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Blueprint
Blueprint - Factorio Wiki
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Blueprint - Factorio Wiki Jump to navigation Jump to search | | Blueprint | Edit | | | --------- | ---- | | Stack size | 1 | | -------------- | --------- | | Prototype type | blueprint | | Internal name | blueprint | Blueprints are items that contain building layouts. Blueprints are used to 'copy & paste' parts of a factory. Built areas can be selected for inclusion in a blueprint. When a blueprint is placed, a ghost of the layout appears on the ground. This can be used as a guide for manually placing factory pieces, or, more commonly, handed over to construction robots for automated completion. Blueprints can be stored in a blueprint book or blueprint library to prevent them occupying inventory space or for organization or sharing purposes. Contents 1 Achievements 2 Usage 2.1 Create a blueprint 2.2 Blueprint icon setup 2.3 Placing the blueprint 2.4 Viewing and clearing a blueprint 2.5 Parameterisation 3 Importing/Exporting blueprints 4 Additional information 5 Trivia 6 History 7 See also Achievements | | Automated constructionConstruct 100 machines usingrobots. | | | --------------------------------------------------------- | | | You are doing it rightConstruct more machines usingrobotsthan manually. | | | ----------------------------------------------------------------------- | Usage Blank blueprints can be crafted by clicking the ( ) button in the shortcut bar . The blank blueprint can now be used to 'copy' a set of buildings. For example, copying this small gun turret defense setup: Create a blueprint To create a blueprint select the blueprint item out of the toolbar or the inventory. With the blueprint icon shown next to the mouse cursor, click and hold the left mouse button and drag a box as large as needed (which can be cancelled by pressing Q ). All player-placed entities which will be included in the blueprint will be highlighted with a green square. Once everything you intend to 'copy' is inside the drag box, release the mouse button and the 'Blueprint icon setup' menu will open. Blueprint icon setup On the top left of the "Setup new blueprint" menu there are four icon slots. These are displayed on the blueprint's icon and can be used to quickly identify a blueprint. When creating a new blueprint, the game automatically selects some of the icons representing the entities in the blueprint. These default icons can be changed by simply clicking on the icons to choose the desired ones. On the left the 'Total' number of components included in the blueprint is shown. The purple "Parameterise" button in the top right is used to configure the settings of any buildings or circuit network entity within the blueprint. More on this feature below. The green "Create blueprint" button creates the blueprint. Additionally, blueprint creation can be cancelled by clicking the X in the top right corner. Canceling the blueprint does not consume the blueprint item. The created blueprint will replace the empty blueprint in the player's cursor. Placing the blueprint To use/place the created blueprint select it from the tool belt or inventory. The process of placing a blueprint is very similar to that of using copy and paste functionality. When you select a blueprint, the whole building setup of the blueprint will be shown at your mouse cursor. In this case the Blueprint was renamed to "Example blueprint". The blueprint can be rotated using the R key. H will flip it horizontally; V will flip it vertically. Note that blueprints which contain rail signals , chain signals , or train stops cannot be flipped, only rotated. Placing a blueprint creates ghost entities. If these are within the green (or orange) 110Γ—110 tiles area of a roboport , or within range of a personal roboport installed in modular armor or spidertron , construction robots may be able to build them using available materials. Holding Shift will activate "Force Building" mode. This will mark all trees and rocks underneath the blueprint for deconstruction, as well as place ghosts for landfill if building over water. If playing in Space Age , it will instead place ice platform or foundation , depending on what is appropriate for the current planet. Holding Control + Shift will activate "Super Force Building" mode. This acts the same as force building, but will also mark all other buildings for deconstruction. If building over transport belts , the game will attempt to place ghosts for underground belts of the same tier, if possible. After the blueprint gets placed somewhere, the buildings are placed as ghost buildings. Construction robots will now start to pick up the needed items from the construction network/the player inventory (if using a personal roboport) and place them at the ghost buildings. The required items need to be in the network in an active provider chest , a passive provider chest , a buffer chest or a storage chest . Blueprints can be placed from map view as long as the area has been explored. Viewing and clearing a blueprint Right clicking on a blueprint allows you to view, edit and clear it. By clearing it, it will become blank so it can be set again. Parameterisation Nearly everything in the game that can be configured can also be parameterised within a blueprint. Settings which would have had to be changed manually one at a time can be set automatically with a single selection during blueprint construction. This allows for more generic blueprints which can be specifically configured for a particular need. Some settings which can be parameterised include, but are not limited to: Recipes in buildings Output control signals for the circuit network Icons, their values, and constants within combinators and their descriptions Rich text tags within the names of train stops , among other buildings The following example will demonstrate parameterisation with a constant combinator: In the above image, we have an iron plate signal with a value of 5, a copper plate signal with a value of 10, and a virtual signal "A" with a value of 1. By clicking the purple parameterisation button in the top right of the blueprint setup screen, we get the parameterisation GUI: There is a separate parameter for each unique signal and their values. Hovering the mouse over each value will tell you the origin of each signal. The above image shows that the iron plate signal has a value of 5 in a constant combinator. This is very useful if the blueprint contains multiple buildings with many different parameters. If there are two different signals with the same value, or multiple sources of the same signal, that value or signal is treated as a single parameter. There are several ways we can play with the values of the combinator. In order to be able to be modified, the "Parameter" checkbox next to a signal or value must be ticked. Further, these parameters can be reordered by clicking and dragging the bars on the far right. Reordering does play an important part in more advanced uses. In the above image, the iron and copper icons have been replaced with special parameter icons. These signals can be chosen upon building the blueprint. Whatever signals are chosen will inherit the original signal values of 5 and 10, respectively. Each parameter can be given a name, which will show up when building the blueprint. This is optional, but recommended. Clicking "Ingredient of" will allow us to select a parameter icon of an above parameter icon. This is why the order of the parameters is important. In our example, if Parameter 0 is set to, say, steel plate , Parameter 1 will automatically set itself to whatever the ingredient of that item is: in this case, iron plate . It is important to have enough available parameters for the number of ingredients. If we were to set Parameter 0 to instead electronic circuit , Parameter 1 would do nothing, as there are two ingredients to that item. A parameter will always choose the default recipe of an item as listed in the Factoriopedia. Alternate recipes such as those added in Space Age will not be considered. A parameter that is a constant can set as a parameter, and given an optional variable. In the above image, the Iron Value of 5 has been set as a parameter, which will be set separately from the signal itself. Giving a constant an optional variable allows itself to be used in a formula for a later constant. In the above image, the Copper Value of 10 has been set as a parameter, and given the variable "x". The variable can be anything, but it's best to keep it as something simple. Further, our "A Value" value of 1 is selected as a parameter, and the formula box is checked. There are several formulas available. Hovering the mouse over the formula box will show a list of available formulas given the current blueprint. In this example, the "A Value" constant can be set based on the stack size or rocket capacity of whatever Parameter 0 or 1 comes out to be. We can also use our variable "x" from above. We can type in basic mathematical operators like +, -, *, and /. This example uses the formula "x*2", meaning the A Value constant will be set to double whatever variable "x" turns out to be. Once finished configuring it, we press the green button, which saves our settings. The blueprint can now be placed. With our example, doing so will bring up the following box. We are given options to configure both the original iron plate signal, and the value of the copper plate signal. The other signals are determined by what we input in these two boxes. This example goes with a steel plate and a value of 8. Building this will give the following result. Our original iron plate signal is now steel plate, with its original value of 5. Our original copper plate signal is now iron plate with a value of 8, as that is the sole ingredient of steel plates Our "A" signal has stayed the same, but its value is now 16, which is double the variable "x", which we set to be 8 Normally, the purple parameter icons are only available in the parameterisation GUI. Alternatively, if the "show parameters in selection lists" option is enabled under game Setting > Interface > Interaction, parameters 0 through 9 become available as virtual signals under the "Unsorted" tab to expedite the process of setting up a parameterised blueprint. Importing/Exporting blueprints It is possible to export blueprints as a text string and import said text string to create a new blueprint. This makes sharing blueprints between players very easy. Clicking the Export to string button ( ) in the top right of the blueprint edit window will pop up a window containing the Blueprint string . This string can be copied to the operating system clipboard, from where it could be saved to a text file or uploaded to a website. To import a blueprint, the player can click the Import string icon on the shortcut bar ( ). A dialogue box will appear into which the string can be pasted. This will result in a blueprint appearing on the hand with the same setup as the one that was exported. The text string itself is a base64 encoded, compressed JSON string which contains all the information of the blueprint. It is therefore possible to decode/decompress the text string, change attributes of the blueprint in the JSON text and finally re-encode/compress it back to the known text string format. This basically allows blueprint editing outside of the game itself. A complete explanation of the blueprint JSON can be found on the blueprint string format page. Additional information Once a blueprint is created, it can be used an unlimited amount of times. To place a blueprint that is blocked by existing buildings, you can hold Shift to place the objects that aren't blocked. The above trick will also mark rocks and trees for deconstruction. Buildings marked for destruction will not block placing a blueprint. The blueprinted building cannot be placed if there are any buildings in the way. This can cause an item outside the construction zone to block construction of a 2Γ—2 building on the edge of the zone. The maximum of size a blueprint is 10k by 10k tiles . Trivia In Space Age , it is possible to get a quality blueprint by recycling them with quality modules . Quality blueprints function identically to their normal counterparts History 2.0.7 : Blueprint parametrisation. Allows to make more generic bluprints, which are configured upon building. Added super forced building mode. Ctrl + Shift + Build marks for deconstruction player's colliding entities and replaces ghosts and tiles. 0.17.10 : "Make blueprint" function is now accessible via keyboard shortcut. 0.17.0 : Trains can be blueprinted. 0.15.24 : In multiplayer, admins are allowed to modify other players' blueprints in the library, including deleting them. 0.15.3 : Blueprints can be destroyed by clicking the trash can icon in the GUI. 0.15.0 : Blueprint library introduced: Allows for keeping player's blueprints between individual game saves and allows sharing blueprints in multiplayer games. Also serves as unlimited inventory space for blueprints. The build rotation of each blueprint is remembered independently of the general item build rotation. Alternative select with blueprints (shift + select) skips the blueprint setup GUI. Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings. Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost. 0.14.15 : Changed the clear blueprint icon to the trashcan icon and moved it to the left of the cancel button, to make it less confusing for users. 0.13.13 : Added entity prototype flags not-blueprintable and not-deconstructable, so these can be controlled by mod makers. 0.13.9 : Added tips and tricks for pasting wagon slots and cycling in blueprint book . 0.13.7 : Rocks can be mined while holding blueprints. 0.13.5 : Blueprints with labels will now show the label when holding them in the active hand. 0.13.0 : Blueprints can now be edited. Added the blueprint book item, can hold multiple blueprints in one item. Modules are now supported by blueprints. Optimized drawing of connections between roboports in blueprints. Virtual signals can be used in blueprint icons. 0.12.2 : Enabled swapping held blueprints with other blueprints directly. Force building blueprints will mark colliding trees for deconstruction. 0.12.0 : Enabled mining trees/ghosts while holding blueprints to be built. Building blueprints over existing ghosts restores the ghost's life time. Proper blueprint centering. 0.11.18 : Blueprints can be built over things marked for deconstruction. Blueprints can be force built by shift clicking. 0.11.10 : Added Lua API for reading/writing information from blueprints. 0.10.2 : The rotation of turrets in blueprints no longer matters when testing for entity collision. 0.10.0 : Blueprints can copy circuit network connections. Miners in blueprints are now ignored if they are non-functional. An inserter 's logistic conditions are copied when blueprinting. 0.9.4 : Limit the size of the blueprint preview, so it is usable for very large blueprints. 0.9.2 : The train stop and lab built from blueprints are now given dedicated names. 0.9.0 : Introduced See also Deconstruction planner Upgrade planner Blueprint book Logistic network Roboport Personal roboport Construction robot Blueprint string format | Production items | Production items | | ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book | | Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() | | Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack | | Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() | | Agriculture | Agricultural towerBiochamberCaptive biter spawner | | Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() | | Environmental protection | Lightning rodLightning collectorHeating tower | | Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() | | Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Blueprint_-_Factorio_Wiki
Personal_roboport_MK2_(research)
Personal roboport MK2 (research) - Factorio Wiki
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Personal roboport MK2 (research) - Factorio Wiki Jump to navigation Jump to search | | Personal roboport MK2 | Edit | | | --------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | ------------------------------- | | 301111βœ–250 | 301111βœ–250 | | Prototype type | technology | | Internal name | personal-roboport-mk2-equipment | | Required technologies | Required technologies | | | | | Effects | Effects | | | | | Cost | Cost | | --------------------- | ------------------------------- | | 30111111βœ–750 | 30111111βœ–750 | | Prototype type | technology | | Internal name | personal-roboport-mk2-equipment | | Required technologies | Required technologies | | | | | Effects | Effects | | | | Personal robotport MK2 unlocks the ability to craft the personal roboport MK2 , which supports significantly more robots than the personal roboport (25, versus 10 for the MK1), a larger construction area (40Γ—40 rather than 30Γ—30), and extra charging ports (4 instead of 2). History 0.15.0 : Introduced See also Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Personal_roboport_MK2_(research)_-_Factorio_Wiki
Casting_copper
Copper plate - Factorio Wiki
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Copper plate - Factorio Wiki Jump to navigation Jump to search | | Copper plate | Edit | | | ------------ | ---- | Base game Space Age mod | Recipe | Recipe | | --------------- | ---------------- | | 3.2+1β†’1 | 3.2+1β†’1 | | Total raw | Total raw | | 3.2+1 | 3.2+1 | | Stack size | 100 | | Rocket capacity | 1000 (10 stacks) | | Prototype type | item | | Internal name | copper-plate | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recipe | Recipe | | --------------- | ---------------- | | 3.2+1β†’1 | 3.2+1β†’1 | | Total raw | Total raw | | 3.2+1 | 3.2+1 | | Stack size | 100 | | Rocket capacity | 1000 (10 stacks) | | Prototype type | item | | Internal name | copper-plate | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Copper plate is a material that can be made by smelting copper ore in a furnace , or cast by a foundry . The copper plate's use is small in early game, so many players underestimate how much production capacity they will need. In the later game, copper use picks up heavily with the mass production of electronic circuits , and other resources that consume copper. However, copper use will usually still be less than iron plate use, throughout the game. Alternative recipes Space Age expansion exclusive feature. | Process | Input | Output | Made in | Required technology | | -------------- | ------ | ------ | ------- | ------------------- | | Casting copper | 3.2+20 | 2 | | Foundry (research) | History 2.0.7 : Casting recipes introduced in the Space Age expansion. 0.17.0 : Crafting time reduced from 3.5 to 3.2 seconds 0.10.0 : New icon 0.1.0 : Introduced See also Iron plate Stone furnace | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Copper_plate_-_Factorio_Wiki
Template_VersionNav
Template:VersionNav - Factorio Wiki
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Template:VersionNav - Factorio Wiki Jump to navigation Jump to search | 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 | [ Create ] Documentation Template:VersionNav/doc List of all templates
wiki
https://wiki.factorio.com/Template:VersionNav_-_Factorio_Wiki
Casting_iron
Iron plate - Factorio Wiki
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Iron plate - Factorio Wiki Jump to navigation Jump to search | | Iron plate | Edit | | | ---------- | ---- | Base game Space Age mod | Recipe | Recipe | | ----------------- | ----------------- | | 3.2+1β†’1 | 3.2+1β†’1 | | Total raw | Total raw | | 3.2+1 | 3.2+1 | | Stack size | 100 | | Rocket capacity | 1000 (10 stacks) | | Prototype type | item | | Internal name | iron-plate | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recycling results | Recycling results | | 0.25 | 0.25 | | Recipe | Recipe | | ----------------- | ----------------- | | 3.2+1β†’1 | 3.2+1β†’1 | | Total raw | Total raw | | 3.2+1 | 3.2+1 | | Stack size | 100 | | Rocket capacity | 1000 (10 stacks) | | Prototype type | item | | Internal name | iron-plate | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recycling results | Recycling results | | 0.25 | 0.25 | The iron plate is a material that can be made by smelting iron ore in a furnace , or cast by a foundry . It is a component or subcomponent of almost every item in Factorio, and it is recommended to create a large stockpile when possible. When smelted in a furnace for a second time, iron plates will transform into steel plates , with a ratio of 5 iron plates per 1 steel plate. When starting a new freeplay game, the player starts out with 8 iron plates, along with 1 burner mining drill and 1 stone furnace . Contents 1 Alternative recipes 2 Achievements 3 History 4 See also Alternative recipes Space Age expansion exclusive feature. | Process | Input | Output | Made in | Required technology | | ------------ | ------ | ------ | ------- | ------------------- | | Casting iron | 3.2+20 | 2 | | Foundry (research) | Achievements | | Iron throne 1Produce 20kiron platesper hour. | | | -------------------------------------------- | | | Iron throne 2Produce 200kiron platesper hour. | | | --------------------------------------------- | | | Iron throne 3Produce 400kiron platesper hour. | | | --------------------------------------------- | History 2.0.7 : Casting recipes introduced in the Space Age expansion. 0.17.0 : Crafting time reduced from 3.5 to 3.2 seconds. 0.1.0 : Introduced See also Iron gear wheel Copper plate | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Iron_plate_-_Factorio_Wiki
Rocket_fuel_productivity_(research)
Rocket fuel productivity (research) - Factorio Wiki
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Rocket fuel productivity (research) - Factorio Wiki Jump to navigation Jump to search | | Rocket fuel productivity (research) | Edit | | | ----------------------------------- | ---- | | Cost | Cost | | --------------------- | ------------------------ | | 6011111βœ–1500 | 6011111βœ–1500 | | Prototype type | technology | | Internal name | rocket-fuel-productivity | | Required technologies | Required technologies | | | | Space Age expansion exclusive feature. Rocket fuel productivity applies an additional productivity bonus to machines when they craft rocket fuels (but not when using recycler recipes to produce them). Every level gives +10% productivity. | Technology | Cost | Effects | | --------------------------- | ----------------------------------------------------------------------------------- | ------------- | | 1Rocket fuel productivity 1 | 6011111X1000 Γ— 1.5(Level)(eg. 1500 for level 1, 2250 for level 2, 3375 for level 3) | 10% per level | Note that the 300% productivity limit does apply to this technology. It can be researched past level 30, but it will have no practical effect. History 2.0.7 : Introduced in Space Age expansion. See also Low density structure productivity (research) Processing unit productivity (research) Rocket part productivity (research) | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Rocket_fuel_productivity_(research)_-_Factorio_Wiki
Submachine_gun
Submachine gun - Factorio Wiki
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Submachine gun - Factorio Wiki Jump to navigation Jump to search | | Submachine gun | Edit | | | -------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ---- | | -- | | ---- | | ---- | | ---- | | -- | | 10+5+10+10β†’1 | 10+5+10+10β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 15+5+30 | 15+5+30 | | | | | | | | | | | | | | Stack size | 5 | | | | | | | | | | | | | | Range | 1819.821.623.427 | | | | 18 | | 19.8 | | 21.6 | | 23.4 | | 27 | | | | | 18 | | | | | | | | | | | | | 19.8 | | 21.6 | | | | | | | | | | | | | 23.4 | | 27 | | | | | | | | | | | | Shooting speed | 10/s | | | | | | | | | | | | | | Ammunition | | | | | | | | | | | | | | | Prototype type | gun | | | | | | | | | | | | | | Internal name | submachine-gun | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The submachine gun is an upgrade from the pistol . It fires the same ammunition types and deals the same damage as the pistol, but has a much higher rate of fire. This same type of weapon is installed in the car and tank ; the car and tank's version of the submachine gun fires +5 rounds per second and has +2 range compared to the handheld one. This weapon can easily handle moderate waves of small biters, even with regular ammunition , but destroying nests efficiently requires damage upgrades or the more expensive piercing round . See also Pistol Shotgun Car Tank | 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/Submachine_gun_-_Factorio_Wiki
Solar_system_edge
Solar system edge - Factorio Wiki
[ "stub" ]
Solar system edge - 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. Reaching the end of Space Age. Solar system edge is a location in space the player must reach in order to win Space Age . It is the second-furthest location that a player's space platform can reach, with the furthest being the shattered planet . Reaching the solar system edge for the first time will show the victory screen and invite the player to upload a snapshot of their save to the Galaxy of Fame . Contents 1 Achievements 2 Exclusive items 3 Mechanics 4 Space routes 5 History 6 See also Achievements Reaching the solar system edge is directly connected with the following achievements: | | Second star to the right and straight on till morningFinish the game. | | | --------------------------------------------------------------------- | | | Work around the clockFinish the game within 100 hours. | | | ------------------------------------------------------ | | | Express deliveryFinish the game within 40 hours. | | | ------------------------------------------------ | Exclusive items The following items are unlocked on Solar System edge: None Mechanics En route to Solar system edge, the space platform will start encountering huge asteroids. These are resistant to anything but the most powerful weapons. Space routes Solar system edge is connected to 2 other "planets", Aquilo and Shattered planet | Planet | Distance (km) | | ---------------- | ------------- | | Aquilo | 100,000 | | Shattered planet | 4,000,000 | Asteroid rate graphs: | Space route fromSolar system edgetoShattered planet | | --------------------------------------------------- | History 2.0.7 : Introduced in Space Age expansion. See also Aquilo Fulgora Gleba 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
https://wiki.factorio.com/Solar_system_edge_-_Factorio_Wiki
Logistic_science_pack_(research)
Logistic science pack (research) - Factorio Wiki
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Logistic science pack (research) - Factorio Wiki Jump to navigation Jump to search | | Logistic science pack (research) | Edit | | | -------------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 51βœ–75 | 51βœ–75 | | Prototype type | technology | | Internal name | logistic-science-pack | | Required technologies | Required technologies | | | | | Allows | Allows | | 2122 | 2122 | | Effects | Effects | | | | Logistic science pack unlocks the ability to craft logistic science packs which are used for nearly all research . | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Logistic_science_pack_(research)_-_Factorio_Wiki
Advanced_material_processing_2_(research)
Advanced material processing 2 (research) - Factorio Wiki
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Advanced material processing 2 (research) - Factorio Wiki Jump to navigation Jump to search | | Advanced material processing 2 (research) | Edit | | | ----------------------------------------- | ---- | | Cost | Cost | | --------------------- | ------------------------------ | | 30111βœ–250 | 30111βœ–250 | | Prototype type | technology | | Internal name | advanced-material-processing-2 | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Advanced material processing 2 gives the player access to the Electric furnace , the only furnace that does not require Fuel to operate. 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/Advanced_material_processing_2_(research)_-_Factorio_Wiki
Factorio_Wanted_pages
Factorio:Wanted pages - Factorio Wiki
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Factorio:Wanted pages - Factorio Wiki Jump to navigation Jump to search Overview of all wanted page categories: Wanted pages/cs Wanted pages/da Wanted pages/de Wanted pages/es Wanted pages/file Wanted pages/fr Wanted pages/hu Wanted pages/it Wanted pages/ja Wanted pages/ko Wanted pages/ms Wanted pages/nl Wanted pages/other Wanted pages/pl Wanted pages/pt-br Wanted pages/pt-pt Wanted pages/ru Wanted pages/sv Wanted pages/template Wanted pages/tr Wanted pages/uk Wanted pages/vi Wanted pages/zh Wanted pages/zh-tw
wiki
https://wiki.factorio.com/Factorio:Wanted_pages_-_Factorio_Wiki
Piercing_rounds_magazine
Piercing rounds magazine - Factorio Wiki
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Piercing rounds magazine - Factorio Wiki Jump to navigation Jump to search | | Piercing rounds magazine | Edit | | | ------------------------ | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------- | | ---- | | - | | ---- | | ---- | | ---- | | -- | | 3+5+1+1β†’1 | 3+5+1+1β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 4+5+4+1 | 4+5+4+1 | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 50 (0.5 stacks) | | | | | | | | | | | | | | Damage | 810.412.815.220(physical) | | | | 8 | | 10.4 | | 12.8 | | 15.2 | | 20 | | | | | 8 | | | | | | | | | | | | | 10.4 | | 12.8 | | | | | | | | | | | | | 15.2 | | 20 | | | | | | | | | | | | Magazine size | 10 | | | | | | | | | | | | | | Used as ammunition by | Used as ammunition by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Prototype type | ammo | | | | | | | | | | | | | | Internal name | piercing-rounds-magazine | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 2 | 2 | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | A more advanced ammunition type for gun weapons. More resource intensive than Firearm magazines , but has higher damage. History 2.0.7 : Lowered stack size of ammo from 200 to 100. 0.15.0 : Recipe now requires Firearm magazine . 0.1.0 : Introduced See also Firearm magazine Uranium rounds magazine 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/Piercing_rounds_magazine_-_Factorio_Wiki
Factorio_Translation_guide
Factorio:Translation guide - Factorio Wiki
[ "Category:Verified translations", "Category:Outdated translations", "Category:Outdated translations", "Category:Technical" ]
Factorio:Translation guide - Factorio Wiki Jump to navigation Jump to search This guide further explains how pages and templates on this wiki can be translated and what to do and not to do. Remember to also follow the translation related rules ! Contents 1 Translating an entire page 2 If your language is missing from Template:Languages and the templates associated with it 3 General guidelines 3.1 Which pages should be translated first? 4 Template:Translation/Your language suffix 5 Various templates that can help with translation 5.1 Template:Imagelink 5.2 Template:TransLink 6 Keeping translations up to date 7 Special pages 7.1 Main Page/Latest versions 7.2 News 7.3 Factorio:Wiki rules 7.4 Pages in the template namespace 7.5 Version history and its subpages 7.6 The prototype and type documentation 7.7 The technical documentation Translating an entire page Take an English page, copy the content into a sub-page with the language code (Eg /de for German) and translate it to your language. Please note that things like infoboxes, navboxes, and the page title automatically translate using Template:Translation, see below. If your language is missing from Template:Languages and the templates associated with it Inform a wiki admin. DO NOT attempt to add it yourself. The best place on the wiki to reach us admins is Factorio talk:Editor noticeboard , but we can also be reached in other places, see our userpages for that. General guidelines Template:Languages should be on every page in the main namespace except the pages about prototypes and types (prefix Prototype/ and Types/) and some special pages such as Main Page/Latest versions . The official item/entity etc translations that are shipped with the game should be used if possible. If they are wrong or missing, please contribute on crowdin to change/add them. If you are finishing/changing the translation of a not completely translated page, please check the English version of that page for newer info and use that instead of outdated info. Sometimes the English page does not exist anymore, so the page in your language should also be removed (or redirected to the same page as the English one.) The history section should not be included in translated pages. So, don't translate it, and don't include the untranslated section in the translated page either. Simply don't include it at all. This guideline exists because the history section is just copied from the in-game changelog, which also is not translated. All links on a translated page should point to pages of the same language, not English pages. This means that you should add your language suffix to all links on the page, even if the linked page doesn't exist yet. After clicking the red link, visitors can still click a different language icon on the upper part of the page and read a proper page. Also, once a translation is made, you don't have to worry about fixing the links later and forgetting. Which pages should be translated first? If you are now wondering which pages you should translate, check out Factorio:Top pages . That are the most visited pages on the wiki, so they should be prioritized to be translated. Furthermore, the pages with the most links to them on your languages Factorio:Wanted pages page may also be prioritized. This is a very rough guide, so you are free to completely disregard it and follow your own system on which page you translate when. Template:Translation/Your language suffix The translation template of your language is the central place for translations of templates and page names in your language. If the name of an item is translated inside the template, the title of the item's page will be translated to that. Translations for Infoboxes and Navboxes also belong here. This template is the place to translate page titles; using the displaytitle magicword directly on a page to translate the title is not recommended. Various templates that can help with translation All translation related templates work on any page that has the appropriate language suffix, for example on User:Bilka/Sandbox/de the templates will translate their content to German. Template:Imagelink {{imagelink|Solid fuel}} On a German page will link to solid fuel/de and display the link as festbrennstoff: Solid fuel For more info, see the template page. Template:TransLink {{TransLink|Solid fuel}} or {{L|Solid Fuel}} for short Can be used for linking to something using the direct link with language suffix without having to know the name of the corresponding translated page: Solid fuel . Shouldn't be overused (don't use it if you are going to add the translation by hand anyways) because it's relatively slow to evaluate. Other than that it's handy because the translations change automatically when they are changed in the Template:Translation of the language, so it's easier to adapt translation changes. For more info, see the template page. Keeping translations up to date To keep track which translations are up to date, the use of Template:Translation verification is recommended. When you translate a page or update a translation simply place this template at the top of your translation right behind {{ Languages }} and give the revision-ID of the English page you translated as a parameter. The first line of the translated page should then look like this: {{Languages}}{{Translation verification|revisionID=123456}} Template:Translation verification automatically categorizes the translated page into Category:Verified translations /language_code. As soon as the English page is changed, it is moved to Category:Outdated translations /language_code, however. This provides an easy way to see which translations need updating and the revision-ID can be used to check the differences of the English page since the translation was verified, so only the changed parts of the page need to be translated again. Q: Where do I find the revision-ID? Go to the English page -> Version history -> Click on the newest version -> The revision-ID is the number at the end of the URL. Q: How can I update translation efficiently? If Template:Translation verification isn't already on the page you more or less have to check the whole translation. If the template is already in use, updating a translation can be a lot less work, however: Visit Special:Diff/123456/cur or https://wiki.factorio.com/index.php?oldid=123456&diff=cur where the number is the revision-ID currently in the template (alternatively you can use Special:Diff or the version history of the English page). That way you can see the changes made to the English page, since the current translation was verified. That way you only need to update the translation accordingly. Don't forget to update the revision-ID in the template when you are finished! Q: Where do I start? Check if any page is already in Category:Outdated translations /your_language_code. If it's empty you can find all unverified translations of your language by inserting the following on your user page (replace all three instances of "/de" with your own language code): <includeonly><onlyinclude>{{#if: {{#pos: {{lc: {{{?Category}}}{{{?Subcategory of}}} }} | verified translations/de }} || {{{Page}}}, }}</onlyinclude></includeonly>{{#ask: [[~*/de]] [[:+||Category:+||Factorio:+||Tutorial:+]] [[!Factorio:Wanted pages/de]] | limit = 1000 | format = template | template = {{FULLPAGENAME}} | sort = Modification date | named args = true |Β ? = Page | ?Category = ?Category | ?Subcategory of = ?Subcategory of}} It lists all pages in the Main, Category and Factorio namespaces. As of writing, the Tutorial namespace doesn't work, since semantic search is turned off for that namespace. Special pages There are some pages on the wiki that are translated differently than others. Here it is explained how they work. Main Page/Latest versions This page should not be translated directly on the page. Instead, include the English version (linked above) on your language's main page and translate the latest version box using the translation template. It is setup for that because it updates often and that way it can be guaranteed that it's always up to date for all languages. News This page should not be translated, as most text on it comes directly from the FFF titles. For the main pages, the English version (linked above) should be included. The page should not be translated because it changes often and all content it links to is also only available in English. Factorio:Wiki rules The rules page should not be translated. There is no guarantee for the translations to be right or updated which is not acceptable for the offical rules of a wiki. Pages in the template namespace All templates on the wiki should be translated by having {{Translation|...}} inside them and by then placing the translations of the phrases inside the Translation template of your language. Example: Template:Disambiguation has {{Translation|Multiple pages share the title or description of}} inside it, so to translate it you have to place |Multiple pages share the title or description of = Your translation inside the translation template of your language. If a template can't be translated because it doesn't use {{Translation|...}} , please inform a wiki admin so that they can add it. Version history and its subpages The version history should not be translated. They are identical to the in-game changelog, which also isn't translated. Furthermore, translating it is simply too much effort for its value, especially since some of the pages are extremely large. The prototype and type documentation Any page with the Prototype/ or Types/ prefix, and the complimentary pages PrototypeBase , Prototype definitions , Prototype overview and Data.raw should not be translated. All modding API documentation here on the wiki and on lua-api.factorio.com is English only. The prototype stage documentation has moved to a separate website and is slated to be removed from the wiki, with the exception of the Data.raw page. The technical documentation The pages in Category:Technical should not be translated. They document technical aspects of APIs and file formats and some are maintained by the Factorio developers. Maintenance of this technical documentation in other languages is not feasible.
wiki
https://wiki.factorio.com/Factorio:Translation_guide_-_Factorio_Wiki
Oil_gathering_(research)
Oil gathering (research) - Factorio Wiki
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Oil gathering (research) - Factorio Wiki Jump to navigation Jump to search | | Oil gathering (research) | Edit | | | ------------------------ | ---- | | Cost | Cost | | ----------------------------------- | ----------------------------------- | | 3011βœ–100 | 3011βœ–100 | | Gathering crude oil with pumpjacks. | Gathering crude oil with pumpjacks. | | Prototype type | technology | | Internal name | oil-gathering | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Main article: Oil processing The oil gathering research allows the player to craft the pumpjack . History 2.0.7 : Introduced. | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Oil_gathering_(research)_-_Factorio_Wiki
Tutorial_talk_Producing_power_from_oil
Tutorial talk:Producing power from oil - Factorio Wiki
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Tutorial talk:Producing power from oil - Factorio Wiki Jump to navigation Jump to search Outdated maths I have flagged this page for cleanup as it contains outdated numbers which likely impact the results and conclusions of this page. Things I have immediately seen are it is using a boiler efficiency of 50% rather than 100%, and the module multipliers seem to be different in 1.1. I may get around to updating this page, but make no promises. Shopt ( talk ) 11:14, 13 July 2021 (UTC) I have some working out i did, but it's not complited and I want someone to double check it. Here's google sheets link https://docs.google.com/spreadsheets/d/11w3FI-reWMqRYFE6lnOon13DFz6KuOtXC-c9Ooo-jQQ/edit?usp=drivesdk Misiuji ( talk ) 11:04, 20 August 2021 (UTC)
wiki
https://wiki.factorio.com/Tutorial_talk:Producing_power_from_oil_-_Factorio_Wiki
Module_talk_Infobox
Module talk:Infobox - Factorio Wiki
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Module talk:Infobox - Factorio Wiki Jump to navigation Jump to search Contents 1 Suggestions 2 Adding support for radar-coverage-distance 3 Add more categorizations to make infobox for power generators makes more sense 3.1 add fuel-consumption 3.2 add fluid-output 3.3 add heat-consumption 3.4 add distribution-efficiency 3.5 add uses 4 Research names are sometimes parsed incorrectly Suggestions There should be option to override all parameters for space age, becouse for example rocket silo in space age have 20 inventory size where in base game 0. It shouldn't be limited to only few parameters. Section for "Buildable only on: " and "Craftable only on: " Triggerable technologies, what to do to unlock them. Spoil result. Optionally food for machines? Nutrients for biochamber, bioflux for captured biter spawners, etc. ~~ Mefisto1029 ( talk ) 14:03, 25 October 2024 (UTC) I would prefer to limit the overridable parameters to only what is needed. I've changed storage size to be overridable. I added 2, 3 and 4. I ran a script to fill in the technology triggers for the vanilla technologies. Technically, food is considered a fuel. I think we can use that row for it for now. -- Bilka ( talk ) - Admin 13:53, 28 October 2024 (UTC) Stack size should also be able to be overridden, at least for space science pack (edit. producers parameter also should be overridable also for space science). Also do we add weight (originally for trains) parameter to simulate how many items can be carried by rocket assuming it can carry 1t? Or there will be separate parameter for that? ~~ Mefisto1029 ( talk ) 19:20, 28 October 2024 (UTC) I added the space age variants for producers and stack size. I've renamed the weight parameter so that it's less ambiguous that it's about vehicles and added rocket capacity instead. -- Bilka ( talk ) - Admin 19:56, 28 October 2024 (UTC) I spent few minutes and added automatic health quality to sandbox if it is fine then add it. Diffrence can be seen here: module and parsing . ~~ Mefisto1029 ( talk ) 09:49, 29 October 2024 (UTC) Thanks for the effort, however I think it's more intuitive to use the template directly in the infobox code, like with the other properties. Since the health property is automated with a script, I added it to its output and let the script fill the infoboxes. -- Bilka ( talk ) - Admin 15:48, 1 November 2024 (UTC) Remove "minutes" text from spoil time (see Infobox:Raw fish ). Add science packs "Remaining" (1,2,3,4,6)? ~~ Mefisto1029 ( talk ) 10:57, 2 November 2024 (UTC) Add extra1 as space-age possibility, for example space science pack have diffrent desc in base game and space age. ~~ Mefisto1029 ( talk ) 12:48, 2 November 2024 (UTC) All added now. -- Bilka ( talk ) - Admin 18:06, 27 January 2025 (UTC) Adding support for radar-coverage-distance As per the title. This is a parameter (radar-coverage-distance) for Cargo landing pad . Cheers, Jouki ( talk ) 01:25, 2 November 2024 (UTC) We should also add it so that the Radar page can have its continuous coverage distance listed, and we should also add exploration-coverage-distance for Radar as well. Paulcd2000 05:59, 10 January 2024 (UTC) Added as radar-coverage-distance. -- Bilka ( talk ) - Admin 19:43, 28 January 2025 (UTC) Add more categorizations to make infobox for power generators makes more sense add fuel-consumption It is for fusion reactor, fusion generator, nuclear reactor, burner inserter, and boilers, they currently make use of "energy consumption" but fuel reads much better and makes for less confusion. Also it should not be added as _row_type because that limits you a lot in what units can be used. add fluid-output for boiler, heat exchanger, fusion generator, and fusion reactor. currently they use "heat output" but heat should maybe be reserved as a term for heat pipe heat? It is definitely confusing for fusion reactor to say it outputs "heat". add heat-consumption for heat exchanger, it uses "energy consumption" in a similar way like boilers, with the same confusion about electricity drain add distribution-efficiency for beacons. there is an "efficiency" but it most commonly used to refer to power usage efficiency, and clarification here would make the intent clearer. add uses for science packs. factoriopedia says "remaining" which is also an option but less readable and makes less sense in context. Added as science capacity. Rest still pending. -- Bilka ( talk ) - Admin 18:09, 27 January 2025 (UTC) -- Zaz ( talk ) 22:21, 12 November 2024 (UTC) Research names are sometimes parsed incorrectly When a user adds the name of a research with " (research)" after it into one of the fields that uses the "p._vrow_tech" function (required-technologies / allows / boosting-technologies), it adds a second " (research)" to the name and creates spurious links to nonexistent pages. It looks like the "parsing._technology" function is supposed to catch this. Examples: Special:WhatLinksHere/Agricultural_science_pack_(research)_(research) Special:WhatLinksHere/Planet_discovery_Aquilo_(research)_(research) Special:WhatLinksHere/Bioflux_(research)_(research) Special:WhatLinksHere/Cryogenic_science_pack_(research)_(research) All of the actual links in the infobox still point to the correct research pages, so this doesn't cause any functional issues, but it adds a small amount of clutter to the Special:WantedPages list. Also, the module has "Recycling" typo'd as "Recyling" twice. Orthotoma ( talk ) 07:44, 15 November 2024 (UTC) Thanks for the notice, I fixed the infoboxes that had the extra (research) text. Also thank you for fixing the typo on the sandbox page, I ported it to the Module now. -- Bilka ( talk ) - Admin 18:08, 27 January 2025 (UTC)
wiki
https://wiki.factorio.com/Module_talk:Infobox_-_Factorio_Wiki
User_talk_Uukgoblin
User talk:Uukgoblin - Factorio Wiki
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User talk:Uukgoblin - 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.Β :) Bilka ( talk ) - Admin 11:47, 1 May 2018 (UTC)
wiki
https://wiki.factorio.com/User_talk:Uukgoblin_-_Factorio_Wiki
Blueprint_library
Blueprint library - Factorio Wiki
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Blueprint library - Factorio Wiki Jump to navigation Jump to search The blueprint library GUI. The blueprint library is a virtual inventory that can be used to store and share any blueprint-like items, including blueprint books , blueprints , deconstruction planners and upgrade planners . It can be opened by clicking the ( ) button above the minimap or using a keyboard shortcut, B by default. On the Nintendo Switch the GUI can be opened via a button in the quick panel . Two libraries are available at any given moment, each occupies its own tab in the blueprint library GUI: "My blueprints" is the player's personal blueprint library. It is shared across all saves games and not shared with any players in multiplayer. "Game blueprints" is the library bound to the current save file. In multiplayer, it is shared across all the players of a force. Besides being a convenient place to share and organize blueprints, the library provides free unlimited inventory space just for them. That space is also safe from accidents: Blueprints and books are normal items, so they can be destroyed e.g. by destroying a chest they are in (by biter attack or careless tank driving), which is not possible for blueprints kept in the library. Any blueprint or book in the library can be placed in the quickbar , including the ones nested in blueprint books. This allows conveniently using individual blueprints and books without removing them from the specific books located in the blueprint library. Note that this creates a shortcut to the blueprint in the library, so changes to the blueprint via the quickbar are reflected in the library. If this is not desired, the blueprint (book) can be copied in its GUI. All blueprints in the libraries are always accessible to be used from the quickbar or directly from the library, where they are returned upon clearing the cursor with Q ( B on the Nintendo Switch ). History 0.15.0 : Introduced See also Blueprint Blueprint book Deconstruction planner Upgrade planner
wiki
https://wiki.factorio.com/Blueprint_library_-_Factorio_Wiki
Empty_crude_oil_barrel
Barrel - Factorio Wiki
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Barrel - Factorio Wiki Jump to navigation Jump to search Barrels can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once fluid handling is researched. The barrels themselves are reusable once the fluids are drained. Barrels stack in groups of 10. A single cargo wagon can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon – 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+1β†’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
Casting_pipe
Pipe - Factorio Wiki
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Pipe - Factorio Wiki Jump to navigation Jump to search | | Pipe | Edit | | | ---- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+1β†’1 | 0.5+1β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 0.5+1 | 0.5+1 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Fluid storage volume | 100 | | | | | | | | | | | | | | Health | 100130160190250 | | | | 100 | | 130 | | 160 | | 190 | | 250 | | | | | 100 | | | | | | | | | | | | | 130 | | 160 | | | | | | | | | | | | | 190 | | 250 | | | | | | | | | | | | Resistances | Fire: 0/80%Impact: 0/30% | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 200 (2 stacks) | | | | | | | | | | | | | | Dimensions | 1Γ—1 | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | pipe | | | | | | | | | | | | | | Internal name | pipe | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+1β†’1 | 0.5+1β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 0.5+1 | 0.5+1 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Fluid storage volume | 100 | | | | | | | | | | | | | | Health | 100130160190250 | | | | 100 | | 130 | | 160 | | 190 | | 250 | | | | | 100 | | | | | | | | | | | | | 130 | | 160 | | | | | | | | | | | | | 190 | | 250 | | | | | | | | | | | | Resistances | Fire: 0/80%Impact: 0/30% | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 200 (2 stacks) | | | | | | | | | | | | | | Dimensions | 1Γ—1 | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | pipe | | | | | | | | | | | | | | Internal name | pipe | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The pipe is the most basic method of distribution of fluids. It is commonly used to provide water from offshore pumps to boilers and steam to steam engines for power generation, and later on, crude oil and oil products . Unlike transport belts , players and enemies can't walk over them. Comprehensive information on fluid distribution can be found on the fluid system page. Attempting to build a pipe that would potentially mix two liquids will fail, as the pipe won't be placed. Undesired fluid can be flushed from the pipe system by opening the pipe GUI and clicking the trash button next to the fluid. Fluids that are flushed from pipes are deleted permanently. Contents 1 Alternative recipes 2 Gallery 3 History 4 See also Alternative recipes Space Age expansion exclusive feature. | Process | Input | Output | Made in | Required technology | | ------------ | ----- | ------ | ------- | ------------------- | | Casting pipe | 1+10 | 1 | | Foundry (research) | Gallery Failed attempt to mix fluids. GUI of a pipe inside a fluid system containing water. The GUI of liquids going through pipes when ready to place more pipes. History 2.0.7 : Reworked the fluid system flow logic. ( https://factorio.com/blog/post/fff-416 ) Contiguous sections of pipes and storage tanks are merged into segments. Each segment contains a single fluid, and throughput is proportional to how full a segment is. 0.15.0 : Increased stack size from 50 to 100. 0.13.0 : Underground pipes and belts are placed at max connecting distance apart when built by dragging. 0.11.6 : The Oil refinery and chemical plant are disconnected from pipes if the recipe is reset. 0.10.1 : Added new icons 0.10.0 : Unused pipe connections are passive and do not connect to pipes. 0.9.1 : Pipes now refresh their connection to storage tanks when rotated. Small quantities of fluid can be pushed/destroyed by larger quantities in pipes. 0.9.0 : New graphics. All terminating pipes now have visuals. Pipes now show fluid inside when ALT mode is enabled. Optimized bounding boxes. 0.5.1 : The boiler is now fast-replaceable with pipes, and vice versa. New graphics. 0.2.0 : Visualization of connection to a pipe to ground. 0.1.0 : Introduced See also Pump Pipe to ground Fluid system | Logistics | Logistics | | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storage | Wooden chestIron chestSteel chestStorage tank | | Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() | | Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() | | Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump | | Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon | | Transport | CarTankSpidertronSpidertron remote | | Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport | | Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel | | Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives | | Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Pipe_-_Factorio_Wiki
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+2β†’1 | 15+20+5+2β†’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+2β†’1 | 15+20+5+2β†’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
Steel_plate_productivity_(research)
Steel plate productivity (research) - Factorio Wiki
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Steel plate productivity (research) - Factorio Wiki Jump to navigation Jump to search | | Steel plate productivity (research) | Edit | | | ----------------------------------- | ---- | | Cost | Cost | | --------------------- | ------------------------ | | 601111βœ–1500 | 601111βœ–1500 | | Prototype type | technology | | Internal name | steel-plate-productivity | | Required technologies | Required technologies | | | | Space Age expansion exclusive feature. Steel plate productivity reduces the cost of crafting steel plate by adding productivity to the craft. This reduction affects the steel obtained both from smelting with furnaces or casting with the foundry . | Technology | Cost | Effects | | --------------------------- | ---------------------------------------------------------------------------------- | ------------- | | 1Steel plate productivity 1 | 601111X1000 Γ— 1.5(Level)(eg. 1500 for level 1, 2250 for level 2, 3375 for level 3) | 10% per level | Note that the 300% productivity limit does apply to this technology. It can be researched past level 30, but it will have no practical effect. History 2.0.7 : Introduced in Space Age expansion. | 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/Steel_plate_productivity_(research)_-_Factorio_Wiki
Infobox_Player
Player - Factorio Wiki
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Player - Factorio Wiki Jump to navigation Jump to search | | Player | Edit | | | ------ | ---- | | Map icon | | | -------------- | ---------------------------------------------------------------------------------------- | | Storage size | 80(Default)90(Modular armor)100(Power armor)110(Power armor MK2)+10(Toolbelt (research)) | | Health | 250 | | Dimensions | 1Γ—1 | | Mining speed | 0.5 | | Prototype type | character | | Internal name | character |
wiki
https://wiki.factorio.com/Player_-_Factorio_Wiki
Centrifuge
Centrifuge - Factorio Wiki
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Centrifuge - Factorio Wiki Jump to navigation Jump to search | | Centrifuge | Edit | | | ---------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 4+100+100+100+50β†’1 | 4+100+100+100+50β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 1k+100+500+400+200+50 | 1k+100+500+400+200+50 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 350455560665875 | | | | 350 | | 455 | | 560 | | 665 | | 875 | | | | | 350 | | | | | | | | | | | | | 455 | | 560 | | | | | | | | | | | | | 665 | | 875 | | | | | | | | | | | | Resistances | Fire: 0/70% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Dimensions | 3Γ—3 | | | | | | | | | | | | | | Energy consumption | 350 kW (electric) | | | | | | | | | | | | | | Drain | 11.6 kW (electric) | | | | | | | | | | | | | | Crafting speed | 11.31.61.92.5 | | | | 1 | | 1.3 | | 1.6 | | 1.9 | | 2.5 | | | | | 1 | | | | | | | | | | | | | 1.3 | | 1.6 | | | | | | | | | | | | | 1.9 | | 2.5 | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Pollution | 4/m | | | | | | | | | | | | | | Module slots | 2 slots | | | | | | | | | | | | | | Prototype type | assembling-machine | | | | | | | | | | | | | | Internal name | centrifuge | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The Centrifuge processes uranium ore and splits it into uranium-235 and uranium-238 . Centrifuges can also be used to reprocess used nuclear fuel or enrich extra uranium-235 to get more out of the available uranium. Contents 1 Recipes 2 Gallery 3 History 4 See also Recipes | Process | Technologyrequired | Input | Output | | -------------------------- | -------------------------- | ----- | ---------- | | Uranium processing | Uranium processing | 1210 | 0.0070.993 | | Kovarex enrichment process | Kovarex enrichment process | 60405 | 412 | | Nuclear fuel | Kovarex enrichment process | 9011 | 1 | | Nuclear fuel reprocessing | Nuclear fuel reprocessing | 605 | 3 | Gallery The centrifuge glows green when it is working. History 0.15.0 : Introduced See also Uranium processing Kovarex enrichment process Module enhancements | 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/Centrifuge_-_Factorio_Wiki
Equipment_modules
Equipment modules - Factorio Wiki
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Equipment modules - Factorio Wiki Jump to navigation Jump to search Equipment modules can be added to modular armor , power armor , power armor MK2 and mech armor and give the player various bonuses. The only vehicles that can make use of equipment modules are the tank and the spidertron . Bonuses given by equipment modules stack and can be combined with each other to suit the wearer's personal preferences. Modules take up a certain amount of space in armor and some consume energy. Modules will remain in the armor even if it is removed, stored or dropped on the ground. Vehicles with equipment can be picked up and re-placed with their equipment intact (though their inventories will be emptied). Modules will only function when the armor is equipped or the vehicle is placed, and modules will not recharge or deplete otherwise. Equipment modules can be used by placing them in the grid that opens by right clicking the armor. All modules have their own technology that must be researched before they can be crafted. Contents 1 Power generation 2 Power storage 3 Construction robot control 4 Combat modifiers 5 Utility Power generation If some equipment modules needs power, then the equipment grid will need at least one of these. | Item | Equipment slots taken | | ------------------------ | --------------------- | | Portable solar panel | 1Γ—1 | | Portable fission reactor | 4Γ—4 | | Portable fusion reactor | 4Γ—4 | Power storage These equipment modules store power generated by the above for later use. | Item | Equipment slots taken | | -------------------- | --------------------- | | Personal battery | 1Γ—2 | | Personal battery MK2 | 1Γ—2 | | Personal battery MK3 | 1Γ—2 | Construction robot control Allows the player or vehicle to deploy construction robots , using items stored in the player or vehicle's inventory. | Item | Equipment slots taken | | --------------------- | --------------------- | | Personal roboport | 2Γ—2 | | Personal roboport MK2 | 2Γ—2 | Combat modifiers These modules deal damage or mitigate it in some way. | Item | Equipment slots taken | | ---------------------- | --------------------- | | Discharge defense | 2Γ—2 | | Energy shield | 2Γ—2 | | Energy shield MK2 | 2Γ—2 | | Personal laser defense | 2Γ—2 | Utility | Item | Equipment slots taken | | ----------------------- | --------------------- | | Belt immunity equipment | 1Γ—1 | | Nightvision | 2Γ—2 | | Exoskeleton | 2Γ—4 | | Toolbelt equipment | 3Γ—1 |
wiki
https://wiki.factorio.com/Equipment_modules_-_Factorio_Wiki
Thruster_fuel
Thruster fuel - Factorio Wiki
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Thruster fuel - Factorio Wiki Jump to navigation Jump to search | | Thruster fuel | Edit | | | ------------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 2+2+10β†’75 | 2+2+10β†’75 | | Total raw | Total raw | | 2+2+10 | 2+2+10 | | Prototype type | fluid | | Internal name | thruster-fuel | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | Space Age expansion exclusive feature. Thruster fuel is a liquid and is one of the two main ingredients, along with thruster oxidizer , for running the thruster to allow a space platform to move from planet to planet. Because thruster fuel cannot be barreled , each platform must produce its own fuel by collecting asteroids . Alternative recipes | Process | Input | Output | Made in | Required technology | | ---------------------- | ---------- | ------ | ------- | --------------------------------------- | | Advanced thruster fuel | 10+2+1+100 | 1500 | | Advanced asteroid processing (research) | History 2.0.7 : Introduced in Space Age expansion. See also Space platform Thruster Thruster oxidizer Fluid system | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Thruster_fuel_-_Factorio_Wiki
Space_platform_hub
Space platform hub - Factorio Wiki
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Space platform hub - Factorio Wiki Jump to navigation Jump to search | | Space platform hub | Edit | | | ------------------ | ---- | | Map color | | | | | | | | | | | | | | | -------------- | -------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | Health | 10001300160019002500 | | | | 1000 | | 1300 | | 1600 | | 1900 | | 2500 | | | | | 1000 | | | | | | | | | | | | | 1300 | | 1600 | | | | | | | | | | | | | 1900 | | 2500 | | | | | | | | | | | | Stack size | 1 | | | | | | | | | | | | | | Prototype type | space-platform-hub | | | | | | | | | | | | | | Internal name | space-platform-hub | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. The space platform hub is the centralized base of operations for a player's space platform , therefore it is the most important part of the platform. If the hub is completely destroyed, the entire platform is lost, which sends the player back to the planet they were last at prior to launching themselves into space. The space platform hub is not built normally like other buildings, but is instead automatically created when a space platform starter pack has been launched into space. If a platform is lost, another space platform starter pack must be created and sent into space again. When the player launches themselves to a platform, they will remain in the hub, unable to leave or move around. The following things can be accessed when clicking on a hub: The hub's inventory seen at the center, which can be expanded using cargo bays , which increase the inventory space when attached to the hub. The player's inventory seen at the left. The option to auto-request materials to improve the space platform. To create stations (similar to a railway ) to travel to other parts of space, including planets. Add interrupts, which is shared globally between other space platforms. Have the thrusters automatically on depending on the station settings, or to have them turned off. Use orbital drops, which can deliver resources to the surface of planets. Gallery Space platform hub GUI. History 2.0.14 : Added a confirmation box when deleting space platforms. 2.0.7 : Introduced in Space Age expansion. | Space | Space | | -------------------- | ------------------------------------------------------------------------------------------- | | Planetside buildings | Rocket siloCargo landing pad | | Space platform | Space platform foundationCargo bayAsteroid collectorCrusherThrusterSpace platform hub | | Rocket cargo | SatelliteSpace platform starter pack | | Asteroids | Metallic asteroid chunkCarbonic asteroid chunkOxide asteroid chunkPromethium asteroid chunk | | Locations | NauvisVulcanusGlebaFulgoraAquiloSolar system edgeShattered planet | | Navigation | LogisticsProductionIntermediate productsCombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Space_platform_hub_-_Factorio_Wiki
Military_2_(research)
Military 2 (research) - Factorio Wiki
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Military 2 (research) - Factorio Wiki Jump to navigation Jump to search | | Military 2 (research) | Edit | | | --------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 1511βœ–20 | 1511βœ–20 | | Prototype type | technology | | Internal name | military-2 | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Military 2 allows the player to craft grenades and piercing rounds magazine as well as unlocks further military research . 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_2_(research)_-_Factorio_Wiki
Quality_module_3_(research)
Quality module 3 (research) - Factorio Wiki
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Quality module 3 (research) - Factorio Wiki Jump to navigation Jump to search | | Quality module 3 (research) | Edit | | | --------------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 601111βœ–300 | 601111βœ–300 | | Prototype type | technology | | Internal name | quality-module-3 | | Required technologies | Required technologies | | 2 | 2 | | Effects | Effects | | | | | Cost | Cost | | --------------------- | --------------------- | | 6011111βœ–2000 | 6011111βœ–2000 | | Prototype type | technology | | Internal name | quality-module-3 | | Required technologies | Required technologies | | 2 | 2 | | Effects | Effects | | | | Space Age expansion exclusive feature. Unlocks the ability to craft the quality module 3 , the final tier of quality module. 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/Quality_module_3_(research)_-_Factorio_Wiki
Concrete
Concrete - Factorio Wiki
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Concrete - Factorio Wiki Jump to navigation Jump to search | | Concrete | Edit | | | -------- | ---- | Base game Space Age mod | Recipe | Recipe | | --------------------- | --------------------- | | 10+1+5+100β†’10 | 10+1+5+100β†’10 | | Total raw | Total raw | | 10+1+5+100 | 10+1+5+100 | | Map color | | | Walking speed | 140% | | Stack size | 100 | | Rocket capacity | 100 | | Prototype type | tile | | Internal name | concrete | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recycling results | Recycling results | | 0.0250.125 | 0.0250.125 | | Recipe | Recipe | | --------------------- | --------------------- | | 10+1+5+100β†’10 | 10+1+5+100β†’10 | | Total raw | Total raw | | 10+1+5+100 | 10+1+5+100 | | Map color | | | Walking speed | 140% | | Stack size | 100 | | Rocket capacity | 100 | | Prototype type | tile | | Internal name | concrete | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recycling results | Recycling results | | 0.0250.125 | 0.0250.125 | Concrete is an ingredient utilized for rocket silos , refined concrete , artillery turrets and facilities relating to nuclear material ( reactors and centrifuges ). Concrete serves as path with more advanced bonuses compared with stone bricks . Concrete increases walking speed by 40% and decreases vehicle rolling resistance, allowing for extra acceleration and top speed, although each vehicle is affected differently; the tank is only affected by a 20% bonus, for example. Concrete has no effect on the movement speed of enemies . When placed, it reduces the pollution absorption of ground to zero. Contents 1 Placement 2 Alternative recipes 3 History 4 See also Placement Concrete is placed using Left mouse button and can be removed by using Right mouse button while holding any kind of path . The area in which concrete is placed can be increased and decreased by using Numpad + and Numpad - . Placing it over another type of path automatically mines the previous path. Alternative recipes Space Age expansion exclusive feature. | Process | Input | Output | Made in | Required technology | | ------------------------- | ----------- | ------ | ------- | ------------------- | | Concrete from molten iron | 10+5+20+100 | 10 | | Foundry (research) | Despite concrete not being an intermediate, the foundry recipe can use productivity modules , in addition to the 50% productivity of the foundry. History 2.0.7 : Casting recipes added in the Space Age expansion. 0.16.0 : All terrains, including stone path and concrete, have transitions with water. 0.13.0 : Added hazard concrete. 0.12.7 : Placing stone or concrete floors will remove bushes. 0.12.0 : Introduced Terrain modifies vehicle friction force (sand: 1.8, grass: 1.6, dirt: 1.4, stone path: 1.1, concrete: 0.8). See also Stone brick 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/Concrete_-_Factorio_Wiki
Ghost
Ghost - Factorio Wiki
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Ghost - Factorio Wiki Jump to navigation Jump to search Ghosts of medium electric poles at the top row, with normally placed ones below. A ghost is a semi-transparent marker for an entity or tile which can be placed as a planning tool for future manual building or for construction robots to place using supplies from a logistic network . A ghost does not perform any of the functions of the object it represents, but exists to mark the spot where the item should later be built or, in the case where an entity was destroyed, the place where it stood. A ghost can store configuration information such as the recipe used by an assembling machine ; this configuration will become active when the real entity is placed on top of the ghost. Unlike placing real entities, there is no range limit when placing or removing ghosts. Contents 1 Valid ghosts 1.1 Entities 1.2 Tiles 2 Usage 2.1 Placing single ghosts 2.1.1 Holding shift while holding an item 2.1.2 Enabling Pick ghost item if no items are available 2.2 Blueprints 2.3 Rail planner 2.4 Destroyed entities 3 Interaction with construction robots 4 Lifetime of ghosts 5 Gallery 6 History 7 See also Valid ghosts Entities The majority of entities placeable by the player can be ghosts. Exceptions include mobile entities such as the car , tank and robots . Locomotives , cargo wagons , fluid wagons and artillery wagons are valid ghosts but must be placed on rails . Tiles Any tile that can be placed by the player is valid as a ghost. Usage The cursor as it appears prior to placing an entity ghost. Placing single ghosts Single ghosts are placed in the same way as normal entities and tiles: by clicking with Left mouse button on the map. In order to place a ghost, the player must first have one in their hand: Holding shift while holding an item If SHIFT is held with an item in the hand, the ghost symbol appears. Click Left mouse button will now place a ghost entity or tile instead of the object itself. Enabling Pick ghost item if no items are available Under Settings->Interface is the option Pick ghost item if no items are available . If this is enabled a ghost item will be provided to the player whenever they select an item which is not available in their inventory. This affects both the pipette tool ( Q ) and selecting an item from the quickbar . If the player is using a ghost item and during that the associated item is inserted into to player's inventory, for example by robots , the ghost item will remain in the player's cursor and continue placing ghosts until they manually reselect the associated item. Blueprints Placing a blueprint will place ghosts for everything contained within the blueprint. Rail planner When placing rails , the rail planner is a convenient way to place a large number of rails, and is required for placing curved rails. The rail planner will place ghosts when SHIFT is held at the same time as clicking a rail planner arrow. In ghost mode the rail planner can be used to place ghost rails of any length. Destroyed entities Once construction robotics has been researched any blueprintable entities (except trains ) that are destroyed (for example by enemies ) will leave behind a ghost. This allows these buildings to be re-built automatically if construction robots are available in the area. Interaction with construction robots Construction robots will place the real version of an entity or tile ghost if either of the following conditions are met: The materials required to build the object are available in the logistic network and enough construction robots are free to begin the placing. The materials required to build the object are available from the player's inventory, the player is equipped with one or more personal roboports and is carrying one or more construction robots . Lifetime of ghosts Ghosts that are placed by the player will last forever. Ghosts for destroyed entities will last a week of game time . Their remaining time is indicated by the purple bar below the ghost. Note that entities only leave behind ghosts upon destruction once construction robotics has been researched. Gallery Construction robots paving a refined concrete path. (Click to see GIF animation) The top and middle part of a 3-way railway in "ghost mode". Hovering the mouse over a destroyed liquid tank, among other destroyed buildings. History 0.17.0 : Trains and wagons can now be blueprinted and therefore can be ghost entities. Added the setting Pick ghost item if no items are available . Increased ghost time to live of ghosts from 1 hour to 1 week. 0.16.0 : When building a different entity on top of a ghost, settings from the ghost will be copied if possible. Blueprint previews and ghost entities now have their walls, pipes and belts connected. 0.15.0 : Manual ghost building will mark trees/rocks for deconstruction. See also Blueprint Deconstruction planner Upgrade planner Logistic network Roboport Personal roboport Construction robot
wiki
https://wiki.factorio.com/Ghost_-_Factorio_Wiki
Galaxy_of_Fame
Galaxy of Fame - Factorio Wiki
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Galaxy of Fame - Factorio Wiki Jump to navigation Jump to search The Galaxy of Fame as it appeared on 17 December 2024 Space Age expansion exclusive feature. The Galaxy of Fame is a feature available upon beating Factorio: Space Age. It is a database of saves that have beaten the expansion, able to be viewed on the Factorio website. It appears as a vast galaxy of stars of all size and colors. Each star belongs to one particular player who has beaten Space Age. Clicking on a star will bring up a snapshot of that player's save. After reaching the solar system edge and viewing the victory screen, the player will be invited to upload a snapshot of their save to the Galaxy of Fame. Only one snapshot can be uploaded per player; uploading a new snapshot will override the previous one. The player can also include a custom name and comment. After uploading, the game will provide a link to the player's snapshot on the Factorio website. After winning, the "Galaxy of Fame" button will appear on the main menu. Clicking it will allow the player to upload a new snapshot, or click the link to the existing snapshot. Contents 1 Snapshot 2 Star Position 2.1 Sector 2.2 Quadrant 2.3 Region 2.4 Exact position 3 History Snapshot The Galaxy of Fame snapshot of lead developer kovarex . The Galaxy of Fame includes the following information: A custom name & comment (optional) The date of upload Time played Game version Map seed Player count List of mods This includes both the four mandatory mods (Base, Elevated Rails, Quality, and Space Age) and any user-created mods. Map views of the five planets, in the order they were visited Map views of all space platforms , in the order they were created A full list of the number of all items produced A full list of the amount of energy produced by each power source A full list of the number of kills, including all asteroid varieties Star Position The position, color, and size of a player's star is randomized upon upload. Given the vast number of stars in the galaxy, it can be difficult to locate your own star on the map by searching manually. However, each star's position is fixed and will always be in the same place. Each star is placed by a set of coordinates which can be read to reliably locate it on the map. A star's coordinates can be located within the URL of the snapshot that is provided upon upload. As an example, the following is the coordinates for the snapshot of lead developer Kovarex: Iron I: Alpha1-1.A1W3 Sector The first word of the URL, named after an item, designates one of sixteen sectors within the galaxy, laid out on a grid pattern. The four central sectors, containing the majority of stars (28'900 out of 32'600, as of February 2025), are named Iron, Quantum, Sulfur, and Calcite, and are marked in bold in the chart below. The sectors as they are currently known, are laid out like this. | Copper | Ammonia | Fluorine | Carbon | | ------- | -------- | -------- | ----------- | | Bioflux | Quantum | Iron | Stone | | Lithium | Sulfur | Calcite | Electrolyte | | Uranium | Tungsten | Holmium | Yumako | Quadrant The numeral after the sector name designates one of four numbered quadrants within a sector. The table below shows the layout the quadrants within the Iron sector as an example. Each sector has its quadrants split up in the same pattern, so the quadrant to the immediate left of "Iron III" would be "Quantum IV". | Iron III | Iron IV | | -------- | ------- | | Iron I | Iron II | Region The second word, named after a letter of the Greek alphabet, designates a region within a quadrant. Each quadrant contains 9 regions. Their position within the quadrants are structured as follows: | Eta | Theta | Iota | | ----- | ------- | ----- | | Delta | Epsilon | Zeta | | Alpha | Beta | Gamma | The two numbers after the region name designate the star's location within the region. Each number can go between 1 and 7. The first number increases from left to right, while the second increases from bottom to top. The two of them together position the star within a region. For example, a number of 1-1 designates a position within the bottom left of its region; 1-7 in the top left, and so on. Exact position Following the dot, the final pair of letter-number sets designates the exact position within a region. Letters go from A to G (the first letter) and T to Z (the second), and increase from left to right. The first letter will only be advanced by one when the second letter advances through all 26 letters. For example, A1Z1 comes before B1Y1. Numbers once again go between 1 and 7 and increase from bottom to top. The same rule from letters applies to numbers. As a final example, a coordinate of Quantum II: Gamma5-1.A7Z1 will give a position as follows: Quantum sector Bottom right of Quantum II quadrant Bottom middle of Gamma region History 2.0.10 : Galaxy of fame. Offered when the game is finished.
wiki
https://wiki.factorio.com/Galaxy_of_Fame_-_Factorio_Wiki
Personal_battery
Personal battery - Factorio Wiki
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Personal battery - Factorio Wiki Jump to navigation Jump to search | | Personal battery | Edit | | | ---------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------------ | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 10+5+10β†’1 | 10+5+10β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 10+5+10 | 10+5+10 | | | | | | | | | | | | | | Stack size | 20 | | | | | | | | | | | | | | Dimensions | 1Γ—2 | | | | | | | | | | | | | | Placed in | Placed in | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Energy capacity | 20MJ26MJ32MJ38MJ50MJ(electric) | | | | 20MJ | | 26MJ | | 32MJ | | 38MJ | | 50MJ | | | | | 20MJ | | | | | | | | | | | | | 26MJ | | 32MJ | | | | | | | | | | | | | 38MJ | | 50MJ | | | | | | | | | | | | Prototype type | battery-equipment | | | | | | | | | | | | | | Internal name | battery-equipment | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | This article is about the modular armor equipment. For the intermediate product, see Battery . For the technology, see personal battery (research) . The personal battery provides a basic 20MJ power storage for modular armor , the tank and the spidertron . They are also components in creating the improved personal battery MK2 . Battery power seen on the HUD. History 0.17.0 : Renamed from "Battery" to "Personal battery". 0.13.0 : Increased battery equipment power storage, input, and output by a factor of 20. All energy used and provided in equipment grids was multiplied by 10. 0.12.0 : Increased battery equipment power storage, input, and output by a factor of 100. 0.7.0 : Introduced See also Modular armor Personal battery MK2 Personal battery MK3 | Combat items | Combat items | | ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower | | Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() | | Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule | | Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() | | Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() | | Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote | | Defense | WallGateRadarLand mine | | Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() | | Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
wiki
https://wiki.factorio.com/Personal_battery_-_Factorio_Wiki
User_talk_Df1229
User talk:Df1229 - Factorio Wiki
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User talk:Df1229 - Factorio Wiki Jump to navigation Jump to search Welcome to the Official Factorio Wiki! Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it. First and foremost, please be sure to read and understand the rules of this Wiki . If you have any questions or concerns with these rules, please don't hesitate to ask an Admin. Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the help pages . If you're unsure where to begin, please see the editor noticeboard , where information on the current objectives and projects of the Wiki may be found. Again, welcome, we hope you contribute as much high quality information as you can. Gangsir ( talk ) - Admin 21:01, 17 June 2017 (UTC)
wiki
https://wiki.factorio.com/User_talk:Df1229_-_Factorio_Wiki
Weapons
Weapons - Factorio Wiki
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Weapons - Factorio Wiki Jump to navigation Jump to search | | | ----------------------------------------------------------- | | Multiple pages share the title or description of "Weapons". | | They are listed below. | Weapons are used to kill enemies and to damage or destroy buildings and environmental features like trees. You can cycle between weapons by pressing the the C key. Below is a list of player-equipable weapons currently in Factorio. Pistol Submachine gun Shotgun Combat shotgun Flamethrower Rocket launcher Space Age weapons Tesla gun Railgun History 2.0.7 : Default control key for Next weapon changed from Tab to C . Default control key for Shoot selected changed from C to SHIFT + SPACE .
wiki
https://wiki.factorio.com/Weapons_-_Factorio_Wiki
Enemies
Enemies - Factorio Wiki
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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.Β : 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)Β² . 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 |
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User_talk_Xunie
User talk:Xunie - Factorio Wiki
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User talk:Xunie - 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. Klonan ( talk ) 12:02, 24 April 2017 (UTC)
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Template_About
Template:About - Factorio Wiki
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Template:About - Factorio Wiki Jump to navigation Jump to search This article is about {{{1}}}. [ View ] [ Edit ] [ Page history ] Documentation {{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 . List of all templates
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Main_Page
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 Factorioβ„’. 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 | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------- |
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Rail_support
Rail support - Factorio Wiki
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Rail support - Factorio Wiki Jump to navigation Jump to search | | Rail support | Edit | | | ------------ | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------------------------------------------------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 0.5+10+20β†’1 | 0.5+10+20β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 0.5+10+20 | 0.5+10+20 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 10001300160019002500 | | | | 1000 | | 1300 | | 1600 | | 1900 | | 2500 | | | | | 1000 | | | | | | | | | | | | | 1300 | | 1600 | | | | | | | | | | | | | 1900 | | 2500 | | | | | | | | | | | | Resistances | Acid: 0/80%Explosion: 10/30%Fire: 0/100%Impact: 45/60%Laser: 0/70%Physical: 3/20% | | | | | | | | | | | | | | Stack size | 20 | | | | | | | | | | | | | | Rocket capacity | 5 (0.3 stacks) | | | | | | | | | | | | | | Dimensions | 4Γ—4 | | | | | | | | | | | | | | Mining time | 0.5 | | | | | | | | | | | | | | Prototype type | rail-support | | | | | | | | | | | | | | Internal name | rail-support | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | ----------------------------------------------------------------------------------------------------------------- | | Page "Rail support" has been recommended for clean-up. Reason:visuals, unique diagonal hitbox | | 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:Rail support. | Space Age expansion exclusive feature. A Rail support is placed under an elevated rail , acting as its foundation. When planning out elevated rails, supports will be automatically added between some units of rails. Supports act as obstacles, and can be removed at any time if one is added. While players are required to own Space Age to access this feature, elevated rails are a separate mod, and can be activated independent of most Space Age content. Placement Each rail support can hold up to five straight rail segments in either direction. It can also accommodate two curved rail segments, or a mix of one curved segment and three straight segments. Elevated rails are naturally able to be placed over most obstacles, such as buildings, cliffs , and water. However some buildings, like big electric poles are too tall to have elevated rails placed above them. Rail supports can be placed on top of water on Nauvis , oil oceans on Fulgora , marshes on Gleba and ammoniacal oceans on Aquilo without the need for landfill or foundation . After researching rail support foundations , they can also be placed on Fulgora's deep oil oceans. Elevated rails vs landfill For an elevated rail, to place 5 rails over water requires 1 elevated rail support, or a total raw of 66 iron ore and 40 stone (not including rail ramp or rails ), and for landfill , to place 5 rails over water requires 20 landfill, or a total raw of 1000 stone (not inculding rails ). Therefore it's significantly more efficient to use elevated rails rather than using landfill. History 2.0.7 : Introduced in Space Age expansion. | Logistics | Logistics | | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storage | Wooden chestIron chestSteel chestStorage tank | | Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() | | Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() | | Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump | | Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon | | Transport | CarTankSpidertronSpidertron remote | | Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport | | Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel | | Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives | | Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
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Template_Infobox
Template:Infobox - Factorio Wiki
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Template:Infobox - Factorio Wiki Jump to navigation Jump to search [ View ] [ Edit ] [ Page history ] Documentation This template is designed to be used to describe an item or machine, using a box of info. This template uses functions from Module:Infobox . Contents 1 Usage 2 Syntax 2.1 Recipe 2.2 Technology trigger 2.3 Quality 3 Parameters Usage To use, create a page in the infobox namespace by prepending Infobox: to the page you are trying to add an infobox to, so that the new pages is called Infobox:(whatever the page name is). Then, on the page, add the line {{:Infobox:Page_name}} . This will "copy" the infobox you create on Infobox:... to the page itself. Of course, replace Page_name with the name of the page. As for the infobox on Infobox:..., start with the line: {{Infobox . Then, on the next few lines, start with the pipe character, |, then place a parameter, and set it equal to the value you wish it to be. Then, end the parameter lines with two curly-brackets. "}}", and the line <noinclude>[[Category:Infobox page]]</noinclude> . Example working box: {{Infobox |category = Logistics |health=100 |stack-size=50 |wire-reach=9 |supply-area=7Γ—7 |recipe=Time, 0.5 + Steel plate, 2 + Copper plate, 2 |required-technologies=Electric energy distribution 1 |producers=Player + Assembling machine }}<noinclude> [[Category:Infobox page]]</noinclude> Additionally, the infobox will automatically translate. Just "copy" the infobox (the same way, from Infobox:...) to the page, as done for the English page. ( {{:Infobox:Page name}} ) If you need further help, contact a wiki admin or look at existing examples, on actual pages. Syntax Recipe The "recipe" parameter should be used as follows: |recipe = wood, 4 = wooden chest, 1 Basically, item1, quantity = output item, quantity. Separate multiple items with + . Technology trigger The "technology-trigger" parameter should be used as follows: |technology-trigger = trigger-type: Item, count The trigger type can be one of the following: mine-entity build-entity craft-item capture-spawner create-space-platform send-item-to-orbit The items and counts are optional, when they are left out then the colon after the trigger-type should also be removed. |technology-trigger = capture-spawner Quality If a property is affected by quality, add the quality template around the different numbers for the quality levels. For example, the max health of an entity is affected by quality and formatted as follows: |health = {{Quality|200|260|320|380|500}} Because quality solely adds information to base game items and does not override or remove values, it is applied directly to the base properties (without space-age) and does not require "changed-by-space-age-mod" to be set. Parameters A list of valid parameters is provided below. Since this infobox is general purpose, not all must be used, however some are required. Required parameters are shown in red . Please be as descriptive as possible when making infoboxes. Tip: This is a large table. After expanding, use CTRL + F in most browsers to search through this table easily. Available Parameters | Parameter | Value | | ------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | category | The category the object fits into, same as the inventory tabs. Valid choices are Logistics, Production, Intermediate products, Space, Combat, Technology. | | name | The name of the object, default is the page name.Do not specify name if not necessary, to avoid translation issues. | | icon | Specify the icon of the object, give the name of the file without the extension. This is only necessary if the icon fails to display properly. | | internal-name | The internal name of the entity. Only use plain text here. | | prototype-type | The prototype type of the entity. Only use plain text here. | | image | An in-game image of the entity, without file extension (.png etc) | | extra1 | Add an extra row above all others, for misc purpose, usually descriptions.Do not use templates here! | | space-age-extra1 | Add an extra row above all others, for misc purpose, usually descriptions, when the Space Age mod is active. Defaults toextra1if not set. Needschanged-by-space-age-modto be set to be shown.Do not use templates here! | | extra2 | Add an extra row below all others, for misc purpose.Do not use templates here! | | space-age | Either the stringyes,noor nothing. Determines whether to display a symbol in infobox that shows whether the object is exclusive to Space Age (yes) or only available if Space Age is deactivated (no). Most objects are available with and without Space Age, in that case this parameter should be left out. | | changed-by-space-age-mod | Set toyeswhen the object always exists, but properties of the object are changed by toggling the Space Age mod, such as the recipe or tech cost. | | recipe | The recipe of the object in normal mode. See recipe syntax above for more info. | | total-raw | The raw recipe of the object in normal mode. See recipe syntax above. Defaults torecipe. | | space-age-recipe | The altered recipe of the object when the Space Age mod is active. See recipe syntax above for more info. Defaults torecipe. Needschanged-by-space-age-modto be set to be shown. | | space-age-total-raw | The altered raw recipe of the object when the Space Age mod is active. See recipe syntax above. Defaults tospace-age-recipeif set, otherwise defaults tototal-raw.. Needschanged-by-space-age-modto be set to be shown. | | map-color | The map color of the entity. | | map-icon | The map icon of the entity. | | added-in | The version the object was added into the game. | | walking-speed | The walking speed of the entity. | | storage-size | The inventory storage size of the entity, in slots. | | space-age-storage-size | The inventory storage size of the entity when the Space Age mod is active, in slots. Defaults tostorage-sizeif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. | | fluid-storage-volume | Fluid storage volume of the entity, in units. Also used for entities that do not strictly store fluid, such as pipes. | | lifespan | The lifespan of a deployed capsule in seconds. | | expected-resources | Resources expected to be dropped when this entity (tree/rock) is mined. | | health | The health points of the entity. | | restores | The amount of health the item restores. | | resistance | The elemental/physical resistances of the object. Resistances should be shown as such:point_resistance/10% Fire | | inventory-size-bonus | The inventory size bonus provided by the item. | | grid-size | The size of the grid for armor modules. | | stack-size | How many of the object fit into a stack. | | space-age-stack-size | How many of the object fit into a stack when the Space Age mod is active. Defaults tostack-sizeif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. | | rocket-capacity | How many of the object fit into one rocket, in the formatN (M {{Translation|stacks}}), e.g.1000 (5 {{Translation|stacks}}). | | range | The range of the weapon, in tiles. | | shooting-speed | The shooting speed of the weapon. | | damage | The damage dealt by the object. | | damage-bonus | The damage bonus provided by the technology or weapon. | | cluster-size | The size of the cluster. | | area-of-affect-size | The size of the area of effect of the object. | | durability | The durability of the object. | | science-capacity | The science capacity of the science pack. | | ammunition | What type of ammo the weapon consumes. | | used-as-ammo-by | Which entities use this ammo. | | radar-coverage-distance | Radar coverage distance in chunks, e.g. "2". | | magazine-size | The number of bullets contained in the magazine. | | efficiency | The efficiency. | | dimensions | The size of the entity, in tiles. | | energy | The energy consumption of the entity. | | drain | The passive electricity drain of the entity. | | robot-recharge-rate | The rate at which the object recharges robots. | | internal-buffer-recharge-rate | The rate at which the object fills it's internal buffer. | | equipped-in | Which objects with equipments grids this item can be placed in. | | robot-limit | Limit of robots that can fit inside the entity. | | repair-speed | The repair speed of the object. | | charging-stations | The number of charging stations on the entity. | | rotation-speed | The rotation speed of the inserter, should use Β°/s as the unit. | | belt-speed | The speed of the belt, should use Items/s as the unit. | | asteroid-collection-area | The collection area of the asteroid collector. | | asteroid-collection-arm-speed | The collection arm max speed of the asteroid collector, should use km/h as the unit. | | asteroid-collection-arm-count | The collection arm count of the asteroid collector. | | movement-bonus | General movement speed bonus. | | energy-capacity | How much electricity the object can hold. | | power-input | How much electricity the object can intake. | | power-output | Same as above, but for output. | | heat-output | Heat output of the reactor (or reactor-like) entity. | | maximum-temperature | The maximum temperature of the entity. | | fluid-consumption | The fluid consumption of this entity. When possible in x/s. | | shield | The amount of shielding this shielding equipment provides. | | energy-per-hitpoint | How much energy is needed to recharge 1 hitpoint of this shield equipment. | | maximum-recharge-speed | The max recharge speed of this shield equipment. | | research-speed | The research speed of the lab. | | crafting-speed | The crafting speed of the entity. | | pumping-speed | The pumping speed of this entity. | | mining-time | The time it takes to mine the object. | | mining-speed | The mining speed of the object. | | mining-area | The mining area of the mining drill. | | resource-drain | The resource drain of the mining drill. | | science-pack-drain | The science pack drain of the lab. | | base-productivity | The base productivity of the machine. | | speed | The speed bonus/penalty of this module. | | productivity | The productivity bonus of this module. | | quality | The quality bonus/penalty of this module. | | fuel-value | The amount of energy can be obtained by using this as fuel | | vehicle-acceleration | The vehicle acceleration this fuel provides, e.g 180% | | vehicle-top-speed | The vehicle top speed this fuel provides, e.g 115% | | supply-area | The area the entity can supply, in ?x? tiles. Value of 5 would produce 5x5. | | wire-reach | The number of tiles the wires can reach. | | construction-area | The size of the construction area provided by the entity. | | pollution | The pollution generated by the object. | | buildable-on | The only space locations that this entity can be placed on, e.g. "Nauvis + Gleba" or "Space platform". | | crafted-on | The only space locations that this recipe can be crafted on, e.g. "Nauvis + Gleba" or "Space platform". | | spoil-time | The spoil time of the item, e.g. "1h 18m". | | spoil-result | The spoil time of the item, e.g. "Iron plate, 2" or "Spoilage". | | vehicle-weight | The weight of this rolling stock or vehicle. | | modules | Number of module slots. | | equipment | Equipment that can be put into this objects equipment grid. | | boosting-technologies | What technologies boost the object. | | producers | What entities (machines) produce the object. | | space-age-producers | What entities (machines) produce the object when the Space Age mod is active. Defaults toproducersif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. | | consumers | What recipes consume the object. | | space-age-consumers | What recipes consume the object when the Space Age mod is active. Defaults toconsumersif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. | | valid-fuel | Which items this entity can use as fuel. | | used-as-fuel-by | What entities this item can be used in as fuel. | | recycling-results | What the results are when this item is recycled. | | cost | The cost to research the technology. | | cost-multiplier | How many times the cost must be paid to research the tech fully. | | space-age-cost | The altered cost to research the technology when the Space Age mod is active. Defaults tocostif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. | | space-age-cost-multiplier | How many times the cost must be paid to research the tech fully when the Space Age mod is active. Defaults tocost-multiplier. Needschanged-by-space-age-modto be set to be shown. | | technology-trigger | The trigger that unlocks this technology, such as mining an entity. Shown as "Researched by" in the technology tree. | | space-age-technology-trigger | The altered trigger that unlocks this technology when the Space Age mod is active. Defaults totechnology-triggerif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. | | allows | What other technologies the tech allows. | | effects | Items unlocked by researching this technology. | | required-technologies | Technologies required to access the tech or object. | | space-age-allows | What other technologies the tech allows when the Space Age mod is active. Defaults toallowsif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. | | space-age-effects | Items unlocked by researching this technology when the Space Age mod is active. Defaults toeffectsif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. | | space-age-required-technologies | Technologies required to access the tech or object when the Space Age mod is active. Defaults torequired-technologiesif not set, set to "none" to hide the row completely instead. Needschanged-by-space-age-modto be set to be shown. | List of all templates
wiki
https://wiki.factorio.com/Template:Infobox_-_Factorio_Wiki
Overgrowth_soil_(research)
Overgrowth soil (research) - Factorio Wiki
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Overgrowth soil (research) - Factorio Wiki Jump to navigation Jump to search | | Overgrowth soil (research) | Edit | | | -------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 601111111βœ–2000 | 601111111βœ–2000 | | Prototype type | technology | | Internal name | overgrowth-soil | | Required technologies | Required technologies | | | | | Effects | Effects | | | | Space Age expansion exclusive feature. Overgrowth soil research allows the player to craft overgrowth jellynut soil and overgrowth yumako soil . These soils allow jellystems and yumako trees to be planted in a much wider variety of areas in the red and green biomes than would otherwise be possible. This allows farms to be much larger without having to find natural soils or wetland tiles. History 2.0.7 : Introduced in Space Age expansion. See also Science pack 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/Overgrowth_soil_(research)_-_Factorio_Wiki
Heavy_armor
Heavy armor - Factorio Wiki
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Heavy armor - Factorio Wiki Jump to navigation Jump to search | | Heavy armor | Edit | | | ----------- | ---- | | Recipe | Recipe | | --------------------- | ------------------------------------------------------ | | 8+100+50β†’1 | 8+100+50β†’1 | | Total raw | Total raw | | 8+100+50 | 8+100+50 | | Resistances | Acid: 0/40%Explosion: 20/30%Fire: 0/30%Physical: 6/30% | | Stack size | 1 | | Durability | Infinite | | Prototype type | armor | | Internal name | heavy-armor | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | Heavy armor provides more protection than light armor , nearly nullifying the damage from small biters (from 7 damage to 0.7) as well as providing respectable protection from medium biters, spitters and worms. Additionally, it provides excellent protection against accidental self-inflicted damage from grenades . History 0.15.0 : Acid resistance reduced Explosive resistance raised 0.13.0 : Armor resistances are applied before shields 0.12.17 : Update icons 0.11.0 : New player animation. Three levels depending on the armor. 0.7.1 : Increased resistances 0.1.0 : Introduced See also Armor Light armor Modular armor Resistances | Combat items | Combat items | | ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower | | Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() | | Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule | | Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() | | Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() | | Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote | | Defense | WallGateRadarLand mine | | Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() | | Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
wiki
https://wiki.factorio.com/Heavy_armor_-_Factorio_Wiki
Prototype_SimpleEntityWithForce
Prototype/SimpleEntityWithForce - Factorio Wiki
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Prototype/SimpleEntityWithForce - 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/SimpleEntityWithForcePrototype.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/SimpleEntityWithForce_-_Factorio_Wiki
Power_production
Power production - Factorio Wiki
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Power production - Factorio Wiki Jump to navigation Jump to search Electricity has to be produced before it can be transferred to consumers over the electric system . There are multiple methods to produce electricity: Contents 1 Steam engine power 2 Solar panels and accumulators 2.1 Optimal ratio 2.2 Calculations 2.3 Vulcanus 2.4 See also 3 Nuclear power 4 Heating tower 5 Lightning power 6 Fusion power 6.1 Ratio calculations 7 Ensuring enough energy is produced Steam engine power Each steam engine needs 0.5 boilers when running at full capacity. One offshore pump can supply 200 boilers and 400 steam engines. The above ratio can be calculated from information available in-game: One boiler consumes 1.8MW of fuel and produces energy stored in steam at 100% efficiency. One steam engine consumes 900kW (0.9MW) of energy stored in steam, so each boiler can supply 2 steam engines: 1 . 8 0 . 9 = 2 . One boiler consumes 6 units of water to produce 60 units of steam per second, one steam engine consumes 30 steam per second (3 units of water) and one offshore pump produces 1200 water per second, so each offshore pump produces enough water to supply 200 boilers: 1 2 0 0 6 = 2 0 0 . Two steam engines per boiler gives us 400. This produces the 1:200:400 ratio. A possible setup. Solar panels and accumulators Optimal ratio The optimal ratio is 0.84 (21:25) accumulators per solar panel , and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). This means that you need 1.428 MW of production (of solar panels) and 100MJ of storage to provide 1 MW of power over one day-night cycle. A "close enough" ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 2 extra solar panels, which is negligible but remember that the difference between the "close enough" ratio and the optimal ratio increases as you add more solar panels). This is taken from Accumulator / Solar Panel Ratio (which calculates this in an impressive mathematical way!) and another post in that thread (which calculates the solar panel to megawatt ratio in a different way). A small 9x9 setup demonstrating the 20:24 "close enough" ratio above. Calculations The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a day , and the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations. In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. This ratio is A c c u m u l a t o r s S o l a r P a n e l s = ( d a y + d a w n ) g a m e d a y β‹… ( n i g h t + d a w n β‹… ( d a y + d a w n ) g a m e d a y ) β‹… S o l a r P o w e r A c c u m u l a t o r E n e r g y which, given the default time lengths of: day = 12500/60 s; dawn or dusk = 5000/60 s; night = 2500/60 s, and the default: Solar_power = 60 kW; Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but not the length of days, a simplified version of this equation can be used. Accumulators / Solar_panels = 70 s Γ— Solar_power / Accumulator_energy This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the only effect the mod has on the game is it changes the total length of one day, without changing the ratio of duskΒ : dayΒ : dawnΒ : night, then the equation can be simplified as Accumulators / Solar_panels = 0.002016 /s Γ— game_day where game_day is the number of seconds in the game day which is 25000/60 s by default. Vulcanus In Space Age, the day/night cycle on Vulcanus is 90 seconds with each phase of that cycle proportionally smaller: day = 45 s; dawn or dusk = 18 s; night = 9 s. The formula above simplifies to: Accumulators / Solar_panels = 15.2 s Γ— Solar_power / Accumulator_energy Additionally, solar power production in Vulcanus atmosphere is 400% of that of Nauvis. With normal quality solar panels and accumulators, the ratio is 0.72576 accumulator per solar panel. 3 accumulators per 4 panel is pretty close. See also Perfectly optimal solar network (Factorio forums) Solar ratios (Factorio forums) 1 solar panel produces 42KW after factoring in the night (Factorio forums) Day-Night cycle times in Space Age and Solar Power (Factorio forums) Solar Power in Space Age - Definitive Ratios for Planets, Qualities and Throughput-Limits (Factorio forums) Nuclear power Uranium processing for nuclear power. See also: Tutorial:Nuclear power In general, nuclear power is produced by the following production chain: Uranium ore is mined and processed to uranium-235 and uranium-238 , then uranium fuel cells are created from the two. These fuel cells are then burned in a nuclear reactor to create heat. The heat can be used to convert water to steam using a heat exchanger and the steam can be consumed by steam turbines to produce power. A reactor without neighbor bonus needs 4 heat exchangers so that all its heat gets consumed. For each 100% neighbor bonus, the reactor needs 4 more heat exchangers. | Ideal Ratio | Simple Ratio | Building | | ----------- | ------------ | -------------- | | 2 | 1 | Offshore pump | | 233 | 116 | Heat exchanger | | 400 | 200 | Steam turbine | Heating tower The Heating tower , initially researched on Gleba , is an alternate source of heat for Heat pipes and Heat exchangers . Unlike nuclear reactors, heating towers are traditional burner devices , burning standard fuels . Heating towers burn fuel, extracting 16MW of power from the fuel. However, because they have 250% efficiency, they generate 40MW of heat from the fuel. Like a nuclear reactor, the heat must be transferred to heat exchangers to generate useful electricity. Since they use the same fuel, but can produce 2.5x the energy from it, one can think of a heating tower as a boiler "Mk 2". A single heating tower can produce the same power output as a single nuclear reactor. However, they do not get neighbor bonuses the way reactors do. As such, the ratio of heating towers to exchangers is always 1:4. Like reactors, they have a maximum temperature of 1000 C. And also like reactors, they will continue to burn fuel even after they reach their maximum temperature. This gives them a secondary use as a quick way to dispose of unwanted burnable materials, such as excess fruit products/ spoilage on Gleba or excess solid fuel on Fulgora . Note that heating towers produce less pollution per MW of power produced than boilers. Boilers produce 3.6MW of power per pollution generated, while heating towers produce 24 MW per pollution. Lightning power On Fulgora, when a lightning rod or lightning collector is struck by lightning, it becomes a short-lived source of electrical power. The way it works is as follows. A single lightning bolt contains 1 GJ of energy. Rods and collectors can collect some portion of this energy and supply it to their connected grid. A rod/collector has an energy capacity as well as an efficiency value (the latter varies by quality ). The efficiency value determines the percentage of the 1 GJ of energy contained in the bolt which will be stored by the rod/collector. If the energy absorbed from lightning exceeds the storage capacity of the rod, the excess is lost. A normal quality rod has 20% efficiency, so a single bolt will charge the collector by 20% of 1,000 MJ, or 200 MJ. A normal quality collector, with an efficiency of 40%, will store 400 MJ. Rods/collectors have a discharge rate of 150 MW. When they have stored energy, they will supply all the demands of the attached Electric system . This will provide power to any buildings in the same electrical system as the rod/collector, including accumulators . In addition, 150 MJ per second (2.5 MJ/tick) will be lost, unable to be used for anything. So lightning power is a "use it or lose it" arrangement. A normal quality lightning rod struck by a single bolt will only generate power for a maximum of 1.33 seconds. A normal quality lightning collector will generate power for a maximum of 2.67 seconds. The principle advantages of collectors is the larger range for lightning strikes and their longer discharge times. The key to taking advantage of this is to use accumulators. But because accumulators have a low charge speed compared to the rod/collectors' drains (0.3 MW at normal quality vs. 150MW), storing a significant fraction of the energy from a single bolt of lightning is not generally feasible. For a single lightning rod struck by a single bolt of lightning, 125 normal accumulators will draw 37.5 MW for just over 1 second, storing 40 MJ of the 200 MJ captured by the rod. The other 160 MJ are lost to the rod’s internal drain. 500 accumulators will store 100 MJ in 0.67 seconds, and 1,000 accumulators store 135 MJ in just under 0.5 seconds. To capture all the energy available in a lightning strike, the network must be able to absorb all the energy in a single tick: 12 GW for a normal rod, up to 60 GW for a legendary collector. Do note that 500 normal quality accumulators cannot fit in the area protected by a single lightning collector, let alone the smaller area of a lightning rod. Fusion power Fusion power requires the production of two ingredients to function: fusion power cells and fluoroketone (cold) . Both can only be produced on Aquilo using the planet's exclusive fluid resources, and holmium plates imported from Fulgora . Fusion reactors consume the power cells, cold fluoroketone, and electricity to produce plasma . The plasma is fed into fusion generators which produce electricity and fluoroketone (hot) . The hot fluoroketone must then be fed into a cryogenic plant to cool it back down, which can produce an self-sustaining loop. However, as the reactors require electricity (10 mW) to generate plasma, there must be some other power source already on the network to jump-start the system. After that, even a single fusion generator will create enough power to sustain the reactor. Because the fluids which produce the power cells and hot fluoroketone cannot be barrelled , production of them is confined to Aquilo. However, as the cold fluoroketone can be barreled, it and the power cells can be shipped to other planets with relative ease. Ratio calculations Fusion reactors produce plasma at a base temperature of 1 . 0 M ∘ C . Each directly connected reactor adds an additional 1 . 0 M ∘ C to the maximum achievable plasma temperature. The actual plasma temperature depends on the neighbor bonuses, which are determined by the arrangement of reactors and their current plasma production rate. For example, if a reactor produces plasma at its maximum rate, all reactors connected to this reactor receive a 100% neighbor bonus. The temperature used by generators is the average plasma temperature of all reactors in the setup. The optimal ratio of fusion reactors to generators can be calculated in a single step: G = ( R + N ) β‹… P O P C where: G is the optimal number of fusion generators for the given reactor setup R is the number of fusion reactors N is the sum of the neighbor bonuses of all reactors (expressed as an integer) P O is the maximum plasma output of a reactor P C is the maximum plasma consumption of a generator Thus, the optimal reactor-to-generator ratio is R : G If the fusion reactors and generators have the same quality tier (e.g. normal), then the formula simplifies to: G = 2 β‹… ( R + N ) Note : This formula applies to all quality tiers and mixed setups where reactors and generators share the same quality tier respectively. Initially, a not fully utilized fusion power setup will produce plasma at a lower temperature than what is possible. As more power is needed, more plasma is produced, and therefore the neighbor bonuses rise. With rising neighbor bonuses, the resulting plasma temperature also increases, resulting in more efficient plasma usage. This cycle continues until the setup reaches its maximum plasma temperature, allowing it to deliver peak power output. Ensuring enough energy is produced Try this checklist before you completely revamp your power source. You may also use this to rectify brownouts/blackouts . Did you connect the steam engine to the electric system ? If not, a small yellow triangle will flash. To fix, Add some power poles near the steam engines that go to machines needing that power. Any power pole will work. Is steam able to reach all steam engines? Do your pipes have water? Look at the windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. If not, ensure all pipes or underground pipes are connected together. Is the factory producing enough fuel (coal, solid fuel, uranium fuel cells)? Are there enough steam generators (boilers, heat exchangers)? Are there enough steam engines/turbines? See also the applied power math tutorial to answer the question how much coal do I need?
wiki
https://wiki.factorio.com/Power_production_-_Factorio_Wiki
Wood_chest
Wooden chest - Factorio Wiki
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Wooden chest - Factorio Wiki Jump to navigation Jump to search | | Wooden chest | Edit | | | ------------ | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------- | --------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+2β†’1 | 0.5+2β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 0.5+2 | 0.5+2 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Storage size | 1620253040 | | | | 16 | | 20 | | 25 | | 30 | | 40 | | | | | 16 | | | | | | | | | | | | | 20 | | 25 | | | | | | | | | | | | | 30 | | 40 | | | | | | | | | | | | Health | 100130160190250 | | | | 100 | | 130 | | 160 | | 190 | | 250 | | | | | 100 | | | | | | | | | | | | | 130 | | 160 | | | | | | | | | | | | | 190 | | 250 | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Dimensions | 1Γ—1 | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | container | | | | | | | | | | | | | | Internal name | wooden-chest | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Wooden chests are the first type of chest available to the player at the start of the game. They are, like any other means of storage, used for storing items at a fixed position and can be connected to the circuit network to provide their contents as a signal. History 0.17.0 : Wooden chest is no longer usable as fuel. 0.13.0 : Wooden chest is now connectable to the circuit network . 0.1.0 : Introduced. See also Storage Chests Iron chest Steel 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/Wooden_chest_-_Factorio_Wiki
Landfill_(research)
Landfill (research) - Factorio Wiki
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Landfill (research) - Factorio Wiki Jump to navigation Jump to search | | Landfill (research) | Edit | | | ------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 3011βœ–50 | 3011βœ–50 | | Prototype type | technology | | Internal name | landfill | | Required technologies | Required technologies | | | | | Effects | Effects | | | | See also Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
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Spoilage_mechanics
Spoilage mechanics - Factorio Wiki
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Spoilage mechanics - Factorio Wiki Jump to navigation Jump to search Space Age expansion exclusive feature. For the article encompassing the spoilage item, see Spoilage . Spoilage is a mechanism whereby an item type, after a fixed period of time, will spontaneously transform into a different item, or sometimes an entity (or nothing at all). Most items which can spoil are either produced on Gleba or produced from Gleba resources. Contents 1 Spoil time and freshness 1.1 Freshness and stacking 1.2 Production and freshness 1.3 Freshness effects 2 Spoil products 2.1 Special spoiling effects 3 Trivia Spoil time and freshness Any type of item which can spoil has a spoil time, the maximum time it takes for the item to spoil. An item's freshness is a percentage of how far the item is from spoiling. 100% freshness means that the item is at its maximum spoil time away from spoiling, and 0% meaning that it has spoiled. Spoiling can happen at any time. It can happen while an item is in a chest, in the input or output slots of a machine, in the hand of an inserter, etc. Almost nothing can arrest the process of spoilage. | Item | Time | | ------------------------- | ------------------------------ | | Raw fish | 2 hours, 5 minutes, 50 seconds | | Bioflux | 2 hours | | Jellynut | 1 hour | | Yumako | 1 hour | | Agricultural science pack | 1 hour | | Biter egg | 30 minutes | | Pentapod egg | 15 minutes | | Nutrients | 5 minutes | | Jelly | 4 minutes | | Yumako mash | 3 minutes | | Copper bacteria | 1 minute | | Iron bacteria | 1 minute | Freshness and stacking When spoilable items form a stack (inserters picking up items, items being placed in containers, items being placed in a production machine, etc), the freshness of the resulting stack is determined by the average freshness of all items being combined. If you take a stack of 10 items with freshness 50% and add one item of freshness 100%, the result is a stack of 11 items with a freshness of 54.5%. As such, all items in a stack will spoil at the same time. If spoiling spawns an entity, one entity will be spawned per item in the stack. Production and freshness Items that are generated by means other than a machine (or the player) executing a recipe are generated at 100% freshness. This includes harvesting yumakos and jellynuts , as well as extracting biter eggs from captive biter spawners . If no spoilable inputs are used to generate a spoilable output, then the freshness of the output is determined by the recipe (usually 100% fresh, but nutrients created from spoilage are 50% fresh). Note that recycler recipes are no different; if a non-spoilable item can be recycled to a spoilable input, that input item will have 100% freshness (the biochamber recipe is one such example). If a recipe generates a spoilable product using one or more spoilable inputs, the freshness of the spoilable input products may be transferred to the freshness of the output. If the recipe only has one spoilable input, then the freshness percentage is transferred directly to the output. If a recipe uses multiple spoilable inputs, then the freshness of the output is the average freshness of the input. That having been said, catalytic recipes (recipes which consume and produce an item of the same type, for example iron bacteria cultivation ) do not transfer freshness to their catalytic product; their outputs are always 100% fresh. While items can spoil while in a machine's input slots, once the item has been consumed to start a production cycle, the item cannot spoil. The freshness of inputs can transfer to outputs. But the freshness of the fuel used to power the building producing the spoilable product is irrelevant. The biochamber uses nutrients as fuel, but so long as the recipe itself does not use nutrients as an ingredient, the freshness of those nutrients does not matter to the freshness of the output. When using the player's hand-crafting queue for spoilable outputs, the freshness of the output is timed based on when the hand-craft was added to the crafting queue. This means that, if you craft a lot of fast-spoiling spoilable products all at once, the final crafts may directly generate spoilage instead of the desired item. Freshness effects For most spoilable items, their freshness matters only in that the freshness can transfer during production. For agricultural science packs however, there is an additional effect. Freshness affects the science value produced by a lab when the pack is being consumed. As such, a pack that is consumed while 50% fresh will only generate 50% the science value of a 100% fresh science pack. Note that freshness does not affect the fuel value of any spoilable that has a fuel value. So long as the fuel is consumed before it spoils, it will impart all of its energy to the device. Spoil products Most items which can spoil will transform into spoilage , but some items spoil into other things. Some items transform into entities on the map. | Item | Special effect on spoiling | | --------------------- | -------------------------- | | Copper bacteria | Turns intocopper ore | | Iron bacteria | Turns intoiron ore | | Biter egg | Spawns abig biter | | Pentapod egg | Spawns awriggler | | Captive biter spawner | Spawns abehemoth biter | Special spoiling effects When an item spoils, it transforms into a different item, or even an entity. Because spoiling can happen at any time, the game must account for this possibility in a variety of ways. If a recipe consumes or generates a spoilable item, the machine executing that recipe gains a number of "trash slots" appropriate for the spoil products of these types. If a stack in its input or output slots spoils, then those items are moved to the machine's trash slots. The machine may not continue to operate if its trash slots are full. Any output inserter can take from trash slots, so you may need to filter inserters to specifically remove trash. If an inserter is aimed at a machine which has trash slots based on spoilable input items, and the item it attempts to insert into the machine spoils before insertion is complete, the inserter will insert the item into the machine's trash slots. It will not do so if the item has spoiled before it was picked up (and it will not pick up spoiled items). If a machine's output is full, then spoil-based trash slots don't function. If input or fuel stacks spoil, they will remain in the those locations (blocking further inputs or fuel) until the machine's outputs have been emptied. In particular, this can affect captive biter spawners . Eggs kept in the spawner do not spoil, but this can put the spawner in the "output full" state. If the bioflux fuel spoils, it can block new bioflux from being inserted into the machine. Labs and biolabs have pass-through logic that allows science packs to be passed from one machine to another. While this works for agricultural science packs , it does not work for spoilage. So each lab must have its own inserter specifically to remove any spoilage. While inserters can be filtered, spoilable items can cause filters to be bypassed if the item spoils after being picked up. The inserter will not attempt to put the item back even if the spoiled item type violates the rules of the filter. If an inserter is holding an item that spoils, it will immediately turn and attempt to insert the item in its destination. Note that this overrides the general rule of stack inserters that they only turn when they have a full hand size. This is done to prevent stack inserters from getting stuck. Trivia In Space Age, a base quality fish has a spoilage time of 2 hours, 5 minutes, and 50 seconds. This equates to 7,550 seconds, or 453,000 game ticks , which is a reference to developer V453000, the artist behind the fish icon.
wiki
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Speed_module_2
Speed module 2 - Factorio Wiki
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Speed module 2 - Factorio Wiki Jump to navigation Jump to search | | Speed module 2 | Edit | | | -------------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 30+5+5+4β†’1 | 30+5+5+4β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 352.5+155+70+50+5 | 352.5+155+70+50+5 | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Energy consumption | +60% (electric) | | | | | | | | | | | | | | Speed | +30%+39%+48%+57%+75% | | | | +30% | | +39% | | +48% | | +57% | | +75% | | | | | +30% | | | | | | | | | | | | | +39% | | +48% | | | | | | | | | | | | | +57% | | +75% | | | | | | | | | | | | Quality | -1.5% | | | | | | | | | | | | | | Prototype type | module | | | | | | | | | | | | | | Internal name | speed-module-2 | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 2 | 2 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 30+5+5+4β†’1 | 30+5+5+4β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 352.5+155+70+50+5 | 352.5+155+70+50+5 | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Energy consumption | +60% (electric) | | | | | | | | | | | | | | Speed | +30%+39%+48%+57%+75% | | | | +30% | | +39% | | +48% | | +57% | | +75% | | | | | +30% | | | | | | | | | | | | | +39% | | +48% | | | | | | | | | | | | | +57% | | +75% | | | | | | | | | | | | Quality | -1.5% | | | | | | | | | | | | | | Prototype type | module | | | | | | | | | | | | | | Internal name | speed-module-2 | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 2 | 2 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Speed module 2 increases a machine's speed by 30%, its energy consumption by 60%, and decreases its ability to produce quality products by 1.5%. This means that, at the cost of energy, the machine produces more items per minute. The machine will consume more energy per second, but will also work more quickly. Because energy costs are based on time rather than number of operations, some of the increased energy cost is offset by the reduced time per operation. Machine speed and energy consumption are increased by 10% compared to tier 1 modules. The quality bonus of any machine can never fall below 0, meaning speed modules cannot reduce the quality of a machine's output. The quality penalty only counteracts the effect of quality modules. Speed modules also increase pollution, because it is directly proportional to the machine's power consumption, see pollution . History 2.0.7 : Speed modules incur a quality penalty on crafted items. 0.13.0 : Blueprints support modules. 0.12.1 : Changed assembling machines' auto-insertion behavior when using speed modules. Faster speed with fast recipes will insert more items, sooner. 0.7.1 : Speed module doesn't produce additional pollution (except for pollution increase from speed). 0.7.0 : Pollution mechanic introduced. 0.6.0 : Introduced See also Modules Speed module Speed module 3 | Production items | Production items | | ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book | | Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() | | Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack | | Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() | | Agriculture | Agricultural towerBiochamberCaptive biter spawner | | Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() | | Environmental protection | Lightning rodLightning collectorHeating tower | | Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() | | Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
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Power_armor_MK2_(research)
Power armor MK2 (research) - Factorio Wiki
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Power armor MK2 (research) - Factorio Wiki Jump to navigation Jump to search | | Power armor MK2 (research) | Edit | | | -------------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 3011111βœ–400 | 3011111βœ–400 | | Prototype type | technology | | Internal name | power-armor-mk2 | | Required technologies | Required technologies | | 224 | 224 | | Effects | Effects | | | | | Cost | Cost | | --------------------- | --------------------- | | 3011111βœ–400 | 3011111βœ–400 | | Prototype type | technology | | Internal name | power-armor-mk2 | | Required technologies | Required technologies | | 4 | 4 | | Effects | Effects | | | | See also Research Technologies Modular armor | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
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Template_Boilerplate
Template:Boilerplate - Factorio Wiki
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Template:Boilerplate - Factorio Wiki Jump to navigation Jump to search | | | ----------- | | Boilerplate | [ View ] [ Edit ] [ Page history ] Documentation Template used as a boilerplate for other "status" templates, such as Template:Stub , Template:Delete , and Template:Merge to achieve an uniform style. Can have up to five lines, first being a header line, picture is always 64px square and a questionmark by default. Example {{Boilerplate |icon=repair pack.png |line-1=Page "{{PAGENAME}}" has been recommended for clean-up. Reason: ''{{{1|No reason provided}}}'' |line-2=''This may mean fixing grammar or broken links, providing better explanations, or removing incorrect/outdated info.'' |line-3=Further recommendations for this page's clean-up can be made at [[{{TALKPAGENAME}}]]. |category=Pages needing clean-up}} | | | ----------------------------------------------------------------------------------------------------------------- | | Page "Boilerplate" has been recommended for clean-up. Reason:No reason provided | | 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 atTemplate talk:Boilerplate. | List of all templates
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Uranium_mining_(research)
Uranium mining (research) - Factorio Wiki
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Uranium mining (research) - Factorio Wiki Jump to navigation Jump to search | | Uranium mining (research) | Edit | | | ------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 30111βœ–100 | 30111βœ–100 | | Prototype type | technology | | Internal name | uranium-mining | | Required technologies | Required technologies | | | | | Allows | Allows | | | | Uranium mining (research) unlocks mining uranium ore with an electric mining drill and sulfuric acid . History 2.0.7 : Introduced. See also Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
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Lamp
Lamp - Factorio Wiki
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Lamp - Factorio Wiki Jump to navigation Jump to search | | Lamp | Edit | | | ---- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+3+1+1β†’1 | 0.5+3+1+1β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 2.5+3+2 | 2.5+3+2 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 100130160190250 | | | | 100 | | 130 | | 160 | | 190 | | 250 | | | | | 100 | | | | | | | | | | | | | 130 | | 160 | | | | | | | | | | | | | 190 | | 250 | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 (1 stack) | | | | | | | | | | | | | | Dimensions | 1Γ—1 | | | | | | | | | | | | | | Energy consumption | 5 kW (electric) | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | lamp | | | | | | | | | | | | | | Internal name | small-lamp | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Radius of a single lamp. Many lamp colors. The lamp is a basic electric device providing light to a medium area (10 tile radius) at night. It can be used to increase visibility in a factory, so nightvision is not needed. Lamps can be toggled to always be on, regardless of time of day. Contents 1 Color 2 Trivia 3 History 4 See also Color Lamp colors can be changed by customizing the color with RGB values. This can also be done by sending a color signal to the lamp. When the condition inside the lamp passes, instead of lighting up white, it will use that color. This can be used to create colored displays, or indicate status. If more than one color signal is received, precedence is given to them in the order below (i.e. if red and green are received, the lamp will light red). As of now, attempting to use grey or black signals will just dim the lamp's light range, making those signal colors somewhat useless. When attached to a circuit, and the "Use colors" option is selected, the lamp can be configured to use color mapping, which controls the lamp's output based on color signals passed to it, or color components can be used, which are specified by red, blue and green signals separately. A packed RGB value can also be used, which uses an eight digit hex color for the color. The lamp can appear as black when the color components option is used while being turned off. Trivia Circuit-controlled lamps have a significantly reduced light range. History 0.17.0 : Balancing: Lamp recipe iron sticks ingredient changed to copper cables. 0.13.16 : Changed default value of "lights render resolution" graphics option to 0.25. This can be increased at the cost of performance. 0.13.0 : Implemented lamp colors based on received signal. 0.12.1 : Circuit network conditions can be copy and pasted between lamps. 0.12.0 : The lamp can be connected to the circuit network . 0.10.1 : Reduced slowdowns when drawing many lights. 0.5.0 : New graphics 0.2.0 : Introduced See also Electric system | Logistics | Logistics | | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storage | Wooden chestIron chestSteel chestStorage tank | | Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() | | Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() | | Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump | | Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon | | Transport | CarTankSpidertronSpidertron remote | | Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport | | Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel | | Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives | | Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Lamp_-_Factorio_Wiki
Tutorial_talk_Transport_use_cases
Tutorial talk:Transport use cases - Factorio Wiki
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Tutorial talk:Transport use cases - Factorio Wiki Jump to navigation Jump to search Inserter Transport Couldn't a train of inserters count as a way to transfer items? I don't do this myself just wondering, cause I have just messed around in sandbox and made a pretty cool factory completely based on inserters. -- Maulr ( talk ) 15:46, 5 July 2019 (UTC) It can count as a way, so you could mention it in the same sentence as cars and character inventories. -- Bilka ( talk ) - Admin 15:10, 6 July 2019 (UTC)
wiki
https://wiki.factorio.com/Tutorial_talk:Transport_use_cases_-_Factorio_Wiki
Furnace
Furnace - Factorio Wiki
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Furnace - Factorio Wiki Jump to navigation Jump to search | | | ----------------------------------------------------------- | | Multiple pages share the title or description of "Furnace". | | They are listed below. | Quick summary Furnaces are used to smelt resources into usable products for further usage. This makes them a key building for development and automation. Starting with very basic stone furnaces the player can advance through research and replace them with more efficient and faster furnaces later in the game. Furnaces with module slots are affected by beacons . Currently this is only the case for electric furnaces. Furnace may refer to: Stone furnace Steel furnace Electric furnace
wiki
https://wiki.factorio.com/Furnace_-_Factorio_Wiki
Logistic_robotics_(research)
Logistic robotics (research) - Factorio Wiki
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Logistic robotics (research) - Factorio Wiki Jump to navigation Jump to search | | Logistic robotics (research) | Edit | | | ---------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 30111βœ–250 | 30111βœ–250 | | Prototype type | technology | | Internal name | logistic-robotics | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Logistic robotics unlocks the capability to construct roboports , logistic robots , passive provider chests and storage chests . Additionally, this technology unlocks character logistic request slots, character auto trash filters and character logistic trash slots, which allows the player to automate delivery and removal of items from the character inventory. Requested items will be delivered by the logistic robots, as long as the character is inside a logistic network and personal logistics are enabled. If the character goes outside the logistics network or turns off personal logistics, the logistic bots stop and try to deliver into another requester chest or return the item into storage. See also Logistic network Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Logistic_robotics_(research)_-_Factorio_Wiki
Steel_plate
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+5β†’1 | 16+5β†’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+5β†’1 | 16+5β†’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 ironΒ : 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
Big_volcanic_rock
Rock - Factorio Wiki
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Rock - Factorio Wiki Jump to navigation Jump to search | | Rock | Edit | | | ---- | ---- | | Can be mined. | Can be mined. | | ------------------ | ---------------------------------------------------- | | Map color | | | Expected resources | Big rock:20Huge rock:24-50+24-50Big sandy rock:19-25 | | Health | Big rock, big sandy rock: 500Huge rock: 2000 | | Mining time | Big rock, big sandy rock: 2Huge rock: 3 | Rocks are part of the natural terrain generation . They act as obstacles to the player's factory, and movement. Removing rocks can be done by mining them up, or destroying them with munitions. When mined, rocks will yield some amount of stone , but will yield none when destroyed. Mining huge rocks will yield coal along with stone. Volcanic rocks of various sizes appear on Vulcanus , and contain more resources in them than ones on Nauvis , as they contain stone, iron ore , copper ore and tungsten ore . Big fulgoran rocks can appear on Fulgora and yield stone when mined. Rocks will damage cars that run into them, as they are difficult to destroy with impact damage, due to their large amount of health. Trivia The player takes time to mine rocks while construction robots instantly mine rocks. History 2.0.7 : No longer drops stones when destroyed. 0.13.0 : Stone rock can now be mined and deconstructed by robots. It gives some stone as resource. | Environment | Environment | | ----------- | ------------------------------------------------------------------------------------------------------------------- | | Generic | PlayerCliffRock | | Nauvis | TreeBiters | | Vulcanus | Ashland tree | | Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods | | Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite | | Aquilo | Lithium ice formation | | Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Rock_-_Factorio_Wiki
Factorio_Redirects
Factorio:Redirects - Factorio Wiki
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Factorio:Redirects - Factorio Wiki Jump to navigation Jump to search | # | Redirect | Links to this redirect | | --- | ---------------------------------------------------------- | ---------------------- | | 1 | Portable fusion reactor (research)/ru | 144 | | 2 | Portable fusion reactor (research)/ja | 137 | | 3 | File:Space platform starter pack.png | 133 | | 4 | Portable fusion reactor (research)/uk | 130 | | 5 | Stack inserter/ja | 92 | | 6 | Stack inserter/ru | 80 | | 7 | Stack inserter/uk | 74 | | 8 | Stack inserter/fr | 71 | | 9 | Portable fusion reactor/ru | 66 | | 10 | Module/fr | 65 | | 11 | Portable fusion reactor/de | 65 | | 12 | Portable fusion reactor/uk | 65 | | 13 | Stack inserter/ko | 61 | | 14 | File:Rail.png | 42 | | 15 | File:High tech science pack.png | 39 | | 16 | Pentapods | 31 | | 17 | Train | 31 | | 18 | Portable fusion reactor/pt-br | 29 | | 19 | File:Space platform.png | 28 | | 20 | Pentapods/zh | 28 | | 21 | Biters | 27 | | 22 | Biters/zh | 25 | | 23 | File:Raw wood.png | 25 | | 24 | Defense/zh | 23 | | 25 | Items/fr | 23 | | 26 | Simple coal liquefaction | 19 | | 27 | Coal liquefaction | 18 | | 28 | Advanced oil processing | 16 | | 29 | File:Railway.png | 16 | | 30 | File:SimpleCoal.PNG | 16 | | 31 | Game-second | 16 | | 32 | High tech science pack/zh | 16 | | 33 | High tech science pack/ru | 15 | | 34 | Rocket control unit (research) | 14 | | 35 | Advanced oxide asteroid crushing | 13 | | 36 | File:Interface.PNG | 13 | | 37 | File:Recipe.PNG | 13 | | 38 | Used up uranium fuel cell | 13 | | 39 | Combat robotics (research) | 12 | | 40 | File:Empty barrel.png | 12 | | 41 | Filter inserter | 12 | | 42 | Fish breeding | 12 | | 43 | Iron bacteria cultivation | 12 | | 44 | Light oil cracking | 12 | | 45 | Ammonia rocket fuel | 11 | | 46 | Coal liquefaction/ja | 11 | | 47 | File:Combat robotics (research).png | 11 | | 48 | File:Time icon.png | 11 | | 49 | Game-second/zh | 11 | | 50 | Keyboard bindings | 11 | | 51 | Rocket fuel from jelly | 11 | | 52 | Used up uranium fuel cell/de | 11 | | 53 | Advanced metallic asteroid crushing | 10 | | 54 | Advanced oil processing/uk | 10 | | 55 | Chunk | 10 | | 56 | Coal liquefaction/de | 10 | | 57 | Coal liquefaction/uk | 10 | | 58 | Copper bacteria cultivation | 10 | | 59 | File:Splitter seperate belt lanes.png | 10 | | 60 | File:Volcanus preview.png | 10 | | 61 | Heavy oil cracking | 10 | | 62 | Long handed inserter | 10 | | 63 | Rocket control unit/ja | 10 | | 64 | Used up uranium fuel cell/ja | 10 | | 65 | Used up uranium fuel cell/pl | 10 | | 66 | Advanced carbonic asteroid crushing | 9 | | 67 | Advanced oil processing/de | 9 | | 68 | Advanced oxide asteroid crushing/zh | 9 | | 69 | Advanced thruster fuel | 9 | | 70 | Advanced thruster oxidizer | 9 | | 71 | Ammoniacal solution separation | 9 | | 72 | Bioplastic | 9 | | 73 | Biosulfur | 9 | | 74 | Concrete from molten iron | 9 | | 75 | File:Aquilo preview.png | 9 | | 76 | File:Fulgora preview.png | 9 | | 77 | File:Gleba preview.png | 9 | | 78 | File:Long handed inserter.png | 9 | | 79 | Fish | 9 | | 80 | Molten iron from lava | 9 | | 81 | Oxide asteroid crushing | 9 | | 82 | Resistances | 9 | | 83 | Robotic network/zh | 9 | | 84 | Rocket control unit | 9 | | 85 | Solid fuel from ammonia | 9 | | 86 | Stack filter inserter | 9 | | 87 | Used up uranium fuel cell/zh | 9 | | 88 | World generator | 9 | | 89 | Advanced oil processing/pl | 8 | | 90 | Advanced oil processing/ru | 8 | | 91 | Advanced oil processing/zh | 8 | | 92 | Casting low density structure | 8 | | 93 | Coal liquefaction/pl | 8 | | 94 | Crude oil barrel | 8 | | 95 | Defense | 8 | | 96 | Demolisher | 8 | | 97 | Filter inserter/ja | 8 | | 98 | Heavy oil barrel | 8 | | 99 | Items | 8 | | 100 | Items/zh | 8 | | 101 | Light oil barrel | 8 | | 102 | Lubricant barrel | 8 | | 103 | Metallic asteroid crushing | 8 | | 104 | Mining drill/pt-br | 8 | | 105 | Molten copper from lava | 8 | | 106 | Petroleum gas barrel | 8 | | 107 | Rocket control unit/uk | 8 | | 108 | Scrap recycling | 8 | | 109 | Stack filter inserter/ja | 8 | | 110 | Sulfuric acid barrel | 8 | | 111 | Used up uranium fuel cell/uk | 8 | | 112 | Water barrel | 8 | | 113 | Wood processing | 8 | | 114 | Advanced oil processing/ja | 7 | | 115 | Advanced oil processing/nl | 7 | | 116 | Balancers | 7 | | 117 | Basic oil processing | 7 | | 118 | Biolubricant | 7 | | 119 | Carbonic asteroid crushing | 7 | | 120 | Chunk/zh | 7 | | 121 | Coal liquefaction/ru | 7 | | 122 | Coal liquefaction/zh | 7 | | 123 | File:Accumulator Network Isolation.png | 7 | | 124 | File:Blueprint book ui.png | 7 | | 125 | Game-day | 7 | | 126 | Game-tick | 7 | | 127 | High tech science pack/de | 7 | | 128 | Mining drill/nl | 7 | | 129 | Mods | 7 | | 130 | Nutrients from bioflux | 7 | | 131 | Nutrients from spoilage | 7 | | 132 | Rocket control unit/de | 7 | | 133 | Rocket control unit/fr | 7 | | 134 | Rocket control unit/ru | 7 | | 135 | Rocket control unit/zh | 7 | | 136 | Simple coal liquefaction/zh | 7 | | 137 | Used up uranium fuel cell/ru | 7 | | 138 | User data directory | 7 | | 139 | Advanced carbonic asteroid crushing/zh | 6 | | 140 | Burnt spoilage | 6 | | 141 | Carbonic asteroid reprocessing | 6 | | 142 | Casting steel | 6 | | 143 | File:Gun turret firing.gif | 6 | | 144 | File:Player logistic gui.png | 6 | | 145 | File:Programmable speaker ui.png | 6 | | 146 | Filter inserter/ru | 6 | | 147 | Fish breeding/zh | 6 | | 148 | Fluoroketone (cold) barrel | 6 | | 149 | Fluoroketone (hot) barrel | 6 | | 150 | Game-tick/zh | 6 | | 151 | Iron bacteria cultivation/zh | 6 | | 152 | Items/nl | 6 | | 153 | Items/ru | 6 | | 154 | Jellynut processing | 6 | | 155 | Keyboard bindings/ru | 6 | | 156 | Light oil cracking/uk | 6 | | 157 | Metallic asteroid reprocessing | 6 | | 158 | Nutrients from yumako mash | 6 | | 159 | Oxide asteroid crushing/zh | 6 | | 160 | Oxide asteroid reprocessing | 6 | | 161 | Resistances/de | 6 | | 162 | Resistances/uk | 6 | | 163 | Robotic network | 6 | | 164 | Rocket control unit/pl | 6 | | 165 | Rocket fuel from jelly/zh | 6 | | 166 | Space age | 6 | | 167 | Stack inserter (research)/de | 6 | | 168 | Stack inserter (research)/ja | 6 | | 169 | Train/ja | 6 | | 170 | Train/pl | 6 | | 171 | Transport network/zh | 6 | | 172 | Wiki Howto | 6 | | 173 | Wood processing/zh | 6 | | 174 | World generator/ru | 6 | | 175 | Yumako processing | 6 | | 176 | Advanced metallic asteroid crushing/zh | 5 | | 177 | Ammonia rocket fuel/zh | 5 | | 178 | Basic oil processing/nl | 5 | | 179 | Basic oil processing/zh | 5 | | 180 | Bioplastic/zh | 5 | | 181 | Biosulfur/zh | 5 | | 182 | Carbonic asteroid crushing/zh | 5 | | 183 | Combinator Tutorial | 5 | | 184 | Defense/ja | 5 | | 185 | Demolisher/zh | 5 | | 186 | File:Logistics.png | 5 | | 187 | File:Rocket silo gui.png | 5 | | 188 | Filter inserter/de | 5 | | 189 | Filter inserter/fr | 5 | | 190 | Filter inserter/ko | 5 | | 191 | Filter inserter/pl | 5 | | 192 | Filter inserter/uk | 5 | | 193 | Filter inserter/zh | 5 | | 194 | Game-day/ja | 5 | | 195 | Game-day/zh | 5 | | 196 | Heavy oil cracking/ja | 5 | | 197 | Heavy oil cracking/uk | 5 | | 198 | Installing Mods | 5 | | 199 | Items/uk | 5 | | 200 | Light oil cracking/de | 5 | | 201 | Light oil cracking/nl | 5 | | 202 | Light oil cracking/pl | 5 | | 203 | Long handed inserter/ru | 5 | | 204 | Metallic asteroid crushing/zh | 5 | | 205 | Molten iron from lava/zh | 5 | | 206 | Nutrients from biter egg | 5 | | 207 | Nutrients from fish | 5 | | 208 | Planet | 5 | | 209 | Rocket control unit/ko | 5 | | 210 | Solid fuel from heavy oil | 5 | | 211 | Solid fuel from light oil | 5 | | 212 | Solid fuel from petroleum gas | 5 | | 213 | Stack filter inserter/zh | 5 | | 214 | Stack inserter (research)/ru | 5 | | 215 | Stack inserter (research)/uk | 5 | | 216 | Used up uranium fuel cell/fr | 5 | | 217 | Advanced thruster fuel/zh | 4 | | 218 | Advanced thruster oxidizer/zh | 4 | | 219 | Ammoniacal solution separation/zh | 4 | | 220 | Balancers/ru | 4 | | 221 | Basic oil processing/de | 4 | | 222 | Basic oil processing/pl | 4 | | 223 | Basic oil processing/uk | 4 | | 224 | Biolubricant/zh | 4 | | 225 | Burnt spoilage/zh | 4 | | 226 | Casting copper | 4 | | 227 | Casting copper cable | 4 | | 228 | Casting iron | 4 | | 229 | Casting iron gear wheel | 4 | | 230 | Casting iron stick | 4 | | 231 | Casting low density structure/zh | 4 | | 232 | Character logistic trash slots 2 (research) | 4 | | 233 | Circuit-network Cookbook | 4 | | 234 | Concrete from molten iron/zh | 4 | | 235 | Copper bacteria cultivation/zh | 4 | | 236 | Empty barrel | 4 | | 237 | File:Asteroid chart Aquilo Solar System Edge.png | 4 | | 238 | File:Fluoroketone cooling.png | 4 | | 239 | File:NuclearCircuits.jpg | 4 | | 240 | File:Vulcanis landscape.png | 4 | | 241 | Filter inserter/nl | 4 | | 242 | Game-second/ja | 4 | | 243 | Heavy oil cracking/de | 4 | | 244 | Heavy oil cracking/nl | 4 | | 245 | Heavy oil cracking/pl | 4 | | 246 | Heavy oil cracking/ru | 4 | | 247 | Items/de | 4 | | 248 | Items/es | 4 | | 249 | Jellynut processing/zh | 4 | | 250 | Keyboard bindings/de | 4 | | 251 | Keyboard bindings/fr | 4 | | 252 | Light oil cracking/ja | 4 | | 253 | Light oil cracking/ru | 4 | | 254 | Light oil cracking/zh | 4 | | 255 | Long handed inserter/fr | 4 | | 256 | Modding FAQ | 4 | | 257 | Molten copper from lava/zh | 4 | | 258 | Nuclear power | 4 | | 259 | Nutrients from spoilage/zh | 4 | | 260 | Raw wood | 4 | | 261 | Raw wood/ru | 4 | | 262 | Rocket control unit/es | 4 | | 263 | Rocket control unit/nl | 4 | | 264 | Rocket control unit/pt-br | 4 | | 265 | Science pack 3/nl | 4 | | 266 | Science pack 3/zh | 4 | | 267 | Solid fuel from ammonia/zh | 4 | | 268 | Stack filter inserter/de | 4 | | 269 | Stack filter inserter/uk | 4 | | 270 | Transport network | 4 | | 271 | Used up uranium fuel cell/es | 4 | | 272 | Used up uranium fuel cell/ko | 4 | | 273 | Used up uranium fuel cell/nl | 4 | | 274 | Used up uranium fuel cell/pt-br | 4 | | 275 | Web Authentication API | 4 | | 276 | Yumako processing/zh | 4 | | 277 | Advanced electronics 2 (research) | 3 | | 278 | Basic oil processing/ru | 3 | | 279 | Campaign | 3 | | 280 | Carbonic asteroid reprocessing/zh | 3 | | 281 | Casting pipe | 3 | | 282 | Casting pipe to ground | 3 | | 283 | Chunk/ja | 3 | | 284 | Combat robotics (research)/zh | 3 | | 285 | Console commands | 3 | | 286 | Crude oil barrel/de | 3 | | 287 | Crude oil barrel/ja | 3 | | 288 | Crude oil barrel/ru | 3 | | 289 | Crude oil barrel/uk | 3 | | 290 | Crude oil barrel/zh | 3 | | 291 | Empty crude oil barrel | 3 | | 292 | Enemy | 3 | | 293 | Energy | 3 | | 294 | Factorio | 3 | | 295 | File:Asteroid chart Solar system edge shattered planet.png | 3 | | 296 | File:Science pack 1.png | 3 | | 297 | File:Smart-inserter.png | 3 | | 298 | File:Used up uranium fuel cell.png | 3 | | 299 | File:Vulcanis cliff.png | 3 | | 300 | Fish/ja | 3 | | 301 | Fluoroketone (cold) barrel/zh | 3 | | 302 | Fluoroketone (hot) barrel/zh | 3 | | 303 | Game-day/de | 3 | | 304 | Heavy oil barrel/de | 3 | | 305 | Heavy oil barrel/ja | 3 | | 306 | Heavy oil barrel/ru | 3 | | 307 | Heavy oil barrel/uk | 3 | | 308 | Heavy oil barrel/zh | 3 | | 309 | Heavy oil cracking to light oil | 3 | | 310 | Items/ja | 3 | | 311 | Keyboard bindings/pl | 3 | | 312 | Keyboard bindings/zh | 3 | | 313 | Light oil barrel/de | 3 | | 314 | Light oil barrel/ja | 3 | | 315 | Light oil barrel/ru | 3 | | 316 | Light oil barrel/uk | 3 | | 317 | Light oil barrel/zh | 3 | | 318 | Lubricant barrel/de | 3 | | 319 | Lubricant barrel/ja | 3 | | 320 | Lubricant barrel/ru | 3 | | 321 | Lubricant barrel/uk | 3 | | 322 | Lubricant barrel/zh | 3 | | 323 | Metallic asteroid reprocessing/zh | 3 | | 324 | Nutrients from bioflux/zh | 3 | | 325 | Nutrients from biter egg/zh | 3 | | 326 | Nutrients from fish/zh | 3 | | 327 | Nutrients from yumako mash/zh | 3 | | 328 | Oxide asteroid reprocessing/zh | 3 | | 329 | Petroleum gas barrel/de | 3 | | 330 | Petroleum gas barrel/ja | 3 | | 331 | Petroleum gas barrel/ru | 3 | | 332 | Petroleum gas barrel/uk | 3 | | 333 | Petroleum gas barrel/zh | 3 | | 334 | Raw wood/fr | 3 | | 335 | Raw wood/zh | 3 | | 336 | Science pack 2/nl | 3 | | 337 | Science pack 2/ru | 3 | | 338 | Science pack 3 | 3 | | 339 | Scrap recycling/zh | 3 | | 340 | Spawners | 3 | | 341 | Stack filter inserter/fr | 3 | | 342 | Stack filter inserter/pl | 3 | | 343 | Stack filter inserter/ru | 3 | | 344 | Stack inserter (research)/es | 3 | | 345 | Sulfuric acid barrel/de | 3 | | 346 | Sulfuric acid barrel/ja | 3 | | 347 | Sulfuric acid barrel/ru | 3 | | 348 | Sulfuric acid barrel/uk | 3 | | 349 | Sulfuric acid barrel/zh | 3 | | 350 | Train/ru | 3 | | 351 | Train/zh | 3 | | 352 | Water barrel/de | 3 | | 353 | Water barrel/ja | 3 | | 354 | Water barrel/ru | 3 | | 355 | Water barrel/uk | 3 | | 356 | Water barrel/zh | 3 | | 357 | Acid neutralization | 2 | | 358 | Advanced electronics 2 (research)/zh | 2 | | 359 | Basic oil processing/ja | 2 | | 360 | Behemoth biter | 2 | | 361 | Big biter | 2 | | 362 | Big lithium ice formation | 2 | | 363 | Big premature wriggler pentapod | 2 | | 364 | Big volcanic rock | 2 | | 365 | Casting copper cable/zh | 2 | | 366 | Casting copper/zh | 2 | | 367 | Chunk/de | 2 | | 368 | Combat robotics (research)/de | 2 | | 369 | Combat robotics (research)/ru | 2 | | 370 | Copper stromatolite | 2 | | 371 | Copper stromatolite/zh | 2 | | 372 | Copper wire | 2 | | 373 | Diesel locomotive/fr | 2 | | 374 | Empty crude oil barrel/ja | 2 | | 375 | Empty crude oil barrel/ru | 2 | | 376 | Empty crude oil barrel/uk | 2 | | 377 | Empty crude oil barrel/zh | 2 | | 378 | Empty heavy oil barrel | 2 | | 379 | Empty light oil barrel | 2 | | 380 | Empty lubricant barrel | 2 | | 381 | Empty petroleum gas barrel | 2 | | 382 | Empty sulfuric acid barrel | 2 | | 383 | Empty water barrel | 2 | | 384 | File:Alien-artifact.png | 2 | | 385 | File:Alien-science-pack.png | 2 | | 386 | File:Aquilo landscape main menu.png | 2 | | 387 | File:Dry-tree.png | 2 | | 388 | File:Factorio display circuit interface.png | 2 | | 389 | File:Green-tree.png | 2 | | 390 | File:Nauvis preview.png | 2 | | 391 | File:Science pack 2.png | 2 | | 392 | File:Science pack 3.png | 2 | | 393 | File:Scrap-recycling-recipe.png | 2 | | 394 | File:Spidertron remote tooltip sa.png | 2 | | 395 | File:Train-example-1.png | 2 | | 396 | Fill crude oil barrel | 2 | | 397 | Fill heavy oil barrel | 2 | | 398 | Fill light oil barrel | 2 | | 399 | Fill lubricant barrel | 2 | | 400 | Fill petroleum gas barrel | 2 | | 401 | Fill sulfuric acid barrel | 2 | | 402 | Fill water barrel | 2 | | 403 | Filter inserter/pt-br | 2 | | 404 | Fluoroketone cooling | 2 | | 405 | Game-second/de | 2 | | 406 | Game-tick/de | 2 | | 407 | Game-tick/ja | 2 | | 408 | Heavy oil cracking to light oil/zh | 2 | | 409 | Heavy oil cracking/zh | 2 | | 410 | High tech science pack/es | 2 | | 411 | Iron stromatolite | 2 | | 412 | Iron stromatolite/zh | 2 | | 413 | Keyboard bindings/ja | 2 | | 414 | Liquids system/fr | 2 | | 415 | Long handed inserter/nl | 2 | | 416 | Manual crafting/ja | 2 | | 417 | Navigation | 2 | | 418 | Nests/de | 2 | | 419 | Nuclear power/ru | 2 | | 420 | Oil field | 2 | | 421 | Raw wood/it | 2 | | 422 | Raw wood/pl | 2 | | 423 | Resources | 2 | | 424 | Rete elettrica | 2 | | 425 | Robotic network/de | 2 | | 426 | Rocket control unit/it | 2 | | 427 | Science pack 1/ru | 2 | | 428 | Science pack 1/zh | 2 | | 429 | Science pack 2/zh | 2 | | 430 | Science pack 3/es | 2 | | 431 | Science pack 3/ko | 2 | | 432 | Science pack 3/ru | 2 | | 433 | Solid fuel from heavy oil/de | 2 | | 434 | Solid fuel from heavy oil/ja | 2 | | 435 | Solid fuel from heavy oil/nl | 2 | | 436 | Solid fuel from heavy oil/ru | 2 | | 437 | Solid fuel from heavy oil/zh | 2 | | 438 | Solid fuel from light oil/de | 2 | | 439 | Solid fuel from light oil/ja | 2 | | 440 | Solid fuel from light oil/ru | 2 | | 441 | Solid fuel from light oil/zh | 2 | | 442 | Solid fuel from petroleum gas/de | 2 | | 443 | Solid fuel from petroleum gas/ja | 2 | | 444 | Solid fuel from petroleum gas/ru | 2 | | 445 | Solid fuel from petroleum gas/zh | 2 | | 446 | Stack filter inserter/ko | 2 | | 447 | Stack filter inserter/nl | 2 | | 448 | Stone wall/fr | 2 | | 449 | Straight rail | 2 | | 450 | Straight rail/zh | 2 | | 451 | User data directory/de | 2 | | 452 | Vehicles | 2 | | 453 | Virtual signals | 2 | | 454 | Water barrel/it | 2 | | 455 | Wiki To-do List | 2 | | 456 | ЖСлСзная пластина | 2 | | 457 | Assembly/zh | 1 | | 458 | Automatic control/Virtual signals | 1 | | 459 | Balancers/nl | 1 | | 460 | Balancers/zh | 1 | | 461 | Behemoth biter/zh | 1 | | 462 | Big biter/zh | 1 | | 463 | Big lithium ice formation/zh | 1 | | 464 | Big premature wriggler pentapod/zh | 1 | | 465 | Big rock | 1 | | 466 | Big volcanic rock/zh | 1 | | 467 | Biter | 1 | | 468 | Character logistic trash slots 2 (research)/de | 1 | | 469 | Character logistic trash slots 2 (research)/zh | 1 | | 470 | Cracking | 1 | | 471 | DaΓ±o | 1 | | 472 | Electricity | 1 | | 473 | Elevated rail | 1 | | 474 | Empty barrel/de | 1 | | 475 | Empty barrel/ja | 1 | | 476 | Empty barrel/ru | 1 | | 477 | Empty barrel/uk | 1 | | 478 | Empty barrel/zh | 1 | | 479 | Empty crude oil barrel/de | 1 | | 480 | Empty heavy oil barrel/de | 1 | | 481 | Empty heavy oil barrel/ja | 1 | | 482 | Empty heavy oil barrel/ru | 1 | | 483 | Empty heavy oil barrel/uk | 1 | | 484 | Empty heavy oil barrel/zh | 1 | | 485 | Empty light oil barrel/de | 1 | | 486 | Empty light oil barrel/ja | 1 | | 487 | Empty light oil barrel/ru | 1 | | 488 | Empty light oil barrel/uk | 1 | | 489 | Empty light oil barrel/zh | 1 | | 490 | Empty lubricant barrel/de | 1 | | 491 | Empty lubricant barrel/ja | 1 | | 492 | Empty lubricant barrel/ru | 1 | | 493 | Empty lubricant barrel/uk | 1 | | 494 | Empty lubricant barrel/zh | 1 | | 495 | Empty petroleum gas barrel/de | 1 | | 496 | Empty petroleum gas barrel/ja | 1 | | 497 | Empty petroleum gas barrel/ru | 1 | | 498 | Empty petroleum gas barrel/uk | 1 | | 499 | Empty petroleum gas barrel/zh | 1 | | 500 | Empty sulfuric acid barrel/de | 1 | | 501 | Empty sulfuric acid barrel/ja | 1 | | 502 | Empty sulfuric acid barrel/ru | 1 | | 503 | Empty sulfuric acid barrel/uk | 1 | | 504 | Empty sulfuric acid barrel/zh | 1 | | 505 | Empty water barrel/de | 1 | | 506 | Empty water barrel/ja | 1 | | 507 | Empty water barrel/ru | 1 | | 508 | Empty water barrel/uk | 1 | | 509 | Empty water barrel/zh | 1 | | 510 | Enemigos | 1 | | 511 | Energy and Work/zh | 1 | | 512 | Entity ghost | 1 | | 513 | Escopeta | 1 | | 514 | Evolution | 1 | | 515 | File:Automated-rail-transportation-research.png | 1 | | 516 | File:Burner dril to furnace Xlp7kSq.jpg | 1 | | 517 | File:Burner drill to chest n2WEKjg.jpg | 1 | | 518 | File:Campaign menu screen.png | 1 | | 519 | File:Crude-oil-barrel.png | 1 | | 520 | File:Electric-energy-acumulators-research.png | 1 | | 521 | File:Factorio modular armor.jpg | 1 | | 522 | File:Rail blocks.jpg | 1 | | 523 | File:ShortcutBar-ConfigMenu-v2.gif | 1 | | 524 | File:Smart-chest.png | 1 | | 525 | File:Stone wall.png | 1 | | 526 | Fill crude oil barrel/de | 1 | | 527 | Fill crude oil barrel/ja | 1 | | 528 | Fill crude oil barrel/nl | 1 | | 529 | Fill crude oil barrel/ru | 1 | | 530 | Fill crude oil barrel/uk | 1 | | 531 | Fill crude oil barrel/zh | 1 | | 532 | Fill heavy oil barrel/de | 1 | | 533 | Fill heavy oil barrel/ja | 1 | | 534 | Fill heavy oil barrel/ru | 1 | | 535 | Fill heavy oil barrel/uk | 1 | | 536 | Fill heavy oil barrel/zh | 1 | | 537 | Fill light oil barrel/de | 1 | | 538 | Fill light oil barrel/ja | 1 | | 539 | Fill light oil barrel/ru | 1 | | 540 | Fill light oil barrel/uk | 1 | | 541 | Fill light oil barrel/zh | 1 | | 542 | Fill lubricant barrel/de | 1 | | 543 | Fill lubricant barrel/ja | 1 | | 544 | Fill lubricant barrel/ru | 1 | | 545 | Fill lubricant barrel/uk | 1 | | 546 | Fill lubricant barrel/zh | 1 | | 547 | Fill petroleum gas barrel/de | 1 | | 548 | Fill petroleum gas barrel/ja | 1 | | 549 | Fill petroleum gas barrel/ru | 1 | | 550 | Fill petroleum gas barrel/uk | 1 | | 551 | Fill petroleum gas barrel/zh | 1 | | 552 | Fill sulfuric acid barrel/de | 1 | | 553 | Fill sulfuric acid barrel/ja | 1 | | 554 | Fill sulfuric acid barrel/ru | 1 | | 555 | Fill sulfuric acid barrel/uk | 1 | | 556 | Fill sulfuric acid barrel/zh | 1 | | 557 | Fill water barrel/de | 1 | | 558 | Fill water barrel/ja | 1 | | 559 | Fill water barrel/ru | 1 | | 560 | Fill water barrel/uk | 1 | | 561 | Fill water barrel/zh | 1 | | 562 | Fish/cs | 1 | | 563 | Fish/uk | 1 | | 564 | Fluoroketone cooling/zh | 1 | | 565 | Fluoroketone/ja | 1 | | 566 | Heavy oil cracking to light oil/nl | 1 | | 567 | High tech science pack | 1 | | 568 | High tech science pack/ja | 1 | | 569 | Intermediate products | 1 | | 570 | Intermediate products/ja | 1 | | 571 | Intermediate products/uk | 1 | | 572 | Items/sv | 1 | | 573 | Landmine | 1 | | 574 | Lava lake | 1 | | 575 | Light oil cracking to petroleum gas | 1 | | 576 | Light oil cracking to petroleum gas/zh | 1 | | 577 | Manual crafting | 1 | | 578 | Manual crafting/de | 1 | | 579 | Manual crafting/ru | 1 | | 580 | Manual crafting/zh | 1 | | 581 | Minions (achievement) | 1 | | 582 | Modding overview | 1 | | 583 | Modding overview/de | 1 | | 584 | Modding overview/ru | 1 | | 585 | Mods/ru | 1 | | 586 | Nests | 1 | | 587 | Objets | 1 | | 588 | Oil cracking | 1 | | 589 | Oil field/nl | 1 | | 590 | Oil field/pl | 1 | | 591 | Peaceful mode | 1 | | 592 | Peaceful mode/ru | 1 | | 593 | Pistole | 1 | | 594 | Power production/Optimal ratios | 1 | | 595 | Power production/Special accumulator usages | 1 | | 596 | Prototype | 1 | | 597 | Quality icon | 1 | | 598 | Raw wood/de | 1 | | 599 | Raw wood/es | 1 | | 600 | Raw wood/ja | 1 | | 601 | Raw wood/ms | 1 | | 602 | Raw wood/nl | 1 | | 603 | Raw wood/pt-br | 1 | | 604 | Resistance/zh | 1 | | 605 | Resistances/ja | 1 | | 606 | Resources/ru | 1 | | 607 | Rocket control unit (research)/de | 1 | | 608 | Rocket control unit (research)/ja | 1 | | 609 | Rocket control unit (research)/ru | 1 | | 610 | Rocket control unit (research)/uk | 1 | | 611 | Rocket control unit (research)/zh | 1 | | 612 | RΓ©seau Γ©lectrique | 1 | | 613 | Science pack 1 | 1 | | 614 | Science pack 1/nl | 1 | | 615 | Science pack 2/es | 1 | | 616 | Science pack 2/fr | 1 | | 617 | Science pack 2/ko | 1 | | 618 | Science pack 3/fr | 1 | | 619 | Science pack 3/ja | 1 | | 620 | Shallow water | 1 | | 621 | Steel | 1 | | 622 | Stone wall | 1 | | 623 | Stone wall/uk | 1 | | 624 | Tick | 1 | | 625 | Toolbelt/zh | 1 | | 626 | Trees | 1 | | 627 | Virtual signals/ja | 1 | | 628 | Wood chest | 1 | | 629 | World generator/pt-br | 1 | | 630 | About Factorio | 0 | | 631 | Acid | 0 | | 632 | Advanced electronics (research) | 0 | | 633 | Advanced electronics (research)/cs | 0 | | 634 | Advanced electronics (research)/de | 0 | | 635 | Advanced electronics (research)/ja | 0 | | 636 | Advanced electronics (research)/nl | 0 | | 637 | Advanced electronics (research)/pl | 0 | | 638 | Advanced electronics (research)/ru | 0 | | 639 | Advanced electronics (research)/uk | 0 | | 640 | Advanced electronics (research)/zh | 0 | | 641 | Advanced electronics 2 (research)/cs | 0 | | 642 | Advanced electronics 2 (research)/de | 0 | | 643 | Advanced electronics 2 (research)/ja | 0 | | 644 | Advanced electronics 2 (research)/pl | 0 | | 645 | Advanced electronics 2 (research)/ru | 0 | | 646 | Advanced electronics 2 (research)/uk | 0 | | 647 | Aktive Anbieterkiste | 0 | | 648 | Ametralladora ligera | 0 | | 649 | Armor modules | 0 | | 650 | Assembly | 0 | | 651 | Assembly machine | 0 | | 652 | Asteroid | 0 | | 653 | Automated cleanup (achievement) | 0 | | 654 | Automated construction (achievement) | 0 | | 655 | Balancer | 0 | | 656 | Basic beacon/uk | 0 | | 657 | Batterie | 0 | | 658 | Batteries | 0 | | 659 | Baumaterial mit geringer Dichte | 0 | | 660 | BaΓΊ De Madeira | 0 | | 661 | Beton | 0 | | 662 | Bio chamber | 0 | | 663 | Biters/ru | 0 | | 664 | Blue assembler | 0 | | 665 | Blue belt | 0 | | 666 | Blue circuit | 0 | | 667 | Blue science | 0 | | 668 | Blue splitter | 0 | | 669 | Bois | 0 | | 670 | Bois brut | 0 | | 671 | Braiding | 0 | | 672 | Campaign/de | 0 | | 673 | Campaign/ja | 0 | | 674 | Campaign/pt-br | 0 | | 675 | Carburant | 0 | | 676 | CarbΓ³n | 0 | | 677 | Cartuchos de escopeta | 0 | | 678 | Changelog | 0 | | 679 | Character | 0 | | 680 | Charbon | 0 | | 681 | Circuit veteran 1 (achievement) | 0 | | 682 | Circuit veteran 2 (achievement) | 0 | | 683 | Circuit veteran 3 (achievement) | 0 | | 684 | Coffre en bois | 0 | | 685 | Combat robots | 0 | | 686 | Combinator | 0 | | 687 | Computer age 1 (achievement) | 0 | | 688 | Computer age 2 (achievement) | 0 | | 689 | Computer age 3 (achievement) | 0 | | 690 | Console commands/zh | 0 | | 691 | ContaminaciΓ³n | 0 | | 692 | Crafting Automatici | 0 | | 693 | Dampfmaschine | 0 | | 694 | Day | 0 | | 695 | Delivery service (achievement) | 0 | | 696 | Desync | 0 | | 697 | Dommage | 0 | | 698 | Download and installation | 0 | | 699 | Drill | 0 | | 700 | Eau | 0 | | 701 | Eco unfriendly (achievement) | 0 | | 702 | Eisenerz | 0 | | 703 | Eisenkiste | 0 | | 704 | Eisenplatte | 0 | | 705 | Eisenstab | 0 | | 706 | Eisenstange | 0 | | 707 | Eisenzahnrad | 0 | | 708 | Elektronischer Schaltkreis | 0 | | 709 | Empty barrel/pl | 0 | | 710 | Empty crude oil barrel/nl | 0 | | 711 | Engineer | 0 | | 712 | Erweiterter Schaltkreis | 0 | | 713 | Escopeta de combate | 0 | | 714 | Evolution/ru | 0 | | 715 | Explosive | 0 | | 716 | Explosive cannon shells | 0 | | 717 | Express-Fließband | 0 | | 718 | File:Fulgoran lightning attractor misc.png | 0 | | 719 | File:Military item group.png | 0 | | 720 | File:Optics (research).png | 0 | | 721 | Fließband | 0 | | 722 | Fluoroketone | 0 | | 723 | FlΓΌssigkeiten | 0 | | 724 | Foreuse | 0 | | 725 | Foreuse Γ  combustion | 0 | | 726 | Four en pierre | 0 | | 727 | Fours | 0 | | 728 | Gear | 0 | | 729 | Gear wheel | 0 | | 730 | Getting on track (achievement) | 0 | | 731 | Getting on track like a pro (achievement) | 0 | | 732 | Golem (achievement) | 0 | | 733 | Gray assembler | 0 | | 734 | Green belt | 0 | | 735 | Green circuit | 0 | | 736 | Green science | 0 | | 737 | Green splitter | 0 | | 738 | Greifarm | 0 | | 739 | Grey assembler | 0 | | 740 | Handfeuerwaffen-Munition | 0 | | 741 | Hochofen | 0 | | 742 | Holz | 0 | | 743 | Holzbohlen | 0 | | 744 | Holzkiste | 0 | | 745 | Impact damage | 0 | | 746 | Install Guide | 0 | | 747 | InvestigaciΓ³n | 0 | | 748 | Iron gear | 0 | | 749 | Iron throne 1 (achievement) | 0 | | 750 | Iron throne 2 (achievement) | 0 | | 751 | Iron throne 3 (achievement) | 0 | | 752 | It stinks and they dont like it (achievement) | 0 | | 753 | Item | 0 | | 754 | Items/it | 0 | | 755 | Items/ko | 0 | | 756 | Items/pt-br | 0 | | 757 | Kampfschrotflinte | 0 | | 758 | Kleine Pumpe | 0 | | 759 | Kunststoffstange | 0 | | 760 | Kupfererz | 0 | | 761 | Kupferkabel | 0 | | 762 | Kupferplatte | 0 | | 763 | Labor | 0 | | 764 | Lagertank | 0 | | 765 | Lampe | 0 | | 766 | Lanzallamas | 0 | | 767 | Lazy bastard (achievement) | 0 | | 768 | Lichtbogenofen | 0 | | 769 | Light oil cracking to petroleum gas/nl | 0 | | 770 | Linked belt | 0 | | 771 | Log File | 0 | | 772 | Logic gates | 0 | | 773 | Logistic network embargo (achievement) | 0 | | 774 | Long handed inserter/de | 0 | | 775 | Long handed inserter/ja | 0 | | 776 | Long handed inserter/ko | 0 | | 777 | Machine d'assemblage | 0 | | 778 | Madera | 0 | | 779 | Main Page/NajczΔ™Ε›ciej zadawane pytania (FAQ) | 0 | | 780 | Main Page/News | 0 | | 781 | Main Page/Novos ConteΓΊdos | 0 | | 782 | Main Page/SpoΕ‚ecznoΕ›Δ‡ | 0 | | 783 | Main bus | 0 | | 784 | Maschinengewehr | 0 | | 785 | Mass production 1 (achievement) | 0 | | 786 | Mass production 2 (achievement) | 0 | | 787 | Mass production 3 (achievement) | 0 | | 788 | Mena de cobre | 0 | | 789 | Military 1 | 0 | | 790 | Military 2 | 0 | | 791 | Military/de | 0 | | 792 | Military/zh | 0 | | 793 | Minerai de cuivre | 0 | | 794 | Minerai de fer | 0 | | 795 | Mining drills/de | 0 | | 796 | Mining drills/it | 0 | | 797 | Modding Tutorial | 0 | | 798 | Modes de jeu et options | 0 | | 799 | Montagemaschine 1 | 0 | | 800 | Montagemaschine 2 | 0 | | 801 | MuniciΓ³n penetrante | 0 | | 802 | Night | 0 | | 803 | Night vision | 0 | | 804 | No time for chitchat (achievement) | 0 | | 805 | Nuke | 0 | | 806 | Nutrient | 0 | | 807 | Ofen | 0 | | 808 | Optics (research) | 0 | | 809 | Optics (research)/de | 0 | | 810 | Optics (research)/ja | 0 | | 811 | Optics (research)/nl | 0 | | 812 | Optics (research)/ru | 0 | | 813 | Optics (research)/uk | 0 | | 814 | Optics (research)/zh | 0 | | 815 | Panzer | 0 | | 816 | Panzerbrechende Munition | 0 | | 817 | Pentapod | 0 | | 818 | Pescado crudo | 0 | | 819 | Petrole brut | 0 | | 820 | Piedra | 0 | | 821 | Pierre | 0 | | 822 | Pistola | 0 | | 823 | Pistolet | 0 | | 824 | Plastic | 0 | | 825 | Poisson cru | 0 | | 826 | Power production/Dealing with priorities | 0 | | 827 | Production | 0 | | 828 | Prototype/ | 0 | | 829 | Prototype/Loader | 0 | | 830 | Prozessor | 0 | | 831 | Pyromaniac (achievement) | 0 | | 832 | Quick Start Guide | 0 | | 833 | Radar Coverage | 0 | | 834 | Rail signals (research) | 0 | | 835 | Rail signals (research)/de | 0 | | 836 | Rail signals (research)/ja | 0 | | 837 | Rail signals (research)/ru | 0 | | 838 | Rail signals (research)/uk | 0 | | 839 | Rail signals (research)/zh | 0 | | 840 | Railgun/ua | 0 | | 841 | Railway/Automated transport | 0 | | 842 | Raining bullets (achievement) | 0 | | 843 | Rakete | 0 | | 844 | Raketensteuereinheit | 0 | | 845 | Recipes | 0 | | 846 | Red belt | 0 | | 847 | Red circuit | 0 | | 848 | Red science | 0 | | 849 | Red splitter | 0 | | 850 | Refinery | 0 | | 851 | Reparaturkit | 0 | | 852 | Resistance | 0 | | 853 | Rete di Circuiti | 0 | | 854 | Ricerca | 0 | | 855 | Roher Fisch | 0 | | 856 | Run forrest run (achievement) | 0 | | 857 | RΓ©seau d'artisanat | 0 | | 858 | Schmelzofen | 0 | | 859 | Schnelles Fließband | 0 | | 860 | Schnelles unterirdisches Fließband | 0 | | 861 | Schrotflinte | 0 | | 862 | Schusswaffen-Munition | 0 | | 863 | Science pack 1/de | 0 | | 864 | Science pack 1/es | 0 | | 865 | Science pack 1/fr | 0 | | 866 | Science pack 1/ja | 0 | | 867 | Science pack 1/ko | 0 | | 868 | Science pack 1/uk | 0 | | 869 | Science pack 2 | 0 | | 870 | Science pack 2/de | 0 | | 871 | Science pack 2/ja | 0 | | 872 | Science pack 3/de | 0 | | 873 | Server | 0 | | 874 | Small pump | 0 | | 875 | Smelter | 0 | | 876 | Smoke me a kipper i'll be back for breakfast (achievement) | 0 | | 877 | So long and thanks for all the fish (achievement) | 0 | | 878 | Solar energy/zh | 0 | | 879 | Solaris (achievement) | 0 | | 880 | Spieler | 0 | | 881 | Spitter | 0 | | 882 | Spitters | 0 | | 883 | Spitters/ru | 0 | | 884 | Sprengstoff | 0 | | 885 | Stahlaxt | 0 | | 886 | Stahlkiste | 0 | | 887 | Stahlspitzhacke | 0 | | 888 | StahltrΓ€ger | 0 | | 889 | Steam all the way (achievement) | 0 | | 890 | Steamrolled (achievement) | 0 | | 891 | Stone wall/de | 0 | | 892 | Stone wall/ru | 0 | | 893 | Stone wall/zh | 0 | | 894 | Storages | 0 | | 895 | Sulphur | 0 | | 896 | Tech maniac (achievement) | 0 | | 897 | Technology | 0 | | 898 | Teilerfließband | 0 | | 899 | There is no spoon (achievement) | 0 | | 900 | Tick/ja | 0 | | 901 | Tick/zh | 0 | | 902 | Tile (unit) | 0 | | 903 | Toolbelt | 0 | | 904 | Train path finder | 0 | | 905 | Trans-factorio express (achievement) | 0 | | 906 | Transport/What Transport for which case?/zh | 0 | | 907 | Transportnetzwerk | 0 | | 908 | Trivelle | 0 | | 909 | Types/int | 0 | | 910 | Umspannwerk | 0 | | 911 | Underground pipe | 0 | | 912 | Unterirdisches Express-Fließband | 0 | | 913 | Unterirdisches Fließband | 0 | | 914 | Uran | 0 | | 915 | Vehicle/Train | 0 | | 916 | Version String Format | 0 | | 917 | Vulcanis | 0 | | 918 | Warnings | 0 | | 919 | Watch your step (achievement) | 0 | | 920 | Watercane | 0 | | 921 | Wissenschaftspaket 1 | 0 | | 922 | Wissenschaftspaket 2 | 0 | | 923 | Work | 0 | | 924 | World generator/ja | 0 | | 925 | World generator/zh | 0 | | 926 | Worms | 0 | | 927 | Worms/ru | 0 | | 928 | Yellow assembler | 0 | | 929 | Yellow belt | 0 | | 930 | Yellow splitter | 0 | | 931 | You are doing it right (achievement) | 0 | | 932 | You've got a package (achievement) | 0 | | 933 | Ziegelstein | 0 | | 934 | Автоматизационный ΠΈΡΡΠ»Π΅Π΄ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΡΠΊΠΈΠΉ ΠΏΠ°ΠΊΠ΅Ρ‚ | 0 | | 935 | Базовая ΠΌΠΎΠ΄ΡƒΠ»ΡŒΠ½Π°Ρ броня | 0 | | 936 | ДСрСвянный сундук | 0 | | 937 | ЖСлСзная Ρ€ΡƒΠ΄Π° | 0 | | 938 | Π–Π΅Π»Π΅Π·Π½Ρ‹ΠΉ сундук | 0 | | 939 | Π—Π°ΠΏΠ»Π°Π½ΠΈΡ€ΠΎΠ²Π°Π½Π½Ρ‹Π΅ Ρ€Π΅Π»ΠΈΠ·Ρ‹ | 0 | | 940 | КамСнная ΠΏΠ΅Ρ‡ΡŒ | 0 | | 941 | ΠšΠ°ΠΌΠ΅Π½Π½Ρ‹ΠΉ Π±Π»ΠΎΠΊ | 0 | | 942 | ЛогистичСская ΡΠ΅Ρ‚ΡŒ | 0 | | 943 | ΠœΠ°Π½ΠΈΠΏΡƒΠ»ΡΡ‚ΠΎΡ€ | 0 | | 944 | МСдная Ρ€ΡƒΠ΄Π° | 0 | | 945 | ΠΠ΅Ρ„Ρ‚ΡŒ | 0 | | 946 | НСфтяной насос | 0 | | 947 | Основная броня | 0 | | 948 | Основной ΠΌΠ°Π³Π°Π·ΠΈΠ½ ΠΏΡƒΠ»ΡŒ | 0 | | 949 | ΠŸΠ΅Ρ‡ΠΈ | 0 | | 950 | ΠŸΡ€Π΅Π΄ΠΌΠ΅Ρ‚Ρ‹ | 0 | | 951 | Π Ρ‹Π±Π° | 0 | | 952 | Π‘Ρ‚Π°Π»ΡŒΠ½ΠΎΠΉ сундук | 0 | | 953 | Π‘ΡƒΠ½Π΄ΡƒΠΊ | 0 | | 954 | ВяТСлая броня | 0 | | 955 | Уголь | 0 | | 956 | ζΈΈζˆζ¨‘εΌδΈŽι€‰ι‘Ή | 0 | | 957 | 燃料 | 0 | | 958 | 철광석 | 0 |
wiki
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Template_Diagonal_split_header
Template:Diagonal split header - Factorio Wiki
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Template:Diagonal split header - Factorio Wiki Jump to navigation Jump to search [ View ] [ Edit ] [ Page history ] Documentation {{Diagonal split header|Bottom|Top|color-1=#AAA|color-2=Blue|style=color:green;}} First parameter: The content to put in the bottom left of the diagonal cell. (Optional, default: i.e. Β ) bottom-left parameter: The content to put in the bottom left of the diagonal cell. Serves as an alternative alias for parameter 1 to help ease of writing wikitext. (Optional, default: i.e. & nbsp;) Second parameter: The content to put in the top right of the diagonal cell. (Optional, default: i.e. Β ) top-right parameter: The content to put in the top right of the diagonal cell. Serves as an alternative alias for parameter 2 to help ease of writing wikitext. (Optional, default: i.e. & nbsp;) color-1 parameter: A HTML/CSS color code. (Optional, default: #424242) color-2 parameter: A HTML/CSS color code. (Optional, default: #424242) style parameter: content to be added to css styling in addition to the diagonal cell. (Optional) Some usage examples: {{Diagonal split header|Input|Output|color-1=ff00ff|color-2=blue}} β†’ | OutputInput | | ----------- | {{Diagonal split header|bottom-left=Hello|color-2=#EEE3}} β†’ | Hello | | ----- | List of all templates
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Rich_text
Rich text - Factorio Wiki
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Rich text - Factorio Wiki Jump to navigation Jump to search Rich text formatting in allows the use of tags within most of the game's textboxes to change the visual formatting of text or to embed interactable images/entities. Predefined text tags are employed for this purpose. Tags Tags are useful for sharing blueprints, marking map locations in chat or adding icons to map markers and train stations. Ctrl+alt clicking the map or ground will automatically insert a gps tag and post it into chat . Shift clicking most things with the console open will insert a tag for that thing into chat. The chat and many other textboxes in the game have a button on the right edge that opens an icon selector. This can be used to easily insert rich text tags of recipes, items, fluids, virtual signals and entities into the textbox. When used in chat, the tag image will be followed by a text description, except for the img tag. Used elsewhere only the image is shown. | Syntax | Example Input | Example Result | Description | | ---------------------------------------------------------------- | ------------------------------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | [img=class/name][img=class.name][img=sprite-prototype-name] | [img=item.iron-plate][img=quantity-time][img=utility/played_green] | | Embeds only a small inline game graphic. The period format must be used in game save names. This tag usessprite paths:classis any of: item, entity, technology, recipe, item-group, fluid, tile, virtual-signal, achievement, equipment, space-location or utility.name: see belowsprite-prototype-nameis theinternal-nameof asprite prototype. | | [item=name] | [item=iron-plate] | [Item: Iron plate] | nameis the internal-name of the item | | [entity=name] | [entity=small-biter] | [Entity: Small biter] | nameis the internal-name of the entity | | [technology=name] | [technology=logistics] | [Technology: Logistics] | nameis the internal-name of the technology | | [recipe=name] | [recipe=basic-oil-processing] | [Recipe: Basic oil processing] | nameis the internal-name of the recipe, usually the item name | | [item-group=name] | [item-group=combat] | [Item Group: Combat] | nameis any of: logistics, production, intermediate-products, combat, fluids or signals | | [fluid=name] | [fluid=water] | [Fluid: Water] | nameis the internal name of the fluid | | [tile=name] | [tile=grass-3] | [Tile: Grass 3] | nameis the internal name of the tile, usually the lowercase name with hyphens replacing spaces as written from the map editor | | [virtual-signal=name] | [virtual-signal=signal-A] | [Virtual Signal: Signal A] | nameis the word signal followed by either an uppercase letter, number, color, each, everything or anything | | [achievement=name] | [achievement=minions] | [Achievement: Minions] | nameis the internal-name of the achievement, usually the lowercase name with hyphens replacing spaces | | [gps=x,y][gps=x,y,surface] | [gps=0,0] | [Location: 0,0] | Embeds a map location and marks the location on the map of other players.xis the x point coordinateyis the y point coordinatesurfaceis the current surface. Is only added if the player Ctrl+alt clicks on a surface that is not the default surface. When the player is on another surface thansurface, clicking the tag does nothing. Mods must handle this case withon_player_clicked_gps_tag | | [special-item=blueprint_string] | | [Blueprint] | Embeds a blueprint. Players can get a blueprint item by clicking the icon.blueprint_stringis the blueprint string of a blueprint, deconstruction planner or upgrade planners | | [armor=player] | [armor=Player] | [Armor: Player] | Embeds the armor of a player. Allows other players to see the equipment installed.playeris the name of the player | | [train=number] | [train=93] | [Train: 2] | Embeds a reference to a train. Clicking the icon will open the train GUI for that train.numberis the internal unit number of the train | | [train-stop=number] | [train-stop=100] | [Train Stop: Trangar] | Embeds a reference to a train stop. Clicking the icon will open the GUI for that train stop.numberis the internal unit number of the train stop | | [shortcut=shortcut-name] | [shortcut=give-spidertron-remote] | [Shortcut: Create spidertron remote] | Embeds a reference to a shortcut from theShortcut bar. Hovering over the rich text will show the shortcut's description. Clicking the rich text will act as if you clicked the shortcut.shortcut-nameis the internal name of the shortcut. | | [tip=tip-name] | [tip=spidertron-control] | [Tip: Spidertron control] | Embeds a reference to a tip from the "Tips and tricks" menu. Hovering over the icon will show the tip's text. Clicking the icon will open the "Tips and tricks" menu to that page. | | [tooltip=text,tooltip locale key] | [tooltip=Hover to see "Iron plate",item-name.iron-plate] | Hover to see "Iron plate" | Shows the giventextwith atooltipthat is specified with alocale key. | | [quality=tier][item=name,quality=tier][entity=name,quality=tier] | [quality=normal][item=iron-plate,quality=normal][entity=small-biter,quality=uncommon] | [Quality: Normal][Item: Iron plate][Entity: Uncommon Small biter] | Qualitycan also be optionally specified on the following tags: item, entity, recipe, fluid, and virtual-signalIt can also be added to the other tags that usename, but they ignore it.The normal quality is the default quality and won't modify tags. Any other quality won't exist withoutSpace Ageand Qualitytieris the internal-name of the quality | | [space-platform=number] | [space-platform=3] | [Space platform: My cool space platform] | numberis the internal id of a space-platform, starting with 1.Hovering over the rich text will show a view of the space platform. Clicking the rich text will go to the platform in remote view. | | [planet=name] | [planet=gleba] | [Planet: Gleba] | nameis the internal name of a planet.Available planets in Space Age are: nauvis, gleba, fulgora, vulcanus, and aquilo.Nauvisis part of the base game and will always be available. | | [space-location=name] | [space-location=shattered-planet][space-location=gleba] | [Space location: Shattered Planet][Planet: Gleba] | nameis the internal name of a space-location in Space Age.Available locations in Space Age are: nauvis, gleba, fulgora, vulcanus, aquilo, solar-system-edge, and shattered-planet.For the planet's listed in the section above 'planet' will be used as the text prefix instead of 'space-location' | | [space-age] | [space-age] | | Embeds the Space Age icon. | Text modifiers Different fonts displayed in-game. (Click to enlarge.) The color and font of text can be changed | Syntax | Example Input | Example Result | Description | | -------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------- | -------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [color=rgb]...[/color][color=#rrggbb]...[/color][color=#aarrggbb]...[/color][color=rgb]...[.color][color=#rrggbb]...[.color][color=#aarrggbb]...[.color] | [color=red]Red[/color] text[color=1,0,0]Red[/color] text[color=255,0,0]Red[/color] text[color=#ff0000]Red[/color] text | Redtext | rgbis a comma separated RGB color ranging from 0 to 1 or 0 to 255, or a color nameAvailable colors: default, red, green, blue, orange, yellow, pink, purple, white, black, gray, brown, cyan, acid. | | [font=font-name]...[/font][font=font-name]...[.font] | [font=default-bold]Bold text[/font] | Bold text | font-nameis the name of theFactorio fontto render | See also Console Data.raw for the list of internal names of recipes, technologies, fluids, etc.
wiki
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Evolution
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.Β : 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)Β² . 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
Planetary_science_pack
Planetary science pack - Factorio Wiki
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Planetary science pack - Factorio Wiki Jump to navigation Jump to search | | | -------------------------------------------------------------------------- | | Multiple pages share the title or description of "Planetary science pack". | | They are listed below. | Planetary science pack may refer to: Metallurgic science pack Electromagnetic science pack Agricultural science pack Cryogenic science pack Promethium science pack
wiki
https://wiki.factorio.com/Planetary_science_pack_-_Factorio_Wiki
Satellite
Satellite - Factorio Wiki
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Satellite - Factorio Wiki Jump to navigation Jump to search | | Satellite | Edit | | | --------- | ---- | | Recipe | Recipe | | --------------------------------- | --------------------------------- | | 5+100+100+100+5+50+100β†’1 | 5+100+100+100+5+50+100β†’1 | | Total raw | Total raw | | 5.4k+500+4.8k+1.8k+500+100+50+700 | 5.4k+500+4.8k+1.8k+500+100+50+700 | | Stack size | 1 | | Prototype type | item | | Internal name | satellite | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | The satellite is used in the creation of space science packs in the rocket silo . The crafted satellite must be placed into the rocket before launch, otherwise the rocket will not launch. Only one satellite is necessary per rocket launch. A satellite will yield 1000 space science packs after being consumed by a rocket launch, which will be delivered to the cargo landing pad . A cargo landing pad must be built somewhere on the planet for a rocket to launch. The satellite is exclusive to the base game and is removed if playing Space Age . History 0.12.0 : Introduced See also Rocket components: Low density structure Rocket fuel Processing unit | 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/Satellite_-_Factorio_Wiki
Copy_and_paste
Copy and paste - Factorio Wiki
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Copy and paste - Factorio Wiki Jump to navigation Jump to search Copy and pasting is the process of selecting placeable elements in existing terrain and creating ghosts of them elsewhere for future placement, either by construction robots or the player. Blueprints are essentially saved copies that can be stored in ones inventory or blueprint library and pasted later. As such, the mechanics of placing a blueprint are identical to those of pasting from a copy. Contents 1 Copying and cutting 2 Pasting 2.1 Conflicting placement 3 Entity settings Copying and cutting By pressing CTRL + C , the cursor can be set to copy mode. Click and hold Left mouse button to drag a rectangle of entities to create a copy of those entities. This copy becomes the most recent copy, but previous copies are still accessible when pasting. All such copies are stored in the map data, so previous copies can be accessed after a save/reload. Copies are specific to a particular player on that map. Cutting (initiated by CTRL + X ) is a copy where the selected entities being copied are also set to be deconstructed. If the selected area contains no entities, then the copy operation will copy tiles by default. Holding SHIFT while dragging the copy selection will open the blueprint configuration screen when the selection is finished. It offers the full blueprint configuration options, such as grid snapping and inclusion of tiles and trains. This makes copying a selection largely equivalent to creating a blueprint. Copies are able to capture virtually everything about the selected entities and tiles. This includes, but is not limited to: Chest limitations Locomotive train schedules Cargo wagon storage filters Circuit network logic and conditions, as well as wiring Electrical wiring between power poles Module configuration The actual item contents of chests/belts/etc are not copied. Pasting Pressing CTRL + V puts the cursor into paste mode. The most recently used copy is overlaid over the terrain. By using SHIFT + Mouse wheel up / Mouse wheel down , the user can cycle through previous or more recent copies stored for that player. The most recent 20 copies by the player on that world are stored at any given time. Once the appropriate copy is selected, it can be placed with Left mouse button . When a blueprint is placed, ghosts are created for each object in the blueprint. Picking up a blueprint or blueprint book has a similar effect to entering paste mode, and all of the mechanics of pasting a copy apply to placing a blueprint. An overlay of the entities to be placed via a copy/blueprint is shown under the cursor. Entities that can be placed are shown in green. Entities that conflict with already existing objects are shown in red, they cannot be placed. If placement is exactly on top of an existing entity, it is shown in blue and does not block placement. While being in paste mode or holding a blueprint, the entire selection can be rotated using the R key. Selections can usually be flipped horizontally or vertically using F or G respectively. However, there are some entities which are asymmetric and cannot be flipped ( oil refinery , chemical plant ). Also, the placement of rail signals , rail chain signals , and train stops on particular sides of railroad tracks defines how trains are expected to travel across the rail network. As such, it is not possible to flip any selection which has signals or train stops. These can still be rotated. Conflicting placement If any existing terrain or structure is in the way of a ghost when trying to place a blueprint with Left mouse button , the entire blueprint cannot be placed. Using SHIFT + Left mouse button forces the blueprint to be placed anyway and all individual ghosts which are not conflicting with structures will be placed. In that case, trees , rocks , or cliffs that are in the way are marked for deconstruction and ghosts will be placed atop them. While the ghosts have been placed, they cannot be replaced by what the ghosts represent until any conflicting terrain objects have been removed. If a ghost is placed on top of a structure that is the same entity (or same ghost) with the same orientation, then there is no conflict and the ghost can be placed. Doing so will apply properties from the ghost on the existing structure. These properties include, but are not limited to: circuit and logistic conditions Train stop names and other settings Circuit wiring Splitter filters and priorities Crafting recipes for Assembling machines and the like There is no notion of "removing wiring" with blueprinting on top of existing entities. Once those entities have wiring, it will be retained. New blueprints can change the logic however, so if you want to make a blueprint turn off a condition from an earlier one, you need to change the logic into one that always passes. Copying captures the state of the entity's modules, but it cannot update them onto an existing version of that entity. However, differing module arrangements do not prevent the copy from being placed. So if the entity in the terrain has some set of modules, and the copied entity has a different set, the copy can be placed but the terrain object's modules will not be affected. To place a blueprint or copy that contains both landfill and entities on top of the landfill, the landfill ghosts must be first placed with SHIFT + Left mouse button . Once the landfill tiles are actually placed, the blueprint can be placed again to create ghosts of the entities. Entity settings While one can copy an entity and paste it onto other versions of itself, it can sometimes be useful to specifically copy just the settings of an entity and paste them onto a different entity, including upgraded entities. What exactly counts as "settings of an entity" depends somewhat on the destination entity to which they are being applied. To select an entity as the source of a settings copy, use SHIFT + Right mouse button on that entity. The cursor does not change to indicate that a copy is underway. To paste the settings to an entity, use SHIFT + Left mouse button on that entity. If the destination is the same entity type as the source, or is an upgradable version of it, the setting being copied are generally pretty obvious. Virtually every setting that is accessible from the entity's specific dialog box can be copied in this fashion. Everything from splitter filters to inserter stack limits, from cargo wagon filters to locomotive train schedules can be copied. Circuit and logistics network settings and conditions specific to that kind of entity are also part of such copies. There are certain special cases of entity setting copy-pasting for particular uses. For example, for any building that produces a product based on a recipe, the recipe can be copied to a requester chest . This will automatically set the requests in the chest to request enough input materials for that recipe to make that machine run for 30 seconds.
wiki
https://wiki.factorio.com/Copy_and_paste_-_Factorio_Wiki
Slipstack
Slipstack - Factorio Wiki
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Slipstack - Factorio Wiki Jump to navigation Jump to search | | Slipstack | Edit | | | --------- | ---- | | Can be chopped down forspoilageandstone. | Can be chopped down forspoilageandstone. | | ---------------------------------------- | ---------------------------------------- | | Map color | | | Expected resources | 6+4 | | Health | 100 | | Mining time | 0.5 | Space Age expansion exclusive feature. Slipstacks are part of the natural terrain generation in Gleba . They resemble mucous corals and are present in orange lowlands. They provide stone and spoilage when mined. 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. | 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/Slipstack_-_Factorio_Wiki
Version_history_0.11.0
Version history/0.11.0 - Factorio Wiki
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Version history/0.11.0 - Factorio Wiki Jump to navigation Jump to search 0.11.22 Bug Fixes Fixed the possibility to break the scripting of the 3rd New hope campaign by fast replacing the boilers with pipe. Fixed parsing of localized string in Lua commands when the string is concatenation. ( more ) Fixed (once again) the inserter connection to rail in junctions. ( more ) Fixed that the combat robots ignored the vehicle of the player and damaged directly the player. ( more ) Fixed crash when character disconnected from player is crafting. ( more ) 0.11.21 Bug Fixes Fixed potential save corruption if the game was saved while mousing over a mining drill. Fixed that the red/green wires weren't properly revived when rebuilding entities after destruction. ( more ) Proper error message when the game can't handle too big amount of prototypes due to big amount of mods loaded at the same time. Fixed broken map when the player resizes the window while the map is being loaded. ( more ) Fixed that market gave items always to to the first player in the given force, rather than the buyer. ( more ) Fixed the freezes and wrong behavior when manually crafting recipes with probabilities. ( more ) Fixed that it wasn't possible to use the for message confirmation for something else at the same time. ( more ) Fixed the squishy map preview image when moving the loading dialog halfway offscreen. ( more ) Fixed wrong probability calculation of bonus production of mining drill. ( more ). Fixed that writing text in the map editor save/load dialog interfered the map. ( more ) Fixed that error messages of malformed parsing ini/json files didn't contain the file name. ( more ) Modding Increased the maximum amount of item subgroups. (255 *> 65535) Storage slots of mining drill is moddable now. This affects the internal inventory size, so when resource with more different results is mined, no items are lost (as long as the size is big enough). Default value is 1. 0.11.20 Bug Fixes Fixed crash related to rail segments in map loaded from 0.10.x ( more ). Fixed issue with connecting to Multiplayer host that has open menu. ( more ) Fixed multiplayer desync in a game loaded from different mod configuration without save/load in between ( more ). Fixed crash when inserter with circuit conditions gets destroyed. ( more ) Fixed bug where tank would no longer turn in place. Turning in place is not possible when out of fuel. ( more ) Fixed lockup when iterating large numerical arrays in Lua. This time for real. ( more ) Fixed double speed issue for monitors with 120Hz refresh rate or higher ( more ). Fixed bug with game freezing in some situations when the game is blocked by a firewall ( more ). Fixed rail signals blocking the blueprint. ( more ). Re*Fixed crash when the number shown in the short number format exceeded supported prefix. ( more ) The prefix support has been extended for Lua files parsing also. Fixed production stats accuracy. ( more ). Fixed the graphical glitches in terrain transitions on certain zoom levels. ( more ) Another fix of manual crafting requirements logic calculation. ( more ) Fixed the loot table probability calculation bug. ( more ) Fixed armor battery icon being always on top. ( more ) Fixed errors when reading game.player.minimap_enabled. Fixed that it wasn't possible to insert ammo into tank ammo slots from cursor. Fixed the wrong inventory highlights of ammo in tank/car. ( more ) Scripting Fixed building position of ghosts built by script. ( more ). 0.11.19 Bug Fixes Fixed that it was possible to use the fast replace on enemy structures. ( more ) Fixed crash when multiplayer quit is performed at the same time as the autosave. ( more ) Fixed crash when autosave happens at the same time as mining the entity. ( more ) Fixed that players/vehicles/units were blocking building of blueprint. Entity Spawner / Worm will call for help when attacked in peaceful mode ( more ). Fixed crash when the number shown in the short number format exceeded supported prefix (was T for tera). The prefix support has been also extended, so it supports k for kilo (10^3) up to Y for yotta (10^24). Fixed that the changelog window was too big on 1280X1024 resolution. Fixed the (mini) map behavior when a lot of map requests near the edge are made (linear maps with radars typically). Fixed the missing debug symbols on mac and Linux, so the error reports on these systems gives us better information. Linux release uses older glibc so, it should be Ubuntu 12+ compatible. Translations Use the word intermediates instead of intermediates. ( more ) Changes Multiplayer dropping threshold is doubled during map upload / download. ( more ) 0.11.18 Features Blueprints can be built over things marked for deconstruction. Blueprints can be force placed using alternative build mode (shift click). Balancing Increased the cargo wagon inventory size (20*>30). Increased the crafting cost of the cargo wagon and locomotive. Bug Fixes Fixed save corruption (rare probability) related to rendering alerts and saving the map. Fixed crash in map editor when changing / setting assembling machine recipe ( more ). Fixed desync loop when changing player force via script * in PvP mod for instance ( more ) Added explaining text for the second new hope campaign supplies objectives. (that the car supplies count only the user is in the car) The flamethrower fluid input order is the same as before, so it matches the refinery outputs. Fixed clearing the cursor while attempting to repair something ( more ). Fixed that changing force of roboport (in map editor or by a script) didn't update the connections properly. Roboports now behave correctly when teleported using scripts. Fixed that some of the technology icons were scaled down in the technology selection. Fixed that the Not minable checkbox was set based on the Indestructible value in the map editor. Fixed that the two way signals weren't possible to build on diagonal rails. ( more ) Fixed copy*paste for Cargo wagons not activating inserters. Fixed copy*paste for entities with inventory limits not copying the limit. Fixed that the "Electric demand satisfaction" label was not translatable. Removing and merging the locomotive of a train without any additional locomotives doesn't clear the schedule anymore. The line height in the debug info is dependent on the scale, so they don't overlap or take too much space on different scales. Fixed that non valid require did crash the game instead of giving proper error message. Fixed "Trying to make chunk at unreasonable position" caused by some vehicle collisions. ( more ) Fixed weird behavior and bad damage calculations when colliding with multiple objects while in a car or tank. Changes Small change of collision box of curved rail, so the underground belts can be built on one additional particular position. Tank should no longer get stuck. Tank destroys objects by accelerating into them even when standing still ( more ) Scripting Setting technology as finished using the script also fires the ontechnologyresearched event. Order to chart a big area doesn't slow the game horribly anymore. ( more ) Added on_resource_depleted * called when a resource is depleted to its minimum yield or 0. Passes the resource entity as event.entity. Car prototype now uses "energy_per_hit_point" instead of "crash_damage_multiplier", consistent with train prototypes. Modding Moved the player hit tint color into the player prototype. 0.11.17 Features Tooltips are now generated automatically for some items. You will now see more detailed info for capsules, turrets, ammo( more ) Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player). Progress bar is shown when non*responsive peers are about to be dropped from the game in the Multiplayer. Progress bar is shown when other peers in multiplayer are saving map. Items dropped by the enemies are collected automatically (without the pressed f) and from bigger distance. Better construction robot strategy. When the construction is processed, the closest available supply of the required item is found and the closest robot to this supply is selected for the construction. The game shows name of other players above their head. Balancing Increased the stack size of straight rail (50*>100). Bug Fixes Fixed desync issue related to removing of active entities. Fixed desync issue related to blueprint with more than one icon. Don't get stuck in Multiplayer when left alone downloading the map. Desync report in multiplayer is generated in parallel avoiding desynced player being dropped. Fixed that the train didn't continue when it crashed to something (typically player) while breaking for signal/station. Fixed that the technology ingredients weren't sorted. Unified the rail align of signal to the diagonal rails ( more ). Fixed crash when the recipe of assembling machine is changed while the GUI is opened. ( more ) Fixed another updater post*update logic error on windows. Fixed shift*removing equipment from the equipment grid freezing the game. ( more ) Fixed the item to entity insertion logic. ( more ) Fixed crash when autosave happens immediately after loading a multiplayer map as a new player. Fixed some UI icons not scaling correctly and not being displayed pixel*perfect( more ) Fixed that the order of products in the recipe is now specifiable by the Lua definition the same way as the ingredients. Fixed that saves with corrupted energy sources because of the double entities problem in 0.11.16 are not loadable now. Fixed the crashes that can happen when accessing the train controls in multiplayer. ( more ) Fixed electric energy logic, so it is handled properly when the electric poles /electric machines are moved (mod related). Fixed that rail signal disconnected from rail didn't show health bar and deconstruction icon. Fixed crash when clicking into GUI in replay mode. Fixed that the button based questions in the sandbox scenario logic could interfere with other mods. ( more ) Fixed occasional crash when building cargo wagons/locomotives. ( more ) Fixed crash when removing rail under train in map editor or from a script. The train on the rail is destroyed in that case. Fixed wrong saving directory in the non*hosting MP client( more ). Progress bars in Multiplayer (loading map, autosaving, etc.) don't overlap but instead stack. Fixed missing executable permissions in Linux tarball. Fixed minor issue with generated map even size being rounded up ( more ). Electric turret shows energy consumption properly depending on the shooting speed upgrades. Fixed that the north pipe covers of machines were drawn over the entity. ( more ) Fixed the crash when autosave is triggered while the computer is locked. The game will be saved without the preview picture in this situation. Fixed lockup when iterating large numerical arrays in Lua ( more ) Fixed that the small electric pole has wire reach 7.5, but the game was showing 8 in the tooltip. Fixed the tank controls, as it could start to break when it hit so meting. The tank doesn't get stuck when plowing through stuff now. Fixed, that the GUI of inactive mod wasn't deleted the same way as the mod was removed completely. ( more ) When the player data file gets corrupted, the file is ignored and the game can be still launched. Fixed that furnace can be modded to have no output/input inventories without the game crashing. Changes Increased the pathing penalty for non*moving train in manual mode from 200 to 1000. Debug When building/selecting rail signal, the connected rail is shown by the green selection box. Added verbose logging option in other settings. This adds extra logging for the Multiplayer. Scripting Fixed that player.can_insert returned always true. ( more ) Fixed that the access luaPlayer/luaGuiElement and luaGuiStyle could result into crash when the corresponding player was removed. Trigger effects of type create*entity now have a property "show_in_tooltip" which determines if the creation of the entitie(s) should be shown in automatically generated tooltips. Added LuaTechnology:: upgrade, prerequisites, research_unit_ingredients, effects, research_unit_count, research_unit_energy read. Moved radar nearby scan range into the prototype. Moved the night vision tint color into the night vision equipment prototype. Fixed game::always_day read not returning anything. entity.teleport is no longer permitted for walls, transport belts or entities with fluid boxes. The method returns false in this case. 0.11.16 Features Option to specify non*standard UI scale. Bug Fixes Various fixes of multiplayer logic. Fixed the error reporting while the game is being updated. Fixed the updater logic for the unicode character paths. Fixed that the game always crashed when ran on unicode path. Fixed a bug in the updater logic that could cause it to crash when the update is finished. Marked Factorio as DPI aware. It should fix different kind of problems with Win 8.1 and it's scaling "features". Pressing some key combinations while entering text in a text field will no longer activate game actions(e.g. pressing Ctrl+C no longer fires the shotgun) Fixed problems with low download speed when connecting to multiplayer game. Fixed that transport belts built by the construction robots were not deactivated properly. Fixed that entities deactivated internally (automatically) didn't show the no*electricity icon. The icon is disabled only for manually deactivated entities from now on. Fixed that removing construction robot on the way didn't re*assigned new robot to the task of deconstruction properly. Fixed shift*clicking equipment out of the equipment grid deleting equipment if there was no room in the players inventory ( more ) Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map. Better error message when the (mod) config file can't be saved. Fixed the black stripes in tiles visible on some specific location with specific zoom levels. Fixed that the curved rail didn't show the colliding entities when properly when building. ( more ) Fixed that the autosave could randomly make switch the game into the main menu without the chance to continue. ( more ) Fixed that the personal laser defense didn't aggro biters the same way as shooting in peaceful mode. Fixed that the debug info config was reset when the the game was updated. Fixed that all the personal defense lasers were shooting at the same moment. Fixed the crash when resizing window with bitmap caching on. Fixed that the bitmap caching option was confusing, as the high values were saving video memory usage, for slower performance. There is just video memory usage selector, where high values means higher performance. Fixed that the accumulator capacity was shown only for the first network the accumulator was in (when it is in multiple networks). Fixed that removing station from schedule could change the current train destination. Enemy structures can't be mined or opened. Enemy power poles can't be disconnected. Enemy structures can't be fast transferred. (control click) Dead character in the ghost move can't move and explore while waiting for respawn. Map/minimap is separated properly for different forces, and also switched properly when the force is changed. The command history entries are unified. Fixes of the notice of the respawn time. Assembling machine recipe tooltip doesn't use autocrafting logic. ( more ) Player recipe tooltip doesn't "eat" materials when the auto crafting calculation results in the ingredient not being craftable. Fixed the selection priority, ghosts have lower selection priority than other objects now. Fixed compatibility problems with older Mac OSX versions. Fixed rail inconsistencies when train crashes to itself. Fixed the crash when the map can't be saved because there is not enough free space, proper message is given instead, and the game continues to run. Fixed desynchronisation issues on 32bit vs 64bit system related to blueprints and movement bonuses. Fixed the transport belt ending drawing logic ( more ). Fixed crash when inserting items to entity that was closed in the same moment in multiplayer. Fixed that the player income of items inside assembling machine that was reset was not shown. ( more ). Fixed that items could get lost from assembling machine when doing copy*paste. Fixed that the crafting queue slots didn't have tooltips. Fixed crash when removing transport belts connected to splitter that was rotated. Fixed improper activation of rotated splitter. Fixed desync when changing to the god controller. Scripting Moved builddistance, dropitemdistance, reachdistance, reachresourcedistance, tickstokeepgun, and tickstokeepaimingdirection to the player character prototype. Added LuaEntity::signal_state read for Rail Signal entities. Added LuaEntity::isitemonbelt read * returns true/false if an item entity is on a transport belt variant entity. Added LuaInventory::hasbar()/getbar()/setbar() * the inventory limit of a container. Fixed that module restriction wasn't working for fast entity transfer. Added read/write access to player force. Changing player force automatically changes character force and changing character force automatically changes player force. Additional research related fixes, to make different research of different forces to work correctly (independenly). create*entity trigger effect now has an array of offsets specified by the "offsets" property. The "offset" property was removed. Fixed several zero*inventory size related crashes with modded entities ( more ) Added LuaRecipe::products/ingredients read * the products/ingredients for a given LuaRecipe. Fixed that the order of ingredients in the recipe was fixed. The order of ingredients depends on the order of definition in the prototype. Mods using recipes with more than one fluid input/output might have the inputs in different order than before, which might be problem of compatibility on existing maps, but it can be solved by updating the order of the ingredients in those mods (the same way we fixed that in the base). 0.11.15 Features Map transfer displays transfer speed. Bug Fixes Fixed (one of the sources) of the random crashes when loading games, mainly with mods containing heavy code in on_load/on_init methods. Fixed (hopefully) the win xp compatibility. Tweaks of the error reporting (stack trace written into the log). Fixed GUI goal description overlapping GUI elements ( more ) Fixed that inserters weren't woken up when (not) inserting material to furnace because the recipe using it is not researched upon successful research. Scripting Disabled the LuaPlayer::cursor_position and zoom as they were not deterministic. Changes When using the deconstruction planner, the logistic network is not drawn if the mouse if over a GUI element( more ) Blueprint, deconstruction and cancel deconstruction selection boxes will not get un*selected when hovering over GUI elements. Instead they will not activate if the mouse is released under a GUI element. 0.11.14 Bug Fixes Proper handling of user paths containing non*ASCII characters. Stack trace is written to log when the game crashes in windows (was non windows only until now). Less restrictive (rail collisions related) train signal placement. Fixed that the logistic robot storage bonus wasn't used when the full transport belt was being deconstructed. Fixed that all the robots were sent for deconstruction of non empty objects with no logistic robot storage bonus research. Fixed the required construction robot calculations related to deconstruction of chest/transport belts with mixed contents. Fixed loading of save with different mod configuration that caused items to have different type. ( more ) Fixed the layer of drawing of pipe covers. Fixed that the attempt to clear empty blueprint consumed electronic circuit ( more ) Optimized the situation when huge map needed to be recharted (sometimes needed when moving to newer version). Optimized the Lua garbage collection strategy. Fixed few small problems with the building collision check logic. ( more ) Fixed the crash when viewing the stop distance debug info of train. Fixed the inserter insertion logic when inserting mixed ingredients into the furnace. ( more ) Fixed water appearing in maps even when it is disabled. Fixed that the deconstruction icon could be under the contents info icon for some entities. ( more ) Fixed that transport belts marked for deconstruction still moved the player/car/enemies. Fix (theoretical) of the fast speed on 120Hz screens. Further fixes of the manual train controls.( more ) Fixed that the big numbers weren't visible in the electric/production statistics. Fixed that vertical straight cables wasn't always visible when the game was zoomed out. Scripting Added write access to ammo amount left of item stack. [] operator of LuaInventory returns LuaItemStack object instead of the simplified table. LuaInventory::getitem_stack was removed as the [] operator can be used instead. Added read property LuaItemStack::prototype. Added LuaItemStack::drain_ammo/add_ammo. Fixed crash when assigning non*existent style. Fixed crash when assigning invalid point_to in game.show_message_dialog. Fixed that teleporting item stack on belt didn't register the item on the belt. Removed LuaInventory.isValid() and added LuaInventory.valid for consistency Added LuaStyle::name * returns the name of the style. Reworked all LuaObjects that can be invalid to support the "valid" readable property. Modding Furnace never cleans the input/output fluid boxes on load. Stable order of the input/output fluid boxes of crafting machines. 0.11.13 Bug Fixes Fixed the freezes related to train building. Fixed the inserter activation logic related to situations where inserter takes the fuel from the entities powered by fuel. Fixed the collision checks related to gun turrets. Fixed the train colliding with itself when the destination was changed manually. ( more ) Stopped, manually controlled train adds additional penalty (related to train path finding) of 200 tiles to the block it occupies. Fixed the possible crashes related to invalid map exchange string. Fixed crash related to loading save that is autosaved the very next tick. Gates open in front of the moving character the same way as in front of the moving car. 0.11.12 Bug Fixes Fixed building collision check of car/trains. Fixed that offline players in multiplayer were receiving alerts that were never cleared, so their alert counts were increasing forever. This not only increased save game size, but increased the CRC calculation time as well. Crc calculation time was heavily optimized and is calculated only for online players. Fixed that inserters could take items from flying robots. This also disables control*clicking robots to steal their items, but it was not intended feature anyway. Fixed the logistics request text box. ( more ) Changed default logistic request amount for few items to be different (10) than the stack amount (modules + alien artifacts). Fixed the problem of the shaking frame of the assembling machine (and possibly other) entities in the GUI preview. Fixed the shaking image of burner mining drill. Fixed the reversed manual controls of train when driving backwards in some cases. Fixed the splitter drawing in blueprint preview. Gates open in time (depends on the speed) for cars/tanks. Proper processing of save loading errors. The error message is shown instead of the crash. Fixed crashes when trying to set invalid style to GUI elements from script/console. Changed stack sizes of battery/energy shield to 50 so it can be built in assembling machine without getting stuck. Changed recipe of power armor (less processing units/steel) so it can be automated more easily as well. Fixed the occasional crash when some of the internal Factorio directories/files were read*only. Fixed that the enemy turrets were attacking in the peaceful mode. The logfile contains more specific OS info (currently extended only for windows). The game is automatically closed with notification when the service pack on windows 7 is missing. Fixed GUI error in the mod settings. ( more ) Fixed the bug with construction robots following vehicles outside of roboport area (again). Fixed that inserter could stretch for wrong wagon when facing a rail curve. ( more ) Fixed crash related to connecting tight train wagons or high*speed train crashes. Fixed crash related to loading save with entities that need to be removed (mod removal/change), while other mod target these entities. 0.11.11 Bug Fixes Fixed problems with inserters taking from diagonal wagons. Fixed several train related bugs and issues, mainly: Fixed the problem of train occasionally loosing path when moving fast. This also fixes the problems of mods with super fast trains. Fixed that trains could occasionally leave block behind them blocked. Fixed that trains could do huge detours when some block was blocked. The pathfinding is based on penalties for blocked segments now. For trains waiting in station, the more remaining time in the station, the bigger penalty. Removing train station doesn't remove it from the train list. If there are no stations with the given name, the station is shown as red in the schedule. Such station are skipped by the train until the station with the name appears again. Fixed the way train was preferring non*blocked paths/stations. Fixed that diagonal parallel curve blocks both tracks. ( more ) Partial fix of the constant micro*freezes/frame drops. Fixed problems with inserters not putting items on belts to ground. Fixed crash when MP game is refused by the host. Update doesn't require UAC approval, when the zip package version is used. Fixed some of the technology prerequisites. Fixed logistic GUI issues ( more ) The default value of item in the logistic GUI is the count of one stack. Fixed crash when accessing logistic GUI that is opened directly in the save game. Fixed that in the logistic GUI selecting already set request didn't work. ( more ) Radar ignores chunks outside the map borders. ( more ) Fixed (hopefully) the "unique_path: An Internal error occurred" problem. Fixed that the inserter was buildable on the top of underground belt. Fixed that the electric pole was buildable so close to the curved rail that it would be destroyed by the train. Fixed that the electric network for power armor was ran twice per game tick Fixed the "trying to make chunk at unreasonable position" bug related to sending empty unit group somewhere from script. Scripting Fixed problems in the Lua equipment grid interface: .clear() nolonger crashes, .move() works now, and .generator_energy reports energy as a floating point value. Fixed that the rail directions were messed up when building rails from script. The mechanism, that changes the rail direction based on the position is still used for manual building, to allow the user to build diagonal rails without having to switch direction after every piece. 0.11.10 Bug Fixes Technology slots icons drawing positions. Fixed the crash when trying to drag non*draggable window. Fixed the problem of stuck inserters when putting stuff on transport belt with direction away from it. Fixed the crash when tips & tricks window was displayed. 0.11.9 Features When removing power line, the neighbors of it are reconnected. ( more ) Bug Fixes Fixed the save corruption related to saving the game while having electric*pole selected. Fixed possible crashes and save game corruption when saving while having blueprint in cursor. Fixed the crash/desync problems when someone died in the multiplayer game. Added engine as prerequisite for railway, as the diesel locomotive needs engine to be built. Added electric engine technology as prerequisite for power armor technology. Added Speed module 3 and Efficiency module 3 technologies as prerequisite for power armor 2 technology. Fixed desync issue related to mods adding inputs/outputs to assembling machines in a way, that input/output definition order is mixed. Fixed the crash when you kill your car/tank using the car/tank weapon. Fixed the crash (trying to make chunk at unreasonable position) related to creation two members of unit group on the exact same position (mod related). Fixed issues with the train schedule GUI. ( more ). Fixed the text selection issues (Going back and forth while selecting the text reset the selection). Fixed the problems related to blueprint selection cancellation by pressing q (to get the blueprint out of the cursor). Fixed the crash related to item on the ground marked for deconstruction getting on transport belt *> underground belt and deconstructed underground. Items marked for deconstruction can't be moved by belts anymore. Fixed the crash in map editor when removing currently opened entity. Fixed that the First Steps script of level 03 could be broken by destroying one of the boilers or mining drill or steam engine in the tutorial part of the level. Fixed the cluttered map from car/tank when it crashes something. Green coral is affected by poison capsule (breaths*air flag is included). The smart inserter is waken up (alarmed), when the circuit wire is connected. Fixed that it wasn't possible to build on the top of the grenade crater. Moved the picture of spawner to the left to match the collision bounding box. Fixed crashes (mainly while saving) related to train with lost path trying to unlock gates on the path. Solved that inventory was not sorted after crafting in god mode. Solved that inventory was not sorted after another stack of items was moved to cursor when building, or when ammo stack was moved to gun slots from inventory when the previous slot was depleted. Fixed that transport belts were still animating and emitting sounds even when they were stopped and prepared for deconstruction. Fixed that construction robots, when deconstructing splitters/belts to ground didn't remove the items on these the same way as on regular transport belts first. The result was random items leftovers after deconstruction. Optimizations Reduced the CPU load caused by big count of inserters loading/unloading transport belts. Can reduce the update time on big factories by about 30%. Scripting Fixed various problems in the Lua blueprint interface. All the entity specific settings that can be specified in blueprint creation are now specifiable also at entity creation like game.create_entity{name="wooden*chest", bar=5, position = {0, 0}} Fixed the problems related to setting the blueprint icons from script. Modding Disabled adding empty string as prerequisite of technology. Fixed the build ability check for rails. 0.11.8 Bugfixes Fixed crash when manually saving the game in multiplayer mode. Fixed several problems related to multiplayer synchronization logic 3+ players game is less problematic now. Fixed the stuck items on belts related to the position representation change in 0.11.7. Fixed the wrong positioning of player color mask of the running with gun animation. Fixed the character wrong animation direction of some of the combinations of aiming/running with gun. Fixed the crash in map editor in the far away zoom levels. Fixed the missing refresh of tiles of new generated areas in map editor. Fixed the missing (and crashes related to) blueprint previews. Compatibility fix of loading saves containing mods changing electric poles. The saves must be first saved in 0.11.8+ to be loadable with different electric pole mod configuration. Fixes of the frozen input states of character related to switching to map mode. Fixed that the roboport antenna animation was randomly drawn under the roboport. Modes affected: Walking, mining, vehicle riding, picking items. Fixed the unknown description in research tooltip in laboratory. Fixed that input/output material of assembling machine was lost when doing recipe reset. The car can now accepts fuel and ammo into the trunk by inserter or shift/control click even when the burner/ammo slots are already full, so it goes to the trunk. Scripting Renamed the accelerationpereenergymodifier of Lua car to effectivity_modifier. 0.11.7 Bug Fixes Fixed the problem of older OS*X compatibility. Fixed the problem of multiplayer disconnect when loading/saving larger game as the other peers didn't get any info about the progress. Fixed (another) desync problem related to beacons. Fixed cutting off last character of single word console commands. Fixed the 32bit versus 64bit desync issue related to damage (and health manipulation). Fixed the wrong build ability check for curved rail versus gate. Fixed that the car wasn't always pushed by transport belts. Fixed that the scorch mark was created water. Optimizations Reduced the savegame size by 53%, this reduces also the saving time by roughly 40%. Reduced savegame memory usage up to 10% 0.11.6 Features It is possible to copy paste the train schedule by applying copy paste on the locomotives. It is possible to copy paste station names. Train looks one more step ahead when avoiding blocked stations with the same name. Bug Fixes Fixed (another) desync problem related to path finding. Fixed desync problem related to the pollution calculations. Fixed desync problem related to entities connected to beacons. Fixed desync problems related to spitters attacks. Fixed desync problem related to previewing blueprint with mining drill. Fixed desync problem related to unit group movement. Fixed crash related to deactivating of chunks because of pollution diffusion. Fixed crash related to removing cables of electric poles that is connected to machine by red/green cable. Fixed crash and desync issues related to assembling machines with more than 1 result item. (only happens in mods) Correct activation of transport belt based entities when their deconstruction is cancelled. Fixed crash on exit when the mods folder was removed before the start of factorio. Fixed that underground belt to be deconstructed was accepting items, from the connected belt. Fixed that lights marked for deconstruction were still providing light even without power and during the day. Fixed problem with rocket defense in multiplayer. Oil refinery and chemical plant disconnected from pipes when the recipe was reset. Fixed running the replay of the single player mode. (Replays of multiplayer mode still need few fixes). No error message about missing red/green wire when copy pasting inserter settings containing connection to electric pole that it is already connected to. Copy pasting of inserter/smart chest can be used to reconnect the circuit connection as well. Fixed the sandbox in the multiplayer mode. Fixed the missing exe icon on windows (again, now even in the final deploy script ^^) Fixed the cross device link error when saving game to a symlinked directory. Fixed missing selection box when connecting two different electric poles with red/green wires. Fixed crashes on OSX Lion. Graphics Added ground patch to remnants. Better integration of the explosion particles. New graphic of car. Overall enhancement, added player colour mask, turret and wheel animation. Added small scorch mark as a result of heavy weapons (grenades, rockets, tank cannon). Balancing The range of all spitters have been set to 15, so they don't out-range the gun turrets. Scripting game::can_place_entity is now stricter, it doesn't return true for some cases where it is possible to build manually, like building over items, fast replacing entities etc. Event on_GUI_clicked now contains player_index instead of player object to be compatible with the other events that have player_index as well. 0.11.5 Bug Fixes Fixed the faulty connection logic for splitter preview. Fixed the crashes when doing certain actions in the sandbox mode. Added sanity check for the coordinates of chunk creation, chunks are limited to position of 1000000. Fixed crash in map editor when building lab. Fixed "start level" button of transport belt madness. 0.11.4 Features Added preferred screen option in the graphics option. Graphics Upgraded the player running animation. Bug Fixes Fixed 4 different problems in path finding that created desync errors. Fixed desync problems related to the logistic network. Fixed desync problems that would arise when something happens near the edge of the map. Fixed desync problems that would arise when using the teleport method in the level/mod scripts. Fixed desync problems related to working sounds near the edge of the generated map. Fixed desync problems related to viewing edge of the map. Fixed desync problems related to usage of furnace with fluids (can happen only with mods). Fixed desync problems related to removing electric poles connected with circuit network. Fixed desync problems related to having damaged items in the inventory. Fixed that the circuit network wasn't cleared when using LuaInventory::clear on inventory of chest connected to circuit network. Fixed crash when roboport without energy was destroyed and rebuilt by construction robot. Fixed crash when showing the attacked alert details that contained alert of other player being damaged. Multiple players can connect to the MP game at the same time. Fixed problems with locale names containing dash (for example zh*CN). Fixed case sensitivity problem with Chinese font on Linux. Fixed freeze when closing Assembler's GUI with tool*tip ( more ). Loading MP game in SP tries to retain player's original identity ( more ). Fixed swapping gun turret ammo types ( more ) Fixed that the information about which mod crated (or modified) the item/entity/recipe/technology was missing. Fixed that the cargo wagon didn't have resistances. Fixed that alert sounds weren't working properly (again). Fixed adding a new train station to a schedule of a train if isn't selected destination like first ( more ). Fixed replays for the singleplayer. Fixed that LuaEntity::get_circuit_condition crashed the game for entities with non*zero condition, but no connection to the circuit network. Fixed the infinite furnace rebuilding bug ( more ) When there is invalid control sequence in the translation, instead of closing Factorio when it id displayed, the text just contains the error message. Fixed that the game removed all the GUI created by mod automatically on game load. Now it removes just GUI of mods that were removed as before. Fixed that rail over gate (or the other way around), wasn't buildable as part of the blueprint, as the first one built removed the ghost of the second one. Fixed that the exe file in the zip package was missing the factorio icon. Fixed that the menu in map editor was not responsible after clicking exit and cancel. Fixed that construction robots didn't have the working sounds. Fixed possible crashes and logistic/circuit network inconsistencies related to removal of items in inventories that have smaller size due to different mod configuration. Fixed that changing terrain from script (used by some mods that work with terrain), wasn't updated on screen until forced by zooming or moving the screen away and back. The sandbox scenario now doesn't have the character visible. Balancing Assembling machine 3 has up to 6 ingredient slots, so it can make any recipe in its category. Scripting Fixed that LuaEntity::get_item_count returned 6 times more for ammo turrets. Removed write access to LuaGame::tick. Disabled deactivating of rolling stock. Lua debug library no longer return paths containing installation directory. Modding Fixed that the data*updates.Lua of base mod would overwrite the created effect of mod entities by the smoke effect. It now just adds the smoke effect to the specified effect. Changes Rail signal that is not dividing two rail blocks is changing colors the same way, as when it is connected to no rail because it does nothing, more at this link . The standardized mod naming convention is now enforced. Changed the preferred*screen*index config option to preferred*screen*index (spelling error fix). Health description will no longer show full health when the entity has minor damage (and health bar is shown). 0.11.3 Bug Fixes Fixed crash when building trains. Fixed that the sandbox scenario was not working. (Hopefully) Fixed the missing inet_pton message thus fixing the WinXP compatibility. Fixed that the alert sounds were not working sometimes. Fixed crashes when roboport was destroyed or lost power. Fixed potential crash after using game.remove_offline_players. 0.11.2 Features Mods that don't affect game state are not needed to be synchronized when playing multiplayer game or replaying game. This mainly solves the problem of multiplayer games where some of the people had scenario pack mod and some hadn't. Graphics New graphics of construction and logistic robots. Bugfixes Re-enabled the windows xp support. Fixed various build ability collisions problems. Fixed crashes when using walls in blueprints. Fixed crash when previewing gates on rails in blueprint. Fixed problems when rotating blueprint with walls or rotating already built wall. Fixed that the new hope campaign wasn't working. Fixed that the "can't build sound" of all players was always played to the first player. Fixed that the capsule range visualization was drawn for all players. Fixed the wrong localization of No path message of train. Fixed the script error when finishing FirstSteps/New hope campaigns. Fixed crashes when someone uses nmap on a computer running MP game. Fixed multiplayer 3 player "recurring dropping" problem ( more ). Shift + space pause is switched off when typing in console. Shift + space pause is switched off in the multiplayer. Fix that children_names*method only returns a single name instead of all Starting equipment in freeplay is given to all the new players. Fixed that the Allows+Requires+Cost was not wrapped as the effects list in the technology preview window. Fixed that single item got stuck in underground belt until second item entered it. Save settings when game automatically sets bitmap*caching because of VRAM shortage( more ) Fixed crash when crafting weapon / ammo in the vehicle ( more ). Fixed that modules couldn't be used in electric furnace ( more ). Fixed crashes in multiplayer freeplay after building rocket defense. Fixed train movement problems * both desync and the "Ok, so we didn't make the train movement right" errors. Fixed that ghosts of turrets were not removed when turret was built over. Attempted to fix the "receiveMovementImpulse ended up with unreasonable position" car and tank error. Unified the Floating point model on all windows distributions. That might solve the 32bit/64bit desync issues. Fixed bug with double*clicking in assembler GUI during autosaving ( more ). Fixed bug with burner inserter grabbing coal even when setup with full stack ( more ). Fixed that the command /c game.regenerate_tiles could crash easily, because it didn't take the parallel map generation into account. Fixed train description speed units and locale. Changes In multiplayer game anyone can unpause the game (not just the one who paused it). Walls and gates are fast replaceable. In Multiplayer, research progress GUI (in the top right) blinks once research has completed. There is no technology window popup anymore. This is optional behavior in single player as well. Fixed bug that SP game wouldn't have commands allowed after loaded from MP game. MapEditor doesn't allow to place and edit character anymore. Instead a spawn point (red flag) can be put on map. Scripting Fixed that the on_robot_built_entity was not working at all. Fixed that events giving player index were crashing in the sandbox mode. (on_picked_up_item, on_built_entity, on_player_mined_item, on_preplayer_mined_item, on_player_createditem, onplayerrotatedetity) Fixed crashes when modifying style of GUI of player that has no view (always in multiplayer). LuaPlayer::name (read) now contains the player name. Replaced removeofflineplayer with remove_offline_players. It takes a Lua table of player indexed to remove. If no arguments are provided it removes all the players. 0.11.1 Bugfixes Removed test code leftover that artificially created desync every 20 seconds. Fixed the localization errors. 0.11.0 Features First version of the multiplayer. Only co-op mode. Simplistic UI. Requires a public IP address for connecting to.Tested mostly on LAN. Replays of MP games don't work yet. Number of players is not limited. Added gates, they open when friendly player comes by. Gates built on straight rails become rail gates. Added a tank. It is way more durable than a car. It has its own set of weapons. Added spitters. They are a next evolution step of biters with a ranged (spitting) attack. They are spawned in their own spawners (different mask color) but only after evolution reaches 0.3. The console works as a chat tool by default now. In-game commands can be used, /w for whisper or /c for Lua command (previous functionality). For more type /help. Highlight of the items added into the inventory ( more ) Randomized lights turning on and off during dawn and dusk ( more ) Item entities are now de-constructable. Added a cancel deconstruction option to the deconstruction planner. Copy/paste entitysettings (filters) for cargowagons (like e.g. recipes for assembling machines). Bugfixes Loads of determinism fixes, mainly for the multiplayer, but the replay stability should improve a lot as well. When game speed is < 1 the GUI doesn't lag. Fixed crash when trying to connect trains in a situation that would result in collision of the new train with other trains ( more ). Fixed invalid directions in game.create_entity() crashing the game. Calling game.take_screenshot{} no longer crashes the game. Fixed that some entities weren't placable in the map editor (worm corpses). Fixed incorrectly disabled New game -> Custom scenario -> Confirm button. Fixed that turret could be walked over when rebuilt until the game was reloaded. Accidental building is now not possible when viewing the map. Compatibility fix of the new OS X Yosemite. Syntax error in script locale is now shown in-game, without closing the program. Fixed crash when placing blueprints with wires over existing ghosts with wires ( more ) Fixed the rail segment bug, when mod adds two same rails at the same position. Graphics New player animation. Three levels depending on the armor. All with masks. Rail endings. Biters/Spitters/Spawners/Worms are now drawn using the same picture with differently colored masks. This allows making different color combinations of biters without rising the video memory requirements.(Mods!) Blood splashes when units die are now procedural. Balancing Stone walls need research (just red science packs needed). Slower crafting (0.5s->10s) of solar panels and accumulators. Fast/Express splitter are made from the lower variants (same as with transport belts/underground belts) Small electric pole can be used as fuel. Changed wood fuel value from (0.6MJ->2MJ), so 2Xwood made from raw wood has the same fuel value as the original raw wood. Optimisations Faster map drawing. Optimized main loop. The game will automatically skip rendering when it can't keep up with expected updates per second. LowFPS mode has been removed because this functionality fully replaces it (it automatically lowers FPS when needed). Added Bitmap Memory Caching. This allows to store certain sprites classes (defined by priority) in RAM and load them only when needed. If your computer has little VRAM try setting "Bitmap Caching Level" (in GraphicsSettings) to "very low". This will keep the trains / player and enemies dying animations in RAM, saving a lot of VRAM. Changes Disabled loading of saves before 0.7.0 version (You can use 0.7.5 to load older saves and re-save them). New physics for cars. Car now does very little damage when colliding. Disabled shooting from a vehicle (capsules can still be thrown). Modding Added phases to the mod loading. data.lua of all mods is loaded first, then the data-updates.lua and the data-final-fixes.lua as last. This allows mods to change the data of other mods without the need to be last. This is used even in the base game, to add the dust effect when a building is created, so the effect is added to mod buildings as well. Every animation / sprite can now have a color tint. Every animation / sprite can have any number of "overlays" (see how player masks work). Changed the frame_width/frame_height properties of animation to width/height so it is the same as in sprite. Better specification for enemy spawner units (see biter-spawner for example). Furnace and assembling machine have been internally united. They the the same animation and quite a few properties (crafting_categories, energy_usage, crafting_speed, animation, working_visualizations). As a result Furnace can now have fluid boxes and use recipes with multiple outputs (but not multiple inputs). Extended car prototypes to make tanks possible. Electric turret uses ammo_type directly from its attack_parameters. Attack parameters accept warmup field which defines the delay before the effects take place (but animation and sound start playing instantly). This is now used for spitter shooting animation only. Scripting Lua API for writing / reading player color (i.e. game.player.color = {r=0.7, g=0.4, b=0.3}) Fixed saving and loading references to LuaEntity and LuaItem prototypes. Fixed crash when calling game.set_tiles() with invalid parameters. Added New LuaFluidBox object to interact with liquids. Lua API for reading backer names of entities (and writing station-names). Expansion of get_circuit_condition-method; the returned table contains a new key "fulfilled" which indicates if condition is met. Expansion of get/set/clear-filter methods to allow access to cargowagon filters Changed onplayercrafted; it is now called for every item in the crafting queue crafted Added new events: on_robot_built_entity: passes entity built on_robot_pre_mined: identical to on_preplayer_mined_item but called by robots on_robot_mined: identical to on_player_mined_item on_research_started: passes the research name on_research_finished: passes the research finished on_player_rotated_entity: passes the entity rotated on_marked_for_deconstruction: passes the entity on_canceled_deconstruction: passes the entity on_trigger_created_entity: passes the entity created; only called if the trigger creating the entity has been marked with "trigger_created_entity = true" on_train_changed_state: passes the train Added show_entity_info parameter to take_screenshot. Function gettext was removed completely, localized strings are now specified by the curly-brackets {"key", {"key-parameter"}, "literal parameter", 7} Added disconnect_neighbour: used with electric poles; takes the circuit connector to disconnect - none to disconnect standard copper wire. Added ghost-related methods: ghost_name read: the ghost entity name ghost_localised_name read: the localized ghost entity name ghost_type read: the ghost entity type ghost_prototype read: the ghost entity prototype time_to_live read/write: the number of ticks until the ghost dies Expanded direction and recipe to provide write access Expanded methods to support reading/writing from ghost entities: (connect_neighbour, disconnect_neighbour, direction, get_circuit_condition, set_circuit_condition, clear_circuit_condition, orientation, rotateable, recipe, backer_name) Changed set_circuit_condition parameters to: {circuit = index, operator = operator, name = name, count = count} Added Lua API for reading/writing information from special items (ammo, armor, blueprints, tools) Added Lua API for reading/writing armor equipment and equipment grids Expanded methods for trains: locomotives read: returns the locomotives for the train state read: returns the current train state (train states are defined in defines.trainstate) Lua objects can now be passed between scripts with remote.call(). If an invalid object is passed the destination interface receives nil in place of the object. Added game.players[] - returns a table of the current players Expanded player-related methods to pass "player_index" of the player doing the action. If there is no player (map editor) the "player_index" value will be nil. (on_picked_up_item, on_built_entity, on_player_mined_item, on_preplayer_mined_item, on_player_createditem, onplayerrotatedetity) Added "player_index" read to LuaGuiElement | 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/0.11.0_-_Factorio_Wiki
Types_Order
Types/Order - Factorio Wiki
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Types/Order - 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/Order.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/Order_-_Factorio_Wiki
Cargo_bay
Cargo bay - Factorio Wiki
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Cargo bay - Factorio Wiki Jump to navigation Jump to search | | Cargo bay | Edit | | | --------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 10+20+5+20β†’1 | 10+20+5+20β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 10+20+5+20 | 10+20+5+20 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 10001300160019002500 | | | | 1000 | | 1300 | | 1600 | | 1900 | | 2500 | | | | | 1000 | | | | | | | | | | | | | 1300 | | 1600 | | | | | | | | | | | | | 1900 | | 2500 | | | | | | | | | | | | Inventory size bonus | 2026323850 | | | | 20 | | 26 | | 32 | | 38 | | 50 | | | | | 20 | | | | | | | | | | | | | 26 | | 32 | | | | | | | | | | | | | 38 | | 50 | | | | | | | | | | | | Stack size | 10 | | | | | | | | | | | | | | Rocket capacity | 10 | | | | | | | | | | | | | | Dimensions | 4Γ—4 | | | | | | | | | | | | | | Mining time | 1 | | | | | | | | | | | | | | Prototype type | cargo-bay | | | | | | | | | | | | | | Internal name | cargo-bay | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. Cargo bays extend the storage capability and rate of receiving items for a space platform hub or a cargo landing pad . To provide this bonus, cargo bays must be placed either directly adjacent to a part of the hub/landing pad or to another cargo bay that itself is attached to the hub/pad (or to another bay that is attached... etc). The connection does not need to cover all 4 tiles of one side of the bay; it may only cover two tiles horizontally or vertically. There can be any number of bays attached to a hub/pad. The cargo bay snaps to a 2Γ—2 grid, like the landing pad and rails . Inserters cannot interact with cargo bays at all; they can only interact with the hub/pad. Since cargo bays must also be adjacent to the hub/pad, this creates a tradeoff between the ability to insert or remove items from the storage and the ability to expand that storage. Cargo bays cannot be mined if the attached hub/pad's is so full that losing the bay's inventory expansion would cause it to be over-full. Although the inventory size bonus is significantly less useful for a cargo landing pad compared to a similar number of chests , each cargo bay also increases the number of cargo pods that can be received from a space platform at the same time, which can improve the overall item throughput of bases that rely on frequent orbital supply drops. History 2.0.14 : Changed cargo landing pad mining time to 1. 2.0.11 : Cargo bays will show a warning icon when they are not connected to a Hub or Landing Pad. 2.0.7 : Introduced in Space Age expansion. | Space | Space | | -------------------- | ------------------------------------------------------------------------------------------- | | Planetside buildings | Rocket siloCargo landing pad | | Space platform | Space platform foundationCargo bayAsteroid collectorCrusherThrusterSpace platform hub | | Rocket cargo | SatelliteSpace platform starter pack | | Asteroids | Metallic asteroid chunkCarbonic asteroid chunkOxide asteroid chunkPromethium asteroid chunk | | Locations | NauvisVulcanusGlebaFulgoraAquiloSolar system edgeShattered planet | | Navigation | LogisticsProductionIntermediate productsCombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Cargo_bay_-_Factorio_Wiki
User_talk_Grumphrey
User talk:Grumphrey - Factorio Wiki
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User talk:Grumphrey - 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! Klonan ( talk ) 15:01, 14 January 2017 (UTC) Updating the mining drill info Hello there, and welcome to the Wiki! I'm Gangsir, an admin on this Wiki. You mentioned in the talk page of Electric mining drill that your edit to it's infobox was not reflected on the page. To update a page to view the most current version, simply add ?action=purge to the end of the URL, and press enter. This refreshes the cache of the page to show you what the Wiki page actually looks like. If you have any further issues or concerns, don't hesitate to ask. Oh, and as a side note, don't forget to sign your username at the end of a talk page message with 4 tildes, ~~~~, as stated in the Rules, found here . You can also click the signature button at the top of the editing box. Thanks, and enjoy editing! -- Gangsir ( talk ) 16:00, 14 January 2017 (UTC)
wiki
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Repair_pack_(research)
Repair pack (research) - Factorio Wiki
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Repair pack (research) - Factorio Wiki Jump to navigation Jump to search | | Repair pack (research) | Edit | | | ---------------------- | ---- | | Cost | Cost | | --------------------------------- | --------------------------------- | | 101βœ–25 | 101βœ–25 | | Tools to repair damaged machines. | Tools to repair damaged machines. | | Prototype type | technology | | Internal name | repair-pack | | Required technologies | Required technologies | | | | | Effects | Effects | | | | The repair pack research allows the player to craft repair packs . History 2.0.7 : Introduced. | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Repair_pack_(research)_-_Factorio_Wiki
Automated_rail_transportation_(research)
Automated rail transportation (research) - Factorio Wiki
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Automated rail transportation (research) - Factorio Wiki Jump to navigation Jump to search | | Automated rail transportation (research) | Edit | | | ---------------------------------------- | ---- | | Cost | Cost | | -------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------- | | 3011βœ–200 | 3011βœ–200 | | Enables building of train stations, these can be used to setup automated train routes. | Enables building of train stations, these can be used to setup automated train routes. | | Prototype type | technology | | Internal name | automated-rail-transportation | | Required technologies | Required technologies | | | | | Effects | Effects | | | | Automated rail transportation is very useful for automatically bringing resources from distant outposts to the main factory; this research allows the player to create automated railways where trains run on schedules between distant train stops . 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/Automated_rail_transportation_(research)_-_Factorio_Wiki
Spoilage
Spoilage - Factorio Wiki
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Spoilage - Factorio Wiki Jump to navigation Jump to search | | Spoilage | Edit | | | -------- | ---- | | Stack size | 200 | | -------------------- | ---------------- | | Rocket capacity | 2000 (10 stacks) | | Fuel value | 250 KJ (burner) | | Vehicle acceleration | 50% | | Vehicle top speed | 50% | | Prototype type | item | | Internal name | spoilage | | Consumed by | Consumed by | | | | | Used as fuel by | Used as fuel by | | | | Space Age expansion exclusive feature. This article is about the result of an item's spoilage. For the article describing the mechanics of items spoiling, see Spoilage mechanics . Spoilage is an item generated by letting many spoilable items spoil. Many resources and intermediates produced on Gleba transform into spoilage, including agricultural science packs . Raw fish in Space Age also can spoil into spoilage. Spoilage can be directly harvested from stingfrond , sunnycomb , hairy clubnub and other flora present in Gleba. In addition, recycling nutrients will behave as if the nutrients were made using the nutrients from spoilage recipe, thereby yielding considerably more spoilage than simply allowing the nutrients to spoil naturally. While spoilage is generally a waste product, it does have a number of uses. The ability of an assembling machine 2 or better to transform spoilage into nutrients is useful on Gleba as a way to produce nutrients that does not require the biochamber (a building which uses nutrients as fuel). Contents 1 Alternative recipes 2 Spoilage mechanics 3 History 4 See also Alternative recipes | Process | Input | Output | Made in | Required technology | Crafted only on | | --------------- | ----- | ------ | ------- | ------------------- | --------------- | | Iron bacteria | 1+6 | 10%+4 | | Jellynut (research) | | | Copper bacteria | 1+3 | 10%+1 | | Yumako (research) | | Spoilage mechanics Main article: Spoilage mechanics Many items produced on Gleba will transform into spoilage after a period of time particular to that type of item. This mechanism is also referred to as "spoilage". This can happen anywhere, in machines, belts and even when being held by an inserter . Quality increases the freshness duration of an item. History 2.0.7 : Introduced in Space Age expansion. See also Gleba | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Spoilage_-_Factorio_Wiki
Tutorial_Modding_tutorial_Gangsir
Tutorial:Modding tutorial - Factorio Wiki
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Tutorial:Modding tutorial - Factorio Wiki Jump to navigation Jump to search This is a modding tutorial for Factorio version 2.0. In this tutorial, the author will explain how Factorio works behind the scenes, how to modify Factorio, where to find documentation, and explain concepts. Contents 1 Overview 2 Terminology used in modding 3 Before beginning to mod 3.1 Setup 4 How Factorio loads mods 4.1 Load order 4.2 The settings stage 4.3 The data stage 4.4 Migrations 4.5 Runtime stage 5 The major components to any Factorio mod 6 The tutorial mod 6.1 Creation of the directory structure 6.2 The info.json file 6.3 Prototype creation 6.4 More on data.raw 6.5 The control scripting 6.6 Locale 7 The finished tutorial mod 8 Extended learning 8.1 Keeping your mod working 9 Resolving common errors in modding 9.1 Syntax errors 9.2 Illogical actions, indexing nil 9.3 Error while running event 9.4 Internal errors 10 Multiplayer and desyncs 10.1 Use local variables that are not final outside of event hooks 10.2 Conditional event subscribing 10.3 Improper use of on_load 10.4 Comparison by reference 11 See also Overview Before we start the tutorial, a few things to note: Code tinted green like this should be included into the mod this tutorial is going to create; If the reader follows along with it. The best way to do this is to copy and paste, to ensure faithful reproduction. Whenever code is added to the mod, a Lua comment with the file name will be at the beginning of the green box. Place the code in the box into that file. Eg: --control.lua Code tinted purple like this should not be included into the mod, it's just for educational/example purposes, and to boost understanding. This tutorial was updated to version 2.0, so any viewers in the future should take note that some minor changes may have been made , and should look at the changelogs up to the current version. Terminology used in modding Before we start the tutorial, a few terms and definitions should be laid out, to ensure the reader understands. Mod A script or series of scripts that allow modifications to the game through the API. Entity An entity in Factorio is anything in the game that is not a concept, event, or tile. Examples of entities include the character, an assembling machine, a biter, etc. This can be 'machines' or free-moving objects like the character. Character The actual entity that the player manipulates the world through. Player All the data that defines a player, such as username, online time or the current zoom level. Prototype A prototype describes an instance of an entity, item or recipe etc, a bit like a template. It defines stats, like what an entity actually is, an item's stack size, a recipe's ingredients etc. A prototype is used to create an instance of an entity/item/etc, and many functionally identical entities/items/etc will use the same prototype. Surface A surface is a bit like a dimension. It is composed of terrain, such as grass, sand, and water, and all the entities on the surface. By default, there is only one surface in Factorio, referred to internally as "nauvis", or game.surfaces[1] , but mods may create additional surfaces through the API. Event An event is a recurring...event, that is triggered internally by the game. There are several events that mods may connect functions to, such as on_entity_died , etc. More on this in the control scripting section. Item Items are what is moved around in inventories, by inserters and on belts, etc. Each item in-game is an instance of the respective item prototype. More terminology may be declared and defined later in this tutorial. Before beginning to mod Before we can start modding Factorio, we must understand what Factorio is. You may be tempted to answer in lieu of the about page , but that is what a player would say. Since we are trying to become a modder, we need a more detailed explanation. Factorio is a game that is coded in the language C++, with an API provided by Wube (the developers of Factorio) to mod Factorio in the programming language Lua (version 5.2.1). This API allows adding scripts to the Factorio init process, to modify it without the source code of the base game being exposed, or modifying memory. This may be different than other games that offer modding, but this is a more professional and proper way of supporting modding. To aid in the use of this API, the devs have kindly provided fairly comprehensive documentation of mods on at their API doc site . Get used to using this site, as you will be frequently visiting it while you develop mods. The scripting API site contains information on Factorio's classes and information on events that you can hook into. The prototype documentation contains and links to information all around prototypes, listing their inheritance structure and their properties. You will need to check this site often, so the author recommends bookmarking it. In addition to this site, there are also many resources to be found created by the community, such as this tutorial. Setup The best way to develop a mod is to develop it in a place where it can be easily tested. When the tutorial gets to making the mod, this will be explained further. Additionally, using an editor that allows ease of typing and Lua language support is recommended. Emacs, Vim, Sublime Text, VSCode, and Notepad++ are all viable candidates. How Factorio loads mods Load order Within stages, mods are loaded by dependency, then by alphabetical order. This is very important to understand, as it can cause you problems if you neglect it and try to add inter-mod support to your mod. Factorio has three kinds of dependencies. There are required dependencies, and optional dependencies. The third kind, restrictive dependencies, does not affect mod order and instead prevents the game from loading if the other mod is found. Required dependencies are loaded first, always. The game will fail to initialize if one of these is not present. Optional dependencies are loaded first if present, but do not have to be present. This is useful for enabling bonus features if mods are used together. Required dependencies should be used for mod libraries, and similar infrastructure. The settings stage The very first mod stage that is loaded when Factorio initializes is the settings stage. This stage is used to define all mod settings that are later shown in the in-game mod settings GUI, and has no other functions or possibilities. When running through this stage, the game looks through all mods for a file called settings.lua . After settings.lua has been executed for all mods, each mod's settings-updates.lua is executed, and finally each mod's settings-final-fixes.lua is called. These 3 different phases of the settings stage allow to change settings of other mods without needing to rely on dependencies to load last. All other files to be loaded will need to be required. All the files run here should contain nothing but setting definitions and code to produce setting definitions. The settings stage does not have access to prototype or runtime data because it is loaded before those stages. The settings are expected to have a certain format, and all additional code will be discarded once the stage is over. Mod settings are not covered in this tutorial, see Tutorial:Mod settings for further info on them. The data stage This is the most restricted part of the Factorio init, there's not much you can do here other than declare prototypes for technologies, entities, items and more. Things like manipulating files, affecting the world, etc, are blocked/unavailable. In fact, any functions or changes made will be discarded, as the lua session is terminated. You also cannot mess with the data table, it will error or be ignored. When using data:extend({}) , it expects a specific format, more on this later. When running through this stage, the game looks through all mods for a file called data.lua . After data.lua has been executed for all mods, each mod's data-updates.lua is executed, and finally each mod's data-final-fixes.lua is called. These 3 different phases of the data stage allow to change data of other mods without needing to rely on dependencies to load last. For example, the base mod creates barrelling recipes for all (then present) fluids in data-updates.lua. This means that if you add a fluid in data.lua, the base mod's data-updates.lua will add barreling recipes for it, regardless of whether your mod depends on base. Of course this also means that if you add a fluid in data-final-fixes.lua, it is created after the barrelling code runs in data-updates.lua, so no barrelling recipe gets created, even when desired. Because of this and similar mod interactions, it is recommended to create prototypes as early as possible. So, don't use data-final-fixes.lua to exclude a fluid from barreling, instead create it in data.lua and utilize "auto_barrel = false" on the fluid. All other files to be loaded will need to be required. All the files run here should contain nothing but prototype definitions and code to produce prototype definitions. More on requiring files later. All prototypes are documented on the modding API documentation website: Prototype documentation . Migrations Migrations are scripts that are used to "fix" a save after a mod updates. Whenever prototype names change within a mod, migrations must be setup to replace all the old instances of the prototyped entity in the world. This must be done for all updated entities, or the old entities will be removed from the world, which is an unprofessional fallback that makes users dislike you. While this tutorial will not discuss migrations, there are many resources on migrations to be found around the community, and the API site. To avoid having to write migrations, avoid changing prototype names and technology unlocks after shipping the mod out to the public. Additionally, prototype names cannot be dynamically migrated because migrations are just a static list of names. Try to come up with a finalized version of prototype names that you can base the mod around. Of course, migrations are unnecessary if the user simply starts a new world with each mod update, but do not expect the community to do this. Runtime stage Within most mods is a file called control.lua . This file contains scripting that makes the mod do things during the game, rather than just adding entities to the game. During this stage, each mod's control.lua is run, in it's own lua instance (this means no inter-communication without special setup) which it will own for the rest of the play session. During the play session, access to all tables provided by the game can be done inside of event handlers. (More on those below.) Because the control.lua is run every time a save file is created or loaded you don't need to restart the game to see changes made to the control.lua file. Simply restarting or reloading a save will re-run this stage. There are a few other caveats to this stage, reading the data life cycle page on the API site provides the best overview. The control stage documented is documented on lua-api.factorio.com . The major components to any Factorio mod Within the average mod, there are several components that make the mod function. Mods that define new entities will need to declare these entities in data.lua , data-updates.lua , data-final-fixes.lua . Mods with in-game effects will also need a control.lua file, to add scripting. Mods with configurable user settings will use settings.lua to describe those settings. Mods that define any game element with a readable name may also provide a locale directory and subdirectories with names/descriptions in one or more languages. The mod that we'll make in this tutorial will include both data.lua prototypes and control.lua scripting, to give you a feel for both. The tutorial mod And now for the moment you've been waiting for. Let's start making your first mod. You'll need: A recent install of Factorio A text editor, such as Emacs, Vim, Sublime Text, VSCode, or Notepad++. An understanding of the tutorial above An understanding of Lua as a programming language. Enough to know the syntax and how it works. If you have prior programming experience, it should not be difficult to pick up. Once you have all of these things, we can begin. For this mod, we're going to make a set of armor that leaves behind damaging fire behind you as you walk. It will be fully resistant to fire, but weaker towards physical damage than heavy armor, making it an armor for hit and run attacks. Creation of the directory structure The game expects mod to be laid out in a certain way . To start out, create a folder in your user data directory /mods folder. This folder must have a specific name, fire-armor . You don't need to zip anything for now, that will come later when you're done working on the mod. When you're finished, the mod directory should look like this: (user data directory, sometimes called .factorio) mods fire-armor Then, inside fire-armor, create two files, info.json and data.lua . The directory should now look like: (user data directory, sometimes called .factorio) mods fire-armor data.lua info.json The info.json file Then, inside info.json , copy and paste the following into it: { "name": "fire-armor", "version": "0.1.0", "title": "Fire Armor", "author": "You", "factorio_version": "2.0", "dependencies": ["base >= 2.0"], "description": "This mod adds in fire armor that leaves behind damaging fire as you walk around." } To explain each field: | Item | Explanation | | ---------------- | ----------------------------------------------------------------------------------------------------------------------------- | | name | This is the internal name of your mod, it is used to identify your mod in code. | | version | This is the version of your mod. This can be anything you want, provided it's a of the format "number.number.number". | | title | The pretty title of your mod, this will be displayed on the mods screen and when you submit it to the mod portal. | | author | Your name! You can change this in the example above. | | factorio_version | This tells the game what version the mod is for, this must match the version you're developing the mod for, 2.0 in this case. | | dependencies | Any dependencies of your mod. | | description | A short description of your mod, which appears in game. The mod portal is better for a long description. | And that's all for info.json! Prototype creation Now, there are two ways to create prototypes in Factorio. There's the short way, and the long way. One way requires to create a complete prototype definition based on the documentation . Another way uses a Lua function to copy and modify an already existing definition. For the sake of this tutorial, we'll do it both ways. In the data.lua file, copy and paste the following: --data.lua local fireArmor = table.deepcopy(data.raw["armor"]["heavy-armor"]) -- copy the table that defines the heavy armor item into the fireArmor variable fireArmor.name = "fire-armor" fireArmor.icons = { { icon = fireArmor.icon, icon_size = fireArmor.icon_size, tint = {r=1,g=0,b=0,a=0.3} }, } fireArmor.resistances = { { type = "physical", decrease = 6, percent = 10 }, { type = "explosion", decrease = 10, percent = 30 }, { type = "acid", decrease = 5, percent = 30 }, { type = "fire", decrease = 0, percent = 100 } } -- create the recipe prototype from scratch local recipe = { type = "recipe", name = "fire-armor", enabled = true, energy_required = 8, -- time to craft in seconds (at crafting speed 1) ingredients = { {type = "item", name = "copper-plate", amount = 200}, {type = "item", name = "steel-plate", amount = 50} }, results = {{type = "item", name = "fire-armor", amount = 1}} } data:extend{fireArmor, recipe} What we've just done here is we've copied the definition of the heavy armor item, then changed its properties, and injected it into the Factorio init with data:extend. The first line of code is probably the most interesting. table.deepcopy copies a table fully into another table. We do this from data.raw. The data part is a table, which will be used by the game to setup the Factorio universe. In fact, it contains the function extend(self, prototypes) and a table called raw . The former is a customary way to add new stuff to the latter. It is actually data.raw that holds the prototypes for the game. (You can view the implementation in the file /factorio/data/core/lualib/dataloader.lua ). It is important to note that data.raw only exists during the data loading stage of the game. During the control stage, when the game is running and being played, you cannot read this data; instead you read processed values through the API from the various types like LuaEntityPrototype. In addition to defining the item prototype, we also define a recipe for it. This is necessary if you want to be able to craft the thing. We also set it to enabled so it doesn't need a technology to unlock. More on data.raw When Factorio initializes, all prototypes are put into a table called data.raw. This table holds all prototype types, and within those types, individual prototypes identified by name: local prototype = data.raw["prototype-type"]["internal-name"] . You saw earlier how we deepcopied from the definition of heavy armor, and modified some fields. In fact, let's go over each part of the deepcopy line: local fireArmor = table.deepcopy(data.raw["armor"]["heavy-armor"]) We assign a variable called fireArmor that holds our copy of the heavy armor definition. Notice how in data.raw, there is a type table that holds all armors, and the specific armor we're looking for is called heavy-armor. We can find heavy armor 's prototype type and internal name in the infobox of its page on this wiki and just copy it from there. Alternatively, we can find the items prototype type and internal name by opening the game, inserting the item into our inventory and then pressing SHIFT + CTRL + F while hovering over the item. This will open the prototype explorer GUI, which has rows showing the name and type of the item. As another example, the character 's prototype would be, according to the infobox on the page: data.raw["character"]["character"] Because the character is the character, his type matches his name. You could define a new character with a mod. You can see all the available prototype fields of the character in the documentation: CharacterPrototype . You may be thinking at this point, "Can I modify Factorio's existing prototypes without making new ones?" Well, the answer is yes! You would simply access the data.raw table during init, in data-final-fixes.lua if you want to run after all other mods, and change a property. For example, make the iron chest instead have 1000 health: data.raw["container"]["iron-chest"].max_health = 1000 The reason why this code is in data-final-fixes.lua is because that is the last file run, after all mod files have been run. This prevents (to a degree) your changes from being messed with by other mods. Of course, it is still possible to have incompatibilities. You should note any that you know of in your mod's description. Again, the dev's documentation on this should be looked at. This can also be applied to other mods, not just Factorio's base. You could mod a mod, as long as you add the mod (that you modified with your mod) to your dependencies so it gets loaded first. The control scripting And now, to finalize the mod, we have to make it be more than just simple armor. Let's think about what we want the armor to do. We want the armor to create fire on the ground as we walk with the armor on. The event we're going to use is called on_player_changed_position , since we want the fire to be created when the player moves. In our mod folder, create a file called control.lua . The game will automatically execute this file, so requiring it is not necessary. Inside control.lua, copy and paste the following: --control.lua script.on_event(defines.events.on_player_changed_position, function(event) local player = game.get_player(event.player_index) -- get the player that moved -- if they're currently controlling the character if player.controller_type == defines.controllers.character then -- and wearing our armor if player.get_inventory(defines.inventory.character_armor).get_item_count("fire-armor") >= 1 then -- create the fire where they're standing player.surface.create_entity{name="fire-flame", position=player.position, force="neutral"} end end end ) I've used lua comments in the code above to explain each step. It's fairly easy to understand, and it shows how you would get the current armor that the player character is wearing, with defines.inventory.character_armor, which is an inventory constant. You can read the list of defines here . Locale If you've already tried loading up Factorio and trying the mod so far (which you can at this point without it crashing), you may have noticed that the item name of the armor says "Unknown key". This means that Factorio has the internal name, but it doesn't know what it should look like to the user. So, we need to create a locale for our mod. In the mod folder, create a folder called locale , then create another folder inside that called en , then a file called any_name_can_be_here.cfg . If you know another language, you can also translate your mod by making other language code files inside locale, such as de for German. Inside the .cfg file, paste the following: [item-name] fire-armor=Fire armor [item-description] fire-armor=An armor that seems to catch the ground itself on fire when you take a step. It's warm to the touch. Notice how this is not a lua file. Locale is handled with C config files, so the format is different. The finished tutorial mod Well, the mod is finished. Since this mod is only a tutorial, there isn't much balance to it. If you want to share a mod with other users, it needs to be a zip file. For that, simply zip the fire-armor folder and then rename the archive to fire-armor_0.1.0 so that it follows the expected mod zip name pattern of mod-name_version . Keep in mind to not submit this tutorial mod to the mod portal as your own, since it's from the Wiki. However, you're free to take this mod and modify it for your own use, changing recipes, adding technologies, whatever. Extended learning One of the best ways to learn how to mod beyond this is to look at other mods. The Tutorial:Inspecting a live mod is a good starting point for touring a particularly well-commented mod. As all mods can be opened and inspected, looking at the mods of experienced modders can help significantly when making your own mod. Something you'll see a lot in other mods or the base game are require statements. These load other files, so you can split up long code files and organize your mod however you like. For example, if you wanted to put some of your data stage code into a file called "foo.lua" in a folder called "bar", your mod folder would look like this: fire-armor bar foo.lua data.lua control.lua info.json And you would need to add this to data.lua: require("bar.foo") Keeping your mod working As Factorio evolves, things will change. Previously, you probably ignored the modding part of the changelog, you now need to read it and see if any changes affect your mod(s). If so, you'll need to fix them. If there's something wrong with your mod, the game will fail to init and explain why. Resolving common errors in modding As you continue to write mods from scratch instead of from a tutorial, you may encounter the infamous error. There are several types of errors that you can encounter in modding Factorio, and knowing how to deal with these errors will allow you to continue working. Syntax errors The Lua programming language expects things to be laid out a certain way. If you miss a bracket, = sign, or dot, you will encounter a syntax error. As an example, see the error below: Failed to load mod "fire-armor": __fire-armor__/data.lua:39: unfinished string near '"fire-armor,' You'll see an error like the one above whenever you make a syntax error within the prototype definitions. The game will offer to restart, disable the troubling mod, disable all mods, or exit. Let's dissect the error, shall we? Right away, we see the reason why Factorio didn't start normally. "Failed to load mod "fire-armor":". So, we know that it's our mod that messed up. Whenever the Lua engine of Factorio has a syntax error, it will print a mini stack-trace that follows through all requires, listing the call order. First, we see that the problem was caused by line 39 of data.lua. After stating where it is line-wise, it will attempt to give you an estimate of where in the line the problem is. Don't trust this estimate, only roughly trust the line number, plus or minus a few lines. Going to line 39 of data.lua, we find: name = "fire-armor, Hmm, that doesn't look right. Can you see what's missing? We left off an " after armor before the comma. Thus, syntax error. Fixing these can be difficult for new programmers, who don't know what to look for. Illogical actions, indexing nil In lua, "nothing" is defined as the keyword nil. This is similar to null in other programming languages. Whenever the programmer tries to access something in a table that is nil, they will get an error like the following: Error while running event fire-armor::on_player_changed_position (ID 82) __fire-armor__/control.lua:3: attempt to index field '?' (a nil value) The "attempt to index field ..." error is often caused by the modder making an assumption that didn't work out. These types of errors will always be identifiable by their signature line, "attempt to index field". If we look at line 3 of control.lua (where the error is), we see: game.print(game.players[23]) What assumption has the modder made here? Well, there's actually two problems with this line. The first thing is that the modder has assumed that game.players[23] is a valid player, which isn't the case; this is why we get the "index field '?'" bit. The game doesn't know what the field is that we tried to index, because it hasn't been created yet. These errors are difficult to debug unless you know the ins and outs of the modding API well. The second issue is a lot more subtle, and won't work. The modder is attempting to print a userdata table. A player is a table of several values. Trying to print it simply print "LuaPlayer" instead of providing useful data. Error while running event Another common type of error in Factorio is the "Error while running event" error. This type of error only happens in control.lua scripting, and it happens when something goes wrong in an event function, such as a syntax error. Note that syntax errors in control.lua do not stop the game from starting, but may trigger after a save is loaded . There are a great deal of errors under this broad category, here's an example: Error while running event fire-armor::on_player_changed_position (ID 82) Unknown entity name: fire-flam stack traceback: __fire-armor__/control.lua:7: in function <__fire-armor__/control.lua:2> As you saw with the prototypes syntax error, Factorio gives a small traceback and the error name itself. In this case, we've attempted to spawn an entity called "fire-flam" on line 7 of control.lua, inside of an on_player_changed_position event hook. Fire-flam isn't a real entity type, so we crashed. These types of errors can range from being a simple fix (like the one above, add the missing e), or can be very difficult. Internal errors The most rare form of error and the worst form is the internal error. This is an error with the C++ code of the game, and there's nothing you can do but report it to the devs. Mods occasionally cause these, and almost all of them are considered bugs, as mods should not be able to cause these, if that makes sense. They often get thrown into the logs. An example: 696.148 Error FlowStatistics.cpp:236: FlowStatistics attempted to save value larger than uint16 as uint16. Exiting to prevent save corruption. Logger::writeStacktrace skipped. 696.148 Error CrashHandler.cpp:190: Map tick at moment of crash: 432029 696.148 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums. Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash. Multiplayer and desyncs The reader may be wondering at this point how Factorio handles multiplayer with mods. It's fairly simple, but is still worth considering. Factorio is deterministic , which means that when you provide a constant input, you get a constant output, with no variance. Every client and the server all reach the same points at the same time in simulation, so they all agree on what happened. When this differs, the players experience a desync . Desync Misalignment with server and clients. Client 1 expected A, but got B. All other clients got A. Thus, Client 1 will desync. Desync can also happen when all clients have information (for example a variable) but a client that recently joined the game doesn't. That client will be desynced. See also: Desynchronization Desyncs happen a lot to new devs of Factorio mods, because they are unaware that a particular piece of code they used causes desyncs. As a general rule, there are a few things that should never be done. Use local variables that are not final outside of event hooks local globalLocal = 1 script.on_event(defines.events.on_player_built_item, function() globalLocal = math.random() end) If the modder places a local variable outside of an event hook that gets changed during runtime, desyncs will happen when that variable is utilised to modify the game state (i.e. manipulate an entity, print text to players). If making a "global" variable is necessary, place the variable in the storage table instead. The game syncs this table between all clients, so they can all be aware of and reach the same conclusion as each other. Conditional event subscribing Mods in factorio may subscribe to events in order to be notified when they happen. This allows mods to react to events when they occur. Typically, event subscription is done at the top level of a lua file. Doing event subscription inside of a conditional, function, or other event is dangerous, as doing it incorrectly will lead to desyncs. Basically, since both the server and client need to reach the same conclusion after running code, conditional subscription can lead to certain clients or the server being subscribed to an event when the others are not, causing desyncs. Improper use of on_load Another way to cause desyncs is to make improper actions inside of an on_load call, which some players new to modding might try to do. According to the documentation , the on_load functionality is meant for 3 purposes only : Re-register conditional event handlers Re-setup meta tables Create local references to tables stored in the storage table Doing anything else will cause desyncs. The game will catch most attempts, crashing instead and terminating the mod. Comparison by reference Be cautious of comparing tables by reference. In multiplayer syncing, tables deserialized from the server state will be new objects, not equal by reference to any table initialized by client code. if a == b then if a ~= b then If a and b are tables in the above conditionals, there will for example be different results between server and client if a is created locally and b is downloaded from the server. Note that LuaObjects provided by the game have their equality operator overwritten to prevent this behaviour, so code such as LuaEntityA ~= LuaEntityB will not desync. However, this does not apply when LuaObjects are used as keys in tables: if table[LuaObject] then This will desync in the same way as described for the plain tables a and b above. For entities it is recommended to use LuaEntity.unit_number as the table key instead of the whole entity. See also Modding Modding tutorial overview
wiki
https://wiki.factorio.com/Tutorial:Modding_tutorial_-_Factorio_Wiki
Archive_Rocket_control_unit
Rocket control unit - Factorio Wiki
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Rocket control unit - Factorio Wiki Jump to navigation Jump to search | | | ---------------------------------------------------------------------------------------------------------------------------------- | | Rocket control unithas beenarchived. | | The information on this page pertains to a previous version of the game.It may be incorrect, or concern a removed/changed feature. | | | Rocket control unit | Edit | | | ------------------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 30+1+1β†’1 | 30+1+1β†’1 | | Total raw | Total raw | | 98.75+32.5+15+10+1 | 98.75+32.5+15+10+1 | | Stack size | 10 | | Prototype type | item | | Internal name | rocket-control-unit | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | The rocket control unit was used in the production of orbital rockets. History 2.0.7 : Removed from the game, recipes that previously required rocket control unit now instead require processing unit 0.12.0 : Introduced See also Rocket components Low density structure 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/Rocket_control_unit_-_Factorio_Wiki
Nauvis
Nauvis - Factorio Wiki
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Nauvis - Factorio Wiki Jump to navigation Jump to search | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Nauvis is the main setting of Factorio's base game, and the first of five planets that can be visited in Factorio: Space Age . It is an Earth-like planet featuring a variety of biomes, such as deserts, lakes of liquid water , and forests. Contents 1 Exclusive Items 2 Surface 2.1 Properties 2.2 Biomes 2.3 Natural Resources 3 Mechanics 3.1 Pollution 4 Space routes 5 Orbit 5.1 Properties 6 Trivia 7 History 7.1 See also Exclusive Items Raw fish Uranium ore The following items, buildings, and recipes are unlocked by Gleba 's Agricultural science pack Fish breeding can only be performed on Nauvis. Wood processing which yields tree seeds , can only be performed on Nauvis, making it the only place where wood is renewable. Biter egg Captive biter spawner Biter and spitter spawners can exist only on Nauvis Biolabs can only be placed on Nauvis. Surface Properties | Property | Value | | --------------- | --------- | | Pollutant Type | Pollution | | Day Night Cycle | 7 Minutes | | Magnetic Field | 90 | | Solar Power | 100% | | Pressure | 1000 | | Gravity | 10 | Biomes Nauvis has a few distinct biomes: Grasslands features plains of green grass. Large parts of these are covered with trees . Sandy Desert has barren terrain, with a few dead trees scattered about. Red Desert Natural Resources The native raw resources on Nauvis are Iron ore , Copper ore , Coal , Stone , Uranium ore , Crude oil , Water , Wood , and Raw fish . Among these, only water and crude oil are renewable with local research , as their sources do not run dry. Out of these nine resources, the first five are found in ore patches and harvested using a Burner mining drill , an Electric mining drill , or a Big mining drill . In addition, Uranium Ore requires a constant supply of Sulfuric acid in order for the drills to function and can't be mined using Burner mining drill. Water is harvested by placing an Offshore pump on the side of a lake. It will produce water indefinitely, as water does not run out. It requires no energy or fuel. Crude oil is harvested by placing a Pumpjack on an oil field. It requires energy to function. With continuous use, the same oil field will produce oil at a gradually slower rate, but this decrease in production will stop when production is at 20% of its initial value, making crude oil a renewable resource on Nauvis. Stone, coal, wood, and raw fish can be obtained by mining naturally spawning entities. (In case of stone and coal, this is in addition to being found in ore patches.) Mining a Rock will yield stone, and if it is "huge", it will also yield coal. Trees yield wood when mined. Finally, "mining" a fish (shown as a dark, moving spot in water) will yield the fish as five items. Mechanics Pollution Main article: Pollution On Nauvis, many buildings produce pollution while active. This pollution is local to the chunk on which it is produced, but will spread to other chunks over time. It is consumed by Nauvis' natural environment, but if it reaches a spawner , it will provoke an attack from its biters / spitters . Space routes Space Age expansion exclusive feature. Nauvis is connected to 3 other planets: Vulcanus , Fulgora and Gleba . | Planet | Distance (KM) | | -------- | ------------- | | Fulgora | 15,000 | | Gleba | 15,000 | | Vulcanus | 15,000 | Asteroid rate graphs: | Space route fromNauvistoVulcanus | Space route fromNauvistoGleba | Space route fromNauvistoFulgora | | -------------------------------- | ----------------------------- | ------------------------------- | Graph legend: | Asteroid type | Chunk | Medium | | ------------- | ------- | -------- | | Metallic | ●Blue | ●Red | | Carbonic | ●Orange | ●Yellow | | Oxide | ●Green | ●Magenta | Orbit Space Age expansion exclusive feature. Properties | Property | Value | | ----------- | ----- | | Solar Power | 300% | | AsteroidType | Spawn Ratio | | ------------------------- | ----------- | | Metallic asteroid chunk | 3 | | Carbonic asteroid chunk | 2 | | Oxide asteroid chunk | 1 | | Promethium asteroid chunk | 0 | | AsteroidSize | SpawnΒ % | | ------------ | ------- | | Chunk | 1.25 | | Medium | 0 | | Big | 0 | | Huge | 0 | Note: Huge Asteroids only spawn past Aquilo Trivia The name of the planet "Nauvis" was known even prior to the announcement of Space Age, as it was already named within the modding API. History 2.0.7 : Total length of day and night cycle increased from 416.(6) seconds to 420. 0.1.0 : Introduced See also Aquilo Fulgora Gleba 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
https://wiki.factorio.com/Nauvis_-_Factorio_Wiki
Template_EnvironmentNav
Template:EnvironmentNav - Factorio Wiki
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Template:EnvironmentNav - Factorio Wiki Jump to navigation Jump to search [ Create ] Documentation | 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 | List of all templates
wiki
https://wiki.factorio.com/Template:EnvironmentNav_-_Factorio_Wiki
Splitters
Splitters - Factorio Wiki
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Splitters - Factorio Wiki Jump to navigation Jump to search | | | ------------------------------------------------------------- | | Multiple pages share the title or description of "Splitters". | | They are listed below. | Splitter may refer to: Splitter Fast splitter Express splitter Turbo splitter For details on splitter functionality and usage, see the belt transport system page.
wiki
https://wiki.factorio.com/Splitters_-_Factorio_Wiki
Explosive_rocketry_(research)
Explosive rocketry (research) - Factorio Wiki
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Explosive rocketry (research) - Factorio Wiki Jump to navigation Jump to search | | Explosive rocketry (research) | Edit | | | ----------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 301111βœ–100 | 301111βœ–100 | | Prototype type | technology | | Internal name | explosive-rocketry | | Required technologies | Required technologies | | 3 | 3 | | Effects | Effects | | | | Explosive rocketry allows the player to create explosive rockets for the rocket launcher , which do less damage than ordinary rockets but damage a larger area. 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/Explosive_rocketry_(research)_-_Factorio_Wiki
Elevated_rail_(research)
Elevated rail (research) - Factorio Wiki
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Elevated rail (research) - Factorio Wiki Jump to navigation Jump to search | | Elevated rail (research) | Edit | | | ------------------------ | ---- | | Cost | Cost | | --------------------- | --------------------- | | 301111βœ–100 | 301111βœ–100 | | Prototype type | technology | | Required technologies | Required technologies | | | | | Effects | Effects | | | | Space Age expansion exclusive feature. Unlocks the ability to build rail supports and rail ramps , allowing trains to cross otherwise unpassable terrain, such as water , lava , or normal rails . History 2.0.7 : Introduced in Space Age expansion. See also Rail support 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/Elevated_rail_(research)_-_Factorio_Wiki
Minions_(achievement)
Achievements - Factorio Wiki
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Achievements - Factorio Wiki Jump to navigation Jump to search Achievements are given to the player when certain events happen or criteria is fulfilled. Some achievements are meant to make the player feel invested in the game. Others are meant to guide the player to use different strategies and optional game mechanics. Achievements are available in both the Steam and standalone versions. There are 88 achievements available: 59 in the base game, and an additional 29 when using Space Age . Contents 1 Disabling achievements 2 List of base game achievements 3 List of Space Age expansion achievements 4 History 5 See also Disabling achievements Achievement list in-game. Achievements can only be unlocked in the default game mode, called Freeplay . Any scenarios, such as the tutorial or custom scenarios disable achievements. Furthermore, using script or cheat commands in the console disables achievements, however the user will be warned about this the first time they try to run such a command. Within the freeplay game, enabling peaceful mode, enabling no enemies mode or setting enemy base frequency or size for Nauvis to anything lower than default, disables the following achievements: There is no spoon No time for chitchat Raining bullets Steam all the way Keeping your hands clean It stinks and they don't like it It stinks and they do like it Get off my lawn Work around the clock Express delivery Any other changes to map generation or using the debug modes does not disable achievements. A separate instance of achievements will be used when mods are installed and earned achievements will not register with Steam. In multiplayer, achievements can only be earned if the player has spent more than 50% of the time online. Re-enabling achievements again can be achieved by editing the binary data of a save. ( reference ) List of base game achievements The search function of a browser may be used to find a specific achievement faster. This is usually Ctrl + F | Achievement | Notes | Trivia | | | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Automate this!Build anassembling machine. | | Automate this!Build anassembling machine. | If placing an assembling machine 1 is bypassed by handcrafting and only aassembling machine 2is placed, placing that assembler willnotunlock this achievement. | | | | Automate this!Build anassembling machine. | | | | | Getting on trackBuild alocomotive. | | Getting on trackBuild alocomotive. | The locomotive must be placed onrails, not just crafted. | | | | Getting on trackBuild alocomotive. | | | | | ArachnophiliaBuild aspidertron. | | ArachnophiliaBuild aspidertron. | | Arachnophilia means "love of spiders". | | | ArachnophiliaBuild aspidertron. | | | | | Eco unfriendlyResearchoil processing. | | Eco unfriendlyResearchoil processing. | | | | | Eco unfriendlyResearchoil processing. | | | | | Steam powerStart producing electric power bysteam engine. | | Steam powerStart producing electric power bysteam engine. | | | | | Steam powerStart producing electric power bysteam engine. | | | | | Solar powerStart producing electric power bysolar panels. | | Solar powerStart producing electric power bysolar panels. | | | | | Solar powerStart producing electric power bysolar panels. | | | | | Nuclear powerStart producing electric power bynuclear powerplant. | | Nuclear powerStart producing electric power bynuclear powerplant. | | | | | Nuclear powerStart producing electric power bynuclear powerplant. | | | | | Crafting with speedCraft aspeed module 3. | | Crafting with speedCraft aspeed module 3. | | | | | Crafting with speedCraft aspeed module 3. | | | | | Crafting with efficiencyCraft anefficiency module 3. | | Crafting with efficiencyCraft anefficiency module 3. | | | | | Crafting with efficiencyCraft anefficiency module 3. | | | | | Crafting with productivityCraft aproductivity module 3. | | Crafting with productivityCraft aproductivity module 3. | | | | | Crafting with productivityCraft aproductivity module 3. | | | | | Smoke me a kipper, I'll be back for breakfastLaunch a rocket to space. | | Smoke me a kipper, I'll be back for breakfastLaunch a rocket to space. | | This line was spoken by Ace Rimmer from the British sci-fi comedy showRed Dwarf. | | | Smoke me a kipper, I'll be back for breakfastLaunch a rocket to space. | | | | | It stinks and they don't like itTrigger analienattack bypollution. | | It stinks and they don't like itTrigger analienattack bypollution. | Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. | The line "He stinks and I don't like him" was spoken by comedian Jim Norton in the 2002 film Spider-Man. It became a regular sound drop on the radio program Opie and Anthony, where Norton was third mic. | | | It stinks and they don't like itTrigger analienattack bypollution. | | | | | Automated constructionConstruct 100 machines usingrobots. | | Automated constructionConstruct 100 machines usingrobots. | | | | | Automated constructionConstruct 100 machines usingrobots. | | | | | You are doing it rightConstruct more machines usingrobotsthan manually. | | You are doing it rightConstruct more machines usingrobotsthan manually. | | | | | You are doing it rightConstruct more machines usingrobotsthan manually. | | | | | Automated cleanupDeconstruct 100 objects with theconstruction robots. | | Automated cleanupDeconstruct 100 objects with theconstruction robots. | | | | | Automated cleanupDeconstruct 100 objects with theconstruction robots. | | | | | You've got a packageSupply the character bylogistic robot. | | You've got a packageSupply the character bylogistic robot. | | | | | You've got a packageSupply the character bylogistic robot. | | | | | Delivery serviceSupply the character with 10k items delivered bylogistic robots. | | Delivery serviceSupply the character with 10k items delivered bylogistic robots. | | | | | Delivery serviceSupply the character with 10k items delivered bylogistic robots. | | | | | Trans-Factorio expressHave atrainplan a path 1,000 tiles or longer. | | Trans-Factorio expressHave atrainplan a path 1,000 tiles or longer. | | Refers to theTrans-Europ Express, an international passenger railway company that served west and central Europe from 1957 to 1995. | | | Trans-Factorio expressHave atrainplan a path 1,000 tiles or longer. | | | | | Watch your stepGet killed by a movinglocomotive. | | Watch your stepGet killed by a movinglocomotive. | | | | | Watch your stepGet killed by a movinglocomotive. | | | | | GolemSurvive a hit of 500damageor more. | | GolemSurvive a hit of 500damageor more. | It is possible to get this achievement by getting hit by a moving locomotive, while having a sufficient amount of Energy Shields. | | | | GolemSurvive a hit of 500damageor more. | | | | | Mining with determinationCompletely deplete a resource patch. | | Mining with determinationCompletely deplete a resource patch. | | | | | Mining with determinationCompletely deplete a resource patch. | | | | | Getting on track like a proBuild alocomotivewithin the first 90 minutes of the game. | | Getting on track like a proBuild alocomotivewithin the first 90 minutes of the game. | | | | | Getting on track like a proBuild alocomotivewithin the first 90 minutes of the game. | | | | | Mass production 1Produce 10kelectronic circuits. | | Mass production 1Produce 10kelectronic circuits. | | | | | Mass production 1Produce 10kelectronic circuits. | | | | | Mass production 2Produce 1Melectronic circuits. | | Mass production 2Produce 1Melectronic circuits. | | | | | Mass production 2Produce 1Melectronic circuits. | | | | | Mass production 3Produce 20Melectronic circuits. | | Mass production 3Produce 20Melectronic circuits. | | | | | Mass production 3Produce 20Melectronic circuits. | | | | | Circuit veteran 1Produce 1.0kadvanced circuitsper hour. | | Circuit veteran 1Produce 1.0kadvanced circuitsper hour. | | | | | Circuit veteran 1Produce 1.0kadvanced circuitsper hour. | | | | | Circuit veteran 2Produce 10kadvanced circuitsper hour. | | Circuit veteran 2Produce 10kadvanced circuitsper hour. | | | | | Circuit veteran 2Produce 10kadvanced circuitsper hour. | | | | | Circuit veteran 3Produce 25kadvanced circuitsper hour. | | Circuit veteran 3Produce 25kadvanced circuitsper hour. | | | | | Circuit veteran 3Produce 25kadvanced circuitsper hour. | | | | | Computer age 1Produce 500processing unitsper hour. | | Computer age 1Produce 500processing unitsper hour. | | | | | Computer age 1Produce 500processing unitsper hour. | | | | | Computer age 2Produce 1.0kprocessing unitsper hour. | | Computer age 2Produce 1.0kprocessing unitsper hour. | | | | | Computer age 2Produce 1.0kprocessing unitsper hour. | | | | | Computer age 3Produce 5kprocessing unitsper hour. | | Computer age 3Produce 5kprocessing unitsper hour. | | | | | Computer age 3Produce 5kprocessing unitsper hour. | | | | | Iron throne 1Produce 20kiron platesper hour. | | Iron throne 1Produce 20kiron platesper hour. | | These three achievements refer to the Iron Throne, a large throne in the fantasy novel seriesA Song of Ice and Firemade from many swords fused together with dragonfire. | | | Iron throne 1Produce 20kiron platesper hour. | | | | | Iron throne 2Produce 200kiron platesper hour. | | Iron throne 2Produce 200kiron platesper hour. | | | | | Iron throne 2Produce 200kiron platesper hour. | | | | | Iron throne 3Produce 400kiron platesper hour. | | Iron throne 3Produce 400kiron platesper hour. | | | | | Iron throne 3Produce 400kiron platesper hour. | | | | | SolarisProduce more than 10 GJ per hour using onlysolar panels. | | SolarisProduce more than 10 GJ per hour using onlysolar panels. | The electric network may not have any electricity producers besides solar panels connected to it. | Solarisis a 1961 philosophical sci-fi novel written by StanisΕ‚aw Lem, and a Unix-based computer operating system. | | | SolarisProduce more than 10 GJ per hour using onlysolar panels. | | | | | Research with automationResearch a technology usingautomation science packs. | | Research with automationResearch a technology usingautomation science packs. | | | | | Research with automationResearch a technology usingautomation science packs. | | | | | Research with logisticsResearch a technology usinglogistic science packs. | | Research with logisticsResearch a technology usinglogistic science packs. | | | | | Research with logisticsResearch a technology usinglogistic science packs. | | | | | Research with chemicalsResearch a technology usingchemical science packs. | | Research with chemicalsResearch a technology usingchemical science packs. | | | | | Research with chemicalsResearch a technology usingchemical science packs. | | | | | Research with militaryResearch a technology usingmilitary science packs. | | Research with militaryResearch a technology usingmilitary science packs. | | | | | Research with militaryResearch a technology usingmilitary science packs. | | | | | Research with productionResearch a technology usingproduction science packs. | | Research with productionResearch a technology usingproduction science packs. | | | | | Research with productionResearch a technology usingproduction science packs. | | | | | Research with utilityResearch a technology usingutility science packs. | | Research with utilityResearch a technology usingutility science packs. | | | | | Research with utilityResearch a technology usingutility science packs. | | | | | Research with spaceResearch a technology usingspace science packs. | | Research with spaceResearch a technology usingspace science packs. | | | | | Research with spaceResearch a technology usingspace science packs. | | | | | Tech maniacResearch alltechnologies. | | Tech maniacResearch alltechnologies. | Completing infinite technologies of any level is not required. All non-infinite levels of technologies that have infinite continuations are still required (for example, it requires only first 6 levels ofphysical projectile damage). The achievement's condition is checked when any technology (finite or infinite) is researched. | | | | Tech maniacResearch alltechnologies. | | | | | Pest controlDestroy a biterspawner. | | Pest controlDestroy a biterspawner. | | | | | Pest controlDestroy a biterspawner. | | | | | SteamrolledDestroy 10spawnersby impact. | | SteamrolledDestroy 10spawnersby impact. | | 'Steamroll' generally refers to a multiplayer match in which one team is performing significantly better than the other. | | | SteamrolledDestroy 10spawnersby impact. | | | | | PyromaniacDestroy 10ktreeswith fire. | | PyromaniacDestroy 10ktreeswith fire. | | | | | PyromaniacDestroy 10ktreeswith fire. | | | | | Run Forrest, runDestroy 100treesby impact. | | Run Forrest, runDestroy 100treesby impact. | | This line was spoken by Jenny Curran in the 1994 drama filmForrest Gump. | | | Run Forrest, runDestroy 100treesby impact. | | | | | TerraformerDestroy acliff. | | TerraformerDestroy acliff. | | | | | TerraformerDestroy acliff. | | | | | I am the destroyer of worldsUse anatomic bomb. | | I am the destroyer of worldsUse anatomic bomb. | | A variation of a quote from physicist J. Robert Oppenheimer upon his invention of the atomic bomb. | | | I am the destroyer of worldsUse anatomic bomb. | | | | | MinionsHave 100combat robotsor more following you. | | MinionsHave 100combat robotsor more following you. | This achievement requires follower robot count level 11 for a total of 100 robots. 6 rocket launches are needed to obtain the space science packs to get to and research level 11. | | | | MinionsHave 100combat robotsor more following you. | | | | | Art of siegeDestroy an enemy structure usingartillery. | | Art of siegeDestroy an enemy structure usingartillery. | | | | | Art of siegeDestroy an enemy structure usingartillery. | | | | | Keeping your hands cleanDestroy your first enemy structure usingartillery. | | Keeping your hands cleanDestroy your first enemy structure usingartillery. | This achievement becomes disabled if you manually destroy an enemy structure before destroying one using artillery. Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. | | | | Keeping your hands cleanDestroy your first enemy structure usingartillery. | | | | | Lazy bastardLaunch a rocket to space while manually crafting no more than 111 items. | | Lazy bastardLaunch a rocket to space while manually crafting no more than 111 items. | In multiplayer, the crafts of all players are counted towards this achievement. The minimum amount of items crafted by hand is 101 if the player uses the stone furnace in the starting inventory to craft the boiler necessary to power a lab for theautomation (research). | | | | Lazy bastardLaunch a rocket to space while manually crafting no more than 111 items. | | | | | Steam all the wayLaunch a rocket to space without building anysolar panels. | | Steam all the wayLaunch a rocket to space without building anysolar panels. | Onlyplacingsolar panels breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. | | | | Steam all the wayLaunch a rocket to space without building anysolar panels. | | | | | Raining bulletsLaunch a rocket to space without building anylaser turrets. | | Raining bulletsLaunch a rocket to space without building anylaser turrets. | Onlyplacinglaser turrets breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. | | | | Raining bulletsLaunch a rocket to space without building anylaser turrets. | | | | | Logistic network embargoFinish research withspace science packfor the base game or anyplanetary science packforSpace Agewithout building anyactive provider,buffer, orrequester chests. | | Logistic network embargoFinish research withspace science packfor the base game or anyplanetary science packforSpace Agewithout building anyactive provider,buffer, orrequester chests. | | | | | Logistic network embargoFinish research withspace science packfor the base game or anyplanetary science packforSpace Agewithout building anyactive provider,buffer, orrequester chests. | | | | | No time for chitchatLaunch a rocket to space within 15 hours. | | No time for chitchatLaunch a rocket to space within 15 hours. | Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. | | | | No time for chitchatLaunch a rocket to space within 15 hours. | | | | | There is no spoonLaunch a rocket to space within 8 hours. | | There is no spoonLaunch a rocket to space within 8 hours. | Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. | This line was spoken by Spoon Boy in the 1999 sci-fi action filmThe Matrix. | | | There is no spoonLaunch a rocket to space within 8 hours. | | | | | So long and thanks for all the fish | | So long and thanks for all the fish | Spoiler! Click to view.Send araw fishinto space viarocket. | The last message left by the dolphins before leaving Earth inThe Hitchhiker's Guide to the Galaxy. Also the name of the fourth book in the series. | | | So long and thanks for all the fish | | | | List of Space Age expansion achievements | Achievement | Notes | Trivia | | | | ----------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fusion powerStart producing electric power byfusion powerplant. | | Fusion powerStart producing electric power byfusion powerplant. | | | | | Fusion powerStart producing electric power byfusion powerplant. | | | | | Reach for the starsCreate aspace platform. | | Reach for the starsCreate aspace platform. | | | | | Reach for the starsCreate aspace platform. | | | | | Visit FulgoraTravel to planetFulgora. | | Visit FulgoraTravel to planetFulgora. | | | | | Visit FulgoraTravel to planetFulgora. | | | | | Visit GlebaTravel to planetGleba. | | Visit GlebaTravel to planetGleba. | | | | | Visit GlebaTravel to planetGleba. | | | | | Visit VulcanusTravel to planetVulcanus. | | Visit VulcanusTravel to planetVulcanus. | | | | | Visit VulcanusTravel to planetVulcanus. | | | | | Visit AquiloTravel to planetAquilo. | | Visit AquiloTravel to planetAquilo. | | | | | Visit AquiloTravel to planetAquilo. | | | | | Make it betterInsert a quality module into a module slot. | | Make it betterInsert a quality module into a module slot. | | | | | Make it betterInsert a quality module into a module slot. | | | | | Crafting with qualityCraft aquality module 3. | | Crafting with qualityCraft aquality module 3. | | | | | Crafting with qualityCraft aquality module 3. | | | | | Second star to the right and straight on till morningFinish the game. | | Second star to the right and straight on till morningFinish the game. | Spoiler! Click to view.Travel to or past the Solar System Edge. | The directions to the island of Never Land, as told in the various adaptations of the character Peter PanAlso the last order Captain Kirk gives to the Enterprise inStar Trek VI: The Undiscovered Country | | | Second star to the right and straight on till morningFinish the game. | | | | | It stinks and they do like itAttract a group ofpentapodsusing spores. | | It stinks and they do like itAttract a group ofpentapodsusing spores. | Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.Spores are affected by the pollution map settings, disabling pollution when generating the map will prevent you from earning this achievement. | | | | It stinks and they do like itAttract a group ofpentapodsusing spores. | | | | | Get off my lawnDisturb ademolisherby building on its territory. | | Get off my lawnDisturb ademolisherby building on its territory. | Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. | Quote from Gran Torino movie. | | | Get off my lawnDisturb ademolisherby building on its territory. | | | | | Going to shattered planet 1Travel 10 000 km towards theshattered planet. | | Going to shattered planet 1Travel 10 000 km towards theshattered planet. | | | | | Going to shattered planet 1Travel 10 000 km towards theshattered planet. | | | | | Going to shattered planet 2Travel 30 000 km towards theshattered planet. | | Going to shattered planet 2Travel 30 000 km towards theshattered planet. | | | | | Going to shattered planet 2Travel 30 000 km towards theshattered planet. | | | | | Going to shattered planet 3Travel 60 000 km towards theshattered planet. | | Going to shattered planet 3Travel 60 000 km towards theshattered planet. | | | | | Going to shattered planet 3Travel 60 000 km towards theshattered planet. | | | | | Research with metallurgicsResearch a technology usingmetallurgic science packs. | | Research with metallurgicsResearch a technology usingmetallurgic science packs. | | | | | Research with metallurgicsResearch a technology usingmetallurgic science packs. | | | | | Research with agricultureResearch a technology usingagricultural science packs. | | Research with agricultureResearch a technology usingagricultural science packs. | | | | | Research with agricultureResearch a technology usingagricultural science packs. | | | | | Research with electromagneticsResearch a technology usingelectromagnetic science packs. | | Research with electromagneticsResearch a technology usingelectromagnetic science packs. | | | | | Research with electromagneticsResearch a technology usingelectromagnetic science packs. | | | | | Research with cryogenicsResearch a technology usingcryogenic science packs. | | Research with cryogenicsResearch a technology usingcryogenic science packs. | | | | | Research with cryogenicsResearch a technology usingcryogenic science packs. | | | | | Research with promethiumResearch a technology usingpromethium science packs. | | Research with promethiumResearch a technology usingpromethium science packs. | | | | | Research with promethiumResearch a technology usingpromethium science packs. | | | | | Rush to spaceResearch a technology using anotherplanet's science packbefore unlockingproductionorutility science packs. | | Rush to spaceResearch a technology using anotherplanet's science packbefore unlockingproductionorutility science packs. | This achievement becomes disabled if you finish researchingproduction scienceorutility science | | | | Rush to spaceResearch a technology using anotherplanet's science packbefore unlockingproductionorutility science packs. | | | | | If it bleeds, we can kill itKill a smalldemolisher. | | If it bleeds, we can kill itKill a smalldemolisher. | | Arnold Schwarzenegger quote from Predator (1987) movie. | | | If it bleeds, we can kill itKill a smalldemolisher. | | | | | We need bigger gunsKill a mediumdemolisher. | | We need bigger gunsKill a mediumdemolisher. | | Quote from Split Second movie. | | | We need bigger gunsKill a mediumdemolisher. | | | | | Size doesn't matterKill a bigdemolisher. | | Size doesn't matterKill a bigdemolisher. | | Wink wink. | | | Size doesn't matterKill a bigdemolisher. | | | | | Look at my shiny rare armorEquip rare or better quality ofpower armor MK2ormech armor. | | Look at my shiny rare armorEquip rare or better quality ofpower armor MK2ormech armor. | | | | | Look at my shiny rare armorEquip rare or better quality ofpower armor MK2ormech armor. | | | | | Today's fish is trout a la cremeEat a legendary fish. | | Today's fish is trout a la cremeEat a legendary fish. | | This line was spoken by a machine dispensing said fish in the British sci-fi comedy showRed Dwarf. | | | Today's fish is trout a la cremeEat a legendary fish. | | | | | My modules are legendaryCraft a legendaryquality module 3. | | My modules are legendaryCraft a legendaryquality module 3. | | | | | My modules are legendaryCraft a legendaryquality module 3. | | | | | No room for moreFill every tile of legendarymech armorwith legendary equipment. | | No room for moreFill every tile of legendarymech armorwith legendary equipment. | | | | | No room for moreFill every tile of legendarymech armorwith legendary equipment. | | | | | Work around the clockFinish the game within 100 hours. | | Work around the clockFinish the game within 100 hours. | Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.Spoiler! Click to view.Travel to or past the Solar System Edge. | | | | Work around the clockFinish the game within 100 hours. | | | | | Express deliveryFinish the game within 40 hours. | | Express deliveryFinish the game within 40 hours. | Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.Spoiler! Click to view.Travel to or past the Solar System Edge. | | | | Express deliveryFinish the game within 40 hours. | | | | History 2.0.31 : Disabled achievements "It stinks and they don't like it", "It stinks and they do like it", and "Get off my lawn" in peaceful mode and no enemies mode. 2.0.9 : Logistic network embargo achievement now have different condition for base game and space age . 2.0.7 : Added new achievements. 0.13.0 : Introduced. See also Console Friday Facts #125 - Achievements
wiki
https://wiki.factorio.com/Achievements_-_Factorio_Wiki
Controls
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
Artillery_turret
Artillery turret - Factorio Wiki
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Artillery turret - Factorio Wiki Jump to navigation Jump to search | | Artillery turret | Edit | | | ---------------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------- | ---------------------------------------------------------------------- | | ----- | | ---- | | ----- | | ----- | | ----- | | ---- | | | | --- | | --- | | --- | | --- | | --- | | 40+20+60+40+60β†’1 | 40+20+60+40+60β†’1 | | | | | | | | | | | | | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | | | | | | | | | | | | | 250+60+100+120+40+60 | 250+60+100+120+40+60 | | | | | | | | | | | | | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | | | | | | | | | | | | | Health | 20002600320038005000 | | | | 2000 | | 2600 | | 3200 | | 3800 | | 5000 | | | | | | | | | | | | | | | | | 2000 | | | | | | | | | | | | | | | | | | | | | | | | | 2600 | | 3200 | | | | | | | | | | | | | | | | | | | | | | | | | 3800 | | 5000 | | | | | | | | | | | | | | | | | | | | | | | | Resistances | Acid: 3/20%Explosion: 15/30%Fire: 15/50%Impact: 50/50%Physical: 15/30% | | | | | | | | | | | | | | | | | | | | | | | | | | Stack size | 10 | | | | | | | | | | | | | | | | | | | | | | | | | | Rocket capacity | 5 (0.5 stacks) | | | | | | | | | | | | | | | | | | | | | | | | | | Range | Minimum: 32Automatic:224246.4268.8291.2336Manual:560616672728840 | | | | 224 | | 246.4 | | 268.8 | | 291.2 | | 336 | | | | 560 | | 616 | | 672 | | 728 | | 840 | | | | | 224 | | | | | | | | | | | | | | | | | | | | | | | | | 246.4 | | 268.8 | | | | | | | | | | | | | | | | | | | | | | | | | 291.2 | | 336 | | | | | | | | | | | | | | | | | | | | | | | | | | | 560 | | | | | | | | | | | | | | | | | | | | | | | | | 616 | | 672 | | | | | | | | | | | | | | | | | | | | | | | | | 728 | | 840 | | | | | | | | | | | | | | | | | | | | | | | | Shooting speed | 0.3/s | | | | | | | | | | | | | | | | | | | | | | | | | | Ammunition | | | | | | | | | | | | | | | | | | | | | | | | | | | Dimensions | 3Γ—3 | | | | | | | | | | | | | | | | | | | | | | | | | | Mining time | 0.5 | | | | | | | | | | | | | | | | | | | | | | | | | | Prototype type | artillery-turret | | | | | | | | | | | | | | | | | | | | | | | | | | Internal name | artillery-turret | | | | | | | | | | | | | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------- | ---------------------------------------------------------------------- | | ----- | | ---- | | ----- | | ----- | | ----- | | ---- | | | | --- | | --- | | --- | | --- | | --- | | 40+40+10+60+60β†’1 | 40+40+10+60+60β†’1 | | | | | | | | | | | | | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | | | | | | | | | | | | | 60+80+10+60+60 | 60+80+10+60+60 | | | | | | | | | | | | | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | | | | | | | | | | | | | Health | 20002600320038005000 | | | | 2000 | | 2600 | | 3200 | | 3800 | | 5000 | | | | | | | | | | | | | | | | | 2000 | | | | | | | | | | | | | | | | | | | | | | | | | 2600 | | 3200 | | | | | | | | | | | | | | | | | | | | | | | | | 3800 | | 5000 | | | | | | | | | | | | | | | | | | | | | | | | Resistances | Acid: 3/20%Explosion: 15/30%Fire: 15/50%Impact: 50/50%Physical: 15/30% | | | | | | | | | | | | | | | | | | | | | | | | | | Stack size | 10 | | | | | | | | | | | | | | | | | | | | | | | | | | Rocket capacity | 5 (0.5 stacks) | | | | | | | | | | | | | | | | | | | | | | | | | | Range | Minimum: 32Automatic:224246.4268.8291.2336Manual:560616672728840 | | | | 224 | | 246.4 | | 268.8 | | 291.2 | | 336 | | | | 560 | | 616 | | 672 | | 728 | | 840 | | | | | 224 | | | | | | | | | | | | | | | | | | | | | | | | | 246.4 | | 268.8 | | | | | | | | | | | | | | | | | | | | | | | | | 291.2 | | 336 | | | | | | | | | | | | | | | | | | | | | | | | | | | 560 | | | | | | | | | | | | | | | | | | | | | | | | | 616 | | 672 | | | | | | | | | | | | | | | | | | | | | | | | | 728 | | 840 | | | | | | | | | | | | | | | | | | | | | | | | Shooting speed | 0.3/s | | | | | | | | | | | | | | | | | | | | | | | | | | Ammunition | | | | | | | | | | | | | | | | | | | | | | | | | | | Dimensions | 3Γ—3 | | | | | | | | | | | | | | | | | | | | | | | | | | Mining time | 0.5 | | | | | | | | | | | | | | | | | | | | | | | | | | Prototype type | artillery-turret | | | | | | | | | | | | | | | | | | | | | | | | | | Internal name | artillery-turret | | | | | | | | | | | | | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The artillery turret is a super-long-range static defense structure added in game version 0.16. It fires artillery shells , relatively slow-moving projectiles that explore chunks of terrain they travel across. The turret has both automatic and manual (even longer-ranged) firing modes. Projectiles have sufficient damage to destroy any type of worm up to behemoths with a single hit, and have a modest area of effect. They can also one-shot spawners up to just below 75% evolution, since spawner health increases with evolution. Infinitely-stacking research upgrades are available for range, firing speed, and damage. The artillery wagon is essentially the same weapon, only mounted on a train car and therefore mobile. Inserters can insert and remove artillery shells from artillery turrets. This allows chaining multiple turrets together with inserters, each inserter taking shells, as needed, from one turret and placing it into the next. The artillery turret can be connected to the circuit network to read its current ammunition and/or enable it on a condition. Contents 1 Mechanics 2 Limitations 3 Achievements 4 Gallery 5 History 6 See also Mechanics Artillery turrets have a massive range, outranging other fixed fortifications by a factor of 10 or more. There are no special limits on how many may be built or where and, being ammunition-based, these turrets do not require electric power to operate. In automatic mode, they function much the same as other turrets, automatically scanning for valid targets within range and firing on them. Automatic mode can only target enemy structures (spawners and worms), not mobile units (biters and spitters); shells do, however, damage mobile units in the vicinity of impact normally. Automatic mode can be disabled by opening the GUI of the artillery turret and toggling the "Auto targeting" box. In manual mode, an artillery targeting remote is used to point-and-click anywhere in the world, map, or zoomed-in map. Each click corresponds to one shell delivered to that location, so long as any working artillery turrets and / or wagons are in range. Targeting remotes show the number of fire-ready (loaded and, for wagons, stationary) artillery pieces in range of cursor position when held. Manual fire can be ordered on unexplored areas; shells will explore all chunks they travel across (but no surrounding chunks). Range in automatic mode is 224 tiles (7 chunks); in manual mode, 560 tiles (17.5 chunks). Infinite research is available to increase range, at +30% of base range per level, applied to both automatic and manual range. Artillery turrets are capable of killing most enemies with a single shot, although behemoth worms and spawners with enough extra health from the evolution factor (just below 75%) take two shots to kill instead. Damage can be increased with infinite research to combat this. To one-shot behemoth worms, 8 levels of damage research are needed, and to one-shot spawners at 100% evolution, 9 levels are required. Do note that spawner health increases gradually with evolution factor, so not all 9 levels are needed to one-shot them right away. Instead, each time they break that one-shot threshold, just one more research level is enough until the next time they get enough health to survive again. Limitations Aside from the considerable expense of research and assembly for both turrets and shells, there are certain considerations that make a base defense based purely on these turrets unwise, despite their phenomenal range. Artillery shelling will antagonize enemy mobile units in the vicinity of the impact into rushing the turret emplacement, regardless of their normal "aggro radius". Artillery turrets are relatively slow-firing, although infinite research is available to improve firing speed, at +100% per level, affecting both stationary turrets and wagons and applying to both automatic and manual mode. They also cannot target mobile units in automatic mode. Importantly, artillery has a minimum range as well, which is 32 tiles. Together, these limitations mean that an artillery turret needs to be defended by other means. Any conventional approach such as walls, gun, laser, and / or flamethrower turrets, or the personal intervention of the player will do. However, players should keep in mind that extensive shelling of large biter-infested areas will produce massive attack waves centered on the position of the artillery piece at time of firing, and should plan close-range defenses accordingly. Logistic considerations are also important, as artillery shells have a stack size of 1, meaning any-size container can only hold a modest supply and an inserter will only ever move a single shell at a time. Players may wish to consider on-site assembly for permanent and semi-permanent emplacements. The turret itself can hold 15 shells, and the wagon version can hold a full 100, providing a buffer of some size when continuous supply is not available. Some players use artillery wagons with auto targeting disabled as storage for artillery shells to deliver to regular turret outposts, since they can hold twice as much as a cargo wagon. Achievements | | Art of siegeDestroy an enemy structure usingartillery. | | | ------------------------------------------------------ | | | Keeping your hands cleanDestroy your first enemy structure usingartillery. | | | -------------------------------------------------------------------------- | Gallery Animation of the turret seeking a target, then firing. History 2.0.7 : All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them. Doubled the damage of artillery. 0.16.0 : Introduced See also Artillery wagon Artillery shell Artillery targeting 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/Artillery_turret_-_Factorio_Wiki
Oil
Oil - Factorio Wiki
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Oil - Factorio Wiki Jump to navigation Jump to search | | | ------------------------------------------------------- | | Multiple pages share the title or description of "Oil". | | They are listed below. | Oil may refer to: Crude oil Heavy oil Light oil
wiki
https://wiki.factorio.com/Oil_-_Factorio_Wiki
User_talk_Unique_2
User talk:Unique 2 - Factorio Wiki
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User talk:Unique 2 - Factorio Wiki Jump to navigation Jump to search Welcome to the Official Factorio Wiki! Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it. First and foremost, please be sure to read and understand the rules of this Wiki . If you have any questions or concerns with these rules, please don't hesitate to ask an Admin. Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the help pages . If you're unsure where to begin, please see the editor noticeboard , where information on the current objectives and projects of the Wiki may be found. Again, welcome, we hope you contribute as much high quality information as you can. Gangsir ( talk ) - Admin 21:26, 14 May 2017 (UTC)
wiki
https://wiki.factorio.com/User_talk:Unique_2_-_Factorio_Wiki
Railway_Train_path_finding
Railway - Factorio Wiki
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Railway - Factorio Wiki Jump to navigation Jump to search Before a train moves to a target (in this case, a Train stop ), it calculates the best route based on the railway network at that time. Contents 1 Path finding penalties 2 Path Revalidation 3 Repath events 3.1 User / script generated events 3.2 Repaths that happen as part of normal train operation 3.3 Destination full / No path trains 3.4 Others 4 History 5 See also Path finding penalties For calculation it uses a simple A*-algorithm [1] : The pathfinder first builds a list of non-disabled stops that match the name in the schedule, then searches outward from both ends of the train at once, if applicable, in segments. A segment is an uninterrupted plain sequence of rails, with no intersections, stops, or signals (all of which define segment borders). The cost (distance) is calculated using the following weighting rules: Base cost for a block/segment is the length of the segment (linear grid length along the center of the rail). When the rail block is occupied by a train -> Add a penalty of 2 * length of the block divided by the number of blocks from the start, so the far away occupied paths don't matter much. When the rail block is guarded by a rail signal set to red by the circuit network -> Add a penalty of 1000. When the path includes a train stop -> Add a penalty of 2000. When the rail block contains a train that is stopped at a train stop -> Add a penalty of 500. When the rail block contains a train that is stopped at a train stop and the train doesn't have other valid stops in its schedule -> Add a penalty of 1000. When the rail block contains a manually controlled stopped train with a passenger -> Add a penalty of 2000. When the rail block contains a manually controlled stopped train without a passenger -> Add a penalty of 7000. When the rail block contains an automatic train without a schedule -> Add a penalty of 7000. When the rail block contains a train currently arriving to a train stop -> Add a penalty of 100. When the rail block contains a train currently arriving to a rail signal -> Add a penalty of 100. When the rail block contains a train currently waiting at a rail signal -> Add a penalty of 100 + 0.1 for every tick the train has already waited. When the rail block contains a train that doesn't have a path -> Add a penalty of 1000. Path Revalidation A rail path will be revalidated if any event happens that could make this trains path invalid. If the path is found to be invalid then the game will repath the train. Path revalidation just confirms that the current path is still valid and does not confirm that it is still the best. The following events cause path revalidation: A rail is destroyed (all trains are revalidated). A rail is created and invalidates a signal (all trains are revalidated) . A signal (chain or regular) is created or destroyed (all trains are revalidated). A rail block changes and invalidates a signal (chain or regular) (all trains are revalidated). LuaTrain::recalculate_path() is called on the train by a script. The train's schedule is changed. The train's braking force gets changed and the train is currently driving normally, arriving at a signal (chain or regular) or arriving at a station. The train has waited at a chain signal for a multiple of 5 seconds. Repath events There are a number of events that can cause a train to repath listed below. When one of these conditions is met the game considers possible paths from the train's current location to any train stop matching the destination name in the train's schedule and will chose the path with the lowest score according to the penalties listed above. User / script generated events A locomotive that is part of the train is rotated. LuaTrain::recalculate_path(true) is called on the train by a script. The train is switched to automatic control when it was previously manually controlled. The train is set to go to a station using the "Go to stop" button in the train's GUI. A waypoint (train stop without wait condition) is removed from the train's schedule. Repaths that happen as part of normal train operation A train fails a revalidation. The train stop a train is heading to is renamed or destroyed. The train is preparing to stop at a signal (chain or regular) that changes so that the train can now continue. The train is braking for a signal (chain or regular) it cant reserve. The train enters a new rail block and can't reserve the next needed signal (chain or regular). The train has waited at a chain signal for a multiple of 5 seconds and there are multiple train stops with the same name as the destination. The train has waited at a chain signal for a multiple of 30 seconds and there is only a single train stop with the same name as the destination. The train wants to depart from a signal (chain or regular) that it stopped at. The train wants to depart from a train stop. The train is pathing to a train stop that gets disabled. Destination full / No path trains A rail gets created. A train stop that is part of the train's schedule gets enabled, renamed or created. The train limit of a train stop that is part of the train's schedule becomes not full. The train stop that it currently cannot reach gets disabled or destroyed. Others The train collides with something that is not a train (like a player). History 0.18.1 : Train stop at train's starting segment exit is no longer counted into penalty. (Not mentioned above) 0.17.38 : When a train performs path finding while in a chain signal sequence, the pathfinding will have a constraint to not go through reserved block before exiting the chain sequence. This solves a problem of train intersections being possible to be deadlocked even with proper chain signals usage in cases of using temporary stops or when path is changed because of station is being enabled/disabled by a circuit network. This also allowed us to to let train recalculate path spontaneously even in chain signal sequence, as it shouldn't break anything now. 0.16.42 : Added train path finding penalty for train with no path equal to 1000 tiles 0.16.0 : The specific penalties can now be found in the utility constants, which allows mods to change them. (Undocumented) 0.15.0 : Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path. 0.11.17 : Increased the pathing penalty for non-moving train in manual mode from 200 to 1000. 0.11.13 : Stopped, manually controlled train adds additional penalty (related to train path finding) of 200 tiles to the block it occupies. 0.11.11 : The pathfinding is based on penalties for blocked segments now. For trains waiting in station, the more remaining time in the station, the bigger penalty. See also Train pathfinding code FFF #331 FFF #68 Railway
wiki
https://wiki.factorio.com/Railway_-_Factorio_Wiki
Fish_breeding
Raw fish - Factorio Wiki
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Raw fish - Factorio Wiki Jump to navigation Jump to search | | Raw fish | Edit | | | -------- | ---- | Base game Space Age mod | Health | 2026323850 | | | | 20 | | 26 | | 32 | | 38 | | 50 | | --------------- | ------------------------------------------------ | | ---------- | | --------- | | ---------- | | ---------- | | --------- | | ---------- | | | | | 20 | | | | | | | | | | | | | 26 | | 32 | | | | | | | | | | | | | 38 | | 50 | | | | | | | | | | | | Restores | 80104128152200health | | | | 80 | | 104 | | 128 | | 152 | | 200 | | | | | 80 | | | | | | | | | | | | | 104 | | 128 | | | | | | | | | | | | | 152 | | 200 | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 300 (3 stacks) | | | | | | | | | | | | | | Mining time | 0.4 | | | | | | | | | | | | | | Spoil time | 2h 5m 50s2h 43m 34s3h 21m 20s3h 59m 5s5h 14m 35s | | | | 2h 5m 50s | | 2h 43m 34s | | 3h 21m 20s | | 3h 59m 5s | | 5h 14m 35s | | | | | 2h 5m 50s | | | | | | | | | | | | | 2h 43m 34s | | 3h 21m 20s | | | | | | | | | | | | | 3h 59m 5s | | 5h 14m 35s | | | | | | | | | | | | Spoil result | | | | | | | | | | | | | | | Prototype type | capsule | | | | | | | | | | | | | | Internal name | raw-fish | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------- | ------------------------------------------------ | | ---------- | | --------- | | ---------- | | ---------- | | --------- | | ---------- | | 6+2+100+100β†’3 | 6+2+100+100β†’3 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 6+2+100+100 | 6+2+100+100 | | | | | | | | | | | | | | Health | 2026323850 | | | | 20 | | 26 | | 32 | | 38 | | 50 | | | | | 20 | | | | | | | | | | | | | 26 | | 32 | | | | | | | | | | | | | 38 | | 50 | | | | | | | | | | | | Restores | 80104128152200health | | | | 80 | | 104 | | 128 | | 152 | | 200 | | | | | 80 | | | | | | | | | | | | | 104 | | 128 | | | | | | | | | | | | | 152 | | 200 | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 300 (3 stacks) | | | | | | | | | | | | | | Mining time | 0.4 | | | | | | | | | | | | | | Spoil time | 2h 5m 50s2h 43m 34s3h 21m 20s3h 59m 5s5h 14m 35s | | | | 2h 5m 50s | | 2h 43m 34s | | 3h 21m 20s | | 3h 59m 5s | | 5h 14m 35s | | | | | 2h 5m 50s | | | | | | | | | | | | | 2h 43m 34s | | 3h 21m 20s | | | | | | | | | | | | | 3h 59m 5s | | 5h 14m 35s | | | | | | | | | | | | Spoil result | | | | | | | | | | | | | | | Prototype type | capsule | | | | | | | | | | | | | | Internal name | raw-fish | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Raw fish can be harvested from water . They can be used to refill a small amount of health instantly. In order to catch raw fish, mine one of the dark spots that can be found moving around in water bodies. Each dark spot yields 5 fish when mined. Fish can be also collected via construction robots , by marking a water area that contains fish with a deconstruction planner . Raw fish is used to heal by clicking on the character or anywhere else in the world with the fish in the cursor. They heal 80 HP each and have a short cooldown for reuse, limiting the amount of incoming DPS that fish healing can absorb. Using a fish produces a munching sound. Using landfill on water where a fish is swimming will "destroy" the fish. Fish can be shot and killed via pistol or submachine gun , and also by explosions, but are immune to any kind of shotgun fire. Shooting fish does not grant any fish items. Fish are created in water when the world is generated and do not despawn or respawn. While inserters can remove fish from the water, they cannot put them back. The player can manually return fish to the water in stacks of 5, which resets both the quality and freshness of the fish. Contents 1 Alternative recipes 2 Achievements 3 Gallery 4 Trivia 5 History Alternative recipes In Space Age , fish can be automated by breeding them in a biochamber after unlocking the fish breeding recipe with agricultural science packs . Fish breeding can only be conducted on Nauvis . Fish also are given a spoilage time of just over 2 hours. | Process | Input | Output | Made in | Required technology | Crafted only on | | ------------- | ----------- | ------ | ------- | ------------------------ | --------------- | | Fish breeding | 6+2+100+100 | 3 | | Fish breeding (research) | | Note that the fish produced by this recipe always have 100% freshness. Neither quality modules nor productivity modules can be used in this recipe. Achievements | | So long and thanks for all the fish | | | ----------------------------------- | | | Today's fish is trout a la cremeEat a legendary fish. | | | ----------------------------------------------------- | Gallery Inserters can catch fish. Trivia The fish item icon is meant to represent a European perch , a freshwater fish widespread in Europe and elsewhere. This was chosen because a perch is the favorite plushie of the artist's daughter, see the Reddit comment by V453000 Prior to version 2.0 it was possible to automate fish by launching space science packs with a rocket silo , which would return fish at a 1:1 ratio, to a maximum of 100 fish per launch. In Space Age, a base quality fish has a spoilage time of 2 hours, 5 minutes, and 50 seconds. This equates to 7,550 seconds, or 453,000 game ticks , which is a reference to developer V453000, the artist behind the fish icon. History 2.0.7 : Launching space science pack into space no longer returns fish as there is now an other method to automate obtaining fish. 1.0.0 : Launching a rocket with space science packs inside now returns fish (Undocumented) 0.17.77 : Inserters can now catch fish (Undocumented) 0.15.0 : Fish can be collected by robots Amount of fish collected at once increased from 1 to 5 Amount of health restored by fish increased from 20 to 80 0.6.0 : New fish graphics 0.1.0 : Introduced | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Raw_fish_-_Factorio_Wiki
Stone_furnace
Stone furnace - Factorio Wiki
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Stone furnace - Factorio Wiki Jump to navigation Jump to search | | Stone furnace | Edit | | | ------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | ------------------ | ---------------------------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+5β†’1 | 0.5+5β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 0.5+5 | 0.5+5 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 200260320380500 | | | | 200 | | 260 | | 320 | | 380 | | 500 | | | | | 200 | | | | | | | | | | | | | 260 | | 320 | | | | | | | | | | | | | 380 | | 500 | | | | | | | | | | | | Resistances | Explosion: 0/30%Fire: 0/90%Impact: 0/30% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Dimensions | 2Γ—2 | | | | | | | | | | | | | | Energy consumption | 90 kW (burner) | | | | | | | | | | | | | | 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 | 2/m | | | | | | | | | | | | | | Prototype type | furnace | | | | | | | | | | | | | | Internal name | stone-furnace | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Valid fuel | Valid fuel | | | | | | | | | | | | | | | | | | | | | | | | | | | | The stone furnace is the most basic smelting machinery, providing a cheap and reliable source of basic products like iron plates and copper plates . Contents 1 Output 2 Gallery 3 History 4 See also Output | Resource | Stone furnace | Steel furnace | Electric furnace | | ---------------------------- | ---------------------------- | -------------- | ---------------- | | Coal consumption: 0.0225/sec | Coal consumption: 0.0225/sec | | | | Iron | 0.31250.3125/sec | 0.6250.625/sec | 0.6250.625/sec | | Copper | 0.31250.3125/sec | 0.6250.625/sec | 0.6250.625/sec | | Stone brick | 0.31250.3125/sec | 0.6250.625/sec | 0.6250.625/sec | | Steel plate | 0.06250.0625/sec | 0.1250.125/sec | 0.1250.125/sec | Gallery Stone furnace GUI. History 0.13.0 : New Fire graphics for stone furnace. 0.9.2 : Unified the smelting recipes time to mean seconds in the stone furnace. 0.6.0 : New graphics 0.3.0 : Lightened graphics 0.1.0 : Introduced See also Steel furnace Electric furnace | 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/Stone_furnace_-_Factorio_Wiki
Install_guide
Install guide - Factorio Wiki
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Install guide - Factorio Wiki Jump to navigation Jump to search Factorio can be obtained on Steam which handles the download and installation automatically. If the game is bought via the official factorio site , it can be downloaded on the website. It is possible to link a Steam and a factorio.com account together to be able to download the game from both platforms, at no additional cost. Note that as of version 0.15, 32 bit versions of the game are no longer available, leaving 32 bit players stuck on version 0.14.23. Contents 1 Downloading and installing Stable versions 1.1 Via the official website 1.2 Via Steam 1.3 Via an automated process 2 Downloading and installing experimental versions 2.1 Via official website 2.2 Via Steam 3 Adding Factorio to a system launcher 4 Uninstalling 4.1 Independent install 4.2 Automatic installer 4.3 Steam or other distribution service Downloading and installing Stable versions Via the official website To install Stable Factorio, visit the official game download portal, found here , and download the latest stable version, while logged in. The latest stable version can be found on this wiki's main page, as well as in many community places. After downloading, either unpack the downloaded archive, or run the automatic installer, depending on the choice you made. Install Factorio wherever your OS specifies programs to be installed, (or wherever you prefer) and the game should be runnable from there. The copy obtained from the official website is DRM free, and can be run without an internet connection, independent of Wube's servers. However, redistribution laws still apply. This version will automatically update to the newest stable version that comes out. If you wish to switch from stable to experimental, changing the config of the game is necessary to allow experimental downloads, see this video for details. Via Steam To download and install the game via Steam, if you have already purchased the game, simply use Steam's native download and install system. Via an automated process Due to Factorio's need for authentication to download, using automated downloaders (such as a download manager, wget or other similar) is only possible if the application offers the ability to request using a username and password. For more info, see Web authentication API , and Download API . Downloading and installing experimental versions Via official website To download experimental versions from the website, simply visit the official download portal for experimental versions . Automatic updating of existing, non-steam Factorio installations to experimental versions can be enabled in Main menu -> Settings -> Other. The copy obtained from the official website is DRM free and can be run without an internet connection, independent of Wube's servers. However, redistribution laws still apply. Via Steam On Steam, the experimental version can installed by right-clicking on Factorio in the Steam library, selecting "Properties", going into the "Betas" tab and choosing the experimental version (no code required). It is advised to choose the experimental version ending in .x (such as 0.17.x) as this will auto update the game to the latest experimental version whenever a new one is released. Adding Factorio to a system launcher Factorio can be pinned to a system launcher tray for easy access. See the following links for how to do that: Windows Mac OSX For Linux, simply create a Factorio.desktop file anywhere you want, and insert the following text into it, replacing the paths with your own . [Desktop Entry] Name=Factorio Exec=/path/to/bin/x64/factorio Icon=/path/to/data/core/graphics/factorio.png Type=Application Categories=Game; Uninstalling To uninstall Factorio, follow the steps below depending on your install method: Independent install If Factorio was installed from the website, via a Zip package or similar, simply delete the installation. Factorio creates no hooks into the OS when installed this way. Automatic installer If you used the automatic installer, you can uninstall Factorio via your OS's proper install/uninstall programs screen. Steam or other distribution service Simply uninstall the game through the distribution service's client.
wiki
https://wiki.factorio.com/Install_guide_-_Factorio_Wiki
Template_Boilerplate_doc
Template:Boilerplate/doc - Factorio Wiki
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Template:Boilerplate/doc - Factorio Wiki Jump to navigation Jump to search Template used as a boilerplate for other "status" templates, such as Template:Stub , Template:Delete , and Template:Merge to achieve an uniform style. Can have up to five lines, first being a header line, picture is always 64px square and a questionmark by default. Example {{Boilerplate |icon=repair pack.png |line-1=Page "{{PAGENAME}}" has been recommended for clean-up. Reason: ''{{{1|No reason provided}}}'' |line-2=''This may mean fixing grammar or broken links, providing better explanations, or removing incorrect/outdated info.'' |line-3=Further recommendations for this page's clean-up can be made at [[{{TALKPAGENAME}}]]. |category=Pages needing clean-up}} | | | ----------------------------------------------------------------------------------------------------------------- | | Page "Boilerplate/doc" has been recommended for clean-up. Reason:No reason provided | | 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 atTemplate talk:Boilerplate/doc. |
wiki
https://wiki.factorio.com/Template:Boilerplate/doc_-_Factorio_Wiki
Template_Key
Template:Key - Factorio Wiki
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Template:Key - Factorio Wiki Jump to navigation Jump to search [ View ] [ Edit ] [ Page history ] Documentation Usage This template can be used to format key binds. For example {{key|ctrl}} results in CTRL . Keybindings should be formatted with Template:Keybinding , not this template directly. Translations This template supports translations for the following keys: alt = {{Translation|ALT}} shift = {{Translation|SHIFT}} rmb = {{Translation|Right mouse button}} lmb = {{Translation|Left mouse button}} mmb = {{Translation|Middle mouse button}} mwu = {{Translation|Mouse wheel up}} mwd = {{Translation|Mouse wheel down}} tab = {{Translation|TAB}} numplus = {{Translation|Numpad +}} numminus = {{Translation|Numpad -}} esc = {{Translation|ESC}} ctrl = {{Translation|CTRL}} space = {{Translation|SPACE}} enter = {{Translation|ENTER}} grave = {{Translation|GRAVE}} cmd = {{Translation|Command}} For example {{key|ctrl}} on a German page would result in STRG . List of all templates
wiki
https://wiki.factorio.com/Template:Key_-_Factorio_Wiki
Arithmetic_combinator
Arithmetic combinator - Factorio Wiki
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Arithmetic combinator - Factorio Wiki Jump to navigation Jump to search | | Arithmetic combinator | Edit | | | --------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+5+5β†’1 | 0.5+5+5β†’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 | arithmetic-combinator | | | | | | | | | | | | | | Internal name | arithmetic-combinator | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The arithmetic combinator is part of the circuit network and one of four types of combinators available in the game (along with the constant combinator , decider combinator , and selector combinator ). Each arithmetic combinator can perform any one of the following mathematical operations on signals, and will show the corresponding symbol on its top: addition ( + ) subtraction ( βˆ’ ) multiplication ( * ) division ( / ) modulo ( % ) exponentiation ( ^ ) bit shift left ( << ) bit shift right ( >> ) bitwise AND ( & ) bitwise OR ( | ) bitwise XOR ( ^ ) The arithmetic combinator accepts two input connections (red and green wires), and sends its output to both output connections. The input wires connect to the nubs on the left side of the sprite in the sidebar, while the outputs connect to the right side. Contents 1 Function 2 Notes on operations 3 History 4 See Also Function The internal logic process has three steps: All input signals on the red and green wires are summed within the combinator. The specified operation is performed on the selected signal(s). The result of this operation is output as the selected output signal. The operands can be any single signal or a constant value. Up to one of the operands can be the each virtual signal . If neither operand is the each signal, the output must be a single signal. The operation is performed on the values of the chosen left and right signals, and the result is sent to the output on the specified signal. If one operand is the each signal, then the output can be a single signal or the each signal. If the output is the each signal, then the operation is performed individually on the value of each input signal along with the value of the other operand, and each result is sent to the output on the same signal. If the output is a single signal, the operation is done on each of the input signals, the individual results are all added together, and that result is sent to the output on the specified signal. Notes on operations When using division , the result is truncated: 21 / 10 = 2 19 / 10 = 1 βˆ’21 / 10 = βˆ’2 βˆ’19 / 10 = βˆ’1 21 / βˆ’10 = βˆ’2 19 / βˆ’10 = βˆ’1 βˆ’21 / βˆ’10 = 2 βˆ’19 / βˆ’10 = 1 Modulo , indicated usingΒ % as it is in most programming languages, is the remainder after division. For example, 13Β % 3 is 1 (13 = 4 * 3 + 1). This can, for example, be combined with truncated division as described above to separate out individual digits of a number for use in building visual indicators: (24321 / 10000)Β % 10 = 2 (24321 / 1000)Β % 10 = 4 (24321 / 100)Β % 10 = 3 (24321 / 10)Β % 10 = 2 (24321 / 1)Β % 10 = 1 Negating the left operand of a modulo negates the result, while negating the right operand does nothing: 13Β % 3 = 1 13Β % βˆ’3 = 1 βˆ’13Β % 3 = βˆ’1 βˆ’13Β % βˆ’3 = βˆ’1 Bit shift right and Bit shift left deal with numbers in the binary representation. The 0's and 1's that make up a number are shifted in the specified direction which can result in a completely different number, due to the change in the binary value. The shift performed is called arithmetic shift, because it preserves the sign bit on bit shift right. If shifting left, a 0 is inserted into the least significant bit (LSB), and the bit in the most significant bit (MSB) is lost. If shifting right and the number is positive (MSB=0), a 0 is inserted into the MSB and the bit in the LSB is lost. If shifting right and the number is negative (MSB=1), a 1 is inserted into the MSB to keep the sign and the bit in the LSB is lost. Example of a 'bit shift left'. Example of a 'bit shift right (positive number)'. Example of a 'bit shift right (negative number)'. 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. 0.15.0 : Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator. 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 Decider combinator Selector combinator Constant combinator Combinator tutorial Circuit network Circuit network cookbook | Logistics | Logistics | | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storage | Wooden chestIron chestSteel chestStorage tank | | Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() | | Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() | | Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump | | Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon | | Transport | CarTankSpidertronSpidertron remote | | Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport | | Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel | | Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives | | Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Arithmetic_combinator_-_Factorio_Wiki
User_talk_Aldekotan
User talk:Aldekotan - Factorio Wiki
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User talk:Aldekotan - 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.Β :) Bilka ( talk ) - Admin 11:50, 6 July 2018 (UTC) RE: Template:Disambiguation You asked if there is a Russian disambiguation template in the summary of your edits on [[Tools/ru]]. I'm here to answer you: There is no Russian template, instead you should translate the English template using Template:Translation/ru . You do that by placing the sentence that you want to translate in the template and translating it, for example |Multiple pages share the title or description of = <Your translation to Russian> . You have to repeat this method for every sentence in the template. You can find more info on translations in the translation guide: Factorio:Translation guide/ru . -- Bilka ( talk ) - Admin 11:58, 20 July 2018 (UTC) About templates I got it, finally! :D Thanks for help Подпись Если Π΅Ρ‰Ρ‘ Π½Π΅ понял, ΠΊΠ°ΠΊ ΡΡ‚Π°Π²ΠΈΡ‚ΡŒ подпись Ρ‚ΠΎ Π²ΠΎΡ‚, Π³Ρ€ΡƒΠ±ΠΎ говоря, шаблон... -- [[User:Aldekotan|Aldekotan]] ([[User talk:Aldekotan|talk]]) ΠŸΠΎΠ»ΡƒΡ‡Π°Π΅Ρ‚ΡΡ. -- Aldekotan ( talk ) А Π΄Π°Ρ‚Ρƒ ΠΈ врСмя самому Π½Π°Π΄ΠΎ ΠΏΠΎΠ΄ΠΏΠΈΡΡ‹Π²Π°Ρ‚ΡŒ. -- Ovalikz ( talk ) Ну ΠΈ Ρ‡Ρ‘Ρ€Ρ‚ с Π½Π΅ΠΉ. Бпасибо -- Aldekotan ( talk ) Please sign your talk messages properly, either using the button above the editbox or with ~~~~ which is also described here: [1] -- Bilka ( talk ) - Admin 11:57, 7 August 2018 (UTC) Okay. Now i finaly got it Aldekotan ( talk ) 13:12, 7 August 2018 (UTC)
wiki
https://wiki.factorio.com/User_talk:Aldekotan_-_Factorio_Wiki
Light_oil_cracking_to_petroleum_gas
Oil processing - Factorio Wiki
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Oil processing - Factorio Wiki Jump to navigation Jump to search Oil processing is a large part of Factorio. Oil processing may refer to the researched technology , the recipe used in the oil refinery , or the overall workings of oil. Contents 1 Overview 2 Setting up oil processing 2.1 Tips 2.2 Coal Liquefaction 2.3 Simple coal liquefaction 2.4 Transporting fluids 3 Optimal Ratios 3.1 Petroleum gas production 4 History 5 See also Overview There are various recipes that can be used to process crude oil into its fractions. Its fraction ( heavy oil , light oil and petroleum gas ) can also be cracked into each other. Their recipes and technology requirements can be seen below. | Process | Input | Output | Made in | Required technology | Internal name | | ------------------------ | ---------- | -------- | ------- | ----------------------- | ------------------------ | | Basic oil processing | 5+100 | 45 | | Oil processing | basic-oil-processing | | Advanced oil processing | 5+100+50 | 25+45+55 | | Advanced oil processing | advanced-oil-processing | | Heavy oil cracking | 2+40+30 | 30 | | Advanced oil processing | heavy-oil-cracking | | Light oil cracking | 2+30+30 | 20 | | Advanced oil processing | light-oil-cracking | | Simple coal liquefaction | 5+10+2+25 | 50 | | Calcite processing | simple-coal-liquefaction | | Coal liquefaction | 5+10+25+50 | 90+20+10 | | Coal liquefaction | coal-liquefaction | Setting up oil processing Pumpjacks need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Pumpjacks produce a certain amount of Crude oil per second, shown on the right, at the bottom of the information panel. Crude oil must be refined in an oil refinery . The oil refinery needs to have a recipe set (see above for available recipes). Once it is set and "alt-mode" is active, the input and output locations and the expected fluids are shown. The locations of these cannot be changed, only the entire machine can be rotated or flipped ( v or h key by default). Advanced oil processing and coal liquefaction produce multiple fluids: heavy oil , light oil and petroleum gas . The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a storage tank . Furthermore, both heavy oil and light oil can be cracked to the next lower type in a chemical plant (recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem). Tips The circuit network can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough. For examples on how to do this, see the circuit-network cookbook . If you run your heavy oil pipe from the refineries past a lubricant-making chemical plant before sending it to the cracking chemical plants, you can be sure that the lubricant production will have priority over cracking. Solid fuel is most efficient when created from light oil. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly. Coal Liquefaction Once coal liquefaction is researched, the player can manufacture oil products anywhere without a need for crude oil: the player can set up an oil refinery to utilize coal liquefaction and use an assembling machine and barrels to manually insert a small amount of heavy oil into the system to initiate production. As long as the heavy oil output is routed back into the refinery before being sent anywhere else, the refinery will be self-sustaining in terms of heavy oil, only requiring steam and coal to run. To prevent fluid back-up, the player will need to ensure all output fluids are being consumed or stored somehow. While a single refinery using this set-up this will not produce a large amount of oil products overall, the fact it does not require crude oil to run means it can be placed anywhere the player needs a small, steady supply of oil products, saving the need to transport oil over large distances by pipes or trains. Such uses include: A refueling outpost that produces solid fuel and/or rocket fuel . A defensive outpost that uses oil to fuel flamethrower turrets . With a supply of iron ore , this set-up can produce sulfuric acid , allowing the mining of uranium ore . A supply of iron ore also allows the manufacture of ammunition: cluster grenades , land mines , and cannon shells . With a supply of both iron ore and copper ore , rockets and artillery shells can be manufactured, as well as all capsules . More broadly, a sufficiently large network of refineries utilizing coal liquefaction could produce enough oil products to run the player's factory without a need for crude oil anymore, allowing much more flexibility in the layout and placement of facilities that require oil products to function. The downside of relying entirely on coal liquefaction are an overall slightly lower output of oil products compared to advanced oil processing, a need for more chemical plants to crack the large amounts of heavy oil produced, and the system will shut down entirely if its supply of coal or steam runs out. Simple coal liquefaction Space Age introduces a second liquefaction recipe: simple coal liquefaction. This process uses coal, calcite , and sulfuric acid , generating only heavy oil . Through cracking, it can be used to make other oil products. On Vulcanus , it is useful when starting out as the standard coal liquefaction recipe must be researched. It can also be used to bootstrap standard liquefaction, providing the initial heavy oil. Outside of its initial uses on Vulcanus, it does have two potential advantages. Steam is much harder to get on Space platforms than sulfuric acid or calcite. The only way to make steam on a platform is with a nuclear reactor , which requires fuel from Nauvis . By contrast, sulfuric acid, coal, and calcite can all be manufactured or mined from asteroids. The other advantage is that the recipe produces heavy oil without any of the other oil processing byproducts. This allows the player to use this purely as a way to generate lubricant for those recipes which need it. Other oil processing setups can then always crack heavy oil to light oil. Note also that going to Vulcanus is not strictly required. Calcite processing (research) does not require mining calcite from a calcite ore patch; you merely need to acquire calcite. This can be done using Advanced asteroid processing (research) that is made available on Gleba . One still must research Planet discovery Vulcanus (research) , but once done, acquiring calcite via advanced oxide asteroid crushing is enough to trigger the calcite processing technology. Transporting fluids There are many ways to move fluids in Factorio, they are listed below: Pipes Fluid wagons Loading the fluids into barrels and transporting them by railway , transport belts , or the logistic network Optimal Ratios The optimal ratio is the ratio of production that ensures no waste of time or materials. Petroleum gas production For producing petroleum gas, the optimal advanced oil processing ratio is 20:5:17 (advanced oil processingΒ : heavy oil crackingΒ : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefactionΒ : heavy oil crackingΒ : light oil cracking), and 12:8:11 is close enough. One refinery running basic oil processing produces 9 petroleum gas per second. One refinery running advanced oil processing combined with one of each oil cracking chemical plant produces 19.5 petroleum gas per second in total. One refinery running coal liquefaction combined with one of each oil cracking chemical plant produces close to 11.2 petroleum gas per second in total (taking into consideration the recycling of the heavy oil). The refining can be sped up with modules ; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using productivity modules ) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses). | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | 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---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Module configuration | None | Config 1 (*) | Config 2 | Units | | Oil refinery | Oil refinery | Oil refinery | Oil refinery | Oil refinery | | Crude oil consumption | 100 | 100 | 100 | | | Water consumption | 50 | 50 | 50 | | | Crafting speed | 5 | 5 | 5 | s / final item | | Heavy oil output | 25 | 25 | 25 | | | Light oil output | 45 | 45 | 45 | | | Petroleum output | 55 | 55 | 55 | | | Base machine crafting speed | 1 | 1 | 1 | crafts / s | | Crafting speed multiplier | 100% | 455% | 855% | | | Output multiplier | 100% | 130% | 130% | final items | | Total Crude oil consumption | 20 | 91 | 171 | per second | | Total Water consumption | 10 | 45.5 | 85.5 | per second | | Total Heavy oil output | 5 | 29.575 | 55.575 | per second | | Total Light oil output | 9 | 53.235 | 100.035 | per second | | Total Petroleum output | 11 | 65.065 | 122.265 | per second | | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | | Heavy oil consumption | 40 | 40 | 40 | | | Water consumption | 30 | 30 | 30 | | | Crafting speed | 2 | 2 | 2 | s / final item | | Light oil output | 30 | 30 | 30 | | | Base machine crafting speed | 1 | 1 | 1 | crafts / s | | Crafting speed multiplier | 100% | 455% | 655% | | | Output multiplier | 100% | 130% | 130% | final items | | Total Heavy oil consumption | 20 | 91 | 131 | per second | | Total Water consumption | 15 | 68.25 | 98.25 | per second | | Total Light oil output | 15 | 88.725 | 127.725 | per second | | Light oil cracking | Light oil cracking | Light oil cracking | Light oil cracking | Light oil cracking | | Light oil consumption | 30 | 30 | 30 | | | Water consumption | 30 | 30 | 30 | | | Crafting speed | 2 | 2 | 2 | s / final item | | Petroleum output | 20 | 20 | 20 | | | Base machine crafting speed | 1 | 1 | 1 | crafts / s | | Crafting speed multiplier | 100% | 455% | 655% | | | Output multiplier | 100% | 130% | 130% | final items | | Total Light oil consumption | 15 | 68.25 | 98.25 | per second | | Total Water consumption | 15 | 68.25 | 98.25 | per second | | Total Petroleum output | 10 | 59.15 | 85.15 | per second | | Ratio | Ratio | Ratio | Ratio | Ratio | | Heavy oil cracking | 0.25 | 0.325 | 0.424 | | | Light oil cracking | 0.85 | 1.2025 | 1.57 | | | Petroleum gas output | 19.5 | 136.193 | 255.923 | per second | | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | For config 2 in the above (possibly collapsed) table, a good enough ratio is 7:3:11, and the next ratio that is better is 165:70:259. The optimal ratio involves over 50000 refineries, and so is practically useless. But, for reference, it's 52400:22230:82251. History 0.17.60 : Basic oil processing produces only petroleum gas. 0.17.0 : Coal liquefaction now produces 90 heavy oil, 20 light oil and 10 petroleum gas, consuming 25 heavy oil, 10 coal and 50 steam. 0.15.0 : Added coal liquefaction oil processing recipe. 0.9.1 : Added heavy oil cracking and light oil cracking. 0.9.0 : Introduced Basic oil processing Advanced oil processing See also Fluid system Crude oil Barrel
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Mods
Modding - Factorio Wiki
[ "Category:Technical" ]
Modding - Factorio Wiki Jump to navigation Jump to search This page tells you how to download and install mods, and gives a quick overview of what you should keep in mind when creating a mod. For more detailed instructions on creating mods, you may view the modding tutorial page . If you are looking for the modding API, check out the official Factorio Lua API documentation website. If you wish to know where to install a mod which is in a zipped format, please read the instructions on the application directory page. Contents 1 Downloading & installing mods 1.1 Mod portal (in-game) 1.2 Mod portal (website) 1.3 Mod subforum 1.4 Dependencies 1.4.1 Required dependency 1.4.2 Optional dependency 1.4.3 Incompatibility 1.5 Automatic mod sync for saves and multiplayer games 2 Creating mods 2.1 API documentation 2.2 Lua scripting 2.3 Third-Party Tools 3 See also Downloading & installing mods You can download the mods from the following places: Mod portal (in-game) Mod portal (website) Mod subforum Mod portal (in-game) The "Mods" section of the main menu is the best way to get mods. It combines downloading & installing, checking installed mods for updates, and enabling/disabling installed mods. Mod portal (website) The mod portal (website) is the center of mod hosting, where authors upload mods, and you can find previous versions, and discussions. Mods come as ZIP files, installed by copying (not unzipping) into the "mods" directory in the user data directory . Verify a successful installation by viewing the "Mods" list through the main menu, in-game. Mod subforum Mod authors maintain threads in the official mod subforum to support their work. There may be experimental mods or updates here that aren't available on the main portal. They will be downloaded as ZIP files, either as forum "attachments", or with a link to a hosting site. These are installed the same way as mods downloaded from the portal. Dependencies Many mods use Factorio's base mod as their only dependency which you do not have to install separately. However, some mods may require you to install other mods for them to work and can also make suggestions for you to install other mods for them to extend their functionality. Required dependency When a mod you installed requires you to install another mod for it to work, the other mod, in this case, is a required dependency. The in-game mod portal automatically downloads required dependencies when downloading any mod. Optional dependency When a mod makes a suggestion to install another mod, but if it does not need that other mod for it to work, the other mod, in this case, is an optional dependency. You can install the optional dependencies which extend the functionality of a mod to enhance your gaming experience with the mod. Incompatibility The dependencies can also be used to declare a mod to be incompatible with other mods, which prevents them from being loaded together. Automatic mod sync for saves and multiplayer games When trying to join a multiplayer game that uses mods, the game will offer to synchronize the mods with the server. Confirming the mod sync will automatically download and enable all mods used by the server. The mod startup settings can be synced as well. When syncing mods to a multiplayer server, the game will download the exact same mod versions as the server is using. When loading a save file without the mods for that save, or with changed mod settings, the game will offer to synchronize the mods with the save file. Confirming the mod sync will automatically download and enable all mods used by the save file. The mod startup settings can be synced as well. When syncing with a save file, the game will use the latest mod versions by default. It's possible to manually sync mods to a save file by navigating to it in the "Load game" menu and clicking the "Sync mods with save" button in the top right. By default, this enables the latest version of the mods. When using CTRL + Left mouse button to click the "Sync mods with save" button, the game will use the exact same mod versions as the save file. Creating mods See also: Modding tutorial API documentation Modding API docs - Overview page of the modding API documentation website Prototype documentation β€” What prototypes can be added to the game, and what are their properties Documentation of the runtime API β€” Hook into events and change the world around the player Mod structure β€” The basic structure of all mods Factorio data GitHub repository β€” Tracks changes of the Lua prototype definitions in Factorio between releases Data.raw β€” Lists the names and types of all built-in prototypes Lua scripting You need to use the Lua programming language (version 5.2.1) to create any mods in Factorio. The game's mod system injects your code into the startup and to the data construction stage of the game. You can use any text editor to write the code for your mod. Well-known text editors that offer syntax highlighting for Lua are Notepad++ and Visual Studio Code. Useful resources for Lua: Lua tutorial Lua reference manual Lua REPL : A Lua read-eval-print-loop, essentially a sandbox. Third-Party Tools There is a wide variety of tools contributed by community members to help in mod development, such as plugins for IDEs to provide auto-completion, debuggers, as well as scripts to automate common tasks regarding translations or packaging. Factorio sub-forum for mod development tools See also Category:Technical β€” Documentation of technical formats and API's not related to modding
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Electric_mining_drill_(research)
Electric mining drill (research) - Factorio Wiki
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Electric mining drill (research) - Factorio Wiki Jump to navigation Jump to search | | Electric mining drill (research) | Edit | | | -------------------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 101βœ–25 | 101βœ–25 | | Prototype type | technology | | Internal name | electric-mining-drill | | Required technologies | Required technologies | | | | | Effects | Effects | | | | | Cost | Cost | | --------------------- | --------------------- | | 101βœ–25 | 101βœ–25 | | Prototype type | technology | | Internal name | electric-mining-drill | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | The electric mining drill research allows the player to craft the electric mining drill . History 2.0.7 : Introduced. | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
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Engine_unit
Engine unit - Factorio Wiki
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Engine unit - Factorio Wiki Jump to navigation Jump to search | | Engine unit | Edit | | | ----------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 10+1+2+1β†’1 | 10+1+2+1β†’1 | | Total raw | Total raw | | 11.5+4+1 | 11.5+4+1 | | Stack size | 50 | | Rocket capacity | 400 (8 stacks) | | Prototype type | item | | Internal name | engine-unit | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | An Engine unit is used for building various vehicles, such as trains and cars . Engine units must be built using an assembling machine , and cannot be made by hand. Optimized time/item usage: 2 pipe factories + 1 iron gear wheel factory β†’ 20 engine unit factories. History 0.15.0 : Crafting time changed from 20 to 10. 0.9.2 : Engine unit recipe doesn't need lubricant. 0.9.0 : Introduced See also Electric engine unit Locomotive Car Tank | 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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Tree_seeding_(research)
Tree seeding (research) - Factorio Wiki
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Tree seeding (research) - Factorio Wiki Jump to navigation Jump to search | | Tree seeding (research) | Edit | | | ----------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 6011111βœ–50 | 6011111βœ–50 | | Prototype type | technology | | Internal name | tree-seeding | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Space Age expansion exclusive feature. This allows players to plant trees via tree seeds . 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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News_2019
News/2019 - Factorio Wiki
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News/2019 - Factorio Wiki Jump to navigation Jump to search News > 2019 December Dec 27 FFF #327: 2020 Vision Dec 20 FFF #326: Particle emitter & Data cache Dec 13 FFF #325: New Explosions and Particles Dec 06 FFF #324: Sound design, Animated trees, Optimizations November Nov 29 FFF #323: Animated water Nov 22 FFF #322: New Particle system Nov 15 FFF #321: Countdown Nov 08 FFF #320: Color correction Nov 01 FFF #319: New T-shirts & Lua event filtering October Oct 25 FFF #318: New Tooltips Oct 18 FFF #317: New pathfinding algorithm Oct 11 FFF #316: Map editor Lua snippets & Non-colliding Biters Oct 04 FFF #315: New test servers September Sep 27 FFF #314: 0.17 stable Sep 20 FFF #313: Light at the end of the bug tunnel Sep 13 FFF #312: Fluid mixing saga & Landfill terrain Sep 06 FFF #311: New remnants 3 August Aug 30 FFF #310: Glowing Heat pipes Aug 23 FFF #309: Controversial opinions Aug 16 FFF #308: Not stable quite yet Aug 09 FFF #307: 0.17 stable candidate Aug 02 FFF #306: Experimental Demo July Jul 26 FFF #305: The Oil Changes Jul 19 FFF #304: Small bugs; Big changes Jul 12 FFF #303: Under 100 bugs (but still not stable) Jul 05 FFF #302: The multiplayer megapacket June Jun 28 FFF #301: Crash site: First state Jun 21 FFF #300: Special edition Jun 14 FFF #299: Everything is more complex than expected Jun 07 FFF #298: Demo upgrade for Stable May May 31 FFF #297: New resource icons May 24 FFF #296: All kinds of bugs May 17 FFF #295: New design for the chemical plant May 10 FFF #294: Blog thoughts & Lua documentation improvements May 03 FFF #293: New remnants 2 & 1.0 Marketing plan April Apr 25 FFF #292: Inching closer to stable Apr 19 FFF #291: New Campaign, MP stress testing, HR Icons II Apr 12 FFF #290: Rail building changes & High-res icons Apr 05 FFF #289: Character GUI March Mar 29 FFF #288: New remnants, More bugs Mar 22 FFF #287: Just bugs again Mar 15 FFF #286: Pollution cleanup Mar 08 FFF #285: Bugs, Bugs, Bugs. Mar 01 FFF #284: 0.17 experimental February Feb 22 FFF #283: Prepare to Launch Feb 15 FFF #282: 0.17 in sight Feb 08 FFF #281: For a Few Frames More Feb 01 FFF #280: Visual Feedback is the king January Jan 25 FFF #279: Train GUI & Modern Spitter Jan 18 FFF #278: The new quickbar Jan 11 FFF #277: GUI progress update Jan 04 FFF #276: Belt item spacing & Script rendering
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