id stringlengths 3 44 | title stringlengths 14 110 | categories listlengths 0 14 | content stringlengths 70 218k | source stringclasses 2 values | url stringlengths 45 104 |
|---|---|---|---|---|---|
Fulgoran_ruin | Fulgoran ruin - Factorio Wiki | [
"stub"
] | Fulgoran ruin - Factorio Wiki
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| | Fulgoran ruin | Edit |
| | ------------- | ---- |
| Can be mined for a wide variety of resources. | Can be mined for a wide variety of resources. |
| --------------------------------------------- | ---------------------------------------------------------- |
| Map color | |
| Expected resources | +++++ |
| Health | 3000 |
| Mining time | Small: 0.5, Medium: 0.9,Big: 1.5, Huge: 3.4,Colossal: 4.5. |
| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Space Age
expansion exclusive feature.
Fulgoran ruins are incredibly durable, and yield many resources when mined, such as
copper cable
,
steel plates
, and
scrap
. They are found on oil islands on
Fulgora
.
| Environment | Environment |
| ----------- | ------------------------------------------------------------------------------------------------------------------- |
| Generic | PlayerCliffRock |
| Nauvis | TreeBiters |
| Vulcanus | Ashland tree |
| Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods |
| Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite |
| Aquilo | Lithium ice formation |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Fulgoran_ruin_-_Factorio_Wiki |
Factorio_Privacy_policy | Factorio:Privacy policy - Factorio Wiki | [] | Factorio:Privacy policy - Factorio Wiki
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This Wiki page is run by WUBE Software Ltd. – fathers of the amazing game Factorio. Below you can find a few main notices regarding personal data protection which is one of our priorities. This Wiki page adheres to WUBE’s full
Data Privacy Policy
where applicable.
Personal Data controller in relation to this Wiki page is
WUBE Software Ltd., company number 09201188, with registered office address: 3 Gower Street, London, United Kingdom, WC1 6HA
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Your username is publicly visible on the pages where the editors’ data are recorded
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You may delete your account at any time and we will be no longer able to process your data
If you have any concerns about the protection of your privacy, please refer to WUBE’s full
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See the full text of our
Data Privacy Policy
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Calcite | Calcite - Factorio Wiki | [] | Calcite - Factorio Wiki
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| | Calcite | Edit |
| | ------- | ---- |
| Map color | |
| ----------------- | ----------------- |
| Stack size | 50 |
| Rocket capacity | 500 |
| Mining time | 1 |
| Prototype type | resource |
| Internal name | calcite |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recycling results | Recycling results |
| 0.25 | 0.25 |
Space Age
expansion exclusive feature.
Calcite
is an ore found in deposits located on
Vulcanus
. Calcite plays a large role in smelting metals, getting petroleum products, obtaining water and creating some explosives.
In space, calcite is also used by the
advanced thruster fuel
and
advanced thruster oxidizer
recipes.
Alternative recipes
| Process | Input | Output | Made in | Required technology |
| -------------------------------- | ----- | -------- | ------- | --------------------------------------- |
| Advanced oxide asteroid crushing | 5+1 | 3+2+0.05 | | Advanced asteroid processing (research) |
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Tungsten ore
Coal
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Calcite_-_Factorio_Wiki |
Enemy | Enemies - Factorio Wiki | [
"stub"
] | Enemies - Factorio Wiki
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| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Enemies
are creatures that want to
harm
the
player
. They are the native inhabitants of the extraterrestrial worlds on which the player is operating. Enemies show up on the map as red dots.
On
Nauvis
, the enemies are arthropods which live in organic nests. They are encountered in three species: Biters, Spitters, and Worms (though the nickname "Biters" is often used collectively for all of them).
More enemies can be encountered on other planets with the
Space Age
expansion. On the planet
Gleba
, there are pentapods which come in three variants: Wrigglers, Strafers, and Stompers. On the planet
Vulcanus
, there are the Demolishers.
Each species comes in a range of sizes, where larger specimens have more health and do more damage.
Contents
1
Achievements
2
Creatures
2.1
Biters
2.2
Spitters
2.3
Worms
2.4
Wrigglers
2.5
Strafers
2.6
Stompers
2.7
Demolishers
2.8
Nests
2.9
Expansions
3
Defense
4
Evolution
4.1
Methods of increasing
4.2
Spawn chances by evolution factor
4.3
Advanced: Evolution factor components and computation
5
Trivia
6
Gallery
7
History
8
See also
Achievements
Enemies are directly connected to the following achievements:
| | It stinks and they don't like itTrigger analienattack bypollution. |
| | ------------------------------------------------------------------ |
| | SteamrolledDestroy 10spawnersby impact. |
| | --------------------------------------- |
| | Art of siegeDestroy an enemy structure usingartillery. |
| | ------------------------------------------------------ |
| | Keeping your hands cleanDestroy your first enemy structure usingartillery. |
| | -------------------------------------------------------------------------- |
| | It stinks and they do like itAttract a group ofpentapodsusing spores. |
| | --------------------------------------------------------------------- |
| | Get off my lawnDisturb ademolisherby building on its territory. |
| | --------------------------------------------------------------- |
| | If it bleeds, we can kill itKill a smalldemolisher. |
| | --------------------------------------------------- |
| | We need bigger gunsKill a mediumdemolisher. |
| | ------------------------------------------- |
| | Size doesn't matterKill a bigdemolisher. |
| | ---------------------------------------- |
Creatures
Biters
Biters are one of two main antagonists in the base game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing
pollution
, they will become bigger, related to the enemy's
evolution
. As common sense may suggest, their method of attack is a straightforward charge to "bite" things.
| Picture | Name | Info |
| ------- | -------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Biter | Weakest of biters, can be easily killed with a pistol.Planet: NauvisHealth: 15Damage: 7 PhysicalAttack speed: 1.71/sSpeed: 43.2km/hRange: 1Pollution to join attack: 4 |
| | Medium Biter | Stronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.Planet: NauvisHealth: 75Damage: 15 PhysicalAttack speed: 1.71/sSpeed: 51.8km/hRange: 1Pollution to join attack: 20Resistances:Explosion: 0/10%Physical: 4/10% |
| | Big Biter | Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them. Hatches from spoiledbiter eggs, however it won't be at full health when this happens.Planet: NauvisHealth: 375Damage: 30 PhysicalAttack speed: 1.71/sSpeed: 49.7km/hRange: 2Pollution to join attack: 80Resistances:Explosion: 0/10%Physical: 8/10% |
| | Behemoth Biter | Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.Planet: NauvisHealth: 3000Damage: 90 PhysicalAttack speed: 1.2/sSpeed: 64.8km/hRange: 2Pollution to join attack: 400Resistances:Explosion: 12/10%Physical: 12/10% |
Spitters
Spitters
are much like
biters
and only appear slightly later on in the game as the evolution factor increases. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters' predictive aiming, the acid stream can be dodged by suddenly changing walking directions or standing still.
[1]
Both the stream and the puddle of acid deal damage over time and slow down players and vehicles. Most entities of the game have a much lower resistance to acid than other damage types (including
turrets
and
armor
), so spitters are effectively more potent against the player and their factories. Their behavior and size classification are the same as with biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance.
| Picture | Name | Info |
| ------- | ---------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Spitter | Weakest of spitters. Easy to kill with any weapon, but attacks at range.Planet: NauvisHealth: 10Range: 13Pollution to join attack: 4Speed: 40.0km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1Damage (on contact): 12 AcidAcid puddle:Lifetime: 32 secondsDamage: 7.2 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 60%Duration: 2 seconds |
| | Medium Spitter | Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.Planet: NauvisHealth: 50Range: 14Pollution to join attack: 12Speed: 35.6km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.25Damage (on contact): 24 AcidAcid puddle:Lifetime: 32 secondsDamage: 28.8 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 50%Duration: 2 secondsResistances:Explosion: 0/10% |
| | Big Spitter | An even bulkier spitter and so can take more damage.Planet: NauvisHealth: 200Range: 15Pollution to join attack: 30Speed: 32.4km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.35Damage (on contact): 36 AcidAcid puddle:Lifetime: 32 secondsDamage: 130 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 40%Duration: 2 secondsResistances:Explosion: 0/15% |
| | Behemoth Spitter | The bulkiest of the spitters and so can take even more damage.Planet: NauvisHealth: 1500Range: 16Pollution to join attack: 200Speed: 32.4km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.75Damage (on contact): 60 AcidAcid puddle:Lifetime: 32 secondsDamage: 360 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 30%Duration: 2 secondsResistances:Explosion: 0/30% |
Worms
The Worms are natural allies of biters and spitters and will attack the player if they get close enough with an attack similar to spitters'. They act like static
turrets
and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile.
Worms come in 4 sizes, their power increasing with size. Like biters and spitters, behemoth, big and medium worms spawning is influenced by the evolution factor. Worms are only created during enemy expansion when a certain evolution factor requirement is fulfilled. This is 0.3 for the medium worm, 0.5 for the big worm and 0.9 for the behemoth worm. Below these evolution factors, worms can only be created by the map generation. In map generation, the game restricts higher tier worms behind the distance from the starting point. The further away the player goes from the starting area, the stronger the worms become.
| Picture | Name | Info |
| ------- | ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Worm | A weak worm. It is still capable of killing the player unless it is targeted as priority.Health: 200Range: 25Acid projectile:Attack speed: 0.66/sArea of effect size: 1.4Damage (on contact): 36 AcidAcid puddle:Lifetime: 32 secondsDamage: 21.6 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 60% |
| | Medium Worm | Medium worms are dangerous to even more advanced players. They should be handled with care.Health: 500Range: 30Acid projectile:Attack speed: 0.66/sArea of effect size: 1.55Damage (on contact): 48 AcidAcid puddle:Lifetime: 32 secondsDamage: 57.6 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 50%Resistances:Explosion: 5/15%Fire: 2/50%Physical: 5/0%Laser: 20% |
| | Big Worm | Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.Health: 1500Range: 38Acid projectile:Attack speed: 0.66/sArea of effect size: 1.75Damage (on contact): 72 AcidAcid puddle:Lifetime: 32 secondsDamage: 259 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 40%Resistances:Explosion: 10/30%Fire: 3/70%Physical: 10/0%Laser: 50% |
| | Behemoth Worm | Behemoth worms are the most dangerous of worms. With twice as much health as big worms and a significantly higher range, they can even challenge experienced players.Health: 3000Range: 48Acid projectile:Attack speed: 0.66/sArea of effect size: 2Damage (on contact): 96 AcidAcid puddle:Lifetime: 32 secondsDamage: 691 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 30%Resistances:Explosion: 10/30%Fire: 3/70%Physical: 10/0%Laser: 80% |
| Picture | Description |
| ------- | -------------------------- |
| | A worm's attack animation. |
Wrigglers
Wrigglers are the biter equivalents of the planet Gleba, as they are standard melee enemies. True to their name, they flail and squirm their digits to move around and attack. Much like how biters and spitters spawn from nests, wrigglers spawn from egg rafts. Destroying egg rafts will spawn a group of more premature wrigglers, which are wrigglers that slowly lose health over time until they die. Strafers can launch flying versions of premature wrigglers at their target.
Killing strafers and stompers can summon even more premature wrigglers. The wrigglers that spawn from the corpses of strafers and stompers will match the size of the larger enemy that was killed. For example, killing a small strafer or stomper will spawn small premature wriggers, while killing a medium strafer or stomper will spawn medium premature wrigglers.
| Picture | Name | Info |
| ------- | --------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Wriggler | The weakest and smallest of all wrigglers.Planet: GlebaHealth: 100Damage: 3.75 Physical + 3.75 PoisonRange: 1.1Speed: 34.6km/hResistances:Laser: 50% |
| | Medium Wriggler | Slightly stronger and faster than small wrigglers, and can still pose a threat for weaker players.Planet: GlebaHealth: 200Damage: 5 Physical + 5 PoisonRange: 1.4Speed: 38.9km/hResistances:Laser: 50% |
| | Big Wriggler | The strongest and fastest of all wrigglers. Hatches from spoiledPentapod eggsbut won't be at full health when this happens.Planet: GlebaHealth: 400Damage: 8 Physical + 8 PoisonRange: 1.8Speed: 43.2km/hResistances:Laser: 50% |
Strafers
Native to the planet Gleba, strafers are large yet scrawny five-legged pentapod creatures with the unique behavior of constantly circling around players while attacking them, rather than making a beeline straight for the player, unlike any other type of enemy in the game. They will fire flying premature wrigglers toward the player, essentially adding more enemies to the fight.
| Picture | Name | Info |
| ------- | -------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Strafer | The weakest and smallest of all strafers.Planet: GlebaHealth: 800Shooting speed: 0.5/sRange: 22.0Speed: 62.2km/hProjectile:Range: 110Area of effect: 1Damage: 67.5 ExplosiveResistances:Laser: 50%Physical: 2/10% |
| | Medium Strafer | Slightly stronger and faster than the small strafer.Planet: GlebaHealth: 1400Shooting speed: 0.5/sRange: 25.0Speed: 77.8km/hProjectile:Range: 125Area of effect: 1Damage: 90 ExplosiveResistances:Laser: 50%Physical: 2/10% |
| | Big Strafer | Strongest, fastest and most resilient of strafers.Planet: GlebaHealth: 2400Shooting speed: 0.5/sRange: 28.0Speed: 98.3km/hProjectile:Range: 140Area of effect: 1Damage: 144 ExplosiveResistances:Laser: 50%Physical: 2/10% |
Stompers
Native to the planet Gleba, stompers are extremely large, five-legged pentapod creatures with limbs that look similar to a starfish, and seem to have natural, jagged exoskeleton armor that provides high resistances to many types of damage. They are very powerful melee enemies that use their brute force to attack
players
by simply stomping toward them, while spitting a close-ranged acid that slows down players and
Vehicles
. Their large size and high damage can destroy buildings instantly. They will spawn premature wrigglers upon death.
| Picture | Name | Info |
| ------- | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Stomper | The weakest and smallest of all stompers, but still powerful.Planet: GlebaHealth: 3500Range: 5.8Speed: 41.6 km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 1.5/s AcidArea of effect size: 1.58Damage: 0.5 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% |
| | Medium Stomper | Larger and more dangerous version of a stomper.Planet: GlebaHealth: 8000Range: 7.8Speed: 54.1km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 6/s AcidArea of effect size: 2.1Damage: 1 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% |
| | Big Stomper | Larger, fastest and most dangerously aggressive version of a stomper.Planet: GlebaHealth: 15000Range: 10.4Speed: 68.5km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 15.36/s AcidArea of effect size: 2.8Damage: 1.6 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% |
Demolishers
Native to the planet Vulcanus, demolishers are horrendously large worm-like creatures that roam across the land and lava. Each individual demolisher patrols a defined territory, and building structures in their territory will disturb them and cause them to attack.
Demolishers have three types of offense. On physical contact they do high damage to the player, and instantly destroy buildings and cliffs. They release a smoke cloud that slows the player and damages any nearby bots. And at range, they cause explosions to erupt from the ground, Due to their high damage resistances and extremely fast health regeneration, killing them requires advanced and upgraded weaponry, or massive quantities of bullets. They are completely immune to the
slowdown capsule's
effect.
Once killed, they leave behind remains similar to that of black volcanic rock, which contain
tungsten ore
.
| Picture | Name | Info |
| ------- | ----------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Small Demolisher | The weakest and smallest of demolishers, but still very destructive.Planet: VulcanusHealth: 30000Regeneration: 2400/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) |
| | Medium Demolisher | Larger and more dangerous version of a demolisher.Planet: VulcanusHealth: 100000Regeneration: 7800/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) |
| | Big Demolisher | The largest and most dangerous creature in the game.Planet: VulcanusHealth: 300000Regeneration: 24000/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) |
Nests
Nests in the wild will have their max health increase with evolution factor exponentially, up to 10 times their starting health.
Biter and spitter nests can be captured by firing a
capture bot rocket
from a
rocket launcher
at a nest. After the nest is captured, it must be given
bioflux
to maintain and continuously create
biter eggs
. If the nest is not maintained, it will slowly lose 1 health per second, but when fed, it will gain 1 health per second.
| Picture | Name | Description |
| ------- | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------- |
| | Biter's nest | Planet: NauvisHealth: 350 (3500 at max evolution)Resistances:Explosion: 5/15%Fire: 3/60%Physical: 2/15% |
| | Spitter's nest | Planet: NauvisHealth: 350 (3500 at max evolution)Resistances:Explosion: 5/15%Fire: 3/60%Physical: 2/15% |
| | Egg raft | Planet: GlebaSpawns a horde of premature wrigglers when destroyed.Health: 500 (5000 at max evolution) |
| | Small egg raft | Planet: GlebaSpawns a horde of premature wrigglers when destroyed.Health: 100 (1000 at max evolution)Resistances:Explosive: 5/15%Fire: 3/60%Physical: 2/15% |
Expansions
Every 4-60 minutes, a group of 5-20 biters/spitters will leave their base to create a new base which will consist of as many worms/nests as there are members in the group. This group will search for a suitable spot that's 3-7 chunks away from existing bases. The interval between enemy expansions is global, and the higher enemy evolution, the shorter the interval is on average. Furthermore, with higher evolution, the groups are bigger on average.
Once they have found a suitable spot, each biter/spitter in the group dies and forms a new nest or worm. Forming a new nest or worm will destroy anything that is in the way, which can include members of the expansion group. There is a delay between each member sacrificing itself for to create a worm/nest, so creating the new base from the expansion group can take quite a long time, depending on the group size. Medium worms are only formed if the current evolution is higher than 0.3, big worms only if the current evolution is higher than 0.5 and behemoth worms are only formed if current evolution is higher than 0.9. The game randomly chooses whether to form a new biter nest, spitter nest, small worm, or bigger worm if the evolution factor is high enough.
[2]
Expansions on
Gleba
function mostly similar, except that pentapods only create spawners in marshes, and will
never
create nests on other tiles.
Defense
"Kills" tab on the
production statistics
screen.
Nests spawn biters and spitters freely. However, biters and spitters will only aggressively engage the player's factory if the pollution cloud of the factory reaches a nest because pollution is consumed to send biters or spitters to join the next attack. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. The attack then proceeds to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like
walls
).
If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to tower defense.
However, if a biter comes in proximity of a
military unit or structure
, it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible.
Evolution
Spawn chances of biters from biter spawners by evolution factor.
Spawn chances of spitters from spitter spawners by evolution factor.
Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts.
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements):
/evolution
The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). The evolution factor can only increase.
This command also provides percentages for the three sources; each one is the percent of the (unsquashed) total evolution that is contributed by that source.
Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval (
spawning_cooldown
in the
enemy-spawner
definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds).
Methods of increasing
The evolution factor is increased by three kinds of events:
The passage of time very slightly increases the evolution factor.
The global
pollution production
increases the evolution factor.
Destroying
nests
significantly increases the evolution factor.
The default settings are:
| Source per | Variable inenemy_evolution | Evolution increase | Pollution equivalent |
| ----------------------- | -------------------------- | ------------------ | -------------------- |
| Second | time_factor | 0.000004 | 267/minute |
| Destroyed enemy spawner | destroy_factor | 0.002 | 2222 |
| 1 Pollution unit | pollution_factor | 0.0000009 | 1 |
Note that all spawners (not worms) generate the same amount of evolution when destroyed.
These values can be set during
world generation
: the values in the dialog box are multiplied by 10^-7 for time and pollution, and 10^-5 for spawner destruction. In game, they can be found in
game.map_settings.enemy_evolution
, though checking or modifying them is considered using cheats.
Pollution production is the total pollution produced by
buildings
, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.
e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.00027 in that minute.
After totaling up all the evolution from these sources, this quantity is squashed to fit in the range
[0, 1)
by applying
evolution_factor = total_evolution / (1 + total_evolution)
.
Equivalently, marginal increases in evolution are reduced by multiplying the increase by
(1 - evolution_factor)²
. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.002 while doing this when the evolution factor is 0.5 the increase is only 0.0005.
This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are
very
slow and the number never actually reaches 1.0.
| Evolution factor | Pollution equivalent | Appearance |
| ---------------- | -------------------- | -------------------------------- |
| 10% | 123k | |
| 20% | 278k | Medium Biter |
| 25% | 370k | Small Spitter |
| 30% | 476k | |
| 40% | 741k | Medium Spitter |
| 50% | 1.111M | Big Biter, Big Spitter |
| 60% | 1.667M | |
| 70% | 2.592M | |
| 80% | 4.444M | |
| 90% | 10M | Behemoth Biter, Behemoth Spitter |
| 95% | 21M | |
| 99% | 110M | |
Spawn chances by evolution factor
The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels.
Advanced: Evolution factor components and computation
This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor.
1. Single-component evolution factor increase with time
2. Single-component evolution factor increase with destroyed spawners
3. Single-component evolution factor increase with pollution
Notes
Data from version 1.1.50.
All charts end at approximately an evolution factor of 0.90.
The calculation steps for time and spawner kills match those used by the game, so these charts should be accurate. The pollution chart assumes a pollution production of 1000 units per second, and due to the recursive nature of the chart values will slightly diverge at different pollution rates. The effect of this is negligible for any reasonable amount pollution production, however.
Given that the game reports the actual evolution factor (console:
/evolution
) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor's future development.
Comments
These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the
only
component contributing to the evolution factor in that entire game. They are therefore
not realistic
, as in a typical game all three components will contribute, some at varying times and intensities.
Because of how contributions to the evolution factor (EF) are calculated (multiplied by
(1 - current EF)
), it is
not
possible to simply add the values indicated by these charts for a game's time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor.
For example, if 24 hours have passed (single-component EF =~ 0.25), 200,000 pollution units were released (single-component EF =~ 0.15), and 400 spawners were destroyed (single-component EF =~ 0.45), the actual evolution factor will
not
be (0.25 + 0.15 + 0.45 =) ~0.85.
However, the evolution factor will always be
less
than the sum of all individual components as indicated by these charts, and
at least
as high as the highest individual component. Thus, using the values from above, the EF will be
at least
0.35 and
less than
0.85. A smarter approach is required to compute the current evolution factor.
Individual components
The individual components of evolution can be approximated from
/evolution
:
Given the evolution factor, the unsquashed evolution is
unsquashed = evolution_factor / (1 - evolution_factor)
. Multiply this by the percentage for a given component to get its approximate unsquashed contribution. Of course, total pollution and spawner kills can also be found on the
production statistics
screen, and time passed can be found using the
/time
command, so it's not fully necessary.
The actual factors can be found in
game.forces.enemy.evolution_factor_by_time
,
...evolution_factor_by_killing_spawners
, and
...evolution_factor_by_pollution
, if you don't mind disabling achievements.
Trivia
Despite their drastically different origins, enemies from different planets will always act as allies against the player. They will even reside around each other's nests when not attacking players, even if the type of nest does not match that of the residing creature. Even demolishers will circle around nests without harming or destroying them. Since enemies only spawn on their respective planets, this is not normally seen in gameplay, unless these creatures are placed near each other in the
map editor
.
Demolishers
were originally designed for
Fulgora
, but was later moved to
Vulcanus
because it was too similar to the
Dune Franchise
.
Gallery
The player near some enemy nests and worms.
The player among acid puddles created by attacking worms.
Both the player and some buildings getting attacked by biters.
Enemy nests seen in a map generation preview (deathworld setting).
Line of gun turrets defending against biters.
Enemies seen at the title screen.
Pentapod enemies seen on Gleba.
A demolisher chases the player on Vulcanus.
History
2.0.18
:
Demolisher
health bars will always be visible for at least 1 tick after they take any damage, even if they fully regenerate the damage in the same tick
2.0.17
:
Gleba evolution is now more gradual.
Small stomper moves more slowly and deals less damage.
Stomper pentapod vision range is reduced from 40 to 30.
Medium and big wriggler pentapod health is increased.
2.0.7
:
Wrigglers, strafers, stompers and demolishers have been added with the
Space Age
expansion.
Spawners will have their health increase with evolution (3500 with max evolution).
Significantly increased medium, big and behemoth worm stats as well as their laser resistances.
0.17.0
:
Behemoth worm added.
0.15.0
:
Increased the damage, range, and health of worms.
Decreased health and resist of Behemoth biters.
0.13.10
:
Biters and other units won't become aggressive as a result of friendly-fire.
0.13.0
:
Big and behemoth enemies now spawn 50% slower.
Changed the way evolution factor approaches the maximum (1).
The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2
This means that the progress gets more slower towards the high values.
0.12.26
:
Running biters over with a vehicle will now anger them in peaceful mode.
0.12.0
:
Updated sounds for enemies.
0.11.17
:
Items dropped by enemies(
*
) are now collected automatically and from longer distances.
0.11.6
:
Range of spitters is now 15, less than turrets.
0.11.0
:
Spitters added.
Drawing of enemies optimised, so adding new colors does not impact VRAM.
Blood splashes on death are now procedural.
0.9.0
:
Turrets no longer search for enemies when none are near.
Biters can no longer destroy the shipwreck in the 3rd new hope campaign.
0.8.1
:
Further improvement to enemy AI.
0.8.0
:
Decreased the range of medium worm from 25 to 20.
0.7.2
:
Biter AI improved.
0.7.1
:
Peaceful mode added for freeplay.
0.7.0
:
Enemy creepers were replaced by small, medium and big biters.
Enemy turrets were replaced by small, medium and big shooting worms.
Enemies move and attack in groups.
Enemies wander around their base when they have nothing to do.
Enemies call for help when attacked.
Enemies can create new bases.
Enemies can now destroy all player creations they find.
0.1.0
:
Introduced, called 'creepers'
See also
Damage
Pollution
| Environment | Environment |
| ----------- | ------------------------------------------------------------------------------------------------------------------- |
| Generic | PlayerCliffRock |
| Nauvis | TreeBiters |
| Vulcanus | Ashland tree |
| Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods |
| Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite |
| Aquilo | Lithium ice formation |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Enemies_-_Factorio_Wiki |
Grenade | Grenade - Factorio Wiki | [] | Grenade - Factorio Wiki
Jump to navigation
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| | Grenade | Edit |
| | ------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------------- | | ---- | | -- | | ---- | | -- | | ---- | | ---- |
| 8+10+5→1 | 8+10+5→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 8+10+5 | 8+10+5 | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Rocket capacity | 100 | | | | | | | | | | | | |
| Range | 1516.51819.522.5 | | | | 15 | | 16.5 | | 18 | | 19.5 | | 22.5 |
| | | | 15 | | | | | | | | | | |
| | 16.5 | | 18 | | | | | | | | | | |
| | 19.5 | | 22.5 | | | | | | | | | | |
| Shooting speed | 2/s | | | | | | | | | | | | |
| Damage | 3545.55666.587.5(explosion) | | | | 35 | | 45.5 | | 56 | | 66.5 | | 87.5 |
| | | | 35 | | | | | | | | | | |
| | 45.5 | | 56 | | | | | | | | | | |
| | 66.5 | | 87.5 | | | | | | | | | | |
| Area of effect size | 6.5 | | | | | | | | | | | | |
| Prototype type | projectile | | | | | | | | | | | | |
| Internal name | grenade | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| 2 | 2 | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
grenade
is a basic explosive weapon that is throw-able within a short distance, dealing damage in a small area of effect. It is effective against
small biters
and
small spitters
. Its damage can be increased with
research
. Grenades can also be used as an ingredient to craft the more powerful
cluster grenade
.
Additionally, the grenade's decent blast radius allows it to quickly clear out dense areas of structures or
trees
, and its low cost makes it ideal for quick early-game deforestation.
History
2.0.7
:
Default "use item" control changed from
Left mouse button
to
Right mouse button
.
0.13.0
:
Is now used to craft
cluster grenades
.
Number of concurrent grenade sounds limited.
Renamed from Basic Grenade to Grenade.
0.9.1
:
Increased area of effect by 30%.
0.7.1
:
Damage increased from 10 to 25.
0.7.0
:
Introduced
See also
Cluster grenade
Damage
Enemies
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment | | wiki | https://wiki.factorio.com/Grenade_-_Factorio_Wiki |
Cliff_explosives_(research) | Cliff explosives (research) - Factorio Wiki | [] | Cliff explosives (research) - Factorio Wiki
Jump to navigation
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| | Cliff explosives (research) | Edit |
| | --------------------------- | ---- |
Base game
Space Age mod
| Cost | Cost |
| --------------------- | --------------------- |
| 1511✖200 | 1511✖200 |
| Prototype type | technology |
| Internal name | cliff-explosives |
| Required technologies | Required technologies |
| 2 | 2 |
| Effects | Effects |
| | |
| Cost | Cost |
| --------------------- | --------------------- |
| 3011111✖500 | 3011111✖500 |
| Prototype type | technology |
| Internal name | cliff-explosives |
| Required technologies | Required technologies |
| | |
| 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/Cliff_explosives_(research)_-_Factorio_Wiki |
Personal_laser_defense_(research) | Personal laser defense (research) - Factorio Wiki | [] | Personal laser defense (research) - Factorio Wiki
Jump to navigation
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| | Personal laser defense (research) | Edit |
| | --------------------------------- | ---- |
| Cost | Cost |
| --------------------- | -------------------------------- |
| 301111✖100 | 301111✖100 |
| Prototype type | technology |
| Internal name | personal-laser-defense-equipment |
| Required technologies | Required technologies |
| 3 | 3 |
| Effects | Effects |
| | |
See also
Research
Technologies
Modular armor
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Personal_laser_defense_(research)_-_Factorio_Wiki |
Nutrients_from_bioflux | Nutrients - Factorio Wiki | [] | Nutrients - Factorio Wiki
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| | 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 |
Template_Delete_doc | Template:Delete/doc - Factorio Wiki | [] | Template:Delete/doc - Factorio Wiki
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Syntax
{{Delete|<reason for deletion>}}
generates:
| |
| -------------------------------------------------------------------------------------------------------------------------------- |
| Page "Delete/doc" has been marked as a candidate for deletion. Reason:<reason for deletion> |
| If you disagree with its deletion, please explain why atTemplate talk:Delete/docor improve the page and remove the{{delete}}tag. |
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Flamethrower_ammo | Flamethrower ammo - Factorio Wiki | [] | Flamethrower ammo - Factorio Wiki
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| | Flamethrower ammo | Edit |
| | ----------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | | | | | | | | | | | | | |
| ------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------- | | ----- | | ---- | | ---- | | ---- | | ----- | | ----- | | | | --- | | --- | | --- | | --- | | --- |
| 6+100+5→1 | 6+100+5→1 | | | | | | | | | | | | | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | | | | | | | | | | | | | |
| 6+100+5 | 6+100+5 | | | | | | | | | | | | | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | | | | | | | | | | | | | |
| Shooting speed | 30/s | | | | | | | | | | | | | | | | | | | | | | | | |
| Damage | Damage:60/s78/s96/s114/s150/s(fire)Duration:30s39s48s57s75sContact damage: 2 (fire)Fire on the ground: 13/s (fire)Ignited objects: 100/s (fire) | | | | 60/s | | 78/s | | 96/s | | 114/s | | 150/s | | | | 30s | | 39s | | 48s | | 57s | | 75s |
| | | | 60/s | | | | | | | | | | | | | | | | | | | | | | |
| | 78/s | | 96/s | | | | | | | | | | | | | | | | | | | | | | |
| | 114/s | | 150/s | | | | | | | | | | | | | | | | | | | | | | |
| | | | 30s | | | | | | | | | | | | | | | | | | | | | | |
| | 39s | | 48s | | | | | | | | | | | | | | | | | | | | | | |
| | 57s | | 75s | | | | | | | | | | | | | | | | | | | | | | |
| Area of effect size | 2.5 | | | | | | | | | | | | | | | | | | | | | | | | |
| Magazine size | 100 | | | | | | | | | | | | | | | | | | | | | | | | |
| Used as ammunition by | Used as ammunition by | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
| Prototype type | ammo | | | | | | | | | | | | | | | | | | | | | | | | |
| Internal name | flamethrower-ammo | | | | | | | | | | | | | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
| Fire on the ground lasts 2 seconds. Area of effect size applies to igniting objects and contact damage. Objects are ignited for 30 seconds. | Fire on the ground lasts 2 seconds. Area of effect size applies to igniting objects and contact damage. Objects are ignited for 30 seconds. | | | | | | | | | | | | | | | | | | | | | | | | |
This ammunition is used for the
flamethrower
. Currently this is the only available type of flamethrower ammunition.
Note that
flamethrower turrets
use
oil
directly instead of this ammo.
History
2.0.7
:
Lowered stack size of ammo from 200 to 100.
0.17.60
:
Recipe requires crude oil instead of heavy oil and light oil.
0.15.0
:
Recipe requires steel instead of iron.
0.9.0
:
Recipe changed from steel and coal to iron, heavy oil, light oil.
0.1.0
:
Introduced
See also
Flamethrower
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/Flamethrower_ammo_-_Factorio_Wiki |
Fluorine | Fluorine - Factorio Wiki | [
"stub"
] | Fluorine - Factorio Wiki
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| | Fluorine | Edit |
| | -------- | ---- |
| Map color | |
| -------------- | ----------- |
| Mining time | 1 |
| Prototype type | fluid |
| Internal name | fluorine |
| 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.
Fluorine
is a
gas
found on
Aquilo
. It can be extracted using a
pumpjack
. Its only use is as an ingredient in the manufacturing of
fluoroketone (hot)
, a key intermediate on Aquilo.
Fluorine cannot be put into
barrels
. As such, it cannot be shipped off of Aquilo, which creates a de-facto restriction of the production of fluoroketone to Aquilo.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Fluid system
Fluoroketone (cold)
Fluoroketone (hot)
| 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/Fluorine_-_Factorio_Wiki |
Stone | Stone - Factorio Wiki | [] | Stone - Factorio Wiki
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| | Stone | Edit |
| | ----- | ---- |
Base game
Space Age mod
| Map color | |
| --------------- | --------------- |
| Stack size | 50 |
| Rocket capacity | 500 (10 stacks) |
| Mining time | 1 |
| Prototype type | resource |
| Internal name | stone |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Map color | |
| --------------- | --------------- |
| Stack size | 50 |
| Rocket capacity | 500 (10 stacks) |
| Mining time | 1 |
| Prototype type | resource |
| Internal name | stone |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
Stone
is a resource found on the map on
Nauvis
and
Gleba
. It is used for crafting
stone furnaces
,
rails
,
landfill
, and can be smelted into
stone bricks
in a
furnace
.
In addition to stone resource patches, stone can be mined from
rocks
. On
Gleba
, stone can also be collected from
stromatolites
and
slipstacks
.
Alternative recipes
Space Age
expansion exclusive feature.
| Process | Input | Output | Made in | Required technology |
| ----------------------- | -------- | ---------------------------------------------------------- | ------- | -------------------- |
| Molten iron from lava | 16+500+1 | 250+10 | | Foundry (research) |
| Molten copper from lava | 16+500+1 | 250+15 | | Foundry (research) |
| Scrap recycling | 1+1 | 0.03+0.04+0.06+0.03+0.01+0.05+0.2+0.01+0.02+0.07+0.04+0.04 | | Recycling (research) |
History
0.10.1
:
Updated icon graphics
0.9.0
:
Slightly increase stone spawning rate.
0.2.9
:
Updated stone graphics
0.2.7
:
Changed standard stone resource frequency from rare to medium.
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/Stone_-_Factorio_Wiki |
Yumako | Yumako - Factorio Wiki | [
"stub"
] | Yumako - Factorio Wiki
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| | Yumako | Edit |
| | ------ | ---- |
| Restores | 80104128152200health | | | | 80 | | 104 | | 128 | | 152 | | 200 |
| --------------- | -------------------------- | | ------ | | -- | | ------ | | ------ | | ------ | | ------ |
| | | | 80 | | | | | | | | | | |
| | 104 | | 128 | | | | | | | | | | |
| | 152 | | 200 | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 1000 (20 stacks) | | | | | | | | | | | | |
| Fuel value | 2 MJ (burner) | | | | | | | | | | | | |
| Spoil time | 1h1h 18m1h 36m1h 54m2h 30m | | | | 1h | | 1h 18m | | 1h 36m | | 1h 54m | | 2h 30m |
| | | | 1h | | | | | | | | | | |
| | 1h 18m | | 1h 36m | | | | | | | | | | |
| | 1h 54m | | 2h 30m | | | | | | | | | | |
| Spoil result | | | | | | | | | | | | | |
| Prototype type | capsule | | | | | | | | | | | | |
| Internal name | yumako | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Used as fuel by | Used as fuel by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Space Age
expansion exclusive feature.
Yumako
is a resource found in
Gleba
. It can obtained by harvesting
yumako trees
. It is one of two fruits found on the planet essential in progression. It can be processed into
yumako mash
.
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.
Yumako fruits have a much longer
spoil time
than their initially processed form (
yumako mash
), 1 hour vs. 3 minutes. As such, the fruits can be transported fairly long distances without losing too much freshness.
Gallery
The player under the health boost effect.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Gleba
Jellynut
| 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_-_Factorio_Wiki |
Railway_(research) | Railway (research) - Factorio Wiki | [] | Railway (research) - Factorio Wiki
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| | Railway (research) | Edit |
| | ------------------ | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 3011✖75 | 3011✖75 |
| Prototype type | technology |
| Internal name | railway |
| Required technologies | Required technologies |
| 2 | 2 |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
The first step in creating a rail network. Researching this technology will allow the player access to track and locomotives which will allow the beginnings of an automated
Railway
.
See also
Research
Technologies
Railway
| 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/Railway_(research)_-_Factorio_Wiki |
Modding | Modding - Factorio Wiki | [
"Category:Technical"
] | Modding - Factorio Wiki
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This page tells you how to download and install mods, and gives a quick overview of what you should keep in mind when creating a mod. For more detailed instructions on creating mods, you may view the
modding tutorial page
. If you are looking for the modding API, check out the
official Factorio Lua API documentation
website. If you wish to know where to install a mod which is in a zipped format, please read the instructions on the
application directory
page.
Contents
1
Downloading & installing mods
1.1
Mod portal (in-game)
1.2
Mod portal (website)
1.3
Mod subforum
1.4
Dependencies
1.4.1
Required dependency
1.4.2
Optional dependency
1.4.3
Incompatibility
1.5
Automatic mod sync for saves and multiplayer games
2
Creating mods
2.1
API documentation
2.2
Lua scripting
2.3
Third-Party Tools
3
See also
Downloading & installing mods
You can download the mods from the following places:
Mod portal (in-game)
Mod portal (website)
Mod subforum
Mod portal (in-game)
The "Mods" section of the main menu is the best way to get mods. It combines downloading & installing, checking installed mods for updates, and enabling/disabling installed mods.
Mod portal (website)
The
mod portal (website)
is the center of mod hosting, where authors upload mods, and you can find previous versions, and discussions. Mods come as ZIP files, installed by copying (not unzipping) into the "mods" directory in the
user data directory
. Verify a successful installation by viewing the "Mods" list through the main menu, in-game.
Mod subforum
Mod authors maintain threads in the official
mod subforum
to support their work. There may be experimental mods or updates here that aren't available on the main portal. They will be downloaded as ZIP files, either as forum "attachments", or with a link to a hosting site. These are installed the same way as mods downloaded from the portal.
Dependencies
Many mods use Factorio's base mod as their only dependency which you do not have to install separately. However, some mods may require you to install other mods for them to work and can also make suggestions for you to install other mods for them to extend their functionality.
Required dependency
When a mod you installed requires you to install another mod for it to work, the other mod, in this case, is a required dependency. The in-game mod portal automatically downloads required dependencies when downloading any mod.
Optional dependency
When a mod makes a suggestion to install another mod, but if it does not need that other mod for it to work, the other mod, in this case, is an optional dependency. You can install the optional dependencies which extend the functionality of a mod to enhance your gaming experience with the mod.
Incompatibility
The dependencies can also be used to declare a mod to be incompatible with other mods, which prevents them from being loaded together.
Automatic mod sync for saves and multiplayer games
When trying to join a multiplayer game that uses mods, the game will offer to synchronize the mods with the server. Confirming the mod sync will automatically download and enable all mods used by the server. The mod startup settings can be synced as well. When syncing mods to a multiplayer server, the game will download the exact same mod versions as the server is using.
When loading a save file without the mods for that save, or with changed mod settings, the game will offer to synchronize the mods with the save file. Confirming the mod sync will automatically download and enable all mods used by the save file. The mod startup settings can be synced as well. When syncing with a save file, the game will use the latest mod versions by default.
It's possible to manually sync mods to a save file by navigating to it in the "Load game" menu and clicking the "Sync mods with save" button in the top right. By default, this enables the latest version of the mods. When using
CTRL
+
Left mouse button
to click the "Sync mods with save" button, the game will use the exact same mod versions as the save file.
Creating mods
See also:
Modding tutorial
API documentation
Modding API docs
- Overview page of the modding API documentation website
Prototype documentation
— What prototypes can be added to the game, and what are their properties
Documentation of the runtime API
— Hook into events and change the world around the player
Mod structure
— The basic structure of all mods
Factorio data GitHub repository
— Tracks changes of the Lua prototype definitions in Factorio between releases
Data.raw
— Lists the names and types of all built-in prototypes
Lua scripting
You need to use the Lua programming language (version 5.2.1) to create any mods in Factorio. The game's mod system injects your code into the startup and to the data construction stage of the game. You can use any text editor to write the code for your mod. Well-known text editors that offer syntax highlighting for Lua are Notepad++ and Visual Studio Code.
Useful resources for Lua:
Lua tutorial
Lua reference manual
Lua REPL
: A Lua read-eval-print-loop, essentially a sandbox.
Third-Party Tools
There is a wide variety of tools contributed by community members to help in mod development, such as plugins for IDEs to provide auto-completion, debuggers, as well as scripts to automate common tasks regarding translations or packaging.
Factorio sub-forum for mod development tools
See also
Category:Technical
— Documentation of technical formats and API's not related to modding | wiki | https://wiki.factorio.com/Modding_-_Factorio_Wiki |
Holmium_plate | Holmium plate - Factorio Wiki | [] | Holmium plate - Factorio Wiki
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| | Holmium plate | Edit |
| | ------------- | ---- |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 1+20→1 | 1+20→1 |
| Total raw | Total raw |
| 1+20 | 1+20 |
| Stack size | 100 |
| Rocket capacity | 1000 (10 stacks) |
| Prototype type | item |
| Internal name | holmium-plate |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recycling results | Recycling results |
| 0.25 | 0.25 |
Space Age
expansion exclusive feature.
Holmium plate
is the first solid derivative of
holmium ore
. It is used for a wide variety of recipes, both on
Fulgora
and later on
Aquilo
. Because holmium plate is made entirely from a liquid, it cannot be converted to its inputs by a
recycler
despite being manufactured in an assembler.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Fulgora
| 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/Holmium_plate_-_Factorio_Wiki |
Fluids | Fluids - Factorio Wiki | [] | Fluids - Factorio Wiki
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| |
| ---------------------------------------------------------- |
| Multiple pages share the title or description of "Fluids". |
| They are listed below. |
Fluids
may refer to:
Fluid system
— Fluid mechanics and transportation
Materials and recipes
— Fluids as a crafting material | wiki | https://wiki.factorio.com/Fluids_-_Factorio_Wiki |
Tutorial_Modding_tutorial | Tutorial:Modding tutorial - Factorio Wiki | [
"Category:Technical"
] | Tutorial:Modding tutorial - Factorio Wiki
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These tutorials range from teaching the first steps of modding to in-depth explanations of individual mechanics:
Modding tutorial/Gangsir
— A simple modding tutorial that suits beginners well.
Mod structure
— More details on how mods need to be structured in order to be loaded by the game.
Scripting
— A small tutorial that focuses on run-time scripting and provides some info on how to use the story script.
Mod settings
— A comprehensive tutorial about how to create and use mod settings.
Localisation
— A tutorial about how to format and use localisation, which is how mods are translated.
Inspecting a live mod
— An annotated tour of a mod that is live on the mod portal right now.
(Beware that this uses the 1.1 API, so many examples will not work in 2.0+ without modifications)
Mod changelog format
— The formatting requirements for the mod changelog.txt file.
Script interfaces
— A small tutorial about script interfaces (
LuaRemote
) and custom keyboard shortcuts.
Noise Expressions
— A tutorial about generating terrain, complete with
example mod
.
(Shows the 1.1 format which has significantly changed for 2.0)
Untitled GUI Guide
— A tutorial about building custom interfaces that also expands into more advanced parts of GUI modding.
Controller modding guide / FAQ
— A guide about building your mod to support controllers (game pads).
Additional info
Modding API docs
- Overview page of the modding API documentation website
Prototype documentation
Documentation of the runtime API
Scenario system
— Save-based mods ("soft mods") and their limitations
Migrations guide
— All information about mod migrations
Factorio data github repository
— Tracks changes of the lua prototype definitions in Factorio in between releases
Modding FAQ
Third-Party Tools
There is a wide variety of tools contributed by community members to help in mod development, such as plugins for IDEs to provide auto-completion, debuggers, as well as scripts to automate common tasks regarding translations or packaging.
Factorio sub-forum for mod development tools
See also
Tutorials
Modding
Category:Technical
— Documentation of technical formats and API's not related to modding | wiki | https://wiki.factorio.com/Tutorial:Modding_tutorial_-_Factorio_Wiki |
Mod_details_API | Mod details API - Factorio Wiki | [] | Mod details API - Factorio Wiki
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Category:
Public API
The mod details API is used to change mod information like the description 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
Endpoint
1.1
edit_details
2
Possible API Error Responses
3
Enums
3.1
Category
3.2
Tags
3.3
License
4
Python Example
Endpoint
edit_details
| URL | https://mods.factorio.com/api/v2/mods/edit_details |
| ----------- | -------------------------------------------------- |
| 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, mandatory | Internal name of the mod whose details are to be changed |
| ----------- | --------------------------------- | --------------------------------------------------------------------------------- |
| title | string, optional | Display name of the mod. Min length 1, max length 250 |
| summary | string, optional | Short description of the mod. Max length 500 |
| description | string, optional | Long description of the mod in markdown format |
| category | enum, optional | Mod category, see#Category |
| tags | enum, optional, multiple possible | Mod tags, see#Tags |
| license | enum, optional | Mod license, see#License |
| homepage | string, optional | URL of mod homepage (URL must usehttporhttpsscheme), max length 256 |
| deprecated | bool, optional | Deprecated flag to hide mod from public listings |
| source_url | string, optional | URL of mod source code repository (URL must usehttporhttpsscheme), max length 256 |
| faq | string, optional | FAQ for the mod in markdown format |
JSON object response
| success | bool | This attribute only appears forsuccessfulrequests. It's set to true. |
| ------- | ------ | --------------------------------------------------------------------------------------- |
| url | string | This attribute only appears forsuccessfulrequests. URL path to get mod details endpoint |
| error | string | This attribute only appears onfailedrequests. |
| message | string | This attribute only appears onfailedrequests. 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. |
| UnknownMod | Mod does not exist in mod portal |
Enums
Category
| Value | Name | Description |
| -------------- | ------------- | ------------------------------------------------------------------------------------------------------------- |
| <empty string> | No category | |
| no-category | No category | |
| content | Content | Mods introducing new content into the game. |
| overhaul | Overhaul | Large total conversion mods. |
| tweaks | Tweaks | Small changes concerning balance, gameplay, or graphics. |
| utilities | Utilities | Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay. |
| scenarios | Scenarios | Scenarios, maps, and puzzles. |
| mod-packs | Mod packs | Collections of mods with tweaks to make them work together. |
| localizations | Localizations | Translations for other mods. |
| internal | Internal | Lua libraries for use by other mods and submods that are parts of a larger mod. |
Tags
| Value | Name | Description |
| ---------------- | ---------------- | -------------------------------------------------------------------------- |
| transportation | Transportation | Transportation of the player, be it vehicles or teleporters. |
| logistics | Logistics | Augmented or new ways of transporting materials - belts, inserters, pipes! |
| trains | Trains | Trains are great, but what if they could do even more? |
| combat | Combat | New ways to deal with enemies, be it attack or defense. |
| armor | Armor | Armors or armor equipment. |
| enemies | Enemies | Changes to enemies or entirely new enemies to deal with. |
| environment | Environment | Map generation and terrain modification. |
| mining | Mining | New Ores and resources as well as machines. |
| fluids | Fluids | Things related to oil and other fluids. |
| logistic-network | Logistic network | Related to roboports and logistic robots. |
| circuit-network | Circuit network | Entities which interact with the circuit network. |
| manufacturing | Manufacturing | Furnaces, assembling machines, production chains. |
| power | Power | Changes to power production and distribution. |
| storage | Storage | More than just chests. |
| blueprints | Blueprints | Change blueprint behavior. |
| cheats | Cheats | Play it your way. |
License
| Value | Name | Description | URL |
| ----------------- | ----------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------ |
| default_mit | MIT | A permissive license that is short and to the point. It lets people do anything with your code with proper attribution and without warranty. | https://opensource.org/licenses/MIT |
| default_gnugplv3 | GNU GPLv3 | The GNU GPL is the most widely used free software license and has a strong copyleft requirement. When distributing derived works, the source code of the work must be made available under the same license. | https://opensource.org/licenses/gpl-3.0 |
| default_gnulgplv3 | GNU LGPLv3 | Version 3 of the GNU LGPL is an additional set of permissions to the GNU GPLv3 license that requires that derived works be licensed under the same license, but works that only link to it do not fall under this restriction. | https://opensource.org/licenses/lgpl-3.0 |
| default_mozilla2 | Mozilla Public License 2.0 | The Mozilla Public License (MPL 2.0) is maintained by the Mozilla foundation. This license attempts to be a compromise between the permissive BSD license and the reciprocal GPL license. | https://opensource.org/licenses/mpl-2.0 |
| default_apache2 | Apache License 2.0 | A permissive license that also provides an express grant of patent rights from contributors to users. | https://opensource.org/licenses/apache-2.0 |
| default_unlicense | The Unlicense (Public Domain) | Because copyright is automatic in most countries, the Unlicense is a template to waive copyright interest in software you've written and dedicate it to the public domain. Use the Unlicense to opt out of copyright entirely. It also includes the no-warranty statement from the MIT/X11 license. | http://unlicense.org/ |
| custom_$ID | Custom | Custom license. The ID can be taken from the edit URL on the "My licenses" page on the mod portal.mods.factorio.com/licenses/edit/$ID | https://mods.factorio.com/licenses |
Python Example
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/edit_details"
apikey
=
getenv
(
"MOD_EDIT_API_KEY"
)
modname
=
getenv
(
"MOD_NAME"
)
request_body
=
{
"mod"
:
modname
,
"faq"
:
"# hello world"
,
"tags"
:
[
"power"
,
"storage"
],
"category"
:
"tweaks"
}
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_details_API_-_Factorio_Wiki |
Solid_fuel_from_petroleum_gas | 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 |
Nightvision_equipment_(research) | Nightvision equipment (research) - Factorio Wiki | [] | Nightvision equipment (research) - Factorio Wiki
Jump to navigation
Jump to search
| | Nightvision equipment (research) | Edit |
| | -------------------------------- | ---- |
| Cost | Cost |
| --------------------- | ---------------------- |
| 1511✖50 | 1511✖50 |
| Prototype type | technology |
| Internal name | night-vision-equipment |
| Required technologies | Required technologies |
| | |
| Effects | Effects |
| | |
Unlocks the
nightvision
, allowing players to see better at night.
See also
Research
Technologies
Modular armor
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Nightvision_equipment_(research)_-_Factorio_Wiki |
Car | Car - Factorio Wiki | [] | Car - Factorio Wiki
Jump to navigation
Jump to search
| | Car | Edit |
| | --- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ------------------------------------ | | ---- | | --- | | --- | | --- | | --- | | ---- |
| 2+8+20+5→1 | 2+8+20+5→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 2+8+20+5 | 2+8+20+5 | | | | | | | | | | | | |
| Map icon | | | | | | | | | | | | | |
| Storage size | 80 | | | | | | | | | | | | |
| Health | 4505857208551125 | | | | 450 | | 585 | | 720 | | 855 | | 1125 |
| | | | 450 | | | | | | | | | | |
| | 585 | | 720 | | | | | | | | | | |
| | 855 | | 1125 | | | | | | | | | | |
| Resistances | Acid: 0/20%Fire: 0/50%Impact: 50/30% | | | | | | | | | | | | |
| Stack size | 1 | | | | | | | | | | | | |
| Rocket capacity | 1 (1 stack) | | | | | | | | | | | | |
| Range | 20 | | | | | | | | | | | | |
| Shooting speed | 15/s | | | | | | | | | | | | |
| Ammunition | | | | | | | | | | | | | |
| Energy consumption | 150 kW (burner) | | | | | | | | | | | | |
| Mining time | 0.4 | | | | | | | | | | | | |
| Weight | 700 | | | | | | | | | | | | |
| Prototype type | car | | | | | | | | | | | | |
| Internal name | car | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Valid fuel | Valid fuel | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Two cars taking on the colors of their current drivers.
The
car
is the earliest alternate form of transportation available to the
player
, and is one of three non-rail vehicles in Factorio; the others being the
tank
and the
spidertron
. Although it requires fuel, driving a car is much faster than running, letting the player scout out areas or outmaneuver
enemies
. Cars have a vehicle machine gun that has a 50% higher rate of fire and can fire two tiles farther than the
submachine gun
, 80 slots of storage and 450 health, allowing the player to use hit-and-run tactics against small groups of enemies.
Cars can collide with objects. Both the car and the object collided with may take damage. The damage is dependent on the speed of the car and the health of the target; small biters and trees can be safely rammed but colliding with big biters can easily destroy the vehicle and its contents. If the car is destroyed, its inventory is destroyed with it, though the player gets ejected and not killed.
In multiplayer, it is possible for a player to enter a car alongside another player. The passenger can take control of the weapons of the car using a switch in the GUI of the car, but cannot steer the car. Cars will take on the color of the player who drove it last.
Cars are moved by
transport belts
and
inserters
can interact with them. Because of that, cars may be used as large chests or as another mean of transportation besides belts,
trains
and
robots
.
Controls
Main article:
Controls
Accelerating opposite of the velocity of the car will cause it to brake. Held acceleration controls won't have any effect after a brake. The faster the car is going, the longer distance it will take to brake. The more powerful the
fuel
used to power the car, the faster the car's acceleration:
Solid fuel
adds 20% acceleration,
rocket fuel
adds 80% while
nuclear fuel
adds 150%.
Stone brick
will reduce rolling resistance on cars, with
concrete
and
refined concrete
equally reducing resistance even further.
When using a controller, such as on the
Nintendo Switch
, the behaviour of the left joystick in vehicles can be switched between two modes:
Relative vehicle driving mode (default): Moving the stick in a direction will make vehicles automatically turn and accelerate to that side of the screen.
Absolute vehicle driving mode: Moving the stick up/down will make vehicles accelerate/brake. Moving the stick left/right will make vehicles turn in that direction.
Cars cannot be remote controlled, unlike the
tank
and
spidertron
.
| Action | Default keyboard binding | Default controller binding |
| -------------------- | ------------------------------- | -------------------------- |
| Enter/leave vehicle | ENTER(AKA carriage return, etc) | ZR+X |
| Accelerate forward | W | Use left joystick |
| Accelerate backwards | S | Use left joystick |
| Steer right | D | Use left joystick |
| Steer left | A | Use left joystick |
Speeds
Car top speed (km/h)
Top speed with various fuels on different tiles
| | Wood | Coal | Solid fuel | Rocket fuel | Nuclear fuel |
| ----------------- | ----- | ----- | ---------- | ----------- | ------------ |
| Sand | 87.6 | 87.6 | 96.0 | 117.5 | 138.5 |
| Grass | 92.9 | 92.9 | 101.8 | 124.7 | 146.9 |
| Red desert | 92.9 | 92.9 | 101.8 | 124.7 | 146.9 |
| Dirt | 99.4 | 99.4 | 108.9 | 133.3 | 157.1 |
| Stone path | 112.2 | 112.2 | 122.9 | 150.5 | 177.4 |
| Shallow water | 117.7 | 117.7 | 128.9 | 157.9 | 186.0 |
| Concrete* | 131.6 | 131.6 | 144.1 | 176.5 | 208.1 |
| Refined concrete* | 131.6 | 131.6 | 144.1 | 176.5 | 208.1 |
* The same stats apply to the
hazard
version
of these surfaces.
Speed in reverse
The top speed of the car in reverse is ~70.7% of the forward top speed.
Achievements
| | SteamrolledDestroy 10spawnersby impact. |
| | --------------------------------------- |
| | Run Forrest, runDestroy 100treesby impact. |
| | ------------------------------------------ |
History
2.0.7
:
Vehicles no longer have input delay due to server latency.
Car collisions impact on speed reworked (destroying obstacles now slows the car less than before).
0.16.0
:
In multiplayer players can now ride as passengers in cars/tanks.
0.14.0
:
Added support for equipment grids in cars.
0.12.26
:
Running into biters in peaceful mode will anger them.
0.12.2
:
Added filters to the car cargo inventory.
0.12.0
:
Car ammo inventory is refilled from the trunk when depleted.
0.11.12
:
Gates now open in time for the car to pass through.
0.11.8
:
The car can now accept fuel and ammo by inserter or shift/control click even when the burner/ammo slots are already full. The extra fuel and ammo will go into the trunk.
0.11.6
:
New graphics of car
0.11.0
:
Cars collide with objects
Disabled shooting from the car, however capsules can still be used
0.7.2
:
Smoother car acceleration and braking
Sound effects for cars
0.9.0
:
Changed the recipe a little
0.7.2
:
Added a low graphics option for the car
0.7.0
:
Decreased the car health from 2000 to 500.
0.6.0
:
New car graphics (
old
)
0.4.0
:
Car shows the "out of fuel" icon when out of fuel
Car is now mine-able
Made driving easier
0.2.8
:
Health bar of car is now shown.
0.1.0
:
Introduced
See also
Vehicle
Tank
| 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/Car_-_Factorio_Wiki |
Uranium_ore | Uranium ore - Factorio Wiki | [] | Uranium ore - Factorio Wiki
Jump to navigation
Jump to search
| | Uranium ore | Edit |
| | ----------- | ---- |
Base game
Space Age mod
| Map color | |
| --------------- | -------------- |
| Stack size | 50 |
| Rocket capacity | 200 (4 stacks) |
| Mining time | 2 |
| Prototype type | resource |
| Internal name | uranium-ore |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Map color | |
| --------------- | -------------- |
| Stack size | 50 |
| Rocket capacity | 200 (4 stacks) |
| Mining time | 2 |
| Prototype type | resource |
| Internal name | uranium-ore |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
Uranium ore
is a resource found on the map. Instead of being smelted in a
furnace
, uranium ore must be processed in a
centrifuge
to produce
uranium-235
and
uranium-238
, which is used to craft fuel for the
nuclear reactor
and in various types of
ammunition
.
Uranium ore is different from the other ores, as it requires
sulfuric acid
to be fed into the
electric mining drill
to mine it, at a rate of 10 sulfuric acid per 10 ore mined. Because of this, uranium ore cannot be mined by hand or by a
burner mining drill
, as it lacks fluid inputs. No additional sulfuric acid is consumed when additional products are created due to a productivity bonus from
productivity modules
or
mining productivity
. For example, with a 20% productivity bonus, 12 ore will be mined for every 10 sulfuric acid consumed. The ore has a green glow, making it easily seen at night.
Assuming no productivity or reactor neighbor bonuses are involved, and if
Kovarex enrichment process
is used to convert excess uranium-238 into uranium-235, one uranium ore has a total energy value of 368.73 MJ when made into
uranium fuel cells
, about 92 times the energy of
coal
.
Nauvis
is the only planet that contains uranium in
Space Age
.
Gallery
Electric mining drill placed on uranium ore, pipe input/output visible.
Uranium ore glows at night, making it easier to see.
History
0.15.0
:
Introduced
See also
Uranium processing
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Uranium_ore_-_Factorio_Wiki |
Empty_light_oil_barrel | Barrel - Factorio Wiki | [] | Barrel - Factorio Wiki
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Barrels
can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once
fluid handling
is researched. The barrels themselves are reusable once the fluids are drained.
Barrels stack in groups of 10. A single
cargo wagon
can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon – 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 |
Stack_inserter_(research) | Stack inserter (research) - Factorio Wiki | [] | Stack inserter (research) - Factorio Wiki
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| | Stack inserter (research) | Edit |
| | ------------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 601111111✖1000 | 601111111✖1000 |
| Prototype type | technology |
| Internal name | stack-inserter |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| 1 | 1 |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
Allows the creation of
stack inserters
that are able to stack items on top of each other on the belt, increasing belt throughput.
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/Stack_inserter_(research)_-_Factorio_Wiki |
Wiki_Howto | Factorio:Editor noticeboard - Factorio Wiki | [
"Pages with broken file links"
] | Factorio:Editor noticeboard - Factorio Wiki
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This is the official editor noticeboard for the Factorio wiki. This is a general dispatcher page that editors seeking information about what to do or the state of the wiki can check.
This wiki is the work of a team. The goal is for people to add information or bring it into better context, create images, or design the layout of the pages, with the end goal to provide an easy place for beginners to Factorio to gain information.
The team communicates through the talk-pages ("Discussion" tab at the top) or through
the forum
. It's very important to check recent changes ("View History" tab at the top of the page). History will show you all the changes people have made to the page. Additionally, checking "Recent Changes" on the sidebar is also recommended.
You can change the shown results in preferences!
If you need to contact an admin, the following admin is currently active:
Bilka (
talk
)
Editor announcements
The wiki is being updated to 2.0. We are always targeting the latest experimental version.
Links to monitor
These are links that should be checked over to ensure nothing strange is going on.
Pages with broken file links
-- There are a few pages here that are here out of necessity (mainly templates and some sandboxes), ensure no new pages or existing main namespace pages pop up.
Broken redirects
-- Should only contain pages that are not yet translated, any pages that do not already exist in English should be removed
Double redirects
-- Must always stay empty. In the event of A>B>C, make A>C directly.
Unused files
-- Ensure no new files appear here (from your perspective, some may be used in the future) and mark them for deletion.
Wanted pages
-- This page is updated periodically, check it if you're looking for pages to translate, or solving red links.
Misc Recurring tasks
These tasks are common maintenance and must be done repeatedly.
Correction
Read through the pages (of your language) and correct mistakes or bad language usage. Mistakes can include typos, outdated information, wrong information, bad formatting, etc.
Special page checking
Please be sure to look at special pages often, specifically ones concerning issues such as broken or double redirects, etc. Sorting out these problems makes the wiki more organized and sane.
Translation
Take an English page, copy the content into a sub-page with the language code (Eg /de for German) and translate it to your language. Please only translate if you speak the language very fluently or natively. Do note that stuff like infoboxes and navboxed automatically translate. If they automatically translate incorrectly, Edit the translation template for the language. (eg
Template:Translation/de
for German)
See also:
Translation guide
Page design
This is about the look and feel of this wiki. Deep knowledge of Mediawiki's template system is not really needed, but will help. For the beginning just try to understand how the current templates work. Make your own test-page in your user-space and try to program around. It can be really fun because this task is more or less like programming. If you need assistance, be sure to check the "help" link on the sidebar of the Wiki, as it can give lots of information about the markup of the Mediawiki language.
Context
A context specialist focuses on providing context. Creating links between pages, setting up Navboxes, marking old pages for archive/deletion, etc.
Please do not make large changes without consulting an admin
.
Community interaction
You may also field questions and assist other editors, or members of the greater community. If you are unsure, please refer the community member to an Admin. | wiki | https://wiki.factorio.com/Factorio:Editor_noticeboard_-_Factorio_Wiki |
Template_TransLink | Template:TransLink - Factorio Wiki | [] | Template:TransLink - Factorio Wiki
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| Shortcut:{{L}} |
| -------------- |
[
View
] [
Edit
] [
Page history
]
Documentation
{{TransLink|link|caption|anchor=
url-fragment
}}
Link is where the link should go
Caption is optional. It's what gets displayed as the link text, and the word(s) that gets translated. If it is not present,
link
is used in its place.
Anchor is optional. If it is added, the link goes to
link/
lang-suffix
#anchor
.
Example:
{{TransLink|Enemies|Enemy evolution|anchor=Evolution}}
Enemy evolution
The translation of the caption is sourced from the
Template:Translation
for the language of the page this template is used on.
List of all templates | wiki | https://wiki.factorio.com/Template:TransLink_-_Factorio_Wiki |
Programmable_speaker | Programmable speaker - Factorio Wiki | [] | Programmable speaker - Factorio Wiki
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| | Programmable speaker | Edit |
| | -------------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 2+5+4+3+4→1 | 2+5+4+3+4→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 9.25+8.5+9 | 9.25+8.5+9 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 |
| | | | 150 | | | | | | | | | | |
| | 195 | | 240 | | | | | | | | | | |
| | 285 | | 375 | | | | | | | | | | |
| Stack size | 10 | | | | | | | | | | | | |
| Rocket capacity | 10 (1 stack) | | | | | | | | | | | | |
| Energy consumption | 2 kw (electric) | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | programmable-speaker | | | | | | | | | | | | |
| Internal name | programmable-speaker | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
programmable speaker
is a
circuit network
entity that is capable of producing alerts in the form of sound, and elements on nearby players' guis. It can be connected to the circuit network to produce an alert when a signal drops below a certain value, for example.
GUI and configuration
It can be toggled whether the sound plays globally so that it can be heard anywhere on the map, or locally so it will only be audible in the immediate vicinity of the speaker. As a courtesy, only enable global play on multiplayer when it is important that all players be notified. Only 50 sounds can be heard at once due to a game limitation.
The volume of the programmable speaker can be controlled in the GUI. This determines the audio volume, and the carry distance if global playback is unticked. The range at full volume appears to be 64 tiles.
As well as playing a sound, it can also be set to send a GUI text alert so the player can see what has caused the alarm. Both text and an icon can be specified, as seen in the check mark image above. In order to show an
alert
in players' GUIs, "Show alert" must be ticked. Additional options will be shown that allow the player to select an icon and text for the alert.
The "Allow polyphony" check-box determines whether more than one sound may be played at once. Essentially, when hooking up a constant signal to a programmable speaker, with polyphony enabled, sounds will repeat extremely rapidly. (10 per second or so) Without polyphony, this is limited to about 1 per half second. Disabling polyphony is useful to avoid alerts being spammed and causing hearing damage. However, if producing music, polyphony may be needed.
The "Circuit value is pitch" check-box allows dynamically changing the pitch of the sound created by changing the circuit value. This is useful for music production. If the player simply wants a sound to be created whenever the conditional is met, they should disable this check-box.
History
2.0.7
:
Stack size reduced from 50 to 10.
0.17.66
:
Programmable Speaker sounds now change volume accordingly as player moves.
0.15.0
:
Introduced
See also
Circuit network
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Programmable_speaker_-_Factorio_Wiki |
Laser_turret | Laser turret - Factorio Wiki | [] | Laser turret - Factorio Wiki
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| | Laser turret | Edit |
| | ------------ | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- |
| 20+12+20+20→1 | 20+12+20+20→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 45+12+30+20+20 | 45+12+30+20+20 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 10001300160019002500 | | | | 1000 | | 1300 | | 1600 | | 1900 | | 2500 |
| | | | 1000 | | | | | | | | | | |
| | 1300 | | 1600 | | | | | | | | | | |
| | 1900 | | 2500 | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Range | 2426.428.831.236 | | | | 24 | | 26.4 | | 28.8 | | 31.2 | | 36 |
| | | | 24 | | | | | | | | | | |
| | 26.4 | | 28.8 | | | | | | | | | | |
| | 31.2 | | 36 | | | | | | | | | | |
| Shooting speed | 1.5/s | | | | | | | | | | | | |
| Damage | 20 laser | | | | | | | | | | | | |
| Dimensions | 2×2 | | | | | | | | | | | | |
| Energy consumption | 1.2 MW (electric) | | | | | | | | | | | | |
| Drain | 24 kW (electric) | | | | | | | | | | | | |
| Mining time | 0.5 | | | | | | | | | | | | |
| Prototype type | electric-turret | | | | | | | | | | | | |
| Internal name | laser-turret | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Laser turrets
are an advanced defense building with longer range than the
gun turret
, laser damage and use
electricity
to operate instead of
ammo
(and a smaller amount of energy when idle). Each shot costs 800kJ of energy; as the shooting speed increases through upgrades, so does the power required to keep firing.
Using laser turrets to ward off attacks can cause electricity usage spikes, these can be offset by using
accumulators
(or
steam storage
and excess
steam turbines
).
Contents
1
Space Age enemies
1.1
Space platforms
1.2
Gleba
1.3
Vulcanus
2
Gallery
3
Achievements
4
History
5
See also
Space Age
enemies
In
Space age
, laser turrets have less effectiveness on planets other than
Nauvis
Space platforms
Lasers can be effective against small
asteroids
, which have only 20% laser resistance and 100 health. Other asteroids have laser resistance of 90% or more, making lasers relatively useless against them. Large groups of high
quality
lasers (which have extended range, not damage) can be useful against medium asteroids if they also have enough damage upgrades.
However, the main downside of them on platforms is their large power draw, which makes solar power impractical in many cases. Using them generally requires
nuclear reactors
or
fusion reactors
, whose fuel must be obtained elsewhere.
Gleba
Pentapods
have high laser resistance (50% for wrigglers, strafers, and egg rafts, 80% for stompers) so it is very inefficient to laser turrets against them.
Vulcanus
The local
fauna
is completely invulnerable to laser damage, rendering them useless.
Gallery
Laser turret firing.
A gif of the laser turret rotating.
(Pre 1.0)
Achievements
| | Raining bulletsLaunch a rocket to space without building anylaser turrets. |
| | -------------------------------------------------------------------------- |
History
2.0.7
:
All turrets (except for artillery) can now be configured individually to prioritize certain types of enemies when looking for targets.
0.17.0
:
New graphics.
Laser turret now use new laser beams.
0.15.0
:
Laser turret projectiles move much faster.
0.12.0
:
All turrets now have a 2×2 footprint.
Made 4x as powerful and expensive.
0.9.0
:
Change to recipe.
0.7.1
:
Decreased resting energy consumption of laser turret to 1/3 of original value.
0.7.0
:
Added upgrade technologies.
0.3.0
:
New graphics
0.1.0
:
Introduced
See also
Flamethrower turret
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment | | wiki | https://wiki.factorio.com/Laser_turret_-_Factorio_Wiki |
Belt_immunity_equipment_(research) | Belt immunity equipment (research) - Factorio Wiki | [] | Belt immunity equipment (research) - Factorio Wiki
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| | Belt immunity equipment (research) | Edit |
| | ---------------------------------- | ---- |
| Cost | Cost |
| --------------------- | ----------------------- |
| 1511✖50 | 1511✖50 |
| Prototype type | technology |
| Internal name | belt-immunity-equipment |
| Required technologies | Required technologies |
| | |
| Effects | Effects |
| | |
Belt immunity equipment
allows the player to craft
belt immunity equipment
which negates the movement effect of transport belts on the
player
.
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/Belt_immunity_equipment_(research)_-_Factorio_Wiki |
Shortcut_bar | Shortcut bar - Factorio Wiki | [] | Shortcut bar - Factorio Wiki
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The
shortcut bar
is a group of icons for accessing regularly used features with a simple mouse click. It is always visible at the bottom of the screen, appearing to the right of the
quickbar
. Icons can be hidden and their order can be changed.
On the
Nintendo Switch
, or when using a controller on PC, this GUI is replaced by the
quick panel
.
Contents
1
Available icons
1.1
Configuring the icons
1.2
Initial availability of icons
2
History
3
See also
Available icons
The shortcut bar provides icons 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
.
Importing a blueprint string.
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
Extra icons can be added to the shortcut bar by mods. The number of visible icons rows can be changed with the "Shortcut bar rows" option in the interface settings. With more visible icons rows, more icons than the default 12 icons can be visible at once.
Configuring the icons
Clicking the button in the top right of the shortcut bar pops out the configuration pane. Here it is possible to choose which icons appear and in which order:
Individual icons can be turned on or off by clicking their tick-box. The order of the icons can be changed by dragging the ridged area on the right-hand side of the bar for that icon.
Initial availability of icons
The 'ALT mode' icon is always available. The other icons are unavailable until the player has researched
Construction robotics
in any game. When this research has been completed the other icons will appear in that and all future games.
Alternatively the player can enable the full set of icons at any time by using the following
console
command:
/
unlock
-
shortcut
-
bar
Using this command will not disable achievements.
History
2.0.18
:
Updated shortcut icons and increased their size to 56px.
2.0.7
:
Removed some of the abstract items (red wire, green wire, discharge defense, artillery remote, spidertron remote) and replaced them with shortcut bar tools which can be used anytime for free. (
https://factorio.com/blog/post/fff-379
)
These tools can still be placed into the quickbar if desired.
0.17.0
:
Introduced
See also
Quickbar | wiki | https://wiki.factorio.com/Shortcut_bar_-_Factorio_Wiki |
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Page history
]
Documentation
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Template:Languages/Sandbox
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Deconstruction_planner | Deconstruction planner - Factorio Wiki | [] | Deconstruction planner - Factorio Wiki
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| | Deconstruction planner | Edit |
| | ---------------------- | ---- |
| Using an unfiltered deconstruction planner to queue orders forconstruction robots. | Using an unfiltered deconstruction planner to queue orders forconstruction robots. |
| ---------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------- |
| Stack size | 1 |
| Prototype type | deconstruction-item |
| Internal name | deconstruction-planner |
The
deconstruction planner
is an item which allows the player to mark
tiles
and entities, including
trees
,
rocks
,
cliffs
,
fish
and items on the ground, for removal.
By default, tiles are only marked when no entities are found. Tiles or entities queued for deconstruction will be marked with a red 'X'. When within the range of
construction robots
they will be removed by the robots and the resulting items stored in
logistic network
chests or, when a
personal roboport
is used, the player's inventory.
Ghosts
will be removed immediately. Anything marked for deconstruction will immediately stop functioning. Deconstruction orders can be cancelled prior to the removal of the target. The deconstruction planner can be used unfiltered (blank) to remove all entities or tiles within its selection area, or it can be filtered to specific targets.
Deconstruction planners, just like
blueprints
, can be stored in a
blueprint book
or
blueprint library
to prevent them occupying inventory space or for organization or sharing purposes.
Contents
1
Usage
1.1
Getting a deconstruction planner
1.2
Accessing settings
1.3
Deleting a planner
1.4
Using the deconstruction planner
1.5
Effects of deconstruction
1.6
Cancelling deconstruction orders
1.7
Undo
2
Valid targets
2.1
Tiles
2.2
Environmental entities
3
Configuration and filtering
3.1
Blank planner rules
3.2
Filter settings window
3.3
Principles of filtering
3.4
Setting and removing filters
3.5
Entities tab
3.5.1
Trees/rocks only toggle
3.5.2
Special items in the Unsorted section
3.6
Tiles tab
3.7
Exporting and importing with strings
4
Achievements
5
Trivia
6
History
7
See also
Usage
Getting a deconstruction planner
A planner can be obtained by:
Clicking the red deconstruction planner icon (
) in the
shortcut bar
. (Available once
construction robotics
is researched in at least one game.)
Pressing the keyboard shortcut assigned to
Make new deconstruction planner
; default:
ALT
+
D
.
Importing a deconstruction planner string
.
Once a new planner is in the hand it can be used immediately and then deleted by pressing
Q
to clear the hand. Alternatively, it can be dropped into the player's inventory for later use. Once in the inventory it can be pinned to a
quickbar
slot.
Accessing settings
The planner must be in an inventory in order for its configuration to be changed. Settings can be accessed by clicking
Right mouse button
on a planner's icon, either in the inventory or on a quickbar link.
A full description of available settings and filters can be found under
configuration and filtering
.
Deleting a planner
A planner that has been stored in an inventory can be deleted by clicking the red trash-can icon labelled
Destroy deconstruction planner
(
) in the top right of its settings window.
Care should be taken when the planner has been configured as this operation is performed immediately without confirmation and cannot be undone.
Using the deconstruction planner
With a planner held in the hand the player can click-drag it (
Left mouse button
is held down while moving the mouse) over existing structures and ghosts to mark them for deconstruction. A tooltip appears indicating what will be removed.
The planner can be used anywhere on the map where the player has
radar
coverage (map view).
Once
Left mouse button
is released the deconstruction planner will take effect according to the rules listed below.
Dragging a deconstruction planner.
The tooltip shows what will be removed.
Red Xs indicate queued deconstruction orders. Ghosts were immediately removed.
Effects of deconstruction
The following describes the possible results of using a deconstruction planner in the game world:
Any selected entity ghosts and tile ghosts will be immediately removed.
Any selected entities and tiles will be queued for deconstruction, indicated with a red X.
Anything queued for deconstruction will stop functioning; for example
transport belts
will stop moving,
assembling machines
will cease producing items,
walls
stop connecting to each other, and so on. Laser and gun turrets will continue functioning even when marked for deconstruction.
If the deconstruction orders are within the construction area of construction robots the orders will be added to the bots' queue and will be removed in due course:
Bots will fly in and remove all entities and tiles and place the resulting items in logistic network chests, or the player's inventory when the bots flew from a personal roboport.
Where there are items to be removed - for example being carried by transport belts or stored inside a chest or assembling machine - these will also be picked up by bots and placed in the appropriate storage.
Items must be removed before the entities that carry or hold them. For example if a
wooden chest
holding 500
iron plates
is marked for removal, the plates will be picked up first and only when all have been removed will the bots deconstruct the chest itself.
Environmental entities such as trees, rocks and fish are handled in the same way, except bots mine them and collect and store the resource items they leave behind.
Cliffs are a special case: they are destroyed by bots carrying
cliff explosives
and do not yield any item to be stored.
Cancelling deconstruction orders
Queued deconstruction orders can be cancelled by holding
SHIFT
while click-dragging a deconstruction planner over the affected area.
When
SHIFT
is held down the area selection border will change from red to blue to indicate cancellation mode is in effect.
Undo
The undo tool can be used to revert the actions of a deconstruction planner. This applies both to pending deconstruction orders and completed removals.
Undo is triggered by pressing
CTRL
+
Z
(on macOS:
Command
+
Z
)
Performing an undo will cancel any queued removal orders (red Xs) that have not yet been actioned. Any ghosts that were removed will be immediately replaced. Where built entities and tiles have already been removed the undo will reinstate them in the form of new ghosts that can then be re-built by any construction robots in range.
Items that were removed as part of the deconstruction - for example the inventory of chests or items carried by a transport belt - will not be restored by an undo. This means that a deconstruction that consisted exclusively of items, for example picking up
stone
from the ground, cannot be undone.
It is also not possible to undo the removal of trees, rocks, cliffs and fish.
Cancelling deconstruction orders by dragging with
Shift
held down. The entities start working when the deconstruction is cancelled.
Using then undoing a deconstruction planner. Deconstruction markers are cancelled, ghosts re-appear, and removed entities are reinstated as new ghosts for bot rebuilding.
Valid targets
Harvesting fish with a deconstruction planner.
The deconstruction planner can remove player-built entities,
entity ghosts
, tiles,
tile ghosts
and loose items. In addition, it can remove
trees
,
rocks
,
cliffs
and
fish
.
Tiles
Tiles
are treated differently to entities, entity ghosts and tile ghosts. By default a deconstruction planner will not select any tiles unless the area selected contains
only
tiles; whenever one or more entities, entity ghosts or tile ghosts is included, tile selection is disabled. This is done to allow the player to use a deconstruction planner to remove entities that are placed on top of path tiles (such as
concrete
) without the floor always being removed as well.
When the user wishes to select tiles in areas where other objects also exist the deconstruction planner configuration must be changed as described in the next section.
Environmental entities
These are handled in the same way as entities and tiles placed by the player: they are marked with a red X and construction robots will remove them. A difference with environmental entities is that bots will collect resources rather than the entity itself, such as
wood
from trees and stone from rocks.
The removal of cliffs requires that the bots have access to cliff explosives. Cliffs do not leave behind any resource.
The ability to use a deconstruction planner to remove and collect fish provides a convenient way for a player equipped with a
personal roboport
to replenish their stocks of healing items even in the middle of combat. Fish marked with a deconstruction planner will stop moving.
Configuration and filtering
An example of a filtered planner icon.
A new deconstruction planner is blank, meaning it removes according to a pre-defined set of rules. The planner can optionally be edited to provide a custom list of removal rules which control which types of entities and tiles will - or won't - be removed. These rules are called filters.
A filtered planner will show its filtered items on its icon. Up to the first four filters will be shown.
Blank planner rules
A blank planner will select:
Any entities and entity ghosts, including trees, rocks, cliffs and fish;
Tile ghosts;
Or
, if and only if no entities, entity ghosts and tile ghosts are found, it will instead select tiles.
These rules are the base point from which a filtered planner can then be customized.
Filter settings window
The deconstruction planner interface is divided into two sections:
entities
and
tiles
.
The entities tab.
The tiles tab.
A whitelist filter that removes only defensive structures.
A blacklist filter that removes everything except
roboports
and
power poles
.
Principles of filtering
Each tab consists of 30 slots in which an entity or tile can be chosen. When one or more slots is filled the planner becomes filtered and will now act according to those filters.
A set of filters is either a whitelist or blacklist, and this is set with a toggle at the top of each tab. The default is whitelist. In whitelist mode the planner will act only upon those items added to the filter slots - any entities and tiles not added as filters will be ignored by the planner.
In blacklist mode the opposite applies: the planner will mark everything
except
the entities or tiles filtered on.
Setting and removing filters
Clicking any slot with
Left mouse button
will open the
Set the filter
window in which the desired item can be chosen. Alternatively, an item in the hand can be clicked into a slot to filter on that item.
A filter is removed by clicking on a filled slot with
Right mouse button
.
Entities tab
In the entities tab the user can select items to filter from the follow categories:
Environment
Logistics
Production
Combat
Unsorted
The Environment tab lists all types of trees and rocks, plus cliffs and fish.
Logistics, production and combat will be familiar to the player from the
item selection
window. Environment and unsorted are unique to the deconstruction planner.
The environment tab lists cliffs, fish, and every individual kind of tree and rock. This facilitates filtering on specific environmental entities if desired.
Trees/rocks only toggle
At the top of the entities tab is the
Trees/rocks only
tick-box. With this enabled the deconstruction planner will filter on all kinds of trees and rocks from the Environment section, and the filter slots will be disabled. The Whitelist/Blacklist toggle is still in effect and controls whether the planner selects only trees and rocks, or selects everything but them. Fish and cliffs are
not
included in this filter.
Special items in the Unsorted section
The unsorted section provides four special items, each using a red X icon.
Entity ghost: To filter on any type of entity ghost, separate from constructed entities.
Item on ground: Loose items on the ground, such as dropped by the player, spilled from removing
armor
, and stones dropped from destroyed
rocks
. Does not include items on
transport belts
.
Item request slot: Filters on the pending addition of items such as
modules
to
assembling machine 2
or
electric furnace
. This would also target
fuel
queued for addition to a
locomotive
. Does not target items already installed, only those waiting to be added following the placement of a blueprint or as a result of an undo operation.
Tile ghost: As with entity ghost, this will target
tile
ghosts separately from constructed tiles. If the user wants a deconstruction planner that only removes tile ghosts, they can place this item as an entity filter. If they want a filter that removes all types of tiles and tile ghosts, they should add
Tile ghost
under Entities and then set the Tiles tab drop-down to 'Always'.
Tiles tab
Clicking a filter slot will bring up the
Set the Filter
window showing the available tiles.
Landfill
is included in the list but the only function is to exclusively select landfill ghosts, as landfill cannot be removed once placed.
At the top of the Tiles tab is a drop-down that controls constructed tile removal behavior. It has four options:
Normal: The default. Constructed tiles are removed only when no entities, entity ghosts or tiles ghosts are found in the deconstruction area.
Always: Constructed tiles are always removed, even if the deconstruction planner also selects entities or entity ghosts. Tile ghosts are not selected unless
Tile ghost
is added under the Entities tab.
Never: Constructed tiles are never removed, even if they are the only object selected. Tile ghosts are not selected unless
Tile ghost
is added in the Entities tab.
Only: Constructed tiles are always removed, and nothing else will be. Entities, entity ghosts and tile ghosts will be ignored. The Entities tab is effectively disabled when this mode is selected.
The deconstruction planner always follows the settings of this drop-down, regardless of any filters set in the Tiles tab. For example if a user wishes to configure a planner that removes both walls and
concrete
, they must first set those filters in the Entities and Tiles tabs, and then also set the Tiles drop-down to
Always
. Without changing the drop-down the planner would only select concrete in places where no entities, entity ghosts or tile ghosts were found, as per the rules described under Normal in the above list.
Exporting and importing with strings
The settings for a deconstruction planner can be exported in string form.
Clicking the
Export to string
button (
) in the top right of the planner edit window will pop up a window containing the
Deconstruction item string
. This string can be copied to the operating system clipboard, from where it could be saved to a text file or uploaded to a website.
To import a deconstruction planner the player can click the
Import String
icon on the
shortcut bar
(
). A dialogue box will appear into which the string can be pasted. This will result in a deconstruction planner appearing on the hand with the same configuration as the one that was exported.
The export/import process can be used to copy deconstruction planners between games and to other players.
Achievements
| | Automated cleanupDeconstruct 100 objects with theconstruction robots. |
| | --------------------------------------------------------------------- |
Trivia
In
Space Age
, it is possible to get a
quality
deconstruction planner by recycling them with
quality modules
. Quality planners function identically to their normal counterparts
History
0.18.37
:
Deconstruction planners can be inserted into blueprint books and the blueprint library.
Deconstruction planners can now have custom icons specified.
Icons and filters in the deconstruction planners are preserving the original values so whenever the mods would be re-added, the original values can be restored, unless the player clears the related icons manually.
Deconstruction planners can no longer be cleared by shift-right mouse button.
0.18.13
:
Allowed to delete deconstruction planners also when opened in other inventory.
0.17.10
:
"Make deconstruction planner" function is now accessible via keyboard shortcut.
0.17.0
:
Added cliffs as a valid deconstruction target.
Trains can be deconstructed.
0.15.3
:
Deconstruction planners can be destroyed by clicking the trash can icon in the GUI.
0.15.0
:
Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.
Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.
Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.
0.13.0
:
Several non-stackable items can be swapped directly with counterparts, this includes the deconstruction planner.
0.11.15
:
When using the deconstruction planner, the
logistic network
is not drawn if the mouse is over a GUI element.
0.11.0
:
Added a cancel deconstruction option to the deconstruction planner.
0.9.0
:
Introduced
See also
Blueprint
Upgrade planner
Roboport
Construction robot
| 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/Deconstruction_planner_-_Factorio_Wiki |
Shallow_water | Water - Factorio Wiki | [] | Water - Factorio Wiki
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| | Water | Edit |
| | ----- | ---- |
Base game
Space Age mod
| Map color | |
| -------------- | ----------- |
| Prototype type | fluid |
| Internal name | water |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Map color | |
| -------------- | ----------- |
| Prototype type | fluid |
| Internal name | water |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
Water
is a
liquid
which can be infinitely extracted from water tiles using an
offshore pump
. In
Space Age
, water can also be produced by a
chemical plant
from condensing
steam
or melting
ice
. After being pumped or produced it is distributed via
pipes
.
Water can be used to generate
electricity
by converting it to
steam
via
boilers
or
heat exchangers
. The specific heat capacity of water is
200J / Δ°C / unit
. It takes 200 joules to heat one unit of water by one degree Celsius. Water is also used as an ingredient in various recipes.
Surface water acts as an obstacle that cannot normally be traveled over. A
spidertron
can reach across water if another bit of land is sufficiently close, and wearing
mech armor
allows the player to fly over water.
Raw fish
are spawned in water tiles during world generation only, and do not reproduce naturally. Water tiles can be removed completely by placing
landfill
over them.
Pollution
will turn nearby water green, which is a visual-only effect (the effect can be turned off by disabling animated water in the graphics settings). The colour changes relative to the current amount of pollution around it, so decreasing pollution purifies the water.
Contents
1
Shallow water
2
Alternate recipes
3
Gallery
4
History
5
See also
Shallow water
Shallow water can appear alongside (or in place of) normal water. Shallow water can be walked on, but buildings can't be built in it directly. Shallow water can still have
landfill
placed upon it. Shallow water will reduce the speed of the
player
as well as
wheeled
vehicles
. The speed reduction does not affect
enemies
or the
Spidertron
.
Offshore pumps
can be used where shallow water meets land (including landfill).
Shallow water appears as one of two shades of blue lighter than that of standard water, with the mildly lighter blue and moderately lighter blue reducing the player's walking speed by 30% or 20% respectively. In the base game, shallow water is not generated by the default
map generator
, so it can only be found in the
tutorial
. In
Space Age
,
Gleba
is the only planet with naturally generated shallow water, and it is found there in abundance.
Alternate recipes
Space Age
expansion exclusive feature.
| Process | Input | Output | Made in | Required technology |
| ------- | ----- | ------ | ------- | ---------------------------------- |
| | 11 | 20 | | Space platform thruster (research) |
| | 11000 | 90 | | Calcite processing (research) |
Gallery
The
player
standing in shallow water.
Water becoming polluted.
Source:
Factorio Friday Facts #358
History
2.0.0
:
New ways to make water in SA
Gleba
uses a lot of shallow water
1.0.0
:
Added polluted water visual effect.
0.18.0
:
Water is animated.
0.17.0
:
Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.
Water is generated as large lakes instead of swamps.
Better controls in the map generator GUI for water, tiles and cliffs.
0.13.0
:
Landfill can be used to replace water with grass.
0.9.1
:
Water settings in
map generation
have more effect.
0.1.0
:
Introduced
See also
Fluid system
Electric system
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Water_-_Factorio_Wiki |
Planet_discovery_Fulgora_(research) | Planet discovery Fulgora (research) - Factorio Wiki | [] | Planet discovery Fulgora (research) - Factorio Wiki
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| | Planet discovery Fulgora (research) | Edit |
| | ----------------------------------- | ---- |
| Cost | Cost |
| --------------------- | ------------------------ |
| 601111✖1000 | 601111✖1000 |
| Prototype type | technology |
| Internal name | planet-discovery-fulgora |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
Unlocks traveling to
Fulgora
with
space platforms
.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Fulgora
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_Fulgora_(research)_-_Factorio_Wiki |
Help_Contents | Help:Contents - Factorio Wiki | [] | Help:Contents - Factorio Wiki
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What you need to know about Mediawiki ??
Help:Editing
How to edit a page in Mediawiki
Help:Templates
How templates work in Meadiawiki
What do you need to know about the Factorio Wiki?
How to make translations?
Recommended picture formats
About wiki structure | wiki | https://wiki.factorio.com/Help:Contents_-_Factorio_Wiki |
Uranium | Uranium - Factorio Wiki | [] | Uranium - Factorio Wiki
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| |
| ----------------------------------------------------------- |
| Multiple pages share the title or description of "Uranium". |
| They are listed below. |
Uranium
can refer to the following:
Uranium-238
-- The inactive form of uranium. Can be processed into U-235. Obtained from spent fuel cells, mining, etc.
Uranium-235
-- The active form of uranium, can be processed into fuel cells, ammo, and more. Obtained from processing, or mining.
Uranium ore
-- The raw uranium ore, that can be mined to produce either U-235 or U-238
Uranium fuel cell
-- A fuel cell used to fuel
nuclear reactors
.
Depleted uranium fuel cell
-- A fuel cell that has been fully expended by a nuclear reactor.
Uranium processing
-- A process used to refine uranium.
Uranium rounds magazine
-- A type of late game ammo. | wiki | https://wiki.factorio.com/Uranium_-_Factorio_Wiki |
Template_Cleanup_doc | Template:Cleanup/doc - Factorio Wiki | [] | Template:Cleanup/doc - Factorio Wiki
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A template to mark pages that should be cleaned up, updated, explained better, etc.
Syntax
{{cleanup|Provided reason}} | wiki | https://wiki.factorio.com/Template:Cleanup/doc_-_Factorio_Wiki |
Template_ProductionNav | Template:ProductionNav - Factorio Wiki | [] | Template:ProductionNav - Factorio Wiki
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[
Create
]
Documentation
| 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 |
List of all templates | wiki | https://wiki.factorio.com/Template:ProductionNav_-_Factorio_Wiki |
Mech_armor | Mech armor - Factorio Wiki | [] | Mech armor - Factorio Wiki
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| | Mech armor | Edit |
| | ---------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| -------------------------------------- | ------------------------------------------------------ | | ----- | | ----- | | ----- | | ----- | | ----- | | ----- |
| 60+100+200+50+50+1→1 | 60+100+200+50+50+1→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 14.4k+3k+7.1k+60+2.1k+160+40+200+50+50 | 14.4k+3k+7.1k+60+2.1k+160+40+200+50+50 | | | | | | | | | | | | |
| Resistances | Acid: 70%Explosion: 60/50%Fire: 10/70%Physical: 10/50% | | | | | | | | | | | | |
| Inventory size bonus | 50658095125 | | | | 50 | | 65 | | 80 | | 95 | | 125 |
| | | | 50 | | | | | | | | | | |
| | 65 | | 80 | | | | | | | | | | |
| | 95 | | 125 | | | | | | | | | | |
| Equipment grid size | 10×1211x1312x1413x1515x17 | | | | 10×12 | | 11x13 | | 12x14 | | 13x15 | | 15x17 |
| | | | 10×12 | | | | | | | | | | |
| | 11x13 | | 12x14 | | | | | | | | | | |
| | 13x15 | | 15x17 | | | | | | | | | | |
| Stack size | 1 | | | | | | | | | | | | |
| Rocket capacity | 1 | | | | | | | | | | | | |
| Durability | Infinite | | | | | | | | | | | | |
| Prototype type | armor | | | | | | | | | | | | |
| Internal name | mech-armor | | | | | | | | | | | | |
| Accepted equipment | Accepted equipment | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Space Age
expansion exclusive feature.
Mech armor
is the strongest armor in the game. It also allows the
player
to freely fly over all obstacles, including oceans of liquids such as
water
or
lava
. It even protects the player from being hit by
trains
by automatically flying over them. On top of being the most resilient armor, it also provides the largest inventory bonus and contains the most
equipment slots
out of all types of armor. Access the equipment grid by right-clicking on the armor.
Equipping the armor adds 50 slots to the
player
's inventory. As with all modular armors, taking off the armor will remove the inventory bonus, and any items in the extra inventory slots will prevent the player from unequipping the armor.
Smoke clouds from
demolishers
disable the mech armor's flying ability and forces the player to land. The armor will land even if it was over an unwalkable location (e.g lava).
Contents
1
Achievements
2
Gallery
3
History
4
See also
Achievements
| | Look at my shiny rare armorEquip rare or better quality ofpower armor MK2ormech armor. |
| | -------------------------------------------------------------------------------------- |
| | No room for moreFill every tile of legendarymech armorwith legendary equipment. |
| | ------------------------------------------------------------------------------- |
Gallery
Flying over water with the mech armor.
Flying over trees.
Mech armor GUI.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Armor
Power armor MK2
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/Mech_armor_-_Factorio_Wiki |
Biter_egg_handling_(research) | Biter egg handling (research) - Factorio Wiki | [] | Biter egg handling (research) - Factorio Wiki
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| | Biter egg handling (research) | Edit |
| | ----------------------------- | ---- |
| Researched by | Researched by |
| --------------------- | --------------------- |
| Capture any spawner. | Capture any spawner. |
| Prototype type | technology |
| Internal name | biter-egg-handling |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| 3 | 3 |
Space Age
expansion exclusive feature.
Biter egg handling
is a requirement for other technologies such as the
biolab
, making
overgrowth soil
, and
productivity module 3s
.
One
biter nest
is required to be captured for this research. Since this research is required to win the game, a biter nest of some sort must be around when this research is made available. If a
map generator
mode that only provides a finite land area (island maps, for example) is used, and the player eliminates all spawners before capturing one, the game will be impossible to beat.
History
2.0.7
:
Introduced in
Space Age
expansion.
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/Biter_egg_handling_(research)_-_Factorio_Wiki |
Sulfur | Sulfur - Factorio Wiki | [] | Sulfur - Factorio Wiki
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| | Sulfur | Edit |
| | ------ | ---- |
Base game
Space Age mod
| Recipe | Recipe |
| --------------------- | --------------------- |
| 1+30+30→2 | 1+30+30→2 |
| Total raw | Total raw |
| 1+30+30 | 1+30+30 |
| Stack size | 50 |
| Rocket capacity | 1000 (20 stacks) |
| Prototype type | item |
| Internal name | sulfur |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 1+30+30→2 | 1+30+30→2 |
| Total raw | Total raw |
| 1+30+30 | 1+30+30 |
| Stack size | 50 |
| Rocket capacity | 1000 (20 stacks) |
| Prototype type | item |
| Internal name | sulfur |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
Sulfur
is a component in the production of
Chemical science pack
,
Sulfuric acid
and
Explosives
, with the latter two also being intermediate products used in higher-level recipes.
Sulfur is a solid item in a chain of otherwise fluid-based manufacturing:
Crude oil
→
Petroleum gas
→ Sulfur →
Sulfuric acid
.
Alternative recipes
Space Age
expansion exclusive feature.
| Process | Input | Output | Made in | Required technology |
| ----------------------------------- | ----- | -------- | ------- | --------------------------------------- |
| Biosulfur | 2+5+1 | 2 | | Bioflux processing (research) |
| Advanced carbonic asteroid crushing | 5+1 | 5+2+0.05 | | Advanced asteroid processing (research) |
History
2.0.7
:
Additional recipes added with
space age
0.17.60
:
Now used in the production of
Chemical science pack
0.9.0
:
Introduced
See Also
Batteries
| 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/Sulfur_-_Factorio_Wiki |
Chunk | Map structure - Factorio Wiki | [] | Map structure - Factorio Wiki
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Map structure
describes the division of the game world into standard
units
: tiles and chunks. Tiles are the building blocks of the game, upon which all distance and area measurements are based. Chunks are blocks of 32×32 tiles used for various area-based calculations.
Contents
1
Tile
1.1
Tile grid alignment
1.2
Example distances
1.3
Real world size analogy
2
Chunk
3
Visualizing tiles and chunks in-game
Tile
The tile grid shown in-game; chunks (32×32 tiles) are indicated by the thicker black lines. Click to see at higher resolution.
A
tile
is a square which defines the smallest possible piece of the game world; the map is built on a grid of tiles. The tile is the basis for all area and distance measurement. Entity sizes are defined in terms of tiles; for example the
rocket silo
- the largest entity in the game - is 9 tiles wide and 9 tiles high, usually referred to as 9×9. The smallest possible entity size is therefore one tile, 1×1. Examples of 1×1 entities include
transport belts
and
chests
.
The
maximum size of the map
is a square 2 million tiles on each side, a total of 4 trillion tiles. In practice the map in an average game is likely to be in the range of hundreds of thousands of tiles up to a few million at most.
Tile grid alignment
Almost all placeable entities are aligned to the tile grid when placed in the game. Exceptions include the
land mine
and vehicles such as the
car
,
tank
,
locomotive
and
wagons
. Non-placeable entities that do not align to the grid include
enemies
,
trees
and decoratives.
A few entities can be placed without aligning to the tile grid; this example shows cars, tanks and landmines.
Example distances
Area covered by
Radar
: about 200 tiles diameter (100 tiles in each direction, bounded to the matching
chunk
).
It takes about 1 minutes and 52 seconds for a player to run 1000 tiles without being given a speed boost (such as via an
exoskeleton
).
Real world size analogy
One tile is generally assumed to be one square meter in size. This measurement is proven to be technically true, and can be verified in-game. A test conducted via car will reveal that covering 250 tiles at 208.0 km/h (57.777 m/s) will take 260 game ticks (4.333 s). Using this data, it can be proven that
57.777 m/s ÷ (250 tiles / 4.333 s) ≈ 1 m/tile
.
Chunk
Animation of radars revealing chunks.
A
chunk
is a unit defined as either an area of the map 32×32 tiles in size (containing 1024 tiles in total)
or
a distance of 32 tiles.
Chunks are used for:
Map generation. When the
player
moves, has a
radar
explore the map via sectors, or has
artillery shells
fired across long distances, the map is revealed in chunks.
Chunks are "switched off" to save CPU cycles. If nothing important happens in a chunk (e.g. nothing has moved except
fish
) the chunk is not computed in the next
tick
.
The
pollution
model is based on chunks, and pollution spreads to neighboring chunks.
Enemy expansion
is evaluated on a per-chunk basis. The game scans the map chunk by chunk to decide whether each chunk is a valid expansion target. Valid chunks are called 'candidate chunks' and assigned a score from 0 to 1.0 indicating their relative suitability. A chunk is then picked at random using a weighted dice roll such that chunks with higher scores are chosen more frequently.
Visualizing tiles and chunks in-game
A tile grid overlay is available which shows the grid upon which the map is built:
The grid can be shown whenever the player pauses the game (by default with
SHIFT
+
SPACE
).
This is configured under Settings->Interface->
Show grid when game is paused
.
To see the grid while the game is still running,
debug settings
can be used:
Pressing
F4
will show the
Debug settings
window.
Ticking
show-tile-grid
under
always
will show the grid at all times; ticking it under
debug
will show it only when debug mode is activated.
If
debug
is chosen the grid will become visible whenever
F5
is used to enable debug display. Configuring debug mode in this way allows
F5
to be used as a convenient toggle for turning the grid on and off, which can be useful when attempting to place entities according to a neat and/or symmetrical design. | wiki | https://wiki.factorio.com/Map_structure_-_Factorio_Wiki |
Electric_furnace | Electric furnace - Factorio Wiki | [] | Electric furnace - Factorio Wiki
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| | Electric furnace | Edit |
| | ---------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 5+5+10+10→1 | 5+5+10+10→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 52.5+25+10+10+10+10 | 52.5+25+10+10+10+10 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 350455560665875 | | | | 350 | | 455 | | 560 | | 665 | | 875 |
| | | | 350 | | | | | | | | | | |
| | 455 | | 560 | | | | | | | | | | |
| | 665 | | 875 | | | | | | | | | | |
| Resistances | Fire: 0/80% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 | | | | | | | | | | | | |
| Dimensions | 3×3 | | | | | | | | | | | | |
| Energy consumption | 180 kW (electric) | | | | | | | | | | | | |
| Drain | 6 kW (electric) | | | | | | | | | | | | |
| Crafting speed | 22.63.23.85 | | | | 2 | | 2.6 | | 3.2 | | 3.8 | | 5 |
| | | | 2 | | | | | | | | | | |
| | 2.6 | | 3.2 | | | | | | | | | | |
| | 3.8 | | 5 | | | | | | | | | | |
| Mining time | 0.2 | | | | | | | | | | | | |
| Pollution | 1/m | | | | | | | | | | | | |
| Module slots | 2 slots | | | | | | | | | | | | |
| Prototype type | furnace | | | | | | | | | | | | |
| Internal name | electric-furnace | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| 2 | 2 | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
electric furnace
is the third and last tier of furnace. As its name implies, it uses
electricity
rather than
fuel
to operate, removing the need for a fuel belt.
The electric furnace smelts items at the same speed as a
steel furnace
, and also has two slots for
modules
. However, it is slightly larger than the other two tiers of furnaces; it occupies a 3×3 area instead of a 2×2 area.
Output
| Resource | Stone furnace | Steel furnace | Electric furnace |
| ---------------------------- | ---------------------------- | ---------------- | ---------------- |
| Coal consumption: 0.0225/sec | Coal consumption: 0.0225/sec | | |
| Iron | 0.31250.3125/sec | 0.6250.625/sec | 0.6250.625/sec |
| Copper | 0.31250.3125/sec | 0.6250.625/sec | 0.6250.625/sec |
| Stone brick | 0.31250.3125/sec | 0.6250.625/sec | 0.6250.625/sec |
| Lithium plate | 0.1560.15625/sec | 0.31250.3125/sec | 0.31250.3125/sec |
| Steel plate | 0.06250.0625/sec | 0.1250.125/sec | 0.1250.125/sec |
History
0.6.1
:
Now has the same smelting speed as the steel furnace.
0.6.0
:
Introduced
See also
Electric system
| Production items | Production items |
| ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book |
| Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() |
| Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack |
| Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() |
| Agriculture | Agricultural towerBiochamberCaptive biter spawner |
| Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() |
| Environmental protection | Lightning rodLightning collectorHeating tower |
| Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() |
| Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Electric_furnace_-_Factorio_Wiki |
Storage | Storage - Factorio Wiki | [] | Storage - Factorio Wiki
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Storage
is the concept of
storing items
. It is not always necessary to store large quantities of items, since they are often an intermediate product that can be passed from its production machine to machines that consume them without any intermittent dedicated storage facilities.
Contents
1
Overview
1.1
Simple buffers
2
Fluid storage
3
See also
Overview
Stack
: a stack is the basic element to store items. A stack goes into a slot in an inventory.
Chests
: the most common form of storage.
Vehicle
: Vehicles can store a significant amount of items.
Car
: The car has an 80 slot inventory.
Cargo wagon
: Has 40 slots for storage.
Transport belts
: The amount of items on a transport belt can be deceptively high, especially at
train stops
and in production where this must be taken into account.
Splitters
and
underground belts
also hold a small amount of items.
Simple buffers
The most common form of storage, buffers, are useful when a factory only uses a resource intermittently. By creating a buffer, one can assure that the resource being buffered is always present when it's needed, very important for items that are slow to produce. Buffers can also be used to ensure that certain items are always being produced or mined.
Some examples of buffers include:
Belts
Belts store 80 items per 10 belts when both sides of the belt are used.
Chests
Chests can be used to create larger buffers of items.
Machine Buffer
Assembling machines
and other production machines can hold a very small amount of items in their output slot. They will stop working until these items are emptied.
Fluid storage
Main article:
Fluid system
Fluids are not items, and have their own dedicated infrastructure. Fluid containers can only hold one type of fluid at a time, as opposed to item inventories that can hold stacks of different items. Fluids can be stored in one of the following:
Storage tank
: the chest analogue for fluids. Holds up to 25,000 units of fluid.
Fluid wagon
: effectively 2 storage tanks, but can be moved by rail.
Pipe
: the transport belt analogue for fluids.
Barrels
: many fluids in the game can be put into items that hold 50 units of fluid each. Barrels can be handled like any other item, and fluid can be extracted from them at the destination.
See also
Belt transport system
Inserters
Crafting
Logistic network
Stack | wiki | https://wiki.factorio.com/Storage_-_Factorio_Wiki |
Green_wire | Green wire - Factorio Wiki | [] | Green wire - Factorio Wiki
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| | Green wire | Edit |
| | ---------- | ---- |
| Stack size | 1 |
| -------------- | ---------- |
| Prototype type | item |
| Internal name | green-wire |
Green wire
is an abstract item used to connect devices to a
green
circuit network
. It can be created by using the hotkey
ALT
+
G
or clicking its button in the
shortcut bar
.
To form connections, entities capable of using a circuit network can be left clicked while holding the wire. This also works on
electric poles
, so they can be used to connect the wire over longer distances. When the blueprint is filled out by
construction robots
or by hand, any wire included in the blueprint is automatically placed.
To remove connections, hold the green wire in-hand, then click the two entities you would like to remove the connection from.
To remove all wire connections from a power pole (including copper wire), shift click the affected pole.
History
2.0.7
:
Green wires are now abstract items.
FFF #379
0.13.5
:
When connecting circuit wires, the wire will re-anchor to the last entity clicked.
0.13.0
:
Connected Red/Green wires are highlighted when hovering over a combinator or entity connected to the circuit network.
0.1.0
:
Introduced
See also
Electric system
Circuit network
Red wire
| 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/Green_wire_-_Factorio_Wiki |
Production_science_pack_(research) | Production science pack (research) - Factorio Wiki | [] | Production science pack (research) - Factorio Wiki
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| | Production science pack (research) | Edit |
| | ---------------------------------- | ---- |
| Cost | Cost |
| --------------------- | ----------------------- |
| 30111✖100 | 30111✖100 |
| Prototype type | technology |
| Internal name | production-science-pack |
| Required technologies | Required technologies |
| 2 | 2 |
| Allows | Allows |
| 33333 | 33333 |
| Effects | Effects |
| | |
Production science pack
unlocks the ability to craft
production science packs
which are used for further
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/Production_science_pack_(research)_-_Factorio_Wiki |
Tutorial_Circuit_network_cookbook | Tutorial:Circuit network cookbook - Factorio Wiki | [] | Tutorial:Circuit network cookbook - Factorio Wiki
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| |
| --------------------------------------------------------------------------------------------------------------------------- |
| Page "Circuit network cookbook" has been recommended for clean-up. Reason:Combinator GUI and circuit network changed in 2.0 |
| This may mean fixing grammar or broken links, providing better explanations, or removing incorrect/outdated info. |
| Further recommendations for this page's clean-up can be made atTutorial talk:Circuit network cookbook. |
This is a
beginners
tutorial. See also the
Circuit network
page for an overview over the circuit network and the
Tutorial:Combinator tutorial
for an advanced tutorial.
Contents
1
Foreword
2
Lights
2.1
Lamp showing chest content condition
2.1.1
Setting up circuit connection
2.1.2
To set the light condition
2.2
Conditional Lights
2.3
Colored Lights
3
Oil Setups
3.1
Light Oil Cracking
3.2
Heavy Oil Cracking
3.3
Alternative Setup for Cracking and Lubricant Production
4
Misc
4.1
Multiple Storages
4.2
Constant Combinator
4.3
Constant Combinator Signs (Words)
4.4
Constant Combinator Signs (Managing Belts)
4.5
Memory Cell / Counter
5
Inserters
5.1
Limit items placed into a chest
5.2
Balanced chest insert
5.3
Keeping outpost stocked with specified items
5.4
Balanced Solar panel / Accumulator Production
6
Sushi Belts
6.1
Reading Belt Design
6.2
Memory Cell Design
7
Power
7.1
Backup steam power
7.2
Optimal usage of fuel for nuclear power
7.3
Prioritize usage of uranium towards nuclear fuel production
8
Railway network
8.1
Set train routing
8.2
Player safety
9
Latches
9.1
RS latch - single decider version
9.1.1
Backup steam example
9.1.2
RS Latch configuration
9.2
RS latch
9.3
Usage of RS latch
9.4
Belt only latch
10
Displays
10.1
Numerical Display
10.2
Black and White Grid Display
10.3
Multicolor Display by DaveMcW
11
Setting Recipes
11.1
Multiple Item Assembling Machine
12
Signal Switch
12.1
Simple Signal Switch
12.2
Latching Signal Switch
13
See Also
Foreword
This page provides examples of simple circuit network designs and some not so simple designs that others can use, combine and modify. They are designed to be as easy to understand as possible. To see the settings of combinators without opening them, the option "Show combinator settings in "Alt-mode"" in the Interface/Alt-mode settings has to be checked and "Alt-mode" has to be turned on.
Lights
Lamp showing chest content condition
This is one of the simplest possible use of circuit-network. A
lamp
is light depending on the number of goods (in this example empty barrels) in a chest.
Setting up circuit connection
The lamp is connected to the chest.
The lamp is set to light if the chest contain less than 10 empty barrels.
To set the light condition
Open the lamp (left click on it).
Set the input to barrels.
Set the operator to < (less than).
Set the constant number:
Left click on the constant number
Move the slider until 10 is shown, or edit the value box directly.
Press set.
Depending on the condition you set, the lamp may light if the chest is empty, or if it contains the required quantity of items.
The drawback with this scenario is that the lamp has a white light , and is therefore difficult to differentiate from an ordinary lamp at night.
Conditional Lights
In this circuit we connect a series of
lamps
to a
storage tank
.
By setting different conditions on each lamp we can build an indicator strip.
The Enabled condition of the first lamp is
Petroleum gas > 100
.
The others light up when gas is greater than 200, 300, 400 and 500 respectively.
In this setup you can connect the storage tank to the lamps directly.
Colored Lights
To light a
lamp
with a color rather than white, you need an intermediate device like an
arithmetic combinator
that can send a color signal.
Instead of directly connect the
lamp
and the
Storage tank
you need:
Add the arithmetic combinator.
Connect the
storage tank
with the input of the arithmetic combinator.
Connect the output of the
arithmetic combinator
with the lamp.
Set up the arithmetic combinator:
Setting the input to petroleum Gas + 0 (the constant 0 not the signal 0)
Set the output to the pink signal (on the bottom row of the last tab of signals.)
Set up the
lamp
:
Select the "Use colors" check box on the lamp.
Set the condition to the pink signal, and what value you want (i.e. > 100)
Oil Setups
Balancing the production of petroleum gas, light oil and heavy oil is one of the most important use cases of the circuit network.
Light Oil Cracking
This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas.
The
pump
is connected to the
storage tank
by a
red wire
.
The pump has an enabled condition set to
Light Oil > 20000
.
Heavy Oil Cracking
This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.
The pump has an enabled condition set to
Heavy oil > 20000
.
Alternative Setup for Cracking and Lubricant Production
This setup compares different fluid levels to each other instead of checking fixed values. It offers some guarantees such as petroleum gas being produced when you have light oil to spare, and light oil not being cracked when you have plenty of petroleum gas, and similar rules for heavy oil cracking and lubricant production.
It takes 4 steps:
Have a fluid tank for heavy oil, light oil, petroleum gas, and lubricant. For each fluid, make sure to connect the tank via pipes to every location where the fluid is being produced or consumed.
For each chemical plant (or each row of them, if you use rows) add a pump to the non-water fluid input pipe to make it possible to block the flow. Note: Alternatively, the blocking pumps could be added to the chemical plant output pipes, but there is no need to add pumps to both inputs and outputs.
Connect every pump and every fluid tank to a single circuit network of red (or green) wire. The resulting circuit network will know about the fluid level in every storage tank and pass this information to every pump.
For each connected pump set the circuit “enable condition” to "[input fluid] > [output fluid]" , for its respective chemical plant recipe. E.g. set "heavy oil > light oil" for the heavy oil cracking input pump, set "heavy oil > lubricant" for the lubricant production input pump, and set "light oil > petroleum gas" for the light oil cracking input pump.
Done! Now all the pumps will move to equalize the fluid levels to each other. This will prevent fluid system deadlocks where you have plenty of one fluid but you are unable to make any of the other.
Misc
Multiple Storages
If you connect multiple chests to a pole, the pole displays the sum of items in all the chests.
This also works with
storage tanks
and
roboports
.
Constant Combinator
With a
constant combinator
you can generate any signals you may need.
In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine.
Constant combinators are not of much use on their own but we shall use them later.
Constant Combinator Signs (Words)
You can use
constant combinators
to make signs, just set the letter signals in the combinator, each combinator can display 2 characters side by side.
Note that to see these letters, Alt-mode must be on and the Interface setting “Show combinator settings in “Alt-Mode”” must also be enabled.
Constant Combinator Signs (Managing Belts)
Somewhat similar to the previous example, constant combinator signals can be used with belts to help indicate what items should be on which belts. This is extremely useful when sharing blueprints, as it's possible for blueprints to be shared albeit with no indication on which items are meant for which belts.
Memory Cell / Counter
Basic memory cell that counts all the items moved by the inserter
The
fast inserter
is connected to
BOTH
ends of the arithmetic combinator.
If the fast inserter hasn't picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted.
When the fast inserter does pick something up its value is added to the output from the previous tick thus incrementing that item.
Inserters
Limit items placed into a chest
The
inserter
is connected to the
wooden chest
using a
red wire
.
The inserter's enabled condition is
Advanced Circuit < 10
.
In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up to 3 at once due to stack size bonuses.
This effect can be even greater with Stack inserters because of their large carrying capacity.
This technique still gives far greater control than limiting the inventory on the chest.
Balanced chest insert
Goal: Load n chests with approximately the same number of items. This can be used for train stations:
MadZuri's smart loading train station
Place n chests and n inserters.
Place 1
arithmetic combinator
Set the combinator to take Each (yellow star) and divide by the negative number of chests. ie −n.
Connect all chests to each other and to the input of the combinator using red wire.
Connect all inserters to each other and to the output of the combinator using red wire.
Connect each inserter to the box it inserts into with green wire.
Set the enable condition on each inserter to be Everything (red star) < 0.
The combinator calculates the average number of items in the chests, and makes it negative. Each inserter gets the amount in the chest it is inserting to and adds the negative average, i.e. it calculates how many more than the average it has in its chest. Thus if that number is negative, it has less than the average in the chest and it enables.
Due to inserter stack bonus the count is not exact. If a precise count is needed, set the inserter stack size to 1.
Keeping outpost stocked with specified items
This circuit keeps a
storage chest
at an outpost stocked with customized levels of different items.
For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled.
The
storage chest
is attached to the input of the
arithmetic combinator
(left side in the picture) with a
red wire
.
Another couple of
red wires
join the output of the
arithmetic combinator
(right side) to the
constant combinator
and to the
stack filter inserter
.
The
arithmetic combinator
multiplies
each input value (from the storage chest) by
-1
.
Finally the filter stack inserter's mode of operation is set to
Set filters
.
So the input to the
stack filter inserter
is
<constant combinator> - <storage chest contents>
and the filter is set to filter for the first item by inventory order.
Balanced Solar panel / Accumulator Production
This circuit balances production of
solar panels
and
accumulators
to a desired ratio in my case 24:20.
The first
arithmetic combinator
takes the number of accumulators in the chest and
multiplies
it by
24
.
The second
arithmetic combinator
takes the output of the first combinator and
divides
it by
20
.
This gives us the number of accumulators that we can directly compare to the number of Solar panels in both inserters.
If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter.
However, if they are equal, neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color, therefore breaking the deadlock.
Sushi Belts
Reading Belt Design
Six belts in a row are connected with Red wire and set to
Read belts contents
and
Hold
This
red wire
is then connected to the inserters that insert onto the belt.
Read hand contents is unselected for all inserters.
Mode of operation is set to
Enable/Disable
on all inserters.
The first inserter is enabled when
Automation science pack = 0
The other inserters are set similarly for the other science packs.
Memory Cell Design
This recipe produces a rolling sum of the number of items of each type, as they added or removed from a looping conveyor belt. Inserters placing items onto the belt can use this sum to turn on or off as needed.
It achieves this through two networks, one red (subtraction) and one green (addition), connected to their own inserters, and two arithmetic combinators: one basic
arithmetic combinator
to do the subtraction, and one memory cell, to update and persist the values.
Each inserter that takes items
from
the belt is connected with Red wire. Each of these inserters is set to
Mode of operation: None
,
Read hand contents is checked
, and Hand read mode is set to
Pulse
(sends 1 each time an item is picked up).
These red wire inserters are connected to the input of the subtraction arithmetic combinator, in this example, it is the one on the left.
The left
arithmetic combinator
multiples
each
input by
-1
and outputs it to
each
. This subtracts 1 each time an inserter removes an item from the belt, for the specific type of item taken.
The right
arithmetic combinator
is the
memory cell
.
The memory cell's input is connected to: 1. A green wire network of inserters placing items onto the belt (the addition), 2. The output of the left
arithmetic combinator
(the subtraction).
The memory cell's output should be connected to its input, so that each time an update is sent from either the addition network (green wire) or subtraction network (red wire), the updated value is persisted.
When a Green wire inserter adds an item to the belt, that item's count in the memory cell is increased by 1.
The inserters that place items onto the belt (green wire) should be set to:
Enable/disable
,
Read hand contents is checked
and
Hand read mode is set to Pulse
.
The
Enable/disable
condition is set based on the number of items you'd like picked up by the red wire inserters, e.g. Automation science pack <= 16 (one pack for each lab in the example shown here).
Power
Backup steam power
The
steam engines
are not directly connected to the power network. They are connected to the power network through a
power switch
.
The
power switch
is connected to one of the
accumulators
in the main network.
The
power switch
turns on when A < 10. That is when the
accumulators
are less than 10% full.
Optimal usage of fuel for nuclear power
Unlike the normal steam power that adjusts fuel usage based on power usage, the
nuclear reactors
spend fuel in fixed units of time. To be exact, the consumption of 1 fuel cell takes exactly 200 seconds.
Combined with the fact that creating the nuclear fuel cells are time consuming and expensive to create, it is therefore beneficial to optimize their use to match the actual consumed power.
This picture shows a setup with 4 reactors, that spend only 1 fuel cell each whenever steam runs low.
Note: The GUI in the image above has been altered to make sure all important info fits within the image size.
There are a few elements in this setup:
Storage tank that provides the
steam
signal. You should only read from one storage tank, and it should have pipe connections to all your other steam storage tanks.
Chests containing
uranium fuel cells
for the reactor.
Output inserter that takes
empty fuel cells
from the reactor. This is connected to the storage tank to listen for the steam signal, and to the chests to listen for the uranium fuel cell signal. If the steam level is low and there are uranium fuel cells available, it removes the empty fuel cells from the reactor and sends an empty fuel cell signal (since "Read hand contents" is checked).
Input inserter that put uranium fuel cells into the reactor. This is connected to the output inserter and listens for the empty fuel cell signal. The "Override stack size" is set to 1, so that it only inserts 1 fuel cell at a time.
If you are using multiple reactors you should only wire one output inserter to one steam tank, and then connect all input inserters to the single output inserter. This will synchronize fuel insertion to maximize the reactor neighbour heat bonus. The other reactors can have "dumb" output inserters that remove
empty fuel cells
immediately.
Since this design uses empty fuel cells as a signal to fill the reactor, you need to manually insert 1 uranium fuel cell into the reactor to get it started.
Prioritize usage of uranium towards nuclear fuel production
Because a continuous supply of
uranium fuel cells
is critical to maintaining a
nuclear reactor
, the circuit network can be used to set up a system where
uranium-235
and
uranium-238
are conserved for the production of nuclear fuel before other uses.
Using a
splitter
, divert the two types of uranium onto two parallel conveyors, with an
inserter
positioned to gather uranium from each conveyor (a
long-handed inserter
will be needed for the far belt). Each of these inserters deposits their load into a container, from which two more inserters deliver the contents to an
assembling machine
making nuclear fuel. An inserter delivers the produced fuel to a third container, from which inserter(s) delivers the fuel to your nuclear reactor. Wire the two inserters gathering from the conveyors to the container each of them is delivering to, and to the tile of conveyor immediately after the tile the inserter is gathering from. Set each inserter's enable condition to "less than or equal to X amount of uranium", using the appropriate type of uranium the inserter is gathering and X being the number of reserve uranium desired (optimally, one uranium-235 and nineteen uranium-238, the amount needed to produce nuclear fuel; the amount may be increased if a greater stockpile is desired). Set each conveyor's enable condition to "greater than or equal to X amount of uranium" in the same manner. Finally, connect the inserters delivering uranium to the assembly machine up to the container the assembly machine is delivering nuclear fuel to, and set each of their enable conditions to "nuclear fuel = 0 (the enable condition can be set to "less than or equal to X amount of nuclear fuel" if a larger stockpile is desired).
This set-up accomplishes the following:
When there is sufficient nuclear fuel and uranium stockpiled, the inserters will deactivate and the conveyors activate, allowing the uranium to continue down the conveyors to other facilities.
When the nuclear fuel stockpile hits zero (or decreases below the desired amount), the inserters delivering to the assembly machine will activate and deliver uranium to resume production of nuclear fuel until quota is reached again.
When there is not enough uranium stockpiled to produce a batch of nuclear fuel, the inserters gathering uranium will activate and and resume gathering uranium until they reach their quota. The conveyors carrying uranium will stop past the inserters, cutting off other facilities from that type of uranium until its respective inserter reaches quota.
The assembly machine will only be provided with uranium when the stockpile of nuclear fuel hits zero (or decreases below the desired amount), preventing over-production of nuclear fuel and thus over-consumption of uranium.
Railway network
Set train routing
The circuit network can be used to allow deeper micromanagement of
trains
. Circuits can be used to adjust train limits for
stops
, effectively disabling a stop when a resource is not available for loading, or if an unloading station already has more than enough of a resource. Note that adjusting train limits runs into fewer problems than fully enabling/disabling stops; see
Friday Facts #361 - Train stop limit, Tips and tricks
and the
Train stop
page for additional information about using train limits.
Player safety
The circuit network can be used to ensure the player's safety when crossing train tracks so they do not get hit. Place
gates
at designated crossing areas and connect an adjacent
wall
to
rail signals
near the gate. Set the gate to "read sensor" and the signal to "close signal" with the condition being the signal the gate sends out being "1". This means that when the gate is closed, the signal will be green and trains can pass freely, but when the player approaches the gate and it opens for them, the train signal will be turned red and trains will be stopped until the player clears the area.
Alternatively, this system can be reversed - by setting the gate to "open gate" and the train signal set to "read signal", the gate will remain open normally and will close when a train is approaching, preventing the player from crossing until it is safe.
In lieu of gates, the player can connect a
programmable speaker
to the train signals to broadcast a warning siren when a train is approaching the area.
Latches
RS latch - single decider version
This discussion
on the Factorio forums starts with the common 2 decider RS latch version, but later a
single decider version was proposed
. The thread
goes on to explain
why this is better. In the thread, the latch is described as an SR latch. However, when both inputs are true, the latch will reset, so it is an RS latch.
Backup steam example
This example will turn on the steam generator when the Accumulator charge drops to 20%, but will "latch" (remember) the On state until the accumulator is charged to 90%.
Latching is used to introduce
hysteresis
and avoid the power switch rapidly cycling on and off (as the accumulator falls to 19%, charges to 20%, falls to 19% and so on).
Copy blueprint string
0eNrFVk1vozAQ/SuVz1ABCaRBq5WqXntKjqsKOTBJR8IGGTtpFPHfd+w0HyU0G6pVewkxnnmemfdmzI4tSgO1QqlZumOYV7Jh6Z8da3AleWnf6W0NLGVrVNrQG49JLuyLvYU/Z63HUBbwxtKw9QZ4zs48o15P1CBObgXkWIDy80osUHJdqTOAUfviMZAaNcI+A7fYZtKIBSiK7YgjoEAjfCgh1wpzv65KoFPqqiHnStrzCdAPA49t6Rm1NrYOWjQY7QrY6FQZwcvyX1jJFajxEYrnuRGmdGW6DCe+jx1KcB9TDYl1raoyW8ArXyM5kFVldG10djObj6zdI0kKHp2Mdiy0PysFIM8pwYKldHyOKjeo3TI8y8Wup93tl7Yv3fiaOC6zjt6z9uk4VqDaR+rY7CvBO2ZGewUec1qiaobVxaE3mtseiwK7EjVXLsaU/SKPobWe7zHrLYVmpM6WqhIZSsJg6ZKXDQyiYkzF9Vhk9xUU3d3kNiaSQUwEB/l9Hw+uZg1YjGzYiPpA1+/vpKuHjk7fRNf7JrJTsZf05MLwoIFbzLvtOvlEFZNjKepqQ5poNqjz10s9jA6N+fk8Ohx/FMFXNXDqxeCC20F901vCJxN07UjVG9K4+x9YQp5M2LUZfbTpq+XDKRsNnG4cuULZcz089HZWD+D0a8Pz52bnNPgPzTj76dlJAnDfNenZp5fHSr4ACp/NZ3fPnHrkDt64qN31vwbVuFIn43GUjCdxHIVt+xcL2lBp
Accumulator outputs the current charge level as % on signal
First decider outputs "Set" (
= 1) if Accumulator is less than 20%.
Second decider outputs "Reset" (
= 1) once Accumulator is more than 90% full.
RS Latch configuration
The central decider and green feedback wire is the actual RS Latch.
It latches the Set signal
until the Reset signal
is received (and vice-versa).
NB: the latch expects binary inputs (
&
must be 0 or 1) - this is why the previous two deciders are required.
When both inputs are true, the reset signal takes priority and the latch resets. This means it is an RS latch instead of an SR latch.
The Power switch isolates the generator from the rest of the factory until
= 1
RS latch
This should be familiar to anyone with any background in electronics.
The signal is set and reset with the
constant combinators
on the left by setting an A=1 signal.
The latch "remembers" which one was last set and the light stays on until another signal is received.
Usage of RS latch
Here is an example of how you could use an RS latch.
The two extra
decider combinators
provide the set and reset conditions.
Petroleum gas < 50 and petroleum gas > 100.
Belt only latch
To make it work,
3
pieces of raw wood must be placed on the inside lane of the belt.
It will have higher latency than the combinator version, but in most situations you will not notice the difference.
Displays
Numerical Display
Each digit is driven by its own
green wire
, that wire holds 15 signals, one for each lamp used in the digit.
constant combinators
are used to define which lamp should light up for each value.
Black and White Grid Display
Each row has its own
red wire
connection and within that row each light has a numbered signal 0-9.
We turn each light on by just setting or clearing the relevant signal.
Multicolor Display by DaveMcW
To understand how this works, you first need to understand how color lights choose which color to light up when there are multiple colored signals.
The
lamp
will light up with the colored signal that is greater than zero and earliest in this list: red, green, blue, yellow, pink, cyan, white.
We have a
red wire
per column, that wire has each of the colored signals on it at different values and a numbered signal for each row.
There is a
arithmetic combinator
for each cell that subtracts the "row" value from each of the colored signals.
And this enables us to choose the color for each cell.
Simple!
Setting Recipes
Multiple Item Assembling Machine
This Version 2 circuit design allows a user to have a single
assembling machine
produce several different items that all use mostly the same ingredients. This is a convenient way to avoid routing the same set of inputs to multiple assembly machines for items that need automated, but not constant production. For example,
medium electric poles
and
big electric poles
share the same ingredients, or the
pumpjack
,
oil refinery
, and
chemical plant
take mostly the same inputs.
To use this, the player opens the
constant combinator
and selects which items and what quantities to make.
This signal goes into the green wire input of the
decider combinator
, where it is compared to the quantity of items in the logistics chest connected to the combinator input on the red wire.
The decider combinator uses the "each" signal, so each signal on the green wire is compared to each signal on the red wire, and if there are fewer of any item in the chest than are set by the constant combinator, the decider combinator will output a signal on that item's channel.
The assembling machine then is configured to set the recipe based on incoming signals and so will produce whatever items are needed to fulfill the settings on the constant combinator.
The assembly machine outputs items to the steel chest, which then loads them into the requester chest, which feeds back into the assembly machine. This is because when a new recipe is loaded, any extra input items of the previous recipe must be unloaded from the machine, and this loop will supply those unloaded items back into the assembly machine, otherwise input materials will fill up the output storage, preventing new items from being produced.
Signal Switch
Simple Signal Switch
With the advent of complex conditionals, it is possible to have a single
constant combinator
+
decider combinator
output any arbitrary signal from any conditional block
This relies the behavior of the
each
signal. If the
each
signal is used in an input condition, then it can be used as the output signal as well.
To start, we'll define all of the signals we may want to output in the constant combinator, and give them each a unique value. If circumstances dictate that you cannot dedicate one of the decider's input wires to just the constant combinator, you may want to make the values negative and/or very large to ensure they stay unique.
We can exploit the behavior of
each
to propagate any of our constant combinator signals when any arbitrary condition is true.
The format is simple: Define the condition in which you want your signal sent, and then add `AND`
each
= `the signal in the constant combinator you want to send when that condition is true`.
The condition can be simple, using only a single condition, or can have as many AND statements as you need.
Because the
each
statement is only true - due to our constant combinator signals all having unique values - when
each
compares a signal to itself, and because we are using
each
as our output value, whenever the other conditions in each block are all true, the signal that is compared to
each
is sent as the output signal, as it is the only signal that passes that particular condition.
In the example shown, the decider will output the "pipe" signal when there are fewer than 100 pipes in the chest. It will output the "underground pipe" signal when there are 100 or more pipes AND less than 100 underground pipes in the chest.
It is important to set the
each
comparisons to use only the wire connected to the constant combinator, otherwise any other signals that share the same values might get passed through.
Latching Signal Switch
This type of circuit expands on the simple signal switch by making the decider act as an SR (set/reset) latch as well as a signal switch.
Adding latching helps prevent machines from flickering on and off, and recipes from switching wildly due to changing conditions.
For this, the decider's output is connected to its input via the wire NOT connected to the constant combinator. This allows us to use the decider's current output as part of our logic.
Each separate recipe needs two blocks: the "set" conditions, or "when do we turn the latch on," and the "reset" conditions, or "when do we turn the latch off."
For the example shown here, the latch for advanced metallic asteroid processing is
set
when there is less than 80 copper ore on the output belts (
< 80).
The second group of conditionals keeps the latch on until the reset condition -
≥ 300 - is reached. Because the
set
condition makes the decider start outputting the
signal, then that makes the second block of conditionals true until
reaches 300. Once there are 300 copper ore on the belt, neither of the
conditions will be true, and the latch will
reset
.
The next two blocks are a latch for basic metallic asteroid processing. In this case, the
set
condition is
< 120 AND
= 0. The check for
ensures that we do not have both latches on at once. It's up to you to define the priority of possible output signals by adding similar checks. So for basic processing, the latch can be
reset
by two things: either
reaching 500+, or by the
latch turning on.
Pay close attention to which wires you're using for each condition. Always be as restrictive as possible.
See Also
Arithmetic combinator
Constant combinator
Decider combinator
Circuit network | wiki | https://wiki.factorio.com/Tutorial:Circuit_network_cookbook_-_Factorio_Wiki |
Wall | Wall - Factorio Wiki | [] | Wall - Factorio Wiki
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| | Wall | Edit |
| | ---- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------------------------------------------------------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+5→1 | 0.5+5→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 0.5+5 | 0.5+5 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 350455560665875 | | | | 350 | | 455 | | 560 | | 665 | | 875 |
| | | | 350 | | | | | | | | | | |
| | 455 | | 560 | | | | | | | | | | |
| | 665 | | 875 | | | | | | | | | | |
| Resistances | Acid: 0/80%Explosion: 10/30%Fire: 0/100%Impact: 45/60%Laser: 0/70%Physical: 3/20% | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Dimensions | 1×1 | | | | | | | | | | | | |
| Mining time | 0.2 | | | | | | | | | | | | |
| Prototype type | wall | | | | | | | | | | | | |
| Internal name | stone-wall | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Walls
are a defensive structure that prevents both the player and
enemies
from passing. They can be used to shield
turrets
so they will be able to fight enemies longer without being destroyed, and can be used to protect parts of the factory from enemies. Although walls have less health than most defensive structures, their high damage resistance means it will take longer for enemies to destroy them.
Gates
can be constructed to allow the player to pass through walls. Gates share the same health and resistances as walls and automatically close for enemies if not connected to the
circuit network
, so no defensive power is lost.
Walls only block melee attacks, projectile attacks go over them. However,
big and behemoth biters
can attack 2 tiles away, meaning they can hit structures directly behind a single layer of walls. To prevent this, structures can be moved further back from the walls or a second layer of walls can be added.
Despite their applications as a defensive measure, walls are not considered a
military unit and structure
; this is important for understanding the behavior of enemies regarding walls. If they are attempting to attack something and the wall obstructs their path, they will attack the wall to destroy it and clear the way. However, if they have already been aggro'd by a turret or the player, enemies will more actively pursue their aggressor and not necessarily attack walls between them. This allows the player to stall enemies more efficiently by building walls in a manner that disrupts their pathing without entirely obstructing it. However, if their pathing is disrupted enough, they will still resort to attacking the wall to remove the obstruction, thus long sections of wall that enemies will chew through may be less effective than shorter segments that force them to go around.
Placing walls in four adjacent tiles forming a square will cause the inner space to be filled. This is only a visual property, the health and the rest of the properties of the walls are not affected.
History
0.15.0
:
Doubled stack size of walls, to 100.
Walls with gates now can accept any signal type.
0.13.5
:
Increased the collision box of walls slightly.
0.11.17
:
Now cannot be teleported.
0.11.2
:
Walls and
gates
are now fast replaceable.
0.11.0
:
Stone walls now need
Research
to unlock.
0.10.2
:
Repair speed is twice as fast.
0.10.0
:
Changed collision box logic. It is possible to walk between diagonal walls now, but not when connected.
0.7.5
:
Doubled the stack size of walls.
0.7.1
:
Walls now leave remnants when destroyed.
0.7.0
:
Increased wall health from 200 to 350.
0.4.0
:
Added textures for a single piece of wall.
0.3.0
:
Introduced
See also
Enemies
Gate
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment | | wiki | https://wiki.factorio.com/Wall_-_Factorio_Wiki |
Carbon_fiber_(research) | Carbon fiber (research) - Factorio Wiki | [] | Carbon fiber (research) - Factorio Wiki
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| | Carbon fiber (research) | Edit |
| | ----------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 6011111✖500 | 6011111✖500 |
| Prototype type | technology |
| Internal name | carbon-fiber |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
Unlocks the ability to craft
carbon fiber
.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Gleba
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Carbon_fiber_(research)_-_Factorio_Wiki |
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Debug_mode | Debug mode - Factorio Wiki | [] | Debug mode - Factorio Wiki
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Debug mode, with some of its features enabled.
The
debug mode
is used mainly by developers and modders to analyze the running state of the game. It can be enabled to show detailed information about the game world. The default key to enable debug mode is
F5
.
For example, one can:
See the path the
biters
are coming from and where they plan to target,
See the position / coordinates of the cursor,
See a grid-overlay for the
tiles
and
chunks
,
See additional non-game related information, such as Updates Per Second and FPS.
Note:
In addition to this internal debugging tool there are also third-party debugging tools contributed by the community available on the
Factorio sub-forum for mod development tools
.
Activate the debug mode
There are 2 debug-levels:
Always
- This is the default mode, if no mode is active. Keep very few things active here.
Debug
- Toggled by pressing
F5
. Allows to toggle the debug overlays.
Configuring the debug mode
To configure the 2 modes, press
F4
. This opens up a menu with many options. You can move this menu with the mouse, if it hides some interesting underlying thing. You can switch between 2 folders, which reflects the option for that debug-mode ("always", "debug"). The options are the same for each mode. Each mode can be configured to the user's liking, the different modes are only for convenience. A search function (
CTRL
+
F
) is available.
List of debug-options and their function
| Option | Description |
| ------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| show-fps | Will show the current frames-per-second and updates per second, shortFPSandUPS. Should be normally about 60. |
| show-clock | Shows a real time clock. |
| show-detailed-info | Shows the cursor position intiles(and subdivisions of that).Current resolution and zoom.How many objects are on the screen (painted by the graphic card).How many entities, chunks and paths are in the game and used. |
| show-time-usage | Internal statistics about how long some calculations take, in milliseconds pertick.Time is shown as average/min/max of the last 100 ticks, interval can be changed with /perf-avg-frames.Minimum values exclude zeroes (e.g. from ticks where no mod hooks were run).Overall calculation delays (some are parallel) must be under 16.6 ms to maintain normal framerate at 1x speed with 60 ticks per second.The Top section of metrics cover the wider game engines activities. The middle Update section relates to running the simulation for a tick. The bottom Map Generator section relates to the map generation activity. For more details, refer toTutorial:Diagnosing performance issues. |
| show-entity-time-usage | |
| show-gpu-time-usage | |
| show-sprite-counts | The counts of each sprite rendered on screen. |
| show-lua-object-statistics | Statistics related to the Lua garbarge collector. Update time (avg/min/max), created objects (avg/min/max [total]), destroyed objects (avg/min/max [total]). |
| show-heat-buffer-info | |
| show-multiplayer-waiting-icon | When in a multiplayer game: if the game is currently waiting for the server to process. |
| show-multiplayer-statistics | The latency information when in multiplayer. |
| show-multiplayer-selection-rectangles | Allows to view selection rectangles of other players in multiplayer. |
| show-debug-info-in-tooltips | Shows additional information in the tooltips of entities, items, recipes, tiles etc. |
| show-resistances-in-tooltips-always | Show entity resitances in all entity tooltips instead of just tooltips of enemy entities and entities withhide_resistancesset to false. |
| hide-mod-guis | Hides GUIs added by mods. |
| show-tile-grid | Shows the borders of thetilesandchunks. |
| show-blueprint-grid | |
| show-collision-rectangles | Shows the collision boxes of each entity (red). |
| show-selection-rectangles | Shows a blue box over each entity, if you hover over it, it will be selected. |
| show-render-rectangles | Shows a pink box over each entity, if that is on your screen, the entity will be rendered. |
| show-sticker-boxes | |
| show-entity-positions | |
| show-entity-velocities | |
| show-selected-entity-advanced-tiles | Shows on which advanced tiles (2×2 tiles) the entity is registered. |
| show-selected-input-transport-belts | Shows which entities input into the selected transport line. |
| show-paths | The calculated paths for the biters in different colors. |
| show-path-requests | |
| show-next-waypoint-bb | Shows waypoints for biters (in green), nearly the same info as the next. |
| show-target | Shows the current target of the biters (red). |
| show-unit-group-info | Biter groups, which belong together (circles and lines belonging together) |
| show-unit-behavior-info | |
| show-pathfinder-fringe | |
| show-path-cache | The source-positions of a path and about the length (?) |
| show-path-cache-paths | |
| show-rail-paths | Which path a train will follow. |
| show-rolling-stock-count | Shows inserter positions |
| show-rail-connections | Shows rail connections. |
| show-rail-joints | |
| show-rail-segment-collision-boxes | |
| show-train-stop-point | When a train slows down it shows the calculated point where it should halt |
| show-train-braking-distance | The distance a train will take to stop at its current speed |
| show-train-signals | |
| show-train-repathing | Display a flying "repathed" text over a train whenever it repaths. |
| show-network-connected-entities | Displays the network-id of the electric network that a pole is connected to |
| show-circuit-network-numbers | Shows the number (and color) of circuit networks |
| show-energy-sources-networks | Which network-id an entity is connected to. |
| show-active-state | Inserters, fish, turrets are turned to passive, if not used; Red = inactive, Purple = inactive when enemies aren't around (turrets etc), Green = inactive when player isn't around (fish). Passive entities consume less CPU power. |
| show-wakeup-lists | When an entity is sleeping in another entity it shows which entities it's sleeping in. |
| show-transport-lines | |
| show-transport-line-gaps | |
| show-pollution-values | Shows the numeric pollution amount on each chunk. |
| show-active-entities-on-chunk-counts | Shows counts of active entities per chunk. They are divided into two categories:Blue = active when a player is around (e.g. fish)Green = active when enemies are around (e.g. turrets) |
| show-active-chunks | Shows in the map view, which chunks are "on", unmarked chunks are not calculated. |
| show-polluted-chunks | Shows which chunks have pollution. |
| hide-chart-tags | Hides map tags. |
| show-enemy-expansion-candidate-chunks | Where is space left to spread the brood?. Goes from red (nearly no space) to green (space to expand). |
| show-enemy-expansion-candidate-chunk-values | Which chunks the enemies will try to expand into. |
| show-bad-attack-chunks | |
| show-tile-variations | Shows, which tile-variation (1, 2 or 4 tile sized) is painted for which area of the map. Quite confusing, zoom in to see the meaning. |
| show-raw-tile-transitions | Turns connected textures for land and water off, so the distinction can easily be made. |
| show-fluid-box-fluid-info | How much fluid is in a pipe/storage tank, shows flow of liquid in pipes. |
| show-environment-sound-info | Displays which sound of which entity is played and how loud. |
| show-environment-sound-area | |
| show-selected-entity-audible-range | |
| show-recently-played-sound-info | |
| show-logistic-robot-targets | |
| show-spidertron-movement | |
| show-player-robots | |
| show-fire-info | |
| show-sticker-info | |
| show-decorative-names | |
| show-decorative-collision-rectangles | |
| allow-increased-zoom | |
| show-chunk-components | |
| show-train-no-path-details | Chat shows extra info on pathfinder for no-pathing trains.[1] | | wiki | https://wiki.factorio.com/Debug_mode_-_Factorio_Wiki |
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Jelly | Jelly - Factorio Wiki | [] | Jelly - Factorio Wiki
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| | Jelly | Edit |
| | ----- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ----------------------- | | ------ | | -- | | ------ | | ------ | | ------ | | --- |
| 1+1→4+0.02 | 1+1→4+0.02 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 1+1 | 1+1 | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Rocket capacity | 2000 (20 stacks) | | | | | | | | | | | | |
| Fuel value | 1 MJ (burner) | | | | | | | | | | | | |
| Spoil time | 4m5m 11s6m 24s7m 36s10m | | | | 4m | | 5m 11s | | 6m 24s | | 7m 36s | | 10m |
| | | | 4m | | | | | | | | | | |
| | 5m 11s | | 6m 24s | | | | | | | | | | |
| | 7m 36s | | 10m | | | | | | | | | | |
| Spoil result | | | | | | | | | | | | | |
| Prototype type | capsule | | | | | | | | | | | | |
| Internal name | jelly | | | | | | | | | | | | |
| 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.
Jelly
is a resource that can be crafted out of
jellynuts
found on
Gleba
. When eaten, it provides a 150% movement speed bonus.
The 2% chance of getting seeds means that on average, a mature
jellystem
will yield 1
jellynut seed
. To get an increasing number of seeds, jellynut processing needs to be done with
productivity
bonuses, either in the
biochamber
or with
productivity modules
. Or both.
History
2.0.22
:
Jelly is no longer mined from
slipstack
trees so it is less confusing where to get jelly from.
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/Jelly_-_Factorio_Wiki |
Light_oil_cracking | Oil processing - Factorio Wiki | [] | Oil processing - Factorio Wiki
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Oil processing
is a large part of Factorio. Oil processing may refer to
the researched technology
, the recipe used in the
oil refinery
, or the overall workings of oil.
Contents
1
Overview
2
Setting up oil processing
2.1
Tips
2.2
Coal Liquefaction
2.3
Simple coal liquefaction
2.4
Transporting fluids
3
Optimal Ratios
3.1
Petroleum gas production
4
History
5
See also
Overview
There are various recipes that can be used to process
crude oil
into its fractions. Its fraction (
heavy oil
,
light oil
and
petroleum gas
) can also be cracked into each other. Their recipes and technology requirements can be seen below.
| Process | Input | Output | Made in | Required technology | Internal name |
| ------------------------ | ---------- | -------- | ------- | ----------------------- | ------------------------ |
| Basic oil processing | 5+100 | 45 | | Oil processing | basic-oil-processing |
| Advanced oil processing | 5+100+50 | 25+45+55 | | Advanced oil processing | advanced-oil-processing |
| Heavy oil cracking | 2+40+30 | 30 | | Advanced oil processing | heavy-oil-cracking |
| Light oil cracking | 2+30+30 | 20 | | Advanced oil processing | light-oil-cracking |
| Simple coal liquefaction | 5+10+2+25 | 50 | | Calcite processing | simple-coal-liquefaction |
| Coal liquefaction | 5+10+25+50 | 90+20+10 | | Coal liquefaction | coal-liquefaction |
Setting up oil processing
Pumpjacks
need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Pumpjacks produce a certain amount of
Crude oil
per second, shown on the right, at the bottom of the information panel.
Crude oil must be refined in an
oil refinery
. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set and "alt-mode" is active, the input and output locations and the expected fluids are shown. The locations of these cannot be changed, only the entire machine can be rotated or flipped (
v
or
h
key by default).
Advanced oil processing and coal liquefaction produce multiple fluids:
heavy oil
,
light oil
and
petroleum gas
. The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a
storage tank
. Furthermore, both heavy oil and light oil can be cracked to the next lower type in a
chemical plant
(recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem).
Tips
The
circuit network
can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough. For examples on how to do this, see the
circuit-network cookbook
.
If you run your heavy oil pipe from the refineries past a lubricant-making chemical plant before sending it to the cracking chemical plants, you can be sure that the lubricant production will have priority over cracking.
Solid fuel
is most efficient when created from light oil. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly.
Coal Liquefaction
Once coal liquefaction is researched, the player can manufacture oil products anywhere without a need for crude oil: the player can set up an oil refinery to utilize coal liquefaction and use an
assembling machine
and
barrels
to manually insert a small amount of heavy oil into the system to initiate production. As long as the heavy oil output is routed back into the refinery before being sent anywhere else, the refinery will be self-sustaining in terms of heavy oil, only requiring steam and coal to run. To prevent fluid back-up, the player will need to ensure all output fluids are being consumed or stored somehow.
While a single refinery using this set-up this will not produce a large amount of oil products overall, the fact it does not require crude oil to run means it can be placed anywhere the player needs a small, steady supply of oil products, saving the need to transport oil over large distances by pipes or trains. Such uses include:
A refueling outpost that produces
solid fuel
and/or
rocket fuel
.
A defensive outpost that uses oil to fuel
flamethrower turrets
.
With a supply of
iron ore
, this set-up can produce
sulfuric acid
, allowing the mining of
uranium ore
.
A supply of iron ore also allows the manufacture of ammunition:
cluster grenades
,
land mines
, and
cannon shells
.
With a supply of both iron ore and
copper ore
,
rockets
and
artillery shells
can be manufactured, as well as all
capsules
.
More broadly, a sufficiently large network of refineries utilizing coal liquefaction could produce enough oil products to run the player's factory without a need for crude oil anymore, allowing much more flexibility in the layout and placement of facilities that require oil products to function. The downside of relying entirely on coal liquefaction are an overall slightly lower output of oil products compared to advanced oil processing, a need for more chemical plants to crack the large amounts of heavy oil produced, and the system will shut down entirely if its supply of coal or steam runs out.
Simple coal liquefaction
Space Age
introduces a second liquefaction recipe: simple coal liquefaction. This process uses coal,
calcite
, and
sulfuric acid
, generating only
heavy oil
. Through cracking, it can be used to make other oil products. On
Vulcanus
, it is useful when starting out as the standard coal liquefaction recipe must be researched. It can also be used to bootstrap standard liquefaction, providing the initial heavy oil.
Outside of its initial uses on Vulcanus, it does have two potential advantages.
Steam
is much harder to get on
Space platforms
than sulfuric acid or calcite. The only way to make steam on a platform is with a
nuclear reactor
, which requires fuel from
Nauvis
. By contrast, sulfuric acid, coal, and calcite can all be manufactured or mined from asteroids.
The other advantage is that the recipe produces heavy oil without any of the other oil processing byproducts. This allows the player to use this purely as a way to generate
lubricant
for those recipes which need it. Other oil processing setups can then always crack heavy oil to light oil.
Note also that going to Vulcanus is not
strictly
required.
Calcite processing (research)
does not require
mining
calcite from a calcite ore patch; you merely need to acquire calcite. This can be done using
Advanced asteroid processing (research)
that is made available on
Gleba
. One still must research
Planet discovery Vulcanus (research)
, but once done, acquiring calcite via
advanced oxide asteroid crushing
is enough to trigger the calcite processing technology.
Transporting fluids
There are many ways to move fluids in Factorio, they are listed below:
Pipes
Fluid wagons
Loading the fluids into
barrels
and transporting them by
railway
,
transport belts
, or the
logistic network
Optimal Ratios
The optimal ratio is the ratio of production that ensures no waste of time or materials.
Petroleum gas production
For producing petroleum gas, the optimal advanced oil processing ratio is 20:5:17 (advanced oil processing : heavy oil cracking : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefaction : heavy oil cracking : light oil cracking), and 12:8:11 is close enough.
One refinery running basic oil processing produces 9 petroleum gas per second. One refinery running advanced oil processing combined with one of each oil cracking chemical plant produces 19.5 petroleum gas per second in total. One refinery running coal liquefaction combined with one of each oil cracking chemical plant produces close to 11.2 petroleum gas per second in total (taking into consideration the recycling of the heavy oil).
The refining can be sped up with
modules
; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using
productivity modules
) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses).
| Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Module configuration | None | Config 1 (*) | Config 2 | Units |
| Oil refinery | Oil refinery | Oil refinery | Oil refinery | Oil refinery |
| Crude oil consumption | 100 | 100 | 100 | |
| Water consumption | 50 | 50 | 50 | |
| Crafting speed | 5 | 5 | 5 | s / final item |
| Heavy oil output | 25 | 25 | 25 | |
| Light oil output | 45 | 45 | 45 | |
| Petroleum output | 55 | 55 | 55 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 855% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Crude oil consumption | 20 | 91 | 171 | per second |
| Total Water consumption | 10 | 45.5 | 85.5 | per second |
| Total Heavy oil output | 5 | 29.575 | 55.575 | per second |
| Total Light oil output | 9 | 53.235 | 100.035 | per second |
| Total Petroleum output | 11 | 65.065 | 122.265 | per second |
| Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking |
| Heavy oil consumption | 40 | 40 | 40 | |
| Water consumption | 30 | 30 | 30 | |
| Crafting speed | 2 | 2 | 2 | s / final item |
| Light oil output | 30 | 30 | 30 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 655% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Heavy oil consumption | 20 | 91 | 131 | per second |
| Total Water consumption | 15 | 68.25 | 98.25 | per second |
| Total Light oil output | 15 | 88.725 | 127.725 | per second |
| Light oil cracking | Light oil cracking | Light oil cracking | Light oil cracking | Light oil cracking |
| Light oil consumption | 30 | 30 | 30 | |
| Water consumption | 30 | 30 | 30 | |
| Crafting speed | 2 | 2 | 2 | s / final item |
| Petroleum output | 20 | 20 | 20 | |
| Base machine crafting speed | 1 | 1 | 1 | crafts / s |
| Crafting speed multiplier | 100% | 455% | 655% | |
| Output multiplier | 100% | 130% | 130% | final items |
| Total Light oil consumption | 15 | 68.25 | 98.25 | per second |
| Total Water consumption | 15 | 68.25 | 98.25 | per second |
| Total Petroleum output | 10 | 59.15 | 85.15 | per second |
| Ratio | Ratio | Ratio | Ratio | Ratio |
| Heavy oil cracking | 0.25 | 0.325 | 0.424 | |
| Light oil cracking | 0.85 | 1.2025 | 1.57 | |
| Petroleum gas output | 19.5 | 136.193 | 255.923 | per second |
| * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. |
For config 2 in the above (possibly collapsed) table, a good enough ratio is 7:3:11, and the next ratio that is better is 165:70:259. The optimal ratio involves over 50000 refineries, and so is practically useless. But, for reference, it's 52400:22230:82251.
History
0.17.60
:
Basic oil processing produces only petroleum gas.
0.17.0
:
Coal liquefaction now produces 90 heavy oil, 20 light oil and 10 petroleum gas, consuming 25 heavy oil, 10 coal and 50 steam.
0.15.0
:
Added coal liquefaction oil processing recipe.
0.9.1
:
Added heavy oil cracking and light oil cracking.
0.9.0
:
Introduced
Basic oil processing
Advanced oil processing
See also
Fluid system
Crude oil
Barrel | wiki | https://wiki.factorio.com/Oil_processing_-_Factorio_Wiki |
Factorio_Navigation | Factorio:Navigation - Factorio Wiki | [] | Factorio:Navigation - Factorio Wiki
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| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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/Factorio:Navigation_-_Factorio_Wiki |
Supply_challenge | Supply challenge - Factorio Wiki | [] | Supply challenge - Factorio Wiki
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In the
supply challenge
scenario
the player has to fulfill production output objectives with their factory. Finishing a level rewards the player with points. The scenario can be played in single player and
multiplayer
.
In every level, the player has a limited amount of time to place the required items into the specified chests. The requirements increase with each level.
Finishing a level rewards the player with 10 x the level number points, plus a time bonus for finishing quickly. The player can choose whether they sell the remaining time for points or use it to prepare for the next level. If the level is finished early, 5 points are awarded for each second left on the timer. The amount of points per second goes down by 0.2 each level, so selling the time in earlier levels is worth more points.
Production requirements for each level
Level 1 (4:00)
15 Stone
Level 2 (5:00)
30 Iron plate
Level 3 (5:00)
30 Iron plate
30 Copper plate
Level 4 (5:00)
30 Iron plate
30 Iron gear
Level 5 (4:00)
40 Iron plate
30 Iron gear
40 Copper cable
Level 6 (5:00)
40 Iron plate
30 Iron gear
30 Electronic circuit
Level 7 (5:00)
40 Iron plate
30 Iron gear
30 Electronic circuit
10 Automation science pack
50 Firearm magazine
Level 8 (5:00)
40 Iron plate
30 Iron gear
30 Electronic circuit
10 Automation science pack
20 Transport belt
Level 9 (5:00)
50 Iron plate
30 Iron gear
30 Electronic circuit
10 Automation science pack
20 Transport belt
20 Inserter
Level 10 (5:00)
50 Iron plate
30 Iron gear
30 Electronic circuit
10 Automation science pack
10 Logistic science pack
Level 11 (5:00)
50 Iron plate
30 Iron gear
30 Electronic circuit
20 Automation science pack
20 Logistic science pack
10 Fast transport belt
Level 12 (7:00)
50 Iron plate
30 Iron gear
30 Electronic circuit
20 Automation science pack
20 Logistic science pack
10 Steel plate
Level 13 (5:00)
30 Iron gear
30 Electronic circuit
20 Automation science pack
20 Logistic science pack
15 Steel plate
50 Piercing rounds magazine
Level 14 (10:00)
30 Iron gear
30 Electronic circuit
20 Automation science pack
20 Logistic science pack
15 Steel plate
15 Grenade
5 Plastic bar
Level 15 (8:20)
30 Electronic circuit
20 Automation science pack
20 Logistic science pack
15 Steel plate
10 advanced circuit
Level 16 (8:20)
20 Automation science pack
20 Logistic science pack
15 Steel plate
10 Advanced circuit
10 Sulfur
Level 17 (8:20)
20 Automation science pack
20 Logistic science pack
10 Advanced circuit
10 Engine unit
10 Sulfur
Level 18 (8:20)
20 Automation science pack
20 Logistic science pack
20 Chemical science pack
20 Grenade
Level 19 (8:20)
30 Automation science pack
30 Logistic science pack
30 Chemical science pack
20 Stone wall
Level 20 (10:00)
40 Automation science pack
40 Logistic science pack
40 Chemical science pack
20 Stone wall
20 Grenade
Level 21 (11:40)
50 Automation science pack
50 Logistic science pack
50 Chemical science pack
50 Military science pack | wiki | https://wiki.factorio.com/Supply_challenge_-_Factorio_Wiki |
Molten_iron_from_lava | Molten iron - Factorio Wiki | [] | Molten iron - Factorio Wiki
Jump to navigation
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| | Molten iron | Edit |
| | ----------- | ---- |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 32+50+1→500 | 32+50+1→500 |
| Total raw | Total raw |
| 32+50+1 | 32+50+1 |
| Prototype type | fluid |
| Internal name | molten-iron |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
Space Age
expansion exclusive feature.
Molten iron
is the melted, liquid form of
iron ore
that has been smelted by a
foundry
. On
Vulcanus
, molten iron can also be generated by processing
lava
. Both methods of generating molten iron require
calcite
. Molten iron cannot be placed into
barrels
, so it cannot be sent to other planets.
Once generated, molten iron can be cast into
iron plates
, but it can also be cast directly into
steel plates
as well as a number of other iron derivative. Many, but not all, of these casting recipes are more resource efficient than casting to plate and using an
assembling machine
to make the derivative.
A
fluid wagon
of molten iron represents more iron plates than a single
cargo wagon
can store. Even without
productivity modules
, 50,000 molten iron represents 7500 iron plates, nearly twice the storage of a cargo wagon (4000 iron plates). Additionally, even with legendary
quality
productivity module 3s
, the 2000 iron ore that fills up a single cargo wagon would only generate 50,000 molten iron, the exact size of a fluid wagon. So fluid wagons always at least as efficient per wagon as ore or plate.
Alternative recipes
| Process | Input | Output | Made in | Required technology |
| --------------------- | -------- | ------ | ------- | ------------------- |
| Molten iron from lava | 16+500+1 | 250+10 | | Foundry (research) |
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Fluid system
Molten copper
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Molten_iron_-_Factorio_Wiki |
Raw_fish | Raw fish - Factorio Wiki | [] | Raw fish - Factorio Wiki
Jump to navigation
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| | Raw fish | Edit |
| | -------- | ---- |
Base game
Space Age mod
| Health | 2026323850 | | | | 20 | | 26 | | 32 | | 38 | | 50 |
| --------------- | ------------------------------------------------ | | ---------- | | --------- | | ---------- | | ---------- | | --------- | | ---------- |
| | | | 20 | | | | | | | | | | |
| | 26 | | 32 | | | | | | | | | | |
| | 38 | | 50 | | | | | | | | | | |
| Restores | 80104128152200health | | | | 80 | | 104 | | 128 | | 152 | | 200 |
| | | | 80 | | | | | | | | | | |
| | 104 | | 128 | | | | | | | | | | |
| | 152 | | 200 | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Rocket capacity | 300 (3 stacks) | | | | | | | | | | | | |
| Mining time | 0.4 | | | | | | | | | | | | |
| 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 | capsule | | | | | | | | | | | | |
| Internal name | raw-fish | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------- | ------------------------------------------------ | | ---------- | | --------- | | ---------- | | ---------- | | --------- | | ---------- |
| 6+2+100+100→3 | 6+2+100+100→3 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 6+2+100+100 | 6+2+100+100 | | | | | | | | | | | | |
| Health | 2026323850 | | | | 20 | | 26 | | 32 | | 38 | | 50 |
| | | | 20 | | | | | | | | | | |
| | 26 | | 32 | | | | | | | | | | |
| | 38 | | 50 | | | | | | | | | | |
| Restores | 80104128152200health | | | | 80 | | 104 | | 128 | | 152 | | 200 |
| | | | 80 | | | | | | | | | | |
| | 104 | | 128 | | | | | | | | | | |
| | 152 | | 200 | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Rocket capacity | 300 (3 stacks) | | | | | | | | | | | | |
| Mining time | 0.4 | | | | | | | | | | | | |
| 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 | capsule | | | | | | | | | | | | |
| Internal name | raw-fish | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Raw fish
can be harvested from
water
. They can be used to refill a small amount of health instantly. In order to catch raw fish, mine one of the dark spots that can be found moving around in water bodies. Each dark spot yields 5 fish when mined. Fish can be also collected via
construction robots
, by marking a water area that contains fish with a
deconstruction planner
.
Raw fish is used to heal by clicking on the character or anywhere else in the world with the fish in the cursor. They heal 80 HP each and have a short cooldown for reuse, limiting the amount of incoming DPS that fish healing can absorb. Using a fish produces a munching sound.
Using
landfill
on water where a fish is swimming will "destroy" the fish. Fish can be shot and killed via
pistol
or
submachine gun
, and also by explosions, but are immune to any kind of
shotgun
fire. Shooting fish does not grant any fish items.
Fish are created in water when the world is generated and do not despawn or respawn. While inserters can remove fish from the water, they cannot put them back. The player can manually return fish to the water in stacks of 5, which resets both the quality and freshness of the fish.
Contents
1
Alternative recipes
2
Achievements
3
Gallery
4
Trivia
5
History
Alternative recipes
In
Space Age
, fish can be automated by breeding them in a
biochamber
after unlocking the fish breeding recipe with
agricultural science packs
. Fish breeding can only be conducted on
Nauvis
. Fish also are given a
spoilage
time of just over 2 hours.
| Process | Input | Output | Made in | Required technology | Crafted only on |
| ------------- | ----------- | ------ | ------- | ------------------------ | --------------- |
| Fish breeding | 6+2+100+100 | 3 | | Fish breeding (research) | |
Note that the fish produced by this recipe always have 100% freshness. Neither
quality modules
nor
productivity modules
can be used in this recipe.
Achievements
| | So long and thanks for all the fish |
| | ----------------------------------- |
| | Today's fish is trout a la cremeEat a legendary fish. |
| | ----------------------------------------------------- |
Gallery
Inserters
can catch fish.
Trivia
The fish item icon is meant to represent a
European perch
, a freshwater fish widespread in Europe and elsewhere. This was chosen because a perch is the favorite plushie of the artist's daughter, see the
Reddit comment by V453000
Prior to version
2.0
it was possible to automate fish by launching
space science packs
with a
rocket silo
, which would return fish at a 1:1 ratio, to a maximum of 100 fish per launch.
In Space Age, a base quality fish has a
spoilage
time of 2 hours, 5 minutes, and 50 seconds. This equates to 7,550 seconds, or 453,000
game ticks
, which is a reference to developer V453000, the artist behind the fish icon.
History
2.0.7
:
Launching space science pack into space no longer returns fish as there is now an other method to automate obtaining fish.
1.0.0
:
Launching a rocket with space science packs inside now returns fish (Undocumented)
0.17.77
:
Inserters can now catch fish (Undocumented)
0.15.0
:
Fish can be collected by robots
Amount of fish collected at once increased from 1 to 5
Amount of health restored by fish increased from 20 to 80
0.6.0
:
New fish graphics
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/Raw_fish_-_Factorio_Wiki |
Express_transport_belt | Express transport belt - Factorio Wiki | [] | Express transport belt - Factorio Wiki
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| | Express transport belt | Edit |
| | ---------------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ---------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+1+10+20→1 | 0.5+1+10+20→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 9+31.5+20 | 9+31.5+20 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 170221272323425 | | | | 170 | | 221 | | 272 | | 323 | | 425 |
| | | | 170 | | | | | | | | | | |
| | 221 | | 272 | | | | | | | | | | |
| | 323 | | 425 | | | | | | | | | | |
| Resistances | Fire: 0/50% | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Rocket capacity | 100 | | | | | | | | | | | | |
| Dimensions | 1×1 | | | | | | | | | | | | |
| Belt speed | 45 Items/s | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | transport-belt | | | | | | | | | | | | |
| Internal name | express-transport-belt | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| 3 | 3 | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ---------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+1+10+20→1 | 0.5+1+10+20→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 9+31.5+20 | 9+31.5+20 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 170221272323425 | | | | 170 | | 221 | | 272 | | 323 | | 425 |
| | | | 170 | | | | | | | | | | |
| | 221 | | 272 | | | | | | | | | | |
| | 323 | | 425 | | | | | | | | | | |
| Resistances | Fire: 0/50% | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Rocket capacity | 100 | | | | | | | | | | | | |
| Dimensions | 1×1 | | | | | | | | | | | | |
| Belt speed | 45 Items/s | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | transport-belt | | | | | | | | | | | | |
| Internal name | express-transport-belt | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| 3 | 3 | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Express transport belts
are a faster variant of the
transport belt
, operating at triple speed. In the base game, they are the third and final tier among the
transport belts
.
Unlike previous tiers, express transport belts rely on
oil processing
for
lubricant
. Therefore, it is recommended to restrict their production in early-game until high throughput is needed.
Other express belt systems
| Express underground belt | Express splitter |
| ------------------------ | ---------------- |
Other
Transport belts
| Transport belt | Fast transport belt | Turbo transport belt |
| -------------- | ------------------- | -------------------- |
Properties
| Type | Max. throughput (Items pergame-second)1 | Speed (Tilesper game-second)1 | Max. density (Items per tile)1 | Requiredtechnologies |
| ---------------------- | --------------------------------------- | ----------------------------- | ------------------------------ | ---------------------- |
| Express transport belt | 45.0 | 5.625 | 8 | Logistics 3 (research) |
(1)
See
Physics of Transport Belts
for more detailed information.
Gallery
4
bulk inserters
can compress an express belt at stack size 12 for the left inserters and stack size 8 for the right inserters.
History
0.17.0
:
Increased throughput from 40 to 45.
Consistently holds 8 items per tile.
0.15.0
:
Increased stack size from 50 to 100.
0.13.0
:
Transport belt is now connectible to the
circuit network
.
Transport belt connectible entities will now disconnect from incoming belts when marked for deconstruction.
0.12.0
:
Items on transport belts don't go off the belt at the end, so the transport belt has to go directly in front of the required inserter.
Optimised the transport belt movement.
0.11.9
:
Items marked for deconstruction cannot be moved by belts anymore.
Reduced the CPU load caused by big counts of
inserters
loading/unloading transport belts.
0.11.0
:
Fast/express belts are now made from the slower variants.
0.9.7
:
Belts to be deconstructed no longer accept items.
0.9.6
:
New transport belt graphics.
0.9.2
:
Express belts require lubricant.
0.9.0
:
Small optimisation.
0.7.1
:
Express transport belt
now takes 10
Iron gear wheels
to craft, down from 15.
0.6.0
:
Transport belt doesn't pull player out of the edge of it (like items), so player won't be almost trapped on faster transport belts.
0.5.0
:
Better movement on transport belts in turns and crossings.
0.2.8
:
Cross connections of transport belt of the same type are disabled.
0.2.2
:
When transport belts are rotated (or replaced with different than opposite direction), items on transport belt are collected.
0.2.1
:
Small optimisation.
0.1.0
:
Introduced.
See also
Belt transport system
Transport belts
Underground belts
Splitters
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Express_transport_belt_-_Factorio_Wiki |
Long-handed_inserter | Long-handed inserter - Factorio Wiki | [] | Long-handed inserter - Factorio Wiki
Jump to navigation
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| | Long-handed inserter | Edit |
| | -------------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | -------------------------------- | | ------- | | ------ | | ------ | | ------ | | ------ | | ------- |
| 0.5+1+1+1→1 | 0.5+1+1+1→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 3.25+1.5+7 | 3.25+1.5+7 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 160208256304400 | | | | 160 | | 208 | | 256 | | 304 | | 400 |
| | | | 160 | | | | | | | | | | |
| | 208 | | 256 | | | | | | | | | | |
| | 304 | | 400 | | | | | | | | | | |
| Resistances | Fire: 0/90% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 | | | | | | | | | | | | |
| Dimensions | 1×1 | | | | | | | | | | | | |
| Energy consumption | 21.427.73440.352.9kW (electric) | | | | 21.4 | | 27.7 | | 34 | | 40.3 | | 52.9 |
| | | | 21.4 | | | | | | | | | | |
| | 27.7 | | 34 | | | | | | | | | | |
| | 40.3 | | 52.9 | | | | | | | | | | |
| Drain | 400 W (electric) | | | | | | | | | | | | |
| Rotation speed | 432°/s562°/s691°/s821°/s1080°/s | | | | 432°/s | | 562°/s | | 691°/s | | 821°/s | | 1080°/s |
| | | | 432°/s | | | | | | | | | | |
| | 562°/s | | 691°/s | | | | | | | | | | |
| | 821°/s | | 1080°/s | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | inserter | | | | | | | | | | | | |
| Internal name | long-handed-inserter | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
Long-handed inserter
is an electric
inserter
that picks up and places items two tiles from its location instead of the usual one. They are commonly used for placing items on a
belt
that is three tiles away from either an
assembling machine
or a
furnace
.
Long-handed inserters may have trouble grabbing moving items from red/blue turning belts if the item is on the far side. They can also grab items past north facing
cliffs
that go straight across, though cliffs of any other kind are too thick for the inserter to reach across.
For more information on mechanics and uses see
Inserters
.
Gallery
A long handed inserter reaching across a cliff.
History
2.0.7
:
All inserters now have filter option.
0.13.2
:
Inserters connected to the circuit network now have the option to only read hand contents.
0.13.0
:
Inserters can now send the item held in hand to the circuit network.
Inserters are able to squeeze things
slightly
better to belts. more resources.
All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.
0.12.2
:
Inserters will never take more than the max stack size of an item.
Inserters and logistic robots no longer extract from enemy chests
Inserters now correctly pick up items from splitters
0.12.0
:
Inserters can now extract from Roboports and Beacons.
Inserters now take items from right behind them, not from the center of the pickup target entity.
0.10.0
:
New icon
New sounds
0.9.2
:
Inserters can have arbitrary pickup and insert positions.
0.9.0
:
Inserter code optimisation, inserters that have nothing to do will sleep.
0.8.0
:
Improved inserter's ability to pull from train wagons.
0.5.0
:
Inserter can now pick up up to 5 items when researched.
0.4.0
:
Smaller inserter bounding box
0.3.0
:
New Inserter graphics
0.2.1
:
The item in the hand of the inserter is returned to the player when mined.
0.2.0
:
Show direction of inserter
0.1.0
:
Introduced
See also
Electric system
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/Long-handed_inserter_-_Factorio_Wiki |
Science_pack_3 | Chemical science pack - Factorio Wiki | [] | Chemical science pack - Factorio Wiki
Jump to navigation
Jump to search
| | Chemical science pack | Edit |
| | --------------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- |
| 24+3+2+1→2 | 24+3+2+1→2 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 52.5+15+2+6+6+1 | 52.5+15+2+6+6+1 | | | | | | | | | | | | |
| 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 | chemical-science-pack | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Chemical science pack
(also referred to as "blue science") is the third tier of
science pack
. It is used in
labs
to
research
advanced
technologies
.
Contents
1
Achievements
2
Ratio
3
History
4
See also
Achievements
| | Research with chemicalsResearch a technology usingchemical science packs. |
| | ------------------------------------------------------------------------- |
Ratio
The following shows the minimum ratio of assemblers/machines and items required to produce chemical science packs 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 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| ---------------------------------------------------------------------- | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ----------- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | | | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | | | | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | | | | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | | | | | |
| 1200using19218001200using16012001200using824002400using162400600using5 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | | | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | | | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | | | | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | | | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | | | | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | | | | | |
| 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
History
0.17.60
:
Chemical science pack requires Sulfur instead of Solid fuel.
0.17.0
:
Changed name from "Science pack 3" to "Chemical science pack".
Recipe changed to 3
Advanced circuits
+ 2
Engine units
+ 1
Solid fuel
→ 2
Chemical science pack
. (Previously 1
Advanced circuit
+ 1
Engine unit
+ 1
Electric mining drill
→ 1
Science pack 3
).
0.15.7
:
Changed Science pack 3 to require
Electric mining drill
instead of
Assembling machine 1
.
0.15.0
:
Recipe changed to
Assembling machine 1
+
Advanced circuit
+
Engine unit
→ Science pack 3. (Previously
Battery
+
Plastic bar
+
Filter inserter
+
Advanced circuit
→
Science pack 3
.)
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/Chemical_science_pack_-_Factorio_Wiki |
Planet | Planets - Factorio Wiki | [] | Planets - Factorio Wiki
Jump to navigation
Jump to search
| |
| ----------------------------------------------------------- |
| Multiple pages share the title or description of "Planets". |
| They are listed below. |
Planets are large surfaces with unique properties. The
Space Age
expansion adds 4 new planets.
Nauvis
Vulcanus
Fulgora
Gleba
Aquilo | wiki | https://wiki.factorio.com/Planets_-_Factorio_Wiki |
Rocket | Rocket - Factorio Wiki | [] | Rocket - Factorio Wiki
Jump to navigation
Jump to search
| | Rocket | Edit |
| | ------ | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | -------------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 4+1+2→1 | 4+1+2→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 4+1+2 | 4+1+2 | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Rocket capacity | 25 (0.25 stacks) | | | | | | | | | | | | |
| Damage | 200260320380500(explosion) | | | | 200 | | 260 | | 320 | | 380 | | 500 |
| | | | 200 | | | | | | | | | | |
| | 260 | | 320 | | | | | | | | | | |
| | 380 | | 500 | | | | | | | | | | |
| Used as ammunition by | Used as ammunition by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Prototype type | projectile | | | | | | | | | | | | |
| Internal name | rocket | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
This article is about the explosive ammo for the rocket launcher. For the large end-game rocket silo, see
Rocket silo
.
Rockets
are the common ammunition for the
rocket launcher
,
rocket turret
and the
spidertron
. They have high range and damage which makes them perfect for attacking
enemy buildings
.
History
2.0.7
:
Lowered stack size of ammo from 200 to 100.
Recipe changed, no longer requires an electronic circuit.
Decreased basic crafting time from 8s to 4s.
Rocket projectiles accelerate twice as fast.
0.15.0
:
Greatly increased the damage and fire rate of Rockets and Cannon Shells.
0.12.0
:
Added small scorch mark from impact of heavy weapons.
0.8.0
:
Increased the range of the rocket from 20 to 22.
0.7.1
:
Damage increase: Rocket 40 to 60
0.1.0
:
Introduced
See also
Explosive rocket
Atomic bomb
Enemies
Damage
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment | | wiki | https://wiki.factorio.com/Rocket_-_Factorio_Wiki |
Power_armor | Power armor - Factorio Wiki | [] | Power armor - Factorio Wiki
Jump to navigation
Jump to search
| | Power armor | Edit |
| | ----------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ------------------------------------------------------ | | ----- | | --- | | --- | | ---- | | ---- | | ----- |
| 20+20+40+40→1 | 20+20+40+40→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 20+20+40+40 | 20+20+40+40 | | | | | | | | | | | | |
| Resistances | Acid: 0/60%Explosion: 40/40%Fire: 0/60%Physical: 8/30% | | | | | | | | | | | | |
| Inventory size bonus | 2026323850 | | | | 20 | | 26 | | 32 | | 38 | | 50 |
| | | | 20 | | | | | | | | | | |
| | 26 | | 32 | | | | | | | | | | |
| | 38 | | 50 | | | | | | | | | | |
| 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 | | | | | | | | | | | | |
| Durability | Infinite | | | | | | | | | | | | |
| Prototype type | armor | | | | | | | | | | | | |
| Internal name | power-armor | | | | | | | | | | | | |
| Accepted equipment | Accepted equipment | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Power armor
provides yet another increase in inventory and defense over
modular armor
, in addition to a larger 6×8 grid for
equipment modules
. Access the equipment grid by right-clicking on the armor.
Equipping the armor adds 20 slots to the
player
's inventory. As with all modular armor, taking off the armor will remove the inventory bonus, and any items in the extra inventory slots will prevent the player from unequipping the armor.
Gallery
The equipment grid of the armor.
History
2.0.7
:
Power armor equipment grid resized from 7x7 to 6x8 to be a bit more practical.
Excess inventory now prevents removing the armor rather than spilling items onto the ground.
0.13.0
:
Inventory size bonus of 20.
Can be swapped with other power armors.
0.12.0
:
Power armors now generate and consume 100 times more power.
0.11.12
:
Changed recipe of power armor
0.7.0
:
Introduced
See also
Armor
Modular armor
Power armor MK2
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/Power_armor_-_Factorio_Wiki |
Tesla_turret | Tesla turret - Factorio Wiki | [] | Tesla turret - Factorio Wiki
Jump to navigation
Jump to search
| | Tesla turret | Edit |
| | ------------ | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ----------------------------------------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- |
| 30+500+10+10+50+1→1 | 30+500+10+10+50+1→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 30+500+10+10+50+1 | 30+500+10+10+50+1 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 10001300160019002500 | | | | 1000 | | 1300 | | 1600 | | 1900 | | 2500 |
| | | | 1000 | | | | | | | | | | |
| | 1300 | | 1600 | | | | | | | | | | |
| | 1900 | | 2500 | | | | | | | | | | |
| Stack size | 10 | | | | | | | | | | | | |
| Rocket capacity | 10 | | | | | | | | | | | | |
| Range | 3033363945 | | | | 30 | | 33 | | 36 | | 39 | | 45 |
| | | | 30 | | | | | | | | | | |
| | 33 | | 36 | | | | | | | | | | |
| | 39 | | 45 | | | | | | | | | | |
| Shooting speed | 0.5/s | | | | | | | | | | | | |
| Damage | 120 electric(10 targets)Fork chance per jump:5%10%15%20%30% | | | | 5% | | 10% | | 15% | | 20% | | 30% |
| | | | 5% | | | | | | | | | | |
| | 10% | | 15% | | | | | | | | | | |
| | 20% | | 30% | | | | | | | | | | |
| Dimensions | 4×4 | | | | | | | | | | | | |
| Energy consumption | 7 MW (electric) | | | | | | | | | | | | |
| Drain | 1 MW (electric) | | | | | | | | | | | | |
| Mining time | 0.5 | | | | | | | | | | | | |
| Prototype type | electric-turret | | | | | | | | | | | | |
| Internal name | tesla-turret | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Space Age
expansion exclusive feature.
The
tesla turret
is a powerful turret which deals electric damage capable of hitting multiple enemies at once.
The tesla turret fires an electric bolt that can bounce to secondary enemies in an arcing chain. Hits temporarily stun enemies, slowing them down, which works well in combination with other turrets.
Unlike the handheld
tesla gun
, the tesla turret does
not
require
tesla ammo
. It only needs
electricity
to operate. It consumes 1 MW continuously. Each shot consumes 12 MJ of energy, so when firing at full speed, the turret pulls a total of 7 MW. These can be offset by using
accumulators
(or
steam storage
and excess
steam turbines
).
Many larger enemies are segmented (demolishers, stompers and strafers); this means that they have different target entities that share a single pool of hit points. The tesla turret can be particularly effective against such enemies, as a single electric bolt can bounce between different segments of the same enemy.
The tesla turret is ineffective against
asteroids
as they all have 100% electric
resistance
.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Fulgora
Laser turret
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment | | wiki | https://wiki.factorio.com/Tesla_turret_-_Factorio_Wiki |
Bulk_inserter | Bulk inserter - Factorio Wiki | [] | Bulk inserter - Factorio Wiki
Jump to navigation
Jump to search
| | Bulk inserter | Edit |
| | ------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ---------------------------------- | | ------- | | ------ | | ------- | | ------- | | ------- | | ------- |
| 0.5+1+15+1+15→1 | 0.5+1+15+1+15→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 41.5+32+55+2 | 41.5+32+55+2 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 160208256304400 | | | | 160 | | 208 | | 256 | | 304 | | 400 |
| | | | 160 | | | | | | | | | | |
| | 208 | | 256 | | | | | | | | | | |
| | 304 | | 400 | | | | | | | | | | |
| Resistances | Fire: 0/90% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 | | | | | | | | | | | | |
| Dimensions | 1×1 | | | | | | | | | | | | |
| Energy consumption | 169219270320421kW (electric) | | | | 169 | | 219 | | 270 | | 320 | | 421 |
| | | | 169 | | | | | | | | | | |
| | 219 | | 270 | | | | | | | | | | |
| | 320 | | 421 | | | | | | | | | | |
| Drain | 1 kW (electric) | | | | | | | | | | | | |
| Rotation speed | 864°/s1123°/s1382°/s1642°/s2160°/s | | | | 864°/s | | 1123°/s | | 1382°/s | | 1642°/s | | 2160°/s |
| | | | 864°/s | | | | | | | | | | |
| | 1123°/s | | 1382°/s | | | | | | | | | | |
| | 1642°/s | | 2160°/s | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | inserter | | | | | | | | | | | | |
| Internal name | bulk-inserter | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ---------------------------------- | | ------- | | ------ | | ------- | | ------- | | ------- | | ------- |
| 0.5+1+15+1+15→1 | 0.5+1+15+1+15→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 41.5+32+55+2 | 41.5+32+55+2 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 160208256304400 | | | | 160 | | 208 | | 256 | | 304 | | 400 |
| | | | 160 | | | | | | | | | | |
| | 208 | | 256 | | | | | | | | | | |
| | 304 | | 400 | | | | | | | | | | |
| Resistances | Fire: 0/90% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 | | | | | | | | | | | | |
| Dimensions | 1×1 | | | | | | | | | | | | |
| Energy consumption | 169219270320421kW (electric) | | | | 169 | | 219 | | 270 | | 320 | | 421 |
| | | | 169 | | | | | | | | | | |
| | 219 | | 270 | | | | | | | | | | |
| | 320 | | 421 | | | | | | | | | | |
| Drain | 1 kW (electric) | | | | | | | | | | | | |
| Rotation speed | 864°/s1123°/s1382°/s1642°/s2160°/s | | | | 864°/s | | 1123°/s | | 1382°/s | | 1642°/s | | 2160°/s |
| | | | 864°/s | | | | | | | | | | |
| | 1123°/s | | 1382°/s | | | | | | | | | | |
| | 1642°/s | | 2160°/s | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | inserter | | | | | | | | | | | | |
| Internal name | bulk-inserter | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
bulk inserter
is an electric inserter that can move multiple items at the same time. Moving at the speed of the
fast inserter
, it transfers multiple items per cycle to give it a material flow advantage at the cost of additional power consumption.
When transferring between chests or
cargo wagons
it picks up and drops off the entire stack of items instantly. When picking up from or dropping off items onto a
transport belt
a bulk inserter needs to grab or drop each item individually, increasing the time between arm swings and lowering its potential throughput. In these cases, however, the bulk inserter still has higher throughput than a
fast inserter
because it swings back and forth less often. The throughput from
chest to chest
for a fully upgraded bulk inserter is 27.69 items per second, but only 13.85 items/s from
chest to express belt
.
A bulk inserter cannot carry more items than the item's stack size.
Stack size
The stack size is increased by the
inserter capacity bonus (research)
technology. The stack size can be overridden to set how many items it picks up at one time, with the maximum being the highest research level currently unlocked.
| Inserter capacity bonus | Stack size bonus | Total stack size |
| ----------------------- | ---------------- | ---------------- |
| none | 0 | 2 |
| 1 | +1 | 3 |
| 2 | +1 | 4 |
| 3 | +1 | 5 |
| 4 | +1 | 6 |
| 5 | +2 | 8 |
| 6 | +2 | 10 |
| 7 | +2 | 12 |
History
2.0.7
:
All inserters now have filter option.
Renamed from Stack inserter to Bulk inserter.
Max energy consumption increased from 133 kW to 169 kW.
0.15.0
:
Added stack inserter override feature.
0.13.7
:
Updated stack inserter tech icon.
0.13.6
:
Now unlocked by their own research.
0.13.0
:
Introduced
See also
Electric system
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/Bulk_inserter_-_Factorio_Wiki |
Iron_ore | Iron ore - Factorio Wiki | [] | Iron ore - Factorio Wiki
Jump to navigation
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| | Iron ore | Edit |
| | -------- | ---- |
Base game
Space Age mod
| Map color | |
| --------------- | --------------- |
| Stack size | 50 |
| Rocket capacity | 500 (10 stacks) |
| Mining time | 1 |
| Prototype type | resource |
| Internal name | iron-ore |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Map color | |
| --------------- | --------------- |
| Stack size | 50 |
| Rocket capacity | 500 (10 stacks) |
| Mining time | 1 |
| Prototype type | resource |
| Internal name | iron-ore |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
Iron ore
is a resource found on the map. It can be smelted into
iron plates
in a
furnace
, and is also a component in
concrete
.
Alternative gathering
In the
Space Age
expansion, each surface has its own way of obtaining iron ore.
On
Nauvis
, it appears in patches that can be mined with drills, as in the base game.
On
space platforms
,
metallic asteroid chunks
gathered with
asteroid collectors
can be processed into iron ore in
crushers
.
On
Gleba
, iron ore can be obtained by allowing
iron bacteria
to
spoil
, which can be obtained sustainably in
biochambers
first from
jelly
and then by
cultivating them
with
bioflux
.
On
Vulcanus
, iron ore can be found in rocks on the planet's surface. Most iron products, including concrete, are produced in
foundries
from
molten iron
extracted from inexhaustible
lava
with
calcite
.
On
Fulgora
, it can be obtained by recycling
concrete
, itself obtained from recycling
scrap
. It has little use as iron plate, steel plates and concrete can also all be recycled from scrap.
Iron ore is not available on
Aquilo
; iron and iron products must be imported.
| 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_ore_-_Factorio_Wiki |
Processing_unit | Processing unit - Factorio Wiki | [] | Processing unit - Factorio Wiki
Jump to navigation
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| | Processing unit | Edit |
| | --------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe |
| --------------------- | --------------------- |
| 10+2+20+5→1 | 10+2+20+5→1 |
| Total raw | Total raw |
| 54+40+24+4+5 | 54+40+24+4+5 |
| Stack size | 100 |
| Rocket capacity | 300 (3 stacks) |
| Prototype type | item |
| Internal name | processing-unit |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 10+2+20+5→1 | 10+2+20+5→1 |
| Total raw | Total raw |
| 54+40+24+4+5 | 54+40+24+4+5 |
| Stack size | 100 |
| Rocket capacity | 300 (3 stacks) |
| Prototype type | item |
| Internal name | processing-unit |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
The
Processing Unit
(or "blue circuit") is the third tier of circuit, and is used in many late game recipes, mainly for making
utility science packs
,
modules
, modular armor and its equipment, the
rocket silo
and parts for the rocket.
Alike the other components of
rocket parts
,
Space Age
adds infinite productivity tech
Processing unit productivity (research)
.
Contents
1
Achievements
2
Ratio
3
History
4
See also
Achievements
| | Computer age 1Produce 500processing unitsper hour. |
| | -------------------------------------------------- |
| | Computer age 2Produce 1.0kprocessing unitsper hour. |
| | --------------------------------------------------- |
| | Computer age 3Produce 5kprocessing unitsper hour. |
| | ------------------------------------------------- |
Ratio
The following shows the minimum ratio of assemblers/machines and items required to produce processing units 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 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| ---------------------------------------------------- | ---------------- | ---------------- | ---------------- | ---------------- | ---------------- | ---------------- | ---------------- | ---------------- | ---------------- | ---------------- | --------- | -------- | -------- | -------- | -------- | -------- | -------- | -------- | -------- | -------- | -------- | | | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | | ---------------- | ---------------- | ---------------- | ---------------- | ---------------- | ---------------- | ---------------- | ---------------- | ---------------- | ---------------- | | | | |
| 37.5using575using6150using1750using5187.5using0.0625 | 37.5using5 | 37.5using5 | 37.5using5 | 37.5using5 | 37.5using5 | 37.5using5 | 37.5using5 | 37.5using5 | 37.5using5 | 37.5using5 | | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | | | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | | 750using5 | 750using5 | 750using5 | 750using5 | 750using5 | 750using5 | 750using5 | 750using5 | 750using5 | 750using5 | | 187.5using0.0625 | 187.5using0.0625 | 187.5using0.0625 | 187.5using0.0625 | 187.5using0.0625 | 187.5using0.0625 | 187.5using0.0625 | 187.5using0.0625 | 187.5using0.0625 | 187.5using0.0625 | | | | |
| 37.5using5 | 37.5using5 | 37.5using5 | 37.5using5 | 37.5using5 | 37.5using5 | 37.5using5 | 37.5using5 | 37.5using5 | 37.5using5 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | 75using6 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 750using5 | 750using5 | 750using5 | 750using5 | 750using5 | 750using5 | 750using5 | 750using5 | 750using5 | 750using5 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 187.5using0.0625 | 187.5using0.0625 | 187.5using0.0625 | 187.5using0.0625 | 187.5using0.0625 | 187.5using0.0625 | 187.5using0.0625 | 187.5using0.0625 | 187.5using0.0625 | 187.5using0.0625 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
History
2.0.7
:
Now used as component for rocket.
0.9.0
:
Introduced
See also
Rocket components:
Low density structure
Rocket 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/Processing_unit_-_Factorio_Wiki |
Blueprint_book | Blueprint book - Factorio Wiki | [] | Blueprint book - Factorio Wiki
Jump to navigation
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| | Blueprint book | Edit |
| | -------------- | ---- |
| Storage size | 31 |
| -------------- | -------------- |
| Stack size | 1 |
| Prototype type | blueprint-book |
| Internal name | blueprint-book |
The
blueprint book
is an item that can be used to store, organize and share
blueprints
,
deconstruction planners
,
upgrade planners
and other blueprint books. Just like blueprints and planners, it occupies a single inventory slot, but can contain an unlimited amount of any of them. Also just like them, it can be stored in the
blueprint library
to prevent inventory space usage or for sharing purposes.
Blueprints can be used directly from the book item, and the currently active blueprint can be changed with
SHIFT
+
Mouse wheel up
and
SHIFT
+
Mouse wheel down
. If books are nested, this works as if every nested book was replaced by its contents: Upon switching to a nested book, that book is switched to the first (last) item it contains, and scrolling further switches through that nested book's items until its end, at which point the item that goes after the nested book is selected.
A blueprint book can be created by clicking the (
) button in the
shortcut bar
. It can be stored in player's inventory, in another book, or in the blueprint library. Any book or blueprint, even nested one, can also be placed in the
quickbar
, but it is just a "shortcut", the item itself stays wherever it was. A book can also be placed in any normal container, like a chest, but keeping it there disables the quickbar entry (if it was created) and increases the chances of destruction (e.g. by biter attack or careless tank driving).
Blueprint book GUI.
Shown above is the full blueprint book GUI window (includes player inventory on the left), which can be opened by right clicking the book item in any inventory (includes other books and blueprint library) or quickbar.
The name and the icon of the book can be set with the button next to the name.
The two leftmost buttons in the row below chose between the list view (shown in this screenshot) and the more compact grid view (shown in the screenshot at the top of this page).
The "plus" button creates a copy of the book. The result is a completely separate book, editing or deleting either one or their contents does not affect the other.
The green button allows applying an upgrade planner to all entities in all blueprints in the book.
The button between the green and the red exports the book as a string that can be imported with the "Import string" button on the shortcut bar.
The red trashcan button allows to delete the blueprint book and its contents. The deletion of the book has to be confirmed in another dialog.
The currently selected book entry is highlighted with green.
History
0.17.10
:
"Make blueprint book" function is now accessible via keyboard shortcut.
0.15.3
:
Blueprint books can be destroyed by clicking the trash can icon in the GUI.
0.15.0
:
Increased blueprint book size to hold 1000 blueprints.
Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.
Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.
0.13.0
:
Introduced
See also
Blueprint
Construction robot
Deconstruction planner
| 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/Blueprint_book_-_Factorio_Wiki |
Railgun_damage_(research) | Railgun damage (research) - Factorio Wiki | [] | Railgun damage (research) - Factorio Wiki
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| | Railgun damage (research) | Edit |
| | ------------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 6011111111✖1000 | 6011111111✖1000 |
| Prototype type | technology |
| Internal name | railgun-damage-1 |
| Required technologies | Required technologies |
| | |
Space Age
expansion exclusive feature.
Railgun damage
applies a +40% bonus to the damage of
Railgun ammo
for each level of research.
The cost formula is 2
L-1
* 1000 where L = current level, with each level giving 40% damage.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Railgun_damage_(research)_-_Factorio_Wiki |
Heavy_armor_(research) | Heavy armor (research) - Factorio Wiki | [] | Heavy armor (research) - Factorio Wiki
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| | Heavy armor (research) | Edit |
| | ---------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 301✖30 | 301✖30 |
| Prototype type | technology |
| Internal name | heavy-armor |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
Heavy armor
allows the player to craft
heavy armor
which provides more defense than
light armor
.
See also
Research
Technologies
Armor
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Heavy_armor_(research)_-_Factorio_Wiki |
Inserter_capacity_bonus_(research) | Inserter capacity bonus (research) - Factorio Wiki | [] | Inserter capacity bonus (research) - Factorio Wiki
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| | Inserter capacity bonus (research) | Edit |
| | ---------------------------------- | ---- |
| Cost | Cost |
| --------------------- | ------------------------- |
| 3011✖200 | 3011✖200 |
| Prototype type | technology |
| Internal name | inserter-capacity-bonus-1 |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| 2-7 | 2-7 |
Inserter capacity bonus
research increases the
stack size
for
inserters
, i.e. the number of items they can hold in the arm at once.
When moving items from one
stack
to another, the inserter takes as many items as it can (i.e. up to the stack size) at once, without any additional delay.
When moving items to a
belt
, the inserter picks up several items and then drops those items on the belt one by one. While this takes longer than dropping a single item, the overall throughput is still higher because the arm doesn't have to move back and forth.
When moving items from a belt, the inserter tries to fill its stack to capacity before moving the arm to drop them off. To do this, it waits for a short time for a new item to become in range. The wait time is long enough to make the inserter fill up completely on a fully compressed belt. It is shorter than the time to move the arm away and back, so even though it waits it is a net benefit for throughput.
This means the bonus is more effective when moving from stack to stack than when moving from stack to belt or belt to stack. The increased throughput is significant in any case though, especially for the
bulk inserter
that has a max size of 12. See the
inserter throughput
section for more details.
A slow
inserter
with stack size bonus of 4, which moves from chest to chest, can easily keep up with a
fast inserter
, moving from chest to a belt. This is why it is recommended to move items that are required in high quantities at high speeds directly between machines.
A high inserter capacity bonus can break some constructions that use the
circuit network
; since an inserter can move more items at once an equal ("=") condition might not be met because the number of items "jumps" over the specified number. It is possible to override the max stack size to overcome problems like that. It can also be controlled by a circuit network signal.
This bonus is is also often called "inserter bonus", "stacksize bonus" , or "stack bonus".
| Technology | Cost | Pickup bonus (total stack size) | Pickup bonus (total stack size) | Pickup bonus (total stack size) |
| -------------------------- | ------------ | ------------------------------- | ------------------------------- | ------------------------------- |
| Non-BulkInserter | BulkInserter | StackInserter | | |
| none | - | (1) | (2) | (6) |
| 1Inserter capacity bonus 1 | 3011✖200 | | +1 (3) | +1 (7) |
| 2Inserter capacity bonus 2 | 3011✖250 | +1 (2) | +1 (4) | +1 (8) |
| 3Inserter capacity bonus 3 | 30111✖250 | | +1 (5) | +1 (9) |
| 4Inserter capacity bonus 4 | 301111✖250 | | +1 (6) | +1 (10) |
| 5Inserter capacity bonus 5 | 301111✖300 | | +2 (8) | +2 (12) |
| 6Inserter capacity bonus 6 | 301111✖400 | | +2 (10) | +2 (14) |
| 7Inserter capacity bonus 7 | 3011111✖600 | +1 (3) | +2 (12) | +2 (16) |
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/Inserter_capacity_bonus_(research)_-_Factorio_Wiki |
Electric_system | Electric system - Factorio Wiki | [] | Electric system - Factorio Wiki
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The
Electric system
is used to power a lot of different machines; the game can hardly be played without using electricity. Every machine has its own internal electric capacity. When energy is produced, it is evenly distributed to all machines in the network that need electricity. Electricity is one of two ways machines can be powered, the other being
burner devices
running off of
fuel
.
Contents
1
Network mechanics
1.1
Generators
1.2
Storage
1.2.1
Steam tanks as power storage
1.2.2
Energy storage density comparison
1.3
Distribution
1.4
Consumption
1.5
Connection
2
Electric network info screen
3
Network priorities
4
See also
Network mechanics
Generators
There are several ways to produce electricity. More details about each method are available on the
power production
page.
Steam engines
– Most common, requires
boilers
(which consume
water
and fuel).
Solar panels
– Free energy, but only works during daylight. Usually used with accumulators.
Accumulators
– Energy storage, see below
Steam turbines
– High-power steam engines. Used to generate power from a
nuclear reactor
,
acid neutralisation
, or
heating towers
.
Lightning rods
&
lightning collectors
- Converts lightning strikes during
Fulgora
's
night into power.
Fusion generators
- Converts plasma from a
fusion reactor
into electricity.
If a network consumes less power than is produced, its steam engines, turbines, and fusion generators will slow down so that no power is wasted.
Storage
Accumulator array consisting of 48 accumulators and a substation providing 240 MJ storage capacity.
Energy can be stored in:
Fuel
. It can be burnt to generate power.
Accumulators
. Accumulators charge using excess power generated, and discharge when demand exceeds normal production.
Steam
. It can be created in
boilers
or
heat exchangers
and stored in the
storage tank
, allowing steam engines or steam turbines to operate on-demand.
Heat pipes
. Heat pipes can buffer up to 500MJ of energy across their working range of 500°C to 1000°C, although in practice this will be less depending on distance due to the way heat transfer works.
Steam tanks as power storage
A storage tank filled with
heat exchanger
500°C steam stores around 2.4GJ; a storage tank filled with
boiler
165°C Steam stores 750MJ.
There are several advantages to storing energy in storage tanks compared with storing it in an accumulator:
The energy density of a storage tank tile is much higher than it is with accumulators.
For 165°C steam (produced with
boilers
), a single storage tank stores as much as 150 accumulators:
750MJ / 5MJ = 150
For 500°C steam (produced using
heat exchangers
), a single storage tank stores as much as 480 accumulators:
2400MJ / 5MJ = 480
A
nuclear reactor
always fully burns a fuel cell, releasing 8GJ (or more with the multiple reactor bonus) even if power demand is lower. The excess energy can be stored as steam.
A single
accumulator
's maximum discharge rate is 300kW. On a very heavy load (e.g.
laser turret
firing), a small accumulator array may not discharge fast enough, causing power disruptions. A steam engine can produce 900kW of energy from the stored steam (3 times faster discharge rate), and a turbine can produce 5800kW (6.4 times faster discharge rate). In other words, a number of turbines or steam engines with steam storage can cope with much higher bursts than the same number of accumulators.
Steam can be transferred via trains and then consumed remotely via turbines or steam engines. This essentially "transports electricity" using trains.
Energy storage density comparison
| Storage | Capacity | Accumulators | Size | Density (MJ/tile) |
| ------------------ | -------- | ------------ | ---- | ----------------- |
| Accumulator | 5MJ | 1 | 2x2 | 1.25 |
| Steam tank (165°C) | 750MJ | 150 | 3x3 | 83.33 |
| Steam tank (500°C) | 2400MJ | 480 | 3x3 | 266.66 |
| Heat pipe | 500MJ1 | 100 | 1x1 | 5001 |
(1)
Theoretical maximum, actual capacity depends on distance due to heat transfer mechanics.
Distribution
Simple example of a small electric network.
Power poles are used to transmit energy. There are 4 types of power pole, each having differently configured properties. The properties are coverage area (area in which machines are placed to be affected by the pole) and wire reach (the distance across which a pole can connect with another pole). If two poles of different wire reach are to be connected, the smallest of either applies.
Small electric pole
– Second smallest coverage area, shortest cable length, available without research.
Medium electric pole
– Second largest coverage area, average cable length.
Big electric pole
– Smallest coverage area, longest cable length.
Substation
– Largest coverage area, second longest cable length, but most expensive to build.
Consumption
Two
assembling machines
running on very low electricity.
The majority of machines in Factorio consume electricity. There are two aspects to a machine's energy use.
Energy consumption – The energy consumed by the machine while it is actively carrying out a process (crafting an item, moving an item, etc). If an electric network does not have enough power generation to supply all the machines in it, the electricity will be evenly spread across all machines in the network (based on each machine's demand), and all machines will slow down proportionally to the power available.
For example: If an
assembling machine 3
(210kW) and an
electric mining drill
(90kW) are on a network (90+210 = 300kW), but the network only has 3
solar panels
(3×60kW = 180kW) to power them, the Assembling machine and Mining drill will both run at 60% speed (180/300=0.6).
Drain – The energy consumed by the machine whether it is active or not. Most machines consume a small amount of power just being connected to a network. This is usually negligible, but can become notable in small factories where power is limited. Drain is cumulative with energy cosumption - for example, an active
assembling machine 2
will consume 155 kW (150kW energy consumption + 5kW drain).
Connection
An individual connection is removed by redrawing the connection with copper cable.
A network is created by placing electrical generators (such as
steam engines
or
solar panels
) and electrical consumers, then ensuring a connection between the generator and consumer can be made using Distributors (such as
small electric poles
) that are connected together. Electric poles cover differently sized areas depending on their type. The area of coverage appears as a blue overlay around the pole. If two poles are placed close enough, the poles connect automatically. A building is connected if one tile of the building is in a covered area. Hovering the cursor over a pole reports the current satisfaction of power demands in that pole's network, and clicking on a pole will provide a detailed GUI about that pole's electric network. (See below)
Use shift-click on a existing pole to remove all its connections to other poles.
Unconnected poles can be connected with a single
copper cable
dragging from pole to pole (Left click on the
bottom
of the pole with the cable in hand.)
Individual connections can be removed by "connecting" them with copper cable. This will not consume the cable.
You can use place-key (default left mouse) while running/driving to auto-place poles at their greatest connectible distance while covering all unpowered entities on the way. This allows for complete efficiency when connecting long distances. If connecting over long distances, using
big electric poles
is recommended.
A newly-placed electric pole will be automatically connected to nearby poles according to the following rules:
It will be connected to other available poles, starting with the closest one.
It won't be connected to 2 poles connected to each other (it won't form a 3 pole triangle).
It will not be connected to more than 5 other poles.
Electric network info screen
The Electric network info GUI
(Click to enlarge)
Slight stress on the electric system's satisfaction.
The Electric network info GUI can be accessed by left-clicking any electric pole nearby.
You can see only the info from the electric network to which that pole is connected!
Unlike the production-info (press P) the electric network info is not measured globally, but by network.
Satisfaction
– The current amount of energy consumed by the network. This bar should be full. If it is not full, it means that the machines connected to the network are consuming more power than is produced, and the bar will change color to yellow (>50%) or red (<50%).
Production
– The current energy produced by the network. This bar should never be full. If it is full, it means that the machines connected to the network are consuming all available energy. The less full this bar is, the more surplus energy is available.
Accumulator
charge
– How much energy is currently held inside of the accumulators connected to your network. Measured in
joules
; 1 Joule = 1 Watt * 1 second (see also
wikipedia:Joule
). This bar should be able to fill fully before emptying again.
Timespan
- Set the
time
span for the graphs below. "5s" means over the last 5 seconds.
Consumption Graph
– Shows the consumption of the different parts of the network over time.
Production Graph
– Shows the production of the different producers of the network over time.
Accumulator Graph
– Shows the energy held by the accumulators in the network over time.
Detailed Consumption
– A list of consumers from highest power consumption to lowest. In the picture example, 3
radars
consume the most power, at 900kW.
Detailed Production
– A list of producers from highest power production to lowest. In the picture example, 8
steam engines
produce the most electricity in the factory.
Detailed Accumulator
– A list of energy storage status of the accumulators. In the picture example, 100MJ energy is held in 20 accumulators.
Note that the timeframe influences the shown detailed production/consumption: the displayed watts is the total average power production or consumption over the full time. Setting longer timeframes also allows seeing the past production or consumption of machines even if they are not currently connected to the network.
In
Space age
expansion, filters are provided for graphs to shows the stats for the structures of the selected
quality
tiers.
Network priorities
Electricity is provided on a priority basis. The demand for energy is satisfied by generators in following order:
Solar panels
– Top priority; they always work at maximum performance available, unless they can cover all demand of the network, in which case they match demand.
Lightning rods
/
collectors
- It is unclear if rods/collectors have equal priority to panels or just below them, but if they have lower priority, their priority is still higher than those below.
Steam engines
,
steam turbines
, and
fusion generators
– They match whatever demand solar panels cannot satisfy. Note that all of these have the same priority; leftover demand is equally divided among both.
Accumulator
– Last resort. They are only discharged when demand cannot be met by other means. They are also only charged when all demand is met, and there is yet more power available.
There may be situations where different behavior is desired (such as solar panels combined with accumulators for night-and-day delivery), in which case clever use of a
power switch
and the
circuit network
is in order.
See also
Producing power from oil
Power production
Fluid system
Units | wiki | https://wiki.factorio.com/Electric_system_-_Factorio_Wiki |
Big_electric_pole | Big electric pole - Factorio Wiki | [] | Big electric pole - Factorio Wiki
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| | Big electric pole | Edit |
| | ----------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ------------------------ | | ----- | | --- | | --- | | --- | | ----- | | ----- |
| 0.5+4+8+5→1 | 0.5+4+8+5→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 3.5+2+4+5 | 3.5+2+4+5 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 |
| | | | 150 | | | | | | | | | | |
| | 195 | | 240 | | | | | | | | | | |
| | 285 | | 375 | | | | | | | | | | |
| Resistances | Fire: 0/100% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 (1 stack) | | | | | | | | | | | | |
| Dimensions | 2×2 | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Supply area | 4×46×68×810×1014×14tiles | | | | 4×4 | | 6×6 | | 8×8 | | 10×10 | | 14×14 |
| | | | 4×4 | | | | | | | | | | |
| | 6×6 | | 8×8 | | | | | | | | | | |
| | 10×10 | | 14×14 | | | | | | | | | | |
| Wire reach | 3234363842tiles | | | | 32 | | 34 | | 36 | | 38 | | 42 |
| | | | 32 | | | | | | | | | | |
| | 34 | | 36 | | | | | | | | | | |
| | 38 | | 42 | | | | | | | | | | |
| Prototype type | electric-pole | | | | | | | | | | | | |
| Internal name | big-electric-pole | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| 1 | 1 | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ------------------------ | | ----- | | --- | | --- | | --- | | ----- | | ----- |
| 0.5+4+8+5→1 | 0.5+4+8+5→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 3.5+2+4+5 | 3.5+2+4+5 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 |
| | | | 150 | | | | | | | | | | |
| | 195 | | 240 | | | | | | | | | | |
| | 285 | | 375 | | | | | | | | | | |
| Resistances | Fire: 0/100% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 (1 stack) | | | | | | | | | | | | |
| Dimensions | 2×2 | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Supply area | 4×46×68×810×1014×14tiles | | | | 4×4 | | 6×6 | | 8×8 | | 10×10 | | 14×14 |
| | | | 4×4 | | | | | | | | | | |
| | 6×6 | | 8×8 | | | | | | | | | | |
| | 10×10 | | 14×14 | | | | | | | | | | |
| Wire reach | 3234363842tiles | | | | 32 | | 34 | | 36 | | 38 | | 42 |
| | | | 32 | | | | | | | | | | |
| | 34 | | 36 | | | | | | | | | | |
| | 38 | | 42 | | | | | | | | | | |
| Prototype type | electric-pole | | | | | | | | | | | | |
| Internal name | big-electric-pole | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| 1 | 1 | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
big electric pole
is an improved
electric pole
. It is a more specialized variant compared to the
medium electric pole
, offering the longest wire reach of all of the electric poles, with the trade-off of a very short supply area. Because of this, big electric poles are ideal for long-distance power lines, as they require the smallest number of entities to be placed to span a given distance, but generally unsuitable for providing local coverage to groups of structures. It can also carry signals for the
circuit network
.
History
2.0.7
:
Maximum wire reach increased from 30 to 32.
Recipe now uses copper cables instead of copper plates.
Electric poles are no longer limited to 5 copper connections to other electric poles.
0.17.0
:
Medium and Big power pole recipes now use iron sticks.
0.16.0
:
Electric poles can be opened from the zoomed-to-world view.
0.9.0
:
Visualizations of Area of effect when hovering on pole.
Further optimization on building while holding mouse down.
0.7.0
:
Poles now auto-connect to all poles in reach with no common neighbor.
Building electric poles with shift pressed builds it without any connections.
0.6.3
:
Max wire distance between poles is limited to the smallest pole's when manually connecting.
0.5.0
:
Shows what is connected to the electric pole when selected.
Added electric network statistics
0.4.0
:
Introduced
See also
Electric system
Small electric pole
Medium electric pole
Substation
Gallery
Range of the big electric pole
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Big_electric_pole_-_Factorio_Wiki |
User_talk_Factorles | User talk:Factorles - Factorio Wiki | [] | User talk:Factorles - Factorio Wiki
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Привіт, зекономлю тобі трохи часу - згідно рекомендацій -
Translation guide
- історію створення перекладати не потрібно, сам спочатку витрачав час на це, але все ж почитав рекомендації і покинув цю невдячну справу )
Надіюся що не дуже ображаєшся на деякі мої виправлення)
--
DJSound
(
talk
) 21:14, 4 January 2024 (UTC)
Привіт! ага, добре, дякую за інфо :) Нарешті розібрався, як тут відповідати
--
Factorles
(
talk
) 07:37, 5 January 2024 (UTC)
А може таки і не розібрався. Знаєш може, як тут абзац для відповіді робиться?--
Factorles
(
talk
) 07:38, 5 January 2024 (UTC)
та не заморочуйся, не на виставу робимо ))) ось для прикладу можеш глянути теренділку адміна
User talk:Bilka
- там все так само, це просто сторінка для переписки
--
DJSound
(
talk
) 07:59, 5 January 2024 (UTC) | wiki | https://wiki.factorio.com/User_talk:Factorles_-_Factorio_Wiki |
Tutorial_Inspecting_a_live_mod | Tutorial:Inspecting a live mod - Factorio Wiki | [] | Tutorial:Inspecting a live mod - Factorio Wiki
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Contents
1
Introduction
2
Tutorial
3
Full mod
4
See also
Introduction
Welcome to the Inspecting-a-live-mod tutorial!
In this tutorial I will take you on an annotated tour of my mod
Eradicator's Hand Crank Generator Deluxe
. That's a rather
long name so I'll often call it just HCG hereafter.
HCG is a fully functional mod that you can
download and play with right now! It has extensive
comments in the code to explain how and why it works.
This is an advanced tutorial that assumes that you already know how Lua works and that
you have familiarized yourself with at least the basic concepts
of Factorio modding. On that basis this tutorial aims to provide a rough overview
on how real-life mods work and shows you how to assemble the
theoretical concepts you have learned so far into a working whole. If you are not yet familiar with the basics,
Gangsir's modding tutorial
is a good starting point for learning them.
First
settings.lua
shows creation of some basic setting prototypes.
Then
data.lua
covers most basic operations like creating new item,
recipe, building and technology prototypes. And how to interact with
prototypes of other mods. Finally in
control.lua
I explain how
to make custom behavior for buildings - namely how to make the
Hand Crank Generator produce power when the player presses a key on the keyboard.
You can read the files on the web on GitHub or download and extract
the mod locally to your hard-drive.
Tutorial
I recommend reading in the order that the files are loaded by the game. Have fun!
Chapter 1 :
settings.lua
Chapter 2 :
data.lua
Bonus Chapter :
migration.json
Chapter 3 :
control.lua
Full mod
HCG is available in full on
GitHub
or on the
Factorio Mod Portal
.
See also
Modding tutorial overview
Prototype documentation
Runtime API documentation | wiki | https://wiki.factorio.com/Tutorial:Inspecting_a_live_mod_-_Factorio_Wiki |
Space_platform_starter_pack | Space platform starter pack - Factorio Wiki | [
"stub"
] | Space platform starter pack - Factorio Wiki
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| | Space platform starter pack | Edit |
| | --------------------------- | ---- |
| Recipe | Recipe |
| --------------------- | --------------------------- |
| 60+20+20+60→1 | 60+20+20+60→1 |
| Total raw | Total raw |
| 960+600+1.2k+20 | 960+600+1.2k+20 |
| Stack size | 1 |
| Rocket capacity | 1 |
| Prototype type | space-platform-starter-pack |
| Internal name | space-platform-starter-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.
The
space platform starter pack
is an item that is required to begin a
space platform
. Each new space platform created requires another space platform starter pack. They are used by launching one in a
rocket
. To use the starter pack, place the starter pack in the rocket's inventory, then select the "Build new space platform" option in a rocket silo. The player will be prompted to select a name for their platform, as well as what planet's orbit the platform will be located. Once this is done, the rocket will launch and create the platform upon reaching space. Every starter pack will include 10 units of a space platform to help start the players' expansion.
Although the starter pack can create a space platform, it only provides the basic foundation of one by itself, and will need much more expansion if the platform will be of any use to the player. All space platforms will start with a 10×10 space of
space platform foundation
with a
space platform hub
in the center.
History
2.0.7
:
Introduced in
Space Age
expansion.
Gallery
Starting space platform.
| Space | Space |
| -------------------- | ------------------------------------------------------------------------------------------- |
| Planetside buildings | Rocket siloCargo landing pad |
| Space platform | Space platform foundationCargo bayAsteroid collectorCrusherThrusterSpace platform hub |
| Rocket cargo | SatelliteSpace platform starter pack |
| Asteroids | Metallic asteroid chunkCarbonic asteroid chunkOxide asteroid chunkPromethium asteroid chunk |
| Locations | NauvisVulcanusGlebaFulgoraAquiloSolar system edgeShattered planet |
| Navigation | LogisticsProductionIntermediate productsCombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Space_platform_starter_pack_-_Factorio_Wiki |
Steam_power_(research) | Steam power (research) - Factorio Wiki | [] | Steam power (research) - Factorio Wiki
Jump to navigation
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| | Steam power (research) | Edit |
| | ---------------------- | ---- |
| Researched by | Researched by |
| -------------- | ------------- |
| Craft50 | Craft50 |
| Prototype type | technology |
| Internal name | steam-power |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
The
Steam power
research
allows the player to build the necessary buildings to produce power in early game. It allows the crafting and construction of the
boiler
,
offshore pump
,
pipe
,
pipe to ground
, and
steam engine
.
History
2.0.7
:
Introduced.
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment | | wiki | https://wiki.factorio.com/Steam_power_(research)_-_Factorio_Wiki |
User_talk_Zefard | User talk:Zefard - Factorio Wiki | [] | User talk:Zefard - Factorio Wiki
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Welcome to the Official Factorio Wiki!
Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it.
First and foremost, please be sure to read and understand the
rules of this Wiki
. If you have any questions or concerns with these rules, please don't hesitate to ask an Admin.
Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the
help pages
. In addition to the help provided by MW, we also provide a
style guide
that we enforce.
If you're unsure where to begin, please see the
editor noticeboard
, where information on the current objectives and projects of the Wiki may be found.
Again, welcome, we hope you contribute as much high quality information as you can. :)
Bilka
(
talk
) -
Admin
19:14, 14 May 2018 (UTC) | wiki | https://wiki.factorio.com/User_talk:Zefard_-_Factorio_Wiki |
Tutorial_talk_Combinator_tutorial | Tutorial talk:Combinator tutorial - Factorio Wiki | [] | Tutorial talk:Combinator tutorial - Factorio Wiki
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Contents
1
Memory cells
2
Binary gates redundant?
3
This is not a beginner tutorial at the moment
4
Working on improving the Virtual Signal section
Memory cells
I am aiming to update the "memory cells" section.
The "advanced cell" does not handle 1-tick bursts properly. (I updated the article and wrote about that)
There should be more versions of the memory cell, including versions that can handle negative input.
I may post some of my designs here once I finish polishing them.
--
SafwatHalaby
(
talk
) 09:46, 13 May 2018 (UTC)
Thank you for this, designs are appreciated here. It's good that you remain objective about their advantages and disadvantages. --
Bilka
(
talk
) -
Admin
11:57, 13 May 2018 (UTC)
Thank you for your incredible work on the Wiki. I am always 100% objective. In this particular scenario, the initial design is objectively flawed. Try connecting a simple clock (self-connected arithmetic combinator with + 1) into it and then disconnecting it suddenly, its memory will flicker between the last two values. More generally, if the current input is only given for 1 tick, then it flickers between the current and the previous input. I do not want to remove it without the approval of the original poster. Here is a demo of the flicker. This device on the left sends a 1-tick pulse of 1. The lamp turns on if the output signal is 1. --
SafwatHalaby
(
talk
) 13:46, 13 May 2018 (UTC)
(edit: fixed link):
https://streamable.com/5r7w8
Because your memory cell has the same size, the other memory cell has no advantages over it. So, I am okay with a removal of the "positive cell". --
Bilka
(
talk
) -
Admin
14:53, 13 May 2018 (UTC)
Ok. Let's wait for a while in case the original poster has comments that we've missed.
There's one advantage for the previous design: It's useful for someone that absolutely requires a reset-on-negative and not reset on a dedicated line, and does not care about the flicker issue. But that seems like a very rare edge case, and someone who needs it is most likely very experienced and doesn't need this guide. --
SafwatHalaby
(
talk
) 15:54, 13 May 2018 (UTC)
There is a mistake in the new image for the "Positives and Negatives cell" by "Zippy." In the original image there is a green wire connecting the input of [2] to the input of [3] which must be present for the memory cell to function properly; without it the [M] output simply increments on each tick. In case that description is confusing, here is an image where I use the blueprint selection box to highlight the wire I'm talking about:
https://i.imgur.com/XRLAEkh.png
Maoman
(
talk
) 11:07, 12 February 2021 (UTC)
The image for the decider combinator shows 1 greater than 30. It should be less than in order to work, and to match the text. --
Kathrynn
(
talk
) 18:06, 13 February 2021 (UTC)
Thank you to both of you for letting me know. I have fixed the two images. --
Bilka
(
talk
) -
Admin
12:30, 16 February 2021 (UTC)
I've updated this section. I found combinators very hard to understand. The examples always only include the combinators, but not how they're used. And I haven't found a source that clearly explains what's happening, on a tick-by-tick basis. So I've added some blueprints, some images, and a lot more explanatory text. However, I'm not sure if that is in the spirit of this tutorial. Maybe there should be two pages: This tutorial, which only explains *how* to use combinators, and another page that explains *why* it works, what's going on. --
Ndh
(
talk
) 13:15, 29 June 2024 (UTC)
Thank you very much, this kind of "how it works" explanation is just right for this page. --
Bilka
(
talk
) -
Admin
15:25, 30 August 2024 (UTC)
Binary gates redundant?
The binary gates do not seem to have much function, because As of 0.16, arithmetic combinators have built-in binary logic support. --
SafwatHalaby
(
talk
) 09:56, 13 May 2018 (UTC)
I am not very experienced in combinators, but aren't the combinators OR, XOR and AND option bitwise instead of binary?
User:My3DS
changed the page to specify that just yesterday, so it seems important to me. --
Bilka
(
talk
) -
Admin
11:57, 13 May 2018 (UTC)
I am not sure I understand the difference between "bitwise" and "binary" in the context of 1-bit inputs.
The built-in OR, XOR, and AND produce exactly the same truth tables as the ones currently in the article for inputs of 1's and zeros, and are additionally capable of performing more than that for inputs greater than 1.
--
SafwatHalaby
(
talk
) 13:25, 13 May 2018 (UTC)
Like I said, combinators aren't my strong suit :) So yes, they are redundant, but I'd personally wait and see what My3DS wants to do with the gates before removing them. Perhaps give them a week, and if nothing is changed until then, remove them. --
Bilka
(
talk
) -
Admin
14:53, 13 May 2018 (UTC)
Ok :), does the wiki have some sort of "pinging" system to let them see the conversation?. --
SafwatHalaby
(
talk
) 15:54, 13 May 2018 (UTC)
You can't ping people directly, but if you leave a message on someones talk page, they will see a notification until they check it. --
Bilka
(
talk
) -
Admin
18:12, 13 May 2018 (UTC)
Thank you :) --
SafwatHalaby
(
talk
) 14:06, 14 May 2018 (UTC)
I can see the merit in these designs for 3 or more inputs. But I think it should be clear to the reader that the 2-input designs are alternatives to the built-in ones, and that the bitwise vs binary sentence should be clarified. --
SafwatHalaby
(
talk
) 14:06, 14 May 2018 (UTC)
I have updated the page to have some clarification of what is meant by bitwise and some additional notes on the gates, as some can function with boolean or non-boolean values (or binary vs non-binary values), and some can have more inputs. Let me know if something doesn't make sense or should be improved. I'm also not sure if the built in ones should be under the others or before it.
BlackJack69
(
talk
) 00:19, 12 February 2019 (UTC)
This is not a beginner tutorial at the moment
This page seems inappropriate for circuit beginners and I've added a sentence at the beginning to keep beginners from getting frustrated; the circuit network page and cookbook page should be more helpful for beginners. A beginner section on this (or on a different page) that explains how to connect wires, how signals work and so on would be useful.
There's also a decent overlap with the cookbook page (the madzuri setup, memory cells, sr latches, logic gates). And virtual signals are explained here and on the circuit network page. That is not a problem as such but it means there is more work to keep it updated. In sections where the intended depth of explanation is comparable between the pages, it may be better to keep the content on one page and have a link on the other one.
Unique 2
(
talk
) 23:25, 10 March 2019 (UTC)
Working on improving the Virtual Signal section
So far I've rewritten the section explaining wildcards, as it was very terse compared to overview at the
Circuit network#Logic signals
section. Given that this is a tutorial page, they should be explained in depth, which I attempted to do.
I plan to add a similar explanation for the other virtual signals, but for now I've stayed up way past my bed time :) --
ZeroKnight
(
talk
) 10:41, 4 October 2019 (UTC) | wiki | https://wiki.factorio.com/Tutorial_talk:Combinator_tutorial_-_Factorio_Wiki |
Lubricant_(research) | Lubricant (research) - Factorio Wiki | [] | Lubricant (research) - Factorio Wiki
Jump to navigation
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| | Lubricant (research) | Edit |
| | -------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 30111✖50 | 30111✖50 |
| Prototype type | technology |
| Internal name | lubricant |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| 3 | 3 |
| Effects | Effects |
| | |
Unlocks
lubricant
.
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/Lubricant_(research)_-_Factorio_Wiki |
Planet_discovery_Vulcanus_(research) | Planet discovery Vulcanus (research) - Factorio Wiki | [] | Planet discovery Vulcanus (research) - Factorio Wiki
Jump to navigation
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| | Planet discovery Vulcanus (research) | Edit |
| | ------------------------------------ | ---- |
| Cost | Cost |
| --------------------- | ------------------------- |
| 601111✖1000 | 601111✖1000 |
| Prototype type | technology |
| Internal name | planet-discovery-vulcanus |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
Space Age
expansion exclusive feature.
Unlocks traveling to
Vulcanus
with
space platforms
.
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/Planet_discovery_Vulcanus_(research)_-_Factorio_Wiki |
Player | Player - Factorio Wiki | [] | Player - Factorio Wiki
Jump to navigation
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| | Player | Edit |
| | ------ | ---- |
| Map icon | |
| -------------- | ---------------------------------------------------------------------------------------- |
| Storage size | 80(Default)90(Modular armor)100(Power armor)110(Power armor MK2)+10(Toolbelt (research)) |
| Health | 250 |
| Dimensions | 1×1 |
| Mining speed | 0.5 |
| Prototype type | character |
| Internal name | character |
Factorio is played from the angled top down perspective of the
player
.
The
physical representation
(or the
Engineer
) of the player is the
character
, who is always at the center of view. In
multiplayer
, player characters will appear in different colors. Color can be set manually with the
/color
command, see
Console
. These colors transfer to any entered
car
or
tank
, depending on which player is driving them. These colors also transfer to
gun turrets
,
laser turrets
or
gates
, depending on who they were placed by.
The character is
part of the player
and represents the physical existence of the player in the game-world. In technical terms: A character is just one property of the
player
, and it is the only that can be controlled at a time.
The character's maximum
health
is 250 (without energy shields). The player's health can naturally, slowly regenerate a few seconds after taking damage, at 6 hit points per second. The character's main inventory has 80 slots (without bonuses from
power armor
,
toolbelt research
, or
logistic trash slots
). Similar to the stationary radar, the character constantly reveals an area of 5×5
chunks
, centered on the chunk the character occupies.
Contents
1
Distinction between player and character
2
World interaction
3
Death
4
Quickbar and shortcut bar
5
Gallery
6
Trivia
7
History
8
See also
Distinction between player and character
Two different color characters in multiplayer.
The player's color customization.
The player's logistic options next to the inventory.
Technically the player is only the "player-view". The player is unlike the
character
, (the little person that runs around on the ground) The character is part of the player, but the player is not just the character.
You can for example play in god-mode (such as in the sandbox game mode). In that mode you don't have a character, only a player.
In other words, the Player is a term that encompasses both the internal code that defines a player, and the entity in game that interacts with machines/rocks/trees, which is the
character
. While this distinction is important for modding and understanding the game's core, the terms can be used interchangeably for most conversations. For the purpose of this article, "player" will be used.
World interaction
The player has six primary ways of interacting with the world:
Crafting items personally from resources using the craft menu (Default open key:
E
)
Placing entities or
tiles
by selecting them from the inventory or quickbar (Default:
Left mouse button
)
Opening contextual menus for entities like
assembly machines
or
chests
, using the same button
Removing an entity from the world, returning it to your inventory (Default:
Hold
Right mouse button
)
Harvesting resources from a resource entity (Default:
Hold
RMB)
Picking up non-placed items from the ground and placing them in your inventory (Default: Hold/press
F
)
Firing weapons at
enemies
(Default: Press or hold
SPACE
depending on weapon)
Passively with a flashlight that automatically turns on during the night time (which transfers to headlights if the player is in a vehicle.)
For more key-bindings, see
Controls
Note: The player can do that only if their character has the abilities for this. For example: They cannot fire a weapon, if they have no weapon slots.
Death
When a player character is killed it leaves behind a corpse that contains all items that were located in the player's inventory, quickbar, trash slots, and equipment slots. 10 seconds after being killed, the character respawns at the center of the world or at a pre-determined spawn point which can be set via the
map editor
. The character corpse sprite changes based on the type of armor.
Quickbar and shortcut bar
Main article:
Quickbar
The quickbar is a user interface component for creating links to items that are always visible at the bottom of the screen. Once created they can be quickly selected at any time without needing to open the inventory. It shows between one and four bars from a set of ten available, each containing 10 slots. Clicking any filled slot will place the chosen item in the player's hand if available in the inventory.
Main article:
Shortcut bar
The shortcut bar is a group of icons for accessing regularly used features such as obtaining
blueprints
and
deconstruction planners
with a simple mouse click. It is always visible at the bottom of the screen, appearing to the right of the quickbar. The icons can be hidden, and their order can be changed.
Main article:
Weapons
To the left most side of the screen are the player's equipped weapons and armor, along with the types of ammo being used for each weapon. The player can switch between weapons at any time.
Gallery
The player character in every type of armor, except for the mech variant.
Different possible colors of players, cars, tanks, gun turrets and laser turrets.
(Pre 0.17)
The player character's flashlight during the night.
The player's corpse.
The player in
mech armor
, hovering over water.
(Click for .GIF animation)
The player under the effects of a speed boost, given by a consuming a
jellynut
or
jelly
.
Trivia
The character's base speed moves 8.9 tiles per second. Providing that each tile is one meter, the engineer runs 32 km/h, or half the speed of a
behemoth biter
.
Quality players have higher health, but there is no way to get higher quality players in the game.
History
2.0.7
:
Character corpses no longer despawn.
0.18.13
:
The character GUI now has a new look.
Personal logistics has been moved to a separate tab. Logistic requests and auto trash have been merged into one panel.
Using quick inventory transfers in the player inventory of the character gui will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type.
Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash (unlimited count), plus 30 character trash slots.
0.17.0
:
Increased player reach from 6 to 10.
0.13.14
:
Surplus items from crafting are again available for crafting other items. For example, crafting two green circuits will no longer result in two extra copper wires in the player's inventory. This only applies to items that are automatically crafted as a prerequisite; items the player has explicitly requested to craft will not be used to satisfy the dependencies of any further orders.
0.13.0
:
Armors have inventory size bonuses (10 for modular armor, 20 for power armor, 30 for power armor mk2).
0.12.1
:
Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn't move items to the logistic trash slots.
0.12.0
:
New muzzle flash graphics.
0.11.4
:
Improved player running animation.
0.11.0
:
New player animation, depends on armor
0.10.9
:
Mining a chest now fails instead of spilling items onto the ground.
0.9.0
:
Player gets a separate warning icon when a building is destroyed.
Recipe gui contains recipes not craftable by player (however, their tooltip shows machines where they can be crafted).
0.8.0
:
Player now starts with 1
burner mining drill
and one
stone furnace
in the freeplay.
The player can repair structures using
repair packs
.
0.7.0
:
Player moves slower while shooting.
0.6.0
:
Added the ability for the player to request items directly from logistic robots.
0.5.0
:
Player picks all items in range when picking items on the ground, instead of 1 per tick
Shooting particles added
0.4.0
:
Player slides around corners
0.2.8
:
Player no longer collides with
Underground belt
.
Added auto-targeting for guns.
0.2.1
:
Added warning message when the player tries to build in an invalid position.
0.2.0
:
Screen reddens when taking damage
Character animations added
0.1.0
:
Introduced
See also
Armor
Weapons
| 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/Player_-_Factorio_Wiki |
Burner_mining_drill | Burner mining drill - Factorio Wiki | [] | Burner mining drill - Factorio Wiki
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| | Burner mining drill | Edit |
| | ------------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | ---- | | ---- | | --- | | --- | | --- | | --- |
| 2+3+3+1→1 | 2+3+3+1→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 4+9+5 | 4+9+5 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 |
| | | | 150 | | | | | | | | | | |
| | 195 | | 240 | | | | | | | | | | |
| | 285 | | 375 | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Dimensions | 2×2 | | | | | | | | | | | | |
| Energy consumption | 150 kW (burner) | | | | | | | | | | | | |
| Mining time | 0.3 | | | | | | | | | | | | |
| Mining speed | 0.25 | | | | | | | | | | | | |
| Mining area | 2×2 tiles | | | | | | | | | | | | |
| Resource drain | 100%83%66%50%16% | | | | 100% | | 83% | | 66% | | 50% | | 16% |
| | | | 100% | | | | | | | | | | |
| | 83% | | 66% | | | | | | | | | | |
| | 50% | | 16% | | | | | | | | | | |
| Pollution | 12/m | | | | | | | | | | | | |
| Prototype type | mining-drill | | | | | | | | | | | | |
| Internal name | burner-mining-drill | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Valid fuel | Valid fuel | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
burner mining drill
is the first type of drill accessible to the player. It burns
fuel
to
mine
the ore underneath the 2×2 area it is placed on.
It mines about 7 items per single unit of coal used to fuel it, producing 0.25 items/s for
copper ore
,
coal
,
iron ore
or
stone
. Burner miners create a lot of
pollution
per item.
Burner drills are usually used until the player has built an
electrical network
, at which point the larger and faster
electric mining drill
becomes more useful, though they can still provide some use as extra drills that take up less space.
Contents
1
Interface
2
Self-Sustaining Coal Mines
2.1
Method 1
2.2
Method 2
3
History
4
See also
Interface
Amount of
fuel
in the mining drill
Depletion of 1 unit of
fuel
Progress of mining
Product
Self-Sustaining Coal Mines
Both methods require no electricity.
Method 1
Two burner mining drills can refuel each other when placed next to each other on a coal deposit as long as they're facing each other. Each drill fuels the other and coal gradually accumulates in their
stacks
, so you have effectively a storage of 100 coal (2 stacks, 50 coal, one in each burner miner, together 100). You can do this also for 4 or any other even number of miners.
Note that it takes slightly less than 3 minutes for the mining drills to completely fill each other's fuel inventory. Once full, the drills will sit idle until the accumulated coal is removed. It's possible to extend that time by having the drills output their coal into a buffer
chest
rather than directly into another drill's fuel stack.
Method 2
This method can be used for any number of burner mining drills in a coal deposit. Place a burner mining drill, then place at least three
transport belts
from the output in a mirrored "L" like shape so that the third belt has a gap between it and the miner. Fill the gap with a
burner inserter
in a way that the inserter can insert coal to the miner. When placing this array of entities opposite of each other, ensure that no two burner inserters are trying to take coal from the same piece of belt or one of them might run out of fuel.
History
0.18.0
:
Updated sound effects.
0.17.0
:
Mining speed for all ores except uranium is now 0.25/s.
0.8.1
:
Mining drill now ignores resources that can't be mined because of the higher hardness.
0.8.0
:
Player starts with one burner mining drill and one furnace in the freeplay.
Increased mining speed of burner mining drill.
0.7.3
:
Shows area of effect when highlighted.
Mining drill evenly mines from every tile in it's area.
0.7.0
:
Added support for modules to Electric mining drills.
Mining drills deactivate when out of resources.
0.5.1
:
Show output arrows when alt mode is on.
0.5.0
:
New Graphics.
0.2.0
:
Shows count of available resources.
0.1.0
:
Introduced
See also
Mining
Coal
| 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/Burner_mining_drill_-_Factorio_Wiki |
Space_science_pack_(research) | Space science pack (research) - Factorio Wiki | [] | Space science pack (research) - Factorio Wiki
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| | Space science pack (research) | Edit |
| | ----------------------------- | ---- |
Base game
Space Age mod
| Researched by | Researched by |
| --------------------- | --------------------- |
| Send to orbit1 | Send to orbit1 |
| Prototype type | technology |
| Internal name | space-science-pack |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Researched by | Researched by |
| ----------------------------------------------------- | ----------------------------------------------------- |
| Build | Build |
| Production of space science pack on a space platform. | Production of space science pack on a space platform. |
| Prototype type | technology |
| Internal name | space-science-pack |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| 22577262562 | 22577262562 |
| Effects | Effects |
| | |
The
space science pack
technology is the gateway for
infinite technologies
. It allows the player to obtain
space science packs
by launching a rocket with a
satellite
from the
rocket silo
. These science packs are required for all infinite
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/Space_science_pack_(research)_-_Factorio_Wiki |
User_talk_SafwatHalaby | User talk:SafwatHalaby - Factorio Wiki | [] | User talk:SafwatHalaby - Factorio Wiki
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News_2015 | News/2015 - Factorio Wiki | [] | News/2015 - Factorio Wiki
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News
> 2015
2015
December
Dec 25 FFF #118:
Improving productivity
.
Dec 18 FFF #117:
Path Finder Optimisation I
.
Dec 12 FFF #116:
Strategy Guide
.
Dec 04 FFF #115:
The power switch
.
November
Nov 27 FFF #114:
Better train conditions
.
Nov 20 FFF #113:
Better rail building
.
Nov 13 FFF #112:
Better noise
.
Nov 06 FFF #111:
Long term plans
.
October
Oct 30 FFF #110:
Tech art finished
.
Oct 23 FFF #109:
The team photo
.
Oct 17 FFF #108:
Unexpected features
.
Oct 09 FFF #107:
The Wedding
.
Oct 03 FFF #106:
Brain satisfaction tool
.
September
Sep 25 FFF #105:
The Grey Zone
.
Sep 18 FFF #104:
Deadlines ahead
.
Sep 11 FFF #103:
Prototyping ahead
.
Sep 04 FFF #102:
Getting close
.
August
Aug 28 FFF #101:
The players are real people
.
Aug 21 FFF #100:
So old
.
Aug 14 FFF #99:
MP forwarding
.
Aug 07 FFF #98:
Just fixing bugs
.
July
Jul 31 FFF #97:
Greenlight preparations
.
Jul 24 FFF #96:
The fixing phase
.
Jul 17 FFF #95:
Release today
.
Jul 11 News:
The 1.0 release was moved to next year
.
Current status
.
Jul 10 FFF #94:
No 0.12 release today
.
Jul 03 FFF #93:
Furious Finish
.
June
Jun 26 FFF #92:
Personal roboport
.
Jun 19 FFF #91:
Being the evil guy
.
Jun 12 FFF #90:
Trying to be on schedule
.
Jun 05 FFF #89:
Timetables
.
May
May 29 FFF #88:
Combinators
.
May 22 FFF #87:
Visitors
.
May 15 FFF #86:
Trees
.
May 08 FFF #85:
Sales Stats
. Trello, Linode and sales statistics
May 01 FFF #84:
The wedding day preprations
. Preparing for Steam launch.
April
Apr 25 FFF #83:
Hide the latency
. Multiplayer experience in v0.12.
Apr 24 0.11.22 release:
Changelog
. Slight bugfixes.
Apr 18 Release:
Factorio v0.11.21 declared stable
.
Apr 17 FFF #82:
Optimisations
. Also an overview of the current
development team
.
Apr 15 Roadmap:
New roadmap plan for v0.13
. See also
forum
. Estimated first (experimental) release end of June.
Apr 10 FFF #81:
Chain signals
Apr 09 0.11.21 release:
Changelog
. This will be also stable relase!
Apr 03 FFF #80:
Crazy start
Apr 02 0.11.20 release
Changelog
.
March
Mar 27 FFF #79:
Week flies by
. Not much happening...
Mar 20 FFF #78:
Focused on 0.12
.
Mar 20 0.11.19 release:
Changelog
.
Mar 13 FFF #77:
Theme art ahead
. Multiplayer, 0.12 and new theme art.
Mar 12 News:
Developers decided to go to Steam with stable v0.12
.
Mar 12 0.11.18 release
Changelog
.
Mar 08 Tool:
Blueprint viewer
. Show blueprints online. [
Direct link
]
Mar 06 FFF #76:
MP Inside Out
. Multiplayer technical details.
Mar 05 0.11.17 release:
Changelog
February
Feb 27 FFF #75:
False hopes
. More "bugfixing".
Feb 20 FFF #74:
The brainstorming
. More endgame stuff.
Feb 19 0.11.16 release:
Changelog
. One of the biggest bugfix packs.
Feb 13 FFF #73:
Minds versus bytes
. More new stuff for v0.12.
Feb 06 FFF #72:
Back to the cold
. Tomas is back from India.
Feb 04 review:
from Worth a Buy?
. See also this
thread
.
Feb 04 0.11.15 release:
Changelog
.
Feb 02 0.11.14 release:
Changelog
.
January
Jan 30 FFF #71:
To the Stars
. Proposed stable is end of February. And a rocket-silo.
Jan 24 FFF #70:
The smooth fps
. Robert is new developer team member.
Jan 19 0.11.13 release:
Changelog
. Windows 7 users
need to install SP1
.
Jan 16 0.11.12 release:
Changelog
. There is a bug:
Do not hover a wagon over another wagon
!!
Jan 16 FFF #69:
Sympathy for the creeper
. Albert about philosophical aspects of Factorio.
Jan 13 0.11.11 release:
Changelog
.
Jan 11 Press:
Producer of Final Fantasies Yoshinori Kitase likes Factorio
.
Jan 09 FFF #68:
The trains
. Some routing changes.
Jan 08 Survey:
r/Factorio Survey Results
direkt link
Jan 06 0.11.10 release:
Changelog
. Quick bugfix release.
Jan 05 0.11.9 release:
Changelog
. Many bugfixes, but still bugs left.
Jan 02 FFF #67:
Happy New Year
; more preview to the coming v0.12. | wiki | https://wiki.factorio.com/News/2015_-_Factorio_Wiki |
User_talk_Arrkhal | User talk:Arrkhal - Factorio Wiki | [] | User talk:Arrkhal - Factorio Wiki
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Welcome to the Official Factorio Wiki!
Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it.
First and foremost, please be sure to read and understand the
rules of this Wiki
. If you have any questions or concerns with these rules, please don't hesitate to ask an Admin.
Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the
help pages
. In addition to the help provided by MW, we also provide a
style guide
that we enforce.
If you're unsure where to begin, please see the
editor noticeboard
, where information on the current objectives and projects of the Wiki may be found.
Again, welcome, we hope you contribute as much high quality information as you can. :)
Bilka
(
talk
) -
Admin
07:52, 6 July 2018 (UTC) | wiki | https://wiki.factorio.com/User_talk:Arrkhal_-_Factorio_Wiki |
Rail_ramp | Rail ramp - Factorio Wiki | [
"stub"
] | Rail ramp - Factorio Wiki
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| | Rail ramp | Edit |
| | --------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------------------------------------------------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- |
| 0.5+10+8+100→1 | 0.5+10+8+100→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 3.5+100+4+2+14 | 3.5+100+4+2+14 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 20002600320038005000 | | | | 2000 | | 2600 | | 3200 | | 3800 | | 5000 |
| | | | 2000 | | | | | | | | | | |
| | 2600 | | 3200 | | | | | | | | | | |
| | 3800 | | 5000 | | | | | | | | | | |
| Resistances | Acid: 0/80%Explosion: 10/30%Fire: 0/100%Impact: 45/60%Laser: 0/70%Physical: 3/20% | | | | | | | | | | | | |
| Stack size | 10 | | | | | | | | | | | | |
| Rocket capacity | 1 (0.1 stacks) | | | | | | | | | | | | |
| Mining time | 0.2 | | | | | | | | | | | | |
| Prototype type | rail-ramp | | | | | | | | | | | | |
| Internal name | rail-ramp | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Space Age
expansion exclusive feature.
A
rail ramp
is a
rail
that inclines upward, which allows
trains
to travel over obstacles. Rails that continue off the higher part of the ramp must have
rail supports
to keep them elevated.
Train stops
,
rail signals
and
rail chain signals
cannot be placed on rail ramps, unlike straight rails. Locomotives that are stopped on rail ramps will stay still and not slide back down to the ground level.
While players are required to own Space Age to access this feature, elevated rails are a separate mod, and can be activated independent of most Space Age content.
History
2.0.7
:
Introduced in
Space Age
expansion.
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Rail_ramp_-_Factorio_Wiki |
Logistic_robot | Logistic robot - Factorio Wiki | [] | Logistic robot - Factorio Wiki
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| | Logistic robot | Edit |
| | -------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ---------------------------------- | | ------ | | ------ | | ---- | | ------ | | ---- | | ---- |
| 0.5+2+1→1 | 0.5+2+1→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 43.25+2+14.5+1+7+4+1 | 43.25+2+14.5+1+7+4+1 | | | | | | | | | | | | |
| Health | 100130160190250 | | | | 100 | | 130 | | 160 | | 190 | | 250 |
| | | | 100 | | | | | | | | | | |
| | 130 | | 160 | | | | | | | | | | |
| | 190 | | 250 | | | | | | | | | | |
| Resistances | Fire: 0/85% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 (1 stack) | | | | | | | | | | | | |
| Energy consumption | 63.75 kW (electric) | | | | | | | | | | | | |
| Energy capacity | 1.5 MJ3 MJ4.5 MJ6 MJ9 MJ(electric) | | | | 1.5 MJ | | 3 MJ | | 4.5 MJ | | 6 MJ | | 9 MJ |
| | | | 1.5 MJ | | | | | | | | | | |
| | 3 MJ | | 4.5 MJ | | | | | | | | | | |
| | 6 MJ | | 9 MJ | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | logistic-robot | | | | | | | | | | | | |
| Internal name | logistic-robot | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Logistic robots
are autonomous floating devices capable of transporting resources in a
logistic network
. They are one of two types of floating robotic devices, the other being
construction robots
.
The basic movement speed of logistic robots is 0.05 tiles/tick (3 tiles per second) when they have enough power. When out of power, robots move at 20% of their current normal travel speed. This movement speed can be increased infinitely by the
worker robot speed (research)
.
Logistic robots have no means of defending themselves and do not run when they encounter enemies. Despite being a floating entity, ground units using melee are still capable of destroying them.
By default, each robot can only carry one item. This limit can be increased up to four items by the
worker robot cargo size (research)
. Robots consume power per tile traveled, additionally to consuming power per second spent in the air. When they run out of power, they have to recharge at a
roboport
, or a
personal roboport
, depending on where the robots were originally placed. Alternatively, they can be mined out of the air by the player which restores their internal power buffer, allowing the player to redeploy them immediately.
Contents
1
Notes
2
Achievements
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.
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 bots are slightly slower than
construction robots
, and cost more advanced materials to craft
Note that researching more robot speed will also increase the robots' energy consumption.
Logistic robots moving
iron plates
from an
active provider chest
to a
storage chest
.
Achievements
| | You've got a packageSupply the character bylogistic robot. |
| | ---------------------------------------------------------- |
| | Delivery serviceSupply the character with 10k items delivered bylogistic robots. |
| | -------------------------------------------------------------------------------- |
History
2.0.7
:
Logistic robots consider the amount of robots currently traveling to roboports to charge before deciding which roboport to charge at.
Logistic robots can be assigned multiple tasks instead of only being given new ones after completing their current task.
Logistic robots attempt to always charge at a roboport closer to their final destination
Logistic bots now appear red in the map view robot overview if they have an assigned task involving the player (delivery or trash).
0.15.0
:
Added warning for situation when robots don't have storage place to put items in the logistics network.
0.12.27
:
Logistic robots now prefer items at the end of the inventory and ignore inventory limits.
0.12.2
:
Logistic robots no longer extract from chests belonging to other forces.
0.11.2
:
New Graphics.
0.10.3
:
Improved the AI of the logistic robots.
0.10.1
:
Logistic robots will not insert items that would exceed the requested count.
0.10.0
:
Logistic robots no longer die of lack of electricity, they just slow down to 20% of their normal speed.
0.9.3
:
Logistic robots now need a
flying robot frame
to craft.
0.8.0
:
Logistic robots take items on the way to chests into consideration when trying to keep separate chests for separate items.
0.7.5
:
Increased stack size of robots from 16 to 32.
0.7.3
:
Logistic robots delivery is evenly distributed between provider/requester chests.
0.7.1
:
Power of the logistic robot speed upgrade technology has been increased. (25% of basic speed cumulative.)
Removed the limit of one logistic robot order per tick.
0.7.0
:
Logistic robots try not to mix different items in storage chests, if possible.
0.6.0
:
Player can directly request supplies from logistic robots.
New Graphics.
0.3.0
:
New Graphics.
0.2.1
:
Technologies added to increase the stats of the logistic robot.
0.2.0
:
Introduced
See also
Robots
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/Logistic_robot_-_Factorio_Wiki |
Heat_pipe | Heat pipe - Factorio Wiki | [] | Heat pipe - Factorio Wiki
Jump to navigation
Jump to search
| | Heat pipe | Edit |
| | --------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ---------------------------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 1+20+10→1 | 1+20+10→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 1+20+10 | 1+20+10 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 200260320380500 | | | | 200 | | 260 | | 320 | | 380 | | 500 |
| | | | 200 | | | | | | | | | | |
| | 260 | | 320 | | | | | | | | | | |
| | 380 | | 500 | | | | | | | | | | |
| Resistances | Explosion: 0/30%Fire: 0/90%Impact: 0/30% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 (1 stack) | | | | | | | | | | | | |
| Dimensions | 1×1 | | | | | | | | | | | | |
| Maximum temperature | 1000 °C | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | heat-pipe | | | | | | | | | | | | |
| Internal name | heat-pipe | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
heat pipe
can transport heat over longer distances and connect devices which produce and use heat. Currently, this is limited to
heat exchangers
,
nuclear reactors
, and
heating towers
.
Heat pipes have a heat capacity of 1 MJ/°C. Thus, they can theoretically buffer 500 MJ of heat energy across their working range of 500°C to 1000°C, making them a space-efficient energy store. However, because temperature needs a drop of greater than 1 degree before it will "flow," you can't raise them all the way to 1000°C or drain them all the way to 500°C, so the practical energy capacity will depend on the layout.
As heat pipes rise in temperature, they will give off a very low-distance glow.
On the planet
Aquilo
, heat pipes are a necessity due to the freezing temperatures. If buildings are not adjacent to heat pipes (or similar objects) with a temperature of at least 30°C, the building will freeze and stop working.
Heat pipe throughput
Each heat pipe holds an amount of heat energy, and there is a limit to how much energy can go through each of them for a given duration.
For any heat pipe entity with one input connection on one side and one output connection on another, this entity with lower the temperature by
1 + (P / 15) °C
with P being the power going through this entity expressed in MW.
A
heat exchanger
must heat up to 500°C before it can generate steam. And the maximum temperature of a heat generator (such as a nuclear reactor) is 1000°C. As such, the temperature difference between a heat source and the heat exchanger is at most 500°C. We can express the maximum length of a straight line of heat pipe as
500 / (1 + P/15)
.
For example let's take a single nuclear reactor outputting 40MW of heat power to a single line of heat pipes. The furthest that line can go is
500 / (1 + 40/15)
which is around 136 heat pipes long.
A nuclear reactor can also be used to transfer heat in a similar manner as a heat pipe, whether or not it's fueled. In this case, the reactor will drop the temperature by
1 + (P / 387) °C
, with P again being the power in MW going through the entity. Note that this is an approximation, the actual value measured is supposed to be 200000/517 or about 386.847.
That being said, the nuclear reactor entity is also much bigger, meaning that we must compare it to 5 lines of 5 heat pipes instead of just a single one. The nuclear reactor will thus lower the temperature 5 times less with near-zero power going through it, and nearly 26 times less when approaching infinite power, compared to those lines of heat pipes.
As an example, a single line of 100 nuclear reactors (or 500 tiles) will only lower the temperature by about 360°C while carrying 1GW.
In
Space Age
, on
Aquilo
, heat pipes are used to prevent entities from
freezing
. They automatically transfer heat into neighboring entities. Different entities consume different amounts of heat to prevent freezing, but they do not have the temperature requirements of a heat exchanger. Heat pipes only need to be at least 30°C to keep an entity warm. Also, heat pipes do not lose heat to the environment; they only lose heat to entities that need to be kept warm.
History
0.17.67
:
Heat pipes (also in reactors and heat exchangers) glow with high temperatures.
0.15.11
:
Changed heat transfer mechanics, prior to this heat would flow better following the order of heat pipe placement
0.15.0
:
Introduced
See also
Power production
Heating tower
Heat exchanger
| Production items | Production items |
| ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book |
| Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() |
| Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack |
| Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() |
| Agriculture | Agricultural towerBiochamberCaptive biter spawner |
| Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() |
| Environmental protection | Lightning rodLightning collectorHeating tower |
| Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() |
| Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment | | wiki | https://wiki.factorio.com/Heat_pipe_-_Factorio_Wiki |
Tutorial_Main_bus | Tutorial:Main bus - Factorio Wiki | [] | Tutorial:Main bus - Factorio Wiki
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The main bus in use with several different items and some production
The concept of a
Main Bus
is to put the most used and useful ingredients in a central spot to use for assembling machines.
This is a good measure to combat "spaghetti factories" as it forces someone to plan a structured layout and move everything to use items from the bus.
This is also a downside as there are more belts used and therefore more room for belt-buffer and everything is less compact.
Whether one uses a bus is often decided before starting a map or when first building an array of furnaces.
A bus often starts at the smelting of iron, copper and steel, and then over time and distance gains more and more different items.
When one doesn't have enough production to saturate a belt (or splits it into more) then this can be called a "fake"-bus as it
can not
be saturated.
This is especially deceiving when the item isn't moving and all belts have filled up as these belts can't carry the amount they lead one to believe they can.
This can be done to reserve room for later expansion, blueprint-ghosts are a good usage for that as they don't allow the belt to be filled with non-usable items.
The direction of a bus, being horizontal or vertical depends on personal preference and how one likes to work on the production that splits off it, which can almost always be expanded for greater use later on.
The orientation of and how wide the players monitor is also plays a role in this decision.
A corner is not unheard of but very unusual and is often only necessary when a lake appears that is not planned for.
Contents
1
Content
2
Advice and Limitations
3
Split-off
4
See Also
Content
What items one puts on a bus is a personal preference.
Some items are a good candidate to be built "on-site" meaning not carried by the bus but rather made where they are needed.
A good example of this are
copper cables
as they consume more space on a belt than in the form of copper plates.
Here are some things people have put on their bus in the past:
Several belts of
iron plates
, usually a multiple of four as that is the length one
underground belt
can pass under.
Some belts of
copper plates
. You need about as much copper overall as iron.
Iron gear wheels
are seen on some buses as they take up half as much room than iron plates and see usage in a lot of recipes.
Electronic circuits
. You will need many of these to handle
advanced circuit
and
processing unit
production later on.
Advanced circuits
.
Steel plates
.
Processing units
.
Batteries
.
Plastic bars
(sometimes replaced by
coal
from which plastic is produced).
Stone
. Needed for
production science packs
and for
stone bricks
.
Sulfur
. This is an ingredient needed for the
chemical science pack
.
Each of these items would get a dedicated line of belts from which one would draw from if there is a need for the item.
Some people like to have fluids part of their bus which could include:
Sulfuric acid
for processing units.
Water
for
concrete
.
Lubricant
for
express transport belt
and
electric engine units
for the
utility science pack
.
Advice and Limitations
Having all possible items on a bus results in a huge wide bus with a lot of belt-buffer for expensive items and standing belts of output-items that won't get used in another process.
These items are often just put into
chests
for personal use rather than on a bus.
The width of the bus can become a problem if it is very wide.
Players sometimes choose to only build on one side of the bus until they can estimate that they won't need more belts on the bus.
It is advisable to leave
space
between the groups of belts of one item for underground belt to surface and for other things to cross the bus.
A recommended number is two free spaces for every group of four belts, although leaving more space can be useful too.
Same with the production that is to the side of the bus, leave space
between the builds
for later expansion or belts that go between, at least three, six to ten is fitting.
Grouping differing items together can cause problems when splitting them off, hence only groupings of two differing items is recommended.
Having smaller groups of only one or two is also not a bad thing.
When
logistic robots
are available one might start moving some items by robots instead of using the bus.
Some players eventually phase out the main bus entirely in favor of robots.
This may happen at a later stage in the game up to which a bus is a very good tool to reduce clutter.
But robots have their own difficulties and require a lot more resources and knowledge of the game.
For very large amounts of items
railways
may be a better alternative that can not only carry large amounts of ore but also the intermediate and end-products.
This can lead to designs of a base consisting of only train-stations with small
logistic networks
without any belts.
For a comparison of belt, logistic robot and railway transport systems, refer to the
Transport use cases tutorial
.
One
reddit post
mentions the use of
cargo wagons
as a means to increase throughput and reduce the size of a bus.
Split-off
When one wants to use the items on their bus one could directly take items off the bus as if it is just a belt, though that would mean an extremely long bus and useless lengths of other belts.
This is sometimes done to get Items crafted into a chest for personal use like
pipe
which only uses Iron plates.
However, in most cases a belt is split away from the main bus that can deliver the resource to a sub-factory.
Split-off designs aren't strictly necessary but help immensely.
The following designs have the additional property that if the incoming belts are fully saturated then the split-off belt will be full (recall that a single splitter with a single full input belt will by default split off a half-filled belt).
With
splitter
priorities that were added in 0.16 it is very simple to split off a belt from a main bus while ensuring good throughput properties. The design shown here makes sure that the belts on the right side are filled first, so belts can be taken from the right every time without the need to further rebalance.
Thus up to a full belt can be delivered and the remaining resources can go through on the main bus.
One downside to this can be that all resources are used up before every machine gets fed.
This indicates not enough products being produced to meet demand, this can be remedied with adding more lanes with corresponding more production further up the chain of production.
Using a non-prioritizing split-off will only distribute the shortage, not magically create more production.
Alternatively, one can make split-off setups without priority splitters.
The idea is that one wants to draw from every belt (and lane even) equally to not have too few items at the current planned production and not have empty and at the same time standing belts of items.
That way at every step along the bus a few items are split off and used up and when the production comes to a stop the items go on to be used by the next production.
The following are 2 designs for a split-off off a 2-wide bus (by reddit user
/u/unique_2
).
Copy blueprint string
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Copy blueprint string
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Putting a lane-balancer after a split-off is not necessary most of the time as the rest moves on if the belt has no draw or if only one lane is used.
If there is enough input for the item to saturate a whole belt then putting a lane-balancer in won't help to get more items later on.
Putting a lane-balancer after an inherently balanced build that produces the item is also not necessary as then half of the production pauses and the other half fills the moving lane to saturation.
The following is a split-off off a 4-wide bus.
Copy blueprint string
0eNqlld1qhDAQhV+lzHUsxv/6DPsGpRTdDUvAjRLjUhHfvaPWVTBbMu1VcPR8OTOTMQOUVScaLZWBfAB5rlUL+fsArbyqoppipm8E5HCX2nQYYaCK2xRYvvAiGBlIdRFfkPOREZSnnTKwKqURt01mdKHaptbGK0VlduLwP+Jo/GAglJFGiiX1+aH/VN2tFBqTejA6VOirrnFdKAyaukVhraZ9EeYFDHpc0NFqo+5M000bHsABAewTuCHFMCeAo2fVPGAfVAsl/kM9+WZPqifuEmd3KxUPHVykFuflXWKBpu5Q7gzNtkloKmkMxo44/zVec7cg3qitCGwU7lMxVjOcuyTEfxLyrYiA2j27k9DBif+rkYg8lS6Hk8f0oXTiJsQO2suWUhpoP0oZofJIwJ/u/IPOdxcQg6pA7xiLvBnyMl0ad6HbZZSyNOBZmPhhNI7frCw6ag==
Copy blueprint string
0eNqdld9qgzAUxl9lnOs4TBq19Rl6tdsxhrahBGyUGMuK+O476jqFxpGzq+DR75fv/DHpoaw61VhtHOQ96FNtWsjfe2j1xRTVGHP3RkEON21dhxEGpriOgfmLSMLAQJuz+oKcD8yj1E5dF5mzhWmb2rqoVJVbiYVXvLXtcaXckZRvK6UcPhgo47TTas57erh/mu5aKosZ/ao7VNiLrXGdnTNo6haFtRk3RVgkGNxxQTsPD3Xnmm5M8gksCOCYwN1RDHMCWBLAFG7yjwrzBazNBjfdmrhNKg4gnLVVp/ld6oFmwdDYyxQe5j7cKA82elimvqm0cxh7xsWvyaOeHgSP6R0PaQznwQnz4CJyEZIw/0k49ua7o06Mv2wywEn8p5GEfDYE1T2lHw1B3IzYT3/Z9pQGCi/iQKg8EvDon66mfHUHMqgK9I4xGU2Ql2qE3JRt539NSpGmmeDiMAzfI+ZmDA==
Copy blueprint string
0eNqlldFugzAMRX9l8nOYcEih5TP2Ok0TbaMqEgQUQjVU8e8LdAy0hirWniIM9+TajsMNjmUnG6O0hfwG6lTrFvL3G7TqootyjNm+kZDDVRnbuQgDXVRj4P5FJGBgoPRZfkGOAyMo31ZK7lUqK6tFZk2h26Y2NjrK0q7EyX/EYvhgILVVVsl76tND/6m76iiNS2qLwaCpWyer9birQ0WcQe+WZBgN/cHwX0znNjYXU7t1AxTPHDYnU3e26UbbD9yEwI2QABYEMIW7I9eT++qZkjHow2TBmHg2w+CsjDzdX3EPc7+c9KZU1rrYo6n4dffE1iHYFgbbwpjeUVw6qvRGQxFD8sWffGNfusip3fRWDZMAJ/FTI4I8pkEl2tGnNIibEs+Jv2wZpYHeacQ9ofKO4O7c6X7OV/8fBmXhvLuYiCbIy8i4StNOiFQInqYZR34Yhm/sYzpB
Taking two belts off of this won't produce two belts worth of output, the middle one only carries
half a belt
to each side!
As of 0.16 Splitters can prioritize one in- and output lane, therefore the above design can supply fully saturated belts if the splitters are set up in a way that prioritizes the output belt (to earlier production) rather than letting items go on.
The following are two designs for a split-off off a 4-wide bus that feature an in-line lane-balancer(by reddit user
/u/moomaka
).
Copy blueprint string
0eNqVllFugzAMhq9S5WmToCUh0JYz7AbTNEGbVdEgQSFUQxV3n4ExsTVs8VOEyf/Z2I7DjRRlK2ojlSXZjciTVg3Jnm+kkReVl4PNdrUgGblKY1uwBETl1WCYdoSc9AGR6iw+SEb7AKF8WiiZUymtqBayupTWCrOQxR4ya3LV1NrYsBClXYh5/xIQoay0UkwfPT50r6qtCnCT0W9GCwpzMRrWiRKQWjcg1GrwC7AQNnewQERzGLq1dTs4vAMzBBjDjRHcCMHla8m8o7KZ6qAk3pTwCwNdQc7SiNP0jjugKRpKf0JTB3R/33OrBafb5H/gAV+Y32F6lOmI98LwXmiE795VN1KteaHehZ0L4eo5yrCty5yYGItxR8PxEyXqPZKV+DRstE1Goju01AMxEyInwefU0D9jOCCz7I7j6D8SphQ7S84iTE6dA49R9ElhHtVmDH3OvbAxon7u78XeE5B4uILH6zpb/IgEpMxBBjYejqFsSvFmNw9Ft9m1u0rrKn/PH2HbVZhmGiicszTdM8qOff8JVpvtyQ==
Copy blueprint string
0eNqdlt1ugjAUx1/F9GpLitJDReUxdrssC2jjmkFLSjEjhndfwbkQLabHq4bC/3c+e8qZFGUraiOVJdmZyL1WDcnez6SRR5WXw57takEycpLGtm6HEpVXw8bli4iTnhKpDuKHZKynCOXbRAlepbSimsjqUlorzESWBMisyVVTa2OjQpR2Iub9ByVCWWmluAQ9PnSfqq0KZyZjcwxKat04mVaDVYeKEkq6YekHh24w8I9pnWFzNNqtcyB2BdFrNLq1dTv4fQdOMGBAgDkCHCO4a3RCmS+hKRoDPswmHAMPvNk+UV53UMhBGrG/vIOA3O2eKDbMmZFqxgqLn4gG8NGw8LPlN8J9UMBCb+vggyb3A2juELDlOgDIse0b+9qOrQP8imC5HhHezmVpCIL9IfxebEIQ8UMvtuhpE/cBnbzDptk7JCDGpNk//xn+TEFAhAD4kRDETTA19Ycc3uPxNffuMh4v7mzyS0JJmTuZ2+PR6MvCyOOXXbwU3WLVriqtq/w7f3XfnYRpRmjKOaTpBhjs+v4XLT/v+g==
The way in which materials are split off from the main bus determines which production setups in the factory are prioritized if the bus delivers less input than all the setups combined need.
The split-offs shown above generally prefer setups near the start of the main bus but will also supply some limited materials to the later setups.
There are alternative designs, for example, using
splitter
priorities to fully prefer the setups near the start of the main bus and only allow materials to go through to a later setup if that earlier setup's needs are satisfied.
The priorities can be set in various ways but this should not distract from the fact that more resource input should be added whenever this becomes a concern.
See Also
What Transport for which case?
Belt transport system
Logistic network
Railway
Splitter
Balancer mechanics | wiki | https://wiki.factorio.com/Tutorial:Main_bus_-_Factorio_Wiki |
Factorio_talk_Style_guide | Factorio talk:Style guide - Factorio Wiki | [
"https://wiki.factorio.com/Category:Templates",
"https://wiki.factorio.com/Special:WhatLinksHere/Category:Templates",
"https://wiki.factorio.com/Special:WhatLinksHere/Category:Documentation_templates"
] | Factorio talk:Style guide - Factorio Wiki
Jump to navigation
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Contents
1
How do we edit the style guide?
2
How can I add a blueprint?
3
Adding 'Quality' to Non-Space-Age Pages
4
Draft: equation style guide
4.1
Preferred Notation
4.2
Units
4.3
Separators
4.4
Large equations
How do we edit the style guide?
aka: the style guide for the style guide.
There's a lot that could be added to the style guide, but we probably don't want any contributor making changes without review. What would be a sensible way for contributors to expand the style guide?
--
Teggles
(
talk
) 19:27, 4 December 2024 (UTC)
You can make suggestions for additions here on the page, like Untitled7 did for the LaTeX guide down below. --
Bilka
(
talk
) -
Admin
20:23, 27 December 2024 (UTC)
How can I add a blueprint?
I would like to edit
https://wiki.factorio.com/Tutorial:Combinator_tutorial#Memory
, and I would like to add blueprints to make it easier to follow along. I would very much appreciate some guidance on the preferred way of sharing blueprints here on the Wiki.
--
Ndh
(
talk
) 17:30, 27 June 2024 (UTC)
Hey, you interest is appreciated! You can use
Template:BlueprintString
for blueprint strings, see
Inserters#Inserter_Throughput
for example.
Tutorial:Circuit_network_cookbook#Memory_Cell_/_Counter
may also interest you. Happy editing! --
Bilka
(
talk
) -
Admin
17:50, 27 June 2024 (UTC)
Ooooh that is awesome! Thank you so much! Although now I'm wondering how I could have found this. On the left there is a list of links under "Editor Help", but "Templates" links to some generic mediawiki page. Would it be possible maybe to change this link to
https://wiki.factorio.com/Category:Templates
instead? Both
https://wiki.factorio.com/Special:WhatLinksHere/Category:Templates
and
https://wiki.factorio.com/Special:WhatLinksHere/Category:Documentation_templates
are pretty empty right now. Or maybe the style guide would be the better place? --
Ndh
(
talk
) 18:02, 27 June 2024 (UTC)
Usually people find the templates by seeing them used on the wiki. But that doesn't refute your point, so I linked to the category in the style guide section about templates. --
Bilka
(
talk
) -
Admin
15:05, 30 August 2024 (UTC)
Adding 'Quality' to Non-Space-Age Pages
I was editing the page for the Solar panel infobox to include quality information, but I wanted to check if there was a certain way we wanted to do this.
Either adding it directly to the boxes quality affects, like the first image attached:
Or if we should use the quality infobox template and list the items changed, like the second image attatched:
Are either of these appropriate? If so which one? Is there another way that would work better to the style and legibility of the wiki?
--
Soundfoam
(
talk
) 7:49, 29 October 2024 (UTC)
The quality effects should be noted in the row of the property they affect, so for example directly in the health row. So like in your first image. You can find documentation on the infoboxes, including how to do the quality, on
Template:Infobox
. --
Bilka
(
talk
) -
Admin
15:17, 1 November 2024 (UTC)
Draft: equation style guide
This is not a guide on proper LaTeX syntax within the math environment, such a guide can be found here:
Extension:Math/Syntax
.
Unfortunately, the more specific the styles are the more difficult they are to be implemented by a laymen not familiar with LaTeX.
However, LaTeX already is a hurdle of entry, and it doesn't have a very wide usecase except more niche places on the wiki like the Tutorial namespace.
Preferred Notation
Multiplication
: In multiplication of scalar values
\cdot
is preferred over
\times
. However,
*
may not be used.
Division
: Divisions must be handled as fractions
\frac{...}{...}
. The
\div
operator may not be used.
Differential d
: The differential d must be non-italicized as
<math>\mathrm{d}</math>
.
Function names
A number of functions already exist in the math environment like
<math>\sin \log \exp \ln</math>
resulting in
sin
log
exp
ln
. If an editor wants to use other functions like the binary logarithm (logarithmus dualis) they can use
\mathrm{...}
to revert the italics to write
<math>\log_2 = \mathrm{ld}</math>
resulting in
log
2
=
l
d
.
Function arguments
: Parentheses around function arguments are must be used
<math>\sin (\alpha)</math>
sin
(
α
)
, they may not be omitted.
Time derivatives
: Dot notation may be used for time derivatives, like
<math>\dot{m} := \tfrac{\mathrm{d}m}{\mathrm{d}t}</math>
m
˙
:
=
d
m
d
t
Units
Units should not be italicized
, but symbols in equations are italicized by default, therefore the exceptions must be treated by wrapping them in
\mathrm{...}
. And between the quantity and the unit should be a small gap, which can be done in the math environment with a
\,
Example:
<math>t = 15 \, \mathrm{s}</math>
results in
t
=
1
5
s
Compound of multiple units
: the different units should also be separated by a small gap. If a unit is fractional, it should use text style fractions
\tfrac{...}{...}
, especially for inline equations.
Example 1: Energy usage in kilowatt-hours:
<math>E = 720 \, \mathrm{kW}\, \mathrm{h}</math>
results in
E
=
7
2
0
k
W
h
Example 2: Resource flow in units per minute:
<math>\dot{m} = 750 \, \tfrac{\mathrm{u}}{\mathrm{min}}</math> science
results in
m
˙
=
7
5
0
u
m
i
n
science
Separators
Symbol separator
: Symbols separated by no operator are implied to get multiplied together. However, as one symbol can consist of multiple glyphs, they should be separated by a small gap. A small gap can be done in the math environment with a
\,
.
Example:
<math>\Delta F = k \, \Delta x</math>
Δ
F
=
k
Δ
x
Quantity seperator
: When symbols are replaced by the quantity and unit they represent, a operator must be given.
Example:
<math>10 \, \mathrm{N} = 50 \, \tfrac{\mathrm{N}}{\mathrm{m}} \cdot 0.2 \, \mathrm{N}</math>
1
0
N
=
5
0
N
m
⋅
0
.
2
N
Thousands separator
: To aid the eye, but be non-intrusive or confusing, the thousands separator should be a small gap, not a comma or period. This should also apply to every thousandth after the decimal place.
Example:
<math>12 \, \mathrm{MJ} = 12\,000\,000 \, \mathrm{J}</math>
1
2
M
J
=
1
2
0
0
0
0
0
0
J
Decimal separator
: The decimal separator is a period in America and most English-speaking countries, but a comma in Europe and most Arabic-speaking countries. As the wiki is in English, the decimal separator should also be period.
Example:
<math>\pi = 3.141\,592\,653\,589</math>
π
=
3
.
1
4
1
5
9
2
6
5
3
5
8
9
Large equations
Equations that will span multiple lines should be placed in their own paragraphs. Then they should be properly aligned in either an
align
or
array
environment
<math>
\begin{align}
E &= \int_{t_0}^{t_1} P(t) \, \mathrm{d}t \qquad P(t) \approx P_\mbox{peak}\\
&= \int_{t_0}^{t_1} P_\mbox{peak} \, \mathrm{d}t\\
&= P_\mbox{peak} \, \int_{t_0}^{t_1} \, \mathrm{d}t\\
&= P_\mbox{peak} \, (t_1 - t_0)\\
\end{align}
</math>
E
=
∫
t
0
t
1
P
(
t
)
d
t
P
(
t
)
≈
P
peak
=
∫
t
0
t
1
P
peak
d
t
=
P
peak
∫
t
0
t
1
d
t
=
P
peak
(
t
1
−
t
0
) | wiki | https://wiki.factorio.com/Factorio_talk:Style_guide_-_Factorio_Wiki |
Light_oil_barrel | Barrel - Factorio Wiki | [] | Barrel - Factorio Wiki
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Barrels
can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once
fluid handling
is researched. The barrels themselves are reusable once the fluids are drained.
Barrels stack in groups of 10. A single
cargo wagon
can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon – 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 |
Nutrients | Nutrients - Factorio Wiki | [] | Nutrients - Factorio Wiki
Jump to navigation
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| | 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 |
Shotgun | Shotgun - Factorio Wiki | [] | Shotgun - Factorio Wiki
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| | Shotgun | Edit |
| | ------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | ---- | | -- | | ---- | | ---- | | ---- | | ---- |
| 10+10+5+15+5→1 | 10+10+5+15+5→1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 12.5+10+25+5 | 12.5+10+25+5 | | | | | | | | | | | | |
| Stack size | 5 | | | | | | | | | | | | |
| Rocket capacity | 5 | | | | | | | | | | | | |
| Range | 1516.518.019.522.5 | | | | 15 | | 16.5 | | 18.0 | | 19.5 | | 22.5 |
| | | | 15 | | | | | | | | | | |
| | 16.5 | | 18.0 | | | | | | | | | | |
| | 19.5 | | 22.5 | | | | | | | | | | |
| Shooting speed | 1/s | | | | | | | | | | | | |
| Ammunition | | | | | | | | | | | | | |
| Prototype type | gun | | | | | | | | | | | | |
| Internal name | shotgun | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
shotgun
is a basic but powerful
weapon
with good range,
damage
, and
ammunition
efficiency, but a low rate of fire. It fires in a spread pattern. The shotgun will fire without
hostile targets
nearby, can damage
walls
(it won't shoot over them) and other friendly structures, thus requiring significantly more caution when used, compared to most other weapons.
For early Biter
nests
assaults, shotgun ammo represents a massive boost on resource efficiency, with 2
copper plates
and 2
iron plates
giving a stack of
shotgun shells
, dealing a total of 600 damage. Contrast this against the
pistol
's
firearm magazine
, which costs 4 iron plates and deals a total of 50 damage.
The shotgun is less effective in clearing out the biters themselves, because pellet spread will cause a nontrivial fraction of pellets to miss against small targets. Players can switch between the shotgun and
submachine gun
to balance power and resource-efficiency, or support themselves with covering fire from
Turrets
and
combat bots
.
History
2.0.7
:
Shotgun projectiles now spawn closer to the player
0.7.0
:
Introduced
See also
Combat shotgun
Damage
Enemies
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment | | wiki | https://wiki.factorio.com/Shotgun_-_Factorio_Wiki |
Lamp_(research) | Lamp (research) - Factorio Wiki | [] | Lamp (research) - Factorio Wiki
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| | Lamp (research) | Edit |
| | --------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 151✖10 | 151✖10 |
| Prototype type | technology |
| Internal name | lamp |
| Required technologies | Required technologies |
| | |
| Effects | Effects |
| | |
Lamp
is a technology which unclocks the
lamp
. Once
researched
, allows the player to research
solar energy
.
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/Lamp_(research)_-_Factorio_Wiki |
Fast_inserter_(research) | Fast inserter (research) - Factorio Wiki | [] | Fast inserter (research) - Factorio Wiki
Jump to navigation
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| | Fast inserter (research) | Edit |
| | ------------------------ | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 151✖30 | 151✖30 |
| Prototype type | technology |
| Internal name | fast-inserter |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
Unlocks
the
fast inserter
.
History
2.0.7
:
Changed icon. No longer unlocks
filter inserters
, but rather allows
all
inserters
to have the filter option.
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/Fast_inserter_(research)_-_Factorio_Wiki |
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