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Long_handed_inserter
Long-handed inserter - Factorio Wiki
[]
Long-handed inserter - Factorio Wiki Jump to navigation Jump to search | | 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
Fast_underground_belt
Fast underground belt - Factorio Wiki
[]
Fast underground belt - Factorio Wiki Jump to navigation Jump to search | | Fast underground belt | Edit | | | --------------------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- | | 2+40+2→2 | 2+40+2→2 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 25.5+97.5 | 25.5+97.5 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 160208256304400 | | | | 160 | | 208 | | 256 | | 304 | | 400 | | | | | 160 | | | | | | | | | | | | | 208 | | 256 | | | | | | | | | | | | | 304 | | 400 | | | | | | | | | | | | Resistances | Fire: 0/60%Impact: 0/30% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Dimensions | 1×1 | | | | | | | | | | | | | | Belt speed | 30 Items/s | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | underground-belt | | | | | | | | | | | | | | Internal name | fast-underground-belt | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 2 | 2 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- | | 2+40+2→2 | 2+40+2→2 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 25.5+97.5 | 25.5+97.5 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 160208256304400 | | | | 160 | | 208 | | 256 | | 304 | | 400 | | | | | 160 | | | | | | | | | | | | | 208 | | 256 | | | | | | | | | | | | | 304 | | 400 | | | | | | | | | | | | Resistances | Fire: 0/60%Impact: 0/30% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Dimensions | 1×1 | | | | | | | | | | | | | | Belt speed | 30 Items/s | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | underground-belt | | | | | | | | | | | | | | Internal name | fast-underground-belt | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 2 | 2 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The fast underground belt is the second tier of underground belts . It has a maximum underground distance of 6 tiles — 2 more than the basic underground belt. The speed of the fast underground belt is the same speed as the fast transport belt , which is twice as fast as a basic transport belt or underground belt. Other fast belts | Fast transport belt | Fast splitter | | ------------------- | ------------- | Other underground belts | Underground belt | Express underground belt | Turbo underground belt | | ---------------- | ------------------------ | ---------------------- | Note that underground belts as well as underground pipes cannot transport items between lava and space void. History 0.17.0 : New graphics for underground belts 0.15.7 : Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9. 0.13.0 : Underground belts won't connect if underground belt ghost is in the way. 0.2.8 : Can now be rotated 0.2.0 : Introduced See also Belt transport system Splitters Inserters | Logistics | Logistics | | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storage | Wooden chestIron chestSteel chestStorage tank | | Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() | | Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() | | Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump | | Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon | | Transport | CarTankSpidertronSpidertron remote | | Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport | | Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel | | Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives | | Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Fast_underground_belt_-_Factorio_Wiki
User_talk_Kovarex
User talk:Kovarex - Factorio Wiki
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User talk:Kovarex - Factorio Wiki Jump to navigation Jump to search Thank you for invite. Will do my best. Thank you for the quick (!) invite as well. Worked on adding the Passive Provider Chests in the wiki. I'd love to have a one-line summary as to what the actual difference is between the Passive and Active provider chests. I assume that bots will take items from active provider chests firs, but I can't confirm this. Teurlinx ( talk ) 18:12, 6 May 2014 (CEST) I put that on http://www.factorioforums.com/forum/viewtopic.php?f=18&t=3415 - otherwise it's a double discussion... Thank you for the Welcome Thanks you Kovarex for the welcome. I've already fleshed out the tank article quite a bit. It's near non-existence is what prompted my application to join. I have been struggling to find out what standards exist if any. There are a number of areas of the wiki that seem to have conflicting standards. For example, Iron plate has 'Plate' with a capital P, while Plastic bar doesn't capitalize the B in 'bar'. (Standard wiki notation is to only capitalize first work unless later words are proper nouns). There are a number of things like this I have found, but I also don't want to rock the boat being the new guy. Aalox ( talk ) 15:26, 4 June 2015 (CEST)
wiki
https://wiki.factorio.com/User_talk:Kovarex_-_Factorio_Wiki
Pentapods
Enemies - Factorio Wiki
[ "stub" ]
Enemies - Factorio Wiki Jump to navigation Jump to search | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Enemies are creatures that want to harm the player . They are the native inhabitants of the extraterrestrial worlds on which the player is operating. Enemies show up on the map as red dots. On Nauvis , the enemies are arthropods which live in organic nests. They are encountered in three species: Biters, Spitters, and Worms (though the nickname "Biters" is often used collectively for all of them). More enemies can be encountered on other planets with the Space Age expansion. On the planet Gleba , there are pentapods which come in three variants: Wrigglers, Strafers, and Stompers. On the planet Vulcanus , there are the Demolishers. Each species comes in a range of sizes, where larger specimens have more health and do more damage. Contents 1 Achievements 2 Creatures 2.1 Biters 2.2 Spitters 2.3 Worms 2.4 Wrigglers 2.5 Strafers 2.6 Stompers 2.7 Demolishers 2.8 Nests 2.9 Expansions 3 Defense 4 Evolution 4.1 Methods of increasing 4.2 Spawn chances by evolution factor 4.3 Advanced: Evolution factor components and computation 5 Trivia 6 Gallery 7 History 8 See also Achievements Enemies are directly connected to the following achievements: | | It stinks and they don't like itTrigger analienattack bypollution. | | | ------------------------------------------------------------------ | | | SteamrolledDestroy 10spawnersby impact. | | | --------------------------------------- | | | Art of siegeDestroy an enemy structure usingartillery. | | | ------------------------------------------------------ | | | Keeping your hands cleanDestroy your first enemy structure usingartillery. | | | -------------------------------------------------------------------------- | | | It stinks and they do like itAttract a group ofpentapodsusing spores. | | | --------------------------------------------------------------------- | | | Get off my lawnDisturb ademolisherby building on its territory. | | | --------------------------------------------------------------- | | | If it bleeds, we can kill itKill a smalldemolisher. | | | --------------------------------------------------- | | | We need bigger gunsKill a mediumdemolisher. | | | ------------------------------------------- | | | Size doesn't matterKill a bigdemolisher. | | | ---------------------------------------- | Creatures Biters Biters are one of two main antagonists in the base game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing pollution , they will become bigger, related to the enemy's evolution . As common sense may suggest, their method of attack is a straightforward charge to "bite" things. | Picture | Name | Info | | ------- | -------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Biter | Weakest of biters, can be easily killed with a pistol.Planet: NauvisHealth: 15Damage: 7 PhysicalAttack speed: 1.71/sSpeed: 43.2km/hRange: 1Pollution to join attack: 4 | | | Medium Biter | Stronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.Planet: NauvisHealth: 75Damage: 15 PhysicalAttack speed: 1.71/sSpeed: 51.8km/hRange: 1Pollution to join attack: 20Resistances:Explosion: 0/10%Physical: 4/10% | | | Big Biter | Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them. Hatches from spoiledbiter eggs, however it won't be at full health when this happens.Planet: NauvisHealth: 375Damage: 30 PhysicalAttack speed: 1.71/sSpeed: 49.7km/hRange: 2Pollution to join attack: 80Resistances:Explosion: 0/10%Physical: 8/10% | | | Behemoth Biter | Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.Planet: NauvisHealth: 3000Damage: 90 PhysicalAttack speed: 1.2/sSpeed: 64.8km/hRange: 2Pollution to join attack: 400Resistances:Explosion: 12/10%Physical: 12/10% | Spitters Spitters are much like biters and only appear slightly later on in the game as the evolution factor increases. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters' predictive aiming, the acid stream can be dodged by suddenly changing walking directions or standing still. [1] Both the stream and the puddle of acid deal damage over time and slow down players and vehicles. Most entities of the game have a much lower resistance to acid than other damage types (including turrets and armor ), so spitters are effectively more potent against the player and their factories. Their behavior and size classification are the same as with biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance. | Picture | Name | Info | | ------- | ---------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Spitter | Weakest of spitters. Easy to kill with any weapon, but attacks at range.Planet: NauvisHealth: 10Range: 13Pollution to join attack: 4Speed: 40.0km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1Damage (on contact): 12 AcidAcid puddle:Lifetime: 32 secondsDamage: 7.2 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 60%Duration: 2 seconds | | | Medium Spitter | Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.Planet: NauvisHealth: 50Range: 14Pollution to join attack: 12Speed: 35.6km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.25Damage (on contact): 24 AcidAcid puddle:Lifetime: 32 secondsDamage: 28.8 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 50%Duration: 2 secondsResistances:Explosion: 0/10% | | | Big Spitter | An even bulkier spitter and so can take more damage.Planet: NauvisHealth: 200Range: 15Pollution to join attack: 30Speed: 32.4km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.35Damage (on contact): 36 AcidAcid puddle:Lifetime: 32 secondsDamage: 130 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 40%Duration: 2 secondsResistances:Explosion: 0/15% | | | Behemoth Spitter | The bulkiest of the spitters and so can take even more damage.Planet: NauvisHealth: 1500Range: 16Pollution to join attack: 200Speed: 32.4km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.75Damage (on contact): 60 AcidAcid puddle:Lifetime: 32 secondsDamage: 360 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 30%Duration: 2 secondsResistances:Explosion: 0/30% | Worms The Worms are natural allies of biters and spitters and will attack the player if they get close enough with an attack similar to spitters'. They act like static turrets and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile. Worms come in 4 sizes, their power increasing with size. Like biters and spitters, behemoth, big and medium worms spawning is influenced by the evolution factor. Worms are only created during enemy expansion when a certain evolution factor requirement is fulfilled. This is 0.3 for the medium worm, 0.5 for the big worm and 0.9 for the behemoth worm. Below these evolution factors, worms can only be created by the map generation. In map generation, the game restricts higher tier worms behind the distance from the starting point. The further away the player goes from the starting area, the stronger the worms become. | Picture | Name | Info | | ------- | ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Worm | A weak worm. It is still capable of killing the player unless it is targeted as priority.Health: 200Range: 25Acid projectile:Attack speed: 0.66/sArea of effect size: 1.4Damage (on contact): 36 AcidAcid puddle:Lifetime: 32 secondsDamage: 21.6 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 60% | | | Medium Worm | Medium worms are dangerous to even more advanced players. They should be handled with care.Health: 500Range: 30Acid projectile:Attack speed: 0.66/sArea of effect size: 1.55Damage (on contact): 48 AcidAcid puddle:Lifetime: 32 secondsDamage: 57.6 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 50%Resistances:Explosion: 5/15%Fire: 2/50%Physical: 5/0%Laser: 20% | | | Big Worm | Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.Health: 1500Range: 38Acid projectile:Attack speed: 0.66/sArea of effect size: 1.75Damage (on contact): 72 AcidAcid puddle:Lifetime: 32 secondsDamage: 259 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 40%Resistances:Explosion: 10/30%Fire: 3/70%Physical: 10/0%Laser: 50% | | | Behemoth Worm | Behemoth worms are the most dangerous of worms. With twice as much health as big worms and a significantly higher range, they can even challenge experienced players.Health: 3000Range: 48Acid projectile:Attack speed: 0.66/sArea of effect size: 2Damage (on contact): 96 AcidAcid puddle:Lifetime: 32 secondsDamage: 691 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 30%Resistances:Explosion: 10/30%Fire: 3/70%Physical: 10/0%Laser: 80% | | Picture | Description | | ------- | -------------------------- | | | A worm's attack animation. | Wrigglers Wrigglers are the biter equivalents of the planet Gleba, as they are standard melee enemies. True to their name, they flail and squirm their digits to move around and attack. Much like how biters and spitters spawn from nests, wrigglers spawn from egg rafts. Destroying egg rafts will spawn a group of more premature wrigglers, which are wrigglers that slowly lose health over time until they die. Strafers can launch flying versions of premature wrigglers at their target. Killing strafers and stompers can summon even more premature wrigglers. The wrigglers that spawn from the corpses of strafers and stompers will match the size of the larger enemy that was killed. For example, killing a small strafer or stomper will spawn small premature wriggers, while killing a medium strafer or stomper will spawn medium premature wrigglers. | Picture | Name | Info | | ------- | --------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Wriggler | The weakest and smallest of all wrigglers.Planet: GlebaHealth: 100Damage: 3.75 Physical + 3.75 PoisonRange: 1.1Speed: 34.6km/hResistances:Laser: 50% | | | Medium Wriggler | Slightly stronger and faster than small wrigglers, and can still pose a threat for weaker players.Planet: GlebaHealth: 200Damage: 5 Physical + 5 PoisonRange: 1.4Speed: 38.9km/hResistances:Laser: 50% | | | Big Wriggler | The strongest and fastest of all wrigglers. Hatches from spoiledPentapod eggsbut won't be at full health when this happens.Planet: GlebaHealth: 400Damage: 8 Physical + 8 PoisonRange: 1.8Speed: 43.2km/hResistances:Laser: 50% | Strafers Native to the planet Gleba, strafers are large yet scrawny five-legged pentapod creatures with the unique behavior of constantly circling around players while attacking them, rather than making a beeline straight for the player, unlike any other type of enemy in the game. They will fire flying premature wrigglers toward the player, essentially adding more enemies to the fight. | Picture | Name | Info | | ------- | -------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Strafer | The weakest and smallest of all strafers.Planet: GlebaHealth: 800Shooting speed: 0.5/sRange: 22.0Speed: 62.2km/hProjectile:Range: 110Area of effect: 1Damage: 67.5 ExplosiveResistances:Laser: 50%Physical: 2/10% | | | Medium Strafer | Slightly stronger and faster than the small strafer.Planet: GlebaHealth: 1400Shooting speed: 0.5/sRange: 25.0Speed: 77.8km/hProjectile:Range: 125Area of effect: 1Damage: 90 ExplosiveResistances:Laser: 50%Physical: 2/10% | | | Big Strafer | Strongest, fastest and most resilient of strafers.Planet: GlebaHealth: 2400Shooting speed: 0.5/sRange: 28.0Speed: 98.3km/hProjectile:Range: 140Area of effect: 1Damage: 144 ExplosiveResistances:Laser: 50%Physical: 2/10% | Stompers Native to the planet Gleba, stompers are extremely large, five-legged pentapod creatures with limbs that look similar to a starfish, and seem to have natural, jagged exoskeleton armor that provides high resistances to many types of damage. They are very powerful melee enemies that use their brute force to attack players by simply stomping toward them, while spitting a close-ranged acid that slows down players and Vehicles . Their large size and high damage can destroy buildings instantly. They will spawn premature wrigglers upon death. | Picture | Name | Info | | ------- | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Stomper | The weakest and smallest of all stompers, but still powerful.Planet: GlebaHealth: 3500Range: 5.8Speed: 41.6 km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 1.5/s AcidArea of effect size: 1.58Damage: 0.5 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% | | | Medium Stomper | Larger and more dangerous version of a stomper.Planet: GlebaHealth: 8000Range: 7.8Speed: 54.1km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 6/s AcidArea of effect size: 2.1Damage: 1 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% | | | Big Stomper | Larger, fastest and most dangerously aggressive version of a stomper.Planet: GlebaHealth: 15000Range: 10.4Speed: 68.5km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 15.36/s AcidArea of effect size: 2.8Damage: 1.6 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% | Demolishers Native to the planet Vulcanus, demolishers are horrendously large worm-like creatures that roam across the land and lava. Each individual demolisher patrols a defined territory, and building structures in their territory will disturb them and cause them to attack. Demolishers have three types of offense. On physical contact they do high damage to the player, and instantly destroy buildings and cliffs. They release a smoke cloud that slows the player and damages any nearby bots. And at range, they cause explosions to erupt from the ground, Due to their high damage resistances and extremely fast health regeneration, killing them requires advanced and upgraded weaponry, or massive quantities of bullets. They are completely immune to the slowdown capsule's effect. Once killed, they leave behind remains similar to that of black volcanic rock, which contain tungsten ore . | Picture | Name | Info | | ------- | ----------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Demolisher | The weakest and smallest of demolishers, but still very destructive.Planet: VulcanusHealth: 30000Regeneration: 2400/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) | | | Medium Demolisher | Larger and more dangerous version of a demolisher.Planet: VulcanusHealth: 100000Regeneration: 7800/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) | | | Big Demolisher | The largest and most dangerous creature in the game.Planet: VulcanusHealth: 300000Regeneration: 24000/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) | Nests Nests in the wild will have their max health increase with evolution factor exponentially, up to 10 times their starting health. Biter and spitter nests can be captured by firing a capture bot rocket from a rocket launcher at a nest. After the nest is captured, it must be given bioflux to maintain and continuously create biter eggs . If the nest is not maintained, it will slowly lose 1 health per second, but when fed, it will gain 1 health per second. | Picture | Name | Description | | ------- | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Biter's nest | Planet: NauvisHealth: 350 (3500 at max evolution)Resistances:Explosion: 5/15%Fire: 3/60%Physical: 2/15% | | | Spitter's nest | Planet: NauvisHealth: 350 (3500 at max evolution)Resistances:Explosion: 5/15%Fire: 3/60%Physical: 2/15% | | | Egg raft | Planet: GlebaSpawns a horde of premature wrigglers when destroyed.Health: 500 (5000 at max evolution) | | | Small egg raft | Planet: GlebaSpawns a horde of premature wrigglers when destroyed.Health: 100 (1000 at max evolution)Resistances:Explosive: 5/15%Fire: 3/60%Physical: 2/15% | Expansions Every 4-60 minutes, a group of 5-20 biters/spitters will leave their base to create a new base which will consist of as many worms/nests as there are members in the group. This group will search for a suitable spot that's 3-7 chunks away from existing bases. The interval between enemy expansions is global, and the higher enemy evolution, the shorter the interval is on average. Furthermore, with higher evolution, the groups are bigger on average. Once they have found a suitable spot, each biter/spitter in the group dies and forms a new nest or worm. Forming a new nest or worm will destroy anything that is in the way, which can include members of the expansion group. There is a delay between each member sacrificing itself for to create a worm/nest, so creating the new base from the expansion group can take quite a long time, depending on the group size. Medium worms are only formed if the current evolution is higher than 0.3, big worms only if the current evolution is higher than 0.5 and behemoth worms are only formed if current evolution is higher than 0.9. The game randomly chooses whether to form a new biter nest, spitter nest, small worm, or bigger worm if the evolution factor is high enough. [2] Expansions on Gleba function mostly similar, except that pentapods only create spawners in marshes, and will never create nests on other tiles. Defense "Kills" tab on the production statistics screen. Nests spawn biters and spitters freely. However, biters and spitters will only aggressively engage the player's factory if the pollution cloud of the factory reaches a nest because pollution is consumed to send biters or spitters to join the next attack. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. The attack then proceeds to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like walls ). If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to tower defense. However, if a biter comes in proximity of a military unit or structure , it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible. Evolution Spawn chances of biters from biter spawners by evolution factor. Spawn chances of spitters from spitter spawners by evolution factor. Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts. The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements): /evolution The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). The evolution factor can only increase. This command also provides percentages for the three sources; each one is the percent of the (unsquashed) total evolution that is contributed by that source. Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval ( spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds). Methods of increasing The evolution factor is increased by three kinds of events: The passage of time very slightly increases the evolution factor. The global pollution production increases the evolution factor. Destroying nests significantly increases the evolution factor. The default settings are: | Source per | Variable inenemy_evolution | Evolution increase | Pollution equivalent | | ----------------------- | -------------------------- | ------------------ | -------------------- | | Second | time_factor | 0.000004 | 267/minute | | Destroyed enemy spawner | destroy_factor | 0.002 | 2222 | | 1 Pollution unit | pollution_factor | 0.0000009 | 1 | Note that all spawners (not worms) generate the same amount of evolution when destroyed. These values can be set during world generation : the values in the dialog box are multiplied by 10^-7 for time and pollution, and 10^-5 for spawner destruction. In game, they can be found in game.map_settings.enemy_evolution , though checking or modifying them is considered using cheats. Pollution production is the total pollution produced by buildings , not the pollution spreading on the map, so it is not reduced by trees or other absorbers. e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.00027 in that minute. After totaling up all the evolution from these sources, this quantity is squashed to fit in the range [0, 1) by applying evolution_factor = total_evolution / (1 + total_evolution) . Equivalently, marginal increases in evolution are reduced by multiplying the increase by (1 - evolution_factor)² . So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.002 while doing this when the evolution factor is 0.5 the increase is only 0.0005. This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are very slow and the number never actually reaches 1.0. | Evolution factor | Pollution equivalent | Appearance | | ---------------- | -------------------- | -------------------------------- | | 10% | 123k | | | 20% | 278k | Medium Biter | | 25% | 370k | Small Spitter | | 30% | 476k | | | 40% | 741k | Medium Spitter | | 50% | 1.111M | Big Biter, Big Spitter | | 60% | 1.667M | | | 70% | 2.592M | | | 80% | 4.444M | | | 90% | 10M | Behemoth Biter, Behemoth Spitter | | 95% | 21M | | | 99% | 110M | | Spawn chances by evolution factor The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels. Advanced: Evolution factor components and computation This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor. 1. Single-component evolution factor increase with time 2. Single-component evolution factor increase with destroyed spawners 3. Single-component evolution factor increase with pollution Notes Data from version 1.1.50. All charts end at approximately an evolution factor of 0.90. The calculation steps for time and spawner kills match those used by the game, so these charts should be accurate. The pollution chart assumes a pollution production of 1000 units per second, and due to the recursive nature of the chart values will slightly diverge at different pollution rates. The effect of this is negligible for any reasonable amount pollution production, however. Given that the game reports the actual evolution factor (console: /evolution ) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor's future development. Comments These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the only component contributing to the evolution factor in that entire game. They are therefore not realistic , as in a typical game all three components will contribute, some at varying times and intensities. Because of how contributions to the evolution factor (EF) are calculated (multiplied by (1 - current EF) ), it is not possible to simply add the values indicated by these charts for a game's time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor. For example, if 24 hours have passed (single-component EF =~ 0.25), 200,000 pollution units were released (single-component EF =~ 0.15), and 400 spawners were destroyed (single-component EF =~ 0.45), the actual evolution factor will not be (0.25 + 0.15 + 0.45 =) ~0.85. However, the evolution factor will always be less than the sum of all individual components as indicated by these charts, and at least as high as the highest individual component. Thus, using the values from above, the EF will be at least 0.35 and less than 0.85. A smarter approach is required to compute the current evolution factor. Individual components The individual components of evolution can be approximated from /evolution : Given the evolution factor, the unsquashed evolution is unsquashed = evolution_factor / (1 - evolution_factor) . Multiply this by the percentage for a given component to get its approximate unsquashed contribution. Of course, total pollution and spawner kills can also be found on the production statistics screen, and time passed can be found using the /time command, so it's not fully necessary. The actual factors can be found in game.forces.enemy.evolution_factor_by_time , ...evolution_factor_by_killing_spawners , and ...evolution_factor_by_pollution , if you don't mind disabling achievements. Trivia Despite their drastically different origins, enemies from different planets will always act as allies against the player. They will even reside around each other's nests when not attacking players, even if the type of nest does not match that of the residing creature. Even demolishers will circle around nests without harming or destroying them. Since enemies only spawn on their respective planets, this is not normally seen in gameplay, unless these creatures are placed near each other in the map editor . Demolishers were originally designed for Fulgora , but was later moved to Vulcanus because it was too similar to the Dune Franchise . Gallery The player near some enemy nests and worms. The player among acid puddles created by attacking worms. Both the player and some buildings getting attacked by biters. Enemy nests seen in a map generation preview (deathworld setting). Line of gun turrets defending against biters. Enemies seen at the title screen. Pentapod enemies seen on Gleba. A demolisher chases the player on Vulcanus. History 2.0.18 : Demolisher health bars will always be visible for at least 1 tick after they take any damage, even if they fully regenerate the damage in the same tick 2.0.17 : Gleba evolution is now more gradual. Small stomper moves more slowly and deals less damage. Stomper pentapod vision range is reduced from 40 to 30. Medium and big wriggler pentapod health is increased. 2.0.7 : Wrigglers, strafers, stompers and demolishers have been added with the Space Age expansion. Spawners will have their health increase with evolution (3500 with max evolution). Significantly increased medium, big and behemoth worm stats as well as their laser resistances. 0.17.0 : Behemoth worm added. 0.15.0 : Increased the damage, range, and health of worms. Decreased health and resist of Behemoth biters. 0.13.10 : Biters and other units won't become aggressive as a result of friendly-fire. 0.13.0 : Big and behemoth enemies now spawn 50% slower. Changed the way evolution factor approaches the maximum (1). The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2 This means that the progress gets more slower towards the high values. 0.12.26 : Running biters over with a vehicle will now anger them in peaceful mode. 0.12.0 : Updated sounds for enemies. 0.11.17 : Items dropped by enemies( * ) are now collected automatically and from longer distances. 0.11.6 : Range of spitters is now 15, less than turrets. 0.11.0 : Spitters added. Drawing of enemies optimised, so adding new colors does not impact VRAM. Blood splashes on death are now procedural. 0.9.0 : Turrets no longer search for enemies when none are near. Biters can no longer destroy the shipwreck in the 3rd new hope campaign. 0.8.1 : Further improvement to enemy AI. 0.8.0 : Decreased the range of medium worm from 25 to 20. 0.7.2 : Biter AI improved. 0.7.1 : Peaceful mode added for freeplay. 0.7.0 : Enemy creepers were replaced by small, medium and big biters. Enemy turrets were replaced by small, medium and big shooting worms. Enemies move and attack in groups. Enemies wander around their base when they have nothing to do. Enemies call for help when attacked. Enemies can create new bases. Enemies can now destroy all player creations they find. 0.1.0 : Introduced, called 'creepers' See also Damage Pollution | Environment | Environment | | ----------- | ------------------------------------------------------------------------------------------------------------------- | | Generic | PlayerCliffRock | | Nauvis | TreeBiters | | Vulcanus | Ashland tree | | Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods | | Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite | | Aquilo | Lithium ice formation | | Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Enemies_-_Factorio_Wiki
Boiler
Boiler - Factorio Wiki
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Boiler - Factorio Wiki Jump to navigation Jump to search | | Boiler | Edit | | | ------ | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ----------------------------------------- | | ------- | | ------ | | ------- | | ------- | | ------- | | ------ | | 0.5+4+1→1 | 0.5+4+1→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 3+4+5 | 3+4+5 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Fluid storage volume | Input: 200Output: 200 | | | | | | | | | | | | | | Health | 200260320380500 | | | | 200 | | 260 | | 320 | | 380 | | 500 | | | | | 200 | | | | | | | | | | | | | 260 | | 320 | | | | | | | | | | | | | 380 | | 500 | | | | | | | | | | | | Resistances | Explosion: 0/30%Fire: 0/90%Impact: 0/30% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Dimensions | 2×3 | | | | | | | | | | | | | | Energy consumption | 1.8 MW2.34 MW2.88 MW3.42 MW4.5 MW(burner) | | | | 1.8 MW | | 2.34 MW | | 2.88 MW | | 3.42 MW | | 4.5 MW | | | | | 1.8 MW | | | | | | | | | | | | | 2.34 MW | | 2.88 MW | | | | | | | | | | | | | 3.42 MW | | 4.5 MW | | | | | | | | | | | | Heat output | 60/s78/s96/s114/s150/ssteam | | | | 60/s | | 78/s | | 96/s | | 114/s | | 150/s | | | | | 60/s | | | | | | | | | | | | | 78/s | | 96/s | | | | | | | | | | | | | 114/s | | 150/s | | | | | | | | | | | | Fluid consumption | 6/s7.8/s9.6/s11.4/s15/s | | | | 6/s | | 7.8/s | | 9.6/s | | 11.4/s | | 15/s | | | | | 6/s | | | | | | | | | | | | | 7.8/s | | 9.6/s | | | | | | | | | | | | | 11.4/s | | 15/s | | | | | | | | | | | | Mining time | 0.2 | | | | | | | | | | | | | | Pollution | 30/m | | | | | | | | | | | | | | Prototype type | boiler | | | | | | | | | | | | | | Internal name | boiler | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Valid fuel | Valid fuel | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ----------------------------------------- | | ------- | | ------ | | ------- | | ------- | | ------- | | ------ | | 0.5+4+1→1 | 0.5+4+1→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 3+4+5 | 3+4+5 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Fluid storage volume | Input: 200Output: 200 | | | | | | | | | | | | | | Health | 200260320380500 | | | | 200 | | 260 | | 320 | | 380 | | 500 | | | | | 200 | | | | | | | | | | | | | 260 | | 320 | | | | | | | | | | | | | 380 | | 500 | | | | | | | | | | | | Resistances | Explosion: 0/30%Fire: 0/90%Impact: 0/30% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Dimensions | 2×3 | | | | | | | | | | | | | | Energy consumption | 1.8 MW2.34 MW2.88 MW3.42 MW4.5 MW(burner) | | | | 1.8 MW | | 2.34 MW | | 2.88 MW | | 3.42 MW | | 4.5 MW | | | | | 1.8 MW | | | | | | | | | | | | | 2.34 MW | | 2.88 MW | | | | | | | | | | | | | 3.42 MW | | 4.5 MW | | | | | | | | | | | | Heat output | 60/s78/s96/s114/s150/ssteam | | | | 60/s | | 78/s | | 96/s | | 114/s | | 150/s | | | | | 60/s | | | | | | | | | | | | | 78/s | | 96/s | | | | | | | | | | | | | 114/s | | 150/s | | | | | | | | | | | | Fluid consumption | 6/s7.8/s9.6/s11.4/s15/s | | | | 6/s | | 7.8/s | | 9.6/s | | 11.4/s | | 15/s | | | | | 6/s | | | | | | | | | | | | | 7.8/s | | 9.6/s | | | | | | | | | | | | | 11.4/s | | 15/s | | | | | | | | | | | | Mining time | 0.2 | | | | | | | | | | | | | | Pollution | 30/m | | | | | | | | | | | | | | Prototype type | boiler | | | | | | | | | | | | | | Internal name | boiler | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Valid fuel | Valid fuel | | | | | | | | | | | | | | | | | | | | | | | | | | | | The boiler uses fuel to convert water into steam at 165°C suitable for use in a steam engine . It has two water connectors on opposite ends and passes water through to adjacent equipment such as other boilers. The boiler features a single output for the steam it produces. It only consumes fuel as it creates steam. Boilers used in conjunction with offshore pumps and steam engines are a vital part of early power generation . For each unit of water, 10 units of steam are produced. Inserting one coal (4 MJ) into a boiler then using the resulting steam in a steam engine will supply 4 MJ of energy to an electrical system. It costs 30 kJ to heat 1 unit of water to steam at 165°C, so one boiler will produce 60 steam per second. Inserters can insert fuel into boilers. However, using powered inserters to move fuel into a boiler can be problematic should fuel become unavailable: if no power is being produced, then powered inserters fueling a boiler cannot operate. Using at least one burner inserter , which uses fuel and not electricity, ensures that at least one inserter is available to restart a single boiler. Inserters can also remove fuel from boilers, allowing inserters to move fuel down a chain of boilers. History 2.0.7 : 1 Water will now produce 10 Steam in boilers/heat exchangers. 0.15.10 : Steam became a separate resource, boilers now produce steam rather than high temperature water that is displayed as steam This distinction is meaningful for circuit network accounting of steam and the coal liquefaction recipe 0.15.0 : New graphics. Changed boiler dimensions to 3×2. 'Steam' is produced on a separate connector rather than heating water passed through. At this time, steam is actually water that is renamed when over 100 degrees. Significantly increased energy consumption/production. 0.13.0 : New fire graphics for boilers. 0.9.2 : Enabled the inserter to take fuel out of boilers. 0.8.0 : Flickering light added to furnaces and boilers. 0.6.1 : Boilers show their fuel inventory in the entity info. 0.5.1 : Boilers are now fast-replaceable with pipes. New boiler graphics. 0.1.0 : Introduced See also Electric system Fluid system | Production items | Production items | | ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book | | Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() | | Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack | | Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() | | Agriculture | Agricultural towerBiochamberCaptive biter spawner | | Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() | | Environmental protection | Lightning rodLightning collectorHeating tower | | Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() | | Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Boiler_-_Factorio_Wiki
Template_BlueprintString
Template:BlueprintString - Factorio Wiki
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Template:BlueprintString - Factorio Wiki Jump to navigation Jump to search Copy blueprint string {{{bp-string}}} [ View ] [ Edit ] [ Page history ] Documentation Usage: {{BlueprintString|bp-string= bpstringhere }} Example: {{BlueprintString|bp-string=0eNqlXO1qGzsQfZf9bReNvuVXKSU46VIWnLWxN5eGkHe/62un6XVG2pljKIQkzdF8SkczI791j7uX/nAcxqnbvHXD0348dZvvb91p+DVud+efTa+Hvtt0w9Q/d6tu3D6fv+t/H4796bSejtvxdNgfp/Vjv5u691U3jD/7392G3ldikNNhN0xTf/zrz+37j1XXj9MwDf1FoP++eX0YX54f5/+5oSVRVt1hf5r/fD+e158h13nVvZ6/vJ9Fu4GzerjYgHN6uNSA83o434ALerjQgIt6ONuAS3o414DLajjTQCt64agBR0aN14Sjem59AbLfWk4lq4DybSh9NrRyi/TZ0MotCgpF1+lD08RifU2Fl3k/O/467uevC/tSnHe/6za5f5kOL+fd9OsKCVkhaVbIGnuEtj0KvK1Gdpc2iPZBob3VZNDaNbW3FpHWa6R18F7J29drtKe29gHR3mq0h7KNNCskhT1M2xwZENZoZC3oUcKGgtOfTLahviMUjpcOSS33IZ/Amk6fWe7TWT+HY/90+VXkwPUnmJeDI3nnNabR873QcmVC4fhA0xxfsZmyrgCWjIqU9chxpjnLPcHnb2DvIfg1yf8/ci2H7u443cNNZkis4+9Y71afP+sNY225AB/WvDMijOdZvATf4/zytuTzHXSg6ty6sYuKyVzV+BaWFQkGP8iBIA2E3l8FTgkW5QwScIeCs+EePMogJE4NKDibSiHi9KS6sTRiJKF8gpc+I1d/3mkFPdxZyaLBT2T9HhIJLTQIIi5aFJy3jLujLuDeBcbwcEnTsgIHmEpYgXWhq2H8Yo56zsUEF1HtMhWKGa743qB7Dr3AzMEty56gIo37lH7R9onu4BJOTdySvWM5K8it5NAznk2t5HGGItkKUkAPdkHmJiRzSZG4KaFHvWONnVE43ncFrTsIbJsNyhMk4ITXHZye82SLMgvWjdmhcILdPHuctkgSMge0wcLGYI4oNeHhEgrHeyrDnV8SuKqg6IZtF5o7aBmpT6pCKEkzywle4OIPbxoH9ZmIxfIoGeNFCzD7EoRYiSi6xEl491wiekbRJaIXuP5EfG/doIBm2RRkCB0FEKHbO3pbpD9OyWjS8UoWzW29jFfFo3Sx4laUfprlmxGZiNI5kpgC6d5/hqTAixmkj6KYhLkpCSxPKDk1/CQMIUUsPuIIScagcBs+ISOJOsLpp1D8gDK8ir0j3BczArpM2BDNheZZ0QIZp30kMzk8WcOb3BoUz/J4qjmaj/yrYFm8T0cSd1mHD+rIFvAob6p4C24lViwc8QqXLF5twvmMzMQZpWMVkxQ1H7KS9iE5dORTstUDYzb0Z1tblNzC7EV/lSVgAsfKVfFwg04UjU4zVOqau5+LcF1NJio6f2Ml8Zhh6oFcYlwBeZREF29AlsPv4R7tLgoaPIQM6lz4jeOFdSiel1jW43TJ6UcqCJnESXJtIlLYqtg9obTM83gZLZRV8AoyLs3rGgxaF+NlAyZnriSpgmfRcpJgWIaCwwmSU482EDBNc11MpEwAG5qS/Ap4hxDZLIDhGpLrkoEHO5X0KSBf4qM9GrDYU4FDyjG8osDkTGubiGjnrwKHF1uANI5o50+SxRHtAzoJONoVFEkO9wgD71S4K8iOvFO6oy0YJKQ+qcovH2PwFWEtPkslE9ahpIT3VoK7gRUDwO3AinxwA7AiX8IHrmQOUj0JtO1oKnipSSQsMORyZTa8tzLc5+MNAAyumJZ46OxYRToPkyuZdzSFEWpGUo5wOUomagIZUMVRaGuuon0BWRAvXUG7b7x0heCOmcg3RfM6PTTDqDiYsMlERZ+rVxyF9toq2kfk9XvlsXdCCh8VrIwUFipYBXnVzL/iZWZKll8EV6CQD2uoQCEf1lCBcsD7yRnqx+ry4S6bvz5QZtXttnNIzj+j+DD/e9zutuNTf3wYxt0w9vPv/+mPpwuN997GaGIoc9j/Cy9r1MQ=}} Copy blueprint string 0eNqlXO1qGzsQfZf9bReNvuVXKSU46VIWnLWxN5eGkHe/62un6XVG2pljKIQkzdF8SkczI791j7uX/nAcxqnbvHXD0348dZvvb91p+DVud+efTa+Hvtt0w9Q/d6tu3D6fv+t/H4796bSejtvxdNgfp/Vjv5u691U3jD/7392G3ldikNNhN0xTf/zrz+37j1XXj9MwDf1FoP++eX0YX54f5/+5oSVRVt1hf5r/fD+e158h13nVvZ6/vJ9Fu4GzerjYgHN6uNSA83o434ALerjQgIt6ONuAS3o414DLajjTQCt64agBR0aN14Sjem59AbLfWk4lq4DybSh9NrRyi/TZ0MotCgpF1+lD08RifU2Fl3k/O/467uevC/tSnHe/6za5f5kOL+fd9OsKCVkhaVbIGnuEtj0KvK1Gdpc2iPZBob3VZNDaNbW3FpHWa6R18F7J29drtKe29gHR3mq0h7KNNCskhT1M2xwZENZoZC3oUcKGgtOfTLahviMUjpcOSS33IZ/Amk6fWe7TWT+HY/90+VXkwPUnmJeDI3nnNabR873QcmVC4fhA0xxfsZmyrgCWjIqU9chxpjnLPcHnb2DvIfg1yf8/ci2H7u443cNNZkis4+9Y71afP+sNY225AB/WvDMijOdZvATf4/zytuTzHXSg6ty6sYuKyVzV+BaWFQkGP8iBIA2E3l8FTgkW5QwScIeCs+EePMogJE4NKDibSiHi9KS6sTRiJKF8gpc+I1d/3mkFPdxZyaLBT2T9HhIJLTQIIi5aFJy3jLujLuDeBcbwcEnTsgIHmEpYgXWhq2H8Yo56zsUEF1HtMhWKGa743qB7Dr3AzMEty56gIo37lH7R9onu4BJOTdySvWM5K8it5NAznk2t5HGGItkKUkAPdkHmJiRzSZG4KaFHvWONnVE43ncFrTsIbJsNyhMk4ITXHZye82SLMgvWjdmhcILdPHuctkgSMge0wcLGYI4oNeHhEgrHeyrDnV8SuKqg6IZtF5o7aBmpT6pCKEkzywle4OIPbxoH9ZmIxfIoGeNFCzD7EoRYiSi6xEl491wiekbRJaIXuP5EfG/doIBm2RRkCB0FEKHbO3pbpD9OyWjS8UoWzW29jFfFo3Sx4laUfprlmxGZiNI5kpgC6d5/hqTAixmkj6KYhLkpCSxPKDk1/CQMIUUsPuIIScagcBs+ISOJOsLpp1D8gDK8ir0j3BczArpM2BDNheZZ0QIZp30kMzk8WcOb3BoUz/J4qjmaj/yrYFm8T0cSd1mHD+rIFvAob6p4C24lViwc8QqXLF5twvmMzMQZpWMVkxQ1H7KS9iE5dORTstUDYzb0Z1tblNzC7EV/lSVgAsfKVfFwg04UjU4zVOqau5+LcF1NJio6f2Ml8Zhh6oFcYlwBeZREF29AlsPv4R7tLgoaPIQM6lz4jeOFdSiel1jW43TJ6UcqCJnESXJtIlLYqtg9obTM83gZLZRV8AoyLs3rGgxaF+NlAyZnriSpgmfRcpJgWIaCwwmSU482EDBNc11MpEwAG5qS/Ap4hxDZLIDhGpLrkoEHO5X0KSBf4qM9GrDYU4FDyjG8osDkTGubiGjnrwKHF1uANI5o50+SxRHtAzoJONoVFEkO9wgD71S4K8iOvFO6oy0YJKQ+qcovH2PwFWEtPkslE9ahpIT3VoK7gRUDwO3AinxwA7AiX8IHrmQOUj0JtO1oKnipSSQsMORyZTa8tzLc5+MNAAyumJZ46OxYRToPkyuZdzSFEWpGUo5wOUomagIZUMVRaGuuon0BWRAvXUG7b7x0heCOmcg3RfM6PTTDqDiYsMlERZ+rVxyF9toq2kfk9XvlsXdCCh8VrIwUFipYBXnVzL/iZWZKll8EV6CQD2uoQCEf1lCBcsD7yRnqx+ry4S6bvz5QZtXttnNIzj+j+DD/e9zutuNTf3wYxt0w9vPv/+mPpwuN997GaGIoc9j/Cy9r1MQ= List of all templates
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Nutrients_from_fish
Nutrients - Factorio Wiki
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Nutrients - Factorio Wiki Jump to navigation Jump to search | | Nutrients | Edit | | | --------- | ---- | | Stack size | 100 | | | | | | | | | | | | | | --------------- | ----------------------- | | ------- | | -- | | ------ | | -- | | ------ | | ------- | | Rocket capacity | 2000 (20 stacks) | | | | | | | | | | | | | | Fuel value | 2.0 MJ (nutrients) | | | | | | | | | | | | | | Spoil time | 5m6m 29s8m9m 30s12m 30s | | | | 5m | | 6m 29s | | 8m | | 9m 30s | | 12m 30s | | | | | 5m | | | | | | | | | | | | | 6m 29s | | 8m | | | | | | | | | | | | | 9m 30s | | 12m 30s | | | | | | | | | | | | Spoil result | | | | | | | | | | | | | | | Prototype type | item | | | | | | | | | | | | | | Internal name | nutrients | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Used as fuel by | Used as fuel by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. Nutrients are the fuel for biochambers and are also used as ingredients in recipes. There are several ways to generate nutrients from biological materials. While nutrients have a short spoil time, their fuel value is not affected by their freshness. Any quality of nutrients can be used as fuel for a biochamber. However, if a biochamber is set to produce a higher quality version of a recipe that also takes nutrients as an ingredient, it can be tricky to keep an inserter from inserting high quality nutrients into the fuel slot for the biochamber instead of the ingredient slot. If the biochamber never runs out of base-quality nutrients in its fuel slot however, the higher quality nutrients will always be placed in an ingredient slot. Alternative recipes | Process | Input | Output | Made in | Required technology | | -------------------------- | ----- | ------ | ------- | ------------------------ | | Nutrients from spoilage | 2+10 | 1 | | Agriculture (research) | | Nutrients from yumako mash | 4+4 | 6 | | Biochamber (research) | | Nutrients from bioflux | 2+5 | 40 | | Bioflux (research) | | Nutrients from fish | 2+1 | 20 | | Fish breeding (research) | | Nutrients from biter egg | 2+1 | 20 | | Captivity (research) | Nutrients made from spoilage are initially half-spoilt. Recycling nutrients always behaves as if the nutrients were made from spoilage. Quality modules cannot be used in the nutrients from fish or nutrients from biter egg recipes. Productivity modules cannot be used in the nutrients from fish recipe. History 2.0.7 : Introduced in Space Age expansion. See also Gleba | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
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Template_If_language_suffix
Template:If language suffix - Factorio Wiki
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Template:If language suffix - Factorio Wiki Jump to navigation Jump to search [ View ] [ Edit ] [ Page history ] Documentation Gets the language suffix from the pagename, with a / in front. Returns an empty string for no language suffix (English pages). See Template:Get language code for removing the / in front and getting "en" pages without a language suffix. Example 1: Page the template is on: "Infobox:Accumulator" -> {{Language suffix}} gives "". Example 2: Page the template is on: "Accumulator/de" -> {{Language suffix}} gives "/de". Example 3: Page the template is on: "Infobox:Accumulator/de" -> {{Language suffix}} gives "/de". List of all templates
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Transport_belts_Physics
Transport belts - Factorio Wiki
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Transport belts - Factorio Wiki Jump to navigation Jump to search The belt transport system in Factorio is among the most detailed simulations in the game. Items in chests and other containers are stored simply as summed totals, and items on uninterrupted stretches of belts are moved in aggregate as an optimization, but in the end items on belts are simulated individually, especially when they get picked up or put down by inserters. This leads to some intricate behaviors, in particular when it comes to inserter throughput . Contents 1 Belt properties 2 Belt speeds 3 Items on belts 4 Belt positions and lengths 5 See also Belt properties Density . How many items fit onto a certain length of belt, measured in items per tile per belt lane. This is 4 on a straight belt, regardless of the type of item and type of belt. The item density on belts can be different from what they take up when just dropped on the ground (using the Z key). Density of items can be increased with the use of stack inserters , but there are still at most 4 stacks per tile per lane. Speed . The speed of items on a belt is measured for practical reasons in tiles per second. Note that internally it is measured in positions (1/256 tile) per tick (1/60 sec). More on that below. The speed of a basic transport belt is 1.875 tiles per game-second . Fast transport belt is twice as fast, express transport belt is three times as fast, and turbo transport belt is four times as fast. Throughput . How many items per second that are moved from one tile to the next. That is density (items per tile) multiplied by speed (tiles per second), e.g. for a basic belt it is 4 * 1.875 = 7.5 items per second, for one belt lane. For both lanes it is doubled, i.e. 15 items per second. Compression . If there is no empty space between items on the belt it is called fully compressed , otherwise its compression is only partial and it does not have optimal throughput. Entities that put items onto belts – inserters , splitters , other belts coming from the side, mining drills, etc - make room for their item by enlarging a small gap until it is exactly big enough for the item. That means belts naturally become fully compressed before items start to back up. Lanes . Belts have two parallel lanes, and the density and speed of each lane is constant and independent of the other one, regardless of twists and turns. So items in the inner lane of a turn exit it before those in the outer lane, since their speeds are equal and the inner lane is shorter than the outer one. Belt speeds Given the values above we can calculate the speed and throughput of the three types of belts. Measurements confirm these values. | Belt type | Speed | Speed | Throughput | Throughput | Throughput | Throughput | | ---------------------- | --------- | ---------------------- | ---------------------- | --------------------- | --------------------- | ---------- | | Factor | Tiles/sec | Single lane, items/sec | Single lane, items/min | Both lanes, items/sec | Both lanes, items/min | | | Transport belt | 1 | 1.875 | 7.5 | 450 | 15 | 900 | | Fast transport belt | 2 | 3.75 | 15 | 900 | 30 | 1800 | | Express transport belt | 3 | 5.625 | 22.5 | 1350 | 45 | 2700 | | Turbo transport belt | 4 | 7.5 | 30 | 1800 | 60 | 3600 | Items on belts As mentioned earlier, items take space on belts in terms of density and compression. However, every item on a belt is logically on exactly one belt tile at any moment in time. For example, even though in a screenshot it might look like an item is halfway out from one tile and halfway onto the next, it will be accounted to exactly one of the two tiles: If you stop the belt tile the item is on, it stops; else it continues moving - there are no in-between states. If you connect the two belt tiles to a circuit network and get them to report statistics about the items they carry, you will see the item being accounted to exactly one of them. An inserter can only pick up items that are logically on the tile in front of it, not items butting in from the neighboring tiles. In this sense it is useful to think of items as points with a certain minimum distance between them, rather than things with an area lying next to each other. For belt calculations and circuit networks involving belts it doesn't really matter where those "center points" are within the graphic of the item, but they appear to be in the middle: In the image above the belts have been started at 1 tick offsets, then all the top row tiles have been stopped at once, causing the front-most stopped items to poke out by varying amounts. The items on the leftmost belt are almost halfway into the next tile, which means their center points are the closest to the edge of the upper stopped tile. Below is a schematic example showing some items moving over two straight fast transport belt tiles and what their read signals would be at each tick. Their center points are marked with * . (The space between belt tile 1 and 2 is only for visualisation - in the game there are no such gaps between tiles.) Tick Belt tile 1 Belt tile 2 Read belt tile 1 Read belt tile 2 |------------------------------| |------------------------------| Pulse Hold Pulse Hold 0 <---*--> <---*--> <---*-- ><---*--> <---*--> 0 3 0 2 1 <---*--> <---*--> <---* --><---*--> <---*--> 0 3 0 2 2 <---*--> <---*--> <-- -*--><---*--> <---*-- 0 2 1 3 3 <---*--> <---*--> < ---*--><---*--> <---* 0 2 0 3 4 -> <---*--> <---*--> <---*--><---*--> <-- 0 2 0 2 5 *--> <---*--> <---*- -> <---*--><---*--> < 1 3 0 2 6 --*--> <---*--> <--- *--> <---*--><---*--> 0 2 1 3 7 <---*--> <---*--> <- --*--> <---*--><---*--> 0 2 0 3 8 <---*--> <---*--> <---*--> <---*--><---*--> 0 2 0 3 Belt positions and lengths Careful measurement shows that the outer lane of a turn is exactly 1.15234375 times longer than a straight belt, or 295/256 in fractional format. That means each straight belt tile has 256 positions an item can be in, even though measuring the position with that precision can only be done indirectly. Here are the speeds and lengths of the various types of belt tiles in terms of these positions: | What | What | Number of positions | | -------------------------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------- | | Basictransport beltspeed, per tick | Basictransport beltspeed, per tick | 8 | | Fast transport beltspeed, per tick | Fast transport beltspeed, per tick | 16 | | Express transport beltspeed, per tick | Express transport beltspeed, per tick | 24 | | Turbo transport beltspeed, per tick | Turbo transport beltspeed, per tick | 32 | | Length of an item on a belt (of any speed) | Length of an item on a belt (of any speed) | 64 | | Length of one lane of a straight belt tile and underground belt | Length of one lane of a straight belt tile and underground belt | 256 | | Length of one lane of the splitter input line | Length of one lane of the splitter input line | 179 (128+51)1 | | Length of one lane of the splitter output line | Length of one lane of the splitter output line | 128 | | Length of the inner lane of a turn | Length of the inner lane of a turn | 106 | | Length of the outer lane of a turn | Length of the outer lane of a turn | 295 | | Length travelled by an item sideloaded late on a straight beltor underground exit | | 68 | | Length travelled by an item sideloaded early on a straight beltor underground entrance | | 188 | (1) includes a buffer of 51 positions [1] For example, given the figures above, we can deduce the speed of a basic belt: 8 (positions per tick) / 256 (positions per straight belt tile) * 60 (ticks per second) = 1.875 tiles per second Its throughput per belt lane is: 8 (positions per tick) / 64 (positions per item) * 60 (ticks per second) = 7.5 items per second See also Belt transport system Jan 04 FFF #276: Belt item spacing & Script rendering Feb 03 FFF #176: Belts optimization for 0.15 Accurate belt segment measurements (discusses 0.17) About belt numbers, from boskid
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Tutorial_Localisation
Tutorial:Localisation - Factorio Wiki
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Tutorial:Localisation - Factorio Wiki Jump to navigation Jump to search Mods should define human readable names for prototypes that they add. They can also define descriptions for items or custom strings for usage in GUIs etc. This is called localisation . Contents 1 File format 2 Localising simple strings 3 Localising with parameters 3.1 Built-in parameters 3.1.1 List of built-in parameters 3.2 Plurals 3.3 Concatenating localised strings 3.4 Localising alternate input names 4 Accessing the localised result in code 5 Default Behavior(s) for finding an Unspecified Localised String 6 See also File format Translations are stored as .cfg files, with the following format: welcome-message=Hello world [category] title=Category related title # Comment ; Another comment Any whitespace after or before = is included in the key or string, so title =Category related title will give an unknown key error if you are looking for the title key, since it is the title key. category can be one of the existing locale categories, which permits implicit search mechanisms to find translations, but may also be another key, such as [my-mod-messages] . These are accessible the same as other translations, e.g. {"my-mod-messages.hello"} These files are located within the language code of the language in the locale folder of the mod, so as an English example __mod__/locale/en/any_name_here.cfg . There can be more than 1 file per language, all of them will be read. Localising simple strings The simplest localisation is of items, entities etc. If we say the item is iron-plate , the game will then search all loaded locale files for item-name.iron-plate and item-description.iron-plate , which in the locale file looks like this: [item-name] iron-plate=Iron plate [item-description] iron-plate=A plate made of iron. If found in the locale, the label is set to this string. If not found, the game will instead show: Unknown key: "item-name.iron-plate" In script, the localised string is formatted as {"category.name"} , so game.print({"item-name.iron-plate"}) prints Iron plate . It is possible to use rich text features in the localised text if the location where the text is shown supports it, e.g. in the chat, prototype names and prototype tooltips. \n can be used for line breaks if the location where the text is shown supports multiline text. The list of all localization categories used by the base game is: | Localization categories | | ---------------------------------- | | [achievement-description] | | [achievement-name] | | [ammo-category-name] | | [autoplace-control-names] | | [controls] | | [damage-type-name] | | [decorative-name] | | [entity-description] | | [entity-name] | | [equipment-name] | | [fluid-name] | | [fuel-category-name] | | [item-description] | | [item-group-name] | | [item-limitation] | | [item-name] | | [map-gen-preset-description] | | [map-gen-preset-name] | | [mod-description] | | [mod-name] | | [modifier-description] | | [programmable-speaker-instrument] | | [programmable-speaker-note] | | [recipe-name] | | [shortcut] | | [story] | | [string-mod-setting] | | [technology-description] | | [technology-name] | | [tile-name] | | [tips-and-tricks-item-description] | | [tips-and-tricks-item-name] | | [virtual-signal-description] | | [virtual-signal-name] | Localising with parameters For more complex strings, localisation parameters can be used. For instance we want to show Time left: 10 minutes. So a key with a placeholder is defined, which is replaced by the first parameter after the locale key.: time-left=Time left: __1__ minutes. So it is used like this: game . print ({ "time-left" , 10 }) It also works with multiple parameters: game . print ({ "time-left" , 10 , 45 }) time-left=Time left: __1__ minutes and __2__ seconds. Which results in Time left: 10 minutes and 45 seconds. Built-in parameters For some situations, we use localisation to show control schemes. For instance we want to say: technology-prompt=Use T to open the technology screen However the player may have rebound the key, but we can’t figure out which key as it would not be deterministic. So instead we use the built-in replacement functionality technology-prompt=Use __CONTROL__open-technology-gui__ to open the technology screen. We can also use this for items and entities: big-iron-plate=Big __ITEM__iron-plate__ tiny-gun-turret=Tiny __ENTITY__gun-turret__ List of built-in parameters name is the name of an internal game control or a prototype name, depending on context. n can be 1 or 2, it's used in parameters that control alternate input names . For a list of internal game control names, see CustomInputPrototype::linked_game_control . __CONTROL__name__ - The combination of modifiers and input, such as "Control + Alt + Left-click", or "Not set". __CONTROL_MODIFIER__name__ - The modifiers, such as "ControlShift", or, "No modifier selected." __CONTROL_STYLE_BEGIN__ __CONTROL_STYLE_END__ __CONTROL_LEFT_CLICK__ is replaced with control-keys.mouse-button-1 or control-keys.controller-b [1] __CONTROL_RIGHT_CLICK__ is replaced with control-keys.mouse-button-2 or control-keys.controller-x __CONTROL_KEY_SHIFT__ is replaced with control-keys.shift or control-keys.controller-leftshoulder __CONTROL_KEY_CTRL__ is replaced with control-keys.control or control-keys.controller-rightshoulder __ALT_CONTROL_LEFT_CLICK__n__ is replaced with control-keys.mouse-button-1-alt-n or control-keys.controller-button-alt-n (with parameter control-keys.controller-b ) __ALT_CONTROL_RIGHT_CLICK__n__ is replaced with control-keys.mouse-button-2-alt-n or control-keys.controller-button-alt-n (with parameter control-keys.controller-x ) __REMARK_COLOR_BEGIN__ __REMARK_COLOR_END__ __ALT_CONTROL__n__name__ __CONTROL_MOVE__ - The Movement keys, squished together. Example: "WASD", from a conventional QWERTY English keyboard. __ENTITY__name__ - The localised name of the EntityPrototype subclass. __ITEM__name__ - The localised name of the ItemPrototype or subclass. __TILE__name__ - The localised name of the TilePrototype . __FLUID__name__ - The localised name of the FluidPrototype . Plurals Pluralization can be used in any string that uses a parameter (e.g. __1__) that is numeric, so something like an amount of minutes. It can be used multiple times per string. format-days=__1__ __plural_for_parameter__1__{1=day|rest=days}__ This results in "1 day" and "2 days" / "500 days" etc. The number after __plural_for_parameter__ denotes which parameter is used to determine the plural. This is the parameter 1 in the above example. Anything inside the {} is used to make the plural. Each plural form is separated by a |. The text in front of the = determines for what the plural form is used. Options for this are: a simple number, e.g. "1". Multiple numbers, e.g. "2,3,4". What the number ends with, e.g. "ends in 11" or "ends in 1" Multiple ends with, e.g. "ends in 1,ends in 2,ends in 12". "decimal" for any number with a fractional part. "rest" to give the default plural. Plural forms may be empty or contain other keys such as __1__ or spaces. This allows rather large plural forms: __plural_for_parameter__1__{1=__1__ player is|rest=__1__ players are}__ connecting The system chooses the first fitting plural that it encounters when multiple would fit: __plural_for_parameter__1__{ends in 12=option 1|ends in 2=option 2|rest=option 3}__ This will result in "option 1" for 12 and in "option 2" for 22 and in "option 3" for numbers not ending with 2. Concatenating localised strings The special locale key: "" is used to concatenate, as the table format does not support concatenation: game . print ({ "" , { "item-name.iron-plate" }, ": " , 60 }) Will result in: Iron plate: 60 Localising alternate input names In the introduction campaign, a special locale system is used for informing players how to do certain actions with their mouse. The normal form is to use eg: how-to-build=Use __CONTROL__build__ to place a building which results in "Use Left mouse button to place a building". A more natural phrasing would be "Left-click to place a building", which can be achieved by using the following: how-to-build=__ALT_CONTROL__1__build__ to place a building These "alt" versions are controlled by a few special locale keys, mouse-button-X-alt-1 and mouse-button-X-alt-2. In English, form 1 produces eg "Left-click", and form 2 produces eg "Left-clicking". Only two alt forms ("1" and "2") are available at the moment, but if this a problem for some languages, more forms may be added in the future. Extra mouse buttons, mouse scroll and keyboard keys are handled through the mouse-button-n-alt-1/2, mouse-wheel-alt-1/2 and keyboard-alt-1/2 keys, which just take the normal name and prepend something like "Press/Pressing", or "Scroll/Scrolling". When translating to another language, you can use whatever forms you want here, but the important part is that you are consistent when you use the alt-forms everywhere else. It does not necessarily make sense to just copy the usages of alt forms from the English locale, and for some languages it may be more natural to simply not use this system at all. Accessing the localised result in code While usually unneeded, it is possible to read the resulting localised text in code, for example to search in localised names. See LuaPlayer::request_translation , LuaPlayer::request_translations and on_string_translated event . Default Behavior(s) for finding an Unspecified Localised String If a localised_string is not defined in the prototype for certain prototype classes, e.g. entity, item, Factorio may have a default search behavior. Determining an item's localised name: Note: the angle brackets are meant to mean a generic term, they are not part of the actual string. Also, place_result and placed_as_equipment_result are strings, and Factorio fetches the matching prototype to examine. if localised_name is provided in the item prototype and it is not empty {}, use the provided value else if there is place_result and it has localised_name that is not an empty table: {}, use the localised_name of place_result else if there is place_result with an empty localised_name, use {"entity-name.<entity prototype name>"} else if there is placed_as_equipment_result and it has a localised_name that is not an empty table: {}, use the localised_name of placed_as_equipment_result else if there is placed_as_equipment_result with empty localised_name, use {"equipment-name.<equipment name>"} else use default {"item-name.<item name>"} Reference: [2] Example: The transport-belt item does not have a localised_name, so 1->2. There is a place result, but not localised_name in the entity prototype. 2->3. The place result lacks a localised_name. Use the localised string {"entity-name.transport-belt"} Such defaults often include a "leading key" using [<group>-name] or [<group>-description] (such as [recipe-name], [mod-setting-description]). However, each prototype may have a distinct search behavior before using those, based on presence/absence of values in the prototype. Prototype/Recipe for example may use the first product's localised_name, or the main_product's localised_name, or the localised string found in {"recipe-name.<recipe name>"], depending on values provided (and lacking) in the prototype. See also LocalisedString data stage doc LocalisedString control stage doc
wiki
https://wiki.factorio.com/Tutorial:Localisation_-_Factorio_Wiki
Uranium_cannon_shell
Uranium cannon shell - Factorio Wiki
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Uranium cannon shell - Factorio Wiki Jump to navigation Jump to search | | Uranium cannon shell | Edit | | | -------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------- | -------------------------------------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | | | --- | | --- | | --- | | --- | | --- | | 12+1+1→1 | 12+1+1→1 | | | | | | | | | | | | | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | | | | | | | | | | | | | 20+1+2+2+1 | 20+1+2+2+1 | | | | | | | | | | | | | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | | | | | | | | | | | | | Rocket capacity | 25 | | | | | | | | | | | | | | | | | | | | | | | | | | Range | 30 | | | | | | | | | | | | | | | | | | | | | | | | | | Damage | 2.0k2.6k3.2k3.8k5.0k(physical)200260320380500(explosion) | | | | 2.0k | | 2.6k | | 3.2k | | 3.8k | | 5.0k | | | | 200 | | 260 | | 320 | | 380 | | 500 | | | | | 2.0k | | | | | | | | | | | | | | | | | | | | | | | | | 2.6k | | 3.2k | | | | | | | | | | | | | | | | | | | | | | | | | 3.8k | | 5.0k | | | | | | | | | | | | | | | | | | | | | | | | | | | 200 | | | | | | | | | | | | | | | | | | | | | | | | | 260 | | 320 | | | | | | | | | | | | | | | | | | | | | | | | | 380 | | 500 | | | | | | | | | | | | | | | | | | | | | | | | Damage bonus | Piercing Power: 2200 | | | | | | | | | | | | | | | | | | | | | | | | | | Used as ammunition by | Used as ammunition by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Prototype type | ammo | | | | | | | | | | | | | | | | | | | | | | | | | | Internal name | uranium-cannon-shell | | | | | | | | | | | | | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The uranium cannon shells are an advanced ammunition type for the Tank along with explosive uranium cannon shells . Once they are made available, they surpass their regular variant; their damage and piercing power is increased twofold. Since regular shells are still specifically required to manufacture uranium variants, any previously manufactured stockpile can be "upgraded" without waste. While uranium cannon shells still deal an amount of explosive damage, it is only dealt on the directly hit target and it is also a much lower amount than what explosive shells deal; its primary damage outlet is physical and therefore better suited against worms , nests and large spitters for their lesser resistances against it. These shells also feature the greatest piercing power in the game that is reliable for anything but the largest enemies, even capable of destroying two nests in one shot. History 2.0.7 : Lowered stack size of ammo from 200 to 100. Increased physical damage from 400 to 2000. Increased piercing power from 600 to 2200. 0.15.0 : Introduced See also Cannon shell Explosive uranium cannon shell Enemies Damage | Combat items | Combat items | | ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower | | Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() | | Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule | | Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() | | Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() | | Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote | | Defense | WallGateRadarLand mine | | Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() | | Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
wiki
https://wiki.factorio.com/Uranium_cannon_shell_-_Factorio_Wiki
Template_LogisticsNav
Template:LogisticsNav - Factorio Wiki
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Template:LogisticsNav - Factorio Wiki Jump to navigation Jump to search [ Create ] Documentation | 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 | List of all templates
wiki
https://wiki.factorio.com/Template:LogisticsNav_-_Factorio_Wiki
Wagon
Wagon - Factorio Wiki
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Wagon - Factorio Wiki Jump to navigation Jump to search | | | --------------------------------------------------------- | | Multiple pages share the title or description of "Wagon". | | They are listed below. | Quick summary Wagons are used in conjunction with Locomotives to form trains for the Railway . Wagon may refer to: Cargo wagon Fluid wagon Artillery wagon
wiki
https://wiki.factorio.com/Wagon_-_Factorio_Wiki
Tutorial_Diagnosing_performance_issues
Tutorial:Diagnosing performance issues - Factorio Wiki
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Tutorial:Diagnosing performance issues - Factorio Wiki Jump to navigation Jump to search Contents 1 Summary 2 Accessing the "time usage" screen 3 FPS vs UPS 4 Decrypting the "time usage" screen 4.1 How it works 4.2 Table of notable "time usage" lines 4.3 Hidden mod costs 5 Digging deeper with the "entity time usage" screen Summary Open the show-time-usage screen. If you're having consistent low UPS, look for big numbers in the first column. If you're having stutters and freezes, look for big numbers in the third column. Accessing the "time usage" screen The "Debug settings" menu with the options we need to enable Press F4 to open the "Debug settings" menu. This will show you a variety of options. You need to enable 3 of them: show-fps : This will show your FPS and UPS counter in the top right of your screen. show-time-usage : This will show details of many systems of the game and how much they are impacting the performance of your game. The majority of this tutorial will be about how to decrypt this information. hide-mod-guis : Sometimes, windows and buttons from mods can hide the information from show-time-usage. This option hides them so we can read everything. Tip: To read the numbers more easily, open your map and scroll to an area you haven't explored yet, so the information is on a black background. For more info on debug options and the debug settings menu, check out Debug mode . FPS vs UPS The first thing to look at is your FPS/UPS counter in the top right. FPS stands for Frames Per Second and relates to the work your graphics card is doing to display the picture on your screen. If your FPS is low, your screen will update less frequently, but your game will continue at regular speed. UPS stands for Updates Per Second and relates to the calculations needed to advance the state of your world. If your UPS is low, your game will run in slow motion. Factorio always aims to have 60 FPS and UPS. FPS can never be higher than UPS. Which leaves you with 2 cases: Low FPS, High UPS : Your problem is graphical. Go to Factorio's graphics settings and adjust some settings here. Upgrading your graphics card will help with this. Low FPS, Low UPS : Your problem is low UPS. Continue following this tutorial to figure out what could be the cause and where you can save some UPS. Decrypting the "time usage" screen How it works You should see a bunch of text and numbers like this: Each line follows this format: System name: average ms/minimum ms/maximum ms Those numbers are in milliseconds per tick . A tick is one update step, it is for UPS what a "frame" is for FPS. Since Factorio aims for 60 ticks per second, the game has 16.667ms to calculate each tick. If it takes longer than this, then your UPS will drop below 60. The 3 numbers for each line are the average time, minimum time, and maximum time taken by the system over the last 100 ticks. This information is only telling you about the last 100 ticks, which is a little less than 2 seconds of gameplay. If your performance issues only happen some of the time or when you do something specific, you need to have the screen open while it is happening. If it happens too fast, you can take screenshots to read later. You can also use the "/perf-avg-frames 1000" command to increase the number of ticks considered to 1000 (or another number). Now that you understand what this information is, look for large numbers . If you are experiencing consistent UPS issues, look at the average times . On the other hand, if you are experiencing occasional freezes or large stutters, look at the maximum times . Remember, since 60 UPS is equivalent to 16.667ms per tick, you can think of it as 1ms of time costing you about 3.5 UPS. Anything above 1ms may be worth looking into, and anything above 5 is very significant. When you've found some suspiciously large numbers, refer to the table below to see what the line means, whether you should worry about it, and how you can help: Table of notable "time usage" lines | Name | Explanation | How to solve | | ---------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Last save | This is how long your last save took, and is not related to UPS | - | | Frame cycle | This is the total time it took to render a frame. This can't ever be lower than 16.667ms. This doesn't give you any information that your UPS counter wouldn't tell you. | - | | Wait For Update | This is the time your GPU waited for the world update. This should be roughly equal to the "Update" line below. Don't worry about it. | - | | Render preparation (and sub-lines) | This is CPU-based work related to the rendering of the frame on your screen, costing UPS. This will increase if you zoom out or if you're looking at a particularly busy part of your factory. | - | | Render (and sub-lines) | This is GPU-based work related to the rendering of the frame on your screen, costing FPS. This will increase if you zoom out or if you're looking at a particularly busy part of your factory. | - | | Flip[On/Off] | This is the time spent waiting for the graphics driver to finish rendering the frame into the back-buffer, swapping it with front-buffer and presenting it to the screen. The "On" or "Off" in square brackets indicates if Vsync is enabled or not. | Try toggling Vsync on or off. | | Sleep | When it took less than 16.667ms to prepare a tick, the game sleeps. This is normal and good. If this is above 0, then congrats, you have 60 UPS. | - | | Update | This is where we get into the meat of things. The Update line is purely about the world tick and not about rendering the screen frame. This is usually where most of your frame time will be. | Look at the sub-lines to get more details. | | Game update | The core systems of the game. | Look at the sub-lines to get more details. | | Circuit networks | Self-explanatory. | Use fewer combinators and other circuit connections. | | Transport lines | Related to belts. | Optimizing belt UPS is a dark art that is out of scope of this guide. | | Fluid manager | Self-explanatory. | Reduce your amount of pipes. Use underground pipes (2 fluid entities) wherever they could replace 3 or more pipes. Replace nuclear power with solar power. | | Heat manager | Self-explanatory. | Use less heat entities, for example by replacing nuclear power with solar power. | | Entity manager | Related to "entities", which are a lot of things. This will usually be the largest number in your list. | To dig deeper into this,continue to the next part of the tutorial. | | Electric networks | Self-explanatory. | This is particularly affected by thenumber of different electric networks, not their size. A single electric pole connected to nothing else is an electric network and is a performance cost. | | Trains | Self-explanatory. | Use fewer but bigger trains. Use a train network optimized for UPS, which is also a dark art, out of scope of this guide. | | Chart update | Related to refreshing chunks of your map, usually done by radars. | Reduce your number of radars. | | Lua garbage incremental | This is related to mod scripts. | First, try and solve any issue in the "Script update" lines. If there is nothing there but you still have a high "Lua garbage incremental" cost, the show-lua-object-statisticsdebug optionmay help to find mods that create and destroy a lot of Lua objects. | | Script update | The time taken to run mods' Lua scripts. Each "mod-XXX" sub-line is the cost to run the scripts of a particular mod. | Uninstall offending mods. If the performance is worse than expected, consider filing a bug with the mod's author. | Hidden mod costs A mod's line on the "Script update" section is not always the entirety of its cost! Mods can indirectly affect the time of core systems. For example, a mod that makes trains repath a lot might increase the Trains cost, and a mod that creates a lot of different electric networks would increase the Electric network cost. Digging deeper with the "entity time usage" screen The entity time usage screen Return to the "Debug settings" menu, enable show-entity-time-usage and disable show-time-usage (It will get in the way). On this screen, the "Entity manager" cost from the previous screen is split between each class of entity. The first number of each line is the time cost this tick, the second number is the number of active entities of this class. Most lines are self explanatory, but a couple notes: AssemblingMachine : This isn't just assembling machines, but every building where you have to select a recipe (e.g. chemical plants, refineries, etc., but not furnaces). For this cost, the number of machines matters, not their speed. Fewer but faster machines (with beacons and modules) will cost less than many slow machines. Inserter : Use fewer inserters and have them work less often, e.g. with "inserter clocking". Unit : This is biters and spitters. Removing biters and spitters will remove this cost. If you've ran out of things to optimize in this section, then you're just suffering from a factory that has grown bigger than your PC can handle. Congratulations!
wiki
https://wiki.factorio.com/Tutorial:Diagnosing_performance_issues_-_Factorio_Wiki
Lightning_collector
Lightning collector - Factorio Wiki
[ "stub" ]
Lightning collector - Factorio Wiki Jump to navigation Jump to search | | Lightning collector | Edit | | | ------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------------------- | | ---- | | --- | | ---- | | --- | | ---- | | ---- | | 5+8+1+1+80→1 | 5+8+1+1+80→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 23+80+4+2+6+8+5+8 | 23+80+4+2+6+8+5+8 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 200260320380500 | | | | 200 | | 260 | | 320 | | 380 | | 500 | | | | | 200 | | | | | | | | | | | | | 260 | | 320 | | | | | | | | | | | | | 380 | | 500 | | | | | | | | | | | | Resistances | Electric: 0/100%Fire: 0/90% | | | | | | | | | | | | | | Stack size | 20 | | | | | | | | | | | | | | Rocket capacity | 20 | | | | | | | | | | | | | | Range | 2532.54047.562.5+ Lightning reach | | | | 25 | | 32.5 | | 40 | | 47.5 | | 62.5 | | | | | 25 | | | | | | | | | | | | | 32.5 | | 40 | | | | | | | | | | | | | 47.5 | | 62.5 | | | | | | | | | | | | Efficiency | 40%52%64%76%100% | | | | 40% | | 52% | | 64% | | 76% | | 100% | | | | | 40% | | | | | | | | | | | | | 52% | | 64% | | | | | | | | | | | | | 76% | | 100% | | | | | | | | | | | | Dimensions | 2×2 | | | | | | | | | | | | | | Drain | 150 MW (electric) | | | | | | | | | | | | | | Energy capacity | 1.0 GJ (electric) | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Buildable only on | | | | | | | | | | | | | | | Crafted only on | | | | | | | | | | | | | | | Prototype type | lightning-attractor | | | | | | | | | | | | | | Internal name | lightning-collector | | | | | | | | | | | | | | 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 lightning collector is an upgraded version of the lightning rod from Fulgora that protects a larger area from getting struck by lightning, as well as converting each strike to more electricity than its counterpart. Like the lightning rod, the peak power production is limited only by the demands of the connected electric system , but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. Also like the lightning rod, the lightning collector cannot be crafted on any planet other than Fulgora, due to the other planets' lack of a strong magnetic field. History 2.0.7 : Introduced in Space Age expansion. See also Fulgora 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/Lightning_collector_-_Factorio_Wiki
Efficiency_module_2_(research)
Efficiency module 2 (research) - Factorio Wiki
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Efficiency module 2 (research) - Factorio Wiki Jump to navigation Jump to search | | Efficiency module 2 (research) | Edit | | | ------------------------------ | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 30111✖75 | 30111✖75 | | Prototype type | technology | | Internal name | efficiency-module-2 | | Required technologies | Required technologies | | | | | Allows | Allows | | 3 | 3 | | Effects | Effects | | | | | Cost | Cost | | --------------------- | --------------------- | | 301111✖200 | 301111✖200 | | Prototype type | technology | | Internal name | efficiency-module-2 | | Required technologies | Required technologies | | | | | Allows | Allows | | 3 | 3 | | Effects | Effects | | | | Unlocks the efficiency module 2 , a module that reduces a machine's energy consumption by 40% (flat). See also Research Technologies Modules | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Efficiency_module_2_(research)_-_Factorio_Wiki
Tutorial_talk_Modding_FAQ
Tutorial talk:Modding FAQ - Factorio Wiki
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Tutorial talk:Modding FAQ - Factorio Wiki Jump to navigation Jump to search "create a "item-name.cfg"" I not sure but I think a name of .cfg isn't important. Game-modder can use for example "all.cfg" for all locale-lines like as in f-mod-- Vitduo ( talk ) 17:12, 23 July 2014 (CEST)
wiki
https://wiki.factorio.com/Tutorial_talk:Modding_FAQ_-_Factorio_Wiki
Biolab
Biolab - Factorio Wiki
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Biolab - Factorio Wiki Jump to navigation Jump to search | | Biolab | Edit | | | ------ | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 10+10+2+1+25+3→1 | 10+10+2+1+25+3→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 10+10+2+1+25+3 | 10+10+2+1+25+3 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 350455560665875 | | | | 350 | | 455 | | 560 | | 665 | | 875 | | | | | 350 | | | | | | | | | | | | | 455 | | 560 | | | | | | | | | | | | | 665 | | 875 | | | | | | | | | | | | Resistances | Fire: 0/70% | | | | | | | | | | | | | | Stack size | 5 | | | | | | | | | | | | | | Rocket capacity | 1 (0.2 stacks) | | | | | | | | | | | | | | Dimensions | 5×5 | | | | | | | | | | | | | | Energy consumption | 300 kW (electric) | | | | | | | | | | | | | | Mining time | 0.5 | | | | | | | | | | | | | | Speed | 22.63.23.85 | | | | 2 | | 2.6 | | 3.2 | | 3.8 | | 5 | | | | | 2 | | | | | | | | | | | | | 2.6 | | 3.2 | | | | | | | | | | | | | 3.8 | | 5 | | | | | | | | | | | | Science pack drain | 50% | | | | | | | | | | | | | | Pollution | 8/m | | | | | | | | | | | | | | Buildable only on | | | | | | | | | | | | | | | Module slots | 4 slots | | | | | | | | | | | | | | Prototype type | lab | | | | | | | | | | | | | | Internal name | biolab | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recycling results | Recycling results | | | | | | | | | | | | | | 0.25 | 0.25 | | | | | | | | | | | | | | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. The Biolab is an upgraded, biological version of the lab which can be unlocked on Gleba . It has significantly faster research speed. It has the unique feature of only consuming half of the science packs needed for any given technology. Unlike labs, biolabs can only be built on Nauvis . The biolab also doubles the speed bonus granted from lab research speed for itself. History 2.0.7 : Introduced in Space Age expansion. See also Lab Research Technologies | 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/Biolab_-_Factorio_Wiki
World_generator
Map generator - Factorio Wiki
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Map generator - Factorio Wiki Jump to navigation Jump to search An example how the world generator might create a new map: Default settings with map seed 123456789 World generation is the procedure by which the in game landscape is generated. In short: a number of settings, editable at the start of a new world, define what that world will look like. This can dramatically alter gameplay — a new player is advised to start with the default settings before deciding to change their world. Contents 1 Map generation presets 1.1 Default 1.2 Rich resources 1.3 Marathon 1.4 Death world 1.5 Death world marathon 1.6 Rail world 1.7 Ribbon world 1.8 Lakes 1.9 Island 2 Manual configuration 2.1 Resources 2.2 Terrain 2.3 Enemy 2.4 Advanced 2.5 Map exchange string 3 Mechanics 3.1 Starting area 3.2 Chunks 3.2.1 Invisible chunks (fog of war) 3.2.2 Charting (removing fog of war) 3.2.3 Maximum map size and used memory 4 History Map generation presets Overview of the map generation screen in Space Age A preset may be chosen in the top left dropdown instead of manually configuring the generation. If playing in Space Age , presets will only change settings on Nauvis . Default Normal settings. The recommended way to play Factorio. All sliders are set to the center position. Map height and width is unlimited, peaceful mode is disabled. All other settings are set to their defaults: | Enemy expansion | Default | Evolution | Default | | -------------------------- | ------- | ---------------- | ------- | | Enabled | Yes | Enabled | Yes | | Maximum expansion distance | 7 | Time factor | 40 | | Minimum group size | 5 | Destroy factor | 200 | | Maximum group size | 20 | Pollution factor | 9 | | Minimum cooldown (Minutes) | 4 | | | | Maximum cooldown (Minutes) | 60 | | | | Pollution | Default | Recipes/Technology | Default | | ------------------------- | ------- | --------------------------- | ------- | | Enabled | Yes | Technology price multiplier | 1 | | Absorption modifier | 100% | | | | Attack cost modifier | 100% | | | | Minimum damage to trees | 60 | | | | Absorbed per damaged tree | 10 | | | | Diffusion ratio | 2% | | | Rich resources Resources patches on Nauvis have a larger richness, so you don't have to expand far. Difference from default: Resources have 200% richness instead of 100%. Marathon Technologies are more expensive. Difference from default: Technology price multiplier 4. Death world Biters are more dangerous and evolve faster. Difference from default: 200% enemy base frequency and 200% enemy base size on Nauvis, 75% starting area size, enemy evolution time factor is set to 200, pollution factor is set to 12. The pollution absorption and attack cost modifiers are set to 50% instead of 100% Death world marathon Technologies are more expensive and biters are dangerous and plentiful. Only select this if you are a Factorio veteran. Combines "Marathon" and "Death world" with some additional changes: Enemy evolution time factor is set to 150, pollution factor is set to 10. Attack cost modifier is set to 80% instead of 100% (50% for death world). Rail world Resource patches are large and spread far apart, to encourage train systems. Biters won't create any new bases or re-expand into cleared territory. Difference from default: Resources on Nauvis are set to 33% frequency and 300% size. Nauvis water is set to 200% scale and 150% coverage. The evolution time factor is set to 20 from 40 and enemy expansion is disabled. Ribbon world The map height is limited to only 128 tiles, which introduces a range of challenges and interesting situations. Difference from default: Map height on all planets is limited to 128. Resources on Nauvis are set to 300% frequency, 50% size and 200% richness. Nauvis water is set to 25% coverage and size. Starting area size is increased to 300%. Lakes Lakes with consistent size and cliffs that tend to follow the coastline. Forest paths are disabled. The same elevation as Factorio 1.1. Difference from default: Tree coverage is set to 50%. This preset uses the map and cliff generation from version 1.1 Island A large island in an endless ocean. Forest paths are disabled. Difference from default: Tree coverage is set to 50%. Terrain map type is set to island. This preset uses the map and cliff generation from version 1.1. Manual configuration It is possible experiment with different settings by opening the map preview, changing the settings and observing their effects. This makes it possible to directly observe what exactly particular settings modify in the world, beyond the textual descriptions provided on this page. If playing in Space Age , you can preview any planet by using the drop-down menu in the top right. There will also be additional settings for planet-specific settings, and each setting will show an icon telling which planet it affects. The seed is the starting value for the random number generator that Factorio uses for generating the world based on the generation settings. This means that even with the same generation settings, the world can look very different depending on the seed. If playing in Space Age, a single seed will effect all planets at once. All resources and terrain features can be disabled by unchecking the checkbox in front of them. Resources Frequency determines the number of resource patches in a given area. It does not affect resource patch size or richness. A setting of 200% frequency that means roughly double the patches can be found in a given area. The size setting adjusts the size of the resource patches. Setting the slider to 200% means the surface area of the patch is doubled. Richness defines the yield of every ore tile and every oil field. If richness is set to 200%, each ore tile and oil field contains about double the amount of ore/oil. Outside of this, resource patch richness increases by distance from the starting area. If playing in Space Age, resource settings can be changed for each planet individually, even if that resource appears on multiple planets. For example, coal can be configured differently for its appearences on Nauvis and Vulcanus . Terrain Setting the map type to island generates a single island around the spawn point and endless ocean beyond that. The normal map type generates endless terrain. Water scale changes how much space there is between lakes. The smaller the scale, the swampier the terrain. Higher scale leads to bigger oceans separated by bigger landmasses. Water coverage influences the overall amount of water. Reducing it generates small lakes, increasing it generates large oceans. The settings for trees behave in the same way. Higher scale increases the distance between forests while lower scale reduces it. High tree coverage allows to completely cover the world in trees, and low coverage nearly removes them from the world. Cliff frequency influences how many cliff lines there are in the world. Higher frequency means more cliffs, lower frequency reduces their number. The continuity setting changes how long and unbroken the cliff lines are. Low continuity leads to very short lines, high continuity to long, nearly unbroken lines of cliffs. Cliffs can be set separately for their appearances on Fulgora and Gleba . The moisture settings control the distribution of grass versus desert. Higher bias generates more grass, lower bias generates more desert. Higher scale increases the size of the grass/desert areas, low scale leads to small grass and desert patches. The terrain type setting controls the distribution of red desert versus sand. Higher bias generates more red desert, lower bias generates more sand. Higher scale increases the size of the red desert/sand areas, low scale leads to small red desert and sand patches. Vulcanus volcanism determines the distribution of lava compared to the mountains and ashlands on Vulcanus. Higher scale means more lava rivers, lower scale generates more mountains instead. Higher coverage means larger lava pools, smaller coverage means more ashlands. Gleba water control the distribution of swamps compared to the highlands on Gleba . Higher scale means more swamplands, lower scale generates more infrequent patches of highland. Higher coverage means larger bodies of deep water, lower coverage means less water and larger highlands. Gleba plants control the distribution of Gleba's many flora. It behaves similarly to Nauvis trees. Enemy The enemy tab Frequency determines the number of enemy bases in a given area. It does not affect enemy base size. A setting of 200% frequency that means roughly double the enemy bases can be found in a given area. The size setting adjusts the size of enemy bases. Setting the slider to 200% means the surface area covered by the enemy bases is doubled. Bases can be changed for both Nauvis and Gleba individually. There are two ways to disable enemies alltogether: "no enemies mode", or "peaceful mode". Selecting either will disable some achievements . No enemies : Nests will still spawn, but no enemies themselves will spawn from them. Pollution will still effect the nests by increasing their health. In Space Age, on Vulcanus, Demolishers will also not spawn, and thus there will be no territories. On Gleba, destroying egg rafts will no longer spawn wrigglers. Pentapod egg and biter egg will no longer spawn their creatures upon spoiling, and will instead simply disappear. Peaceful mode : Enemies don't begin fights, only responding if the player (or a structure) fires at them. Only the enemies located near the fired shot are aggravated and they do not call other enemies to join them. The aggravated enemies primarily attack the structures and players that initiated the aggression and also the structures that block their paths. After destroying their targets, most of the time the aggravated enemies will return to being peaceful, but some of them continue a nonstop rampage where they target nearby structures (but not faraway ones). Additionally, when a map is in peaceful mode, the enemies will not expand . In Space Age, Demolishers will not attack if you build in their territory, but will still destroy buildings if they are placed in its path. The starting area is an almost circular radius around the spawn point that does not contain enemy bases or demolisher territory. Increasing its size pushes the bases further out, while decreasing its size generates enemy bases closer to the spawn point. The size setting does not have any other effect. Enemy expansion can be enabled/disabled and further adjusted using the below settings. | Enemy expansion setting | Description | | -------------------------- | ------------------------------------------------------------------------------------- | | Maximum expansion distance | The maximum distance enemies will look to expand from other enemy bases. | | Minimum group size | The minimum size of an enemy expansion party modified by the current evolution level. | | Maximum group size | The maximum size of an enemy expansion party modified by the current evolution level. | | Minimum cooldown (Minutes) | The minimum time between enemy expansions being sent out. | | Maximum cooldown (Minutes) | The maximum time between enemy expansions being sent out. | Evolution can be enabled/disabled and further adjusted using the below settings. | Evolution setting | Description | | ----------------- | ----------------------------------------------------------------------- | | Time factor | Controls how fast evolution increases over time. | | Destroy factor | Controls how fast evolution increases due to destroying enemy spawners. | | Pollution factor | Controls how fast evolution increases due to producing pollution. | Advanced The map width and height allows to generate maps with finite resources and area. It is possible to limit generation in only direction, alike the ribbon world . Technology price multiplier allows one to multiply the technology cost . Pollution can be enabled/disabled and further adjusted using the below settings. | Pollution setting | Description | | ------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Absorption modifier | Modifier of how much pollution is absorbed by trees and tiles. | | Attack cost modifier | Modifier of how much pollution is absorbed by enemy attacks. | | Minimum damage to trees | Trees have 4 different stages of the progression towards being destroyed by pollution. Any pollution above this amount starts the process of moving a tree towards a more damaged stage. | | Absorbed per damaged tree | Trees have 4 different stages of the progression towards being destroyed by pollution. This value specifies how much pollution is absorbed when moving to a more damaged stage. | | Diffusion ratio | The amount of pollution diffused into neighboring chunks per second. | Map exchange string A map exchange string generally looks like this: >>>eNp1UTGIE0EU/WMu3F4EUUjhgR4prrDZJTlFJRyZURAR0d7Oz WYiA5udOLsLnhaX4kptxEaraz3hOgu7wIEoKBxa2UVsLFROBC0U4 p+dnWSNdw/+583/f97/fwbgGLhAADGgAEPqzAXSD/HI8JRZJZD9P leuVNyGtC0EKu1wV4qwGK3wiPfW3LYfc6NozBFKRv8qMFaOExnlE WDPtrZoOVGcx3igxgb0cKr8SKQ9c1eL5aOSGIcebCxlNl6H2nisD dkIC0YAtpIQjOWYOx7IKFEydGOeJCK61fTTO8228OMFt+416hqn9 ivpKn475VGw1uylYSL6oeDKqXtnNc6dnL3RkyJOUsUzZccKuweW7 ave8E5nKAeh6HYBahfQLuotCJB71e3LH+8+osTs5bGc7OWRYdtGr lhynR2YWrbkTEHHdP9RIKZpgi3yKodNiUlu6CQhD74+3/z1crdF/ jz9/u5a+yYljUvVb3sr2y1MzusVDk3ck8caL+wqYDVHNE99oOTtG 40vlJT1jap27Dy64dUSkKNHkG3eR1c7AXa0lpWpMtLN8NNu8smS9 3R2D3yIVS2+pN0r7bKGk8lITm8wk1icZvHqChTbd6bLvbYddwqtZ 2b4/w+KK8xElgsPX9F9OhP3uTQZAl9wd96e2DorwRT4wTu/vYd/A dl73Kk=<<< The map exchange string can be used to share all map generation settings between different players. The player can paste the string (using CTRL + V ) into the map exchange string field and the game will set the generation settings to the settings saved in the string, resulting in a complete copy of the map when generated. The map exchange string can be retrieved from save files by going into the load game screen, selecting the desired map, clicking the map exchange string button in the upper right corner and copying the string from the window that pops up. For a technical description of the map exchange string, see map exchange string format . Mechanics Starting area There is a second internal starting area that is completely separate from the starting area that can be changed in the enemy settings tab. This starting area always has a constant size and affects the spawning of resources, cliffs and water directly at the spawn. The map generation logic makes sure that there is always at least one patch of coal , iron ore , copper ore , and stone each. Furthermore, there is always a lake in the starting area, even when water is turned off, and there are never any cliffs there. Uranium ore and crude oil do not spawn in the starting area. The richness of the ore patches is slightly influenced by the frequency setting. [1] Chunks A map is endless by default, though its size can be limited by height and width — see above. Because it is technically endless, the whole map is not generated from the start. Instead, a new chunk of the map is generated only when needed, similar to other procedurally generated world games. Invisible chunks (fog of war) Outside of the visible chunk area, an invisible area of about 3 chunks wide is generated as a preloading mechanism. Enemies may be located inside these invisible chunks and can attack the player from there, while artillery turrets and wagons may automatically shoot enemy bases in these chunks if they are within their automatic range. Invisible chunks are also generated if pollution is generated heavily; the game generates (invisible) chunks as it needs to spread the pollution into the area. Charting (removing fog of war) As long as a chunk is invisible, the part of the players map stays black. This changes when a chunk is charted , which means when it is "touched" by a radar. This can be either the player's internal radar, which is always available and continually charts chunks around the player, or the radar entity. If a far-away and thus ungenerated chunk is charted, it will be generated, together with the above-mentioned invisible 3 chunk radius of map around it. Maximum map size and used memory The map size is limited to 2,000 x 2,000 kilometers; internally, this is a square 2,000,000 tiles on a side, with an area of 4,000,000,000,000 (4 trillion) square tiles (assuming 1 tile = 1 meter on a side yields 2,000 x 2,000 km = 4 million square km). In real-world terms, this is between the sizes of India and Australia (or about 40% the area of the United States, or over 10 times the area of Germany). It would take around 200 game-minutes (ca 3.3 hours real time) to reach that border from the center when riding a train fueled with rocket or nuclear fuel . This makes the world essentially endless for practical purposes. The generated chunks are fully mapped and stored in the player's RAM, which is the practical limiting factor of exploration. Because chunks are only generated in and close around the area revealed by radar, it is possible to reach that border without overloading your computer, as the size of the map in computer memory is dependent only on chunks actually generated. If only a narrow stripe of land is explored to far away, this remains manageable. History 2.0.7 : Added "No enemies" setting that disables enemy unit spawning from enemy spawners, map gen, and items. Does not disable enemy spawners. Added "Lakes" map generation preset Map generation system reworked 0.17.44 : The resource frequency slider in the map generator settings has a smaller influence over the amount of ore in the starting area patches. 0.17.0 : Resource generation changed significantly: The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area. Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting. Ore patches are slightly less frequent but richer. There will be a more balanced amount of resources within a large enough region. Many other small tweaks. Biter generation changed significantly: Biter richness slider removed, biter placement is only configured by size and frequency settings. Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting. Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn. Worm size increases depending on the distance from player spawn. Small biter bases are now closer to the player spawn. At large distances from player spawn, biter base frequency is lower than before but biter bases are larger. Other small tweaks. Terrain generation changed significantly: Water is generated as large lakes instead of swamps. Tile generation improved. Tile placement respects biomes better. More predictable cliff placement. Better controls in the map generator GUI for water, tiles and cliffs. New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map. 0.16.0 : Added cliffs. New terrains and new terrain generation. Trees can now be configured in the generate-map GUI. Terrain can be configured in the generate map GUI. Biters scale less with distance and there are generally less biters. No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it. 0.15.0 : Extended map generator settings to include an advanced section. Added map generator presets. The map seed is used to generate unique maps instead of just shifting the starting position. 0.13.7 : Map size is now limited to 2000 km by 2000 km with a black bar rather than crashing when reaching this distance. 0.13.0 : Map generator algorithm changed, further resource field now have greater richness.
wiki
https://wiki.factorio.com/Map_generator_-_Factorio_Wiki
Metallurgic_science_pack
Metallurgic science pack - Factorio Wiki
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Metallurgic science pack - Factorio Wiki Jump to navigation Jump to search | | Metallurgic science pack | Edit | | | ------------------------ | ---- | | Recipe | Recipe | | | | | | | | | | | | | | -------------------------- | -------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 10+200+3+2→1 | 10+200+3+2→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 10+200+3+2 | 10+200+3+2 | | | | | | | | | | | | | | Used by labs for research. | Used by labs for research. | | | | | | | | | | | | | | Stack size | 200 | | | | | | | | | | | | | | Rocket capacity | 1000 (5 stacks) | | | | | | | | | | | | | | Science capacity | 100%200%300%400%600% | | | | 100% | | 200% | | 300% | | 400% | | 600% | | | | | 100% | | | | | | | | | | | | | 200% | | 300% | | | | | | | | | | | | | 400% | | 600% | | | | | | | | | | | | Crafted only on | | | | | | | | | | | | | | | Prototype type | tool | | | | | | | | | | | | | | Internal name | metallurgic-science-pack | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. Metallurgic science pack is a Vulcanus science pack. It is used in labs to research technologies . Contents 1 Achievements 2 Ratio 3 History 4 See also Achievements | | Research with metallurgicsResearch a technology usingmetallurgic science packs. | | | ------------------------------------------------------------------------------- | Ratio The following shows the minimum ratio of machines and items required to produce metalluric science packs such that all number of machines are whole numbers. Items per min are calculated using machines with no modules or beacons , with all machines running at full speed (machine-based productivity bonuses are applied). The crafting of some intermediate products are not shown (due to the assumption that these items are available in large quantities within the factory). | Items/min | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------------------------------------------------------------------- | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | | | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | | | | ----- | ----- | ----- | ----- | ----- | ----- | ----- | ----- | ----- | ----- | | | | ------ | ------ | ------ | ------ | ------ | ------ | ------ | ------ | ------ | ------ | | | ----- | ----- | ----- | ----- | ----- | ----- | ----- | ----- | ----- | ----- | | | ----- | ----- | ----- | ----- | ----- | ----- | ----- | ----- | ----- | ----- | | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | | | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | | ----- | ----- | ----- | ----- | ----- | ----- | ----- | ----- | ----- | ----- | | ------ | ------ | ------ | ------ | ------ | ------ | ------ | ------ | ------ | ------ | | | | | | | | 2700using755400using725400using901080010800010800540003600using100960024000360000 | 2700using75 | 2700using75 | 2700using75 | 2700using75 | 2700using75 | 2700using75 | 2700using75 | 2700using75 | 2700using75 | 2700using75 | | 5400using72 | 5400using72 | 5400using72 | 5400using72 | 5400using72 | 5400using72 | 5400using72 | 5400using72 | 5400using72 | 5400using72 | | | 5400using90 | 5400using90 | 5400using90 | 5400using90 | 5400using90 | 5400using90 | 5400using90 | 5400using90 | 5400using90 | 5400using90 | | | | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | | | | 108000 | 108000 | 108000 | 108000 | 108000 | 108000 | 108000 | 108000 | 108000 | 108000 | | | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | | | 54000 | 54000 | 54000 | 54000 | 54000 | 54000 | 54000 | 54000 | 54000 | 54000 | | 3600using100 | 3600using100 | 3600using100 | 3600using100 | 3600using100 | 3600using100 | 3600using100 | 3600using100 | 3600using100 | 3600using100 | | | 9600 | 9600 | 9600 | 9600 | 9600 | 9600 | 9600 | 9600 | 9600 | 9600 | | | 24000 | 24000 | 24000 | 24000 | 24000 | 24000 | 24000 | 24000 | 24000 | 24000 | | 360000 | 360000 | 360000 | 360000 | 360000 | 360000 | 360000 | 360000 | 360000 | 360000 | | | | | | | | 2700using75 | 2700using75 | 2700using75 | 2700using75 | 2700using75 | 2700using75 | 2700using75 | 2700using75 | 2700using75 | 2700using75 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 5400using72 | 5400using72 | 5400using72 | 5400using72 | 5400using72 | 5400using72 | 5400using72 | 5400using72 | 5400using72 | 5400using72 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 5400using90 | 5400using90 | 5400using90 | 5400using90 | 5400using90 | 5400using90 | 5400using90 | 5400using90 | 5400using90 | 5400using90 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 108000 | 108000 | 108000 | 108000 | 108000 | 108000 | 108000 | 108000 | 108000 | 108000 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | 10800 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 54000 | 54000 | 54000 | 54000 | 54000 | 54000 | 54000 | 54000 | 54000 | 54000 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 3600using100 | 3600using100 | 3600using100 | 3600using100 | 3600using100 | 3600using100 | 3600using100 | 3600using100 | 3600using100 | 3600using100 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 9600 | 9600 | 9600 | 9600 | 9600 | 9600 | 9600 | 9600 | 9600 | 9600 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 24000 | 24000 | 24000 | 24000 | 24000 | 24000 | 24000 | 24000 | 24000 | 24000 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 360000 | 360000 | 360000 | 360000 | 360000 | 360000 | 360000 | 360000 | 360000 | 360000 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | History 2.0.7 : Introduced in Space Age expansion. See also Vulcanus 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/Metallurgic_science_pack_-_Factorio_Wiki
Military_4_(research)
Military 4 (research) - Factorio Wiki
[]
Military 4 (research) - Factorio Wiki Jump to navigation Jump to search | | Military 4 (research) | Edit | | | --------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 4511111✖150 | 4511111✖150 | | Prototype type | technology | | Internal name | military-4 | | Required technologies | Required technologies | | 3 | 3 | | Allows | Allows | | | | | Effects | Effects | | | | See also Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Military_4_(research)_-_Factorio_Wiki
Prototype_Container
Prototype/Container - Factorio Wiki
[]
Prototype/Container - Factorio Wiki Jump to navigation Jump to search The prototype docs have moved to a new website with an improved format. This documentation page can now be found here: https://lua-api.factorio.com/latest/prototypes/ContainerPrototype.html This wiki page is no longer updated and will be removed at some point in the future , so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback on the forums .
wiki
https://wiki.factorio.com/Prototype/Container_-_Factorio_Wiki
Automation_2_(research)
Automation 2 (research) - Factorio Wiki
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Automation 2 (research) - Factorio Wiki Jump to navigation Jump to search | | Automation 2 (research) | Edit | | | ----------------------- | ---- | | Cost | Cost | | ------------------------------------------ | ------------------------------------------ | | 1511✖40 | 1511✖40 | | Key technology for large scale production. | Key technology for large scale production. | | Prototype type | technology | | Internal name | automation-2 | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Automation 2 allows the player to craft the Assembling machine 2 , an essential part of more advanced auto-crafting. See also Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Automation_2_(research)_-_Factorio_Wiki
Prototype_InfinityContainer
Prototype/InfinityContainer - Factorio Wiki
[]
Prototype/InfinityContainer - Factorio Wiki Jump to navigation Jump to search The prototype docs have moved to a new website with an improved format. This documentation page can now be found here: https://lua-api.factorio.com/latest/prototypes/InfinityContainerPrototype.html This wiki page is no longer updated and will be removed at some point in the future , so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback on the forums .
wiki
https://wiki.factorio.com/Prototype/InfinityContainer_-_Factorio_Wiki
Fluoroketone_(hot)
Fluoroketone (hot) - Factorio Wiki
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Fluoroketone (hot) - Factorio Wiki Jump to navigation Jump to search | | Fluoroketone (hot) | Edit | | | ------------------ | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 10+1+1+50+50→50 | 10+1+1+50+50→50 | | Total raw | Total raw | | 10+1+1+50+50 | 10+1+1+50+50 | | Prototype type | fluid | | Internal name | fluoroketone-hot | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Space Age expansion exclusive feature. Fluoroketone is the heated baseline form of fluoroketone coolant, and must be cooled in the cryogenic plant into fluoroketone (cold) before it can be used in an industrial process. While the hot fluoroketone recipe does not have any direct requirements to be produced on Aquilo , the recipe uses ammonia and fluorine , both of which are only found on Aquilo and neither of which can be put into barrels . So it is not possible to generate new hot fluoroketone on any planet other than Aquilo. Hot fluoroketone producers The following recipes and processes generate some hot fluoroketone from cold fluoroketone as a byproduct. The recipes below do not produce extra hot fluoroketone as productivity products. Cryogenic science pack Quantum processor Fusion generator , as part of producing power from plasma . History 2.0.7 : Introduced in Space Age expansion. | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Fluoroketone_(hot)_-_Factorio_Wiki
Explosive_rocket
Explosive rocket - Factorio Wiki
[]
Explosive rocket - Factorio Wiki Jump to navigation Jump to search | | Explosive rocket | Edit | | | ---------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------- | ---------------------------------------------------------------------- | | --- | | -- | | -- | | -- | | -- | | --- | | | | --- | | --- | | --- | | --- | | --- | | 8+2+1→1 | 8+2+1→1 | | | | | | | | | | | | | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | | | | | | | | | | | | | 12+3+2 | 12+3+2 | | | | | | | | | | | | | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | | | | | | | | | | | | | Rocket capacity | 25 (0.25 stacks) | | | | | | | | | | | | | | | | | | | | | | | | | | Damage | Impact:50658095125(explosion)Area of effect:100130160190250(explosion) | | | | 50 | | 65 | | 80 | | 95 | | 125 | | | | 100 | | 130 | | 160 | | 190 | | 250 | | | | | 50 | | | | | | | | | | | | | | | | | | | | | | | | | 65 | | 80 | | | | | | | | | | | | | | | | | | | | | | | | | 95 | | 125 | | | | | | | | | | | | | | | | | | | | | | | | | | | 100 | | | | | | | | | | | | | | | | | | | | | | | | | 130 | | 160 | | | | | | | | | | | | | | | | | | | | | | | | | 190 | | 250 | | | | | | | | | | | | | | | | | | | | | | | | Area of effect size | 6.5 | | | | | | | | | | | | | | | | | | | | | | | | | | Used as ammunition by | Used as ammunition by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Prototype type | projectile | | | | | | | | | | | | | | | | | | | | | | | | | | Internal name | explosive-rocket | | | | | | | | | | | | | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Explosive rockets are ammunition for the rocket launcher , rocket turret and the spidertron . They have high range and damage which makes them perfect for attacking enemy buildings . While the total base damage is only 150 vs the 200 from a standard rocket , 100 of it is splash, which can be highly effective against groups of enemies. This is approximately triple that of a grenade . History 2.0.7 : Lowered stack size of ammo from 200 to 100. Explosive rocket projectiles accelerate twice as fast. 0.12.0 : Added small scorch mark from impact of heavy weapons. 0.10.6 : Updated the explosive rocket icon. 0.8.0 : Increased the range of the rocket from 20 to 22. 0.7.3 : Increased the damage radius of the explosive rocket from 4 to 6. 0.7.1 : Damage increases: Rocket 40 to 60, Explosive rocket 20 to 40 0.7.0 : Introduced See also 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/Explosive_rocket_-_Factorio_Wiki
Artificial_jellynut_soil
Artificial jellynut soil - Factorio Wiki
[ "stub" ]
Artificial jellynut soil - Factorio Wiki Jump to navigation Jump to search | | Artificial jellynut soil | Edit | | | ------------------------ | ---- | | Recipe | Recipe | | --------------------------------------- | --------------------------------------- | | 2+2+50+5→10 | 2+2+50+5→10 | | Total raw | Total raw | | 9.5+2+50+250 | 9.5+2+50+250 | | Placeable on jellynut wetland on Gleba. | Placeable on jellynut wetland on Gleba. | | Map color | | | Stack size | 100 | | Rocket capacity | 67 | | Prototype type | tile | | Internal name | artificial-jellynut-soil | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. Artificial jellynut soil can be used to replace jellynut wetland on Gleba with special soil which allows jellystems to grow. This makes it possible to expand existing jellystem growing areas. This recipe can accept productivity modules . History 2.0.7 : Introduced in Space Age expansion. See also Overgrowth jellynut soil Artificial yumako soil Overgrowth yumako soil | Logistics | Logistics | | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storage | Wooden chestIron chestSteel chestStorage tank | | Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() | | Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() | | Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump | | Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon | | Transport | CarTankSpidertronSpidertron remote | | Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport | | Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel | | Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives | | Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Artificial_jellynut_soil_-_Factorio_Wiki
User_talk_PaladinOne
User talk:PaladinOne - Factorio Wiki
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User talk:PaladinOne - Factorio Wiki Jump to navigation Jump to search Welcome to the Official Factorio Wiki! Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it. First and foremost, please be sure to read and understand the rules of this Wiki . If you have any questions or concerns with these rules, please don't hesitate to ask an Admin. Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the help pages . If you're unsure where to begin, please see the editor noticeboard , where information on the current objectives and projects of the Wiki may be found. Again, welcome, we hope you contribute as much high quality information as you can. Gangsir ( talk ) - Admin 02:31, 28 June 2017 (UTC)
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https://wiki.factorio.com/User_talk:PaladinOne_-_Factorio_Wiki
Rocket_silo
Rocket silo - Factorio Wiki
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Rocket silo - Factorio Wiki Jump to navigation Jump to search | | Rocket silo | Edit | | | ----------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | ---------------------- | ------------------------ | | ----- | | ---- | | ---- | | ---- | | ---- | | ----- | | 30+1k+200+100+200+1k→1 | 30+1k+200+100+200+1k→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 80+1k+200+100+200+1k | 80+1k+200+100+200+1k | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 500065008000950012500 | | | | 5000 | | 6500 | | 8000 | | 9500 | | 12500 | | | | | 5000 | | | | | | | | | | | | | 6500 | | 8000 | | | | | | | | | | | | | 9500 | | 12500 | | | | | | | | | | | | Resistances | Fire: 0/60%Impact: 0/60% | | | | | | | | | | | | | | Stack size | 1 | | | | | | | | | | | | | | Rocket capacity | Too heavy for a rocket! | | | | | | | | | | | | | | Dimensions | 9×9 | | | | | | | | | | | | | | Energy consumption | 4.0 MW (electric) | | | | | | | | | | | | | | Crafting speed | 11.31.61.92.5 | | | | 1 | | 1.3 | | 1.6 | | 1.9 | | 2.5 | | | | | 1 | | | | | | | | | | | | | 1.3 | | 1.6 | | | | | | | | | | | | | 1.9 | | 2.5 | | | | | | | | | | | | Mining time | 1 | | | | | | | | | | | | | | Module slots | 4 slots | | | | | | | | | | | | | | Prototype type | rocket-silo | | | | | | | | | | | | | | Internal name | rocket-silo | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | ---------------------- | ------------------------ | | ----- | | ---- | | ---- | | ---- | | ---- | | ----- | | 30+1k+200+100+200+1k→1 | 30+1k+200+100+200+1k→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 80+1k+200+100+200+1k | 80+1k+200+100+200+1k | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Storage size | 20 | | | | | | | | | | | | | | Health | 500065008000950012500 | | | | 5000 | | 6500 | | 8000 | | 9500 | | 12500 | | | | | 5000 | | | | | | | | | | | | | 6500 | | 8000 | | | | | | | | | | | | | 9500 | | 12500 | | | | | | | | | | | | Resistances | Fire: 0/60%Impact: 0/60% | | | | | | | | | | | | | | Stack size | 1 | | | | | | | | | | | | | | Rocket capacity | Too heavy for a rocket! | | | | | | | | | | | | | | Dimensions | 9×9 | | | | | | | | | | | | | | Energy consumption | 4.0 MW (electric) | | | | | | | | | | | | | | Crafting speed | 11.31.61.92.5 | | | | 1 | | 1.3 | | 1.6 | | 1.9 | | 2.5 | | | | | 1 | | | | | | | | | | | | | 1.3 | | 1.6 | | | | | | | | | | | | | 1.9 | | 2.5 | | | | | | | | | | | | Mining time | 1 | | | | | | | | | | | | | | Module slots | 4 slots | | | | | | | | | | | | | | Prototype type | rocket-silo | | | | | | | | | | | | | | Internal name | rocket-silo | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The rocket silo is an important production building that serves as the sole win condition and a source of space science packs in the base game. In Space Age , it is instead the only way to launch items and the player off Nauvis to orbiting space platforms to visit the neighboring planets of Vulcanus , Fulgora , Gleba , and Aquilo . Building a silo requires, among other things, electric engine units , processing units , and concrete , which all must be produced in assembling machines or foundries and cannot be crafted by hand from raw materials. The rocket itself can only be produced in the silo. Once the silo has been built and placed it can be filled with processing units , low density structure , and rocket fuel , which will create rocket parts within the silo. 100 rocket parts are needed to construct a rocket (50 parts in Space Age ). The silo accepts productivity modules , and due to the high resource cost of rockets, silos are a prime candidate for their use. Once constructed, the rocket will rise into position and can be launched. It is required to place a cargo landing pad somewhere on the planet in order to launch a rocket. Once a rocket has been constructed, the silo will continue to craft a second rocket within the silo. If both are constructed, once the first rocket has been launched, the second will rise into place without the silo going through its normal animation of closing and reopening its doors. This is particularly useful in Space Age when crafting speeds are faster and rockets are in increased demand. Contents 1 Base game 2 Space Age 2.1 Basics 2.2 Rocket capacity 2.3 Orbital requests 3 Maximum throughput 3.1 Working 3.2 Preparing rocket for launch 3.3 Waiting to launch rocket 3.4 Launching rocket 3.5 Reset 3.6 Conclusions 3.7 Space Age 4 Achievements 5 Trivia 6 Gallery 7 History 8 See also Base game The rocket silo is unlocked with its respective technology using all science packs except for military. It requires 10 low density structure, rocket fuel, and processing units to make 1 rocket part , for a total of 1,000 of each for a single rocket. Before a rocket can be launched, the player must place a cargo landing pad somewhere on the planet. The landing pad can be anywhere on the planet, with no restrictions on distance from the silo, but only one can be placed. Launching a rocket requires a payload and launching one for the first time will trigger the victory screen, which thanks the player for playing and invites them to keep growing their factory, with the options of exiting the game, viewing the credits, or continuing the game. The rocket can be launched manually by clicking the "Launch" button. Checking the "Send to orbit automatically" checkbox will make the rocket launch automatically once it has a payload. Only two items can be used as a payload. The first is a satellite ; launching a rocket with one of these will return a shipment of 1,000 space science packs to the cargo landing pad roughly 29 seconds after the launch is triggered. The second is a... Spoiler! Click to view. Raw fish : Grants the "So long and thanks for all the fish!" achievement. Other than this, it also wastes the launch. Space Age Space Age expansion exclusive feature. Basics In Space Age, the silo is unlocked far earlier in the game, requiring 1,000 of only automation , logistics and chemical science packs. The silo is a critical building for transporting items and the player offplanet to orbiting space platforms . Rockets are built identically to the base game, except that a single rocket part takes only 1 of each material instead of 10 and only 50 rocket parts are required per rocket. This means that a single rocket requires only 50 of each resource. The silo greatly benefits from higher quality productivity modules as well as the rocket part productivity infinite technology, both of which can reduce the cost of rockets even further. The rocket can be manually launched in one of three ways: Deliver cargo: launch with a payload of any size or composition at any orbiting platform New platform: if the silo contains exactly one space platform starter pack , clicking this will open the map and invite the player to enter a name for the new platform. Travel to platform: the rocket will launch to any orbiting platform with the player as its sole payload. The player can bring any equipped armor , their installed modules, and any weapons, but no ammo for those weapons. The rocket silo's GUI in Space Age Rocket capacity Unlike in the base game, a space age rocket can accept nearly every item in the game as a payload. This is expressed by the silo as a weight limit. Every item in the game has a rocket capacity which is the maximum number of items that can fit in a single rocket. An item's rocket capacity can be read by the circuit network by feeding an item into the selector combinator and choosing the respective mode of operation. As a general rule of thumb, the more complex the item, the fewer can fit within a rocket. Some items, like the rocket silo itself and the atomic bomb , are too heavy for rockets, and so the raw materials must be shipped to orbit individually and assembled on the destination planet. Orbital requests The rocket silo can detect requests from any space platform in orbit around the current planet. These can be satisfied in two ways. If "Automatic requests from space platforms" is not selected, the silo acts as a large container. Items can be inserted and removed with inserters . If the silo receives a full rocket of a single item that is requested, the rocket will automatically launch to the platform requesting that item, even if the payload is more than what is being requested. If multiple platforms are requesting the same item, the rocket will prioritize the earliest platform that the player created. If automatic requests is selected, the silo acts similar to a requester chest . Logistic robots will fill the silo automatically from the logistic network (including from buffer chests ), and the rocket will launch automatically when full, unless the requesting platform has set a minimum payload to a lower amount than a full load. If there are items in the rocket inventory when this box is selected, those items will be moved to the silo's trash slots and be removed by logistics robots. Regardless of option selected, the rocket will only launch automatically when it contains at least one item. The silo can be connected to the circuit network , with two output functions. Output requests: Outputs the sum of requests from all orbiting platforms, if any. A request is considered satisfied and will be removed from the output the instant the rocket launch is triggered, not when the delivery to the platform actually happens. Output contents: Outputs the contents of the rocket silo. If automatic requests is selected, this option will do nothing. Maximum throughput In the base game, a fully moduled silo has +611% crafting speed from beacons and +40% productivity. Modules accelerate crafting time in the first phase, but have no effect on animations in the other phases. There are five phases to a rocket launch. Working Rocket parts must be assembled in the silo before the rocket can be deployed. The best possible time to assemble 100 rocket parts, based on the rocket part recipe and the module effects, is 1250 ticks, or ~20.833 seconds. 1250 ticks elapsed. Preparing rocket for launch The rocket is brought up out of the silo so a payload can be inserted, if any. This animation lasts 890 ticks, or ~14.833 seconds. 2140 ticks elapsed. Waiting to launch rocket The payload must be inserted. One fast inserter arm swing to insert a Satellite is 14 ticks, or ~0.233 seconds. 2154 ticks elapsed. Launching rocket The rocket is launched with the payload. This phase ends when the result inventory appears inside the silo. 1162 ticks, or ~19.367 seconds. 3316 ticks elapsed. Reset The silo door must close before the cycle begins again. 368 ticks, or ~6.133 seconds. If a second rocket was buffered within the silo, this step is skipped. Conclusions Grand Total: 3684 ticks , which gives a total cycle time of ~61.417 seconds, including time spent building rocket parts and inserting the payload. With a build time of 1250 + 14, the delay from animations is 2420 ticks. [1] Space Age In Space Age, the rocket silo gained the ability to buffer a second rocket ready to load and launch [2] . If a second rocket is ready, then the rocket silo skips the door close/open animation. This results in a rocket launch approximately every 27 seconds, with sufficient speed and/or productivity bonuses (enough to get 111 rocket parts per minute). Achievements The rocket silo, which is used to win the base game, is directly connected to the following game-win-based achievements: | | Smoke me a kipper, I'll be back for breakfastLaunch a rocket to space. | | | ---------------------------------------------------------------------- | | | No time for chitchatLaunch a rocket to space within 15 hours. | | | ------------------------------------------------------------- | | | There is no spoonLaunch a rocket to space within 8 hours. | | | --------------------------------------------------------- | | | Raining bulletsLaunch a rocket to space without building anylaser turrets. | | | -------------------------------------------------------------------------- | | | Steam all the wayLaunch a rocket to space without building anysolar panels. | | | --------------------------------------------------------------------------- | | | Logistic network embargoFinish research withspace science packfor the base game or anyplanetary science packforSpace Agewithout building anyactive provider,buffer, orrequester chests. | | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | So long and thanks for all the fish | | | ----------------------------------- | Trivia Prior to version 2.0 , the rocket could accept any item as cargo; however, most did nothing in particular and simply wasted the launch. Notable exceptions included: Spoiler! Click to view. Vehicles : When a vehicle was inserted into the payload slot, the player could enter the rocket like they would any other vehicle, then launch and ride it. This allowed a fast-moving view of one's base (as the game world is internally 2-dimensional, the rocket actually simply moved north along the map), and then returned the player next to the launching silo once the launch animation had finished. If all space near the rocket silo is occupied, the player is placed at spawn instead. Wasted the launch, as the rocket's sole payload slot is occupied by the vehicle, rather than a satellite. (Having any number of satellites in the car's trunk or the "astronaut"s inventory does not count.) Space science pack : Returned one raw fish for every science pack that was launched, but no more than 100 raw fishes per launch. Gallery The victory screen The rocket rising and being primed for launch. The rocket launching. The rocket silo's GUI The rocket silo's GUI in Space Age History 2.0.7 : Updated sprite for the rocket. A payload is now required to win the game. Rocket silos continue producing parts for the next rocket while the current rocket is being launched. Completing another rocket soon enough skips closing and reopening the doors. Rocket silo circuit connection can read orbital requests. 0.17.0 : Updated sprite and changed dimensions from 9×10 to 9×9. A satellite is no longer required to win the game. 0.13.9 : Rocket parts from building rockets in the silo now show in production statistics. 0.12.7 : Updated icon. 0.12.4 : Rocket silo now behaves correctly when out of electricity. 0.12.0 : Introduced See also Satellite | Production items | Production items | | ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book | | Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() | | Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack | | Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() | | Agriculture | Agricultural towerBiochamberCaptive biter spawner | | Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() | | Environmental protection | Lightning rodLightning collectorHeating tower | | Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() | | Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
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https://wiki.factorio.com/Rocket_silo_-_Factorio_Wiki
Energy
Energy and work - Factorio Wiki
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Energy and work - Factorio Wiki Jump to navigation Jump to search Factorio simulates many aspects of real physics and the quite correct use of energy is one important aspect. Energy and work are directly dependent. For another explanation, see the Forum . Contents 1 Definitions 2 Types of energy 3 Types of work 4 Waste and pollution: differences from real physics Definitions Energy can be thought of as stored work. It is measured in joules (symbol J). Work is the result of converting one type of energy to another. It is also measured in joules. (See the Wikipedia article on work .) Power is the rate of work - the amount of work done, or energy produced, over a unit of time. It is measured in watts (symbol W). One watt is equal to one joule divided by one second, i.e. one joule per second. Efficiency is the ratio between useful work done and the energy expended. It usually expressed as a percentage. Its unit would be joules per joule, but dividing something by the same thing cancels them out, so it is dimensionless. Waste is the difference between energy consumed and useful work done. If you have a source of power and apply it over some time in order to perform some physical task, you have performed work, using a quantity of energy. See also Units#Work . Types of energy Energy is available as: Fuel . The energy contained in a unit of fuel is described as its fuel energy . Each building or vehicle that can be fuelled generally consumes fuel at a rate according to its power rating as long as it's working. For example: A car's power is 250 kW, meaning it consumes 250 kJ worth of fuel per second while it's accelerating (or driving at maximum speed). Nuclear reactors consume uranium fuel cells at a rate of 40 MW. Like most other fueled appliances, this is constant as long as it has fuel to consume. Conversely, boilers consume fuel at a rate according to their load (rate of steam being carried away), up to a maximum of their power rating. Electricity taken from the electric network. In addition to active power consumption, appliances have a drain , the power they consume even when not working as long as they're connected to the power network. For example: An assembling machine 1 has drain 3 kW and power consumption 90 kW. It consumes 3 kJ per second while not working, and 93 kJ per second while working. Charge in accumulators , battery armor modules , and flying robots. Abstractly, energy also exists as: The potential energy of a piece of ore or unit of oil/water on the ground or on/in a belt/pipe, compared to the same piece/unit under the ground/in the sea. Kinetic energy in robots, vehicles, and items, and the player's avatar while moving. The damage dealt by weapons, vehicles and fire. The additional order (i.e. reduced entropy) in an assembled item compared to its components. Types of work One can observe work being done in Factorio in numerous ways. Mostly these are abstract and not measured in game in joules. For example: The player avatar moving their body and equipment around, mining, building, and crafting, performs work. Unlike in real life, this doesn't require any energy (i.e. your avatar doesn't need to eat); its efficiency is therefore infinite. On the other hand, biters and their spawners apparently absorb pollution and use its energy to move, bite, spit, and reproduce. Transport belts and offshore pumps perform work by moving their contents from one place to another. Turrets perform work by rotating to aim and pulling the trigger. Unrealistically, but as a conscious design decision, none of these require a source of energy, and so their efficiency is also infinite. Turrets (and other projectiles) also perform work by converting the chemical energy of a bullet's propellant to kinetic energy in the bullet itself, which itself proceeds to do work in the form of damage. Laser turrets convert electricity into damage rather more directly. Flamethrowers and flamethrower turrets convert the chemical energy of oil into damage. Vehicles ( cars , tanks and trains ) convert the chemical energy of fuel into kinetic energy (i.e. motion). When they collide with things, they convert some of this kinetic energy into damage (which is why they then slow down). Inserters and (non-offshore) pumps perform work by moving items and fluids from one place to another. This requires energy, either in the form of fuel (for a burner inserter ) or electricity (for other types). Burner mining drills and electric mining drills convert energy (in fuel and electricity respectively) into potential energy held by a piece of ore on the ground; pumpjacks do the same thing to put crude oil in a pipe. Labs perform work by converting science packs and electricity into research. Machines that produce items, converting input products into output products ( refineries , assembling machines etc.), do work by assembling the components into a more ordered form, as a product. The resulting increase in order is a form of potential energy. Most use electricity to do this; the major exceptions are stone furnaces and steel furnaces . The types of work that are measured in joules in game are: Boilers convert the chemical energy of fuel into heat, which it transfers into water to produce steam . Nuclear reactors convert the nuclear energy in uranium fuel cells into heat. Heat exchangers then transfer this heat, conveyed by heat pipes , into water, producing steam. Steam engines and steam turbines turn the energy stored in steam into electricity. Solar panels convert sunlight into electricity. ("Sunlight" isn't an expendible resource, so this effectively has infinite efficiency.) Waste and pollution: differences from real physics A process with higher efficiency (useful work per unit energy consumed) produces less waste. In real life, total work done is always equal to energy consumed, but the amount of useful work done may be (usually is) less, but cannot be more. In other words, a process can't have an efficiency greater than 100%, meaning it would do more work than the energy you put into it. This is known as the principle of conservation of energy. The difference between useful and total work is waste or entropy , usually in the form of heat; the impossibility of using (all) waste energy to perform work is known as the second law of thermodynamics. The actual amount of work done by most processes in game is not quantified, but nonetheless they are generally not 100% efficient. This abstract inefficiency is represented by pollution , produced by almost all machines when they do work (as well as being what happens to the physical matter of fuel when it's consumed). One exception is the electric network. In real life electric cables, transformers etc. hum and get hot, but in Factorio the electric network does not produce pollution. In Factorio, some things do however have greater than 100% efficiency: transport belts and offshore pumps move stuff without needing to be powered, turrets rotate and shoot without power, and players move around and build things without needing to eat.
wiki
https://wiki.factorio.com/Energy_and_work_-_Factorio_Wiki
Jellynut_processing
Jelly - Factorio Wiki
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Jelly - Factorio Wiki Jump to navigation Jump to search | | 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
Steel_chest
Steel chest - Factorio Wiki
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Steel chest - Factorio Wiki Jump to navigation Jump to search | | Steel chest | Edit | | | ----------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+8→1 | 0.5+8→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 0.5+8 | 0.5+8 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Storage size | 48627691120 | | | | 48 | | 62 | | 76 | | 91 | | 120 | | | | | 48 | | | | | | | | | | | | | 62 | | 76 | | | | | | | | | | | | | 91 | | 120 | | | | | | | | | | | | Health | 350455560665875 | | | | 350 | | 455 | | 560 | | 665 | | 875 | | | | | 350 | | | | | | | | | | | | | 455 | | 560 | | | | | | | | | | | | | 665 | | 875 | | | | | | | | | | | | Resistances | Fire: 0/90%Impact: 0/60% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Dimensions | 1×1 | | | | | | | | | | | | | | Mining time | 0.2 | | | | | | | | | | | | | | Prototype type | container | | | | | | | | | | | | | | Internal name | steel-chest | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Steel chests are the largest of three types of chests used for basic item storage. Steel processing must be researched before they can be built. Steel chests, like other chests, can be connected to the circuit network to provide their contents as a signal. A steel chest can contain 48 stacks of items. This is 50% more than an iron chest and 3 times the capacity of a wooden chest . Steel chests are used to create all logistic chests, which all share the steel chest's 48-stack capacity. History 0.13.0 : Steel chest is now connectable to the circuit network . 0.1.0 : Introduced. See also Storage Chests Wooden chest Iron chest | 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/Steel_chest_-_Factorio_Wiki
Template_Imagelink_doc
Template:Imagelink/doc - Factorio Wiki
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Template:Imagelink/doc - Factorio Wiki Jump to navigation Jump to search {{imagelink|icon|link|caption}} The link and caption parameters are optional. If both are not present the link will go to the page with the name of the first parameter with language suffix if the icon is on a non-english page (e.g. icon/de on a German page). The text next the icon is translated to the language of the page it is on. If the second parameter is present, the links will go to exactly that page, no language suffixes are added. The text next to the icon is then translated from that second parameter. If the third parameter is present the text next to the icon is exactly that text. Space age parameter: Either the string yes , no or nothing. Determines whether to display a symbol in the top right of the icon that shows whether the linked item/recipe/technology is exclusive to space age ( yes ) or only available if space age is deactivated ( no ). Most items are available with and without space age, in that case this parameter should be left out. (Optional, default: unset) Usage {{imagelink|Rocket}} {{Imagelink|Rocket|Transport belt/de}} {{imagelink|splitter|Belt transport system#Splitters|Basic splitter}} {{imagelink|Big mining drill|space-age=yes}} Result Rocket Transport belt Basic splitter Big mining drill
wiki
https://wiki.factorio.com/Template:Imagelink/doc_-_Factorio_Wiki
Factorio_Admin_noticeboard
Factorio:Admin noticeboard - Factorio Wiki
[ "Pages with broken file links", "Outdated images", "Category:Candidates for deletion", "Category:Requested moves", "Category:Requested merges" ]
Factorio:Admin noticeboard - Factorio Wiki Jump to navigation Jump to search This is the official admin noticeboard for the Factorio wiki. This page details the current and recurring tasks that are being handled by the admin team and trusted users. This page can be useful for editors looking to find out how often bot actions are done or what big change is planned next. Contents 1 Recurring tasks 1.1 Also done by normal users 1.2 Admin only 1.2.1 Adding support for a new language 1.3 Bot actions/pages 2 Current tasks 2.1 Clean-up of redirects/less links going via redirects on normal pages 3 A note on the difference between trusted users and admins Recurring tasks Also done by normal users 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/delete them. Files that were uploaded recently (around 1-2 weeks ago) can stay, but after that they can and should be deleted. Outdated images -- These images should be updated or merged with already updated images. Admin only Actions to clean up these categories should be done according to common sense. Some time in the future we should have a public policy on what do delete and what to keep etc, but for now only User:Bilka handles big deletions. Category:Candidates for deletion Category:Requested moves Category:Requested merges Adding support for a new language Templates to change: Template:No_language_suffix Template:No_language_suffix/No_namespace Template:If_language_suffix Template:Get_language_name Template:Languages Template:Translation Template:Flag Template:Flag/doc Pages to create: Template:Translation/ suffix (Standard text: <includeonly>{{#switch:{{{1|}}} | #default = {{{1}}} }}</includeonly><noinclude> {{Languages}} {{Category|Localisation templates|lang=none}} {{Documentation}} </noinclude>) Main Page/ suffix (Standard text: {{Languages}} Factorio Main Page, to be translated into language . {{C|Main}}) Create the categories that are now on the main page. Language page: Pages written in ''language''. {{C|Main/''suffix''|~}} Main/ suffix : {{Languages}}This is the '''top-level''' category of the ''language'' part of the Factorio Wiki. [[Category:Factorio Wiki]] Upload the flag of the country the language is spoken in. Naming: File:Flag_ suffix .png. Add the file to [[Category:Flags]]. Change the WantedPages script to sort by the new language instead of putting it in "other". Bot actions/pages These pages are updated every Friday when the FFF comes out, when there have been big changes to the pages they list, and when a user requests that they be updated. Currently, User:Bilka handles the backend of the bot performing these actions. News Factorio:Wanted pages Factorio:Redirects Factorio:Top pages The infoboxes are partially updated automatically, changes are shown as performed by User:BilkaBot . Item and recipe icons are also partially automated through the same bot. If you want to report an error with one of the changes, request another parameter to be automatically updated, or ask for an update of the values because the most recent Factorio version changed something, please contact one of the active admins. User:BilkaBot also automatically updates the version history subpages, Template:VersionNav and Main Page/Latest versions whenever a new version comes out. Current tasks Clean-up of redirects/less links going via redirects on normal pages Average priority (doesn't have to be done within in the next week, but should be done within a few weeks, up to months) Useful pages Factorio:Redirects ( Special:ListRedirects ) Delete a redirect/replace a redirect with a direct link on a page if: The redirect is used to correct casing (eg. Passive Provider Chest →‎ Passive provider chest), is a research URL without "(research)" (eg. Advanced electronics →‎ Advanced electronics (research)), or comes from an old name (e.g. Diesel locomotive →‎ Locomotive) and has 0 incoming links. The redirect has an url like "Railway/Train station/Train stop" (subpage (of a subpage)) and has 0 incoming links. Don't delete redirects that have 0 inbound links if: it redirects a word in a language to the right language page (eg. Baum → Tree/de). the redirect contains (achievement), these redirects aid users searching for a specific achievement name. Redirects are not a bad thing in themselves so we should not get rid of them completely (thus average priority). The aim is to rather clean up pages that link to a lot of redirects by using direct links to the right pages. This enforces the correct naming of pages, better overall style, and eliminates problems with translations due to them linking to the wrongly named pages, so the pages are created under the wrong name, so they have to be moved. A note on redirects such as Baum → Tree/de (a word in a language redirected to the right language page): These redirects are useful for searching in different languages than English. Without them, finding an item in a different language is significantly harder since the right name can only be found in the text of the page. However, directly linking to these redirects should be avoided since item names often change in translations. A note on the difference between trusted users and admins Trusted users are users who have additional rights on the wiki, such as the ability to delete pages. However, trusted users are not part of the moderation team, and should not discipline rule violations. They are free to undo or correct edits that are rule violations or to enforce the style guidelines, but anything outside of that (giving a user a warning etc) should be reserved to administrators.
wiki
https://wiki.factorio.com/Factorio:Admin_noticeboard_-_Factorio_Wiki
User_talk_Ickputzdirwech
User talk:Ickputzdirwech - Factorio Wiki
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User talk:Ickputzdirwech - Factorio Wiki Jump to navigation Jump to search Welcome to the Official Factorio Wiki! Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it. First and foremost, please be sure to read and understand the rules of this Wiki . If you have any questions or concerns with these rules, please don't hesitate to ask an Admin. Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the help pages . In addition to the help provided by MW, we also provide a style guide that we enforce. If you're unsure where to begin, please see the editor noticeboard , where information on the current objectives and projects of the Wiki may be found. Again, welcome, we hope you contribute as much high quality information as you can. :) Bilka ( talk ) - Admin 17:44, 1 February 2019 (UTC)
wiki
https://wiki.factorio.com/User_talk:Ickputzdirwech_-_Factorio_Wiki
News_2016
News/2016 - Factorio Wiki
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News/2016 - Factorio Wiki Jump to navigation Jump to search News > 2016 2016 December Dec 30 FFF #171: So long 2016 . Dec 23 FFF #170: Blueprint library GUI design and redesign . Dec 16 FFF #169: Combat revisit 2 . Dec 09 FFF #168: Nightvision Nightmare . Dec 02 FFF #167: Reactors Operational . November Nov 25 FFF #166: Combat Revisit . Nov 18 FFF #165: Death by a thousand cuts . Nov 11 FFF #164: Nuclear power . Nov 04 FFF #163: New rails & New problems . October Oct 28 FFF #162: Theme Art Again . Oct 21 FFF #161: Infinite Research and Blueprint Library . Oct 14 FFF #160: Playtesting . Oct 07 FFF #159: Research revolution . September Sep 30 FFF #158: The end of the 32 bit era . Sep 23 FFF #157: We are able to eat paper, but we don't do it . Sep 16 FFF #156: Massive Multiplayer . Sep 09 FFF #155: Settling into fall . Sep 02 FFF #154: Challenge us . August Aug 26 FFF #153: 0.13 Stable, 0.14 Experimental . Aug 19 FFF #152: Team production challenge . Aug 12 FFF #151: The plans for 0.14 . Aug 05 FFF #150: New Terrain Experiments . July Jul 30 FFF #149: Deep down in multiplayer . Jul 22 FFF #148: Optimizations for 0.14 . Jul 15 FFF #147: Multiplayer rewrite . Jul 08 FFF #146: The GFX workflow . Jul 01 FFF #145: 0.13 experimental is out . June Jun 24 FFF #144: The gfx report . Jun 17 FFF #143: Nat Punching Again . Jun 10 FFF #142: Playtesting . Jun 03 FFF #141: Mod Portal . May May 27 FFF #140: Soon . May 20 FFF #139: Wrapping up multiplayer . May 13 FFF #138: Better Circuit Network III . May 06 FFF #137: The release scarecrow . April Apr 29 FFF #136: Map Transfers . Apr 22 FFF #135: Getting Organized . Apr 15 FFF #134: Signal placement indicator . Apr 08 FFF #133: The train struggle . Apr 01 FFF #132: Side Project . March Mar 25 FFF #131: Roadmap shuffle . Mar 18 FFF #130: Steam release side effects . Mar 11 FFF #129: The late game . Mar 04 FFF #128: Back down to earth . February Feb 26 FFF #127: Steam Status III: Thank You . Feb 25 Factorio gets released on Steam ! Feb 19 FFF #126: Steam Status II and Trains Stuff . Feb 12 FFF #125: Achievements . Feb 05 FFF #124: Steam Status I . January Jan 29 FFF #123: Better circuit network (Part 2) . Jan 22 FFF #122: Better circuit network (Part 1) . Jan 15 FFF #121: Path Finder Optimisation II . Jan 08 FFF #120: Spidertron . Jan 01 FFF #119: Happy 2016 .
wiki
https://wiki.factorio.com/News/2016_-_Factorio_Wiki
Fish_breeding_(research)
Fish breeding (research) - Factorio Wiki
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Fish breeding (research) - Factorio Wiki Jump to navigation Jump to search | | Fish breeding (research) | Edit | | | ------------------------ | ---- | | Cost | Cost | | --------------------- | --------------------- | | 6011✖500 | 6011✖500 | | Prototype type | technology | | Internal name | fish-breeding | | Required technologies | Required technologies | | | | | Effects | Effects | | | | Space Age expansion exclusive feature. Unlocks fish breeding , a way to automate fish , and nutrients from fish , a way to collect nutrients from fish. Note that the amount of nutrients needed to make a fish is more than the amount of nutrients harvested from fish. Trivia Of the technologies that require science packs, this is one of only two technologies that do not require automation science packs , with the other being health . 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/Fish_breeding_(research)_-_Factorio_Wiki
Artillery_(research)
Artillery (research) - Factorio Wiki
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Artillery (research) - Factorio Wiki Jump to navigation Jump to search | | Artillery (research) | Edit | | | -------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 3011111✖2000 | 3011111✖2000 | | Prototype type | technology | | Internal name | artillery | | Required technologies | Required technologies | | 4 | 4 | | Allows | Allows | | | | | Effects | Effects | | | | | Cost | Cost | | --------------------- | --------------------- | | 301111111✖1500 | 301111111✖1500 | | Prototype type | technology | | Internal name | artillery | | Required technologies | Required technologies | | 4 | 4 | | Allows | Allows | | | | | Effects | Effects | | | | Unlocks the Artillery turret and Artillery wagon , allowing automated destruction of enemy spawners . 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/Artillery_(research)_-_Factorio_Wiki
Portable_solar_panel
Portable solar panel - Factorio Wiki
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Portable solar panel - Factorio Wiki Jump to navigation Jump to search | | Portable solar panel | Edit | | | -------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ---------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 10+2+1+5→1 | 10+2+1+5→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 57.75+37.5+19+4+10 | 57.75+37.5+19+4+10 | | | | | | | | | | | | | | Stack size | 20 | | | | | | | | | | | | | | Dimensions | 1×1 | | | | | | | | | | | | | | Placed in | Placed in | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Power output | 30kW39kW48kW57kW75kWelectric | | | | 30kW | | 39kW | | 48kW | | 57kW | | 75kW | | | | | 30kW | | | | | | | | | | | | | 39kW | | 48kW | | | | | | | | | | | | | 57kW | | 75kW | | | | | | | | | | | | Prototype type | solar-panel-equipment | | | | | | | | | | | | | | Internal name | solar-panel-equipment | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Portable solar panels are the basic power generating units for modular armor and the spidertron . They provide only a small amount of power, and only during the daytime. Portable solar panels can be used to slowly recharge energy shields out of combat, but are nearly useless for personal laser defense or exoskeleton , even with a large number of batteries . Portable solar panels are 1×1 in size and are therefore primarily used in modular armor , which has a 5×5 grid that cannot usefully hold a much more powerful 4×4 portable fission reactor or portable fusion reactor . (It could store one, but there would be no room for anything to use the power.) The more advanced armors should almost always use portable fusion reactors instead. History 0.17.0 : Portable solar panels have Modular armor as pre-requisite. Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits. 0.13.0 : Power production increased by a factor of 10. 0.12.0 : Power production increased by a factor of 100. 0.7.0 : Introduced See also Modular armor Portable fusion reactor | Combat items | Combat items | | ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower | | Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() | | Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule | | Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() | | Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() | | Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote | | Defense | WallGateRadarLand mine | | Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() | | Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
wiki
https://wiki.factorio.com/Portable_solar_panel_-_Factorio_Wiki
Efficiency_module_3_(research)
Efficiency module 3 (research) - Factorio Wiki
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Efficiency module 3 (research) - Factorio Wiki Jump to navigation Jump to search | | Efficiency module 3 (research) | Edit | | | ------------------------------ | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 601111✖300 | 601111✖300 | | Prototype type | technology | | Internal name | efficiency-module-3 | | Required technologies | Required technologies | | 2 | 2 | | Allows | Allows | | | | | Effects | Effects | | | | | Cost | Cost | | --------------------- | --------------------- | | 6011111✖500 | 6011111✖500 | | Prototype type | technology | | Internal name | efficiency-module-3 | | Required technologies | Required technologies | | 2 | 2 | | Allows | Allows | | | | | Effects | Effects | | | | Unlocks the efficiency module 3 , a module that reduces a machine's power consumption by 50% (flat). See also Research Technologies Modules | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Efficiency_module_3_(research)_-_Factorio_Wiki
index
Official Factorio Wiki
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Official Factorio Wiki Jump to navigation Jump to search Welcome to the Official Factorio Wiki, the official source of documentation for Factorio™. 53 active editors (of 5,399 registered) are currently maintaining 4,764 articles and 1,875 images . | Factoriois a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies.In the beginning you will find yourself chopping trees, mining ore and crafting mechanical arms and transport belts by hand, but in a short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet's resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire.Join forces with other players in cooperativeMultiplayer, create huge factories, collaborate and delegate tasks between you and your friends.... read more ... | Get the GameFactorio is officially released. The game can be purchased at theofficial website,Steam,GOG, theHumble Storeand theNintendo eShop. There is also ademoavailable. | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Developer Blog: Factorio Friday FactsNov 22 2024 - FFF #438:Space Age wrap upNov 15 2024 - FFF #437:Cargo Pod Deep DiveNov 08 2024 - FFF #436:Lost in TranslationNov 01 2024 - FFF #435:Space Age Soundtrack releaseOct 25 2024 - FFF #434:Galaxy of FameOct 18 2024 - FFF #433:Liftoff InitiatedOct 11 2024 - FFF #432:AquiloOct 04 2024 - FFF #431:Gleba & CaptivitySep 27 2024 - FFF #430:Drowning in FluidsSep 20 2024 - FFF #429:Vulcanus Demolisher EnemiesOlder news... | Latest VersionsLatest stable version:2.0.32Latest experimental version:2.0.39The wiki is based on version2.0Planned releasesPlanned features | The Game | BeginnerTutorialsQuick start guideList of common game and community termsGame modes and optionsTutorialMap generatorMultiplayerCraftingPower productionResearchTechnologiesEnemies | AdvancedTransportBelt transport systemInsertersRailwayLogistic networkStacksandStorageElectric systemPollutionFluidsModulesDamage & resistances | ExpertMining mechanicsCircuit networkCombinator tutorialCircuit network cookbookDebug modesConsoleModdingModding documentation(separate website)Map editorBalancer mechanicsPhysical unitsEnergy and work | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Materials and Recipes | | --------------------- | Further Information | New ContentNew in version 2.0:Addedspace platformsAdded new planetVulcanusAdded new planetFulgoraAdded new planetGlebaAdded new planetAquiloIntroducedqualityAddedrail ramps,rail supportsand elevated rails to build bridges.Addedstack inserters(previous stack inserters are calledbulk inserters now)The full changelog can be foundhere. | Frequently Asked QuestionsOfficial FAQOfficial helpTechnical helpDownload and InstallationApplication directoryContribute to the WikiRulesCheck out theEditor noticeboardfor info about current projects and recurring tasks.Find out how to easily translate pages using theTranslation guideCreate one of theWanted pages | CommunityFactorio YouTube ChannelFactorio ForumFactorio TwitterFactorio FacebookUnofficial communities:Factorio SubredditFactorio Subreddit Discord Server | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------- |
wiki
https://wiki.factorio.com/Official_Factorio_Wiki
Template_Get_language_name_doc
Template:Get language name/doc - Factorio Wiki
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Template:Get language name/doc - Factorio Wiki Jump to navigation Jump to search Gets the language name from the pagename. See also Template:Get language code Template:If language suffix
wiki
https://wiki.factorio.com/Template:Get_language_name/doc_-_Factorio_Wiki
Repair_pack
Repair pack - Factorio Wiki
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Repair pack - Factorio Wiki Jump to navigation Jump to search | | Repair pack | Edit | | | ----------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | ------------------------------------------------- | ------------------------------------------------- | | ---- | | --- | | --- | | --- | | ---- | | ---- | | 0.5+2+2→1 | 0.5+2+2→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 4+3+6 | 4+3+6 | | | | | | | | | | | | | | Repair packs heal building damage for 600 health. | Repair packs heal building damage for 600 health. | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Durability | 30060090012001800 | | | | 300 | | 600 | | 900 | | 1200 | | 1800 | | | | | 300 | | | | | | | | | | | | | 600 | | 900 | | | | | | | | | | | | | 1200 | | 1800 | | | | | | | | | | | | Prototype type | repair-tool | | | | | | | | | | | | | | Internal name | repair-pack | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Repair packs are used to repair items. They can be used by the player character with the Left mouse button or by construction robots . Each repair pack repairs 600 health to a building, 2 per tool durability. Repair packs can only be used on buildings already placed, and can't repair something in the player's inventory. History 0.15.0 : Durability increased from 200 to 300. Speed increased from 1 to 2. 0.13.0 : Durability increased from 100 to 200. Stack size increased from 50 to 100. 0.10.6 : Updated icon 0.8.0 : Introduced Trivia Repairing walls and stone furnaces makes a rock-hammering sound, while repairing anything else makes a drill sound. See also Logistic network | 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/Repair_pack_-_Factorio_Wiki
News_2023
News/2023 - Factorio Wiki
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News/2023 - Factorio Wiki Jump to navigation Jump to search News > 2023 December Dec 29 2023 - FFF #391: 2023 recap Dec 22 2023 - FFF #390: Noise expressions 2.0 Dec 15 2023 - FFF #389: Train control improvements Dec 08 2023 - FFF #388: Smaller things for 2.0 Dec 01 2023 - FFF #387: Swimming in lava November Nov 24 2023 - FFF #386: Vulcanus Nov 17 2023 - FFF #385: Asteroid Collector Nov 10 2023 - FFF #384: Combinators 2.0 Nov 03 2023 - FFF #383: Super force building October Oct 27 2023 - FFF #382: Logistic groups Oct 20 2023 - FFF #381: Space Platforms Oct 13 2023 - FFF #380: Remote view Oct 06 2023 - FFF #379: Abstract rewiring September Sep 29 2023 - FFF #378: Trains on another level Sep 22 2023 - FFF #377: New new rails Sep 15 2023 - FFF #376: Research and Technology Sep 08 2023 - FFF #375: Quality Sep 01 2023 - FFF #374: Smarter robots August Aug 25 2023 - FFF #373: Factorio: Space Age
wiki
https://wiki.factorio.com/News/2023_-_Factorio_Wiki
Boompuff
Boompuff - Factorio Wiki
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Boompuff - Factorio Wiki Jump to navigation Jump to search | | Boompuff | Edit | | | -------- | ---- | | Can be chopped down forspoilageandwood. | Can be chopped down forspoilageandwood. | | --------------------------------------- | --------------------------------------- | | Map color | | | Expected resources | 6+4 | | Health | 50 | | Damage | 5 x 5 explosion | | Mining time | 0.5 | Space Age expansion exclusive feature. Boompuffs are part of the natural terrain generation in Gleba . They are tall lichens with pressurized gas sacs that ferments decaying matter into explosive gasses. Cutting down boompuffs causes many small explosions around the area of removal, damaging things within the radius, including other boompuffs. History 2.0.7 : Introduced in Space Age expansion. | Environment | Environment | | ----------- | ------------------------------------------------------------------------------------------------------------------- | | Generic | PlayerCliffRock | | Nauvis | TreeBiters | | Vulcanus | Ashland tree | | Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods | | Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite | | Aquilo | Lithium ice formation | | Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Boompuff_-_Factorio_Wiki
Steel
Steel plate - Factorio Wiki
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Steel plate - Factorio Wiki Jump to navigation Jump to search | | Steel plate | Edit | | | ----------- | ---- | Base game Space Age mod | Recipe | Recipe | | --------------------- | --------------------- | | 16+5→1 | 16+5→1 | | Total raw | Total raw | | 16+5 | 16+5 | | Stack size | 100 | | Rocket capacity | 400 (4 stacks) | | Prototype type | item | | Internal name | steel-plate | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recipe | Recipe | | --------------------- | --------------------- | | 16+5→1 | 16+5→1 | | Total raw | Total raw | | 16+5 | 16+5 | | Stack size | 100 | | Rocket capacity | 400 (4 stacks) | | Prototype type | item | | Internal name | steel-plate | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | The steel plate is an advanced material made by smelting iron plates again. It is used in many advanced recipes, including electrical distribution logistics, military items, and upgraded production machines. Some of these products in turn are used in the Production science pack , which requires a total of 25 steel plates. Because the recipe for steel contains a ratio of 5 iron : 1 steel, it requires less space to transport once processed. Because of this, it is easier to transport the finished steel instead of smelting the steel where it needs to be used. Alternative recipes Space Age expansion exclusive feature. | Process | Input | Output | Made in | Required technology | | ------------- | ------ | ------ | ------- | ------------------- | | Casting steel | 3.2+30 | 1 | | Foundry (research) | History 2.0.7 : Casting recipes introduced in the Space Age expansion. 0.17.0 : Crafting time reduced from 17.5 to 16 seconds. 0.10.0 : New icons 0.2.8 : Proper ordering of steel plate vs iron plate. 0.2.1 : Larger stack size 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/Steel_plate_-_Factorio_Wiki
Tesla_ammo
Tesla ammo - Factorio Wiki
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Tesla ammo - Factorio Wiki Jump to navigation Jump to search | | Tesla ammo | Edit | | | ---------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | -- | | -- | | -- | | -- | | -- | | -- | | 30+1+1+10→1 | 30+1+1+10→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 30+1+1+10 | 30+1+1+10 | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 100 | | | | | | | | | | | | | | Damage | 3039485775(electric) | | | | 30 | | 39 | | 48 | | 57 | | 75 | | | | | 30 | | | | | | | | | | | | | 39 | | 48 | | | | | | | | | | | | | 57 | | 75 | | | | | | | | | | | | Magazine size | 10 | | | | | | | | | | | | | | Used as ammunition by | Used as ammunition by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Prototype type | ammo | | | | | | | | | | | | | | Internal name | tesla-ammo | | | | | | | | | | | | | | 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. Tesla ammo is the type of ammunition used by the tesla gun . | Combat items | Combat items | | ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower | | Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() | | Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule | | Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() | | Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() | | Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote | | Defense | WallGateRadarLand mine | | Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() | | Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
wiki
https://wiki.factorio.com/Tesla_ammo_-_Factorio_Wiki
Fill_light_oil_barrel
Barrel - Factorio Wiki
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Barrel - Factorio Wiki Jump to navigation Jump to search Barrels can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once fluid handling is researched. The barrels themselves are reusable once the fluids are drained. Barrels stack in groups of 10. A single cargo wagon can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon – 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
Discharge_defense
Discharge defense - Factorio Wiki
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Discharge defense - Factorio Wiki Jump to navigation Jump to search | | Discharge defense | Edit | | | ----------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------------- | | -- | | -- | | -- | | -- | | -- | | -- | | 10+10+5+20→1 | 10+10+5+20→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 460+120+300+200+5+220 | 460+120+300+200+5+220 | | | | | | | | | | | | | | Stack size | 20 | | | | | | | | | | | | | | Rocket capacity | 4 (0.2 stacks) | | | | | | | | | | | | | | Range | 1011121315 | | | | 10 | | 11 | | 12 | | 13 | | 15 | | | | | 10 | | | | | | | | | | | | | 11 | | 12 | | | | | | | | | | | | | 13 | | 15 | | | | | | | | | | | | Shooting speed | 0.4/s | | | | | | | | | | | | | | Damage | 100 electric | | | | | | | | | | | | | | Area of effect size | 8 | | | | | | | | | | | | | | Dimensions | 2×2 | | | | | | | | | | | | | | Energy consumption | 800 kW (electric) | | | | | | | | | | | | | | Placed in | Placed in | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Energy capacity | 4040 kJ (electric) | | | | | | | | | | | | | | Prototype type | active-defense-equipment | | | | | | | | | | | | | | Internal name | discharge-defense-equipment | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The discharge defense provides an emergency self defense system when it is inserted into modular armor and the spidertron . When triggered by left-clicking with the discharge defense remote it pushes back, stuns, and damages enemies around the player. History 0.15.0 : Decreased the size of Discharge defense equipment from 3×3 to 2×2. 0.13.0 : Power consumption increased by a factor of 10. 0.12.0 : Power consumption increased by a factor of 100. 0.7.3 : Now only damages enemies Damage tripled Smaller cooldown Smaller power consumption. 0.7.0 : Introduced See also Modular armor Discharge defense remote | 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/Discharge_defense_-_Factorio_Wiki
Concrete_(research)
Concrete (research) - Factorio Wiki
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Concrete (research) - Factorio Wiki Jump to navigation Jump to search | | Concrete (research) | Edit | | | ------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 3011✖250 | 3011✖250 | | Prototype type | technology | | Internal name | concrete | | Required technologies | Required technologies | | 2 | 2 | | Allows | Allows | | | | | Effects | Effects | | | | Unlocks concrete , an item used to craft more advanced buildings. 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/Concrete_(research)_-_Factorio_Wiki
Cuttlepop
Cuttlepop - Factorio Wiki
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Cuttlepop - Factorio Wiki Jump to navigation Jump to search | | Cuttlepop | Edit | | | --------- | ---- | | Can be chopped down forwoodandspoliage. | Can be chopped down forwoodandspoliage. | | --------------------------------------- | --------------------------------------- | | Map color | | | Expected resources | 2+8 | | Health | 50 | | Mining time | 0.5 | | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. Cuttlepops are a part of the natural terrian generation on Gleba . They are tall sporey plants on drier ground that yield wood and spoilage when mined. History 2.0.7 : Introduced in Space Age expansion. | Environment | Environment | | ----------- | ------------------------------------------------------------------------------------------------------------------- | | Generic | PlayerCliffRock | | Nauvis | TreeBiters | | Vulcanus | Ashland tree | | Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods | | Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite | | Aquilo | Lithium ice formation | | Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Cuttlepop_-_Factorio_Wiki
Energy_weapons_damage_(research)
Energy weapons damage (research) - Factorio Wiki
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Energy weapons damage (research) - Factorio Wiki Jump to navigation Jump to search | | Energy weapons damage (research) | Edit | | | -------------------------------- | ---- | | Cost | Cost | | --------------------- | ---------------------- | | 301111✖100 | 301111✖100 | | Prototype type | technology | | Internal name | laser-weapons-damage-1 | | Required technologies | Required technologies | | | | | Allows | Allows | | 2-∞ | 2-∞ | Energy weapons damage (research) affects the damage of laser weapons and combat robots. | | | | | | | | | | ---------------------------- | ----------------------------------------------------------------- | ------------- | ------------------- | ------------- | ------------------- | ------------- | ------------------ | | Technology | Cost | Per Level | Cumulative | Per level | Cumulative | Per level | Cumulative | | 1Energy weapons damage 1 | 301111✖100 | 20% | 20% | | | | | | 2Energy weapons damage 2 | 301111✖200 | 20% | 40% | | | | | | 3Energy weapons damage 3 | 601111✖300 | 30% | 70% | | | | | | 4Energy weapons damage 4 | 601111✖400 | 40% | 110% | | | | | | 5Energy weapons damage 5 | 6011111✖500 | 50% | 160% | 40% | 40% | | | | 6Energy weapons damage 6 | 6011111✖600 | 70% | 230% | 60% | 100% | 70% | 70% | | 7-∞Energy weapons damage 7-∞ | 60111111✖2^(Level-7)*1000(eg. 1000 for level 7, 2000 for level 8) | 70% per level | 230% +70%*(Level-6) | 30% per level | 100% +30%*(Level-6) | 70% per level | 70% +70%*(Level-6) | History 0.17.0 : Added as part of military technology balance rework. 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/Energy_weapons_damage_(research)_-_Factorio_Wiki
Scenario_system
Scenario system - Factorio Wiki
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Scenario system - Factorio Wiki Jump to navigation Jump to search The scenario system allows save-based mods to be created, so that installing mods separately is not necessary. This allows for server side scripting, or to provide a separate objective than the vanilla freeplay (which is actually a scenario, just like the tutorial campaign ). Scenarios count as mods for the purpose of isolating achievements . Contents 1 Creation 2 Differences between scenarios, saves, and mods 3 Playing a scenario 4 Installing scenarios 5 Scenario file structure 5.1 Packaging a scenario in a mod 5.2 description.json 5.2.1 Example 5.3 Localization of scenario name and description 6 See also Creation Creation of a scenario starts in the map editor . The map editor allows an author to save a map that they have created as a scenario. This allows players to add special scripting to the scenario. There are two ways to create a scenario: Via the Map editor . Creating a new folder in the scenarios folder, and adding a control.lua. Differences between scenarios, saves, and mods There are a few differences between a scenario, a save, and a mod. In a way, a scenario takes parts from both. Scenarios, unlike mods, cannot add any prototypes to the game. The only type of scripting allowed in a scenario is scripting that would occur in control.lua. Scenarios can have premade maps, such as the supply scenario, or can have maps made with the map generator, such as freeplay. Scenarios do not need to be installed client side, unlike mods. This allows servers to implement small changes to gameplay on their end, such as displaying a MOTD to joining players. Scenarios, unlike normal saves, are stored in a different folder. Scenarios can be used to create a bit of a story, as the campaign does. Playing a scenario There are several scenarios included into the game by default. To play a scenario, click Play->Scenarios, and choose either a user scenario, or a scenario from the base game or mod. The Freeplay scenario is the same as the basic game, where the objective is to launch a rocket. Upon choosing a scenario to play and saving the game, a normal save will be created that encompasses the map itself, and the control.Lua scripting that was provided by the scenario. This can be removed by deleting the script.dat and control.Lua files from the save, turning it into a normal save. Do this at your own risk, as it may break the save depending on how intertwined the scenario is with the save. Installing scenarios Scenarios made by other players can be installed into a folder called scenarios in the player's user data directory . It can then be played from the scenarios menu. Scenarios added by mods are also shown in the Scenarios menu. Scenario file structure Scenarios do not have access to the settings stage and data stage parts of the Data Lifecycle . This means they rely entirely on runtime scripting via the control.lua file. Scenarios can contain a description.json file to mark them as multiplayer compatible. Packaging a scenario in a mod Scenarios must be packaged into a mod to be distributed on the mod portal. Inside a mod add a "scenarios" folder, and copy your scenario into that folder. If you created a scenario with the map editor, you can find it in the scenarios folder in your user data directory . description.json A json file in the scenario folder that can have the following fields: multiplayer-compatible - bool - Default: false is-main-game - bool - Default: false order - Order Example { "multiplayer-compatible" : true , "order" : "d" } Localization of scenario name and description Scenario name and description, which are seen in the "Start a new game" scenario selector are localised using locale files inside the scenario. The keys are scenario-name and description , both without a [category]. Example from freeplay/locale/en/freeplay.cfg: scenario-name=Freeplay description=Your task is to launch a rocket into space. Start from nothing, work your way up with automation, and don't forget to protect yourself from the natives.\n[font=default-bold]This is the intended way of playing Factorio.[/font] See also Tutorial Map editor Map generator
wiki
https://wiki.factorio.com/Scenario_system_-_Factorio_Wiki
Decider_combinator
Decider combinator - Factorio Wiki
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Decider combinator - Factorio Wiki Jump to navigation Jump to search | | Decider combinator | Edit | | | ------------------ | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+5+5→1 | 0.5+5+5→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 8+10+5 | 8+10+5 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 | | | | | 150 | | | | | | | | | | | | | 195 | | 240 | | | | | | | | | | | | | 285 | | 375 | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 (1 stack) | | | | | | | | | | | | | | Energy consumption | 1 kw (electric) | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | decider-combinator | | | | | | | | | | | | | | Internal name | decider-combinator | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The decider combinator is part of the circuit network and one of four types of combinators available in the game (with the other three being the constant combinator , arithmetic combinator , and selector combinator ). It is used to make comparisons of signals on the network. Signals can be compared using the following: "is greater than" ( > ) "is less than" ( < ) "greater than or equal to" ( >= ) "less than or equal to" ( <= ) "is equal to" ( = ) "is not equal to" ( != ) As shown in the picture below showing the GUI, the signal on the left is being compared to that of the right. Function The internal logic process has three steps: Values for each individual input signal(s) (items of the same name) on the red and green wires are summed within the combinator. The decider combinator GUI specifies a "first" input signal, a comparison (>, <, =, >=, <=, !=), and a "second" input signal or constant. If the comparison returns true, the output is one or more signals with a value of 1 or the unchanged input value(s), or a single signal carrying either a sum of input signals or the number of passed tests. ( see table below ) The decider combinator can handle logic signals . Further notes: Using the Everything output with "Input count" will pass all non-zero input values to the output as long as the condition is true. Using the Everything output with "1" will output 1 ONLY for all non-zero inputs. The Each input will re-apply the comparison for each input signal individually, and will pass the selected output for each input that passes the conditional. The Everything input functions as a logical AND, and will return true only if ALL non-zero inputs pass the conditional, and returns true if there are no inputs at all (so "everything ≠ 0" always passes). The Anything input functions as a logical OR, and will return true if ANY non-zero input passes the conditional, and returns false if there are no inputs at all (so "anything = 0" always fails). If used for output, Anything will return one of the signals that matched. When "Input Count" is selected the output will match the input for the selected signal if the first parameter is not Each. If the first parameter is Each then "Input Count" refers to the value of the input signal that is currently being iterated, so the result will be the sum of all inputs if the output signal is not Each. If the output signal is also Each then every input signal that passes the test is simply forwarded while those that fail the test are discarded. The following table shows how different combinations of the first input parameter and the output can be used. | Input → | Each | Anything,Everything, or a specific signal | | ---------------------------- | ------------------------------------------- | -------------------------------------------- | | ↓ Output | | | | Everything: 1 | - | every input signal is forwarded but set to 1 | | Everything: Input count | every input signal is forwarded | | | Specific signal: 1 | number of input signals† | the specific signal with value 1 | | Specific signal: Input count | sum of inputs† | the specific signal is forwarded | | Each: 1 | each input signal†is forwarded but set to 1 | - | | Each: Input count | each input signal†is forwarded | | | Anything: 1 | - | one input signal†is forwarded but set to 1 | | Anything: Input count | one input signal†is forwarded | | † signals that passed the test only With both the arithmetic and decider combinator, there is one tick (60th of a second) of latency before the output signal is ready to be used as an input into a circuit network. History 2.0.7 : Received a UI overhaul. Now displays input signals when configuring combinators. Signals used by combinators can now be filtered between red, green, or both. Multiple and/or operations can be performed in a single decider combinator. 1.1.13 : Decider combinator can output an Anything signal, which returns exactly one matching signal. 0.15.0 : Added additional operators to the Decider Combinator and Circuit Conditions. 0.13.0 : Connected wires are highlighted when hovering over a combinator connected to the circuit network . Combinators show input and output in alt mode. More virtual signals for combinators. Constant combinator can be rotated. Decider combinator "input count" option makes the combinator copy the count of the specified output signal from the input signals, instead of copying the count from the condition. New combinator graphics. 0.12.5 : Combinators now emit light. 0.12.2 : Combinators no longer turn off when no wires are connected. 0.12.0 : Introduced See Also Arithmetic combinator Constant combinator Selector combinator Combinator tutorial (description of combinator logic gates) Circuit network Circuit network cookbook | Logistics | Logistics | | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storage | Wooden chestIron chestSteel chestStorage tank | | Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() | | Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() | | Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump | | Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon | | Transport | CarTankSpidertronSpidertron remote | | Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport | | Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel | | Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives | | Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Decider_combinator_-_Factorio_Wiki
Solar_panel
Solar panel - Factorio Wiki
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Solar panel - Factorio Wiki Jump to navigation Jump to search | | Solar panel | Edit | | | ----------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | -------------------------------------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 10+5+15+5→1 | 10+5+15+5→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 28.75+27.5+15+5 | 28.75+27.5+15+5 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 200260320380500 | | | | 200 | | 260 | | 320 | | 380 | | 500 | | | | | 200 | | | | | | | | | | | | | 260 | | 320 | | | | | | | | | | | | | 380 | | 500 | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Dimensions | 3×3 | | | | | | | | | | | | | | Power output | 60 kW (full daylight)42 kW (average)100%130%160%190%250% | | | | 100% | | 130% | | 160% | | 190% | | 250% | | | | | 100% | | | | | | | | | | | | | 130% | | 160% | | | | | | | | | | | | | 190% | | 250% | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | solar-panel | | | | | | | | | | | | | | Internal name | solar-panel | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | -------------------------------------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 10+5+15+5→1 | 10+5+15+5→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 28.75+27.5+15+5 | 28.75+27.5+15+5 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 200260320380500 | | | | 200 | | 260 | | 320 | | 380 | | 500 | | | | | 200 | | | | | | | | | | | | | 260 | | 320 | | | | | | | | | | | | | 380 | | 500 | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Dimensions | 3×3 | | | | | | | | | | | | | | Power output | 60 kW (full daylight)42 kW (average)100%130%160%190%250% | | | | 100% | | 130% | | 160% | | 190% | | 250% | | | | | 100% | | | | | | | | | | | | | 130% | | 160% | | | | | | | | | | | | | 190% | | 250% | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | solar-panel | | | | | | | | | | | | | | Internal name | solar-panel | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Solar panels are an unlimited source of free energy that produce no pollution . On a planet, the power output varies based on the time of day . During the day (half of a day/night cycle), all panels provide a constant, maximum power level. Generated power will increase/decrease linearly during dawn and dusk, and no power is produced at night. The baseline power generated by a panel is 60 kW; this represents 100% power production. On Nauvis , one solar panel produces an average of 42 kW over a day/night cycle. In Space Age , different planets provide a bonus or penalty to panel output. These modifiers are based on 60 kW as the baseline 100% power of a panel. Planets also have their own day/night cycle lengths, so the average power produced by panels over a day/night cycle can change. Space platforms do not have day/night cycles; panels produce a constant amount of power while at a location in space. If a platform is moving between locations, the power output will raise or lower based on how far it is between the source location and destination. If the source location offers 200% solar power, and the destination has 300%, then a platform halfway between will have its solar panels offer 250% power. Quality panels also provide higher than 100% power output. Contents 1 Energy management 2 Notes 3 Space Age 4 Optimal ratios 5 Achievements 6 Gallery 7 History 8 See also Energy management As already stated, solar panels produce energy only during the day, but you likely want your factory to run at night as well. Accumulators can be charged up with solar panels during the day to power the base at night. Accumulators are not the only way to work with solar energy. Sometimes it is more economical to just avoid consuming energy at night. For example, if you power a bunch of electric mining drills and electric furnaces to produce iron and copper plates , you could build more drills and furnaces than you actually need, and store the excess metal production during the day. At night you can shut down the drills and furnaces, and let your factory run with the stored plates. Instead of storing energy, you would be storing what the energy is used for. The easiest way to achieve this is by connecting all your extractors and furnaces to an electric network with exactly enough solar panels to make them work during the day, and keeping this network away from your factory's main electric network. Notes A single (normal quality) solar panel outputs an average of 42 kW over a day on Nauvis and requires 0.84672 accumulators to sustain a constant power output through the night. It takes approximately 23.8 solar panels to operate 1 MW of factory and charge 20.2 accumulators to sustain that 1 MW through the night. The optimal ratio for normal quality solar panels to charge enough normal quality accumulators on Nauvis is 2646 accumulators for 3125 solar panels (supplying 42 kW per solar panel). Solar efficiency graph over time. (click to enlarge) Space Age Space Age expansion exclusive feature. In Space Age, the closer a planet is to the sun, the more power a solar panel on its surface produces. Additionally, as there is no nighttime in space, solar panels on space platforms will generate energy constantly, and at a higher rate than on a planet's surface. | Location | In atmosphere | In space | | ----------------- | ------------- | -------- | | Vulcanus | 400% | 600% | | Nauvis | 100% | 300% | | Gleba | 50% | 200% | | Fulgora | 20% | 120% | | Aquilo | 1% | 60% | | Solar system edge | N/A | 1% | | Shattered planet | N/A | 1% | Optimal ratios The optimal ratio of solar panels to accumulators varies depending on the qualities of both the solar panels and accumulators, as well as the planets they're constructed on. | Location | Accumulators per solar panel | | | | | | | | | | | | | | -------- | --------------------------------------------- | | --------- | | --------- | | --------- | | --------- | | --------- | | --------- | | Nauvis | 0.84672001.10073601.35475201.60876802.1168000 | | | | 0.8467200 | | 1.1007360 | | 1.3547520 | | 1.6087680 | | 2.1168000 | | | | | 0.8467200 | | | | | | | | | | | | | 1.1007360 | | 1.3547520 | | | | | | | | | | | | | 1.6087680 | | 2.1168000 | | | | | | | | | | | | Vulcanus | 0.72576000.94348801.16121601.37894401.8144000 | | | | 0.7257600 | | 0.9434880 | | 1.1612160 | | 1.3789440 | | 1.8144000 | | | | | 0.7257600 | | | | | | | | | | | | | 0.9434880 | | 1.1612160 | | | | | | | | | | | | | 1.3789440 | | 1.8144000 | | | | | | | | | | | | Gleba | 0.60480000.78624000.96768001.14912001.5120000 | | | | 0.6048000 | | 0.7862400 | | 0.9676800 | | 1.1491200 | | 1.5120000 | | | | | 0.6048000 | | | | | | | | | | | | | 0.7862400 | | 0.9676800 | | | | | | | | | | | | | 1.1491200 | | 1.5120000 | | | | | | | | | | | | Fulgora | 0.07257600.09438800.11612160.13789440.1814400 | | | | 0.0725760 | | 0.0943880 | | 0.1161216 | | 0.1378944 | | 0.1814400 | | | | | 0.0725760 | | | | | | | | | | | | | 0.0943880 | | 0.1161216 | | | | | | | | | | | | | 0.1378944 | | 0.1814400 | | | | | | | | | | | | Aquilo | 0.02419200.03144960.03870720.04596480.0604800 | | | | 0.0241920 | | 0.0314496 | | 0.0387072 | | 0.0459648 | | 0.0604800 | | | | | 0.0241920 | | | | | | | | | | | | | 0.0314496 | | 0.0387072 | | | | | | | | | | | | | 0.0459648 | | 0.0604800 | | | | | | | | | | | Note that the quality shown in the table is the quality of the solar panels only, and assumes normal accumulator quality. When using accumulators of other qualities, divide the ratio shown by 2/3/4/6 for uncommon/rare/epic/legendary, respectively. All ratios are exact numbers with no rounding. Achievements | | Solar powerStart producing electric power bysolar panels. | | | --------------------------------------------------------- | | | SolarisProduce more than 10 GJ per hour using onlysolar panels. | | | --------------------------------------------------------------- | | | Steam all the wayLaunch a rocket to space without building anysolar panels. | | | --------------------------------------------------------------------------- | Gallery A typical solar power array with accumulators. Construction robots are building a solar farm, seen on the expansion's title screen. An outpost powered by solar arrays, seen on the expansion's title screen. History 0.13.2 : Changed tech requirement from Adv. Electronics to Electronics. 0.12.11 : Energy of the solar panel is now fractioned between all the networks it's connected to. 0.12.0 : Massive optimisations to solar panel logic. 0.11.0 : Significantly slowed crafting speed to 10 secs from 0.5 sec. 0.7.1 : Made solar panels pre-science pack 3. 0.5.0 : Unplugged icon shown when not connected to any power transfer device. 0.3.0 : New solar panel graphics. 0.2.1 : Priority of power consumption changed to consume from solar panel first. 0.1.0 : Introduced See also Electric system Accumulator Calculating the optimal ratio of accumulators to solar panels A Solar Power Excel sheet (Forum topic) The way I solar Game-day | Production items | Production items | | ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book | | Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() | | Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack | | Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() | | Agriculture | Agricultural towerBiochamberCaptive biter spawner | | Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() | | Environmental protection | Lightning rodLightning collectorHeating tower | | Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() | | Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Solar_panel_-_Factorio_Wiki
Express_underground_belt
Express underground belt - Factorio Wiki
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Express underground belt - Factorio Wiki Jump to navigation Jump to search | | Express underground belt | Edit | | | ------------------------ | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- | | 2+2+80+40→2 | 2+2+80+40→2 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 67.5+257.5+40 | 67.5+257.5+40 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 170221272323425 | | | | 170 | | 221 | | 272 | | 323 | | 425 | | | | | 170 | | | | | | | | | | | | | 221 | | 272 | | | | | | | | | | | | | 323 | | 425 | | | | | | | | | | | | Resistances | Fire: 0/60%Impact: 0/30% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Dimensions | 1×1 | | | | | | | | | | | | | | Belt speed | 45 Items/s | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | underground-belt | | | | | | | | | | | | | | Internal name | express-underground-belt | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 3 | 3 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- | | 2+2+80+40→2 | 2+2+80+40→2 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 67.5+257.5+40 | 67.5+257.5+40 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 170221272323425 | | | | 170 | | 221 | | 272 | | 323 | | 425 | | | | | 170 | | | | | | | | | | | | | 221 | | 272 | | | | | | | | | | | | | 323 | | 425 | | | | | | | | | | | | Resistances | Fire: 0/60%Impact: 0/30% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Dimensions | 1×1 | | | | | | | | | | | | | | Belt speed | 45 Items/s | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | underground-belt | | | | | | | | | | | | | | Internal name | express-underground-belt | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 3 | 3 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The Express underground belt is the third tier of underground belts . It has a maximum underground length of 8 tiles ‒ 2 more than a fast underground belt and 4 more than a basic underground belt. The speed of the express underground belt is the same speed as the express transport belt , which is three times as fast as a basic transport belt or underground belt. Other express belts | Express transport belt | Express splitter | | ---------------------- | ---------------- | Other Underground belts | Underground belt | Fast underground belt | Turbo underground belt | | ---------------- | --------------------- | ---------------------- | Note that underground belts as well as underground pipes cannot transport items between lava and space void. History 0.17.0 : New graphics for underground belts 0.15.7 : Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9. 0.13.0 : Express underground belts require lubricant to match the express belts and express splitters. Underground belts won't connect if underground belt ghost is in the way. 0.2.8 : Can now be rotated 0.2.0 : Introduced See also Belt transport system Splitters Inserters | Logistics | Logistics | | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storage | Wooden chestIron chestSteel chestStorage tank | | Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() | | Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() | | Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump | | Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon | | Transport | CarTankSpidertronSpidertron remote | | Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport | | Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel | | Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives | | Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Express_underground_belt_-_Factorio_Wiki
Lickmaw
Lickmaw - Factorio Wiki
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Lickmaw - Factorio Wiki Jump to navigation Jump to search | | Lickmaw | Edit | | | ------- | ---- | | Can be chopped down forSpoilage. | Can be chopped down forSpoilage. | | -------------------------------- | -------------------------------- | | Map color | | | Expected resources | Spoilage:10 | | Health | 50 | | Mining time | 0.5 | Space Age expansion exclusive feature. Lickmaws are part of the natural terrain generation in Gleba . They are carnivorous plants. History 2.0.7 : Introduced in Space Age expansion. | Environment | Environment | | ----------- | ------------------------------------------------------------------------------------------------------------------- | | Generic | PlayerCliffRock | | Nauvis | TreeBiters | | Vulcanus | Ashland tree | | Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods | | Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite | | Aquilo | Lithium ice formation | | Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Lickmaw_-_Factorio_Wiki
User_talk_SyntaxTerror
User talk:SyntaxTerror - Factorio Wiki
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User talk:SyntaxTerror - Factorio Wiki Jump to navigation Jump to search Welcome on my talk page! Template:Tl Hello, I am just letting you know that I deleted your Template:Tl because you did not follow the rules concerning Templates and redirects , as you failed to contact an admin before putting the template to use in the main namespace. All the reasons we discourage use of template apply to "Template:Tl": It is solving a very small problem that seems to only appear on one page by applying the large solution of creating an entire new template. Furthermore, the template name is very opaque and does not reflect the template's function, making the page source harder to read. It is great that you are making an effort to help improve some of the more "background" features of the wiki by using template and documenting templates, but I encourage to read the rules and style guide before editing so that you can achieve the highest quality of contributions. I hope you will have more success with your contributions in the future! -- Bilka ( talk ) - Admin 19:36, 11 August 2020 (UTC)
wiki
https://wiki.factorio.com/User_talk:SyntaxTerror_-_Factorio_Wiki
Electrolyte
Electrolyte - Factorio Wiki
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Electrolyte - Factorio Wiki Jump to navigation Jump to search | | Electrolyte | Edit | | | ----------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 5+1+10+10→10 | 5+1+10+10→10 | | Total raw | Total raw | | 5+1+10+10 | 5+1+10+10 | | Prototype type | fluid | | Internal name | electrolyte | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Space Age expansion exclusive feature. Electrolyte is a fluid that contains electrical properties created from an electromagnetic plant unlocked at Fulgora . As such, it is used to make electrical items, such as the tesla gun and lightning collector . Quality doesn't apply to fluids, so creating electrolyte using quality materials provides no benefits. Electrolyte cannot be put into barrels , which means it cannot be sent by rocket. The only way to use it on other planets is to ship holmium ore and make it on site. History 2.0.7 : Introduced in Space Age expansion. See also Fluid system Electromagnetic plant | 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/Electrolyte_-_Factorio_Wiki
Version_history_0.13.0
Version history/0.13.0 - Factorio Wiki
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Version history/0.13.0 - Factorio Wiki Jump to navigation Jump to search 0.13.20 Date: 29. 08. 2016 Bugfixes Fixed the demo wasn't working. Fixed equipment grid GUI didn't size properly in some cases. ( more ) Modding Fixed "factorio_version" not being checked correctly in some cases. ( more ) Scripting Fixed "unknown" error in some cases when using radio button GUI elements. Fixed crash when a mod custom event event would error. ( more ) Added LuaGuiElement::type read. 0.13.19 Date: 26. 08. 2016 Bugfixes Fixed that the Golem, Watch your step and doing it right didn't activate from steam cloud on new factorio installation. Fixed selection boxes of trains in specific situations. ( more ) Fixed that unclosable character window was opened when it was ordered to open exactly at the same tick when the character died. ( more ) Fixed possible desync caused by inserters disabled by circuit network. ( more ) Scripting Added LuaSurface::regenerate_entity(...) 0.13.18 Date: 25. 08. 2016 Changes Changed train wait conditions to use standard Boolean precedence for evaluation, instead of a simple left to right accumulative evaluation. Balancing Increased tank machine gun range to 20. Bugfixes Fixed console command warning not sticking through save-load. ( more ) Fixed that vehicle machine guns would show in the logistics request and inventory filter selections. Fixed crash when number animation variations of unit-spawner entity is reduced. ( more ) Fixed clearing blueprints didn't clear the label. ( more ) Fixed crash when removing entities that had active alerts. ( more ) Fixed that sending random garbage to the RCON port could crash Factorio. ( more ) Fixed GUI size issues with modded recipes that have a ton of effects. ( more ) Fixed script errors with tight spot level 5. ( more ) Fixed the market entity not migrating/handling removed items it was offering. ( more ) Fixed sound settings not applying when pressing escape. ( more ) Fixed a crash that would happen after changing UI scale with the inventory open. ( more ) Fixed deconstruction would reset the build rotation value. ( more ) Fixed copy-paste between inventory sizes applying the inventory restriction oddly. ( more ) fixed game.regenerate_entitiy() not working at all. ( more ) Fixed that it was possible to create an assembling machine with zero energy usage. ( more ) Modding Fixed crash when trying to connect wires to entities with 0 wire connection distance. ( more ) Scripting Fixed LuaSurface::map_gen_settings.shift not working. ( more ) Fixed chunk positions would get improperly rounded instead of floored. ( more ) Added LuaConstantCombinatorControlBehavior::enabled read/write. Added upper limit to resolution parameter of LuaGameScript::take_screenshot function. Limit for width and height is 16384. Added LuaStyle::visible read/write. 0.13.17 Date: 17. 08. 2016 Bugfixes Fixed a crash caused by enemy AI. ( more ) Fixed crash due to false-positive detection of a save corruption. ( more ) Fixed circuit network controlled signal penalty once more ( more ) Fixed crash when removing mod with modded rocket silo. ( more ) 0.13.16 Date: 16. 08. 2016 Changes Changed the personal roboport so it reacts faster to jobs in range. Added graphics option "Enable tree sprite mipmaps" that should reduce GPU load when drawing large forests. Changed default value of "Lights render resolution" graphics option to 0.25. High values of this setting have negative performance impact on drawing lamps. When the first LUA command is used, players are warned that it would disable achievements. Changed default renderer for AMD GPUs back to DirectX. Rewritten sandbox scenario to work in multiplayer. Bugfixes Fixed rail signals getting sometimes stuck as reserved. ( more ) Fixed that the game would crash when trying to load a save that contained unit groups with members in different surfaces. ( more ) Fixed combinators not drawing lights for the activity led. Reverted the change from Version: 0.13.12 that would disable and hide vsync in some cases. ( more ) Fix that biters wouldn't become aggravated when damaged by the flamethrower. ( more ) Fixed game sometimes not being focused properly on OS X. ( more ) Fixed that the car could shoot itself. ( more ) Fixed desync related to fast-replacing filter inserters with other inserters. ( more ) Don't remove a wall's circuit connection when gate is destroyed and ghost is created. ( more ) Fixed opened machine sound sometimes being high-pitched. ( more ) Fixed that some keybindings wouldn't register properly after a game restart. ( more ) Fixed that it would be possible to manually craft items the player does not have enough ingredients for. ( more ) Fixed playtime in public game browser being 0 for the first minute the server is up. Fixed train path finding penalty for circuit network disabled signals. Fixed rail planner collision checks for rails in west and south direction. ( more ) Fixed requester chest was missing vehicle impact sound. ( more ) Fixed that dragging the research button would drag and move the technology tree. ( more ) Fixed that the selected slot wouldn't update properly when the quickbar was rotated. ( more ) Modding Fixed crash when mods use tables as key values in prototype data. ( more ) Added example definition of an electric energy interface. Fixed copy&paste on modded constant combinator would copy also number of item slots. ( more ) Fixed possible desync caused by inserters putting items directly to loaders. Fixed loader wouldn't stop loading to chest marked for deconstruction. Scripting Fixed LuaEntityPrototype::resource_category crash. ( more ) Fixed changing force of construction or logistic robot would cause game state corruption. ( more ) Added LuaEntity::get_fuel_inventory(). Added event on_player_changed_surface. Added LuaInventory::find_item_stack(...). Added LuaControlBehavior::disabled read. Added LuaVirtualSignalPrototype and LuaGameScript::virtual_signal_prototypes read. Changed LuaEntity::get_filter()/set_filter()/filter_slot_count to work on both inserters and loaders. Added an optional Boolean to LuaSurface::spill_item_stack to mark the created items with the to-be-looted flag. Added LuaSurface::get_connected_tiles(...). Added LuaSurface::get_hidden_tile(...). Changed Product::type to string containing "item" or "fluid". 0.13.15 Date: 06. 08. 2016 Bugfixes Fixed that rotating the quickbar would make the headless server crash. ( more ) 0.13.14 Date: 05. 08. 2016 Changes 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. Factorio will output to console window in UTF8 on Windows. Bugfixes Fixed crash when trying to connect copper wire to invalid entities out of range in the latency state. ( more ) Fixed burner fuel sources would keep their energy when dying and being rebuilt by robots. ( more ) Fixed inserters would try to grab items from rails instead of chests/entities when build in specific setups. ( more ) Fixed disconnecting chests or constant combinators not correctly clearing circuit network. ( more ) Fixed a crash that sometimes happened after canceling manual crafting. ( more ). Fixed a bug where canceling a prerequisite product would cancel more than necessary. ( more ) Fixed crash when trying to connect power switches in map editor. ( more ) Don't force Vsync off on OpenGL. ( more ) Fixed error in tight spot level 5. ( more ) Fixed a bug where a player's GUI would be reset when any other player in MP pressed the "switch active quickbar" button. ( more ) Don't allow sideloading onto a disabled belt. ( more ) Fixed game hanging with certain train configurations (loop where last rolling stock touches the first). Fixed chain signal colors not being updated when setting signal states from the circuit network ( more ) Fixed mod updates sometimes not being found with a large amount of mods. Fixed mods browser not being sorted after searching. ( more ) Fixed regenerating entities on map ( more ) Fixed watch-your-step achievement for real this time. ( more ) Fixed "failed to create display" error when switching to another window immediately after launching Factorio. ( more ) Fixed issues with saving to NTFS junctions. ( more ) Optimizations Significantly reduced the high CPU usage caused by the main loop logic from 0.13.10. Modding Fixed input loader didn't resume loading after being deactivated due to full target container. ( more ) Fixed crash when loader connected to splitter is destroyed. ( more ) Scripting Fixed map corruption and crashes caused by some API functions allowing entities to be used across surfaces when they aren't setup to handle it. ( more ) Fixed evolution_factor could be set to a negative number resulting in base build errors. ( more ) Fixed crash when using entity of type 'flame-thrower-explosion' with 'create-entity' trigger effect. ( more ) Fixed LuaGameScript::take_screenshot() would fail if destination file contained non-English character in its path. ( more ) Added LuaEntity::filter_slot_count read. Added LuaEntityPrototype::mining_drill_radius read. Added LuaTrain::station read. Added LuaDamagePrototype and LuaGameScript::damage_prototypes read. Added LuaEntity::loader_type read. Added LuaRemote::remove_interface(name). Changed LuaRemote so interface names must be unique to maintain save/load determinism. LuaEntity::revive() will return the revived entity as a second return value if successful and if the ghost was an entity. 0.13.13 Date: 30. 07. 2016 Bugfixes Fixed OpenSSL launch issues on Linux ( more ) Fixed crash on Windows after multiple restarts when installing mods Modding Added entity prototype flags "not-blueprintable" and "not-deconstructable". Scripting Changed LuaEntity::order_deconstruction() to return true/false if it did the deconstruction instead of throwing errors. Added LuaPlayer::entity_copy_source - the source entity used during entity settings copy paste. Added LuaEntity::request_slot_count read - the number of request slots on the entity or 0 if none. 0.13.12 Date: 30. 07. 2016 Changes Vsync will be automatically turned off and hidden from the options menu if desktop composition(windows aero) is on. Small changes - Locale additions and improvements. Bugfixes Fixed auto trash slots were lost when player died in multiplayer. ( more ) Fixed that the headless server would consume 100% CPU. ( more ) Fixed that --mod-directory and other command-line arguments would be forgotten on Factorio restart through the mod manager. ( more ) Fixed that technology name and description locales didn't work correctly for tiered technologies. Fixed using flamethrower and slowdown capsule at the same time could ignite biter more than once and corrupt save. Fixed modules could end up in the input slot on furnaces. ( more ) Fixed unsightly message when changing player co lour in singleplayer. ( more ) Fixed inserter circuit "hold" read mode sending the signal 1 tick too late. ( more ) Fixed transport belt circuit condition ignoring 1 tick duration signals. ( more ) Fixed crash when saving the game fails due to the disk being full. ( more ) Fixed the "watch your step" achievement would get triggered by random source-less damage. ( more ) Fixed the render layer for turret range visualizations. ( more ) Fixed that an inserter could hold more items than its stack-size bonus, if it was created by fast-replacing a stack inserter. ( more ) Fixed automated fuel insertion into cars wouldn't fill the fuel inventory. ( more ) Modding Fixed crash when technology prerequisites ended up being recursive. ( more ) Fixed crash caused by destroyer robot beams when compression was enabled for all sprites. ( more ) Fixed inserters with stack bonus not dropping the item to it's destination when deactivated. ( more ) The fluid icon for the storage tank now scales with the size of the storage tank. ( more ) Scripting Fixed error when attempting to interact with LuaInventory that has a size > 255. ( more ) Fixed crash when robots charging would get disabled through mods. ( more ) Fixed wrong error when setting durability of an item. ( more ) Added LuaItemPrototype read properties: localised_description, place_as_equipment_result, place_as_tile_result, flags equipment_grid_size, inventory_size_bonus, capsule_action, attack_parameters, inventory_size, item_filters group_filters, sub_group_filters, filter_mode, insertion_priority_mode, localised_filter_message, extend_inventory_by_default, default_label_color, draw_label_for_cursor_render, attack_result, attack_range, category, tier, limitations, limitation_message_key, straight_rail, curved_rail, repair_result, selection_border_color, alt_selection_border_color, selection_mode_flags, alt_selection_mode_flags, selection_cursor_box_type, alt_selection_cursor_box_type, always_include_tiles, durability_description_key, durability. Added LuaItemStack::add_durability()/drain_durability(). 0.13.11 Date: 25. 07. 2016 Small changes Further locale changes and polish. Horizontal mouse wheel scrolling is now translated to vertical scrolling, because of key binding problems on OS X. OS X blueprint book binding is changed back to Shift + Mouse wheel up/down, other custom horizontal mouse wheel bindings are changed to vertical. Bugfixes Fixed that the Linux binaries would crash after handcrafting finishes. ( more ) Fixed offshore pump could be built on top of other offshore pumps. ( more ) Fixed pumjack output would show 0.0/s. ( more ) Fixed that "show pollution on minimap" didn't work when "show pollution on map" was not enabled. ( more ) Fixed scrolling on OS X. Fixed exploit of connecting energy producer to more networks and connecting them by switches. ( more ) Fixed long handed inserters couldn't pick up from the ends of cargo wagons. ( more ) Fixed that when a mod defined a technology with an invalid recipe, it could crash the game. ( more ) Scripting Fixed accumulators with circuit connectors not working correctly when exported through get_blueprint_entities(). ( more ) Changed LuaSurface::find_entities/filtered to take either area, position, or neither instead of just area. Added LuaGroup::order read. 0.13.10 Date: 22. 07. 2016 Minor Features Added logistics auto-trash slots: the opposite of logistic request slots. Added --mod-directory: Specifies which mod directory to use Changes Increased the size of the curved rail bounding boxes slightly so trains won't damage things built next to them. Server stdout messages now contain timestamps and message-type tags Biters and other units won't become aggressive as a result of friendly-fire. Bugfixes Fixed golem achievement incorrectly showing as not-obtained when loading pre 0.13.9 saves in 0.13.9. ( more ) Fixed crash related to wire rendering after switching to copper wire while dragging wire. ( more ) Map generator tweaks (predictable starting area resources, water only in starting area works now, fixed a few bugs in biome generation). Fixed chat message rainbow when the game tick would go past 2147483648. ( more ) Fixed password field not being focused when connecting to a game. ( more ) Fixed rocket silo moving slow when using efficiency modules.( more ) Fixed pressing Escape in multiplayer connect password dialog closed all GUI windows. ( more ) Fixed gates sometimes not opening soon enough. ( more ) Fixed side menu buttons being focus-able. ( more ) Fixed numbers display rounding up when it shouldn't. ( more ) Fixed constant combinator GUI slider sometimes showing different value than the number of items. ( more ) Fixed assembling machine GUI progress bars not sizing correctly. ( more ) Fixed tight-spot scenario missing walls around trees. ( more ) Narrower descriptions with more line breaking opportunities (mod list, roboport). ( more ) Fixed that cunning cancellation of crafting orders could result in free items. ( more ) As a result of this fix, your entire crafting queue will be lost when loading a save from 0.13.9 or earlier. We suggest that you finish or cancel all your crafting before upgrading. Fixed crash related to custom units. ( more ) Fixed mod enabling/disabling sometimes didn't restart the game. ( more ) Fixed several issues with build ability checks returning false but entities actually being buildable. ( more ) Fix that aggroing a huge amount of biters would cause UPS drop for a long time. ( more ) Fixed freeze when dragging sound sliders in some instances. ( more ) Fixed bullet shooting speed not working properly. ( more ) Optimizations Improved performance when building large electric poles in the latency state by click-and-drag. ( more ) The game's main loop has been rewritten. This should increase performance in some cases and fixes some freezes and stability issues. For example game freezing when changing system time. Modding Starting area is now 1.5x the size in tiles (also affects tier_from_start). Fixed manually defining the localised_name of an item didn't work correctly. ( more ) Scripting Added LuaEntity::copy_settings() - copies settings from one entity to another as if the player did it. Changed LuaSurface::find_entities/count_entities/filtered to search the entire surface if the area isn't defined. Fixed crash when trying to set compound command with missing list of commands. ( more ) Fixed technology effects are now applied before the research_completed event is fired. ( more ) Added LuaGameScript::direction_to_string(...) - converts a defines.direction to the string name. Added LuaPlayer::clean_cursor() - acts as if the player pressed the "clean cursor" key. Added LuaEntity::mining_target read. Added properties to LuaSurface::create_entity to make the creation act as fast-replace building. LuaGameScript::take_screenshot now has an additional field "by_player" that when set will cause the screenshot to only be taken on that players local game. Added LuaEntity::circuit_connected_entities - the entities directly connected to an entity by the circuit network. Added LuaEntity::circuit_connection_definitions - the connection definitions for all wires connected to an entity. 0.13.9 Date: 15. 07. 2016 Changes Updated demo campaign tips images. Updated/Fixed locale entries. Removed --mp-load-game Default value for "Lights render quality" graphics options was changed to 1.0. If config.ini contains value lower than new minimum (0.25) it will be reset to the default value. Lights are rendered with linear filtering to improve quality for lower "Lights render quality" settings. ( more ) Added tips and tricks for pasting wagon slots and cycling in blueprint book. Mods are now sorted alphabetically in the mods list. Bugfixes Fixed transport belt madness map showing an empty message dialog out of nowhere. Fixed transport belt madness being impossible. ( more ) Fixed crash on Linux when stdout was closed after starting Factorio. ( more ) Fixed trains of other forces could be seen in the Trains GUI. ( more ) Fixed inserters not saving custom pickup/dropoff when exported through the Lua blueprint interface. Fixed robots delivering modules into the recipe input slots instead of the module inventory. ( more ) Fixed performance issue caused by alt mode when some mods are installed and linear filtering is enabled. ( more ) Items stop correctly before a belt deactivated using the circuit network. ( more ) Fixed another case where a biter could get stuck. ( more ) Fixed crash when using --mp-connect to join a game that requires user verification. ( more ) Fixed train GUI would be too big to fit on screen with a large amount of character inventory slots. ( more ) Buildings with backer names containing non-ASCII characters are generated properly. Fixed logistic counts when changing stack sizes of items the player was holding. Fixed crash when right-clicking electric pole in Map Editor. ( more ) Fixed crash when building tiles would result in you dying. ( more ) Fixed disabled belts would still move the player. ( more ) Fixed crashes related to changing train conditions in the latency state. Fixed line breaking in description titles. ( more ) Fixed typo in description of flooring items. ( more ) Fixed blueprint icons not working as desired when paths where part of the selected area. ( more ) Fixed that a username change wouldn't save if the game crashed. ( more ) Fixed that clicking an alert button could show the wrong alert. ( more ) Fixed flooring placement preview rendered on top of turret base. ( more ) Fixed numpad home/end/other keys not working when numlock was off. ( more ) Fixed that the game password dialog showed the password. ( more ) Fixed that inserters at the very front of trains would sometimes not get enabled when a train would stop. ( more ) Fixed the difficulty settings for scenarios not working. ( more ) Fixed alignment of some pipe covers. ( more ) Fixed the watch-your-step achievement not working. ( more ) Rocket parts from building rockets in the rocket silo now show in production stats. ( more ) Fixed tracked achievements scrolling off screen when un-tracking them. ( more ) Fixed inserter sometimes only dropping one item on the ground before going back. ( more #p183886) Fixed LuaGameScript::active_mods not showing the correct list of mods. ( more ) Fixed signals letting trains pass when the circuit network changes. ( more ) Fixed crash when deconstructing an entity with modules to be delivered while hovering the mouse over the entity. ( more ) Scripting Fixed SpritePath to recipe that inherits icon from its result would not be considered valid. ( more ) Fixed crash when setting new research in the on_research_completed event. ( more ) Fixed error during the research completed event being un-clickable. ( more ) Added LuaTile::position read. 0.13.8 Date: 11. 07. 2016 Bugfixes Fixed craftable unit entities desyncing when held over belts. ( more ) Fixed character inventory size was limited at 255 instead of the correct 65536. ( more ) Fixed mouse wheel left/right bindings not working. Changed default blueprint book switching shortcut on OS X to Command + Mouse Wheel up/down Fixed aliens getting stuck sometimes. ( more ) Fixed inserters not putting fuel in modded burner assemblers in some situations ( more ) Fixed headless server would crash when loading save containing sprite-button. ( more ) Fixed maps loaded from versions < 0.13.7 not generating any more chunks ( more ) Fixed First Steps campaign character death error. ( more ) Scripting Reverted changes related to 0.13.7 fix for ( more ). If entity specified in sprite path doesn't have an icon, button will be created anyway, but no sprite will be drawn inside of it. Added LuaGui::is_valid_sprite_path() function Fixed that if a land mine got blown up and replaced by a robot, it wouldn't arm itself. ( more ) Added LuaPlayer::admin read - if the player is an admin. 0.13.7 Date: 11. 07. 2016 Minor Features Holding the "drop item" key will keep dropping items. Rocks can be mined while holding blueprints. Graphics Updated the stack inserter technology icon. Balancing Medium and large worms spawn further from the starting area. Bugfixes Connect game dialog remembers DNS the address as written rather than only IP ( more ). Science packs and ammo are now recorded in the items consumed portion of production stats. Fixed the mysterious crash when building rails. ( more ) Unified the mass production 3 achievement to 20 M (it was 10M in game and 100M on steam). ( more ) Fixed rendering layer of gate wall. ( more ) Fixed fullscreen toggle in graphics options. ( more ) Fixed mining drills using slightly too much energy per item mined. Fixed that rail signals connectable to two rails at the same time were marked as buildable even when the build ability was valid only for one of the rails. ( more ) Fixed burner inserters sometimes getting stuck. ( more ) Fixed inserters with stack bonus waiting for stacks indefinitely when there's nothing to take from. ( more ) Fixed blueprint previews with tiles and rails vs tiles with no rails. ( more ) Fixed crash that could sometimes happen when a biter couldn't reach a target for a long time. ( more ) Fixed on_player_placed_equipment was not called when quick transferring equipment into armor. ( more ) Fixed map generator problems very far from the start. Map size is now limited to 2000 km by 2000 km with a black bar rather than crashing when reaching this distance Fixed clean-cursor with armor not putting it into filtered slots in your quickbar. ( more ) Fixed that expansion chunk candidates values weren't updated properly. ( more ) Fixed landfills could be included in blueprints. ( more ) Fixed multiple instances of walls blocking movement when they shouldn't. ( more ) Fixed that the solaris achievement unobtainable. Fixed flamethrower turret would cause blueprint preview move up and down. Fixed crash when the currently-playing folder can't be deleted when exiting game. ( more ) Fixed crash when connection to the mod portal fails ( more ) Fixed Update Mods button being sometimes disabled ( more ) Fixed that LuaGameScript::write_file treated data as null-terminated byte string. ( more ) Fixed entities marked with "not-repairable" still being repairable manually. ( more ) Attempt to fix "Access is denied" error message during autosaves. ( more ) Fixed desync caused by transport belt connected to circuit network reading in pulse mode. Fixed save corruption when driving vehicles on transport belts in some instances. ( more ) Fixed copy-paste not waking up inserters when copying filters between different inserter types. ( more ) Fixed error when biters tried to expand while evolution factor was 0. ( more ) Fixed building paths not refilling the cursor in some instances. ( more ) Fixed unlocked achievements blinking too quickly. ( more ) Fixed crash when setting the force of a logistic container in ghost form. ( more ) Scripting Fixed label size issues when using different font sizes or resizing the game window. ( more ) Fixed crash when trying to create sprite-button with valid SpritePath to sprite that doesn't exist. ( more ) LuaGuiElement::add won't create sprite-button and returns nil if invalid SpritePath is passed. Added an option to LuaSurface::set_tiles() to disable the correction logic for total control of what the tiles end up as. Added item-group, fluid, tile, virtual-signal and achievement icons to be accessible by the SpritePath used in the sprite-button element. Added SpriteButton to the scripting documentation. Added "grid" to the on_player_placed_equipment event. Added LuaRecipe::localised_name read. Added LuaGuiElement type "scroll-pane". 0.13.6 Date: 06. 07. 2016 Changes Stack inserters are unlocked by their own research that is dependent on advanced electronics and logistics 2. This also solves that stack inserters were available but not buildable in the campaign. Deconstructing and cancel deconstruction can be toggled between by using the modifier key. ( more ) Bugfixes Fixed desync when inserters would insert things directly onto splitters. ( more ) Fixed that manipulating the fuel inventory of locomotives didn't count towards the inactivity condition. ( more ) A train with a circuit condition will now always stay at the station if no wire is connected. ( more ) Fixed that steamrolled achievement was obtainable by just killing the spawner, not only by killing it by impact. ( more ) Fixed the player getting stuck in some instances when using landfills. ( more ) Fixed crash when train stop that is in train schedule of some train was opened in the map editor. ( more ) Fixed crash when the player would equip power armor they currently had open while in the same tick a robot delivered items to the player which would end up in the new slots added by the power armor. ( more ) Fixed crash when mining tiles you're standing on that results in you being killed. Fixed load game GUI size issues when trying to load invalid save files. ( more ) Fixed fuel and water from pumps not being counted in the production stats consumed/produced items. ( more ) 0.13.5 Date: 05. 07. 2016 Minor Features Blueprints with labels will now show the label when holding them to-be-built. Once mining is started over non-resources, resources are ignored until the mine button is released. ( more ) Changes Attempting to mutate the 'global' table of a mod in the 'on_load' event handler will result in an error. The 'on_load' event handler is *only* meant for re-registering conditional event handlers and setting up meta-tables. Use 'on_configuration_changed', 'on_init', and migration scripts in all other instances. When connecting circuit wires, the wire will re-anchor to the last entity clicked. ( more ) Increased collision box of stone walls slightly, to prevent the player getting stuck. ( more ) Power switch will not show electric sparks in some situations. ( more ) Bugfixes Fixed the add-trains list treating stations with the same spelling but different case as the same station. ( more ) Fixed circuit network signals not properly migrating when removing mods. ( more ) Fixed incorrect pollution rendering. ( more ) When showing the count of entities in the network, it is now showing all entities connected in the network including sub-networks connected to power switches. crash when getting killed by a locomotive you currently had the GUI open for (for real this time). ( more ) When splitting electric networks because switch was turned off, the network with more entities is considered the "master one" which keeps the statistics. Fixed entity power bars in the electric network statistics GUI being sometimes scaled and colored improperly. Fixed the electric network statistics merging when networks are connected by turning power switch on. Fixed that the last train inserter didn't grab from the cargo wagon sometimes. ( more ) Fixed crashes related to bad circuit network state caused by old mods. ( more ) Fixed that biters couldn't find a path through a thick wall of trains. ( more ) Fixed that some of the achievements didn't get reported to steam. All the achievements data are reset when migrated to this version, those reported on steam will get reloaded. Fixed crafting machines using slightly too much energy per recipe crafted. ( more ) Fixed that the drop item doesn't consume the key event when there is nothing in cursor, so it works properly when the same control is used for something else. Fixed crashes related to bad circuit network state caused by old mods. ( more ) Fixed that enemies would start attacking rails and other nearby structures after the player passed by in a train. ( more ) Fixed chests in circuit network showing double their contents after fast replace. ( more ) Fixed that changing rails while trains where waiting on circuit conditions would cause the train to leave the station. ( more ) Fixed crash when 2 or more people would manipulate train schedules at the same time. ( more ) Fixed on_marked_for_deconstruction with tiles not including the player that marked the tile for deconstruction. ( more ) Fixed tile rendering off by half a tile in blueprint previews. ( more ) Fixed non ASCII characters didn't work in train stop names. ( more ) Fixed of the rail signal/train stop visualization planner in specific cases. ( more ) Fixed crash when opening train stops in the map editor. ( more ) Fixed miss-aligned blueprint entities when editing blueprints and removing rails/roboports. ( more ) Optimisations Improved performance when there are a large (4000+) amount of alerts going off at the same time. ( more ) 0.13.4 Date: 03. 07. 2016 Changes For performance reasons: latency state blueprint building is automatically disabled if building blueprints with a combined total of more than 300 entities + tiles. Player names are now shown in the description pane instead of just "player". ( more ) Bugfixes Fixed the "No such node (application_version)" error when starting a headless server Fixed modules could get into assembling machines that didn't allow them for the current recipe. ( more ) Fixed desync when holding most rotatable items for building in the latency state. ( more ) Fixed build-by-moving logic for underground belts and underground pipes. ( more ) Fixed construction robots grabbing items from the player cursor and trying to use them as repair packs. ( more ) Fixed killed entities not keeping modules to-be-delivered in some cases. ( more ) Fixed headless server being counted as a player for the player limit. ( more ) Fixed crash when belts would die due in some instances. ( more ) Fixed Lua GUI events getting fired before the actual GUI element was modified. ( more ) Fixed crash when getting killed by a locomotive you currently had the GUI open for. ( more ) Fixed fluid temperature restricted recipes didn't work when fluid flowed in from the left side of the machine. Fixed server crashing when starting a LAN game with no internet connection. ( more ) Fixed crash when modded walls didn't have a definition for connected gate visualization. Fixed energy bar on battery equipment. ( more ) Fixed bonus GUI size issues with lots of entities using the bonuses. ( more ) Fixed mod hotkeys not working when you'd have more than 1. ( more ) Scripting LuaEntity::built_by can be used with ghosts if the inner ghost supports built_by. ( more ) LuaEntity::recipe can be read off furnaces as well as assembling machines. 0.13.3 Date: 01. 07. 2016 Changes Slightly reduced big electric pole collision box to allow squeezing between big pole and accumulator. Increased the distance between items on the belt from 0.28 to 0.28125. This way the the circuit network pulse for items will be every 9/4.5/3 ticks for normal/fast/express compressed belts. ( more ) GUI Only games with the same application version are displayed in Browse Games screen. Removed tabs from Browse Games and Browse Mods screens and tweaked column widths. Bugfixes Fixed mods directory not being created when installing mods ( more ) Fixed lab bonus speed not showing correctly in the bonus GUI sometimes. ( more ) Fixed crash related to killed flamethrower turrets in ghost mode. ( more ) Fixed that the game crashed in the user login dialog when the steam connection was not available. Yet another research window resizing fix. Fixed desync related to building-while-moving underground belts and pipe-to-ground. Fixed Steel chest recipe in New hope mission 02. ( more ) Fixed projectiles with negative accelerations 'hitting' at the incorrect position. Fixed bug related to building/removing poles connected to network with power switch. ( more ) Fixed that some items seemed to be repairable in multiplayer. ( more ) Fixed that modules could get lost when upgrading them. ( more ) Fixed timezone issues with the browse mods GUI. 0.13.2 Date: 30. 06. 2016 Changes Damage bonus in turret tooltip will now show both basic turret damage multiplier and turret damage bonus from research. ( more ) Limited multiplayer game name length to 60 characters. Moved the copper wire back to the intermediate category in the recipes. Inserters connected to the circuit network now have the option to only read hand contents. During biter migration, medium worms can now only spawn if the evolution factor is greater than 0.3, and big worms require evolution factor of 0.5. Bugfixes Fixed occasional crash when downloading map. ( more ) Fixed rail signals set to red by circuit network going green in some situations. ( more ) Fixed rail signals not going back to green when when deselectiog "Close Signal" option. Fixed that running a command via stdin or RCON would crash the game if commands were allowed for admins-only. ( more ) Localized hard coded strings in power switch GUI. ( more ) Fixed enemy turrets would show player's damage bonuses in tooltip. Fixed repair packs (and mergable items in general) under flowing and making millions of items. ( more ) Added missing Lua defines for the rocket silo rocket inventory. Fixed train minimap preview schedule box not allowing scrolling. ( more ) Fixed game restarting after installing only one mod. Fixed game crashing when viewing info about a mod with space in its name (hopefully) ( more ) Fixed checking for mod updates taking very long. Fixed low framerate when pasting long text into console. Fixed filter inserter sometimes taking an extra item after the filter was unset. ( more ) Fixed inserter arrows in blueprints. ( more ) Fixed that it wasn't possible to require verification of user identity in server-settings.json. Fixed migration of internal circuit network signals. ( more ) Fixed some oddities when using the rail planner and quickbar-selecting other items. Fixed desync when building rail signals in close rail setups. ( more ) Fixed crash when reviving ghosts built by blueprints in the entity built Lua event handler. ( more ) Fixed LuaEntityPrototype::result_units spawn points only ever giving the last spawn point. ( more ) Fixed stack filter inserter sometimes showing more than one filter in alt mode. Research button position fix. Changed the technology prerequisite of solar panel from advanced-electronics to electronics. This also fixes the 2nd mission of the new hope campaign. Fixed that the headless server wouldn't be able to save the map if started like --start-server save.zip. ( more ) Fixed unminable rails when migrating saves to 0.13. ( more ) Fixed that the gate didn't open when it was on the same rail as the locomotive front joint. ( more ) Fixed that game name and description in the game browser didn't wrap. Fixed game did not run on Windows XP. ( more ) Fixed the ElectricEnergyInterface entity not drawing low power/no power icons. Fixed requester chest filters getting cleared when changing the force of the chest. ( more ) Fixed rocks not being ignored when rail planner ghost building. ( more ) Fixed that when a transport belt got destroyed and turned into a ghost, it wouldn't drop items on ground. ( more ) Fixed occasional random browse game GUI crash when moving close to the end of the list. Fixed script error in supply challenge. ( more ) Fixed that rail signal visualization helper was not working properly in some specific cases. ( more ) Fixed construction robots getting stuck when they return for repair pack to passive/active provider chest. ( more ) Optimisations Optimized rendering of huge pollution clouds on map. Scripting Added LuaEntityPrototype::spawn_cooldown - the spawn cooldown for enemy spawners. Added LuaEntity::power_production and power_usage read/write for the ElectricEnergyInterface type entity. 0.13.1 Date: 29. 06. 2016 Changes Added /demote to demote players from admins Bugfixes Fixed crash when shift right clicking furnace fuel slots. ( more ) Fixed not being able to rename train stops. ( more ) Fixed stack filter inserters taking too many filters when building them by fast replace. ( more ) Fixed automatic insertion of satellites into rocket silos. Fixed flamethrower not unlocking on loading old saves in 0.13. Fixed map corruption and possible crashes when damaged stone rocks migrated from 0.12 saves got destroyed in 0.13. ( more ) Fixed that saving a map could crash under some circumstances. ( more ) Fixed that locomotives were not moving enough in reverse. Fixed that --create didn't work with just a filename. ( more ) Fixed that disabled and invalid mods were still marking the game as modded for the achievements. Fixed headless server crashed when launched with closed stdin. ( more ) Fixed that stack transferring (shift clicking) armor off your player could end up deleting the armor if you lost inventory space. ( more ) Fixed the watch your step achievement. Fixed downloading mods crashed the game ( more ). Fixed that starting with modded game still activated achievements from steam. ( more ) Fixed the kick message. ( more ) Fixed technology effects translation of worker robot storage and speed. Fixed crash when the game tries to remove old version of mod that is unpacked directory instead of a zip package. ( more ) Fixed that max player count was ignored when joining multiplayer game. Fixed that attempting to connect with 0.12 client to a 0.13 server wouldn't display the proper error message for the client and would display "unknown message type received" for the server. ( more ) Fixed too large capacity of internal pipe in flamethrower turret. ( more ) Fixed inserters and belts connected to circuit network turning on for one tick when something is disconnected or fast replaced in from the network. ( more ) Fixed that the technology description didn't wrap when it was too long, which also made the research button unreachable. ( more ) Fixed that there were walls over water in the tight spot scenario. ( more ) Fixed that can_build_entity command didn't check tile collisions. Fixed that the Research Finished text could flash too fast sometimes. ( more ) Fixed that failed attempt to determine public IP address crashes the headless server ( more ). Fixed graphical issue with lights when light render quality was set to low. ( more ) Fixed steel chests getting disabled when migrating 0.12 saves to 0.13 when the 0.12 save didn't have smart chests unlocked. ( more ) Fixed crash when using LuaForce::entity_build_count_statistics. ( more ) Possibly fixed hang when closing the Steam overlay on some Linux systems. ( more ) Modding Added mandatory reversing_power_modifier property into locomotive prototype definition. Changed the logistic-robot-storage and logistic-robot-speed modifiers to worker-robot-storage and worker-robot-speed 0.13.0 Date: 27. 06. 2016 Major features Improved Multiplayer game UX (see more and more ). Server games are published to the server and clients can browse existing games. Automatic discovery for the LAN games. Mod Portal integration. Factorio can list and install mods from the mod portal. ( more ) Achievements and Steam Achievements integration. ( more ) Modded games won't have the achievements recorded on steam. Rail planner tool simplifies the rail building. ( more ) Added fire. Fire will spread between trees and cause forest fires, causing a large amount of pollution to be released. Power switch. It can be used to control the energy flow. Power switch can be connected to the circuit network. ( more ) Added the Stack inserter - an expensive upgrade over fast inserters that can move several more items at a time. Flamethrower turret. Fueled with fluid, shoots a stream of burning oil towards oncoming enemies. Bonus GUI (accessible from sidebar GUI) showing bonuses the force has researched. Train station window contains a list of all trains (each can be opened) that have that station on their schedule. Single train GUI now has an additional panel which shows the minimap/camera view of the given train. Search field to the filter selection and recipes selection windows. Trains GUI. It displays all the trains as small minimaps with schedules, which can be searched. Extension of the train wait conditions. ( more ) New locomotive, cargo wagon and train stop graphics. Locomotives can be colored. The trains are a consistent size in horizontal and vertical orientations. New technology tree GUI. ( more ) Minor Features Blueprints can be now edited. Added the Blueprint Book item - an item to manage blueprints. The book can be renamed and only holds blueprints. Map generator algorithm changed, further resource field now have greater richness. Added landfill, it can be used to replace water areas with grass. Added yellow/black striped concrete tile that is rotatable. Small sidebar GUI containing buttons for main menu, production statistics, etc. Armors have inventory size bonuses (10 for modular armor, 20 for power armor, 30 for power armor mk2). Underground pipes and belts are placed at max connecting distance apart when built by dragging. --scenario2map: Creates a save from a custom scenario, without initializing the graphics. The lamp can change it's color based on circuit network signals. Roboport is connectable to the circuit network. It sends the logistic network contents or the robot statistics of the network. Accumulator is connectable to the circuit network. It sends it's charge level as a percentage. Transport Belt is connectable to the circuit network. It can be turned on or off and it can send it's contents to the circuit network. Rail Signal is connectable to the circuit network. It will send the signal's state and can block trains from passing. Gate can be controlled through the circuit network by connecting to the wall next to it. It can be opened manually or send a signal if the player is nearby. Requester chest's requested items can be set automatically from the circuit network. Inserters can now send the item held in hand to the circuit network. Filter inserters can have their filters set automatically from the circuit network. Most entities that can be turned on or off by the circuit network can also be turned on or off by directly using a logistic condition. Circuit network and logistic network conditions can now be accessed by icons in the top-right corner of the entity's GUI, for all connectable entities. Connected Red/Green wires are highlighted when hovering over a combinator or entity connected to the circuit network. Wire disconnecting is incorporated in the latency hiding. Crafting machine item/fluid total craft counts are recorded per force. Intro sound in the loading screen. Improvements to the statistics GUI (electric network/production info). Added the ability to filter out things. Added the ability to view "all" information recorded. Made the GUI scrollable. Added /ban /kick /bans /admins and /admin commands. Added /color command, so changing color doesn't require access to Lua commands. When running as a server, Factorio now accepts console commands on standard input. When running as a server, Factorio can be told to listen for RCON connections. To use this, specify both the --rcon-port and --rcon-password parameters on the command line. The network protocol is specified here: link New parameter to start the headless server: --start-server-load-latest. Instead of accepting a save name, it will automatically load the latest save in the saves folder. The "disallow-commands" flag has been changed to "allow-commands" and accepts "true", "false", and "admins-only" for values. It is stored and shown which player built each of the machines. Added cluster grenades and grenade upgrades. Added flamethrower and flamethrower turret damage upgrades. When creating a new map using the --create command-line option, --map-gen-settings can be used to specify the map generation settings. Log file reopening on SIGUSR1 and a commandline option to disable log rotation. The default font looks better (improved hinting for the thinnest weight). Labels and values in descriptions have different colors. Item health bars are rendered green, yellow, red based off the % health remaining like entities. Modules support in blueprints. Equipment can be put in open equipment grids using standard inventory shortcuts (shift + click, ctrl + click). Ease of use Turret displays its range when you hover over it. Rail signal/train stop placement indicator. ( more ) Indicator of train vehicle positions in a station when building next to track where would the train stop. It is possible to change the module in the slot to different one without having to clear it first. It is possible to upgrade modules to more powerful variant in machine by fast entity transfer. Clear cursor first cancels the current action (rail building, wire dragging, blueprint/deconstruction), and only removes the item from the cursor when pressed again. Saving a game changes selected name and directory for next saves. ( more ) Clicking different filtered slot in quickbar will try to clear the currently selected quickbar item if possible. Cleaning item in cursor that is taken from quickbar slot will try to refill the slot from the inventory if possible. Clicking on the warning icon will open the location on the map. Pressing E/Escape will close the map mode. It is possible to move the map by clicking and dragging. Hovering mouse over inventory logistic request slots makes matching items in inventory be highlighted. Fixed the zoom to cursor feature introduced in 0.8 that was non functional since 0.10. Improved the rail selection logic in junctions. Stone Rock can now be mined and deconstructed by robots. It gives some stone as resource. Combinators input and output arrows in alt mode. Additional alt mode information can be turned on in the options menu. The constant combinator has an on/off switch. Several non-stackable items can be swapped directly with counterparts (power armor, deconstruction planner, selection tools). Inventory filter slots can be copy-pasted from empty slots onto empty slots using the stack transfer/split controls (shift + left click, shift + right click by default). Balancing The productivity module pollution addition was lowered (30%->5%, 40%->7.5%, 50%->10%), as the pollution generated by the machine is already increased by the additional energy production and time, it doesn't need to be so high as the modules are quite expensive already. Repair packs have double durability (100->200) and stack size (50->100). Changed stack size of raw wood (50->100) so it doesn't fill the inventory so quickly. Roboport have decreased transmission power consumption (200kw->50kw) while the robots (and their recharging) has increased power consumption (200kW per recharge slot to 1Mw per slot) Basically, covering area by roboports is cheaper, but using robots for transport is more expensive. To keep the personal roboport usefulness, energies used in personal roboport have been all multiplied by 10. Inserters are able to squeeze things "slightly" better to belts. more resources. Increased size of several green science and few blue science technologies. Increased inventory size of cargo wagon. (30->40) Oil yield drains to 10% two times slower. Big and behemoth enemies spawn 50% slower. Armor resistances are applied before the energy shield is used. Increased the ghost time to live when something is destroyed from 5 + 5 minutes to 30 + 30 minutes. Halved the mining time of rails, rail signals and walls. 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. Balanced train acceleration and top speed, additional wagons no longer slow trains so strongly. Changed the amount of items requested when copy-pasting assembling machines to requester chests for several recipes. Express underground belts require lubricant to match the express belts and express splitters. Increased battery equipment power storage, input, and output by a factor of 20. Changes Reduced number of connections drawn between roboports in blueprint and roboports on map. More virtual signals for combinators. Virtual signals can be used in blueprint icons. Disabled loading of saves before 0.10.0 version (You can use 0.10.12 to load older saves and re-save them). Removed multiplayer peer-to-peer mode. Ghosts created by player no longer expire and can be placed before researching any technologies. Ghosts are brighter and easier to see. Alert of destroyed entity exists 2 times longer. Quickbar filters are set and unset using the same key. Loading a scenario without control.lua will automatically load the freeplay game mode scripts. This means new maps created in the map editor will get the freeplay game mode. Loading a scenario in the map editor will preserve it's scripts. This means custom freeplay/sandbox maps can be created in-game. Constant combinator can be rotated. All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched. All types of chests can be connected to the circuit network. Smart Chest was removed from the game. Decider combinator "input count" option makes the combinator copy the count of the specified output signal from the input signals, instead of copying the count from the condition. This might break some setups. more Transport belt connectable entities will disconnect from incoming (and all other) belts when marked for deconstruction. The problem is solves is described in this bug report: more Spaces are now allowed in file names when saving. Changed the fluid color of heavy oil to match the icon color. Alert beep sound is activated only when something is destroyed, not by something damaged. Spitter attack distance is randomized slightly to make them look more organic. Rocket fuel can now be used as fuel. Saves given on command line (to options --start-server, --mp-load-game, --load-game, --create) are always absolute or relative paths. If the path is relative, it is relative to the current directory (where the binary is run from). Main menu background image is scaled proportionally now. ( more ) Renamed "research-effectivity" to "research-speed". Removed light entity info background option. Cleaned up freeplay and sandbox scenario scripts. Exiting vehicles now puts you to the left of the vehicle with respect to the orientation of the vehicle. Graphics Health bars are partially visible when obstructed. High resolution in-game indicators. New fire graphics for Stone Furnace, Steel Furnace and Boiler. New icons for rocket fuel, low density structure, rocket control unit, satellite, car and tank. Entities show a circuit connector when connected to the circuit or logistics network. Added compression for some sprites to save video memory. This can be enabled in Graphics options. Added linear filtering for GUI icons. This can be disabled in Graphics options. New combinator graphics. Optimisations Optimised GUI render. Minimap is rendered in 16bit colors to reduce memory usage. Less memory usage for entities that are connectable to the circuit network. Faster map unload on Quit to Main Menu or closing the game. Optimized pollution rendering on map and minimap. Optimised roboport radius rendering. Optimised biter pathfinding. ( more more ) Optimised save file times by doing compression in parallel. Bugfixes Fixed recipe ordering when recipes had the same group and group order string. Limited number of explosion sounds for grenade, explosive cannon shells, explosive rockets. Underground belts won't connect if underground belt ghost is in the way. ( more ) File saving is done in a safer, more atomic way. This should help prevent some cases where a safe file or the config file can go missing. Building sound is played also for other players in multiplayer. Red/green wires change electric pole orientation the same way normal connections do. ( more ) Fixed the rotation of train vehicles to be built. Fixed clearing the player cursor stack and then inserting into the player quickbar in the same tick not preferring filtered slots. ( more ) Fixed unrecognizable item icons when playing on very low graphics settings. ( more ) Fixed that ghost building on power poles disconnects them, as it is the same shortcut. ( more ) Fixed multiple construction bots could be sent out to mine single tree. ( more ) Fixed that LuaGameScript::take_screenshot could take negative values of zoom or resolution. ( more ) Fixed robots would carry items from active provider chests to storage chests even when requester chest needed those items. ( more ) Fixed setting the cursor stack from script when having a selection from a filtered slot allowing the wrong item in the slot. ( more ) Items inserted into assemblers now update tooltips. ( more ) Map editor save GUI now always fits on the screen. Will explicitly show system mouse cursor when exiting Steam Overlay, just in case Steam forgets to do it. ( more ) Fixed that commands would still be disabled in single-player after loading a map created in MP with commands disabled. ( more ) Fixed that a biter could get stuck trying to attack a building in some cases. ( more ) Fixed unclear error message when attempting to run multiple instances of Factorio with same write-path. ( more ) Fixed the space key animating buttons. ( more ) Fixed fluid getting into the wrong inputs on assembling machines. ( more ) Long tooltip descriptions (below the minimap) won't stretch the whole right column. Fixed being able to copy settings onto and rotate entities marked as non-operable. ( more ) Fixed that player names wouldn't show up on the chart when UI scale was set to 100% or less. ( more ) Fixed that the same error message could appear twice in multiplayer. ( more ) Fixed equipment tooltips in equipment grids not showing when putting new equipment into the grid. Command key can be now used as a modifier in controls on Mac OSX( more ). Fixed that a peer could kick every other peer from an MP game. ( more ) Fixed train air resistance calculation. Fixed wire drawing in the right-pane description for electric poles. ( more ) Fixed freeplay and sandbox scenario initial rocket count. ( more ) Fixed sandbox scenario wouldn't recognize rocket launches. Fixed modifying item stacks directly in the player wouldn't trigger an inventory sort in some instances. Fixed crash when modded locomotive uses other than burner energy source. ( more ) Modding Mods need to have factorio_version value in their info which specifies major Factorio version they are suited for, default value is 0.12. Mods with non fitting version are not loaded. Added item_pickup_distance and loot_pickup_distance to player definition. Added invalid parameter error for data.extend function. Added the ability to define additional_pastable_entities for an entity which allows copy-paste between that entity type and the defined destination types. Useful in conjunction with the new copy-paste events. Added a new item type "selection-tool" that fires the events on_player_selected_area and on_player_alt_selected_area. Unified prototype names to be consistent with in-game names. (basic-transport-belt->transport-belt, *transport-belt-to-ground->*underground-belt, basic-splitter->splitter, basic-inserter->inserter, basic-mining-drill->electric-mining-drill, basic_beacon->beacon, basic-bullet-magazine->firearm-magazine, piercing-bullet-magazine->piercing-rounds-magazine, basic-grenade->grenade, basic-armor->light-armor, basic-modular-armor->modular-armor, basic-laser-defense-equipment->personal-laser-defense-equipment, basic-exoskeleton-equipment->exoskeleton-equipment) Construction robots will now use any available repair tool items instead of a fixed single item defined in the prototype for the robot. Various indicator and game icons are defined in the utility-sprites objects, so it is now moddable. Added new research options: character-crafting-speed, character-mining-speed, character-running-speed, character-build-distance, character-item-drop-distance, character-reach-distance, character-resource-reach-distance, character-item-pickup-distance, character-loot-pickup-distance, character-inventory-slots-bonus, deconstruction-time-to-live, character-health-bonus Sticker entity can deal damage. Added a new entity type "electric-energy-interface" that can consume, produce, and accept energy while also allowing all of its electric network parameters to be configured runtime. Added flags to energy_source prototypes "render_no_network_icon" and "render_no_power_icon" to prevent rendering those icons when set. Removed "inventory_order" prototype property as it wasn't actually used and isn't needed. Removed "radius_visualisation_picture" and "construction_radius_visualisation_picture" from roboport and roboport-equipment prototypes. The pictures were moved to core. If needed you can use "draw_logistic_radius_visualization" and "draw_construction_radius_visualization" Boolean properties to disable drawing radius in your prototype. Scripting Moved LuaGame::daytime/wind/wind_orientation/wind_orientation_change/peaceful_mode to LuaSurface. Added LuaEntity::held_stack_position. It tells you the world position of the inserter arm. Added LuaGame::delete_surface. Deletes the surface passed in if the surface is deletable. Added LuaItemStack::create_blueprint() - sets up a blueprint as if a player did it. Added LuaItemStack::build_blueprint() - builds a blueprint as if the player built it in the world. Added LuaSurface::deconstruct_area() - deconstructs an area as if the player did it. Added LuaSurface::cancel_deconstruct_area() - cancels deconstruction over an area as if the player did it. Added on_pre_entity_settings_pasted and on_entity_settings_pasted events that pass the source and destination entities involved. Added "robot" to the robot related events. Added "chunk_position" to the on_sector_scanned event. Added optional "player_index" to on_marked_for_deconstruction/on_canceled_deconstruction when fired due to player actions. This field is nil when fired from from script/non player action. Added LuaEntity::crafting_progress/bonus_progress write. Added LuaForce:: item/fluid/resource/build counterparts to kill_counts. Added LuaFlowStatistics - used to read/write statistics data related to a given force (production, kills, etc). Removed LuaForce:: set_kill_count/get_kill_count/kill_counts - these are now readable through LuaFlowStatistics. Added LuaGame::disable_replay() - disables the replay for the current save game. Added several player related events: on_player_cursor_stack_changed, on_player_main_inventory_changed, on_player_quickbar_inventory_changed, on_player_tool_inventory_changed, on_player_armor_inventory_changed, on_player_ammo_inventory_changed, on_player_gun_inventory_changed, on_player_placed_equipment, on_player_removed_equipment, on_pre_player_died, on_player_died, on_player_respawned, on_player_joined_game, on_player_left_game Added events for tile building: on_player_built_tile, on_player_mined_tile, on_robot_built_tile, on_robot_mined_tile Added LuaEntity::damage_dealt/kills read/write - usable with turrets. Added LuaGameScript::active_mods - a table of active mod names to mod versions. Added LuaEquipmentGrid::get - gets the equipment at the given equipment grid position or nil if none. Added LuaEntity::player, returns the player connected to the character entity. Added LuaInventory::get_filter, set_filter, has_filters, can_set_filter methods to set/get/clear filters on inventories that support them. Changed LuaEntity::get_filter/set_filter parameters around to match the inventory versions. They also now only work on inserter filters. Added LuaPlayer::get_craftable_count/begin_crafting/cancel_crafting/crafting_queue to read/write crafting information for a player. Added modifiers to the character entity that stack with the force research bonuses but are unique to the character: character_crafting_speed_modifier, character_mining_speed_modifier, character_running_speed_modifier, character_build_distance_bonus, character_item_drop_distance_bonus, character_reach_distance_bonus, character_resource_reach_distance_bonus, character_item_pickup_distance_bonus, character_loot_pickup_distance_bonus, quickbar_count_bonus, character_inventory_slots_bonus, character_logistic_slot_count_bonus, character_trash_slot_count_bonus, character_maximum_following_robot_count_bonus, character_health_bonus Added LuaTilePrototype accessible from LuaTile::prototype and LuaGameScript::tile_prototypes. Added LuaEquipmentPrototype accessible from LuaEquipment::prototype and LuaGameScript::equipment_prototypes. Added LuaGuiElement::tooltip read/write - a localized tooltip for any GUI element. Added LuaCircuitNetwork readable off entities with circuit network connections and through control behaviors. Changed StickerPrototype::magnitude to StickerPrototype::target_movement_modifier. Speed of a Unit is not multiplied by value of target_movement_modifier. Added optional "limit" field to find_entities_filtered and count_entities_filtered to limit the results. Added "force" to the entity_died event when the killing force is known - nil otherwise. Added LuaEntity::unit_number - read - a unique ID field used by all entities having owners. Added LuaInventory::index - the inventory index the inventory reference uses. Added LuaEntity::supports_backer_name() - true when an entity supports a backer name. Added LuaEntityPrototype::belt_speed and underground_belt_distance read. Added LuaEntityPrototype::result_units the result units a biter spawner can spawn. Added LuaItemPrototype::ammo_type read. Multiple stickers (i.e. slowdown capsule + fire) can be applied to a unit entity. Added LuaEntity::get_quickbar() - gets the quickbar of the character or player. Changed LuaEntity::color to work for locomotives, cargo wagons, and characters - it will return nil if used on other entities. Added LuaEntity::mining_progress/bonus_mining_progress read write - for mining drill entities. Added LuaEntityPrototype::attack_result - the attack result for entities using attacks (beams, fire, landmines, projectiles). Added LuaEntityPrototype::final_attack_result - the final attack result of a projectile. Added LuaFluidPrototype::base_color + flow_color read. The Train changed state event now fires when a train goes from stationary to moving or from moving to stationary while under manual control. Prototypes can have the optional properites "localized_name" and "localized_description" to manually define the localized keys instead of using the auto generated keys. Added sprite-button GUI element, works the same way as button, but it can have sprite name assigned. Added sprite GUI element, can have the sprite name assigned/changed and has no interaction logic. Custom sprites can be defined in Lua data definition (type = sprite, the rest is sprite definition). Sprite identifier can either point to custom definition from the data, or have form <type>/<id>, type can be (item, entity, recipe and technology), for example button.sprite = "item/iron-plate" Renamed some defines (groupstate->group_state, circuitconnector->circuit_connector, circuitconditionindex->circuit_condition_index, trainstate->train_state) Removed game.regenerate_tiles(). Removed game.get_player() and game.get_surface(): game.players[] and game.surfaces[] can be used instead. Changed game.players, game.surfaces, game.entity_prototypes, game.item_prototypes, game.fluid_prototypes, force.recipes, force,technologies to use custom access + iterator objects for improved performance. Changed game.players[] to work with both the player index and the player name. Added on_GUI_text_changed and on_gui_checked_state_changed events. Changed "defines" so they're available by default and removed the defines.lua file. Renamed LuaForce::logistic_robot_storage_modifier -> logistic_robot_storage_bonus to better match what it does LuaEntity has built_by read/write. game.player has been removed (use game.players[#] and associated event.player_index during events). game.local_player has been renamed to game.player and now works through remote calls. Offline players can be teleported anywhere (between surfaces or just around). entity.get_inventory(index) returns nil if it doesn't have an inventory for the given index instead of giving an error. entity.riding_state can be set on cars without players and the car will act as if it's being driven by a player (consume fuel). Changed LuaForce::current_research to accept "nil" to stop the current research. Added LuaTrain::front_stock and back_stock the front and back rolling stock entities of the train. | Versions | Versions | | --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 0.1-0.6 | 0.1.00.1.10.1.20.2.00.2.10.2.20.2.30.2.40.2.50.2.60.2.70.2.80.2.90.2.100.3.00.3.10.3.20.4.00.4.10.5.00.5.10.5.20.5.30.6.00.6.10.6.20.6.30.6.4 | | 0.7-0.11 | 0.7.00.7.10.7.20.7.30.7.40.7.50.8.00.8.10.8.20.8.30.8.40.8.50.8.60.8.70.8.80.9.00.9.10.9.20.9.30.9.40.9.50.9.60.9.70.9.80.10.00.10.10.10.20.10.30.10.40.10.50.10.60.10.70.10.80.10.90.10.100.10.110.10.120.11.00.11.10.11.20.11.30.11.40.11.50.11.60.11.70.11.80.11.90.11.100.11.110.11.120.11.130.11.140.11.150.11.160.11.170.11.180.11.190.11.200.11.210.11.22 | | 0.12 | 0.12.00.12.10.12.20.12.30.12.40.12.50.12.60.12.70.12.80.12.90.12.100.12.110.12.120.12.130.12.140.12.150.12.160.12.170.12.180.12.190.12.200.12.210.12.220.12.230.12.240.12.250.12.260.12.270.12.280.12.290.12.300.12.310.12.320.12.330.12.340.12.35 | | 0.13-0.14 | 0.13.00.13.10.13.20.13.30.13.40.13.50.13.60.13.70.13.80.13.90.13.100.13.110.13.120.13.130.13.140.13.150.13.160.13.170.13.180.13.190.13.200.14.00.14.10.14.20.14.30.14.40.14.50.14.60.14.70.14.80.14.90.14.100.14.110.14.120.14.130.14.140.14.150.14.160.14.170.14.180.14.190.14.200.14.210.14.220.14.23 | | 0.15 | 0.15.00.15.10.15.20.15.30.15.40.15.50.15.60.15.70.15.80.15.90.15.100.15.110.15.120.15.130.15.140.15.150.15.160.15.170.15.180.15.190.15.200.15.210.15.220.15.230.15.240.15.250.15.260.15.270.15.280.15.290.15.300.15.310.15.320.15.330.15.340.15.350.15.360.15.370.15.380.15.390.15.40 | | 0.16 | 0.16.00.16.10.16.20.16.30.16.40.16.50.16.60.16.70.16.80.16.90.16.100.16.110.16.120.16.130.16.140.16.150.16.160.16.170.16.180.16.190.16.200.16.210.16.220.16.230.16.240.16.250.16.260.16.270.16.280.16.290.16.300.16.310.16.320.16.330.16.340.16.350.16.360.16.370.16.380.16.390.16.400.16.410.16.420.16.430.16.440.16.450.16.460.16.470.16.480.16.490.16.500.16.51 | | 0.17 | 0.17.00.17.10.17.20.17.30.17.40.17.50.17.60.17.70.17.80.17.90.17.100.17.110.17.120.17.130.17.140.17.150.17.160.17.170.17.180.17.190.17.200.17.210.17.220.17.230.17.240.17.250.17.260.17.270.17.280.17.290.17.300.17.310.17.320.17.330.17.340.17.350.17.360.17.370.17.380.17.390.17.400.17.410.17.420.17.430.17.440.17.450.17.460.17.470.17.480.17.490.17.500.17.510.17.520.17.530.17.540.17.550.17.560.17.570.17.580.17.590.17.600.17.610.17.620.17.630.17.640.17.650.17.660.17.670.17.680.17.690.17.700.17.710.17.720.17.730.17.740.17.750.17.760.17.770.17.780.17.79 | | 0.18-1.0 | 0.18.00.18.10.18.20.18.30.18.40.18.50.18.60.18.70.18.80.18.90.18.100.18.110.18.120.18.130.18.140.18.150.18.160.18.170.18.180.18.190.18.200.18.210.18.220.18.230.18.240.18.250.18.260.18.270.18.280.18.290.18.300.18.310.18.320.18.330.18.340.18.350.18.360.18.370.18.380.18.390.18.400.18.410.18.420.18.430.18.440.18.450.18.460.18.471.0.0 | | 1.1 | 1.1.01.1.11.1.21.1.31.1.41.1.51.1.61.1.71.1.81.1.91.1.101.1.111.1.121.1.131.1.141.1.151.1.161.1.171.1.181.1.191.1.201.1.211.1.221.1.231.1.241.1.251.1.261.1.271.1.281.1.291.1.301.1.311.1.321.1.331.1.341.1.351.1.361.1.371.1.381.1.391.1.401.1.411.1.421.1.431.1.441.1.451.1.461.1.471.1.481.1.491.1.501.1.511.1.521.1.531.1.541.1.551.1.561.1.571.1.581.1.591.1.601.1.611.1.621.1.631.1.641.1.651.1.661.1.671.1.681.1.691.1.701.1.711.1.721.1.731.1.741.1.751.1.761.1.771.1.781.1.791.1.801.1.811.1.821.1.831.1.841.1.851.1.861.1.871.1.881.1.891.1.901.1.911.1.921.1.931.1.941.1.951.1.961.1.971.1.981.1.991.1.1001.1.1011.1.1021.1.1031.1.1041.1.1051.1.1061.1.1071.1.1081.1.1091.1.110 | | 2.0.0 | 2.0.72.0.82.0.92.0.102.0.112.0.122.0.132.0.142.0.152.0.162.0.172.0.182.0.192.0.202.0.212.0.222.0.232.0.242.0.252.0.262.0.272.0.282.0.292.0.302.0.312.0.322.0.332.0.342.0.352.0.362.0.372.0.382.0.39 |
wiki
https://wiki.factorio.com/Version_history/0.13.0_-_Factorio_Wiki
Template_About_doc
Template:About/doc - Factorio Wiki
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Template:About/doc - Factorio Wiki Jump to navigation Jump to search {{About|the battery as technology|the intermediate product|Battery|the modular armor equipment|Personal battery}} Makes This article is about the battery as technology. For the intermediate product, see Battery . For the modular armor equipment, see Personal battery . Use caption1=, caption2= and caption3= to give the 1st/2nd/3rd link a different caption: {{About|this thing|that thing|Iron plate|caption1=this page|the other thing|Copper plate|caption2=that page}} Makes This article is about this thing. For that thing, see this page . For the other thing, see that page .
wiki
https://wiki.factorio.com/Template:About/doc_-_Factorio_Wiki
Factorio_About
Factorio:About - Factorio Wiki
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Factorio:About - Factorio Wiki Jump to navigation Jump to search Factorio is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. In the beginning you will find yourself chopping trees, mining ore and crafting mechanical arms and transport belts by hand, but in a short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet's resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire. Join forces with other players in cooperative Multiplayer , create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweaks and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay. Contents 1 Roadmap 2 Stats 3 History 3.1 What is the game inspired by? 4 See also Roadmap The Roadmap is a description of the future goals for Factorio's development. One may consult it to discover what the developers of Factorio have in store for the game. Look at The official blog ; Factorio Friday Facts (FFFs) have become a weekly feature and provide good information about the near future of the game. Stats Definition: Factorio is a sci-fi sandbox game. First public release date: Mid 2012. History October 21, 2024: Factorio 2.0 is released alongside the Space Age expansion pack. August 25, 2023: The expansion pack is announced . Weekly Factorio Friday Facts (FFFs) is resumed until FFF-438 , stopping on November 22, 2024. April 1, 2014: Interview of Michal Kovarik in CanardPC July 29, 2013: Developer Interview February 5, 2013: Steam greenlight campaign Released on steam Early access on 25 Febuary 2016. Developers aim for a full release (ie. 1.0) in summer 2018. August 14, 2020: Version 1.0 released. What is the game inspired by? Dwarf Fortress Transport Tycoon -like games, especially OpenTTD Minecraft (especially the BuildCraft mod ) Civilization series SpaceChem Creeper World 3 Terraria Starbound Grobots RimWorld DayZ FTL: Faster Than Light Unclaimed World Into Space (shortly mentioned that the game will include elements from there) Dig-N-Rig See also Indiegogo-Campaign Raised €21,626, started 31 January 2013, finished on 3 March 2013. Dwarf Fortress forum Wikipedia page for Factorio
wiki
https://wiki.factorio.com/Factorio:About_-_Factorio_Wiki
Casting_pipe_to_ground
Pipe to ground - Factorio Wiki
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Pipe to ground - Factorio Wiki Jump to navigation Jump to search | | Pipe to ground | Edit | | | -------------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+5+10→2 | 0.5+5+10→2 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 5.5+15 | 5.5+15 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Fluid storage volume | 100 | | | | | | | | | | | | | | Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 | | | | | 150 | | | | | | | | | | | | | 195 | | 240 | | | | | | | | | | | | | 285 | | 375 | | | | | | | | | | | | Resistances | Fire: 0/80%Impact: 0/40% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 (1 stack) | | | | | | | | | | | | | | Dimensions | 1×1 | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | pipe-to-ground | | | | | | | | | | | | | | Internal name | pipe-to-ground | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+5+10→2 | 0.5+5+10→2 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 5.5+15 | 5.5+15 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Fluid storage volume | 100 | | | | | | | | | | | | | | Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 | | | | | 150 | | | | | | | | | | | | | 195 | | 240 | | | | | | | | | | | | | 285 | | 375 | | | | | | | | | | | | Resistances | Fire: 0/80%Impact: 0/40% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 (1 stack) | | | | | | | | | | | | | | Dimensions | 1×1 | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | pipe-to-ground | | | | | | | | | | | | | | Internal name | pipe-to-ground | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The pipe to ground (or "underground pipe") is a distribution method for liquids and gases . Since a basic pipe is impassable, these are necessary to keep the factory open, as well as to cross belt lines, or environmental features. Fluid distribution is complex, comprehensive information can be found on the fluid system page. Contents 1 Alternative recipes 2 Notes 3 Gallery 4 History 5 See also Alternative recipes Space Age expansion exclusive feature. | Process | Input | Output | Made in | Required technology | | ---------------------- | ------- | ------ | ------- | ------------------- | | Casting pipe to ground | 1+10+50 | 2 | | Foundry (research) | Notes While pipe to ground is the developer name for the entity, the community has taken to simply referring to this entity as "underground pipe". This is the most common reference. The maximum distance at which an underground pipe can connect is 10 tiles, resulting in a gap of 9 tiles in between. The gap between underground pipes does not store any fluids; a pair of underground pipes only has the same volume as two regular pipes, regardless of distance bridged. Underground pipes as well as underground belts cannot transport items between lava and space void. Gallery The pipe to ground's GUI with the ability to clear the contained fluid. An example of a pipe to ground going under a patch of water. History 2.0.7 : Underground pipes now turn green (instead of the default yellow) when placed at the maximum distance. 0.13.0 : Underground pipes are now automatically placed at maximum distance when building by dragging. 0.10.1 : Icon changes. 0.9.3 : For two different pipe to ground types, the distance limit is now the minimum of the two connections. 0.9.2 : Pipe to ground can now reach up to 10 tiles underground. A pipe to ground can have multiple underground connections. 0.9.0 : Pipe to grounds are made in pairs, and are more expensive to craft. 0.2.1 : Automatic 180 degree rotation of underground pipes when the first pipe is built. 0.2.0 : Visualization of the connection between two underground pipes. 0.1.0 : Introduced See also Fluid system Pipe | Logistics | Logistics | | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storage | Wooden chestIron chestSteel chestStorage tank | | Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() | | Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() | | Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump | | Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon | | Transport | CarTankSpidertronSpidertron remote | | Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport | | Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel | | Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives | | Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Pipe_to_ground_-_Factorio_Wiki
Lightning_collector_(research)
Lightning collector (research) - Factorio Wiki
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Lightning collector (research) - Factorio Wiki Jump to navigation Jump to search | | Lightning collector (research) | Edit | | | ------------------------------ | ---- | | Cost | Cost | | --------------------- | --------------------- | | 6011111✖1000 | 6011111✖1000 | | Prototype type | technology | | Internal name | lightning-collector | | Required technologies | Required technologies | | | | | Effects | Effects | | | | Space Age expansion exclusive feature. Unlocks the ability to craft lightning collector , a more efficient version of the lightning rod . 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/Lightning_collector_(research)_-_Factorio_Wiki
Steam_turbine
Steam turbine - Factorio Wiki
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Steam turbine - Factorio Wiki Jump to navigation Jump to search | | Steam turbine | Edit | | | ------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------------- | | ----- | | ---- | | ---- | | ---- | | ----- | | ----- | | 3+50+50+20→1 | 3+50+50+20→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 38+50+120 | 38+50+120 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Fluid storage volume | 200 | | | | | | | | | | | | | | Health | 300390480570750 | | | | 300 | | 390 | | 480 | | 570 | | 750 | | | | | 300 | | | | | | | | | | | | | 390 | | 480 | | | | | | | | | | | | | 570 | | 750 | | | | | | | | | | | | Resistances | Fire: 0/70% | | | | | | | | | | | | | | Stack size | 10 | | | | | | | | | | | | | | Rocket capacity | 10 (1 stacks) | | | | | | | | | | | | | | Dimensions | 3×5 | | | | | | | | | | | | | | Power output | 5.827.579.3111.0614.55MW | | | | 5.82 | | 7.57 | | 9.31 | | 11.06 | | 14.55 | | | | | 5.82 | | | | | | | | | | | | | 7.57 | | 9.31 | | | | | | | | | | | | | 11.06 | | 14.55 | | | | | | | | | | | | Maximum temperature | 500 °C | | | | | | | | | | | | | | Fluid consumption | 60/s78/s96/s114/s150/ssteam | | | | 60/s | | 78/s | | 96/s | | 114/s | | 150/s | | | | | 60/s | | | | | | | | | | | | | 78/s | | 96/s | | | | | | | | | | | | | 114/s | | 150/s | | | | | | | | | | | | Mining time | 0.3 | | | | | | | | | | | | | | Prototype type | generator | | | | | | | | | | | | | | Internal name | steam-turbine | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The steam turbine consumes steam to create electric energy. It is usually used together with heat exchangers and a nuclear reactor or heating tower . While designed for the 500°C steam of a nuclear reactor, turbines can still be connected to boilers for use in conventional 165°C steam power. At this mode, the steam turbine acts equal to two separate steam engines , producing 1800 kW and consuming 60 steam/sec. However, actual power production is based on the temperature of the steam, not the building itself. This means that using a steam turbine is no more fuel-efficient than using two steam engines. Unless saving space within a large build, it is not necessary to use the more costly turbines for boiler steam. Power output Each steam turbine takes a maximum input of 60 units of 500°C steam per second and outputs 5.82MW of electricity; the 5.8MW listed on the tooltip is rounded. Heat exchanger heats 15°C water to 500°C steam ; It takes 0.2 kJ of burner energy to raise 1 water 1°C; Steam is consumed by steam turbines at a rate of 60 units per second; (500°C - 15°C) × 0.2 kJ × 60 units/s = 5820 kJ/s, or 5.82 MW. On the other hand, the calculation for the Boiler-generated steam is: (165°C - 15°C) × 0.2 kJ × 60 units/s = 1800 kJ/s, or 1.8 MW. History 0.18.18 : Adjusted steam engine and turbine collision boxes so player can walk between two steam engines. 0.15.0 : Introduced See also Power production Heat pipe Nuclear ratios | Production items | Production items | | ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book | | Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() | | Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack | | Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() | | Agriculture | Agricultural towerBiochamberCaptive biter spawner | | Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() | | Environmental protection | Lightning rodLightning collectorHeating tower | | Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() | | Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Steam_turbine_-_Factorio_Wiki
Template_talk_Infobox
Template talk:Infobox - Factorio Wiki
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Template talk:Infobox - Factorio Wiki Jump to navigation Jump to search I haven't found a parameter for the simple size (or area) of a machinery (like 3x3 for assembling machines...). I think we should add a parameter like {{Infobox/row|Size|{{{size|}}}|{{{size}}} {{Translation|tiles}} }} -- Lord joshi ( talk ) 12:34, 2 March 2017 (UTC) I had a look at the template and came to an agreement with the other admin: We'll be using the dimensions parameter. The format of the parameter should be (X-dimensions)x(Y-dimension) for entities that can't be rotated and (Bigger number)x(Smaller number) for entites that can be rotated, like the splitter. -- Bilka ( talk ) 18:47, 2 March 2017 (UTC) Contents 1 Appearance suggestion? 2 Vehicle top speed 3 Move Prototype type above Internal name 4 It is not possible to nullify vaule for space age mod 5 Adding Rocket Capacity as a parameter to infobox 6 Asteroid Collector - Infobox lines 7 Rotation Speed Parameter 8 'Energy' parameter doesn't have a heat condition 9 Problem with technologies if they have a different name than the item 10 Fuel-value cannot handle fuel types other than "burner" 11 How do we want to display units in Quality-template 12 Noinclude 13 Defaulting to the Space Age tab Appearance suggestion? Hey there! Strange question... do you think it'd look nicer if the arrow for showing the internal name and prototype would look better if it was placed underneath the edit link (as in, aligned to the right, and approximately on the same line as the category)? In my opinion, I think it maybe might look better because right now it takes up so much extra space? I know nothing about UX! >.> I made the change on Template:Infobox/sandbox , however the arrow is much harder to "find". Because of that the current decision is to not modify the position in the infobox. -- Bilka ( talk ) - Admin 19:44, 15 August 2017 (UTC) Thanks for the amazingly quick response and the effort you put into checking it out though! This wiki is awesome because of you :D I'll try to read more into the style guides and how you like to run the wiki too. I'll definitely start by getting my pages to match the superb quality of the rest of the wiki. I also made the change to my user style if anyone is interested User:Lexxy_Fox/common.css -- Lexxy Fox ( talk ) 00:33, 16 August 2017 (UTC) Vehicle top speed Should probably have an extra Infobox line for vehicle top speed. As it stands right now, none of the pages on higher tier fuels (solid, rocket and nuclear) say anything about the fuel's top speed increase, which arguably is one of the most important reasons to actually switch to a higher tier fuel. -- Empirebuilder1 ( talk ) 22:25, 30 April 2018 (UTC) Added. -- Bilka ( talk ) - Admin 07:55, 1 May 2018 (UTC) Move Prototype type above Internal name Please move the Prototype type up one line. Modders use data.raw["type"]["name"], so they want the type first. -- DaveMcW ( talk ) 03:21, 27 January 2019 (UTC) Thanks for the suggestion, I changed it. -- Bilka ( talk ) - Admin 10:06, 27 January 2019 (UTC) It is not possible to nullify vaule for space age mod If there is for example "allows" in base game, but space-age do not "allows" anything then there is no way to remove it for space age. ~~ Mefisto1029 ( talk ) 06:43, 25 October 2024 (UTC) I was wondering whether that'd be a problem... Which technology needs this functionality? -- Bilka ( talk ) - Admin 10:03, 25 October 2024 (UTC) Speed module 3 (research) is not required for rocket silo tech. ~~ Mefisto1029 ( talk ) 10:12, 25 October 2024 (UTC) Thanks! I changed the code so that if you set space-age-allows = none it will override the default and hide the row. -- Bilka ( talk ) - Admin 12:45, 25 October 2024 (UTC) Adding Rocket Capacity as a parameter to infobox With Space Age, we should add document the rocket capacity of items, as this is a new metadata value that would be useful to viewers. ~~ Jopika — Preceding unsigned comment added by Jopika ( talk • contribs ) 05:07, 28 October 2024 (UTC) Added as rocket-capacity. -- Bilka ( talk ) - Admin 20:42, 1 November 2024 (UTC) Asteroid Collector - Infobox lines I was wondering if we should have extra infobox lines for the Asteroid collector , namely collector-arm-quantity, collection-area, and collector-arm-max-speed, as it shows in the in game factoriopedia. -- Soundfoam ( talk ) 8:34, 29 October 2024 (UTC) Added as asteroid-collection-area, asteroid-collection-arm-speed and asteroid-collection-arm-count since they're affected by quality. -- Bilka ( talk ) - Admin 20:42, 1 November 2024 (UTC) Rotation Speed Parameter Could anyone here add rotation speed as a parameter? Normally this info on inserters are reserved for deeper in the article, but since quality now directly boosts rotation speed, it should probably be presented in the info box. Brin ( talk ) 16:31, 31 October 2024 (UTC) Added as rotation-speed. -- Bilka ( talk ) - Admin 20:42, 1 November 2024 (UTC) 'Energy' parameter doesn't have a heat condition This is a problem in the case of the heat exchanger where it consumes energy through heat and not the "burner" condition. Is there an existing method of doing this? -- Soundfoam ( talk ) 13:12, 2 November 2024 (UTC) On a related note, energy penalties and bonuses of modules are not displayed at all because they lack the energy type condition (see e.g. Infobox:Productivity module ). A workaround I found is to append "electric" at the end (e.g. Infobox:Speed module ), but this is not correct because the biochamber doesn't consume electric energy but is affected by modules. Nvscalling ( talk ) 01:31, 11 November 2024 (UTC) Problem with technologies if they have a different name than the item If the name of the technology and the item are different (at least in Polish), the technology infobox displays the item name. Example here: Processing_unit_(research)/pl . Items are usually singular, but technologies are plural. ~~ Mefisto1029 ( talk ) 16:19, 2 November 2024 (UTC) I've changed the infobox and then TechNav to include " (research)" at the end of the technology name, like the page name, as discussed on my talk page . So it should now be possible to translate these technology name and item name separately. Thanks for bringing up that this was an issue! -- Bilka ( talk ) - Admin 11:28, 7 February 2025 (UTC) Fuel-value cannot handle fuel types other than "burner" The fuel-value parameter does not work for bioflux or nutrients , as these use non-burner fuel types. Alfonse ( talk ) 17:35, 7 November 2024 (UTC) How do we want to display units in Quality-template Do we want | | | | 1 | | | - | | - | | | 2 | | 3 | | | 4 | | 5 | MW or | | | | 1 MW | | | ---- | | ---- | | | 2 MW | | 3 MW | | | 4 MW | | 5 MW | Compare Construction robot with Logistic robot for an in-infobox-context example. (until its reverted i suppose) I'd argue the latter makes most sense, and that is the way it looks for almost all units (time,distance,degrees) except in some cases I've seen watts and joules extracted to be on the outside of the quality template. Should we fix those? -- Zaz ( talk ) 10:33, 13 November 2024 (UTC) I'd prefer the latter too, because in some cases the quality boost from power pushes the building's production/consumption to MWs instead of kWs. It also just feels much more readable. Brin ( talk ) 17:57, 13 November 2024 (UTC) The code does become somewhat less readable. MW goes through the translation template so there is significant bloat. Also sometimes the layout decides to put the MW part on a new line, increasing the height of the table. Some pages have solved this by adding   which solves the layout problem but makes the bloat worse. -- Zaz ( talk ) 06:58, 14 November 2024 (UTC) look at Thruster as an example. If we inline the units, the sidebar becomes too wide and the layout breaks. -- Zaz ( talk ) 15:22, 14 November 2024 (UTC) Noinclude The example puts the <noinclude> tag on the line after the }} that ends the transclusion of {{ Infobox }}. If the template is then transcluded with a line break after it, which is the usual style, the result is two subsequent line breaks, which is parsed by MediaWiki as a paragraph break, resulting in an empty paragraph after the infobox that appears in the article as a spurious blank line. To avoid this, the <noinclude> tag should always go immediately after then }} without a space or line break. Thrawcheld ( talk ) 18:42, 25 January 2025 (UTC) Fixed the example, thanks for finding where that pesky whitespace was coming from! -- Bilka ( talk ) - Admin 18:40, 28 January 2025 (UTC) Defaulting to the Space Age tab Recycling (research) is unlocked by the Quality mod, then altered by the Space Age mod: without Space Age, the tech costs 5000 red, green, blue and purple science. Adding this information to the infobox means the default information is that for the base game, but most people (presumably) play with both. Would it be possible to add a parameter like "default-to-space-age=yes" to have the Space Age tab opened by default? Thrawcheld ( talk ) 18:51, 25 January 2025 (UTC) Ideally I would like the state of the tab to persist, so if you open space age on one page, it would also be selected on all other pages until you select base game again. Do you think that would solve this as well, or do you think the differing default would still be needed? -- Bilka ( talk ) - Admin 18:42, 28 January 2025 (UTC)
wiki
https://wiki.factorio.com/Template_talk:Infobox_-_Factorio_Wiki
User_talk_ZeroKnight
User talk:ZeroKnight - Factorio Wiki
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User talk:ZeroKnight - Factorio Wiki Jump to navigation Jump to search Welcome to the Official Factorio Wiki! Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it. First and foremost, please be sure to read and understand the rules of this Wiki . If you have any questions or concerns with these rules, please don't hesitate to ask an Admin. Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the help pages . In addition to the help provided by MW, we also provide a style guide that we enforce. If you're unsure where to begin, please see the editor noticeboard , where information on the current objectives and projects of the Wiki may be found. Again, welcome, we hope you contribute as much high quality information as you can. :) Bilka ( talk ) - Admin 06:58, 3 October 2019 (UTC)
wiki
https://wiki.factorio.com/User_talk:ZeroKnight_-_Factorio_Wiki
Hazard_concrete
Hazard concrete - Factorio Wiki
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Hazard concrete - Factorio Wiki Jump to navigation Jump to search | | Hazard concrete | Edit | | | --------------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 0.25+10→10 | 0.25+10→10 | | Total raw | Total raw | | 0.25+10 | 0.25+10 | | Map color | | | Walking speed | 140% | | Stack size | 100 | | Rocket capacity | 100 (1 stack) | | Prototype type | item | | Internal name | hazard-concrete | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | Hazard concrete is identical to concrete except for its striped texture. Rotating the tile changes the direction of the stripes. History 0.13.0 : Introduced See also Stone brick Concrete Refined concrete Refined hazard concrete | 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/Hazard_concrete_-_Factorio_Wiki
Module
Module - Factorio Wiki
[ "intermediate products" ]
Module - Factorio Wiki Jump to navigation Jump to search Modules are items used to enhance existing buildings' capabilities. They are expensive, require appropriate research , and are produced slowly, but can eventually greatly improve the efficiency of a factory. Quick usage summary: For more products per second a speed module should be used. For more products per input resource a productivity module should be used. For more products per watt of energy an efficiency module should be used (except in rare cases when productivity modules are also used - then a speed module might be better). For higher quality products, quality modules should be used, and they should not be paired with speed modules, whether directly in the machine or in beacons . Note that changing a machine's energy consumption directly affects how much pollution the machine generates. This is the case because the pollution production rate is directly linked to the machine's energy consumption, so this applies even when power is produced in a pollution-free way. Contents 1 Types of modules 1.1 Speed module 1.2 Productivity module 1.3 Efficiency module 1.4 Quality module 2 Usage tips 2.1 Quality and module scaling 2.2 Examples of usage 3 See also Types of modules There are three types of modules in Factorio , each with 3 tiers of effect. Higher tiers have stronger effects but are more expensive. Note that the machine's properties (speed, energy consumption and pollution) cannot be reduced below 20% of the original value. Speed module Main article: Speed module Speed modules increase the speed and energy consumption of a machine. | Module | Speedbonus | Energyconsumption | Quality | | | | | | | | | | | | | | ------ | --------------------- | ----------------- | ------- | | ---- | | ---- | | ---- | | ---- | | ----- | ---- | ----- | | | +20%+26%+32%+38%+50% | | | | +20% | | +26% | | +32% | | +38% | | +50% | +50% | -1% | | | | | +20% | | | | | | | | | | | | | | | +26% | | +32% | | | | | | | | | | | | | | | +38% | | +50% | | | | | | | | | | | | | | | +30%+39%+48%+57%+75% | | | | +30% | | +39% | | +48% | | +57% | | +75% | +60% | -1.5% | | | | | +30% | | | | | | | | | | | | | | | +39% | | +48% | | | | | | | | | | | | | | | +57% | | +75% | | | | | | | | | | | | | | | +50%+65%+80%+95%+125% | | | | +50% | | +65% | | +80% | | +95% | | +125% | +70% | -2.5% | | | | | +50% | | | | | | | | | | | | | | | +65% | | +80% | | | | | | | | | | | | | | | +95% | | +125% | | | | | | | | | | | | | Advantages & Disadvantages: Increases speed of machine. If used with productivity modules, it can increase the efficiency of the machine in terms of items produced per joule (or items produced per pollution generated). Increases energy use per cycle (exceptions exist). Increased energy usage means increased pollution generation (pollution depends on power usage). Reduced chance of producing quality items. Productivity module Main article: Productivity module Productivity modules provide a productivity improvement to a machine when placed inside item-producing buildings and labs . Each time the machine finishes crafting the recipe it is set to, an amount is added to the bar equal to the percentages of the productivity modules inside the machine. When the bar reaches 100%, an extra set of products is immediately generated without consuming any resources. Productivity modules cannot be used for every recipe. They can generally only be used in recipes that make an intermediate products . If you have productivity modules in a machine and you change the recipe to one which cannot accept them (manually or via the circuit network , the machine will eject the modules. Intermediate recipes which cannot accept productivity modules include (but are not limited to): barrel filling and emptying. Producing barrels from steel. Steam condensation (likely to prevent loops that can generate more water than put into them). The non-intermediate product recipes can accept productivity modules are: Stone brick Concrete from molten iron (but not the standard concrete recipe). Artificial jellynut and yumako soils Overgrowth jellynut and yumako soils Productivity modules cannot be placed in beacons . | Module | Productivitybonus | Energyconsumption | Speed | Pollutionmultiplier | | | | | | | | | | | | | | ------ | -------------------- | ----------------- | ----- | ------------------- | ---- | | ---- | | ---- | | ---- | | ---- | ---- | ---- | ---- | | | +4%+5%+6%+7%+10% | | | | +4% | | +5% | | +6% | | +7% | | +10% | +40% | -5% | +5% | | | | | +4% | | | | | | | | | | | | | | | | +5% | | +6% | | | | | | | | | | | | | | | | +7% | | +10% | | | | | | | | | | | | | | | | +6%+7%+9%+11%+15% | | | | +6% | | +7% | | +9% | | +11% | | +15% | +60% | -10% | +7% | | | | | +6% | | | | | | | | | | | | | | | | +7% | | +9% | | | | | | | | | | | | | | | | +11% | | +15% | | | | | | | | | | | | | | | | +10%+13%+16%+19%+25% | | | | +10% | | +13% | | +16% | | +19% | | +25% | +80% | -15% | +10% | | | | | +10% | | | | | | | | | | | | | | | | +13% | | +16% | | | | | | | | | | | | | | | | +19% | | +25% | | | | | | | | | | | | | | Advantages & Disadvantages: Creates an additional free item occasionally. Increases energy use per cycle. Increases pollution generated. Slows the machine. Efficiency module Main article: Efficiency module Efficiency modules reduce the required electricity to run the machine. The lowest amount of energy that efficiency modules can be used to achieve is 20% of the machine's base energy usage. | Module | Energyconsumption | | | | | | | | | | | | | | ------ | --------------------- | | ----- | | ---- | | ---- | | ---- | | ---- | | ----- | | | -30%-39%-48%-57%-75% | | | | -30% | | -39% | | -48% | | -57% | | -75% | | | | | -30% | | | | | | | | | | | | | -39% | | -48% | | | | | | | | | | | | | -57% | | -75% | | | | | | | | | | | | | -40%-52%-64%-76%-100% | | | | -40% | | -52% | | -64% | | -76% | | -100% | | | | | -40% | | | | | | | | | | | | | -52% | | -64% | | | | | | | | | | | | | -76% | | -100% | | | | | | | | | | | | | -50%-65%-80%-95%-125% | | | | -50% | | -65% | | -80% | | -95% | | -125% | | | | | -50% | | | | | | | | | | | | | -65% | | -80% | | | | | | | | | | | | | -95% | | -125% | | | | | | | | | | | Advantages & Disadvantages: Reduces energy use per cycle. Decreased energy usage means decreased pollution generation (pollution depends on power usage). Cannot lower energy usage below 20%. If used with productivity modules, sometimes the efficiency gain is lower than what a speed module could achieve. Quality module Main article: Quality module Space Age expansion exclusive feature. Quality modules increase the chance of items being produced in higher qualities, which in turn grant bonuses which makes items and buildings work more efficiently. Higher quality items have a lesser chance of being created. Note that quality modules themselves can be made with higher qualities, which further increases the chance of higher quality products being made. | Module | Qualitybonus | Speed | | | | | | | | | | | | | | ------ | ----------------------- | ----- | ----- | | ----- | | ----- | | ----- | | ----- | | ----- | --- | | | +1%+1.3%+1.6%+1.9%+2.5% | | | | +1% | | +1.3% | | +1.6% | | +1.9% | | +2.5% | -5% | | | | | +1% | | | | | | | | | | | | | | +1.3% | | +1.6% | | | | | | | | | | | | | | +1.9% | | +2.5% | | | | | | | | | | | | | | +2%+2.6%+3.2%+3.8%+5% | | | | +2% | | +2.6% | | +3.2% | | +3.8% | | +5% | -5% | | | | | +2% | | | | | | | | | | | | | | +2.6% | | +3.2% | | | | | | | | | | | | | | +3.8% | | +5% | | | | | | | | | | | | | | +2.5%+3.2%+4%+4.7%+6.2% | | | | +2.5% | | +3.2% | | +4% | | +4.7% | | +6.2% | -5% | | | | | +2.5% | | | | | | | | | | | | | | +3.2% | | +4% | | | | | | | | | | | | | | +4.7% | | +6.2% | | | | | | | | | | | | Advantages & Disadvantages: Can provide higher quality items. Quality modules themselves can have higher quality. Modules with higher qualities have larger bonuses, further increasing the chance of better items being made. Slightly decreases speed of buildings. Not all higher quality items have bonuses. Usage tips As a rule, the effects of multiple modules are additive, not multiplicative , meaning they don't have diminishing returns (except that consumption is capped to -80%), so if an assembler is making 2 items per second, adding one speed module 3 (+50% speed) will increase item production by 1/s, and a second speed module 3 will increase production by another 1/s. Consumption modifiers work the same way, for example if a machine is consuming 180kW, the first efficiency module 1 will reduce energy use by 54kW, the second will also reduce energy use by 54kW. There is no difference between putting two speed module 1's in one machine and two efficiency module 1's in a second machine, compared to putting one of each in both machines - in both cases the total items produced per second and average energy required per item is identical. There is however synergy between productivity modules and speed modules, productivity modules reduce crafting speed which lowers the production rate of items and increases the energy consumed per item, the speed bonus from speed modules increases production rate of items and lowers the energy consumed per item - in fact when dealing with productivity modules, the reduction in energy consumption from the increased speed from speed modules can be greater than the increased energy consumption. For detailed calculations on the synergy between productivity modules and speed modules refer to this discussion as well as this warning . Filling the device with speed modules is useful when a resource is infinite but the amount of resource pools is low. The best example would be oil deposits . Another good place to use speed modules would be for assembly machines which make products that take a long time to make, for example engine units. Using speed modules allows more compact setups, because one machine can provide materials to more consumers than normal. If used together with productivity modules, they can also increase efficiency (in terms of items produced per watt or per pollution generated) of a machine. Filling devices with productivity modules is recommended when resources are scarce. An example would be more advanced products not being produced enough due to bottlenecks. It will take longer and more energy, but the overall amount of products per time will be higher. Productivity is especially useful in recipes that consume a lot of resources per second such as electronic circuits , as this will result in a lot of free items being created and quickly cover the cost of the module. Also by saving the need to mine ore, smelt plates and process intermediates for those free items the additional energy cost can be easily covered. Filling devices with efficiency modules is recommended for electric furnaces as these use a lot of power. Note that making higher level efficiency modules are not worth it in terms of power saved vs materials used to build a solar panel setup with same power output so the only incentive is to further reduce pollution or space utilization. Modules are also able to control pollution , as pollution depends also on energy usage . So reducing a machine's energy usage by 40% with a efficiency module 2 will also reduce its pollution by 40%. Beware as this also works vice versa! Also note that if you're using productivity modules, a speed module can sometimes provide better efficiency gains due to the fact that the machine will now be producing much more items per second. Efficiency modules also generally don't work well in beacons. Quality and module scaling Getting modules of higher quality improves the benefits of the modules but not their drawbacks. Modules of sufficiently high quality can eclipse at least some of their drawbacks. Speed modules make machines faster, which effectively makes them act like more machines of the same type. But they also cause them to increase power consumption, and this increase is higher than the speed increase. So speed modules can make machines act as if there were more machines, but they consume more power than the equivalent number of un-moduled machines. Quality changes things. Because a higher quality speed module provides a higher speed bonus, but not higher power consumption, it is possible to reach a break-even point where the speed bonus is equal to or greater than the power penalty. Speed module 1s do not achieve this break-even point until legendary quality, when their 50% speed bonus exactly matches the 50% power penalty. Speed module 2s also require legendary quality to surpass their power penalty, though since the speed bonus of 75% exceeds the power consumption of 60%, it effectively provides a small efficiency effect. Speed module 3s reach this break even point at rare quality, with an 80% speed vs. 70% power. Productivity modules have a similar break even point with regard to their speed penalty (though not their power penalty). Adding productivity to a process gives a de-facto speed increase in terms of the number of output products produced. The speed penalty of productivity modules offsets this de-facto speed increase. However, computing that break-even point is more complex. 5% productivity means that 5% more outputs are generated over a given space of time. So if a machine would have output 100 products in a given time, it outputs 105. A 5% speed penalty means the machine operates 5% slower. If a machine would have output 105 products in a given time, it only outputs 95% of that, which is not 100; it is 99.75. Productivity module 1s have a 6% speed penalty. The minimum productivity bonus needed to overcome this speed penalty is 6.3%, which requires an epic prod 1 (though rare comes close). To offset the 10% speed penalty from a productivity module 2 , you need a productivity of at least 11.1%, which requires an legendary prod 2 (though epic comes very close). To offset the 15% speed penalty from a productivity module 3 , you need productivity of at least 17.6%, which requires an epic prod 3 (though rare comes very close). Quality modules have unusual scaling for their quality bonuses due to how strong quality module 2s are. A rare quality module 2 has the same bonus as an uncommon quality module 3 . And a legendary quality module 2 beats any non-legendary quality module 3. With the Space Age mod, quality module 3s require superconductors , which makes acquiring quality versions of quality module 3s much more expensive than quality module 2s. Efficiency modules have a similar scaling effect, though much more pronounced. An uncommon efficiency module 1 is almost as good as a common efficiency module 2 , and a rare eff1 nearly matches a common efficiency module 3 . Quality versions of efficiency module 2s are usually nearly as good as eff3s of one step lower quality. Though getting quality versions of spoilage is much cheaper than superconductors ( bioflux can mass-produce nutrients , which can be recycled using quality modules to produce quality spoilage, with any lower quality spoilage being fed back into the recycler), so making quality efficiency module 3s is much easier than most other module 3s. Examples of usage Electric furnaces are huge power hogs at 180 kW per furnace. 1 basic efficiency module reduces it by 54 kW (−30%) – almost a solar panel worth of power. Electric mining drills normally create 10 units of pollution , using 3 basic efficiency modules on them reduces their pollution production by 80% to 2 units per minute. Using productivity module 3s in the rocket silo reduces the total resource cost for 1 rocket launch by almost 30%, saving 26k copper ore per rocket launch. See also Beacon Speed modules are sometimes more efficient than Efficiencies
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Utility_science_pack_(research)
Utility science pack (research) - Factorio Wiki
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Utility science pack (research) - Factorio Wiki Jump to navigation Jump to search | | Utility science pack (research) | Edit | | | ------------------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 30111✖100 | 30111✖100 | | Prototype type | technology | | Internal name | utility-science-pack | | Required technologies | Required technologies | | | | | Allows | Allows | | 4 | 4 | | Effects | Effects | | | | | Cost | Cost | | --------------------- | --------------------- | | 30111✖100 | 30111✖100 | | Prototype type | technology | | Internal name | utility-science-pack | | Required technologies | Required technologies | | | | | Allows | Allows | | 55746644633 | 55746644633 | | Effects | Effects | | | | Utility science pack unlocks the ability to craft utility 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 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Braking_force_(research)
Braking force (research) - Factorio Wiki
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Braking force (research) - Factorio Wiki Jump to navigation Jump to search | | Braking force (research) | Edit | | | ------------------------ | ---- | | Cost | Cost | | --------------------- | --------------------- | | 30111✖100 | 30111✖100 | | Prototype type | technology | | Internal name | braking-force-1 | | Required technologies | Required technologies | | | | | Allows | Allows | | 2-7 | 2-7 | Trains can slow down faster, allowing them to stay at higher speeds longer. | Technology | Cost | Train brakingforce bonus | Cumulativeeffect | | ---------------- | ------------ | ------------------------ | ---------------- | | 1Braking force 1 | 30111X 100 | 10% | 10% | | 2Braking force 2 | 30111X 200 | 15% | 25% | | 3Braking force 3 | 301111X 250 | 15% | 40% | | 4Braking force 4 | 301111X 350 | 15% | 55% | | 5Braking force 5 | 351111X 450 | 15% | 70% | | 6Braking force 6 | 4511111X 550 | 15% | 85% | | 7Braking force 7 | 6011111X 650 | 15% | 100% | History 0.15.0 : Introduced See also Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
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Engine_(research)
Engine (research) - Factorio Wiki
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Engine (research) - Factorio Wiki Jump to navigation Jump to search | | Engine (research) | Edit | | | ----------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 1511✖100 | 1511✖100 | | Prototype type | technology | | Internal name | engine | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Researching the Engine unit allows the player access to new forms of transportation. 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 |
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Factorio_Wanted_pages_template
Factorio:Wanted pages/template - Factorio Wiki
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Factorio:Wanted pages/template - Factorio Wiki Jump to navigation Jump to search Number of wanted pages: 40 | # | Page | Links to this page | | -- | --------------------------------------- | ------------------ | | 1 | Template:Category/doc | 1 | | 2 | Template:Clear/doc | 1 | | 3 | Template:Color/doc | 1 | | 4 | Template:CombatNav/doc | 1 | | 5 | Template:ContentCell/Sandbox/doc | 1 | | 6 | Template:ConvertName/doc | 1 | | 7 | Template:Country name/doc | 1 | | 8 | Template:EnvironmentNav/doc | 1 | | 9 | Template:Experimental/doc | 1 | | 10 | Template:Experimental/zh/doc | 1 | | 11 | Template:Icon/special/doc | 1 | | 12 | Template:IntermediateNav/doc | 1 | | 13 | Template:Keybinding/doc | 1 | | 14 | Template:Languages/Sandbox/doc | 1 | | 15 | Template:LogisticsNav/doc | 1 | | 16 | Template:Main/doc | 1 | | 17 | Template:Navbox/sandbox/Listparsing/doc | 1 | | 18 | Template:Navbox/sandbox/doc | 1 | | 19 | Template:NavboxIconLink/doc | 1 | | 20 | Template:Outdated image/doc | 1 | | 21 | Template:ProductionNav/doc | 1 | | 22 | Template:Shortcut/doc | 1 | | 23 | Template:SpaceNav/doc | 1 | | 24 | Template:Sublinks/doc | 1 | | 25 | Template:TechNav/doc | 1 | | 26 | Template:Translation verification/doc | 1 | | 27 | Template:Translation/cs/doc | 1 | | 28 | Template:Translation/da/doc | 1 | | 29 | Template:Translation/es/doc | 1 | | 30 | Template:Translation/hu/doc | 1 | | 31 | Template:Translation/it/doc | 1 | | 32 | Template:Translation/ms/doc | 1 | | 33 | Template:Translation/pt-br/doc | 1 | | 34 | Template:Translation/pt-pt/doc | 1 | | 35 | Template:Translation/sv/doc | 1 | | 36 | Template:Translation/vi/doc | 1 | | 37 | Template:Translation/zh-tw/doc | 1 | | 38 | Template:Type/doc | 1 | | 39 | Template:Upcoming/doc | 1 | | 40 | Template:VersionNav/doc | 1 |
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Copper_cable
Copper cable - Factorio Wiki
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Copper cable - Factorio Wiki Jump to navigation Jump to search | | Copper cable | Edit | | | ------------ | ---- | Base game Space Age mod | Recipe | Recipe | | --------------------- | --------------------- | | 0.5+1→2 | 0.5+1→2 | | Total raw | Total raw | | 0.5+1 | 0.5+1 | | Stack size | 200 | | Rocket capacity | 4000 (20 stacks) | | Prototype type | item | | Internal name | copper-cable | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recipe | Recipe | | --------------------- | --------------------- | | 0.5+1→2 | 0.5+1→2 | | Total raw | Total raw | | 0.5+1 | 0.5+1 | | Stack size | 200 | | Rocket capacity | 4000 (20 stacks) | | Prototype type | item | | Internal name | copper-cable | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Copper cables are an intermediate product made from copper plates , or can be cast from a foundry . They are very important for manufacturing circuits and electrical connections. Copper cable can also be used to connect or disconnect power poles. Select copper cable from your inventory, or click its icon on the Shortcut bar , and left click two electric poles . This way, you can manually wire some of the more complex systems, like making steam engines work only when accumulators are empty. Note that the cable is not consumed during this operation, and you do not actually need to have the item in inventory. Disconnecting the cable between two medium electric poles . Alternative recipes Space Age expansion exclusive feature. | Process | Input | Output | Made in | Required technology | | -------------------- | ----- | ------ | ------- | ------------------- | | Casting copper cable | 1+5 | 2 | | Foundry (research) | History 2.0.7 : Added to the shortcut bar Cable is no longer consumed when connecting or disconnecting power lines Casting recipes introduced in the Space Age expansion 0.12.2 : Moved copper cable into the intermediate category in the recipes. 0.9.2 : Introduced See also Electric system Green wire Red wire | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
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Biolab_(research)
Biolab (research) - Factorio Wiki
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Biolab (research) - Factorio Wiki Jump to navigation Jump to search | | Biolab (research) | Edit | | | ----------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 6011111111✖1000 | 6011111111✖1000 | | Prototype type | technology | | Internal name | biolab | | Required technologies | Required technologies | | | | | Effects | Effects | | | | Space Age expansion exclusive feature. Unlocks the biolab , an advanced lab capable of draining science packs at half the speed as regular labs . 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 |
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Destroyer_(research)
Destroyer (research) - Factorio Wiki
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Destroyer (research) - Factorio Wiki Jump to navigation Jump to search | | Destroyer (research) | Edit | | | -------------------- | ---- | | Cost | Cost | | ---------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------- | | 3011111✖300 | 3011111✖300 | | Combat robots help to fight the enemy with their guns. They are spawned from the capsules and have a limited lifespan. Some follow the player. | Combat robots help to fight the enemy with their guns. They are spawned from the capsules and have a limited lifespan. Some follow the player. | | Prototype type | technology | | Internal name | destroyer | | Required technologies | Required technologies | | 4 | 4 | | Allows | Allows | | | | | Effects | Effects | | | | Destroyer allows the player to craft destroyer capsules , the most advanced type of combat robots. They follow and help the player for a short time. 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/Destroyer_(research)_-_Factorio_Wiki
Template_No_language_suffix
Template:No language suffix - Factorio Wiki
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Template:No language suffix - Factorio Wiki Jump to navigation Jump to search Template:No language suffix [ View ] [ Edit ] [ Page history ] Documentation Strips the language suffix from the link, if there is one. Example 1: Page the template is on: "Infobox:Accumulator" -> {{No language suffix}} gives "Infobox:Accumulator". Example 2: Page the template is on: "Accumulator/de" -> {{No language suffix}} gives "Accumulator". Example 3: Page the template is on: "Infobox:Accumulator/de" -> {{No language suffix}} gives "Infobox:Accumulator". List of all templates
wiki
https://wiki.factorio.com/Template:No_language_suffix_-_Factorio_Wiki
Splitter
Splitter - Factorio Wiki
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Splitter - Factorio Wiki Jump to navigation Jump to search | | Splitter | Edit | | | -------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 1+5+5+4→1 | 1+5+5+4→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 9.25+7.5+16 | 9.25+7.5+16 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 170221272323425 | | | | 170 | | 221 | | 272 | | 323 | | 425 | | | | | 170 | | | | | | | | | | | | | 221 | | 272 | | | | | | | | | | | | | 323 | | 425 | | | | | | | | | | | | Resistances | Fire: 0/60% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Dimensions | 1×2 | | | | | | | | | | | | | | Belt speed | 15 Items/s | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | splitter | | | | | | | | | | | | | | Internal name | splitter | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 1+5+5+4→1 | 1+5+5+4→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 9.25+7.5+16 | 9.25+7.5+16 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 170221272323425 | | | | 170 | | 221 | | 272 | | 323 | | 425 | | | | | 170 | | | | | | | | | | | | | 221 | | 272 | | | | | | | | | | | | | 323 | | 425 | | | | | | | | | | | | Resistances | Fire: 0/60% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Dimensions | 1×2 | | | | | | | | | | | | | | Belt speed | 15 Items/s | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | splitter | | | | | | | | | | | | | | Internal name | splitter | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The splitter is used to divide a single belt, combine two belts into one, or equally balance two belts together. The items are placed in 1:1 relation on the outgoing belts. It is possible to set a filter and input and output priorities as described on belt transport system . Contents 1 Other basic belts 2 Other Splitters 3 Gallery 4 History 5 See also Other basic belts | Transport belt | Underground belt | | -------------- | ---------------- | Other Splitters | Fast splitter | Express splitter | Turbo splitter | | ------------- | ---------------- | -------------- | Gallery History 0.17.0 : Match transport belt speed of 15 items/per second 0.16.17 : Added filter to splitter. Added input and output priority to splitter. 0.16.16 : Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent. The decision whether item goes to left or right output is now independent of the item type. 0.13.0 : Renamed "basic splitter" to "splitter". 0.11.0 : Fast/express splitters are now made from their lesser variants. 0.5.0 : Added fast and express splitters New graphics. 0.4.1 : Draw ending/starting pieces of underground belt and splitter. 0.3.0 : Splitter now has a maximum memory of 5 items when forced to send items on one side because the other one is blocked. 0.2.9 : Introduced See also Belt transport system Transport belts Underground belts Inserters | Logistics | Logistics | | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storage | Wooden chestIron chestSteel chestStorage tank | | Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() | | Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() | | Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump | | Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon | | Transport | CarTankSpidertronSpidertron remote | | Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport | | Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel | | Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives | | Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Splitter_-_Factorio_Wiki
Stone_brick
Stone brick - Factorio Wiki
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Stone brick - Factorio Wiki Jump to navigation Jump to search | | Stone brick | Edit | | | ----------- | ---- | Base game Space Age mod | Recipe | Recipe | | --------------- | -------------- | | 3.2+2→1 | 3.2+2→1 | | Total raw | Total raw | | 3.2+2 | 3.2+2 | | Map color | | | Walking speed | 130% | | Stack size | 100 | | Rocket capacity | 500 (5 stacks) | | Prototype type | item | | Internal name | stone-brick | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recipe | Recipe | | --------------- | -------------- | | 3.2+2→1 | 3.2+2→1 | | Total raw | Total raw | | 3.2+2 | 3.2+2 | | Map color | | | Walking speed | 130% | | Stack size | 100 | | Rocket capacity | 500 (5 stacks) | | Prototype type | item | | Internal name | stone-brick | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Stone bricks are produced from stone in any furnace, and are used in multiple recipes as well as placing them to create stone paths. Recipes in which they are used include the two advanced types of furnace (meaning they are used in research), as well as more advanced stone products, notably concrete . It is more material efficient to use concrete for paths, as double the amount of tiles are produced from the same amount of stone. Stone path increases walking speed by 30% and reduces vehicle rolling resistance, allowing for improved acceleration and top speed. However, any type of path practically prevents pollution absorption by terrain, so extensive use of paths may cause the factory's pollution to spread farther. Stone paths have no effect on the movement speed of enemies . Stone brick crafting can use productivity modules . Usage Holding them allows the player to mine any type of path , and placing them over another type of path automatically mines the previous path. Stone paths are placed using Left mouse button and can be removed by using Right mouse button while holding any kind of path. The area in which stone bricks are placed can be increased and decreased by using Numpad + and Numpad - . History 0.17.0 : Crafting time reduced from 3.5 to 3.2 seconds. 0.16.0 : All terrains, including stone path and concrete, have transitions with water. 0.12.17 : Updated graphics. 0.12.0 : Stone bricks are now used in stone paths, and in concrete . Terrain modifies vehicle friction force (sand: 1.8, grass: 1.6, dirt: 1.4, stone path: 1.1, concrete: 0.8). 0.3.0 : Introduced See also Concrete Hazard concrete Refined concrete Refined hazard concrete | 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/Stone_brick_-_Factorio_Wiki
Lightning_rod
Lightning rod - Factorio Wiki
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Lightning rod - Factorio Wiki Jump to navigation Jump to search | | Lightning rod | Edit | | | ------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------------------- | | ---- | | --- | | ---- | | --- | | ---- | | ---- | | 5+8+12+4→1 | 5+8+12+4→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 8+4+6+8 | 8+4+6+8 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 100130160190250 | | | | 100 | | 130 | | 160 | | 190 | | 250 | | | | | 100 | | | | | | | | | | | | | 130 | | 160 | | | | | | | | | | | | | 190 | | 250 | | | | | | | | | | | | Resistances | Electric: 0/100%Fire: 0/90% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Range | 1519.52428.537.5+ Lightning reach | | | | 15 | | 19.5 | | 24 | | 28.5 | | 37.5 | | | | | 15 | | | | | | | | | | | | | 19.5 | | 24 | | | | | | | | | | | | | 28.5 | | 37.5 | | | | | | | | | | | | Efficiency | 20%26%32%38%50% | | | | 20% | | 26% | | 32% | | 38% | | 50% | | | | | 20% | | | | | | | | | | | | | 26% | | 32% | | | | | | | | | | | | | 38% | | 50% | | | | | | | | | | | | Dimensions | 1×1 | | | | | | | | | | | | | | Drain | 150 MW (electric) | | | | | | | | | | | | | | Energy capacity | 500.0 MJ (electric) | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Buildable only on | | | | | | | | | | | | | | | Crafted only on | | | | | | | | | | | | | | | Prototype type | lightning-attractor | | | | | | | | | | | | | | Internal name | lightning-rod | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. The lightning rod is a building from Fulgora that protects an area from getting struck by lightning from the nightly storms. When struck, they generate power for a limited time . The peak power production is limited only by the demands of the connected electric system , but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the Planet discovery Fulgora technology. The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field. History 2.0.7 : Introduced in Space Age expansion. See also Fulgora Lightning collector 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/Lightning_rod_-_Factorio_Wiki
Automation_(research)
Automation (research) - Factorio Wiki
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Automation (research) - Factorio Wiki Jump to navigation Jump to search | | Automation (research) | Edit | | | --------------------- | ---- | | Cost | Cost | | ------------------------------------------ | ------------------------------------------ | | 101✖10 | 101✖10 | | Key technology for large scale production. | Key technology for large scale production. | | Prototype type | technology | | Internal name | automation | | Required technologies | Required technologies | | | | | Allows | Allows | | 2 | 2 | | Effects | Effects | | | | Automation is one of the first technologies that the player will research. It allows the building of the Long-handed inserter , as well as the Assembling machine 1 , which is the start of automated crafting, an essential part of Factorio. 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/Automation_(research)_-_Factorio_Wiki
Template_Get_language_code_doc
Template:Get language code/doc - Factorio Wiki
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Template:Get language code/doc - Factorio Wiki Jump to navigation Jump to search Gets the language code from the pagename, no / in front, "en" for pages without a language suffix (English pages). See Template:If language suffix for having a / in front of the language code, and getting an empty string for English pages.
wiki
https://wiki.factorio.com/Template:Get_language_code/doc_-_Factorio_Wiki
Oil_refinery
Oil refinery - Factorio Wiki
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Oil refinery - Factorio Wiki Jump to navigation Jump to search | | Oil refinery | Edit | | | ------------ | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 8+10+10+10+15+10→1 | 8+10+10+10+15+10→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 30.5+15+40+15+10 | 30.5+15+40+15+10 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 350455560665875 | | | | 350 | | 455 | | 560 | | 665 | | 875 | | | | | 350 | | | | | | | | | | | | | 455 | | 560 | | | | | | | | | | | | | 665 | | 875 | | | | | | | | | | | | Stack size | 10 | | | | | | | | | | | | | | Dimensions | 5×5 | | | | | | | | | | | | | | Energy consumption | 420 kW (electric) | | | | | | | | | | | | | | Drain | 14 kW (electric) | | | | | | | | | | | | | | Crafting speed | 11.31.61.92.5 | | | | 1 | | 1.3 | | 1.6 | | 1.9 | | 2.5 | | | | | 1 | | | | | | | | | | | | | 1.3 | | 1.6 | | | | | | | | | | | | | 1.9 | | 2.5 | | | | | | | | | | | | Mining time | 0.2 | | | | | | | | | | | | | | Pollution | 6/m | | | | | | | | | | | | | | Module slots | 3 slots | | | | | | | | | | | | | | Prototype type | assembling-machine | | | | | | | | | | | | | | Internal name | oil-refinery | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The Oil Refinery processes crude oil or coal into 3 different fluids: heavy oil , light oil and petroleum gas . Oil products have many uses. Although they can be turned into solid fuel to fuel boilers and furnaces, they are usually used to create plastic bars , which are used in advanced circuits , and sulfur , which is used in more advanced items. They are also used as ammunition for flamethrower turrets . Contents 1 Recipes 2 Troubleshooting 3 History 4 See also Recipes The refinery has three/four available recipes, out of which one must be set before it can begin processing. | Process | Input | Output | Required technology | | ------------------------ | --------- | ------ | ---------------------------------- | | Basic oil processing | 5100 | 45 | Oil processing (research) | | Advanced oil processing | 510050 | 254555 | Advanced oil processing (research) | | Coal liquefaction | 5102550 | 902010 | Coal liquefaction (research) | | Simple coal liquefaction | 5+10+2+25 | 50 | Calcite processing (research) | Troubleshooting When the refinery is working, a flame comes out of the chimney. You need to choose the recipe, otherwise it won't work. It will stop working if any of the products are not properly drained from it (that is, 100.0 heavy oil at output will prevent production of the 2 other fluids). History 2.0.7 : Fluid inputs and outputs can now be flipped. Simple coal liquefaction added. 0.17.60 : Basic oil processing produces only Petroleum gas, for more streamlined oil setup in the beginning. Basic oil processing keeps some of the refinery input/output slots unused, so it is more clear which ones will be used by Advanced oil processing. 0.15.0 : Module slots increased from 2 to 3. 0.11.6 : Now disconnects from pipes when recipe is reset. 0.9.1 : Now accepts modules Added cracking recipes 0.9.0 : Introduced See also Oil processing Fluid system | Production items | Production items | | ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book | | Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() | | Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack | | Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() | | Agriculture | Agricultural towerBiochamberCaptive biter spawner | | Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() | | Environmental protection | Lightning rodLightning collectorHeating tower | | Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() | | Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Oil_refinery_-_Factorio_Wiki
User_talk_Phasma_Felis
User talk:Phasma Felis - Factorio Wiki
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User talk:Phasma Felis - Factorio Wiki Jump to navigation Jump to search Welcome to factorio ! We hope you will contribute much and well. You will probably want to read the help pages . Again, welcome and have fun! Slpwnd ( talk ) 12:10, 7 April 2015 (CEST) Redirects Hey there Phasma, I'm an admin on this wiki. I'd like to ask you to please reduce the amount of redirects you're creating. It's not necessary to create a redirect for every subword and synonym in the english language for every page. (Most of your contributions so far have been redirect creation) The search function of the wiki will allow users to find the page they are looking for, if their search is anywhere close to what they're looking for. (It searches title as well as page text) Creating lots of redirects causes problems with possible future page name collisions, and increases the "spaghetti network" factor of the wiki, causing problems with broken/double redirects when renaming pages has to be done, or any other sort of structural change. Basically, lay off the redirect creation (especially if the redirects are purely for semantics and no actual links exist to them) and contribute in some other ways please. --( Gangsir ) ( talk ) - Admin 22:00, 10 April 2017 (UTC)
wiki
https://wiki.factorio.com/User_talk:Phasma_Felis_-_Factorio_Wiki
Keyboard_bindings
Controls - Factorio Wiki
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Controls - Factorio Wiki Jump to navigation Jump to search | | | ----------------------------------------------------------------------------------------------------------------- | | Page "Controls" has been recommended for clean-up. Reason:Needs to be updated for 2.0 controls | | This may mean fixing grammar or broken links, providing better explanations, or removing incorrect/outdated info. | | Further recommendations for this page's clean-up can be made atTalk:Controls. | Controls are set by left-clicking them and then pressing the desired key combination. They can be cleared by right-clicking them. The keybindings can be reset in the controls settings menu. On the Nintendo Switch controls are set by pressing A and cleared by pressing Y . Contents 1 Movement 2 Basic interaction 3 Advanced interaction 4 Crafting 5 Inventory 6 Quickbar / Quick panel 7 Tools 8 Panels 9 Miscellaneous 10 Editor 11 Debug 12 See also Movement | PC key combination | Effect | | ------------------ | ---------- | | W | Move up | | D | Move right | | A | Move left | | S | Move down | | Nintendo Switch key combination | Effect | | ------------------------------- | ------ | | Left Stick | Move | | Right Stick | Look | Basic interaction | PC key combination(Alternative) | Nintendo Switch keycombination | Effect | Description | | ---------------------------------------- | ------------------------------ | ---------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | E(Mouse button 4) | X | Open character screen | | | Left mouse button | A | Open object's GUI | | | E(Mouse button 4) | X | Confirm window | | | | Press Right Stick | Toggle free cursor | | | Right mouse button | Y | Mine | | | Left mouse button | A | Build | | | SHIFT+Left mouse button | ZR+A | Buildghost | | | Q(Mouse button 5) | B | Clear cursor | Returns the item in the cursor stack to the player's inventory. Also cancels wire placement and rail planning. | | Q(Mouse button 5) | B | Pipette tool | Picks items from your inventory used to build the currently selected entity and places them in your cursor. For resources it will select the fastest available mining drill. | | R | Right | Rotate | Rotates (clockwise) the item held in the cursor or the selected entity. | | SHIFT+R | Left | Reverse rotate | Rotates (counter-clockwise) the item held in the cursor or the selected entity. | | F | ZL+Right | Flipblueprinthorizontal | | | G | ZL+Left | Flipblueprintvertical | | | F | Down | Pick up items on the ground | | | Z | ZL+Down | Drop item | Drop one item of what you are holding on the ground, on a belt or into a machine. | | ALT | Up | Toggle "Alt-mode" | Toggles showing additional information about built entities such as recipes in assembling machines and container contents. | | SPACE | R | Shootenemy | Shoots at the nearest enemy to the cursor, or for some weapons shoots at the location of the cursor. | | C | ZR+R | Shoot selected | Shoots at whatever you have selected, or for some weapons shoots at the location of the cursor. | | Tab | ZL+R | Nextweapon | Cycles to the next equipped weapon. | | ENTER | ZR+X | Enter/Leavevehicle | Enters or exits a vehicle you're standing next to or driving. | | Mouse wheel up(SHIFT+Mouse wheel up) | ZR+Up | Zoom in | | | Mouse wheel down(SHIFT+Mouse wheel down) | ZR+Down | Zoom out | | | GRAVE | ZL+ZR+- | Toggle chat (and Luaconsole) | | | SHIFT+Right mouse button | ZR+Y | Copy entity settings | Copies settings from the selected entity.Note that for pasting to work, the source entity must still exist. | | SHIFT+Left mouse button | ZR+A | Paste entity settings | Pastes settings from the previous copied entity. | Advanced interaction | PC key combination(Alternative) | Nintendo Switch keycombination | Effect | Description | | ----------------------------------------- | ------------------------------ | ------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Left mouse button(CTRL+Left mouse button) | A | Select forblueprint | Select the entities for blueprinting, upgrading or deconstruction. | | SHIFT+Left mouse button | ZR+A | Select fordeconstructioncancellation | Select to cancel upgrading or deconstruction. | | Right mouse button | Y | Reverse select | Activates Downgrade mode with theupgrade planner. | | SHIFT+Mouse wheel up | ZL+Up | Blueprint booknext | When holding a blueprint book in the cursor, cycles the active blueprint to the next available blueprint. | | SHIFT+Mouse wheel down | ZL+Down | Blueprint book previous | When holding a blueprint book in the cursor, cycles the active blueprint to the previous available blueprint. | | CTRL+f | Right SR | Focus search | | | Numpad + | Up | Larger tile building area | Increases the size of the placement area for tiles. | | Numpad - | Down | Smaller tile building area | Decreases the size of the placement area for tiles. | | SHIFT+Left mouse button | ZR+A | Removepolecables | Removes wires from the selected electric pole, starting with electric wires and then circuit network wires. | | CTRL+Left mouse button | ZL+A | Build with obstacle avoidance | Usable only for rail building. This is the same as ghost build mode, but trees, rocks and cliffs are avoided. | | SHIFT+Left mouse button | ZR+A | Add train stop | Usable only in the locomotive GUI and map view. Hold this modifier while clicking a station in the locomotive GUI minimap or main map to add the station to the schedule. | | CTRL+Left mouse button | ZL+A | Add temporary train stop | Usable only in the locomotive GUI and map view. Hold this modifier while clicking in the locomotive GUI minimap or main map to quickly go to that location by adding a temporary station to the schedule. | | Left mouse button | Not set | Drag map | Usable only in the map. | | SHIFT+Left mouse button | ZR+A | Place a tag in chat | Usable only when the chat is open. Places a chat link to the selected item, recipe, map location, station or train. | | CTRL+ALT+Left mouse button | Not set | Ping a map location | Quickly create a map ping at the selected location and link it in the chat. | | Mouse wheel up | ZR+Up | Zoom into world | Usable only in the map. Zoom with ability to zoom into world view from map view. | | Mouse wheel down | ZR+Down | Zoom out of world | Usable only in the map. Zoom with ability to zoom into map view from world view. | | SHIFT | Not set | Activate tooltip | Show the tooltip when the tooltip delay is set to a large value or "Never". | Crafting | PC key combination | Nintendo Switch keycombination | Effect | Description | | ----------------------- | ------------------------------ | ------------------- | ---------------------------------------------------------------------------- | | Left mouse button | A | Craft 1 | Usable only in the recipe GUI. Crafts 1 of a given recipe. | | Right mouse button | Y | Craft 5 | Usable only in the recipe GUI. Crafts 5 of a given recipe. | | SHIFT+Left mouse button | ZR+A | Craft all | Usable only in the recipe GUI. Crafts as many as possible of a given recipe. | | Left mouse button | A | Cancel crafting 1 | Usable only in the crafting queue. | | Right mouse button | Y | Cancel crafting 5 | Usable only in the crafting queue. | | SHIFT+Left mouse button | ZR+A | Cancel crafting all | Usable only in the crafting queue. | Inventory | PC key combination | Nintendo Switch keycombination | Effect | Description | | ------------------------ | ------------------------------ | ----------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Left mouse button | A | Pick up/drop item stack | | | SHIFT+Left mouse button | ZR+A | Stack transfer | Transfers the selected stack to the other inventory. | | CTRL+Left mouse button | ZL+A | Inventory transfer | Transfers all of the selected stack type to the other inventory. If an empty slot is clicked all items are transferred. | | CTRL+Left mouse button | ZL+A | Fast entity transfer | Transfers the held stack into the selected entity or if the cursor is empty takes anything the entity has and transfers it to your player. | | Right mouse button | Y | Cursor split | Moves half the selected inventory slot into the cursor if empty. Places a single item from the cursor stack to the selected inventory slot when holding an item. | | SHIFT+Right mouse button | ZR+Y | Stack split | Transfers half of the selected stack to the other inventory. | | CTRL+Right mouse button | ZL+Y | Inventory split | Transfers half of all of the stacks (rounded up) of the selected stack type to the other inventory. If an empty slot is clicked half of all stacks are transferred. | | CTRL+Right mouse button | ZL+Y | Fast entity split | Transfers half of the held stack into the selected entity or if the cursor is empty takes half of anything the entity has and transfers it to your player. | | Middle mouse button | ZL+ZR+Y | Toggle filter | Create a filter for the selected inventory slot so only the selected item type can be placed in that slot. Clear shortcut on quickbar. | | Right mouse button | Y | Open item's GUI | | Quickbar / Quick panel | PC key combination | Effect | Description | | ------------------ | ------------------------ | --------------------------------------------------- | | X | Rotate active quickbars | | | Not set | Next active quickbar | Selects the next quickbar for the top quickbar. | | Not set | Previous active quickbar | Selects the previous quickbar for the top quickbar. | | 1 | Shortcut 1 | | | 2 | Shortcut 2 | | | 3 | Shortcut 3 | | | 4 | Shortcut 4 | | | 5 | Shortcut 5 | | | 6 | Shortcut 6 | | | 7 | Shortcut 7 | | | 8 | Shortcut 8 | | | 9 | Shortcut 9 | | | 0 | Shortcut 10 | | | Not set | Secondary shortcut 1 | | | Not set | Secondary shortcut 2 | | | Not set | Secondary shortcut 3 | | | Not set | Secondary shortcut 4 | | | Not set | Secondary shortcut 5 | | | Not set | Secondary shortcut 6 | | | Not set | Secondary shortcut 7 | | | Not set | Secondary shortcut 8 | | | Not set | Secondary shortcut 9 | | | Not set | Secondary shortcut 10 | | | SHIFT+1 | Select quickbar 1 | | | SHIFT+2 | Select quickbar 2 | | | SHIFT+3 | Select quickbar 3 | | | SHIFT+4 | Select quickbar 4 | | | SHIFT+5 | Select quickbar 5 | | | SHIFT+6 | Select quickbar 6 | | | SHIFT+7 | Select quickbar 7 | | | SHIFT+8 | Select quickbar 8 | | | SHIFT+9 | Select quickbar 9 | | | SHIFT+0 | Select quickbar 10 | | | Nintendo Switch key combination | Effect | | ------------------------------- | ---------------- | | L | Show quick panel | | Up | Next page | | Down | Previous page | | Right | Next tab | | Left | Previous tab | Tools | PC key combination | Nintendo Switch keycombination | Effect | Description | | ---------------------- | ------------------------------ | ---------------------------------- | ------------------------------------------------------------------------------------------------------------------------ | | CTRL+C | Left SL | Copy | Select an area of entities to becopied. | | CTRL+X | Not set | Cut | Select an area of entities to becopied and marked for deconstruction. | | CTRL+V | Left SR | Paste | Paste the lastcopied entities. | | SHIFT+Mouse wheel up | ZL+Up | Next clipboard | Cycle the clipboard history while holding the paste tool. | | SHIFT+Mouse wheel down | ZL+Down | Previous clipboard | Cycle the clipboard history while holding the paste tool. | | CTRL+Z | Not set | Undo | Undo some actions such as manual entity building/removal, placing of blueprints and usage of the deconstruction planner. | | ALT+B | Not set | Make newblueprint | | | Not set | Not set | Make newblueprint book | | | ALT+D | Not set | Make newdeconstruction planner | | | ALT+U | Not set | Make newupgrade planner | | | ALT+E | Not set | Toggleexoskeleton | | | ALT+L | Not set | Toggle personal logistics requests | | | ALT+R | Not set | Togglepersonal roboport | | Panels | PC key combination | Nintendo Switch keycombination | Effect | Description | | ------------------ | ------------------------------ | --------------------------- | ----------------------------------------------------------------- | | F1 | Not set | Open character logistics | | | | Not set | Open character info | | | F2 | Not set | Open character crafting | | | ESC | + | Toggle menu | | | M | - | Toggle world map | | | | B | Close menu | Cancel and return to the previous menu. Usable only in main menu. | | T | ZL+- | Toggle technology screen | | | P | Not set | Toggleproduction statistics | | | L | ZR+- | Togglelogistic networks | | | B | Not set | Toggleblueprint library | | | O | Not set | Toggle train overview | | Miscellaneous | PC key combination(Alternative) | Nintendo Switch keycombination | Effect | Description | | ------------------------------- | ------------------------------ | -------------------------- | -------------------------------------------------------------------------------------------------- | | SHIFT+SPACE | ZR++ | Pause game | | | TAB | B | Confirm message | | | BACKSPACE | Left | Select previous technology | Usable only in the technology screen. Selects the technology you previously had selected. | | BACKSPACE(Mouse button 4) | Not set | Select previous mod | Usable only in the mods GUI. Selects the mod you previously had selected. | | G | Not set | Connect train | Connects the selected train or the train you're driving to any adjacent trains. | | V | Not set | Disconnect train | Disconnects the selected rolling stock or the rolling stock you are in from the rest of the train. | | F10 | Not set | Next player inreplay | | | CTRL+Left mouse button | ZL+A | Order to follow | Used withspidertron remoteto force the connectedspidertronfollow the given target. | Editor | PC key combination | Nintendo Switch keycombination | Effect | | | ------------------------- | ------------------------------ | --------------------------- | ---------------------------------------------------------------------------------------------------------- | | Middle mouse button | Not set | Next variation | | | SHIFT+Middle mouse button | Not set | Previous variation | | | SHIFT+Middle mouse button | Not set | Clone item | | | CTRL+Middle mouse button | Not set | Delete item | | | Numpad 0 | Not set | Toggle entity paused | | | Numpad . | Not set | Tick once | | | SHIFT+Numpad + | Not set | Increase game speed | | | SHIFT+Numpad - | Not set | Decrease game speed | | | SHIFT+Numpad * | Not set | Reset game speed to 1 | | | SHIFT+Right mouse button | ZR+Y | Set clone brush source | | | SHIFT+Left mouse button | ZR+A | Set clone brush destination | | | CTRL | Not set | Switch to surface # | Switches to the surface number pressed in combination with this hotkey: CTRL + 3 -> switches to surface 3. | | SHIFT+Right mouse button | ZR+Y | Remove scripting object | | Debug | PC key combination | Nintendo Switch keycombination | Effect | | ------------------ | ------------------------------ | --------------------------- | | CTRL+F3 | Not set | Toggle atlas GUI | | F4 | Not set | Toggle debug settings GUI | | F5 | Not set | Toggle basic debug | | F9 | Not set | Reset zoom level | | SHIFT+F9 | Not set | Set zoom level to 2x | | CTRL+F5 | Not set | Toggle GUI debug | | CTRL+F6 | Not set | Toggle GUI style view | | CTRL+F7 | Not set | Toggle GUI shadows | | CTRL+F8 | Not set | Toggle GUI glows | | CTRL+SHIFT+E | Not set | Open prototypes GUI | | CTRL+SHIFT+F | Not set | Open prototype explorer GUI | | CTRL+Numpad + | Not set | Increase UI scale | | CTRL+Numpad - | Not set | Decrease UI scale | | CTRL+Numpad 0 | Not set | Reset UI scale to automatic | See also Some tips for players with disabilities Creating keybindings in mods Keybinding prototype documentation
wiki
https://wiki.factorio.com/Controls_-_Factorio_Wiki
Acid_neutralisation
Acid neutralisation - Factorio Wiki
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Acid neutralisation - Factorio Wiki Jump to navigation Jump to search | | Acid neutralisation | Edit | | | ------------------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 5+1+1k→10k | 5+1+1k→10k | | Total raw | Total raw | | 5+1+1k | 5+1+1k | | Crafted only on | | | Prototype type | recipe | | Internal name | acid-neutralisation | | 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. Acid neutralisation converts sulfuric acid and calcite into steam . This recipe can only be used on Vulcanus , and it is the native means of producing water (via steam condensation ). The steam is created at a temperature of 500 °C, perfect for steam turbines , making it a very space-efficient source of power. Because acid neutralization produces so much steam in one production cycle, a combination of modules, quality, and beacons makes it possible to reach the limits of the fluid system . Specifically, each separate input into a fluid segment (one set of connected pipes and tanks) is limited to move 6000 fluid per second. If only one of the steam connections of the production building is used, then gaining an effective crafting speed of 3 or greater will cause the building to be unable to produce steam at its maximum theoretical potential. Using two fluid outputs allows the machine to reach crafting speed 6 before encountering a this limitation. Using all three fluid outputs of the cyrogenic plant allows an effective crafting speed of 9. History 2.0.7 : Introduced in Space Age expansion. See also Fluid system Steam | 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/Acid_neutralisation_-_Factorio_Wiki
Gleba
Gleba - Factorio Wiki
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Gleba - Factorio Wiki Jump to navigation Jump to search | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. Gleba is a moist, agricultural planet with fungal hills and swampy lowlands. It is home to the pentapods , which are spider-like enemies who are attracted to the scent of biological processing called Spores, similar to the way that Nauvis creatures negatively respond to pollution . One of the most prominent traits of Gleba is that nearly everything takes a biological form. Planet discovery Gleba (research) is required to travel to the planet. Contents 1 Achievements 2 Exclusive Items 3 Surface 3.1 Properties 3.2 Biomes 4 Mechanics 5 Access to basic resources 5.1 Power production 6 Space routes 7 Orbit 7.1 Properties 8 Gallery 9 Trivia 10 History 11 See also Achievements | | Visit GlebaTravel to planetGleba. | | | --------------------------------- | Exclusive Items The following items are unlocked on Gleba and can only be crafted on-planet: Agricultural science pack Artificial jellynut soil Artificial yumako soil Overgrowth jellynut soil Overgrowth yumako soil Biochamber The following items are unlocked on Gleba but can be crafted elsewhere: Agricultural tower (Buildable only on Gleba and Nauvis ) Captive biter spawner (spawners can be captured with Gleba's Capture bot rocket , constructed with Aquilo research, and exclusively produced and placed on Nauvis). Heating tower Biolab (unlocked with Gleba science, but exclusively produced and placed on Nauvis) Rocket turret Spidertron Stack inserter Toolbelt equipment Productivity module 3 Efficiency module 3 Note that while stack inserters can be crafted off of Gleba, the use of fast- spoiling jelly as an ingredient makes doing so somewhat impractical, though hardly impossible. Surface Properties | Property | Value | | --------------- | ---------- | | Pollutant Type | Spores | | Day Night Cycle | 10 Minutes | | Magnetic Field | 10 | | Solar Power | 50% | | Pressure | 2000 | | Gravity | 20 | Biomes Gleba's terrain consists of elevated regions of dry, buildable terrain and marshy lower areas marbled with Shallow water that cannot directly be built upon without landfill . The dark highlands biome are where stone may be found. The orange or turquoise midland biomes are also elevated and lack shallow water. Cliffs usually represent the transition from lower lying areas to higher ones. Pentapod enemies can only build nests on shallow water tiles (regardless of biome), so midlands and highlands act as natural barriers to their expansion. Artificial barriers can be created by using landfill on available shallow water. The blue biomes are marshes that are typically found next to deep water lakes. Outside of their particular flora, these lands contain nothing special. The red and green biomes are marshlands where Jellystem and Yumako trees can be found, respectively. They also contain copper and iron stromatolites in abundance, making them good sources of ore and ore bacteria. For the purposes of where crops can be planted, each of these two biomes has 3 kinds of tiles. Fertile soil tiles are those surrounding natural Jellystems and Yumako trees . These tiles can be planted with seeds and grow trees without any additional intervention. However, there are usually not very many such tiles in a biome. Around fertile soil tiles are a larger number of wetland tiles. These are shallow water tiles that are not initially plantable, but artificial jellynut and yumako soil tiles will make them fertile. The vast majority of the biome consists of darker red or green tiles (some are shallow water marshes, while others are buildable terrain) of types other than the above. All of these tiles can have overgrowth jellynut and yumako soils placed on them, making virtually the entire biome farmable (though at substantial cost). On the map view, the lightest colored tiles in these biomes are fertile soils, the slightly darker tiles around them are wetlands, and the rest are tiles that can have overgrowth soils placed on them. Note that the overgrowth soils can be placed on the same wetland tiles that artificial soils can be placed on. Overgrowth soils have no special effects on those tiles, and they are far more expensive than artificial soils. As such, care should be taken to avoid using the more expensive soils where the less expensive ones will do fine. Mechanics Main article: Spoilage mechanics Most biological products on Gleba are "spoilable". A spoilable item has an inherent timer attached to it, which begins at the item's creation. When the timer reaches 0, the item is transformed into spoilage , with a few exceptions. This process is inevitable and cannot be stopped. The exact time differs per item, ranging anywhere from a few minutes to 2 hours. This means that item throughput is more important than ever on Gleba, and buffering a large stockpile is ineffective, as items can spoil within containers. The Biochamber , Gleba's special production building, uses a fuel source, nutrients . Nutrients also can spoil, and have a short, 5 minute spoil time. Access to basic resources Water is readily available using offshore pumps Stone can be mined from patches on the surface as normal Iron ore can be obtained from iron bacteria , which can be cultivated in a biochamber using iron bacteria cultivation Copper ore can be obtained from copper bacteria , which can be cultivated in a biochamber using copper bacteria cultivation Coal can be obtained via coal synthesis Crude oil is not available. However: Plastic bars can be obtained from bioplastic Sulfur can be obtained from biosulfur Lubricant can be obtained from biolubricant Rocket fuel can be obtained from rocket fuel from jelly Heavy oil can be obtained using coal liquefaction , if the initial heavy oil is shipped in from another planet. This is only really useful for flamethrower turrets , since all other oil products can be obtained more efficiently using the bio recipes. Simple coal liquefaction is also an option if the calcite is shipped in from space platforms using advanced oxide asteroid crushing or from Vulcanus . Power production The heating tower is a burner device can be used to generate electricity via the use of heat exchangers and steam turbines. Gleba renewably generates all its resources, which includes rocket fuel. Traditional boilers can also be used. Space routes Gleba is connected to 4 other planets: Nauvis , Vulcanus , Fulgora , and Aquilo . | Planet | Distance (km) | | -------- | ------------- | | Nauvis | 15,000 | | Vulcanus | 15,000 | | Fulgora | 15,000 | | Aquilo | 30,000 | Asteroid rate graphs: | Space route fromNauvistoGleba | Space route fromVulcanustoGleba | | ------------------------------ | ------------------------------- | | Space route fromGlebatoFulgora | Space route fromGlebatoAquilo | Graph legend: | Asteroid type | Chunk | Medium | Big | | ------------- | ------- | -------- | ------- | | Metallic | ●Blue | ●Red | ●Cyan | | Carbonic | ●Orange | ●Yellow | ●Brown | | Oxide | ●Green | ●Magenta | ●Purple | Orbit Properties | Property | Value | | ----------- | ----- | | Solar Power | 200% | | AsteroidType | Spawn Ratio | | ------------------------- | ----------- | | Metallic asteroid chunk | 2 | | Carbonic asteroid chunk | 5 | | Oxide asteroid chunk | 1 | | Promethium asteroid chunk | 0 | | AsteroidSize | Spawn % | | ------------ | ------- | | Chunk | .30 | | Medium | .25 | | Big | 0 | | Huge | 0 | Note: Chunks spawn at Nauvis at 1.25% Huge Asteroids only spawn past Aquilo Gallery Example landscape of Gleba. Example mapview of Gleba, different colors represent different biomes. Gleba seen on the expansion's title screen. Trivia In biology, a gleba is a fleshy, spore-filled inner mass of some fungus like the puffball. During development, Gleba was once named Bacchus , after the Roman god of fertility, orchards, and vegetation. History 2.0.7 : Introduced in Space Age expansion. See also Aquilo Fulgora Nauvis Vulcanus 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
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User_talk_Lord_joshi
User talk:Lord joshi - Factorio Wiki
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User talk:Lord joshi - Factorio Wiki Jump to navigation Jump to search Welcome to factorio ! We hope you will contribute much and well. You will probably want to read the help pages . Again, welcome and have fun! Mishka ( talk ) 10:32, 22 August 2016 (UTC)
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Empty_heavy_oil_barrel
Barrel - Factorio Wiki
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Barrel - Factorio Wiki Jump to navigation Jump to search Barrels can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once fluid handling is researched. The barrels themselves are reusable once the fluids are drained. Barrels stack in groups of 10. A single cargo wagon can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon – 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
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Casting_low_density_structure
Low density structure - Factorio Wiki
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Low density structure - Factorio Wiki Jump to navigation Jump to search | | Low density structure | Edit | | | --------------------- | ---- | Base game Space Age mod | Recipe | Recipe | | --------------------- | --------------------- | | 15+20+5+2→1 | 15+20+5+2→1 | | Total raw | Total raw | | 15+20+5+2 | 15+20+5+2 | | Stack size | 50 | | Rocket capacity | 200 (4 stacks) | | Prototype type | item | | Internal name | low-density-structure | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recipe | Recipe | | --------------------- | --------------------- | | 15+20+5+2→1 | 15+20+5+2→1 | | Total raw | Total raw | | 15+20+5+2 | 15+20+5+2 | | Stack size | 50 | | Rocket capacity | 200 (4 stacks) | | Prototype type | item | | Internal name | low-density-structure | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | The low density structure is used in the production of modular armor & equipment, utility science packs , and orbital rockets. Contents 1 Alternative recipes 2 Rocket 2.1 Space Age 3 History 4 See also Alternative recipes Space Age expansion exclusive feature. | Process | Input | Output | Made in | Required technology | | ----------------------------- | ----------- | ------ | ------- | ------------------- | | Casting low density structure | 15+5+80+250 | 1 | | Foundry (research) | Rocket In the base game, 10 low density structures are required for each rocket part , so 1000 low density structures are required for each completed rocket launch. Additionally 100 low density structures are required for each satellite . Space Age Space Age expansion exclusive feature. In Space Age, 1 low density structure is required for each rocket part, so 50 low density structures are required for each completed rocket launch. Also, Space Age introduces low density structure productivity (research) that adds a productivity bonus to any production of this item. History 2.0.7 : Increased low density structure stack size from 10 to 50. Low density structure crafting time reduced from 20 to 15. 0.17.0 : Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar. (was 10x Steel Plate + 5x Copper Plate + 5x Plastic bar) Low density structure crafting time reduced from 30 to 20. 0.13.0 : Required in recipes for some high tier equipment, such as: Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense. 0.12.0 : Introduced. See also Rocket components: Processing unit Rocket fuel Satellite | 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/Low_density_structure_-_Factorio_Wiki
Rocket_turret_(research)
Rocket turret (research) - Factorio Wiki
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Rocket turret (research) - Factorio Wiki Jump to navigation Jump to search | | Rocket turret (research) | Edit | | | ------------------------ | ---- | | Cost | Cost | | --------------------- | --------------------- | | 30111111✖1000 | 30111111✖1000 | | Prototype type | technology | | Internal name | rocket-turret | | Required technologies | Required technologies | | 2 | 2 | | Allows | Allows | | | | | Effects | Effects | | | | Space Age expansion exclusive feature. This research allows players to make rocket turrets and unlocks coal synthesis . History 2.0.7 : Introduced in Space Age expansion. See also Gleba Enemies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Rocket_turret_(research)_-_Factorio_Wiki
Assembling_machine_1
Assembling machine 1 - Factorio Wiki
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Assembling machine 1 - Factorio Wiki Jump to navigation Jump to search | | Assembling machine 1 | Edit | | | -------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | -------------------------- | -------------------------- | | ---- | | --- | | ---- | | --- | | ---- | | ---- | | 0.5+3+5+9→1 | 0.5+3+5+9→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 6.75+4.5+22 | 6.75+4.5+22 | | | | | | | | | | | | | | Cannot craft with liquids. | Cannot craft with liquids. | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 300390480570750 | | | | 300 | | 390 | | 480 | | 570 | | 750 | | | | | 300 | | | | | | | | | | | | | 390 | | 480 | | | | | | | | | | | | | 570 | | 750 | | | | | | | | | | | | Resistances | Fire: 0/70% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Dimensions | 3×3 | | | | | | | | | | | | | | Energy consumption | 75 kW (electric) | | | | | | | | | | | | | | Drain | 2.5 kW (electric) | | | | | | | | | | | | | | Crafting speed | 0.50.650.80.951.25 | | | | 0.5 | | 0.65 | | 0.8 | | 0.95 | | 1.25 | | | | | 0.5 | | | | | | | | | | | | | 0.65 | | 0.8 | | | | | | | | | | | | | 0.95 | | 1.25 | | | | | | | | | | | | Mining time | 0.2 | | | | | | | | | | | | | | Pollution | 4/m | | | | | | | | | | | | | | Module slots | 0 slots | | | | | | | | | | | | | | Prototype type | assembling-machine | | | | | | | | | | | | | | Internal name | assembling-machine-1 | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Assembling machine 1 is the most basic assembling machine. As Automation is the first technology available, this is the first available crafting machine. It is capable of crafting most recipes, including its own recipe. However, unlike higher tier assembling machines, it cannot use fluids for crafting. History 2.0.7 : Assembling machines can be configured via circuit networks. 0.17.0 : Crafting capability increased from 2 to unlimited recipe ingredients. Can now craft any non-fluid requiring recipe. 0.15.0 : Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe. 0.12.0 : Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it. 0.10.7 : Fast replacing assembling machine keeps the orientation of the original assembling machine. 0.10.1 : New icons 0.9.0 : Productivity modules can only be used in assembling machines producing intermediate products. 0.8.0 : Crafting speed of assembling machine is relative to manual crafting speed. 0.7.3 : Reset bonus productivity of machine when recipe is changed. 0.7.0 : Pollution mechanic introduced. 0.6.0 : Added support for modules. 0.5.2 : The assembling machine 2 speed is now slightly faster (from 1.5 to 2). 0.5.0 : Update recipe tooltip for assembling machine output. 0.2.1 : Better graphics 0.1.0 : Introduced Trivia Between 0.15.0 and 0.15.7, it was an ingredient in the chemical science pack . Between 0.15.7 and 0.16.0, it was an ingredient in the production science pack . See also Assembling machine 2 Assembling machine 3 Electric system Crafting | Production items | Production items | | ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book | | Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() | | Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack | | Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() | | Agriculture | Agricultural towerBiochamberCaptive biter spawner | | Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() | | Environmental protection | Lightning rodLightning collectorHeating tower | | Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() | | Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Assembling_machine_1_-_Factorio_Wiki
Types_uint8
Types/uint8 - Factorio Wiki
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Types/uint8 - Factorio Wiki Jump to navigation Jump to search The prototype docs have moved to a new website with an improved format. This documentation page can now be found here: https://lua-api.factorio.com/latest/types/uint8.html This wiki page is no longer updated and will be removed at some point in the future , so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback on the forums .
wiki
https://wiki.factorio.com/Types/uint8_-_Factorio_Wiki
Tutorial_Quick_start_guide
Tutorial:Quick start guide - Factorio Wiki
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Tutorial:Quick start guide - Factorio Wiki Jump to navigation Jump to search Contents 1 Getting started 1.1 Starting your game 1.1.1 World generator 1.2 Basic controls and UI 1.2.1 Movement 1.2.2 Map 1.2.3 Gathering resources 1.2.4 Inventory and crafting 1.2.5 Placing and removing structures 1.2.6 Interacting with structures 1.2.7 Quickbar and Shortcut bar 1.2.8 Combat 2 The very first moments 2.1 Resources 2.2 Placing mines and furnaces 2.3 Feeding with fuel 3 Production upgrade! 3.1 More automation 4 Electrical power 5 Re-thinking our resources and research 6 Automating that research 7 See also Getting started If you're still lost after playing through the tutorial levels, this guide is here to help. Starting your game To begin from the Main Menu, you need to select "Play", then "New Game". This will lead you to a menu allowing the customization of your world . If this is your first time, you won't need to tinker with these. If you haven't yet played the tutorial and campaign levels yet, you should play these first however. From the main menu, select "Play", then "Start Campaign", then "First Steps". The "First Steps" campaign is a basic tutorial, the "New Hope" further teaches the basics of the game. World generator You can change these options to make the map generate in different ways. Changes to world generation can greatly affect the difficulty of the game. The first tab in the world generation screen allows the player to choose a preset for the world generation. A preset is just a quick way to change the settings in the other two tabs. For new players, the Default preset or the Rich Resources preset are suggested. If peaceful mode is enabled, enemies will not attack the player unless the player attacks first. The Resource Settings tab allows changing how frequently and strongly resources and enemies spawn. Resources and enemy bases are controlled by 3 values: frequency, size, and richness. Frequency determines how often you'll see ore veins or enemy bases within the game world Size determines how large these veins or bases are Richness determines how many resources ore tiles will produce before running dry, and the density of enemy bases If you would like an easier time to begin with, consider increasing the frequency, size, and richness of the resources while decreasing the same for enemy bases. Note that it may be recommended to increase the size and frequency of crude oil for beginner-level players, as oil can be very difficult to find depending on the world generation seed compared to that of other resources, combined with the fact that oil is a necessity for making progress as well the fact that pumping oil will gradually decrease it's yield, requiring the need travel further to find even more oil. Also note that the game can be completed with enemies disabled completely (set size to none), however dealing with enemies is usually a major part of the game. More information about world generation can be found in the World generator article . Basic controls and UI Please refer to Keyboard bindings to learn more about key bindings and how to configure them. Movement Move your character with the movement keys ("W", "A", "S", "D" by default). Map Press the map key (default "M") to open and close the map. Hover your mouse over resources on the map to see what they are. Gathering resources Some resources can be gathered manually by holding the right mouse button over them. You can use this to gather wood , stone , coal , copper ore , iron ore , and fish only. Inventory and crafting Press the inventory key (default "E") to open and close your inventory. The inventory UI is split into the player's inventory, on the left, and the crafting recipes , on the right. The four big buttons at the top of the crafting recipes are the crafting categories. If you have the ingredients required by a recipe, you can click it multiple times to craft as many as you want. View the crafting progress in the lower-left hand corner of the screen. Placing and removing structures Some items are structures that you can place on the ground. When your inventory is open, you can select a place-able structure from your inventory by clicking it. You should see that your cursor has been replaced by the structure's icon. You can now press the same inventory key again (default "E") to close your inventory. Your mouse icon will still have the structure. Move your mouse around to see where you can place the structure. If the item appears red, you cannot place it there. If it is green, it can be placed. You can change the rotational direction of the structure by either pressing the rotate key (default "R") before you place it, or after placing it by hovering over it with the mouse and pressing the rotate key (default "R"). Left click to place the structure. After you place a structure, you can pick it up and put it back in your inventory by holding the right mouse button over it. Interacting with structures If a structure is interact-able, left click it to open its UI. Most commonly you will use this to pick which recipe a machine should use, or to put inventory items into a container. When you open a container, you will be able to see your inventory also. Click an item in your inventory, then click an empty slot in the container, to transfer. You can also transfer by simply holding the "stack transfer" button ("SHIFT" default) and clicking it. If you want to pick up only half of a stack of items, right click the stack in your inventory. You can also CTRL-Right Click to directly transfer half of the stack. If you want to transfer ALL items of one type, hold down the "inventory transfer" key ("CTRL" default) and click the item. If you want to transfer ALL items of ANY type, hold down the "inventory transfer" key ("CTRL" default) and click an empty slot. Press the "alt-mode" key (default "ALT") to toggle "detailed view", which shows extra information about structures. Quickbar and Shortcut bar At the bottom-center of your screen, you will see the Quickbar on the left, and the Shortcut bar on the right. Left click the Quickbar to place an item in it. Middle click (or Command-Right-Click) the item in the Quickbar to remove it. Combat This game contains enemies, though they probably won't attack you until you are more prepared. If you need to defend yourself, press space to shoot the enemy closest to your mouse cursor. Keep an eye on your ammunition, which can be seen in the lower-right corner of the screen. The very first moments Resources Make sure that you have the four solid resources close to your spawn location; Coal , Copper ore , Iron ore , and Stone . These should be found within a reasonable proximity to each other; the farther apart they are the harder it will be to route them for combined use. It's also advisable to have a source of Water in your starting area, as it is required for Steam Engines . If your spawn area doesn't have one of these resources, or they are too scarce or too far apart, simply hit the Escape key and choose "Restart." This will re-generate the game world and you will spawn in a new starting location. This may need to be done several times until a passable world is created. Later we will also need Crude oil . However, it's okay if your starting area doesn't have oil, as you won't need it until later in the game. The same goes for for Uranium ore . Almost everything in Factorio is made from these seven basic resources, and you will need all of them except for uranium if you intend to finish the game. Placing mines and furnaces Gathering and crafting manually is a pain, and the purpose of Factorio is to create machines that will do your work for you. You begin your journey with a Stone furnace and a Burner mining drill . This means you only have to harvest a limited number of resources by hand. First of all, you should place your drill on the edge of an iron deposit, facing towards the furnace. The iron deposit looks like blue-ish gray rocks on the ground. The little yellow arrow shows where the mined iron ore will come out. You want the Furnace to be in front of that arrow, so that the drill automatically inserts the ore into the furnace. It should look something like this: Remember you can press "ALT" to activate the detailed view. This makes it easier to see what's happening. Feeding with fuel Now that you've placed the drill and furnace, they need Fuel . You can power them with either Wood or Coal . To collect them, you'll need to cut trees or mine coal; this can be accomplished by holding right click over trees or coal deposits, respectively. Once you have some fuel in your inventory, left click on the furnace or drill to open the interface. To place your fuel into the machine, simply left click it to pick it up and left click again to put it into the fuel slot. If you want to split a stack in half, right click the stack. Now both of your machines should be running and automatically making you some iron plates! You can also CTRL-Right Click to directly insert half of the stack You can use an identical setup for copper ore to get copper plates. Production upgrade! What's better than iron plates? More iron plates! You'll need to craft some extra drills. If you hover over drill in the crafting menu, you'll see two lists of materials. The first list shows the components needed to make the drill; the second one at the very bottom of the tooltip window shows the raw resources needed to craft it. Unlike other games, you do not need to create the pre-requisite items before you select the item you want to make. All required items are crafted for you. You can see this process happening on the bottom left of the screen, where your Crafting Queue is. You can also queue up more crafting orders, as long as you have the necessary materials on you, and they'll get carried out one after the other. Now that you can afford some extra drill and furnaces, you should automate the acquisition of both coal and stone. These are easy to set up and work essentially the same as the iron setup. For Coal, you can have two drills facing each other: they'll run on the coal they get fed by their partner and you can collect the surplus. Don't forget that you can collect resources from machines without opening their inventories, with CTRL-LMB. You might also want to activate the detailed view, by pressing the ALT key once. You can deactivate it by pressing ALT again. And for stone you can have the drill output directly into a chest. Once this is all setup up, you will probably want to make it go faster. Set up more drills with furnaces for the iron, setup some for copper and maybe lay more drills on the coal to cover for the extra coal production. In the early game, the most used resource is iron, so you'll probably need twice as many miners on iron than copper, if not more. But expect copper to become more and more important the more you mess with electricity and electronics! More automation Great! So now you have four or so furnaces making iron, a couple making copper, some stone production and a good amount of coal production. But you know what really sucks? Having to run the coal around to all your other machines, right? Well let's automate that too! Conveyor belts and inserters are the way of the future! The output slots on the drill can also output onto conveyor belts to be transported to your other machines. Now that we can take our coal to other places with no effort, we just need a way to input the coal into those machines. This is where Inserters step in. In the first few stages of the game, you can use Burner Inserters as a cheap way to move items from anything to anything. You can move objects from the ground, chests, machines and put them wherever you want. Burner Inserters require coal to run but can fuel themselves with coal from belts, eliminating the need to manually fuel them. Here is a small example of inserters working. Notice that the flat line is where the inserters will pick up from, and the arrow is where they will place the item. To see this in your game you need to go into the game's menu, then press Options, Graphics and turn on the option "Show inserter arrows when detailed info is on." Okay, so now we know how to automatically mine things and then how to automatically move things from one place to another, and then to place said items into machine or out of machines. Next up we want to get some electricity so that we can have inserters that run off that instead of fuel. Electrical power Electricity. This is where things start to get interesting. We're going to need a single Offshore Pump , a boiler and two Steam Engines . These are really simple to set up, they just require thirty-some iron plates per steam engine and 5 stone. The offshore pump goes in the water and needs no power to run. From there, you can either use pipes to transport the water to boilers, or you can run boilers straight from the pump. Water is fed into the boiler through the connection on the short side, as shown in the picture. If the boiler is fuelled, it will output steam in the middle of one of the long sides. The steam output of the boiler then connects to the middle of the short side of the steam engine. Make sure you connect it in the right place or it won't work. You can see where you can connect boilers and steam engines if you turn on the detailed view (press the Alt key). Boilers allow water to flow through, you can place multiple boilers next to each other and all will get water. Similarly, steam engines allow steam to run through, so you can have as many engine as you want connected in a row. Here is a small example. Now you need to use power poles to carry power to your machines. Place some down so that their coverage area (the blue square) overlaps each steam engine in at least one square. If they are going to connect, the machines that use power will be shown with a blue outline around their edges. If the steam engine is producing power but nothing is using it, it'll show a yellow flashing icon: right now it's showing because we don't have electric machines yet! Your power setup can look however you want it to look. A boiler produces exactly as much steam as two steam engines can consume in the same time, so the usual method is to have a line of boilers each connected to two steam engines. The boilers are supplied with coal via inserters that take coal from a transport belt. A pump produces enough water for 20 boilers, so the most often used setup contains 1 offshore pump, 20 boilers and 40 steam engines. The example above is easily expanded into this efficient design. But hey, this game is all about experimentation and for you to be able to find ways to do your own things! So get to it, and show off your own unique designs! Here's my personal favorite setup. Using this power is as simple as creating a machine that runs on electricity and placing a power pole close enough to it that the blue square touches the machine, just like you have to do at the power plant with the engines. Make sure that there is a line of power poles that actually connect to your power plant. Now that power is explained, we need to increase our resource production. However, if you want detailed info on your power production/consumption, you can check the Detailed Electric Network Info , opened by clicking on any powerpole. Re-thinking our resources and research Next we really want to get onto automation of items, not just the smelting of ores. Before we can get to that though, we're going to have increase our production of ores. This is where things start becoming a little tricky and there are few things you want to do at once. We really want to be able to set the factory to make things and let it go. But for that we need some extra utilities which we don't have and need to get through research . We haven't even touched on that yet! Let's start by cranking up our resource production. Now that we have electricity, we can use Electric Mining Drills . These are much better than those scummy Burner ones. They work exactly the same except they are twice as fast and they don't rely on fuel, as you could guess by the names. You can have them to output your raw resources onto belts and get them to a place where you can mass process the ores into plates. Here is a small example of what you could do, but let your imagination and your calculating logic figure out other, maybe even better ways of doing it! You want ore to be split more or less evenly on each side of the belts. This helps with the amount of resources that can be carried to your base of operations on a single belt. This is once again easily expandable all over an iron deposit. This conveyor belt can then take all of the ore to some sort of processing area. The processing area needs some machines that we currently don't have due to limitations in our research. Most importantly, we want the long handed inserter . This inserter is able to reach twice as far as a normal inserter! It is very useful for bringing or placing items to or from conveyor belts that are one extra tile away. So what we need to do is to make some science labs. They don't cost too many resources, but take a little while to make. Craft one or two of them and connect them to power. When you first place one, you are going to get a popup asking you what you want to research. We really want automation right now. This gives us our inserters and the Assembling machine 1, which is going to be very useful in the near future. You'll notice that the cost for this is 10 Science Pack 1's, or "red potions" or "flasks" as some people like to call them. These are simply another crafted item, which you should craft 10 of now and place them in your labs to begin researching. While you are waiting for your flasks to craft or your research to complete, let's continue building an ore processing center. We want a line of copper, iron and coal to be available for this area. Despite being in the electric era, our furnaces still need coal until a little further down the line. Below is another sample of how you could set up your area. There are efficient ways of making them that you might see on the forum, but if you want to learn about what they are and how they work, you can either experiment yourself or search the wiki/forum for some better designs. As per usual, I leave this area with plenty of room to expand later on when demands become higher. The important parts about this is that you need the red, long handed inserters to be able to reach the coal in the middle to fuel your furnaces. You need seperate belts for your incoming raw materials to be able to be processed, and then another belt outside of them to handle the output after they have been smelted. These materials can then go straight into your base to be made into a myriad of other things. Finally, we have a steady and upgradeable supply of copper and iron plates, and we can get into further automation with the assembling machines so we can automate creation of things like Science Packs, Ammunition and every other item that the player themselves can craft, but without you involved at all! Automating that research Ok, so a fair amount has happened. Now, to be able to progress into later parts of the game with better research we are going to want automate the process of making science packs and putting them into the labs. This way we won't have to worry about research any longer. There are many designs that you can find on the forums, but I'll show you something simple, letting you find what works for you. I would highly recommend that you research Logistics as your next research, and in fact manually craft the science required for this. The logistic research gives you some important things: the splitter , the underground belt and the fast inserter . The splitter and underground belts are some of the most important items you'll get at this stage. They do pretty much what their names imply. So what do science packs require? We need copper plates and iron gears. So far we have only dealt with raw resources, how do we make craftable things? The Assembler answers your prayers! If you place an assembler down and open its interface, it asks you what you would like it to craft. Once you select one, if you put the ingredients in that it requires it will craft the item and you can pull out the finished product. In the case of red science packs, we will need an assembler making iron gears, and an assembler making the actual packs. A nice way of doing this is to have a conveyor belt with 1 side containing the copper plates and the other side taking the gears from another assembler like below. Now this picture uses a few neat little tricks that I will explain in detail. If you have your plate belts seperate, and you want them running side by side there can be issues with trying to grab one or the other resources from the far belt. Yes, you could use a long inserter, but in some cases you don't want this (e.g. you need a fast inserter to get resources quickly into your assemblers). The area in red is a good way to get around this. By having a splitter, you can move the far belt from your production in close while also allowing it to continue down the line for later use. For the copper, we use an underground belt to go underneath the area that is now taken by the far line which also allows the copper to continue on. Once again, this is only one possible method of doing things and you are in no way obligated to follow it. The area in blue is a quick way to allow copper to continue down the main line, while also splitting some off for our red science assemblers. Notice how when it joins the line that the gears are on, they only join the bottom side of the belt. The little extra belt that I added to the left stops the belt from becoming a turn, and therefore makes the items only join the side I want them to. The rest is simple: the gears and copper get pulled into the assemblers, they make the science and then it gets pulled out again on the other side. These flasks can then be transported to some labs to automatically do your research for you, for example like this: See also Newbie Tips?
wiki
https://wiki.factorio.com/Tutorial:Quick_start_guide_-_Factorio_Wiki
Advanced_combinators_(research)
Advanced combinators (research) - Factorio Wiki
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Advanced combinators (research) - Factorio Wiki Jump to navigation Jump to search | | Advanced combinators (research) | Edit | | | ------------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 30111✖50 | 30111✖50 | | Prototype type | technology | | Internal name | advanced-combinators | | Required technologies | Required technologies | | | | | Effects | Effects | | | | Unlocks the selector combinator . See also Research Circuit network | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Advanced_combinators_(research)_-_Factorio_Wiki
Portable_fusion_reactor
Portable fusion reactor - Factorio Wiki
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Portable fusion reactor - Factorio Wiki Jump to navigation Jump to search | | Portable fusion reactor | Edit | | | ----------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | ------------------------ | -------------------------------------- | | ------ | | ------ | | ------- | | ---- | | ------- | | ------ | | 30+250+25+100+250+10+1→1 | 30+250+25+100+250+10+1→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 30+250+25+100+250+10+1 | 30+250+25+100+250+10+1 | | | | | | | | | | | | | | Stack size | 20 | | | | | | | | | | | | | | Dimensions | 4×4 | | | | | | | | | | | | | | Placed in | Placed in | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Power output | 2.5 MW3.25 MW4 MW4.75 MW6.25MWelectric | | | | 2.5 MW | | 3.25 MW | | 4 MW | | 4.75 MW | | 6.25MW | | | | | 2.5 MW | | | | | | | | | | | | | 3.25 MW | | 4 MW | | | | | | | | | | | | | 4.75 MW | | 6.25MW | | | | | | | | | | | | Prototype type | generator-equipment | | | | | | | | | | | | | | Internal name | fusion-reactor-equipment | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. This article is about the new equipment introduced in Space Age . For the base game reactor equipment, see Portable fission reactor . Portable fusion reactors are advanced power generating modules for equipment grids, and the most powerful one in Space Age . They generate 2.5 MW of power, equivalent roughly 83.3 portable solar panels or 3.3 portable fission reactors , while taking up only a 4×4 area in the equipment grid. Portable fusion reactors are an unlimited source of energy and require nothing to power them. Trivia The model is a reference to the movie Back to the Future , specifically the "Mr. Fusion" item on the back of the DeLorean. The "Mr. Fusion" is itself a riff on "Mr. Coffee," as the prop was a modified coffee maker. The portable fusion reactor is the only item in base game Factorio to become Space Age exclusive content. History 2.0.7 : Crafting recipe overhauled. Power production increased from 750 kW to 2.5 MW. Portable fusion reactors are now Space Age exclusive content. Portable fission reactor was introduced to replace its previous position in the tech tree. All portable fusion reactors crafted before 2.0.7 have been turned into portable fission reactors. 0.13.0 : Power production increased from 75 kW to 750 kW. 0.12.0 : Power production increased from 750 W to 75 kW 0.7.0 : Introduced See also Portable fission reactor | Combat items | Combat items | | ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower | | Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() | | Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule | | Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() | | Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() | | Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote | | Defense | WallGateRadarLand mine | | Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() | | Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
wiki
https://wiki.factorio.com/Portable_fusion_reactor_-_Factorio_Wiki
Version_history_0.14.0
Version history/0.14.0 - Factorio Wiki
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Version history/0.14.0 - Factorio Wiki Jump to navigation Jump to search 0.14.23 Date: 19. 04. 2017 Info This is a compatibility release for 0.15 containing only bugfixes. Bugfixes Fixed crash when refreshing in the browse mods GUI in some instances. ( more ) Fixed crash when clicking the same tick the map is loaded. ( more ) Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player's inventory. ( more ) Fixed occasional broadcast related crashes on OSX ( more ) Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed. 0.14.22 Date: 03. 02. 2017 Bugfixes Limit maximum texture size the game will try to use to 16384x16384 pixels. Fixed desync related to building of rail signals. ( more ) Fixed multiplayer map download getting stuck at 100% when using some broken routers.( more ) 0.14.21 Date: 24. 11. 2016 Bugfixes Fixed that the game could crash when a game disappeared from the matching server before its details were requested. ( more ) Fixed that numpad numbers didn't work for any game controls. ( more ) Fixed crash when merging forces while a player in one the force to be removed was crafting something. ( more ) Fixed game would be stuck in main menu if Join Game on Steam failed for some reason. Fixed possible save corruption when roboport was destroyed while robot was repairing it. ( more ) 0.14.20 Date: 09. 11. 2016 Bugfixes Fixed LuaSurface::can_place_entity didn't work for tile ghosts. ( more ) Fixed curved rails wouldn't render correctly as enemy forces. Fixed searching in the technology GUI wouldn't work in some cases. ( more ) Fixed that the config option other.use_version_filter_in_browse_games_GUI defaulted to false on Linux. ( more ) Fixed "E" (close GUI) couldn't be used when numeric-input fields were focused. ( more ) Fixed that disabling recipe groups in the settings disabled subgroups as well. Fixed that the changelog GUI allowed editing the read-only text. ( more ) Fixed (again) that the natural signal direction wasn't picked primarily when 2 way signal and normal signal can be built on the same spot. Fixed that deactivated belts would sometimes still move items if connected to Underground Belts or Loaders. ( more ) Fixed that the multiplayer game could crash randomly due to the packet fragmentation implementation issue. Scripting Added LuaPlayer::disable_recipe_subgroups. 0.14.19 Date: 04. 11. 2016 Bugfixes Fixed that the demo version couldn't start. Fixed that items (like grenades) could be used also in the map view. ( more ) Fixed tutorial level 2 scripting. Fixed weird recipe sorting in the demo. Fixed that the game crashed when it was closed while sound settings were opened. 0.14.18 Date: 02. 11. 2016 Bugfixes Fixed Supply scenario GUI when playing in multiplayer. Fixed unresearchable gates technology in New hope campaign level 1. ( more ) Fixed LAN games getting deselected. ( more ) Fixed crash when clearing items robots held through script. ( more ) Possibly fixed xrandr related crash on Linux. ( more ) Minor features Added minimum_latency_in_ticks to server settings (for headless server) and into config (for starting game from GUI). Enemy players are shown on the map when the chunk is being charted (a radar or player is exposing it). 0.14.17 Date: 27. 10. 2016 Bugfixes Fixed quickbar clearing wouldn't work when taking part of the stack. ( more ) Fixed that mod browser sorting column would be ignored after using the search. ( more ) Actually fixed Has Mods filter in browse games GUI ( more . Fixed that the "can't open enemy structures" error would show when it was never possible to open any GUI for the entity. ( more ) It's now not possible to switch to the install-mods screen while there are mods pending deletion. ( more ) Fix constant combinator ignoring item_slot_count prototype change after creation ( more . Changes Tweaked map transfer algorithm. 0.14.16 Date: 25. 10. 2016 Bugfixes Fixed crash related to technology migration. ( more ) Fixed item sub groups wouldn't be used in the recipe GUI when item groups were disabled. ( more ) Public and LAN game visibility are now separate settings (in GUI and in server-settings.json), and they can be toggled runtime with the /config command. See data/server-settings.example.json for a way to specify the visibility, as the old one will not work anymore. Fixed has password/mods filters not working. Fixed problems with determining external IP address for MP games. ( more ) 0.14.15 Date: 24. 10. 2016 Changes Improved the browse-mods GUI by downloading mods while browsing the mods list. Improved the delete-mod functionality in the installed-mods GUI. Achievements unlocked locally without using steam get unlocked on steam once the game is started in steam mode. Storage tanks connected to the circuit network will output floored fluid values instead of rounding them. Bugfixes Fixed that biters would sometimes attack non-polluting entities ( more . Added commandline option --bind to select an IP address to host a game at ( more ) Fixed that different capitalization of the same username could be used to: 1. join the game twice 2. evade the ban list 3. evade admin list. Fixed fluid info would get rendered twice when alt-info was on while hovering the mouse over assembling machines. ( more ) Fixed that it wasn't possible to connect with too many mods. ( more ) Fixed crash when pasting huge strings into mod GUIs. ( more ) Changed the clear blueprint icon to the trashcan icon and moved to on the left of the cancel button, so it is less confusing. Fix of possible leak of information box windows when closing game. ( more ) Fix PRINTSCREEN and SCROLLLOCK not working as keybinds. ( more ) Fix map download limit not working for speeds under 101KB/s. ( more ) Scripting Added LuaSurface.set_chunk_generated_status(). Added defines.chunk_generated_status. 0.14.14 Date: 14. 10. 2016 Changes Added "Show player names on minimap" option to graphics settings. Added multiplayer server option "Autosave only on server". Deconstructing/canceling deconstruction sets the "last user" on an entity. Optimizations Further performance improvements to the trains GUI. Improved performance in the browse-mods GUI when filtering/sorting. Bugfixes Factorio is now per-monitor DPI-aware on Windows 8.1 and Windows 10. ( more ) Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games. ( more ) Fixed Alt+Tab while holding right mouse button down made the game GUI unresponsive. ( more ) Fixed missing localised name definition. ( more ) Fixed tightspot level 5 recipes. ( more ) Possible fix for crash when initializing mouse-like devices on some Mac OSX computers. ( more ) This is followup to bugfix ( more ) Fixed problems with "The connection has been broken due to keep-alive activity" ( more ) Fixed wrong calculation of resistances for small damage values. ( more ) Fixed the trains GUI schedules would force scroll to the current train stop with a large amount of trains. Fixed crash when using LuaGameScript::remove_offline_players. ( more ) Fixed crash when setting invalid sprite parameters. ( more ) Fixed crash when loading save with removed entities. ( more ) Fixed mining drills would keep putting items on belts marked for deconstruction. ( more ) Fixed crash when removing rails with signals reserved by the circuit network. ( more ) Fixed that ammo wouldn't be placed in the quickbar even when a quickbar filter was set for it. ( more ) Fixed very small numbers saved in script state would produce unloadable save. ( more ) Fixed stuck key in CMD combinations on Mac (hopefully). ( more ) Scripting Renamed LuaInventory::has_filters to LuaInventory::supports_filters. Added LuaInventory::is_filtered. Removed LuaEntity::has_direction as LuaEntity::supports_direction already exists and does the same thing. 0.14.13 Date: 05. 10. 2016 Changes The /config command now operates through /config get and /config set. Added additional options to the /config command: allow-commands, max-upload-speed, autosave-interval, afk-auto-kick, verify-user-identity, only-admins-can-pause, ignore-player-limit-for-returning-players. Added tab-complete parameters logic to the commands: config, color, and help. Updated Team production challenge with 2 new challenge modes and a new map set. Reconnecting to multiplayer game that the player already is in (being dropped probably) instantly closes the previous connection and connects the player. Optimizations Improved performance when using a lot of vehicles with equipment grids in multiplayer. ( more ) Improved performance in the Trains GUI when trains have large schedules. ( more ) Bugfixes Fixed desync loop related to solar panels in more than one electric network. Fixed desyncs related to movement of damaged vehicle. Fixed module requests getting removed if concrete was built under them. ( more ) Possibly fixed hang in stopping sounds when exiting Factorio on Windows. ( more ) Fixed the small errors of movement in latency hiding. Fixed GUI related script error in team production challenge scenario. Fixed crash when attempting to set belt directions to diagonal directions. ( more ) Fixed duplicate grenade damage 5 research. ( more ) Fixed car/tank rotation speed was half what it should be. ( more ) Fixed map downloader getting stuck and flooding the network after a big timeout. Fixed rotating of placed flamethrower turret. ( more ) Fixed that /command would warn about disabling achievements even in situations where achievements weren't possible. ( more ) Fixed that custom GUI input was processed even when the game was being saved in singleplayer. ( more ) Fixed that boiler wouldn't work after being replaced by bots. ( more ) Fixed possible desync when boiler would get destroyed and created a ghost. Fixed crash when destroying fire during the entity_died event. ( more ) Fixed that error messages of wrong zip files in the mod folder weren't giving error message that would be informative enough. ( more ) Scripting Added read property LuaEntity::has_direction. Added LuaTile::hidden_tile. Added the ability to use LuaSurface::get_tile(0, 0) or LuaSurface::get_tile({0, 0}) when getting tiles. Added LuaGameScript::connected_players read and LuaForce::connected_players read. Modding Added check that the selection box contains the [0, 0] point. 0.14.12 Date: 30. 09. 2016 Changes The following settings are now settable only in server-settings: allow_commands - default is "admins-only" autosave_interval - default is 10 autosave_slots - default is 5 afk_autokick_interval - default is 0 auto_pause - default is true Added /toggle-heavy-mode command. It can be used to generate files that help us to investigate server in a state where all new players get a desync loop. Desync reports are now much bigger, but have bigger chance of being useful. Bugfixes Fixed trains slowly moving forward when stopped on a signal ( more . Hopefully fixed Lua desyncs caused by string formatting functions behaving differently on different platforms. Fixed desync related to locale keys defined by different languages. Item names now use the locale key of the first item-to-place, the first equipment-to-place, or if both of those are missing the normal "item-name.name" - unless manually set in the prototype. ( more ) 0.14.11 Date: 29. 09. 2016 Changes Server started with --start-server-load-scenario will now save to saves/<scenario name> upon exit. Multiplayer usernames can only consist of letters, numbers and -_. characters. Bugfixes Possible fix for a server not responding error. 0.14.10 Date: 28. 09. 2016 Changes Disabled multiplayer support in the 32 bit version of the game. Bugfixes Potential fix of the crash after desync. Fixed desync related to electric network statistics of accumulators. Fixed assertion fail in tightspot level-05 ( more ) Removed 2 redundant research prerequisites. ( more ) Fixed non even selection boxes of locomotive versus cargo wagon. ( more ) Fixed that Factorio would crash when unable to delete a mod. ( more ) Fixed that the chart would display user's names from other surfaces. ( more ) Fixed blueprint tiles alignment inside preview/editor. ( more ) Fixed player limit disallowing connection attempt in public server list. ( more ) Fixed mod browser filters and ordering being lost. ( more ) Fixed freshly installed mods not being marked in the mod browser. ( more ) Fixed signals sometimes not finding their child signals properly. ( more ) Fixed up/down keys in schedule GUI were not selecting properly. ( more ) Additional keys ignored when the console is opened. ( more ) Fixed that aliens would ignore very narrow paths they could barely fit through. ( more ) Fixed that numbers were sometimes rounded differently on 32 bit systems in Lua. Fixed that the game would freeze when game.speed was set to a value less than 0.2. ( more ) Fixed cargo wagon air resistance being smaller than that of the locomotive. Fixed of loading "require_user_verification" from server-settings (It was called verify_user_identity at one place and require_user_verification at other). Fixed underground belt fast replace when replacing the same belt multiple times. ( more ) Fixed rendering of turret range when construction network area overlay is also being drawn. ( more ) Temporary decrease of decorative entities counts. Fixed server max upload speed. Fixed that Factorio wouldn't give an error when --start-server-load-scenario was combined with --start-server or --start-server-load-latest. ( more ) Fixed beam would apply one extra damage tick. ( more ) Changes Multiplayer map downloading GUI shows average over the last 2 seconds instead of 20 seconds. 0.14.9 Date: 22. 09. 2016 Changes Added admin field to server-settings.json, list of case-sensitive usernames that will become admins on connecting. Admins are exempt from player count limit. Bugfixes Fixed that the server could be running even if it was supposed to be stopped. Fixed Modded key bindings would fire extra times if 2 mods had the same keybinding. ( more ) Fixed that parsing players by index in scripts didn't work correctly. ( more ) Fixed that Factorio wouldn't release memory back to the OS after unloading a large save on Linux. ( more ) Fixed crash when restarting Factorio due to mod change when executable is read-only on Linux. ( more ) Game will no longer be capped at 300UPS when using high game.speed and vsync. New cap is FPS*5*game.speed. ( more ) Fixed possible crashes when setting combinator parameters. Fixed that clients could send a lot of useless data when recovering after connectiontion problems while playing multiplayer game. Fixed that recipe overload_multiplier wasn't used for furnaces. ( more ) 0.14.8 Date: 20. 09. 2016 Optimizations The crc check cycles between sets of 10 players, reducing the time of it in crowded games. Minor features Disconnecting wires now updates the "last user" tag. Technology progress is preserved when the research is changed before it is completed. Added ignore_player_limit_for_returning_players option to the server-settings and equivalent when hosting from the game. Added in game command /config password <password>. It allows server admins to change the server password. Added in game command /config max-players <number>. It allows server admins to change the maximum number of players. With more than 10 players in multiplayer game, the server only saves the map for joining players once in a while, so the game isn't interrupted by saving every couple of seconds in bigger games. It goes from 1s with 10 players up to 45s with 450 players (which is the maximum). Added only_admins_can_pause_the_game into the server-settings. Bugfixes Fixed that you could enter enemy vehicles. ( more ) Fixed that zooming the view during pause (via Shift-Space) would teleport the player. ( more ) Fixed vehicle machine guns not showing bonuses. ( more ) Fixed performance issue on maps with lot of surfaces (for example maps with Factorissimo mod.) Fixed gates not opening for characters soon enough. ( more ) Fixed some campaign levels didn't allow interacting with any entities at some places. ( more ) Fixed crash when opening the character GUI in the map editor. ( more ) Fixed redundant technology requirement. ( more ) Fixed server browser playtime column formatting ( more ) Fixed crash related to rail-signal connection. ( more ) Fixed crash when reconnection attempt is refused. ( more ) Fixed that when server quit/dropped, the dialog could be hidden behind menu. ( more ) Optimized inserting items to chests with large inventories; this will boost performance for some games with Warehousing mod. ( more ) Fixed duplicate mods crashing the game on startup ( more ) Instead, a notice box is displayed and the highest (possibly unzipped) version is preferred. Moved the downloading/saving/loading progress bar of other people in a scroll pane so it doesn't cover the whole left part of the screen with a lot of people. Fixed the quickbar selection wouldn't properly update when interacting with other entities in some cases. ( more ) Fixed that --benchmark would process its argument differently than all other command-line parameters ( more ) Fixed crash when loading game with character in flying vehicle from mod that is over water. ( more ) 0.14.7 Date: 15. 09. 2016 Bugfixes Fixed technology GUI in single player. 0.14.6 Date: 15. 09. 2016 Changes Drop detection got little bit stricter so the drop timeout was increased from 10 to 20 seconds. If you log in with your email, your multiplayer username gets set to your actual username, not your email address. Minor features Added --start-server-load-scenario <scenario name> command to start scenario with the given name. As a tribute to Arumba's mega-game, the "build by" was renamed to "last user" and it is updated whenever the entity is: rotated, has circuit condition changed, setting pasted, recipe changed, filter changed, output signal changed, combinator settings changed, Added speed change based on zoom when in god mode into the latency hiding. The player was killed messages now contain a name of entity or player who caused that. Bugfixes Player killed messages are shown only to players of the same force. Fixed that zoom to cursor didn't work in ghost/god controller. Fixed that player dropped, but it shown the "the can't keep up message" instead. Fixed that server got deselected when changing sorting or filters in public game list. ( more ) Additional attempt to make the keyboard settings compatible between Linux and windows. ( more ) Fixed that player crafting categories accepted empty string as value, which resulted in crash later. ( more ) Fixed that progress bar during updating mods wasn't moving ( more ) Fixed beam damage_interval of 0 would crash the game. ( more ) Fixed gates wouldn't open while in a vehicle without a character. ( more ) Fixed GUI scaling in the mod browser. ( more ) Fixed (hopefully) that wrong server details were displayed ( more ) Fixed that it wasn't possible to build rail blueprint over floor-tile ghost. ( more ) Fluid status icons will display floored values, same as all other icons. ( more ) Fixed crash that prevented the game to start on some OS X configurations. ( more ) Fixed that changing character direction from script didn't work. ( more ) Fixed game getting stuck when a new account was created from the Steam version ( more ) Additional signal/rail building fix. ( more ) Fixed that some entities would not remember their circuit parameters in the map editor. ( more ) Fixed blueprint tooltip wouldn't update when clearing a blueprint. ( more ) Fixed crash when loading some old save files containing circuit connections to be removed. ( more ) Fixed crash when removing migrated equipment grids due to mod removal while mods had references to the grids. ( more ) Fixed wires wouldn't get applied to inserters through blueprints in some cases. ( more ) Fixed that player could get unkickable under specific circumstances. Fixed train crash when it found a path in the opposite direction that it just started moving. ( more ) Fixed Factorio updater didn't pass command line arguments when restarting the game after update. ( more ) Fixed crashes when loading old or some invalid maps in the map editor. ( more ) Clearer error messages and interaction when loading old or invalid maps. Fixed curved rail bounding box not allowing large electric poles to be build in specific configurations. ( more ) Fixed that joining games through Steam wouldn't work. ( more ) Fixed not being able to interact with the error dialog when an error happens while interacting with GUIs. ( more ) Fixed UI not responding to input in some situations when progress guis were shown. ( more ) Fixed personal roboport wouldn't update properly when modded equipment was used in some cases. Fixed train ignoring wait conditions in some cases ( more ) Fixed chain signal visual state right before a station ( more ) Fixed that the client was stuck when he disconnected after a reconnect. Fixed Save As GUI not responding to input after multiplayer disconnect with chat open. ( more ) Fixed inserter placement in the 2nd level of new hope campaign mission. ( more ) Server automatically deletes temporary save files once the upload of finishes. Fixed recipe tooltips containing fluid in assembling machines wouldn't show the available fluids properly. ( more ) Fixed desync when placing floor blueprint and mining placed ghosts at the same time. ( more ) Fixed that you could disconnect wires in from Transport Belt Madness scenario's Electric Poles. ( more ) Potential fix of crash after desync. Attempted to handle socket unblock error in a way that won't crash the game. ( more ) Scripting Added LuaGameScript::print - print to all players. Added LuaForce::print - print to all players on the force. Added LuaSurface::print - print to all players on the surface. Fixed entities with positive emissions_per_tick would generate pollution even when pollution was disabled. ( more ) Renamed LuaEntity::built_by to LuaEntity::last_user 0.14.5 Date: 09. 09. 2016 Feature Added Team Production Challenge scenario to the base game. Minor features Improved rendering of big tables and other scrollable widgets. It is possible to /ban players who aren't present in the map. The headless server saves the banlist in banlist.json file, so a server owner can maintain a single banlist across multiple maps. Added /silent-command: Same as /c, but doesn't print the command ran to every player's console. Available only to server admins and over RCON or server console. Added /purge <player>: removes all messages by the given player from chat. Admin only command. Added /clear - clears your chat window. Added /mute and unmute <player>: prevents the given player from talking in chat. Admin only commands. Added /mutes: displays all muted players. Added /ignore and unignore <player>: ignores messages from the given player. Admin and RCON messages are still shown. Added /ignores: displays all players you're ignoring. Command names in the console can be tab-completed. Player names in the console can be tab-completed. Added AFK Auto kick interval to multiplayer host settings (with never as default). Bugfixes Fixed mousewheel scrolling of game information ( more ) Fixed that the headless server would create a character when run with --no-auto-pause. This prevented people from joining their own servers. ( more ) Fixed that the game could desync when LuaForce::players was used, as the order was not in well defined order. Fixed making blueprints wouldn't reset the build rotation. ( more ) Fixed that input actions were triggered even though a text box was focused. ( more ) Fixed that blueprint/deconstruction would run while on the map view. ( more ) Fixed train getting stuck on a yellow signal ( more ) Fixed that the notification about changed research was shown even when the other player selected the same research as already in progress. ( more ) Fixed that underground belt "teleported" few items when the connection was built. ( more ) Fixed that the mod info GUI wasn't scrollable, so it didn't fit the screen sometimes. ( more ) Fixed that saving scenario to the same directory it was loaded for resulted in deleting all the script and locale files. ( more ) Fixed that the menu wasn't accessible when the respawn countdown was there, until the menu was closed and opened again. Fixed inserters sometimes taking items from cargo wagons not in front of it. ( more ) Fixed that clicking a mod's GUI during an autosave would crash the game. ( more ) Fixed /reply wouldn't work properly when players have names with tags. Fixed shadows being drawn over pipe and storage tank windows. Scripting Added LuaEntity::supports_direction Changed LuaEntity::direction write to not error if the entity doesn't support directions. Moved the top GUI to be above the left GUI as in 0.13 ( more ) Added LuaPlayer::afk_ticks and LuaPlayer::online_ticks. 0.14.4 Date: 06. 09. 2016 Minor features Included the ghost/god controller movement in the latency hiding. Changes Research notifications are only printed to players of the same force. Removed the /team command, chat is team only by default, added /shout (/s) command to speak to everyone. Tweaked the /help command, so it prints just the list of commands, and it is required to write /help <command> to get details Fixed crash when entities are migrated across types while in blueprints. ( more ) Fixed crash when setting filters in the map editor. ( more ) Don't allow to deconstruct tiles that have nothing under it. Scripting Added read/write of LuaPlayer::tag. This tag is added to the player username in chat and on map. Added LuaEntityPrototype::logistic_mode read. Added a 4th (optional) parameter to LuaGameScript::write_file to write only for a specific player (or the server). Bugfixes Fixed crash when entities are migrated across types while in blueprints. ( more ) Fixed crash when setting filters in the map editor. ( more ) Additional desync fix related to selection of trains. ( more ) Fixed crash when canceling deconstruction of tiles of other force. Fixed crash related to reconnecting to a game after 3 desyncs Fixed crash when using quickbar shortcuts in ghost mode in multiplayer. ( more ) Fixed crash when changing player's controller in multiplayer while the player opens entity GUI with inventory. ( more ) Fixed crash when opening entities that only exist in the latency hiding. ( more ) Additional latency state fixes related to lag spikes and latency changes. Fix of one way (hopefully the only one), the ghost player could appear. Fixed freeze with specific modded recipes. ( more ) Fixed LuaForce::research_progress could return invalid values in specific cases. ( more ) Fixed error when manually calling LuaGameScript::raise_event(). ( more ) Added additional inventory defines: car_fuel, car_trunk, car_ammo, and cargo_wagon. ( more ) Fixed that the server commands didn't work when there was no one online and the autostop was on (again) ( more ) Fixed that LuaUnitGroup::set_command wouldn't update the command of its members. Fixed that mod GUIs would get left behind if the mod was disabled due to an invalid factorio_version. ( more ) Fixed that the Lua console would ignore first pressed key if the "toggle console" control was bound to a mouse button. ( more ) Fixed wrong fonts used for languages using non-Latin characters. ( more ) Fixed crash on blueprint placement with rail signals with connected wires. ( more ) 0.14.3 Date: 02. 09. 2016 Minor features When selecting anything that uses item/signal filters the filter is automatically set to the item in the cursor if any. When save of scenario is loaded in multiplayer, it's scenario is saved in user scenarios. Added /time command to print the current map age. Added option to host multiplayer game with scenario (it only had new game/load game there). Changes server-settings.json are automatically used if they are in the write path and not specified on the command line. Fonts specified in a locale configuration now have to specify the mod name in their paths. For example, the default font is now specified as "default=__core__/fonts/TitilliumWeb-Regular.ttf". Bugfixes Fixed desync related to selection of trains. ( more ) Fixed slowdown in recipe tooltips with large amounts of recipes. ( more ) Fixed show_GUI not working with game.take_screenshot. Fixed accidentally turned on graphics safe mode for all Steam users, which set graphics settings to low values. ( more ) Fixed that the game ate all the CPU in headless mode when no player was there. This also fixed that the memory used grew few bytes per tick when being a server. Fixed console commands not working when entered directly on Windows headless server. ( more ) Fixed that the server would ignore specified username when given a login token. ( more ) Fixed that it wasn't possible for mods to use custom fonts. ( more ) Fixed crash when removing mods that had items on transport belts that were connected to the circuit network. ( more ) Fixed that right clicking in the crafting menu to craft 5 items wouldn't de-focus the search widget. ( more ) Fixed that joining paused game resulted in a black screen that was there until someone else unpaused it. ( more ) Fixed that map2scenario errors when loading an edited save file that contained assembling machines connected to inserters. ( more ) Fixed that the exit message was wrong when the person just dropped. (saying he couldn't keep up) Fixed that after reconnecting to server using the small save/quit/reconnect window didn't close the window. ( more ) Potential desync fix related to locomotives being selected in the same tick they are mined by someone else. Potential fix of crash after a desync. Scripting Moved LuaControlBehavior::disabled to LuaGenericOnOffControlBehavior::disabled and fixed it to work correctly. ( more ) Fixed crash after confirming other settings as a server in multiplayer game. ( more ) 0.14.2 Date: 30. 08. 2016 Minor features Notify when someone starts or changes the research in the console. Allowed to specify limit of the upload speed when hosting a multiplayer game. This can be also specified when creating the headless server in the server-settings file by setting the max_upload_in_kilobytes_per_second When selecting player logistic requests and auto-trash filters the filter is automatically set to the item in the cursor if any. Changes Increased the time the text written in the console (chat/commands) stay on the screen fully visible. Increased the distance of rail direction check for signal building from 3 to 5 rail segments. ( more ) Bugfixes Fixed signal to rail connection in junctions when rails are build after signals. ( more ) Potential fix of desyncs related to transport belts and circuit network. Experimental attempt to limit server upload speed when it is too high and it causes all other players to have their latency increased. This logic is only used when the "max_upload_in_kilobytes_per_second" is not specified. The download speed starts at higher value and grows faster. Fixed that personal logistics would stop working. ( more ) Fixed crash related to removing progress bars when exiting the multiplayer. Fixed constant combinator description not showing negative signals. ( more ) Fixed missing "saving-local-variant-of-mp" key. Fixed that rail remnants were not always properly removed when horizontal rails were built over. Fixed that server would crash on second RCON connection. ( more ) Fixed that --allow-commands sometimes wouldn't take effect. ( more ) Fixed that attacking an enemy spawner with the flamethrower wouldn't aggravate enemies. ( more ) Fixed the drag-map control defaulting to shift + mouse button 1. ( more ) Fixed achievement layout problems. ( more ) Fixed logging in with an email address for mod/server browser wasn't working. Fixed ping in the server browser not working. Don't offer to save after server drop/quit when the map isn't actually loaded. ( more ) Fixed trains GUI wouldn't scroll correctly when searching. ( more ) Fixed crash when mining a vehicle the character was in while over water. ( more ) Fixed that it was possible to put more energy into accumulator than its capacity through the script. ( more ) 0.14.1 Date: 26. 08. 2016 Bugfixes Fixed that exiting hosting game could stuck Factorio forever. Possible fix game not showing in browse game list. (If it happens anyway, we will have more info) Fixed that a very big number of biters on a map could cause very significant UPS drop. ( more ) 0.14.0 Date: 26. 08. 2016 Features Fixed multiplayer Internal reliability and stability improvements. Players don't have to wait for other clients to download and load the game. Decreased network traffic. It is possible to use menu and quit the game when connecting to the game. Server doesn't stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server. Players automatically quit game after 3 desyncs. Download speed tweaks. Added /team command that messages all players from the same force. Minor Features When selecting inventory filters the filter is automatically set to the item in the cursor if any. Changes Disabled loading of saves before 0.11.0 version (You can use 0.11.22 to load older saves and re-save them). Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server). Bugfixes Factorio shouldn't crash anymore when Direct3D device is lost due to locking screen or entering sleep mode. Modding Added support for equipment grids in cars, tanks, locomotives, and cargo wagons. Changed equipment grids to work as prototypes: defined and referenced by things that use them. Changed equipment and equipment grids to have categories that define what equipment can go in what equipment grid. Scripting Fixed game freeze when an error was thrown during the player left game event. Removed LuaItemStack::has_grid. Removed LuaItemPrototype::equipment_grid_size. Changed LuaItemStack::grid to return nil if the item doesn't have a grid. Added LuaItemPrototype::equipment_grid. Added LuaEntity::grid read. Added Added LuaEquipmentGridPrototype. Added LuaEquipmentGrid::prototype read. Added LuaEquipmentPrototype::equipment_categories read. Added LuaForce::unchart_chunk() | Versions | Versions | | --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 0.1-0.6 | 0.1.00.1.10.1.20.2.00.2.10.2.20.2.30.2.40.2.50.2.60.2.70.2.80.2.90.2.100.3.00.3.10.3.20.4.00.4.10.5.00.5.10.5.20.5.30.6.00.6.10.6.20.6.30.6.4 | | 0.7-0.11 | 0.7.00.7.10.7.20.7.30.7.40.7.50.8.00.8.10.8.20.8.30.8.40.8.50.8.60.8.70.8.80.9.00.9.10.9.20.9.30.9.40.9.50.9.60.9.70.9.80.10.00.10.10.10.20.10.30.10.40.10.50.10.60.10.70.10.80.10.90.10.100.10.110.10.120.11.00.11.10.11.20.11.30.11.40.11.50.11.60.11.70.11.80.11.90.11.100.11.110.11.120.11.130.11.140.11.150.11.160.11.170.11.180.11.190.11.200.11.210.11.22 | | 0.12 | 0.12.00.12.10.12.20.12.30.12.40.12.50.12.60.12.70.12.80.12.90.12.100.12.110.12.120.12.130.12.140.12.150.12.160.12.170.12.180.12.190.12.200.12.210.12.220.12.230.12.240.12.250.12.260.12.270.12.280.12.290.12.300.12.310.12.320.12.330.12.340.12.35 | | 0.13-0.14 | 0.13.00.13.10.13.20.13.30.13.40.13.50.13.60.13.70.13.80.13.90.13.100.13.110.13.120.13.130.13.140.13.150.13.160.13.170.13.180.13.190.13.200.14.00.14.10.14.20.14.30.14.40.14.50.14.60.14.70.14.80.14.90.14.100.14.110.14.120.14.130.14.140.14.150.14.160.14.170.14.180.14.190.14.200.14.210.14.220.14.23 | | 0.15 | 0.15.00.15.10.15.20.15.30.15.40.15.50.15.60.15.70.15.80.15.90.15.100.15.110.15.120.15.130.15.140.15.150.15.160.15.170.15.180.15.190.15.200.15.210.15.220.15.230.15.240.15.250.15.260.15.270.15.280.15.290.15.300.15.310.15.320.15.330.15.340.15.350.15.360.15.370.15.380.15.390.15.40 | | 0.16 | 0.16.00.16.10.16.20.16.30.16.40.16.50.16.60.16.70.16.80.16.90.16.100.16.110.16.120.16.130.16.140.16.150.16.160.16.170.16.180.16.190.16.200.16.210.16.220.16.230.16.240.16.250.16.260.16.270.16.280.16.290.16.300.16.310.16.320.16.330.16.340.16.350.16.360.16.370.16.380.16.390.16.400.16.410.16.420.16.430.16.440.16.450.16.460.16.470.16.480.16.490.16.500.16.51 | | 0.17 | 0.17.00.17.10.17.20.17.30.17.40.17.50.17.60.17.70.17.80.17.90.17.100.17.110.17.120.17.130.17.140.17.150.17.160.17.170.17.180.17.190.17.200.17.210.17.220.17.230.17.240.17.250.17.260.17.270.17.280.17.290.17.300.17.310.17.320.17.330.17.340.17.350.17.360.17.370.17.380.17.390.17.400.17.410.17.420.17.430.17.440.17.450.17.460.17.470.17.480.17.490.17.500.17.510.17.520.17.530.17.540.17.550.17.560.17.570.17.580.17.590.17.600.17.610.17.620.17.630.17.640.17.650.17.660.17.670.17.680.17.690.17.700.17.710.17.720.17.730.17.740.17.750.17.760.17.770.17.780.17.79 | | 0.18-1.0 | 0.18.00.18.10.18.20.18.30.18.40.18.50.18.60.18.70.18.80.18.90.18.100.18.110.18.120.18.130.18.140.18.150.18.160.18.170.18.180.18.190.18.200.18.210.18.220.18.230.18.240.18.250.18.260.18.270.18.280.18.290.18.300.18.310.18.320.18.330.18.340.18.350.18.360.18.370.18.380.18.390.18.400.18.410.18.420.18.430.18.440.18.450.18.460.18.471.0.0 | | 1.1 | 1.1.01.1.11.1.21.1.31.1.41.1.51.1.61.1.71.1.81.1.91.1.101.1.111.1.121.1.131.1.141.1.151.1.161.1.171.1.181.1.191.1.201.1.211.1.221.1.231.1.241.1.251.1.261.1.271.1.281.1.291.1.301.1.311.1.321.1.331.1.341.1.351.1.361.1.371.1.381.1.391.1.401.1.411.1.421.1.431.1.441.1.451.1.461.1.471.1.481.1.491.1.501.1.511.1.521.1.531.1.541.1.551.1.561.1.571.1.581.1.591.1.601.1.611.1.621.1.631.1.641.1.651.1.661.1.671.1.681.1.691.1.701.1.711.1.721.1.731.1.741.1.751.1.761.1.771.1.781.1.791.1.801.1.811.1.821.1.831.1.841.1.851.1.861.1.871.1.881.1.891.1.901.1.911.1.921.1.931.1.941.1.951.1.961.1.971.1.981.1.991.1.1001.1.1011.1.1021.1.1031.1.1041.1.1051.1.1061.1.1071.1.1081.1.1091.1.110 | | 2.0.0 | 2.0.72.0.82.0.92.0.102.0.112.0.122.0.132.0.142.0.152.0.162.0.172.0.182.0.192.0.202.0.212.0.222.0.232.0.242.0.252.0.262.0.272.0.282.0.292.0.302.0.312.0.322.0.332.0.342.0.352.0.362.0.372.0.382.0.39 |
wiki
https://wiki.factorio.com/Version_history/0.14.0_-_Factorio_Wiki
Coal_synthesis
Coal synthesis - Factorio Wiki
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Coal synthesis - Factorio Wiki Jump to navigation Jump to search | | Coal synthesis | Edit | | | -------------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 2+1+5+10→1 | 2+1+5+10→1 | | Total raw | Total raw | | 2+1+5+10 | 2+1+5+10 | | Prototype type | recipe | | Internal name | coal-synthesis | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | Space Age expansion exclusive feature. Coal synthesis is used to manufacture coal from carbon and sulfur , along with water . It is researched on Gleba and is necessary to make explosives for rocket turrets on Gleba and space platforms . History 2.0.7 : Introduced 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/Coal_synthesis_-_Factorio_Wiki
Space_platform_thruster_(research)
Space platform thruster (research) - Factorio Wiki
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Space platform thruster (research) - Factorio Wiki Jump to navigation Jump to search | | Space platform thruster (research) | Edit | | | ---------------------------------- | ---- | | Cost | Cost | | --------------------- | ----------------------- | | 601111✖500 | 601111✖500 | | Prototype type | technology | | Internal name | space-platform-thruster | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Space Age expansion exclusive feature. 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/Space_platform_thruster_(research)_-_Factorio_Wiki
User_talk_Misacek01
User talk:Misacek01 - Factorio Wiki
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User talk:Misacek01 - Factorio Wiki Jump to navigation Jump to search Welcome to the Official Factorio Wiki! Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it. First and foremost, please be sure to read and understand the rules of this Wiki . If you have any questions or concerns with these rules, please don't hesitate to ask an Admin. Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the help pages . In addition to the help provided by MW, we also provide a style guide that we enforce. If you're unsure where to begin, please see the editor noticeboard , where information on the current objectives and projects of the Wiki may be found. Again, welcome, we hope you contribute as much high quality information as you can. :) Gangsir ( talk ) - Admin 23:45, 19 September 2017 (UTC) Contents 1 Page Edits Under Construction (Please Don't Edit) 1.1 Affordability 1.2 Throughput 1.2.1 Simple Example - Ore Transport 1.2.2 Estimation of train round trip time - Simple 1.2.3 Estimation of train round trip time - Advanced Page Edits Under Construction (Please Don't Edit) Affordability Infinite research is essentially an inexhaustible resource sink for players who build very large bases. While the bonuses it provides can significantly improve the player's capabilities (particularly as regards combat), they are subject to diminishing returns; thus, the per-level contributions from very high levels of infinite research will eventually provide only marginal improvements. As the price of most infinite research topics (specifically, those based on geometric progressions) increases very steeply, it may be a good idea for players to set realistic target levels for each of the infinite research topics they wish to pursue, and make their factory plans accordingly. To that end, the following properties of cumulative infinite research prices may be useful: The cumulative price of the first N - F levels (notation as in previous sections; i.e., here counting "infinite" levels only) of infinite research topics whose underlying equation is a powers-of-two geometric series (see equation type (1) in preceding sections) is 2 × P[N] - P[F+1] ; i.e., twice the price of the final researched level, less the price of the first "infinite" level. This tends toward 2 × P[N] as N goes to infinity. The above also shows that, assuming constant research speed (usually, this is the same as science pack production capacity), each subsequent level of an infinite research topic of this type will take about as long as all preceding infinite levels took combined (or, twice as long as the previous level). Further, assuming one has reached a level M they consider the "highest feasible" with their current science pack production capacity, expanding said capacity by a factor of X will allow at least floor(log[2](X)) and at most ceiling(log[2](X)) (i.e., the next lower / higher integer from the base-2 logarithm of X ) additional levels to be researched before the next level takes longer to research with the expanded capacity than level M + 1 would have taken with the pre-expansion production capacity. For example, if one expands production capacity by a factor of 10, they will be able to research at least floor(log[2](10)) = 3 and at most ceiling(log[2](10)) = 4 additional levels in a given technology before the exponential increase in price wipes out the benefits of their ×10 capacity expansion. The cumulative price of the first N - F levels of infinite research topics whose underlying equation is an arithmetic series (equation type (3)) is (N - F) × (P[N] + P[F + 1]) ÷ 2 ; i.e, N - F times the mean of the prices of the first and last "infinite" level. Expanding production capacity by a factor of X , as above, will in this case allow an additional N × (X - 1) levels to be researched before the benefit of the expansion is wiped out (i.e., research progress speed drops to or below what it was pre-expansion). The cumulative price of the first N levels of artillery shell shooting speed , the sole infinite research topic whose underlying equation is a powers-of-three geometric series (equation type (2)) is 1.5 × P[N] - 0.5 × P[1] ; i.e., 1.5 times the price of the final researched level, less half the price of the first level. Note that the expressions above have been simplified to reflect the fact that this particular topic has F = 0. Since it is the only topic with this equation type, the loss of generality does not matter. In all calculations above, the constant C (see equations) is ignored; for the topics where C ≠ 0 , results must be adjusted by adding C × (N - F) . This only applies to follower robot count and artillery shooting speed . In all cases, the player can calculate the research price of their target level using the general equations (1), (2), (3) (see preceding sections), look up the price of the first "infinite" level in the table above, then use the summation properties described herein to arrive at a total science pack budget. Note that these prices reflect research units , which will not be equal to science packs if productivity modules are used in labs. (In that case, the science pack requirement will be lower.) Throughput Unlike belt-based transport systems, there is no simple, straightforward way to precisely calculate how many trains one needs to move a given quantity of items. However, like other transport methods, there is a well-defined output of resources at the source (loading station) and consumption at the destination (unloading station). Based on these, a train network can be designed either to move all product from the source to the destination (capacity covers all input), or to move at least enough product to cover demand at the destination (if this is less than output at the source). Players should note that if a train network is underdesigned (not enough trains to cover demand at destination), trains will tend to load and unload in the minimum time possible given the player's station design, and spend most of their time traveling. If, on the other hand, a network is overdesigned (more trains than needed to cover demand at destination), then the network will self-adjust by leaving some trains underutilized, and the "extra" trains will tend to wait in and before stations. In the latter case, if output at source is greater than demand at destination, the trains will tend to wait before the destination (waiting to unload), while if output is less than demand, trains will pile before the source (waiting to load). Either way, this is why it is a good idea to have stackers (waiting areas) near your stations, so that such waiting trains do not block other traffic on the network's main "through" rails. Note that the above behavior corresponds to "wait until full / empty" departure conditions at source / destination. Certain other conditions / condition combinations will preserve it, but some will not. For example, trains set to leave stations if and only if a specific number of seconds has passed will always do so, regardless of whether they are full, empty, or partially empty, and will generally not adjust to changes in source output / destination demand in any way. Simple Example - Ore Transport Let us assume the player needs to transport all the ore mined at remote mining outposts back to their base for smelting, and decides to use trains and stations dedicated to each ore type, but running the bulk of the distance on the same rail system. The train configuration the player has decided on is 1-4-0; i.e., 1 locomotive, 4 cargo wagons, no locomotives on the other end of the train (unidirectional, or "single-headed", train). The trains will run on nuclear fuel for best possible acceleration and top speed. The player will likely want to know how many trains they will need to assign to each ore loading station to transport all of their mines' output, and may also be interested in the total number of trains to help them decide on how many rails their system should use. Let us focus on transporting the output of a single iron ore field. (The situation would be the same for copper or coal, as they have the same mining time and stack size as iron, but not stone or uranium, whose mining times are different.) The field has 120 drills, of which none are expected to run out in the near future; the drills use only efficiency modules and the player's mining productivity bonus is at 80%. The field has its own loading station to which no other fields contribute their output. A manual calculation (or one of the online Factorio calculators) tells us that this field will produce about 6,800 ore per minute (a bit less than 3 full blue belts). All trains have 4 wagons per train, which can transport 8,000 units of iron ore (2,000 units, in 40 stacks of 50, per wagon). For simplicity, let us assume that all trains serving this station will stop at no other loading stations and deliver all cargo to only a single unloading station (which may, however, be shared with trains from other loading stations). The throughput of the train network associated with this station (i.e., the station, its destination, and all trains running the route between the two) is then J = 8,000 x N / T , where N is the number of trains on the route and T is the time an individual train takes to run a full circuit on the route (i.e., for example the time between a particular train's two successive departures from the loading station). (J, used in physics for flux, here denotes throughput.) The number of trains we need to move 6,800 ore per minute on the network is then N = J x T / 8,000 = T x 6,800 / 8,000 = T x 17 / 20 = 0.85 T . So far, the mathematics has been straightforward; however, the time T a train takes to complete a circuit will in practice likely need to be estimated; the only other option is detailed observation of trains running on the actual network in question. Estimation of train round trip time - Simple The Advanced section below is quite technical and mostly discusses advanced concepts in train network design. If you are here looking for a simple way to estimate the time a train takes on a track also used by other trains, this is probably sufficient: Estimate the full-speed circuit time The simplest way is probably either to drive manually through at top speed, stopping nowhere, or to divide the length of the circuit in tiles by train top speed with the fuel in question (usually, 83 tiles / second). For detailed advice, see Advanced section. Add 20-30 seconds , depending on whether, in your estimation, the part of the network the train will run on has "a lot" or "little" traffic Note that the above is intended for train schedules conforming to the example in the previous "Ore Transport" section, i.e., schedules where: The train moves a single product The train has only 1 loading and 1 unloading stop The train loads till full and unloads till empty Even then, it is highly simplified and intended for networks that: Are well designed Are well signaled Have well-organized traffic Have efficient station design Are of "reasonable" length and complexity For example, a typical megabase-scale network might be too large to qualify. Are not overloaded In addition to the above, it will generally tend to be a poor estimate in any of the following cases: The network has service interruptions, for example due to: deadlocks trains out of fuel biter damage bad circuit logic, etc. The departure conditions are poorly designed Low-performing fuel is used Generally, nuclear fuel is optimal, but rocket fuel may also be adequate; if your trains burn small power poles, do not expect the above figure to be accurate. Related research (braking force, stack inserter capacity) is lacking (should be at maximum) If you believe your network may have some of the above issues, feel free to read on; some (though not all) are covered in the more technical section below. Estimation of train round trip time - Advanced To reduce the level of abstraction and provide numerical results, this section at times relies on the assumptions made in the "Ore Transport" example above. Estimation of the train round trip time could proceed e.g. like this: 1. Measure the approximate length of rail, in tiles, that makes up the circuit. If the circuit mostly consists of parallel "there" and "back" rails in close proximity, measuring the one-way length and multiplying by 2 is probably good enough. If the bulk of your rail line follows a tiled blueprint of known length (e.g., a reasonably long segment of perimeter wall), you can count the number of iterations of that blueprint to get a simple estimate of the length of the rail. It is possible to place text notes on the main map. If your rail line is mostly a long, straight drive to some far-flung outpost, you could measure convenient landmarks (big power poles, fixed-interval defenses, etc.) and note the distance from some starting point in the map in reasonable intervals (e.g., 500 or 1,000 tiles) for any future needs. The same as above can be accomplished with "marker" blueprints of known length. The marker would be some distinctive but non-essential blueprintable structure, e.g. a "+" made out of walls, etc. Blueprint two identical markers a known distance apart; tile the blueprint by aligning the "starting" marker copy of the current iteration with the "end" copy of the previous iteration. These can also be combined with the map notes if desired. Precision measurements are generally not essential; for example, an error on the +-10% scale is probably acceptable for most purposes. If precision results are desired, there are several options: If the entire rail line is covered by radar vision, you can blueprint it (in parts if necessary) and count the number of rail segments (x2 for number of tiles) in the blueprint tooltip. You could isolate the line from all traffic and send a train through for a "test lap", using either out-of-game timepieces or in-game combinator clocks to measure the duration directly. Note that clearing all traffic may be highly impractical if parts of the route are in heavy use by other automated trains. You could do the same as above but drive manually, "pedal to the metal", and hope for the best on any intersections. In this case, you would not need to clear traffic, but saving the game beforehand might be a good idea. 2. On nuclear fuel, train top speed is 83 tiles / second (shown in-game as 298.8 km/h, on the assumption that 1 tile = 1 meter, the mps-to-kph conversion factor being x3.6). 3. First assume that the train will run the entire circuit at top speed, with no waiting at crossings and stations and "instant" acceleration / deceleration. In that case, its time will be T[1] = L / 83 seconds, where L is the length of one full circuit in tiles . (If measured from rail blueprint: Keep in mind that 1 straight rail segment = 2 tiles; 1 curved rail segment =~ 8 tiles.) 4. Next, you will need to make adjustments to the "lower bound time" T[1] , mainly for: 4.1. Time spent loading and unloading In this, assume the train (un)loads in the minimum time the station can manage. This will generally be true unless the station becomes the bottleneck (not enough output at source / demand at destination), which will only happen if the train capacity is overdesigned. Since we are trying to find the minimum required number of trains, that case does not interest us. The minimum possible time to load a train is about 12.04 * (S / 100) seconds, where S is stack size of the item being loaded. This applies when: 12 stack inserters per wagon are used inserter stack size bonus is researched to maximum there is no slot limiting in the wagon (via the red X symbol or due to slots being filter-reserved for something else) inserters load from / unload into chests with sufficient item stocks / free space Note that the number of wagons has no effect, as all can load simultaneously. Note that if item stack size is less than inserter stack size (i.e., <12, which applies to items that stack to 1, 5, and 10), this formula ceases to be applicable; instead, the time is uniformly T = 40 / (12 * 2.31) =~ 1.44 s , which is the minimum possible time to load a cargo wagon full. The numbers represent: 40 - number of stacks a wagon can take; 12 - number of inserters that can be placed around a wagon; 2.31 - number of stack inserter arm cycles per second for chest-to-chest loading. Note that for items that do not stack (i.e., stack to 1; this includes e.g. nuclear fuel and artillery shells), it does not matter whether a stack or non-stack (fast) inserter is used, as when item stack size is less than inserter stack size, it is the item stack size that is moved, and stack and fast inserters (as well as both their filter versions) have the same movement speed. Since for ores, S = 50, the time to load a train full of ore is about 6.02 seconds. Thus, assume 6 seconds to load and another 6 to unload. 4.2. Time spent accelerating from and decelerating before stations For stations, both acceleration and deceleration time depend only on: train mass number of active locomotives fuel acceleration (and, indirectly, top speed) bonus braking force research Assuming 1-4-0 trains running on nuclear fuel and braking research at maximum, the time penalty due to acceleration and deceleration vis-a-vis a full-speed run is not large. It could be calculated using the actual values the game uses to do so, which could likely be retrieved from the game files; however, this is tedious and probably not necessary. (Note that the calculation would most likely require calculus, as generally acceleration problems lead to differential equations.) 4.3. Time spent waiting at, accelerating from, and decelerating before intersections 4.3.1. Waiting time: 4.3.2. Acceleration and deceleration time These can vary wildly depending on how many times the train must stop at intersections, as well as how far before the intersection the train starts decelerating. Acceleration time from a light is the same as from a station, but deceleration time can be reduced (all the way to zero, i.e., an instant stop) if a light in front of the train turns red later than the point where the train would need to start braking using the "normal" deceleration curve. Trains always stop at red lights so long as the train's lead element has not yet passed the light's position, even if they need to decelerate from full speed to zero in a single tick to do so, as it is the only way to conclusively prevent crashes between automated trains given the pathfinding and driving algorithms the game uses. The likelihood of a light turning red while a train is "too near" to stop normally generally increases with the number of intersections on the route and the amount of traffic trough them; however, aside from that observation it is highly unpredictable to the point of near-randomness. Note that generally, problems of this type - i.e., the organization of transport and throughput on topologically complex networks - require very advanced mathematics to solve, and some are not even known to have (or are known to not have) definite analytical solutions. In any event, the complexity of calculation that would be required is far beyond what it is likely reasonable to expend on a partial component of a problem in a video game. As a practical solution, you may apply a small reduction (say, around ~1 second per instance) to the acceleration + deceleration time penalty of a red light stop relative to the time penalty you have estimated for the acceleration + deceleration part of a station stop. In general, as a network approaches a certain level of traffic (its "limit throughput"), delays due to intersection waits, originally small for traffic levels well below the limit, will tend to increase over-proportionally to the incremental increase in traffic, and eventually the network will lock down completely. (The lockdown level of traffic is an exceedingly complex function of the network's topology, and calculating it would entail the high mathematics mentioned above.) For traffic levels near the lockdown threshold, transit times will be finite but exceedingly high; therefore, given how cheap all cosntruction in Factorio ultimately is, it is best to expand the network infrastructure if and when you start noticing considerable delays due to intersections (i.e., delays relative to a "clean" run of the circuit with no waits). Where exactly you set your cutoff is up to you, but if your trains spend, say, 1/3 of total circuit time waiting, your network is probably nearing its limits and you might do well to consider expanding it. (Although before that, it may be a good idea to check that the source of excessive delays is not deadlocks, trains out of fuel, biter damage, poor or incorrect signalling, and other "preventable" problems.) As a side note, this also implies there is a maximum throughput that a network with a given topology can have such that adding further trains past the number corresponding to the maximum actually lowers the throughput. An intuitive way to visualize this is a road which obviously moves more cars from start to end when not quite full than when completely jammed. While there are certainly more individual cars per unit length on the solid-jam road than on the half-full one, none of them are getting anywhere, while on the half-full road at least some cars are getting somewhere. Unfortunately, again the optimum capacity is hard to calculate unless the network is trivially simple.
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