub |
| Rocket cargo | SatelliteSpace platform starter pack |
| Asteroids | Metallic asteroid chunkCarbonic asteroid chunkOxide asteroid chunkPromethium asteroid chunk |
| Locations | NauvisVulcanusGlebaFulgoraAquiloSolar system edgeShattered planet |
| Navigation | LogisticsProductionIntermediate productsCombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Vulcanus_-_Factorio_Wiki |
Cliff_explosives | Cliff explosives - Factorio Wiki | [] | Cliff explosives - Factorio Wiki
Jump to navigation
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| | Cliff explosives | Edit |
| | ---------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | -- | | -- | | -- | | -- | | -- | | -- |
| 8+1+10+1β1 | 8+1+10+1β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 17+10+10+5+1 | 17+10+10+5+1 | | | | | | | | | | | | |
| Destroys cliffs. | Destroys cliffs. | | | | | | | | | | | | |
| Stack size | 20 | | | | | | | | | | | | |
| Rocket capacity | 20 (1 stack) | | | | | | | | | | | | |
| Range | 1011121315 | | | | 10 | | 11 | | 12 | | 13 | | 15 |
| | | | 10 | | | | | | | | | | |
| | 11 | | 12 | | | | | | | | | | |
| | 13 | | 15 | | | | | | | | | | |
| Shooting speed | 2/s | | | | | | | | | | | | |
| Area of effect size | 1.5 | | | | | | | | | | | | |
| Prototype type | projectile | | | | | | | | | | | | |
| Internal name | cliff-explosives | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | -- | | -- | | -- | | -- | | -- | | -- |
| 8+10+1+10+1β1 | 8+10+1+10+1β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 17+10+5+1+10+10 | 17+10+5+1+10+10 | | | | | | | | | | | | |
| Destroys cliffs. | Destroys cliffs. | | | | | | | | | | | | |
| Stack size | 20 | | | | | | | | | | | | |
| Rocket capacity | 20 (1 stack) | | | | | | | | | | | | |
| Range | 1011121315 | | | | 10 | | 11 | | 12 | | 13 | | 15 |
| | | | 10 | | | | | | | | | | |
| | 11 | | 12 | | | | | | | | | | |
| | 13 | | 15 | | | | | | | | | | |
| Shooting speed | 2/s | | | | | | | | | | | | |
| Area of effect size | 1.5 | | | | | | | | | | | | |
| Prototype type | projectile | | | | | | | | | | | | |
| Internal name | cliff-explosives | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Cliff explosives
are used to blow up
cliffs
. The cliffs will not drop any items when blown up. These explosives can only be used on cliffs, as they can't be used at all when clicking on anything else. Cliff explosives will not damage anything else nearby.
History
0.16.0
:
Introduced
See also
Friday Facts #219 - Cliffs
| 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/Cliff_explosives_-_Factorio_Wiki |
Crusher | Crusher - Factorio Wiki | [] | Crusher - Factorio Wiki
Jump to navigation
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| | Crusher | Edit |
| | ------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 10+10+10+20β1 | 10+10+10+20β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 300+400+50+100+10 | 300+400+50+100+10 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 350455560665875 | | | | 350 | | 455 | | 560 | | 665 | | 875 |
| | | | 350 | | | | | | | | | | |
| | 455 | | 560 | | | | | | | | | | |
| | 665 | | 875 | | | | | | | | | | |
| Resistances | Fire: 0/80% | | | | | | | | | | | | |
| Stack size | 10 | | | | | | | | | | | | |
| Rocket capacity | 10 | | | | | | | | | | | | |
| Dimensions | 2Γ3 | | | | | | | | | | | | |
| Energy consumption | 540kW (electric) | | | | | | | | | | | | |
| Drain | 18kW (electric) | | | | | | | | | | | | |
| Crafting speed | 11.31.61.92.5 | | | | 1 | | 1.3 | | 1.6 | | 1.9 | | 2.5 |
| | | | 1 | | | | | | | | | | |
| | 1.3 | | 1.6 | | | | | | | | | | |
| | 1.9 | | 2.5 | | | | | | | | | | |
| Mining time | 0.2 | | | | | | | | | | | | |
| Pollution | 1/m | | | | | | | | | | | | |
| Buildable only on | | | | | | | | | | | | | |
| Prototype type | assembling-machine | | | | | | | | | | | | |
| Internal name | crusher | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Space Age
expansion exclusive feature.
The
crusher
is a building for the
space platform
that crushes small
asteroid
chunks into usable resources. To collect the asteroid chunks, they must first be grabbed by an
asteroid collector
. There are three types of recipes that can be performed by the crusher:
Basic crushing: These recipes break the chunk into a significant volume of one usable resource, with a small a chance of also reproducing the chunk it consumed. You have to design your crushing setups to deal with the chunk byproduct without clogging up the system.
Advanced crushing: These recipes break the chunk into two useful resources, though at a lower volume of output than the standard crushing recipes. It can still regenerate the chunk, but it has a much lower chance to do so.
Reprocessing: These recipes are attempts to transform the chunk into a different kind of chunk. The original type is usually reproduced, with a smaller chance of producing a different kind of chunk or nothing at all (because of the way random recipes work, it can also produce multiple chunk types).
Recipes
| Process | Input | Output | Required technology |
| ----------------------------------- | ----- | ----------- | --------------------------------------- |
| Metallic asteroid crushing | 2+1 | 20+0.2 | Space platform (research) |
| Carbonic asteroid crushing | 2+1 | 10+0.2 | Space platform (research) |
| Oxide asteroid crushing | 2+1 | 5+0.2 | Space platform (research) |
| Metallic asteroid reprocessing | 2+1 | 0.4+0.2+0.2 | Asteroid reprocessing (research) |
| Carbonic asteroid reprocessing | 2+1 | 0.4+0.2+0.2 | Asteroid reprocessing (research) |
| Oxide asteroid reprocessing | 1+1 | 0.4+0.2+0.2 | Asteroid reprocessing (research) |
| Advanced metallic asteroid crushing | 5+1 | 10+4+0.05 | Advanced asteroid processing (research) |
| Advanced carbonic asteroid crushing | 5+1 | 5+2+0.05 | Advanced asteroid processing (research) |
| Advanced oxide asteroid crushing | 5+1 | 3+2+0.05 | Advanced asteroid processing (research) |
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/Crusher_-_Factorio_Wiki |
Quality_module | Quality module - Factorio Wiki | [] | Quality module - Factorio Wiki
Jump to navigation
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| | Quality module | Edit |
| | -------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ----------------------- | | ----- | | --- | | ----- | | ----- | | ----- | | ----- |
| 15+5+5β1 | 15+5+5β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 68.75+32.5+15+10 | 68.75+32.5+15+10 | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 | | | | | | | | | | | | |
| Speed | -5% | | | | | | | | | | | | |
| Quality | +1%+1.3%+1.6%+1.9%+2.5% | | | | +1% | | +1.3% | | +1.6% | | +1.9% | | +2.5% |
| | | | +1% | | | | | | | | | | |
| | +1.3% | | +1.6% | | | | | | | | | | |
| | +1.9% | | +2.5% | | | | | | | | | | |
| Prototype type | module | | | | | | | | | | | | |
| Internal name | quality-module | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ----------------------- | | ----- | | --- | | ----- | | ----- | | ----- | | ----- |
| 15+5+5β1 | 15+5+5β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 68.75+32.5+15+10 | 68.75+32.5+15+10 | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 | | | | | | | | | | | | |
| Speed | -5% | | | | | | | | | | | | |
| Quality | +1%+1.3%+1.6%+1.9%+2.5% | | | | +1% | | +1.3% | | +1.6% | | +1.9% | | +2.5% |
| | | | +1% | | | | | | | | | | |
| | +1.3% | | +1.6% | | | | | | | | | | |
| | +1.9% | | +2.5% | | | | | | | | | | |
| Prototype type | module | | | | | | | | | | | | |
| Internal name | quality-module | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Space Age
expansion exclusive feature.
Quality module
increases a machine's ability to make
quality
items by 1% and decreases its speed by 5%. This means that, at a small cost of items produced per minute, the machine produces slightly more items of higher quality.
While players are required to own Space Age to access this feature, quality is a separate mod, and can be activated independent of most Space Age content.
All levels of quality module have the same speed penalty.
Speed modules
have a penalty to quality, which negates some of or all of the effectiveness of quality modules.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Modules
Quality module 2
Quality module 3
Quality
| 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/Quality_module_-_Factorio_Wiki |
Prototype_overview | Prototype overview - Factorio Wiki | [] | Prototype overview - Factorio Wiki
Jump to navigation
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The prototype docs have moved to a new website with an improved format.
This documentation page can now be found here:
https://lua-api.factorio.com/latest/prototypes.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_overview_-_Factorio_Wiki |
Advanced_oil_processing_(research) | Advanced oil processing (research) - Factorio Wiki | [] | Advanced oil processing (research) - Factorio Wiki
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| | Advanced oil processing (research) | Edit |
| | ---------------------------------- | ---- |
| Cost | Cost |
| --------------------- | ----------------------- |
| 30111β75 | 30111β75 |
| Prototype type | technology |
| Internal name | advanced-oil-processing |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
Main article:
Oil processing
Advanced oil processing allows the player to obtain better ratios when
refining
oil. When the resultant recipe is enabled, the refinery input, and chemical plant's inputs are changed, see below:
All 4 possible rotation states and their inputs
All 4 possible rotation states and their inputs
All 4 possible rotation states and their inputs
See also
Research
Technologies
Oil processing
| 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/Advanced_oil_processing_(research)_-_Factorio_Wiki |
Logistics_3_(research) | Logistics 3 (research) - Factorio Wiki | [] | Logistics 3 (research) - Factorio Wiki
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| | Logistics 3 (research) | Edit |
| | ---------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 151111β300 | 151111β300 |
| Prototype type | technology |
| Internal name | logistics-3 |
| Required technologies | Required technologies |
| | |
| Effects | Effects |
| | |
Logistics 3
is the final level of logistics research, and gives the player further access to faster methods of transportation, such as the
express transport belt
.
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/Logistics_3_(research)_-_Factorio_Wiki |
Captive_biter_spawner_(research) | Captive biter spawner (research) - Factorio Wiki | [] | Captive biter spawner (research) - Factorio Wiki
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| | Captive biter spawner (research) | Edit |
| | -------------------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 6011111111111β3000 | 6011111111111β3000 |
| Prototype type | technology |
| Internal name | captive-biter-spawner |
| Required technologies | Required technologies |
| | |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
Unlocks a craftable version of the
captive biter spawner
, which can be placed like any other building.
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/Captive_biter_spawner_(research)_-_Factorio_Wiki |
Resistances | Damage - Factorio Wiki | [] | Damage - Factorio Wiki
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Red flashing while taking damage.
Taking
damage
is the effect of lowering the health of the
player
,
enemies
,
asteroids
or other entities.
Contents
1
Overview
2
Achievements
3
Damage types
3.1
Piercing power
4
Resistance
4.1
Decrease, or "flat" resistance
4.2
Percentage resistance
5
Combined formulas
5.1
If R+1<D
5.2
otherwise if D>1
5.3
otherwise
Overview
In Factorio, entities have health, can die/be destroyed, and have resistances.
Damage
is defined as the concept of lowering an entity's health by using an attack, such as a gun firing at it, or a biter chewing on it. An entity's resistances will define exactly how much damage the entity will take off of an arbitrary attack.
The player's maximum health is 250 (without
energy shields
), and this value can be increased through the
Health
technology. Other entities' health values are listed in their individual entries.
Achievements
The concept of damage is directly connected to the following achievements:
| | Run Forrest, runDestroy 100treesby impact. |
| | ------------------------------------------ |
| | PyromaniacDestroy 10ktreeswith fire. |
| | ------------------------------------ |
| | SteamrolledDestroy 10spawnersby impact. |
| | --------------------------------------- |
| | GolemSurvive a hit of 500damageor more. |
| | --------------------------------------- |
| | Watch your stepGet killed by a movinglocomotive. |
| | ------------------------------------------------ |
Damage types
| Damage type | Used by |
| ---------------------- | ------------------------------------------------------------------------------- |
| Physical | Bullets,shotgun shells,railgun ammo,defender capsuleBitersandwriggler pentapods |
| Physical and explosion | Cannon shells,artillery shell |
| Impact | Collision (oftrain/car/tank) |
| Fire | Flamethrower ammo,flamethrower turret |
| Acid | Spitters,worms, andstomper pentapods |
| Poison | Poison capsuleWriggler pentapods |
| Explosion | Rockets,grenades,land mineStrafer pentapods |
| Laser | Laser turret,distractor capsule,personal laser defense |
| Electric | Discharge defense,destroyer capsule,tesla ammo,tesla turret |
Piercing power
Piercing power is present with
tank
ammunition. It determines how much HP of enemies can a projectile damage before it is no longer able to travel further. To penetrate an enemy, the enemy has to be killed by the projectile, and the damage dealt for the kill must be less than current piercing power.
[1]
The damage dealt also decreases piercing power. For example, shooting medium biters with 75 health with a cannon shell of 300 piercing power means that the shell will pierce through 4 medium biters, killing them, and still destroy/damage one more target.
Resistance
Resistances to specific damage types can be written in two ways:
A percentage, such as: "Physical: 10%". The incoming damage of this type is simply reduced by this percentage.
A flat decrease, followed by the percentage, such as: "Physical: 25/10%". This means that incoming damage is reduced by 25 points first, before reducing it by 10%.
Shooting at an object with a physical resistance of "25/10%" has nearly no effect when the bullets inflict less than 25 damage points each. If each bullet does 45 damage points, then the resistance of 25 is subtracted first, and the remaining 20 damage points are reduced by 10%, resulting in 18 damage points being imparted on the target object.
The following two subsections explain the two resistance calculations in detail.
Decrease, or "flat" resistance
Decrease resistance decreases the damage by specified number as long as the resulting damage wouldn't be less than 1. If the result damage would be less than 1, an alternate formula is used.
Let R denote the flat resistance value, D the incoming damage, and M the modified damage (that is, the damage after accounting for flat resistance). Then
if R+1<D
M=D-R
otherwise if D>1
M=1/(R-D+2)
otherwise
M=1/(R+1)
.
If flat resistance matches or exceeds the raw damage, then modified damage is asymptotic towards 0, as shown by following example table:
| Damage | Flat Resistance | Modified damage (with 0% resistance) |
| ------ | --------------- | ------------------------------------ |
| 5 | 0 | 5 |
| 5 | 1 | 4 |
| 5 | 2 | 3 |
| 5 | 3 | 2 |
| 5 | 4 | 1 |
| 5 | 5 | 1/2 |
| 5 | 6 | 1/3 |
| 5 | 7 | 1/4 |
| 5 | 8 | 1/5 |
| ... | ... | ... |
Percentage resistance
Percentage resistance reduces the damage by the specified percent. It is applied
after
flat/decrease resistances (if both are present) and thus changes the 'modified damage' value above, decreasing it by the specified percentage. If the value is 100%, the entity is immune to the damage. This is the only way to have an entity immune to a type of damage, as flat reduction cannot reduce damage to less than 1.
As an example, an entity with 25% resistance to physical damage hit with a bullet dealing 100 physical damage would take 75 damage instead of 100.
The formula used for percentage resistance to damage is as follows:
Let M denote the flat-resistance-modified starter damage, and let P denote the percentage resistance (in decimal form, so 25%=0.25), and let F denote final damage.
F = M * (1 - P)
Combined formulas
Let D denote the raw incoming damage (of applicable type), R denoted the flat resistance value (against damage of the applicable type), P the percentage resistance (against damage of the same type) in decimal form (e.g. 20%=0.2), and let F denote the final damage (of applicable type) dealt to the target.
If R+1<D
F = (D - R) * (1 - P)
otherwise if D>1
F = (1 - P) / (R-D+2)
otherwise
F = (1 - P) / (R+1) | wiki | https://wiki.factorio.com/Damage_-_Factorio_Wiki |
Installing_Mods | Modding - Factorio Wiki | [
"Category:Technical"
] | Modding - Factorio Wiki
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This page tells you how to download and install mods, and gives a quick overview of what you should keep in mind when creating a mod. For more detailed instructions on creating mods, you may view the
modding tutorial page
. If you are looking for the modding API, check out the
official Factorio Lua API documentation
website. If you wish to know where to install a mod which is in a zipped format, please read the instructions on the
application directory
page.
Contents
1
Downloading & installing mods
1.1
Mod portal (in-game)
1.2
Mod portal (website)
1.3
Mod subforum
1.4
Dependencies
1.4.1
Required dependency
1.4.2
Optional dependency
1.4.3
Incompatibility
1.5
Automatic mod sync for saves and multiplayer games
2
Creating mods
2.1
API documentation
2.2
Lua scripting
2.3
Third-Party Tools
3
See also
Downloading & installing mods
You can download the mods from the following places:
Mod portal (in-game)
Mod portal (website)
Mod subforum
Mod portal (in-game)
The "Mods" section of the main menu is the best way to get mods. It combines downloading & installing, checking installed mods for updates, and enabling/disabling installed mods.
Mod portal (website)
The
mod portal (website)
is the center of mod hosting, where authors upload mods, and you can find previous versions, and discussions. Mods come as ZIP files, installed by copying (not unzipping) into the "mods" directory in the
user data directory
. Verify a successful installation by viewing the "Mods" list through the main menu, in-game.
Mod subforum
Mod authors maintain threads in the official
mod subforum
to support their work. There may be experimental mods or updates here that aren't available on the main portal. They will be downloaded as ZIP files, either as forum "attachments", or with a link to a hosting site. These are installed the same way as mods downloaded from the portal.
Dependencies
Many mods use Factorio's base mod as their only dependency which you do not have to install separately. However, some mods may require you to install other mods for them to work and can also make suggestions for you to install other mods for them to extend their functionality.
Required dependency
When a mod you installed requires you to install another mod for it to work, the other mod, in this case, is a required dependency. The in-game mod portal automatically downloads required dependencies when downloading any mod.
Optional dependency
When a mod makes a suggestion to install another mod, but if it does not need that other mod for it to work, the other mod, in this case, is an optional dependency. You can install the optional dependencies which extend the functionality of a mod to enhance your gaming experience with the mod.
Incompatibility
The dependencies can also be used to declare a mod to be incompatible with other mods, which prevents them from being loaded together.
Automatic mod sync for saves and multiplayer games
When trying to join a multiplayer game that uses mods, the game will offer to synchronize the mods with the server. Confirming the mod sync will automatically download and enable all mods used by the server. The mod startup settings can be synced as well. When syncing mods to a multiplayer server, the game will download the exact same mod versions as the server is using.
When loading a save file without the mods for that save, or with changed mod settings, the game will offer to synchronize the mods with the save file. Confirming the mod sync will automatically download and enable all mods used by the save file. The mod startup settings can be synced as well. When syncing with a save file, the game will use the latest mod versions by default.
It's possible to manually sync mods to a save file by navigating to it in the "Load game" menu and clicking the "Sync mods with save" button in the top right. By default, this enables the latest version of the mods. When using
CTRL
+
Left mouse button
to click the "Sync mods with save" button, the game will use the exact same mod versions as the save file.
Creating mods
See also:
Modding tutorial
API documentation
Modding API docs
- Overview page of the modding API documentation website
Prototype documentation
β What prototypes can be added to the game, and what are their properties
Documentation of the runtime API
β Hook into events and change the world around the player
Mod structure
β The basic structure of all mods
Factorio data GitHub repository
β Tracks changes of the Lua prototype definitions in Factorio between releases
Data.raw
β Lists the names and types of all built-in prototypes
Lua scripting
You need to use the Lua programming language (version 5.2.1) to create any mods in Factorio. The game's mod system injects your code into the startup and to the data construction stage of the game. You can use any text editor to write the code for your mod. Well-known text editors that offer syntax highlighting for Lua are Notepad++ and Visual Studio Code.
Useful resources for Lua:
Lua tutorial
Lua reference manual
Lua REPL
: A Lua read-eval-print-loop, essentially a sandbox.
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
See also
Category:Technical
β Documentation of technical formats and API's not related to modding | wiki | https://wiki.factorio.com/Modding_-_Factorio_Wiki |
Inserters | Inserters - Factorio Wiki | [
"production buildings"
] | Inserters - Factorio Wiki
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For the common yellow electrical inserter, see
Inserter
.
Inserters
are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items fromβand insert items intoβmachines or storage devices.
Contents
1
Types of inserters
2
Mechanics
2.1
Insertion limits
2.2
Inserters and transport belts
2.3
Potential issues
3
Power usage
3.1
Energy Costs
3.2
Inserter Efficiency
3.3
Belt Differences
4
Inserter speed
4.1
Rotation Speed
4.2
Extension Speed
5
Inserter Throughput
5.1
Chest to chest
5.2
Chest to belt
5.3
Chest to splitter
5.4
Belt to chest (perpendicular)
5.5
Belt to Chest (facing inserter)
6
See Also
Types of inserters
| Burner inserter | The onlyfuel-powered inserter, with the slowest speed. |
| -------------------- | ------------------------------------------------------------------------------------ |
| Inserter | The standard electrical inserter. |
| Long-handed inserter | Capable of inserting and removing items from a greater distance. |
| Fast inserter | Much faster than the inserter. |
| Bulk inserter | As fast as the fast inserter, but can move many more items at the same time at once. |
| Stack inserter | As fast as the bulk inserter, but can stack items on a belt. |
Mechanics
Inserters
will
:
Pick up items off the ground, off of a
transport belt
, or from any object that has storage space, such as
chests
,
furnaces
assembling machines
or
vehicles
.
Place the item onto the ground, onto a transport belt, or into any object that has storage space.
Run at slower speeds when starved for energy.
Pick up as many items as their
stack size
allows at once, if they do not have to wait too long to pick them up.
Pick up items and drop them into the void of space or lava, permanently destroying them. This is useful for getting rid of unwanted items.
Inserters
will not
:
Pick up any items that cannot be inserted into the adjacent entity.
Pick up any items if the adjacent entity is a
ghost
.
Pick up items to place into an entity with a full inventory.
Place more than one item at a time onto the same ground tile.
Place items into an entity that cannot hold them, for example due to
filtered
or
limited slots
.
Fill up the entire target inventory of
boilers
,
nuclear reactors
,
production buildings
,
furnaces
and
turrets
.
If two or more inserters are picking up from the same tile, the inserter who can grab the items the fastest will grab them first. Besides faster inserters, this favors inserters taking from the inner lane of a transport belt.
Insertion limits
Depending on where an inserter is moving items, it does not always fill up the entire target inventory. This allows other inserters taking from the same transport belt to pick up their share of the items. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. This allows the other fuel to travel further down the transport belt. When the fuel drops below 5 items, the inserter will resume inserting fuel, up to the limit of 5 items.
| Entity | Item type | Automatic insertion limit |
| --------------------------------------------------------------------------- | --------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Boilers,burner inserters,furnaces, andnuclear reactors | Fuel | 5 |
| Gun turrets | Bullet Magazines | 10 |
| Artillery turrets | Artillery shells | 5 |
| Assembling machines,furnaces,centrifuges,chemical plants, andoil refineries | Items needed for the recipe | The ingredients for 1 craft in addition to the ingredients for the number of crafts that can be completed during one full inserter swing; but at least the ingredients for 2 crafts and at most the ingredients for 100 crafts.[1] |
| Labs | Science packs | The number of science packs needed for one research unit in addition to the science packs for the number of research units that can be completed during one full inserter swing; but at least the ingredients for 2 research units and at most the ingredients for 100 research units. |
An inserter that has a higher
inserter capacity bonus
than 1 can overfill the target building, due to the inserter picking up a higher amount of items than needed. Overfilling can also occur if multiple inserters are used to insert items into one building.
Inserters and transport belts
Transport belts
have two lanes on which items can travel. Inserters only place items onto one side of the belt, either the far side from the inserter's perspective or if the belt is going the same or the opposite direction as the inserter the right side from the belt's perspective.
| | |
| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Inserters place the item on the furthest lane. If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt's perspective. In curves the inserter always places on the far side. | If the belt is perpendicular to the inserter, insertersprefertaking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane. If the belt is the same/opposite orientation of the inserter or a curve, the inserterpreferstaking from the left lane, from the belt's perspective. If the left lane is empty it will take from the right lane. |
Potential issues
Inserters may have problems picking up items:
From very fast belts, because the items are moving too quickly.
From the entry or exit of an underground belt (because the time they have to pick up is shorter)
From turning belts if the item is on the inside of the corner
Power usage
Inserter power draw is determined by several factors.
Firstly like most machines, all of the inserters (with the exception of the burner) have drain. Drain is the energy cost of existence, and is expended constantly as long as the inserter exists on the power grid, regardless of activity or lack thereof.
Inserters also have a cost associated with movement. This cost is applied separately and cumulatively for rotational motion as well as extension/retraction.
Lastly, inserters exhibit a power spike when initializing an action or movement. This can be referred to as "item spike" because it is typically observed directly upon picking up an item. This is because after receiving an item, it will initialize its next action, such as unloading the item. We know this spike is a result of the initialization of a new command for the inserter, and not directly as a result of the item, because of behavior that will be covered later. In other words, the spike occurs when switching between loading and unloading behavior.
Here is power graph of a red inserter receiving power for the very first time:
Notice there is a spike as it boots, followed by a movement line. This movement line is the cost of rotation + the cost of extension, as inserters start scrunched up when first built, and then the arm extends. This specific behavior is only exhibited by newly built inserters receiving power for the first time, so we can largely ignore the behavior on the left. It is worth remembering for when devising a testing setup though, as this does need to be isolated out of the final results for accuracy. It will also become relevant again further down.
Continuing on, we have the power signature of a single item being transferred chest-to-chest. First there is a spike when retrieving the item. Even though the spike is flattened, implying a duration, upon closer inspection it does appear to only be a single tick duration of spike. It is not clear from the testing why these peaks are flattened while the initial is not. The arm then begins rotating, and its cost of rotation is shown by the valley. It then drops off the item, resulting in a second spike, and proceeds to swing back towards the input. This completes one full cycle.
Notice how when not active, the consumption remains above 0. This is the drain we discussed earlier, which in this example is 400W.
Burner Inserters, despite not using electricity, also have the same power consumption characteristics as the rest of the inserters (excluding drain). Upon accepting fuel they will replenish something resembling an internal battery, and draw from it in the same manner other inserters draw from the power grid, consumption spikes and all. The exact behavior of burners is a bit quirky due to how this works, and that can be found in more detail on their dedicated page [information not yet added].
Inserter Testing Setup
Energy Costs
Using the following equation and empirical testing, we derive the values below. Note that values for burner inserters are derived with coal as a baseline. The fuel density used in the burner actually affects its measured values due to some quirks with how they operate, with higher fuel densities leading to improved performance. More detailed information for all inserters is available in the original forum post here
https://forums.factorio.com/124635
, where the entirety of the calculations is shown and documented in detail for those interested.
((Max Power Consumption - Drain) * (2 /seconds per tick)) + ((Power Consumption of Motion - Drain) * ((Full Rotation Constant / Rotation Speed) - (2 / seconds per tick))) = kJ per Inserter Rotation
Cost of rotational movement in kW
These values are isolated from drain. Values with
~
are rounded
| Burner | Yellow | Red | Blue | Green |
| ------- | ------ | ------ | ------- | ------- |
| ~51.362 | ~5.437 | ~7.875 | ~16.741 | ~47.957 |
Cost per transfer cycle in kJ
These values are isolated from drain. Values with
~
are rounded.
| Burner | Yellow | Red | Blue | Green |
| ------- | ------ | --- | ------ | ------- |
| ~68.147 | ~6.652 | ~7 | ~8.115 | ~23.184 |
Inserter Efficiency
The above data can be used to compare inserter efficiency directly. Remember that the transfer cycle cost remains the same regardless of how many items are moved (with one exception that will be covered later). This means that Green Inserters with their larger stack size can outperform other inserters despite their higher transfer cost, since they can achieve a lower cost per item. Here are some graphs of chest-to-chest data showing the efficiency of different inserters at differing stack sizes. Because the other inserters maintain a proportional relationship (as in an identical stack size) these graphs will primarily focus on highlighting the Green Inserter.
No Capacity Bonus
Capacity Bonus 4
Capacity Bonus 5
Capacity Bonus 6
Capacity Bonus 7
Because the Burner Inserter doesn't have drain, its efficiency can only be appreciated in extremely low throughput situations. Thus we use this dedicated graph:
Because of how extremely low the throughput is, generating additional graphs for higher stack sizes is unnecessary. At higher stack sizes simply divide the reference time by the stack size.
Belt Differences
Up until now all data was regarding chest-to-chest use cases, due to their sterile and consistent nature. The introduction of belts creates special conditions that require consideration. Here is a power chart from the game for reference:
The Yellow Inserter above is doing a belt-to-belt transfer, and it has a stack bonus.
The erratic section of the graph is the loading process. We can see the behavior is irregular as the inserter does not wait for the item, but rather fishes around for them. The exact behavior here is still being studied, and due to its dependence on stack size and belt speed it is very difficult to give any firm answers regarding how much power this actually uses as a quantifiable generalization. Likely a set of tables would need to be generated with every possible combination as a reference, but such data does not currently exist. We can see the movement section seems to as an average indicate the combined cost of rotation and extension/retraction (this is not covered here as detailed data does not exist, but the games code suggests these two costs are identical), which we saw in our original power pulse earlier. This would make sense as the inserter is moving inwards and outwards as well as wiggling side to side as it fishes for items, but this isn't confirmed, and could be inapplicable in faster use cases. To add to the hypothesis, we can assume that faster belts increase inserter efficiency by shortening the loading time. But that's all speculative until more data is collected. What we can confirm is at the end of the loading cycle we have our distinctive power spike, which is indicative the inserter is now switching to unloading.
Looking at the unloading section, we can see the inserter swings around normally, but then there is this dip that doesn't exist in the chest to chest behavior. This is the inserter waiting at the belt to drop off all its items. During this waiting, it uses no power aside from its drain. Once all the items are delivered, it spikes, indicating it is going back to its loading behavior.
What this means in practice is whenever you are loading from a chest, regardless of whether you are delivering to a chest or belt, the efficiency relationship remains the same. The additional duration of drain has no bearing on the energy efficiency. When loading from a belt, we can see there is additional energy consumption for stack sizes greater than 1. Currently there is not much that can advised regarding how to compensate for this, so the best advice is to just pretend it doesn't exist for now.
Important:
The above efficiency graphs only apply when loading from a chest. When loading from a belt, until a more accurate dedicated data set is provided, it is advised to reference the initial no capacity bonus version of the graph for all decisions. With an inserter stack size of 1, the efficiency relationship between chests and belts is identical.
Regarding Quality:
Quality inserters receive a linear speed boost for each level of quality, with a corresponding power cost increase. What this means is that the quality level of an inserter has no impact on its energy efficiency
More data regarding inserters feeding from belts, as well as more detailed data regarding burner inserter power consumption is still needed. Please reach out via the forum if you would like to help or contribute in collecting this data, either here
https://forums.factorio.com/124635
or here
https://forums.factorio.com/125710
Inserter speed
Animation showing all inserter speeds at once.
| Type | Rotation-speed (turns pertick)Extension-speed (Tilesper Tick) | Turns perGame-second | Game-second per full turn | Ticks per full turn |
| -------------------------- | ------------------------------------------------------------- | -------------------- | ------------------------- | ------------------- |
| Burner inserter | 0.010.0214 | 0.60 | 1.667 | 100 |
| Inserter | 0.0140.03 | 0.83 | 1.2 | 72 |
| Long-handed inserter | 0.020.0457 | 1.2 | 0.833 | 50 |
| Fast inserterBulk inserter | 0.040.07 | 2.31 | 0.433 | 26 |
Note:
These numbers come directly from the
factorio-data github repository
.
Rotation Speed
Convention: 2Ο rad = 100% of a circle rotation =
1 turn
(or one full rotation).
Note: an Inserter doesn't always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.
Note: If the rotation speed of an inserter would result in an odd number of ticks per full turn, the actual number of ticks per full turn for this inserter is the next higher even number. The reason for this is that the inserter needs to do two half turns to pick and drop an item. This takes a certain number of ticks two times, therefore the number of ticks for the full turn is always an even number. Example: The Fast inserter's rotation speed of 864Β°/s or 0.04 turns per tick would result in 25 ticks per full turn, but the inserter cannot do a half turn in "12.5 ticks", so it actually takes 2*13 = 26 ticks per full turn.
Extension Speed
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also Some mods can alter the pickup and drop locations of inserters, making this stat more relevant.
Inserter Throughput
Chest to chest
Note:
Experimental data from 2.0.26, recorded in this doc
[2]
. Chest to chest transfer transfers the entire hand size during a single tick, so most of the time is spent during the swing to and from.
| Type | Arm cycles per second (ticks per cycle) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| -------------------- | --------------------------------------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | | --------------- | | --------------- | -------------------- | | | | ---- | | ----- | | ----- | | ---- | | ---- | --- | -------------------- | | | | ---- | | ----- | | ----- | | ---- | | ---- | --- | ----------------- | | | | ---- | | ----- | | ----- | | ---- | | ---- | ---- | -------------------- | | | | ---- | | ----- | | ----- | | ---- | | ----- | ---- |
| No capacity bonus | No capacity bonus | Capacity bonus 2 | Capacity bonus 2 | Capacity bonus 7 | Capacity bonus 7 | Transport belt stacking | Transport belt stacking | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Burner inserter | 0.79 (76 ticks)1.03 (58 ticks)1.25 (48 ticks)1.5 (40 ticks)2 (30 ticks) | | | | 0.79 (76 ticks) | | 1.03 (58 ticks) | | 1.25 (48 ticks) | | 1.5 (40 ticks) | | 2 (30 ticks) | 0.791.031.251.52 | | | | 0.79 | | 1.03 | | 1.25 | | 1.5 | | 2 | (1) | 1.582.072.534 | | | | 1.58 | | 2.07 | | 2.5 | | 3 | | 4 | (2) | 2.373.103.754.56 | | | | 2.37 | | 3.10 | | 3.75 | | 4.5 | | 6 | (3) | 3.164.14568 | | | | 3.16 | | 4.14 | | 5 | | 6 | | 8 | (4) |
| | | | 0.79 (76 ticks) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1.03 (58 ticks) | | 1.25 (48 ticks) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1.5 (40 ticks) | | 2 (30 ticks) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 0.79 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1.03 | | 1.25 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1.5 | | 2 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 1.58 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 2.07 | | 2.5 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 3 | | 4 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 2.37 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 3.10 | | 3.75 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 4.5 | | 6 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 3.16 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 4.14 | | 5 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 6 | | 8 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Inserter | 0.86 (70 ticks)1.03 (58 ticks)1.36 (44 ticks)1.67 (36 ticks)2.14 (28 ticks) | | | | 0.86 (70 ticks) | | 1.03 (58 ticks) | | 1.36 (44 ticks) | | 1.67 (36 ticks) | | 2.14 (28 ticks) | 0.861.111.361.672.14 | | | | 0.86 | | 1.11 | | 1.36 | | 1.67 | | 2.14 | (1) | 1.712.222.733.334.29 | | | | 1.71 | | 2.22 | | 2.73 | | 3.33 | | 4.29 | (2) | 2.573.334.0956.43 | | | | 2.57 | | 3.33 | | 4.09 | | 5 | | 6.43 | (3) | 3.434.445.456.678.57 | | | | 3.43 | | 4.44 | | 5.45 | | 6.67 | | 8.57 | (4) |
| | | | 0.86 (70 ticks) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1.03 (58 ticks) | | 1.36 (44 ticks) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1.67 (36 ticks) | | 2.14 (28 ticks) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 0.86 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1.11 | | 1.36 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1.67 | | 2.14 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 1.71 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 2.22 | | 2.73 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 3.33 | | 4.29 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 2.57 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 3.33 | | 4.09 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 5 | | 6.43 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 3.43 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 4.44 | | 5.45 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 6.67 | | 8.57 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Long-handed inserter | 1.2 (50 ticks)1.58 (38 ticks)2 (30 ticks)2.31 (26 ticks)3.33 (18 ticks) | | | | 1.2 (50 ticks) | | 1.58 (38 ticks) | | 2 (30 ticks) | | 2.31 (26 ticks) | | 3.33 (18 ticks) | 1.21.5822.313.33 | | | | 1.2 | | 1.58 | | 2 | | 2.31 | | 3.33 | (1) | 2.43.1644.626.67 | | | | 2.4 | | 3.16 | | 4 | | 4.62 | | 6.67 | (2) | 3.64.7466.9210 | | | | 3.6 | | 4.74 | | 6 | | 6.92 | | 10 | (3) | 4.86.3289.2313.33 | | | | 4.8 | | 6.32 | | 8 | | 9.23 | | 13.33 | (4) |
| | | | 1.2 (50 ticks) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1.58 (38 ticks) | | 2 (30 ticks) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 2.31 (26 ticks) | | 3.33 (18 ticks) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 1.2 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1.58 | | 2 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 2.31 | | 3.33 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 2.4 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 3.16 | | 4 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 4.62 | | 6.67 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 3.6 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 4.74 | | 6 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 6.92 | | 10 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 4.8 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 6.32 | | 8 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 9.23 | | 13.33 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Fast inserter | 2.5 (24 ticks)3.33 (18 ticks)4.29 (14 ticks)5 (12 ticks)7.5 (8 ticks) | | | | 2.5 (24 ticks) | | 3.33 (18 ticks) | | 4.29 (14 ticks) | | 5 (12 ticks) | | 7.5 (8 ticks) | 2.53.334.2957.5 | | | | 2.5 | | 3.33 | | 4.29 | | 5 | | 7.5 | (1) | 56.678.571015 | | | | 5 | | 6.67 | | 8.57 | | 10 | | 15 | (2) | 7.51012.861522.5 | | | | 7.5 | | 10 | | 12.86 | | 15 | | 22.5 | (3) | 1013.3317.142030 | | | | 10 | | 13.33 | | 17.14 | | 20 | | 30 | (4) |
| | | | 2.5 (24 ticks) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 3.33 (18 ticks) | | 4.29 (14 ticks) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 5 (12 ticks) | | 7.5 (8 ticks) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 2.5 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 3.33 | | 4.29 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 5 | | 7.5 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 5 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 6.67 | | 8.57 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 10 | | 15 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 7.5 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 10 | | 12.86 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 15 | | 22.5 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 10 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 13.33 | | 17.14 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 20 | | 30 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Bulk inserter | 2.5 (24 ticks)3.33 (18 ticks)4.29 (14 ticks)5 (12 ticks)7.5 (8 ticks) | | | | 2.5 (24 ticks) | | 3.33 (18 ticks) | | 4.29 (14 ticks) | | 5 (12 ticks) | | 7.5 (8 ticks) | 56.6738.571015 | | | | 5 | | 6.673 | | 8.57 | | 10 | | 15 | (2) | 1013.3317.142030 | | | | 10 | | 13.33 | | 17.14 | | 20 | | 30 | (4) | 304051.436090 | | | | 30 | | 40 | | 51.43 | | 60 | | 90 | (12) | 304051.436090 | | | | 30 | | 40 | | 51.43 | | 60 | | 90 | (12) |
| | | | 2.5 (24 ticks) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 3.33 (18 ticks) | | 4.29 (14 ticks) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 5 (12 ticks) | | 7.5 (8 ticks) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 5 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 6.673 | | 8.57 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 10 | | 15 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 10 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 13.33 | | 17.14 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 20 | | 30 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 30 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 40 | | 51.43 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 60 | | 90 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 30 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 40 | | 51.43 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 60 | | 90 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| Stack inserter | 2.5 (24 ticks)3.33 (18 ticks)4.29 (14 ticks)5 (12 ticks)7.5 (8 ticks) | | | | 2.5 (24 ticks) | | 3.33 (18 ticks) | | 4.29 (14 ticks) | | 5 (12 ticks) | | 7.5 (8 ticks) | 152025.713045 | | | | 15 | | 20 | | 25.71 | | 30 | | 45 | (6) | 2026.6734.294060 | | | | 20 | | 26.67 | | 34.29 | | 40 | | 60 | (8) | 4053.3368.5780120 | | | | 40 | | 53.33 | | 68.57 | | 80 | | 120 | (16) | 4053.3368.5780120 | | | | 40 | | 53.33 | | 68.57 | | 80 | | 120 | (16) |
| | | | 2.5 (24 ticks) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 3.33 (18 ticks) | | 4.29 (14 ticks) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 5 (12 ticks) | | 7.5 (8 ticks) | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 15 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 20 | | 25.71 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 30 | | 45 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 20 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 26.67 | | 34.29 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 40 | | 60 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 40 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 53.33 | | 68.57 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 80 | | 120 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 40 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 53.33 | | 68.57 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 80 | | 120 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
Chest to belt
Throughput going from chest to belt depends on how full the belt is. An inserter will not put down an item on a belt that have items back-to-back (aka full compression) - it waits until there is a gap. However, if the gap is narrower than the item then the items upstream on the belt will stop to make room for the item being inserted. The direction of the belt compared to the inserter does not matter however.
In these measurements inserters move items onto an empty belt. Values are given for the stack sizes at three different
capacity bonus
levels.
Note:
Experimental data from 1.1
| Type | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) |
| -------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- |
| No capacity bonus | No capacity bonus | No capacity bonus | No capacity bonus | Capacity bonus 2 | Capacity bonus 2 | Capacity bonus 2 | Capacity bonus 2 | Capacity bonus 7 | Capacity bonus 7 | Capacity bonus 7 | Capacity bonus 7 | |
| | | | | | | | | | | | | |
| Burner inserter | 0.60 | 0.60 | 0.60 | (1) | 1.19 | 1.19 | 1.19 | (2) | 1.67 | 1.73 | 1.76 | (3) |
| Inserter | 0.83 | 0.83 | 0.83 | (1) | 1.64 | 1.64 | 1.64 | (2) | 2.25 | 2.37 | 2.43 | (3) |
| Long-handed inserter | 1.20 | 1.20 | 1.20 | (1) | 2.35 | 2.35 | 2.35 | (2) | 3.10 | 3.33 | 3.46 | (3) |
| Fast inserter | 2.31 | 2.31 | 2.31 | (1) | 4.44 | 4.44 | 4.44 | (2) | 5.29 | 6.00 | 6.43 | (3) |
| Bulk inserter | 4.44 | 4.44 | 4.44 | (2) | 5.71 | 7.06 | 7.74 | (4) | 6.79 | 10.91 | 13.85 | (12) |
Chest to splitter
When an inserter drops items onto the side of a perpendicular splitter, it always is considered to do so on the input side, enabling the splitter to move half of the items to the other belt (assuming that the splitter filter/priority settings allow it to do so and that there is available space on both belts). This allows the inserter to drop its items twice as fast. A fully upgraded stack inserter can drop twelve items onto an express splitter every 38 ticks (18.95 items/second) instead of the usual 52.
By inserting onto the side of a splitter, a fully-upgraded stack inserter can fill 84% of an express belt lane instead of the usual 62%.
Three stack inserters can saturate an express belt if one of them inserts onto a splitter.
Belt to chest (perpendicular)
Note:
The following is based on experimental data from
1.1
.
Most of the 1.1 experimental data was gathered using the following circuit blueprint to measure the exact tick difference between inserter swings. A lot of the data on this page (specifically the belt to chest data) relies heavily on the conditions of the setup on which the measurements are done. If your setup differs from the ones tested on this page, you can use the following blueprint to do the measurements yourself.
Copy blueprint string
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
When picking items from a belt, many more factors come into play besides belt fullness:
How fast the items move (i.e. if they are queued up on the belt or move at belt speed).
Whether the belt is perpendicular to the inserter or approaches it head on.
Whether items are on the near or far lane of a perpendicular belt.
Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.
If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.
All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.
The test setup used below is with an inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different
capacity bonus
levels.
| Type | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) | Items/second atcapacity bonuslevel (stack size) |
| -------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- | ----------------------------------------------- |
| No capacity bonus | No capacity bonus | No capacity bonus | No capacity bonus | No capacity bonus | Capacity bonus 2 | Capacity bonus 2 | Capacity bonus 2 | Capacity bonus 2 | Capacity bonus 2 | Capacity bonus 7 | Capacity bonus 7 | Capacity bonus 7 | Capacity bonus 7 | Capacity bonus 7 | |
| Items atbelt speed | Items atbelt speed | Items atbelt speed | Itemsqueuedup | | Items atbelt speed | Items atbelt speed | Items atbelt speed | Itemsqueuedup | | Items atbelt speed | Items atbelt speed | Items atbelt speed | Itemsqueuedup | | |
| | | | | | | | | | | | | | | | |
| Burner inserter | 0.60 | 0.65 | 0.50 | 0.64 | (1) | 1.11 | 1.20 | 1.13 | 1.26 | (2) | 1.61 | 1.61 | 1.65 | 1.71 /1.73 /1.86 * | (3) |
| Inserter | 0.94 | 0.94 | 0.94 | 0.88 | (1) | 1.67 | 1.67 | 1.50 | 1.74 | (2) | 2.50 | 2.25 | 2.33 | 2.37 /2.37 /2.54 * | (3) |
| Long-handed inserter | 1.18 | 1.18 | 1.25 | 1.20 | (1) | 2.20 | 2.31 | 2.40 | 2.40 | (2) | 3.21 | 3.21 | 3.46 | 3.40 | (3) |
| Fast inserter | 2.50 | 2.31 | 2.50 | 2.50 | (1) | 4.50 | 4.29 | 5.00 | 4.80 | (2) | 6.43 | 6.00 | 6.43 | 6.43 | (3) |
| Bulk inserter | 4.50 | 4.29 | 5.00 | 4.80 | (2) | 7.50 | 7.50 | 8.00 | 7.50 /8.57 /8.28 * | (4) | 7.50 | 11.25 | 15.00 | 7.50 /13.09 /15.32 * | (12) |
*) Throughput for basic/fast/express belt.
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.
Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.
When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it's the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.
Belt to Chest (facing inserter)
Note:
Experimental data from 1.1
When picking up items from a belt facing the inserter, there are multiple small differences between different setups. The following throughput tests are performed with
express transport belts
and
stack inserters
with the maximum
capacity bonus
.
Each setup in the following picture shows the amount of ticks per cycle of the inserter and the amount of items per second the inserter moves. These measurements are consistent in all orientations of the setup.
See Also
Electric system
Belt transport system
Inserter capacity bonus (research)
: Inserter moves more than an item per turn. | wiki | https://wiki.factorio.com/Inserters_-_Factorio_Wiki |
Oil_ocean | Oil ocean - Factorio Wiki | [
"stub"
] | Oil ocean - Factorio Wiki
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| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Space Age
expansion exclusive feature.
Oil ocean tiles and Deep oil ocean tiles split in the middle
Oil oceans
separate the islands of
Fulgora
. The seas slow down the player and most vehicles, but they can traverse them regardless. However, almost no entities can be built on oil oceans. The exceptions to this are
Rail supports
,
Rail ramps
, and
Foundation
(which allows you to build anything over the oil oceans). Deep parts, the dark colors, of the oil ocean cannot have rail supports or ramps placed on them until
Rail support foundations
is researched. This technology requires
Metallurgic science packs
from Vulcanus.
By placing an
offshore pump
on the edge of an island,
heavy oil
is infinitely extracted from the oil oceans, much like
water
is from lakes on
Nauvis
. Other oil products can be produced via
cracking
.
History
2.0.7
:
Introduced in
Space Age
expansion. | wiki | https://wiki.factorio.com/Oil_ocean_-_Factorio_Wiki |
Distractor_capsule | Distractor capsule - Factorio Wiki | [] | Distractor capsule - Factorio Wiki
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| | Distractor capsule | Edit |
| | ------------------ | ---- |
| Recipe | Recipe | | | | | | | | | | | | | | | | | | | | | | | | |
| --------------------- | ----------------------------------------------------- | | ---- | | --- | | ---- | | --- | | ---- | | ---- | | | | -- | | ---- | | -- | | ---- | | ---- |
| 15+3+4β1 | 15+3+4β1 | | | | | | | | | | | | | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | | | | | | | | | | | | | |
| 144.5+93+90+6+12 | 144.5+93+90+6+12 | | | | | | | | | | | | | | | | | | | | | | | | |
| Health | 180234288342450 | | | | 180 | | 234 | | 288 | | 342 | | 450 | | | | | | | | | | | | |
| | | | 180 | | | | | | | | | | | | | | | | | | | | | | |
| | 234 | | 288 | | | | | | | | | | | | | | | | | | | | | | |
| | 342 | | 450 | | | | | | | | | | | | | | | | | | | | | | |
| Resistances | Acid: 0/85%Fire: 0/95% | | | | | | | | | | | | | | | | | | | | | | | | |
| Lifespan | 90 seconds | | | | | | | | | | | | | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | | | | | | | | | | | | | |
| Rocket capacity | 50 (0.5 stacks) | | | | | | | | | | | | | | | | | | | | | | | | |
| Range | 2527.53032.537.5(Capsule)1516.51819.522.5(Distractor) | | | | 25 | | 27.5 | | 30 | | 32.5 | | 37.5 | | | | 15 | | 16.5 | | 18 | | 19.5 | | 22.5 |
| | | | 25 | | | | | | | | | | | | | | | | | | | | | | |
| | 27.5 | | 30 | | | | | | | | | | | | | | | | | | | | | | |
| | 32.5 | | 37.5 | | | | | | | | | | | | | | | | | | | | | | |
| | | | 15 | | | | | | | | | | | | | | | | | | | | | | |
| | 16.5 | | 18 | | | | | | | | | | | | | | | | | | | | | | |
| | 19.5 | | 22.5 | | | | | | | | | | | | | | | | | | | | | | |
| Shooting speed | 2/s (Capsule)1.5/s (Distractor) | | | | | | | | | | | | | | | | | | | | | | | | |
| Damage | 56.589.512.5laser | | | | 5 | | 6.5 | | 8 | | 9.5 | | 12.5 | | | | | | | | | | | | |
| | | | 5 | | | | | | | | | | | | | | | | | | | | | | |
| | 6.5 | | 8 | | | | | | | | | | | | | | | | | | | | | | |
| | 9.5 | | 12.5 | | | | | | | | | | | | | | | | | | | | | | |
| Prototype type | projectile | | | | | | | | | | | | | | | | | | | | | | | | |
| Internal name | distractor-capsule | | | | | | | | | | | | | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
A capsule which, when used by right-clicking, will spawn three Distractor robots at the players cursor.
Distractors have infinite laser energy and will hold their general position, attacking any
enemies
that come within range, until they are destroyed or their lifespans elapse. The shooting speed of the distractors is increased by the
laser shooting speed (research)
.
Contents
1
Strategy
1.1
Count limit
2
History
3
See also
Strategy
Distractor robots can be useful for providing temporary defense for weak or undefended areas during Biter attacks. They are also very useful for drawing the fire of enemy worms while attacking Biter bases. Simply fire one or more Distractor capsules into the midst of enemy worms and, as long as they have not already targeted the player, the worms will prioritize killing the Distractors.
Count limit
Since the distractor robot is stationary, it is unaffected by and does not count toward the
follower robot count
limit imposed on other combat robots or towards the
minions (achievement)
. The number of concurrently spawned distractors is limited only by their lifespan, number of distractor capsules carried, and delay in spawning.
History
2.0.7
:
Doubled the health from 90 to 180
Doubled the life time from 45s to 90s.
Default "use item" control changed from
Left mouse button
to
Right mouse button
.
0.9.7
:
Damaged increased from 2.5 to 3.5.
Lifespan increased from 30 to 45 seconds.
0.7.0
:
Introduced
See also
Defender capsule
Destroyer capsule
Poison capsule
Slowdown capsule
| 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/Distractor_capsule_-_Factorio_Wiki |
Oxide_asteroid_chunk | Oxide asteroid chunk - Factorio Wiki | [
"stub"
] | Oxide asteroid chunk - Factorio Wiki
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| | Oxide asteroid chunk | Edit |
| | -------------------- | ---- |
| Stack size | 1 |
| --------------- | -------------------- |
| Rocket capacity | 10 (10 stacks) |
| Prototype type | item |
| Internal name | oxide-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.
Oxide asteroid chunk
is a resource gathered by
asteroid collectors
and processed in
crushers
. It is the main source for
ice
, used to make
thruster oxidizer
, and
calcite
. It is dropped from oxide asteroids, which are found in trace amounts near the first 4 planets but is incredibly abundant when traveling to
Aquilo
. 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 |
| -------------------------------- | ----------- | ----------- | ----------- | --------------------------------------- |
| Oxide asteroid crushing | 2+1 | 5+0.2 | | Space platform (research) |
| Oxide asteroid reprocessing | 1+1 | 0.4+0.2+0.2 | | Asteroid reprocessing (research) |
| Advanced oxide asteroid crushing | 5+1 | 3+2+0.05 | | Advanced asteroid processing (research) |
See also
Asteroids
Metallic asteroid chunk
Carbonic 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/Oxide_asteroid_chunk_-_Factorio_Wiki |
Template_talk_Translation | Template talk:Translation - Factorio Wiki | [] | Template talk:Translation - Factorio Wiki
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Localisation templates
It is hard to find out which strings are missed in localisation templates (e.g.
Template:Translation/ru
). Maybe it is good idea to create page with all english strings in same format as in localisation templates? I mean page like this:
{{#switch:{{{1|}}}
| Main Page =
| Main article =
| Keyboard Bindings =
... all other english strings ...
So all localisation templates can use this page to find missing strings.
Diraria
(
talk
) 23:57, 18 May 2019 (UTC)
That would have to be auto-generated, which would be very taxing for the wiki, so I don't see us adding this in the near future. --
Bilka
(
talk
) -
Admin
19:37, 19 May 2019 (UTC) | wiki | https://wiki.factorio.com/Template_talk:Translation_-_Factorio_Wiki |
Personal_roboport_MK2 | Personal roboport MK2 - Factorio Wiki | [] | Personal roboport MK2 - Factorio Wiki
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| | Personal roboport MK2 | Edit |
| | --------------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| ----------------------------- | --------------------------------------- | | ----- | | ----- | | ----- | | ----- | | ----- | | ----- |
| 20+20+5+100β1 | 20+20+5+100β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 945+225+650+500+200+100+140 | 945+225+650+500+200+100+140 | | | | | | | | | | | | |
| Stack size | 20 | | | | | | | | | | | | |
| Rocket capacity | 2 (0.1 stacks) | | | | | | | | | | | | |
| Dimensions | 2Γ2 | | | | | | | | | | | | |
| Energy consumption | 46.59.613.322.5MW (electric) | | | | 4 | | 6.5 | | 9.6 | | 13.3 | | 22.5 |
| | | | 4 | | | | | | | | | | |
| | 6.5 | | 9.6 | | | | | | | | | | |
| | 13.3 | | 22.5 | | | | | | | | | | |
| Robot recharge rate | 4Γ1.05Γ1.36Γ1.67Γ1.99Γ2.5MW (electric) | | | | 4Γ1.0 | | 5Γ1.3 | | 6Γ1.6 | | 7Γ1.9 | | 9Γ2.5 |
| | | | 4Γ1.0 | | | | | | | | | | |
| | 5Γ1.3 | | 6Γ1.6 | | | | | | | | | | |
| | 7Γ1.9 | | 9Γ2.5 | | | | | | | | | | |
| Internal buffer recharge rate | 46.59.613.322.5MW (electric) | | | | 4 | | 6.5 | | 9.6 | | 13.3 | | 22.5 |
| | | | 4 | | | | | | | | | | |
| | 6.5 | | 9.6 | | | | | | | | | | |
| | 13.3 | | 22.5 | | | | | | | | | | |
| Placed in | Placed in | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Robot limit | 2532404762 | | | | 25 | | 32 | | 40 | | 47 | | 62 |
| | | | 25 | | | | | | | | | | |
| | 32 | | 40 | | | | | | | | | | |
| | 47 | | 62 | | | | | | | | | | |
| Charging stations | 45679 | | | | 4 | | 5 | | 6 | | 7 | | 9 |
| | | | 4 | | | | | | | | | | |
| | 5 | | 6 | | | | | | | | | | |
| | 7 | | 9 | | | | | | | | | | |
| Energy capacity | 35 MJ (electric) | | | | | | | | | | | | |
| Construction area | 40Γ40 tiles | | | | | | | | | | | | |
| Prototype type | roboport-equipment | | | | | | | | | | | | |
| Internal name | personal-roboport-mk2-equipment | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| ----------------------------- | --------------------------------------- | | ----- | | ----- | | ----- | | ----- | | ----- | | ----- |
| 20+50+50+5β1 | 20+50+50+5β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 645+500+250+100+100+225+50+50 | 645+500+250+100+100+225+50+50 | | | | | | | | | | | | |
| Stack size | 20 | | | | | | | | | | | | |
| Rocket capacity | 2 (0.1 stacks) | | | | | | | | | | | | |
| Dimensions | 2Γ2 | | | | | | | | | | | | |
| Energy consumption | 46.59.613.322.5MW (electric) | | | | 4 | | 6.5 | | 9.6 | | 13.3 | | 22.5 |
| | | | 4 | | | | | | | | | | |
| | 6.5 | | 9.6 | | | | | | | | | | |
| | 13.3 | | 22.5 | | | | | | | | | | |
| Robot recharge rate | 4Γ1.05Γ1.36Γ1.67Γ1.99Γ2.5MW (electric) | | | | 4Γ1.0 | | 5Γ1.3 | | 6Γ1.6 | | 7Γ1.9 | | 9Γ2.5 |
| | | | 4Γ1.0 | | | | | | | | | | |
| | 5Γ1.3 | | 6Γ1.6 | | | | | | | | | | |
| | 7Γ1.9 | | 9Γ2.5 | | | | | | | | | | |
| Internal buffer recharge rate | 46.59.613.322.5MW (electric) | | | | 4 | | 6.5 | | 9.6 | | 13.3 | | 22.5 |
| | | | 4 | | | | | | | | | | |
| | 6.5 | | 9.6 | | | | | | | | | | |
| | 13.3 | | 22.5 | | | | | | | | | | |
| Placed in | Placed in | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Robot limit | 2532404762 | | | | 25 | | 32 | | 40 | | 47 | | 62 |
| | | | 25 | | | | | | | | | | |
| | 32 | | 40 | | | | | | | | | | |
| | 47 | | 62 | | | | | | | | | | |
| Charging stations | 45679 | | | | 4 | | 5 | | 6 | | 7 | | 9 |
| | | | 4 | | | | | | | | | | |
| | 5 | | 6 | | | | | | | | | | |
| | 7 | | 9 | | | | | | | | | | |
| Energy capacity | 35 MJ (electric) | | | | | | | | | | | | |
| Construction area | 40Γ40 tiles | | | | | | | | | | | | |
| Prototype type | roboport-equipment | | | | | | | | | | | | |
| Internal name | personal-roboport-mk2-equipment | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
personal roboport MK2
allows construction bots to work from the
player's
inventory. The personal roboport MK2 supports significantly more robots than the
personal roboport
(25, versus 10 for the MK1), a larger construction area (40Γ40 rather than 30Γ30), and extra charging ports (4 instead of 2). Inserting multiple of either roboport into the player's
modular armor
or the
spidertron
increases the number of supported robots, size of construction area and number of charging ports on a linear scale.
It can be toggled on or off via a button in the
shortcut bar
or with
ALT
+
R
. The roboport's internal energy buffer must be 20% full to allow
construction robots
to deploy. If the personal roboport is disabled via the shortcut bar while any of the player's robots already out of the inventory and performing a task, they will continue to finish their tasks before returning to the player.
If a personal robot runs out of energy it will reduce its speed and continue to try and catch up with the player.
| Equipped Roboports | Available Robots | Construction Area | Charging Stations |
| ------------------ | ---------------- | ----------------- | ----------------- |
| 1 | 25 | 40Γ40 | 4 |
| 2 | 50 | 57Γ57 | 8 |
| 3 | 75 | 69Γ69 | 12 |
| 4 | 100 | 80Γ80 | 16 |
| 5 | 125 | 89Γ89 | 20 |
| 6 | 150 | 98Γ98 | 24 |
| 7 | 175 | 106Γ106 | 28 |
| 8 | 200 | 113Γ113 | 32 |
| 9 | 225 | 120Γ120 | 36 |
The formula for calculating the total construction area is:
sqrt((num_mk2roboports x mk2_construction_area) + (num_mk1roboports x mk1_construction_area))
.
For example, 3 MK2 roboports:
sqrt(3 x 1600)
= 69.282, ie. 69x69; 2 MK2 roboports & 2 MK1 roboports:
sqrt(2 x 1600 + 2 x 900)
=
sqrt(5000)
= 70.711, ie 70x70.
History
0.17.10
:
"Toggle personal roboport" function is now accessible via keyboard shortcut.
0.17.0
:
Added shortcut bar that allows toggling personal roboport on and off.
Changed personal roboports so they won't send construction robots if you're driving in a vehicle that they can't keep up with or if in a train in automatic mode.
0.15.0
:
Introduced
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment | | wiki | https://wiki.factorio.com/Personal_roboport_MK2_-_Factorio_Wiki |
Metallic_asteroid_chunk | Metallic asteroid chunk - Factorio Wiki | [
"stub"
] | Metallic asteroid chunk - Factorio Wiki
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| | Metallic asteroid chunk | Edit |
| | ----------------------- | ---- |
| Stack size | 1 |
| --------------- | ----------------------- |
| Rocket capacity | 10 |
| Prototype type | item |
| Internal name | metallic-asteroid-chunk |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Space Age
expansion exclusive feature.
Metallic asteroid chunk
is a resource gathered by
asteroid collectors
and processed in
crushers
. It is the main source for
iron ore
, used to make
thruster oxidizer
, and later
copper ore
in space. It is dropped from metallic asteroids, which is the most common
asteroid
when traversing between the first 4 planets. It can also be used in asteroid reprocessing.
As they only stack of 1, it is recommended to use
belts
as buffers rather than using
cargo bays
.
Alternative recipes
| Recipe | Ingredients | Result | Produced by | Required Research |
| ----------------------------------- | ----------- | ----------- | ----------- | --------------------------------------- |
| Metallic asteroid crushing | 2+1 | 20+0.2 | | Space platform (research) |
| Metallic asteroid reprocessing | 2+1 | 0.4+0.2+0.2 | | Asteroid reprocessing (research) |
| Advanced metallic asteroid crushing | 5+1 | 10+4+0.05 | | Advanced asteroid processing (research) |
See also
Asteroids
Carbonic asteroid chunk
Oxide asteroid chunk
Promethium asteroid chunk
History
2.0.7
:
Introduced in
Space Age
expansion.
| Space | Space |
| -------------------- | ------------------------------------------------------------------------------------------- |
| Planetside buildings | Rocket siloCargo landing pad |
| Space platform | Space platform foundationCargo bayAsteroid collectorCrusherThrusterSpace platform hub |
| Rocket cargo | SatelliteSpace platform starter pack |
| Asteroids | Metallic asteroid chunkCarbonic asteroid chunkOxide asteroid chunkPromethium asteroid chunk |
| Locations | NauvisVulcanusGlebaFulgoraAquiloSolar system edgeShattered planet |
| Navigation | LogisticsProductionIntermediate productsCombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Metallic_asteroid_chunk_-_Factorio_Wiki |
Molten_copper_from_lava | Molten copper - Factorio Wiki | [] | Molten copper - Factorio Wiki
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| | Molten copper | Edit |
| | ------------- | ---- |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 32+50+1β500 | 32+50+1β500 |
| Total raw | Total raw |
| 32+50+1 | 32+50+1 |
| Prototype type | fluid |
| Internal name | molten-copper |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
Space Age
expansion exclusive feature.
Molten copper
is the melted, liquid form of
copper ore
that has been smelted by a
foundry
. On
Vulcanus
, molten copper can also be generated by processing
lava
. Both methods of generating molten copper require
calcite
. Molten copper cannot be placed into barrels, so it cannot be sent to other planets.
Once generated, molten copper can be cast into copper plates, but it can also be cast directly into
copper cables
or
low density structure
. The copper cable casting recipe is
always more efficient compared to casting plate
and using an
assembling machine
, but not as efficient as using the
electromagnetic plant
with
productivity modules
of sufficiently high quality.
Alternative recipes
| Process | Input | Output | Made in | Required technology |
| ----------------------- | -------- | ------ | ------- | ------------------- |
| Molten copper from lava | 16+500+1 | 250+15 | | Foundry (research) |
Note that the molten copper from lava recipe generates more
stone
than the
molten iron from lava
recipe. This makes copper a more
calcite
-efficient way to generate stone relative to copper.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Fluid system
Molten iron
| 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/Molten_copper_-_Factorio_Wiki |
Circuit_network_(research) | Circuit network (research) - Factorio Wiki | [] | Circuit network (research) - Factorio Wiki
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| | Circuit network (research) | Edit |
| | -------------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 1511β100 | 1511β100 |
| Prototype type | technology |
| Internal name | circuit-network |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
The
circuit network
allows you to better control machines in your base by interconnecting them with circuit wires and sending special signals.
See also
Circuit network
Circuit network Cookbook
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/Circuit_network_(research)_-_Factorio_Wiki |
Discharge_defense_(research) | Discharge defense (research) - Factorio Wiki | [] | Discharge defense (research) - Factorio Wiki
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| | Discharge defense (research) | Edit |
| | ---------------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------------- |
| 301111β100 | 301111β100 |
| Prototype type | technology |
| Internal name | discharge-defense-equipment |
| Required technologies | Required technologies |
| 3 | 3 |
| Effects | Effects |
| | |
See also
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Discharge_defense_(research)_-_Factorio_Wiki |
Pumpjack | Pumpjack - Factorio Wiki | [] | Pumpjack - Factorio Wiki
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| | Pumpjack | Edit |
| | -------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | ---- | | ---- | | --- | | --- | | --- | | --- |
| 5+5+10+10+5β1 | 5+5+10+10+5β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 21.25+7.5+35+5 | 21.25+7.5+35+5 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Fluid storage volume | 1000 | | | | | | | | | | | | |
| Health | 200260320380500 | | | | 200 | | 260 | | 320 | | 380 | | 500 |
| | | | 200 | | | | | | | | | | |
| | 260 | | 320 | | | | | | | | | | |
| | 380 | | 500 | | | | | | | | | | |
| Stack size | 20 | | | | | | | | | | | | |
| Rocket capacity | 20 | | | | | | | | | | | | |
| Dimensions | 3Γ3 | | | | | | | | | | | | |
| Energy consumption | 90 kW (electric) | | | | | | | | | | | | |
| Mining time | 0.5 | | | | | | | | | | | | |
| Mining speed | 1 | | | | | | | | | | | | |
| Mining area | 1 tiles | | | | | | | | | | | | |
| Resource drain | 100%83%66%50%16% | | | | 100% | | 83% | | 66% | | 50% | | 16% |
| | | | 100% | | | | | | | | | | |
| | 83% | | 66% | | | | | | | | | | |
| | 50% | | 16% | | | | | | | | | | |
| Pollution | 10/m | | | | | | | | | | | | |
| Module slots | 2 slots | | | | | | | | | | | | |
| Prototype type | mining-drill | | | | | | | | | | | | |
| Internal name | pumpjack | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Pumpjacks
extract
crude oil
from oil fields. Each oil field can be covered by only one pumpjack at a fixed spot. The pumpjack will then output an amount of crude oil per cycle equal to 10 multiplied by the field's yield (e.g. 54 crude oil for 538% yield) per second. Without
speed modules
, one pumpjack cycle takes one second to complete.
In
Space Age
, the pumpjack can also extract
sulfuric acid
from
Vulcanus
, as well as
lithium brine
and
fluorine
from
Aquilo
.
Extracting oil lowers the field's yield by 1% per 300 pumpjack cycles to a minimum of 20% of the initial yield or 2 oil per second, whichever is larger. They are limited to a maximum output of 1000 crude oil per cycle, achieved by an oil field with more than 9999% yield. However, such a high yield is rare with standard
map generator
settings.
Pumpjacks cannot be placed on a non-oilfield tile. Furthermore, the output pipe location is fixed relative to the pumpjack's orientation.
Contents
1
Tips
2
Gallery
3
History
4
See also
Tips
If oil fields are depleted (to the minimum of 20%) speed
modules
are a good option to raise the pumpjacks output. With two speed module 3's the output doubles from 2 to 4 crude oil per second. With two legendary speed module 3s
the output increases by a factor of 3.5 from 2 to 7 crude oil per second.
The formula to determine the modified output is:
Output of unmodified oil field * (1 + (number of modules in pumpjack * average bonus from module) + (number of beacons * distribution efficiency * (number of modules in each beacon * average bonus from module))).
| Example | Example |
| ---------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------- |
| For 1 pumpjack on a depleted oil field with two level 3 speed modules and 4 beacons with each two level 3 speed modules: | 2 * (1 + (2 * 0.5) + (4 * 0.75 * (2 * 0.5)) ) = 10 Crude oil per 1 second. |
| Assuming that there will be always two speed 3 modules equipped in the pumpjack and beacons, the formula for 4 beacons can be shortened: | 4 + 2 * (4 * 0.75) = 10 crude oil per second. |
Gallery
Animation of different speeds of pumpjacks: one with two speed modules, one with no modules and one with two production modules.
(Click to see GIF animation)
History
0.15.0
:
Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.
0.9.0
:
Introduced
See also
Fluid system
| 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/Pumpjack_-_Factorio_Wiki |
Spidertron | Spidertron - Factorio Wiki | [] | Spidertron - Factorio Wiki
Jump to navigation
Jump to search
| | Spidertron | Edit |
| | ---------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------------------------- | ------------------------------------------------------------------------------------------------- | | ----- | | ---- | | ---- | | ---- | | ---- | | ----- |
| 10+2+4+2+150+16+2+1+4β1 | 10+2+4+2+150+16+2+1+4β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 7k+6.3k+120+718+1.7k+506+1+580+0.8+15.2 | 7k+6.3k+120+718+1.7k+506+1+580+0.8+15.2 | | | | | | | | | | | | |
| Map icon | | | | | | | | | | | | | |
| Storage size | 80104128152200 | | | | 80 | | 104 | | 128 | | 152 | | 200 |
| | | | 80 | | | | | | | | | | |
| | 104 | | 128 | | | | | | | | | | |
| | 152 | | 200 | | | | | | | | | | |
| Health | 30003900480057007500 | | | | 3000 | | 3900 | | 4800 | | 5700 | | 7500 |
| | | | 3000 | | | | | | | | | | |
| | 3900 | | 4800 | | | | | | | | | | |
| | 5700 | | 7500 | | | | | | | | | | |
| Resistances | Acid: 0/70%Electric: 0/70%Explosion: 20/75%Fire: 15/60%Impact: 50/80%Laser: 0/70%Physical: 15/60% | | | | | | | | | | | | |
| Equipment grid size | 10Γ611x712x813x915x11 | | | | 10Γ6 | | 11x7 | | 12x8 | | 13x9 | | 15x11 |
| | | | 10Γ6 | | | | | | | | | | |
| | 11x7 | | 12x8 | | | | | | | | | | |
| | 13x9 | | 15x11 | | | | | | | | | | |
| Stack size | 1 | | | | | | | | | | | | |
| Rocket capacity | 1 (1 stack) | | | | | | | | | | | | |
| Range | Spidertron rocket launcher: 36 | | | | | | | | | | | | |
| Shooting speed | Spidertron rocket launcher: 1/s | | | | | | | | | | | | |
| Ammunition | | | | | | | | | | | | | |
| Mining time | 1 | | | | | | | | | | | | |
| Prototype type | spider-vehicle | | | | | | | | | | | | |
| Internal name | spidertron | | | | | | | | | | | | |
| Accepted equipment | Accepted equipment | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------------------------- | ------------------------------------------------------------------------------------------------- | | ----- | | ---- | | ---- | | ---- | | ---- | | ----- |
| 10+1+2+4+2+1β1 | 10+1+2+4+2+1β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 1.7k+178+2k+300+500+444+120+0.8+15.2+20 | 1.7k+178+2k+300+500+444+120+0.8+15.2+20 | | | | | | | | | | | | |
| Map icon | | | | | | | | | | | | | |
| Storage size | 80104128152200 | | | | 80 | | 104 | | 128 | | 152 | | 200 |
| | | | 80 | | | | | | | | | | |
| | 104 | | 128 | | | | | | | | | | |
| | 152 | | 200 | | | | | | | | | | |
| Health | 30003900480057007500 | | | | 3000 | | 3900 | | 4800 | | 5700 | | 7500 |
| | | | 3000 | | | | | | | | | | |
| | 3900 | | 4800 | | | | | | | | | | |
| | 5700 | | 7500 | | | | | | | | | | |
| Resistances | Acid: 0/70%Electric: 0/70%Explosion: 20/75%Fire: 15/60%Impact: 50/80%Laser: 0/70%Physical: 15/60% | | | | | | | | | | | | |
| Equipment grid size | 10Γ611x712x813x915x11 | | | | 10Γ6 | | 11x7 | | 12x8 | | 13x9 | | 15x11 |
| | | | 10Γ6 | | | | | | | | | | |
| | 11x7 | | 12x8 | | | | | | | | | | |
| | 13x9 | | 15x11 | | | | | | | | | | |
| Stack size | 1 | | | | | | | | | | | | |
| Rocket capacity | 1 (1 stack) | | | | | | | | | | | | |
| Range | Spidertron rocket launcher: 36 | | | | | | | | | | | | |
| Shooting speed | Spidertron rocket launcher: 1/s | | | | | | | | | | | | |
| Ammunition | | | | | | | | | | | | | |
| Mining time | 1 | | | | | | | | | | | | |
| Prototype type | spider-vehicle | | | | | | | | | | | | |
| Internal name | spidertron | | | | | | | | | | | | |
| Accepted equipment | Accepted equipment | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
spidertron
is a versatile lategame vehicle capable of traversing rough terrain. It, along with the
car
and
tank
, is one of three non-rail vehicles in Factorio. It's equipped with four fast-firing rocket launchers capable of manual or automatic targeting. It can be driven manually or remotely controlled using the
spidertron remote
. Furthermore, it has an equipment grid which accepts all
equipment modules
. Spidertron's legs can be moved by belts which can be prevented by inserting
belt immunity equipment
into its equipment grid.
The vehicle can be renamed, and its color can be changed independently of the color of the player that is riding inside it. This color and name are shown in the tooltip of all connected
spidertron remotes
. Additionally, the spidertron's inventory can have logistics requests and auto-trash filters set up, similar to the
player
inventory, so the vehicle is automatically supplied by
logistic robots
.
Picking up the vehicle keeps the modules inside its equipment grid, its name, its color and the logistics requests saved in the item, however any content from the spidertron's inventory is placed into the player's inventory and not saved in the item.
Contents
1
Combat
2
Speed
3
Trivia
4
Gallery
5
History
6
See also
Combat
The four spidertron rocket launchers operate in "chain mode" which allows rapid firing of rockets at enemies. The spidertron can be set to automatically target enemies, both with or without any passengers inside the spidertron. The spidertron's combat capabilities are enhanced by its equipment grid, e.g.
energy shields
can be equipped to increase its protection or
personal laser defenses
can be used for higher killing power. The spidertron's equipment modules are used additionally to any modules that the riding player may have equipped in their own
power armor
.
Speed
Unlike the car and tank, which are affected by the surfaces they travel on, the spidertron's speed does not change on different surfaces. Due to the way the spidertron travels, its speed slightly fluctuates and does not consistently stay at its top speed. The spidertron does not take any
fuel
, therefore its speed can be only increased by equipping
exoskeletons
into its grid. Up to 5 exoskeletons can fit in the vehicle's grid. The top speeds (in km/h) are as follows:
| Equipment | Top speed |
| -------------- | --------- |
| Default | ~46 |
| 1 exoskeleton | ~57 |
| 2 exoskeletons | ~68 |
| 3 exoskeletons | ~85 |
| 4 exoskeletons | ~90 |
| 5 exoskeletons | ~102 |
Trivia
The spidertron was first mentioned in the
Friday Facts #120
, however it was not introduced into the game and did not appear on the roadmap. After FFF #120 the spidertron was sometimes hidden in other Friday Facts such as
FFF #200
,
FFF #315
and
FFF #330
. However, the spidertron was not developed further after its first mention: "Than maybe he felt FFF was too short that week, so he made the gif, and it was not touched ever since".
[1]
It was then introduced in version 1.0.0 as a surprise feature, more than 4 years after it was first teased.
[2]
The spidertron is the only item in the game to require
raw fish
as a crafting ingredient. It is not known for certain why this is the case, although it could be to limit the automatability of spidertron production (since raw fish production is challenging to automate).
In
Space Age
, the ingredients for a spidertron are shared between
Nauvis
and
Gleba
. Both raw fish and the
uranium-235
needed for the
portable fission reactor
can only be obtained on Nauvis, while the
carbon fiber
needed for
rocket turrets
can only be acquired on
Gleba
. As such, automating spidertron production requires regular transport between the two planets.
Gallery
The spidertron's GUI with a partially filled equipment grid and multiple equipped rockets.
The spidertron's corpse.
Spidertron effortlessly walking through trees.
Controlling spidertron's movement via minimap.
(Click to see .GIF animation.)
History
2.0.7
:
Vehicles no longer have input delay due to server latency.
1.1.0
:
Added logistic requests to spidertron.
Added ability to queue up multiple waypoints for a single Spidertron.
Added option to follow another entity.
1.0.0
:
Introduced.
See also
Vehicle
Tank
Equipment modules
Resistances
Enemies
| 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/Spidertron_-_Factorio_Wiki |
Coal | Coal - Factorio Wiki | [] | Coal - Factorio Wiki
Jump to navigation
Jump to search
| | Coal | Edit |
| | ---- | ---- |
Base game
Space Age mod
| Map color | |
| -------------------- | --------------- |
| Stack size | 50 |
| Rocket capacity | 500 (10 stacks) |
| Mining time | 1 |
| Fuel value | 4 MJ (burner) |
| Vehicle acceleration | 100% |
| Prototype type | resource |
| Internal name | coal |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Used as fuel by | Used as fuel by |
| | |
| Map color | |
| -------------------- | --------------- |
| Stack size | 50 |
| Rocket capacity | 500 (10 stacks) |
| Mining time | 1 |
| Fuel value | 4 MJ (burner) |
| Vehicle acceleration | 100% |
| Prototype type | resource |
| Internal name | coal |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Used as fuel by | Used as fuel by |
| | |
Coal
is a resource found on
Nauvis
and
Vulcanus
. It can also be found inside huge
rocks
on Nauvis. It is used as
fuel
in
burner devices
. It is also a component in several weapons (such as
grenades
) and
plastic bars
.
Coal can be manufactured from native resources on
Gleba
and
space platforms
via
coal synthesis
.
Coal cannot be obtained on
Fulgora
or
Aquilo
and must be imported from other planets.
History
0.15.10
:
Coal liquefaction now takes
steam
instead of
water
.
0.15.0
:
Fuel type now affects vehicle acceleration and top speed.
Added use in
coal liquefaction
.
0.9.1
:
Slightly more coal is generated per world.
0.8.1
:
Color of the ore on the map changed.
0.1.0
:
Introduced
See also
Fuel
Powering a factory with coal
| 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/Coal_-_Factorio_Wiki |
Jellynut_seed | Jellynut seed - Factorio Wiki | [
"stub"
] | Jellynut seed - Factorio Wiki
Jump to navigation
Jump to search
| | Jellynut seed | Edit |
| | ------------- | ---- |
| Recipe | Recipe |
| --------------- | ---------------- |
| 1+1β0.02+4 | 1+1β0.02+4 |
| 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 | jellynut-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.
Jellynut seed
is an item used to plant
jellystem
trees, either manually or with a
agricultural tower
. These trees produce
jellynut
fruits when harvested. The seeds are then extracted from those fruits when processed.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Gleba
Yumako 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/Jellynut_seed_-_Factorio_Wiki |
Firearm_magazine | Firearm magazine - Factorio Wiki | [] | Firearm magazine - Factorio Wiki
Jump to navigation
Jump to search
| | Firearm magazine | Edit |
| | ---------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ---------------------- | | ---- | | - | | --- | | - | | --- | | ---- |
| 1+4β1 | 1+4β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 1+4 | 1+4 | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Rocket capacity | 100 | | | | | | | | | | | | |
| Damage | 56.589.512.5(physical) | | | | 5 | | 6.5 | | 8 | | 9.5 | | 12.5 |
| | | | 5 | | | | | | | | | | |
| | 6.5 | | 8 | | | | | | | | | | |
| | 9.5 | | 12.5 | | | | | | | | | | |
| Magazine size | 10 | | | | | | | | | | | | |
| Used as ammunition by | Used as ammunition by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Prototype type | ammo | | | | | | | | | | | | |
| Internal name | firearm-magazine | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The most basic ammunition for starting weapons. Cheap, but has limited damage.
History
2.0.7
:
Lowered stack size of ammo from 200 to 100.
0.13.0
:
Renamed from basic-bullet-magazine to firearm-magazine.
0.8.4
:
Up to 10 magazines will be placed into gun turrets via
inserters
.
0.1.0
:
Introduced
See also
Piercing rounds magazine
Uranium rounds magazine
Enemies
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment | | wiki | https://wiki.factorio.com/Firearm_magazine_-_Factorio_Wiki |
Rail_chain_signal | Rail chain signal - Factorio Wiki | [] | Rail chain signal - Factorio Wiki
Jump to navigation
Jump to search
| | Rail chain signal | Edit |
| | ----------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+1+5β1 | 0.5+1+5β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 1.75+1.5+6 | 1.75+1.5+6 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 100130160190250 | | | | 100 | | 130 | | 160 | | 190 | | 250 |
| | | | 100 | | | | | | | | | | |
| | 130 | | 160 | | | | | | | | | | |
| | 190 | | 250 | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 (1 stack) | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | rail-chain-signal | | | | | | | | | | | | |
| Internal name | rail-chain-signal | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Rail chain signals
are used for automated transportation on a
railway network
. With rail chain signals, it is possible to use multiple trains on a single track, or multiple rails that intertwine. Rail chain signals can be used to ensure that trains only enter a crossing if they can also leave it, which ensures that they do not block other traffic by waiting on the crossing. In addition to the explanation on this page, there is also the
rail signal tutorial
.
Contents
1
Basic
2
Definition
3
Advanced
4
Usage examples
5
History
6
See also
Basic
The best prerequisite to understand chain signals is to understand
signal blocks
.
Rail chain signals are placed like regular signals at the right side of the railway track. If automated trains are required to drive in both directions on the same track segment, signals need to be added on both sides of the track, opposite each other.
Definition
Both normal signals and chain signals prevent a train from entering the next block if it is obstructed. However, a chain signal also looks ahead to the next signal, and turns red if the next signal is red. In effect, this prevents a train from entering a block if it won't be able to leave. When more than one exits exist, the one where the train is pathing to is considered.
Advanced
If the chain signal has only one exit, it doesn't allow the train to enter its block, if the train would have to stop in said block.
Since trains react to chain signals based on their own path, chain signals before a crossing will not stop trains if the other track's exit is blocked.
If there are several chain signals before a regular one, a train waits before the first chain signal if the block after the regular signal is occupied.
If a chain signal switches to
green
, all exits are free.
If it switches to
yellow
, the block is reserved for a train and all other entrance signals of that block turn
red
.
If it switches to
red
, all exits are occupied.
If it switches to
blue
, some but not all exits are free. In this case trains may or may not stop, depending on their path.
If it is
blinking
, it is not on a rail, or unable to divide it into separate blocks.
Usage examples
Regular signal compared to a chain signal
With a regular signal, the block after it is empty, so the train can go there.
Chain signal with one exit doesn't allow the train to enter the block, since it can't leave immediately.
Simple example with practical usage
The chain signal prevents the train from blocking the crossing route while waiting.
Double crossing
Double crossings are a common cause of train jams, as trains can stop in the middle of the crossing and block everything. It can even cause total deadlock, which require manual intervention to fix the problem. With chain signals, the rails that don't cross are still separated, but trains won't stop in the middle of the crossing.
Deadlock prevention
Another common cause of blockages are bidirectional single track lines with occasional bypasses. Here a train can't enter the line because another train is in it, but that train in turn can't leave the line.
With chain signals, this problem can be totally avoided by preventing the train from going to the shared section unless it can exit it.
History
0.16.0
:
Rail chain signals can be read by the
circuit network
.
0.12.0
:
Introduced
See also
Rail signal
Railway
Tutorial: Train signals
| 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_chain_signal_-_Factorio_Wiki |
Carbon_fiber | Carbon fiber - Factorio Wiki | [
"stub"
] | Carbon fiber - Factorio Wiki
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| | Carbon fiber | Edit |
| | ------------ | ---- |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 5+1+10β1 | 5+1+10β1 |
| Total raw | Total raw |
| 5+1+10 | 5+1+10 |
| Stack size | 100 |
| Rocket capacity | 500 (5 stacks) |
| Prototype type | item |
| Internal name | carbon-fiber |
| Required technologies | Required technologies |
| | |
| 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.
Carbon fiber
is a material crafted on
Gleba
. It is used for a wide variety of utility products, such as the
portable fusion reactor
,
rocket turret
and
railgun
.
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/Carbon_fiber_-_Factorio_Wiki |
User_talk_Kurax | User talk:Kurax - Factorio Wiki | [] | User talk:Kurax - Factorio Wiki
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Welcome to the Official Factorio Wiki!
Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it.
First and foremost, please be sure to read and understand the
rules of this Wiki
. If you have any questions or concerns with these rules, please don't hesitate to ask an Admin.
Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the
help pages
. In addition to the help provided by MW, we also provide a
style guide
that we enforce.
If you're unsure where to begin, please see the
editor noticeboard
, where information on the current objectives and projects of the Wiki may be found.
Again, welcome, we hope you contribute as much high quality information as you can.Β :)
Gangsir
(
talk
) -
Admin
13:55, 13 September 2017 (UTC)
Translations
Hey, thank you for the amazing work you are doing in updating the Chinese translations. I have a request for what to update/translate next: In English,
transport network/zh
was moved to
belt transport system/zh
a long time ago. Could you please update the two linked pages to the state of the English ones. Please also have a look at
electric system/zh
,
power production/zh
, and
fluid system/zh
when you have finished updating the item pages related to those. The listed pages really need to be updated and you seem to know what you are doingΒ :) --
Bilka
(
talk
) -
Admin
09:19, 19 June 2018 (UTC)
Sure, will do. I'm not a fan of wikipedia complex syntaxes, took me times to figure how to reply this, sorry. --
Kurax
(
talk
) 11:34, 19 June 2018 (UTC)
Are you available on discord?
Hey, I really appreciate the work you are doing here on the wiki, you really know what you are doing. I'd like to give you the trusted user rank so that you can delete pages, among other things. However, I like to be able to directly communicate with users with extended rights, so it would be nice if you were available on discord/the forums/reddit. (Discord is preferred). If you are available somewhere, just message me there so that I have your user name. Thank you. You can find how to contact me on my user page. --
Bilka
(
talk
) -
Admin
22:27, 10 July 2018 (UTC)
Sure, Kurax#1550 --
Kurax
(
talk
) 23:32, 10 July 2018 (UTC) | wiki | https://wiki.factorio.com/User_talk:Kurax_-_Factorio_Wiki |
Module_Infobox_doc | Module:Infobox/doc - Factorio Wiki | [] | Module:Infobox/doc - Factorio Wiki
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This is the documentation page for
Module:Infobox
Lua methods used by
Template:Infobox
. Uses Lua methods from
Module:Infobox/parsing
and
Module:Util
.
Edit this documentation on
Module:Infobox/doc
.
Methods
base_tab
space_age_tab | wiki | https://wiki.factorio.com/Module:Infobox/doc_-_Factorio_Wiki |
User_talk_Cakestantinople | User talk:Cakestantinople - Factorio Wiki | [] | User talk:Cakestantinople - Factorio Wiki
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Welcome to
factorio
!
We hope you will contribute much and well.
You will probably want to read the
help pages
.
Again, welcome and have fun!
Kovarex
(
talk
) 10:55, 4 February 2014 (CET) | wiki | https://wiki.factorio.com/User_talk:Cakestantinople_-_Factorio_Wiki |
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