id
stringlengths
3
44
title
stringlengths
14
110
categories
listlengths
0
14
content
stringlengths
70
218k
source
stringclasses
2 values
url
stringlengths
45
104
Beacon
Beacon - Factorio Wiki
[]
Beacon - Factorio Wiki Jump to navigation Jump to search | | Beacon | Edit | | | ------ | ---- | | Recipe | Recipe | | | | | | | | | | | | | | ---------------------------------------------------------------------- | ---------------------------------------------------------------------- | | ------ | | ------ | | ------ | | ------ | | ------ | | ----- | | 15+20+10+20+10→1 | 15+20+10+20+10→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 232.5+135+60+40+10 | 232.5+135+60+40+10 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 200260320380500 | | | | 200 | | 260 | | 320 | | 380 | | 500 | | | | | 200 | | | | | | | | | | | | | 260 | | 320 | | | | | | | | | | | | | 380 | | 500 | | | | | | | | | | | | Stack size | 20 | | | | | | | | | | | | | | Efficiency | 1.51.71.92.12.5 | | | | 1.5 | | 1.7 | | 1.9 | | 2.1 | | 2.5 | | | | | 1.5 | | | | | | | | | | | | | 1.7 | | 1.9 | | | | | | | | | | | | | 2.1 | | 2.5 | | | | | | | | | | | | Dimensions | 3×3 | | | | | | | | | | | | | | Energy consumption | 480 kW400 kW320 kW240 kW80 kW(electric) | | | | 480 kW | | 400 kW | | 320 kW | | 240 kW | | 80 kW | | | | | 480 kW | | | | | | | | | | | | | 400 kW | | 320 kW | | | | | | | | | | | | | 240 kW | | 80 kW | | | | | | | | | | | | Mining time | 0.2 | | | | | | | | | | | | | | Supply area | 9x9 tiles | | | | | | | | | | | | | | Module slots | 2 slots | | | | | | | | | | | | | | Prototype type | beacon | | | | | | | | | | | | | | Internal name | beacon | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Overall effect stacks with multiple beacons covering the same machine. | Overall effect stacks with multiple beacons covering the same machine. | | | | | | | | | | | | | A beacon is a device that transmits module effects to nearby non-burner machines, in a 9×9 square, while also boosting the effects of said modules. A beacon allows transmitting the effect of a module to multiple machines, and multiple beacons can affect the same machine, albeit with diminishing returns. Additionally, beacons can provide boosts beyond the normal limits of internal module slots. The beacon emanates an electrical charge at a steady interval, the color changes depending on which modules are placed into the beacon, or if it contains none at all. Contents 1 Usage 2 Limitations 3 Transmission strength 4 Maximum number per building 5 Beacon arrays 5.1 Multi-row arrays 5.2 Optimal arrays 6 History 7 See also Usage Beacons are best in these scenarios: There are many compatible machines in a dense area This allows the beacon's effect to reach multiple machines, allowing the player to save materials from crafting modules. There is one machine that must have an extreme speed of operation Mining drills present an example of this usefulness. When an ore patch is small but rich, more speed per drill is necessary to meet demand, since adding more drills isn't possible. So, multiple speed module beacons around a mining drill (with modules in the drill itself) can be used to increase the speed of the individual drill several times, to make up for the low quantity of drills. Beacons should not be used in these scenarios: The machine(s) being boosted operate infrequently This leads to power waste as beacons will always consume power, even when the machines they're boosting are halted. This however can be circumvented with some planning, and using a power switch . Attempting to boost non-module-compatible machines Only machines that have module slots will be affected by a beacon. Limitations Only buildings with module slots can benefit from beacon effects (i.e. laser turret doesn't benefit). The only exceptions to this rule are beacons themselves which don't benefit from the modules inserted in themselves (or other beacons), so their energy cost can't be reduced. Currently, only speed and efficiency modules can be used in beacons, and productivity and quality modules cannot. Multiple beacons overlapping the same machine will have diminishing returns, so it's more efficient to surround buildings around beacons than surround beacons around buildings. Transmission strength The effect of modules placed in beacons is not equal to those placed in the machines themselves. Rather, it is multiplied by a factor called "transmission strength". This factor is applied to all stats affected by the module, both good and bad. The transmission strength itself depends on two factors. One is the distribution efficiency stat of the beacon; For normal beacons, this is always 1.5, but quality can increase it up to 2.5 for legendary beacons. The second factor is the reciprocal square root of the number of beacons affecting each machine. Therefore, in total, n beacons affecting the same machine will have a combined transmission strength of n^0.5 . In practical terms, this means that there are diminishing returns on increasing the number of beacons affecting the same machine, as the effect per beacon decreases when more are added. Maximum number per building The maximum number of beacons that can be built in range of a building depend on that building's footprint: Buildings from 2×2 to 4×4 size: 12 beacons , with an effect of 3.46 times that of a single beacon. Buildings from 5×5 to 7x7 size: 16 beacons , with an effect of 4 times that of a single beacon. Buildings from 8x8 to 10x10 size: 20 beacons , with an effect of 4.47 times that of a single beacon. It should be noted that, because the space between a beacon and a machine can not be greater than two tiles without putting the machine outside of the beacon's range, belt routing can become a challenge. In some situations, use of the logistic network may be required in order to supply the machines. The maximum number of beacons that can be built in range of a row of buildings: Row of 3×3 buidings: 8 beacons , with an effect of 2.83 times that of a single beacon. Row of 5×5 buidings: 10 beacons , with an effect of 3.16 times that of a single beacon. Note that when buildings and beacons are arranged in parallel rows like this, the offset between buildings and beacons along the direction of the rows is important. For example, imagine placing a row of assembling machine 3s between two rows of beacons. If the sides of the beacons and the assembling machines line up, every assembling machine is affected by six beacons in total. Howevever, if either the beacons or the assembling machines are shifted by one tile relative to the other, then each assembling machine is affected by eight beacons in total. In general, depending on the width of the machines modulo 3: If the width of the machines is divisible by three, then the arrangement is optimal when the sides of a machine do not align with the sides of a beacon on the axis perpendicular to the direction of the rows. If the width of the machines modulo 3 is 1 (such as a width of 4), then any offset leads to an optimal layout. If the width of the machines modulo 3 is 2 (such as a width of 5), then the arrangement is optimal when the center of a machine aligns with the center of a beacon on the axis perpendicular to the direction of the rows. Note that this requires a one-tile gap between the machines. Beacon arrays Beacons can boost the overall capabilities of a factory quite significantly. However, they consume a considerable amount of power (480 kW apiece), take up nontrivial space, complicate logistics, and also are relatively expensive to craft. Therefore, when building an entire production line with a high beacon boost, it is significantly more economical to build a row of production buildings surrounded by row(s) of beacons, rather than single buildings surrounded by the maximum number of beacons theoretically possible. This also simplifies logistics and makes the design more tiling-friendly. The maximum possible benefits are reduced somewhat in row-array configuration (for 3×3 buildings, 8 beacons per building are possible instead of 12; for 5×5 buildings, 10 instead of 16), but the number of beacons required to achieve this boost level is considerably lower. For example, for a single row of 3×3 buildings surrounded by a double row of beacons so that each production building is in range of 8 beacons, the total number of beacons required is 2n + 6 , where n is the number of production buildings. The average number of beacons per building is then 2 + (6 ÷ n) , which tends toward 2 (i.e., a 75% reduction in the number of beacons needed compared to isolated buildings with 8 distinct beacons each) when n goes to infinity. For e.g. n = 10 the formula evaluates to 2.6, which is still a reduction of 67.5% in beacons needed. Multi-row arrays For large numbers of buildings to be boosted, efficiency can be further improved by separating production buildings into multiple rows. In this case, the beacons in all but the edge rows of the array can be shared by the two rows of production buildings on either side. (Note that it does not matter if these are producing different recipes and / or are different buildings altogether.) The total number of beacons required, assuming 3×3 sized production buildings and rows of equal length, is B(r,c) = (r + 1)(c + 3) = rc + 3r + c + 3 , where r is the number of rows of production buildings and c is the number of production buildings in a single row. The number of beacons per boosted building is then (3 ÷ rc) + (1 ÷ r) + (3 ÷ c) + 1 , which tends to 1 as both r and c go to infinity. For finite arrays, the optimum number of rows is given by r = -0.5 + sqrt[(n ÷ 3) + 0.25] , where n is the total number of buildings to be boosted. The formula above does not generally return integer results. If the r thus found is non-integer, iterate around it, i.e., calculate the number of beacons needed with floor(r) (the next lower integer) and ceiling(r) (the next higher integer) rows and compare the results. For each such integer r , calculate c as floor(n ÷ r) , then calculate the number of beacons as B(r,c) + mod(n,r) + 1, where B(r,c) is given above and mod(n,r) is n modulo r , i.e., the remainder of ( n ÷ r ), equal to n - ( r × c ). There will in either case be mod(n,r) buildings "left over"; these should be appended one per row to the ends of a contiguous block of neighboring rows for the total beacon count calculation above to be valid. Other configurations for the leftovers (e.g. all appended to the end of a single row, one each at the end of every second row, etc.) require a higher number of beacons to cover. Optimal arrays For 3×3 structures, arrays satisfying c = 3r are optimal, in the sense that they minimize the number of beacons required to cover the total number of structures ( rc ), therefore allowing the most use out of an individual beacon. Since structures may only be built in integer amounts, there are, below a reasonable cutoff on total array size, only a finite number of integer structure counts rc with which an optimal array such that c = 3r and c and r are integer may be built. The first few counts, along with associated array sizes and beacons-to-structures ratios, are summarized in the table below. | Structures | Rows | Columns | Beacons | Beacons per structure | Dimensions (tiles)* | | ---------- | ---- | ------- | ---------------- | --------------------- | ------------------- | | 3 | 1 | 3 | 12 | 4.00 | 18×11 | | 12 | 2 | 6 | 27 | 2.25 | 27×19 | | 27 | 3 | 9 | 48 | 1.78 | 36×27 | | 48 | 4 | 12 | 75 | 1.56 | 45×35 | | 75 | 5 | 15 | 108 | 1.44 | 54×43 | | 108 | 6 | 18 | 147 | 1.36 | 63×51 | | 147 | 7 | 21 | 192 | 1.31 | 72×59 | | ... | ... | ... | ... | ... | ... | | 3r^2 | r | 3r | (r + 1) (3r + 3) | 1 + 2/r + 1/r^2 | (9r + 9) × (8r + 3) | Notes to table: Array dimension in tiles (last table column) assumes 2 tiles' space (e.g. inserter + chest) is left either above or below each row of structures, while no extra space is left anywhere else. The 5-row array (75 structures) is the largest that can be covered by a logistic network generated from roboports located outside its footprint. For larger arrays, at least a minimal number of roboports would need to be strategically placed in the interior to provide coverage, thereby worsening the beacons-to-structures proportion somewhat. History 2.0.7 : Increased beacon stack size from 10 to 20. Diminishing return of beacons effect. ( FFF-409 - Diminishing beacons ) 0.13.0 : Renamed from Basic beacon to Beacon. 0.12.17 : Update icon 0.12.0 : Inserters can now extract from Beacons. 0.10.1 : New beacon graphics. 0.9.0 : Area of effect can now be seen on hover. 0.7.5 : Deactivated beacons will not give bonuses. 0.7.3 : Restricted use of productivity modules in beacons. 0.6.0 : Introduced See also Crafting Electric system Modules | 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/Beacon_-_Factorio_Wiki
Version_string_format
Version string format - Factorio Wiki
[]
Version string format - Factorio Wiki Jump to navigation Jump to search Factorio uses a common encoding method to serialize the version string in binary data that's present in multiple places, such as the map exchange string and save game file format. It consists of four consecutive 2-byte unsigned little-endian values. We'll use version 0.14.21 as an example: | unsigned short | Factorio's major version number (e.g. 0) | | -------------- | ----------------------------------------- | | unsigned short | Factorio's minor version number (e.g. 14) | | unsigned short | Factorio's patch version number (e.g. 21) | | unsigned short | Factorio's developer version number |
wiki
https://wiki.factorio.com/Version_string_format_-_Factorio_Wiki
Log_file
Log file - Factorio Wiki
[]
Log file - Factorio Wiki Jump to navigation Jump to search Log files store details about the run of Factorio and contain information that help when solving bugs. Log files are created from version 0.10.0 onwards. Contents 1 Log file location 2 File layout 3 Bug Reporting 4 Privacy Log file location Factorio keeps log files in the user data directory , next to the saves and mods directories. It is a .log file that can be opened with any text editor. The file you need most of the time is factorio-current.log . Backup copy of the log file from previous run is in factorio-previous.log. File layout The file is a long list of lines. The first column is the amount of seconds the game has been running. Typically, game starting will take anywhere from 10-60 secs. The first line is a print about your build of the game. For the Steam version for Linux, this will be: 0.000 2017-04-24 21:39:48; Factorio 0.15.1 (build 29050, linux64, steam) It will vary by version, OS, and origin of the game. Next follows information about the install of the game itself, like the specific version of the OS, and arguments provided to the game launch. It will also print read/write data paths, which can give clues about where the game stores the files it creates, and its install location. It then prints off a bunch of information about graphics, hardware, and starts loading mods. The base game is loaded first, then all the mods the user has installed. It will print the order it loads mods in, this can be useful for debugging when a mod causes the game to fail to init. The log file also gives some insight to the interior code of Factorio, right after checking checksums it will load the PlayerData.cpp file, which compares the player-data.json to the cloud version (if running on steam) and checks for changes. After initializing mods, it will checksum them (used for the mod portal, to detect new versions) and start loading sprites, creating atlas bitmaps. At some point, it will print Sprites loaded and start compressing the atlas depending on graphics settings. It will then load the sound engine, check custom inputs, and then finish. As soon as the user loads a map, it will state so, and specify the process of loading the map, loading from a few .dat files. The user is now free to play. Bug Reporting Log files contain information helpful to diagnose any type of bug, accordingly they are required in any official bug report to be made in the factorio forums. Please follow the bug report instructions closely when making a report. Privacy Log files contain the system date and time of your Factorio session, your updater login name and full paths for some files belonging to Factorio or mods. Typically all of the information in a log file is not sensitive.
wiki
https://wiki.factorio.com/Log_file_-_Factorio_Wiki
Defender_(research)
Defender (research) - Factorio Wiki
[]
Defender (research) - Factorio Wiki Jump to navigation Jump to search | | Defender (research) | Edit | | | ------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 30111✖100 | 30111✖100 | | Prototype type | technology | | Internal name | defender | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Defenders are the most basic type of combat robot . The robots are created from capsules and have a limited lifetime. They follow the player and are equipped with guns to help fight the enemy. 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/Defender_(research)_-_Factorio_Wiki
Turbo_underground_belt
Turbo underground belt - Factorio Wiki
[]
Turbo underground belt - Factorio Wiki Jump to navigation Jump to search | | Turbo underground belt | Edit | | | ---------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- | | 2+2+40+40→2 | 2+2+40+40→2 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 2+2+40+40 | 2+2+40+40 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 170221272323425 | | | | 170 | | 221 | | 272 | | 323 | | 425 | | | | | 170 | | | | | | | | | | | | | 221 | | 272 | | | | | | | | | | | | | 323 | | 425 | | | | | | | | | | | | Resistances | Fire: 0/60%Impact: 0/30% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 25 | | | | | | | | | | | | | | Dimensions | 1×1 | | | | | | | | | | | | | | Belt speed | 60 Items/s | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Crafted only on | | | | | | | | | | | | | | | Prototype type | underground-belt | | | | | | | | | | | | | | Internal name | turbo-underground-belt | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. The Turbo underground belt is the fourth tier of underground belts . It has a maximum underground length of 10 tiles ‒ 2 more than a express underground belt , 4 more than a fast underground belt and 6 more than a basic underground belt . The speed of the turbo underground belt is the same speed as the turbo transport belt , which is four times as fast as a basic transport belt or underground belt . Other turbo belts | Turbo transport belt | Turbo splitter | | -------------------- | -------------- | Other underground belts | Underground belt | Fast underground belt | Express underground belt | | ---------------- | --------------------- | ------------------------ | Note that underground belts as well as underground pipes cannot transport items between lava and space void. History 2.0.7 : Introduced in Space Age expansion. See also Belt transport system Splitters 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_underground_belt_-_Factorio_Wiki
Template_Documentation
Template:Documentation - Factorio Wiki
[]
Template:Documentation - Factorio Wiki Jump to navigation Jump to search [ View ] [ Edit ] [ Page history ] Documentation Used to create documentation for templates used on the Factorio Wiki . Usage There are two ways to use this template. 1. Add to the bottom of your template: <noinclude>{{doc}}<noinclude> Then click on the "Create" link to get started with your documentation. 2. Include the documentation directly in the template (not preferred method): <noinclude>{{doc|text= Documentation text ==Usage== How to use the template, etc. }}<noinclude> List of all templates
wiki
https://wiki.factorio.com/Template:Documentation_-_Factorio_Wiki
Land_mines_(research)
Land mines (research) - Factorio Wiki
[]
Land mines (research) - Factorio Wiki Jump to navigation Jump to search | | Land mines (research) | Edit | | | --------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 30111✖100 | 30111✖100 | | Prototype type | technology | | Internal name | land-mine | | Required technologies | Required technologies | | | | | Effects | Effects | | | | Unlocks the landmine . 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/Land_mines_(research)_-_Factorio_Wiki
Mod_images_API
Mod images API - Factorio Wiki
[]
Mod images API - Factorio Wiki Jump to navigation Jump to search Category: Public API The mod images API is used to add, reorder or remove mod images on the Factorio mod portal. It requires an API key with the ModPortal: Edit Mods usage, which can be created on https://factorio.com/profile . It accepts multipart/form-data HTTP requests and responds with JSON encoded objects. Contents 1 Endpoints 1.1 add 1.2 finish_upload 1.3 edit 2 Possible API Error Responses 3 Python Examples 3.1 Add Image 3.2 Edit Images Endpoints add | URL | https://mods.factorio.com/api/v2/mods/images/add | | ----------- | ------------------------------------------------ | | HTTP Method | POST | HTTP Request Header | Authorization | Bearer $APIKey | Authorization header with the APIKey and a "Bearer " prefix -> "Bearer $APIKey" | | ------------- | -------------- | ------------------------------------------------------------------------------- | HTTP Request Body | mod | string | Name of the mod, for which a new image will be uploaded | | --- | ------ | ------------------------------------------------------- | JSON object response | upload_url | string | URL the image should be uploaded to | | ---------- | ------ | ---------------------------------------------------------------------------- | | error | string | This attribute only appears onfailedrequests. | | message | string | This attribute only appears onfailedrequests. Has details about the problem. | finish_upload | URL | $upload_urlURL returned by the add endpoint | | ----------- | ------------------------------------------- | | HTTP Method | POST | HTTP Request Body | image | Image file | | ----- | ---------- | JSON object response | id | string | This attribute only appears onsuccessfuluploads. SHA1 of the uploaded image. | | --------- | ------ | ---------------------------------------------------------------------------------------- | | url | string | This attribute only appears onsuccessfuluploads. Url of the uploaded image. | | thumbnail | string | This attribute only appears onsuccessfuluploads. Url of thumbnail of the uploaded image. | | error | string | This attribute only appears onfaileduploads. | | message | string | This attribute only appears onfaileduploads. Has details about the problem. | edit | URL | https://mods.factorio.com/api/v2/mods/images/edit | | ----------- | ------------------------------------------------- | | HTTP Method | POST | HTTP Request Header | Authorization | Bearer $APIKey | Authorization header with the APIKey and a "Bearer " prefix -> "Bearer $APIKey" | | ------------- | -------------- | ------------------------------------------------------------------------------- | HTTP Request Body | mod | string | Name of the mod, for which a new image will be uploaded | | ------ | ------ | -------------------------------------------------------------------------- | | images | string | List of comma-seperated image ids that should be displayed on the mod page | JSON object response | success | bool | This attribute only appears onsuccessfuluploads. It's set to true. | | ------- | ------ | ------------------------------------------------------------------------------------------------------------------------------------- | | images | list | This attribute only appears onsuccessfuluploads. List of objects with id, url and thumbnail attribute same as finish_upload endpoint. | | error | string | This attribute only appears onfaileduploads. | | message | string | This attribute only appears onfaileduploads. Has details about the problem. | Possible API Error Responses Possible values for the error property of API responses | InvalidApiKey | Missing or invalid API key for the current endpoint | | ------------------ | --------------------------------------------------- | | InvalidRequest | Invalid request. | | InternalError | Internal error, please try again later. | | Forbidden | Insufficent permission for current endpoint | | Unknown | Unknown error, please try again later. | | InvalidImageUpload | Invalid image file uploaded. | | UnknownMod | Mod does not exist in mod portal | Python Examples Add Image import sys import requests from os import getenv MOD_PORTAL_URL = "https://mods.factorio.com" INIT_UPLOAD_URL = f " { MOD_PORTAL_URL } /api/v2/mods/images/add" apikey = getenv ( "MOD_EDIT_API_KEY" ) modname = sys . argv [ 1 ] filepath = sys . argv [ 2 ] request_body = data = { "mod" : modname } request_headers = { "Authorization" : f "Bearer { apikey } " } response = requests . post ( INIT_UPLOAD_URL , data = request_body , headers = request_headers ) if not response . ok : print ( f "init_upload failed: { response . text } " ) sys . exit ( 1 ) upload_url = response . json ()[ "upload_url" ] with open ( filepath , "rb" ) as f : request_body = { "image" : f } response = requests . post ( upload_url , files = request_body ) if not response . ok : print ( f "upload failed: { response . text } " ) sys . exit ( 1 ) print ( f "upload successful: { response . text } " ) Edit Images import sys import requests from os import getenv MOD_PORTAL_URL = "https://mods.factorio.com" EDIT_MOD_URL = f " { MOD_PORTAL_URL } /api/v2/mods/images/edit" apikey = getenv ( "MOD_EDIT_API_KEY" ) modname = getenv ( "MOD_NAME" ) image_ids = [ "fdc375d5ca3c263fedafb7ef143c82f9fb668472" , "47bda5cd27ef49fe86fe03f803cb5c351a848586" ] image_ids_text = "," . join ( image_ids ) request_body = data = { "mod" : modname , "images" : image_ids_text } request_headers = { "Authorization" : f "Bearer { apikey } " } response = requests . post ( EDIT_MOD_URL , data = request_body , headers = request_headers ) if not response . ok : print ( f "edit failed: { response . text } " ) sys . exit ( 1 ) print ( f "edit successful: { response . text } " )
wiki
https://wiki.factorio.com/Mod_images_API_-_Factorio_Wiki
Agricultural_science_pack
Agricultural science pack - Factorio Wiki
[ "stub" ]
Agricultural science pack - Factorio Wiki Jump to navigation Jump to search | | Agricultural science pack | Edit | | | ------------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | -------------------------- | ------------------------------ | | ------ | | ---- | | ---------- | | ------ | | ------ | | ------ | | 4+1+1→1 | 4+1+1→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 4+1+1 | 4+1+1 | | | | | | | | | | | | | | Used by labs for research. | Used by labs for research. | | | | | | | | | | | | | | Stack size | 200 | | | | | | | | | | | | | | Rocket capacity | 1000 (5 stacks) | | | | | | | | | | | | | | Science capacity | 100%200%300%400%600% | | | | 100% | | 200% | | 300% | | 400% | | 600% | | | | | 100% | | | | | | | | | | | | | 200% | | 300% | | | | | | | | | | | | | 400% | | 600% | | | | | | | | | | | | Crafted only on | | | | | | | | | | | | | | | Spoil time | 1h1h 17m 59s1h 36m1h 54m2h 30m | | | | 1h | | 1h 17m 59s | | 1h 36m | | 1h 54m | | 2h 30m | | | | | 1h | | | | | | | | | | | | | 1h 17m 59s | | 1h 36m | | | | | | | | | | | | | 1h 54m | | 2h 30m | | | | | | | | | | | | Spoil result | | | | | | | | | | | | | | | Prototype type | tool | | | | | | | | | | | | | | Internal name | agricultural-science-pack | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. Agricultural science pack is a Gleba science pack. It is used in labs to research technologies . The agricultural science pack does spoil, which will gradually decrease its research value, so the player is incentivized to build a fast space platform to bring them back to Nauvis. The spoil time also scales with quality . Contents 1 Achievements 2 History 3 Trivia 4 See also Achievements | | Research with agricultureResearch a technology usingagricultural science packs. | | | ------------------------------------------------------------------------------- | History 2.0.7 : Introduced in Space Age expansion. Trivia During the playtesting of Space Age, the agricultural science pack used to have nutrients as an ingredient. See also Gleba 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/Agricultural_science_pack_-_Factorio_Wiki
Crude_oil_barrel
Barrel - Factorio Wiki
[]
Barrel - Factorio Wiki Jump to navigation Jump to search Barrels can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once fluid handling is researched. The barrels themselves are reusable once the fluids are drained. Barrels stack in groups of 10. A single cargo wagon can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon – 30,000 fewer units than the capacity of a fluid wagon . Empty barrels have a rocket capacity of 200. Full barrels, regardless of fluid, have a rocket capacity of 100. As such, a single rocket can carry 5000 units of any fluid which can be barrelled. Contents 1 Empty barrels 2 Fill barrels 3 Example of use 4 Notes 5 History 6 See also Empty barrels Empty barrels can be crafted. When barrels are emptied, the (required) assembling machine will also return an empty barrel. | Recipe: | 1+1→1 | | ---------------- | -------------- | | Req. technology: | Fluid handling | | Process | Input | Machine | Output | | -------------------------------- | ----- | ------- | ------ | | Empty crude oil barrel | 10.2 | or | 1+50 | | Empty heavy oil barrel | 10.2 | or | 1+50 | | Empty light oil barrel | 10.2 | or | 1+50 | | Empty lubricant barrel | 10.2 | or | 1+50 | | Empty petroleum gas barrel | 10.2 | or | 1+50 | | Empty sulfuric acid barrel | 10.2 | or | 1+50 | | Empty water barrel | 10.2 | or | 1+50 | | Empty fluoroketone (hot) barrel | 10.2 | or | 1+50 | | Empty fluoroketone (cold) barrel | 10.2 | or | 1+50 | Fill barrels Filled barrels cannot be crafted. They are filled using the respective fluids 's Fill barrel process which consumes empty barrels. | Process | Input | Machine | Output | | ------------------------------- | ------ | ------- | ------ | | Fill crude oil barrel | 1500.2 | or | 1 | | Fill heavy oil barrel | 1500.2 | or | 1 | | Fill light oil barrel | 1500.2 | or | 1 | | Fill lubricant barrel | 1500.2 | or | 1 | | Fill petroleum gas barrel | 1500.2 | or | 1 | | Fill sulfuric acid barrel | 1500.2 | or | 1 | | Fill water barrel | 1500.2 | or | 1 | | Fill fluoroketone (hot) barrel | 1500.2 | or | 1 | | Fill fluoroketone (cold) barrel | 1500.2 | or | 1 | Example of use Barrels are useful in situations where pipes are not available or a bad option, such as oil production far away from your main factory, or when transporting fluids to another planet in Space Age . Barrels can be transported with a belt transport system or railway , by logistic robots , via car or tank , or in the player 's inventory. A simple example with transport belts : Notes Despite being labelled as an intermediate product, making empty barrels and filling or emptying barrels cannot accept productivity modules . Barrel filling and emptying recipes cannot accept quality modules . History 0.16.8 : Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.) Decreased barrelling crafting time from 1 second to 0.2 seconds. 0.15.0 : Added automatic barreling support for all fluids. 0.9.0 : Introduced See also Fluid handling Oil processing Crude oil
wiki
https://wiki.factorio.com/Barrel_-_Factorio_Wiki
Destroyer_capsule
Destroyer capsule - Factorio Wiki
[]
Destroyer capsule - Factorio Wiki Jump to navigation Jump to search | | Destroyer capsule | Edit | | | ----------------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | | | | | | | | | | | | | ---------------------- | ---------------------------------------------- | | ---- | | -- | | ---- | | -- | | ---- | | ---- | | | | -- | | -- | | -- | | -- | | -- | | 15+4+1→1 | 15+4+1→1 | | | | | | | | | | | | | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | | | | | | | | | | | | | 661.75+404.5+375+34+48 | 661.75+404.5+375+34+48 | | | | | | | | | | | | | | | | | | | | | | | | | | Health | 607896114150 | | | | 60 | | 78 | | 96 | | 114 | | 150 | | | | | | | | | | | | | | | | | 60 | | | | | | | | | | | | | | | | | | | | | | | | | 78 | | 96 | | | | | | | | | | | | | | | | | | | | | | | | | 114 | | 150 | | | | | | | | | | | | | | | | | | | | | | | | Resistances | Acid: 0/90%Fire: 0/95% | | | | | | | | | | | | | | | | | | | | | | | | | | Lifespan | 120 seconds | | | | | | | | | | | | | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | | | | | | | | | | | | | Rocket capacity | 25 (0.25 stacks) | | | | | | | | | | | | | | | | | | | | | | | | | | Range | 2527.53032.537.5(Capsule)2022242630(Destroyer) | | | | 25 | | 27.5 | | 30 | | 32.5 | | 37.5 | | | | 20 | | 22 | | 24 | | 26 | | 30 | | | | | 25 | | | | | | | | | | | | | | | | | | | | | | | | | 27.5 | | 30 | | | | | | | | | | | | | | | | | | | | | | | | | 32.5 | | 37.5 | | | | | | | | | | | | | | | | | | | | | | | | | | | 20 | | | | | | | | | | | | | | | | | | | | | | | | | 22 | | 24 | | | | | | | | | | | | | | | | | | | | | | | | | 26 | | 30 | | | | | | | | | | | | | | | | | | | | | | | | Shooting speed | 2/s (Capsule)3/s (Destroyer) | | | | | | | | | | | | | | | | | | | | | | | | | | Damage | 2026323850electric | | | | 20 | | 26 | | 32 | | 38 | | 50 | | | | | | | | | | | | | | | | | 20 | | | | | | | | | | | | | | | | | | | | | | | | | 26 | | 32 | | | | | | | | | | | | | | | | | | | | | | | | | 38 | | 50 | | | | | | | | | | | | | | | | | | | | | | | | Prototype type | projectile | | | | | | | | | | | | | | | | | | | | | | | | | | Internal name | destroyer-capsule | | | | | | | | | | | | | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------- | ---------------------------------------------- | | ---- | | -- | | ---- | | -- | | ---- | | ---- | | | | -- | | -- | | -- | | -- | | -- | | 15+4+4+1→1 | 15+4+4+1→1 | | | | | | | | | | | | | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | | | | | | | | | | | | | 15+4+4+1 | 15+4+4+1 | | | | | | | | | | | | | | | | | | | | | | | | | | Health | 607896114150 | | | | 60 | | 78 | | 96 | | 114 | | 150 | | | | | | | | | | | | | | | | | 60 | | | | | | | | | | | | | | | | | | | | | | | | | 78 | | 96 | | | | | | | | | | | | | | | | | | | | | | | | | 114 | | 150 | | | | | | | | | | | | | | | | | | | | | | | | Resistances | Acid: 0/90%Fire: 0/95% | | | | | | | | | | | | | | | | | | | | | | | | | | Lifespan | 120 seconds | | | | | | | | | | | | | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | | | | | | | | | | | | | Rocket capacity | 25 (0.25 stacks) | | | | | | | | | | | | | | | | | | | | | | | | | | Range | 2527.53032.537.5(Capsule)2022242630(Destroyer) | | | | 25 | | 27.5 | | 30 | | 32.5 | | 37.5 | | | | 20 | | 22 | | 24 | | 26 | | 30 | | | | | 25 | | | | | | | | | | | | | | | | | | | | | | | | | 27.5 | | 30 | | | | | | | | | | | | | | | | | | | | | | | | | 32.5 | | 37.5 | | | | | | | | | | | | | | | | | | | | | | | | | | | 20 | | | | | | | | | | | | | | | | | | | | | | | | | 22 | | 24 | | | | | | | | | | | | | | | | | | | | | | | | | 26 | | 30 | | | | | | | | | | | | | | | | | | | | | | | | Shooting speed | 2/s (Capsule)3/s (Destroyer) | | | | | | | | | | | | | | | | | | | | | | | | | | Damage | 2026323850electric | | | | 20 | | 26 | | 32 | | 38 | | 50 | | | | | | | | | | | | | | | | | 20 | | | | | | | | | | | | | | | | | | | | | | | | | 26 | | 32 | | | | | | | | | | | | | | | | | | | | | | | | | 38 | | 50 | | | | | | | | | | | | | | | | | | | | | | | | Prototype type | projectile | | | | | | | | | | | | | | | | | | | | | | | | | | Internal name | destroyer-capsule | | | | | | | | | | | | | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Destroyer capsules are advanced and expensive capsules that, when thrown with the right mouse button, spawn five powerful Destroyer robots. The Destroyer robots have infinite electrical energy and will follow the player, attacking any enemies that come within range, until they run out of health or their lifespans elapse. Contents 1 Achievements 2 Strategy 3 Count limit 4 History 5 See also Achievements | | MinionsHave 100combat robotsor more following you. | | | -------------------------------------------------- | Strategy Follower robots will only loosely follow the player and are subject to inertia. This allows the player to 'swing' packs of defender/destroyer robots into enemy bases to damage enemy structures with less risk to himself. Launching distractor capsules into the enemy base beforehand, as well as using the speed of the car or exoskeleton can further reduce damage to the player. Destroyers being spawned and following the player. Count limit The maximum number of active Destroyer robots is limited by the follower robot count (research) . While using follower robots, the number of robots in use will be visible in an icon to the right of the quick-bar. Hovering over the icon with the cursor will show the types of robots and the currently researched maximum. History 2.0.7 : Increased base damage from 10 to 20. Increased range from 15 to 20. Default "use item" control changed from Left mouse button to Right mouse button . 0.12.9 : Graphics changes 0.7.1 : Introduced See also Poison capsule Slowdown capsule Defender capsule Distractor 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/Destroyer_capsule_-_Factorio_Wiki
Uranium_processing_(research)
Uranium processing (research) - Factorio Wiki
[]
Uranium processing (research) - Factorio Wiki Jump to navigation Jump to search | | Uranium processing (research) | Edit | | | ----------------------------- | ---- | | Researched by | Researched by | | --------------------- | --------------------- | | Mine1 | Mine1 | | Prototype type | technology | | Internal name | uranium-processing | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Uranium processing allows uranium ore to be given use, by unlocking the ability to craft and use centrifuges and the Kovarex enrichment process . Completing this research paves the way to research nuclear power . | 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/Uranium_processing_(research)_-_Factorio_Wiki
Overgrowth_yumako_soil
Overgrowth yumako soil - Factorio Wiki
[]
Overgrowth yumako soil - Factorio Wiki Jump to navigation Jump to search | | Overgrowth yumako soil | Edit | | | ---------------------- | ---- | | Recipe | Recipe | | ---------------------------------- | ---------------------------------- | | 10+5+50+10+2+100→1 | 10+5+50+10+2+100→1 | | Total raw | Total raw | | 120+100+50+5.4+75+10.5 | 120+100+50+5.4+75+10.5 | | Placable on green biomes on Gleba. | Placable on green biomes on Gleba. | | Map color | | | Stack size | 100 | | Rocket capacity | 14 | | Prototype type | tile | | Internal name | overgrowth-yumako-soil | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | Space Age expansion exclusive feature. Overgrowth yumako soil can be used to replace normal land or water on Gleba with special soil which allows yumako trees to grow. It can only be placed in green biomes, which is an upgrade of artificial yumako soil , which can only be placed on yumako wetland. This makes it possible to massively expand existing yumako tree growing areas. This recipe can accept productivity modules . History 2.0.7 : Introduced in Space Age expansion. See also Artificial jellynut soil Overgrowth jellynut soil | Logistics | Logistics | | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storage | Wooden chestIron chestSteel chestStorage tank | | Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() | | Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() | | Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump | | Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon | | Transport | CarTankSpidertronSpidertron remote | | Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport | | Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel | | Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives | | Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Overgrowth_yumako_soil_-_Factorio_Wiki
Modular_armor
Modular armor - Factorio Wiki
[]
Modular armor - Factorio Wiki Jump to navigation Jump to search | | Modular armor | Edit | | | ------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------------------------------------ | | ----- | | --- | | --- | | --- | | --- | | ----- | | 15+30+50→1 | 15+30+50→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 300+150+60+60+50 | 300+150+60+60+50 | | | | | | | | | | | | | | Resistances | Acid: 0/50%Explosion: 30/35%Fire: 0/40%Physical: 6/30% | | | | | | | | | | | | | | Inventory size bonus | 1013161925 | | | | 10 | | 13 | | 16 | | 19 | | 25 | | | | | 10 | | | | | | | | | | | | | 13 | | 16 | | | | | | | | | | | | | 19 | | 25 | | | | | | | | | | | | Equipment grid size | 5×56×67×78×810×10 | | | | 5×5 | | 6×6 | | 7×7 | | 8×8 | | 10×10 | | | | | 5×5 | | | | | | | | | | | | | 6×6 | | 7×7 | | | | | | | | | | | | | 8×8 | | 10×10 | | | | | | | | | | | | Stack size | 1 | | | | | | | | | | | | | | Durability | Infinite | | | | | | | | | | | | | | Prototype type | armor | | | | | | | | | | | | | | Internal name | modular-armor | | | | | | | | | | | | | | Accepted equipment | Accepted equipment | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Modular armor offers a modest increase in acid resistance over its predecessor and a notable increase in explosion resistance, but its greatest bonus comes in the form of equipment modules . The Modular armor offers a 5×5 grid that can be customized with an assortment of modules for defense, support or attack. Right click on the armor to show the equipment grid. Left clicking the equipped armor will pick it up and unequip it, eliminating its inventory bonus. If the player's inventory is too full to be contained without the extra inventory slots, removing the armor will fail with a message stating "Cannot remove armor. Insufficient inventory space if removed." Gallery The equipment grid of the armor. History 2.0.7 : Excess inventory now prevents removing the armor rather than spilling items onto the ground. 0.13.0 : Inventory size bonus of 10. 0.7.0 : Introduced See also Armor Heavy armor Power armor Equipment modules Resistances | 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/Modular_armor_-_Factorio_Wiki
Productivity_module_3
Productivity module 3 - Factorio Wiki
[ "intermediate products" ]
Productivity module 3 - Factorio Wiki Jump to navigation Jump to search | | Productivity module 3 | Edit | | | --------------------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 60+5+5+4→1 | 60+5+5+4→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 1.5k+645+290+210+25 | 1.5k+645+290+210+25 | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Energy consumption | +80% (electric) | | | | | | | | | | | | | | Speed | −15% | | | | | | | | | | | | | | Productivity | +10%+13%+16%+19%+25% | | | | +10% | | +13% | | +16% | | +19% | | +25% | | | | | +10% | | | | | | | | | | | | | +13% | | +16% | | | | | | | | | | | | | +19% | | +25% | | | | | | | | | | | | Pollution | +10% | | | | | | | | | | | | | | Prototype type | module | | | | | | | | | | | | | | Internal name | productivity-module-3 | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 3 | 3 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 60+5+5+1+4→1 | 60+5+5+1+4→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 1.5k+645+290+210+25+1 | 1.5k+645+290+210+25+1 | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Energy consumption | +80% (electric) | | | | | | | | | | | | | | Speed | −15% | | | | | | | | | | | | | | Productivity | +10%+13%+16%+19%+25% | | | | +10% | | +13% | | +16% | | +19% | | +25% | | | | | +10% | | | | | | | | | | | | | +13% | | +16% | | | | | | | | | | | | | +19% | | +25% | | | | | | | | | | | | Pollution | +10% | | | | | | | | | | | | | | Prototype type | module | | | | | | | | | | | | | | Internal name | productivity-module-3 | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 3 | 3 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Productivity module 3 applies a Productivity bonus to items produced in a machine, allowing the machine to produce more items for the same inputs. It adds 10% 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 2.0.7 : Changed all module-3 recipe to require only 4 (instead of 5) module-2 ingredients. 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 3 pollution production reduced from 50% to 10%. 0.9.7 : Crafting speed penalty reduced from 20% to 15%. Productivity module 3 energy consumption reduced from 90% to 80%. 0.9.0 : Productivity module 3 bonus reduced from 15% to 10%. 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 Productivity module 2 | Production items | Production items | | ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book | | Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() | | Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack | | Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() | | Agriculture | Agricultural towerBiochamberCaptive biter spawner | | Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() | | Environmental protection | Lightning rodLightning collectorHeating tower | | Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() | | Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Productivity_module_3_-_Factorio_Wiki
Tungsten_carbide_(research)
Tungsten carbide (research) - Factorio Wiki
[]
Tungsten carbide (research) - Factorio Wiki Jump to navigation Jump to search | | Tungsten carbide (research) | Edit | | | --------------------------- | ---- | | Researched by | Researched by | | --------------------- | --------------------- | | Mine | Mine | | Prototype type | technology | | Internal name | tungsten-carbide | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Space Age expansion exclusive feature. Unlocks the recipes for carbon and tungsten carbide . 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/Tungsten_carbide_(research)_-_Factorio_Wiki
Military_science_pack
Military science pack - Factorio Wiki
[]
Military science pack - Factorio Wiki Jump to navigation Jump to search | | Military science pack | Edit | | | --------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | -------------------------- | -------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 10+1+1+2→2 | 10+1+1+2→2 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 23+10+5+9+1+10 | 23+10+5+9+1+10 | | | | | | | | | | | | | | 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 | military-science-pack | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The Military science pack is one of the four early game science packs , the other three being the automation science pack , the logistic science pack , and the chemical science pack . It is used for research that allows the player to advance their military strength through the entire game, unlocking more bullet choices, gun choices, turrets, etc. It is the only type of science pack that is optional, in that it is not required to launch a rocket. Contents 1 Achievements 2 Ratio 3 History 4 See also Achievements | | Research with militaryResearch a technology usingmilitary science packs. | | | ------------------------------------------------------------------------ | Ratio The following shows the minimum ratio of assemblers/machines and items required to produce military science pack such that all number of assemblers/machines are whole numbers. Items per min 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 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | ------------------------------------------------------------ | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | -------- | -------- | -------- | -------- | -------- | -------- | -------- | -------- | -------- | -------- | -------- | | | -------- | -------- | -------- | -------- | -------- | -------- | -------- | -------- | -------- | -------- | | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | -------- | -------- | -------- | -------- | -------- | -------- | -------- | -------- | -------- | -------- | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | | | | | 150using1075using375using13007537575using8750375150using1750 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | | 75using3 | 75using3 | 75using3 | 75using3 | 75using3 | 75using3 | 75using3 | 75using3 | 75using3 | 75using3 | | | 75using1 | 75using1 | 75using1 | 75using1 | 75using1 | 75using1 | 75using1 | 75using1 | 75using1 | 75using1 | | | | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | | | 75 | 75 | 75 | 75 | 75 | 75 | 75 | 75 | 75 | 75 | | | 375 | 375 | 375 | 375 | 375 | 375 | 375 | 375 | 375 | 375 | | 75using8 | 75using8 | 75using8 | 75using8 | 75using8 | 75using8 | 75using8 | 75using8 | 75using8 | 75using8 | | | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | | | 375 | 375 | 375 | 375 | 375 | 375 | 375 | 375 | 375 | 375 | | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | | | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | | | | | | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 75using3 | 75using3 | 75using3 | 75using3 | 75using3 | 75using3 | 75using3 | 75using3 | 75using3 | 75using3 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 75using1 | 75using1 | 75using1 | 75using1 | 75using1 | 75using1 | 75using1 | 75using1 | 75using1 | 75using1 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 75 | 75 | 75 | 75 | 75 | 75 | 75 | 75 | 75 | 75 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 375 | 375 | 375 | 375 | 375 | 375 | 375 | 375 | 375 | 375 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 75using8 | 75using8 | 75using8 | 75using8 | 75using8 | 75using8 | 75using8 | 75using8 | 75using8 | 75using8 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 375 | 375 | 375 | 375 | 375 | 375 | 375 | 375 | 375 | 375 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | History 0.17.0 : Recipe changed to require Walls instead of Gun turret . 0.15.0 : Introduced. See also Research Science pack Technologies | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Military_science_pack_-_Factorio_Wiki
Template_Stub_doc
Template:Stub/doc - Factorio Wiki
[ "Category:Stubs" ]
Template:Stub/doc - Factorio Wiki Jump to navigation Jump to search Description This template will categorize articles that include it into Category:Stubs , and mark it with a stub template. Syntax Type {{ stub }} at the start or end of an article.
wiki
https://wiki.factorio.com/Template:Stub/doc_-_Factorio_Wiki
Water_cane
Water cane - Factorio Wiki
[]
Water cane - Factorio Wiki Jump to navigation Jump to search | | Water cane | Edit | | | ---------- | ---- | | Can be chopped down forwood. | Can be chopped down forwood. | | ---------------------------- | ---------------------------- | | Map color | | | Expected resources | 1 | | Health | 10 | | Mining time | 0.1 | Space Age expansion exclusive feature. Water canes are part of the natural terrain generation in Gleba , found in marshes and wetlands. They are very thin stalks of wood growing out of shallow water. Although cutting them down only provides a single unit of wood, they can be cut down very fast, allowing players to cut many down at once within seconds. History 2.0.7 : Introduced in Space Age expansion. | Environment | Environment | | ----------- | ------------------------------------------------------------------------------------------------------------------- | | Generic | PlayerCliffRock | | Nauvis | TreeBiters | | Vulcanus | Ashland tree | | Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods | | Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite | | Aquilo | Lithium ice formation | | Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Water_cane_-_Factorio_Wiki
Advanced_metallic_asteroid_crushing
Metallic asteroid chunk - Factorio Wiki
[ "stub" ]
Metallic asteroid chunk - Factorio Wiki Jump to navigation Jump to search | | 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
Version_history_0.9.0
Version history/0.9.0 - Factorio Wiki
[]
Version history/0.9.0 - Factorio Wiki Jump to navigation Jump to search 0.9.8 Note, that we also updated the scenario pack to version 0.9.8 Bugfixes Fixed crash when starting the game on MacOSX with less than 512MB video memory. Instead low-graphics is set on and a dialog appears with information (same behavior as on win and Linux). Fixed crash when using fast transfer (control click) in the demo levels 1 and 2. Removed 0 iron ore resource fields in demo level 1. Fixed bug in the map editor that created resources with 0 amount. Fixed that mouse button action set to close GUI didn't work over the GUI (same for similar actions). Mouse actions that interact with the map, like mining shooting etc still work only outside of the GUI. Slightly better allocation of count of construction robots to deconstruct entity with items inside. Fixed the allocation of construction robots to targets in some cases, mainly for containers built using blueprints. Fixed twitching of animation of some entities in special cases. Scripting Fixed gettile/gettileproperties method not fetching correct tile for floating point negative numbers. Graphics New small electric pole graphics. 0.9.7 Note, that we also updated the scenario pack to version 0.9.7 so it is now compatible with current version. Bugfixes Fixed bug with big biters appearing in the beginning on maps created in map editor. Fixed crash when a beacon is built from the blueprint. Fixed too big maximum zoom level. Belt to be deconstructed doesn't accept new items, so it can be deconstructed. Fixed the wrong positioning of bottom to left basic transport belt. Fixed bug with roboport deconstruction by its own robots. Fixed the error of not accessible config.ini when factorio crashes during start while the config directory doesn't exist. Fixed that used ammo specified in personal logistics didn't trigger logistic robots to resupply. Fixed the inconsistency of blueprint preview and result when the last build entity was diagonal (rail, semaphore etc.). Fixed the pump animation direction. It was running backwards. Fixed that manual rebuilding rails on top of the rail ghost didn't remove the ghost in most cases. Fixed that pipe/storage tank/assembling machine that was destroyed and rebuilt by construction robot did keep the fluids inside. Fixed alerts on map, the important ones are on top (destroyed object > damaged object > turrets firing > materials) and they don't flicker. Fixed wrong damage info calculation for distractor robots (they had 2.5 damage not 5). Fixed bug when inserters waited too long before putting new barrels to unfill to assembling machine. Fixed saving by double click. Better error reporting in windows updater. Balancing Productivity module slowdown changed from 20%->15%, consumption penalty changed from 50%, 70%, 90% -> 40%, 60%, 80% Distractor basic damaged increased: 2.5->3.5 and time to live increased 30s->45s. Scripting Fixed that findnoncollidingposition returns nil instead of huge values when the position isn't found. Limited the game.setspeed value to be at least 0.1. Graphics Re-skin of the big electric pole. Updated icons (still work in progress): assembling machines, transport belts, fluids, barrels, wires. Fixed little glitch in the roboport animation (animation and base are separate sprites now). New transport belt graphics. 0.9.6 Bugfixes Fixed load-ability of save with inserter in logistic network, that has cleared the logistic condition due to mod removal. Fixed of loading save with GUI element with custom mod style, when the mod was removed. Note, that we plan to remove GUI created by mod that was removed completely in the future versions. Fixed crash with inserter putting stuff to rail-tile when first the rail and then the inserter is removed. Graphics New transport belt graphics. 0.9.5 Features Fixed crash when reconnecting nonempty connected ending part of underground belt. Fixed that migration changing logistic chest to other logistic chest with different mode works properly. Fixed that assembling machines with recipe were not working correctly with blueprints. Fixed bug when all entities (including player, biters, etc.) built in the map editor had neutral force. Fix of loading save that have removed/migrated items in circuit/logistic condition. Assembling machine isn't shown as producer in electricity statistics. Fixed crashes in the 32 bit Linux version. Graphics The fire of refinery emits light. Scripting Function table.deepcopy from lualib.util copies factorio Lua objects as references. Translations Added Hungarian translation. 0.9.4 Known issues If you are using Dytech mod you will need to download the new version, otherwise the game won't even start. This is due to the change of provider chest to active provider chest. Features Added passive provider chest. Provides items only for requester, construction and player. Not for storage chests. Bugfixes Moved lubricant recipe from engine technology to oil processing as lubricant is not needed for basic engine anymore. Enabled engine technology in the campaign level 2. Fixed various problems when mod changes electric usage priority of existing entities. Fixed a bug in displaying electricity production / consumption. Battery technology unlocks science pack 3 instead of rocketry. Fixed too wide filter selection GUI when too many items are in one subgroup. Limit the size of the blueprint preview, so it is usable for huge blueprints. Fixed that control clicking to get items from the logistic robot could crash the game in some cases. Fixed that having error in the mod init rewrote the config file specifying which mods are enabled. Fixed crash that could happen when save containing mods altering damage types is used without the original mod and car/train crash happens. Fixed dangling tooltip of the slot inserter logistic condition when closed. Fixed small-plane recipe in campaign level 4. Removed accumulator research and requirement from the 2nd beta level. Updater checks update packages to be applied before actually running them. Fixed that assembling machine recipe configuration was lost when using blueprints. Objects with even dimensions like 2X2 are centered over the cursor better when building. Changes Using subgroups and item groups for entities as well. This partially fixes problem with overflowing window for entities in the map editor. Dynamic window size for smaller displays. Modding Added a way to specify recipe hidden, so it doesn't appear in the crafting window. Added a way to specify whether to use apply_projection for rotated sprite or not. Scripting Added way to add ghost structures. Added way to order/cancel deconstruction from script. Limit the entity.energy write property by <0, max buffer size> Translations Added simplified Chinese translation. 0.9.3 Bugfixes Fixed crash when loading save containing GUI created by script. Logistic robot didn't need robot flying frame to craft. Fixed crash when construction robots destroyed tracks under train. Now they wait for the train to move away. For two different pipe to ground types, the distance limit is the now the minimum of the two connections. Fix of crash when changing ambient when the game is not opened. Fixed that some of the underground belts components were given to player on game load. Fixed infinite map generation with too dense enemy bases. Fix of loading a save with equipment in armor that is from mod that is no longer active. Enabled engine research, so automobilism is researchable and 1. beta mission completable. Fixed smelting steel in prebuilt furnaces in campaign level 2. Fixed bug with boilers and pipe fast replace. Fixed bug with onentitydied notification and item count. Fixed bug with assembling machine connecting to pipes even without fluid recipe. Fixed bug with infinite output coming from mining drill when having multiple mining results. Fixed crash when disconnecting from character in the car. Laser turrets can be researched in New hope campaign level4. Removed one (minor) memory leak. Fixed gap between current and per-minute stats in production statistics GUI. Separate input and output counters for production statistics. Solved roboport left/right jitter on low graphics settings. Fixed incorrect button positions (and lack of resolution update) when starting Factorio as maximized. Fixed bug when unavailable recipes were not displayed in assembler recipe selection without subgroups. Scripting Added a way to change resize_row_to_width of style from the script. Vehicle passenger is accessible from the Lua API. 0.9.2 Bugfixes Fixed crash when train stop is built in blueprint before rails. Fixed bug when crude oil barrels couldn't be unloaded. Added missing recipes for productivity module. Fixed bug when belts to ground could be built on top of each other. Fixed bug with items not going into fast / express belt to ground. Barrel filling was affect-able by the production module. Fixed segfault at research screen after researching tool belt Fixed missing translation after loading game in campaigns. Fixed bug with mining drill getting stuck on low yield resource. Fixed overflowing effects in the technology preview GUI. Displaying car rotations when building it. Unified the smelting recipes time to mean seconds in the stone furnace. Train stop and Lab built from the blueprint have proper dedicated to names. Fixed stuck items on transport belt in special case. Enabled inserter to take fuel out of the boiler. Fixed drawing of equipment and some of the icons in low-graphics mod. Fix of some of the icons scale in low graphics mode Fixed bug with chemical plant draining the fluid from the pipes. Tweaked what "size" setting does for resources. Fixed that repair sound ignored sound volume settings. Fixed that inserter couldn't (inconsistently regards to logistic robots) take out of the red (limited) part of the inventory. The limitation is now just for input. Fixed clouds drawing in low-graphics mode. Fixed that trying to build trains as ghost did create corrupted rails. Crafting GUI has the size that fits all groups, so it don't change size when switching groups. Right GUI container doesn't change size when certain entities selected. Fixed bounding box + connectability of underground belt build by blueprint. Items in the selection guis (quickbar filter, logistic filter, etc.) are ordered into subgroups. Fixed offshore direction when building using blueprint. Changes Assembling Machine Recipe GUI shows all the recipes, but those that are not craftable are show in red (consistent with character recipe GUI). Assembling Machines 2 and 3 have an input and output pipe. Electric engine unit, processing unit, filling and emptying barrels is done here. Locomotive can be fed by fuel even off station when not moving (on signal, out of fuel etc.) Balancing Poison capsules hurt worms as well. Engine unit doesn't need lubricant (so car and trains don't require the oil industry). Fixed: Replacing underground belt's end unearths items Pipe to ground is up to 10 tiles long. Disabled enemy spawn shift (but this might not be the cause for big biters in the beginning). Express belts require lubricant (because they need to run extra smooth). Changed the amount of wood in dry tree from 1 -> 4 Graphics New assembling machines. New inserters. New copper wire. New light cone. New dark entity info background (the old one can be still switched in graphics settings). Scripting Added clearchart method to luaForce. Destroying/adding custom GUI element will correctly update the size and position of parent elements holding it. Modding Offshore pump can specify the fluid it will produce. Max on row/resize row to width in flow style can be specified. Pipe to ground can have multiple underground connections. Inserters can have arbitrary pickup and insert positions (this allows 90 degrees inserters). Transport belt to ground max distance is now moddable (max_distance). 0.9.1 The hotfix mod There are two bugs in the 0.9.1 that can make the game pretty much unplayable for some people. These are: the fast and express underground belts are not working properly ( http://www.factorioforums.com/forum/viewtopic.php?f=7&t=2511 ), the crude oil barrels cannot be emptied( http://www.factorioforums.com/forum/viewtopic.php?f=7&t=2484 ). These will be fixed for the 0.9.2 however since they both can be fixed by changing the factorio data files we have made a small hotfix that solves the issue for now. However this hotfix doesn't solve the bug when transport belts to ground can be built one on top of each other (and so they get blocked as well). The hotfix can be downloaded from here: http://bit.ly/MPExrq - It is basically a tiny factorio mod so just copy the zip file to your mods directory and you should be good to go. Known issues Existing saves might take a while (10-30 seconds) to load depending on the size. This is because of the adding-new-doodads migration. Basic campaign and scenario pack are still broken. Features Tooltip with info of the armor equipment. Capsules can be used in god mode now. Bugfixes = Fixed bug when blueprint in the second quickbar would corrupt the save (already corrupted saves can be loaded again). Fixed bug where unloadable save was made when blueprint containing roboport/armor was as item on ground/held by inserter. Fixed save loading bug when oil refinery/chemical plant with reset recipe was saved. Fixed bug with stuck inserter when putting sulfur into chemical plant producing sulfur acid in some cases. Structures now get repaired even when they are in the bigger (construction) distance from roboport. Fixed that the alert icons weren't visible after resize in some cases. Fixed that steam engine rotation was wrong in rotated blueprint. Fixed double info in item tooltip. Oil processing shows oil-refinery in "made in". Fixed the burner inserter/locomotive energy consumption. Fluid input to chemical plant/refinery is limited to twice the amount in the recipe. Chemical plant and oil refinery accept modules. Fixed bugs in the automatic connection of rolling stock when being built. Updated migration to enable explosives recipe when explosives are researched. Fixed bug in assembling machine fast replace. Fluid inputs for chemical plant/oil refinery are now saved properly. Requester chest now starts working as expected after settings (filters) are copied. Logistic condition is now copied as well for smart inserter. Assembling recipe machine tooltip takes fluid amounts into consideration. Fixed not visible recipes when item groups are turned off (Forced in the tutorial campaign). Fixed leftovers of enemies on the map when they were moving. Fixed crash when wrong settiles command arguments were given. Fixed stuck construction robots with cargo to be returned. Fixed that some of the productivity modules had x.9 values instead of x+1 Fixed, that the storage tank connection to pipe wasn't refreshed when it was rotated. Fixed that canceling crafting didn't reset the crafting time spent. Show energy consumption for the exoskeleton and night vision equipment in the tooltip. Show dimensions of equipment in the tooltip. Fixed the help message to open armor to be connected with the correct control (split stack). Fixed crash when generating map under some circumstances. Updated the map generation GUI to be more responsive to water settings. Fixed crash when throwing capsules in the God mode. Fixed crash when technology window is displayed over logistic condition window. Config file is saved as early as possible to avoid problems with switching to low graphics mode. Changes Merged the second quickbar (researched by toolbelt) with the main quickbar (now it has 2 rows). The keyboard shortcuts apply to the top row. Rows can be rotated by a button or keyboard shortcut (default X). Fixed transport belt to ground collision boxes, so they are more inserter friendly. It is even possible to insert into it. Less controls in the new game dialog. One of the two connected pipes to ground next to each other shows icon of fluid inside. Very small quantities of fluid can be pushed away / destroyed by another fluid in the neighboring pipe. This helps for instance in situations with tiny fluid leftovers after pumping. More doodads in the maps. Finished crafting sound (tsss) is played only when a full non-intermediate recipe stack finishes crafting. Balancing Merged oil gathering and oil processing into one technology. Barrel costs just 1 steel plate instead of 2 and can hold 25 liters of crude oil. Added cracking recipes (heavy oil to light oil and light oil to petroleum gas). Storage tank has 2.5 times bigger capacity (2500 lit-res) and takes longer to mine. Increased basic-grenade splash area by 30%. Smaller probabilities for spawning big worms close to the starting area. Slightly more coal is generated. 0.9.0 Known issues! Although we were able to spend some time with testing, so the most frequent bugs should be solved, we are quite sure there are more to be found. We altered almost every aspect of the game. We also didn't have time to clear all the problems specified in the Bug reports thread (we solved just those that were most simple to solve for now) Basic campaign and scenario pack are broken as new recipes and technologies are needed and not enabled in these. Only a subset of the doodads is integrated into the world generation. Saving a game with blueprint in second quick bar will result in a corrupted save. So please avoid having blueprints in the second quick bar. This will be fixed in the 0.9.1 and the already corrupted saves will be loadable again. Features Blueprints. Blueprint item allows the player to select the area that will be copied into the item. The player can customize the icons that will represent the blueprint. While building blueprints, player can rotate these, and they can also overlap with existing entities as long as they match. Deconstruction tool. Allows player to order construction robots to deconstruct buildings in the selected area. When the buildings contain items (chests, transport belts etc.) construction robots first move these items out of it and place it into the logistics network. Oil industry. Pumpjacks mine the crude oil from the oil spills. Oil refinery processes the crude oil to oil fractions. Chemical plant processes the oil fractions to useful products. Added fluid storage tank. Added electric onshore pump (can speed up the fluid or push the fluid against the slope). Biomes. Gives more variation to the nature, tends to generate similar types of vegetation close together. Logistic network condition for smart inserters. Takes the sum of all items in storage/provider chests into consideration. Recipe GUI contains even recipes not craftable by player (their tooltip shows machines where they can be crafted). Copying entity settings (replaces the old shift build functionality). Shift + left click sets the selected entity as a copy source, shift + right click applies the settings to selected entity. Ghost buildings can be built (shift + right click) and mined individually. Saves directory can contain custom sub directories. Added delete save button. Game saves and mods are read / written natively to the zip files. CTRL in the textfields including dev console (CTRL + left/right = jump word, CTRL + backspace = delete word, CTRL + up/down = home/end). Roboports have separate logistic radius (now 25) and construction radius (now 50). Player gets separate warning icon when building is destroyed. Warning icons tooltip shows list of entities that are under attack/destroyed/attacking. Highlight inventory slots that contains results of the recipe the player already have when he is hovering the recipe slot. Added / updated sounds for player actions (building, mining buildings, crafting, inventory move, GUI click, etc.) Optional ordering of items sub-categories into individual lines in the crafting window. Graphics New pipes graphics. All not connected pipe connections have ending visualization. New 10 types of trees that replace the outdated 2 types. Doodads, small decorative objects that appear in the environment (grass chunks, trees, small bushes, rocks etc). Area visualizations (for electric poles, roboports, beacons, mining drills) are displayed under the entities. Roboports visualization density adds up only to a limit. Pipes show the fluid inside in the alt mode. Only every second pipe in the row has the window. Nicer rail diagonals/turns on minimap. Optimisations Optimisation of the logistic network update - slow performance with many robots with cargo and no place to put it. Optimisation of the electric network update by the factor of 5. Optimisation of inserters update, inserters that have nothing to do are set to sleep and woke up when their target/source changes. Turrets don't search for enemies when there are no enemies nearby. Logistic network doesn't go through empty provider chests/satisfied requester chests any more, so they don't slow down the update. Only chunks with changes are recharted, so the limit of 2 recharted chunks per ticks is applied only on chunk that actually changed, this allows to have much higher areas covered by radars. Optimisation of the building electric poles by dragging (It could get slow for big networks). Small optimisation of transport belt movement. Balancing Changed many existing recipes (science pack 2, science pack 3, advanced circuit, laser turret, car, diesel locomotive, logistic and construction robots, rocket, flamethrower ammo, defender capsules, most of the armor equipment, etc.) Nerfed down productivity modules. Best module productivity bonus changed: 15->10, it has slow down factor, and its usage in assembling machines is limited to intermediate products. Slightly more stone in the world. Pipe to ground is made in pairs and is more expensive. Fast/Express transport belt to ground is made from Basic/Fast transport belt to ground + gears so it can be upgraded. Character logistic slots technology needs only red and green science packs. Rail signals don't collide with player/car so it can run/walk over it. Halved the radar electricity consumption. Changes Multiplied all energy values by the factor of 1000. Optimised pipe/assembling machine/chest bounding boxes, so they obstruct the movement less. The green color of night vision visualization is less dense. Configurable key mapping for Lua console, "/" key no longer opens the console by default. ESC (by default) closes the windows in the game as well. Capsules (including the fish) are used by build action when they are in the cursor By default the left mouse key builds and opens GUI and the right mouse key does mining. Disabled loading of saves before 0.5.0 version (You can use version up to 0.6.4 to load any old saves and re-save them). MiningDrill can be built only if there are some resources within its radius. The world is slowly generated around the player up to big distance, so exploring should not matter regarding the existence of enemies. Bugfixes Modules are now transferred when fast replacing furnaces. Electricity icon of laser turrets in ghost mode. Fixed missing black text font borders in some of the texts. Fixed crash when opening GUI in the ghost mode that is active in some of the challenge missions. Fixed crash when player fed turret with ammo at the same moment it was destroyed. Biters can no longer destroy the shipwreck in the 3rd new hope campaign (it is indestructible). Fixed that the sound of walking to the left/right was played from the left/right side. Fixed unloadable save when mod with logistic chest(s) was removed. Inserter without power will not take stuff from the chest even when it's arm is above it already. Fixed bug with biters disappearing in the peaceful mode. Fixed stuck inserters when rail is nearby in some cases. Fixed of wrong dropTarget of inserter that pointed to train wagon and was rotated. Scripting It is possible to change tiles from script using the game.settiles It is possible to specify health of item. Read access to electric pole/pipe neighbors. Added connectneighbour method for electric pole. Stricter rules for Lua scripts (no require outside mod path, no dofile function) Modding Recipes can have multiple and randomized products. Both ingredients and products for the recipe can be items or fluids. Fixed bug, that item on ground created by script ignored the count of the stack. Added fluid_usage_per_tick and effectivity fields to the generator. Zipped mods can be loaded. | Versions | Versions | | --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 0.1-0.6 | 0.1.00.1.10.1.20.2.00.2.10.2.20.2.30.2.40.2.50.2.60.2.70.2.80.2.90.2.100.3.00.3.10.3.20.4.00.4.10.5.00.5.10.5.20.5.30.6.00.6.10.6.20.6.30.6.4 | | 0.7-0.11 | 0.7.00.7.10.7.20.7.30.7.40.7.50.8.00.8.10.8.20.8.30.8.40.8.50.8.60.8.70.8.80.9.00.9.10.9.20.9.30.9.40.9.50.9.60.9.70.9.80.10.00.10.10.10.20.10.30.10.40.10.50.10.60.10.70.10.80.10.90.10.100.10.110.10.120.11.00.11.10.11.20.11.30.11.40.11.50.11.60.11.70.11.80.11.90.11.100.11.110.11.120.11.130.11.140.11.150.11.160.11.170.11.180.11.190.11.200.11.210.11.22 | | 0.12 | 0.12.00.12.10.12.20.12.30.12.40.12.50.12.60.12.70.12.80.12.90.12.100.12.110.12.120.12.130.12.140.12.150.12.160.12.170.12.180.12.190.12.200.12.210.12.220.12.230.12.240.12.250.12.260.12.270.12.280.12.290.12.300.12.310.12.320.12.330.12.340.12.35 | | 0.13-0.14 | 0.13.00.13.10.13.20.13.30.13.40.13.50.13.60.13.70.13.80.13.90.13.100.13.110.13.120.13.130.13.140.13.150.13.160.13.170.13.180.13.190.13.200.14.00.14.10.14.20.14.30.14.40.14.50.14.60.14.70.14.80.14.90.14.100.14.110.14.120.14.130.14.140.14.150.14.160.14.170.14.180.14.190.14.200.14.210.14.220.14.23 | | 0.15 | 0.15.00.15.10.15.20.15.30.15.40.15.50.15.60.15.70.15.80.15.90.15.100.15.110.15.120.15.130.15.140.15.150.15.160.15.170.15.180.15.190.15.200.15.210.15.220.15.230.15.240.15.250.15.260.15.270.15.280.15.290.15.300.15.310.15.320.15.330.15.340.15.350.15.360.15.370.15.380.15.390.15.40 | | 0.16 | 0.16.00.16.10.16.20.16.30.16.40.16.50.16.60.16.70.16.80.16.90.16.100.16.110.16.120.16.130.16.140.16.150.16.160.16.170.16.180.16.190.16.200.16.210.16.220.16.230.16.240.16.250.16.260.16.270.16.280.16.290.16.300.16.310.16.320.16.330.16.340.16.350.16.360.16.370.16.380.16.390.16.400.16.410.16.420.16.430.16.440.16.450.16.460.16.470.16.480.16.490.16.500.16.51 | | 0.17 | 0.17.00.17.10.17.20.17.30.17.40.17.50.17.60.17.70.17.80.17.90.17.100.17.110.17.120.17.130.17.140.17.150.17.160.17.170.17.180.17.190.17.200.17.210.17.220.17.230.17.240.17.250.17.260.17.270.17.280.17.290.17.300.17.310.17.320.17.330.17.340.17.350.17.360.17.370.17.380.17.390.17.400.17.410.17.420.17.430.17.440.17.450.17.460.17.470.17.480.17.490.17.500.17.510.17.520.17.530.17.540.17.550.17.560.17.570.17.580.17.590.17.600.17.610.17.620.17.630.17.640.17.650.17.660.17.670.17.680.17.690.17.700.17.710.17.720.17.730.17.740.17.750.17.760.17.770.17.780.17.79 | | 0.18-1.0 | 0.18.00.18.10.18.20.18.30.18.40.18.50.18.60.18.70.18.80.18.90.18.100.18.110.18.120.18.130.18.140.18.150.18.160.18.170.18.180.18.190.18.200.18.210.18.220.18.230.18.240.18.250.18.260.18.270.18.280.18.290.18.300.18.310.18.320.18.330.18.340.18.350.18.360.18.370.18.380.18.390.18.400.18.410.18.420.18.430.18.440.18.450.18.460.18.471.0.0 | | 1.1 | 1.1.01.1.11.1.21.1.31.1.41.1.51.1.61.1.71.1.81.1.91.1.101.1.111.1.121.1.131.1.141.1.151.1.161.1.171.1.181.1.191.1.201.1.211.1.221.1.231.1.241.1.251.1.261.1.271.1.281.1.291.1.301.1.311.1.321.1.331.1.341.1.351.1.361.1.371.1.381.1.391.1.401.1.411.1.421.1.431.1.441.1.451.1.461.1.471.1.481.1.491.1.501.1.511.1.521.1.531.1.541.1.551.1.561.1.571.1.581.1.591.1.601.1.611.1.621.1.631.1.641.1.651.1.661.1.671.1.681.1.691.1.701.1.711.1.721.1.731.1.741.1.751.1.761.1.771.1.781.1.791.1.801.1.811.1.821.1.831.1.841.1.851.1.861.1.871.1.881.1.891.1.901.1.911.1.921.1.931.1.941.1.951.1.961.1.971.1.981.1.991.1.1001.1.1011.1.1021.1.1031.1.1041.1.1051.1.1061.1.1071.1.1081.1.1091.1.110 | | 2.0.0 | 2.0.72.0.82.0.92.0.102.0.112.0.122.0.132.0.142.0.152.0.162.0.172.0.182.0.192.0.202.0.212.0.222.0.232.0.242.0.252.0.262.0.272.0.282.0.292.0.302.0.312.0.322.0.332.0.342.0.352.0.362.0.372.0.382.0.39 |
wiki
https://wiki.factorio.com/Version_history/0.9.0_-_Factorio_Wiki
Train
Railway - Factorio Wiki
[]
Railway - Factorio Wiki Jump to navigation Jump to search Railway in the official game trailer. For the research see Railway (research) The Railway is one of the main transport methods in Factorio. Although the installation of such a network can be complicated and requires a large amount of resources and space, it is faster and more efficient than belts and robot logistics , especially over large distances. Railway construction, however, is not understood instantly. It takes some time to learn the basics, such as automating transportation. Learning how to manage and maintain the upkeep of a larger train network takes time and experience. Rails can be built on the ground, or can be - with the Space Age expansion - elevated with the help of a rail ramp and rail supports so that trains can travel over obstacles. Contents 1 Infrastructure 1.1 Minimum manually operated railway 1.2 Switches 1.3 Crossing tracks 2 Trains 3 Stations 4 Signals 4.1 Basic signaling rules 5 Automated transport 5.1 Train schedule 5.1.1 Examples 5.2 Train groups 5.3 Schedule interrupts 5.4 Wildcard Interrupts 5.5 Troubleshooting 5.5.1 No path 5.5.2 Interrupts 6 Elevated Rails 7 Achievements 8 See also Infrastructure To build a railway, tracks (also called rails) must be built for the train to ride on. Typically, this is done via the rail planner , but can also be done manually. Bear in mind that rails are placed on a two-tile grid, so a rail cannot be moved by only one tile. Minimum manually operated railway As a minimum, a manually operated railway has to consist of: Rails (tracks) Locomotives Locomotives can be entered and then manually operated by standing next to them and pressing the ENTER button. Switches There is no visual representation of a working switch, however, the rails will appear to merge. Using the rail planner, the player must place a rail overlapping an existing rail to form a switch. Switches are forks in tracks that allow a train to pick between two directional options. The crossing of two straight tracks is not usable as a switch, as trains have a limited turning radius. They do, however, connect signal blocks which helps prevent collisions. Parallel tracks do not interact with each other. However, before the changes to curved rails in 2.0.7 , switching from one track to the other can require extra resources if they are too close together; the track must turn away from the other parallel track and then turn back to it. This can create complicated networks of signals and, as such, one should generally not build parallel tracks unless they are spaced adequately. (Generally, 2 track widths apart works well) An example of a safe railway crossing. Click here for the full-sized version of the image. Crossing tracks Be careful when crossing train tracks! Trains are one of the highest damaging entities in the game, and will kill most players instantly on contact. A checklist of proper track-crossing etiquette: Zoom out, so that you can see a train coming. Look left, then right. Check for signals nearby: If a rail signal suddenly jumps from green to red or green to yellow, a train is coming. Do not cross. Avoid walking near the tracks, as you do not need to be fully on the tracks to get hit. While it is possible to get into/out of a train while it is moving, a miss can cost your life. The sides of the train can still deal damage, as well as the player being able to slip between two rail cars. Heavy shields can be used to reduce the damage taken. In extreme cases, it is possible to stop a train with your body. This will require several shield modules to not be instantly killed and will drain a large amount of the suit's energy. All entities with health will take damage getting hit by a train, so take care not to leave a car or tank on the tracks. However, this includes hostile forces! Trains far from a train stop will be traveling at (near) max speed, so take extra precaution when crossing and zoom out further. Trains near a train stop or signal will slow down to stop and will be traveling slower. Trains of different configurations will also move slower or faster. A safe railroad crossing like the example shown in the picture can be built. This works by restricting access to the tracks when an oncoming train has the rails reserved. When the player is on the rails, the signals are reserved by the circuit network , and the train must stop and wait until the player leaves the tracks. When a player is inside the area crossing the tracks, the train gates are closed so the player can't get on the tracks outside the crossing. This is to completely ensure a safe crossing and is often used on servers. Trains Train components: | Locomotive | Cargo wagon | Fluid wagon | Artillery wagon | | ---------- | ----------- | ----------- | --------------- | Placing a Cargo wagon so it is attached to the train. A train consists of at least one locomotive. Trains can have more than one locomotive and any number of wagons . Locomotives can be manually driven forwards or backwards, however, they are generally slower going backwards. The left and right movement keys are used to change direction at switches. Trains can only drive forwards automatically. An automatic train can drive forwards and backwards when two locomotives facing different directions are connected to the train. A train needs fuel to drive. Fuel can be added by inserters when the train is in manual mode or parked at a station, not when waiting at a signal or standing in automatic mode. The locomotives' inventory is only used for fuel . To transport items or fluids cargo wagons and/or fluid wagons have to be attached to the train. To attach rolling stock, whether a wagon or a locomotive, the player may prepare to place one near an existing train, where a green graphic will show the player that the stock will be attached, showing a connection between the train and the new stock. Alternatively, the player may manually connect rolling stock to trains with the rolling stock connect key, if the cargo wagon is placed far away from a train. Rolling stock can likewise be disconnected with the rolling stock disconnect key. Stations A very minimal train station. Train stations are the only place where trains can be loaded or unloaded when they are in automatic mode. Cargo wagons can be filled or emptied by up to twelve adjacent inserters (six on each side). Inserters can also be used to insert fuel into locomotives. Pumps are used to transfer fluid into and out of fluid wagons, only three pumps can attach to one fluid wagon at once. Train stations are usually created by placing a train stop . Train stops must be on the right-hand side of the track. However, it is also possible to create a temporary train station by opening a locomotive's GUI and using CTRL + Left mouse button near a rail in the minimap in the GUI or by entering a locomotive and using CTRL + Left mouse button near a rail on the world map. This will create a station without requiring a train stop. The temporary train station has a default wait condition of 5 seconds and is removed from the schedule once the train leaves the station. Signals | Rail signal | Rail chain signal | | ----------- | ----------------- | Rail signals are used to employ multiple trains automatically without the danger of trains crashing into each other. Rail signals split the network into blocks and ensure that only one train can be in every block at any time. Note that driving a train manually ignores all signals, so it is possible for automatic trains to crash into the player if the player ignores red/yellow signals. Always beware of automatic trains and give them the right of way. The train signals tutorial contains an in-depth explanation of rail signals, blocks and deadlocks. Basic signaling rules There can only be one train in a block at any time. A train spanning multiple blocks occupies them all. A red signal means that the following block is occupied by a train. A yellow signal means that a train is approaching and already has the approval to enter the following block. Rail signals separate a new block and reflect its state: green - free, yellow - reserved, red - occupied Rail chain signals separate a new block and reflect the state of the next signal(s): see above, blue - at least one of the paths is blocked, but not all A train can only pass a signal on the right of the track, or if there is a signal on both sides on the same rail segment. Of course, manual driving overrides this. Automated transport The wait condition tab in the locomotive's GUI. Trains set on "Automatic" choose their destination stop and route on departure, and after waiting at a chain signal for five seconds, and when their destination stop disables itself by circuit condition. They choose the shortest route using a path finding algorithm that will get them to an enabled train stop with the right name, taking penalties for any apparent-at-the-time delays into account. If no such train stop exists they will skip the stop and go on to the next. This section covers items used to make trains automatically transport items between stations. The player should be familiar with creating a rail system. First, the player has to set up a rail system with at least two train stops, which are placed on the right-hand side of the expected train arrival direction. By hovering over the train stop with the mouse you see the positions of the vehicles for better setting up the train station (including (un)loading machinery, and refueling/repair installations). When you set up the train schedule (see below) and fuel the train, you can start the train on its schedule by switching from manual to automatic driving mode. Train schedule The player can set up a list of train stations in the left locomotive's GUI. The train will route to stops in the given order, if it's at the end it will continue with the first. Stations can be added by clicking "Add station" in the GUI. A pop-up appears with a list of all stop names. If one is selected, another button appears which allows selecting a wait condition from a pop-up list. Furthermore, the map in the right part of the GUI can be used to add stations to the schedule by using SHIFT + Left mouse button on a station or using CTRL + Left mouse button near a rail in the map to create a temporary train station. These actions can also be performed on the world map when the player is sitting inside the train. Wait conditions are used to tell the train when to leave the station. There are 15 types of wait conditions: Circuit condition – The train stop is connectable to the circuit network , so the signals can used for wait conditions. Empty cargo – All inventories of the train are empty. Does not include fuel inventories. Fluid count – The train (all fluid wagons summed) contains a specific amount of a certain fluid. Fuel (all locomotives) - All locomotives in the train collectively contain a specific amount of fuel Fuel (any locomotive) - Any one locomotive contains a specific amount of fuel Full cargo - All inventories of the train are full. Does not include fuel inventories Full fuel - All fuel inventories are full. Does not include cargo or fluid inventories Has cargo - Cargo or fluid inventories contain items. Inactivity – No items were added or removed for the specified amount of seconds. Item count – The train (all cargoes summed) contains a specific amount of a certain item. Does not include fuel inventories. Passenger present - At least one player is inside any part of the train. Passenger not present - No players are inside any part of the train. Station is full - A specified stop is full, according to its set train limit. If the stop has no train limit set, this condition will not be met. Station is not full - A specified stop is not full, according to its set train limit. If the stop has no train limit set, this condition will be met. Time passed It is also possible to set no wait condition, this causes the train to simply pass by the station without stopping. Hereafter the word "term" is used to describe one type of wait condition, and the words "wait condition" are used to describe the whole set of terms (it turns a bit into maths). If more than one term is added, it is possible to change the connection of those using the logical operators AND and OR. An AND condition will result in true if all terms are true. An OR condition will return true if at least one of the terms is true. When mixing AND and OR terms, the logic is grouped by the OR terms. When evaluating the wait condition, the first term is evaluated along with all AND terms immediately following up to but excluding the next occurring OR term. If they all evaluate true, the wait condition evaluates true. Otherwise, evaluation continues with that next occurring OR term and all AND terms immediately following it, up to the next OR term. This continues until either an OR group evaluates true and the wait condition is satisfied, or all terms have been checked. Examples The train group GUI. There are 2 trains in "Group A" and 1 train in "Group B" Expand for examples Wait until full, up to 30 seconds: Full cargo inventory OR 30 seconds passed Wait until cargo full, or circuit condition Oil > 3000: Full cargo inventory OR Circuit condition - Oil > 3000 Wait until empty, and 30 seconds passed, and 5 seconds of inactivity: Empty cargo inventory AND 30 seconds passed AND 5 seconds of inactivity Wait until iron ore is low, or copper ore is low and at least 30 seconds passed: Cargo: Iron ore < 500 AND 30 seconds passed OR Cargo: Copper ore < 500 AND 30 seconds passed Factorio's wait condition logic is read as disjunctive normal form ( DNF ), and so this last example is processed as (note the parenthesis): ((Cargo: Iron ore < 500 AND 30 seconds passed) OR (Cargo: Copper ore < 500 AND 30 seconds passed)) Which is the same as this: ((Cargo: Iron ore < 500 OR Cargo: Copper ore < 500) AND 30 seconds passed) Unfortunately, there is no way to write that shorter form in the current UI. Train groups Trains are able to be assigned to a group. Selecting the small edit icon next to "no group assigned" will bring up the existing groups in the current world. One can select a group for the train to join, or create a new one. Editing the schedule of one train will change the schedules of all trains in the same group. Schedule interrupts The Edit Interrupt GUI. Schedule interrupts allow a locomotive to override its current schedule when a certain condition is met. Selecting "Add interrupt" in the locomotive's GUI will bring up a list of existing interrupts in the current world. One can be selected from the list, or typing in a name will create a new one. Creating one will add it to the locomotive and all locomotives in the current locomotive group. To work, an interrupt requires two parts: a condition and a target station. When a condition is met, the interrupt will activate and insert the target station as a temporary stop in the locomotive's schedule. The locomotive will route to the target station and wait there until the specified wait condition is met, at which point it will leave and resume its original schedule. An interrupt can be triggered on many of the same conditions as waiting at a stop, along with some new conditions: At specified station - The train is waiting at a specific stop Destination full or no path - The train's next stop is full, according to its train limit; or the train cannot physically reach its next station Not at specified station - The train is stopped somewhere other than the specific stop Multiple trains can have the same interrupt regardless of whether they are in the same locomotive group or not. Editing an interrupt will change it for all trains which have the interrupt in their system. Interrupts can be reordered within the locomotive's GUI like normal stops. If a train has multiple interrupt conditions true at the same time, it will prioritize interrupts that are higher on the list. Wildcard Interrupts The four wildcard signals: Item, Fuel, Fluid, & Signal. Within interrupts, trains have access to four special "wildcard" signals located within the Unsorted tab, which are special logic signals that can only be used within interrupts. Wildcard signals come in four types: item, fuel, fluid, and signal. When used as a condition to trigger an interrupt, each one looks at a specific inventory within the train and will replace itself with the signal of the first item it finds. For example, if an interrupt is set to trigger if an item parameter is over 50, and 51 iron gear wheels are placed into a cargo wagon, the interrupt will trigger as if the condition was looking for over 50 iron gears. Item, fluid, and fuel wildcards each look at a specific inventory: cargo and artillery wagons , fluid wagons , and locomotives , respectively. When used solely as a condition, wildcards act otherwise identically to the anything logic signal. What makes them special is their function when used in both the condition and the target. Wildcards will also replace themselves with any rich text icons within the names of train stops . Instead of selecting a target stop from the list, instead click on the "icon" button next to the green confirm button and select the same type of wildcard as used in the condition. Then, type the name of the station. If the stop has a matching icon in its name, then the train will match the item it contains with that icon, and select that stop as the destination. The final wildcard, Signal parameter, checks against any signals passed to the train while parked at a train stop. When combined with a signal parameter for a target station, this can make the train go to a stop which has an icon in its name matching the signal it received from the station. When combined with matching the target station based on its contents, this can be utilized to create a generic train system which can select its destination based on the item it receives. Troubleshooting Below are some things to verify if a rail system or train is not working. Is the train fueled? Ensure that the locomotive has fuel of some kind. Misplaced or non-functional switches? Ensure that the train can plan a path through the switches. Another train on the same block ? Make sure the path of the train is unobstructed. Train stops placed correctly? Make sure that the yellow arrows when hovering on the stop point towards the end or exit of the stop. Is the train allowed to enter signals from the right direction? Are the signals set correctly? If a track is supposed to be two-way, the rail signals should be opposite each other. You can verify they match up by hovering the cursor over one. For a matched pair, it will show the other. No path When trains cannot reach the target, a "no path" symbol pops up over the locomotive. Check: Can the train reach its current destination by only driving forward ? Build turning slopes or place a locomotive at both ends of a train! Are the train stops standing in the right direction? Train stops must be on the right-hand side of the track (from the forward-facing locomotive's perspective). If the train is traveling south, the stop must be on the west side of the track. If you use rail signals, check that the signals are all allowing traffic in the correct direction. Check for interruptions in the train tracks, drive to the station manually to check there are no rail parts missing. Especially near junctions, these can be hard to spot if missing. If you are still having problems, consider: Driving the train manually, and as you pass each switch, try switching to automatic. When it works, you will know the rough area of the problem. A pictorial summary of typical problems . Interrupts When a train is about to leave the last station in an interrupt's schedule, there is no inherent mechanism which prevents the same interrupt from re-triggering. Many interrupt conditions naturally prevent retriggering by the nature of their condition. A wildcard interrupt for unloading cargo cannot trigger if the train has no cargo. Other conditions may retrigger if something in the base has malfunctioned. For example, a refueling interrupt should only trigger when fuel is low. But if the train is at the fuel station, wants to leave, and still has low fuel, then either there is no inserter to load fuel or the refueling station has run out of fuel. But there can be cases where the conditions for a trigger's desired conditions can still happen after executing the interrupt's schedule. To force the train to always choose a station with a different name, add "Not at specified station" to the interrupt conditions, specifying the same target station. This way, the train will be forced to pick a different interrupt, or travel to a station in its main schedule. If the train should travel to a different station of the same name, circuit logic can be used to disable the current station and lower its priority, as well as adding "Station is not full" to the interrupt condition. Note that only disabling the station is not enough to prevent this issue, the train will only choose a different destination with the same name if it has a higher priority. Once there are no other valid stations with the same name (i.e. all of them are disabled, so there is no higher-priority station), the "Station is not full" condition will prevent the train from getting stuck. Elevated Rails A simple bridge using elevated rails. Space Age expansion exclusive feature. Elevated rails come in a separate mod which can be enabled independently of Space Age. They come as two new buildings: rail ramp and rail support . Ramps and supports are the only items in the game able to be built in the oceans of Nauvis . When playing with Space Age itself, elevated rails become an important part of the game, as they are critical to bridging the oil oceans of Fulgora and the lava rivers of Vulcanus , as well as easily crossing the vast watery landscape on Gleba . Elevated rails can be built using the rail planner . Pressing G will switch levels, and attempt to build a ramp up or down, if the player has one in their inventory. While holding SHIFT and targeting a section of rail on the opposite level, the rail planner will automatically place any ramps and/or supports necessary to reach that destination. A rail support must be placed every 16 straight tiles. Disassembling a support or ramp will automatically disassemble any rails which rely on that support. Players and enemies cannot walk on elevated rail. A player can enter and exit the train if it is elevated as normal, and will be teleported to the ground. If the player attempts to exit while over water or lava, nothing will happen. Both types of rail signals can be placed on elevated rail, but not train stops. Certain buildings are too tall to be placed underneath elevated rails: Big electric pole Cargo landing pad Oil refinery Roboport Rocket silo Agricultural tower Cargo bay Lightning rod Lightning collector Achievements | | Getting on trackBuild alocomotive. | | | ---------------------------------- | | | Trans-Factorio expressHave atrainplan a path 1,000 tiles or longer. | | | ------------------------------------------------------------------- | | | Watch your stepGet killed by a movinglocomotive. | | | ------------------------------------------------ | | | Getting on track like a proBuild alocomotivewithin the first 90 minutes of the game. | | | ------------------------------------------------------------------------------------ | See also Tutorial:Train signals Railway/Train path finding Locomotive Cargo wagon Fluid wagon Artillery wagon
wiki
https://wiki.factorio.com/Railway_-_Factorio_Wiki
Rocket_fuel_(research)
Rocket fuel (research) - Factorio Wiki
[]
Rocket fuel (research) - Factorio Wiki Jump to navigation Jump to search | | Rocket fuel (research) | Edit | | | ---------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 45111✖300 | 45111✖300 | | Prototype type | technology | | Internal name | rocket-fuel | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | | Cost | Cost | | --------------------- | --------------------- | | 45111✖300 | 45111✖300 | | Prototype type | technology | | Internal name | rocket-fuel | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Rocket fuel (research) unlocks the ability to craft rocket fuel which can be used as fuel for buildings and vehicles . See also Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Rocket_fuel_(research)_-_Factorio_Wiki
Burnt_spoilage
Carbon - Factorio Wiki
[]
Carbon - Factorio Wiki Jump to navigation Jump to search | | Carbon | Edit | | | ------ | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 1+2+20→1 | 1+2+20→1 | | Total raw | Total raw | | 1+2+20 | 1+2+20 | | Stack size | 50 | | Rocket capacity | 1000 (20 stacks) | | Fuel value | 2 MJ (burner) | | Prototype type | item | | Internal name | carbon | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Used as fuel by | Used as fuel by | | | | Space Age expansion exclusive feature. Carbon is a resource added in Space Age . It is an intermediate product that takes a variety of roles across different surfaces, and when present, it is often critical to a core process in the new environment. In space , carbon is created by crushers processing carbonic asteroid chunks , and is used in both recipes for thruster fuel . On Vulcanus , it is mainly crafted from coal and sulfuric acid , but can also be found when destroying ashland trees . It is an ingredient in tungsten carbide . On Gleba , it is made from spoilage in biochambers . It is an ingredient in carbon fiber . Carbon is also useful in coal synthesis . As neither Gleba nor space platforms have natural access to coal, synthesizing it is the only way to produce explosives . Alternative recipes | Process | Input | Output | Made in | Required technology | | ----------------------------------- | ----- | -------- | ------- | --------------------------------------- | | Burnt spoilage | 12+6 | 1 | | Biochamber (research) | | Carbonic asteroid crushing | 2+1 | 10+0.2 | | Space platform (research) | | Advanced carbonic asteroid crushing | 5+1 | 5+2+0.05 | | Advanced asteroid processing (research) | Note that even with the highest quality productivity module 3s possible, converting carbon into coal and back gives a net decrease in carbon or coal (not to mention consuming sulfur and sulfuric acid). History 2.0.7 : Introduced in Space Age expansion. | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Carbon_-_Factorio_Wiki
Jellystem
Jellystem - Factorio Wiki
[]
Jellystem - Factorio Wiki Jump to navigation Jump to search | | Jellystem | Edit | | | --------- | ---- | | Can be chopped down forjellynut. | Can be chopped down forjellynut. | | -------------------------------- | -------------------------------- | | Map color | | | Expected resources | 50 | | Health | 50 | | Pollution | 15 per harvest | Space Age expansion exclusive feature. Jellystem is a plant which grows naturally on Gleba . It is the primary source of jellynut . It can be harvested and planted by hand or by an agricultural tower . The amount of jellynuts which can be gained per harvest is equal to half of its current growth percentage. Since it takes 300 seconds (5 minutes) to fully grow, each plant produces an average of 0.1667 jellynut per second. A biochamber with no modules can process 2 jellynuts per second, meaning each biochamber can fully process 12 jellystems. Harvesting the plant produces 15 spores. If the plant is destroyed (either by shooting it or by running it over with a car or tank ) then it will not generate spores. | 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/Jellystem_-_Factorio_Wiki
Pollution
Pollution - Factorio Wiki
[]
Pollution - Factorio Wiki Jump to navigation Jump to search Example of in-game pollution (red squares) in the map Pollution tab in the production GUI. Pollution is represented as an abstract "cloud", updated per chunk every 64 ticks (which is 4 ticks more than a game-second). It is visible on the map if the "pollution" setting is on, and appears as a blocky red cloud. It is produced by many buildings involved in processing items and spreads outwards at a steady rate. The evolution factor is not increased by the spreading/absorbed pollution, but by the pollution produced by all the player's machinery at every tick. This means that no matter how hard the player tries to contain the pollution, enemies will still evolve at the same rate. They just won't attack the player as frequently. The pollution cloud is used to trigger biter attacks and determines the size of the attacks. Pollution settings can be changed via map generation settings, or can be disabled entirely. Contents 1 Pollution spread 2 Pollution dissipation 3 Native life 4 Modules 5 Production/Absorption 5.1 Polluters 5.2 Space Age polluters 5.3 De-polluters 5.3.1 Spawners 5.3.2 Chunks 5.3.3 Trees 5.3.4 Biochambers 6 Spores 7 Achievements 8 History 9 See also Pollution spread As soon as a chunk has reached 15.0 pollution it starts spreading in all four cardinal directions at a rate of 2% per 64 ticks. Pollution can generate new chunks if it needs to spread to them. For example, a chunk with 400.0 pollution and 4 adjacent chunks with 100.0 pollution each, raises the pollution in all adjacent chunks by 8.0 while reducing its own pollution by 32.0. But every one of the 4 surrounding spreads 2.0 pollution "back" to the center chunk, so it only loses 24.0 + absorbed value . Pollution dissipation Every chunk (32x32) of map slowly reduces the pollution it covers (See #Chunks ). So the more the pollution spreads, the more is absorbed. Trees also absorb some pollution (See #Trees ). Spawners absorb a great amount of pollution, and use this to assign enemies to attacks. Native life Pollution attracts biters to the Player's factory. Biters who find themselves in a polluted area will attempt to reach the source of pollution and destroy it. Any water near the source of pollution will turn green, which is a visual-only effect. The effect can be turned off by disabling animated water in the graphics settings. If a chunk's pollution is greater than 20, each enemy spawner absorbs 20 + 0.01 * [chunk's pollution] every 64 ticks, otherwise it absorbs 3 times the amount of pollution needed for the most expensive unit it can spawn for the current evolution factor. Higher pollution values decrease the time it takes for biters to join the attack force. After a certain amount of pollution is absorbed the spawner sends one of its biters/spitters to a rendezvous point. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. This also applies to pentapods on Gleba . Required pollution to add an additional biter/spitter to the attack wave: | Type | Pollution | | ---------------- | --------- | | Small biter | 4 | | Medium biter | 20 | | Big biter | 80 | | Behemoth biter | 400 | | Small spitter | 4 | | Medium spitter | 12 | | Big spitter | 30 | | Behemoth spitter | 200 | Modules Modules that list "+x% pollution" increase pollution multiplier, not a flat pollution rate. Final pollution value is (pollution multiplier * energy usage multiplier * base pollution), meaning heavily boosted buildings are likely to account for most of the pollution produced in a factory. Production/Absorption These tables contain information about the levels of pollution produced/absorbed by items in the base game. Polluters | Structure | Pollution per minute at full power | | --------------------- | ---------------------------------- | | Stone furnace | 2 | | Steel furnace | 4 | | Electric furnace | 1 | | Burner mining drill | 12 | | Electric mining drill | 10 | | Pumpjack | 10 | | Assembling machine 1 | 4 | | Assembling machine 2 | 3 | | Assembling machine 3 | 2 | | Boiler | 30 | | Oil refinery | 6 | | Chemical plant | 4 | | Centrifuge | 4 | Space Age polluters | Structure | Pollution per minute at full power | | --------------------- | ---------------------------------- | | Foundry | 6 | | Electromagnetic plant | 4 | | Cryogenic plant | 6 | | Recycler | 2 | | Big mining drill | 40 | | Heating tower | 100 | | Biolab | 8 | | Crusher | 1 | Fire on the ground and burning trees produce 0.3 pollution per minute. De-polluters Spawners Every 64 ticks, spawners absorb pollution until they have absorbed more than 3 times the amount needed to send the most expensive unit at the current evolution level. If they have not absorbed more than that threshold, they will absorb 20 + 0.01 * [chunk's pollution] and check the threshold again. Note that absorbing pollution is not for spawning biters, but for sending biters to an attack group. Spawners will spawn enemies regardless of pollution absorption until they reach their spawn limit. Chunks Every chunk has a natural absorption rate per second which is determined by the sum of the pollution absorption of its floor tiles. | Tile | Pollution per tile per second | Pollution per chunk per minute | | -------------------------------------------------------------------------- | ----------------------------- | ------------------------------ | | Water, green water, deep water, deep green water, shallow water, mud water | -0.000025 | -1.536 | | Grass 1-4 | -0.000018 | -1.10592 | | Dirt 1-7, dry dirt | -0.000018 | -1.10592 | | Red desert 0-3 | -0.000015 | -0.9216 | | Sand 1-3 | -0.000015 | -0.9216 | | Nuclear ground | -0.0000125 | -0.768 | | Path tiles (Stone bricks, concrete etc), landfill | 0 | 0 | | Special tiles (Lab tiles, tutorial grid, Water Wube) | 0 | 0 | | Out of map | -0.0001 | -6.144 | Trees Every single tree absorbs a small amount of pollution in its chunk per second. If the total pollution in a chunk is above 60 units, once per second some of the trees in that chunk each have a chance to either lose one stage of leaves or have their leaves become one stage more gray. Regardless of whether the tree loses leaves or gets grayer, 10 pollution are absorbed by the tree. A tree stops losing leaves/becoming more gray once the sum of its gray percentage and its leaves lost percentage is above 120%. 50% of trees stop their leaf progression one stage earlier. As the grayness and leaf stage are then locked for that tree forever, it is possible for trees to keep some leaves in heavily polluted chunks but in turn be very gray, or the other way around. The less dense the leaves, the slower the tree absorbs pollution, however tree grayness does not affect pollution absorption. | Object | Stage | Pollution per second | | -------------------------- | -------------------- | -------------------- | | Tree, red tree, brown tree | 0 (Max leaf density) | -0.001 | | 1 | -0.00067 | | | 2 | -0.00033 | | | 3 (Min leaf density) | 0 | | | Dead dry hairy tree | No stages | -0.0001 | | Dead gray trunk | No stages | -0.0001 | | Dead tree - desert | No stages | -0.0001 | | Dry hairy tree | No stages | -0.0001 | | Dry tree | No stages | -0.0001 | Biochambers The biochamber "generates" negative pollution, at a base rate of -1 per minute. This effectively means that the building removes pollution while active. This pollution value works like any other building, including how it scales with energy consumption. That is, if a module affects its energy consumption, the pollution is proportionately higher as well. However, because the base rate is negative, the Biochamber "generates" more negative pollution. Productivity modules and their direct pollution increase work in a similar way, boosting the negative pollution of the building even more. Spores Spores are a unique form of pollution generated on Gleba. They are made when yumako trees or jellystems are harvested (not destroyed). Spores do not attract biters, but rather attract pentapods. Spores are consumed by most tiles. They are displayed as green squares on the map. All machines do not make spores, with the only exception being the agricultural tower . Spores | Entity | Spores generated | Generates spores | | ------------------ | ---------------- | ---------------- | | Yumako tree | 15 | Per harvest | | Jellystem | 15 | Per harvest | | Agricultural tower | 4 | Always | Achievements Pollution is directly connected to the following achievement: | | It stinks and they don't like itTrigger analienattack bypollution. | | | ------------------------------------------------------------------ | Spores are directly connected to the following achievement: | | It stinks and they do like itAttract a group ofpentapodsusing spores. | | | --------------------------------------------------------------------- | History 2.0.7 : Greatly increased default tile pollution absorption. (Out of map x10, water and nuclear ground x5, rest roughly x2.5) 0.17.12 : Added pollution tab to the production statistics. Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs. Pollution generation is now shown in the x/s format both on the entity and in the item/crafting slot. Internal pollution values have been normalized, and they are now roughly 60 times less compared to what they were. 0.17.0 : Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution. Changed spawner pollution absorption logic so that all the pollution on a chunk doesn't build up un-spent in a single spawner. 0.13.2 : Optimized rendering of huge pollution clouds on the map. 0.13.0 : Large amounts of pollution is created when burning fires. Pollution creation of the productivity module was reduced drastically. Optimized pollution rendering on map and minimap. 0.12.0 : Trees degenerate slowly when exposed to pollution at high levels. 0.8.0 : Added option to turn off pollution visibility even when detailed info is on. 0.7.1 : Speed modules no longer produce extra pollution. Added missing pollution descriptions. Pollution is only shown on the minimap with alt mode on. 0.7.0 : Introduced concept of pollution. See also Crafting Modules Enemies
wiki
https://wiki.factorio.com/Pollution_-_Factorio_Wiki
Template_Imagelink
Template:Imagelink - Factorio Wiki
[]
Template:Imagelink - Factorio Wiki Jump to navigation Jump to search [ View ] [ Edit ] [ Page history ] Documentation {{imagelink|icon|link|caption}} The link and caption parameters are optional. If both are not present the link will go to the page with the name of the first parameter with language suffix if the icon is on a non-english page (e.g. icon/de on a German page). The text next the icon is translated to the language of the page it is on. If the second parameter is present, the links will go to exactly that page, no language suffixes are added. The text next to the icon is then translated from that second parameter. If the third parameter is present the text next to the icon is exactly that text. Space age parameter: Either the string yes , no or nothing. Determines whether to display a symbol in the top right of the icon that shows whether the linked item/recipe/technology is exclusive to space age ( yes ) or only available if space age is deactivated ( no ). Most items are available with and without space age, in that case this parameter should be left out. (Optional, default: unset) Usage {{imagelink|Rocket}} {{Imagelink|Rocket|Transport belt/de}} {{imagelink|splitter|Belt transport system#Splitters|Basic splitter}} {{imagelink|Big mining drill|space-age=yes}} Result Rocket Transport belt Basic splitter Big mining drill List of all templates
wiki
https://wiki.factorio.com/Template:Imagelink_-_Factorio_Wiki
Biters
Enemies - Factorio Wiki
[ "stub" ]
Enemies - Factorio Wiki Jump to navigation Jump to search | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Enemies are creatures that want to harm the player . They are the native inhabitants of the extraterrestrial worlds on which the player is operating. Enemies show up on the map as red dots. On Nauvis , the enemies are arthropods which live in organic nests. They are encountered in three species: Biters, Spitters, and Worms (though the nickname "Biters" is often used collectively for all of them). More enemies can be encountered on other planets with the Space Age expansion. On the planet Gleba , there are pentapods which come in three variants: Wrigglers, Strafers, and Stompers. On the planet Vulcanus , there are the Demolishers. Each species comes in a range of sizes, where larger specimens have more health and do more damage. Contents 1 Achievements 2 Creatures 2.1 Biters 2.2 Spitters 2.3 Worms 2.4 Wrigglers 2.5 Strafers 2.6 Stompers 2.7 Demolishers 2.8 Nests 2.9 Expansions 3 Defense 4 Evolution 4.1 Methods of increasing 4.2 Spawn chances by evolution factor 4.3 Advanced: Evolution factor components and computation 5 Trivia 6 Gallery 7 History 8 See also Achievements Enemies are directly connected to the following achievements: | | It stinks and they don't like itTrigger analienattack bypollution. | | | ------------------------------------------------------------------ | | | SteamrolledDestroy 10spawnersby impact. | | | --------------------------------------- | | | Art of siegeDestroy an enemy structure usingartillery. | | | ------------------------------------------------------ | | | Keeping your hands cleanDestroy your first enemy structure usingartillery. | | | -------------------------------------------------------------------------- | | | It stinks and they do like itAttract a group ofpentapodsusing spores. | | | --------------------------------------------------------------------- | | | Get off my lawnDisturb ademolisherby building on its territory. | | | --------------------------------------------------------------- | | | If it bleeds, we can kill itKill a smalldemolisher. | | | --------------------------------------------------- | | | We need bigger gunsKill a mediumdemolisher. | | | ------------------------------------------- | | | Size doesn't matterKill a bigdemolisher. | | | ---------------------------------------- | Creatures Biters Biters are one of two main antagonists in the base game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing pollution , they will become bigger, related to the enemy's evolution . As common sense may suggest, their method of attack is a straightforward charge to "bite" things. | Picture | Name | Info | | ------- | -------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Biter | Weakest of biters, can be easily killed with a pistol.Planet: NauvisHealth: 15Damage: 7 PhysicalAttack speed: 1.71/sSpeed: 43.2km/hRange: 1Pollution to join attack: 4 | | | Medium Biter | Stronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.Planet: NauvisHealth: 75Damage: 15 PhysicalAttack speed: 1.71/sSpeed: 51.8km/hRange: 1Pollution to join attack: 20Resistances:Explosion: 0/10%Physical: 4/10% | | | Big Biter | Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them. Hatches from spoiledbiter eggs, however it won't be at full health when this happens.Planet: NauvisHealth: 375Damage: 30 PhysicalAttack speed: 1.71/sSpeed: 49.7km/hRange: 2Pollution to join attack: 80Resistances:Explosion: 0/10%Physical: 8/10% | | | Behemoth Biter | Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.Planet: NauvisHealth: 3000Damage: 90 PhysicalAttack speed: 1.2/sSpeed: 64.8km/hRange: 2Pollution to join attack: 400Resistances:Explosion: 12/10%Physical: 12/10% | Spitters Spitters are much like biters and only appear slightly later on in the game as the evolution factor increases. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters' predictive aiming, the acid stream can be dodged by suddenly changing walking directions or standing still. [1] Both the stream and the puddle of acid deal damage over time and slow down players and vehicles. Most entities of the game have a much lower resistance to acid than other damage types (including turrets and armor ), so spitters are effectively more potent against the player and their factories. Their behavior and size classification are the same as with biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance. | Picture | Name | Info | | ------- | ---------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Spitter | Weakest of spitters. Easy to kill with any weapon, but attacks at range.Planet: NauvisHealth: 10Range: 13Pollution to join attack: 4Speed: 40.0km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1Damage (on contact): 12 AcidAcid puddle:Lifetime: 32 secondsDamage: 7.2 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 60%Duration: 2 seconds | | | Medium Spitter | Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.Planet: NauvisHealth: 50Range: 14Pollution to join attack: 12Speed: 35.6km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.25Damage (on contact): 24 AcidAcid puddle:Lifetime: 32 secondsDamage: 28.8 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 50%Duration: 2 secondsResistances:Explosion: 0/10% | | | Big Spitter | An even bulkier spitter and so can take more damage.Planet: NauvisHealth: 200Range: 15Pollution to join attack: 30Speed: 32.4km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.35Damage (on contact): 36 AcidAcid puddle:Lifetime: 32 secondsDamage: 130 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 40%Duration: 2 secondsResistances:Explosion: 0/15% | | | Behemoth Spitter | The bulkiest of the spitters and so can take even more damage.Planet: NauvisHealth: 1500Range: 16Pollution to join attack: 200Speed: 32.4km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.75Damage (on contact): 60 AcidAcid puddle:Lifetime: 32 secondsDamage: 360 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 30%Duration: 2 secondsResistances:Explosion: 0/30% | Worms The Worms are natural allies of biters and spitters and will attack the player if they get close enough with an attack similar to spitters'. They act like static turrets and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile. Worms come in 4 sizes, their power increasing with size. Like biters and spitters, behemoth, big and medium worms spawning is influenced by the evolution factor. Worms are only created during enemy expansion when a certain evolution factor requirement is fulfilled. This is 0.3 for the medium worm, 0.5 for the big worm and 0.9 for the behemoth worm. Below these evolution factors, worms can only be created by the map generation. In map generation, the game restricts higher tier worms behind the distance from the starting point. The further away the player goes from the starting area, the stronger the worms become. | Picture | Name | Info | | ------- | ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Worm | A weak worm. It is still capable of killing the player unless it is targeted as priority.Health: 200Range: 25Acid projectile:Attack speed: 0.66/sArea of effect size: 1.4Damage (on contact): 36 AcidAcid puddle:Lifetime: 32 secondsDamage: 21.6 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 60% | | | Medium Worm | Medium worms are dangerous to even more advanced players. They should be handled with care.Health: 500Range: 30Acid projectile:Attack speed: 0.66/sArea of effect size: 1.55Damage (on contact): 48 AcidAcid puddle:Lifetime: 32 secondsDamage: 57.6 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 50%Resistances:Explosion: 5/15%Fire: 2/50%Physical: 5/0%Laser: 20% | | | Big Worm | Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.Health: 1500Range: 38Acid projectile:Attack speed: 0.66/sArea of effect size: 1.75Damage (on contact): 72 AcidAcid puddle:Lifetime: 32 secondsDamage: 259 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 40%Resistances:Explosion: 10/30%Fire: 3/70%Physical: 10/0%Laser: 50% | | | Behemoth Worm | Behemoth worms are the most dangerous of worms. With twice as much health as big worms and a significantly higher range, they can even challenge experienced players.Health: 3000Range: 48Acid projectile:Attack speed: 0.66/sArea of effect size: 2Damage (on contact): 96 AcidAcid puddle:Lifetime: 32 secondsDamage: 691 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 30%Resistances:Explosion: 10/30%Fire: 3/70%Physical: 10/0%Laser: 80% | | Picture | Description | | ------- | -------------------------- | | | A worm's attack animation. | Wrigglers Wrigglers are the biter equivalents of the planet Gleba, as they are standard melee enemies. True to their name, they flail and squirm their digits to move around and attack. Much like how biters and spitters spawn from nests, wrigglers spawn from egg rafts. Destroying egg rafts will spawn a group of more premature wrigglers, which are wrigglers that slowly lose health over time until they die. Strafers can launch flying versions of premature wrigglers at their target. Killing strafers and stompers can summon even more premature wrigglers. The wrigglers that spawn from the corpses of strafers and stompers will match the size of the larger enemy that was killed. For example, killing a small strafer or stomper will spawn small premature wriggers, while killing a medium strafer or stomper will spawn medium premature wrigglers. | Picture | Name | Info | | ------- | --------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Wriggler | The weakest and smallest of all wrigglers.Planet: GlebaHealth: 100Damage: 3.75 Physical + 3.75 PoisonRange: 1.1Speed: 34.6km/hResistances:Laser: 50% | | | Medium Wriggler | Slightly stronger and faster than small wrigglers, and can still pose a threat for weaker players.Planet: GlebaHealth: 200Damage: 5 Physical + 5 PoisonRange: 1.4Speed: 38.9km/hResistances:Laser: 50% | | | Big Wriggler | The strongest and fastest of all wrigglers. Hatches from spoiledPentapod eggsbut won't be at full health when this happens.Planet: GlebaHealth: 400Damage: 8 Physical + 8 PoisonRange: 1.8Speed: 43.2km/hResistances:Laser: 50% | Strafers Native to the planet Gleba, strafers are large yet scrawny five-legged pentapod creatures with the unique behavior of constantly circling around players while attacking them, rather than making a beeline straight for the player, unlike any other type of enemy in the game. They will fire flying premature wrigglers toward the player, essentially adding more enemies to the fight. | Picture | Name | Info | | ------- | -------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Strafer | The weakest and smallest of all strafers.Planet: GlebaHealth: 800Shooting speed: 0.5/sRange: 22.0Speed: 62.2km/hProjectile:Range: 110Area of effect: 1Damage: 67.5 ExplosiveResistances:Laser: 50%Physical: 2/10% | | | Medium Strafer | Slightly stronger and faster than the small strafer.Planet: GlebaHealth: 1400Shooting speed: 0.5/sRange: 25.0Speed: 77.8km/hProjectile:Range: 125Area of effect: 1Damage: 90 ExplosiveResistances:Laser: 50%Physical: 2/10% | | | Big Strafer | Strongest, fastest and most resilient of strafers.Planet: GlebaHealth: 2400Shooting speed: 0.5/sRange: 28.0Speed: 98.3km/hProjectile:Range: 140Area of effect: 1Damage: 144 ExplosiveResistances:Laser: 50%Physical: 2/10% | Stompers Native to the planet Gleba, stompers are extremely large, five-legged pentapod creatures with limbs that look similar to a starfish, and seem to have natural, jagged exoskeleton armor that provides high resistances to many types of damage. They are very powerful melee enemies that use their brute force to attack players by simply stomping toward them, while spitting a close-ranged acid that slows down players and Vehicles . Their large size and high damage can destroy buildings instantly. They will spawn premature wrigglers upon death. | Picture | Name | Info | | ------- | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Stomper | The weakest and smallest of all stompers, but still powerful.Planet: GlebaHealth: 3500Range: 5.8Speed: 41.6 km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 1.5/s AcidArea of effect size: 1.58Damage: 0.5 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% | | | Medium Stomper | Larger and more dangerous version of a stomper.Planet: GlebaHealth: 8000Range: 7.8Speed: 54.1km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 6/s AcidArea of effect size: 2.1Damage: 1 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% | | | Big Stomper | Larger, fastest and most dangerously aggressive version of a stomper.Planet: GlebaHealth: 15000Range: 10.4Speed: 68.5km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 15.36/s AcidArea of effect size: 2.8Damage: 1.6 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% | Demolishers Native to the planet Vulcanus, demolishers are horrendously large worm-like creatures that roam across the land and lava. Each individual demolisher patrols a defined territory, and building structures in their territory will disturb them and cause them to attack. Demolishers have three types of offense. On physical contact they do high damage to the player, and instantly destroy buildings and cliffs. They release a smoke cloud that slows the player and damages any nearby bots. And at range, they cause explosions to erupt from the ground, Due to their high damage resistances and extremely fast health regeneration, killing them requires advanced and upgraded weaponry, or massive quantities of bullets. They are completely immune to the slowdown capsule's effect. Once killed, they leave behind remains similar to that of black volcanic rock, which contain tungsten ore . | Picture | Name | Info | | ------- | ----------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Demolisher | The weakest and smallest of demolishers, but still very destructive.Planet: VulcanusHealth: 30000Regeneration: 2400/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) | | | Medium Demolisher | Larger and more dangerous version of a demolisher.Planet: VulcanusHealth: 100000Regeneration: 7800/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) | | | Big Demolisher | The largest and most dangerous creature in the game.Planet: VulcanusHealth: 300000Regeneration: 24000/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) | Nests Nests in the wild will have their max health increase with evolution factor exponentially, up to 10 times their starting health. Biter and spitter nests can be captured by firing a capture bot rocket from a rocket launcher at a nest. After the nest is captured, it must be given bioflux to maintain and continuously create biter eggs . If the nest is not maintained, it will slowly lose 1 health per second, but when fed, it will gain 1 health per second. | Picture | Name | Description | | ------- | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Biter's nest | Planet: NauvisHealth: 350 (3500 at max evolution)Resistances:Explosion: 5/15%Fire: 3/60%Physical: 2/15% | | | Spitter's nest | Planet: NauvisHealth: 350 (3500 at max evolution)Resistances:Explosion: 5/15%Fire: 3/60%Physical: 2/15% | | | Egg raft | Planet: GlebaSpawns a horde of premature wrigglers when destroyed.Health: 500 (5000 at max evolution) | | | Small egg raft | Planet: GlebaSpawns a horde of premature wrigglers when destroyed.Health: 100 (1000 at max evolution)Resistances:Explosive: 5/15%Fire: 3/60%Physical: 2/15% | Expansions Every 4-60 minutes, a group of 5-20 biters/spitters will leave their base to create a new base which will consist of as many worms/nests as there are members in the group. This group will search for a suitable spot that's 3-7 chunks away from existing bases. The interval between enemy expansions is global, and the higher enemy evolution, the shorter the interval is on average. Furthermore, with higher evolution, the groups are bigger on average. Once they have found a suitable spot, each biter/spitter in the group dies and forms a new nest or worm. Forming a new nest or worm will destroy anything that is in the way, which can include members of the expansion group. There is a delay between each member sacrificing itself for to create a worm/nest, so creating the new base from the expansion group can take quite a long time, depending on the group size. Medium worms are only formed if the current evolution is higher than 0.3, big worms only if the current evolution is higher than 0.5 and behemoth worms are only formed if current evolution is higher than 0.9. The game randomly chooses whether to form a new biter nest, spitter nest, small worm, or bigger worm if the evolution factor is high enough. [2] Expansions on Gleba function mostly similar, except that pentapods only create spawners in marshes, and will never create nests on other tiles. Defense "Kills" tab on the production statistics screen. Nests spawn biters and spitters freely. However, biters and spitters will only aggressively engage the player's factory if the pollution cloud of the factory reaches a nest because pollution is consumed to send biters or spitters to join the next attack. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. The attack then proceeds to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like walls ). If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to tower defense. However, if a biter comes in proximity of a military unit or structure , it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible. Evolution Spawn chances of biters from biter spawners by evolution factor. Spawn chances of spitters from spitter spawners by evolution factor. Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts. The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements): /evolution The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). The evolution factor can only increase. This command also provides percentages for the three sources; each one is the percent of the (unsquashed) total evolution that is contributed by that source. Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval ( spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds). Methods of increasing The evolution factor is increased by three kinds of events: The passage of time very slightly increases the evolution factor. The global pollution production increases the evolution factor. Destroying nests significantly increases the evolution factor. The default settings are: | Source per | Variable inenemy_evolution | Evolution increase | Pollution equivalent | | ----------------------- | -------------------------- | ------------------ | -------------------- | | Second | time_factor | 0.000004 | 267/minute | | Destroyed enemy spawner | destroy_factor | 0.002 | 2222 | | 1 Pollution unit | pollution_factor | 0.0000009 | 1 | Note that all spawners (not worms) generate the same amount of evolution when destroyed. These values can be set during world generation : the values in the dialog box are multiplied by 10^-7 for time and pollution, and 10^-5 for spawner destruction. In game, they can be found in game.map_settings.enemy_evolution , though checking or modifying them is considered using cheats. Pollution production is the total pollution produced by buildings , not the pollution spreading on the map, so it is not reduced by trees or other absorbers. e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.00027 in that minute. After totaling up all the evolution from these sources, this quantity is squashed to fit in the range [0, 1) by applying evolution_factor = total_evolution / (1 + total_evolution) . Equivalently, marginal increases in evolution are reduced by multiplying the increase by (1 - evolution_factor)² . So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.002 while doing this when the evolution factor is 0.5 the increase is only 0.0005. This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are very slow and the number never actually reaches 1.0. | Evolution factor | Pollution equivalent | Appearance | | ---------------- | -------------------- | -------------------------------- | | 10% | 123k | | | 20% | 278k | Medium Biter | | 25% | 370k | Small Spitter | | 30% | 476k | | | 40% | 741k | Medium Spitter | | 50% | 1.111M | Big Biter, Big Spitter | | 60% | 1.667M | | | 70% | 2.592M | | | 80% | 4.444M | | | 90% | 10M | Behemoth Biter, Behemoth Spitter | | 95% | 21M | | | 99% | 110M | | Spawn chances by evolution factor The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels. Advanced: Evolution factor components and computation This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor. 1. Single-component evolution factor increase with time 2. Single-component evolution factor increase with destroyed spawners 3. Single-component evolution factor increase with pollution Notes Data from version 1.1.50. All charts end at approximately an evolution factor of 0.90. The calculation steps for time and spawner kills match those used by the game, so these charts should be accurate. The pollution chart assumes a pollution production of 1000 units per second, and due to the recursive nature of the chart values will slightly diverge at different pollution rates. The effect of this is negligible for any reasonable amount pollution production, however. Given that the game reports the actual evolution factor (console: /evolution ) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor's future development. Comments These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the only component contributing to the evolution factor in that entire game. They are therefore not realistic , as in a typical game all three components will contribute, some at varying times and intensities. Because of how contributions to the evolution factor (EF) are calculated (multiplied by (1 - current EF) ), it is not possible to simply add the values indicated by these charts for a game's time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor. For example, if 24 hours have passed (single-component EF =~ 0.25), 200,000 pollution units were released (single-component EF =~ 0.15), and 400 spawners were destroyed (single-component EF =~ 0.45), the actual evolution factor will not be (0.25 + 0.15 + 0.45 =) ~0.85. However, the evolution factor will always be less than the sum of all individual components as indicated by these charts, and at least as high as the highest individual component. Thus, using the values from above, the EF will be at least 0.35 and less than 0.85. A smarter approach is required to compute the current evolution factor. Individual components The individual components of evolution can be approximated from /evolution : Given the evolution factor, the unsquashed evolution is unsquashed = evolution_factor / (1 - evolution_factor) . Multiply this by the percentage for a given component to get its approximate unsquashed contribution. Of course, total pollution and spawner kills can also be found on the production statistics screen, and time passed can be found using the /time command, so it's not fully necessary. The actual factors can be found in game.forces.enemy.evolution_factor_by_time , ...evolution_factor_by_killing_spawners , and ...evolution_factor_by_pollution , if you don't mind disabling achievements. Trivia Despite their drastically different origins, enemies from different planets will always act as allies against the player. They will even reside around each other's nests when not attacking players, even if the type of nest does not match that of the residing creature. Even demolishers will circle around nests without harming or destroying them. Since enemies only spawn on their respective planets, this is not normally seen in gameplay, unless these creatures are placed near each other in the map editor . Demolishers were originally designed for Fulgora , but was later moved to Vulcanus because it was too similar to the Dune Franchise . Gallery The player near some enemy nests and worms. The player among acid puddles created by attacking worms. Both the player and some buildings getting attacked by biters. Enemy nests seen in a map generation preview (deathworld setting). Line of gun turrets defending against biters. Enemies seen at the title screen. Pentapod enemies seen on Gleba. A demolisher chases the player on Vulcanus. History 2.0.18 : Demolisher health bars will always be visible for at least 1 tick after they take any damage, even if they fully regenerate the damage in the same tick 2.0.17 : Gleba evolution is now more gradual. Small stomper moves more slowly and deals less damage. Stomper pentapod vision range is reduced from 40 to 30. Medium and big wriggler pentapod health is increased. 2.0.7 : Wrigglers, strafers, stompers and demolishers have been added with the Space Age expansion. Spawners will have their health increase with evolution (3500 with max evolution). Significantly increased medium, big and behemoth worm stats as well as their laser resistances. 0.17.0 : Behemoth worm added. 0.15.0 : Increased the damage, range, and health of worms. Decreased health and resist of Behemoth biters. 0.13.10 : Biters and other units won't become aggressive as a result of friendly-fire. 0.13.0 : Big and behemoth enemies now spawn 50% slower. Changed the way evolution factor approaches the maximum (1). The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2 This means that the progress gets more slower towards the high values. 0.12.26 : Running biters over with a vehicle will now anger them in peaceful mode. 0.12.0 : Updated sounds for enemies. 0.11.17 : Items dropped by enemies( * ) are now collected automatically and from longer distances. 0.11.6 : Range of spitters is now 15, less than turrets. 0.11.0 : Spitters added. Drawing of enemies optimised, so adding new colors does not impact VRAM. Blood splashes on death are now procedural. 0.9.0 : Turrets no longer search for enemies when none are near. Biters can no longer destroy the shipwreck in the 3rd new hope campaign. 0.8.1 : Further improvement to enemy AI. 0.8.0 : Decreased the range of medium worm from 25 to 20. 0.7.2 : Biter AI improved. 0.7.1 : Peaceful mode added for freeplay. 0.7.0 : Enemy creepers were replaced by small, medium and big biters. Enemy turrets were replaced by small, medium and big shooting worms. Enemies move and attack in groups. Enemies wander around their base when they have nothing to do. Enemies call for help when attacked. Enemies can create new bases. Enemies can now destroy all player creations they find. 0.1.0 : Introduced, called 'creepers' See also Damage Pollution | Environment | Environment | | ----------- | ------------------------------------------------------------------------------------------------------------------- | | Generic | PlayerCliffRock | | Nauvis | TreeBiters | | Vulcanus | Ashland tree | | Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods | | Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite | | Aquilo | Lithium ice formation | | Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Enemies_-_Factorio_Wiki
Version_history_1.1.0
Version history/1.1.0 - Factorio Wiki
[]
Version history/1.1.0 - Factorio Wiki Jump to navigation Jump to search 1.1.110 Date: 16.08.2024 Bugfixes Fixed electric furnace shadow missing on some configurations. ( more ) Fixed a crash when using weak tables in the lua global table. ( more ) Fixed a bonus productivity exploit when crafting machine ingredients were force returned. ( more ) 1.1.109 Date: 07.06.2024 Bugfixes Fixed a crash when trying to hand-craft recipes that have fluid ingredients. 1.1.108 Date: 31.05.2024 Changes Updated the format of the machine-readable modding documentation to version 5. Bugfixes Fixed a crash when exiting the game while steam authentication is failing. Fixed a crash when starting the game with fractional scaling on newer wlroots compositors. Fixed a potential desync when calling LuaGui::is_valid_sprite_path() with a sprite path starting with "file.". Fixed a potential crash when switching audio device fails. ( more ) 1.1.107 Date: 11.04.2024 Modding Added an optional "mods" to simulation definitions. Scripting Disabled the majority of the lua "debug" library due to security issues. Bugfixes Fixed LuaEntity::set_request_slot would not accept count of 0. ( more ) Fixed first tutorial level advancing to a wrong story step after drill is set in quickbar. ( more ) Fixed mods sorting order by last highlighted and by last updated. ( more ) 1.1.106 Date: 26.03.2024 Bugfixes Fixed a crash when watching a replay when other player looks into blueprint library. ( more ) Modding Added StorageTankPrototype::show_fluid_icon. Scripting Added LuaEntityPrototype::vector_to_place_result. 1.1.105 Date: 20.03.2024 Gui Added Paste button to exchange string import GUIs Scrolling is smoother when using scrollbars with a controller. Hotkey hints GUI will try to move out of the way of chat messages. Bugfixes Fixed that LuaForce::chart_all() wouldn't chart surfaces that had never had any charting. ( more ) Fixed LuaEntity::circuit_connection_definitions could return copper wires from ghost entities. ( more ) Fixed a desync related to changing in-progress infinite research levels. ( more ) Fixed a crash when quitting to the main menu while non-blocking saving is running. ( more ) Fixed a rare crash when switching audio devices. ( more ) Fixed copying train stop settings could cause some trains to arrive. ( more ) Fixed a save corruption issue related to large amounts of overlapping small electric poles. ( more ) Fixed crash when finishing a mini-tutorial after changing the input method from keyboard and mouse to controller while in the mini-tutorial. Fixed strange entity selection behavior after finishing a mini-tutorial after changing the input method from controller to keyboard and mouse while in the mini-tutorial. Fixed entity status icons being visible in simulations. ( more ) Fixed that the game window was missing decorations when using Gnome on Wayland. ( more ) Fixed a crash related to XDG cursor themes on Wayland. ( more ) Fixed a crash when giving NaN values to some lua APIs. ( more ) Fixed a desync when changing the force of a requester chest with filters set from the circuit network. ( more ) Fixed a rendering issue with pumpjack arrows when holding some items. ( more ) Scripting Added LuaRendering::move_to_back. Added LuaItemStack::is_ammo read. 1.1.104 Date: 30.01.2024 Gui Trying to close a window will first close any opened drop-down. This improves navigating drop-downs with controllers. Bugfixes Fixed that empty locale would cause things to not show in GUIs. ( more ) Fixed intro sound being treated as gui effect instead of music. ( more ) Fixed that LuaFluidBox::get_fluid_system_contents() did not behave correctly when the fluid box was not part of a fluid system. 1.1.103 Date: 19.01.2024 Bugfixes Fixed a crash when searching in certain icon selector GUIs. ( more ) 1.1.102 Date: 18.01.2024 Bugfixes Fixed crash when placing linked chest in multiplayer with hotkey suggestions enabled. ( more ) Fixed that migration_applied was always false in the on_configuration_changed event. ( more ) Fixed that item health bars didn't render correctly at some scales. ( more ) Fixed a crash when the server has disconnected while setting quickbar slots. ( more ) Fixed that the delete save confirm could delete the wrong save if a different one was selected while it was showing. ( more ) Fixed that the custom camera widget wouldn't render entity status icons correctly. ( more ) Fixed that LuaGameScript::auto_save() wouldn't work if the root saves folder didn't already exist. ( more ) Fixed that selecting a group in the chat icon selector GUI would occasionally select a random result. ( more ) Fixed an error when scenario or blueprint library files are read-only on Linux. ( more ) Fixed several potential deadlocking issues with non-blocking saving. ( more ) Fixed tank not consuming fuel when turning while braking. ( more ) Fixed train could not advance from destination full state when a train stop placed from blueprint was built before a rail next to it. ( more ) Fixed partial item transfer not preserving inventory hand location. ( more ) Fixed transport belt would keep saying "Disabled by control behavior" after circuit wires were removed. Fixed controller relative driving mode steering left and right repeatedly in multiplayer. Fixed controller relative driving mode causing jittery movement when driving backwards. Debug Added show_generated_chunks debug option which shows uncharted yet generated chunks on the map. 1.1.101 Date: 26.12.2023 Bugfixes Fixed a crash when entering bad number values in some input fields. ( more ) Fixed a crash when removing an item that is being used to hand craft a recipe while also changing the recipe to take fluid ingredients. Fixed a crash when defining a recipe that takes zero fluid as the first ingredient. Fixed cloning a furnace would not preserve previous recipe id. Fixed that selecting a locale would sometimes reset the setting back to "Default" Fixed that choose-elem-button equipment tooltips were missing the equipment name and description. Fixed being unable to focus search in the train overview GUI with Control + F when a mod attaches a relative GUI element to it. Fixed a crash when item stack of item-on-ground becomes empty because of scripted stack transfer. ( more ) Modding Fluid ingredient amounts must be larger than zero. TransportBeltConnectables cannot be given given "building-direction-8-way" flag. Scripting Added LuaGuiElement::elem_tooltip read/write. Added LuaEntityPrototype::boiler_mode read. Added LuaGameScript::request_train_path. 1.1.100 Date: 04.12.2023 Bugfixes Fixed loader would not connect to belts in preview in some cases. ( more ) Fixed bad pumpjack drain logic related to yield. ( more ) Fixed recipes with ingredients craftable for free could not be crafted. ( more ) Scripting Added LuaEntity::belt_shape read. Added LuaEntity::gps_tag read. 1.1.99 Date: 28.11.2023 Bugfixes Fixed that reset technology effects would advance infinite research in some cases. ( more ) 1.1.98 Date: 22.11.2023 Changes Pressing "Regenerate map" in the map editor will open the map generator. "Regenerate map" is no longer available in map editor for scenarios that don't use the map generator. Bugfixes Fixed a loader could get stuck in rare cases with mixed items when inserter takes items from belt in a loader. Fixed that pressing regenerate map in the map editor would change the map generator settings GUI next time it's used. Fixed a crash when loader entity is migrated into loader-1x1. ( more ) 1.1.97 Date: 14.11.2023 Bugfixes Fixed crashes when putting super large numbers in number input fields. Fixed a desync when putting super large numbers in the map editor brush size fields. Fixed that the website link in the about GUI did not work on Linux. ( more ) Fixed a crash when changing the technology price multiplier while research is in progress. Fixed a crash when mods would swap character armor with armor in the player inventory that only existed due to the worm armor inventory size bonus. ( more ) 1.1.96 Date: 08.11.2023 Bugfixes Fixed a desync related to manual crafting large recipe counts. Fixed that Arm builds of the game would not render cliff previews correctly. ( more ) Fixed train fulfilled fraction was always showing full green background. ( more ) Fixed a desync when mods cause resources to generate with 'infinite' richness. Fixed a desync when mods change character interaction distance to super large values. Fixed a desync when technology prices would grow beyond 18~ quintillion. Fixed a desync related to mods and custom map generation. Fixed a desync when mods define corpses with very long lifetimes. Fixed a crash when entering large values for train wait times. 1.1.95 Date: 07.11.2023 Changes Technology researched message does not play chat notification sound. Bugfixes Fixed that the prototype explorer and CustomInputEvent::selected_prototype did not work on crafting machine fluid slots. Fixed LuaEntity::disconnect_neighbour called on electric pole would disconnect left side of power switch when requested to disconnect right side. ( more ) Fixed that cloning rails in the map editor could lead to corrupt saves in some instances. ( more ) Fixed offset of circuit connector sprites for inserters Scripting Added PrintSettings::sound_path, volume_modifier and game_state. Replaced PrintSettings::skip_if_redundant with PrintSettings::skip. Added defines.print_skip. 1.1.94 Date: 18.10.2023 Bugfixes Fixed that inserters would stop working when interacting with fluid-producing machines in some cases. ( more ) 1.1.93 Date: 17.10.2023 Minor Features Added "--nogamepad" command line option to disable gamepad(controller) detection and support. Changes Disabled support for .voc audio files for Allegro audio backend. Bugfixes Fixed that selection tool with "cancel-deconstruct", "cancel-upgrade" or "downgrade" mode would not render selection of entities. ( more ) Fixed it was possible to create maps with width or height larger than 2000000. ( more ) Fixed recipe tooltip in assembling machine was doing intermediate crafting logic when showing items missing for crafting. ( more ) Fixed inserter could take items from wrong side of a belt when the belt shape was changed. ( more ) Fixed that heat buffer temperatures would not migrate correctly when changing the prototype maximum temperature. ( more ) Fixed that the research queue would not be enabled by default for the Marathon and Death world marathon presets. Fixed fast replacing train stops would not preserve trains limit. ( more ) Fixed that crafting machines did not handle item-with-tags type items correctly. ( more ) Fixed that setting color to nil for rolling stock did not fire the on_entity_color_changed event. ( more ) Fixed that LuaInventory::find_empty_stack() didn't respect the 'hand' location. ( more ) Fixed that LuaGameScript::auto_save() didn't handle sub-directories correctly. ( more ) Fixed that closing a headless multiplayer game via ctrl+c would give an exit code of 1 instead of 0. ( more ) Fixed that all exit codes got coerced into 0 or 1. Fixed that crafting machine fluid outputs could prevent them from sleeping in some cases. ( more ) Fixed that the Lua utility function "make_4way_animation_from_spritesheet" didn't handle several values correctly. ( more ) Fixed server not showing in LAN server browser if the game is also public and with a different external port because of NAT. Fixed controller vibrations playing in keyboard and mouse mode. Fixed controller buttons simulating clicks and modifiers in keyboard and mouse mode. ( more ) Modding SimpleEntityWith[Owner/Force] no longer require a graphics definition. Accumulators no longer require a graphics definition. Generators no longer require setting effectivity - it defaults to 1. Combinators no longer require a graphics definition. Generators no longer require a graphics definition. Burner generators no longer require a graphics definition. Scripting Added LuaGameScript::get_train_by_id. Added LuaEntityPrototype::spawn_decoration and spawn_decorations_on_expansion read. Added LuaEntityPrototype::connection_distance and joint_distance read. Added LuaEntityPrototype::radius_visualisation_specification read. Added LuaEntity::sticker_vehicle_modifiers read. Added LuaForce::is_chunk_requested_for_charting(). Added LuaEntity::spawning_cooldown, absorbed_pollution, and spawn_shift read. LuaGameScript::print, LuaPlayer::print, LuaSurface::print and LuaForce::print now accept a PrintSettings as a second parameter. Added LuaStyle::draw_grayscale_picture read/write. 1.1.92 Date: 25.09.2023 Minor Features Added a notification when a technology is researched. Added /enable-research-queue console command to enable the research queue without disabling achievements. Changes The research queue is enabled by default for new games. Bugfixes Fixed that pumpjacks would not show the correct status when they were stopped due to full fluid output. ( more ) Fixed that sync-mods-with-save would download the latest mod version regardless of the mod's base dependency. ( more ) Modding Added ResourceEntityPrototype::cliff_removal_probability defaulting to 1. 1.1.91 Date: 13.09.2023 Bugfixes Fixed that updating a mod would re-download all of its dependencies if they were not enabled. ( more ) Fixed that Build control was allowing binding to controller buttons that would not work. ( more ) Fixed (again) dump commands not working correctly related to folders. ( more ) Fixed that ending copy selection in controller mode could trigger the copied entities to be immediately built. ( more ) 1.1.90 Date: 07.09.2023 Changes Removed option to capture system mouse cursor when using a controller due to it breaking touch screen input. The temporary virtual cursor shown when using the mouse in controller input mode will now disappear when a controller stick is moved instead of after 1.5 seconds ( more ) Bugfixes Fixed some visual glitches related to LuaGuiElement::auto_toggle and LuaGuiElement::toggled. Fixed that some remapped keys wouldn't work on Linux. ( more ) Fixed that some default mappings on Steam Deck would map to back grip buttons but there was no way to trigger them. Fixed that --dump-data did not work if the script output folder didn't exist. ( more ) Fixed sounds.large_explosion ignoring volume parameter. ( more ) Modding Removed unused rocket silo prototype property idle_energy_usage. Scripting LuaEntity::neighbours read for underground belt ghost returns far end. Removed LuaEntityPrototype::idle_energy_usage read. 1.1.89 Date: 16.08.2023 Features Migrated the prototype modding documentation from the wiki to the docs website, enabling a more advanced presentation, an offline version, and machine-readability of the underlying format. They can be found at https://lua-api.factorio.com/latest/index-prototype.html . Minor Features Added controller vibrations to some actions. Added option to capture system mouse cursor when using a controller. This fixes cursor teleporting when using both controller and mouse but locks the mouse cursor to the game window. ( more ) Bugfixes Fixed a desync between ARM and x86 platforms when calling math.atan2() Lua function with NaN arguments. Fixed a player could not obtain achievements if it was in game for longer than 9942h. ( more ) Fixed blueprint setup GUI cutting off at the bottom at certain UI scales. ( more ) Fixed that LuaGuiElement type 'slider' didn't enable/disable correctly when first created. ( more ) Fixed a crash when clearing the cursor stack through script when using capsules. ( more ) Fixed a crash when viewing the map preview when one or more noise expressions are invalid. ( more ) Fixed that the game could freeze if there were too many auto-placeable entities defined. ( more ) Fixed cursor sometimes teleporting to nearby entities when selecting entities to be built from the Quick panel with controller, in multiplayer. Fixed that damage trigger effects would not pass the damage source when doing damage. ( more ) Modding Added FurnacePrototype::cant_insert_at_source_message_key. ( more ) Added game_controller_vibration_data to sounds. Scripting Added LuaEntity::copper_connection_definitions. LuaGameScript::kick_player and ban_player no longer accept LocalisedString for reason parameter but only regular strings. LuaSurface::map_gen_settings can be changed during on_chunk_generated. ( more ) Added LuaEntityPrototype::vertical_selection_shift. Added LuaEntity::is_headed_to_trains_front read. Added LuaEntity::draw_data read for rolling stock. 1.1.88 Date: 20.07.2023 Changes Automatic UI scale on Steam Deck will never be lower than 100% Steam on-screen keyboard will automatically appear on Steam Deck and in Steam Big Picture mode when using a controller. Bugfixes Fixed that notch slider tooltips would not show in some cases. ( more ) Fixed that updating mods with dependencies did not work correctly in some cases. ( more ) Fixed music not playing after setting preferred audio output device. ( more ) Fixed that any error with an audio stream would crash the game, improved audio stream error handling in general. Fixed a hang in audio streams. ( more ) Fixed Hungarian keyboard layout not being handled correctly. ( more ) 1.1.87 Date: 04.07.2023 Minor Features Changed --dump-data to write infinite values as the string "inf" and "-inf". Bugfixes Fixed LuaGameScript::check_prototype_translations() did not work correctly for manual localised strings with parameters. ( more ) Fixed it was possible to drop cursor items through ghosts. ( more ) Fixed a crash when fast replacing loader into a loader with fluid energy source when the loader type needs to be changed. ( more ) Fixed LuaFluidBox::get_pipe_connections() returning target_index as zero-indexed. Scripting Added target_fluidbox_index to PipeConnection. Renamed PipeConnection's target_index to target_pipe_connection_index. 1.1.86 Date: 28.06.2023 Minor Features It is now possible to blueprint entities of friendly forces. Changes "Pick up items" will no longer fire at the same time as other actions. This fixes character picking up items when flipping blueprints. ( more ) Bugfixes Fixed not being able to select assembling machine recipe if Craft, Craft 5 and Craft all were not bound to any button ( more ) Fixed another crash when downgrading ghost of assembling machine when target machine cannot craft recipe due to missing pipes. Fixed that you could blueprint enemy force tile ghosts. Fixed that the mod manager would occasionally download updates that are incompatible with the current game version. ( more ) Fixed missing support for wind and ambient category for sound prototypes. ( more ) Fixed selection tool rendering in the chart for ghost rails. ( more ) Fixed enemy expansion would fail to expand into chunks with entities invisible to the enemy. ( more ) Fixed some controls allowing binding to buttons that would not work. ( more ) Scripting Added dash_offset to LuaRendering::draw_line. Added LuaFluidBox::get_fluid_system_contents() method. Added LuaFluidBox::get_pipe_connections() method. 1.1.85 Date: 16.06.2023 Changes Allow "Pick up items" and "Drop items" actions to be fired at the same time as other actions, in keyboard and mouse mode. ( more ) Bugfixes Fixed "Enter/leave vehicle" shortcut never allowing other shortcuts to use the same key combination. ( more ) Fixed a crash when downgrading ghost of assembling machine when target machine cannot craft recipe due to missing pipes. ( more ) Fixed IME no longer working on Windows. ( more ) Fixed on_entity_color_changed not being raised for some entities. ( more ) Fixed a crash when trying to start sound fade out when there are no audio devices. ( more ) Fixed that Factorio wouldn't load on macOS versions prior to 10.15. ( more ) 1.1.84 Date: 15.06.2023 Bugfixes Fixed a desync when reading cursor_display_location in on_gui_click. Fixed macOS release missing files due to a third party library bug. 1.1.83 Date: 14.06.2023 Features Added controller(gamepad) support. Change input method in Settings->Controls to play using a controller. Minor Features Added contextual hotkey hints. Enable it in Settings->Interface. Useful when playing using a controller. When connecting wires to entities with multiple sides(combinator, power switch), the hovered side is highlighted. Changes Improved sounds fading in and out on game resume and pause. Bugfixes Fixed that migrating color type mod settings did not work correctly. ( more ) Fixed cancel deconstruction of pipe would not remove colliding pipe to ground ghosts. Fixed a crash related to construction robots delivering items and upgrading entities in the same tick. Fixed LuaSurface::force_generate_chunk_requests() did not respect generate_with_lab_tiles. ( more ) Fixed changing recipe from one using custom fluidbox indexes into one not using custom fluidbox indexes could result in incorrect fluidbox layout. ( more ) Fixed some sounds (for example sounds from programmable speaker or rocket silo) not fading out on pause. Fixed a crash when trying to change direction of a loader simulation with fluid energy source. ( more ) Fixed a loader with energy source would not consume all the energy from internal buffer preventing out of fuel icon from showing up. ( more ) Fixed god/editor/spectator/ghost controller movement in latency when game speed is greater than 1. Fixed building underground belt over transport belt with target direction set would create incorrect undo action. ( more ) Modding Added CustomInputPrototype::controller_key_sequence and CustomInputPrototype::controller_alternative_key_sequence. Scripting Added LuaModSettingPrototype::type read. Added on_entity_color_changed. Added on_player_input_method_changed. Added defines.game_controller_interaction. Added LuaGuiElement::game_controller_interaction read/write. Added LuaPlayer::input_method read. Added LuaSurface::find_closest_logistic_network_by_position. Added optional area to LuaSurface::get_connected_tiles. Added cursor_display_location to custom input events and on_gui_click. 1.1.82 Date: 22.05.2023 Changes Disabled the Command+W keyboard shortcut for closing the game window on Macs. Command+Q will still quit the application. ( more ) On macOS, left and right variants of the Command and Option keys are differentiated when not bound as a modifier. Bugfixes Fixed a desync between ARM and x86 platforms when the pathfinder was overloaded. ( more ) Fixed a crash when trivial smoke was defined with bad movement speed values. ( more ) Fixed that startup color mod settings would appear as changeable during runtime. Fixed multiple forces being unable to order deconstruction of the same forceless entity. ( more ) Fixed deconstruction markers being visible to forces which did not order the deconstruction. Fixed inconsistent rounding in tooltips caused by floating-point inaccuracy. ( more ) Fixed that upgrading modules with fast-transfer could cause the returned modules to overlap with the inventory hand. Fixed not being able to type in textboxes on steam deck. ( more ) Fixed that dump-icon-sprites did not work correctly for icons using shift values. ( more ) Fixed ghosts could be removed even if they do not collide with built entity. ( more ) Fixed a crash when removing modded pipe-to-ground that connects to a shifted pipe-to-ground. ( more ) Fixed a crash when a mod sets a train's schedule while a temporary stop with no wait conditions is being removed. Fixed a crash when saving the game after a server disconnect with non-blocking saving enabled. Fixed that blueprints could have duplicate logistic filters. ( more ) Fixed that LocalisedString ignored 'correct' translation status of its parameters. ( more ) Fixed that some PNGs loaded darker than intended on Macs, affecting some mods. Fixed remapped modifier keys not registering properly in some environments. ( more ) Scripting Added optional surface parameter to LuaForce::rechart. Added LuaGuiElement::auto_toggle read/write. Added LuaGuiElement::toggled read/write. BoundingBox accepts orientation from lua. 1.1.81 Date: 19.04.2023 Changes Updated SDL to version 2.26.5. Replace "Version" column in mods install menu with "Last highlighted" Bugfixes Fixed wind sound not changing its volume with zoom level. Fixed that productivity values did not show correctly in some cases. ( more ) Fixed texture compression artefacts on Apple Silicon Macs. ( more ) Fixed that playing music with master volume and music volume set to 100% would mute all other sounds. Fixed a crash when unit has a composite command with a dead unit group. ( more ) Fixed that recipe category notification icons would draw under the category icon. ( more ) Fixed that inserting invalid items into blueprint books through script would crash. ( more ) Fixed being unable to copy or paste extremely large blueprint strings on Linux ( more ) 1.1.80 Date: 30.03.2023 Bugfixes Fixed LuaRendering::draw_sprite and draw_animation throwing an exception when orientation_target was not given. 1.1.79 Date: 30.03.2023 Bugfixes Fixed a crash when maximum-sounds is set below 16, for example by using --disable-audio or on failed audio initialization. ( more ) Fixed that some effects would sometimes be performed twice in multiplayer when FPS is lower than UPS. Fixed LuaSurface::find_entities_filtered would not accept force indexes. ( more ) Fixed that solar panels on multiple surfaces would all produce electricity based on a daytime of one of the surfaces when they were part of a single electric network with a script created wire between surfaces. ( more ) Fixed that loaders would spill their items when fast-replaced or upgraded. Fixed valid path searches failing because a previously failed path with a wider bounding box was cached. ( more ) Scripting Added LuaRendering::use_target_orientation for Sprite, Animation, and Polygon. Added on_gui_hover, on_gui_leave. Added LuaGuiElement::raise_hover_events read/write. 1.1.78 Date: 20.03.2023 Minor Features In the blueprint preview window, deselecting all train fuel items disables the 'Train fuel' option. (This was already the case for modules. https://forums.factorio.com/102804 ) Changes On macOS, when AZERTY keyboard layout is used, the shortcut for Undo will default to Cmd + Z instead of Cmd + W. ( more ) Bugfixes Fixed loader would ignore ElectricEnergySourcePrototype::buffer_capacity. ( more ) Fixed rotating a loader would not update heat connections if it has any. ( more ) Fixed migrating loader energy sources between types could fail to update energy source buffer size. ( more ) Fixed migrating inserter energy source between types could fail to update energy source buffer size. Fixed migrating pump energy source between types could fail to update energy source buffer size. Fixed migrating radar energy source between types could fail to update energy source buffer size. Fixed migrating reactor energy source between types could fail to update energy source buffer size. Fixed double sound when transferring crafting materials from cursor stack into crafting machine or when taking items from the result slot. Fixed a desync related to fluid energy source energy extraction when floating point rounding errors are involved. Fixed a bad error message when registering custom hotkey events with filters. ( more ) Fixed that color mod settings wouldn't migrate to the default value. ( more ) Fixed that escape did not work to close the user-login GUI. ( more ) Fixed that the CustomGuiElement "switch" type would fire the click event twice. ( more ) Fixed a rare crash related to watching replays. ( more ) Fixed consistency issue related to building loader ghosts over existing loader ghosts. ( more ) Fixed spilling items would fail to spread items when surface had width or height set to more than 2^31. ( more ) Fixed an AI Pathfinder desync when changing goal_pressure_ratio while the pathfinder was running. ( more ) Fixed land mine was not colliding with rail signals. ( more ) Fixed a crash when disconnecting and reconnecting a display on Wayland ( more ) Fixed inconsistent clipboard behavior on Wayland ( more ) Fixed that disabling permissions to move didn't work correctly in some cases ( more ) Fixed furnace would stop crafting when recipe could not be deduced from ingredients and technology effects were being reset. ( more ) Fixed a crash related to script creation of entities. ( more ) Fixed module and fuel entries disappearing from blueprint preview when selectively disabled, instead of showing up with count 0. ( more ) Fixed automatic targeting with spidertrons did not work if all ammo slots were not filled. ( more ) Fixed technology title not updating when technology was researched. ( more ) Fixed horizontal lines ending up too short when close to line-wrapping labels ( more ) Fixed a crash related to migrating spider vehicle guns. ( more ) Fixed loader ghosts would connect to transport belts even when they had different forces. ( more ) Fixed a crash when moving blueprint book to blueprint library when there is also another book that will get under the cursor and tooltips are showing. ( more ) Fixed that "item-with-inventory" would allow setting inventory_size to "dynamic". ( more ) Fixed balance of several audio files. ( more ) Fixed InserterPrototype would accept too large stack size bonuses. ( more ) Modding Added 'entity-ghost' and 'tile-ghost' selection tool modes. Added chart.zoom_threshold_to_draw_spider_path utility constant. Scripting Added optional character parameter to LuaSurface::create_entity. Will simulate fast replacing using the character. Added LuaEntityPrototype::max_power_output read support for burner generators. Added LuaItemStack::use_capsule. Added LuaEntity::beacons_count read. Added LuaEntity::get_beacons(). Added LuaEntity::get_beacon_effect_receivers(). 1.1.77 Date: 03.03.2023 Graphics Added support for Wayland on Linux. To enable it, set SDL_VIDEODRIVER=wayland in your environment. (thanks to raiguard) Changes Music no longer fades out on technology screen. ( more ) Bugfixes Fixed 'on_string_translated' event having incorrect localised_string parameter for fallback groups. Fixed that LuaPlayer::cursor_stack_temporary returned false for pasted blueprints. ( more ) Fixed size issues related to mod relative GUIs. ( more ) Fixed that item request proxies could be created through script with a count of 0. ( more ) Fixed that electric energy interface entities didn't use the render layer defined in the prototype for animations. ( more ) Fixed a memory corruption issue when saving under linux with async saving enabled. ( more ) Fixed ping shown for a server in the multiplayer games browser sometimes not updating correctly. Fixed the game would fail to load sprites with some mods when max texture size was set to 2048. ( more ) Fixed centrifuge uranium glow effect flickering on and off on arm64 builds. Fixed a scripting error in tips and tricks simulations related to mod migrations. ( more ) Fixed a crash when downgrading specific entities in multiplayer. ( more ) Fixed that LuaItemStack::transfer_stack didn't work correctly for inventories that went over normal item stack limits. ( more ) Fixed TransportLine consistency issue when changing force of a linked-belt. ( more ) Fixed a crash related to custom map generation. ( more ) Fixed a crash with SDL's X11_XInput2. ( more ) Fixed programmable speaker playing incorrect sound in certain scenarios. ( more ) Fixed that create_spidertron() didn't scale lights correctly. ( more ) Fixed LuaFluidBox::get_prototype would try to return fluidbox prototypes ignoring layout of fluidboxes when part of crafting machine. ( more ) Fixed inserter could start moving to the drop target while still being in the pickup mode. ( more ) Fixed multiple personal roboports discharging. ( more ) Fixed that LuaLogisticNetwork::insert() wouldn't insert all of the requested items in some cases. ( more ) Modding Added a command line flag (dump-data) to dump data-raw to the script output folder as json. Added a command line flag (dump-icon-sprites) to dump prototype icons to the script output folder. Added a command line flag (dump-prototype-locale) to dump prototype locale to the script output folder. Sprites with size close to 2048px (or 4096px when high resolution is enabled) will have forced "no-atlas" priority. ( more ) Added LoaderPrototype::energy_source and energy_per_item. Added support for "icon_horizontal_align" to sprite-button. Added "color-setting" prototype. Scripting Added LuaControl::get_max_inventory_index() read. Added LuaItemStack::entity_label and LuaItemStack::entity_color read. Added "unlocks-recipe" to technology prototype filters. ForceIdentification can now be specified by force index. Added script_raised_teleported. Added raise_teleported to LuaControl::teleport. Added 'use_rich_text' parameter to LuaRendering::draw_text() and getter/setter functions. Added 'has_item_inside' to LuaSurface::find_entities_filtered parameters. Will filter for entities that have the specified item inside them. LuaFluidBox::get_prototype may return an array of LuaFluidBoxPrototype if the entity uses compound fluidboxes. ( more ) 1.1.76 Date: 13.01.2023 Bugfixes Fixed a crash when trying to filter car/spider ammo slots. ( more ) Fixed visual artifact in water when zoomed out. Fixed 'on_entity_renamed' Lua event not including 'player_index' if copy-pasting to a train stop. ( more ) 1.1.75 Date: 11.01.2023 Changes Added autosave slots to "The Rest" settings gui. ( more ) Bugfixes Fixed a crash with crafting machines using burner energy sources and items that produce burnt results. ( more ) Fixed that the bonus GUI could show incorrect values for modded inserter bonuses. ( more ) Fixed that additional layers of multi-layer recipe icons were tinted when building. ( more ) Fixed that restoring a window minimized to the macOS dock would freeze the graphics. ( more ) Fixed a crash related to failed audio initialization and switching audio devices. Fixed a crash when creating surfaces during the chunk deleted event. ( more ) Fixed that projectiles didn't draw oriented lights at the correct orientation. ( more ) Fixed that the 'create_spidertron()' Lua function didn't set the correct minable result name. ( more ) Fixed that 'item on ground' didn't show item amount in the tooltip. ( more ) Fixed a crash when restarting after syncing mods with save if the mod(s) were disabled and the save had a valid replay. ( more ) Fixed working sound's volume or speed not being matched to activity when fading, for example with pipes. ( more ) Fixed overlaping red and green wires connected to a power switch. ( more ) Fixed that moving a container with which a loader was interacting would not disconnect the loader. Fixed that vehicle ammo slot filter selection would show ammos that the slot cannot accept. ( more ) Fixed vehicle ammo slot style when filtered. ( more ) Fixed train lights in preview would render for trains on surface a player is on, not for the surface being rendered. ( more ) Fixed that cloning item entities wouldn't clone the to-be-looted flag. ( more ) Fixed that boilers wouldn't consume fuel if fed fluid at maximum temperature. ( more ) Fixed a desync related to custom blueprints. ( more ) Fixed transport belts not decompressing overcompressed items in certain cases. ( more ) Fixed drawing an extra shadow for health bars of items on ground and items on belts. Fixed that connecting circuit or copper wires in map view did not work if the Build and Drag map controls conflicted. ( more ) Fixed override_sound_type having no effect. ( more ) Scripting Added 'entity' to LuaPlayer::open_map and LuaPlayer::zoom_to_world, which specifies an entity to follow. Added LuaRailPath::is_front read. Added LuaEntityPrototype::alert_icon_scale read. Added LuaBootstrap::get_prototype_history(). Added LuaGameScript::console_command_used read. Added is_split to on_player_fast_transferred. Added LuaPlayer::drag_target read. Added LuaControl::surface_index and force_index read. Added LuaEntity::inserter_target_pickup_count read. Modding Added LoaderPrototype::allow_rail_interaction and allow_container_interaction. 1.1.74 Date: 06.12.2022 Bugfixes Fixed that LocalisedString didn't support fallback groups in some cases when parsed from Lua. ( https://forums.factorio.com/104297 , https://forums.factorio.com/104303 ) Fixed a crash when a mod defines an entity that kills itself when created. ( more ) Modding Added CarPrototype::immune_to_cliff_impacts, true by default. If set to false - entity will take damage when it collides with cliff prototype entities. Scripting Added LuaPlayer::cursor_stack_temporary read/write. Added LuaPlayer::request_translations() for batching translation requests. 1.1.73 Date: 01.12.2022 Bugfixes Fixed items dropped on underground belts could be inserted at a wrong position when transport lines were facing east or south. ( more ) Fixed DNS CNAME records confusing the SRV lookup on Windows ( more ) Fixed a crash when hovering over some rich text tags and destroying the object they refer to. ( more ) Fixed that "request from buffer chests" option wasn't copied between spidertrons. ( more ) Fixed that "request from buffer chests" option in spidertrons reset to default when prototypes changed. ( more ) Fixed directories in file dialogues not being sorted alphabetically on some systems. ( more ) Fixed dropdown button font color when clicked. ( more ) Fixed a crash when switching preferred audio device failed. Fixed not being able to remove script areas in the map editor. ( more ) Modding Added fallback groups format for localised string which picks the first correct translation. ( more ) Transparent black in RecipePrototype::crafting_machine_tint won't cause the tint to fallback to value of default_recipe_tint. ( more ) 1.1.72 Date: 11.11.2022 Minor Features Improve mod update checking for large mod collections Graphics Loaders now show their item filters in alt mode. Bugfixes Fixed a crash when doing alt-reverse selections in zoomed-in map mode. ( more ) Scripting Added LuaInventory::is_full(). Added 'include_bar' parameter to LuaInventory::count_empty_stacks(). 1.1.71 Date: 04.11.2022 Minor Features Added preferred audio device output setting. Added the current binary architecture to the main menu version string. Optimizations Added native support for Apple Silicon Macs. Bugfixes Fixed a crash when canceling deconstruction of a pipe to ground while the GUI was open. ( more ) Fixed entity ghosts would draw wires even if prototype of inner entity disabled it. ( more ) Fixed incorrect panning of CyclicSound (for example, flamethrower turret's stream sound). ( more ) Fixed that ScriptRendering requested string localisation during on_init when it was not available. ( more ) Fixed Generator tooltip ignoring fluid emissions multiplier. ( more ) Fixed that teleporting cars between surfaces would create the build effect smoke. ( more ) Fixed a crash related to undoing mining of another forces entities after the other force had been deleted. ( more ) Fixed it was possible to acquire forbidden items in the Transport belt madness levels. ( more ) Fixed that linked-belt was missing from the collision mask defaults. ( more ) Removed 'Fuel emissions' label from Burner info panel. ( more ) Fixed that expansion parties could destroy spidertrons while building new bases. ( more ) Modding Added Alt reverse selection support for selection tools. ( more ) Scripting Added LuaGuiElement::close_dropdown(). 1.1.70 Date: 11.10.2022 Minor Features Added mod portal bookmarks to install mods gui Bugfixes Fixed show-player-robots debug option would render lines for characters on other surfaces. ( more ) Fixed using incorrect sound settings when there is no configuration file. Fixed a crash related to teleporting spider vehicles with burner energy sources between surfaces. Fixed that the return value of some lualib noise functions didn't have the metatable for noise expression arithmetic. ( more ) Fixed simulation widgets showing savefiles trying to apply migrations in multiplayer. ( more ) Fixed upgrading pair of underground belt ghosts that makes them in reach would flip one of them without updating rotation point of nearby belts. ( more ) Fixed that logistic containers didn't deduplicate filters when importing them from untrusted sources which could crash the game. ( more ) Fixed a hard crash when a mod called deconstruct_area() with mismatched force and the player undid deconstruction of tiles. ( more ) Fixed highlight-box targeting entity not rendering before first update. ( more ) Fixed spider-remote would lose connection when spider changes surface. ( more ) Fixed SpidertronRemotePrototype was silently forcing stack size to 1 and not marking prototype as non stackable. ( more ) Fixed that sounds with fade_out_ticks would synchronize when pausing the game while the sounds are fading out. ( more ) Fixed idle sounds would synchronize when pausing the game. ( more ) Fixed idle sounds for accumulators not starting in certain scenarios. ( more ) Fixed idle sounds playing when they shouldn't for entities with max_sounds_per_type set. Fixed inserters not highlighting the entity they would pick up from if said entity is a ghost while the inserter is not. ( more ) Fixed a save's suggested save name not being updated when using non blocking saving. ( more ) Fixed a crash when GUI style errors are found during loading. ( more ) Fixed an item duplication when fast replacing underground belts with a damaged item. ( more ) Fixed that loader could get stuck when feeding a burner generator. ( more ) Fixed a crash when opening blueprint book item while tick is paused. ( more ) Fixed a unit group that is building a base could have all its members distracted and still build a base. ( more ) Scripting Added LuaTechnology to LuaPlayer::opened. Added LuaEntityPrototype::ammo_category read. 1.1.69 Date: 12.09.2022 Graphics Updated transport belt icons. Bugfixes Fixed unregistering multiple events at once would not clear event filters. ( more ) Fixed inactive mining drill playing its working sound for a moment when panning over it. ( more ) Fixed a crash when pressing Alt+F4 or clicking the X button when in sound settings. ( more ) Fixed a crash when changing the force of a logistic container marked for deconstruction. ( more ) Fixed a crash in production score script when a rocket launch product has probabilistic amount. ( more ) Fixed a crash in production score script when a resource entity is given no mineable products. ( more ) Fixed collision mask util not ignoring other flags when checking "not-colliding-with-itself" masks. ( more ) Fixed the player losing contents of the cursor when starting the round in tightspot scenario. ( more ) Fixed wave defense losing all upgrades after some prototype changes. ( more ) Fixed inactive entity working sound playing its fade-out when pausing and unpausing the game. Fixed that mod ordering didn't work correctly when searching in the install mods GUI. ( more ) Fixed that the 'starting points' in MapGenSettings wasn't loaded when importing a map exchange string. ( more ) Fixed that event filters for on_pre_ghost_deconstructed and on_pre_ghost_upgraded weren't filtering correctly. ( more ) Fixed that changing render threads to 1 while menu simulations were visible would crash the game. ( more ) Fixed rocket silo would get stuck when rocket_parts was set during launch. ( more ) Fixed smooth zoom behavior at high game speeds. ( more ) Fixed a performance issue when many roboports re-activate at the same time. ( more ) Fixed that the sync-mods-with-save GUI didn't work correctly when failing to download in some situations. ( more ) Fixed solar panel equipment was unable to produce full expected power when solar multiplier was larger than 1. ( more ) Fixed boiler's energy source buffer size was not updated when prototypes data changed. ( more ) Modding Added torso_bob_speed to the spider vehicle prototype. Scripting Added LuaEntityPrototype::torso_bob_speed read. 1.1.68 Date: 22.08.2022 Bugfixes Fixed LuaControl::enable/disable_flashlight when LuaPlayer points at a player with CharacterController. ( more ) Fixed incorrect fluid arrows on chemical plants, pumpjacks and oil refineries ( more ) 1.1.67 Date: 19.08.2022 Minor Features Added support for SRV records on Linux and MacOS. Changes Updated the --audio-driver command line option description for Windows, and added the option for Linux and Mac. Storage tanks can now show fluid connection info. Scripting Added LuaEntity::stop_spider(). Modding Added FluidBox::hide_connection_info. When true the blue fluid connection arrows will not be drawn. Bugfixes Fixed a crash related to multiplayer latency and modded selection tools. ( more ) Fixed an inserter activity progress being incorrect for certain orientations. Fixed a sound instance leak. ( more ) Fixed integer mod settings would allow decimal values. ( more ) Fixed that renaming a spidertron wouldn't include the player during the Lua event. ( more ) Fixed a lag spike when finishing selection of entities in chart view far from the center of the map. ( more ) Fixed a crash related to copy tool when cursor stack was cleared during setup blueprint event. ( more ) Fixed multiple instances of the same working sound syncing up, causing "phasing" artefacts. Fixed fluid wagon fluid tooltips would round the amount shown incorrectly. Fixed some sounds playing in fog-of-war when they shouldn't. Fix modded entities not showing input-output fluid connection arrows ( more ) 1.1.66 Date: 19.08.2022 1.1.65 Date: 05.08.2022 Bugfixes Fixed a crash related to audio. ( more ) Fixed that it was possible to provide invalid path_resolution_modifier value to LuaSurface::request_path. ( more ) Fixed double click interaction with number input. ( more ) Fixed teleporting spidertrons across surfaces while also changing their position. ( more ) Fixed manual filter insertion logic with modded container entities. ( more ) 1.1.64 Date: 02.08.2022 Bugfixes Fixed a desync when using LuaGameScript::get_train_stops when there are multiple stops found. Fixed a crash related to transport belts and item entities. ( more ) Fixed linked container content was cleared when entity dies leaving a ghost. ( more ) Fixed linked container content was cleared when fast-replacing through script. ( more ) Fixed locomotives on curved rails would not snap to train stops. ( more ) Modding Added the entity prototype flag not-in-made-in to allow hiding things from the 'made in' recipe tooltip. Scripting Added LuaForce::color read. Added LuaForce::custom_color read/write. Added target to on_pre_ghost_upgraded. Added target and direction to on_cancelled_upgrade. Added LuaEquipmentGrid::find/count methods. Added LuaEntityPrototype::tile_width/tile_height reads. Added LuaEntity::tile_width/tile_height reads. Added range_modifier, cooldown_modifier, consumption_modifier fields to AmmoType concept. 1.1.63 Date: 28.07.2022 Changes Added PulseAudio driver for the SDL audio backend. Bugfixes Fixed a crash when trying to draw a wire connected linked container in a blueprint. ( more ) Fixed linked containers with filters would not preserve filters while there are no containers placed. ( more ) Fixed a crash when using SDL audio backend with configurations other than stereo. ( more ) Scripting Added LuaEquipmentGrid::unique_id read. 1.1.62 Date: 26.07.2022 Minor Features Added support for SRV records on Windows. Changes Integrated SDL_Mixer for audio mixing, which is now the default mixer. Bugfixes Fixed a desync when canceling deconstruction of cliffs when a robot has already thrown the explosive. ( more ) Fixed startup mod settings would show as being able to be reset while the game is running. ( more ) Fixed an issue when installing mod dependencies related to base-game dependencies. ( more ) Fixed an issue with biter AI that could freeze the game. ( more ) Fixed a crash when viewing other player inventories when changing controllers. ( more ) Fixed that the LuaPlayer::remove_alert 'prototype' parameter wouldn't accept an actual prototype instance. ( more ) Fixed character inventory was not auto sorted when changing armor. ( more ) Fixed that the reset-to-default tooltip for string mod settings wasn't fully localised. ( more ) Modding Modded tips and tricks information is remembered when the associated mods are temporarily removed/disabled. Added support for container entities with filters by using inventory_type = "with_bar" or "with_filters_and_bar". Added EntityPrototype::build_grid_size. Supported values are 1 (for 1x1 grid) and 2 (for 2x2 grid). Added EntityPrototype::use_exact_mode. Added support for circuit connections to linked containers. Scripting Added support to set player.opened to script inventories. LuaEntity::get_connected_rail also returns rail_direction and rail_connection_direction going back to origin rail. Added on_pre_ghost_upgraded event. Added LuaEntity::get_rail_segment_rails. Added LuaEntity::is_rail_in_same_rail_segment_as. Added LuaEntity::is_rail_in_same_rail_block_as. Added LuaEntity::get_parent_signals. Added LuaEntity::get_child_signals. Added LuaEntity::get_inbound_signals. Added LuaEntity::get_outbound_signals. Added LuaEntity::rocket_silo_status read and defines.rocket_silo_status Added LuaBootstrap::register_metatable. Added LuaLogisticNetwork::can_satisfy_request. Added LuaLogisticNetwork::get_supply_counts. Added LuaLogisticNetwork::get_supply_points. Added LuaEntityPrototype::use_exact_mode read. Added LuaEntityPrototype::active_energy_usage, idle_energy_usage, lamp_energy_usage reads. Added rocket_silo_input, rocket_silo_output, rocket_silo_modules inventory defines. 1.1.61 Date: 23.06.2022 Changes The game no longer requires re-entering server passwords when restarting to sync mods or mod settings. When joining modded games mods and settings are synced at the same time reducing the number of restarts needed. Bugfixes Fixed server getting stuck at "Saving the map for player" for 20 seconds sometimes if a client disconnects shortly after connecting. Fixed server getting stuck at "Saving the map for player" forever in some rare situations. Fixed highlight box on curved-rail would not render selection box correctly. ( more ) Fixed heavy-mode when character dies in multiplayer. ( more ) Fixed that the "run forest, run" achievement could be unlocked by shooting trees instead of running them over. ( more ) Fixed a crash when trying to read LuaEntity::neighbours on a WallConnectable when one of the neighbours is a ghost. ( more ) Fixed recipe highlights in the assembling machine GUI. ( more ) Fixed an issue with the prototype explorer GUI and guns. ( more ) Fixed false-positive desyncs when using mods and running /c game.force_crc() or /toggle-heavy-mode ( more ) Fixed a crash when defining a fluid stream prototype with zero particles. ( more ) Fixed a GUI layering issue related to some error messages. ( more ) Fixed not being able to open blueprint books in books through the quickbar. ( more ) Fixed LuaSurface::find_entities_filtered would fail to find entities by collision mask if they only collide with tiles. ( more ) Fixed that pump that cannot interact with fluid wagons would crash on save after position change. ( more ) Modding The mod settings GUI will now show the 'tooltip' icon for any settings that have tooltips. Added a reset button to each mod setting in the mod settings GUI. Scripting Added LuaControl::crafting_queue_progress write. Added LuaTile::tile_ghost. Added 'to_be_deconstructed', and 'has_tile_ghost' filters to the options for LuaSurface::find_tiles_filtered. Added LuaEntityPrototype::indexed_guns. It works as LuaEntityPrototype::guns but returns an array. Collision-mask prototype filters for Entity, Tile and Decorative now support a 'contains-any' and 'contains-all' modes. 1.1.60 Date: 06.06.2022 Optimizations Improved game startup time when using mods. Bugfixes Fixed that item requests didn't subtract items picked up from ground when reviving ghosts. ( more ) Fixed burner inserter would not fuel itself when drop target was full. ( more ) Fixed that inserters would report status other than "Waiting for space in destination" in certain cases. ( https://forums.factorio.com/102225 , https://forums.factorio.com/65351 ) Fixed that Lua collision mask util didn't check for tile prototypes. ( more ) Fixed that map pings would always round up the pinged location. ( more ) Fixed that replays would always say mods didn't match. ( more ) Fixed that canceling syncing mods with a save would exit the GUI. Fixed that canceling syncing mods with a save through escape would leave the partially downloaded mods. Fixed that the circular dependency error doesn't list all mods. ( more ) Fixed a deadlock on loss of ConnectionAcceptOrDeny message. ( more ) Fixed a desync when fast-replacing burner generators. Scripting Added LuaEntityPrototype::height, torso_rotation_speed, automatic_weapon_cycling, chain_shooting_cooldown_modifier, chunk_exploration_radius reads. Added LuaEntityPrototype::animation_speed_coefficient. Added LuaEntityPrototype::manual_range_modifier. Added LuaEntityPrototype::dying_speed read. Added sample_index parameter to LuaFlowStatistics::get_flow_count(). 1.1.59 Date: 06.05.2022 Bugfixes Quickbar shortcuts to items in blueprint books can be used again. ( more ) Fixed grenade shadows. Fixed it was possible to put blueprint book indirectly into itself ( more ) 1.1.58 Date: 02.05.2022 Changes Significantly reduced the intensity of the red screen flash when the player character takes damage. Changed fish so they won't swim into inactive chunks. ( more ) Changed slowdown capsule and posion capsule icons to be matching in size. ( more ) Added email authentication to login GUIs. Bugfixes Fixed that overwriting ItemRequestProxy item requests wasn't working properly in some cases when the same item was already requested. ( more ) Fixed that loading a mod with a corrupted image file would crash the whole game on Linux. ( more ) Fixed a crash with ghost overbuilding and script interactions. ( more ) Fixed that infinite technologies didn't respect ignore_tech_cost_multiplier. ( more ) Fixed that LuaEntity::belt_neighbours didn't work on ghosts. ( more ) Fixed an issue with item-with-inventory extending inventories and quickbars. ( more ) Fixed that a train stop helper would not draw when hovering inserters next to rails that were not straight connected to a train stop. ( more ) Fixed a crash when fast replacing electric pole marked to be deconstructed when there is another ghost pole on top of it. ( more ) Fixed a crash when creating a blueprint with connected electric pole while it has an upgrade target set to not electric pole. ( more ) Removed a NaN check when loading map. ( more ) Fixed a screenshot for save file preview would not account for a force of a player. ( more ) Removed duplicated frame in grenade and cluster grenade animation. ( more ) Fixed a map loading issue when changing mod dependencies and nothing else. ( more ) Fixed a crash when trying to perform some actions while in multiplayer. ( more ) Fixed rotating entities with non-symetric bounding boxes didn't work correctly. ( more ) Fixed that already built pipes to ground could show removal indicators for pipes they are bridging when selected. Fixed the runtime multiplayer settings GUI wouldn't fit on screen. ( more ) Fixed that inserters could be flipped in some cases when they weren't supposed to allow it. ( more ) Fixed that cliff deconstruction wasn't issued when the corrected cliff collision box overlapped with ghost entities. ( more ) Scripting Added on_research_cancelled. Added on_player_reverse_selected_area. 1.1.57 Date: 29.03.2022 Optimizations Improved overall performance by 5-10% when fully zoomed out. Bugfixes Fixed that some error messages wouldn't be translated. ( more ) Fixed that biters might remain inactive when they should be activated. ( more ) Fixed that units could teleport through cliffs if they bunched up close together. ( more ) Fixed that setting LuaGuiElement::zoom to 0 would crash the game. ( more ) Fixed a crash when changing mod options while the cursor hovers the "Back" button. ( more ) Fixed a crash due to recursive chain signal update. ( more ) Fixed that if a non-attack distraction command failed, it would raise the on_ai_command_completed event repeatedly. ( more ) Fixed that opening web links in the Linux Steam build of the game could take unreasonably long. ( more ) Fixed that logistic requests, item filters and similar could be set to the copy-paste tool when clicking the slot while holding that item. ( more ) Scripting Added LuaItemPrototype::reverse_* read for selection tool. Added LuaEntity::radar_scan_progress read. Added LuaEntityPrototype::logistic_parameters read. Added LuaEntityPrototype::heat_buffer_prototype read. Added LuaHeatEnergySourcePrototype::heat_buffer_prototype read. 1.1.56 Date: 09.03.2022 Gui Some GUI fixes and improvements for screen resolutions under 1920×1080 Set the default GUI scale on the Steam Deck to 100% Bugfixes Fixed poison cloud sound fade out. Fixed tooltips for vehicles would still show entry instructions even when no passengers are allowed. ( more ) Fixed train stop names with different amounts of leading spaces being treated as equal in some cases but not in others. ( more ) Fixed idle machines without idle sound counting towards the max_sounds_per_type limit. ( more ) Fixed that changing the force of artillery wagons didn't work. ( more ) Fixed a crash when using non-rectangular equipment. ( more ) Fixed a crash when building underground belt or pipe ghosts over belts/pipes of other forces. ( more ) Fixed character corpse armor variations being inconsistent with character armor variations. ( more ) Fixed a consistency issue if a Lua event handler cancelled deconstruction of an entity that was marked for deconstruction as a result of fast-replace. ( more ) 1.1.55 Date: 23.02.2022 Bugfixes Fixed that the Steam version wouldn't start on Linux and OSX. 1.1.54 Date: 23.02.2022 Minor Features The multiplayer games browser can now filter games that are hosted on dedicated servers. Bugfixes Fixed west variation of Boiler and Heat exchanger graphics. ( more ) Fixed save/load instability occuring when the game was saved after a robot threw cliff explosives but before the cliff exploded. Fixed a crash when script tries to connect rolling stock during rolling stock destruction. ( more ) Fixed LuaTransportLine::output_lines on a splitter's output transport line would incorrectly consider it an input transport line of that splitter. ( more ) Fixed LuaTransportLine::input_lines would not return both input lines of a splitter. Fixed that when train was created, a wrong end could be selected as a front when rolling stock at expected trains front was facing backward. Fixed that it was possible to specify artillery-projectile as a place_result of an item. ( more ) Fixed unnecessary disk writes when showing background simulations. ( more ) Fixed that sometimes the host would not have admin rights when hosting a multiplayer game from a save. Fixed LuaSurface::find_tiles_filtered would not cover bottom right tile. Fixed that too many open RCON connections would crash the game. There is now a limit of maximum of 128 simultaneous RCON connections. ( more ) Fixed a crash related to modded trains that could change travel direction due to air friction computation. ( more ) Fixed energy consumers would get too much energy when supplied through multiple electric networks. ( more ) Fixed a crash due to LuaLogisticCell not being invalidated when owner entity is being deleted. ( more ) Fixed that non-lamp entities could be given the 'lamp' electric usage priority which would crash the game. ( more ) Fixed locomotive placement would snap to wrong train stop when there are multiple stops available. ( more ) Fixed that the whitelist button was enabled in the /config GUI. ( more ) Fixed searching for items in controller gui would not highlight item stacks in the trash slots. ( more ) Fixed that building underground belt ghosts with smart belt building would crash if ghosts are immediately revived by script. ( more ) Fixed very high deconstruction_time_to_live value would lead to deconstruction orders expiring too soon. ( more ) Fixed that a multiplayer client could desync several times in a row, making the server save the map for desync report multiple times. Fixed that crafting recipes with products exceeding their stack limit would produce only a single full stack when crafting by hand. ( more ) Fixed tips and tricks GUI staying open when changing controllers, and not being able to close it afterwards. ( more ) Fixed PvP config for health bonus didn't apply correctly. Fixed that if the game couldn't connect to a server due to corrupted data, it wouldn't show any error to the user. ( more ) Scripting Added 'is_military_target' filter to the options for LuaSurface::find_entities_filtered. Added LuaFluidBox::get_fluid_system_id() method. Modding Added LocomotivePrototype::max_snap_to_train_stop_distance. Added AutoplaceControl::can_be_disabled. 1.1.53 Date: 19.01.2022 Bugfixes Fixed a crash that could happen if a unit failed in attacking another entity as a distraction. ( more ) 1.1.52 Date: 18.01.2022 Bugfixes Fixed a crash related to LuaLazyLoadedValue trying to return LuaEntity pointing at EntityGhost's inner entity. 1.1.51 Date: 18.01.2022 Changes When using /swap-players undo queues are now also swapped. Improve performance of querying if an entity is registered for deconstruction from O(N) to O(1). Adjusted default music volume. Bugfixes Fixed that if biters took damage from a forest fire, they would path toward the player who started it, no matter the distance. ( more ) Fixed that replacing a tile between a colliding hidden tile (with check_collision_with_entities set to true) and an entity would not yield an item. Fixed that LuaGameScript::ban_player would incorrectly use reason as a player name when given player was never in game. ( more ) Fixed that the saving progress bar and other popups were placed behind the transparent pause overlay. ( more ) Fixed a scenario could be created with temporary-state trains which were not properly deleted. ( more ) Fixed a crash when using --map-settings while loading a multiplayer map. ( more ) Fixed that trying to manually mine a resource that needs a mining fluid would sometimes produce sound of mining. ( more ) Fixed script rendered arcs could be considered invisible when they were visible. ( more ) Fixed that LuaEntity::belt_neighbours would return LuaEntity based on EntityGhost's inner entity, not the EntityGhost itself. ( more ) Fixed fish preventing tiles building with check_collision_with_entities enabled. Fixed that trains would not account for the train stop snap distance when already at the train stop with the back of a train. ( more ) Fixed the intro music volume being set incorrectly. Fixed that --start-server-load-latest when given an empty saves folder wouldn't work correctly. ( more ) Fixed missing efficiency tooltip and incorrect fuel consumption tooltip value in generator equipment with burner energy source. Fixed ghost electric poles connecting to ghost electric poles of other forces. Neutral force is exempt from this change. ( more ) Fixed that biters would sometimes prefer running away over choosing another target. ( more ) Fixed trains pathfinder would crash when a train is in a loop next to segment end and was requested to go to rail target in the middle of a loop. ( more ) Fixed multi-level technologies showing the same saved progress in technology GUI. ( more ) Fixed an icon of recipe notification on item group would show even if there are no recipes visible in a given context. ( more ) Fixed a crash when defining too many icon variations. ( more ) Fixed changing station name with rich text tags could crash when moving cursor by words. ( more ) Fixed LuaBurner::inventory did not work correctly for some burner-energy-source entities. ( more ) Fixed a crash caused by undoing an entity deconstruction which another player already cancelled. ( more ) Modding Added EntityPrototype::protected_from_tile_building, true by default. If set to false - entity won't block tile mining/building (with `TilePrototype::check_collision_with_entities` enabled). Added LandMinePrototype::trigger_collision_mask. Added EntityWithOwnerPrototype. Added EntityWithOwnerPrototype::is_military_target and allow_run_time_change_of_is_military_target. SimpleEntityWithForce now inherits from SimpleEntityWithOwner. SpiderEnginePrototype::military_target is no longer used. If anything is provided it will make related SpiderVehiclePrototype to become a military target instead. Scripting Added LuaEntityPrototype::trigger_collision_mask read. Added LuaEntity::is_military_target read. This deprecates LuaEntity::is_entity_with_force. Added LuaEntityPrototype::is_entity_with_owner, is_military_target and allow_run_time_change_of_is_military_target read. Added LuaEntity::get_spider_legs(). Added LuaEntity::neighbours read for cliffs. 1.1.50 Date: 21.12.2021 Minor Features The permissions list in the permissions GUI can now be localised. Removed feature where reactor collision box would increase when connected to neighbouring reactor (character can now walk in-between connected reactors) Bugfixes Fixed that biters could get stuck trying to attack an entity they were standing on. ( more ) Fixed issue regarding placing an electric pole over a ghost of an electric pole connected to an enabled power switch. ( more ) Fixed a crash related to units and mod events. ( more ) Fixed ghost entities of other forces being considered valid drop targets. ( more ) Fixed ghost electric poles connecting to electric poles of other forces. Neutral force is exempt from this fix, it can connect to everything. ( more ) Fixed that LuaEntity::disconnect_neighbour was unable to disconnect specified pair of electric poles when they were on different surfaces. Fixed gate cloning related to opened state. ( more ) Fixed that on_game_created_from_scenario event didn't fire after pressing "Save and Play" from map editor. ( more ) Modding Added LuaTilePrototype::check_collision_with_entities, false by default. If set to true - checks for collisions with entities before building or unearthing the tile. Removed ReactorPrototype::neighbour_collision_increase. 1.1.49 Date: 07.12.2021 Bugfixes Fixed transport belts picking up items on ground when rotated. ( more ) Fixed that game.map_settings.path_finder.fwd2bwd_ratio could be set to nonsensical values. ( more ) Fixed main menu track playing only once. ( more ) Fixed that units could get stuck close to their goal. ( more ) Fixed that the small research bar in a technology slot wouldn't show for the technology currently in research. ( more ) Fixed a crash which was caused by early garbage collection of LuaObject because LuaObject method closures didn't hold a back reference to the object. ( more ) Fixed barelling recipe icons having incorrect tint with index-based fluid color definitions. ( more ) Fixed barelling recipe icons having incorrect alpha with fluid color definitions in 0-255 range. Scripting LuaObjects are now saved using binary format instead of previous format with intermediate Lua table. This speeds up general handling of LuaObjects and makes saving and loading with a lot of them noticable faster. LuaObject::isluaobject now returns true instead of a magic string. Clarified LuaGameScript::finished. ( more ) Added LuaGameScript::finished_but_continuing read. Added LuaGameScript::reset_game_state() method. Implemented new website for Lua API documentation. 1.1.48 Date: 24.11.2021 Modding Changed tip trigger name from "unlocked-recipe" to "unlock-recipe" to be consistent with the way other triggers are named. 1.1.47 Date: 22.11.2021 Bugfixes Added tip about power pole coverage when drag-building. Fixed that the distance between first and second pole in the dragging electric poles tutorial was 6 tiles instead of 7. Fixed LuaGameScript::save_atlas() function would crash the headless server. ( more ) Fixed possibility for the victory screen to be hidden behind other GUIs under specific circumstances ( more ) Fixed generator and fluid energy source tooltip showing 0 fluid consumption if burning fluids with 0 fuel value or consuming fluids with temperature close to the default. ( more ) Fixed the inserter "hand stack size" tooltip missing if the research-based bonus value was 1. Now it is shown if the value is greater than 0. ( more ) Fixed the inserter "hand stack size" tooltip ignoring stack_size_bonus prototype property. Fixed cloning linked-container would clear its inventory. Modding Added FluidEnergySourcePrototype::destroy_non_fuel_fluid, true by default. Added GeneratorPrototype::destroy_non_fuel_fluid, true by default. Scripting Added LuaEntityPrototype::inserter_stack_size_bonus read. Added LuaFluidEnergySourcePrototype::destroy_non_fuel_fluid read. Added LuaStyle::bar_width read/write. Added LuaPlayer::show_on_map read/write. Reworked table saving and loading to be non-recursive. This allows to have extreme table nesting inside of `global` variable. 1.1.46 Date: 05.11.2021 Bugfixes Fixed "create-trivial-smoke" triggers being interpreted as "create-entity" triggers in the prototype explorer which could cause a crash. ( more ) Added migration for saves with inserters that have NaN hand height or hand length. Scripting Added LuaGuiElement::swap_children(). Modding Sub items are now removed from items used in hand-crafting. 1.1.45 Date: 28.10.2021 Bugfixes Added migration for saves with particles that have NaN movement vector. 1.1.44 Date: 27.10.2021 Bugfixes Fixed that setting the scale parameter to zero in a spidertron leg definition would cause a "double value not in range for fixed point number" error. ( more ) Fixed crash when destroying a vehicle on the same frame a tooltip is created for the vehicle's weapon and ammo bar. ( more ) Fixed that building an entity over other forces' ghosts and undoing would transfer ownership of those ghosts to the undoer's force. Fixed a crash when setting inserters to require no power when rotating/extending. ( more ) 1.1.43 Date: 26.10.2021 Changes Reduced multiplayer latency on very good connections by up to 66ms(4 ticks). ( more ) Changed multiplayer latency calculation to be smoother. This should reduce multiplayer stutter on bad connections. Changed default network send rate from 30 to 60 packets per second and added an option to configure the rate in server-settings.json. Bugfixes Add a 70% damage bonus to discharge defenses with Energy Weapons Damage 6 and 7. ( more ) Fixed flamethrower turrets not reporting the correct damage bonuses Fixed gun turret tooltips showing the ammo in the middle of the other stats Fixed artillery wagon and artillery turret tooltips not showing the damage of the loaded ammo Fixed drawing wall filler when hovering mouse over ghosts. ( more ) Fixed crash when trying to connect wire after wire type in cursor stack was changed by script. ( more ) Fixed roboport would not output signals for 1 tick when electric pole was mined while having circuit wire from same circuit network. ( more ) Fixed that the pole drag building skip trigger didn't work, so the tip was always shown even when the player used drag building. Fixed LuaItemStack::get_tile_filter would incorrectly return entity filters. ( more ) Fixed mining drill GUI not being openable if the drill didn't have module slots or energy source with GUI. ( more ) Fixed a crash when using 0-length debug names in Lua bytecode. ( more ) Modding Added TurretPrototype::energy_glow_animation_flicker_strength. Removed obsolete pollution-visualization sprite, which was replaced by pollution_color utility constant. Scripting Added LuaEntity::connected_rail_direction read. Added TrainScheduleRecord::rail_direction. 1.1.42 Date: 11.10.2021 Bugfixes Fixed an API error when checking for updates for a large number of mods. ( more ) Fixed that inserters wouldn't remove burnt result items from assembling machine recipes with no item outputs. ( more ) Fixed vehicle weapon slots GUI not highlighting with the corresponding ammo slot when selected Fixed tank cannon weapon showing a "1" in the vehicle weapon slots GUI Fixed that entities not containing certain collision masks would never collide with tiles. ( more ) Fixed a crash when opening the tutorials GUI through Lua command. ( more ) Rocket silo no longer drains more energy at night. ( more ) Fix tank cannon showing smaller range than the cannon shells. ( more ) Fix ugly death GUI when the game is paused in MP. ( more ) Fix 'Game finished' GUI had an incorrect tooltip for the green button. ( more ) Fixed that copy paste entity tips were dependant on the copy-paste tool tip instead of copy paste entity category. Modding Added OffshorePumpPrototype::check_bounding_box_collides_with_tiles. RocketSiloPrototype::lamp_energy_usage now can be zero. Scripting Added freeplay remote interface to read the value of `skip_intro`. ( more ) 1.1.41 Date: 23.09.2021 Bugfixes Fixed false positive tile corruption detection when 255 tile prototypes were defined. ( more ) Fixed pollution overlay misalignment at certain zoom level/map position combinations. ( more ) 1.1.40 Date: 22.09.2021 Features Added auth server bans feature for multiplayer games. When enabled this will inform the Factorio.com authentication server of ban and unban commands issued in multiplayer sessions. Designed to combat griefers in multiplayer games, it will also query the authentication server for a ban recommendation when a user tries to connect. Bugfixes Fixed that trigger prototype flag filters didn't work correctly when an entity had no flags set. ( more ) Fixed a crash after inserting fuel into burner inserter while it was already trying to fuel itself. ( more ) Fixed that unrelated entities were highlighted when using a cut tool. ( more ) Fixed that in editor mode undoing deconstructions did not instantly revive affected entities. ( more ) Fixed that setting the direction of a script created character entity didn't work correctly. ( more ) Fixed that items with fuel value would be put into furnace fuel inventory when there was enough fuel but item could be smelted. ( more ) Fixed inserters picking up items on ground marked for deconstruction. ( more ) Fixed that the low power tip didn't show in some circumstances. Tweaked some of the triggers to show/skip tutorials related to drag building. Fixed that Furnace's working_visualisations would not apply recipe tint on fadeout. ( more ) Fixed crash due to usage of standard library function that is missing on macOS 10.11. ( more ) 1.1.39 Date: 01.09.2021 Bugfixes Fixed that rotating belt direction when dragging allowed "stash" the rotate and continue in the original direction. ( more ) Fixed that loading a game that was saved during drag building didn't clear the internal drag building state causing blueprint snapping not working properly. ( more ) Fixed that LuaGameScript::check_prototype_translations() didn't check technologies. ( more ) Fixed that items with data would not stack properly in crafting machine source inventory when recipe requires more than a stack of ingredient. ( more ) Fixed that pasting a blueprint over existing train could cause a desync. ( more ) Fixed that it was possible to interact with locomotive's fuel slots while out of reach. ( more ) Fixed wrong status text when a mining drill drop target is marked for deconstruction. ( more ) Fixed wrong mining drill status when a resource is depleted while the mining drill is missing the required fluid. ( more ) Fixed the blueprint snap-to-grid reference point being drawn behind entities in some situations. ( more ) Scripting LuaEntityPrototype::resource_categories now supports characters. Added on_equipment_inserted and on_equipment_removed events that fire any time any equipment is added/removed from a grid. 1.1.38 Date: 18.08.2021 Changes New Titillium style font for Cyrillic languages. Bugfixes Fixed inconsistency when fast-replacing ghosts with circuit connections. ( more ) Fixed an issue with drag-building electric poles with long wire reach. ( more ) Fixed a crash related to tutorials and modding. ( more ) Fixed an issue with LuaEntity::set_request_slot() and duplicates. ( more ) Fixed that picking blueprints from the library through quickbar slots didn't fire the Lua cursor stack changed event. ( more ) Fixed items with durability/ammo wouldn't merge properly in some cases. ( more ) Fixed a roboport "recharging" icon appearing when not connected to the electric network. ( more ) Fixed an issue with roboports left in recharging state when revived from ghosts. ( more ) Fixed an issue where an error sound played when pasting onto a power switch from anything other than another power switch ( more ) Fixed that the non-blocking saving option would be reset when resuming a multiplayer game using the continue button. ( more ) Fixed 'Close preview' button having cut off text in some locales. ( more ) Fixed a crash when deleting surfaces with script-connected electric poles. ( more ) Scripting Added LuaEntity and LuaUnitGroup::set_distraction_command. Added LuaSurface::find_nearest_enemy_entity_with_owner(). Added LuaForce::is_friend() and is_enemy(). 1.1.37 Date: 04.08.2021 Bugfixes Fixed several issues related to latency state and quickbar. Fixed underground belt related tips and tricks performing incorrectly. ( more ) Fixed forced autosave flag would persist into loading another map if the current map got terminated due to script error before performing the autosave. ( more ) Fixed a crash when loading some corrupt save files. ( more ) Fixed a crash when using specific mods. ( more ) Fixed that disabled mod depenencies would get re-downloaded when installing mods. ( more ) Fixed starting message dialog was darkened in the Sandbox scenario. ( more ) Fixed the missing dots icon on the tiny shortcut bar expand button. Fixed that repeated clicking on the Snap to grid checkbox in the blueprint setup gui didn't work unless the mouse moved away and back. ( more ) Removed references to iron-axe and steel-axe from the PvP scenario config. ( more ) Fixed inserters filters would get cleared in some cases when building from blueprints. ( more ) Modding Changed mining drill storage_slots to be automatic. Added destroy_action to logistic and construction robot prototypes. Inserters can now pull from the main output and burnt result inventory of an entity. Scripting Added LuaControl::is_cursor_empty(). Returns if the cursor is empty, taking into account items, ghost cursor, and items from the blueprint library. Added on_worker_robot_expired event. Called when a worker (construction or logistic) robot expires through a lack of energy. 1.1.36 Date: 12.07.2021 Bugfixes Fixed belt drag building on the edge of building reach. ( more ) Fixed that canceling upgrade of underground belt didn't make the corresponding operation with the (potentially) connected belt on the other side. Fixed making blueprint from underground belt with direction upgrade order. Fixed technology icons of flamethrower and rocketry. ( more ) Fixed hang when deleting blueprint/deconstruction/upgrade planner or blueprint book held by an inserter. ( more ) Fixed hang when trying to delete blueprint/deconstruction/upgrade planner or blueprint book that was moved to different inventory in the meantime. ( more ) Fixed pressing delete key in save/load game menus multiple times would pop-up confirmation dialog multiple times. ( more ) Fixed that the close map generator preview button icon was too large. ( more ) Fixed that the show/close map generator preview button didn't loose hover after the preview was shown. Fixed that Cut and copy paste tools select trains in the standard selection mode, even when trains are ignored in this mode. ( more ) Fixed crash related to wrong identification of non-default values in the mod settings gui. ( more ) Fixed that linked custom inputs didn't work for some game controls. ( more ) Fixed that the train fuel tab didn't work right for clients in multiplayer. ( more ) Fixed a crash when using the prototype explorer GUI after just changing mods. ( more ) Fixed rare corner case related to removal of mods and entities in more than 1 electric network. ( more ) Fixed item product overload logic when using variable output items. ( more ) Fixed crash when starting game without base mod and with --disable-prototype-history. ( more ) Fixed a crash when using set_stack in blueprint books. ( more ) Fixed a crash when cloning script-disabled beacons. ( more ) Fixed a crash when using repeat_count with frame_sequence in animation definition. ( more ) Fixed a crash when trying to build a rolling stock between other rolling stocks from a single train. ( more ) Fixed ghost entities had reflections on water. Fixed a desync related to processing on_gui_opened event of opening blueprint records in multiplayer games. Fixed a crash when trying to pick a fluid wagon with fluid in clone tool. ( more ) Fixed that copying assembling machine recipes didn't update fluidbox temperature filters in some cases. ( more ) Fixed that robots could sometimes leave roboports very slowly if they were called to work in the middle of descending into a roboport. ( more ) Fixed trains GUI status button tooltip not updating. ( more ) Fixed LuaPlayer::build_from_cursor would flip direction when every other building underground belts/pipes. ( more ) Fixed Train GUI wait condition bars display with 0 slot cargo wagons. ( more ) Fixed in-game EULA showing HTML character sequences. ( more ) Scripting Fixed clearing LuaCustomChartTag.icon by writing nil or empty SignalID. Added LuaPlayer::start_selection and clear_selection. Added freeplay remote interface methods for adjusting the crashsite. Modding Added overlay layer to the tree variation definitions. ( more ) Fixed parameter substitution when used with standard parameter ( more ) Removed unused equipment prototype property "ability_icon". Added select_group_row_count, select_slot_row_count, inventory_width, module_inventory_width, tooltip_monitor_edge_border, normalised_achievement_icon_size, tutorial_notice_icon_size and flying_text_ttl to utility constants. 1.1.35 Date: 16.06.2021 Bugfixes Fixed multiple issues related to placing blueprints with electric poles near other electric poles or ghost thereof. ( more ) Fixed a lighting issue with QCK Prism mousepads. ( more ) Fixed recipe notifications when a recipe is hidden from hand crafting. ( more ) Fixed that units dying wouldn't contain the unit group they were part of. ( more ) Fixed a crash when migrating entities across types in some cases. ( more ) Fixed several crashes when writing to disk fails. ( more ) Fixed that searching descriptions of some items didn't work correctly. ( more ) Fixed that fast-replacing gates would remove wall control behaviors. ( more ) Fixed desync related to manually fast replacing both ends of underground belt in a way, that they don't connect in the end. Fixed a crash when trying to edit the whitelist on a server while autosave happens. ( more ) Fixed counting tiles when part of search area hits non existing chunks. ( more ) Fixed that gate technology had no description. ( more ) Fixed loaders would leave a gap on belt when items started moving. ( more ) Fixed nuke did not vaporize things in the epicenter of the blast and would leave corpses and remnants behind. Fixed a crash when using items with inventories that contain construction robots. ( more ) Fixed a crash when making a new game from a scenario with the map editor in a vehicle. ( more ) Fixed not being able to leave large cars with certain shape. ( more ) Fixed that using large values in the map editor "tick custom" field didn't work correctly. ( more ) Fixed that radar coverage preview wasn't visible when the mouse was above invisible parts of the GUI. ( more ) Fixed Terrain water checkbox in map generation settings didn't have the tooltip info icon. ( more ) Fixed that the mining drill GUI couldn't be moved off screen. ( more ) Fixed science pack requirement objective in supply challenge. ( more ) Fixed that tooltips of slots in the statistics GUIs didn't account for force bonuses. ( more ) Fixed that upgrading underground belts marked for upgrade didn't properly upgrade the (potentially) connected belts on the other side. ( more ) Fixed LuaEntityPrototype::module_inventory_size would return nil when entity has 65535 slots for modules. ( more ) Scripting Added a machine-readable JSON format of the runtime documentation, which can be used by developer tools to provide code completion and related functionality. Added vertical_alignment parameter for LuaRendering::draw_text. 1.1.34 Date: 24.05.2021 Scripting Added LuaEntityPrototype::air_resistance read. Bugfixes Fixed black border in spidertron technology icon. ( more ) Fixed that having non standard UI scale would render screen white. ( more ) Fixed that train could get stuck in destination_full state with available goals when a train stop was built next to ghost rail. ( more ) Fixed that LuaPlayer::disable_alert() didn't work for custom alerts. ( more ) Fixed that piercing damage didn't work correctly with turrets. ( more ) Fixed that LuaSurface::clone_brush() didn't clone entities correctly. ( more ) Fixed trees with not-flammable flag would still catch on fire. ( more ) Fixed blueprints and copy-paste tools didn't capture planned direction changes of entities. ( more ) Fixed that changing train stop limit would not set last player. ( more ) Fixed desync when beacons lose power. ( more ) Fixed spidertron item icon would look different after changing the spidertron color back to its default value. ( more ) Fixed that Tips and tricks trigger related to setting up a logistic chest request was also triggered when setting up the personal request. Fixed that achivements could block the finished game window. Fixed crash when loading font wingding.ttf. ( more ) 1.1.33 Date: 03.05.2021 Graphics Reworked all technology icons, and provided higher resolutions used by high GUI scale. Changed item icons for armors, to match the progression and tech icons better. Changes Armor stages on the player character show as 1st with Light armor, and as 2nd with Modular armor. Bugfixes Roboport normal resolution graphics have been updated to be a downscale from the high resolution graphics. ( more ) Fixed cut-tool showing distinct selection color when holding shift. ( more ) Fixed armor rich text tags not using the correct icon. ( more ) Fixed pumpjack showing item drop indication arrows. ( more ) Fixed being unable to confirm the migrated content window if there was a game GUI open behind it. ( more ) Fixed a bad Lua event when invalidating the owning players controller during the gui closed event. ( more ) Fixed scaling of icons on buttons with more than 200% UI scale. Fixed issue where ghosts overlapping with non-ghost entity in cloned area is not cloned. (fixes https://forums.factorio.com/97861 ) Fixed using upgrade planner without explicit filters on entities marked for upgrade would not upgrade the existing upgrade orders. Fixed a crash with mods and chunk generation in some cases. ( more ) Fixed the wrong technology level shown on the icon in the currently selected technology. Fixed the missing notification (i) icon on the recipe group button, when there are more groups, so the tabs are shown as buttons instead. Fixed a crash when trying to undo actions done on a surface that was deleted in the meantime. ( more ) Fixed that train would sometimes NO_PATH during repath while in intersection where the path passes through a block that is already occupied by that train. ( more ) Fixed a crash when the link_id of a linked container is changed while a non-admin has the GUI open. ( more ) Modding Added "add" and "remove" modes to the Infinity pipe and Heat interface. Scripting Removed the "tile-build" SoundPath type. It has been replaced with "tile-build-small", "tile-build-medium", "tile-build-large", allowing mods to specify which size they want to refer to. Added LuaEntityPrototype::related_underground_belt read. Added "add" and "remove" modes to `InfinityPipeFilter` and `HeatSetting.` 1.1.32 Date: 14.04.2021 Bugfixes Fixed color blending with a fully transparent color would produce slightly darker original color. ( more ) Fixed that clicking gps tags in chat would also trigger chart drag causing chart to be not centered on gps tag. ( more ) Fixed market gui would show wrong numbers when an offer has the same item multiple times. ( more ) Fixed turret range could sometimes render long line to the top left corner of game window. 1.1.31 Date: 13.04.2021 Bugfixes Fixed various issues related to how chat tags are open. ( more ) Fixed that replays would break after winning the game. ( more ) Fixed that listbox would loose focus when clicking on other widgets that can't be focused anyway. Fixed GUI crash when furnaces would select recipes that have more products than it's output inventory size. ( more ) Fixed that fluids could be purged from the whole fluid system in certain cases. ( more ) Fixed a crash when loading save files in some cases. ( more ) Fixed locale related to deconstruction planner tile selection mode. ( more ) Fixed advanced rail signal tutorial losing items held in the cursor. ( more ) Fixed Alt+F4 would close the game on Windows even when other modifier keys were pressed. ( more ) Fixed that NAT-punching didn't work correctly. ( more ) Fixed that some infinite crafting recipes didn't work as intermediates. ( more ) Fixed crash when an entity marked for an upgrade is selected for another upgrade in multiplayer in some cases. ( more ) Modding Added defines.prototypes which contains all prototype type names (eg: defines.prototypes.entity = { container, furnace, assembling-machine, ... }) 1.1.30 Date: 24.03.2021 Bugfixes Fixed that building by moving ignored the position where the player built the last entity. ( more ) Fixed a crash that could happen when viewing the tooltip for certain types of ammo. ( more ) Fixed that ammo tooltips sometimes wouldn't show damage info. ( more ) 1.1.29 Date: 24.03.2021 1.1.28 Date: 24.03.2021 Minor Features Blueprints and copy paste of entities with upgrade order are created based on the upgrade order instead of the current entity. ( more ) Enabled upgrading entities marked for upgrade, in which case, the upgrade target is used as the source entity for the upgrade planner filters. The announcement of player death now contains GPS tag with the location. Balancing Increased the tank braking power from 400kw to 800kw. Before this change, the tank acceleration (600kw) was actually even greater than the braking force. Bugfixes Fixed incorrect color lookup table interpolation for ambient light around noon. Fixed that built electric pole from map view was also opened with the same click with alternative key binding. ( more ) Fixed that laser and fluid turret bonus, wasn't shown properly in the toooltip. This bonus is not used in vanilla which uses ammo category bonus. ( more ) Fixed that part of the flamethrower turret and flamethrower ammo turret description, which describes the properties of the flame bound to it stargets didn't show the bonus damage from upgrades. ( more ) Fixed that mod install could cause removal of blueprint entities if it didn't remove the entity, but just made it not acceptable to be used in blueprint. ( more ) Fixed that the confirm load game dialog with 2 green arrow buttons had tooltips with (E) to confirm, while the E to confirm doesn't work here as it would be ambiguous. ( more ) Fixed crash related to using smart ghost belt building with a mod that specifies belt without related underground belt. ( more ) Fixed that renaming Spidertron didn't trigger on_entity_renamed. ( more ) Fixed that disabling side menu guis through script would sometimes leave an empty frame. ( more ) Fixed that crafting machines wouldn't wake up when the speed effect was changed in some situations. ( more ) Fixed that focus-search didn't in some GUIs work while in the map editor. ( more ) Fixed that chat icon selector didn't remember the last opened tab when used outside the game. Fixed that pressing Escape with the chat icon selector opened in a dialog outside the game closed the whole dialog instead of closing just the selector window. Fixed that pressing Control + F to search in the chat icon selector that is opened on top of a non-game window that already had search activated the bottom window search. Fixed that enabled train stops would cause schedule records for trains on different surfaces to be rendered as available. ( more ) Fixed rare crash when using Map editor -> Convert save. ( more ) Fixed electric pole connection consistency issue related to fast replace of modded entities. ( more ) Modding Added mod dependency modifier "~", which marks the mod as required, but doesn't affect mod loading order, so these kind of dependencies can be circular. Prototype/EntityWithHealth::healing_per_tick is now also used by trees, so their automatic healing is no longer hardcoded. ( more ) Loaders are now able to take or insert more than 1 item per transport line per tick. ( more ) Gui Tweaked search in the install mods GUI, so the search order prioritizes the results more naturally. Unified the search button in the mod settings GUI. Improved some descriptions in Map Generator GUI. ( more ) 1.1.27 Date: 11.03.2021 Bugfixes Fixed trees and stones would block placement of wall ghosts. ( more ) Fixed interaction with entities from zoomed-to-world view in editor. ( more ) Fixed spidertrons with burner energy sources didn't interact with auto-trash correctly. ( more ) Fixed a crash when viewing styles in the prototype explorer GUI. ( more ) Fixed a crash when fast-replacing electric pole ghosts with non-electric-poles. ( more ) Fixed that robots building trains with equipment grids didn't work correctly. ( more ) Fixed that changes in mod settings textboxes weren't highlighted when hovering reset/back button. ( more ) Fixed that pressing Escape in mod settings with unconfirmed changes didn't open the confirmation dialog as in other settings. Fixed crash when mod destroys currently opened locomotive and creates and opens new one right away. ( more ) Fixed mods gui for case when the mod title can't fit the space. ( more ) Fixed unloadable save related to underground belts in a weird state. ( more ) Fixed corner case of drawing wires between ghosts and non-ghost entities. ( more ) Fixed a crash when using upgrade planners through the Lua API. ( more ) Fixed wrong entity selection in multiplayer when using ghost cursor with rail. ( more ) Fixed accumulator charged status for some extreme cases. ( more ) Modding Limited the name and title of the mod to 100 characters. 1.1.26 Date: 01.03.2021 Bugfixes Fixed that all entity GUIs in the map editor entity-editor and spectator controller were invisible. Fixed Train overview GUI not updating the list remark. ( more ) Fixed typos in Construction robot tip. ( more ) Fixed a crash when quitting while using the linked-container entity type with power armor in it. Fixed that sounds could sometimes be heard when they shouldn't. ( more ) Fixed regenerating tile variations during save migration would not break up old large tiles and would only reset their variations to 0. Fixed "probability" property of size variants in the tile definition was ignored when "weights" property was left out. Fixed searching mod settings tab would leave tabs disabled. ( more ) Fixed a crash of transport line migration in some cases of mod removal. ( more ) Fixed that train stop gui could indicate more trains than there are when trains are removed or merged while gui is opened. ( more ) Fixed a conflict between setting the players cursor through script and holding blueprint library blueprints. ( more ) Fixed that building entity with multiple items to place would take unrelated items from inventory. ( more ) Modding Added CustomInputPrototype::include_selected_prototype when true the event will include selected_prototype = {base_type=, derived_type=, name=} when applicable. Scripting Added LuaCustomInputPrototype::enabled_while_spectating, enabled_while_in_cutscene, include_selected_prototype, and item_to_spawn read. 1.1.25 Date: 17.02.2021 Bugfixes Changed defines.flow_precision_index.one_second to five_seconds since that's what it actually is. Fixed crash related to loading that trigger migration to remove invalid upgrades. Fixed that confirming the low value in logistic request didn't update the value. ( more ) 1.1.24 Date: 16.02.2021 Bugfixes Fixed a crash related to building instant blueprints in editor. ( more ) Fixed a visual in blueprint building preview when building walls over walls. ( more ) 1.1.23 Date: 16.02.2021 Bugfixes Fixed a crash that could happen when certain sound effects would play. ( more ) 1.1.22 Date: 15.02.2021 Optimizations Improved performance when building blueprints in multiplayer. ( more ) Bugfixes Fixed Artillery wagon and turret showing wrong tooltip title in deconstruction planner. ( more ) Fixed control setting buttons wouldn't have a tooltip when they started without a set value. ( more ) Possible fix for multiplayer server crashing when a client tries to connect. ( more ) Fixed a crash in multiplayer when upgrading or deconstructing. ( more ) Removed and tweaked some hidden locale to hopefully make 100% possible. ( more ) Added explicit values to the circuit network range specification in the tips and tricks. ( more ) Fixed that the copy and paste tips and tricks simulation wasn't working properly. ( more ) Fixed that LuaFlowStatistics::get_flow_count didn't work correctly. ( more ) Fixed that instant blueprint building in the map editor didn't work with undo. ( more ) Fixed missing status for wall controlling gate by circuit network. ( more ) Fixed a crash when saving when using LuaItemStack::create_grid() on stacks with a count > 1. ( more ) Fixed that enter to confirm a logistic request count didn't work. ( more ) Fixed pole dragging corner case. ( more ) Fixed padding in the sync mods with save window when scroll is activated. Fixed invalid "Can't reach" message when using ghost cursor to build rails in the latency state. Fixed wrong status of rail signal next to rail with wrong direction. Fixed that manual rotation of entity with rotation upgrade order didn't clear that order. ( more ) Fixed in calculation of required modules when combining real and requested modules during blueprint creation. ( more ) Fixed that blueprint containing only entities placeable off grid was built off grid even with snap to grid specified. ( more ) Fixed crash caused by scrolling blueprint book in a blueprint shelf that is not yet synchronised. ( more ) Fixed that tips & tricks simulation sounds were continuing to play when switched to a tutorial. ( more ) Fixed that player could get stuck by entities created in the tutorials. ( more ) Fixed some unnecessary error sounds in a special cases when building power poles. ( more ) Fixed that exiting high speed moving train could result in a player being stuck. ( more ) Fixed mod dependency tooltips in some cases. ( more ) Fixed that the upper 1/3 part of the color picker button in the train stop gui didn't work. ( more ) Fixed walls would not be buildable on valid positions in some cases. ( more ) Fixed crash related to modded underground pipe ghosts with multiple connections with different lengths. ( more ) Fixed that it was sometimes possible for an entity to attack an entity on a different surface. ( more ) Fixed inaccurate range indicator in spidertron. ( more ) Fixed that some sounds that were audible when viewing a certain part of the map in map view wouldn't stop when closing the map view. ( more ) Changes Added shortcut info tooltips to to all of the relevant confirm buttons and close buttons. Lowered editor surface changing shortcut to not be in the way if Control + <number> is used for something. ( more ) Changed personal logistic requests for ammo so they don't get delivered to the spidertron you're driving. ( more ) Scripting Added move_stuck_players bool parameter (false by default) to the create_entity method. 1.1.21 Date: 05.02.2021 Bugfixes Fixed crash related to using belt traversing in latency state. ( more ) Fixed crash triggered by desync while entities are marked for upgrade in latency state. Fixed non precise belt traversing behviour in latency state. Fixed a desync related to upgrading entities in the latency state. Fixed upgrading unpair underground belt by smart ghost building. 1.1.20 Date: 04.02.2021 Changes Added hotkey (default O) to toggle the train overview GUI. Bugfixes Fixed that gates would open for spidertron. ( more ) Fixed tank weapon cooldown rendering. ( more ) Fixed that changing the force of a player or spidertron would lose logistic requests. ( more ) Fixed that deleting the last scenario didn't correctly clear name, description and preview in the new game gui. ( more ) Fixed that it wasn't possible to manually merge trains in chests. ( more ) Fixed a crash when rendering rich text tooltips in some cases. ( more ) Fixed the Trains/Train stop GUI showing trains on other surfaces. ( more ) Fixed player dying in a scenario inside simulation widget would end currently running scenario. ( more ) Fixed that create_entities_from_blueprint_string didn't insert train fuel. ( more ) Fixed that building blueprints in the game next to uncharted areas didn't work as expected. ( more ) Fixed biters and groups in Wave defense overloading the pathfinder. ( more ) Building gets interrupted when moving between map and game view. ( more ) Fixed building error message spam when building transport belts over obstacle. ( more ) Fixed that undoing deconstruction of building with modules created extra module request. ( more ) Fixed inconsistency related to building out of reach and moving. ( more ) Fixed that the selected map generator preset was not correctly saved when generating a map for multiplayer or map editor. ( more ) Fixed that the map generator GUI would only save it's state when pressing Next/Play. ( more ) Fixed that dropping single items into machines using modules didn't clear the module requests. ( more ) Fixed that the stations list wasn't sorted using natural sort order. ( more ) Fixed the blueprint import with odd odd grid offsets. ( more ) Fixed that the game didn't show name of the item in the request slot tooltip when it is disabled for being already set. ( more ) Fixed that the undo button tooltip didn't update when clicked. ( more ) Fixed bad tooltip indentation when instruction can't fit one line. ( more ) Fixed overbuilding underground pipe ghosts with real pipes underground pipes. ( more ) Fixed inconsistency in direction selection when being a client in a multiplayer game. ( more ) Fixed that overbuilding pole out of reach didn't consider the pole to be part of the drag buliding logic. ( more ) Fixed that the "Continue" button wouldn't remember whether the last game was single-player or multi-player when non-blocking saving was enabled. ( more ) Fixed rare electric network migration error related to loading save without all the related mods. ( more ) Scripting Added on_research_reversed. 1.1.19 Date: 26.01.2021 Bugfixes Fixed certain build by dragging inconsistencies. Fixed that force-building blueprint from blueprint library near a train stop could add the stop into the schedule instead of building the blueprint. ( more ) Fixed desync/consistency issue related to drag building ghost electric pole, while the previous pole is built by robots before the next ghost is built. Fixed build distance check related to rotation of rectangular entities. ( more ) 1.1.18 Date: 25.01.2021 Bugfixes Fixed a crash related to tips & tricks simulations. 1.1.17 Date: 25.01.2021 Bugfixes Limited blueprint building to charted areas - still regardless of fog of war. ( more ) Fixed the ability to build belts outside placement range in situations where it shouldn't be possible. ( more ) Fixed that modded rapid trains could cause consistency issues with rails. Trains faster than 7386.3km/h will be limited to that speed. ( more ) Scripting Added on_entity_logistic_slot_changed for player and vehicle personal logistics. 1.1.16 Date: 25.01.2021 Bugfixes Fixed possible crashes when building train wagons near train wagon ghosts that are not on rails. Fixed that the search didn't work correctly in the prototypes GUI in some cases. ( more ) Fixed that extra warning sound was played when upgrading underground from the exit side. ( more ) 1.1.15 Date: 24.01.2021 Changes Allowed to build blueprints anywhere regardless fog of war. Deconstruction planner, blueprint creation and related actions are still limited by the fog of war, so you can't easily make changes to the blueprint built out of fog of war, but this still feels like a better solution compared to having to use non-chart building of huge blueprints when no radar coverage is available. Bugfixes Fixed that ghost reversion orders prevented manual reversion of existing underground belt. ( more ) Fixed that clicking near the train stop in a map mode with a spidertron remote with control settings that have conflicting the send click and open click opened the statio instead of sending the spidertron. ( more ) Fixed that the fast belt traversing tutorial didn't work when the option was turned off. Fixed that ghosted wagons weren't properly considered for snapping. ( more ) Fixed logic of searching for free space to exit car when the car was just destroyed, which could lead into passangers being stuck when the car was surrounded at the time of destruction. ( more ) Fixed script error if you lose supply challenge in multiplayer. ( more ) Tweaked the tips & tricks simulation to be more prepared for mods. Made it possible to fast-revive cargo wagons. ( more ) Fixed plural localisation error in supply challenge. ( more ) Fixed multiplayer desync related to electric pole ghost building. Fixed that pump was using double the energy when transferring to fluid wagon, which could, with the combination of the limited energy buffer, limit the speed of transfer to the wagon, and result in a flickery change of pump speed reporting. ( more ) Fixed the entity transfer tutorial to work properly when mods change stack sizes of some of the related items. ( more ) Fixed 'Move between labs' tip erroring with some mods. ( more ) 1.1.14 Date: 23.01.2021 Optimizations Improved save-game speed by up to 2x depending on the save file size. Bugfixes Fixed that ghost reversion orders prevented manual reversion. ( more ) Fixed application of the forced ghost mode that removes trees/rocks/cliffs in the way when ghost building. ( more ) Fixed that undo didn't work for upgrade order created by ghost overbuilding. Fixed extra collision message for ghost drag-building belts. ( more ) Fixed crash related to rolling stock drag building. ( more ) Fixed not loadable saves related to invalid blueprint settings when entities are migrated in a certain way. ( more ) Added missing tips and trick entries related to fast belt bending and belt traversing. Fixed a crash related to building rail in a specific situation. ( more ) Fixed underground belt collision check with underground belt ghost. ( more ) 1.1.13 Date: 22.01.2021 Minor Features Decider combinator can output an Anything signal, which returns exactly one matching signal. ( more ) Gui Various small changes and fixes related to how temperatures are shown. ( more ) Bugfixes Fixed inconsistent usage of Optimisation and Optimization in the changelog and codebase. ( more ) Fixed tooltip item lists not showing in some cases. ( more ) Fixed missing "Can't reach" message when trying to build out of build reach. ( more ) Fixed corner case of fast belt dragging back and forth. ( more ) Fixed that belt traversing when ghost building didn't work outside manual building reach distance. ( more ) Fixed changing belt direction by dragging when underground part is present. ( more ) Fixed cancelling planned belt upgrade by ghost belt dragging. ( more ) Fixed that using undo on recently mined entity didn't work in latency state and produced a memory leak instead. Fixed that using smart belt building traverse when using ghost cursor (instead of shift building) was generating underground belts for free. ( more ) Fixed various problems related to latency state and belt building. Fixed a crash when entity ghost with self connection was destroyed. ( more ) Fixed items held by inserters would not draw light layer. ( more ) Fixed that power switch state was not saved in blueprint strings. Fixed that furnace alt-mode didn't show the last recipe, same as map view "Recipe Icons" option. ( more ) Fixed locomotive rebuilt through undo operation would not have its schedule restored. ( more ) Fixed that overlapping ghosts were removed when they shouldn't while other entities marked for deconstruction were present. ( more ) Fixed Train GUI crash when a temporary stop expires and no stops are valid. ( more ) Fixed that steam turbines fed with steam of lower temperature would show as producing more electricity in electric network info. ( more ) Fixed tiles would be rendered with 1px gap between them at some positions, zoom levels and screen resolutions. ( more ) Allowed to freely fast-replace underground pipes by pipes. ( more ) Fixed belt upgrading by dragging with belt gap present. ( more ) Fixed that tips and tricks were not animating on clients in multiplayer. ( more ) Increased build reach check distance for finishing belt turns to avoid unexpected gaps when moving and building. ( more ) Fixed a crash when rendering modded mining drills in some situations. ( more ) Fixed a network error related to hosting a game using the continue button. ( more ) Improved the manual building behaviour when building on (or behind) the edge of the reach while moving. Fixed that enemy ghost indications could be shown when hovering enemy chest. ( more ) Fixed tile ordering of nuclear ground. Changed tile order strings to the commented style. Modding AttackParameters::turn_range greater than 0.5 but less than 1 will be clamped to 0.5 as targeting in arcs larger than half circle is not implemented. ( more ) Scripting Writing nil to LuaEntity::trains_limit disables the limit (sets maximum possible value). 1.1.12 Date: 16.01.2021 Bugfixes Fixed that player building reach limit was applied also for ghost building. ( more ) Fixed crash related to building out of radar reach. ( more ) Fixed build by dragging of underground belt/pipes when starting to drag on existing piece. ( more ) Fixed a corner case of power pole drag building related to powering all encountered entities. ( more ) Fixed LuaEntity::remove_fluid failing due to bad temperature related float/double comparison. Fixed belt traversing related to using ghost building over real belts to create upgrade order to change direction. Smart belt building respects existing underground belts. ( more ) Fixed crash when trying to create explosion whose source entity or position can not be determined. ( more ) Fixed that the game could not delete files on exFat partition. ( more ) Fixed too verbose error message when overbuilding the same entity ghost. ( more ) Fixed OpenGL crash when simulation widget is destroyed from the update thread. ( more ) 1.1.11 Date: 14.01.2021 Bugfixes Fixed belt dragging on the the edge of player building reach. ( more ) Fixed internal electric pole connection inconsistency preventing the loading of certain saves. ( more ) 1.1.10 Date: 14.01.2021 Bugfixes Fixed a false positive in a blueprint related consistency checks. ( more ) 1.1.9 Date: 14.01.2021 Minor Features Tooltip for empty ammo, gun and module slots that show all possible items that can be inserted into it. Added smart belt dragging option that unlocks 2 fundamental features for belt building and is enabled by default: 1) Rotating while belt dragging can be used to build belt segments faster. 2) Automatic underground belt placement when obstacle is encountered. Changes Extended locking for building in line for underground belts/pipes. ( more ) Bugfixes Fixed that E to confirm didn't work correctly with mod changelog GUIs. ( more ) Fixed that lamps would show no power warning during the day even when the energy was available in some cases. ( more ) Fixed that removing train stop with stopped train would make train to get stuck. Fixed that entering and exiting a vehicle in the same tick would move you away from the vehicle. ( more ) Fixed entity status of full burner mining drill inserting into burner inserter. ( more ) Fixed entity status of inserter locked on entity ghost. ( more ) Fixed entity status of inserter trying to put item on the ground position that is already occupied. ( more ) Fixed a desync when importing blueprint strings with electric poles. Fixed entity status of inserter trying to put item into train that is not there. ( more ) Added status for generator and solar panel for not plugged into electric network. ( more ) Fixed crash when drag building from a pole that is mined in the meantime. ( more ) Fixed that manipulating modded blueprints with extended wire reach did break the connections. ( more ) Fixed drag building entities with no lock to line, or when it is globally disabled. ( more ) Fixed that artillery chart hit animations showed on every surface. ( more ) Build by dragging through already preexisting electric poles doesn't ignore them. Fixed that it wasn't possible to enter/exit spidertrons in some cases. ( more ) Fixed that unit groups could sometimes wait indefinitely for a stuck member. ( more ) Fixed that having more than 8'388'608 solar panels in the same electric network didn't work correctly. Fixed that replays were broken if async saving was enabled on Linux or Mac. ( more ) Probably fixed rare random crash related to scrolling blueprint books. ( more ) Fixed an error related to mod GUIs when applying multiple actions in the same tick. ( more ) Fixed that flip state of blueprint wasn't reset when changing content into blueprint not compatibile with flipping. ( more ) Fixed that resolved server address (when specified by name) was saved and reused when hitting the continue button, making it useless if the server uses dynamic IP address. ( more ) Fixed that blueprint tooltip in the chat windows can shake. ( more ) When changing item in cursor while building by dragging, the new item is applied instantly instead of the next tile. ( more ) Fixed wrong linked underline position in certain fonts. ( more ) Fixed item tooltips for fluid furnace recipes. ( more ) Fixed that biters would keep attacking entities that became indestructible. ( more ) Fixed that LAN servers started in quick succession could receive the same server ID and overwrite each other in the game browser. ( more ) Fixed that the editor infinity filters GUI didn't switch item groups correctly. ( more ) Modding String mod setting dropdown items can now have tooltips. ( more ) Added bool mod setting "forced_value". ( more ) Scripting Added LuaEntity::get_upgrade_direction(). Added 'direction' to LuaEntity::order_upgrade(). Added 'direction' to the on_marked_for_upgrade event. Added LuaEntity::entity_label read/write. 1.1.8 Date: 07.01.2021 Gui New trains overview GUI. Bugfixes Fixed crash when dragging electric pole ghosts into fog of war. ( more ) Fixed rotation of belts being built by dragging by making it possible to build continous belts. ( more ) Fixed various issues related to blueprints with only trains. ( more ) Fixed a performance issue with the character logistics GUI when a large number of requests are being used. ( more ) Fixed a crash that would happen when pathfinding with an empty collision box was requested. ( more ) Fixed that script generated switch label didn't respect minimal width defined by style. ( more ) 1.1.7 Date: 07.01.2021 Changes Changed wire drawing to always have the same opacity regardless of ghost/electric poles being connected. More specific error message when a blueprint cannot be flipped. More specific message when copy pasting spidertron with equipment grid. Color differentiation for robot overview on the map (yellow = construction, white = logistics, cyan = mobile, green = personal). When dragging electric pole, the next pole is built once the max distance was reached instead of when it was exceeded. Bugfixes Fixed that blueprints containing offshore pumps couldn't be flipped. ( more ) Fixed spidertron leg could get permanently stuck when many ghost and entity avoidance requests stack up. ( more ) Fixed script error in entity transfers tutorial. ( more ) Fixed objective sound duplication in Tutorial level 01. ( more ) Renamed interface settings "show tutorial notifications" to "show tips and tricks notifications". Fixed fast rebuilding pump to change direction. ( more ) Fixed that it wasn't possible to build train stop next to ghost rails. ( more ) Fixed uses of Enter as the confirm key. ( more ) Fixed that power pole dragging did not power all ghosts. ( more ) Fixed crash related to radar status. ( more ) Fixed that script was able to place overlapping rails when they were of different type. ( more ) Fixed that spidertron didn't move leg preventing ghost curved rail to be built in some cases. Fixed that E to confirm didn't work on the connection error notice boxes. Fixed ghost fast replace of pipe to ground. Fixed that rail ghost was considered as colliding with rail to be deconstructed. ( more ) Fixed inserter's custom vector flip behavior in blueprints. ( more ) Fixed that power poles didn't keep their connection configuration when they died. Fixed inserter status related to placing items into full chest in some cases. ( more ) Fixed a crash when installing mods due to the background simulation. ( more ) Fixed copying spidertron logistic filters didn't work correctly with empty filters. ( more ) Fixed trains limit could be violated when pasting settings onto train stop when it changes station name. ( more ) Fixed desync when changing value of LuaEntity::tree_stage_index. ( more ) Fixed that building constant combinator over ghost with different direction would not keep settings. ( more ) Fixed a crash related to modding rail signal wires. ( more ) Fixed that burner rocket silos didn't work correctly. ( more ) Fixed that the lab GUI would show incorrect research level if multiple levels were queued. ( more ) Fixed that the max-players settings didn't persist correctly between hosting games. ( more ) Fixed a crash when exiting the game while some notice boxes are visible. ( more ) Fixed blueprint chart rendering of rotated blueprints wasn't correct in some cases. ( more ) Fixed using script rendering animations in simulations would crash the game. ( more ) Fixed fast electric pole dragging logic with obstacles in the way. ( more ) Widened campaign level selection list box, so all of our level names can fit. ( more ) Fixed blueprint setup window left part being cut a little when there are so many components that they need a scroll bar. ( more ) Fixed that tips & tricks notification window was visible also when playing tutorial. Fixed tips & tricks notice not being cleared when the tip was finished by playing tutorial before marking as read. ( more ) Fixed that changing parent style of a gui element didn't clear the internal style values and didn't resize it until the game was reloaded. ( more ) Scripting Setting a tooltip on a 'slider' custom gui element will set the tooltip to both the body and the notch. ( more ) Added override_sound_type to LuaPlayer::play_sound, LuaSurface::play_sound, LuaGameScript::play_sound, and LuaForce::play_sound. ( more ) Added "item" to LuaSurface::create_entity. ( more ) Added create_build_effect_smoke to LuaEntity::clone(), LuaSurface::clone_area(), ::clone_brush(), and ::clone_entities(). Added LuaRecipePrototype::allow_inserter_overload read. Added defines.train_state.destination_full. Added LuaEntity::torso_orientation read/write. Added LuaGameScript::font_prototypes read. Added LuaFontPrototype. Added LuaItemStack::create_grid(). Modding Added RecipePrototype::allow_inserter_overload bool (true by default). When true, it increases the ingredient overload of the recipe by 4 times the current stack inserter stack size. Added dynamic_recipe_overload_factor, minimum_recipe_overload_multiplier and maximum_recipe_overload_multiplier to utility constants. Added train_auto_without_schedule_penalty to the train pathfinder utility constants. 1.1.6 Date: 14.12.2020 Changes The train time wait condition number field will be auto-focused when it is opened. Moved rocket silo + satellite into the production tab. Allowed to use productivity module on nuclear fuel production + nuclear fuel reprocessing. Bugfixes Fixed that biters sometimes couldn't pathfind near the edge of generated chunks. ( more ) Fixed that some saves made in game versions before 1.1.0 could crash on load. Fixed camera widget was rendering player's building preview. ( more ) Fixed synchronizing blueprint library into existing map would sometimes cause crash on loading a save. ( more ) Fixed that trying to move spidertrons with the remote while in a train in map view could add waypoints to the train. ( more ) Fixed that "only-in-cursor" didn't work nicely with wire items. ( more ) Fixed wrong default in collision mask util lib. ( more ) Fixed that the "Trains" side menu button icon had one train window 1 pixel wider. ( more ) Fixed entity tooltip would not show up when "Entity tooltip on the side" was disabled and "Entity tooltip delay" was not zero. ( more ) Fixed that copy pasting power switch entity settings too fast in multiplayer would cut the wire. ( more ) Fixed crash when fast replacing transport belts in some situations. ( more ) Fixed that set_[personal, vehicle]_logistic_slot would not update the GUI correctly when setting a duplicate request that would add or remove a row. ( more ) Fixed that it was possible to build blueprint with overlapping transport belt/wall entities which would trigger the consistency checks, cause desyncs and make saves unloadable. Fixed that saves before 1.1 with entities set 'active=false' from script would be stuck disabled. ( more ) Fixed that ghost fast replacing gates didn't respect the current direction. Fixed that ghost rail signal and train stop building didn't follow the same restrictions as normal building. Fixed that construction robot trying to revive signal next to other signal would get stuck. Fixed a crash when removing a burner energy source from a spider vehicle. ( more ) Fixed that the apply-upgrade-planner GUI wouldn't scroll when needed. ( more ) Fixed crash caused by race condition between rendering of camera widget and game view. ( more ) Fixed electric-energy-interface entity tooltips showing power consumption twice. ( more ) Fixed that biters would try to attack indestructible vehicles. Fixed assigning new content to an existing blueprint with relative grid position would offset the new content inside the blueprint based on world position. ( more ) Fixed that trains counter could sometimes fail to decrease when train stop is destroyed. ( more ) Fixed crash in multiplayer when doing undo of mining an entity marked for upgrade and then doing undo of the upgrade selection. ( more ) Fixed boiler tooltip calculations not taking into account minimum_temperature. ( more ) Fixed when dragging a belt in line-snapping mode, the the buildability preview tint would be based on cursor position instead of the snapped position. ( more ) Fixed that entity GUIs could be too small in some locales. ( more ) Fixed research complete sound sometimes playing after the window is closed. ( more ) Fixed that building preview buildability (red/green color of preview) didn't correspond with the ghost modifier being pressed. Fixed that ghost rail building didn't ignore entities marked for deconstruction. Fixed that inserters with custom dropoff vectors would sometimes sleep on the wrong belt lane. ( more ) Fixed that the lab GUI couldn't properly display a large number of science pack slots. ( more ) Fixed that failing to read file attributes on Windows would sometimes crash the game. ( more ) Fixed crash when creating a new map in the map editor while having an outdated blueprint library. Fixed that the server might not be able to accept RCON connections if TCP SYN cookies were disabled. ( more ) Fixed that programmable speaker would not play global sounds in main menu simulations. ( more ) Fixed that shift-tabbing into a text field didn't select the text. ( more ) Fixed that you could shift-tab to focus disabled widgets. Fixed layouting of rich-text that was wrapped to multiple lines. ( more ) Fixed force-building blueprints when hovering the mouse over an electric pole. ( more ) Modding Added 'allow_passengers' EntityPrototype bool for vehicles. Added the "linked-belt" entity type. Scripting Module limitation can be specified alternatively by limitation_blacklist instead of a limitation. Added LuaEntityPrototype::allow_passengers read. Added LuaEntity::add_autopilot_destination(). Added LuaEntity::autopilot_destinations read. Removed defines.build_check_type.ghost_place. Added defines.build_check_type.manual_ghost, script_ghost and blueprint_ghost. Added LuaEntity::connect_linked_belts() and LuaEntity::disconnect_linked_belts(). Added LuaEntity::linked_belt_type read/write. Added LuaEntity::linked_belt_neighbour read. 1.1.5 Date: 04.12.2020 Bugfixes Fixed a crash when drag-building ghost electric poles. ( more ) Fixed that the relative gui 'type' filter didn't work. ( more ) Scripting Added LuaEntity::follow_offset read/write. 1.1.4 Date: 03.12.2020 Bugfixes Fixed that train could get stuck when one station is disabled and other station is full. ( more ) Fixed selection tool counts rendering. ( more ) Fixed that building electric pole ghosts on electric poles marked for deconstruction didn't work correctly. ( more ) Fixed that spidertron logistics didn't count the personal robots in flight towards spidertron's item count. ( more ) Fixed that zooming with keyboard in the train schedule gui was too fast. ( more ) Fixed that zooming with keyboard in the world view was too fast. Fixed that it was not possible to select player's own character to command spidertron to follow the player in multiplayer. ( more ) Fixed that it was possible to multiply electric energy by using accumulators covered by multiple sub networks connected with power switches. Fixed that on Linux and Mac, uploading blueprint library to Steam Cloud could make the asynchronous saving process hang. ( more ) Fixed crash when loading some saves with weaved underground belts when mods are removed. ( more ) Fixed the inconsistency between calculation text size internally and in the Textbox related to the UTF8 characters. ( more ) Fixed crash when cancelling map loading while connecting to a server. ( more ) Fixed that electric power/inserters and transport belt tips were shown in the tutorial mission levels where it wasn't even unlockable. ( more ) Fixed showing highlights when holding something in cursor in the simulation. ( more ) Fixed that the icon selection GUI would close every time the main menu simulation changed. ( more ) Fixed several style issues with the container GUI. ( more ) Fixed that cancelling map loading when connecting to a multiplayer game was still waiting for the map to fully load. Changes When building electric poles by dragging, the last built pole is always connected with wire before considering other connections. ( more ) Power switch will now save it's on/off state in blueprints and the state can also be copy-pasted between power switches. ( more ) Fixed it was not possible to use AltGr to type special characters on national keyboard layouts. ( more ) Fixed editing existing blueprint to disable snap-to-grid would break the blueprint layout in some cases. ( more ) Scripting Added LuaEntity::follow_target read/write. Added LuaEntity::time_to_live read/write for sticker entities. Added LuaEntityPrototype::rocket_rising_delay, launch_wait_time, light_blinking_speed, door_opening_speed, rising_speed, engine_starting_speed, flying_speed and flying_acceleration read. 1.1.3 Date: 30.11.2020 Bugfixes Fixed crash when upgrading ghost that was still built only in latency state. ( more ) Fixed script buildability of spidertron not allowing to build in colliding positions. Fixed that migration could remove spidertrons. ( more ) Fixed that map view settings didn't persist between game restarts. ( more ) Fixed vehicle equipment grid scrolling when it is too big to fit. ( more ) Fixed logistic issue with spidertrons when they request the same amount as they trash. ( more ) Fixed that inserters would sleep incorrectly in some situations with linked-chests. ( more ) Fixed that fuzzy search didn't work. ( more ) Fixed that the trains GUI would always use the surface the player was on to render train backgrounds. ( more ) Fixed that tips and tricks prototype errors didn't use the minimal mode GUI. ( more ) Fixed tips and trick notification window jumping. ( more ) Fixed that create_entities_from_blueprint_string didn't insert modules. ( more ) Fixed tips and tricks description text disappearing in certain resolutions. ( more ) Fixed Laser shooting speed technology missing the Military science pack pre-requisite. ( more ) Fixed crash when editing out loaders from blueprints. ( more ) Fixed that pressing "Restart" after a game restart would revert some map settings to default instead of loading them from the save file. ( more ) Fixed that power switch would not play its working_sound properly. ( more ) Fixed main menu background simulation saves could not be loaded from zipped mods. ( more ) Scripting Added "reason" to the on_pre_player_left_game and on_player_left_game events. Added LuaEntity::is_registered_for_construction/deconstruction/upgrade/repair(). 1.1.2 Date: 28.11.2020 Bugfixes Fixed that [set, clear]_[personal, vehicle]_logistic_slot would not update the GUI slot count correctly. ( more ) Fixed that electricity buffer was shown twice in electric-energy-interface entity tooltips. ( more ) Fixed LuaFluidBox::get_flow would return incorrect values of flow and would only account for outflow. ( more ) Fixed that writing to the script-output folder didn't work correctly. ( more ) Fixed lane priorities of splitters in blueprints would not get flipped when flipping blueprint in some cases. ( more ) Fixed a performance issue with the SteelSeries hardware integration. ( more ) Fixed splitter lane priorities were not flipped when pasting flipped blueprint of top of existing splitter ghosts. Fixed that it was possible to make ghost belts on top of each other by script, which could lead to desync. Fixed migration of invalid ghosts of previous versions. ( more ) Fixed some of the missing entity statuses. ( more ) Fixed that it wasn't possible to interact with widgets at the bottom center of the screen in main menu. ( more ) Fixed crash in EntityWithOwner::checkConsistency caused by inconsistent to be upgraded state. ( more ) Fixed a freeze when using specific saves for simulations. ( more ) Fixed several mining drills in the nuclear power menu simulation had no fluid inputs. ( more ) Fixed that lamp tooltips could wrongly show them as producing pollution. ( more ) Fixed furnace progress bars wouldn't render correctly at 100%. ( more ) Fixed that recipe notifications would show in some cases where they shouldn't. ( more ) Fixed that non-electric inserters would always start with some energy. ( more ) Fixed crash when undo created electric pole ghost in some cases. ( more ) Fixed that first slot in last row of logistics would not create next row of logistic slots. ( more ) Fixed that the distance limit when rotating was applied also on rotating of ghosts. ( more ) 1.1.1 Date: 25.11.2020 Gui Added tooltip with list of possible ingredients to the empty furnace input slot. Changes Added a sound slider to control main menu and tips and tricks simulation volumes. Added an interface option (off by default) to change quick bar slot filters by clicking them with different items. Bugfixes Fixed performance regression with transport lines in large groups. ( more ) Fixed missing freeplay script reload. ( more ) Fixed outdated tutorial preview image. ( more ) Fixed a crash when using LuaGuiElement::bring_to_front. ( more ) Fixed macOS build could not do HTTPS requests. ( more ) Fixed trains could reuse reservation when switching to next schedule record with the same name. ( more ) Fixed crash when trying to fast replace a ghost underground belt with a downgrade. ( more ) Fixed that fast replacing ghost underground belts would fast replace it's opposite end even if it was one tile too far. Fixed that custom chart tags from 1.0 and older wouldn't show. ( more ) Fixed that the bonus GUI inserter lists were backwards. ( more ) Fixed that the main-screen langauge selection didn't work. ( more ) Fixed a desync with spider logistics when loading 1.0 saves in 1.1. ( more ) Fixed that blueprint building could build underground belt ghost on top of different underground belt. ( more ) Fixed blueprint flipping when building in the map view. ( more ) Fixed rename station window sorting. ( more ) Fixed a crash due to transport line groups consistency when entities are removed due to mod removal. ( more ) Fix typos in introduction tip and trick simulation Lua. ( more ) Fixed that removing belt from blueprint didn't disconnect the entities leading to possible crashes. ( more ) Fixed that solar panel status was always not power, not it shows no power only during the night. ( more ) Modding Removed utility constants "main_menu_simulation_volume_modifier". Added crafting machine prototype "show_recipe_icon_on_map". Adjusted secondary draw order for graphics layers of car. ( more ) Scripting Removed LuaControl::auto_trash_filters read/write. [set, get, clear]_[personal, vehicle]_logistic_slot replace the functionality. Fixed that the on_pre_build flip_horizontal/vertical were ints instead of booleans. ( more ) 1.1.0 Date: 23.11.2020 Major Features Added logistic requests to spidertron. Train stop allows to set limit of incoming trains. Features The continue button now respects the last type of game played (single player, MP host, MP client). Added support to use blueprints, deconstruction planners, upgrade planners, and modded selection tools from the map view. Hovering the alert notification will show arrows on the edge of the pointing to alert locations. Rich text icon selector. Newly unlocked recipes are highlighted until hovered. Spidertron remotes now allow to add queue commands and a command to follow any entity. Added vertical/horizontal blueprint flipping. Transport belt drag building is locked into a line, can be turned off by an interface setting. Ghosts can be fast replaced and rotated. Ghost build can be used to fast replace non-ghost entities, which results in an upgrade order with (optionally) a direction change order. Minor Features When editing blueprint: Added a way to specify relative grid position for blueprint that is snapping to absolute grid. Blueprint preview rendering box is updated based on selected grid size and position. Inventory transfer works on empty equipment grid slot the same as on empty inventory slot (moves all). Equipment can be placed by moving. Cursor replenishes when placing into the equipment grid the same way as when building in world. Spidertron item shows its color. Added a way to reset spidertron remote. Spider tries to move legs away when they are blocking robots construction. Power poles/underground belts built by dragging logic works also with ghost building. Power pole ghosts show connections. Power pole connections are saved in the blueprint. They still auto connect to other poles outside the blueprint. Entities marked for deconstruction show the target upgrade. Added tags, worker robots, rail signal states and recipes toggles into the settings to what show on the map. Added support to use the add-stop and add-temporary-stop controls for the train you're driving in the map view. Added hotkey (F10) to switch between viewed player in replay. Added support to reset mod settings in the "failed to load mods" startup GUI. Expanded undo to work with fast replace and upgrade planner. Added SteelSeries GameSense support. ( more ) Graphics Added unique technology icon for Advanced material processing 2 (Electric furnace). Changed postprocessing effect in zoomed-to-world view. Added detailed night lighting of entities. Optimisations Multithreaded belt update logic. Overall small entity update time reduction + statistics of how much update time is taken by individual entities. Balancing Productivity module 1 decreases speed of the machine by 5% instead of 15%. Productivity module 2 decreases speed of the machine by 10% instead of 15%. Changes the Close GUI key-binding (default value is "E") was renamed to Confirm Gui. It works the same as before for many cases (just closing the GUI), but in a lot of other cases, it works as confirm, which generally means the same as clicking the "green button". Renamed clean-cursor to clear-cursor on all the relevant places (locale, key-binding name) Equipment placing now uses the build key-binding instead of the cursor transfer. The default same key-binding is the same. Changed maximum temperature of all fluids apart water and steam to be the same as the default. Poles built by dragging are now actually build on the maximum connection distance from the last built pole instead of the previous logic that was working weird in a lot of corner cases. Underground belt build by dragging now accept the existing piece you start building on as part of the dragging logic. Removed 'mineable wreckage' entity. ( more ) Removed the (+/-) buttons for logistic requests, instead they expand dynamically when something is put in the last line. Wave defense can now only be won by launching a rocket. Invalid names of icons in preview icons of blueprint tools now load as unknowns instead of canceling the import string process for that item. ( more ) Fluids in train circuit logic treat summed < 1 fluid values as 1 instead of 0. Clicking non-empty quickbar slot with something in cursor sets the quickbar slot to the cursor value rather than selecting the quickbar value. Invalid rail signals output no values into circuit network. Added a confirmation message when loading saves with removed mods or changed mod settings. The cut tool now properly includes trains. It showed trains in the selection preview, but ignored them. Added alternate control locales for keyboard and mouse scroll control binds. ( more ) Disabled loading of saves before 0.18.0 version (You can use 1.0 to load older saves and re-save them). Adjusted the artillery turret collision box so it is possible to squeak through. Removed the 'Rocket silos stats' GUI. Arithmetic combinator 'Each' signal can now be used in either left or right parameter. Gui Added unique icons for technology effects. Added list of affected entities to the technology effect tooltips. Menu background now features various factory simulations instead of a static picture. When entering vehicle, the vehicle window is shown next to the character gun window, instead of replacing it. Moved the character/vehicle gun window to the left of the quickbar. Removed the "Character" tab from the character window. Changed the flat character screen option to be defaulted to true. Added held stack item slot for inserter window. Improved the tips and tricks window: it contains index, search and allows interactive text tags to be used. Added search to loading/saving, settings, shortcuts selection, multiplayer host settings windows and rename stop. Moved the ammo/used-up/health indicator of items down, so it is not obstructed by the number. Added underline for hyperlinks. Personal request button have custom text + red diode when it is out of network or when the personal requests are turned off. Logistic/Trash request buttons show only one number when the trash and request count is the same. Train elapsed time condition has confirmation button and only updates the time when confirmed. Fixed styles for: browse games GUI, host game settings, opened character and select upgrade slot. Tabbing into a textfield selects the text. Removed tiles stay in the list of components in the blueprint setup GUI with 0, the same way as entities, so they can be easily enabled. Added minimum/maximum temperature and heat capacity info to the fluid tooltip. Added usage instruction to capsules/fish. Fixed fish tooltip so it shows consumption/healing instead of shooting/damage. Sounds Added blueprint building sound. Added undo sound. Added sound for rail planner activation. Added sound for copy/paste. Added sound for opening items and armor. Added sound for selection start and selection finish. Related to blueprint tools. Added sound for pipe to ground as per the pipe. Added sound effects and a specific music track to the main menu. Assembling Machine 2 and 3 made less noisy Robot repair reworked to sound more high tech Removed dead space at the end of some sounds which may have stopped sounds playing Ghost rail building now has the ghost building sound Lowered volume on game won and lost sounds Bugfixes Fixed that copying the spider in the map editor while it had equipment crashed the game. ( more ) Fixed a crash when trying to use different weapons in the spider. ( more ) Fixed a crash when reading/writing blueprint icons through the Lua API in some cases. ( more ) Fixed a crash when importing blueprint books in some cases. ( more ) Fixed that the spidertron would still be marked as moving when it wasn't resulting in the 'enable logistics while moving' option not working. ( more ) Fixed splitter behaviour when putting to it directly and it has the priority output blocked. ( more ) Fixed that spidertron descriptions didn't show the custom name. ( more ) Fixed building curved rails with damaged rails could duplicate rails. ( more ) Fixed logistic request slot highlighting when they're changed through circuit connections. ( more ) Fixed a game freeze when empty unit groups are told to build bases. ( more ) Fixed LuaTrain::path_end_stop would return nil when train had path extended due to waypoint. Fixed the spidertron preview box. Fixed that the blueprint book preview disappeared after editing it. Fixed that spidertron and its remote weren't swappable. Fixed that players could be stuck in walls when building them. Removed the possibility to specify alpha when changing player color by command. Fixed LuaInventory::find_empty_stack would return only filtered stacks when filter is provided. ( more ) Fixed that blueprint library slots padding was too big. Fixed that some items didn't render properly in the world. Specifically blueprint like items, spidertrons and spider remotes. ( more ) Fixed a crash when a modded fast train goes through junction occupied by another train. ( more ) Fixed replay desync when existing save is given to a server which promotes or demotes a player based on its own admin list. ( more ) Fixed train GUI instructions for translations that are long. ( more ) Fixed interaction with the delete button in the blueprint setup. ( more ) Fixed that map preview in the train window wasn't squashing its size when needed. ( more ) Fixed that force-building blueprint from the blueprint library on top of an existing electric pole triggered wire removal instead of blueprint building. ( more ) Fixed that the map editor spawn-items GUI didn't work with chat rich text. ( more ) Fixed that deconstruction planners and upgrade planners wouldn't show the logistic overlay when used from the blueprint library. ( more ) Fixed that rebinding rotate to middle mouse button caused conflicts when trying to rotate while modifiers were pressed. ( more ) Fixed on_gui_switch_state_changed was not fired for custom switch elements in some cases. ( more ) Fixed that entities were selected under the GUI on the right side. Fixed that the key to activate tooltips didn't work outside game, or when the game was stopped. Fixed Team production script error when building before any round starts. ( more ) Fixed Wave defense error message would error due to trying to concatenate a nil variable. ( more ) Fixed that it was possible to stay invulnerable after the crash site cutscene. ( more ) Fixed train mini-tutorial script errors due to missing entity prototypes. ( more ) Fixed tightspot script error when trying to restore invalid entities. ( more ) Fixed that bonus research production could add progress even if no research could be done. ( more ) Fixed that game.server_save() was able to write to locations outside the saves folder. ( more ) Fixed that technology tooltip in the lab GUI wouldn't update when research changed. ( more ) Fixed a bad message when using the permissions command. ( more ) Fixed a crash when remote calls fail. ( more ) Fixed that biters would sometimes not be able to attack entities blocking their way. ( more ) Fixed that writing .energy for entities with heat energy sources didn't work correctly. ( more ) Fixed that non-blueprint items in blueprint books didn't draw their name. ( more ) Fixed that the cut-paste tool allowed alt-cutting which didn't deconstruct what was selected. ( more ) Fixed that setting rolling-stock inventory size to 0 while having an equipment great meant the GUI couldn't be opened. ( more ) Fixed that trying to save temporary LuaItemStacks from some events resulted in the save failing to load. ( more ) Fixed that blueprint component icons weren't kept in a stable order. ( more ) Fixed that the finished game sound could play multiple times. ( more ) Fixed that building blueprints by dragging in the map view didn't work correctly. ( more ) Fixed that building train ghosts manually didn't work in most cases. ( more ) Fixed that moving blueprint sin the blueprint library didn't make sounds. Fixed that opening/closing sound were not working properly in latency in some cases. Fixed that LuaEntity::can_insert() didn't work right for module inventories. ( more ) Fixed that on_player_built_tile had the wrong 'tile' when using hazard concrete in some cases. ( more ) Fixed that some of the checkboxes weren't highlighted as they should when hovering reset in the map generator GUI. ( more ) Fixed performance issue related to rendering long train paths. ( more ) Fixed missing tooltip on the editing button in upgrade planner, deconstruction planner and blueprint book. ( more ) Fixed Shallow water 2 to be layered above sand tiles and therefore missing transitions with sand tiles. ( more ) Fixed stone path and concrete were missing transitions to out-of-map tiles. ( more ) Fixed the upgrade planner to upgrade the corresponding underground belt for all combinations of real/ghost connections. Fixed that biters could get stuck trying to pathfind toward spidertron, causing performance issues. ( https://forums.factorio.com/88744 https://forums.factorio.com/89327 ) Fixed lights near right or bottom edge of the screen would render twice sometimes. ( more ) Fixed that setting style properties on LuaGuiElements didn't work correctly for some widget types. ( more ) Fixed that rails didn't have the building smoke. Fixed that modded locomotives with void energy sources and equipment grids wouldn't show the grid in the GUI. ( more ) Fixed that modded productivity bonuses in tooltips didn't always show everything. ( more ) Fixed that unit groups could get stuck in the gathering phase. ( more ) Fixed that negative damage stickers didn't work. ( more ) Fixed that selection tool type items marked as mod-openable didn't work correctly in the quickbar. ( more ) Fixed that train would not repath when possible due to being in chain signal section. ( more ) Fixed GeneratorPrototype::scale_fluid_usage would cause non-linear scaling of fluid consumption based on energy demand. ( more ) Fixed crash when storage tank was defined with too small fluid flow sprite with low priority and ended up streamed. ( more ) Fixed rotating assembling machines with heat and fluid connections. ( more ) Fixed that it was possible to hold ghost building + blueprint from the library at the same time. ( more ) Fixed crash related to being possible to insert blueprint for re-assignment into the blueprint library. ( more ) Fixed that previous technology key-binding focused search in the blueprint library. ( more ) Fixed that ghosts created by destroying entities weren't upgradeable. ( more ) Fixed that kick & ban commands broke replays. ( more ) Fixed that spidertron would stretch its leg way too much in some special situations. ( more ) Fixed offshore pump underwater layer being drawn over landfill tiles sometimes. ( more ) Fixed decimal textfield would not take decimal point as input when selection would make it valid input. ( more ) Fixed that train could get stuck within chain signal section when exit signal is requested to close by circuit network and train is forced to repath. ( more ) Fixed that train would not immediately reserve signals in chain signal section after repath when there are no signals within braking distance. Fixed that wrong slider position when requesting items in some cases. ( more ) Fixed that rocket silo without fixed_recipe didn't save its recipe in the blueprint. ( more ) Fixed that the total-raw list in the recipe tooltip for some translations. ( more ) Fixed glitching sound loops: steam turbine and electric furnace. ( more ) Fixed changing dawn property of a surface would create visual glitch in day-night cycle. ( more ) Fixed misleading tooltip for disabled shortcut bar items. ( more ) Fixed startup music volume balance. ( more ) Fixed that sounds outside of radar coverage would still play. ( more ) Fixed personal laser defense with minimum range would stop working when enemies would get within minimum range. ( more ) Fixed that automatic rail signal direction selection works also when ghost-force building over trees/rocks in the way. ( more ) Fixed that the replay controls weren't accessible when the current player opened the technology screen. ( more ) Fixed the hand behaviour for some cases of fast entity transfer. ( more ) Fixed sizing of the right panel when show_side_menu is disabled. ( more ) Fixed that blueprint book tooltip based on chat icon had overflowing contents. ( more ) Fixed that the entity hover interval wasn't applied when switching from entity to entity. ( more ) Fixed that belts didn't show the proper curved preview when fast replacing. ( more ) Fixed that the entity tooltip was being shown in some cases where it was not supposed to. ( more ) Fixed that the station name icons were clipped in some cases. ( more ) Fixed that the minimap focus wasn't updating when switching player in the replay. ( more ) Fixed that it wasn't possible to start scenario with replay enabled. ( more ) Fixed losing chain signals in the advanced rail mini-tutorial. ( more ) Fixed train buttons being cut off in advanced rail mini-tutorial in some locales. ( more ) Fixed a crash related to building laser turrets through robots. ( more ) Fixed Bulgarian language name. ( more ) Fixed text box font not refreshing after being changed. ( more ) Clarified tooltip text for locked levels in new game GUI. ( more ) Fixed server crashing when quitting while it's saving for desync report. ( more ) Fixed that rolling stock rotation was not set correctly when using the pipette tool. ( more ) Fixed that if else chain noise expressions would sometimes produce corrupt results. ( more ) Fixed a crash when using identical literal expression in spot noise expressions. ( more ) Fixed that steam engine would show as producing 960kW in electric network GUI. ( more ) Fixed that rail ghost building didn't play the ghost building sound. Fixed a crash when a startup error tried to use rich-text. ( more ) Fixed a crash when related to editing edited scenarios while in vehicles. ( more ) Fixed that it was possible to specify a rail signal pair that does not collide with each other. ( more ) Fixed that collision box could be removed from the rail signal resulting in a signal that could be placed not on a tile center. ( more ) Fixed that it was possible to specify a transport belt connectable entity that would not collide with other belt connectable entities. ( more ) Fixed barrel recipe generation not taking into account fluid icon_size if fluid icons were defined. ( more ) Fixed that clients wouldn't be able to join a multiplayer game if the banlist was too large. ( more ) Fixed that selecting folders in the save-game-gui would still allow saving as the save file name. ( more ) Fixed a crash when opening the blueprint library through lua. ( more ) Fixed the program exit status code when a dedicated server fails. ( more ) Fixed that blueprints with rolling stocks could get invalidated when syncing shelves. ( more ) Fixed that the technology screen would show a "Resume" button for technology levels that haven't yet been researched at all. ( more ) Fixed that cars with minimap_representation set would still render the default triangle. ( more ) Fixed building assembling machine ghosts with unresearched recipes left them with no fluid connection previews. ( more ) Fixed that biters who couldn't reach their spawner would remain on the map, potentially preventing other biters from spawning. ( more ) Fixed script data leak in wave defense scenario. ( more ) Fixed that background sound didn't fade out when stopping replay. ( more ) Fixed that the deconstruction planner ignored tile mode & filters when cancelling deconstruction. Fixed signature error when updating non-steam version on OSX. ( more ) Fixed fast-replacing entity connected to a ghost entity by circuit network. ( more ) Fixed that on some maps, biter attacks could decrease almost to nothing. ( more ) Fixed inserter with fluid energy source could consume too much fluid when no fluid usage was given and scaling was disabled. ( more ) Fixed that building rolling stock could place multiple of them when there are close adjacent rails. ( more ) Fixed that LuaPlayer::can_place_entity would not calculate player reach the same way as manual building. ( more ) Fixed that steam engine in multiple connected electric networks would overproduce and waste energy. ( more ) Fixed problems related to opening blueprint while other blueprint is in the process of being configured. ( more ) Fixed cutscene starting at {0,0} instead of player position when no start_position was given. ( more ) Fixed electric network GUI production bar related to tertiary energy sources. ( more ) Fixed a crash in the pathfinder that could happen when the bounding box didn't contain the tile center. ( more ) Fixed tooltips not showing electric energy source information for electric-energy-interface entities. ( more ) Fixed that undoing a deconstruction order of entities with item requests didn't recover these requests unless the entity was actually removed. ( more ) Fixed that spidertron remote usage on map was bound to open item control rather than the build item control it is bound to in normal view. ( more ) Fixed that flamethrower turrets could fail to shoot at a target. ( more ) Fixed problem with rich text in blueprint library. ( more ) Fixed tiles would be rendered with 1px gap between them at some positions, zoom levels and screen resolutions. ( more ) Fixed heat pipe related drawing only working for boiler type entities. ( more ) Fixed that running /server-save wouldn't save anything if the server was started with --start-server-load-scenario. ( more ) Fixed activation working sound playing even when the entity was already active when being encountered. ( more ) Fixed a pathfinding-related crash. ( more ) Fixed crash when organizing sprites into atlases when using "not-compressed" sprite flag. ( more ) Fixed pipe-to-ground working sound would ignore flow rate. ( more ) Fixed crash when calling take_screenshot with very small resolution values. ( more ) Fixed that setting fluid wagon fluid through the Lua API didn't update the train inactivity value. ( more ) Fixed various issues related to entities leaving gaps when building too fast. Fixed a crash when setting specific fluids in the infinity pipe GUI. ( more ) Fixed that the admin GUI didn't live-update the whitelisted field. ( more ) Fixed crash related to migrating circuit network entities while loading the blueprint library. ( more ) Fixed that artillery would keep shooting at something when it moved out of range. ( more ) Fixed softlock in tutorial if the player took the iron plates too quickly. ( more ) Fixed missing blueprint components scroll bar when there is a lot of components. ( more ) Modding New item flag "spawnable", every item has to have that flag to be creatable through the shortcuts directly. ( more ) Renamed create-blueprint-item shortcut action to spawn-item and item_to_create to item_to_spawn. Increased the total number of collision masks from 14 to 55. See the lua-api collision mask concepts page for which layers the game doesn't actively use. Changed collision mask 'layer-11' to 'rail-layer'. Changed collision mask 'layer-12' to 'transport-belt-layer'. Changed loader to only connect to the front belt, not from side. This is to fix internal problems related to modded loaders with custom sizes and side loading of it. Implemented NoiseExpressions::fromPropertyTree for the "offset-points" noise expression function. Removed rocket silo rocket prototype property "result_items" because it did nothing. Added draw_as_light and draw_as_glow property to sprite definitions. draw_as_shadow, draw_as_light and draw_as_glow are mutually exclusive and draw_as_shadow takes precedence. Unified laser and beam related ammo categories to just "laser" and "beam". Renamed technology "laser-turret-speed"->"laser-shooting-speed", it now affects both robots and laser turrets. Renamed technology "turrets"->"gun-turret", "laser-turrets"->"laser-turret", "combat-robotics"->"defender", "combat-robotics-2"->"distractor", "combat-robotics-3"->"destroyer" "tanks"->"tank", "stone-walls"->"stone-wall", "gates"->"gate" Internal spidertron specification in a way to make torso and leg scaling much easier. Renamed "source_effects" property of line trigger item to "range_effects", due to ambiguity with source_effects on action delivery. ( more ) Added the "linked-container" entity type. Removed 'small-plane', 'computer', 'railgun-dart' and 'railgun' items. Removed 'bait-chest', 'crash-site-assembling-machine-1-broken', 'crash-site-assembling-machine-1-repaired', 'crash-site-assembling-machine-2-broken', 'crash-site-assembling-machine-2-repaired', 'crash-site-electric-pole', 'crash-site-generator', 'crash-site-lab-broken' and 'crash-site-lab-repaired' entities. Removed the "auto-character-logistic-trash-slots" modifier and forceDataValues. The auto trash are now always enabled when any trash slots present. Added direction to SimpleEntityWithOwner and SimpleEntityWithForce. Constrained collision_box and collision_mask of transport belt connectable prototypes so it is not possible to build the entities in overlapping positions. ( more ) Added optional draw_fluid_icon_override boolean to pipe to ground prototypes. Causes fluid icon to be drawn, ignoring the usual pair requirement. Removed fluid turret prototype property 'indicator_light'. Added fluid turret prototype properties 'enough_fuel_indicator_light' and 'not_enough_fuel_indicator_light'. Added locomotive and car prototype properties 'front_light_pictures' and 'darkness_to_render_light_animation'. Renamed logistic-container prototype property 'logistic_slots_count' to 'max_logistic_slots'. The data stage files are no longer divided into demo and non-demo. This means the files with the demo- prefix were either merged into files without the prefix and/or the prefix was removed from the file name. Scripting Renamed the clean_cursor method to clear_cursor. Renamed on_put_item to on_pre_build, as it is much more precise name for that event. It fires when anything is used for building: item, blueprint, blueprint record or ghost cursor. Changed 'control_behavior.parameters.parameters' to just 'control_behavior.parameters' for LuaDeciderCombinatorControlBehavior, LuaConstantCombinatorControlBehavior, and LuaArithmeticCombinatorControlBehavior. Changed LuaItemStack::active_index to return `nil` if the blueprint book inventory has zero slots. ( more ) Changed LuaItemStack::count to return 0 instead of failing when the stack is empty. Changed LuaControl for players in cutscenes so the character is still usable. Changed on_player_cancelled_crafting 'cancel_count' to report the exact number of crafts cancelled. Decoupled deactivation by script and deactivation by circuit network. mod-gui.lua no longer defines 'mod_gui' as a global variable, it is now only available when required: local mod_gui = require("mod-gui") Made LuaEntity::speed read work with spider-vehicle. Made LuaEntityPrototype::guns read work for spider-vehicle. Removed LuaEntityPrototype::production read. Removed LuaBootstrap::is_game_in_debug_mode read. Added LuaEntityPrototype::max_energy_production read. Added LuaEntity::trains_limit read/write. Added LuaEntity::trains_count read. Added LuaTrainStopControlBehavior::trains_count_signal, trains_limit_signal, set_trains_limit and read_trains_count read/write. Added LuaEntity::tree_gray_stage_index, read/write. Added LuaEntity::tree_gray_stage_index_max read. Added LuaEntity::can_wires_reach(). Added LuaEntity::crafting_queue_progress read. Added on_spider_command_completed event. Added LuaEntity::get_connected_rolling_stock(). Added 'create_at_cursor' to LuaPlayer::create_local_flying_text(). Added LuaGameScript::map_gen_presets read. Added LuaStyle::extra_margin_when_activated and extra_padding_when_activated write, which also accept arrays of values. Added LuaStyle::size write. Added LuaGuiElement::name write support. Added LuaGuiElement::tags read/write. Added LuaTile::to_be_deconstructed(). Added LuaGuiElement::bring_to_front(). Added 'has-rocket-launch-products' filter to ItemPrototypeFilters. Added support to save/load LuaProfilers. They simply reset the time when saved/loaded. Added LuaEntityPrototype::guns for artillery turrets and wagons. Added LuaEntity::combat_robot_owner read/write. Added LuaPlayer::clear_recipe_notifications and LuaPlayer::add_recipe_notification Added LuaGuiElement::add "index" property, allowing insertion to anywhere in the parent element. Added LuaGuiElement::get_index_in_parent(). Added support to connect/disconnect power switches through LuaEntity::connect_neighbour/disconnect_neighbour. Added LuaForce::get_linked_inventory(). Added LuaEntity::link_id read/write. Added LuaGui 'relative' (player.gui.relative). For showing a CustomGuiElement relative to some base game C++ GUI. Added LuaGuiElement::anchor read/write. Added 'alt_mode' to on_player_toggled_alt_mode event. Added 'cursor_position' to the custom input events. Added 'queued_count' to on_pre_player_crafted_item. Added LuaPlayer::cutscene_character read. | Versions | Versions | | --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 0.1-0.6 | 0.1.00.1.10.1.20.2.00.2.10.2.20.2.30.2.40.2.50.2.60.2.70.2.80.2.90.2.100.3.00.3.10.3.20.4.00.4.10.5.00.5.10.5.20.5.30.6.00.6.10.6.20.6.30.6.4 | | 0.7-0.11 | 0.7.00.7.10.7.20.7.30.7.40.7.50.8.00.8.10.8.20.8.30.8.40.8.50.8.60.8.70.8.80.9.00.9.10.9.20.9.30.9.40.9.50.9.60.9.70.9.80.10.00.10.10.10.20.10.30.10.40.10.50.10.60.10.70.10.80.10.90.10.100.10.110.10.120.11.00.11.10.11.20.11.30.11.40.11.50.11.60.11.70.11.80.11.90.11.100.11.110.11.120.11.130.11.140.11.150.11.160.11.170.11.180.11.190.11.200.11.210.11.22 | | 0.12 | 0.12.00.12.10.12.20.12.30.12.40.12.50.12.60.12.70.12.80.12.90.12.100.12.110.12.120.12.130.12.140.12.150.12.160.12.170.12.180.12.190.12.200.12.210.12.220.12.230.12.240.12.250.12.260.12.270.12.280.12.290.12.300.12.310.12.320.12.330.12.340.12.35 | | 0.13-0.14 | 0.13.00.13.10.13.20.13.30.13.40.13.50.13.60.13.70.13.80.13.90.13.100.13.110.13.120.13.130.13.140.13.150.13.160.13.170.13.180.13.190.13.200.14.00.14.10.14.20.14.30.14.40.14.50.14.60.14.70.14.80.14.90.14.100.14.110.14.120.14.130.14.140.14.150.14.160.14.170.14.180.14.190.14.200.14.210.14.220.14.23 | | 0.15 | 0.15.00.15.10.15.20.15.30.15.40.15.50.15.60.15.70.15.80.15.90.15.100.15.110.15.120.15.130.15.140.15.150.15.160.15.170.15.180.15.190.15.200.15.210.15.220.15.230.15.240.15.250.15.260.15.270.15.280.15.290.15.300.15.310.15.320.15.330.15.340.15.350.15.360.15.370.15.380.15.390.15.40 | | 0.16 | 0.16.00.16.10.16.20.16.30.16.40.16.50.16.60.16.70.16.80.16.90.16.100.16.110.16.120.16.130.16.140.16.150.16.160.16.170.16.180.16.190.16.200.16.210.16.220.16.230.16.240.16.250.16.260.16.270.16.280.16.290.16.300.16.310.16.320.16.330.16.340.16.350.16.360.16.370.16.380.16.390.16.400.16.410.16.420.16.430.16.440.16.450.16.460.16.470.16.480.16.490.16.500.16.51 | | 0.17 | 0.17.00.17.10.17.20.17.30.17.40.17.50.17.60.17.70.17.80.17.90.17.100.17.110.17.120.17.130.17.140.17.150.17.160.17.170.17.180.17.190.17.200.17.210.17.220.17.230.17.240.17.250.17.260.17.270.17.280.17.290.17.300.17.310.17.320.17.330.17.340.17.350.17.360.17.370.17.380.17.390.17.400.17.410.17.420.17.430.17.440.17.450.17.460.17.470.17.480.17.490.17.500.17.510.17.520.17.530.17.540.17.550.17.560.17.570.17.580.17.590.17.600.17.610.17.620.17.630.17.640.17.650.17.660.17.670.17.680.17.690.17.700.17.710.17.720.17.730.17.740.17.750.17.760.17.770.17.780.17.79 | | 0.18-1.0 | 0.18.00.18.10.18.20.18.30.18.40.18.50.18.60.18.70.18.80.18.90.18.100.18.110.18.120.18.130.18.140.18.150.18.160.18.170.18.180.18.190.18.200.18.210.18.220.18.230.18.240.18.250.18.260.18.270.18.280.18.290.18.300.18.310.18.320.18.330.18.340.18.350.18.360.18.370.18.380.18.390.18.400.18.410.18.420.18.430.18.440.18.450.18.460.18.471.0.0 | | 1.1 | 1.1.01.1.11.1.21.1.31.1.41.1.51.1.61.1.71.1.81.1.91.1.101.1.111.1.121.1.131.1.141.1.151.1.161.1.171.1.181.1.191.1.201.1.211.1.221.1.231.1.241.1.251.1.261.1.271.1.281.1.291.1.301.1.311.1.321.1.331.1.341.1.351.1.361.1.371.1.381.1.391.1.401.1.411.1.421.1.431.1.441.1.451.1.461.1.471.1.481.1.491.1.501.1.511.1.521.1.531.1.541.1.551.1.561.1.571.1.581.1.591.1.601.1.611.1.621.1.631.1.641.1.651.1.661.1.671.1.681.1.691.1.701.1.711.1.721.1.731.1.741.1.751.1.761.1.771.1.781.1.791.1.801.1.811.1.821.1.831.1.841.1.851.1.861.1.871.1.881.1.891.1.901.1.911.1.921.1.931.1.941.1.951.1.961.1.971.1.981.1.991.1.1001.1.1011.1.1021.1.1031.1.1041.1.1051.1.1061.1.1071.1.1081.1.1091.1.110 | | 2.0.0 | 2.0.72.0.82.0.92.0.102.0.112.0.122.0.132.0.142.0.152.0.162.0.172.0.182.0.192.0.202.0.212.0.222.0.232.0.242.0.252.0.262.0.272.0.282.0.292.0.302.0.312.0.322.0.332.0.342.0.352.0.362.0.372.0.382.0.39 |
wiki
https://wiki.factorio.com/Version_history/1.1.0_-_Factorio_Wiki
Water_barrel
Barrel - Factorio Wiki
[]
Barrel - Factorio Wiki Jump to navigation Jump to search Barrels can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once fluid handling is researched. The barrels themselves are reusable once the fluids are drained. Barrels stack in groups of 10. A single cargo wagon can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon – 30,000 fewer units than the capacity of a fluid wagon . Empty barrels have a rocket capacity of 200. Full barrels, regardless of fluid, have a rocket capacity of 100. As such, a single rocket can carry 5000 units of any fluid which can be barrelled. Contents 1 Empty barrels 2 Fill barrels 3 Example of use 4 Notes 5 History 6 See also Empty barrels Empty barrels can be crafted. When barrels are emptied, the (required) assembling machine will also return an empty barrel. | Recipe: | 1+1→1 | | ---------------- | -------------- | | Req. technology: | Fluid handling | | Process | Input | Machine | Output | | -------------------------------- | ----- | ------- | ------ | | Empty crude oil barrel | 10.2 | or | 1+50 | | Empty heavy oil barrel | 10.2 | or | 1+50 | | Empty light oil barrel | 10.2 | or | 1+50 | | Empty lubricant barrel | 10.2 | or | 1+50 | | Empty petroleum gas barrel | 10.2 | or | 1+50 | | Empty sulfuric acid barrel | 10.2 | or | 1+50 | | Empty water barrel | 10.2 | or | 1+50 | | Empty fluoroketone (hot) barrel | 10.2 | or | 1+50 | | Empty fluoroketone (cold) barrel | 10.2 | or | 1+50 | Fill barrels Filled barrels cannot be crafted. They are filled using the respective fluids 's Fill barrel process which consumes empty barrels. | Process | Input | Machine | Output | | ------------------------------- | ------ | ------- | ------ | | Fill crude oil barrel | 1500.2 | or | 1 | | Fill heavy oil barrel | 1500.2 | or | 1 | | Fill light oil barrel | 1500.2 | or | 1 | | Fill lubricant barrel | 1500.2 | or | 1 | | Fill petroleum gas barrel | 1500.2 | or | 1 | | Fill sulfuric acid barrel | 1500.2 | or | 1 | | Fill water barrel | 1500.2 | or | 1 | | Fill fluoroketone (hot) barrel | 1500.2 | or | 1 | | Fill fluoroketone (cold) barrel | 1500.2 | or | 1 | Example of use Barrels are useful in situations where pipes are not available or a bad option, such as oil production far away from your main factory, or when transporting fluids to another planet in Space Age . Barrels can be transported with a belt transport system or railway , by logistic robots , via car or tank , or in the player 's inventory. A simple example with transport belts : Notes Despite being labelled as an intermediate product, making empty barrels and filling or emptying barrels cannot accept productivity modules . Barrel filling and emptying recipes cannot accept quality modules . History 0.16.8 : Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.) Decreased barrelling crafting time from 1 second to 0.2 seconds. 0.15.0 : Added automatic barreling support for all fluids. 0.9.0 : Introduced See also Fluid handling Oil processing Crude oil
wiki
https://wiki.factorio.com/Barrel_-_Factorio_Wiki
Petroleum_gas
Petroleum gas - Factorio Wiki
[]
Petroleum gas - Factorio Wiki Jump to navigation Jump to search | | Petroleum gas | Edit | | | ------------- | ---- | Base game Space Age mod | Prototype type | fluid | | --------------------- | --------------------- | | Internal name | petroleum-gas | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Prototype type | fluid | | --------------------- | --------------------- | | Internal name | petroleum-gas | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Petroleum gas is a fluid created in an oil refinery from crude oil or coal , or in a chemical plant or Biochamber from light oil . Petroleum gas is used to create plastic bars and sulfur , important ingredients for mid-to-high-level recipes. Petroleum gas can also be used to create solid fuel , but the ratio of fuel created is not as efficient as that of light oil, and petroleum gas is usually too valuable to waste. | Building | Process | Results | | ------------------------- | ----------------------- | ---------------------- | | Oil refinery | Basic oil processing | 5+100→45 | | Oil refinery | Advanced oil processing | 5+100+50→55+ (25+45) | | Chemical plant+Biochamber | Light oil cracking | 2+30+30→20 | | Oil refinery | Coal liquefaction | 5+10+25+50→10+ (90+20) | History 0.9.0 : Introduced Trivia The icon used for petroleum gas is the chemical Ethylene . See also Fluid system Oil processing | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Petroleum_gas_-_Factorio_Wiki
Advanced_circuit
Advanced circuit - Factorio Wiki
[]
Advanced circuit - Factorio Wiki Jump to navigation Jump to search | | Advanced circuit | Edit | | | ---------------- | ---- | Base game Space Age mod | Recipe | Recipe | | --------------------- | --------------------- | | 6+4+2+2→1 | 6+4+2+2→1 | | Total raw | Total raw | | 9.5+5+2+2 | 9.5+5+2+2 | | Stack size | 200 | | Rocket capacity | 1000 (5 stacks) | | Prototype type | item | | Internal name | advanced-circuit | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recipe | Recipe | | --------------------- | --------------------- | | 6+4+2+2→1 | 6+4+2+2→1 | | Total raw | Total raw | | 9.5+5+2+2 | 9.5+5+2+2 | | Stack size | 200 | | Rocket capacity | 1000 (5 stacks) | | Prototype type | item | | Internal name | advanced-circuit | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Advanced circuits (or "red circuits") are used as components in most high-tech items, most notably in chemical science packs , but also logistics robot items, modules, and equipment. They require an oil processing setup as they are produced using plastic bars . Advanced circuits are slower to build than most other intermediate components, require three inputs, and are in high demand. As an example of the demand, a finished productivity module 3 requires a total of 190 advanced circuits. Due to their slow build time, assembling machine 3s with speed modules may be useful in their production. Achievements | | Circuit veteran 1Produce 1.0kadvanced circuitsper hour. | | | ------------------------------------------------------- | | | Circuit veteran 2Produce 10kadvanced circuitsper hour. | | | ------------------------------------------------------ | | | Circuit veteran 3Produce 25kadvanced circuitsper hour. | | | ------------------------------------------------------ | Ratio The following shows the minimum ratio of assemblers/machines and items required to produce advanced circuits such that all number of assemblers are whole numbers. Items per min 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 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -------------------------------------- | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | | | | | 75using6300using1150using1150using1.25 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | | 300using1 | 300using1 | 300using1 | 300using1 | 300using1 | 300using1 | 300using1 | 300using1 | 300using1 | 300using1 | | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | | 150using1.25 | 150using1.25 | 150using1.25 | 150using1.25 | 150using1.25 | 150using1.25 | 150using1.25 | 150using1.25 | 150using1.25 | 150using1.25 | | | | | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 300using1 | 300using1 | 300using1 | 300using1 | 300using1 | 300using1 | 300using1 | 300using1 | 300using1 | 300using1 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 150using1.25 | 150using1.25 | 150using1.25 | 150using1.25 | 150using1.25 | 150using1.25 | 150using1.25 | 150using1.25 | 150using1.25 | 150using1.25 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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/Advanced_circuit_-_Factorio_Wiki
Productivity_module_3_(research)
Productivity module 3 (research) - Factorio Wiki
[]
Productivity module 3 (research) - Factorio Wiki Jump to navigation Jump to search | | Productivity module 3 (research) | Edit | | | -------------------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 601111✖300 | 601111✖300 | | Prototype type | technology | | Internal name | productivity-module-3 | | Required technologies | Required technologies | | 2 | 2 | | Allows | Allows | | | | | Effects | Effects | | | | | Cost | Cost | | --------------------- | --------------------- | | 6011111✖2000 | 6011111✖2000 | | Prototype type | technology | | Internal name | productivity-module-3 | | Required technologies | Required technologies | | 2 | 2 | | Effects | Effects | | | | Productivity module 3 unlocks the ability to craft the highest tier productivity module 3 , which can increase a machine's productivity , meaning that more products can be crafted by a machine from the same amount of ingredients. However, as a tradeoff, the module increases energy consumption, reduces speed and increases pollution . 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/Productivity_module_3_(research)_-_Factorio_Wiki
Planet_discovery_Gleba_(research)
Planet discovery Gleba (research) - Factorio Wiki
[]
Planet discovery Gleba (research) - Factorio Wiki Jump to navigation Jump to search | | Planet discovery Gleba (research) | Edit | | | --------------------------------- | ---- | | Cost | Cost | | --------------------- | ---------------------- | | 601111✖1000 | 601111✖1000 | | Prototype type | technology | | Internal name | planet-discovery-gleba | | Required technologies | Required technologies | | | | | Allows | Allows | | | | Space Age expansion exclusive feature. Unlocks traveling to Gleba with space platforms . History 2.0.7 : Introduced in Space Age expansion. See also Gleba 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/Planet_discovery_Gleba_(research)_-_Factorio_Wiki
Radar
Radar - Factorio Wiki
[]
Radar - Factorio Wiki Jump to navigation Jump to search | | Radar | Edit | | | ----- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | | | | | | | | | | | | | ----------------------- | -------------------------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | | | -- | | -- | | -- | | -- | | -- | | 0.5+5+5+10→1 | 0.5+5+5+10→1 | | | | | | | | | | | | | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | | | | | | | | | | | | | 9.25+7.5+25 | 9.25+7.5+25 | | | | | | | | | | | | | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | | | | | | | | | | | | | Health | 250325400475625 | | | | 250 | | 325 | | 400 | | 475 | | 625 | | | | | | | | | | | | | | | | | 250 | | | | | | | | | | | | | | | | | | | | | | | | | 325 | | 400 | | | | | | | | | | | | | | | | | | | | | | | | | 475 | | 625 | | | | | | | | | | | | | | | | | | | | | | | | Resistances | Fire: 0/70%Impact: 0/30% | | | | | | | | | | | | | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | | | | | | | | | | | | | Radar coverage distance | Continuous:34568Exploration:1415161719 | | | | 3 | | 4 | | 5 | | 6 | | 8 | | | | 14 | | 15 | | 16 | | 17 | | 19 | | | | | 3 | | | | | | | | | | | | | | | | | | | | | | | | | 4 | | 5 | | | | | | | | | | | | | | | | | | | | | | | | | 6 | | 8 | | | | | | | | | | | | | | | | | | | | | | | | | | | 14 | | | | | | | | | | | | | | | | | | | | | | | | | 15 | | 16 | | | | | | | | | | | | | | | | | | | | | | | | | 17 | | 19 | | | | | | | | | | | | | | | | | | | | | | | | Dimensions | 3×3 | | | | | | | | | | | | | | | | | | | | | | | | | | Energy consumption | 300.0 kW (electric) | | | | | | | | | | | | | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | | | | | | | | | | | | | Prototype type | radar | | | | | | | | | | | | | | | | | | | | | | | | | | Internal name | radar | | | | | | | | | | | | | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The radar reveals the map for the force it belongs to. It can be used to provide a small area of remote vision on the map; it also allows periodic scanning of distant chunks around it. The radar has a high power demand (300kW) so a radar indirectly contributes to pollution when powered by boilers and steam engines . A radar can be continuously powered by eight solar panels and six accumulators . Seven solar panels and five accumulators is the most efficient; it gives the radar full power all but a short time in the morning, but never dips below the 20% power threshold for nearby scanning. Despite being categorized as a military building, the radar will not be attacked by enemies unless it blocks their path to another target, which means that radars can be safely placed in biter-infested areas without needing to be defended. The radar will show enemy lifeforms and structures, as well as trains , cars , and other players in the scanned area. Contents 1 Nearby pulse scanning 2 Long range survey scanning 3 Coverage 4 Charting 4.1 Charting process 4.2 Charting decay time / fog of war 4.3 Charting of vehicles 4.4 Remote control 4.5 Invisible (black) parts of the map 5 Circuit network 6 History 7 See also Nearby pulse scanning The radar continuously charts an area of 7×7 chunks (224×224 tiles ), centered on the chunk the radar occupies. This nearby area is updated as a single pulse approximately every second. At reduced power levels, this nearby pulse scan will take longer, which can lead to 'blinking' on the player's map similar to the long range scan. This is particularly noticeable at dawn and dusk on solar powered radar stations. At 20% power the radar will pulse about every 4 seconds which will still keep the nearby area continuously lit on the map, but will provide reduced detail. 20% power can be achieved by a single solar panel , or by using one isolating accumulator for every 5 radars. Long range survey scanning The radar charts one distant chunk every time the sector scanning progress bar fills. This will take 33.333 seconds, if the radar is receiving full power. Mouse-over or click-open the radar details to see this progress bar. Long range scanning is visible on the map as a single chunk lighting up for several seconds, then slowly darkening. It scans the unexplored chunks first, represented by the black areas on the map. Note that it also generates the chunks if they weren't generated at the time of the scan. One chunk scan takes 10 MJ of energy to complete. Since the radar draws 300 kW of power, it takes 10 MJ ÷ 300 kW = 33.333 seconds to scan one chunk. This is done in an area of 29×29 chunks around the radar, excluding the nearby 7×7 chunks. With a total number of 792 chunks (29×29 − 7×7), it takes one radar 7 hours 20 minutes to complete one full scan cycle. If everything is already explored it continues to scan by re-scanning the longest-ago scanned chunk within range. Multiple radars will share long-range chunks, reducing the amount of time it takes to complete long-range survey scanning. This is a smart process, meaning that the radars will not scan chunks currently being scanned by other radars. It is possible that a new alien nest will appear in a previously scanned chunk; just because you don't see it on the map, doesn't mean it is not there. Coverage Radars grant sight of a square area around them, which is displayed brighter than the rest of the map. This allows the player to zoom into the normal world view from the map and makes interaction with blueprints and deconstruction planners possible. The coverage area of a radar and the player. Charting If a chunk is scanned by a radar or player, the image of that chunk that is copied into the map of the players of this surface force (every force has its own map). This procedure is called "charting". Animation of chunks in the upper-right area being revealed by radars. Charting process If the contents of a chunk changes between two ticks, the content of that chunk is "charted" into the map. The map is just a bitmap, a picture. You can see the entities moving, you can see enemies walking. Every entity is represented by one or more pixels. Not every entity is drawn. Users can recognize what is drawn because of the color. Charting of several chunks that change each tick might have an impact on game performance, manifesting in the form of lowered UPS or FPS . Charting decay time / fog of war Once a scan for a chunk is triggered, it keeps actively charted for 10 seconds . This effect can also be seen in the map of the chunk highlighted and dims within 10 seconds to a greyed out version of the chunk. If charting is not repeated within the 10 seconds, the charting process stops for this chunk after 10 seconds and is no longer updated. What you see after that time is the last charted picture for that chunk (also called "fog of war"). Charting of vehicles Even in the fog of war you can see the last charted position of vehicles. Trains last positions are not charted, because they normally move after the charting stops. Vehicles are shown as a circle, with an arrow pointing in the direction that they're facing. Remote control Tanks and spidertrons cannot be entered when out of radar range, but can still be controlled and exited. Invisible (black) parts of the map The map generator creates a "border" of invisible chunks around each chunk, that becomes active at some time. Active chunks are those that become charted or those that are active because the pollution spreads onto them. Circuit network Every radar has a circuit network connection to every other radar on that surface. Any circuit signal sent into a radar is output from every other radar on the surface. When the radar loses power, it loses its circuit connection. The output signal can only be seen in connected objects like electric poles, because the radar does not have a GUI. History 2.0.7 : All radars on a surface are now connected to a single circuit network. Enemies no longer actively target radars. 0.17.0 : When holding radar in cursor, area covered by existing radars is also highlighted on minimap. 0.15.0 : Radar now allows remote view via map. 0.12.17 : Updated icons. 0.11.11 : Radar ignores chunks outside the map radius. 0.10.0 : New graphics. 0.9.0 : Halved radar electricity consumption. 0.7.3 : Radar continues refreshing chunks after all chunks in range have been discovered. 0.5.1 : New Graphics 0.1.0 : Introduced See also Enemies Long-term radar behavior | 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/Radar_-_Factorio_Wiki
Cryogenic_science_pack
Cryogenic science pack - Factorio Wiki
[ "stub" ]
Cryogenic science pack - Factorio Wiki Jump to navigation Jump to search | | Cryogenic science pack | Edit | | | ---------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | -------------------------- | -------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 20+6+3+1→1+3 | 20+6+3+1→1+3 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 20+6+3+1 | 20+6+3+1 | | | | | | | | | | | | | | Used by labs for research. | Used by labs for research. | | | | | | | | | | | | | | Stack size | 200 | | | | | | | | | | | | | | Rocket capacity | 1000 (5 stacks) | | | | | | | | | | | | | | Science capacity | 100%200%300%400%600% | | | | 100% | | 200% | | 300% | | 400% | | 600% | | | | | 100% | | | | | | | | | | | | | 200% | | 300% | | | | | | | | | | | | | 400% | | 600% | | | | | | | | | | | | Crafted only on | | | | | | | | | | | | | | | Prototype type | tool | | | | | | | | | | | | | | Internal name | cryogenic-science-pack | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. Cryogenic science pack is an Aquilo science pack. It is used in labs to research technologies . Achievements | | Research with cryogenicsResearch a technology usingcryogenic science packs. | | | --------------------------------------------------------------------------- | History 2.0.7 : Introduced in Space Age expansion. See also Aquilo 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/Cryogenic_science_pack_-_Factorio_Wiki
Empty_sulfuric_acid_barrel
Barrel - Factorio Wiki
[]
Barrel - Factorio Wiki Jump to navigation Jump to search Barrels can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once fluid handling is researched. The barrels themselves are reusable once the fluids are drained. Barrels stack in groups of 10. A single cargo wagon can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon – 30,000 fewer units than the capacity of a fluid wagon . Empty barrels have a rocket capacity of 200. Full barrels, regardless of fluid, have a rocket capacity of 100. As such, a single rocket can carry 5000 units of any fluid which can be barrelled. Contents 1 Empty barrels 2 Fill barrels 3 Example of use 4 Notes 5 History 6 See also Empty barrels Empty barrels can be crafted. When barrels are emptied, the (required) assembling machine will also return an empty barrel. | Recipe: | 1+1→1 | | ---------------- | -------------- | | Req. technology: | Fluid handling | | Process | Input | Machine | Output | | -------------------------------- | ----- | ------- | ------ | | Empty crude oil barrel | 10.2 | or | 1+50 | | Empty heavy oil barrel | 10.2 | or | 1+50 | | Empty light oil barrel | 10.2 | or | 1+50 | | Empty lubricant barrel | 10.2 | or | 1+50 | | Empty petroleum gas barrel | 10.2 | or | 1+50 | | Empty sulfuric acid barrel | 10.2 | or | 1+50 | | Empty water barrel | 10.2 | or | 1+50 | | Empty fluoroketone (hot) barrel | 10.2 | or | 1+50 | | Empty fluoroketone (cold) barrel | 10.2 | or | 1+50 | Fill barrels Filled barrels cannot be crafted. They are filled using the respective fluids 's Fill barrel process which consumes empty barrels. | Process | Input | Machine | Output | | ------------------------------- | ------ | ------- | ------ | | Fill crude oil barrel | 1500.2 | or | 1 | | Fill heavy oil barrel | 1500.2 | or | 1 | | Fill light oil barrel | 1500.2 | or | 1 | | Fill lubricant barrel | 1500.2 | or | 1 | | Fill petroleum gas barrel | 1500.2 | or | 1 | | Fill sulfuric acid barrel | 1500.2 | or | 1 | | Fill water barrel | 1500.2 | or | 1 | | Fill fluoroketone (hot) barrel | 1500.2 | or | 1 | | Fill fluoroketone (cold) barrel | 1500.2 | or | 1 | Example of use Barrels are useful in situations where pipes are not available or a bad option, such as oil production far away from your main factory, or when transporting fluids to another planet in Space Age . Barrels can be transported with a belt transport system or railway , by logistic robots , via car or tank , or in the player 's inventory. A simple example with transport belts : Notes Despite being labelled as an intermediate product, making empty barrels and filling or emptying barrels cannot accept productivity modules . Barrel filling and emptying recipes cannot accept quality modules . History 0.16.8 : Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.) Decreased barrelling crafting time from 1 second to 0.2 seconds. 0.15.0 : Added automatic barreling support for all fluids. 0.9.0 : Introduced See also Fluid handling Oil processing Crude oil
wiki
https://wiki.factorio.com/Barrel_-_Factorio_Wiki
Spawners
Enemies - Factorio Wiki
[ "stub" ]
Enemies - Factorio Wiki Jump to navigation Jump to search | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Enemies are creatures that want to harm the player . They are the native inhabitants of the extraterrestrial worlds on which the player is operating. Enemies show up on the map as red dots. On Nauvis , the enemies are arthropods which live in organic nests. They are encountered in three species: Biters, Spitters, and Worms (though the nickname "Biters" is often used collectively for all of them). More enemies can be encountered on other planets with the Space Age expansion. On the planet Gleba , there are pentapods which come in three variants: Wrigglers, Strafers, and Stompers. On the planet Vulcanus , there are the Demolishers. Each species comes in a range of sizes, where larger specimens have more health and do more damage. Contents 1 Achievements 2 Creatures 2.1 Biters 2.2 Spitters 2.3 Worms 2.4 Wrigglers 2.5 Strafers 2.6 Stompers 2.7 Demolishers 2.8 Nests 2.9 Expansions 3 Defense 4 Evolution 4.1 Methods of increasing 4.2 Spawn chances by evolution factor 4.3 Advanced: Evolution factor components and computation 5 Trivia 6 Gallery 7 History 8 See also Achievements Enemies are directly connected to the following achievements: | | It stinks and they don't like itTrigger analienattack bypollution. | | | ------------------------------------------------------------------ | | | SteamrolledDestroy 10spawnersby impact. | | | --------------------------------------- | | | Art of siegeDestroy an enemy structure usingartillery. | | | ------------------------------------------------------ | | | Keeping your hands cleanDestroy your first enemy structure usingartillery. | | | -------------------------------------------------------------------------- | | | It stinks and they do like itAttract a group ofpentapodsusing spores. | | | --------------------------------------------------------------------- | | | Get off my lawnDisturb ademolisherby building on its territory. | | | --------------------------------------------------------------- | | | If it bleeds, we can kill itKill a smalldemolisher. | | | --------------------------------------------------- | | | We need bigger gunsKill a mediumdemolisher. | | | ------------------------------------------- | | | Size doesn't matterKill a bigdemolisher. | | | ---------------------------------------- | Creatures Biters Biters are one of two main antagonists in the base game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing pollution , they will become bigger, related to the enemy's evolution . As common sense may suggest, their method of attack is a straightforward charge to "bite" things. | Picture | Name | Info | | ------- | -------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Biter | Weakest of biters, can be easily killed with a pistol.Planet: NauvisHealth: 15Damage: 7 PhysicalAttack speed: 1.71/sSpeed: 43.2km/hRange: 1Pollution to join attack: 4 | | | Medium Biter | Stronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.Planet: NauvisHealth: 75Damage: 15 PhysicalAttack speed: 1.71/sSpeed: 51.8km/hRange: 1Pollution to join attack: 20Resistances:Explosion: 0/10%Physical: 4/10% | | | Big Biter | Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them. Hatches from spoiledbiter eggs, however it won't be at full health when this happens.Planet: NauvisHealth: 375Damage: 30 PhysicalAttack speed: 1.71/sSpeed: 49.7km/hRange: 2Pollution to join attack: 80Resistances:Explosion: 0/10%Physical: 8/10% | | | Behemoth Biter | Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.Planet: NauvisHealth: 3000Damage: 90 PhysicalAttack speed: 1.2/sSpeed: 64.8km/hRange: 2Pollution to join attack: 400Resistances:Explosion: 12/10%Physical: 12/10% | Spitters Spitters are much like biters and only appear slightly later on in the game as the evolution factor increases. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters' predictive aiming, the acid stream can be dodged by suddenly changing walking directions or standing still. [1] Both the stream and the puddle of acid deal damage over time and slow down players and vehicles. Most entities of the game have a much lower resistance to acid than other damage types (including turrets and armor ), so spitters are effectively more potent against the player and their factories. Their behavior and size classification are the same as with biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance. | Picture | Name | Info | | ------- | ---------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Spitter | Weakest of spitters. Easy to kill with any weapon, but attacks at range.Planet: NauvisHealth: 10Range: 13Pollution to join attack: 4Speed: 40.0km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1Damage (on contact): 12 AcidAcid puddle:Lifetime: 32 secondsDamage: 7.2 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 60%Duration: 2 seconds | | | Medium Spitter | Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.Planet: NauvisHealth: 50Range: 14Pollution to join attack: 12Speed: 35.6km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.25Damage (on contact): 24 AcidAcid puddle:Lifetime: 32 secondsDamage: 28.8 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 50%Duration: 2 secondsResistances:Explosion: 0/10% | | | Big Spitter | An even bulkier spitter and so can take more damage.Planet: NauvisHealth: 200Range: 15Pollution to join attack: 30Speed: 32.4km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.35Damage (on contact): 36 AcidAcid puddle:Lifetime: 32 secondsDamage: 130 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 40%Duration: 2 secondsResistances:Explosion: 0/15% | | | Behemoth Spitter | The bulkiest of the spitters and so can take even more damage.Planet: NauvisHealth: 1500Range: 16Pollution to join attack: 200Speed: 32.4km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.75Damage (on contact): 60 AcidAcid puddle:Lifetime: 32 secondsDamage: 360 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 30%Duration: 2 secondsResistances:Explosion: 0/30% | Worms The Worms are natural allies of biters and spitters and will attack the player if they get close enough with an attack similar to spitters'. They act like static turrets and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile. Worms come in 4 sizes, their power increasing with size. Like biters and spitters, behemoth, big and medium worms spawning is influenced by the evolution factor. Worms are only created during enemy expansion when a certain evolution factor requirement is fulfilled. This is 0.3 for the medium worm, 0.5 for the big worm and 0.9 for the behemoth worm. Below these evolution factors, worms can only be created by the map generation. In map generation, the game restricts higher tier worms behind the distance from the starting point. The further away the player goes from the starting area, the stronger the worms become. | Picture | Name | Info | | ------- | ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Worm | A weak worm. It is still capable of killing the player unless it is targeted as priority.Health: 200Range: 25Acid projectile:Attack speed: 0.66/sArea of effect size: 1.4Damage (on contact): 36 AcidAcid puddle:Lifetime: 32 secondsDamage: 21.6 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 60% | | | Medium Worm | Medium worms are dangerous to even more advanced players. They should be handled with care.Health: 500Range: 30Acid projectile:Attack speed: 0.66/sArea of effect size: 1.55Damage (on contact): 48 AcidAcid puddle:Lifetime: 32 secondsDamage: 57.6 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 50%Resistances:Explosion: 5/15%Fire: 2/50%Physical: 5/0%Laser: 20% | | | Big Worm | Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.Health: 1500Range: 38Acid projectile:Attack speed: 0.66/sArea of effect size: 1.75Damage (on contact): 72 AcidAcid puddle:Lifetime: 32 secondsDamage: 259 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 40%Resistances:Explosion: 10/30%Fire: 3/70%Physical: 10/0%Laser: 50% | | | Behemoth Worm | Behemoth worms are the most dangerous of worms. With twice as much health as big worms and a significantly higher range, they can even challenge experienced players.Health: 3000Range: 48Acid projectile:Attack speed: 0.66/sArea of effect size: 2Damage (on contact): 96 AcidAcid puddle:Lifetime: 32 secondsDamage: 691 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 30%Resistances:Explosion: 10/30%Fire: 3/70%Physical: 10/0%Laser: 80% | | Picture | Description | | ------- | -------------------------- | | | A worm's attack animation. | Wrigglers Wrigglers are the biter equivalents of the planet Gleba, as they are standard melee enemies. True to their name, they flail and squirm their digits to move around and attack. Much like how biters and spitters spawn from nests, wrigglers spawn from egg rafts. Destroying egg rafts will spawn a group of more premature wrigglers, which are wrigglers that slowly lose health over time until they die. Strafers can launch flying versions of premature wrigglers at their target. Killing strafers and stompers can summon even more premature wrigglers. The wrigglers that spawn from the corpses of strafers and stompers will match the size of the larger enemy that was killed. For example, killing a small strafer or stomper will spawn small premature wriggers, while killing a medium strafer or stomper will spawn medium premature wrigglers. | Picture | Name | Info | | ------- | --------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Wriggler | The weakest and smallest of all wrigglers.Planet: GlebaHealth: 100Damage: 3.75 Physical + 3.75 PoisonRange: 1.1Speed: 34.6km/hResistances:Laser: 50% | | | Medium Wriggler | Slightly stronger and faster than small wrigglers, and can still pose a threat for weaker players.Planet: GlebaHealth: 200Damage: 5 Physical + 5 PoisonRange: 1.4Speed: 38.9km/hResistances:Laser: 50% | | | Big Wriggler | The strongest and fastest of all wrigglers. Hatches from spoiledPentapod eggsbut won't be at full health when this happens.Planet: GlebaHealth: 400Damage: 8 Physical + 8 PoisonRange: 1.8Speed: 43.2km/hResistances:Laser: 50% | Strafers Native to the planet Gleba, strafers are large yet scrawny five-legged pentapod creatures with the unique behavior of constantly circling around players while attacking them, rather than making a beeline straight for the player, unlike any other type of enemy in the game. They will fire flying premature wrigglers toward the player, essentially adding more enemies to the fight. | Picture | Name | Info | | ------- | -------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Strafer | The weakest and smallest of all strafers.Planet: GlebaHealth: 800Shooting speed: 0.5/sRange: 22.0Speed: 62.2km/hProjectile:Range: 110Area of effect: 1Damage: 67.5 ExplosiveResistances:Laser: 50%Physical: 2/10% | | | Medium Strafer | Slightly stronger and faster than the small strafer.Planet: GlebaHealth: 1400Shooting speed: 0.5/sRange: 25.0Speed: 77.8km/hProjectile:Range: 125Area of effect: 1Damage: 90 ExplosiveResistances:Laser: 50%Physical: 2/10% | | | Big Strafer | Strongest, fastest and most resilient of strafers.Planet: GlebaHealth: 2400Shooting speed: 0.5/sRange: 28.0Speed: 98.3km/hProjectile:Range: 140Area of effect: 1Damage: 144 ExplosiveResistances:Laser: 50%Physical: 2/10% | Stompers Native to the planet Gleba, stompers are extremely large, five-legged pentapod creatures with limbs that look similar to a starfish, and seem to have natural, jagged exoskeleton armor that provides high resistances to many types of damage. They are very powerful melee enemies that use their brute force to attack players by simply stomping toward them, while spitting a close-ranged acid that slows down players and Vehicles . Their large size and high damage can destroy buildings instantly. They will spawn premature wrigglers upon death. | Picture | Name | Info | | ------- | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Stomper | The weakest and smallest of all stompers, but still powerful.Planet: GlebaHealth: 3500Range: 5.8Speed: 41.6 km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 1.5/s AcidArea of effect size: 1.58Damage: 0.5 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% | | | Medium Stomper | Larger and more dangerous version of a stomper.Planet: GlebaHealth: 8000Range: 7.8Speed: 54.1km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 6/s AcidArea of effect size: 2.1Damage: 1 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% | | | Big Stomper | Larger, fastest and most dangerously aggressive version of a stomper.Planet: GlebaHealth: 15000Range: 10.4Speed: 68.5km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 15.36/s AcidArea of effect size: 2.8Damage: 1.6 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% | Demolishers Native to the planet Vulcanus, demolishers are horrendously large worm-like creatures that roam across the land and lava. Each individual demolisher patrols a defined territory, and building structures in their territory will disturb them and cause them to attack. Demolishers have three types of offense. On physical contact they do high damage to the player, and instantly destroy buildings and cliffs. They release a smoke cloud that slows the player and damages any nearby bots. And at range, they cause explosions to erupt from the ground, Due to their high damage resistances and extremely fast health regeneration, killing them requires advanced and upgraded weaponry, or massive quantities of bullets. They are completely immune to the slowdown capsule's effect. Once killed, they leave behind remains similar to that of black volcanic rock, which contain tungsten ore . | Picture | Name | Info | | ------- | ----------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Demolisher | The weakest and smallest of demolishers, but still very destructive.Planet: VulcanusHealth: 30000Regeneration: 2400/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) | | | Medium Demolisher | Larger and more dangerous version of a demolisher.Planet: VulcanusHealth: 100000Regeneration: 7800/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) | | | Big Demolisher | The largest and most dangerous creature in the game.Planet: VulcanusHealth: 300000Regeneration: 24000/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) | Nests Nests in the wild will have their max health increase with evolution factor exponentially, up to 10 times their starting health. Biter and spitter nests can be captured by firing a capture bot rocket from a rocket launcher at a nest. After the nest is captured, it must be given bioflux to maintain and continuously create biter eggs . If the nest is not maintained, it will slowly lose 1 health per second, but when fed, it will gain 1 health per second. | Picture | Name | Description | | ------- | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Biter's nest | Planet: NauvisHealth: 350 (3500 at max evolution)Resistances:Explosion: 5/15%Fire: 3/60%Physical: 2/15% | | | Spitter's nest | Planet: NauvisHealth: 350 (3500 at max evolution)Resistances:Explosion: 5/15%Fire: 3/60%Physical: 2/15% | | | Egg raft | Planet: GlebaSpawns a horde of premature wrigglers when destroyed.Health: 500 (5000 at max evolution) | | | Small egg raft | Planet: GlebaSpawns a horde of premature wrigglers when destroyed.Health: 100 (1000 at max evolution)Resistances:Explosive: 5/15%Fire: 3/60%Physical: 2/15% | Expansions Every 4-60 minutes, a group of 5-20 biters/spitters will leave their base to create a new base which will consist of as many worms/nests as there are members in the group. This group will search for a suitable spot that's 3-7 chunks away from existing bases. The interval between enemy expansions is global, and the higher enemy evolution, the shorter the interval is on average. Furthermore, with higher evolution, the groups are bigger on average. Once they have found a suitable spot, each biter/spitter in the group dies and forms a new nest or worm. Forming a new nest or worm will destroy anything that is in the way, which can include members of the expansion group. There is a delay between each member sacrificing itself for to create a worm/nest, so creating the new base from the expansion group can take quite a long time, depending on the group size. Medium worms are only formed if the current evolution is higher than 0.3, big worms only if the current evolution is higher than 0.5 and behemoth worms are only formed if current evolution is higher than 0.9. The game randomly chooses whether to form a new biter nest, spitter nest, small worm, or bigger worm if the evolution factor is high enough. [2] Expansions on Gleba function mostly similar, except that pentapods only create spawners in marshes, and will never create nests on other tiles. Defense "Kills" tab on the production statistics screen. Nests spawn biters and spitters freely. However, biters and spitters will only aggressively engage the player's factory if the pollution cloud of the factory reaches a nest because pollution is consumed to send biters or spitters to join the next attack. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. The attack then proceeds to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like walls ). If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to tower defense. However, if a biter comes in proximity of a military unit or structure , it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible. Evolution Spawn chances of biters from biter spawners by evolution factor. Spawn chances of spitters from spitter spawners by evolution factor. Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts. The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements): /evolution The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). The evolution factor can only increase. This command also provides percentages for the three sources; each one is the percent of the (unsquashed) total evolution that is contributed by that source. Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval ( spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds). Methods of increasing The evolution factor is increased by three kinds of events: The passage of time very slightly increases the evolution factor. The global pollution production increases the evolution factor. Destroying nests significantly increases the evolution factor. The default settings are: | Source per | Variable inenemy_evolution | Evolution increase | Pollution equivalent | | ----------------------- | -------------------------- | ------------------ | -------------------- | | Second | time_factor | 0.000004 | 267/minute | | Destroyed enemy spawner | destroy_factor | 0.002 | 2222 | | 1 Pollution unit | pollution_factor | 0.0000009 | 1 | Note that all spawners (not worms) generate the same amount of evolution when destroyed. These values can be set during world generation : the values in the dialog box are multiplied by 10^-7 for time and pollution, and 10^-5 for spawner destruction. In game, they can be found in game.map_settings.enemy_evolution , though checking or modifying them is considered using cheats. Pollution production is the total pollution produced by buildings , not the pollution spreading on the map, so it is not reduced by trees or other absorbers. e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.00027 in that minute. After totaling up all the evolution from these sources, this quantity is squashed to fit in the range [0, 1) by applying evolution_factor = total_evolution / (1 + total_evolution) . Equivalently, marginal increases in evolution are reduced by multiplying the increase by (1 - evolution_factor)² . So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.002 while doing this when the evolution factor is 0.5 the increase is only 0.0005. This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are very slow and the number never actually reaches 1.0. | Evolution factor | Pollution equivalent | Appearance | | ---------------- | -------------------- | -------------------------------- | | 10% | 123k | | | 20% | 278k | Medium Biter | | 25% | 370k | Small Spitter | | 30% | 476k | | | 40% | 741k | Medium Spitter | | 50% | 1.111M | Big Biter, Big Spitter | | 60% | 1.667M | | | 70% | 2.592M | | | 80% | 4.444M | | | 90% | 10M | Behemoth Biter, Behemoth Spitter | | 95% | 21M | | | 99% | 110M | | Spawn chances by evolution factor The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels. Advanced: Evolution factor components and computation This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor. 1. Single-component evolution factor increase with time 2. Single-component evolution factor increase with destroyed spawners 3. Single-component evolution factor increase with pollution Notes Data from version 1.1.50. All charts end at approximately an evolution factor of 0.90. The calculation steps for time and spawner kills match those used by the game, so these charts should be accurate. The pollution chart assumes a pollution production of 1000 units per second, and due to the recursive nature of the chart values will slightly diverge at different pollution rates. The effect of this is negligible for any reasonable amount pollution production, however. Given that the game reports the actual evolution factor (console: /evolution ) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor's future development. Comments These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the only component contributing to the evolution factor in that entire game. They are therefore not realistic , as in a typical game all three components will contribute, some at varying times and intensities. Because of how contributions to the evolution factor (EF) are calculated (multiplied by (1 - current EF) ), it is not possible to simply add the values indicated by these charts for a game's time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor. For example, if 24 hours have passed (single-component EF =~ 0.25), 200,000 pollution units were released (single-component EF =~ 0.15), and 400 spawners were destroyed (single-component EF =~ 0.45), the actual evolution factor will not be (0.25 + 0.15 + 0.45 =) ~0.85. However, the evolution factor will always be less than the sum of all individual components as indicated by these charts, and at least as high as the highest individual component. Thus, using the values from above, the EF will be at least 0.35 and less than 0.85. A smarter approach is required to compute the current evolution factor. Individual components The individual components of evolution can be approximated from /evolution : Given the evolution factor, the unsquashed evolution is unsquashed = evolution_factor / (1 - evolution_factor) . Multiply this by the percentage for a given component to get its approximate unsquashed contribution. Of course, total pollution and spawner kills can also be found on the production statistics screen, and time passed can be found using the /time command, so it's not fully necessary. The actual factors can be found in game.forces.enemy.evolution_factor_by_time , ...evolution_factor_by_killing_spawners , and ...evolution_factor_by_pollution , if you don't mind disabling achievements. Trivia Despite their drastically different origins, enemies from different planets will always act as allies against the player. They will even reside around each other's nests when not attacking players, even if the type of nest does not match that of the residing creature. Even demolishers will circle around nests without harming or destroying them. Since enemies only spawn on their respective planets, this is not normally seen in gameplay, unless these creatures are placed near each other in the map editor . Demolishers were originally designed for Fulgora , but was later moved to Vulcanus because it was too similar to the Dune Franchise . Gallery The player near some enemy nests and worms. The player among acid puddles created by attacking worms. Both the player and some buildings getting attacked by biters. Enemy nests seen in a map generation preview (deathworld setting). Line of gun turrets defending against biters. Enemies seen at the title screen. Pentapod enemies seen on Gleba. A demolisher chases the player on Vulcanus. History 2.0.18 : Demolisher health bars will always be visible for at least 1 tick after they take any damage, even if they fully regenerate the damage in the same tick 2.0.17 : Gleba evolution is now more gradual. Small stomper moves more slowly and deals less damage. Stomper pentapod vision range is reduced from 40 to 30. Medium and big wriggler pentapod health is increased. 2.0.7 : Wrigglers, strafers, stompers and demolishers have been added with the Space Age expansion. Spawners will have their health increase with evolution (3500 with max evolution). Significantly increased medium, big and behemoth worm stats as well as their laser resistances. 0.17.0 : Behemoth worm added. 0.15.0 : Increased the damage, range, and health of worms. Decreased health and resist of Behemoth biters. 0.13.10 : Biters and other units won't become aggressive as a result of friendly-fire. 0.13.0 : Big and behemoth enemies now spawn 50% slower. Changed the way evolution factor approaches the maximum (1). The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2 This means that the progress gets more slower towards the high values. 0.12.26 : Running biters over with a vehicle will now anger them in peaceful mode. 0.12.0 : Updated sounds for enemies. 0.11.17 : Items dropped by enemies( * ) are now collected automatically and from longer distances. 0.11.6 : Range of spitters is now 15, less than turrets. 0.11.0 : Spitters added. Drawing of enemies optimised, so adding new colors does not impact VRAM. Blood splashes on death are now procedural. 0.9.0 : Turrets no longer search for enemies when none are near. Biters can no longer destroy the shipwreck in the 3rd new hope campaign. 0.8.1 : Further improvement to enemy AI. 0.8.0 : Decreased the range of medium worm from 25 to 20. 0.7.2 : Biter AI improved. 0.7.1 : Peaceful mode added for freeplay. 0.7.0 : Enemy creepers were replaced by small, medium and big biters. Enemy turrets were replaced by small, medium and big shooting worms. Enemies move and attack in groups. Enemies wander around their base when they have nothing to do. Enemies call for help when attacked. Enemies can create new bases. Enemies can now destroy all player creations they find. 0.1.0 : Introduced, called 'creepers' See also Damage Pollution | Environment | Environment | | ----------- | ------------------------------------------------------------------------------------------------------------------- | | Generic | PlayerCliffRock | | Nauvis | TreeBiters | | Vulcanus | Ashland tree | | Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods | | Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite | | Aquilo | Lithium ice formation | | Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Enemies_-_Factorio_Wiki
Tutorial_Combinator_tutorial
Tutorial:Combinator tutorial - Factorio Wiki
[]
Tutorial:Combinator tutorial - Factorio Wiki Jump to navigation Jump to search This is an advanced tutorial. Beginners should refer to the Tutorial:Circuit network cookbook for examples and the Circuit network page for an overview over the circuit network. This tutorial assumes a basic understanding of circuits and covers more advanced topics like SR latches, memory cells and clocks. Contents 1 Introduction 2 Virtual signals 2.1 Logic signals 2.1.1 Everything wildcard 2.1.2 Anything wildcard 2.1.3 Each wildcard 3 Input insulator & gate 4 Set/Reset latching switch 5 Basic memory 6 Basic clocks 7 Pulse generators 8 Edge detectors 9 Counter 10 Memory cells 10.1 Simple latch 10.2 Positive cell 10.3 Positives and negatives cell 11 Multiplier and Dictionaries/Arrays 12 See Also Introduction Combinator logic is achieved by cross-connecting outputs to inputs in such a way to achieve the desired logic. While advanced logic requires a multitude of combinators, some very useful basic logic can be achieved using only a handful of combinators. Combinator logic works because Factorio only updates at 60 times per second . Logically, each update tick is separated into two steps. In the first step, all combinators first read the input from the connected network(s), perform their computations. This produces an output value for every combinator. The tick update concludes with the second step, where the values of each network will be updated as the sum of all connected values. When logic values are computed by combinators, the outputs are not recognized by the circuit network until the following step. So when a decider combinator is used to detect a certain input condition, its output value will not take effect on the circuit network until the next step. This behavior is important to remember and can result in sequencing errors and significant delays when multiple combinators are connected in series. Circuit wires act like a wire bus in electronics; they carry information in the connected wires, meaning that if there are similar signals on a wire it will add them automatically. If the signal is different, it will be carried in that wire as well, but as a different signal. When cross-connecting combinators, it is good practice to use the unused color to cross-connect, this will split the input and output networks and prevent unwanted inputs from accidentally connecting to a larger circuit network. Combinators will sum the red and green inputs prior to calculation, so either color can be used when wiring the output back to the input. In most cases however, it is more useful to use the opposing color of the wire so that it will not interfere with the resulting output and input. When trying to understand combinators, your best friend is the in-game editor. You can pause the game and, with the "Tick once" keybinding, inspect nodes and networks as they go through different states. Virtual signals Some of the virtual signals available for use in the circuit network In addition to the standard item signals, Factorio's circuit network also includes a set of signals that do not represent any particular game item. Instead, these virtual signals serve as user-definable channels for the circuit network; they hold whatever meaning the user wants them to. There are currently 102 virtual signals that can be sent over the circuit network (or 172 in Space Age ), split between the Signals, Enemies, Environment, and Unsorted tabs. They include but are not limited to: The 36 alphanumeric characters (A-Z, 0-9) 9 colors: red, green, blue, yellow, magenta, cyan, white, grey, and black 25 icons: several crosses, lines, and arrows All enemy varieties All environmental objects (trees, rocks, the player, and cliffs) The two wires, and spidertron, discharge, and artillery remotes Logic signals There are three additional virtual signals known as logic signals . Unlike other signals, they cannot be sent over the circuit network; instead, they apply additional logic to combinators that modify their behavior. Specifically, these logic symbols act as wildcards, which are special signals that represent zero or more arbitrary signals instead of representing a single discrete signal. Factorio's circuit network implements three types of wildcards. Everything wildcard The Everything wildcard is used with decider combinators. Its exact behavior depends on whether it is used as an input or an output: Input : Returns true if all input signals pass the condition, or if there are no input signals, otherwise it returns false. Output : Returns all non-zero input signals. When used as an input, the everything wildcard can be thought of as a logical AND, or a universal quantifier . When used as an output, it acts as an 'echo' or 'dump' of input signals. Note : Can be used as an output as long as the input is not an each wildcard. Anything wildcard The Anything wildcard is also used with decider combinators. Given at least one input signal, it returns true if any input signal passes the condition. If no signal passes the condition, or there are no input signals, then it returns false. From this behavior, the anything wildcard can be thought of as a logical OR, or an existential quantifier . When used in both the input and output of a decider combinator, anything will return one of the signals that matched. Each wildcard The Each wildcard is used with both decider combinators and arithmetic combinators , and behaves somewhat uniquely compared to the previous two. Generally speaking, it performs a combinator action on each signal individually , with the exact action depending on how it is used, and the type of combinator it is used in. It can be used as an input, and it can be used as an output, but only when it is used as input as well . In a decider combinator , when used as an input, the each wildcard individually compares each input signal against the combinator condition, returning each signal that passes the condition. The manner that the each wildcard returns signals when used as input depends on whether or not it is also used as output: Input only : Sums each input signal that passed the condition, and depending on output settings returns either a count of the passed signals or a summation of their values as the desired output signal. Input and Output : Returns each signal that passed the condition, their values depending on the output settings. In an arithmetic combinator , the designated arithmetic operation is applied individually to each input signal, and similar to the decider combinator, the signal that is returned depends on whether or not the each wildcard is used as output: Input only : The result of each operation on the input signals is summed and returned as the desired output signal. Input and Output : Each input signal is returned with the result of the specified operation applied to it. The Each wildcard is therefore notably more complex than the other two wildcards, but offers a good deal of power in exchange for its complexity. Input insulator & gate An arithmetic combinator set to (In: Each + 0, Out: Each) can be used to swap wire colors and as an insulator to prevent downstream logic from backfeeding into the circuit network's inputs. A decider combinator set to (Out: Everything, Input-> Output) will also function as an insulator as long as the set logic condition is true. This can also selectively pass or 'gate' inputs only when desired. This could be used to sequentially poll remote train stations for their chest contents, and include only desired stations. Set/Reset latching switch You want something to SET a trigger at some quantity, but then STAY on until that quantity hits some other value, the RESET value. You'll need one decider combinator and one arithmetic combinator. (Two decider combinators and a constant combinator can also be used for more complex multi-channel conditions.) Setup the first decider combinator to the desired set conditional and to output a 1. Then connect the output to the input of an arithmetic combinator, and configure it to multiply by the bias value, which is the difference between the set and reset values, and wire the arithmetic output to the input of the decider. The arithmetic output channel must be set the same as the decider's input channel. Whenever the set conditional is reached, the decider will output a '1', and the bias of the arithmetic combinator will be applied. This will 'hold' the output true until the value goes back below the reset point. In this specific example, the pump runs when light oil reaches 20000, and turns off when it reaches 5000: A similar backup steam power example with detailed configuration and explanation can be found here: RS latch - single decider version Basic memory A decider combinator can be used to store values, either for a counter or for more advanced logic (see below). The decider combinator is configured with input and output connected to the same network (typically each other), condition set to a signal > 0 for positive values or ≠ 0 to store both positive and negative values, output set to the input count of a specific input signal or . As long as all inputs on the network are zero, it will hold the previously set value. Remember the two step update process from above? If the network has value =5, the combinator will read this value from the network as its input, determine that it is > 0. It will then set the output to the input, which is =5. In the next step, the value of the network will be computed, which is the sum of all the connected outputs, which is =5, again. A non-zero input held over time, e. g. the output of a constant combinator, will create a basic runaway clock. The stored value will be incremented by the sum of all connected input values every cycle. So e.g. with a constant combinator that produces =1 connected to the memory, the network will store the value 1 in the first tick, 2 in the second, etc., incrementing 60 times per second. Copy blueprint string 0eNqlU11rwzAM/C96TkuStWvqh8F+xyghH2orSOygyGWh5L/PjkcJJetW9hKQLd2d7pwrlI3FjkkLqCtQZXQP6uMKPZ100fgzGToEBSTYQgS6aH1VY0U18qoybUm6EMMwRkC6xk9QyRj9CuCJpNCyjJCOhwhQCwlh0DMVQ65tWyI7iodAEXSmd7NGe36Ht9sk620EA6jVNsvWW8fk5oRNk5d4Li7khlznkRpB/sGAC7FYd3JjDh2rd5jQrHcwiWcmHAKLxsor6T1U4j8nRtTzpah2G7te4sqSTKWfHr2Nd3unjxJYWPtu6Zo4qAmECxZ8w+burqab7iNxL/mfLcEL8iBn0qfgTUgIVOyLtit4kqvgzU0aK539B3Y35JP5+ZFNm5N2YKCELY7P2J/MvF6II53CTJ9Lzz3h6c2r2T8WgZPfhwCyZLPbp7vsdR+/xJtx/AJNbzZ8 Again, how does this work in detail? The network will start without any values set. As soon as the constant combinator becomes active, it will produce =1, and the decider combinator will produce 0 because no value is set yet. Step 2: The network will be set to the sum of all output, so =1. In the next update tick, the constant combinator produces =1 again, but now the decider sees =1, so it would also output [A]=1. Step 2: The network is set to the sum, which is =2. And so on. Typically a constant combinator producing 1 will be used, but of course it could output other values, including negative values. A negative value would decrease the stored value in the example below. If the decider combinator uses > 0 as the condition, only positive values will be allowed, so the value will stop decreasing if 0 is reached. If the condition is ≠ 0, negative values will also be allowed. A single pulse of an input will cause a single increment by the pulsed value, creating a counter. In the following blueprint, place one item on the belt. Every time it is scanned by the connected belt, a pulse is generated that increments the stored value. Copy blueprint string 0eNqllMGO4jAMQP/F5zAqpaXQw/7IahWljQFLbVIlLtoK5d83aXdZEJ3DMBeQU+fFenZyg6YbcXBkGOobUGuNh/rnDTydjerSGk8DQg3E2IMAo/oUsVPGD9bxpsGOIQggo/E31NvwSwAaJiZcSHMwSTP2DbqY8BlDwGB93GZNOjWiqqL8KAVMUG/KQ/ZRhiBeaPl7tG2kCdDksF1S8hX27gvs/XOlT+xCQNTKznaywYu6knVpX0uuHYklGtV0KDX59A/1SXUexf2zQ6XlRRktEySWGK2yGx8y/q0vqb3VEZKF+VCz1ODTedv0c3aI5rEtpKEu/7NSGFsY1lwX7/l4cV2ssMs7W2NLGt2mtX1DRnGUtcI/fmo7X7f9F5tkabo7OZHzLF9m/UqOx7hyL2rJ2OAV3cQXMmdY/HpW6eJkKegH5eZya/gRd9qRh/Eb7GGKtY6G5cnZXpKJsKXx4Sut3T24Xml1HlstIP/uZOzfuoXVcf1OV2/N2Ux7moR9eormZ6t+eOUERNF+GZXDtqiOeXXYH7NdVoTwB9igtjA= A stored value is cleared if the condition is no longer met, which makes the decider clear its output. This only works if the value is also not output elsewhere in the network. A stored value can also be reset to zero if a negative pulse equal to the input occurs. The latter can also happen while other inputs are still connected. Basic clocks A basic clock. 30 ticks is the ceiling for signal 1, which is continuously added. Settings for a single-combinator version. Clocks are constructed by having the output of a combinator tied back to its own input, such that every cycle advances its own count. Either the arithmetic combinator or the decider combinator can be used. An arithmetic combinator tied to itself is fun to watch and will happily run-away, but requires additional control logic to reset. With a single decider combinator, a self-resetting clock can be built. Wire output to input and configure with less than (<) with a specific number, and Input → Output. When a constant combinator is then connected to the input, every cycle it will count up by the output of the constant combinator until the number is reached. The decider will then clear its output, only the constant combinator will contribute to the value in the network, which resets the clock. This means that the clock sequence will not include zero. It will begin at the value set in the constant combinator. Furthermore, it will include the number value that causes the conditional to become false. An arithmetic combinator can modify the clock sequence, but remember that its outputs will occur one cycle later than the clock cycle values. The constant combinator can be dispensed with by adding the constant 1 as an additional output. Note that this version will set the signal value equal to the threshold for one tick, so with the same thresholds it will count for 1 more tick (analogous to the difference between 1-based and 0-based counting in computer programming). If the exact period is important, the threshold must be lowered by 1 (e.g. to repeat every second (60 ticks), the threshold must be 59). A clock that only counts once can be built using the following setup. The clock can get reset by enabling and disabling the constant combinator that outputs . One-time clock. Runs until T=Z+1. Reset via R>0. Copy blueprint string 0eNq1VdtugzAM/Rc/p1Wh9BZtPzHtaVOFKLidJUhQSKpVFf8+B6oK9QrT9oJI4hzb5xzDETa5w9KQsiCPQKlWFcjPI1S0U0nu9+yhRJBAFgsQoJLCrzJMKUMzSnWxIZVYbaAWQCrDb5BBLZ4C+EQ2UfY2QlivBaCyZAnbeprFIVau2KDhFI8qEVDqiq9q5dMz3GI2E3AAOZqtgvGM02RkMG0D5sLXYo3O4w1+JXtiAL51go35LGugKr+7JVPZ+Kq1PRnreOdcVBsxevctVegx+l/68Je4mzIxTTcSXjhGO1u6oalTXR64A6dsvDW6iEkxBshtkldYN+dKtTw03QX+YTDrEk68ijiSTOrINstGnJ1BVJeBfMKoYT+YgINr75QLacOHHrmh7WI8WN0t5RbNHac/Ecb5UQmWk47d13e4vElS0I+G6VAawjMNy9V/0vDWpaFLAr9Xsc/W+msAJT2dEf1y6K/5CP9x6E/8tJqBnFwM8+sfD7M1bsgsB31nedoR4PZH4MGoX3tcDFDeO8n/LGTn5yRgz05txVsG0WIVLpbz1WQ6ier6B+n0TYg= Pulse generators Connecting an additional (=) decider combinator to the output of a basic clock will create a pulse generator, and will pulse a single output every time the clock cycles through the set condition. Any output value can be used, either directly from the clock sequence (input->output), a 1, or some value on a separate logic channel on the circuit network, such as set by a constant combinator. or by the circuit network. The value 1 can be written as any positive integer, so long as it is within the cap or ceiling of your timer. As an example from the above timer, this light will pulse every 1st tick after the timer reaches 30 ticks, making it pulse 1/30th of a second, as Factorio updates at 60 times per second. Edge detectors The computation delay of combinators can be used to generate a one-tick pulse when a signal changes, e. g. from 0 to 1. Connect an output of a combinator with red to the input, and with green to the output of an arithmetic combinator that multiplies by -1. When the red circuit changes a signal from 0 to 1, the arithmetic combinator gets input 1, but the output is still 0. So the green wire has value 1 for this one tick. In the next tick, the arithmetic combinator updates, so the output switches to -1. The green wire now has two inputs that cancel each other out. The same happens if the red input signal changes from 1 to 0, but in this case the green wire becomes -1 for one tick. If you're only interested in generating a pulse if the signal changes from 0 to 1, a decider combinator set to >0 can be used to filter out the negative pulses. This mechanic can e. g. be used to count the numbers of trains that enter a station. Counter A counter is used to count the number of input events, and output the sum of that count. Any pulsing input into a decider combinator configured input -> output and wired between output and input will create a counter, but this input must be zero at all other times or else the combinator will run away like a clock. A pulse generator is normally used to accomplish this. Combining several gating decider isolators set with sequential conditionals, a clock, and a pulse generator to the input of a counter will allow remote polling and counting of each isolator's contents. Memory cells Simple latch When looping the combinator to itself, use a different color of wire from your main inputs or outputs. Truth Table: | Output 1 | Input 1 | Input 2 | Output 1 (t+1) | | -------- | ------- | ------- | -------------- | | 0 | 0 | 0 | 0 | | 0 | 1 | 0 | 1 | | 0 | 0 | 1 | 0 | | 0 | 1 | 1 | 0 | | 1 | 0 | 0 | 1 | | 1 | 1 | 0 | 1(2) | | 1 | 0 | 1 | 0 | | 1 | 1 | 1 | 1(2) | Output 1 is the green wire loop seen in the picture, it carries the value to latch. Input 1 is Set, while Input 2 is Reset. Positive cell Cell for storing a positive value, with reset support: Connect the desired value as signal I on the right side to set the memory cell and connect a negative value as signal I to reset the cell. The output of the memory cell is 2 mutually exclusive signals. In case input signal I > 0 then signal I is passed to the other side. In case input signal I is interrupted, then signal M is passed instead as a memory of previous input value. When input signal I is interrupted, it takes 2 ticks to switch to memory signal M. In case input I signal lasts only one tick then memory cell starts to cycle between the 2 previous values, tick by tick. Indefinitely. Switching is seamless, e.g. there are no ticks with empty signal. Positives and negatives cell This cell can store negatives or positives. Reset is done on a dedicated line. Additionally, a 1-tick burst is handled properly. Forum post . The output M (memory) is the last non-zero input I (Input). A non zero R (reset) signal sets the output to zero. 1-tick bursts of R or I are handled properly. Negatives are handled properly. Multiplier and Dictionaries/Arrays Multiplying two signals together is simple and requires only a single combinator, however multiplying a set of signals is more complicated. A proof is shown below for the equation and why it works. A dictionary is a system that allows a value on a specific signal to be accessed. For example, A can contain many signals (either from a constant combinator or memory cell) and B can contain 1 of a specific signal (such as blue signal). What remains is the blue-signal value from A. This is because all the other signals are multiplied by 0. Arrays are similar to dictionaries, but instead of using a signal as a key, we use a number. Constant combinators are placed mapping each signal to a unique number (such as 1 yellow belt, 2 red belt, 3 blue belt, 4 burner inserter, etc). Then, use a combinator of "each = index OUTPUT 1 of each" and plug that in as the input to a dictionary. ((A+B)^2 - (A-B)^2)/4 = AB (A+B)^2 - (A-B)^2 = 4AB (A^2 + 2AB + B^2) - (A^2 - 2AB + B^2) = 4AB 4AB = 4AB See Also Combinators 101 (Tutorial) Tutorial:Circuit network cookbook Circuit network Arithmetic combinator Constant combinator Decider combinator
wiki
https://wiki.factorio.com/Tutorial:Combinator_tutorial_-_Factorio_Wiki
Oil_processing_(research)
Oil processing (research) - Factorio Wiki
[]
Oil processing (research) - Factorio Wiki Jump to navigation Jump to search | | Oil processing (research) | Edit | | | ------------------------- | ---- | | Researched by | Researched by | | --------------------- | --------------------- | | Mine1 | Mine1 | | Prototype type | technology | | Internal name | oil-processing | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Main article: Oil processing Achievements | | Eco unfriendlyResearchoil processing. | | | ------------------------------------- | 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/Oil_processing_(research)_-_Factorio_Wiki
Physical_projectile_damage_(research)
Physical projectile damage (research) - Factorio Wiki
[]
Physical projectile damage (research) - Factorio Wiki Jump to navigation Jump to search | | Physical projectile damage (research) | Edit | | | ------------------------------------- | ---- | | Cost | Cost | | --------------------- | ---------------------------- | | 301✖100 | 301✖100 | | Prototype type | technology | | Internal name | physical-projectile-damage-1 | | Required technologies | Required technologies | | | | | Allows | Allows | | 2-∞ | 2-∞ | Physical projectile damage (research) affects the damage of all firearms magazines, gun turrets, shotgun shells, cannon shells and defender robots. | | | | | | | | | | --------------------------------- | ----------------------------------------------------------------- | ------------- | ------------------- | ------------- | ------------------- | -------------- | -------------------- | | Technology | Cost | Per Level | Cumulative | Per level | Cumulative | Per level | Cumulative | | 1Physical projectile damage 1 | 301✖100 | 10% | 10% | 10% | 10% | | | | 2Physical projectile damage 2 | 3011✖200 | 10% | 20% | 10% | 20% | | | | 3Physical projectile damage 3 | 60111✖300 | 20% | 40% | 20% | 40% | | | | 4Physical projectile damage 4 | 60111✖400 | 20% | 60% | 20% | 60% | | | | 5Physical projectile damage 5 | 601111✖500 | 20% | 80% | 20% | 80% | 90% | 90% | | 6Physical projectile damage 6 | 6011111✖600 | 40% | 120% | 40% | 120% | 130% | 220% | | 7-∞Physical projectile damage 7-∞ | 60111111✖2^(Level-7)*1000(eg. 1000 for level 7, 2000 for level 8) | 40% per level | 120% +40%*(Level-6) | 70% per level | 120% +70%*(Level-6) | 100% per level | 220% +100%*(Level-6) | In Space Age , level 6 of the research and the infinite research have half the effect for bullets and gun turrets. The effect for shotgun and cannon shells is unchanged. | | | | | | | | | | | | --------------------------------- | ----------------------------------------------------------------- | ------------- | ------------------- | ------------- | ------------------- | ------------- | ------------------- | ------------- | ------------------- | | Technology | Cost | Per Level | Cumulative | Per level | Cumulative | Per level | Cumulative | | | | 6Physical projectile damage 6 | 60111111✖600 | 20% | 100% | 40% | 120% | 20% | 100% | 60% | 180% | | 7-∞Physical projectile damage 7-∞ | 60111111✖2^(Level-7)*1000(eg. 1000 for level 7, 2000 for level 8) | 20% per level | 100% +20%*(Level-6) | 40% per level | 120% +20%*(Level-6) | 20% per level | 100% +20%*(Level-6) | 50% per level | 180% +50%*(Level-6) | History 0.17.0 : Added as part of military technology balance rework. See also Research Technologies Weapon shooting speed (research) | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Physical_projectile_damage_(research)_-_Factorio_Wiki
Advanced_thruster_oxidizer
Thruster oxidizer - Factorio Wiki
[]
Thruster oxidizer - Factorio Wiki Jump to navigation Jump to search | | Thruster oxidizer | Edit | | | ----------------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 2+2+10→75 | 2+2+10→75 | | Total raw | Total raw | | 2+2+10 | 2+2+10 | | Prototype type | fluid | | Internal name | thruster-oxidizer | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | Space Age expansion exclusive feature. Thruster oxidizer is a liquid and is one of the two main ingredients, along with thruster fuel , for running the thruster to allow a space platform to move from planet to planet. Because thruster oxidizer cannot be barreled , each platform must produce its own oxidizer. Alternative recipes | Process | Input | Output | Made in | Required technology | | -------------------------- | ---------- | ------ | ------- | --------------------------------------- | | Advanced thruster oxidizer | 10+2+1+100 | 1500 | | Advanced asteroid processing (research) | History 2.0.7 : Introduced in Space Age expansion. See also Space platform Thruster Thruster fuel Fluid system | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Thruster_oxidizer_-_Factorio_Wiki
Version_history_0.8.0
Version history/0.8.0 - Factorio Wiki
[]
Version history/0.8.0 - Factorio Wiki Jump to navigation Jump to search 0.8.8 Bugfixes Script fixes in the first demo level. Fixed wrong item counts in circuit network when rebuilding non-empty chest connected to the network. 0.8.7 Bugfixes Fixed another instance of crash when player closed the container while moving away from it. Fixed bug in electric network splitting in special case when circuit network cables are present. Graphics Updated some of the item icons. 0.8.6 Features Land mines can be rebuilt by the construction robots. Bugfixes Fixed crash when player closed the container while moving away from it. Fixed incorrect registration/unregistration of train stop/rail signal/lab in ghost mode. Fixed bug that allowed the player to put 4.3G items into the empty reserved (filtered) slot in the quickbar. Fixed train waiting time (changed time multiplier from 1 back to 5). 0.8.5 Bugfixes Fixed unstable game state (savegame/exit crashes) after player re-enters logistically covered area after removing roboport covering him. Fixed bug that logistic robots ignored the player covered by freshly built roboport, until the player moved. Fixed confused logistic/construction robots accessing logistic chest with limited part containing items. Robots can take items even from the limited part of the chest now. But still can't insert to the limited part. Don't allow anything other than repair packs in the roboport material slots. Fixed wrong calculation of items used by crafting when the needed item was in the cursor. When logistic chest / player looses logistic cover (roboport mined or destroyed) orders for logistic robots delivering into this object are properly removed. Better reassignment of logistic robots to logistic networks when the network was split. Changes Red and green wires go to the quickbar by default. Disabled the Escape key in the finished game dialog. 0.8.4 Bugfixes Fixed fast rebuilding from non empty container to logistic container. Fixed several bugs in the logistic robots job assignment logic. Fixed few "Input handler inconsistency" errors. Fixed occasional black lines when moving in the map editor. Fixed error in selecting tile variation logic. This was causing occasional game crashes. Changes Maximum of 10 magazines can be put into the gun turrets by inserters. Limit updater timeout to 10 seconds (prevents hanging when for instance antivirus interrupts communication). 0.8.3 Bugfixes Fixed loading of logistic chests connected to circuit network. Circuit network contents info has colored (red/green) slots to specify the network it represents. Fixed occasional non passable tiles on new generated terrain. Enabled the Advanced chemistry technology in the 4th campaign level that is needed to finish the level. Fixed bug that automatically limited the larger chest contents when rebuilt from smaller one. Fixed that the windows install application was kept open until the Factorio or the changelog was closed. 0.8.2 Bugfixes Fixed bug when armor GUI couldn't be opened. Fixed infinite loop when looking for enemy expansion (causing 100% CPU load and eating all RAM). Added migration to enable combat robot recipes when technologies are researched. Fixed positioning of tooltip when it can't fit both under and above the cursor. Disabled drawing of energy icons on the entity ghosts. Fixed the occasional crash when viewing some of the mining drills created before 0.8.1 version. Fixed some cases of crashes on shutdown on MacOSX 10.9 (still takes cca 15 seconds to shutdown) Fixed error in the regenerateTiles (that would result in crash on the edge of the world). Fixed the "Can't insert to entity" when item on ground was in the way of rebuilding entity that doesn't have inventory (wall etc). Balancing Roboport supply area increased from 40x40 to 50x50. 0.8.1 Features Alert indication when the player has not enough repair robots, repair packs or material for reconstruction. Show mod(s) that added/changed item/entity/technology in the tooltip (For other than vanilla content). Keep the inventory limit of chests when fast rebuilding. Repairing in god mode. Bugfixes Fixed long thin "stripes" of land in the water (doesn't fix the already generated ones though). Fixed of unloadable saves (and wrong behavior) with destroyed roboports turned into the blueprint state. Fixed the map colors of the new terrain. Changed the map color of coal to pure black, so it is easily recognizable. Fixed bug when beacon wasn't deactivated/activated when destroyed and turned into blueprint state. Fix of inserters trying to reach distant train in some cases. Fix of inserters putting items into the player inventory. Fixed the loading of save in the 4th mission of new hope. Fixed crash in the map editor when right clicking in the item layer. Fixed updating style when switching tabs in the map editor. Fixed the wrong calculation of damage caused by the car crash (resistances weren't considered). Fixed the display of the percentile bonus in technology modifier. Fixed the shift building of electric poles. Fixed autosorting in the sandbox mode (godmode). Fixed the precision problems in the bonus production. Fixed minor state bug with the chest in the demo level 1. Enemies don't go blindly forward when there is no way (resulted in the infinite spawn). Fixed building in map editor with overlapping selection boxes. Fixed building multiple entities with the same click in map editor. Fixed bug with fast replaceable entities placed on top of each other in the map editor. Fixed the crazy flickering of boiler when the power consumption is very low. Fixed stuck robots trying to ascend from roboport to get charged. Fixed some small bugs of stationing robots to roboport. Train recalculates its path after leaving signal where it had to wait. Fixed bug when shotgun pellets could get through the wall sometimes. Fixed loading of saves containing flamethrower flames. Fixed the wrong attack directions of enemy worms. Entities rebuilt by robots after destroy lose their inventory contents. Fixed unkillable turrets. These appeared when turrets were killed by the pick/land/smoke. Existing unkillable turrets are terminated on the transition from older versions. Player (and other biological entities) are not repairable. Ghosts for removed (i.e. from mods) / migrated entities are removed as well. Removed content GUI can be closed by ESC. Biter expansions can no longer skip over water. Fixed of loading of game containing entity with different energy source type than it previously had. Mining drill ignores resources that can't be mined because of the higher hardness. Ghost buildings are removed when some building is built over these. Ghost buildings are not rebuilt as long as player, or something other (biter), is in the way. Construction robots actually use up the repair packs. Items on the ground in the way of the rebuilt ghost building are collected the same way as when player is building manually. These items are put into the reconstructed building if possible, otherwise they are lost. Fix of wrong map rendering boundaries when the game window was resized while in the map view. Fixed few small memory leaks. Balancing Much easier level 3 of the New hope campaign in the easier difficulties. Lowered transmission energy consumption of roboport from 200W to 100W Changes Used the new terrains in the campaign levels. No enemy expansions in the peaceful mode (this could have caused a biter factory attack in the peaceful mode). Modding Mining drills don't implicitly run the animation forward and then backward. Existing mods need to add run-mode="forward-then-backward" to their mining drill animation definitions (see the mining drills in the base). Scale specification works for RotatedAnimation type. 0.8.0 Features Construction robots that can be used to automatically repair and reconstruct damaged structures. Roboport - the home, charging point and transmission provider for the logistic and construction robots. Recreated the new hope campaign (now 4 levels instead of 2). Redesigned the map editor (separate editing layers, brush / spray / cursor tool, better character edit GUI) Structures keep their damage when mined and built again. Structures can be manually by the player repaired with repair-pack. Chests inventory size can be limited. Inserters always work for loading/unloading in the train station, even when facing the gap between wagons. Guis for item selection (i.e. inserter filters) uses Item Group tabs. Zooming to cursor (like in online maps) in god / ghost controller, map and map editor. Logistic robots take items on the way to chests into consideration when trying to keep separate chests for separate items. Wiring cables in the map editor. Graphics New terrain graphics. Terrain is composed of tiles of different sizes (1x1 up to 4x4) Laboratory has a light source. Option to turn off showing pollution in minimap even when the detailed info is on. Flickering light of furnace and boiler. Highlighted chunk edges in paused game grid. Cloud shadows over the terrain. Changes Unified all machines to show energy consumption (maximal) in entity info description. Player starts with one burner mining drill and one furnace in the freeplay. Unified the crafting time, crafting time 1 is now equal to 1 second of manual crafting. Crafting speed of assembling machine is relative to the speed of manual crafting. Disabled loading of saves before 0.4.0 version (You can use 0.6.4 to load any old saves and re-save them). Disabled technologies are not visible as continuation in the technology preview window. Bugfixes Fixed bug with the game being slow when the player was moving after the display was resized. Fixed lack of correction of tiles when the tile with invalid neighbour is created. (grass in deep water for example) Fixed of crash when trying to play a game with autosave interval set to never. Fixed bug of wrong connection of pipe to ground when rotated. Fixed incorrect calculation of mining speed of mining drills showed in tooltips/entity info Fixed crash when viewing electric network info and the pole was removed or disconnected from the network. Fixed bug with armor being insertable into the mining tool slot. Fixed bug of the assembling machine with modules inside rebuilding. Fixed bug with inserter not taking items from more stacks of the container when needed. Fixed crash when connecting smart/logistic chest that was fast-rebuilt to circuit network. Fixed directions of movement of disconnected/connected trains while the train is moving. When manually controlling the train movement, the back/forward direction is determined by the direction of the currently occupied locomotive. New inserted station to the train schedule are inserted under (instead of above) the currently selected station. Stricter rules for enemy expansions. Fixed shift building of smart inserters with green wires. Fixed unlimited length of wire when shift building smart inserters. Fail silently when player data cannot be loaded. Configs are saved before unloading graphics and sound. Optimisations Enemy spawners are deactivated when there is no enemy force nearby. Balancing Increased mining speed of burner mining drill. Increased the life time of defender robot from 30 to 45 seconds. Changed the recipe of defender robot, instead of 2 steel, it requires piercing bullet magazine Increased the range of the rocket from 20 to 22. Decreased the range of medium worm from 25 to 20. Scripting Added onplayercrafteditem event. Added read/write property currentresearch to LuaLorce. Added the option to create and manipulate the checkbox GUI element. GameViewSettings to control what is shown in the game view. LuaUnitGroup valid and members attributes. Lua API call to check if path finder is busy (game.ispathfinderbusy). Lua API call game.findnearestenemy. Lua API call unitgroup.startmoving. Lua API can read and control the wind. Lua API to control the train (LuaTrain). Added heldentity to the LuaEntity (only for inserters). Zooming can be controlled in the Lua script. Lua API to read / write the mouse cursor. Building the entity from the cursor. Lua API to control god's flashlight. Lua API to read / write player cursor stack. Lua API to read fuel value, group and place result of LuaItemPrototype. Lua API to read / write player states (riding state, walking state, mining state). Lua API to check and start driving Lua API to write entity orientation (works only on biters so far). LuaTile has a field valid. Added methods read and write pollution (game.pollute/getpollution) Fixed crash when manipulating not generated LuaTile. Fixed the bad coordinates of area in onchunkgenerated event for negative coordinates. Modding Enabled migration between different entity types. Moved PathFinder settings to map_settings.lua Added energy per hit point to rolling stock prototype (energy_per_hit_point). Changed the energy specification in energy source from number to the energy amount format (J/W). Changed mining drill specification to use mining_power instead of mining_speed and mining_speed instead of effectivity. Moved light cone specification into data (character, car, locomotive). Mods can specify allowed combinations of neighboring terrain tiles. Known Issues there are occasional "thin lines" in the generated terrain on Mac OSX 10.9 the game crashes during shutdown (configs are saved) | Versions | Versions | | --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 0.1-0.6 | 0.1.00.1.10.1.20.2.00.2.10.2.20.2.30.2.40.2.50.2.60.2.70.2.80.2.90.2.100.3.00.3.10.3.20.4.00.4.10.5.00.5.10.5.20.5.30.6.00.6.10.6.20.6.30.6.4 | | 0.7-0.11 | 0.7.00.7.10.7.20.7.30.7.40.7.50.8.00.8.10.8.20.8.30.8.40.8.50.8.60.8.70.8.80.9.00.9.10.9.20.9.30.9.40.9.50.9.60.9.70.9.80.10.00.10.10.10.20.10.30.10.40.10.50.10.60.10.70.10.80.10.90.10.100.10.110.10.120.11.00.11.10.11.20.11.30.11.40.11.50.11.60.11.70.11.80.11.90.11.100.11.110.11.120.11.130.11.140.11.150.11.160.11.170.11.180.11.190.11.200.11.210.11.22 | | 0.12 | 0.12.00.12.10.12.20.12.30.12.40.12.50.12.60.12.70.12.80.12.90.12.100.12.110.12.120.12.130.12.140.12.150.12.160.12.170.12.180.12.190.12.200.12.210.12.220.12.230.12.240.12.250.12.260.12.270.12.280.12.290.12.300.12.310.12.320.12.330.12.340.12.35 | | 0.13-0.14 | 0.13.00.13.10.13.20.13.30.13.40.13.50.13.60.13.70.13.80.13.90.13.100.13.110.13.120.13.130.13.140.13.150.13.160.13.170.13.180.13.190.13.200.14.00.14.10.14.20.14.30.14.40.14.50.14.60.14.70.14.80.14.90.14.100.14.110.14.120.14.130.14.140.14.150.14.160.14.170.14.180.14.190.14.200.14.210.14.220.14.23 | | 0.15 | 0.15.00.15.10.15.20.15.30.15.40.15.50.15.60.15.70.15.80.15.90.15.100.15.110.15.120.15.130.15.140.15.150.15.160.15.170.15.180.15.190.15.200.15.210.15.220.15.230.15.240.15.250.15.260.15.270.15.280.15.290.15.300.15.310.15.320.15.330.15.340.15.350.15.360.15.370.15.380.15.390.15.40 | | 0.16 | 0.16.00.16.10.16.20.16.30.16.40.16.50.16.60.16.70.16.80.16.90.16.100.16.110.16.120.16.130.16.140.16.150.16.160.16.170.16.180.16.190.16.200.16.210.16.220.16.230.16.240.16.250.16.260.16.270.16.280.16.290.16.300.16.310.16.320.16.330.16.340.16.350.16.360.16.370.16.380.16.390.16.400.16.410.16.420.16.430.16.440.16.450.16.460.16.470.16.480.16.490.16.500.16.51 | | 0.17 | 0.17.00.17.10.17.20.17.30.17.40.17.50.17.60.17.70.17.80.17.90.17.100.17.110.17.120.17.130.17.140.17.150.17.160.17.170.17.180.17.190.17.200.17.210.17.220.17.230.17.240.17.250.17.260.17.270.17.280.17.290.17.300.17.310.17.320.17.330.17.340.17.350.17.360.17.370.17.380.17.390.17.400.17.410.17.420.17.430.17.440.17.450.17.460.17.470.17.480.17.490.17.500.17.510.17.520.17.530.17.540.17.550.17.560.17.570.17.580.17.590.17.600.17.610.17.620.17.630.17.640.17.650.17.660.17.670.17.680.17.690.17.700.17.710.17.720.17.730.17.740.17.750.17.760.17.770.17.780.17.79 | | 0.18-1.0 | 0.18.00.18.10.18.20.18.30.18.40.18.50.18.60.18.70.18.80.18.90.18.100.18.110.18.120.18.130.18.140.18.150.18.160.18.170.18.180.18.190.18.200.18.210.18.220.18.230.18.240.18.250.18.260.18.270.18.280.18.290.18.300.18.310.18.320.18.330.18.340.18.350.18.360.18.370.18.380.18.390.18.400.18.410.18.420.18.430.18.440.18.450.18.460.18.471.0.0 | | 1.1 | 1.1.01.1.11.1.21.1.31.1.41.1.51.1.61.1.71.1.81.1.91.1.101.1.111.1.121.1.131.1.141.1.151.1.161.1.171.1.181.1.191.1.201.1.211.1.221.1.231.1.241.1.251.1.261.1.271.1.281.1.291.1.301.1.311.1.321.1.331.1.341.1.351.1.361.1.371.1.381.1.391.1.401.1.411.1.421.1.431.1.441.1.451.1.461.1.471.1.481.1.491.1.501.1.511.1.521.1.531.1.541.1.551.1.561.1.571.1.581.1.591.1.601.1.611.1.621.1.631.1.641.1.651.1.661.1.671.1.681.1.691.1.701.1.711.1.721.1.731.1.741.1.751.1.761.1.771.1.781.1.791.1.801.1.811.1.821.1.831.1.841.1.851.1.861.1.871.1.881.1.891.1.901.1.911.1.921.1.931.1.941.1.951.1.961.1.971.1.981.1.991.1.1001.1.1011.1.1021.1.1031.1.1041.1.1051.1.1061.1.1071.1.1081.1.1091.1.110 | | 2.0.0 | 2.0.72.0.82.0.92.0.102.0.112.0.122.0.132.0.142.0.152.0.162.0.172.0.182.0.192.0.202.0.212.0.222.0.232.0.242.0.252.0.262.0.272.0.282.0.292.0.302.0.312.0.322.0.332.0.342.0.352.0.362.0.372.0.382.0.39 |
wiki
https://wiki.factorio.com/Version_history/0.8.0_-_Factorio_Wiki
Storage_chest
Storage chest - Factorio Wiki
[]
Storage chest - Factorio Wiki Jump to navigation Jump to search | | Storage chest | Edit | | | ------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+1+3+1→1 | 0.5+1+3+1→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 14.25+9.5+5+2+8 | 14.25+9.5+5+2+8 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Storage size | 48627691120 | | | | 48 | | 62 | | 76 | | 91 | | 120 | | | | | 48 | | | | | | | | | | | | | 62 | | 76 | | | | | | | | | | | | | 91 | | 120 | | | | | | | | | | | | Health | 350455560665875 | | | | 350 | | 455 | | 560 | | 665 | | 875 | | | | | 350 | | | | | | | | | | | | | 455 | | 560 | | | | | | | | | | | | | 665 | | 875 | | | | | | | | | | | | Resistances | Fire: 0/90%Impact: 0/60% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 (1 stack) | | | | | | | | | | | | | | Dimensions | 1×1 | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | logistic-container | | | | | | | | | | | | | | Internal name | storage-chest | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The storage chest is a large advanced storage item that is part of the logistic network . Logistic robots store any items taken out of the player's logistic trash slots here, as well as items picked up from active provider chests . Construction robots will use stored items to repair damaged entities and construct ghosts , as well as storing items picked up as a result of a deconstruction order ; this includes the wood / stone / coal from trees & rocks which were in the way of a ghost placement, and any items in other chests or on belts or inside buildings such as assembling machines when they are marked for deconstruction. Storage chests can be filtered to only accept one type of item from the logistic network. Contents 1 Notes 2 Gallery 3 History 4 See also Notes Logistic robots will pick up items in the following priority: active provider chests > storage chests, buffer chests > passive provider chests Logistic robots will begin to fill storage chests from active provider chests if there are no other tasks available. Logistic robots, and construction robots fulfilling deconstruction orders, will fill storage chests in the following priority: Storage chests with a matching logistics filter and which already contain the item Empty storage chests with a matching logistics filter Unfiltered storage chests which already contain the item Empty and unfiltered storage chests Unfiltered storage chests containing other items The filter that can be set on the storage chest is respected even if items that are actively being pushed to the network can not be stored anywhere else. If a logistic robot carrying an item is unable to deliver its cargo (e.g. if the player moves out of range), it will drop its cargo in a storage chest before moving to other tasks. Logistic robots placing items in storage chests. Gallery Storage chest GUI. History 2.0.7 : Matching filters are prioritized before matching inventory, bots will no longer ignore filters if a chest contains the item. 0.17.0 : New animated graphics. 0.16.8 : Storage chests can be filtered. 0.15.28 : Warning icon for logistic chests that are not in a reach of roboport. 0.13.0 : All types of chests can be connected to the circuit network. 0.10.1 : Changed the priority of resupplying source of logistic robots. Provider has biggest priority, then storage, and the last one is passive provider. 0.8.1 : Keep the inventory limit of chests when fast rebuilding. 0.8.0 : Chests inventory size can be limited. 0.7.0 : Logistic robots try to not mix different items in storage chests if possible. 0.2.0 : Introduced See also Circuit network Logistic network | Logistics | Logistics | | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storage | Wooden chestIron chestSteel chestStorage tank | | Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() | | Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() | | Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump | | Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon | | Transport | CarTankSpidertronSpidertron remote | | Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport | | Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel | | Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives | | Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Storage_chest_-_Factorio_Wiki
Casting_iron_gear_wheel
Iron gear wheel - Factorio Wiki
[]
Iron gear wheel - Factorio Wiki Jump to navigation Jump to search | | Iron gear wheel | Edit | | | --------------- | ---- | Base game Space Age mod | Recipe | Recipe | | --------------- | ---------------- | | 0.5+2→1 | 0.5+2→1 | | Total raw | Total raw | | 0.5+2 | 0.5+2 | | Stack size | 100 | | Rocket capacity | 1000 (10 stacks) | | Prototype type | item | | Internal name | iron-gear-wheel | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recipe | Recipe | | --------------- | ---------------- | | 0.5+2→1 | 0.5+2→1 | | Total raw | Total raw | | 0.5+2 | 0.5+2 | | Stack size | 100 | | Rocket capacity | 1000 (10 stacks) | | Prototype type | item | | Internal name | iron-gear-wheel | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | The iron gear wheel is an intermediate product crafted from two iron plates , or cast by a foundry . It is very important for many basic and advanced recipes, including all levels of belts , the basic inserter and assembler , and raw resource extraction equipment such as the electric mining drill . Alternative recipes Space Age expansion exclusive feature. | Process | Input | Output | Made in | Required technology | | ----------------------- | ----- | ------ | ------- | ------------------- | | Casting iron gear wheel | 1+10 | 1 | | Foundry (research) | History 2.0.7 : Metal casting recipe added for Space Age . 0.10.0 : Changed stack sizes of items to be 10 based, so it fits the inserter/requester count values. 0.7.1 : Stack size increased from 64 to 128 0.1.0 : Introduced | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Iron_gear_wheel_-_Factorio_Wiki
Version_history_1.0.0
Version history/1.0.0 - Factorio Wiki
[]
Version history/1.0.0 - Factorio Wiki Jump to navigation Jump to search 1.0.0 Date: 14.08.2020 Features Added Spidertron and Spidertron remote. Added Freeplay crash site. Graphics Added polluted water visual effect. Added biter base decoratives. New visual effects for the atomic bomb. Sounds Significantly reduced the volume of robots deconstructing and entity destroyed alert. Reverted mining drill sound to the 0.17 version with high pitched part removed. Reverted inserter, furnace and assembling machine sounds to the 0.17 version. Changed the checkbox click sound (based on dropdown open sound). Changed the "green button sound" to have a normal button sound. Modding Added EnemySpawnerPrototype and TurretPrototype properties: spawn_decoration and spawn_decoration_on_expansion. EntityPrototype water_reflection can now be defined inside graphics_set. Added ExplosionPrototype properties: Explosion prototype: scale_animation_speed, fade_in_duration, fade_out_duration, scale_in_duration, scale_out_duration, scale_end, scale_increment_per_tick, scale_initial, scale_initial_deviation, scale, and scale_deviation. ParticleSourcePrototype particle is now optional, added smoke property. Added ProjectilePrototype properties: speed_modifier and turning_speed_increases_exponentially_with_projectile_speed. Added LightDefinitionItem::source_orientation_offset. Added DecorativePrototype::decal_overdraw_priority. Added AreaTriggerItem::show_in_tooltip. Added 'set-tile' and 'camera-effect' trigger effects. Added CreateDecorativesTriggerEffectItem properties: apply_projection and spread_evenly. Added CreateExplosionTriggerEffectItem properties: max_movement_distance, inherit_movement_distance_from_projectile and cycle_while_moving. Added DamageTriggerEffectItem properties: vaporize, lower_distance_threshold, upper_distance_threshold, lower_damage_modifier and upper_damage_modifier. Added PlaySoundTriggerEffectItem properties: min_distance, max_distance, volume_modifier, audible_distance_modifier and play_on_target_position. Added ProjectileAttackParameters::projectile_orientation_offset. Added build_blueprint_small, build_blueprint_medium and build_blueprint_large to utility sounds. Renamed build_big utility sound to build_large. Scripting Added LuaEntity::autopilot_destination, vehicle_automatic_targeting_parameters and time_to_next_effect read/write. Added LuaItemStack::connected_entity read/write. Added LuaEntity::is_entity_with_force, is_entity_with_owner and is_entity_with_health read. Added LuaEntity::spawn_decorations(). Added on_cutscene_cancelled, on_player_configured_spider_remote and on_player_used_spider_remote events. Added optional spawn_decorations parameter to LuaGameScript::create_entity. | Versions | Versions | | --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 0.1-0.6 | 0.1.00.1.10.1.20.2.00.2.10.2.20.2.30.2.40.2.50.2.60.2.70.2.80.2.90.2.100.3.00.3.10.3.20.4.00.4.10.5.00.5.10.5.20.5.30.6.00.6.10.6.20.6.30.6.4 | | 0.7-0.11 | 0.7.00.7.10.7.20.7.30.7.40.7.50.8.00.8.10.8.20.8.30.8.40.8.50.8.60.8.70.8.80.9.00.9.10.9.20.9.30.9.40.9.50.9.60.9.70.9.80.10.00.10.10.10.20.10.30.10.40.10.50.10.60.10.70.10.80.10.90.10.100.10.110.10.120.11.00.11.10.11.20.11.30.11.40.11.50.11.60.11.70.11.80.11.90.11.100.11.110.11.120.11.130.11.140.11.150.11.160.11.170.11.180.11.190.11.200.11.210.11.22 | | 0.12 | 0.12.00.12.10.12.20.12.30.12.40.12.50.12.60.12.70.12.80.12.90.12.100.12.110.12.120.12.130.12.140.12.150.12.160.12.170.12.180.12.190.12.200.12.210.12.220.12.230.12.240.12.250.12.260.12.270.12.280.12.290.12.300.12.310.12.320.12.330.12.340.12.35 | | 0.13-0.14 | 0.13.00.13.10.13.20.13.30.13.40.13.50.13.60.13.70.13.80.13.90.13.100.13.110.13.120.13.130.13.140.13.150.13.160.13.170.13.180.13.190.13.200.14.00.14.10.14.20.14.30.14.40.14.50.14.60.14.70.14.80.14.90.14.100.14.110.14.120.14.130.14.140.14.150.14.160.14.170.14.180.14.190.14.200.14.210.14.220.14.23 | | 0.15 | 0.15.00.15.10.15.20.15.30.15.40.15.50.15.60.15.70.15.80.15.90.15.100.15.110.15.120.15.130.15.140.15.150.15.160.15.170.15.180.15.190.15.200.15.210.15.220.15.230.15.240.15.250.15.260.15.270.15.280.15.290.15.300.15.310.15.320.15.330.15.340.15.350.15.360.15.370.15.380.15.390.15.40 | | 0.16 | 0.16.00.16.10.16.20.16.30.16.40.16.50.16.60.16.70.16.80.16.90.16.100.16.110.16.120.16.130.16.140.16.150.16.160.16.170.16.180.16.190.16.200.16.210.16.220.16.230.16.240.16.250.16.260.16.270.16.280.16.290.16.300.16.310.16.320.16.330.16.340.16.350.16.360.16.370.16.380.16.390.16.400.16.410.16.420.16.430.16.440.16.450.16.460.16.470.16.480.16.490.16.500.16.51 | | 0.17 | 0.17.00.17.10.17.20.17.30.17.40.17.50.17.60.17.70.17.80.17.90.17.100.17.110.17.120.17.130.17.140.17.150.17.160.17.170.17.180.17.190.17.200.17.210.17.220.17.230.17.240.17.250.17.260.17.270.17.280.17.290.17.300.17.310.17.320.17.330.17.340.17.350.17.360.17.370.17.380.17.390.17.400.17.410.17.420.17.430.17.440.17.450.17.460.17.470.17.480.17.490.17.500.17.510.17.520.17.530.17.540.17.550.17.560.17.570.17.580.17.590.17.600.17.610.17.620.17.630.17.640.17.650.17.660.17.670.17.680.17.690.17.700.17.710.17.720.17.730.17.740.17.750.17.760.17.770.17.780.17.79 | | 0.18-1.0 | 0.18.00.18.10.18.20.18.30.18.40.18.50.18.60.18.70.18.80.18.90.18.100.18.110.18.120.18.130.18.140.18.150.18.160.18.170.18.180.18.190.18.200.18.210.18.220.18.230.18.240.18.250.18.260.18.270.18.280.18.290.18.300.18.310.18.320.18.330.18.340.18.350.18.360.18.370.18.380.18.390.18.400.18.410.18.420.18.430.18.440.18.450.18.460.18.471.0.0 | | 1.1 | 1.1.01.1.11.1.21.1.31.1.41.1.51.1.61.1.71.1.81.1.91.1.101.1.111.1.121.1.131.1.141.1.151.1.161.1.171.1.181.1.191.1.201.1.211.1.221.1.231.1.241.1.251.1.261.1.271.1.281.1.291.1.301.1.311.1.321.1.331.1.341.1.351.1.361.1.371.1.381.1.391.1.401.1.411.1.421.1.431.1.441.1.451.1.461.1.471.1.481.1.491.1.501.1.511.1.521.1.531.1.541.1.551.1.561.1.571.1.581.1.591.1.601.1.611.1.621.1.631.1.641.1.651.1.661.1.671.1.681.1.691.1.701.1.711.1.721.1.731.1.741.1.751.1.761.1.771.1.781.1.791.1.801.1.811.1.821.1.831.1.841.1.851.1.861.1.871.1.881.1.891.1.901.1.911.1.921.1.931.1.941.1.951.1.961.1.971.1.981.1.991.1.1001.1.1011.1.1021.1.1031.1.1041.1.1051.1.1061.1.1071.1.1081.1.1091.1.110 | | 2.0.0 | 2.0.72.0.82.0.92.0.102.0.112.0.122.0.132.0.142.0.152.0.162.0.172.0.182.0.192.0.202.0.212.0.222.0.232.0.242.0.252.0.262.0.272.0.282.0.292.0.302.0.312.0.322.0.332.0.342.0.352.0.362.0.372.0.382.0.39 |
wiki
https://wiki.factorio.com/Version_history/1.0.0_-_Factorio_Wiki
Space_platform_foundation
Space platform foundation - Factorio Wiki
[ "stub" ]
Space platform foundation - Factorio Wiki Jump to navigation Jump to search | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. | | Space platform foundation | Edit | | | ------------------------- | ---- | | Recipe | Recipe | | ---------------------------------------------------------- | ---------------------------------------------------------- | | 10+20+20→1 | 10+20+20→1 | | Total raw | Total raw | | 10+20+10 | 10+20+10 | | Can be placed in space to extend existing space platforms. | Can be placed in space to extend existing space platforms. | | Map color | | | Stack size | 100 | | Rocket capacity | 50 (0.5 stacks) | | Prototype type | tile | | Internal name | space-platform-foundation | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Space platform foundations are used to extend the dimensions of a space platform . Nearly any building can be placed on the foundation to add to the functionality of a space platform. They are also essential components for the space platform starter pack , which creates a space platform when launched with a rocket . The starting space platform will not be large enough for other buildings, so more space platform foundations must be sent to the platform to extend its size. Notes Each platform starter pack comes with 10 space platform foundation in the inventory and 36 space platform foundation placed around the Space platform hub. Space platforms cannot be built with holes in them. If the player tries to create the hole, the space platform foundation will not build and will display a warning. It takes 5 space platform foundation to increase a ships weight by one ton (200kg or 0.2 tons per platform). This is different from the rocket launch weight of 20 kg per Space platform foundation (50 tiles / 1000kg = 20kg). When building a space platform from a blueprint or remote map view, each tile has a 1-second expand animation. Each space platform foundation will do the expand animation on its three exposed faces for 1 tile of length before repeating. When a space platform foundation gets destroyed, everything not connected to the space platform hub will be destroyed. 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/Space_platform_foundation_-_Factorio_Wiki
Nuclear_reactor
Nuclear reactor - Factorio Wiki
[]
Nuclear reactor - Factorio Wiki Jump to navigation Jump to search | | Nuclear reactor | Edit | | | --------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ----------------------- | | ---- | | --- | | --- | | --- | | --- | | ---- | | 8+500+500+500+500→1 | 8+500+500+500+500→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 4.8k+500+3k+1k+1k+500 | 4.8k+500+3k+1k+1k+500 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 5006508009501250 | | | | 500 | | 650 | | 800 | | 950 | | 1250 | | | | | 500 | | | | | | | | | | | | | 650 | | 800 | | | | | | | | | | | | | 950 | | 1250 | | | | | | | | | | | | Stack size | 10 | | | | | | | | | | | | | | Rocket capacity | 1 (0.1 stacks) | | | | | | | | | | | | | | Dimensions | 5×5 | | | | | | | | | | | | | | Energy consumption | 40526476100MW (burner) | | | | 40 | | 52 | | 64 | | 76 | | 100 | | | | | 40 | | | | | | | | | | | | | 52 | | 64 | | | | | | | | | | | | | 76 | | 100 | | | | | | | | | | | | Heat output | 40526476100MW | | | | 40 | | 52 | | 64 | | 76 | | 100 | | | | | 40 | | | | | | | | | | | | | 52 | | 64 | | | | | | | | | | | | | 76 | | 100 | | | | | | | | | | | | Maximum temperature | 1000 °C | | | | | | | | | | | | | | Mining time | 0.5 | | | | | | | | | | | | | | Prototype type | reactor | | | | | | | | | | | | | | Internal name | nuclear-reactor | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Valid fuel | Valid fuel | | | | | | | | | | | | | | | | | | | | | | | | | | | | The nuclear reactor generates heat by burning uranium fuel cells . The heat can be used in a heat exchanger to produce steam which can be used to generate power. Unlike other forms of power generation, it is load-independent – each fuel cell will always be used completely in 200 seconds, regardless of load or the temperature of the reactor. To prevent wasting fuel, excess power can be stored in accumulators , excess steam can be stored in storage tanks . Instead of completely consuming the fuel, burning fuel in a nuclear reactor results in depleted uranium fuel cells . These used up cells can be reprocessed in a centrifuge to get back some of the uranium used to create the fuel cells. Nuclear reactors have a heat capacity of 10 MJ/°C. Thus, they can buffer 5 GJ of heat energy across their working range of 500°C to 1000°C, and require 4.85 GJ of energy to warm up from 15°C to 500°C when initially placed. Contents 1 Neighbour bonus 1.1 Double-row layout 1.2 Square layout 2 Explosion 3 History 4 See also Neighbour bonus Reactors receive a bonus for adjacent operating reactors, which increases their effective thermal output by 100% per each such link. For example, two reactors operating next to each other will output a total of 160 MW of thermal energy, with each reactor producing 40 MW base and receiving 40 MW of neighbour bonus. The Neighbour bonus only applies if: 2 reactors are directly next to eachother with all 3 heat connections directly connecting the two. Both reactors are fueled. Double-row layout The most efficient practical layout is an aligned double row of arbitrary length (number of reactors as needed). For even numbers of reactors, the total output of the array is 160n − 160 MW (where n = total number of reactors, and assuming all are fueled). Splitting the row, while possibly logistically beneficial, reduces total power output by 160 MW per split. Odd numbers of reactors are inefficient in maximizing the bonus, but, if needed, the odd reactor should be aligned with one of the rows. Offsetting the longer row instead would not gain the extra reactor any bonus, while the reactor on the other end of the same row would lose its bonus as well. Placing the odd reactor between the ends of aligned rows would also lead to one fewer bonus, and also make the design un-tileable. In any case however, such concerns are unlikely to arise until one has a very large base, as the individual output of reactors is massive, particularly with neighbour bonuses. As an example, a 5×2 reactor grid would produce 1,440 MW (1.44 GW), the equivalent of 1,600 steam engines, or 24,000 solar panels. Square layout Theoretically, a perfectly square grid of reactors with no spaces between would provide maximum bonus, as it minimizes the number of reactors with unlinked sides. This setup produces 200n − 160×sqrt(n) MW (where sqrt(n) is the square root of the number of reactors). However, while the heat pipe links will allow energy flow from reactors within the square, with no room around inner reactors, there will be no way to insert and remove fuel cells except manually (heat pipes are traversable by the player), which makes this setup impractical. Furthermore, the gains compared to the double-row design are not large. After some calculation, one arrives at the expression for the ratio of the two (double-row design in denominator) as (1.25n − sqrt(n)) ÷ (n − 1) which evaluates to, for example, 1 for 4 reactors, 1.07 for 16 reactors, 1.16 for 100 reactors (considering only numbers that both an equal-length double row and a square can be built from), and so on. In the limit (infinite number of reactors), the ratio approaches 1.25 as the edge corrections become insignificant. Explosion If a reactor is destroyed (by damage) while it is above 900°C, it will explode just like an atomic bomb . This explosion has enough power to destroy other reactors, so one explosion can lead to a chain reaction of exploding reactors. [1] History 0.18.0 : Updated sound effects. 0.17.67 : Heat pipes (also in reactors and heat exchangers) glow with high temperatures. 0.16.0 : Changed nuclear reactor stack size to 10. 0.15.0 : Introduced See also Power production Heat pipe Steam turbine Comprehensive guide on nuclear power | 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/Nuclear_reactor_-_Factorio_Wiki
Iron_stick
Iron stick - Factorio Wiki
[]
Iron stick - Factorio Wiki Jump to navigation Jump to search | | Iron stick | Edit | | | ---------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 0.5+1→2 | 0.5+1→2 | | Total raw | Total raw | | 0.5+1 | 0.5+1 | | Stack size | 100 | | Rocket capacity | 2000 (20 stacks) | | Prototype type | item | | Internal name | iron-stick | | Required technologies | Required technologies | | 1 | 1 | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Iron sticks are a basic intermediate product. They are used in a few early and mid-game recipes Alternative recipes Space Age expansion exclusive feature. | Process | Input | Output | Made in | Required technology | | ------------------ | ----- | ------ | ------- | ------------------- | | Casting iron stick | 1+20 | 4 | | Foundry (research) | Version history 2.0.11 : Fulgora ruins now also drop iron sticks when mined so electric poles could be crafted without recyclers at the start. 2.0.7 : Casting recipes added in the Space Age expansion. 0.17.0 : Medium and big electric pole, train stop, and programmable speaker now use this as an ingredient. Lamp recipe iron sticks ingredient changed to copper cables . | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Iron_stick_-_Factorio_Wiki
Assembling_machine_3
Assembling machine 3 - Factorio Wiki
[]
Assembling machine 3 - Factorio Wiki Jump to navigation Jump to search | | Assembling machine 3 | Edit | | | -------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ----- | | ---- | | ----- | | --- | | ----- | | ----- | | 0.5+2+4→1 | 0.5+2+4→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 302.5+148+130+40+4 | 302.5+148+130+40+4 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 4005206407601000 | | | | 400 | | 520 | | 640 | | 760 | | 1000 | | | | | 400 | | | | | | | | | | | | | 520 | | 640 | | | | | | | | | | | | | 760 | | 1000 | | | | | | | | | | | | Resistances | Fire: 0/70% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Dimensions | 3×3 | | | | | | | | | | | | | | Energy consumption | 375 kW (electric) | | | | | | | | | | | | | | Drain | 12.5 kW (electric) | | | | | | | | | | | | | | Crafting speed | 1.251.62522.3753.125 | | | | 1.25 | | 1.625 | | 2 | | 2.375 | | 3.125 | | | | | 1.25 | | | | | | | | | | | | | 1.625 | | 2 | | | | | | | | | | | | | 2.375 | | 3.125 | | | | | | | | | | | | Mining time | 0.2 | | | | | | | | | | | | | | Pollution | 2/m | | | | | | | | | | | | | | Module slots | 4 slots | | | | | | | | | | | | | | Prototype type | assembling-machine | | | | | | | | | | | | | | Internal name | assembling-machine-3 | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 3 | 3 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The assembling machine 3 is the third and final tier of assembly machines, having the fastest crafting speed of all three. Like the assembling machine 2 , it can use liquids in crafting. Trivia An assembling machine 3 with max energy reduction (80%) only needs as much energy as an assembling machine 1 . It is the only assembling machine capable of crafting faster than the player (crafting speed 1), without the use of modules or quality. In the base game, the assembler's maximum possible crafting speed is 11.25, using 12 beacons filled with speed module 3s . This uses 2.5MW on the assembler alone, and requires 8.3MW in total to run. In Space Age , using 12 legendary beacons with legendary speed module 3s results in the machine having 78.6 crafting speed History 2.0.7 : Assembling machines can be configured via circuit networks. 0.15.0 : Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe. 0.12.1 : Changed assembling machines' auto-insertion behavior when using speed modules. Faster speed with fast recipes will insert more items, sooner. 0.12.0 : Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it. 0.11.4 : Assembling machine 3 has up to 6 ingredient slots, so it can make any recipe in its category. 0.10.7 : Fast replacing assembling machine keeps the direction of the original assembling machine. 0.10.1 : Update icons 0.9.2 : Assembling Machines 2 and 3 have an input and output pipe. 0.9.0 : Productivity modules can only be used in assembling machines producing intermediate products. 0.8.0 : Crafting speed of assembling machine is relative to manual crafting speed. 0.7.3 : Reset bonus production of machine when recipe is changed. 0.7.0 : Pollution mechanic introduced. 0.6.0 : Added support for modules. 0.5.0 : Update recipe tooltip for assembling machine output. 0.2.1 : Better graphics 0.1.0 : Introduced See also Assembling machine 1 Assembling machine 2 Electric system Crafting | Production items | Production items | | ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book | | Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() | | Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack | | Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() | | Agriculture | Agricultural towerBiochamberCaptive biter spawner | | Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() | | Environmental protection | Lightning rodLightning collectorHeating tower | | Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() | | Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Assembling_machine_3_-_Factorio_Wiki
Quick_panel
Quick panel - Factorio Wiki
[]
Quick panel - Factorio Wiki Jump to navigation Jump to search | | | ----------------------------------------------------------------------------------------------------------------- | | Page "Quick panel" has been recommended for clean-up. Reason:Need new Switch-specific 2.0 screenshots | | This may mean fixing grammar or broken links, providing better explanations, or removing incorrect/outdated info. | | Further recommendations for this page's clean-up can be made atTalk:Quick panel. | The Quick panel is a radial menu in the Nintendo Switch version of the game. It replaces the quickbar , shortcut bar and buttons above the minimap from the PC version. It is open while holding L (left bumper). The different tabs of the quick panel can be selected by pressing Right and Left on the D-pad. Individual buttons in the quick panel are selected by moving the Left Stick in the direction of the button and then letting go of L . Note that the quick panel is also available on the PC version of the game while using a controller. This article will use the Nintendo Switch keybindings for consistency, but these will translate to any other controller the player may be using. Contents 1 Items 2 Tools 2.1 Available buttons 2.1.1 Initial availability of buttons 3 Panels 4 See also Items In the Items tab of the quick panel, buttons can be set to be shortcut links to items in the player's inventory or the blueprint library . Once created, items can be quickly selected without needing to open the inventory. This is the equivalent of the quickbar on PC. Items are added to the quick panel tab by holding the item, selecting an empty button and pressing A . Selecting a filled button and then closing the quick panel by letting go of L will place the chosen item in the player's hand if it's available in the inventory. Existing item links can be removed by selecting the button and pressing ZL + ZR + Y . Pressing Up and Down on the D-pad switches between the ten pages of the items tab. Tools The Tools tab of the quick panel provides access to various tools. Pressing Up and Down on the D-pad switches between the two pages of the tools tab. It is not necessary to press the tool buttons with A , however it can be used to invoke a tool additional times, e.g. triggering Undo multiple times without closing and reopening the GUI. Available buttons The tools tab in the quick panel provides buttons for: Toggling 'ALT mode' (the displaying of additional information about built entities such as recipes in assembler machines.) Initiating Undo, Redo, Cut, Copy and Paste blueprint operations. Getting a blank blueprint , blueprint book , deconstruction planner or upgrade planner . Toggling personal roboports and exoskeletons . Making copper , green , or red wire for the circuit network Making a discharge defense remote , artillery targeting remote , or spidertron remote Notably, there is no import string button, it is only available on the PC's version of the quick panel, or the PC's shortcut bar . Blueprints cannot be imported, but they can be transferred from PC using multiplayer. [1] Initial availability of buttons The 'ALT mode' button is always available. The other buttons are unavailable until the player has researched Construction robotics in any game. When this research has been completed the other buttons will appear in that and all future games. Alternatively the player can enable the full set of buttons at any time by opening the console with ZL + ZR + - and using the following command: / unlock - shortcut - bar Using this command will not disable achievements. Panels The Panels tab of the quick panel provides access to various GUIs. It provides access to: the blueprint library , the production statistics , and the bonuses GUI the tips and tricks, the train overview, and Factoriopedia the achievements GUI, the technology screen and the logistic networks GUI It is not necessary to press the buttons in this quick panel tab with A , they only need to be selected with the Left Stick . See also Nintendo Switch version Quickbar Shortcut bar
wiki
https://wiki.factorio.com/Quick_panel_-_Factorio_Wiki
Space_platform
Space platform - Factorio Wiki
[ "stub" ]
Space platform - Factorio Wiki Jump to navigation Jump to search | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. Space platform example provided by Wube in Friday Facts #381 - Space Platforms Space platforms are factories that can be built in space. Each space platform is a self-contained factory supported by a space platform hub . Contents 1 Achievements 2 Purpose 3 Creation and deletion 4 Construction 4.1 Placement restrictions 5 Transport between planets and space platforms 6 Passengers 7 Travel 7.1 Weight 7.2 Planetary schedules 8 Asteroids 9 Access to basic resources 10 Gallery 11 History Achievements | | Reach for the starsCreate aspace platform. | | | ------------------------------------------ | Purpose Broadly speaking, there are three purposes which space platforms might serve: To craft recipes that can only be crafted in space, such as manufacturing space science packs . To transport players and items between planets. To collect and process asteroids . Creation and deletion Space platforms are created by loading a space platform starter pack into a rocket and pressing the button to create a new space platform. Alternatively, players may order the creation of a space platform from the remote view through the list on the top-left corner of the screen, in which case the necessary space platform starter pack is treated as a request from a not-yet-existing space platform around the specified planet. Either way, players are then allowed to name their new space platform. Note that space platforms can later be renamed from the menus of their space platform hubs. Platforms can be deleted. After confirming that the platform is to be deleted, the deleted platform goes into a queue, which is shown at the bottom of the platform list in the remote view. Should the player regret their decision, then this gives five minutes to decide if they want to undo the removal of the platform before it is permanently deleted. If the platform hub is destroyed, the entire space platform and all of its contents are lost. If any player is aboard when this happens, the player will respawn at the last planet they were at before going to space. Construction Unlike planetary surfaces, space platforms can only be edited by using the remote view. Therefore, players will order the construction of a space platform by placing ghosts. Instead of construction robots being used for constructing the space platform, the platform itself will automatically construct ghost entities and move ghost items to and from the platform hub as soon as materials are available and these actions are not obstructed. If the necessary materials are not available, they will be automatically requested from the planet where the space platform is stationed, if the appropriate option is enabled in the platform's logistic requests section. A newly-created space platform consists of a 10×10 square of space platform foundation with a space platform hub in its center, all surrounded by empty space. Unlike most buildings, the space platform hub cannot be removed, and its destruction directly results in the loss of the entire space platform. As nothing can be built on empty space, the platform must first be expanded with more space platform foundation. The platform's foundation must consist of a single connected area with no detached islands, and holes of empty space surrounded by foundation are not allowed. Should these rules be broken, then the violating tiles will not be built or removed before the issue is resolved. Asteroid collectors and thrusters can only be built on the edge of the platform. In particular, thrusters can only be built on the southern edge, and no foundation can be built within the rectangular area extending from the southern edge of the thruster for 82 tiles. The entire platform surface functions as an electric network , so space platforms do not need any power poles. Placement restrictions Some entities cannot be placed on space platforms: Chests can't be placed on platforms. The main storage structure is the platform hub. Robots and roboports don't function in space, and no railway entities can be placed. Burner devices can't be placed on platforms. According to FFF-381 , this is to add "a bit of realism as there's no atmosphere in space". Space platforms have particular surface conditions, so buildings which have restrictions may not be placed on them. This is the same as for any other surface. Electric poles can be built, but the global electric network covering the entire platform powers all devices. As such, electric poles are only useful as a way to wire together distant entities. Transport between planets and space platforms To transport players and items between a planet's surface and a space platform, the space platform must be stationed in orbit around the planet. Items are delivered up to a platform by launching a rocket from a rocket silo . This can be done in one of three ways: Filling the rocket manually or by using inserters, then manually sending the rocket towards the space platform by using the rocket silo's menu. This method allows sending rockets with several different types of items inside the same rocket, but cannot be automated. Assigning logistic requests to the space platform hub, then filling a rocket with items of a type that is being requested, either manually or using by inserters. The rocket will then launch automatically. Only one type of item may be sent per rocket using this method. Assigning logistic requests to the space platform hub while having a rocket silo set to request items from the logistic network. This allows logistic robots to fill the rocket automatically, and the rocket will launch automatically when full. Only one type of item will be sent per rocket. The space platform hub will automatically request any items that are needed for construction of the platform. Automatic requests can receive items from any planet, whereas manual requests will only be fulfilled at one planet specified by the player. For manual requests, it is also possible to set a custom minimum payload per rocket instead of only accepting full rockets. Items can be sent to a planet orbited by a space platform in one of two ways: Manually moving items into the platform hub's orbital drop slots. Assigning logistic requests to a planet's cargo landing pad . The items will then be carried to the planet's surface by cargo pods . If the planet has a cargo landing pad, then the cargo pods will go there, placing their payloads directly inside the cargo landing pad's inventory (spilling the items if the cargo landing pad is already full). Otherwise, the cargo pod will land at a random location near the planet's spawn point. Landed cargo pods will wait for players to collect their payloads, and are automatically destroyed when emptied. Unlike transfers from a planet's surface to a space platform, transfers from space platforms to planetary surfaces come at no material costs despite the appearance of a cargo pod. Passengers Characters can travel to space platforms by riding a rocket, and can likewise leave the platform in a cargo pod. One character traveling to a space platform takes up an entire rocket, and is not allowed to carry any items in their inventory, except for their equipped weapons and armor (but not ammunition). All other items must be transferred to the space platform hub in separate rockets. Players aboard space platforms are locked inside the space platform hub, unable to move. The player is therefore locked into remote view until they drop their character to a planetary surface. Note that there is no way to access a player's inventory while in this state. Biter eggs and pentapod eggs that spoil on the platform (either in the hub or on a belt) produce enemy entities like normal. These enemies do not suffocate, nor are they damaged by the environment. They will attack nearby structures as normal. Travel Space platforms with one or more thrusters are able to perform voyages between different space locations, such as planets. The more thrusters that are installed on a platform, the faster the platform can get to its destination, but this also causes asteroids to appear faster and threaten the platform. When the thrusters are stopped while in mid-destination, the platform will slowly move toward the destination it's closer to via gravitational pull. Weight Platform weight depends on how many space platform foundation tiles the platform has. Each tile of space platform foundation weighs 200kg or 0.2 tons. The space platform hub itself weighs 20 tons. Notably, extra cargo bays do not increase the platform's weight (aside from requiring space platform foundation under them). Planetary schedules Travel between planets can be automated, in a manner similar to using trains . Clicking on the space platform hub will bring up its GUI. Individual planets can be added to the platform's schedule by clicking the "add station" button. A popup will appear with all currently unlocked space destinations. When one is selected, another button appears for selecting a wait condition from a drop-down list. Like trains, wait conditions are used to tell the platform when to leave the planet's orbit. If no wait condition is selected, the platform will continue to its next stop, if one exists. One can also select if the platform will unload cargo at a planet. If this option is deselected, platforms will not drop any items down to planets automatically. The space platform's GUI. There is one station set for the solar system edge . When set to "automatic" mode, the platform will automatically fly to the designated planet. If attempting to travel to a planet that has no direct route to, the platform will fill in any gaps along the way. For example, attempting to fly from Vulcanus to Fulgora will have a platform automatically fly to Nauvis first. There are 12 types of wait conditions, many of them unique to space platforms: All requests satisfied : All requests for the current planet have been satisfied. Any request not satisfied : At least one request for the current planet is not satisfied. Any request zero : At least one request for the current planet is satisfied. Circuit condition : A condition is met from the circuit network , or one of the platform's built in control signals. Damage taken : The platform has received a certain value of damage, defaulting to 1,000. Inactivity : No items were received or dropped out of the hub for the specified amount of seconds. Item count : The hub contains a specific amount of a certain item. Passenger not present : No players are present on the platform. Passenger present : At least one player is present on the platform. Request not satisfied : A specific request for any planet is not satisfied. Items not requested cannot be set. Request satisfied : A specific request for any planet is satisfied. Items not requested cannot be set. Time passed Additionally, platforms can make use of schedule interrupts , which behave exactly like trains. The one exception to wait conditions is when traveling to the shattered planet . When this is selected, the wait condition becomes a "fly condition". Whatever condition is set will trigger while en-route to the shattered planet as if the platform was already stopped there. This is because the player is not intended to actually reach the shattered planet (though it is possible), and so the fly condition becomes a way to easily turn the platform around at a certain time. The platform hub is able to be connected to the circuit network, with the following reactions: Read contents : The hub will output its contents to the circuit network Send to platform : Any signals on wires will be passed to the hub, allowing them to be used for wait conditions Read moving to : The platform will output the planet at the end of the current space route with a value of 1. Read moving from : The platform will output the planet at the beginning of the current space route with a value of 2. If both "moving from" and "moving to" are selected, a platform stopped at a planet will output the planet's signal with a value of 3. Read speed : The platform will output its current velocity, defaulting to "V" A speed signal will only show as 0 when stopped at a planet. If a platform is stopped between planets for whatever reason, it will slowly drift into orbit of the nearest planet, giving the signal a value of 10 or -10. Read damage taken : The platform will output the amount of damage taken in the current trip, defaulting to "D" Asteroids Main article: asteroids Space platforms regularly encounter asteroids . The smallest asteroids are called "chunks". Chunks can be collected by asteroid collectors and processed into various raw materials by crushers . Among other uses, it is possible to convert these materials into thruster fuel and thruster oxidizer . Asteroids larger than chunks may also appear. However, they cannot be grabbed by asteroid collectors, and will damage the space platform upon impact. They can be targeted by turrets, and can be broken into multiple smaller asteroids by reducing their health to 0. This is done repeatedly until they become chunks. During voyages, the number and relative velocity of asteroids increases proportionally to the platform's speed. It is therefore dangerous for a space platform to travel faster than it can destroy the asteroids that it will encounter. Different locations contain different amounts of each type of asteroid, and routes between locations may vary these numbers over the course of a journey. For example, only chunks will appear in stationary orbit around Nauvis , thus providing a safe building environment free of larger asteroids that may damage the platform. Access to basic resources Water can be obtained from oxide asteroid chunks via oxide asteroid crushing and ice melting . Stone is not obtainable and must be brought up from planets. Iron ore can be obtained from metallic asteroid chunks via metallic asteroid crushing . Copper ore can be obtained from metallic asteroid chunks via advanced metallic asteroid crushing . Coal can be obtained from carbonic asteroid chunks via coal synthesis by using carbon and sulfur from advanced carbonic asteroid crushing . Crude oil is not obtainable. However: Sulfur can be obtained via advanced carbonic asteroid crushing . Heavy oil can be obtained via simple coal liquefaction using calcite obtained from advanced oxide asteroid crushing . Gallery Space platform seen on the expansion's title screen. History 2.0.23 : Added an error message when manually trying to launch a rocket to a full space platform. Changed space platforms to not delete items on the ground when deconstructing them. 2.0.14 : Deletion of space platforms requires confirmation. 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/Space_platform_-_Factorio_Wiki
Template_Infobox_sandbox
Infobox/sandbox - Factorio Wiki
[]
Infobox/sandbox - Factorio Wiki Jump to navigation Jump to search [ View ] [ Edit ] [ Page history ] Documentation This template is designed to be used to describe an item or machine, using a box of info. This template uses functions from Module:Infobox . Contents 1 Usage 2 Syntax 2.1 Recipe 2.2 Technology trigger 2.3 Quality 3 Parameters Usage To use, create a page in the infobox namespace by prepending Infobox: to the page you are trying to add an infobox to, so that the new pages is called Infobox:(whatever the page name is). Then, on the page, add the line {{:Infobox:Page_name}} . This will "copy" the infobox you create on Infobox:... to the page itself. Of course, replace Page_name with the name of the page. As for the infobox on Infobox:..., start with the line: {{Infobox . Then, on the next few lines, start with the pipe character, |, then place a parameter, and set it equal to the value you wish it to be. Then, end the parameter lines with two curly-brackets. "}}", and the line <noinclude>[[Category:Infobox page]]</noinclude> . Example working box: {{Infobox |category = Logistics |health=100 |stack-size=50 |wire-reach=9 |supply-area=7×7 |recipe=Time, 0.5 + Steel plate, 2 + Copper plate, 2 |required-technologies=Electric energy distribution 1 |producers=Player + Assembling machine }} <noinclude>[[Category:Infobox page]]</noinclude> Additionally, the infobox will automatically translate. Just "copy" the infobox (the same way, from Infobox:...) to the page, as done for the English page. ( {{:Infobox:Page name}} ) If you need further help, contact a wiki admin or look at existing examples, on actual pages. Syntax Recipe The "recipe" parameter should be used as follows: |recipe = wood, 4 = wooden chest, 1 Basically, item1, quantity = output item, quantity. Separate multiple items with + . Technology trigger The "technology-trigger" parameter should be used as follows: |technology-trigger = trigger-type: Item, count The trigger type can be one of the following: mine-entity build-entity craft-item capture-spawner create-space-platform send-item-to-orbit The items and counts are optional, when they are left out then the colon after the trigger-type should also be removed. |technology-trigger = capture-spawner Quality If a property is affected by quality, add the quality template around the different numbers for the quality levels. For example, the max health of an entity is affected by quality and formatted as follows: |health = {{Quality|200|260|320|380|500}} Because quality solely adds information to base game items and does not override or remove values, it is applied directly to the base properties (without space-age) and does not require "changed-by-space-age-mod" to be set. Parameters A list of valid parameters is provided below. Since this infobox is general purpose, not all must be used, however some are required. Required parameters are shown in red . Please be as descriptive as possible when making infoboxes. Tip: This is a large table. After expanding, use CTRL + F in most browsers to search through this table easily. Available Parameters | Parameter | Value | | ------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | category | The category the object fits into, same as the inventory tabs. Valid choices are Logistics, Production, Intermediate products, Space, Combat, Technology. | | name | The name of the object, default is the page name.Do not specify name if not necessary, to avoid translation issues. | | icon | Specify the icon of the object, give the name of the file without the extension. This is only necessary if the icon fails to display properly. | | internal-name | The internal name of the entity. Only use plain text here. | | prototype-type | The prototype type of the entity. Only use plain text here. | | image | An in-game image of the entity, without file extension (.png etc) | | extra1 | Add an extra row above all others, for misc purpose.Do not use templates here! | | extra2 | Add an extra row below all others, for misc purpose.Do not use templates here! | | space-age | Either the stringyes,noor nothing. Determines whether to display a symbol in infobox that shows whether the object is exclusive to Space Age (yes) or only available if Space Age is deactivated (no). Most objects are available with and without Space Age, in that case this parameter should be left out. | | changed-by-space-age-mod | Set toyeswhen the object always exists, but properties of the object are changed by toggling the Space Age mod, such as the recipe or tech cost. | | recipe | The recipe of the object in normal mode. See recipe syntax above for more info. | | total-raw | The raw recipe of the object in normal mode. See recipe syntax above. Defaults torecipe. | | space-age-recipe | The altered recipe of the object when the Space Age mod is active. See recipe syntax above for more info. Defaults torecipe. Needschanged-by-space-age-modto be set to be shown. | | space-age-total-raw | The altered raw recipe of the object when the Space Age mod is active. See recipe syntax above. Defaults tospace-age-recipeif set, otherwise defaults tototal-raw.. Needschanged-by-space-age-modto be set to be shown. | | map-color | The map color of the entity. | | map-icon | The map icon of the entity. | | added-in | The version the object was added into the game. | | walking-speed | The walking speed of the entity. | | storage-size | The inventory storage size of the entity, in slots. | | space-age-storage-size | The inventory storage size of the entity when the Space Age mod is active, in slots. Defaults tostorage-sizeif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. | | fluid-storage-volume | Fluid storage volume of the entity, in units. Also used for entities that do not strictly store fluid, such as pipes. | | lifespan | The lifespan of a deployed capsule in seconds. | | expected-resources | Resources expected to be dropped when this entity (tree/rock) is mined. | | health | The health points of the entity. | | restores | The amount of health the item restores. | | resistance | The elemental/physical resistances of the object. Resistances should be shown as such:point_resistance/10% Fire | | inventory-size-bonus | The inventory size bonus provided by the item. | | grid-size | The size of the grid for armor modules. | | stack-size | How many of the object fit into a stack. | | space-age-stack-size | How many of the object fit into a stack when the Space Age mod is active. Defaults tostack-sizeif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. | | rocket-capacity | How many of the object fit into one rocket. | | range | The range of the weapon, in tiles. | | shooting-speed | The shooting speed of the weapon. | | damage | The damage dealt by the object. | | damage-bonus | The damage bonus provided by the technology or weapon. | | cluster-size | The size of the cluster. | | area-of-affect-size | The size of the area of effect of the object. | | durability | The durability of the object. | | ammunition | What type of ammo the weapon consumes. | | used-as-ammo-by | Which entities use this ammo. | | magazine-size | The number of bullets contained in the magazine. | | efficiency | The efficiency. | | dimensions | The size of the entity, in tiles. | | energy | The energy consumption of the entity. | | drain | The passive electricity drain of the entity. | | robot-recharge-rate | The rate at which the object recharges robots. | | internal-buffer-recharge-rate | The rate at which the object fills it's internal buffer. | | equipped-in | Which objects with equipments grids this item can be placed in. | | robot-limit | Limit of robots that can fit inside the entity. | | repair-speed | The repair speed of the object. | | charging-stations | The number of charging stations on the entity. | | rotation-speed | The rotation speed of the inserter, should use °/s as the unit. | | belt-speed | The speed of the belt, should use Items/s as the unit. | | asteroid-collection-area | The collection area of the asteroid collector. | | asteroid-collection-arm-speed | The collection arm max speed of the asteroid collector, should use km/h as the unit. | | asteroid-collection-arm-count | The collection arm count of the asteroid collector. | | movement-bonus | General movement speed bonus. | | energy-capacity | How much electricity the object can hold. | | power-input | How much electricity the object can intake. | | power-output | Same as above, but for output. | | heat-output | Heat output of the reactor (or reactor-like) entity. | | maximum-temperature | The maximum temperature of the entity. | | fluid-consumption | The fluid consumption of this entity. When possible in x/s. | | shield | The amount of shielding this shielding equipment provides. | | energy-per-hitpoint | How much energy is needed to recharge 1 hitpoint of this shield equipment. | | maximum-recharge-speed | The max recharge speed of this shield equipment. | | crafting-speed | The crafting speed of the entity. | | pumping-speed | The pumping speed of this entity. | | mining-time | The time it takes to mine the object. | | mining-speed | The mining speed of the object. | | mining-area | The mining area of the entity. | | speed | The speed bonus/penalty of this module. | | productivity | The productivity bonus of this module. | | quality | The quality bonus/penalty of this module. | | fuel-value | The amount of energy can be obtained by using this as fuel | | vehicle-acceleration | The vehicle acceleration this fuel provides, e.g 180% | | vehicle-top-speed | The vehicle top speed this fuel provides, e.g 115% | | supply-area | The area the entity can supply, in ?x? tiles. Value of 5 would produce 5x5. | | wire-reach | The number of tiles the wires can reach. | | construction-area | The size of the construction area provided by the entity. | | pollution | The pollution generated by the object. | | buildable-on | The only space locations that this entity can be placed on, e.g. "Nauvis + Gleba" or "Space platform". | | crafted-on | The only space locations that this recipe can be crafted on, e.g. "Nauvis + Gleba" or "Space platform". | | spoil-time | The spoil time of the item, in minutes, e.g. 3. | | spoil-result | The spoil time of the item, e.g. "Iron plate, 2" or "Spoilage". | | vehicle-weight | The weight of this rolling stock or vehicle. | | modules | Number of module slots. | | equipment | Equipment that can be put into this objects equipment grid. | | boosting-technologies | What technologies boost the object. | | producers | What entities (machines) produce the object. | | space-age-producers | What entities (machines) produce the object when the Space Age mod is active. Defaults toproducersif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. | | consumers | What recipes consume the object. | | space-age-consumers | What recipes consume the object when the Space Age mod is active. Defaults toconsumersif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. | | valid-fuel | Which items this entity can use as fuel. | | used-as-fuel-by | What entities this item can be used in as fuel. | | recycling-results | What the results are when this item is recycled. | | cost | The cost to research the technology. | | cost-multiplier | How many times the cost must be paid to research the tech fully. | | space-age-cost | The altered cost to research the technology when the Space Age mod is active. Defaults tocostif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. | | space-age-cost-multiplier | How many times the cost must be paid to research the tech fully when the Space Age mod is active. Defaults tocost-multiplier. Needschanged-by-space-age-modto be set to be shown. | | technology-trigger | The trigger that unlocks this technology, such as mining an entity. Shown as "Researched by" in the technology tree. | | space-age-technology-trigger | The altered trigger that unlocks this technology when the Space Age mod is active. Defaults totechnology-triggerif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. | | allows | What other technologies the tech allows. | | effects | Items unlocked by researching this technology. | | required-technologies | Technologies required to access the tech or object. | | space-age-allows | What other technologies the tech allows when the Space Age mod is active. Defaults toallowsif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. | | space-age-effects | Items unlocked by researching this technology when the Space Age mod is active. Defaults toeffectsif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. | | space-age-required-technologies | Technologies required to access the tech or object when the Space Age mod is active. Defaults torequired-technologiesif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. | List of all templates | | Infobox/sandbox | Edit | | | --------------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 0.5+3+1→3 | 0.5+3+1→3 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 1.25+1.5+1 | 1.25+1.5+1 | | | | | | | | | | | | | | foo | foo | | | | | | | | | | | | | | Health | 350 | | | | | | | | | | | | | | Stack size | 2000 | | | | | | | | | | | | | | Science capacity | 100%200%300%400%600% | | | | 100% | | 200% | | 300% | | 400% | | 600% | | | | | 100% | | | | | | | | | | | | | 200% | | 300% | | | | | | | | | | | | | 400% | | 600% | | | | | | | | | | | | Prototype type | item | | | | | | | | | | | | | | Internal name | item-that-is-in-both-mods | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | ------------------------------------- | ------------------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 0.5+234+5+3→File:Infobox/sandbox.png1 | 0.5+234+5+3→File:Infobox/sandbox.png1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 5+2+234+3 | 5+2+234+3 | | | | | | | | | | | | | | foo-changed | foo-changed | | | | | | | | | | | | | | Health | 350 | | | | | | | | | | | | | | Stack size | 200 | | | | | | | | | | | | | | Science capacity | 100%200%300%400%600% | | | | 100% | | 200% | | 300% | | 400% | | 600% | | | | | 100% | | | | | | | | | | | | | 200% | | 300% | | | | | | | | | | | | | 400% | | 600% | | | | | | | | | | | | Prototype type | item | | | | | | | | | | | | | | Internal name | item-that-is-in-both-mods | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Infobox/sandbox | Edit | | | --------------- | ---- | | Recipe | Recipe | | -------------- | ----------- | | 0.5+3+1→3 | 0.5+3+1→3 | | Total raw | Total raw | | 1.25+1.5+1 | 1.25+1.5+1 | | foo | foo | | Stack size | 200 | | Prototype type | item | | Internal name | satellite | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | | Infobox/sandbox | Edit | | | --------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | ------------------------------------- | ------------------------------------------------ | | ---------- | | --------- | | ---------- | | ---------- | | --------- | | ---------- | | 0.5+234+5+3→File:Infobox/sandbox.png1 | 0.5+234+5+3→File:Infobox/sandbox.png1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 5+2+234+3 | 5+2+234+3 | | | | | | | | | | | | | | foo | foo | | | | | | | | | | | | | | Storage size | 20 | | | | | | | | | | | | | | Health | 200300400500600 | | | | 200 | | 300 | | 400 | | 500 | | 600 | | | | | 200 | | | | | | | | | | | | | 300 | | 400 | | | | | | | | | | | | | 500 | | 600 | | | | | | | | | | | | Stack size | 200 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Buildable only on | | | | | | | | | | | | | | | Crafted only on | | | | | | | | | | | | | | | Spoil time | 2h 5m 50s2h 43m 34s3h 21m 20s3h 59m 5s5h 14m 35s | | | | 2h 5m 50s | | 2h 43m 34s | | 3h 21m 20s | | 3h 59m 5s | | 5h 14m 35s | | | | | 2h 5m 50s | | | | | | | | | | | | | 2h 43m 34s | | 3h 21m 20s | | | | | | | | | | | | | 3h 59m 5s | | 5h 14m 35s | | | | | | | | | | | | Spoil result | | | | | | | | | | | | | | | Prototype type | item | | | | | | | | | | | | | | Internal name | space-age-only | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recycling results | Recycling results | | | | | | | | | | | | | | 20.25 | 20.25 | | | | | | | | | | | | | | File:Infobox/sandbox.png | Infobox/sandbox | Edit | | ------------------------ | --------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | -------------------------- | | 301111✖1500 | 301111✖1500 | | foo | foo | | Prototype type | technology | | Internal name | kovarex-enrichment-process | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | | Cost | Cost | | --------------------- | -------------------------- | | 301111✖1000 | 301111✖1000 | | foo | foo | | Prototype type | technology | | Internal name | kovarex-enrichment-process | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | | File:Infobox/sandbox.png | Infobox/sandbox | Edit | | ------------------------ | --------------- | ---- | Base game Space Age mod | Recipe | Recipe | | --------------------------------- | --------------------------------- | | 6+4+2+2→File:Infobox/sandbox.png1 | 6+4+2+2→File:Infobox/sandbox.png1 | | Total raw | Total raw | | 9.5+5+2+2 | 9.5+5+2+2 | | Stack size | 200 | | Prototype type | item | | Internal name | advanced-circuit | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recipe | Recipe | | --------------------------------- | --------------------------------- | | 6+4+2+2→File:Infobox/sandbox.png1 | 6+4+2+2→File:Infobox/sandbox.png1 | | Total raw | Total raw | | 9.5+5+2+2 | 9.5+5+2+2 | | Stack size | 200 | | Prototype type | item | | Internal name | advanced-circuit | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | File:Infobox/sandbox.png | Infobox/sandbox | Edit | | ------------------------ | --------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 601111✖300 | 601111✖300 | | Prototype type | technology | | Internal name | speed-module-3 | | Required technologies | Required technologies | | 2 | 2 | | Allows | Allows | | | | | Effects | Effects | | | | | Cost | Cost | | --------------------- | --------------------- | | 6011111✖2000 | 6011111✖2000 | | Prototype type | technology | | Internal name | speed-module-3 | | Required technologies | Required technologies | | 2 | 2 | | Effects | Effects | | | | | File:Infobox/sandbox.png | Infobox/sandbox | Edit | | ------------------------ | --------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 601111✖300 | 601111✖300 | | Prototype type | technology | | Internal name | speed-module-3 | | Required technologies | Required technologies | | 2 | 2 | | Allows | Allows | | | | | Effects | Effects | | | | | Researched by | Researched by | | --------------------- | --------------------- | | Build | Build | | Prototype type | technology | | Internal name | speed-module-3 | | Required technologies | Required technologies | | 2 | 2 | | Allows | Allows | | | | | Effects | Effects | | | | | File:Infobox/sandbox.png | Infobox/sandbox | Edit | | ------------------------ | --------------- | ---- | | Researched by | Researched by | | --------------------- | --------------------- | | Capture any spawner. | Capture any spawner. | | Prototype type | technology | | Internal name | speed-module-3 | | Required technologies | Required technologies | | 2 | 2 | | Allows | Allows | | | | | Effects | Effects | | | | | File:Infobox/sandbox.png | Infobox/sandbox | Edit | | ------------------------ | --------------- | ---- | Base game Space Age mod | Researched by | Researched by | | -------------------- | -------------------- | | Capture any spawner. | Capture any spawner. | | Prototype type | technology | | Internal name | speed-module-3 | | Researched by | Researched by | | -------------- | -------------- | | Craft50 | Craft50 | | Prototype type | technology | | Internal name | speed-module-3 | | File:Infobox/sandbox.png | Best tech (research) | Edit | | ------------------------ | -------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | ----------------------------------- | ----------------------------------- | | ---- | | --- | | --- | | --- | | --- | | ---- | | 10+20+2+5→File:Infobox/sandbox.png1 | 10+20+2+5→File:Infobox/sandbox.png1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 16+20+100+8+50+10 | 16+20+100+8+50+10 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 5006508009501250 | | | | 500 | | 650 | | 800 | | 950 | | 1250 | | | | | 500 | | | | | | | | | | | | | 650 | | 800 | | | | | | | | | | | | | 950 | | 1250 | | | | | | | | | | | | Stack size | 20 | | | | | | | | | | | | | | Radar coverage distance | 12346 | | | | 1 | | 2 | | 3 | | 4 | | 6 | | | | | 1 | | | | | | | | | | | | | 2 | | 3 | | | | | | | | | | | | | 4 | | 6 | | | | | | | | | | | | Dimensions | 3×3 | | | | | | | | | | | | | | Energy consumption | 16 MW (burner) | | | | | | | | | | | | | | Rotation speed | 390 °/s | | | | | | | | | | | | | | Collection area | 9×9 | | | | | | | | | | | | | | Collection arm speed | 42 km/h | | | | | | | | | | | | | | Collection arm count | 5 | | | | | | | | | | | | | | Heat output | 40 MW heat | | | | | | | | | | | | | | Maximum temperature | 1000 °C | | | | | | | | | | | | | | Research speed | 1 | | | | | | | | | | | | | | Mining time | 0.5 | | | | | | | | | | | | | | Resource drain | 20% | | | | | | | | | | | | | | Science pack drain | 40% | | | | | | | | | | | | | | Base productivity | 30% | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Valid fuel | Valid fuel | | | | | | | | | | | | | | | | | | | | | | | | | | | |
wiki
https://wiki.factorio.com/Infobox/sandbox_-_Factorio_Wiki
Template_talk_TechNav
Template talk:TechNav - Factorio Wiki
[]
Template talk:TechNav - Factorio Wiki Jump to navigation Jump to search Split into SA and non-SA? The tech trees are very different between SA and non-SA playthroughs. So, what do we do about this navbox? Do we keep one unified navbox, or do we introduce another one for SA content? - tecanec ( talk ) 07:23, 30 October 2024 (UTC)
wiki
https://wiki.factorio.com/Template_talk:TechNav_-_Factorio_Wiki
Template_Translation_verification
Template:Translation verification - Factorio Wiki
[ "Category:Verified translations/de", "Category:Outdated translations/de" ]
Template:Translation verification - Factorio Wiki Jump to navigation Jump to search [ Create ] Documentation Usage This template is meant to be placed on all translated pages to provide an automated way to check whether a translation is still up to date. If the revision-ID provided to the template is the most recent edit of the corresponds English page, the page is added to a category like Category:Verified translations/de (depending on its language). If it doesn't it is instead added to Category:Outdated translations/de . This template should be placed on all translated pages right after the {{ Languages }} template. Just copy the following text and fill in the revision-ID. {{Translation verification|revisionID=}} List of all templates
wiki
https://wiki.factorio.com/Template:Translation_verification_-_Factorio_Wiki
Tank
Tank - Factorio Wiki
[]
Tank - Factorio Wiki Jump to navigation Jump to search This article is about the armored combat vehicle. For the liquid storage container, see Storage tank . | | Tank | Edit | | | ---- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------------------------------------------------------ | | ----- | | ---- | | ---- | | ---- | | ---- | | ----- | | 5+10+32+15+50→1 | 5+10+32+15+50→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 107.5+50+32+50+20+50 | 107.5+50+32+50+20+50 | | | | | | | | | | | | | | Map icon | | | | | | | | | | | | | | | Storage size | 80 | | | | | | | | | | | | | | Health | 20002600320038005000 | | | | 2000 | | 2600 | | 3200 | | 3800 | | 5000 | | | | | 2000 | | | | | | | | | | | | | 2600 | | 3200 | | | | | | | | | | | | | 3800 | | 5000 | | | | | | | | | | | | Resistances | Acid: 0/70%Explosion: 15/70%Fire: 15/60%Impact: 50/80%Physical: 15/60% | | | | | | | | | | | | | | Equipment grid size | 6×87×98×109×1111×13 | | | | 6×8 | | 7×9 | | 8×10 | | 9×11 | | 11×13 | | | | | 6×8 | | | | | | | | | | | | | 7×9 | | 8×10 | | | | | | | | | | | | | 9×11 | | 11×13 | | | | | | | | | | | | Stack size | 1 | | | | | | | | | | | | | | Rocket capacity | 1 (1 stack) | | | | | | | | | | | | | | Range | Tank cannon: 30Vehicle machine gun: 20Vehicle flamethrower: 9 | | | | | | | | | | | | | | Shooting speed | Tank cannon: 0.67/sVehicle machine gun: 15/sVehicle flamethrower: 67.5/s | | | | | | | | | | | | | | Ammunition | | | | | | | | | | | | | | | Energy consumption | 600 kW (burner) | | | | | | | | | | | | | | Mining time | 0.5 | | | | | | | | | | | | | | Weight | 20000 | | | | | | | | | | | | | | Prototype type | car | | | | | | | | | | | | | | Internal name | tank | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Valid fuel | Valid fuel | | | | | | | | | | | | | | | | | | | | | | | | | | | | Tanks, like cars, match the color of the player driving them. The tank is a heavy armored fighting vehicle . It is a mid-game vehicle with three weapons; an integrated submachine gun , a short range flamethrower and a powerful cannon that uses cannon shells . It, along with the car and spidertron , are the three non-rail vehicles in Factorio. In multiplayer , it is possible for a player to enter a tank alongside another player. The passenger can take control of the weapons of the tank using a switch in the GUI of the tank, but cannot steer the tank. Since engine units can only be built in assembling machines , tanks (like cars) cannot be built from scratch by hand from their raw materials. If the tank is destroyed, its inventory is destroyed with it, though the player gets ejected and not killed. Tanks will change color based on the color of the player who drove it last. Tanks can be driven remotely. Coupled with the tank's equipment grid, the player can remotely manipulate distant outposts without being there as well as to remotely expand the base by attacking enemy nests . However, unlike the spidertron, the tank lacks any map-revealing capabilities, and so is effectively confined to areas where the player has sufficient radar coverage. Contents 1 Achievements 2 Combat 3 Movement 4 Speeds 4.1 Tank top speed (km/h) 4.2 Speed in reverse 5 Capsules and Bots integration 6 Exclusive Weapons 6.1 Flamethrower 6.2 Cannon 7 History 8 Development data 9 See also Achievements | | SteamrolledDestroy 10spawnersby impact. | | | --------------------------------------- | | | Run Forrest, runDestroy 100treesby impact. | | | ------------------------------------------ | Combat The tank is a strong fighting vehicle due to its large health pool and the very high damage of its main weapon, the cannon. Construction robots can also repair the tank with repair packs , and the tank can even bring its own robots to do so using the personal roboport equipment. The tank's weaponry can be augmented by equipment modules like the personal laser defense . If the player is inside of the tank, the player can deploy thrown items such as grenades , poison capsules , and follower robots from within the tank. The tank particularly shines in battle against Worms , as their high damage projectiles are much less of a problem for an entity with a high health pool. Defensive equipment or capsules/drones can be used to deal with mobile enemies. The tank lags behind in speed, however, compared to the player and the car. As a result, it may not perform as well in combat against melee enemies or enemies with shorter range than the player, as it has more difficulty dodging enemies. This may result in the tank being destroyed quickly, leaving the player in a tight spot. Movement The tank is very robust, and unlike the car can move through and destroy trees without taking damage. Even when not moving, simply driving into an entity is enough to damage it. This can also be employed as a weapon against enemies , although certain enemies and structures (nests in particular) will deal high damage to the tank in the process, requiring repair after skirmishes. The tank is slower than the car and can be rotated in place while standing still, unlike the car. The speed and, in particular, responsiveness of the tank can be improved somewhat by burning better fuel : The tank, like all other vehicles, gains top speed and acceleration bonuses when running on solid fuel, rocket fuel and nuclear fuel, as opposed to wood or coal. The bonuses are +5% / +15% / +15% top speed and +20% / +80% / +150% acceleration for solid fuel, rocket fuel and nuclear fuel, respectively; wood and coal both yield the base level of top speed and acceleration. Exoskeletons may also be used on the tank's equipment grid to affect its top speed as though the tank was the player. However, this does not affect the tank's acceleration or deceleration. So it will take some time for the tank to accelerate to its top speed, as well as to stop from that speed. Given how destructive the tank can be to buildings, using many exoskeletons in a tank can make it dangerous to one's own base. Speeds Tank top speed (km/h) Top speed with various fuels on different tiles | | Wood | Coal | Solid fuel | Rocket fuel | Nuclear fuel | | ----------------- | ---- | ---- | ---------- | ----------- | ------------ | | Sand | 50.1 | 50.1 | 54.8 | 67.1 | 79.1 | | Grass | 50.9 | 50.9 | 55.8 | 68.3 | 80.5 | | Red desert | 50.9 | 50.9 | 55.8 | 68.3 | 80.5 | | Dirt | 51.4 | 51.4 | 56.8 | 69.6 | 82.0 | | Stone path | 53.4 | 53.4 | 58.5 | 71.6 | 84.4 | | Shallow water | 53.9 | 53.9 | 59.1 | 72.3 | 85.3 | | Concrete* | 55.0 | 55.0 | 60.3 | 73.8 | 87.0 | | Refined concrete* | 55.0 | 55.0 | 60.3 | 73.8 | 87.0 | * The same stats apply to the hazard version of these surfaces. Speed in reverse The top speed of the tank in reverse is ~70.6% of the forward top speed. Capsules and Bots integration The player directly driving the tank cannot fire any weapons equipped on the player. However, the player still has access to their inventory. The player can use inventory items, such as capsules and combat robots . The player's equipment modules are also available, so the player's construction robots run by a personal roboport can still be deployed from within the tank, which will use repair packs from the player to repair the tank. If the tank and the player both have personal laser defenses , both can be active at the same time. Upon researching logistic system , the tank can utilize the logistic network to make requests like a player. Exclusive Weapons Flamethrower A powerful short-ranged weapon that consumes flamethrower ammo . Unlike the hand-held flamethrower or the flamethrower turret , the tank version does not set entities on fire. Cannon The tank's cannon is one of the few weapons that damages anything in a line between the tank and the target. All cannon shells have the ability to pierce targets, which means that if the shell deals enough damage to kill what it hits, the shell can continue onward and deal damage to another target. Standard cannon shells deal significant damage to a single target and have large piercing potential, while explosive cannon shells damage all targets in an area which makes them useful for dealing with large enemy groups. There are uranium versions of both shell types which deal even more damage. History 2.0.7 : Added an equipment grid. Added logistics requests, made available by the Logistic system (research) . Added latency hiding for cars (and tanks). Can be driven remotely. 0.18.0 : Updated sound effects. 0.17.0 : Decreased tank machine gun damage to match the player held submachine gun. 0.16.0 : In multiplayer players can now ride as passengers in cars/tanks. Tanks no longer take minuscule amounts of damage from hitting trees. 0.15.0 : Added tank flamethrower. Buffed tank: Increased health from 1,000 to 2,000. Added a +100% damage bonus and a +5 tiles range increase to the tank machine gun. 0.14.0 : Added support for equipment grids in tanks. 0.13.18 : Increased tank machine gun range to 20 tiles. 0.13.0 : New icon for tank. 0.12.26 : Running biters over in a tank in peaceful mode will now anger them. 0.12.21 : When attacking a player in a tank, the tank will be attacked instead of the player directly. 0.12.2 : Tanks can now turn in place. Tank inventory can now be filtered. 0.12.0 : Updated sounds Added muzzle flash for tanks Tank ammo inventory is refilled from the trunk and player inventory when exhausted. 0.11.6 : Added a small scorch mark when heavy weaponry like the tank cannon fires. 0.11.0 : Introduced Development data Weekly blogs concerning the Tank: https://www.factorio.com/blog/post/fff-412 https://www.factorio.com/blog/post/fff-56 https://www.factorio.com/blog/post/fff-51 https://www.factorio.com/blog/post/fff-48 https://www.factorio.com/blog/post/fff-44 See also Vehicle Car Spidertron 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/Tank_-_Factorio_Wiki
Time
Time - Factorio Wiki
[]
Time - Factorio Wiki Jump to navigation Jump to search The concept of Time in Factorio is used for many different implements, most notably crafting time and game time. Crafting time and speed When hovering over an item recipe, the player may see a clock symbol and a number. This is the amount of time needed to craft the item in seconds at crafting speed 1. The player always crafts at speed 1 while assembling machines have different crafting speeds. Modules may also affect crafting time, either speeding it up or slowing it down for some other benefit. The player, when handcrafting, crafts with a multiplier of 1, so items that claim to take 10 seconds to craft will take 10 seconds, but an assembling machine 1 with a multiplier of 0.5 will take 20 seconds. It is important to take this into consideration when creating setups with proper ratios. Ticks The base unit of all time inside Factorio. When running at game speed 1, there should always be 60 ticks in every real-time second leading to the figure of 60 updates per second, short UPS. This means that 1 tick should ideally always take 1/60th of a real-time second (0.01667 seconds). However, it is possible to change the game speed using mods or console commands, so it is possible that ticks don't take 0.01667 real-time seconds. Furthermore, game speed will automatically slow down when the computer that is running the game is unable to do all needed calculations in the wanted 0.01667 real-time seconds. The "show-fps" debug option allows to see the current UPS which can be used to estimate how long a tick currently takes. Seconds As stated above, there should always be 60 ticks in every second, so 1 in-game second equals 60 in-game ticks. The 60 to 1 ratio is also applied when the game runs at lower speeds, so an in-game second can take longer than a real-time second. Days Juxtaposition of day and night. An in-game day on Nauvis lasts 25200 ticks or 7 in-game minutes. The light varies throughout the day in a cycle consisting of 4 phases: | Phase Name | Internal name | Behaviour | Time of day at start | Time of day at end | Duration (in ticks) | Duration (in seconds) | | ---------- | ------------- | ----------- | -------------------- | ------------------ | ------------------- | --------------------- | | day | dawn | fully light | 0.75 | 0.25 | 12600 | 210 | | sunset | dusk | darkening | 0.25 | 0.45 | 5040 | 84 | | night | evening | fully dark | 0.45 | 0.55 | 2520 | 42 | | sunrise | morning | lightening | 0.55 | 0.75 | 5040 | 84 | ------------- day -------><----- sunset ----->< night -><----- sunrise ----><-------- day ------------ % 0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 |----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----| During sunset, the light level decreases linearly from fully light to fully dark. During sunrise, it increases linearly from dark to light. This linear slope does not necessarily apply to the values returned by LuaSurface.darkness . During night time, players will passively activate their flashlights (or headlights if in a vehicle ), and placed lamps will turn on automatically if powered. Note: The actual time between phases can vary +/- a tick due to rounding errors.
wiki
https://wiki.factorio.com/Time_-_Factorio_Wiki
Robotics_(research)
Robotics (research) - Factorio Wiki
[]
Robotics (research) - Factorio Wiki Jump to navigation Jump to search | | Robotics (research) | Edit | | | ------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 30111✖75 | 30111✖75 | | Prototype type | technology | | Internal name | robotics | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Robotics allows the player to craft automated robots that can assist in running a factory. The research also paves the way to research the utility science pack , as well research the ability to increase the speed and inventory size of robots. 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/Robotics_(research)_-_Factorio_Wiki
Big_biter
Enemies - Factorio Wiki
[ "stub" ]
Enemies - Factorio Wiki Jump to navigation Jump to search | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Enemies are creatures that want to harm the player . They are the native inhabitants of the extraterrestrial worlds on which the player is operating. Enemies show up on the map as red dots. On Nauvis , the enemies are arthropods which live in organic nests. They are encountered in three species: Biters, Spitters, and Worms (though the nickname "Biters" is often used collectively for all of them). More enemies can be encountered on other planets with the Space Age expansion. On the planet Gleba , there are pentapods which come in three variants: Wrigglers, Strafers, and Stompers. On the planet Vulcanus , there are the Demolishers. Each species comes in a range of sizes, where larger specimens have more health and do more damage. Contents 1 Achievements 2 Creatures 2.1 Biters 2.2 Spitters 2.3 Worms 2.4 Wrigglers 2.5 Strafers 2.6 Stompers 2.7 Demolishers 2.8 Nests 2.9 Expansions 3 Defense 4 Evolution 4.1 Methods of increasing 4.2 Spawn chances by evolution factor 4.3 Advanced: Evolution factor components and computation 5 Trivia 6 Gallery 7 History 8 See also Achievements Enemies are directly connected to the following achievements: | | It stinks and they don't like itTrigger analienattack bypollution. | | | ------------------------------------------------------------------ | | | SteamrolledDestroy 10spawnersby impact. | | | --------------------------------------- | | | Art of siegeDestroy an enemy structure usingartillery. | | | ------------------------------------------------------ | | | Keeping your hands cleanDestroy your first enemy structure usingartillery. | | | -------------------------------------------------------------------------- | | | It stinks and they do like itAttract a group ofpentapodsusing spores. | | | --------------------------------------------------------------------- | | | Get off my lawnDisturb ademolisherby building on its territory. | | | --------------------------------------------------------------- | | | If it bleeds, we can kill itKill a smalldemolisher. | | | --------------------------------------------------- | | | We need bigger gunsKill a mediumdemolisher. | | | ------------------------------------------- | | | Size doesn't matterKill a bigdemolisher. | | | ---------------------------------------- | Creatures Biters Biters are one of two main antagonists in the base game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing pollution , they will become bigger, related to the enemy's evolution . As common sense may suggest, their method of attack is a straightforward charge to "bite" things. | Picture | Name | Info | | ------- | -------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Biter | Weakest of biters, can be easily killed with a pistol.Planet: NauvisHealth: 15Damage: 7 PhysicalAttack speed: 1.71/sSpeed: 43.2km/hRange: 1Pollution to join attack: 4 | | | Medium Biter | Stronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.Planet: NauvisHealth: 75Damage: 15 PhysicalAttack speed: 1.71/sSpeed: 51.8km/hRange: 1Pollution to join attack: 20Resistances:Explosion: 0/10%Physical: 4/10% | | | Big Biter | Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them. Hatches from spoiledbiter eggs, however it won't be at full health when this happens.Planet: NauvisHealth: 375Damage: 30 PhysicalAttack speed: 1.71/sSpeed: 49.7km/hRange: 2Pollution to join attack: 80Resistances:Explosion: 0/10%Physical: 8/10% | | | Behemoth Biter | Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.Planet: NauvisHealth: 3000Damage: 90 PhysicalAttack speed: 1.2/sSpeed: 64.8km/hRange: 2Pollution to join attack: 400Resistances:Explosion: 12/10%Physical: 12/10% | Spitters Spitters are much like biters and only appear slightly later on in the game as the evolution factor increases. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters' predictive aiming, the acid stream can be dodged by suddenly changing walking directions or standing still. [1] Both the stream and the puddle of acid deal damage over time and slow down players and vehicles. Most entities of the game have a much lower resistance to acid than other damage types (including turrets and armor ), so spitters are effectively more potent against the player and their factories. Their behavior and size classification are the same as with biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance. | Picture | Name | Info | | ------- | ---------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Spitter | Weakest of spitters. Easy to kill with any weapon, but attacks at range.Planet: NauvisHealth: 10Range: 13Pollution to join attack: 4Speed: 40.0km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1Damage (on contact): 12 AcidAcid puddle:Lifetime: 32 secondsDamage: 7.2 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 60%Duration: 2 seconds | | | Medium Spitter | Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.Planet: NauvisHealth: 50Range: 14Pollution to join attack: 12Speed: 35.6km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.25Damage (on contact): 24 AcidAcid puddle:Lifetime: 32 secondsDamage: 28.8 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 50%Duration: 2 secondsResistances:Explosion: 0/10% | | | Big Spitter | An even bulkier spitter and so can take more damage.Planet: NauvisHealth: 200Range: 15Pollution to join attack: 30Speed: 32.4km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.35Damage (on contact): 36 AcidAcid puddle:Lifetime: 32 secondsDamage: 130 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 40%Duration: 2 secondsResistances:Explosion: 0/15% | | | Behemoth Spitter | The bulkiest of the spitters and so can take even more damage.Planet: NauvisHealth: 1500Range: 16Pollution to join attack: 200Speed: 32.4km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.75Damage (on contact): 60 AcidAcid puddle:Lifetime: 32 secondsDamage: 360 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 30%Duration: 2 secondsResistances:Explosion: 0/30% | Worms The Worms are natural allies of biters and spitters and will attack the player if they get close enough with an attack similar to spitters'. They act like static turrets and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile. Worms come in 4 sizes, their power increasing with size. Like biters and spitters, behemoth, big and medium worms spawning is influenced by the evolution factor. Worms are only created during enemy expansion when a certain evolution factor requirement is fulfilled. This is 0.3 for the medium worm, 0.5 for the big worm and 0.9 for the behemoth worm. Below these evolution factors, worms can only be created by the map generation. In map generation, the game restricts higher tier worms behind the distance from the starting point. The further away the player goes from the starting area, the stronger the worms become. | Picture | Name | Info | | ------- | ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Worm | A weak worm. It is still capable of killing the player unless it is targeted as priority.Health: 200Range: 25Acid projectile:Attack speed: 0.66/sArea of effect size: 1.4Damage (on contact): 36 AcidAcid puddle:Lifetime: 32 secondsDamage: 21.6 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 60% | | | Medium Worm | Medium worms are dangerous to even more advanced players. They should be handled with care.Health: 500Range: 30Acid projectile:Attack speed: 0.66/sArea of effect size: 1.55Damage (on contact): 48 AcidAcid puddle:Lifetime: 32 secondsDamage: 57.6 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 50%Resistances:Explosion: 5/15%Fire: 2/50%Physical: 5/0%Laser: 20% | | | Big Worm | Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.Health: 1500Range: 38Acid projectile:Attack speed: 0.66/sArea of effect size: 1.75Damage (on contact): 72 AcidAcid puddle:Lifetime: 32 secondsDamage: 259 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 40%Resistances:Explosion: 10/30%Fire: 3/70%Physical: 10/0%Laser: 50% | | | Behemoth Worm | Behemoth worms are the most dangerous of worms. With twice as much health as big worms and a significantly higher range, they can even challenge experienced players.Health: 3000Range: 48Acid projectile:Attack speed: 0.66/sArea of effect size: 2Damage (on contact): 96 AcidAcid puddle:Lifetime: 32 secondsDamage: 691 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 30%Resistances:Explosion: 10/30%Fire: 3/70%Physical: 10/0%Laser: 80% | | Picture | Description | | ------- | -------------------------- | | | A worm's attack animation. | Wrigglers Wrigglers are the biter equivalents of the planet Gleba, as they are standard melee enemies. True to their name, they flail and squirm their digits to move around and attack. Much like how biters and spitters spawn from nests, wrigglers spawn from egg rafts. Destroying egg rafts will spawn a group of more premature wrigglers, which are wrigglers that slowly lose health over time until they die. Strafers can launch flying versions of premature wrigglers at their target. Killing strafers and stompers can summon even more premature wrigglers. The wrigglers that spawn from the corpses of strafers and stompers will match the size of the larger enemy that was killed. For example, killing a small strafer or stomper will spawn small premature wriggers, while killing a medium strafer or stomper will spawn medium premature wrigglers. | Picture | Name | Info | | ------- | --------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Wriggler | The weakest and smallest of all wrigglers.Planet: GlebaHealth: 100Damage: 3.75 Physical + 3.75 PoisonRange: 1.1Speed: 34.6km/hResistances:Laser: 50% | | | Medium Wriggler | Slightly stronger and faster than small wrigglers, and can still pose a threat for weaker players.Planet: GlebaHealth: 200Damage: 5 Physical + 5 PoisonRange: 1.4Speed: 38.9km/hResistances:Laser: 50% | | | Big Wriggler | The strongest and fastest of all wrigglers. Hatches from spoiledPentapod eggsbut won't be at full health when this happens.Planet: GlebaHealth: 400Damage: 8 Physical + 8 PoisonRange: 1.8Speed: 43.2km/hResistances:Laser: 50% | Strafers Native to the planet Gleba, strafers are large yet scrawny five-legged pentapod creatures with the unique behavior of constantly circling around players while attacking them, rather than making a beeline straight for the player, unlike any other type of enemy in the game. They will fire flying premature wrigglers toward the player, essentially adding more enemies to the fight. | Picture | Name | Info | | ------- | -------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Strafer | The weakest and smallest of all strafers.Planet: GlebaHealth: 800Shooting speed: 0.5/sRange: 22.0Speed: 62.2km/hProjectile:Range: 110Area of effect: 1Damage: 67.5 ExplosiveResistances:Laser: 50%Physical: 2/10% | | | Medium Strafer | Slightly stronger and faster than the small strafer.Planet: GlebaHealth: 1400Shooting speed: 0.5/sRange: 25.0Speed: 77.8km/hProjectile:Range: 125Area of effect: 1Damage: 90 ExplosiveResistances:Laser: 50%Physical: 2/10% | | | Big Strafer | Strongest, fastest and most resilient of strafers.Planet: GlebaHealth: 2400Shooting speed: 0.5/sRange: 28.0Speed: 98.3km/hProjectile:Range: 140Area of effect: 1Damage: 144 ExplosiveResistances:Laser: 50%Physical: 2/10% | Stompers Native to the planet Gleba, stompers are extremely large, five-legged pentapod creatures with limbs that look similar to a starfish, and seem to have natural, jagged exoskeleton armor that provides high resistances to many types of damage. They are very powerful melee enemies that use their brute force to attack players by simply stomping toward them, while spitting a close-ranged acid that slows down players and Vehicles . Their large size and high damage can destroy buildings instantly. They will spawn premature wrigglers upon death. | Picture | Name | Info | | ------- | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Stomper | The weakest and smallest of all stompers, but still powerful.Planet: GlebaHealth: 3500Range: 5.8Speed: 41.6 km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 1.5/s AcidArea of effect size: 1.58Damage: 0.5 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% | | | Medium Stomper | Larger and more dangerous version of a stomper.Planet: GlebaHealth: 8000Range: 7.8Speed: 54.1km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 6/s AcidArea of effect size: 2.1Damage: 1 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% | | | Big Stomper | Larger, fastest and most dangerously aggressive version of a stomper.Planet: GlebaHealth: 15000Range: 10.4Speed: 68.5km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 15.36/s AcidArea of effect size: 2.8Damage: 1.6 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% | Demolishers Native to the planet Vulcanus, demolishers are horrendously large worm-like creatures that roam across the land and lava. Each individual demolisher patrols a defined territory, and building structures in their territory will disturb them and cause them to attack. Demolishers have three types of offense. On physical contact they do high damage to the player, and instantly destroy buildings and cliffs. They release a smoke cloud that slows the player and damages any nearby bots. And at range, they cause explosions to erupt from the ground, Due to their high damage resistances and extremely fast health regeneration, killing them requires advanced and upgraded weaponry, or massive quantities of bullets. They are completely immune to the slowdown capsule's effect. Once killed, they leave behind remains similar to that of black volcanic rock, which contain tungsten ore . | Picture | Name | Info | | ------- | ----------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Demolisher | The weakest and smallest of demolishers, but still very destructive.Planet: VulcanusHealth: 30000Regeneration: 2400/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) | | | Medium Demolisher | Larger and more dangerous version of a demolisher.Planet: VulcanusHealth: 100000Regeneration: 7800/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) | | | Big Demolisher | The largest and most dangerous creature in the game.Planet: VulcanusHealth: 300000Regeneration: 24000/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) | Nests Nests in the wild will have their max health increase with evolution factor exponentially, up to 10 times their starting health. Biter and spitter nests can be captured by firing a capture bot rocket from a rocket launcher at a nest. After the nest is captured, it must be given bioflux to maintain and continuously create biter eggs . If the nest is not maintained, it will slowly lose 1 health per second, but when fed, it will gain 1 health per second. | Picture | Name | Description | | ------- | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Biter's nest | Planet: NauvisHealth: 350 (3500 at max evolution)Resistances:Explosion: 5/15%Fire: 3/60%Physical: 2/15% | | | Spitter's nest | Planet: NauvisHealth: 350 (3500 at max evolution)Resistances:Explosion: 5/15%Fire: 3/60%Physical: 2/15% | | | Egg raft | Planet: GlebaSpawns a horde of premature wrigglers when destroyed.Health: 500 (5000 at max evolution) | | | Small egg raft | Planet: GlebaSpawns a horde of premature wrigglers when destroyed.Health: 100 (1000 at max evolution)Resistances:Explosive: 5/15%Fire: 3/60%Physical: 2/15% | Expansions Every 4-60 minutes, a group of 5-20 biters/spitters will leave their base to create a new base which will consist of as many worms/nests as there are members in the group. This group will search for a suitable spot that's 3-7 chunks away from existing bases. The interval between enemy expansions is global, and the higher enemy evolution, the shorter the interval is on average. Furthermore, with higher evolution, the groups are bigger on average. Once they have found a suitable spot, each biter/spitter in the group dies and forms a new nest or worm. Forming a new nest or worm will destroy anything that is in the way, which can include members of the expansion group. There is a delay between each member sacrificing itself for to create a worm/nest, so creating the new base from the expansion group can take quite a long time, depending on the group size. Medium worms are only formed if the current evolution is higher than 0.3, big worms only if the current evolution is higher than 0.5 and behemoth worms are only formed if current evolution is higher than 0.9. The game randomly chooses whether to form a new biter nest, spitter nest, small worm, or bigger worm if the evolution factor is high enough. [2] Expansions on Gleba function mostly similar, except that pentapods only create spawners in marshes, and will never create nests on other tiles. Defense "Kills" tab on the production statistics screen. Nests spawn biters and spitters freely. However, biters and spitters will only aggressively engage the player's factory if the pollution cloud of the factory reaches a nest because pollution is consumed to send biters or spitters to join the next attack. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. The attack then proceeds to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like walls ). If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to tower defense. However, if a biter comes in proximity of a military unit or structure , it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible. Evolution Spawn chances of biters from biter spawners by evolution factor. Spawn chances of spitters from spitter spawners by evolution factor. Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts. The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements): /evolution The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). The evolution factor can only increase. This command also provides percentages for the three sources; each one is the percent of the (unsquashed) total evolution that is contributed by that source. Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval ( spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds). Methods of increasing The evolution factor is increased by three kinds of events: The passage of time very slightly increases the evolution factor. The global pollution production increases the evolution factor. Destroying nests significantly increases the evolution factor. The default settings are: | Source per | Variable inenemy_evolution | Evolution increase | Pollution equivalent | | ----------------------- | -------------------------- | ------------------ | -------------------- | | Second | time_factor | 0.000004 | 267/minute | | Destroyed enemy spawner | destroy_factor | 0.002 | 2222 | | 1 Pollution unit | pollution_factor | 0.0000009 | 1 | Note that all spawners (not worms) generate the same amount of evolution when destroyed. These values can be set during world generation : the values in the dialog box are multiplied by 10^-7 for time and pollution, and 10^-5 for spawner destruction. In game, they can be found in game.map_settings.enemy_evolution , though checking or modifying them is considered using cheats. Pollution production is the total pollution produced by buildings , not the pollution spreading on the map, so it is not reduced by trees or other absorbers. e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.00027 in that minute. After totaling up all the evolution from these sources, this quantity is squashed to fit in the range [0, 1) by applying evolution_factor = total_evolution / (1 + total_evolution) . Equivalently, marginal increases in evolution are reduced by multiplying the increase by (1 - evolution_factor)² . So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.002 while doing this when the evolution factor is 0.5 the increase is only 0.0005. This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are very slow and the number never actually reaches 1.0. | Evolution factor | Pollution equivalent | Appearance | | ---------------- | -------------------- | -------------------------------- | | 10% | 123k | | | 20% | 278k | Medium Biter | | 25% | 370k | Small Spitter | | 30% | 476k | | | 40% | 741k | Medium Spitter | | 50% | 1.111M | Big Biter, Big Spitter | | 60% | 1.667M | | | 70% | 2.592M | | | 80% | 4.444M | | | 90% | 10M | Behemoth Biter, Behemoth Spitter | | 95% | 21M | | | 99% | 110M | | Spawn chances by evolution factor The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels. Advanced: Evolution factor components and computation This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor. 1. Single-component evolution factor increase with time 2. Single-component evolution factor increase with destroyed spawners 3. Single-component evolution factor increase with pollution Notes Data from version 1.1.50. All charts end at approximately an evolution factor of 0.90. The calculation steps for time and spawner kills match those used by the game, so these charts should be accurate. The pollution chart assumes a pollution production of 1000 units per second, and due to the recursive nature of the chart values will slightly diverge at different pollution rates. The effect of this is negligible for any reasonable amount pollution production, however. Given that the game reports the actual evolution factor (console: /evolution ) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor's future development. Comments These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the only component contributing to the evolution factor in that entire game. They are therefore not realistic , as in a typical game all three components will contribute, some at varying times and intensities. Because of how contributions to the evolution factor (EF) are calculated (multiplied by (1 - current EF) ), it is not possible to simply add the values indicated by these charts for a game's time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor. For example, if 24 hours have passed (single-component EF =~ 0.25), 200,000 pollution units were released (single-component EF =~ 0.15), and 400 spawners were destroyed (single-component EF =~ 0.45), the actual evolution factor will not be (0.25 + 0.15 + 0.45 =) ~0.85. However, the evolution factor will always be less than the sum of all individual components as indicated by these charts, and at least as high as the highest individual component. Thus, using the values from above, the EF will be at least 0.35 and less than 0.85. A smarter approach is required to compute the current evolution factor. Individual components The individual components of evolution can be approximated from /evolution : Given the evolution factor, the unsquashed evolution is unsquashed = evolution_factor / (1 - evolution_factor) . Multiply this by the percentage for a given component to get its approximate unsquashed contribution. Of course, total pollution and spawner kills can also be found on the production statistics screen, and time passed can be found using the /time command, so it's not fully necessary. The actual factors can be found in game.forces.enemy.evolution_factor_by_time , ...evolution_factor_by_killing_spawners , and ...evolution_factor_by_pollution , if you don't mind disabling achievements. Trivia Despite their drastically different origins, enemies from different planets will always act as allies against the player. They will even reside around each other's nests when not attacking players, even if the type of nest does not match that of the residing creature. Even demolishers will circle around nests without harming or destroying them. Since enemies only spawn on their respective planets, this is not normally seen in gameplay, unless these creatures are placed near each other in the map editor . Demolishers were originally designed for Fulgora , but was later moved to Vulcanus because it was too similar to the Dune Franchise . Gallery The player near some enemy nests and worms. The player among acid puddles created by attacking worms. Both the player and some buildings getting attacked by biters. Enemy nests seen in a map generation preview (deathworld setting). Line of gun turrets defending against biters. Enemies seen at the title screen. Pentapod enemies seen on Gleba. A demolisher chases the player on Vulcanus. History 2.0.18 : Demolisher health bars will always be visible for at least 1 tick after they take any damage, even if they fully regenerate the damage in the same tick 2.0.17 : Gleba evolution is now more gradual. Small stomper moves more slowly and deals less damage. Stomper pentapod vision range is reduced from 40 to 30. Medium and big wriggler pentapod health is increased. 2.0.7 : Wrigglers, strafers, stompers and demolishers have been added with the Space Age expansion. Spawners will have their health increase with evolution (3500 with max evolution). Significantly increased medium, big and behemoth worm stats as well as their laser resistances. 0.17.0 : Behemoth worm added. 0.15.0 : Increased the damage, range, and health of worms. Decreased health and resist of Behemoth biters. 0.13.10 : Biters and other units won't become aggressive as a result of friendly-fire. 0.13.0 : Big and behemoth enemies now spawn 50% slower. Changed the way evolution factor approaches the maximum (1). The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2 This means that the progress gets more slower towards the high values. 0.12.26 : Running biters over with a vehicle will now anger them in peaceful mode. 0.12.0 : Updated sounds for enemies. 0.11.17 : Items dropped by enemies( * ) are now collected automatically and from longer distances. 0.11.6 : Range of spitters is now 15, less than turrets. 0.11.0 : Spitters added. Drawing of enemies optimised, so adding new colors does not impact VRAM. Blood splashes on death are now procedural. 0.9.0 : Turrets no longer search for enemies when none are near. Biters can no longer destroy the shipwreck in the 3rd new hope campaign. 0.8.1 : Further improvement to enemy AI. 0.8.0 : Decreased the range of medium worm from 25 to 20. 0.7.2 : Biter AI improved. 0.7.1 : Peaceful mode added for freeplay. 0.7.0 : Enemy creepers were replaced by small, medium and big biters. Enemy turrets were replaced by small, medium and big shooting worms. Enemies move and attack in groups. Enemies wander around their base when they have nothing to do. Enemies call for help when attacked. Enemies can create new bases. Enemies can now destroy all player creations they find. 0.1.0 : Introduced, called 'creepers' See also Damage Pollution | Environment | Environment | | ----------- | ------------------------------------------------------------------------------------------------------------------- | | Generic | PlayerCliffRock | | Nauvis | TreeBiters | | Vulcanus | Ashland tree | | Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods | | Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite | | Aquilo | Lithium ice formation | | Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Enemies_-_Factorio_Wiki
Factorio_HTTP_API_usage_guidelines
Factorio HTTP API usage guidelines - Factorio Wiki
[]
Factorio HTTP API usage guidelines - Factorio Wiki Jump to navigation Jump to search Contents 1 General 2 Categories 2.1 Internal 2.2 Public 2.3 Experimental 3 APIs 3.1 Internal 3.2 Public 3.3 Experimental General Third party clients are welcome to use our HTTP APIs if they provide a benefit to players and creators in the Factorio community. We ask developers to: ensure user privacy, e.g. by properly securing account secrets like passwords, tokens or API keys. respect server resources, e.g. by using exponential backoff in case of errors. communicate that their tool/library is in no way sanctioned by or associated with Wube Software. We reserve the right to ban or rate limit abusive clients, IP addresses or accounts. Unless stated otherwise, our APIs should be considered internal. Categories Internal These APIs are only supported for use with the official Factorio game clients or websites. Up-to-date documentation is not guaranteed. We strive to support very old Factorio releases, so these APIs won't change much most of the time. Public These APIs are intended to support developers building integrations with the official Factorio game clients or websites. Documentation will be kept up-to-date. Breaking changes to these APIs are communicated in a reasonable timeframe. Experimental Short-lived, unstable APIs For testing new features with the community APIs Internal Download API Matchmaking API Mod portal API Web authentication API Multiplayer authentication API Public Mod upload API Mod details API Mod images API Mod publish API Experimental
wiki
https://wiki.factorio.com/Factorio_HTTP_API_usage_guidelines_-_Factorio_Wiki
Vehicle
Vehicle - Factorio Wiki
[]
Vehicle - Factorio Wiki Jump to navigation Jump to search | | | ----------------------------------------------------------- | | 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
Depleted_uranium_fuel_cell
Depleted uranium fuel cell - Factorio Wiki
[]
Depleted uranium fuel cell - Factorio Wiki Jump to navigation Jump to search | | Depleted uranium fuel cell | Edit | | | -------------------------- | ---- | | Recipe | Recipe | | --------------- | -------------------------- | | 200+1→1 | 200+1→1 | | 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
Military_3_(research)
Military 3 (research) - Factorio Wiki
[]
Military 3 (research) - Factorio Wiki Jump to navigation Jump to search | | Military 3 (research) | Edit | | | --------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 301111✖100 | 301111✖100 | | Prototype type | technology | | Internal name | military-3 | | Required technologies | Required technologies | | | | | Allows | Allows | | 4 | 4 | | 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/Military_3_(research)_-_Factorio_Wiki
Solid_fuel_from_light_oil
Solid fuel - Factorio Wiki
[]
Solid fuel - Factorio Wiki Jump to navigation Jump to search | | 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
Scrap_recycling
Scrap - Factorio Wiki
[]
Scrap - Factorio Wiki Jump to navigation Jump to search | | Scrap | Edit | | | ----- | ---- | | Map color | | | ----------------------------------------------- | ----------------------------------------------- | | Stack size | 50 | | Rocket capacity | 500 (10 stacks) | | Mining time | 0.5 | | Prototype type | resource | | Internal name | scrap | | Recycling results | Recycling results | | 0.030.040.060.030.010.050.20.010.020.070.040.04 | 0.030.040.060.030.010.050.20.010.020.070.040.04 | Space Age expansion exclusive feature. Scrap is a resource found on Fulgora . It needs to be recycled by hand or in the recycler to get usable products. When traveling further from the drop location the scrap piles will not get more dense with ore. The most dense scrap piles are found under the Fulgoran vault ruins. | Item | Percent | | --------------------- | ------- | | Iron gear wheel | 20% | | Solid fuel | 7% | | Concrete | 6% | | Ice | 5% | | Stone | 4% | | Steel plate | 4% | | Battery | 4% | | Copper cable | 3% | | Advanced circuit | 3% | | Processing unit | 2% | | Low density structure | 1% | | Holmium ore | 1% | The probability for each resource is rolled independently; it is possible for a single craft to produce multiple resources. Further recycling of these products allows the player to also obtain the following resources out of scrap: | Item | Recycled from | | ------------------ | ------------------------------------------ | | Iron plate | Iron gear wheel,Battery,Electronic circuit | | Copper plate | Low density structure,Copper cable,Battery | | Plastic bar | Low density structure,Advanced circuit | | Electronic circuit | Processing unit,Advanced circuit | | Stone brick | Concrete | | Iron ore | Concrete | Recycling cannot undo chemistry, which means that it is not possible to obtain crude/light/heavy oil, petroleum, lubricant, coal or sulfur from scrap. History 2.0.7 : Introduced in Space Age expansion. See also Fulgora Recycler Tutorial:Scrap recycling strategies | 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/Scrap_-_Factorio_Wiki
Quantum_processor
Quantum processor - Factorio Wiki
[]
Quantum processor - Factorio Wiki Jump to navigation Jump to search | | Quantum processor | Edit | | | ----------------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 30+1+1+1+1+2+10→1+5 | 30+1+1+1+1+2+10→1+5 | | Total raw | Total raw | | 30+1+1+1+1+2+10 | 30+1+1+1+1+2+10 | | Stack size | 100 | | Rocket capacity | 200 (2 stacks) | | Crafted only on | | | Prototype type | item | | Internal name | quantum-processor | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Space Age expansion exclusive feature. Quantum processor is an advanced intermediate product, used in high-end recipes. It requires ingredients to from all new planets in Space Age expansion. History 2.0.7 : Introduced in Space Age expansion. | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Quantum_processor_-_Factorio_Wiki
Multiplayer
Multiplayer - Factorio Wiki
[]
Multiplayer - Factorio Wiki Jump to navigation Jump to search In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, how to join one, and the Multiplayer Admin features for managing other users and the server. By default, multiplayer games run the CO-OP freeplay scenario where all players work together to launch a rocket with a satellite into space. Other scenarios, including PvP maps, are available for download from the Maps and Scenarios forum . Contents 1 Setting Up a Multiplayer Game 1.1 Dedicated/Headless server 1.2 Setting up a Linux Factorio server 1.2.1 Basic installation 1.3 How to list a server-hosted game on the matching server 1.4 Technical Implementation Details 1.5 DNS SRV Records 1.6 Miscellaneous Tips 2 Joining a Multiplayer game 2.1 Joining by IP 2.2 Joining via server list 2.3 Joining through Steam 2.4 Joining a local LAN game 2.5 Connecting to a Server Behind NAT 3 PvP 3.1 Forces 4 History 4.1 Narrative history 4.2 Version history Setting Up a Multiplayer Game A multiplayer game. Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server. Multiplayer games can be advertised to other players on the same LAN or worldwide. To start playing a multiplayer game, select the Multiplayer button from the main menu. Then, choose one of these options to host and play: Host new game : Specify the desired scenario, adjust the map generator settings, and set the server visibility. The server visibility determines how your game will be advertised to other players. You can choose from: Public : Your game will be listed on the public games list. Steam : Enables or disables the "Join Game" feature through Steam. LAN : Your game will be listed on your local network. Host saved game : Pick a saved game from the list and set the server visibility as above. To join an existing game, choose one of these options: Browse public games : Search for and join any public game that meets your criteria. Browse LAN games : Join any game that is hosted on your local network. Connect to address : Join any game by entering the server’s IP address. This option is useful if the host does not use any server visibility. Notes and tips: All game instances need the installation of exactly the same game-versions and mods. Factorio servers use port 34197 . The port can be changed in the config file. Factorio uses UDP only . The game builds its own "reliable delivery" layer built on UDP to deal with packet loss and reordering issues. Make sure you configure your router's port forwarding correctly for port 34197 . Make sure your router does not randomize the source port on packets outbound from 34197 . Some routers do this and require additional configuration to prevent it. Make sure there is no firewall or anti-virus blocking the UDP-packets. The hard limit for the number of players is 65,535 . However, practical limit for this is much lower, popular streamers have managed to get well over a hundred players. Dedicated/Headless server A dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts. Any version of the game can be run in headless mode, though for Linux servers it may be preferable to use the Headless version of the game, which does not include graphics to reduce download size. This can be found on the factorio.com Downloads page . In the headless mode: Graphics are not initialized (faster start up, less memory usage, works on completely headless servers) Game starts immediately and loads a save given as a parameter to the command The server has no character in game Game is paused while there are no players connected (though this can be overridden using the no-auto-pause option in the server-settings.json) Saves the game on exit (and autosaves normally) 0.13 onwards expects --start-server to be followed by a path to a save file. You will need to create your save file before you start the server, as the dedicated server REQUIRES a save file to be provided. This can easily be done using the --create command-line argument. For example: ./bin/x64/factorio --create ./saves/my-save.zip # This creates a new save, as if by clicking the New Game button in the GUI ./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line There are several JSON configuration files that factorio can make use of to change the server and map settings: map-gen-settings to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. map-settings to control pollution spread, biter expansion and evolution , and more server-settings which consolidated several command-line options into a single file Example files for each of these parameters are included in the data subdirectory, and are also visible on Wube's github here: https://github.com/wube/factorio-data The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map. For example: ./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run: ./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json On windows, it may be useful to start the server with a .bat file. The bat file should have the following content: start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json See Command_line_parameters for more command line parameters. Setting up a Linux Factorio server Note: Factorio now requires glibc version 2.31, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without manually compiling glibc 2.31 . This step-by-step guide has been verified on fresh CentOS 7 and RHEL 7 installs but should be applicable with little to no changes on most distributions. The guide assumes you will install the headless server under /opt/factorio , adjust paths according to your own setup. We will also suggest that you run the Factorio server as a separate user to harden security of your setup. Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special headless package . The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server. This guide does not handle firewall/port forwarding since this can be done in various ways on Linux (make sure to read up how this is done as a Linux admin on your particular distribution) Basic installation Download the selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp Extract the package in /tmp to /opt/factorio $cd /opt/ $sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number $sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x) Add a new user to your system and assign ownership of the factorio dir to it (please, do not run as the root user, sudo may be needed) $useradd factorio $chown -R factorio:factorio /opt/factorio Try the binary $su factorio $/opt/factorio/bin/x64/factorio --start-server savename As long as it fails saying it cannot find/open the savename.zip you are set! Just upload a save from your own computer and put it in the /opt/factorio/saves directory, or use the --create ./saves/newgame.zip argument. How to list a server-hosted game on the matching server In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a server settings file . To create a server settings file, look at the example file located in data/server-settings.example.json in the Factorio Application directory . The recommended way is to make a copy of this example file and edit the copy. The following values can be changed: Name This will be the name under which the server will be listed in the server browser Description A description of your server. May contain up to 5000 characters. MP server description Tags A list of game tags Max Players Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0. Visibility for server browser: May be either public, LAN or hidden. Public: The server will appear in the public server list. This requires the login credentials below to be filled in. LAN: The server will not appear in the public server list, but will be available through the Play On LAN button Hidden: Clients will have to connect using the server's IP address User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty. For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret. Server Password Field name is game_password Whether to verify user identity (There are additional values in v0.14 of factorio.) Technical Implementation Details Notes about some technical details surrounding multiplayer have been published by the development team in several Friday Facts blog posts: Lock step architecture Client-server connections NAT punching, introduced in 0.13 DNS SRV Records Factorio supports DNS SRV records since 1.1.67. This makes it easier to have multiple Factorio servers on a single host and allow users to connect to them with distinct subdomains instead of having to enter port numbers. The service name is _factorio and it only supports _udp protocol. Example: Domain: subdomain.domain.tld IP: 192.0.2.2 Port: 10002 DNS records: subdomain.domain.tld IN A 192.0.2.2 _factorio._udp.subomain.domain.tld IN SRV 0 0 10002 subomain.domain.tld. Now a Factorio client connecting to subdomain.domain.tld will actually connect to subdomain.domain.tld:10002 Example screenshot of config in Cloud Flare: Log Entries: Factorio will log a "DNS SRV lookup returned [...]" message when it found a SRV record for the given domain With verbose logging Factorio will also log "DNS SRV lookup for [domain] didn't return any usable records" when there's no SRV record Miscellaneous Tips The key for console commands is also used initiate chat in multiplayer. To execute a command instead of chatting, you need to type /c before the command. Commands executed are visible to all players . Additionally, the multiplayer game must have been started with commands allowable for commands to work. Set the player's color using the command /color r g b r, g and b are for red, green and blue respectively (possible values are between 0 and 1, use this site to convert colors to rgb numbers). To give yourself admin access, you need to create a server-adminlist.json in the same directory as factorio-current.log. The file should contain a list of admins, like so: [ "user1", "user2" ] This file will be created if you promote a player through the console. Joining a Multiplayer game As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host. Players wishing to join a game may do so in multiple ways: Joining by directly inputting a public IP and port into Factorio. Selecting the server from the active public server menu. Joining through Steam's services. Playing a local LAN game. Joining by IP To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -> Multiplayer -> Connect to server, and provide all the information it asks for. If the server has been set up correctly to accept public connections, you should be able to join the game. Joining via server list Factorio's devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -> Multiplayer -> Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one. Joining through Steam Steam provides a "game invite" system, simply use that to join. You can find more info about how to use steam in it's documentation. This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything . Joining a local LAN game If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -> Multiplayer -> Play on LAN. Connecting to a Server Behind NAT Factorio requires that the server (in client-server mode) have a publicly accessible IP address or that all players are on the same LAN. If you are behind NAT, you must set up port forwarding ( see above for port number) or use virtual LAN software such as Hamachi or Evolve. Multiplayer games will be launched in client-server mode (also multiplayer forwarding mode). In this mode, all clients send their network traffic to the server and the server forwards the traffic to the other clients. The advantage of this is that it allows games where some players are inside a LAN and others are outside. The disadvantage may be slightly more lag as packets must travel an extra hop (through the server). Forwarding ports without logging into your router A guide for connecting with Evolve A guide for connecting with Hamachi PvP In PvP mode, players can be on different forces. Each force can have one (free-for-all) or more players (teams). Each force has its own independent research progression. Additionally, each force's Military units and structures will attack other players as enemies, unless a cease fire is set. Note that, depending on the scenario, cease fires may be unidirectional — setting a cease fire with an opposing force does not guarantee a cease fire from them in return. To start a PvP game, you can select the 'PvP' scenario from the 'Play' menu, or download a custom scenario which also supports PvP. After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario. Download the scenario and place the scenario directory in the scenarios directory within your user data directory . Launch Factorio Click Play Click Multiplayer Click Scenario Choose the PvP scenario you want and click Create Choose latency and other settings, then click Play Other players can now join the game Forces Forces can be manually created via the console. This allows any map/scenario to be used for PvP. This may not be as convenient as a pre-made PvP scenario, as there will be no way for players to turn on/off cease fires other than through the console. Each created force has its own research progression and different forces may attack each other. The console commands for setting up and controlling forces are below: game.create_force("Name") --Creates the force "Name" game.players["Player_name"].force = game.forces["Name"] --Sets this player to the new force game.forces["Name"].set_cease_fire("Other_force_name", true) --Sets the new force ceasefire to the "other force" game.forces["Name"].set_spawn_position({x = 10, y = 20}, game.surfaces[1]) --Sets the spawn position of the force game.print(#game.forces) --Prints the number of forces for name, force in pairs (game.forces) do game.print(name) end --Prints the name of all the forces The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible: Manual pickup from belts Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can't be automated: Inserters will not take items from an opposing force's belts. Belt network connection Belts will connect to each other regardless of force membership, so it's possible to extend an opposing force's belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force's belt line. Fluid network connection Pipes (and storage tanks, and pumps, &c) will connect to each other regardless of force membership. For example, it's possible to pump fluids out of or into a storage tank belonging to an opposing force. Power leeching Players can draw power from an opposing force's electric network, by building structures inside the coverage area of a power pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but will be impossible to connect or disconnect manually. History Narrative history Because of the potentially immense amount of activity on a map, the game engine utilizes a lock step architecture . All instances of the game run full simulations of the entire world and only player actions are transferred across the network. Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed. As of version 0.12.0, the game features "latency hiding" mechanics where the game simulates some of the player's actions locally to make some common interactions (such as moving the player's character) more fluid. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. Version history Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio's multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview. 0.14.14 : Added multiplayer server option "Autosave only on server". Deconstructing/canceling deconstruction sets the "last user" on an entity. Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games. 0.14.13 : Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player. 0.14.11 : Multiplayer user names can only consist of letters, and -_. characters. 0.14.10 : Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game. 0.14.8 : More than 10 players in one game will reduce the rate the game is saved to the server. 0.14.6 : Username is now set to username setting, not email. 0.14.5 : Added AFK Auto kick interval to multiplayer host settings (with never as default). 0.14.3 : When save of scenario is loaded in multiplayer, it's scenario is saved in user scenarios. Added /time command to print the current map age. Added option to host multiplayer game with scenario (it only had new game/load game there). 0.14.2 : Can specify limit of upload speed when hosting. 0.14.0 : Server doesn't stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server. Players automatically quit game after 3 desyncs. Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server). 0.13.10 : Server stdout messages now contain time stamps and message-type tags 0.13.2 : Limit multiplayer player name to 60 characters. 0.13.0 : Improved Multiplayer game UX Server games are published to the server and clients can browse existing games. Removed multiplayer peer-to-peer mode. Building sound is played also for other players in multiplayer. 0.12.31 : Human readable error notice when multiplayer connection wasn't successful. ( https://forums.factorio.com/23132 ) Improved map download speed when connecting to multiplayer game. 0.12.30 : Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files. 0.12.28 : Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game. 0.12.27 : The report of different mods when trying to connect to multiplayer game is now scroll-able when needed. Better message when the server leaves a multiplayer game 0.12.11 : Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected. 0.12.9 : Added resume button to multiplayer game menu 0.12.7 : New command line options for the headless server: --disallow-commands and --peer-to-peer 0.12.5 : Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer. Further optimizations in size of the Multiplayer heartbeat (message sent every tick). LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer. 0.12.4 : Simple mechanism for multiplayer relaying via the server. Less annoying glitches when running and shooting in multiplayer with latency hiding. 0.12.0 : Multiplayer latency hiding (gives impression that some common tasks are performed immediately) Factorio can run as a dedicated server without graphics. Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces IPv6 support for multiplayer. DNS names can be used when connecting to multiplayer game. Player's logistic filters are now remembered after respawn in multiplayer Smaller multiplayer heartbeat packet size. 0.11.19 : Multiplayer dropping threshold is doubled during map upload / download. 0.11.17 : Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player). Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer. Progress bar is shown when other peers in multiplayer are saving map. 0.11.16 : Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map. 0.11.2 : Mods that don't affect game state are not needed to be synchronized when playing multiplayer game or replaying game. 0.11.0 : Introduced
wiki
https://wiki.factorio.com/Multiplayer_-_Factorio_Wiki
Template_Get_language_code
Template:Get language code - Factorio Wiki
[]
Template:Get language code - Factorio Wiki Jump to navigation Jump to search en [ View ] [ Edit ] [ Page history ] Documentation Gets the language code from the pagename, no / in front, "en" for pages without a language suffix (English pages). See Template:If language suffix for having a / in front of the language code, and getting an empty string for English pages. List of all templates
wiki
https://wiki.factorio.com/Template:Get_language_code_-_Factorio_Wiki
Yumako_processing
Yumako mash - Factorio Wiki
[]
Yumako mash - Factorio Wiki Jump to navigation Jump to search | | Yumako mash | Edit | | | ----------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | -------------------------- | | ------ | | -- | | ------ | | ------ | | ------ | | ------ | | 1+1→2+0.02 | 1+1→2+0.02 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 1+1 | 1+1 | | | | | | | | | | | | | | Restores | 80104128152200health | | | | 80 | | 104 | | 128 | | 152 | | 200 | | | | | 80 | | | | | | | | | | | | | 104 | | 128 | | | | | | | | | | | | | 152 | | 200 | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 2000 (20 stacks) | | | | | | | | | | | | | | Fuel value | 1 MJ (burner) | | | | | | | | | | | | | | Spoil time | 3m3m 53s4m 48s5m 42s7m 30s | | | | 3m | | 3m 53s | | 4m 48s | | 5m 42s | | 7m 30s | | | | | 3m | | | | | | | | | | | | | 3m 53s | | 4m 48s | | | | | | | | | | | | | 5m 42s | | 7m 30s | | | | | | | | | | | | Spoil result | | | | | | | | | | | | | | | Prototype type | capsule | | | | | | | | | | | | | | Internal name | yumako-mash | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Used as fuel by | Used as fuel by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. Yumako mash is an intermediate product crafted from ingredients found on Gleba . Creating yumako mash is also the only way to acquire yumako seeds to plant new yumako trees . When consumed, it instantly grants the player 80 health points, along with 16 health points per second for the next 12 seconds. This effect has a 16 seconds cooldown. The 2% chance of getting seeds means that on average, a mature yumako tree will yield 1 yumako seed. To get an increasing number of seeds, yumako processing should be done with productivity bonuses, either in the Biochamber or with productivity modules . Or both. 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/Yumako_mash_-_Factorio_Wiki
Effect_transmission_(research)
Effect transmission (research) - Factorio Wiki
[]
Effect transmission (research) - Factorio Wiki Jump to navigation Jump to search | | Effect transmission (research) | Edit | | | ------------------------------ | ---- | | Cost | Cost | | --------------------- | --------------------- | | 301111✖75 | 301111✖75 | | Prototype type | technology | | Internal name | effect-transmission | | Required technologies | Required technologies | | | | | Effects | Effects | | | | Researching effect transmission unlocks beacons which can transmit the effects of modules to nearby machines. | 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/Effect_transmission_(research)_-_Factorio_Wiki
Template_Get_language_name
Template:Get language name - Factorio Wiki
[]
Template:Get language name - Factorio Wiki Jump to navigation Jump to search English [ View ] [ Edit ] [ Page history ] Documentation Gets the language name from the pagename. See also Template:Get language code Template:If language suffix List of all templates
wiki
https://wiki.factorio.com/Template:Get_language_name_-_Factorio_Wiki
Explosive_uranium_cannon_shell
Explosive uranium cannon shell - Factorio Wiki
[]
Explosive uranium cannon shell - Factorio Wiki Jump to navigation Jump to search | | Explosive uranium cannon shell | Edit | | | ------------------------------ | ---- | | Recipe | Recipe | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------- | ------------------------------------------------------------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | | | --- | | --- | | --- | | --- | | --- | | 12+1+1→1 | 12+1+1→1 | | | | | | | | | | | | | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | | | | | | | | | | | | | 20+2+2+2+1 | 20+2+2+2+1 | | | | | | | | | | | | | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | | | | | | | | | | | | | Rocket capacity | 25 | | | | | | | | | | | | | | | | | | | | | | | | | | Range | 30 | | | | | | | | | | | | | | | | | | | | | | | | | | Damage | Impact:350455560665875(physical)Area of effect:315410504599788(explosion) | | | | 350 | | 455 | | 560 | | 665 | | 875 | | | | 315 | | 410 | | 504 | | 599 | | 788 | | | | | 350 | | | | | | | | | | | | | | | | | | | | | | | | | 455 | | 560 | | | | | | | | | | | | | | | | | | | | | | | | | 665 | | 875 | | | | | | | | | | | | | | | | | | | | | | | | | | | 315 | | | | | | | | | | | | | | | | | | | | | | | | | 410 | | 504 | | | | | | | | | | | | | | | | | | | | | | | | | 599 | | 788 | | | | | | | | | | | | | | | | | | | | | | | | Damage bonus | Piercing Power: 150 | | | | | | | | | | | | | | | | | | | | | | | | | | Area of effect size | 4.25 | | | | | | | | | | | | | | | | | | | | | | | | | | Used as ammunition by | Used as ammunition by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Prototype type | ammo | | | | | | | | | | | | | | | | | | | | | | | | | | Internal name | explosive-uranium-cannon-shell | | | | | | | | | | | | | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The explosive uranium cannon shells are an advanced ammunition type for the tank along with uranium cannon shells . Once they are made available, they surpass their regular variant; their damage and piercing power is increased, leaning more towards physical damage improvement. Since regular shells are still specifically required to manufacture uranium variants, any previously manufactured stockpile can be "upgraded" without waste. The piercing power of the shells has little practical use in spite of its improvement, which can be made insignificant since the enemy may often "outgrow" it by the time this ammunition is obtained. Its raw damage advantage otherwise found in the non-uranium explosive shell is also no longer as substantial; because of the kinetic energy nature of uranium-based ammunition, uranium cannon shells receive a much greater improvement overall, "catching up" in terms of raw damage potential, making explosive shell use on explosive-resistant enemies like worms , nests and especially spitters even more discouraging. However, this imbalance can be limited through research , and its area-of-effect damage has undeniable benefits. History 2.0.7 : Lowered stack size of ammo from 200 to 100. 0.15.0 : 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/Explosive_uranium_cannon_shell_-_Factorio_Wiki
Captive_biter_spawner
Captive biter spawner - Factorio Wiki
[]
Captive biter spawner - Factorio Wiki Jump to navigation Jump to search | | Captive biter spawner | Edit | | | --------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ---------------------- | | ------ | | --- | | ------- | | --- | | --- | | ------ | | 10+15+10+1+100→1 | 10+15+10+1+100→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 10+15+10+1+100 | 10+15+10+1+100 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 350455560665875 | | | | 350 | | 455 | | 560 | | 665 | | 875 | | | | | 350 | | | | | | | | | | | | | 455 | | 560 | | | | | | | | | | | | | 665 | | 875 | | | | | | | | | | | | Resistances | Fire: 0/70% | | | | | | | | | | | | | | Stack size | 1 | | | | | | | | | | | | | | Damage | 90117144171225 | | | | 90 | | 117 | | 144 | | 171 | | 225 | | | | | 90 | | | | | | | | | | | | | 117 | | 144 | | | | | | | | | | | | | 171 | | 225 | | | | | | | | | | | | Dimensions | 5×5 | | | | | | | | | | | | | | Energy consumption | 100 kW (food) | | | | | | | | | | | | | | 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 | | | | | | | | | | | | Pollution | -1/m | | | | | | | | | | | | | | Buildable only on | | | | | | | | | | | | | | | Spoil time | 30m38m 59s48m57m1h 15m | | | | 30m | | 38m 59s | | 48m | | 57m | | 1h 15m | | | | | 30m | | | | | | | | | | | | | 38m 59s | | 48m | | | | | | | | | | | | | 57m | | 1h 15m | | | | | | | | | | | | Spoil result | | | | | | | | | | | | | | | Module slots | 0 slots | | | | | | | | | | | | | | Prototype type | assembling-machine | | | | | | | | | | | | | | Internal name | captive-biter-spawner | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Valid fuel | Valid fuel | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. A captive biter spawner is a special production building that is initially unlocked on Gleba and is used to produce biter eggs . A captive biter spawner has no module slots, is unaffected by beacons , and cannot be connected to either circuit or logistic networks. A captive spawner cannot be removed by the player or construction robots , but can be destroyed via weapon fire, at which point it will spawn a small biter. Contents 1 Biter egg production 2 Obtainment 3 Food consumption 4 Quality 5 History 6 See also Biter egg production These buildings are solely used to produce biter eggs , for which they are the only source in the game. Producing biter eggs does not require setting a recipe nor providing any ingredients other than a constant influx of fuel in the form of bioflux . A captive biter spawner can hold a maximum of 100 biter eggs, which they produce at a rate of 5 eggs every 10 seconds, or 0.5 /s. The production cycle continues when the output slot is full, even though no additional eggs are being produced. Biter eggs held in the output slot will not start to spoil until removed. Obtainment They can be obtained in two different ways. They can be "built" by firing a capture bot rocket at a biter spawner on Nauvis , which will slowly transform the spawner into a captive one. Alternatively, after reaching Aquilo and researching the relevant technology , the player can craft captive biter spawners themselves, which can be manually placed. While in the player's inventory or another container, a captive spawner has a spoilage time of 30 minutes, at which point it will turn into a behemoth biter. Food consumption A captive spawner will lose health at a rate of 1/second, unless fed with a supply of bioflux . If a captive spawner's health reaches zero, it will transform back into a normal spawner and will have to be captured again. Previously captured and then starved biter spawner cannot be targeted by turrets , personal laser defense or spidertron 's automatic rocket launchers, but it can still consume pollution and spawn biters which are affected by the evolution factor . Bioflux is used for food. One item of bioflux has an energy value of 6 MJ, and since the captive biter spawner consumes 100 kW of food, each item of bioflux will last for exactly one minute. With one normal quality item of bioflux lasting for two hours before it spoils , this means that 120 items of bioflux of the same age may be consumed by a single captive biter spawner before any of them spoil. Quality Captive biter spawners with a higher quality level will not yield higher quality biter eggs . In case a captive biter spawner reverts back into a biter spawner for any reason it will retain the quality it had as a captive biter spawner. This resulting spawner will spawn biters of the same quality, which will have the capability of forming expansion groups that will also retain their quality level upon successful expansion - creating more quality biter or spitter spawners, and even quality worms . Failing to contain such reverted spawners can lead to the planet becoming populated by higher quality enemies. History 2.0.7 : Introduced in Space Age expansion. See also Gleba Enemies | 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/Captive_biter_spawner_-_Factorio_Wiki
Empty_petroleum_gas_barrel
Barrel - Factorio Wiki
[]
Barrel - Factorio Wiki Jump to navigation Jump to search Barrels can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once fluid handling is researched. The barrels themselves are reusable once the fluids are drained. Barrels stack in groups of 10. A single cargo wagon can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon – 30,000 fewer units than the capacity of a fluid wagon . Empty barrels have a rocket capacity of 200. Full barrels, regardless of fluid, have a rocket capacity of 100. As such, a single rocket can carry 5000 units of any fluid which can be barrelled. Contents 1 Empty barrels 2 Fill barrels 3 Example of use 4 Notes 5 History 6 See also Empty barrels Empty barrels can be crafted. When barrels are emptied, the (required) assembling machine will also return an empty barrel. | Recipe: | 1+1→1 | | ---------------- | -------------- | | Req. technology: | Fluid handling | | Process | Input | Machine | Output | | -------------------------------- | ----- | ------- | ------ | | Empty crude oil barrel | 10.2 | or | 1+50 | | Empty heavy oil barrel | 10.2 | or | 1+50 | | Empty light oil barrel | 10.2 | or | 1+50 | | Empty lubricant barrel | 10.2 | or | 1+50 | | Empty petroleum gas barrel | 10.2 | or | 1+50 | | Empty sulfuric acid barrel | 10.2 | or | 1+50 | | Empty water barrel | 10.2 | or | 1+50 | | Empty fluoroketone (hot) barrel | 10.2 | or | 1+50 | | Empty fluoroketone (cold) barrel | 10.2 | or | 1+50 | Fill barrels Filled barrels cannot be crafted. They are filled using the respective fluids 's Fill barrel process which consumes empty barrels. | Process | Input | Machine | Output | | ------------------------------- | ------ | ------- | ------ | | Fill crude oil barrel | 1500.2 | or | 1 | | Fill heavy oil barrel | 1500.2 | or | 1 | | Fill light oil barrel | 1500.2 | or | 1 | | Fill lubricant barrel | 1500.2 | or | 1 | | Fill petroleum gas barrel | 1500.2 | or | 1 | | Fill sulfuric acid barrel | 1500.2 | or | 1 | | Fill water barrel | 1500.2 | or | 1 | | Fill fluoroketone (hot) barrel | 1500.2 | or | 1 | | Fill fluoroketone (cold) barrel | 1500.2 | or | 1 | Example of use Barrels are useful in situations where pipes are not available or a bad option, such as oil production far away from your main factory, or when transporting fluids to another planet in Space Age . Barrels can be transported with a belt transport system or railway , by logistic robots , via car or tank , or in the player 's inventory. A simple example with transport belts : Notes Despite being labelled as an intermediate product, making empty barrels and filling or emptying barrels cannot accept productivity modules . Barrel filling and emptying recipes cannot accept quality modules . History 0.16.8 : Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.) Decreased barrelling crafting time from 1 second to 0.2 seconds. 0.15.0 : Added automatic barreling support for all fluids. 0.9.0 : Introduced See also Fluid handling Oil processing Crude oil
wiki
https://wiki.factorio.com/Barrel_-_Factorio_Wiki
Fluid_handling_(research)
Fluid handling (research) - Factorio Wiki
[]
Fluid handling (research) - Factorio Wiki Jump to navigation Jump to search | | Fluid handling (research) | Edit | | | ------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 1511✖50 | 1511✖50 | | Prototype type | technology | | Internal name | fluid-handling | | Required technologies | Required technologies | | 2 | 2 | | Allows | Allows | | | | | Effects | Effects | | | | Fluid handling is a technology that gives the player access to more advanced ways to interact with liquids , mainly pumps and storage tanks . It also enables barrels with the ability to fill and empty them, providing a way to transport liquids long distances via belts or cargo wagons . It is also a prerequisite for researching fluid wagon , which introduces another way to transport liquids on rail networks. See also Research Technologies Fluid system 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/Fluid_handling_(research)_-_Factorio_Wiki
Electric_engine_(research)
Electric engine (research) - Factorio Wiki
[]
Electric engine (research) - Factorio Wiki Jump to navigation Jump to search | | Electric engine (research) | Edit | | | -------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 30111✖50 | 30111✖50 | | Prototype type | technology | | Internal name | electric-engine | | Required technologies | Required technologies | | | | | Allows | Allows | | 3 | 3 | | Effects | Effects | | | | Electric engine is research that allows you access to the Electric engine unit , used in robot crafting. 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/Electric_engine_(research)_-_Factorio_Wiki
Uranium_fuel_cell
Uranium fuel cell - Factorio Wiki
[]
Uranium fuel cell - Factorio Wiki Jump to navigation Jump to search | | Uranium fuel cell | Edit | | | ----------------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 10+10+1+19→10 | 10+10+1+19→10 | | Total raw | Total raw | | 10+10+1+19 | 10+10+1+19 | | Stack size | 50 | | Rocket capacity | 10 (0.2 stacks) | | Fuel value | 8 GJ (burner) | | Prototype type | item | | Internal name | uranium-fuel-cell | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Used as fuel by | Used as fuel by | | | | The uranium fuel cell can be burned in a nuclear reactor to produce heat, resulting in a used up uranium fuel cell . As fuel cells are a nuclear fuel source, they are treated differently from other types of fuel and cannot be used in other burner devices or in vehicles . A fuel cell can run a single nuclear reactor for 200 seconds. Unlike with steam power, a uranium fuel cell will continue to burn no matter the power draw, so any heat energy not consumed is wasted. History 0.15.0 : Introduced See also Nuclear power Uranium-235 | 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_fuel_cell_-_Factorio_Wiki
Ammunition
Ammunition - Factorio Wiki
[]
Ammunition - Factorio Wiki Jump to navigation Jump to search | | | -------------------------------------------------------------- | | Multiple pages share the title or description of "Ammunition". | | They are listed below. | Ammo includes all items that can be used by weapons in Factorio. It is consumed on fire of the weapon. Some ammo lasts longer than others. Ammunition may include: Magazines Firearm magazine Piercing rounds magazine Uranium rounds magazine Shotgun shells Shotgun shells Piercing shotgun shells Tank shells Cannon shell Explosive cannon shell Uranium cannon shell Explosive uranium cannon shell Artillery shell Artillery shell Rockets Rocket Explosive rocket Atomic bomb Flamethrower fuel Flamethrower ammo Flamethrower turrets require crude oil , heavy oil , or light oil instead.
wiki
https://wiki.factorio.com/Ammunition_-_Factorio_Wiki
Game-second
Time - Factorio Wiki
[]
Time - Factorio Wiki Jump to navigation Jump to search The concept of Time in Factorio is used for many different implements, most notably crafting time and game time. Crafting time and speed When hovering over an item recipe, the player may see a clock symbol and a number. This is the amount of time needed to craft the item in seconds at crafting speed 1. The player always crafts at speed 1 while assembling machines have different crafting speeds. Modules may also affect crafting time, either speeding it up or slowing it down for some other benefit. The player, when handcrafting, crafts with a multiplier of 1, so items that claim to take 10 seconds to craft will take 10 seconds, but an assembling machine 1 with a multiplier of 0.5 will take 20 seconds. It is important to take this into consideration when creating setups with proper ratios. Ticks The base unit of all time inside Factorio. When running at game speed 1, there should always be 60 ticks in every real-time second leading to the figure of 60 updates per second, short UPS. This means that 1 tick should ideally always take 1/60th of a real-time second (0.01667 seconds). However, it is possible to change the game speed using mods or console commands, so it is possible that ticks don't take 0.01667 real-time seconds. Furthermore, game speed will automatically slow down when the computer that is running the game is unable to do all needed calculations in the wanted 0.01667 real-time seconds. The "show-fps" debug option allows to see the current UPS which can be used to estimate how long a tick currently takes. Seconds As stated above, there should always be 60 ticks in every second, so 1 in-game second equals 60 in-game ticks. The 60 to 1 ratio is also applied when the game runs at lower speeds, so an in-game second can take longer than a real-time second. Days Juxtaposition of day and night. An in-game day on Nauvis lasts 25200 ticks or 7 in-game minutes. The light varies throughout the day in a cycle consisting of 4 phases: | Phase Name | Internal name | Behaviour | Time of day at start | Time of day at end | Duration (in ticks) | Duration (in seconds) | | ---------- | ------------- | ----------- | -------------------- | ------------------ | ------------------- | --------------------- | | day | dawn | fully light | 0.75 | 0.25 | 12600 | 210 | | sunset | dusk | darkening | 0.25 | 0.45 | 5040 | 84 | | night | evening | fully dark | 0.45 | 0.55 | 2520 | 42 | | sunrise | morning | lightening | 0.55 | 0.75 | 5040 | 84 | ------------- day -------><----- sunset ----->< night -><----- sunrise ----><-------- day ------------ % 0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 |----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----|----| During sunset, the light level decreases linearly from fully light to fully dark. During sunrise, it increases linearly from dark to light. This linear slope does not necessarily apply to the values returned by LuaSurface.darkness . During night time, players will passively activate their flashlights (or headlights if in a vehicle ), and placed lamps will turn on automatically if powered. Note: The actual time between phases can vary +/- a tick due to rounding errors.
wiki
https://wiki.factorio.com/Time_-_Factorio_Wiki
Version_history_0.7.0
Version history/0.7.0 - Factorio Wiki
[]
Version history/0.7.0 - Factorio Wiki Jump to navigation Jump to search 0.7.5 Bugfixes Fixed that the train didn't stop in front of red signal in special circumstances. Fixed the resistance->damage calculation for damage amount near the resistance. Fixed bug causing crash with one specific rail setup. Fix of loading save with non empty modular armor in secondary quickbar. Fixed loading game with the armor GUI opened. Fixed that logistic robots brought wrong item to requester chest occasionally. Fixed bug when enemies would attack neutral objects after distraction (rails, poles, buildings, etc.) Enemies will now attack neutral objects only after pollution attack or close to their spawner. Resources no longer disappear when enemy bases are built on top of them. Fixed rail collision boxes, tight double rail turns don't act as single block. Fixed some missing prerequisites in the technology tree. Fixed crash when setting recipe of assembling machine in map editor. Fixed too high select item list in game with lot of items (added by mods). Added Inserters/Assembling machines/Furnaces to player placeable in map editor. When placed as neutral, upgrades/technologies of player will not affect these machines when placed as neutral. Graphics Removed reference dots in rail pictures. Balancing Slightly larger resource deposits. Halved the price of rails (Rails are crafted in pairs now). Increased stack sizes of walls (32->64) and logistic robots (16->32). Increased character inventory size (56->60). Moved big electric pole from electric energy distribution 2->1 (no blue science packs needed). Removed the iron working research Decreased the unit count for automation research (15->10). Scripting Deactivated beacon will stop giving bonuses. Fixed crash in train destructor when there is an syntactic error in the Lua script. Fixed crash when reading held stack of inserter with an empty hand. Fixed error when parsing the compound command for unit / group. 0.7.4 Bugfixes Fixed loading of filters of smart inserters. Fixed crash when loading a game from the new hope campaign. Disallowed deleting rails under the train in the map editor. Fixed bug with moving trains in the map editor. Fixed missing name of stations built in map editor. Balancing Decreased explosive resistance of medium/big biter from 20/30% to 10%. 0.7.3 Features Show the mining area of electric mining drill when building/selected. Logistic robots delivery is evenly distributed between provider/requester chests. Mining drill evenly distributes the selection of resource to be mined in its radius. Radar explores one unexplored chunk when the sector scanning progress finishes up to distance of 14 chunks. Bugfixes Fixed the bug of map not showing entities on the right/bottom side of the map. Fixed the bug of the mining resource slot of mining drill being in the left top corner when no resource was available. Fix of crash when getting recipe info of item with cyclic recipes. Game ignores non-save directories in the save folder. Keep modules in assembling machine when fast rebuilding. Fix of crash when using save with removed/changed items in the filter slot of filter inserter. Fixed crash when building rolling stocks immediately connected to other rolling stocks. Disabled enemy expansion in campaign levels. Fixed bug of research window having two texts over each other when the research window is open. Fixed that radar was working without electricity. Bonus production of assembling machine is reset when the player changes the recipe. Fixed bug of strange behavior when efficiency modules inserted into machine. Balancing Faster mining speed of burner mining drills (66% speed and consumption boost). Restricted usage of productivity modules in beacons. Resource richness increased by approximately 20%. Discharge defense damages only enemies, has increased damage (300%), smaller cooldown and smaller power consumption. Increased the damage radius of explosive rocket from 4 to 6. Increased the effect range of the slowdown capsule from 7 to 9. Scripting Fixed that item created by game.createentity didn't start moving on transport belt. Modding Allowed to limit type of modules insertable to beacon/assembling machine. 0.7.2 Features Added low graphics option for cards with lower amount of video memory. Better error reporting for some updater error states. BugFixes Fixed bug when engine was not able to load map with removed tiles (loading save with active tile mod that is not present now). Fixed bug with evolution factor being > 1. Fixed bug with car being damaged by shooting shotgun while driving it. Fixed crashes in editor (related to unzooming and exploring new areas). Inserter putting coal in the furnace that has already picked the coal up will put it there even when there is over 5 items in the furnace. This will avoid stuck inserter when there are more than one feeder at the same time. Fixed "all technologies" button in the sandbox mode. Fixed unpredictable behavior of "None" and "Very Big" starting area settings. Fix bug of loading map that contains removed/migrated items in logistic request slots or in logistic robots on the way. Fixed bug with "teleporting" enemy expansion groups. Tweaked small enemy and group movement bugs. Fixed bug of burner mining drill accepting more than 5 coal (up to full stack) by inserters. Fixed bug with the double click in list dialogues Game was loaded even when clicked on two different items in the short period of time. Fixed bug when settings to not use item groups in character crafting GUI were not working. Fixed bug of active window not being always on top (minimap was over it). Fixed bug of the mining drill consuming resource even when executing the bonus production (given by productivity modules). Fixed crash when spawning on the player port. Fix in the recipe requirements calculations. Total raw calculates requirements per one item with float numbers (circuit needs 1.5 copper for example) Fixed crash when opening the modular armor in the container. Fixed inconsistency in GUI opening state when destroying entity (chest) that contains currently opened armor. Fixed crash when inventory with currently opened armor was destroyed. Fixed bug that caused production modules make lab work faster. Fixed bug that caused remaining pollution in inactive chunks. Fixed bug in GUI opening after switching controllers. Fixed crash when trying to manipulate armor with paused game. Remnants are buildable/selectable in the map editor. Biters are getting stuck less now. Fixed bug crash when loading save with two trains next to each other. Changes Changed the recipe for lab to require 4 transport belts instead of 5. Scripting Added write access to energy property of entity. Added read/write access to the peacefulmode Boolean (game.peacefulmode) 0.7.1 Features kovarex's 1000th forum post :) Toolbelt technology adds second quickbar. Gun turret damage upgrades. Added late game destroyer robots that follow the player and shoot powerful blue laser. Added middle game defender robots that follow the player and shoot bullets. Research screen shows current or last completed research. Walls, machines and railroads leave remnants when destroyed. Peaceful mode in freeplay. Biters don't attack unless attacked. Worms still shoot on sight. Changes Slowed down the enemy evolution to 1/3. Enemy spawning cooldown depend on evolution level. Less expensive and faster crafting of the piercing bullet magazine (5 copper instead of 10) Less expensive capsules Increased armor resistances. 1/2 crafting time of all modules, all 10/10 advanced circuit /normal circuit requirements changed to 5/5. Advanced circuit requirements 5/5 circuits/cable changed to 4/4 Express transport belt iron gear wheels requirement 15->10 Transport belt to ground craftable in pairs (price is doubled, time kept the same) Faster extension and rotation speed of the gun turret. First 2 levels of research effectivity don't require blue science packs. Automobilism doesn't require blue science pack and prerequisite change from logistics-3 to logistics-2. Basic accumulator capacity increased from 2.5kJ to 5kJ, input/output flow increased to 300W. More effective logistic robot speed upgrades (25% of basic speed cumulative) Slow down capsule effect time increased from 20 to 30 seconds. Gun turret range extended from 15 to 17. Damage increases: Grenade 10->25, Rocket 40->60, Explosive rocket 20->40 Lowered initial natives evolution further away from the start. Fast Inserter has now the same speed as Smart Inserter. One time migration that replaces all the smart inserters without the cable connection or filter by Fast Inserters. Iron gear wheel stack size increased from 64 to 128 Decreased resting energy consumption of laser turret to 1/3. Removed the blue potion prerequisite for solar panels. Removed the limit of one logistic robot order per tick. Speed module doesn't produce additional pollution (except for pollution increase from speed) BugFixes Fixed memory leak created when any text on the screen was printed (including GUI). Fixed crash on shift + space after using a capsule. Fixed map editor crash on zoom out. Fixed missing English locales. Fixed bug with smelting single resource in the furnace. Added missing pollution descriptions. Enemy bases should no longer appear on water. Fixed crash when opening production and character GUI together. Fixed bug with off armor equipment placing. Entity info panel is shown over armor GUI. Fixed that game.mapsettings.pollution.enabled didn't have any effect on the game. Mining Mining drills/Labs with modules will give the modules back as well. Pollution on the minimap shown only in the alt mode. Fixed infinite item bug when holding item while crafting. Fixed crash in god mode when editing armor contents. Fixed crash when loading a game where the player is in the car. Fixed crash when loading a game with ghost view. Fixed showing damage alert when no actual damage is done. Fixed that the electric network info didn't fit in 1280X1024 (and more square like resolutions). Fixed bug with enemy spawners appearing in the player's starting area. Alert notifications are visible on the minimap as well. Graphics New underground indication for belts / pipes. Added creeper spawner graphics. Added remnants for destroyed buildings and railroads. Particle based stickers on slowed down enemies. Modding Added attack_reaction field for every entity with health. Scripting The current interface of Lua scripting is up to date on factorio wiki. Orientation read only field works for vehicle, fish and unit. Added read/write field accelerationperenergymodifier, consumptionmodifier and frictionmodifier to LuaEntity(LuaCar). Changed isvalid() method of LuaEntity to valid property. Changed set/get methods to read/write property for active, destructible, minable, rotatable and operable of Lua entity. Changed getdroptarget/getdropposition to read property droptarget/dropposition Changed set/get methods of alwaysday, gametime, darkness to read/write property of Lua game. Removed the connectcharacter/disconnectcharacter, it is done by assigning the player.character directly (nil disconnects). All functions/properties accessible by player.controller are now accessible directly by player getenergy method of Lua entity changed to energy read only field. disable/enable methods of Lua recipe changed to read/write property enabled set/get researched/enabled methods of Lua technology changed to read/write property researched/enabled added game.killallenemies() API call 0.7.0 Features The factory now produces pollution. Pollution is visible on the map after pressing ALT key. Pollution is mostly produced by mining drills, things that burn coal, assembling machines and modules. Enemy creepers were replaced by small, medium and big biters. Enemy turrets were replaced by small, medium and big shooting worms. Enemy attacks are triggered by pollution accumulated around their base (no time based attacks from the script anymore). Enemies move and attack in groups. Enemies wander around their base when they have nothing to do. Enemies call for help when attacked. Enemies can create new bases. Added new weapons/ammos: shotgun, combat shotgun, explosive rockets. Added upgrades (research) for all types of ammo and for laser turrets as well. Added concept of capsules (usable items). Capsules are used from quickbar. Quickbar shortcut (1-5 shift 1-5) applies the capsule at mouse position. Current capsules: basic grenade, poison cloud capsule (doesn't damage buildings), slowdown capsule (doesn't work on buildings), combat robot capsules (spawns robot(s) that fight the enemies) The player movement is slower when he is shooting (differs per weapon). Added Modular armors with placeable equipment. The armor is opened by right clicking it. Equipment can be: night vision, speedup exoskeleton, energy sources, batteries, energy shields, laser defense, discharge defense Weapons have different damage types, entities have different resistances. Added production statistics similar to the electricity statistics. (on the P key by default) "Shift-build" - when building with shift the settings of the last built entity of that type are applied. This works for assembling machine, smart/logistics chest and inserter, includes circuit network wiring and internal settings. Laboratories and mining drills are module compatible. Logistic robots try to not mix different items in storage chests if possible. Placing resources now uses the "autoplace" mechanism as well (see Lua data files). Better labeling of map generation parameters (swapped frequency and size), frequency and size are less dependent on each other. Automatic updates can use proxy server. GUI Extended tips and tricks. Mark missing elemental ingredients in the recipe tooltip as red. Show cooldown of weapons/usable items in the slot. Debug settings can be changed in game (F4 triggers the GUI). Flying text notification when a train has no path. Automatically connect rolling stocks into trains when placed nearby with indication. Show direction of train stop when to be built/selected. Show connected/to be connected rails that are selected/to be build Double click in load/save dialog opens/saves the game. Technologies in the technology GUI are sorted (using order string) Graphics Replaced enemy placeholders (units, turrets). New selection boxes. New arrows for inserters / mining drills. Changes Removed the filter inserter (merged with smart inserter), all filter inserters are transformed into smart inserters. Land mine has bigger damage radius and trigger. Disabled loading of saves before 0.3.0 version (You can use 0.6.4 to load any old saves and re-save them). Enemies can destroy all player creations they find (not only labs, turrets, logistic robots, train and player as it was now) Long hand inserter puts the item into the distance 2 (instead of 1). Decreased the car health from 2000 to 500, laser from 350 to 250. Increased the wall health bar from 200 to 350 and increased health of most of the player structures. Enemy spawners and turrets slowly regenerate health. Electric pole connects to all poles in the reach with no common neighbor. The limit of 5 connection per pole stays. Building electric poles with shift pressed builds it without any connections. BugFixes Straight belt pushes items from the center to one of the sides, so randomly inserted items on belt shouldn't cause sticks in the U turns. Indestructible objects are now handled properly in the path finding. Fix of game being very slow with lots of logistic robots with no place to put items (no free storage chests). Fixed several critical bugs in the map editor. Fixed of confused logistic system when rebuilding logistic chests Shortened number format works properly for large negative numbers. Fixed script crashes when using god mode in freeplay. Fixed armor relative protection (It was inverted and 10% protection made 90% instead) Player inventory didn't get autosorted when item was crafted or delivered by logistic robot. Player crafting GUI didn't get updated (number of items craftable), when player received items from logistic robots or dropped item on ground. Fixed sharp edges in new maps. Fixed crash when player hovers ammo placed in quickbar. Fixed bug of losing bonus production in furnace/assembling machine when the output slot is full (the production will stop instead). Item tooltip is updated when the item on selected slot changes and closed when the slot is cleared. Optimisations Mining drills deactivate when the resources run out. Speedups in the path finding (though path finding around very big lakes is still slow). Speedups in enemy movement. Scripting Fixed Lua GUI element#isvalid function, it threw error when the element was invalid. Added Lua object for entity/item prototype. All prototypes can be acquired by game.(entity/item)prototypes. Added (readonly now) way to access tiles by game.gettile(x.y) (provides name property and collideswith method) getenergy method additionally works for Lamp, Lab, Electric turret, Accumulator, Car, Locomotive and Solar panel. The onchunkgenerated event is now called for all chunks, even for the starting area and for chunks created in map editor. Modding Result of shooting, projectiles, capsules and items used in general, is now specified by our small but powerful effect framework. Added way to migrate/rename entity/item prototypes. Introduced moddable game wide map settings in data/base/prototypes/map-settings.lua. | Versions | Versions | | --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 0.1-0.6 | 0.1.00.1.10.1.20.2.00.2.10.2.20.2.30.2.40.2.50.2.60.2.70.2.80.2.90.2.100.3.00.3.10.3.20.4.00.4.10.5.00.5.10.5.20.5.30.6.00.6.10.6.20.6.30.6.4 | | 0.7-0.11 | 0.7.00.7.10.7.20.7.30.7.40.7.50.8.00.8.10.8.20.8.30.8.40.8.50.8.60.8.70.8.80.9.00.9.10.9.20.9.30.9.40.9.50.9.60.9.70.9.80.10.00.10.10.10.20.10.30.10.40.10.50.10.60.10.70.10.80.10.90.10.100.10.110.10.120.11.00.11.10.11.20.11.30.11.40.11.50.11.60.11.70.11.80.11.90.11.100.11.110.11.120.11.130.11.140.11.150.11.160.11.170.11.180.11.190.11.200.11.210.11.22 | | 0.12 | 0.12.00.12.10.12.20.12.30.12.40.12.50.12.60.12.70.12.80.12.90.12.100.12.110.12.120.12.130.12.140.12.150.12.160.12.170.12.180.12.190.12.200.12.210.12.220.12.230.12.240.12.250.12.260.12.270.12.280.12.290.12.300.12.310.12.320.12.330.12.340.12.35 | | 0.13-0.14 | 0.13.00.13.10.13.20.13.30.13.40.13.50.13.60.13.70.13.80.13.90.13.100.13.110.13.120.13.130.13.140.13.150.13.160.13.170.13.180.13.190.13.200.14.00.14.10.14.20.14.30.14.40.14.50.14.60.14.70.14.80.14.90.14.100.14.110.14.120.14.130.14.140.14.150.14.160.14.170.14.180.14.190.14.200.14.210.14.220.14.23 | | 0.15 | 0.15.00.15.10.15.20.15.30.15.40.15.50.15.60.15.70.15.80.15.90.15.100.15.110.15.120.15.130.15.140.15.150.15.160.15.170.15.180.15.190.15.200.15.210.15.220.15.230.15.240.15.250.15.260.15.270.15.280.15.290.15.300.15.310.15.320.15.330.15.340.15.350.15.360.15.370.15.380.15.390.15.40 | | 0.16 | 0.16.00.16.10.16.20.16.30.16.40.16.50.16.60.16.70.16.80.16.90.16.100.16.110.16.120.16.130.16.140.16.150.16.160.16.170.16.180.16.190.16.200.16.210.16.220.16.230.16.240.16.250.16.260.16.270.16.280.16.290.16.300.16.310.16.320.16.330.16.340.16.350.16.360.16.370.16.380.16.390.16.400.16.410.16.420.16.430.16.440.16.450.16.460.16.470.16.480.16.490.16.500.16.51 | | 0.17 | 0.17.00.17.10.17.20.17.30.17.40.17.50.17.60.17.70.17.80.17.90.17.100.17.110.17.120.17.130.17.140.17.150.17.160.17.170.17.180.17.190.17.200.17.210.17.220.17.230.17.240.17.250.17.260.17.270.17.280.17.290.17.300.17.310.17.320.17.330.17.340.17.350.17.360.17.370.17.380.17.390.17.400.17.410.17.420.17.430.17.440.17.450.17.460.17.470.17.480.17.490.17.500.17.510.17.520.17.530.17.540.17.550.17.560.17.570.17.580.17.590.17.600.17.610.17.620.17.630.17.640.17.650.17.660.17.670.17.680.17.690.17.700.17.710.17.720.17.730.17.740.17.750.17.760.17.770.17.780.17.79 | | 0.18-1.0 | 0.18.00.18.10.18.20.18.30.18.40.18.50.18.60.18.70.18.80.18.90.18.100.18.110.18.120.18.130.18.140.18.150.18.160.18.170.18.180.18.190.18.200.18.210.18.220.18.230.18.240.18.250.18.260.18.270.18.280.18.290.18.300.18.310.18.320.18.330.18.340.18.350.18.360.18.370.18.380.18.390.18.400.18.410.18.420.18.430.18.440.18.450.18.460.18.471.0.0 | | 1.1 | 1.1.01.1.11.1.21.1.31.1.41.1.51.1.61.1.71.1.81.1.91.1.101.1.111.1.121.1.131.1.141.1.151.1.161.1.171.1.181.1.191.1.201.1.211.1.221.1.231.1.241.1.251.1.261.1.271.1.281.1.291.1.301.1.311.1.321.1.331.1.341.1.351.1.361.1.371.1.381.1.391.1.401.1.411.1.421.1.431.1.441.1.451.1.461.1.471.1.481.1.491.1.501.1.511.1.521.1.531.1.541.1.551.1.561.1.571.1.581.1.591.1.601.1.611.1.621.1.631.1.641.1.651.1.661.1.671.1.681.1.691.1.701.1.711.1.721.1.731.1.741.1.751.1.761.1.771.1.781.1.791.1.801.1.811.1.821.1.831.1.841.1.851.1.861.1.871.1.881.1.891.1.901.1.911.1.921.1.931.1.941.1.951.1.961.1.971.1.981.1.991.1.1001.1.1011.1.1021.1.1031.1.1041.1.1051.1.1061.1.1071.1.1081.1.1091.1.110 | | 2.0.0 | 2.0.72.0.82.0.92.0.102.0.112.0.122.0.132.0.142.0.152.0.162.0.172.0.182.0.192.0.202.0.212.0.222.0.232.0.242.0.252.0.262.0.272.0.282.0.292.0.302.0.312.0.322.0.332.0.342.0.352.0.362.0.372.0.382.0.39 |
wiki
https://wiki.factorio.com/Version_history/0.7.0_-_Factorio_Wiki
Version_history_0.10.0
Version history/0.10.0 - Factorio Wiki
[]
Version history/0.10.0 - Factorio Wiki Jump to navigation Jump to search 0.10.12 Bugfixes Fixed that it wasn't possible to set a filter. Fixed that fast replacing moved items primary to character, it made upgrading chests and machines not practical. Instead, when fast replacing, the content is always transferred to the new entity, when it can't fit, it transfers to player, and if it can't be moved to the player as well it makes the good old item bomb. The right UI container is slightly larger, so it can contain the robot info without enlarging. The worm turrets are not taken into consideration when deciding enemy expansions. Fixed that enemy expansion candidates were not updated correctly when base was destroyed. Fixed that combat robots were on the map/minimap. Fixed extra mousebuttons over GUI behavior ( more ). Balancing The maximum distance of enemy expansion was increased from 5 to 7. Scripting makefile, takescreenshot and removepath now use logger to report failures, minor fixes in the path verification 0.10.11 Bugfixes Fixed that number keys and enter were sometimes randomly not working ( more ). Fixed that the pipe to ground was missing the health bar ( more ). Fixed crash on mouse over ghost of rail signal that was connected to rail destroyed afterwards ( more ). Fixed that the blueprint preview could go outside the window in some cases ( more ). Fixed the crash when the selection window of filter slots of cargo wagon is opened while the cargo wagon gets away (or id destroyed) and the filter is selected. Now the crash doesn't occur and the window is closed automatically ( more ). Show the logistic network areas when the deconstruction tool is in hand ( more ). Fixed that the long entity names permanently enlarged the sidebar ( more ). Fixed that downgrading container containing enough items to not fit into the inventory resulted in both the new and old container on the same spot ( more ). Fixed that wire connection isn't cleared when the wire is put away in god mode ( more ). Fixed that cursor for wire placing was inconsistent sometimes ( more ). 0.10.10 There is a problem with numbers/enter hotkeys that can be randomly disabled for the whole game. Bugfixes Fixed that passive provider chest acted as active provider chest after game load. Fixed that player turrets could be walked through after reconstructed. ( more ). Fixed that the starting chest in sandbox mode didn't contain some of the items in full stacks. Fixed that the pause game control reset itself to default after every restart. Fixed wrong directory name inside save (it was "currently-saving", now is the same as the save name) Fixed that map2scenario didn't copy locale and script state to the scenario. Fixed crash related to enemy pathfinding. Fixed of wrongly reported amount of items the player got from mining machines/containers ( more ). Fixed entity icons of defender/distractor/destroyer robots. Fixed that deconstructing transport-belt-to-ground would delete items they held ( more ). Fixed that deconstructing inserters holding items would delete items they held ( more ). The notifications of destroyed buildings are created only when someone other than player (or his machines) destroyed the building. This affects player destroying his buildings manually and also land-mine destroying itself on impact. Fixed, that slightly more robots than needed could be send to empty provider chest ( more ). When unresearching (using script) the toolbelt, the items that can't fit it are inserted back into the player's inventory ( more ). Recipes changed by mods will be refreshed to original value automatically when mod is removed ( more ). Fixed crash, when opening save that contained mods that are not already present, that had the active crafting group selected to group presented by the mod (so it is not present anymore), the crash occurred when the crafting menu was opened. Fixed that items were moved into quickbar even when there was already stack of the type in quickbar (currently selected in hand) ( more ) Fixed the missing check of gun->ammo compatibility when putting the gun there using shift-click or when the gun was crafted ( more ). Fixed that the visualization radius of throwables (the green circle) wasn't visible when the player was in vehicle ( more ). Fixed that the inventory didn't get sorted after the container couldn't be mined as all the items couldn't fit the inventory ( more ). Fixed that when enemy unit was modded to attack by destroying everything including itself crashed the game ( more ) Fixed that the player mined item event was not called when he got just part of the inventory ( more ). Fixed that it wasn't possible to start fullscreen game in other than the primary window. There is now settings in config in category [graphics] section: preferred-screen-index. Changing the value changes the display adapter (monitor) that is used. If many people use this feature in the future, we can put it in the graphics settings ingame as well ( more ). The number input box "consumes" only numeric input, other keys for walking or closing the still works when the field is selected. This is true as long as these are not mapped to numbers, bad luck in that case ( more ) Fixed that actions made in the last tick before closing the scenario due to error were applied again when different game was opened ( more ). Debugging Added option to turn off vertical synchronization of the display (v-sync). Fixed crash when starting game without config file. GUI Progress bar showing electricity availability is now colored. Green for all required energy available, yellow, more than half, red less than half) Modding Progress bar style enables to specify different colors for different ranges of values. Scripting Added game.getchunks() iterator and game.ischunkgenerated(...) and game.player.force.ischunkcharted() methods Pre player mined item event is called really before the player starts to get items from the inventory. Note that the change means, that the event is called even when the mine can eventually fail (not enough inventory to hold all the items). This means, that there might we could also other some other event, that will be called only when the entity is really going to be removed. 0.10.9 Bugfixes Fixed crash when the map exchange string is not valid. If is not valid, text color is changed to red. Fixed the loading of saves containing inner saves (used in tightspot scenario) ( more ). Fixed that unresearching quickbar slots crashed the game ( more ). Fixed crash in map editor when building transport belts after building diagonal rail tracks ( more ). Fixed crash when entity with no icon shown in the electric network statistics, error icon is shown instead in that case ( more ). Fixed crash when some modded entity attack_reaction effect killed the attacking biter. Fixed various problems of not loadable save when energy source type of entities changed or mod specifying entities with energy source missing. ( more ). Removed so called "item bomb" effect. It happened When the player tried to a mine chest that contained items that couldn't fit his inventory. Instead of dropping all the items on the ground around (which could be A LOT of items in some cases), the mining just fails, while player gets as many items from the chest as possible. Fixed performance when cancelling large crafting queues and the player has no room to hold the items. This also fixes performance when a loot-enabled entity dies and drops a large amount of loot. Fixed bug when sometimes rail segments were messed up by placing rail signals from blueprint ( more ). Also blueprint which would place two signals next two each other cannot be placed. Fixed bug when train was self-damaging when driving backwards at the end of the rail ( more ). This also fixes the resulting crash when the wagon was destroyed. Fixed bug when train with 2 locomotives with opposite directions was not moving backwards when first locomotive had no coal. Fixed that laser turrets were not working when built near chunk boundaries ( more ). Saving the crc in the replay only once per second, so the replay (and save) size shouldn't grow so fast. Fixed that the beacon rotating animation was sometimes drawn under the beacon ( more ). Fixed bug where placing assembling machine over assembling machine of the same type could result into repetitive placing ( more ). Fixed the problem with deconstruction of transport belt with inserter (or something other) putting items on it ( more ) Fixed that logistic robots were confused when inserting into storage with damaged items ( more ). Fixed that construction/logistic robots inside a network that was removed weren't re-assigned to the closest logistic network ( more ). The created effect of entities is not applied in map editor, to avoid too much freezed smoke particles at the same time that slows the render ( more ). Worms don't collide with the world during the dying animation ( more ). Worms don't show healthbar and don't regenerate health during the dying animation. Fixed scrolling with sliders in game ( more ). Fixed bug when some controls didn't work with mouse over the GUI ( more ) Now they work just fine unless there is a GUI action (i.e. crafting, transfer) with the same binding. Fixed extremely low placement probabilities of worms. Fixed resetting key bindings when changing keyboard layouts ( more ) Fixed bug when using deconstruction tool broke the replay ( more ). Fixed that pausing the game closed the opened GUI ( more ) Fixed that setting more than 65535 value in the logistics request GUI didn't work properly. Fixed that the number in the logistic GUI wasn't set to 0 when the slot was cleared ( more ). Map map2scenario reports errors correctly instead of crashing. Using map2scenario no longer resets researched technologies and unlocked recipes. Migrations are applied even when using map2scenario. Fixed bug when blueprints were "looting" the items from transport belt to grounds ( more ). Debugging Added show_active_chunks debug option, shows which chunks are active on the big map. Scripting Fixed that caninsert method ignored set filters ( more ). Fixed that LuaForce:reset didn't reset all the force modifiers. Namely: inserter stack size bonus, logistic slots, quickBarCount, followingRobotsCount, ghost time to live. 0.10.8 Bugfixes Fixed bug on windows when game couldn't be saved 0.10.7 EDIT: This is probably the shortest-lived release we had. There was a serious bug ( more ) when saving on windows didn't work (and many people wanted to do that). So we have released the hotfix version: http://www.factorioforums.com/forum/viewtopic.php?f=3&t=5386 . Bugfixes Fixed bug with non-primary mouse not working on OSX ( more ). Fixed OSX crash due to non-existent write data directory ( more ). Fixed crash when electric pole with open electricity GUI is deconstructed ( more ). Fixed crash when assembling machine item tooltip was active while it was removed ( more ). Fixed crash when starting the game with dutch translation active. Fixed various replay desynchronizations related to research. Fixed bug in allocation of construction robots when rebuilding objects ( more ). Fixed bug when removing toolbar filter didn't remove the picture ( more ). Fixed that the car was displayed multiple times on the map ( more ). Fixed other transport belt ending drawing logic issues ( more ). Fixed small bugs with rails (and) ghosts ( more ). Old save file is not overwritten when saving fails ( more ). Fast replacing assembling machine keeps the direction of the original assembling machine. This is because the common scenario here is to upgrade the assembling machine, rather than use it to change direction of existing machines ( more ). Allowed to check placebility of item on ground from script as long as the item is specified ( more ). Fixed that the video memory was refresh needlessly when the window was just activated. Fixed the error reporting with fault definition. It now shows mods involved in the error correctly. Fixed wrong radar consumption (309kW instead of 300kW) ( more ). Fixed crash when a cargo wagon is placed in the map editor ( more ). Changes Mod zip package and folder should follow the pattern <Mod name>_<Mod version> ( more ) Slightly smaller bounding box for the steam engine ( more ). Roboport GUI says "repair packs" not "material" ( more ). Balancing Roboport is no longer categorized as military structure. Therefore biters don't target it primary, only when it is in their "area of rage", same as with other factory buildings. Translation Added Japanese translation and updated some of the other translations.[/list][/list] 0.10.6 The updates for Mac os aren't present as I had problems with deploying on the system while Tomas is away, but the fresh version is downloadable. Bugfixes Fixed the occasional crashes when switching item groups in filter selection. Fixed small inconsistencies of drawing logic of transport-belt based entities. Fixed drawing of pipe covers for boiler that has less than 2 connections. Fixed unnecessary drawing of pipe covers in some cases, not visible in normal game, but allows cad-like mods to be precise ( more ). Fixed that furnace started to process the input even with no energy, so it looks like the item vanished, as the processing progress bar stops at 0 ( more ). Fixed, that the selection box of curved rail ghost wasn't proper. ( more ). Fixed minor bugs with ignored low influences in entity placement. Fixed placement of rocks (getting rid of stone rings, more ). Fixed the visualization of shooting target. Fixed crash when Escape was pressed with the map exchange string field focused in the new game dialog ( more ). Graphics Updated the hand picture. Updated the battery, rocket(explosive), plastic bar, repair pack item picture. Updated the editor tool icons. Updated the biter icons (editor). Updated shooting selection graphics. 0.10.5 Bugfixes Fixed crash when player with robots delivering him items, left the logistic area ( more ). Fixed that "Made In" line in recipe tooltip was empty for some of the liquid based machines ( more ). Fixed that the exe file icon added in 0.10.4 addition didn't work for the release build. Better repair tasks and repair pack supply logic. Better logic for choosing construction robot for repair. Fixed that the tab/shift tab didn't work ( more ). Fixed that the enter didn't work as confirmation in MapEditor map saving/game saving/updater authentication ( more ). Fixed the unloadable save caused by wrong rail segments ( more ). Fixed load game dialog inconsistencies when the window is resized ( more ). Fixed the blueprint build ability check inconsistency ( more ). The invisible rectangle containing the GUI created by mods will no longer obstruct the interaction area of the player. This applies generally on any transparent part of the GUI ( more ). Minor transport belt graphics fix, when the belt is starting against curve to opposite direction, the belt ending graphics was missing ( more ). When the last piece of item is removed from the circuit network, the item is no longer displayed without number in the network contents, but disappears instead ( more ). Changes Health bar for wagons / locomotives rotates with the object ( more ). Modding Fixed setting of minable. Empty result (result="") triggers error message. No result specification makes the entity to have no mining result, but let it be minable. ( more ). Translation Updated some of the existing translations and added Swedish+Ukrainian translation. 0.10.4 Bugfixes Lights Render Quality settings is saved now ( more ). Fixed Lights Render Quality slider overflow( more ). Fixed crash when mod lowers number of variations for a resource ( more ). Fixed scrolling reset in the mods list ( more ). Added missing drawlight routines for all entities producing light( more ). Fixed roboport recharging rate tooltip( more ). Fixed placement indicator for gun turrets( more ). Fixed weirdness when inserting into assembling machine running burner( more ). Fixed burner inserter not refuelling itself( more ). Fixed that player was oversupplied in some cases ( more ). Fixed that radar didn't re-scan chunks ( more ). Inserter wakes up after copying entity settings( more ). Pickup items and zooming/zoomout works even when assigned to mouse cursor that is over GUI. Fixed the non-fitting graphics of the belt in the underground belt for north+west direction ( more ). Game guis don't interact when the game is paused( more ). Fixed that the provider chests started to be ignored under some circumstances ( more ). Fixed that the requester chests was ignored when the deliver failed (robot destroyed or similar) ( more ). Fixed the direction of input/output underground belt structure. Workaround for sound problems with pulseaudio ( more ) The Factorio.exe (Windows systems) has the Factorio icon included. Fixed the wrongly drawn rails and other larger structures on the map on the edges of the chunks. Fixed the tooltip delay label not showing correct value when the Settings windows was opened. Added checks for validity of allocated bitmaps to work around a bug on some intel graphics cards on Linux ( more ) Fixed that changing text of textfield from script didn't update the text of the field until the game was reloaded ( more ). Fixed rocket defense requirements to be base 10 and fit within 1 stack size ( more ). Modding Disallowed duplicate technology ingredient and duplicate lab input. ( more ). Better error message when prototype is not loadable. Type of the prototype and mod(s) that created/changed the prototype is displayed. Scripting Fixed dummy caninsert functions for car and character( more ). Call to teleport keeps entity orientation( more ). Orientation of car and fish can be changed via entity orientation property in Lua API (i.e. car.orientation = 0.21). Added game.player.force rechart command, to force recharting of the whole map. 0.10.3 Features Slider input (smart inserter GUI, logistic GUI) now has an alternative of specifying the value exactly. Bugfixes Fixed crash when loading game with ScenarioMessage pointing to player( more ). Fixed that buildings created from damaged items were not repaired by the construction robots. Fixed crashes when the crop-cache.dat file is corrupted. Fixed crash when simultaneously removing spawner and its biters from script. Fixed crash when starting new game with the sound disabled. Scrolling for crafting GUI and for objects selection( more ). Fixed enemy expansions ignoring player bases after load ( more ) Objective fix in demo level 1 ( more ). Fixed behavior of game.canplaceentity() Lua command ( more ) Fixed incorrect block detection for rail signals by smaller rail bounding box ( more ). Fixed MacOSX application short version( more ). Changes Changed the logistic robot supply strategy. For player, robots take just enough items to fulfill exactly the requested amount, so he doesn't get more than he asked for. For requester chests, robots take always as much as they can carry and leave it in the chest, so it can get more than requested. Consistent stack sizes for guns. Lights rendering quality can be set in the graphics settings. Configuration option max-texture-size in config file section [graphics] Scripting API call game.printentitystatistics now takes optional list of entity names that acts as a filter. Graphics Updated exoskeleton equipment. Updated iron and steel axe icons. Optimisations Faster train movement collision check ( more ). Optimized smoke update ( more ). 0.10.2 Another (mostly) bugfix release, most of the critical bugs should be resolved, but it is still not a release candidate as there are still obvious bugs in our bug reports. The automatic update system was messed up in the 0.10.0 and 0.10.1. As a result now it is working only partially: OSX, Linux for 0.10.1 -> 0.10.2 should work, the rest is downloadable from http://www.factorio.com/download/experimental as full package. Bugfixes Fixed the crash when opening save with active replay saving. Fixed crash when smart inserter with logistic condition was rebuilt. Fixed leak in path finding that was causing huge saves( more ). Fixed that splitter was buildable over transport belt to ground (and vice versa). Fixed crash when renaming OSX application name. Rotation of turrets doesn't play role when deciding if the part of the overlapping blueprint doesn't collide. Rotation of other entities like belts, inserters etc. still matters. Fixed that the underground belt cover did have the same graphics regardless if it was input or output. Fixed that the underground belt direction when building to be connected with different underground didn't have the preview direction correct (both in blueprint and manual building). Fixed wrong blueprint positioning when it contained rail/stations and was created just from ghost entities. Fixed crash when showing tooltip of construction material warning for unbuildable entities. Locomotive recalculates path on rotation. Fixed pump collision box so they can be built next to each other. Fixed "bad allocation" bug when removing/adding roboport from bigger network in some cases. Fixed that construction robots placed damaged items and full health. The repair speed of repair packs didn't affect construction robots repair speed when using these. Fixed bug with placing other objects (i.e. pipes) on top of rail signals. Game doesn't crash when loading replays from older saves. Fixed buggy scrolling in train GUI when item is crafted. Ghosts can be mined even out of the building / mining distance. Added the missing help methods to Lua objects. Fixed crashes with graphics cards that have larger texture size than available memory. Fixed bug with train routing when going "backwards" ( more ). Fixed crash when placing rail signal for rail loop ( more ). Fixed crashes when attempting to use construction robots to deconstruct rails under a train. Not showing energy for flying robots that don't use energy (combat robots). Fixed corrupted save problem that occurred when the player had follower robots active, was in a car that had blueprint with roboport in the trunk. Saves corrupted this way from earlier versions are not loadable. Changes Changed the prioritization of resupplying source of logistic robots. Provider has biggest priority, then storage and the last one is passive provider. This is to avoid uncontrolled filling of storage chests from the leftovers. Graphics More realistic train light drawing (light cone in the front, red light in the back). Balancing Wall repair speed is twice the fast. Translations Added Catalan translation. 0.10.1 Automatic updater won't work because of technical problems. Just download the game from experimental releases section at our website. Beware: There is a bug for games newly created in 0.10.1. These games cannot be loaded after save. Better not to start new games in 0.10.1 (old saves work as expected), see more at http://www.factorioforums.com/forum/viewtopic.php?f=30&t=4440 Features Sounds for alerts. Proper visualization of trains and car on map / minimap. Added scrolling for windows that get too large (i.e. because of mod additions): Map generator, Technology list, Removed content window, Finished game window (kill counts), Debug settings GUI (F4). Bugfixes Fixed bug when turrets were not shooting. Fixed crash when auto placing electric poles. Fixed that the shotgun had just one projectile. Fixed changing locale. Fixed multiple bugs with loading / unloading the cargo wagons. Fixed unloadable save from 0.9 with mod created buttons GUI. Fixed bug with wrong alt info for the cargo wagon. Fixed bug when boiler couldn't fast[*]replace the pipe. Fixed occasional crash when fighting with biters (calling for help biter without behavior). Fixed crash on loading save where generator equipment has been removed because same mods are not installed. Fixed bug with migrated inserters (when mod is removed) causing the save to be not loadable. Fixed that game couldn't be started when audio can't be initialised. Solved that GUI of removed mods stayed in the save forever, it is removed now. Fixed bug when pausing scheduled trains didn't clear yellow signal. Fixed bug with wrong signal placement( more ). Fixed changed direction of transport belt to ground when used in blueprint sometimes. Fixed that finishing research desynchronised replay. Fixed bug when two ghost underground belts can be built on top of each other. Fixed internal tool error when repairing( more ). Turrets are rotatable when building and their direction is preserved in blueprints. Fixed bug with construction robots following vehicles outside of roboport area. Fixed wrong position of splitter in the blueprint building preview. Fixed bug when train stops (and other backer related entities) had no name when placed from the blueprint. Logistic robots will not insert items that would exceed the requested count. Fixed bug with biters stuck in the corners of their own bases (they "disappear" after some time). Fixed the shotgun ammo damage tooltip info, it is now in the form of 12 x (6 + 2.5) Fixed bug with filters not shown in the second quick bar. Fixed slot highlight bug when crafting the highlighted item. Fixed that requester c filters get copied to storage chest when built over. They had no meaning there. Fixed bug when construction robots used 0 movement energy on their way to repair / construction the target. Fixed bug when entity settings copy was placing red wire instead green for smart chests. Fixed bug when entity settings copy for wires was not working at all for logistic containers. Pasting entity settings copy will now work only for entities in the players reach. Wires now don't have an unlimited wiring range. Game doesn't crash on invalid number input in map generation GUI. Added missing open / close sounds for logistic containers. Idle sound for entity is not played when it is out of energy. Fixed oil leak from pumpjack( more ). Updated item counts for starting sandbox chest( more ). Optimisations Reduced slowdowns when drawing many lights (lamps, accumulators, etc.) at night (light can be a bit pixelated). Limit for number of concurrent paths searched in the path finder (reduces problems for the "big save bug"). Changes Removed the trailer mod from the standard distribution to avoid confusion. It has a regular mod thread now: more . It changes the game a lot when turned on and was not meant to be activated for normal play. Reduced creeper spawning in big and dense nests (reduces problem for the "big save bug": more ). Construction robots take as much repair packs as they can carry (not just 1) when going repairing. Larger cargo wagon storage area: 15 => 20 stacks. Graphics New beacon graphics. Added new icons (pipe, pipe to ground, plastic bar, engines, iron ore, stone, raw wood). Pushed colors of inserter icons. Fixed minor issue with fast transport belt to ground looking twice as fast. Scripting game.can_place_entity now works correctly for rails, and checks all the additional conditions as when building manually. Conditions like water for pump, rail next to signal/station etc. Every Factorio Lua object now has a method help() that returns a string with names of all methods and member variables. Fixed car's consumptionmodifier (how much energy it can take from the energy source). Modding Fixes to make assembling machine/lab with burner energy source possible. The inventory index for fuel is shared for all entities now in defines.lua it is specified as inventory.fuel Fixed that different rail types were placeable over each other. Fixed bug in trailer mod saving / loading. This resulted in stop during autosave. 0.10.0 Beware of the trailer mod The trailer mod changes the game properties significantly. If you have it enabled it can cause some very strange behavior in your existing games (different recipes, different consumption, different speeds of vehicles, etc.). Use it only to preview the trailer scenario! Features Environment sounds. Active machines close to the player create a small factory orchestra. Proper volume settings for master volume / effects volume / etc. Map generation string - stores seed and settings for sharing map conditions. Clipboard copy & paste (useful for map generation string, updater user name, updater password). Station names can be changed in the train stop GUI. Burner inserter will use item with fuel value for itself when it has empty inventory. Logistic and Construction robots slowdown to 20% of regular speed when out of energy (instead of dying). Flying text indication for items collected while placing a building (for instance a rotated transport belt). Cargo wagon can have filters in the inventory. Blueprints copy circuit network connections. Updater can now detect some problems caused by firewalls. Graphics Dust effects when building is placed. Added new doodads for dead desert (dead trees, dead trunks, stones, Grey grass, etc.) Different inserter hand drawing logic (now including hand shadows). New icons (circuits, steel, copper plate, inserters, etc.) Puff of smoke when locomotive stops. New steam engine graphics. New radar graphics. GUI Proper research unit tooltip in the laboratory GUI. Save game GUI tweaks (Enter key in text field saves game, text field starts with focus) Scenario message dialog resizes when the image is too big. Whole language name in locale dropdown. Slots with filter have a blue background (both in quickbar and in cargo wagon). Highlighted item in inventory (when hovering over corresponding recipe) is blinking. More polished loading screen. Sound Working sounds for most of the machines (inserters, assemblers, furnaces, steam engines, labs, etc.). Sound effects for car and trains. Changes Disabled loading of saves before 0.6.0 version (You can use 0.6.4 to load any old saves and re-save them). Miners in blueprint are ignored when no resource present, instead of blocking the whole blueprint. Changed stack sizes of items to be 10 based, so it fits the inserter/requester count values. Smoother car acceleration and braking. Changed walls/pipes/pipes to ground/boilers/pumps collision boxes logic. It is possible to walk between diagonal (not connected) walls now, but when connected, there is no space in-between. Backer names are used for Locomotives, Roboports, and Radars. Optimisations Parallelised map generation, the hiccups when new part of map is generated should be smaller or non-existent. Reduced the saving time (autosave included). One very long path search will not block path finder for others. This should fix a bug with stuck biters. Bugfixes Fixed that inserters had switched the closed/open hand pictures. Load game dialog scrolls to the selected item (that can be off screen). When there are more items than 4 in the entity info (i.e. smart inserter filters), the first 4 are shown. Limited (and sorted) the amount of items in the finished game GUI. Fixed crash when using fish capsule in the god mode. Prevent negative overflow when mining resources. Unused pipe connections (in chemical plant, assembler) are passive (they don't connect with other pipes). Fixed crash: "Can't insert to this EnergySource" Fixed unloadable save with train in station with no stations left in schedule. Fixed that radars could explore the same chunk when their progress ended in the same moment. Solved that items on ground in the way of electric poles were lost when building by dragging. Fixed bug with hovering in the map editor over assembler GUI output. Game won't crash when the modlist.json is corrupted. Fixed bug when effect from beacon was applied twice after load. Fixed crash when previewing a technology with "give-item" modifier. Inserter's logistic condition is copied when building inserter from blueprints. Fix of the window hanging out of the screen at start. Fixed the crash when a blueprint is moved to the quickbar with filter for blueprint selected. Fixed the inserter not working properly when loading a train wagon on junction. Fixed crash in the beta level 4 when player dies. Fixed typo in beta level 4 when explaining oil industry. Fixed wrong connection of newly built train wagon to train in some cases. Fixed that some of the capsules couldn't be fired repeatedly by holding the button. Fixed that player wasn't notified about items collected from belts when rebuilding them with different direction. Fixed crash when loading save where entity with electric energy source has been removed because same mods are not installed. Fixed problems with unicode characters in the path when updating. Game doesn't crash when no scenario is selected in custom scenarios screen. Corrupted saves don't crash the game to desktop, just give an error message. Scripting API to take game screenshots. Simple API to write to disk (makefile, removepath). Added trailer mod (data/trailer), that contains map and logic for new Factorio trailer. Added set/get/clear filter methods to access inserter filters Added set/get/clear requestslot to access requester chest requests. Added set/get/clear methods for circuit conditions. Changed the game.disableminimap to read/write value of player.minimapenabled. Added Lua interfaces to force to get/set modifiers Expanded connetneighbour-method Removed the crash when die/destroy is called on the dying entity in the onentitydied hook. | Versions | Versions | | --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 0.1-0.6 | 0.1.00.1.10.1.20.2.00.2.10.2.20.2.30.2.40.2.50.2.60.2.70.2.80.2.90.2.100.3.00.3.10.3.20.4.00.4.10.5.00.5.10.5.20.5.30.6.00.6.10.6.20.6.30.6.4 | | 0.7-0.11 | 0.7.00.7.10.7.20.7.30.7.40.7.50.8.00.8.10.8.20.8.30.8.40.8.50.8.60.8.70.8.80.9.00.9.10.9.20.9.30.9.40.9.50.9.60.9.70.9.80.10.00.10.10.10.20.10.30.10.40.10.50.10.60.10.70.10.80.10.90.10.100.10.110.10.120.11.00.11.10.11.20.11.30.11.40.11.50.11.60.11.70.11.80.11.90.11.100.11.110.11.120.11.130.11.140.11.150.11.160.11.170.11.180.11.190.11.200.11.210.11.22 | | 0.12 | 0.12.00.12.10.12.20.12.30.12.40.12.50.12.60.12.70.12.80.12.90.12.100.12.110.12.120.12.130.12.140.12.150.12.160.12.170.12.180.12.190.12.200.12.210.12.220.12.230.12.240.12.250.12.260.12.270.12.280.12.290.12.300.12.310.12.320.12.330.12.340.12.35 | | 0.13-0.14 | 0.13.00.13.10.13.20.13.30.13.40.13.50.13.60.13.70.13.80.13.90.13.100.13.110.13.120.13.130.13.140.13.150.13.160.13.170.13.180.13.190.13.200.14.00.14.10.14.20.14.30.14.40.14.50.14.60.14.70.14.80.14.90.14.100.14.110.14.120.14.130.14.140.14.150.14.160.14.170.14.180.14.190.14.200.14.210.14.220.14.23 | | 0.15 | 0.15.00.15.10.15.20.15.30.15.40.15.50.15.60.15.70.15.80.15.90.15.100.15.110.15.120.15.130.15.140.15.150.15.160.15.170.15.180.15.190.15.200.15.210.15.220.15.230.15.240.15.250.15.260.15.270.15.280.15.290.15.300.15.310.15.320.15.330.15.340.15.350.15.360.15.370.15.380.15.390.15.40 | | 0.16 | 0.16.00.16.10.16.20.16.30.16.40.16.50.16.60.16.70.16.80.16.90.16.100.16.110.16.120.16.130.16.140.16.150.16.160.16.170.16.180.16.190.16.200.16.210.16.220.16.230.16.240.16.250.16.260.16.270.16.280.16.290.16.300.16.310.16.320.16.330.16.340.16.350.16.360.16.370.16.380.16.390.16.400.16.410.16.420.16.430.16.440.16.450.16.460.16.470.16.480.16.490.16.500.16.51 | | 0.17 | 0.17.00.17.10.17.20.17.30.17.40.17.50.17.60.17.70.17.80.17.90.17.100.17.110.17.120.17.130.17.140.17.150.17.160.17.170.17.180.17.190.17.200.17.210.17.220.17.230.17.240.17.250.17.260.17.270.17.280.17.290.17.300.17.310.17.320.17.330.17.340.17.350.17.360.17.370.17.380.17.390.17.400.17.410.17.420.17.430.17.440.17.450.17.460.17.470.17.480.17.490.17.500.17.510.17.520.17.530.17.540.17.550.17.560.17.570.17.580.17.590.17.600.17.610.17.620.17.630.17.640.17.650.17.660.17.670.17.680.17.690.17.700.17.710.17.720.17.730.17.740.17.750.17.760.17.770.17.780.17.79 | | 0.18-1.0 | 0.18.00.18.10.18.20.18.30.18.40.18.50.18.60.18.70.18.80.18.90.18.100.18.110.18.120.18.130.18.140.18.150.18.160.18.170.18.180.18.190.18.200.18.210.18.220.18.230.18.240.18.250.18.260.18.270.18.280.18.290.18.300.18.310.18.320.18.330.18.340.18.350.18.360.18.370.18.380.18.390.18.400.18.410.18.420.18.430.18.440.18.450.18.460.18.471.0.0 | | 1.1 | 1.1.01.1.11.1.21.1.31.1.41.1.51.1.61.1.71.1.81.1.91.1.101.1.111.1.121.1.131.1.141.1.151.1.161.1.171.1.181.1.191.1.201.1.211.1.221.1.231.1.241.1.251.1.261.1.271.1.281.1.291.1.301.1.311.1.321.1.331.1.341.1.351.1.361.1.371.1.381.1.391.1.401.1.411.1.421.1.431.1.441.1.451.1.461.1.471.1.481.1.491.1.501.1.511.1.521.1.531.1.541.1.551.1.561.1.571.1.581.1.591.1.601.1.611.1.621.1.631.1.641.1.651.1.661.1.671.1.681.1.691.1.701.1.711.1.721.1.731.1.741.1.751.1.761.1.771.1.781.1.791.1.801.1.811.1.821.1.831.1.841.1.851.1.861.1.871.1.881.1.891.1.901.1.911.1.921.1.931.1.941.1.951.1.961.1.971.1.981.1.991.1.1001.1.1011.1.1021.1.1031.1.1041.1.1051.1.1061.1.1071.1.1081.1.1091.1.110 | | 2.0.0 | 2.0.72.0.82.0.92.0.102.0.112.0.122.0.132.0.142.0.152.0.162.0.172.0.182.0.192.0.202.0.212.0.222.0.232.0.242.0.252.0.262.0.272.0.282.0.292.0.302.0.312.0.322.0.332.0.342.0.352.0.362.0.372.0.382.0.39 |
wiki
https://wiki.factorio.com/Version_history/0.10.0_-_Factorio_Wiki
Railgun
Railgun - Factorio Wiki
[]
Railgun - Factorio Wiki Jump to navigation Jump to search | | Railgun | Edit | | | ------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | -- | | -- | | -- | | -- | | -- | | -- | | 10+10+10+20+10→1 | 10+10+10+20+10→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 10+10+10+20+10 | 10+10+10+20+10 | | | | | | | | | | | | | | Stack size | 1 | | | | | | | | | | | | | | Rocket capacity | 1 | | | | | | | | | | | | | | Range | 4044485260 | | | | 40 | | 44 | | 48 | | 52 | | 60 | | | | | 40 | | | | | | | | | | | | | 44 | | 48 | | | | | | | | | | | | | 52 | | 60 | | | | | | | | | | | | Shooting speed | 0.5/s | | | | | | | | | | | | | | Ammunition | | | | | | | | | | | | | | | Prototype type | gun | | | | | | | | | | | | | | Internal name | railgun | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. The railgun is an extremely powerful player-equipped rifle that fires an electromagnetically accelerated projectile at its target, penetrating everything in its path nearly instantly. Railgun ammo is the only type of ammunition it can use. The weapon has a very slow firing rate, but makes up for this with its high damage, meaning the player must make their shots count when facing down hordes of dangerous enemies . It is also very effective against demolishers , because the railgun can snipe through each individual segment, causing massive damage. Trivia The weapon was part of the game's data before Space Age was released, but was not officially part of normal gameplay until the release of the expansion. See also Railgun turret Railgun ammo Tesla gun | 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_-_Factorio_Wiki
Artificial_soil_(research)
Artificial soil (research) - Factorio Wiki
[]
Artificial soil (research) - Factorio Wiki Jump to navigation Jump to search | | Artificial soil (research) | Edit | | | -------------------------- | ---- | | Researched by | Researched by | | --------------------- | --------------------- | | Craft500 | Craft500 | | Prototype type | technology | | Internal name | artificial-soil | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Space Age expansion exclusive feature. Unlocks artificial yumako soil and artificial jellynut soil , both of which can transform wetlands into plantable terrain. 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/Artificial_soil_(research)_-_Factorio_Wiki
Roboport
Roboport - Factorio Wiki
[]
Roboport - Factorio Wiki Jump to navigation Jump to search | | Roboport | Edit | | | -------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | ----------------------------- | --------------------------------------------------- | | --------- | | -------- | | -------- | | -------- | | -------- | | --------- | | 5+45+45+45→1 | 5+45+45+45→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 455+225+180+90+45 | 455+225+180+90+45 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 5006508009501250 | | | | 500 | | 650 | | 800 | | 950 | | 1250 | | | | | 500 | | | | | | | | | | | | | 650 | | 800 | | | | | | | | | | | | | 950 | | 1250 | | | | | | | | | | | | Resistances | Fire: 0/60%Impact: 0/30% | | | | | | | | | | | | | | Stack size | 10 | | | | | | | | | | | | | | Rocket capacity | 10 (1 stack) | | | | | | | | | | | | | | Radar coverage distance | 2 | | | | | | | | | | | | | | Dimensions | 4×4 | | | | | | | | | | | | | | Drain | 50 kW (electric) | | | | | | | | | | | | | | Robot recharge rate | 4×500 kW4×650 kW4×800 kW4×950 kW4×1.25 MW(electric) | | | | 4×500 kW | | 4×650 kW | | 4×800 kW | | 4×950 kW | | 4×1.25 MW | | | | | 4×500 kW | | | | | | | | | | | | | 4×650 kW | | 4×800 kW | | | | | | | | | | | | | 4×950 kW | | 4×1.25 MW | | | | | | | | | | | | Internal buffer recharge rate | 2.1 MW2.7 MW3.3 MW3.9 MW5.1 MW(electric) | | | | 2.1 MW | | 2.7 MW | | 3.3 MW | | 3.9 MW | | 5.1 MW | | | | | 2.1 MW | | | | | | | | | | | | | 2.7 MW | | 3.3 MW | | | | | | | | | | | | | 3.9 MW | | 5.1 MW | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Supply area | 50×50 tiles | | | | | | | | | | | | | | Construction area | 110×110 tiles | | | | | | | | | | | | | | Prototype type | roboport | | | | | | | | | | | | | | Internal name | roboport | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The roboport is the resting place for all construction robots and logistic robots . It emits an area of 50×50 tiles, in which logistic robots can interact with logistic network entities, such as storage chests , or requester chests . Additionally, a 110×110 tile area is created for construction robots to repair, construct or remove structures. This can be seen by hovering the mouse on a roboport, or logistics chest which is inside the logistic zone. The smaller orange square represents the reach of the logistics network where both logistics and construction robots can move. The larger green square represents the extent of the construction network where only construction robots can move. Robots placed into the air from the player's inventory inside of a roboport's coverage will seek out the nearest roboport to charge and rest. Two or more roboports can connect to form a logistic network , if the borders of the orange logistic areas touch. This is shown by a dotted line running between the two ports. An example of this can be seen on the bottom-right. Non-connected roboports will not share robots. Similar to the stationary radar 's nearby scanning, a roboport constantly reveals an area of 5×5 chunks, centered on the chunk the roboport occupies. Players or spidertron equipped with a personal roboport or personal roboport MK2 in their armor can act as a mobile roboport themselves, if they have any robots in their inventory. Two roboports connecting to form a logistic network. Notice the yellow dotted line indicating a successful bond. Contents 1 Storage 2 Power usage 3 History 4 See also Storage A roboport contains 7 slots reserved for 50 robots of the same type, and another 7 for repair packs . Robots and repair packs can be inserted into the roboport with an inserter . Furthermore, robots (but not repair packs) can be removed from the roboport with an inserter. Repair packs inside a roboport are available for all robots and requester chests inside the logistic zone of that roboport. Construction bots, when provided with repair packs, will automatically repair all damaged structures inside of a roboport's coverage area. If a roboport is full of robots, robots attempting to rest will find a different roboport, if one is available. It's possible to request idle robots from other roboports by configuring corresponding requests in the roboport GUI. This way it's possible to request one type or quality of robot, then remove them from the roboport with a filtered inserter, to gradually clean a logistics network from this type of robot. Roboport GUI Power usage Roboports have 4 chargers, which are used to recharge the flying bots. More roboports in a small area will allow for greater charging throughput, if a lot of robots need charging. Robots waiting to be charged will float in place near the roboport and wait their turn. Robots will not enter a roboport to rest unless they have full charge. Robots with low/no charge can still fly, but will move extremely slowly. History 2.0.7 : Roboports have built-in radar coverage of 2 chunks. Roboports can be configured to attempt to keep a certain amount of construction/logistics bots in reserve. Robot recharge rate reduced from 1 MW to 500 kW. Reduced max energy consumption from 5 MW to 2.1 MW. 0.16.17 : Increased the stack size of roboport from 5 to 10. 0.16.0 : Roboports now provide the repair packs they have for other robots to use. 0.15.6 : Increased roboport construction range to 55 (110×110 area) to make roboports able to build each other without interconnecting their logistic areas, and not break when there are obstacles like trees or rocks. 0.15.0 : Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there is a 1 tile gap between their logistic areas. 0.13.0 : Roboport is connectible to the circuit network, it sends the logistic network contents or the robot statistics of the network. Roboports have decreased transmission power consumption (200 kW to 50 kW) while the robots and their recharging have increased power consumption (200 kW per recharge slot to 1MW per slot) Reduced number of drawn connections between roboports again. Optimized roboport radius rendering. 0.12.5 : Robots can charge from a closer roboport on their way to a more distant one. 0.12.0 : Reduced number of rendered roboport connections. Inserters can now extract from roboports. Optimized adding and removing roboports, robots keep their tasks if possible. 0.10.7 : Roboport gui labels updated to state "Roboport" Roboport is no longer categorized as a military structure. 0.10.0 : Backer names are used to name roboports. 0.9.0 : Roboports have a separate logistic radius (now 25) and construction radius (now 50) Area visualizations for roboports are displayed under their entities. 0.8.5 : Only repair packs may be placed into the roboport slots. 0.8.2 : Roboport supply area increased from 40×40 to 50×50. 0.8.1 : Lowered transmission energy consumption of roboport from 200 W to 100 W. 0.8.0 : Introduced See also Logistic network Repair pack Robots | 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/Roboport_-_Factorio_Wiki
Accumulator
Accumulator - Factorio Wiki
[]
Accumulator - Factorio Wiki Jump to navigation Jump to search | | Accumulator | Edit | | | ----------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------------------ | | ------ | | ------ | | ------ | | ------ | | ------ | | ------ | | 10+5+2→1 | 10+5+2→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 10+5+2 | 10+5+2 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 | | | | | 150 | | | | | | | | | | | | | 195 | | 240 | | | | | | | | | | | | | 285 | | 375 | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Dimensions | 2×2 | | | | | | | | | | | | | | Energy capacity | 5.0 MJ10 MJ15 MJ20 MJ30 MJ(electric) | | | | 5.0 MJ | | 10 MJ | | 15 MJ | | 20 MJ | | 30 MJ | | | | | 5.0 MJ | | | | | | | | | | | | | 10 MJ | | 15 MJ | | | | | | | | | | | | | 20 MJ | | 30 MJ | | | | | | | | | | | | Power input | 300 kW390 kW480 kW570 kW750 kW | | | | 300 kW | | 390 kW | | 480 kW | | 570 kW | | 750 kW | | | | | 300 kW | | | | | | | | | | | | | 390 kW | | 480 kW | | | | | | | | | | | | | 570 kW | | 750 kW | | | | | | | | | | | | Power output | 300 kW390 kW480 kW570 kW750 kW | | | | 300 kW | | 390 kW | | 480 kW | | 570 kW | | 750 kW | | | | | 300 kW | | | | | | | | | | | | | 390 kW | | 480 kW | | | | | | | | | | | | | 570 kW | | 750 kW | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | accumulator | | | | | | | | | | | | | | Internal name | accumulator | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------------------ | | ------ | | ------ | | ------ | | ------ | | ------ | | ------ | | 10+5+2→1 | 10+5+2→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 10+5+2 | 10+5+2 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 | | | | | 150 | | | | | | | | | | | | | 195 | | 240 | | | | | | | | | | | | | 285 | | 375 | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Dimensions | 2×2 | | | | | | | | | | | | | | Energy capacity | 5.0 MJ10 MJ15 MJ20 MJ30 MJ(electric) | | | | 5.0 MJ | | 10 MJ | | 15 MJ | | 20 MJ | | 30 MJ | | | | | 5.0 MJ | | | | | | | | | | | | | 10 MJ | | 15 MJ | | | | | | | | | | | | | 20 MJ | | 30 MJ | | | | | | | | | | | | Power input | 300 kW390 kW480 kW570 kW750 kW | | | | 300 kW | | 390 kW | | 480 kW | | 570 kW | | 750 kW | | | | | 300 kW | | | | | | | | | | | | | 390 kW | | 480 kW | | | | | | | | | | | | | 570 kW | | 750 kW | | | | | | | | | | | | Power output | 300 kW390 kW480 kW570 kW750 kW | | | | 300 kW | | 390 kW | | 480 kW | | 570 kW | | 750 kW | | | | | 300 kW | | | | | | | | | | | | | 390 kW | | 480 kW | | | | | | | | | | | | | 570 kW | | 750 kW | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | accumulator | | | | | | | | | | | | | | Internal name | accumulator | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The Accumulator stores a limited amount of energy when available production exceeds demand, and releases it in the opposite case. The accumulator can store up to 5 MJ of energy. Its maximum charge/discharge rate is 300 kW. If connected to a circuit network , an accumulator will output its level of charge, as an integer from 0 to 100, to a specified signal. Contents 1 Notes 2 Other uses 2.1 Isolation of Power Networks 2.1.1 Reduction of Energy Consumption in Critical Situations 3 History 4 See also Notes 5MJ of stored energy takes approximately 17s to fully charge/discharge at the maximum rate of 300kW. Read Time#Seconds for further time related calculations. It takes 20 accumulators (100MJ) to maintain 1MW through the night, because the accumulators don't immediately start discharging at the beginning of dusk, see the graph in this post. For balanced solar power, every 21 accumulators need to have 25 solar panels supporting them (at 50kW per accumulator) When discharged above maximum speed by multiple unconnected poles, energy will not be distributed equally (some loads may get 100% demand, others 0%) May be used to provide a limited amount of power (multiples of maximum charge rate) to a section of the grid. Produces light when charging and discharging. Can act as an emergency backup for the factory in case of blackout, until main power supply is restored. Can be used to power the base at night if it relies heavily on solar panels . Can act to satisfy surging demands of certain loads. If the power usage of one device exceeds production for a few seconds or so, the accumulator can provide power to the grid until said device shuts down or requires a lesser power requirement. Other uses Note that if throughput should not be limited, a power switch can be used instead. Isolation of Power Networks Accumulators can be used to isolate two separate power networks, which has a number of uses. Since accumulators have a lower delivery priority than any other entity, this guarantees that they only receive energy when you have enough left over after powering all other entities in a network. At the same time, accumulators can also be used to deliver energy in another electrical network, and can charge and discharge at the same time. Consider the following example: Example of accumulators sharing two separate networks. (Click to enlarge) The two power networks A and B are not directly connected to each other: They are connected only through the accumulators, which are shared by both networks. This is accomplished by setting up electric poles for each network connected to the accumulators, then ensuring the sets of poles are not connected to each other (which can be done by crafting a copper wire then dragging it between two connected poles to sever the connection, exactly as is done for disconnecting circuit wires). (As of 2.0, rather than crafted copper wire, the Make Copper Wire create tool in the UI -- near the Red & Green circuit wires -- is used.) In the above example: The accumulators will only charge if extra power is being produced by network A or B. The accumulators will discharge as needed into either network if one is not producing enough power. Since the maximum input/output rate of an accumulator is 300 kW, power flow between the two networks will be limited to 300 kW times the number of accumulators (1.5 MW in the example). Note that this isolation is bidirectional: Either network can charge the accumulators, and the accumulators can discharge into either network. This technique can be used whenever this type of isolation is desired. Reduction of Energy Consumption in Critical Situations In particular, one good use for the above technique is to limit electricity consumption in low power situations by isolating non-critical parts of your factory (such as Radar , Labs , Electric furnaces , electric miners , Beacons , etc.) from critical parts (such as lasers, ammo production, or whatever your priorities are). To do this, place your main generators and critical components on one network and place your non-critical components on another network, isolating the two as above. Now, two things will happen: Power will only flow to the non-critical network when you are generating a surplus on the main network, and The rate will always be limited to 300 kW per accumulator. Because the accumulators will only receive power if you have a surplus on the main network, this will in effect deactivate the low-priority network when electricity is in short supply. This will also limit power consumption of the low priority network if its usage becomes high, for example if you have two factories on a low priority network and usually only one of them runs at a time, if both happen to run they won't consume more than the total limit, they'll just slow down. Essentially you are saying "only deliver power to these systems if I have enough to spare, and even then don't exceed this delivery rate". In general this is a technique which works well when you've just researched accumulators and solar panels, but don't have enough resources to build big solar farms and accumulator farms yet. History 0.13.3 : Reduced collision box of big electric pole to allow squeezing between it and an accumulator. 0.13.0 : Now connectible to the circuit network . 0.12.0 : Heavy optimisations by merging them into groups. 0.11.0 : Drastically slowed crafting to 10 secs. 0.7.1 : Capacity doubled, increase I/O to 300 watts. 0.4.1 : Added charging animation. 0.4.0 : Introduced See also Electric system Solar panel Power production Game-day | 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/Accumulator_-_Factorio_Wiki
Poison_capsule
Poison capsule - Factorio Wiki
[]
Poison capsule - Factorio Wiki Jump to navigation Jump to search | | Poison capsule | Edit | | | -------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ----------------------- | | ---- | | -- | | ---- | | ---- | | ---- | | ---- | | 8+10+3+3→1 | 8+10+3+3→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 11.75+10+4.5+3+3 | 11.75+10+4.5+3+3 | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 100 | | | | | | | | | | | | | | Range | 2527.53032.537.5 | | | | 25 | | 27.5 | | 30 | | 32.5 | | 37.5 | | | | | 25 | | | | | | | | | | | | | 27.5 | | 30 | | | | | | | | | | | | | 32.5 | | 37.5 | | | | | | | | | | | | Shooting speed | 2/s | | | | | | | | | | | | | | Damage | 810.412.815.220(poison) | | | | 8 | | 10.4 | | 12.8 | | 15.2 | | 20 | | | | | 8 | | | | | | | | | | | | | 10.4 | | 12.8 | | | | | | | | | | | | | 15.2 | | 20 | | | | | | | | | | | | Area of effect size | 11 | | | | | | | | | | | | | | Prototype type | projectile | | | | | | | | | | | | | | Internal name | poison-capsule | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 3 | 3 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The poison capsule is a basic capsule that creates a large, long-lasting cloud of at the target area, dealing 8 poison damage twice a second, totaling to 320 poison damage over 20s. The damage from multiple poison capsules can stack. This is one of the most effective ways of removing trees . Poison capsules can be used to effectively kill worms as they are stationary. This technique is a relatively safe and cheap way to eliminate clusters of worms - it takes 5 poison capsules to kill a big Worm and the capsules can be thrown from outside the big Worm's spitting range. Since spawners are not affected by poison damage, poison capsules are useless against them. Poison capsules do not harm the player's structures, robots or vehicles, but do harm players themselves unless they are in a vehicle. Poison capsules are particularly effective when deployed from the tank , as the tank can park inside a cloud of poison to lure enemies to their death. History 2.0.7 : Default "use item" control changed from Left mouse button to Right mouse button . 0.18.7 : New visuals for poison capsule effect. 0.11.17 : Tooltips are now generated automatically for some items, including capsules. 0.11.9 : Green coral is now affected by the poison capsule. This is controlled by the "breaths-air" entity flag. 0.9.2 : Poison capsules can now damage worms . 0.9.1 : Capsules can be used in god mode. ( player without character) 0.7.1 : Capsule is less expensive. 0.7.0 : Introduced See also Defender capsule Slowdown capsule Distractor capsule Destroyer 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/Poison_capsule_-_Factorio_Wiki
Foundry
Foundry - Factorio Wiki
[]
Foundry - Factorio Wiki Jump to navigation Jump to search | | Foundry | Edit | | | ------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 10+30+20+20+50+50→1 | 10+30+20+20+50+50→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 10+30+20+20+50+50 | 10+30+20+20+50+50 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 350455560665875 | | | | 350 | | 455 | | 560 | | 665 | | 875 | | | | | 350 | | | | | | | | | | | | | 455 | | 560 | | | | | | | | | | | | | 665 | | 875 | | | | | | | | | | | | Stack size | 20 | | | | | | | | | | | | | | Rocket capacity | 5 | | | | | | | | | | | | | | Dimensions | 5×5 | | | | | | | | | | | | | | Energy consumption | 2500 kW (electric) | | | | | | | | | | | | | | Drain | 83.33 kW (electric) | | | | | | | | | | | | | | Crafting speed | 45.26.47.610 | | | | 4 | | 5.2 | | 6.4 | | 7.6 | | 10 | | | | | 4 | | | | | | | | | | | | | 5.2 | | 6.4 | | | | | | | | | | | | | 7.6 | | 10 | | | | | | | | | | | | Mining time | 0.2 | | | | | | | | | | | | | | Base productivity | 50% | | | | | | | | | | | | | | Pollution | 6/m | | | | | | | | | | | | | | Crafted only on | | | | | | | | | | | | | | | Module slots | 4 slots | | | | | | | | | | | | | | Prototype type | assembling-machine | | | | | | | | | | | | | | Internal name | foundry | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. The Foundry is a version of the assembling machine from Vulcanus that specializes in metallurgy. It has a built-in 50% productivity bonus. The foundry can only be crafted on Vulcanus due to its higher atmospheric pressure, but it can be used on other planets once transported via space platform . Contents 1 Recipes 2 Efficiency 2.1 Alternate recipe chains 2.1.1 Steel plates 2.1.2 Iron gear wheels 2.1.3 Iron sticks 2.1.4 Pipes & Pipes to ground 2.1.5 Copper cables 2.1.6 Low density structure 3 History 4 See also Recipes The Foundry has twenty available unique recipes, of which one must be set before it can begin processing. | Recipe | Ingredients | Products | Technology required | | ----------------------------- | ------------ | -------- | ----------------------------------- | | Molten iron from lava | 161500 | 10250 | - | | Molten copper from lava | 161500 | 15250 | - | | Molten iron | 32501 | 500 | - | | Molten copper | 32501 | 500 | - | | Casting iron | 3.220 | 2 | - | | Casting copper | 3.220 | 2 | - | | Casting steel | 3.230 | 1 | - | | Casting iron gear wheel | 110 | 1 | - | | Casting iron stick | 120 | 4 | - | | Casting low density structure | 15580250 | 1 | - | | Concrete from molten iron | 10520100 | 10 | - | | Casting copper cable | 15 | 2 | - | | Casting pipe | 110 | 1 | - | | Casting pipe to ground | 11050 | 2 | - | | Tungsten plate | 10410 | 1 | Tungsten steel (research) | | Metallurgic science pack | 1032200 | 1 | Metallurgic science pack (research) | | Big mining drill | 301010201200 | 1 | Big mining drill (research) | | Turbo transport belt | 0.55120 | 1 | Turbo transport belt (research) | | Turbo underground belt | 240240 | 2 | Turbo transport belt (research) | | Turbo splitter | 2215280 | 1 | Turbo transport belt (research) | Note that the foundry recipe for making concrete can benefit from productivity modules , despite the regular concrete recipe not being able to use them. Additionally, the foundry can also make other foundries, all belt types, and holmium plates , all of which use the same recipes as assembling machines. Efficiency Most of the foundry's recipes are more efficient than creating the same items in a furnace or assembling machine . However, because of the built-in +50% productivity bonus (which applies even to items like belts that don't benefit from productivity modules ), and because the same bonus also applies to the recipes for molten iron and molten copper , the actual efficiency gains from using a foundry are much higher than the value listed in the recipe. The table below compares the values of the base recipes (with 1 ore = 10 molten metal), and then shows the actual output of the recipe with the default foundry bonuses of 4 crafting speed and 150% productivity (1 ore = 15 molten metal). For example, inserting 200 iron ore into a foundry with no modules installed would result in 3,000 molten iron which could be turned into 450 iron plates . | Name | Base recipe values | Base recipe values | Base recipe values | Base recipe values | Base recipe values | Base recipe values | Base recipe values | Base recipe values | Base recipe values | Base recipe values | With foundry bonuses | With foundry bonuses | With foundry bonuses | With foundry bonuses | | --------------------- | ------------------ | ------------------ | ------------------ | ------------------ | ------------------ | ------------------ | ------------------ | ------------------ | ------------------ | ------------------ | -------------------- | -------------------- | -------------------- | -------------------- | | Furnace/Assembler | Furnace/Assembler | Furnace/Assembler | Furnace/Assembler | Foundry | Foundry | Foundry | Foundry | Efficiency | Efficiency | Foundry | Foundry | Efficiency | Efficiency | | | Time | | | Output | Time | | | Output | | | Time | Output | | | | | Iron plate | 3.2 | 1 | - | 1 | 3.2 | 20 | - | 2 | 100% | - | 0.8 | 3 | 225% | - | | Steel plate | 3.2 | 5 | - | 1 | 3.2 | 30 | - | 1 | 167% | - | 0.8 | 1.5 | 375% | - | | Iron gear wheel | 0.5 | 2 | - | 1 | 1 | 10 | - | 1 | 200% | - | 0.25 | 1.5 | 450% | - | | Iron stick | 0.5 | 1 | - | 2 | 1 | 20 | - | 4 | 100% | - | 0.25 | 6 | 225% | - | | Concrete | 10 | 1 | - | 10 | 10 | 20 | - | 10 | 50% | - | 2.5 | 15 | 113% | - | | Pipe | 0.5 | 1 | - | 1 | 1 | 10 | - | 1 | 100% | - | 0.25 | 1.5 | 225% | - | | Pipe to ground | 0.5 | 5 | - | 2 | 1 | 50 | - | 2 | 100% | - | 0.25 | 3 | 225% | - | | Low density structure | 15 | 10 | 20 | 1 | 15 | 80 | 250 | 1 | 125% | 80% | 3.75 | 1.5 | 281% | 180% | | Copper plate | 3.2 | - | 1 | 1 | 3.2 | - | 20 | 2 | - | 100% | 0.8 | 3 | - | 225% | | Copper cable | 0.5 | - | 1 | 2 | 1 | - | 5 | 2 | - | 200% | 0.25 | 3 | - | 450% | Alternate recipe chains Because the foundry can cast iron, steel, and copper plates but can also directly cast various items normally made from those plates, there exist alternate production chains, where the foundry is used to cast the plates and then another production building is used to create the final product: Steel can be produced by casting iron plates and refining them in an electric furnace Gears, iron sticks, pipes, and pipes-to-ground can be crafted by casting iron plates and feeding them to an assembler Copper wire can be produced by casting copper plates and feeding them to an assembler or an electromagnetic plant Low density structures can be produced by casting copper plates and steel plates (or, as mentioned above, casting iron plates and converting them to steel in a furnace) and feeding them to an assembler These alternate production chains can potentially be more resource-efficient than just casting the result directly, albeit at the cost of considerably more machines (and in some cases more high-level, high- quality modules) for a given rate of output. In this case, the inherent +50% productivity bonus of the foundry does not matter, nor do any productivity modules the foundry has, because those bonuses also apply when casting the metal plates. Instead, the decision is between any productivity bonus the second production machine can provide verses the fact that most of the 'Casting' recipes cost less to begin with. (This inherent advantage is the value listed in the 'Efficiency' column under 'Base recipe values' in the above table.) Steel plates Initially, it seems like the electric furnace, with just 2 module slots, cannot make up for the 67% inherent efficiency boost from the cast-steel recipe. However, steel production also has an infinite research which adds a productivity bonus; while this bonus applies to both casting steel and smelting steel (and doesn't apply to casting iron plates in order to smelt them into steel), the 50% inherent productivity and more module slots of the foundry give it a higher bonus to start with, meaning that the same absolute bonus makes for a larger relative increase in the electric furnace. (For example, with no productivity modules, researching 5 levels of the technology will take the foundry from 150% productivity to 200% productivity, boosting its output by a third, while the furnace will go from 100% productivity to 150% productivity, boosting its output by a half.) With the right combination of high-quality productivity module 3s and steel plate productivity research, it is possible to make the electric furnace production chain more efficient. For example, a foundry with 4 legendary productivity module 3s (+25% productivity each) casting iron plates feeding an electric furnace with 2 legendary productivity module 3s and a +50% steel plate productivity has exactly the same overall efficiency as a foundry with 4 legendary productivity module 3s and the same +50% steel plate productivity casting steel plates directly, with both producing exactly 1 steel plate per 10 units of molten iron. Any additional research past that point will make the electric furnace production chain strictly better. If using mere rare productivity module 3s (+16% productivity each) instead, the changeover happens somewhere between +150% and +160% research. Additionally, with enough levels of steel plate productivity research, it is possible to reach the hard cap of 400% efficiency. Thus the absolute maximum efficiency possible for casting steel is 4/3 steel plates per 10 units of molten iron, while the electric furnace production chain can reach 2 steel plates per 10 units of molten iron. Iron gear wheels It is never possible for gears made in an assembler to be more efficient than those made by casting them directly. The cast gears recipe is twice as efficient as the normal one and no productivity research applies; the highest efficiency possible from an assembler, 200% from an assembler 3 with 4 legendary productivity module 3s, is only just enough to break even. Iron sticks Conversely, the cast iron stick recipe has no inherent resource efficiency at all, thus casting iron plates and then converting them to sticks using an assembler with any productivity modules at all is more efficient than using that same foundry to cast them directly. Pipes & Pipes to ground Unlike all the other items with alternate production chains here, pipes and pipes to ground are not intermediate products. Thus it is not possible to use productivity modules on foundries or assemblers which are producing them. Since it is possible to use productivity modules on a foundry casting iron plates which are then converted to pipes in an assembler, doing so is more efficient than casting them directly. Copper cables Much like iron gears, copper cables have a 200% efficient casting recipe and no researchable productivity bonus, thus it is not possible to produce them more efficiently using an assembler. However, copper cables can also be produced in the electromagnetic plant , which has 5 module slots and an inherent +50% productivity boost of its own. So long as the electromagnetic plant's total productivity is greater than 100%, this production chain is more efficient than casting directly. 5 productivity 3s of common quality (+10% productivity each) will give a total productivity of exactly 100%; any better quality modules, or productivity 2s of epic quality or better, will make them more efficient. Low density structure Low density structures are notable because the crafting recipe has an efficiency of less than 100% with respect to copper, and while its efficiency with respect to iron is greater than 100%, it is less than the inherent efficiency of casting steel plates. Thus, even with no efficiency modules or productivity research at all, casting the plates and then creating the low density structures in an assembler is more efficient. However, low density structures also require plastic, and since plastic bars cannot be cast, you are losing out on the inherent +50% productivity bonus the foundry offers: | Process | Raw resources to make1 | | ---------------------- | ---------------------- | | Furnaces + Assemblers | 10205 | | Foundry Direct | 3.511.13.33 | | Foundries + Assemblers | 2.678.885 | Note that making low density structures is subject to its own productivity research , and both that, and the use of productivity modules of any kind, will make the use of the alternate production chain more attractive: the efficiency gain for iron and copper will increase, while the efficiency loss in plastic, while not entirely negated, will shrink. For example, with no efficiency boosts, the alternative production chain is 33% more efficient in iron, 25% more efficient in copper, and 33% less efficient in plastic, but with +100% productivity from research, the alternative production chain is 60% more efficient in iron, 50% more efficient in copper, and only 20% less efficient in plastic. Additionally, the hard cap of 300% productivity applies here, too, and this can entirely negate the penalty to plastic, though the level of research required to do do is considerable. The low density structure casting recipe does have one advantage: Quality . Because the only solid input is plastic, all it takes to make low density structures of a particular quality is to have plastic of that quality. Furthermore, since low density structures can be recycled back to copper and steel plates, one can use this recipe to generate high quality copper and steel plates from plastic, consuming less molten metal than many other means of producing quality plates. Additionally, if the foundry can get to the 300% low density structures productivity cap (via modules and research), then the plastic will (on average) be completely regenerated, allowing a small amount of quality plastic to produce arbitrary amounts of quality copper and steel plates, given sufficient molten metal. History 2.0.7 : Introduced in Space Age expansion. See also Vulcanus Crafting | Production items | Production items | | ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book | | Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() | | Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack | | Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() | | Agriculture | Agricultural towerBiochamberCaptive biter spawner | | Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() | | Environmental protection | Lightning rodLightning collectorHeating tower | | Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() | | Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Foundry_-_Factorio_Wiki
Logistic_system_(research)
Logistic system (research) - Factorio Wiki
[]
Logistic system (research) - Factorio Wiki Jump to navigation Jump to search | | Logistic system (research) | Edit | | | -------------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 301111✖500 | 301111✖500 | | Prototype type | technology | | Internal name | logistic-system | | Required technologies | Required technologies | | | | | Effects | Effects | | | | | Cost | Cost | | --------------------- | --------------------- | | 301111✖500 | 301111✖500 | | Prototype type | technology | | Internal name | logistic-system | | Required technologies | Required technologies | | | | | Effects | Effects | | | | In addition to the logistics chests, this technology also gives Tanks the ability to make logistics requests. Using this does not violate the terms of the Logistics System Embargo achievements . History 2.0.7 : Tanks can make logistic requests with this research. See also Logistic network 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/Logistic_system_(research)_-_Factorio_Wiki
Nutrients_from_spoilage
Nutrients - Factorio Wiki
[]
Nutrients - Factorio Wiki Jump to navigation Jump to search | | Nutrients | Edit | | | --------- | ---- | | Stack size | 100 | | | | | | | | | | | | | | --------------- | ----------------------- | | ------- | | -- | | ------ | | -- | | ------ | | ------- | | Rocket capacity | 2000 (20 stacks) | | | | | | | | | | | | | | Fuel value | 2.0 MJ (nutrients) | | | | | | | | | | | | | | Spoil time | 5m6m 29s8m9m 30s12m 30s | | | | 5m | | 6m 29s | | 8m | | 9m 30s | | 12m 30s | | | | | 5m | | | | | | | | | | | | | 6m 29s | | 8m | | | | | | | | | | | | | 9m 30s | | 12m 30s | | | | | | | | | | | | Spoil result | | | | | | | | | | | | | | | Prototype type | item | | | | | | | | | | | | | | Internal name | nutrients | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Used as fuel by | Used as fuel by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. Nutrients are the fuel for biochambers and are also used as ingredients in recipes. There are several ways to generate nutrients from biological materials. While nutrients have a short spoil time, their fuel value is not affected by their freshness. Any quality of nutrients can be used as fuel for a biochamber. However, if a biochamber is set to produce a higher quality version of a recipe that also takes nutrients as an ingredient, it can be tricky to keep an inserter from inserting high quality nutrients into the fuel slot for the biochamber instead of the ingredient slot. If the biochamber never runs out of base-quality nutrients in its fuel slot however, the higher quality nutrients will always be placed in an ingredient slot. Alternative recipes | Process | Input | Output | Made in | Required technology | | -------------------------- | ----- | ------ | ------- | ------------------------ | | Nutrients from spoilage | 2+10 | 1 | | Agriculture (research) | | Nutrients from yumako mash | 4+4 | 6 | | Biochamber (research) | | Nutrients from bioflux | 2+5 | 40 | | Bioflux (research) | | Nutrients from fish | 2+1 | 20 | | Fish breeding (research) | | Nutrients from biter egg | 2+1 | 20 | | Captivity (research) | Nutrients made from spoilage are initially half-spoilt. Recycling nutrients always behaves as if the nutrients were made from spoilage. Quality modules cannot be used in the nutrients from fish or nutrients from biter egg recipes. Productivity modules cannot be used in the nutrients from fish recipe. 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/Nutrients_-_Factorio_Wiki
Radar_(research)
Radar (research) - Factorio Wiki
[]
Radar (research) - Factorio Wiki Jump to navigation Jump to search | | Radar (research) | Edit | | | ---------------- | ---- | | Cost | Cost | | ------------------------------------------------------------ | ------------------------------------------------------------ | | 101✖20 | 101✖20 | | Machines to reveal a nearby area and explore further around. | Machines to reveal a nearby area and explore further around. | | Prototype type | technology | | Internal name | radar | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | The Radar research allows the player to build the radar which reveals an area of the map around it. History 2.0.7 : Introduced. 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/Radar_(research)_-_Factorio_Wiki
Heating_tower
Heating tower - Factorio Wiki
[]
Heating tower - Factorio Wiki Jump to navigation Jump to search | | Heating tower | Edit | | | ------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------------------------- | | ------- | | ----- | | ------- | | ------- | | ------- | | ------ | | 10+20+2+5→1 | 10+20+2+5→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 16+20+100+8+50+10 | 16+20+100+8+50+10 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 5006508009501250 | | | | 500 | | 650 | | 800 | | 950 | | 1250 | | | | | 500 | | | | | | | | | | | | | 650 | | 800 | | | | | | | | | | | | | 950 | | 1250 | | | | | | | | | | | | Stack size | 20 | | | | | | | | | | | | | | Rocket capacity | 10 (0.5 stacks) | | | | | | | | | | | | | | Efficiency | 250% | | | | | | | | | | | | | | Dimensions | 3×3 | | | | | | | | | | | | | | Energy consumption | 16 MW20.8 MW25.6 MW30.4 MW40 MW(burner) | | | | 16 MW | | 20.8 MW | | 25.6 MW | | 30.4 MW | | 40 MW | | | | | 16 MW | | | | | | | | | | | | | 20.8 MW | | 25.6 MW | | | | | | | | | | | | | 30.4 MW | | 40 MW | | | | | | | | | | | | Heat output | 40 MW52 MW64 MW76 MW100 MW | | | | 40 MW | | 52 MW | | 64 MW | | 76 MW | | 100 MW | | | | | 40 MW | | | | | | | | | | | | | 52 MW | | 64 MW | | | | | | | | | | | | | 76 MW | | 100 MW | | | | | | | | | | | | Maximum temperature | 1000 °C | | | | | | | | | | | | | | Mining time | 0.5 | | | | | | | | | | | | | | Pollution | 100/m | | | | | | | | | | | | | | Prototype type | reactor | | | | | | | | | | | | | | Internal name | heating-tower | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Valid fuel | Valid fuel | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. The heating tower burns fuel to generate heat. Initially unlocked on Gleba , it is useful for burning off unneeded biological products as well as providing electrical power. It later becomes a vital source of heat against the cold of Aquilo . The heating tower has 250% efficiency, so it generates 2.5 times the fuel value in heat of any fuel given to it. The internal heat of heating towers is limited to 1000°C. Like a nuclear reactor, heating towers will continue to burn fuel even if they have reached their maximum heat. The fact that they burn fuel regardless of temperature makes them more useful than a boiler for destroying unneeded biological materials. Also like a reactor, you can read their heat and fuel status through the circuit network . The heating tower has a heat capacity of 5 MJ/°C. Thus, they can buffer 2.5GJ of heat energy across their working range of 500°C to 1000°C, and they require 2.43 GJ of energy to warm up from 15°C to 500°C when initially placed. Because of the efficiency however, this means they only need 0.97 GJ of fuel to reach 500°C, which is slightly less than 10 rocket fuel . More fuel will be needed to bring the connected heat pipes and heat exchangers up to temperature. Note that heating towers produce less pollution per MW of power produced than boilers. Boilers produce 3.6 MW of power per pollution generated, while heating towers produce 24 MW per pollution. This coupled with their efficiency makes them a more efficient and clean alternative to boilers on Nauvis . History 2.0.7 : Introduced in Space Age expansion. See also Power production Gleba Aquilo | 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/Heating_tower_-_Factorio_Wiki
Fusion_power_cell
Fusion power cell - Factorio Wiki
[]
Fusion power cell - Factorio Wiki Jump to navigation Jump to search | | Fusion power cell | Edit | | | ----------------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 10+1+5+100→1 | 10+1+5+100→1 | | Total raw | Total raw | | 10+1+5+100 | 10+1+5+100 | | Stack size | 50 | | Rocket capacity | 50 | | Fuel value | 40 GJ (burner) | | Prototype type | item | | Internal name | fusion-power-cell | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Space Age expansion exclusive feature. The fusion power cell is used by a fusion reactor to generate electricity. It is unlocked on Aquilo , and due to requiring ammonia (a fluid which cannot be barreled ), can only be produced on Aquilo. Unlike the uranium fuel cell , fusion power cells are consumed at a dynamic speed based on the grid's demand, meaning that the circuit network is not needed to prevent wasting cells. In addition, they last 400 seconds at max consumption, allowing continuous power generation for a long time. Fusion power cells are used exclusively in the fusion reactor and cannot be used as a fuel in burner devices or vehicles . History 2.0.7 : Introduced in Space Age expansion. | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Fusion_power_cell_-_Factorio_Wiki
User_talk_Igwb
User talk:Igwb - Factorio Wiki
[]
User talk:Igwb - Factorio Wiki Jump to navigation Jump to search Welcome to the Official Factorio Wiki! Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it. First and foremost, please be sure to read and understand the rules of this Wiki . If you have any questions or concerns with these rules, please don't hesitate to ask an Admin. Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the help pages . If you're unsure where to begin, please see the editor noticeboard , where information on the current objectives and projects of the Wiki may be found. Again, welcome, we hope you contribute as much high quality information as you can. Gangsir ( talk ) - Admin 21:46, 20 May 2017 (UTC)
wiki
https://wiki.factorio.com/User_talk:Igwb_-_Factorio_Wiki
Chemical_plant
Chemical plant - Factorio Wiki
[]
Chemical plant - Factorio Wiki Jump to navigation Jump to search | | Chemical plant | Edit | | | -------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 5+5+5+5+5→1 | 5+5+5+5+5→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 16.25+7.5+20+5 | 16.25+7.5+20+5 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 300390480570750 | | | | 300 | | 390 | | 480 | | 570 | | 750 | | | | | 300 | | | | | | | | | | | | | 390 | | 480 | | | | | | | | | | | | | 570 | | 750 | | | | | | | | | | | | Stack size | 10 | | | | | | | | | | | | | | Rocket capacity | 10 | | | | | | | | | | | | | | Dimensions | 3×3 | | | | | | | | | | | | | | Energy consumption | 210 kW (electric) | | | | | | | | | | | | | | Drain | 7.0 kW (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 | 0.1 | | | | | | | | | | | | | | Pollution | 4/m | | | | | | | | | | | | | | Module slots | 3 slots | | | | | | | | | | | | | | Prototype type | assembling-machine | | | | | | | | | | | | | | Internal name | chemical-plant | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The chemical plant is a building for processing fluids and solids, usually through chemical processes. Many recipes that either require or provide a fluid other than crude oil are produced here. The chemical plant has 2 inputs and 2 outputs in fixed positions (their positions can be flipped). Solid items can be both inserted and removed by inserters from any point (no need to target fluid input/output connections). When chemical plants are in the process of crafting an item, they will billow out smoke that matches the color of their input ingredients. Contents 1 Base Game Recipes 2 Space Age Recipes 3 Fluid inputs 4 History 5 See also Base Game Recipes The Chemical plant has twelve available recipes in the base game, one of which must be set before it can begin processing. | Process | Technologyrequired | Input | Output | | ------------------ | ----------------------- | ------ | ------ | | Sulfuric acid | Sulfur processing | 115100 | 50 | | Heavy oil cracking | Advanced oil processing | 23040 | 30 | | Light oil cracking | Advanced oil processing | 23030 | 20 | | Solid fuel | Advanced oil processing | 210 | 1 | | Solid fuel | Oil processing | 220 | 1 | | Solid fuel | Advanced oil processing | 220 | 1 | | Lubricant | Lubricant | 110 | 10 | | Plastic bar | Plastics | 1120 | 2 | | Sulfur | Sulfur processing | 13030 | 2 | | Battery | Battery | 41120 | 1 | | Explosives | Explosives | 41110 | 2 | | Flamethrower ammo | Flamethrower | 65100 | 1 | Space Age Recipes Space Age expansion exclusive feature. The Space Age Expansion adds eleven new recipes, some of which must be crafted on a specific planet. Most recipes are not exclusive to the chemical plant and can be crafted with other buildings, mostly the cryogenic plant . | Process | Technology Required | Input | Output | Exclusiveto | Also craftedin | | ------------------------------ | ------------------------ | -------- | ------ | ----------- | -------------- | | Acid neutralisation | Calcite processing | 511000 | 10000 | | | | Steam condensation | Calcite processing | 11000 | 90 | | | | Ice melting | Space platform thruster | 11 | 20 | | | | Carbon | Tungsten carbide | 1220 | 1 | | | | Coal synthesis | Rocket turret | 2155 | 1 | | | | Holmium solution | Holmium processing | 10110 | 100 | | | | Fish breeding | Fish breeding | 62100100 | 3 | | | | Ammoniacal solution separation | Planet discovery: Aquilo | 150 | 550 | | | | Solid fuel from ammonia | Planet discovery: Aquilo | 15020 | 1 | | | | Ammonia rocket fuel | Planet discovery: Aquilo | 10350500 | 1 | | | | Lithium | Lithium processing | 2015050 | 5 | | | Aquilo's recipes are able to be selected while on other planets, but because they require liquids that are exclusive to Aquilo and cannot be shipped off-planet, those recipes are effectively locked to the planet. Fluid inputs Unlike solid ingredients, which can be inserted anywhere, the fluid ingredients can only be added at the two fixed inputs. Furthermore, recipes which requires two fluid ingredients, will only accept each ingredient on a specific input. When the recipe that requires fluid ingredients is selected, the chemical plant will display icons on the inputs to show which ingredient goes to which input. These fluid inputs can be flipped with H or V . Colored smoke billowing from the plants. History 2.0.7 : Fluid inputs and outputs can now be flipped. 0.18.0 : Updated sound effects. 0.17.0 : Crafting speed decreased from 1.25 to 1.0. 0.15.0 : Module slots increased from 2 to 3. 0.11.6 : Oil refinery and chemical plant are now disconnected from pipes when the recipe is reset. 0.10.0 : Unused pipe connections don't connect to pipes. Fluid input amount is limited to 2× recipe cost. Fluid inputs for the chemical plant are now saved properly. 0.9.1 : Now accepts modules. 0.9.0 : Introduced See also Fluid system Oil refinery | 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/Chemical_plant_-_Factorio_Wiki
Carbon
Carbon - Factorio Wiki
[]
Carbon - Factorio Wiki Jump to navigation Jump to search | | Carbon | Edit | | | ------ | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 1+2+20→1 | 1+2+20→1 | | Total raw | Total raw | | 1+2+20 | 1+2+20 | | Stack size | 50 | | Rocket capacity | 1000 (20 stacks) | | Fuel value | 2 MJ (burner) | | Prototype type | item | | Internal name | carbon | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Used as fuel by | Used as fuel by | | | | Space Age expansion exclusive feature. Carbon is a resource added in Space Age . It is an intermediate product that takes a variety of roles across different surfaces, and when present, it is often critical to a core process in the new environment. In space , carbon is created by crushers processing carbonic asteroid chunks , and is used in both recipes for thruster fuel . On Vulcanus , it is mainly crafted from coal and sulfuric acid , but can also be found when destroying ashland trees . It is an ingredient in tungsten carbide . On Gleba , it is made from spoilage in biochambers . It is an ingredient in carbon fiber . Carbon is also useful in coal synthesis . As neither Gleba nor space platforms have natural access to coal, synthesizing it is the only way to produce explosives . Alternative recipes | Process | Input | Output | Made in | Required technology | | ----------------------------------- | ----- | -------- | ------- | --------------------------------------- | | Burnt spoilage | 12+6 | 1 | | Biochamber (research) | | Carbonic asteroid crushing | 2+1 | 10+0.2 | | Space platform (research) | | Advanced carbonic asteroid crushing | 5+1 | 5+2+0.05 | | Advanced asteroid processing (research) | Note that even with the highest quality productivity module 3s possible, converting carbon into coal and back gives a net decrease in carbon or coal (not to mention consuming sulfur and sulfuric acid). History 2.0.7 : Introduced in Space Age expansion. | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Carbon_-_Factorio_Wiki
Advanced_asteroid_processing_(research)
Advanced asteroid processing (research) - Factorio Wiki
[]
Advanced asteroid processing (research) - Factorio Wiki Jump to navigation Jump to search | | Advanced asteroid processing (research) | Edit | | | --------------------------------------- | ---- | | Cost | Cost | | --------------------- | ---------------------------- | | 601111111✖2000 | 601111111✖2000 | | Prototype type | technology | | Internal name | advanced-asteroid-processing | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Space Age expansion exclusive feature. Allows the player to obtain more varied resources out of asteroids via more advanced crushing recipes. 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/Advanced_asteroid_processing_(research)_-_Factorio_Wiki
Fusion_reactor_(research)
Fusion reactor (research) - Factorio Wiki
[]
Fusion reactor (research) - Factorio Wiki Jump to navigation Jump to search | | Fusion reactor (research) | Edit | | | ------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 601111111111✖2000 | 601111111111✖2000 | | Prototype type | technology | | Internal name | fusion-reactor | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Space Age expansion exclusive feature. Unlocks the fusion reactor , fusion generator and fusion power cell . History 2.0.7 : Introduced in Space Age expansion. See also Aquilo | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Fusion_reactor_(research)_-_Factorio_Wiki
Plastics_(research)
Plastics (research) - Factorio Wiki
[]
Plastics (research) - Factorio Wiki Jump to navigation Jump to search This article is about the technology. For the intermediate product, see plastic bar . | | Plastics (research) | Edit | | | ------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 3011✖200 | 3011✖200 | | Prototype type | technology | | Internal name | plastics | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | A small research that allows the crafting of Plastic bars in Chemical plants from Petroleum gas and Coal . 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/Plastics_(research)_-_Factorio_Wiki
Asteroid_reprocessing_(research)
Asteroid reprocessing (research) - Factorio Wiki
[]
Asteroid reprocessing (research) - Factorio Wiki Jump to navigation Jump to search | | Asteroid reprocessing (research) | Edit | | | -------------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 6011111✖500 | 6011111✖500 | | Prototype type | technology | | Internal name | asteroid-reprocessing | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Space Age expansion exclusive feature. Unlocks new recipes, allowing crushers to reprocess asteroid chunks for a chance to get other variants. History 2.0.7 : Introduced in Space Age expansion. See also Asteroids 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/Asteroid_reprocessing_(research)_-_Factorio_Wiki
Version_history_0.5.0
Version history/0.5.0 - Factorio Wiki
[]
Version history/0.5.0 - Factorio Wiki Jump to navigation Jump to search 0.5.3 Bugfixes Fixed bug in saving script state (actual save happened only the very 1st time). Fixed bugs in scenario pack. Fix of loading of custom GUI styles Mining cargo wagon gives back items inside. Fixed crash in map editor when opening furnace / boiler / etc. Wire dragging in god mode. During tight spot simulation the camera can move around. Minor fix with arrow in demo level 01. Scripting Fix of rail not providing direction. Fix of setactive method (set always to active), this fixes the scenario pack as well. Method getEnergy works on assembling machine. Other Dropped Linux deb packages (tar packages remain) Translations Merged changes in FR translation Added Dutch translation. 0.5.2 Bugfixes Fixed map editor segfaults caused by entities staged for update. Fixed double translation in Czech translation. Added player entity to the locale file. Fixed restart button in finished game GUI. Fixed crashes in map editor when building belts to ground on top of each other. Fixed the crafting speed description in the assembling machine. Fixed straight lines in the newly generated maps. Fixed crashes when loading maps with missing tile or resource definitions. Fixed setting of sizes of custom GUI elements in scripts (took effect after save, but not immediately). Fixed some of the line wrapping problems in tool tips. Fixed bug when starting chest buttons appeared when loading sandbox game. Fixed attacking with tool when there is no ammo. Limit the frequency of the message sound. Changes The assembling machine 2 speed is now slightly faster (from 1.5 to 2). Optimisations The game doesn't play (and encode) the ambient when ambient volume is 0. The game doesn't simulate fish (and other stuff in the future) that are far away. 0.5.1 Features Arrows for mining drill output when building and in Alt mode. Vehicle riding in God mode (vehicle must be selected when pressing enter key). Safe and resource-rich starting area for freeplay. Bugfixes Enabled loading of saves with corrupted rail segments setup from 0.4.x versions Fix of crash when opening laboratory with no active research. Fixed map editor crash when displaying enemy turret entity info. Added options button to the map editor menu. Esc in map editor menu returns to map editing. Fix bug of logistic storage not updated when rebuilding chest to storage. Fixed bug of alt-info + logistic storage being off after shift/control click of items that don't fit into inventory. Added missing English translation records. Fixed crash when train destroyed another wagon / locomotive. Fixed crash when using setcommand with defins.command.gotolocation. Style for button pie slice progress color (used for crafting slot). Small GUI style fixes (car GUI, inserter GUI) Unified GUI title bottom styles. Minimal width for dialog buttons. Fixed crashes in updater. Fixed the steam engine power output indicator (allowing it to have value up to 100%) Fixed position of the FPS info (now in the top left) Fixed changing god speed on autozoom (F9) Boiler is fast replaceable with pipes (and vice versa). Fixed the bug of the wrong calculation of craftable items. Fixed missing file in Linux tarball. Changes Smooth progress bar for splash screen. Faster god movement speed. Graphics New radar graphics. New boiler graphics. New steam engine graphics. New pump graphics. New pipes graphics. 0.5.0 Features Crafting recipes categorized into groups. GUI styles (changeable by mods). Auto updater for new versions. Train path finding takes two way signals into account. Train Schedule merging when connecting trains. Show what is connected to the electric pole when selected. Train can find the path backward when it has locomotives in the back Choose direction for some entities automatically (semaphore, train station, pump), when more than one direction is suitable. The R key rotates just between those. Alt info for the cargo wagon contents. Train stop building position is rounded to 2x2 grid to fix the rail grid. Visualization of guarded rail area by rail signal when building/selecting it. Blinking unplugged icon for generator/solar panel when it is not connected to any machine that can use the electricity, same icon for consumer when not connected to source. Multiple Train Stops for the Train Station (Train stop has GUI to change the station it belongs to) Updated recipe tooltip for assembling machine output and technology window. Inserter can pick up to 5 items when moving from inventory to inventory (when researched), this is useful for faster loading/unloading of cargo in train stations. Electric network statistics, accessible by opening the electric pole of the electric network, shows statistics and graphs for different intervals (5s - 50h). God controller (mode without a player) Added sandbox custom scenario (no goal, just building factories). Enemy base generation settings can be set in the map generation GUI. Load game GUI automatically selects latest save when opened. Added fast and express splitters. Crop Cache for atlas (requires less video memory to run, first load when crop cache is initialized can be slower) Faster loading times (sounds are loaded when needed, faster images loading) Graphics New GUI look. New locomotive graphics. New graphics for mining drills (burner and electric) Use shooting particles when player is shooting. New splitter graphics. New small lamp graphics. Rendering light sources behind the border of the screen (To the maximum distance of 15 tiles). Bugfixes Fixed bug in internal rail segment structure creation on circular rails. This could have made the save games unusable Fixed speed of logistic robots manager (slowdowns in games with lots of logistic chest + robots) Fixed slow update with big counts of smart chests connected to the circuit network (now instant). Fixed bug in logistic chest unregistration when the "ghost" entity to be built was held above it. Reload fonts when the display is found, this should solve issues of black fonts after switching from different mode/game. Don't allow to do quick transfer (ctrl+click) on entities that are not operable. Rails are not minable when there is train on them. Player selection controller works when player dies (and is respowned by the player port). Correct saving of max updates per frame to the config number instead of true/false. Fix of alt info for chests cleared by the script. Fix of loading saved games with mod items in crafting queue, that are not already present (mod with that item is not present, or the item was removed). Fixed bug of not loadable games due to different mod settings causing to have assembling machines set to recipes with more ingredients than the number of slots of the assembling machine. Fixed object creation in the Lua scripts (faster and no memory leaks). Fixed clearing temporary script data (faster). Fixed bug with flickering entity info. Character not connected to player dying doesn't lose the game.. Fixed ordering of commands on entity die to allow clone mod. Confirm exit from map editor when map is not saved. Fixed bug of not loadable saves with entities on the edge of the region in some cases. Fixed automatic resizing of script-based GUI when text is element or child items are removed. Changes Larger scale of terrain features. Better movement on transport belts in turns and crossings. Rails recipe changed (made from steel, needs also stone) Locomotive + wagon + rails are more expensive. More random looking enemy base generation. Machines using electricity can have limited maximum input/output flow per second, so accumulators don't recharge/give energy instantly and laser turrets take energy, more continuously. Ambient (music) isn't loaded all at start, but instead streaming real time while playing, this reduces game starting time and memory requirements. Removed the limit to pickup 1 item per tick when player is picking items. Player picks all items in range when picking items on ground (not just 1 per tick as it was until now) Scripting Changed the 'orientation' parameter to 'direction' to be consistent, the direction is used for the 4/8 base direction of the entity. Orientation is used for 360° orientation of something. LuaEntity::clearitemsinside and getitemcount works on all entities (hopefully) Added LuaGame::findentitiesfiltered, to find entities of certain type/name faster. Added LuaGame::findnoncollidingposition(name, position, max perimeter, precision) to quickly find building space. Saving and Loading game from the script (game.load(name) and game.save(name)). Used in tight-spot and transport-belt-madness. Modding Mods can modify the GUI style of the game. Configurable car trunk size in the entity definition. Measure time spent in scripts divided in individual mods and show in time statistics info (F5). force.resettechnologies now loads new versions of technologies (like before), but it preserves the research and enabled state of technologies, so it is usable in migrations to reload existing technologies that changed. Enabled to have recipe with no prerequisites (just energy). In the crafting GUI, it shows Infinite count craftable of that item (and all items dependent on recipes that are for free). | Versions | Versions | | --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 0.1-0.6 | 0.1.00.1.10.1.20.2.00.2.10.2.20.2.30.2.40.2.50.2.60.2.70.2.80.2.90.2.100.3.00.3.10.3.20.4.00.4.10.5.00.5.10.5.20.5.30.6.00.6.10.6.20.6.30.6.4 | | 0.7-0.11 | 0.7.00.7.10.7.20.7.30.7.40.7.50.8.00.8.10.8.20.8.30.8.40.8.50.8.60.8.70.8.80.9.00.9.10.9.20.9.30.9.40.9.50.9.60.9.70.9.80.10.00.10.10.10.20.10.30.10.40.10.50.10.60.10.70.10.80.10.90.10.100.10.110.10.120.11.00.11.10.11.20.11.30.11.40.11.50.11.60.11.70.11.80.11.90.11.100.11.110.11.120.11.130.11.140.11.150.11.160.11.170.11.180.11.190.11.200.11.210.11.22 | | 0.12 | 0.12.00.12.10.12.20.12.30.12.40.12.50.12.60.12.70.12.80.12.90.12.100.12.110.12.120.12.130.12.140.12.150.12.160.12.170.12.180.12.190.12.200.12.210.12.220.12.230.12.240.12.250.12.260.12.270.12.280.12.290.12.300.12.310.12.320.12.330.12.340.12.35 | | 0.13-0.14 | 0.13.00.13.10.13.20.13.30.13.40.13.50.13.60.13.70.13.80.13.90.13.100.13.110.13.120.13.130.13.140.13.150.13.160.13.170.13.180.13.190.13.200.14.00.14.10.14.20.14.30.14.40.14.50.14.60.14.70.14.80.14.90.14.100.14.110.14.120.14.130.14.140.14.150.14.160.14.170.14.180.14.190.14.200.14.210.14.220.14.23 | | 0.15 | 0.15.00.15.10.15.20.15.30.15.40.15.50.15.60.15.70.15.80.15.90.15.100.15.110.15.120.15.130.15.140.15.150.15.160.15.170.15.180.15.190.15.200.15.210.15.220.15.230.15.240.15.250.15.260.15.270.15.280.15.290.15.300.15.310.15.320.15.330.15.340.15.350.15.360.15.370.15.380.15.390.15.40 | | 0.16 | 0.16.00.16.10.16.20.16.30.16.40.16.50.16.60.16.70.16.80.16.90.16.100.16.110.16.120.16.130.16.140.16.150.16.160.16.170.16.180.16.190.16.200.16.210.16.220.16.230.16.240.16.250.16.260.16.270.16.280.16.290.16.300.16.310.16.320.16.330.16.340.16.350.16.360.16.370.16.380.16.390.16.400.16.410.16.420.16.430.16.440.16.450.16.460.16.470.16.480.16.490.16.500.16.51 | | 0.17 | 0.17.00.17.10.17.20.17.30.17.40.17.50.17.60.17.70.17.80.17.90.17.100.17.110.17.120.17.130.17.140.17.150.17.160.17.170.17.180.17.190.17.200.17.210.17.220.17.230.17.240.17.250.17.260.17.270.17.280.17.290.17.300.17.310.17.320.17.330.17.340.17.350.17.360.17.370.17.380.17.390.17.400.17.410.17.420.17.430.17.440.17.450.17.460.17.470.17.480.17.490.17.500.17.510.17.520.17.530.17.540.17.550.17.560.17.570.17.580.17.590.17.600.17.610.17.620.17.630.17.640.17.650.17.660.17.670.17.680.17.690.17.700.17.710.17.720.17.730.17.740.17.750.17.760.17.770.17.780.17.79 | | 0.18-1.0 | 0.18.00.18.10.18.20.18.30.18.40.18.50.18.60.18.70.18.80.18.90.18.100.18.110.18.120.18.130.18.140.18.150.18.160.18.170.18.180.18.190.18.200.18.210.18.220.18.230.18.240.18.250.18.260.18.270.18.280.18.290.18.300.18.310.18.320.18.330.18.340.18.350.18.360.18.370.18.380.18.390.18.400.18.410.18.420.18.430.18.440.18.450.18.460.18.471.0.0 | | 1.1 | 1.1.01.1.11.1.21.1.31.1.41.1.51.1.61.1.71.1.81.1.91.1.101.1.111.1.121.1.131.1.141.1.151.1.161.1.171.1.181.1.191.1.201.1.211.1.221.1.231.1.241.1.251.1.261.1.271.1.281.1.291.1.301.1.311.1.321.1.331.1.341.1.351.1.361.1.371.1.381.1.391.1.401.1.411.1.421.1.431.1.441.1.451.1.461.1.471.1.481.1.491.1.501.1.511.1.521.1.531.1.541.1.551.1.561.1.571.1.581.1.591.1.601.1.611.1.621.1.631.1.641.1.651.1.661.1.671.1.681.1.691.1.701.1.711.1.721.1.731.1.741.1.751.1.761.1.771.1.781.1.791.1.801.1.811.1.821.1.831.1.841.1.851.1.861.1.871.1.881.1.891.1.901.1.911.1.921.1.931.1.941.1.951.1.961.1.971.1.981.1.991.1.1001.1.1011.1.1021.1.1031.1.1041.1.1051.1.1061.1.1071.1.1081.1.1091.1.110 | | 2.0.0 | 2.0.72.0.82.0.92.0.102.0.112.0.122.0.132.0.142.0.152.0.162.0.172.0.182.0.192.0.202.0.212.0.222.0.232.0.242.0.252.0.262.0.272.0.282.0.292.0.302.0.312.0.322.0.332.0.342.0.352.0.362.0.372.0.382.0.39 |
wiki
https://wiki.factorio.com/Version_history/0.5.0_-_Factorio_Wiki