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Holmium_ore
Holmium ore - Factorio Wiki
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Holmium ore - Factorio Wiki Jump to navigation Jump to search | | Holmium ore | Edit | | | ----------- | ---- | | Recipe | Recipe | | ---------------------------------------------------------------- | ---------------------------------------------------------------- | | 0.2+1→0.01+0.03+0.04+0.06+0.03+0.05+0.2+0.01+0.02+0.07+0.04+0.04 | 0.2+1→0.01+0.03+0.04+0.06+0.03+0.05+0.2+0.01+0.02+0.07+0.04+0.04 | | Total raw | Total raw | | 0.2+1 | 0.2+1 | | Stack size | 50 | | Rocket capacity | 500 (10 stacks) | | Prototype type | item | | Internal name | holmium-ore | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recycling results | Recycling results | | 0.25 | 0.25 | Space Age expansion exclusive feature. Holmium ore is a rare resource that can only be found on Fulgora . It has a 1% chance to be extracted from scrap recycling , and can be found in fulgorite deposits. The only recipe which consumes holmium ore is holmium solution , which is a fluid . Because quality does not apply to fluids, high-quality holmium ore provides no benefits. The holmium solution recipe also requires stone , so to consume holmium ore of a particular quality, stone of equal quality must also be provided. Scrap calculation To get 1 holmium ore, 100 scrap need to be processed on average. This will result in also getting, on average: 1 Low density structure 2 Processing units 3 Advanced circuits 3 Copper cables 4 Batteries 4 Steel plates 4 Stone 5 Ice 6 Concrete 7 Solid fuel 20 Iron gear wheel History 2.0.7 : Introduced in Space Age expansion. See also Fulgora Recycler Scrap | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Holmium_ore_-_Factorio_Wiki
Infobox_Productivity_module
Productivity module - Factorio Wiki
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Productivity module - Factorio Wiki Jump to navigation Jump to search | | Productivity module | Edit | | | ------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ---- | | --- | | --- | | --- | | --- | | ---- | | 15+5+5→1 | 15+5+5→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 68.75+32.5+15+10 | 68.75+32.5+15+10 | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Energy consumption | +40% (electric) | | | | | | | | | | | | | | Speed | −5% | | | | | | | | | | | | | | Productivity | +4%+5%+6%+7%+10% | | | | +4% | | +5% | | +6% | | +7% | | +10% | | | | | +4% | | | | | | | | | | | | | +5% | | +6% | | | | | | | | | | | | | +7% | | +10% | | | | | | | | | | | | Pollution | +5% | | | | | | | | | | | | | | Prototype type | module | | | | | | | | | | | | | | Internal name | productivity-module | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | |
wiki
https://wiki.factorio.com/Productivity_module_-_Factorio_Wiki
Template_Documentation_doc
Template:Documentation/doc - Factorio Wiki
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Template:Documentation/doc - Factorio Wiki Jump to navigation Jump to search Used to create documentation for templates used on the Factorio Wiki . Usage There are two ways to use this template. 1. Add to the bottom of your template: <noinclude>{{doc}}<noinclude> Then click on the "Create" link to get started with your documentation. 2. Include the documentation directly in the template (not preferred method): <noinclude>{{doc|text= Documentation text ==Usage== How to use the template, etc. }}<noinclude>
wiki
https://wiki.factorio.com/Template:Documentation/doc_-_Factorio_Wiki
Stromatolite
Stromatolite - Factorio Wiki
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Stromatolite - Factorio Wiki Jump to navigation Jump to search | | Stromatolite | Edit | | | ------------ | ---- | | Can be mined. | Can be mined. | | ------------------ | ------------------------------------------------------------------ | | Map color | | | Expected resources | Iron stromatolite23-37+13-17+3-7Copper stromatolite23-37+13-17+3-7 | | Health | 500 | | Mining time | 0.4 | Space Age expansion exclusive feature. Stromatolites are part of the natural terrain generation on Gleba . They act as a source of basic resources and bacteria. They are a rocky formation created by iron or copper bacteria, and can be mined for resources. There are two types of stromatolites: iron and copper stromatolites. Both yield resources, respective iron or copper bacteria and stone . History 2.0.7 : Introduced in Space Age expansion. | Environment | Environment | | ----------- | ------------------------------------------------------------------------------------------------------------------- | | Generic | PlayerCliffRock | | Nauvis | TreeBiters | | Vulcanus | Ashland tree | | Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods | | Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite | | Aquilo | Lithium ice formation | | Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Stromatolite_-_Factorio_Wiki
Template_Disambiguation
Template:Disambiguation - Factorio Wiki
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Template:Disambiguation - Factorio Wiki Jump to navigation Jump to search | | | ------------------------------------------------------------------ | | Multiple pages share the title or description of "Disambiguation". | | They are listed below. |
wiki
https://wiki.factorio.com/Template:Disambiguation_-_Factorio_Wiki
Combat_robot_capsules
Combat robot capsules - Factorio Wiki
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Combat robot capsules - Factorio Wiki Jump to navigation Jump to search | | | ------------------------------------------------------------------------- | | Multiple pages share the title or description of "Combat robot capsules". | | They are listed below. | Combat robot capsule may refer to: Defender capsule Distractor capsule Destroyer capsule
wiki
https://wiki.factorio.com/Combat_robot_capsules_-_Factorio_Wiki
Steel_processing_(research)
Steel processing (research) - Factorio Wiki
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Steel processing (research) - Factorio Wiki Jump to navigation Jump to search | | Steel processing (research) | Edit | | | --------------------------- | ---- | | Cost | Cost | | --------------------------------------------------- | --------------------------------------------------- | | 51✖50 | 51✖50 | | Allows the smelting of iron plates into steel bars. | Allows the smelting of iron plates into steel bars. | | Prototype type | technology | | Internal name | steel-processing | | Required technologies | Required technologies | | | | | Allows | Allows | | 212 | 212 | | Effects | Effects | | | | Steel processing allows you to process steel from iron plates , and enables the creation of basic steel items. Due to the large quantity of research options unlocked and how easy it is to obtain, this will be one of the first technologies that the player researches. 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/Steel_processing_(research)_-_Factorio_Wiki
Tutorial_Transport_use_cases
What Transport for which case? - Factorio Wiki
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What Transport for which case? - Factorio Wiki Jump to navigation Jump to search This page compares the three main transport methods: Belt transport system (conveyor belts), railway (trains) and logistic robots . There are two more useful methods to transport items: the character's inventory and the car . (Especially the car has an extremely high capacity and can be used instead of trains. Of course you need to drive everything yourself; see the chapter about the car). The best choice depends on the context in which they are used. For example on the amount of resources you need to transport, or how far away they are. Contents 1 Comparison of belts, trains and logistic robots 2 Experts 2.1 Belts 2.2 Trains 2.3 Logistic robots 3 Seeing from throughput side 4 See also Comparison of belts, trains and logistic robots | | Belts | Trains | Logistic Robots | | ----------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Throughput | Constant, low for one belt, precisely calculable, limited | Extremely high, fast, not easily calculable but constant, nearly unlimited if enough space, | High in small areas, not calculable/chaotic, unlimited if enough bots, cannot be optimized, terrible over long distances and bulk goods | | Extensibility | Low. It is impossible to use existing belts lines - it is necessary to build a completely new belt from A to B. | Medium. Stations A and B can be connected to any place of the existing railway line. There is no need to pull a separate line - trains will go along the existing one. Also, by loading trains with better fuel or making them longer, it is possible to improve throughput without building new lines. | High. Chests A and B can be placed anywhere on the network, including using existing ones. | | Flexibility | High. Small size and underground belts let to transport items from almost anywhere to anywhere, except in the most densely built areas. Bellissimo. | Moderate. On main line you can transport every item you need from anywhere to anywhere. However, require lot of space for stations, intersections and turnarounds. The possibilities to build a line over existing buildings without major remodeling are extremely limited. | Close to infinity. To deliver an item, a minimum of 2 cells are required (chest and inserter). As a bonus, there are no restrictions on the variety of items carried - you can request as many types as you need in one chest. | | Space required | Small for simple products, large for complicated product chains | Large due to train stations and bends. There is a difference in usingroll-on-roll-off stations (lot of space) or termini (much smaller). | Small for complex products. | | Optimization | Highly optimizable. Source of never ending fun. | Seldom really needed – better rebuild or build more tracks. For larger networks you can get some trouble with deadlocks/gridlocks, if not optimized, using chain signals. Optimize train stations: connect either with belts (complex) or with logistic bots (recommended). | Optimize placing of roboports (for charging) and used number of ports vs. number of bots in the air. | | Parallelization | High. Two parallel belts have the doubled throughput as one. Cost is also only double. On the other hand: Effort to build that doubles. | Extreme. Two parallel tracks with one-head trains can transport 5–10 times more trains than one with two-head, because if a track is blocked the trains can choose the other free track and so they don't need to stop. The effort to build two tracks in parallel is lower than double. | Not so good. Doubling the amount of bots from one to two surely doubles the throughput, but doubling robots from 500 to 1000 can result in complete chaos. | | Initial costs | Very small as long as conveyor belts are short. Still good with parallel belts. Larger when making fast transport belts. Expensive with express; which should be used for special cases only. | Considerable amount of material is needed for locomotive at early game. Pennies for mid and late game. Small costs (when compared to the increase of transport) for making rails. | Roboports and especially bots require a lot of resources to make. Logistic bot upgrades are very expensive, but needed and must be calculated into the total costs. Maintenance costs a lot of time. | | Use of energy | Gratis. Free. Always an object of discussion. ;) | Low. The usage of fuel is currently very affordable. | High. The roboports need a lot of energy and the bots take even more energy, as more are in the air. This can be a big problem, but is normally not an issue. | | Items in transit vs. duration of transport | Bad. 100 tiles of belts stores about 700 items if fully loaded, but takes with basic belts 56 seconds for transport. With express belt, this is only 3 times faster. | Very good. Lot of items transported in very short time. | Chaotic. When jammed it can happen that the most important items are unreachable in the air. | | Maintenance costs | None | Some fuel needed | Considerable amount of electricity needed | | Pollution | None | Some | None, indirectly caused by use of electricity. | | Best used for | High throughput, bulk-goods (ores, some intermediates), small to medium distance. Examples include raw materials and simple products. | High throughput, long distance, one type of cargo. Examples include transporting ores or plates from resource fields to main factory area. Supply of outposts (train with drones, repair packs, diesel and ammo). | Extremely high throughput over very short distances (< 50 tiles), low to medium throughput over medium distance (50–500), rare transportation over long distance. Products needed in smaller quantities but many types like placeable structures (mall), or fuel for locomotives (if refueling is not done at a separate station). Unbeatable for train station (loading/unloading chests). | | Most annoying problems | Left/right lane problems (part of the game), splitting off the right amount of items. | Deadlock situations (in complicated crossings), complex train-station and signal setup, traffic jams (especially when train was partially eaten by biters and remaining wagons block the whole line) | Blocking of roboports by waiting for charging, "stupid" behavior like far away bots are used, instead of near and vice versa, Robots that take a "shortcut" throughBiter-infested territory. | | UPS eaten per transported item (relevant only for weak hardware or when science per minute is measured in five-digit numbers) | Varies. Long, partially loaded lines and large number of inserters and balancers on line eat more. Short, fully loaded lines with the minimum required number of balancers and small number of inserters on line eat less. | Low. | High. | Experts Belts Practical up to distances of 500 tiles (to compare: a radar station watches up to 200 tiles, with a 100-tile "radius"). Useful for connecting small resource-fields to the factory area, as the throughput of a belt is limited to 900 items per minute on a fully-compressed basic belt. With fast or express belt, this is higher (up to 2700) but the price is gigantic. Using multiple parallel belts is costly, but with basic belts still affordable over long distances. Best for working within an automated facility for bulk goods , e.g. transporting ore, plates, circuit boards, etc. over short or medium distances. Store, over long distances, a not to be underestimated number of items (8 per tile, with two lanes, fills 500 tiles with 4000 items!). This storage is out of reach and could be counted as wasted, until it is transported. Note: the length of 500 tiles is just a "rule of thumb", and comes from these facts: It takes nearly 5 minutes (4.44) for an item to run from one end to the other on 500 tiles of transport belts . A belt with 500 tiles stores 4000 items (a cargo wagon of resources). The fact that after about this length it makes sense to use a train. The advantages of belts are: Belts have a constant throughput rate. Calculations are easily possible (such as "Do I need more belts to transport items from the mines?") Basic belts are cheap compared with tracks and and are easier to build You can easily see how many items are on the belt, which makes it easier to assess if you need more throughput. You can use the belt as an open storage: you can store 80 items in a length of 10 belts, when using both lanes (but for long belts this is a big disadvantage!) Disadvantages: Limited transport capacity, due to the limited throughput. Slow. This is a problem with very long belts because it takes a while to fill the belt. The items on the belt cannot be used. A belt with length of 100 holds 714 items for 56 seconds. With trains this is much lower (10 seconds) and as long as they are not loaded into a wagon, they still can be used. Items on the belts are "lost items" until they are transported. Belts have the best short-distance throughput for continuous, direct-to-factory transportation. This is especially true, if you use basic belts in parallel, because this combination has an incredibly high throughput at low costs. Trains Trains should be used to transport items from big and distant resource fields. No other means of long distance transport is as fast as trains. A single train line can easily be built; however, planning an extensive railway setup can be difficult and time consuming. One clever way of placing rails is entering a locomotive and placing the rails in front of it using the rail planner . Trains can be used to connect separate factories together over long distances. This additionally lets you 'take a ride' out to outposts that require attention. By smelting ore locally and shipping the plates via train, you can double your wagon capacity and route directly to a storage yard or factory. Logistic robots Logistic robots should be used in a limited area with dense building placement. In most cases this is the main factory area. With some updates the logistic bots can handle enormous amounts of items. Bots are terrible at long distances and bulk goods: It's not a good idea use bots for ore-transport or from/to furnaces. It is possible to use them for this task, but don't hold your breath for this to work perfectly; there are several issues with the AI that cause them to work inefficiently more often than not. Some players take that problem as a challenge. They do a perfect job on bulk-goods, if they can charge between their jobs, which is the case on train-stations: Train comes in, train is unloaded, bots transports to the target chests, bots charge. Next train comes in. Bots do a perfect job if you use them for random transport of expensive products; transport intermediate products to where they're needed within the local network, especially if it's completely impractical to route a belt for the job. Bots, while great at moving sparse items with slow production speeds, are a very costly thing to integrate with high-volume affairs like mining/smelting because they need frequent breaks to recharge. The exception is the incredible benefit they offer to train stations because of the space-logistical challenge of routing and load-balancing belts around the train tracks, especially since it isn't necessarily 'constant flow', offering them time to recharge. Seeing from throughput side A (basic, yellow) transport belt cannot transport more than 900 items per minute and an express transport belt (the fastest) not more than 2700 (see above). Now compare that with a locomotive: a cargo wagon can deliver 2000 items (ores) per wagon ! And if you smelt the resources at your outpost and transport intermediate plates (copper, iron) you can transport 4000 per wagon. So when speaking in terms of throughput, you need to swap to trains or make multiple parallel belts. One might think this picture would change when you develop logistic robots . But that is not true! They can't be beaten for relatively small areas, especially with their researched bonuses, and they have some kind of intelligence; they try to deliver all requests as equally as possible. But bots are terrible at long distances and bulk goods. Here are some calculations, which explain the problem (all calculations are assumed with full upgrade for the logistic bots!): Needed robots to transport 3000 items per minute over a distance of 50 tiles you need: Robot speed: 3 tiles/sec (basic speed) × 1.4 (logistic speed bonus) = 4.2 tiles/sec Needed time for one transport: 100 tiles ÷ 4.2 tiles/sec = 24 secs Need robots per minute: 24 secs ÷ 60 secs = you need 0.4 bots to transport one item per minute over 50 tiles. Because of Logistic robot cargo: 0.4 bots ÷ 4 items per transport = 0.1 bots to transport one item per minute Total: 3000 items × 0.1 bots/per item = 300 bots 300 is a high, but still very realistic number for a logistic network with 4-5 roboports. Needed robots to transport 3000 items per minute over a distance of 500 tiles you need: Needed time for one transport: 1000 tiles ÷ 4.2 tiles/sec = 240 secs Need robots per minute: 240 secs ÷ 60 secs = you need 4 bots to transport one item per minute over 500 tiles. Because of logistic robot cargo: 4 bots ÷ 4 items per transport = 1 bot to transport one item per minute Total: 3000 items × 1 bots/per item = 3000 bots 3000 bots need a quite big amount of resources to produce, not accounting for the needed research (for bots, speed/stack size bonuses), number of roboports and the needed energy. That leaves belts and trains. Trains are faster than belts and offer better logistic control as you go between logistic networks. Belts simply take forever, and you may wind up with a lot of asset tied up with simply being 'in transit'. You should see items sitting on a belt as "non-useable storage". Backed up belts can be a good thing for buffer space, but long belts are just inefficient, or better: You lose the control over the other end, due to the long gap; the resources on the other side could be long depleted, but you see it only five minutes later. The effort to squeeze out the last 20% of belt performance increases depending on distance and total amount and at some point the train will win. But in your central factory area the bots will never be beaten. On the other hand: in small areas, and for simple throughput of one type of item (iron ore to iron-plates for example) we can place some belts in parallel, which is cheap and efficient (uses no energy) and when using parallel belts can achieve enormous throughput. For later game, the fast transport belt is a good compromise between cost and efficiency, and the Express transport belts should be use only for short sections. The amount of robots you need is directly dependent on the density you build. The central part of your factory should be dense, because not only throughput is important here, but also speed: How fast can an item be produced in total (including the transportation time). See also Discussion about using conveyor belts vs. trains . There are some interesting tips in this thread. More trains vs. longer trains Deciding which items to re-make and which to keep on belts?
wiki
https://wiki.factorio.com/What_Transport_for_which_case?_-_Factorio_Wiki
PrototypeBase
PrototypeBase - Factorio Wiki
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PrototypeBase - 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/PrototypeBase.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/PrototypeBase_-_Factorio_Wiki
Ice
Ice - Factorio Wiki
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Ice - Factorio Wiki Jump to navigation Jump to search | | Ice | Edit | | | --- | ---- | | Stack size | 50 | | --------------- | ---------------- | | Rocket capacity | 1000 (20 stacks) | | Prototype type | item | | Internal name | ice | | Consumed by | Consumed by | | | | Space Age expansion exclusive feature. Ice is a resource added in the Space Age expansion. Its most common use is to be melted into water . Ice is obtained in a variety of ways. On space platforms , oxide asteroid chunks can be crushed to make ice. On Fulgora , scrap recycling generates ice. On Aquilo , ammoniacal solution is separated into ammonia and ice. In all three of these places, ice is also the only local source of water. Alternative recipes | Process | Input | Output | Made in | Required technology | | -------------------------------- | ----- | ---------------------------------------------------------- | ------- | --------------------------------------- | | Oxide asteroid crushing | 2+1 | 10+0.2 | | Space platform (research) | | Advanced oxide asteroid crushing | 5+1 | 3+2+0.05 | | Advanced asteroid processing (research) | | Scrap recycling | 1+ | 0.03+0.04+0.06+0.03+0.01+0.05+0.2+0.01+0.02+0.07+0.04+0.04 | | Recycling (research) | | Ammoniacal solution separation | 1+50 | 5+50 | | Planet discovery Aquilo (research) | History 2.0.7 : Introduced in Space Age expansion. | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Ice_-_Factorio_Wiki
Template_No_language_suffix_No_namespace_doc
Template:No language suffix/No namespace/doc - Factorio Wiki
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Template:No language suffix/No namespace/doc - Factorio Wiki Jump to navigation Jump to search Strips both namespace and language suffix from the page name. For use in templates. Example 1: Page the template is on: "Infobox:Accumulator" -> {{No language suffix/No namespace}} gives "Accumulator". Example 2: Page the template is on: "Accumulator/de" -> {{No language suffix/No namespace}} gives "Accumulator". Example 3: Page the template is on: "Infobox:Accumulator/de" -> {{No language suffix/No namespace}} gives "Accumulator".
wiki
https://wiki.factorio.com/Template:No_language_suffix/No_namespace/doc_-_Factorio_Wiki
Uranium_processing
Uranium processing - Factorio Wiki
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Uranium processing - Factorio Wiki Jump to navigation Jump to search | | Uranium processing | Edit | | | ------------------ | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 12+10→0.007+0.993 | 12+10→0.007+0.993 | | Total raw | Total raw | | 12+10 | 12+10 | | Prototype type | recipe | | Internal name | uranium-processing | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | Uranium processing is the only way to use uranium ore and the first source of uranium-235 and uranium-238 that is available to the player . The process has a 99.3% chance to produce 1 uranium-238 and a 0.7% chance to produce 1 uranium-235. Contents 1 Initiating the Kovarex enrichment process 1.1 Expected value 1.2 Confidence levels 2 Trivia 3 History 4 See also Initiating the Kovarex enrichment process Unlike most other crafting processes, uranium processing creates U-235 and U-238 based on probability, rather than in guaranteed deterministic amounts. Additionally, the Kovarex process requires a bulk stockpile of 40 units of the rare uranium-235 isotope to initiate in a single centrifuge. Therefore, planning uranium mining and processing for the Kovarex process takes certain considerations not encountered elsewhere in the game. Expected value As U-235 is created in centrifuges running uranium processing with p = 0.007 , the expected number of processing cycles to gain a single unit is E(1,p) = 1 ÷ p = ~143 . The expected number of cycles to gain 40 units is then E(40,p) = 40 × E(1,p) = ~5,714 cycles . Note that running this many cycles requires mining 57,140 uranium ore, a non-trivial task. However, given the nature of probability, it is impossible to guarantee that 40 units will be reached in this number of cycles; as a matter of fact, some mathematics yields that the probability that 5,714 cycles will produce at least 40 units of U-235 is only about 52%. As each cycle takes 12 seconds, it takes on average 12 * 143 = 1716 seconds to produce 1 U-235 (assuming no productivity or speed modules). This can be turned into 10 uranium fuel cells , each of which lasts 200 seconds, so in total 2000 seconds. That means one centrifuge constantly running can on average supply enough U-235 to produce enough fuel cells to continuously power one reactor. See Tutorial:Nuclear_power . The Kovarex enrichment process is a much more efficient way to produce U-235. Confidence levels Probability of reaching 40 U-235 from uranium processing by number of cycles (click to enlarge) Some further mathematics enables one to calculate the number of uranium processing cycles one must run to obtain at least 40 units of U-235 (given p = 0.007 ) with a given level of confidence (probability of achieving the set goal). As discussed in the previous section, the level of confidence corresponding to 5,714 cycles (for which the expected value of U-235 gained is 40) happens to be about 52% (or, in other words, with this number of cycles, one can expect to fail to reach 40 U-235 a bit less than once out of every 2 tries). Some further example confidence levels that may be of interest to players are given in the table below. Consult the chart to the right for custom values. | Confidence level | Failures | Cycles required | | ---------------- | ------------ | --------------- | | 10% | 9 out of 10 | 4,595 | | 50% | 1 out of 2 | 5,667 | | 90% | 1 out of 10 | 6,894 | | 95% | 1 out of 20 | 7,272 | | 99% | 1 out of 100 | 8,015 | Trivia Excluding Space Age-exclusive recipes, this is the only recipe in the base game to have random products. History 0.15.0 : Introduced See also Kovarex enrichment process | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Uranium_processing_-_Factorio_Wiki
Iron_chest
Iron chest - Factorio Wiki
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Iron chest - Factorio Wiki Jump to navigation Jump to search | | Iron chest | Edit | | | ---------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | ----------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+8→1 | 0.5+8→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 0.5+8 | 0.5+8 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Storage size | 3241516080 | | | | 32 | | 41 | | 51 | | 60 | | 80 | | | | | 32 | | | | | | | | | | | | | 41 | | 51 | | | | | | | | | | | | | 60 | | 80 | | | | | | | | | | | | Health | 200260320380500 | | | | 200 | | 260 | | 320 | | 380 | | 500 | | | | | 200 | | | | | | | | | | | | | 260 | | 320 | | | | | | | | | | | | | 380 | | 500 | | | | | | | | | | | | Resistances | Fire: 0/80%Impact: 0/30% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Dimensions | 1×1 | | | | | | | | | | | | | | Mining time | 0.2 | | | | | | | | | | | | | | Prototype type | container | | | | | | | | | | | | | | Internal name | iron-chest | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recycling results | Recycling results | | | | | | | | | | | | | | 2 | 2 | | | | | | | | | | | | | Iron chests are 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. Though they cost iron plates to produce, they can store twice as many items as wooden chests , and they have twice the health. Iron chests, like other chests, can be connected to the circuit network to provide their contents as a signal. History 0.13.0 : Iron chest is now connectable to the circuit network . 0.1.0 : Introduced. See also Storage Chests Wooden 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/Iron_chest_-_Factorio_Wiki
Railgun_shooting_speed_(research)
Railgun shooting speed (research) - Factorio Wiki
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Railgun shooting speed (research) - Factorio Wiki Jump to navigation Jump to search | | Railgun shooting speed (research) | Edit | | | --------------------------------- | ---- | | Cost | Cost | | --------------------- | ------------------------ | | 6011111111✖1000 | 6011111111✖1000 | | Prototype type | technology | | Internal name | railgun-shooting-speed-1 | | Required technologies | Required technologies | | | | Space Age expansion exclusive feature. Railgun shooting speed applies a +20% bonus to the firing speed of the Railgun and Railgun turret for each level of research. The cost formula is 2 (L-1) * 1000 where L = current level. Note the railgun turrets shooting speed is tied to its animation , making the max shooting speed bonus +.36/s. You can research past level 5, but it will have no practical effect on the railgun turret, however it will continue to increase the shooting speed of the railgun past level 5. History 2.0.7 : Introduced in Space Age expansion. See also Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Railgun_shooting_speed_(research)_-_Factorio_Wiki
Lava
Lava - Factorio Wiki
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Lava - Factorio Wiki Jump to navigation Jump to search | | Lava | Edit | | | ---- | ---- | | Map color | | | ----------------------------- | ----------------------------- | | Prototype type | fluid | | Internal name | lava | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | This fluid cannot bebarreled. | This fluid cannot bebarreled. | Space Age expansion exclusive feature. Lava is a resource found on Vulcanus , where it is extracted from lava lakes via an offshore pump . It is a fluid and can pass through pipes like any other fluid. The foundry can process lava into molten iron or molten copper . Both of these processes require calcite . They both also produce stone as a byproduct, though the copper version produces more stone than than iron. Lava is exclusive to Vulcanus. It cannot be barreled , so it cannot be shipped to other planets. Inserters and the player can drop items in the lava, permanently destroying them. Underground pipes and underground belts cannot transport items under lava, however elevated rails can be built over lava. Rail supports and rail ramps can't be built on lava without foundations , which limits the distance that elevated rails can travel over lava lakes. Unlike water , lava cannot be filled in with landfill , but only with foundations just like oil oceans on Fulgora . History 2.0.7 : Introduced in Space Age expansion. See also Vulcanus 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/Lava_-_Factorio_Wiki
Explosive_cannon_shell
Explosive cannon shell - Factorio Wiki
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Explosive cannon shell - Factorio Wiki Jump to navigation Jump to search | | Explosive cannon shell | Edit | | | ---------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------- | ------------------------------------------------------------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | | | --- | | --- | | --- | | --- | | --- | | 8+2+2+2→1 | 8+2+2+2→1 | | | | | | | | | | | | | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | | | | | | | | | | | | | 8+2+2+2 | 8+2+2+2 | | | | | | | | | | | | | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | | | | | | | | | | | | | Range | 30 | | | | | | | | | | | | | | | | | | | | | | | | | | Damage | Impact:180234288342450(physical)Area of effect:300390480570750(explosion) | | | | 180 | | 234 | | 288 | | 342 | | 450 | | | | 300 | | 390 | | 480 | | 570 | | 750 | | | | | 180 | | | | | | | | | | | | | | | | | | | | | | | | | 234 | | 288 | | | | | | | | | | | | | | | | | | | | | | | | | 342 | | 450 | | | | | | | | | | | | | | | | | | | | | | | | | | | 300 | | | | | | | | | | | | | | | | | | | | | | | | | 390 | | 480 | | | | | | | | | | | | | | | | | | | | | | | | | 570 | | 750 | | | | | | | | | | | | | | | | | | | | | | | | Damage bonus | Piercing Power: 100 | | | | | | | | | | | | | | | | | | | | | | | | | | Area of effect size | 4 | | | | | | | | | | | | | | | | | | | | | | | | | | Used as ammunition by | Used as ammunition by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Prototype type | ammo | | | | | | | | | | | | | | | | | | | | | | | | | | Internal name | explosive-cannon-shell | | | | | | | | | | | | | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The explosive cannon shells are the basic ammunition for the Tank along with cannon shells . Once enough research is conducted, explosive uranium shells are made available, which are equal or superior in all regards. Since regular shells are still specifically required to manufacture uranium variants, any previously manufactured stockpile can be "upgraded" without waste. Explosive cannon shells deal lower physical damage and their piercing power has practical use for only the smallest enemies. In turn, they make up for it with an even greater amount of explosive damage that is dealt to multiple targets within radius. The total amount of damage dealt on the shell is greater than its physical counterpart, but it must be noted that worms , nests and especially spitters have considerable explosive resistance that well compensate for this damage increase. However, thanks to the greater raw numbers, upgrades have greater impact on the shells' potential, and their area-of-effect proves valuable later on in the game. History 2.0.7 : Lowered stack size of ammo from 200 to 100. 0.12.0 : Introduced See also Cannon shell Explosive uranium cannon shell Enemies Damage | Combat items | Combat items | | ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower | | Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() | | Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule | | Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() | | Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() | | Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote | | Defense | WallGateRadarLand mine | | Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() | | Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
wiki
https://wiki.factorio.com/Explosive_cannon_shell_-_Factorio_Wiki
Fusion_generator
Fusion generator - Factorio Wiki
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Fusion generator - Factorio Wiki Jump to navigation Jump to search | | Fusion generator | Edit | | | ---------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------------------------- | | ----- | | ---- | | ----- | | ----- | | ----- | | ---- | | 30+50+100+100→1 | 30+50+100+100→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 30+50+100+100 | 30+50+100+100 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 10001300160019002500 | | | | 1000 | | 1300 | | 1600 | | 1900 | | 2500 | | | | | 1000 | | | | | | | | | | | | | 1300 | | 1600 | | | | | | | | | | | | | 1900 | | 2500 | | | | | | | | | | | | Resistances | Fire: 0/70% | | | | | | | | | | | | | | Stack size | 5 | | | | | | | | | | | | | | Rocket capacity | 5 | | | | | | | | | | | | | | Dimensions | 3×5 | | | | | | | | | | | | | | Power output | 50658095125MW | | | | 50 | | 65 | | 80 | | 95 | | 125 | | | | | 50 | | | | | | | | | | | | | 65 | | 80 | | | | | | | | | | | | | 95 | | 125 | | | | | | | | | | | | Heat output | 2/s2.6/s3.2/s3.8/s5/sFlouroketone (Hot) | | | | 2/s | | 2.6/s | | 3.2/s | | 3.8/s | | 5/s | | | | | 2/s | | | | | | | | | | | | | 2.6/s | | 3.2/s | | | | | | | | | | | | | 3.8/s | | 5/s | | | | | | | | | | | | Fluid consumption | 2/s2.6/s3.2/s3.8/s5/sPlasma | | | | 2/s | | 2.6/s | | 3.2/s | | 3.8/s | | 5/s | | | | | 2/s | | | | | | | | | | | | | 2.6/s | | 3.2/s | | | | | | | | | | | | | 3.8/s | | 5/s | | | | | | | | | | | | Mining time | 0.2 | | | | | | | | | | | | | | Prototype type | fusion-generator | | | | | | | | | | | | | | Internal name | fusion-generator | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. The fusion generator consumes plasma from the fusion reactor to generate electric energy and fluoroketone (hot) . Fusion generators generate an amount of energy based on the temperature of the plasma feeding the generator. However, they can only extract so much energy from plasma over a particular amount of time. This is 50 MJ per second, producing 50 MW of power. This increases with quality . When plasma is consumed to generate electricity, an amount of hot fluoroketone is also generated equal to the amount of plasma consumed. If this fluid is not removed from the generator, it will be unable to generate power. Fluoroketone must be removed and taken to a cryogenic plant for cooling into fluoroketone (cold) (usually to be fed back into a fusion reactor). The fusion generator has nine fluid connection points: two plasma inputs, five plasma outputs for passing plasma to other generators, and two hot fluoroketone outputs. Because plasma cannot go into pipes, fusion generators will have to be placed in close proximity to fusion reactors. Each generator must also have space for outputting fluoroketone into pipes to be cooled. History 2.0.7 : Introduced in Space Age expansion. See also Aquilo Fusion reactor Power production | 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/Fusion_generator_-_Factorio_Wiki
Fulgora
Fulgora - Factorio Wiki
[ "stub" ]
Fulgora - 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. Fulgora is a new barren desert planet . Its surface is split between island-like plateaus, and deep oilsands. During the night, the planet is ravaged by lightning storms, damaging buildings. Planet discovery Fulgora (research) is required to travel to the planet. Contents 1 Achievements 2 Exclusive Items 3 Surface 3.1 Properties 4 Biomes 4.1 Terrain 5 Mechanics 5.1 Lightning 5.2 Lightning rods and collectors 5.3 Natural resources 6 Access to basic resources 7 Space routes 8 Orbit 8.1 Properties 9 Gallery 10 Trivia 11 History 12 See also Achievements | | Visit FulgoraTravel to planetFulgora. | | | ------------------------------------- | Exclusive Items The following items are unlocked on Fulgora and can only be crafted on-planet: Electromagnetic science pack Electromagnetic plant Lightning collector Lightning rod Recycler The following items are unlocked on Fulgora but can be crafted elsewhere: Mech armor Personal battery MK3 Energy shield MK2 Personal roboport MK2 Quality module 3 Tesla turret Surface Properties | Property | Value | | --------------- | --------- | | Pollutant Type | None | | Day Night Cycle | 3 Minutes | | Magnetic Field | 99 | | Solar Power | 20% | | Pressure | 800 | | Gravity | 8 | Biomes Fulgora is split between two distinct biomes. Plateaus are islands dotted around the landscape. They are the only biome where factories can be built. Some plateaus are home to alien ruins , which have fulgoran lightning attractors , which can protect your buildings until unlocking your own lightning rods . Other plateaus hold scrap , Fulgora's sole resource. Oilsands are the lowlands between the plateaus. No buildings can be built in them except for rail supports . You can walk through them, but occasional oilpatches will slow you to a crawl. An offshore pump can be placed on the edge of oilsands to produce an unlimited amount of heavy oil . Terrain Fulgoran terrain is mainly composed of oillands , on which nothing except for rail supports can be built. Traversal by foot across the oillands is possible, but slow. The oillands are further divided into deep and shallow areas, with deep areas slowing down player movement even further and not even allowing for rail supports to be built until rail support foundations (research) is researched. However, the oillands are also scattered with islands of various sizes, on which normal construction is possible. At first, these are the only place on Fulgora where factories can be built, as foundation for building on top of the oillands requires research that can not be performed until much later. The islands come in three size classes: Small islands with high amounts of resources, but with little room to build on Medium islands with lower amounts of resources, and with sufficient room for a small factory Large islands with no resources, but with enough room to build the main part of a medium-sized factory It is possible for two or more islands to overlap, potentially creating an even larger island that does have local resources. However, most islands are detached, meaning that transport between islands will have to occur by train. In many cases, the distance between two islands is also too vast for roboports or big electric poles to reach, thus requiring local logistic and electric networks to be built, as neither roboports nor power poles can be built on the oillands without foundation . Islands are also scattered with fulgorite , Fulgoran lightning attractors , Fulgoran ruins and Fulgoran vault ruins , allowing players without the recycler to get access to basic resources. Mechanics Lightning During nighttime , dense thunderstorms occur on Fulgora, with frequent lightning strikes occurring across the surface. Lightning will strike each chunk once, every 10 seconds or so ( lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks) ) If a lightning strike is set to occur near a lightning rod , lightning collector , or Fulgoran lightning attractor , then the lightning will always hit said entity, rendering the lightning harmless. However, if such an entity can not be found, the lightning will strike where it occurs, causing damage to nearby entities. Lightning will prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority. | Entity | Priority value | | ---------------------------- | -------------- | | Lightning collector | 10,000 | | Lightning rod | 1,000 | | Fulgoran lightning attractor | ? | | Fulgoran vault ruin | 95 | | ColossalFulgoran ruin | 94 | | HugeFulgoran ruin | 93 | | BigFulgoran ruin | 92 | | MediumFulgoran ruin | 91 | | Entities | Category | | -------------------------------------------------------------------------------------------------------- | --------------------------------------- | | Anything with the "Metal" impact soundset/category? | | | PipePipe to groundPumpOffshore pump | Pipes and pumps | | Small electric poleMedium electric poleBig electric poleSubstation | Electric poles | | Power switchAccumulator | Electric routing | | RecyclerAssembling machine 1Assembling machine 2Assembling machine 3 | Recyclers and assemblers | | Beacon | Beacons | | Radar | Radars | | RoboportLogistic robotConstruction robot | Roboports and bots | | Burner inserterInserterLong handed inserterFast inserter | Inserters (but notbulk/stack inserters) | | Iron chestSteel chestStorage chestPassive provider chestActive provider chestRequester chestBuffer chest | Metal chests (notablynotwooden chests) | | Cargo pod | Landed cargo pods | | Steel furnaceElectric furnace | Metal furnaces | | Heat exchangerHeat pipe | Heat exchangers and pipes | | Fusion generatorFusion reactor | Fusion power | | CarTank | Cars and tanks | | Train stop | Train stops | | Electric energy interfaceAsteroid collectorThruster | Some modded situations | | Entities | Category | | -------------------------------------------------------- | --------------------------------------------------------------- | | Legacy railRailRail ramps and elevated railsRail support | Rail pieces | | Rail signalRail chain signal | Rail signals (notably nottrain stops) | | LocomotiveArtillery wagonCargo wagonFluid wagon | Trains | | WallLand mine | Walls and mines | | TreeRockFulgorite | Trees and entities that count as a rock forfiltered destruction | Lightning rods and collectors Lightning rods and lightning collectors serve a secondary function beyond protecting an area from lightning strikes. They convert lightning into stored power, which they quickly discharge into the local electric system . With enough accumulators to last during daytime or between lightning strikes, this can serve as the factory's main power source. With this, lightning on Fulgora become both a curse and a blessing: Players must keep their factory covered by lightning rods or collectors to avoid damage, and nighttime exploration becomes dangerous and risky. However, to an established base, lightning become a convenient source of electric energy, which is especially important given the weak solar output on Fulgora's surface and the difficulty of setting up a global electric network on Fulgora before foundation becomes available. Natural resources Aside from numerous items that can be collected by mining ancient ruins, only two "natural" resources occur on Fulgora, those being heavy oil and scrap . Heavy oil can be obtained in infinite and non-diminishing amounts by placing an offshore pump on the shore of an island, allowing it to collect heavy oil directly from the oillands. Scrap is found in deposits on small and medium sized islands, as if it were an ore. However, in stark contrast to most other natural resources, scrap is not directly processed into a single basic resource like iron or copper plates using traditional production methods. Rather, it is recycled to produce a variety of items. Players can also recycle by hand provided the recipe has been unlocked. | Input | Output | Chance | Rate | | --------------------- | --------------- | ------- | ----- | | Scrap | Iron gear wheel | 20% | 0.5/s | | Solid fuel | 7% | 0.175/s | | | Concrete | 6% | 0.15/s | | | Ice | 5% | 0.125/s | | | Steel plate | 4% | 0.1/s | | | Battery | 4% | 0.1/s | | | Stone | 4% | 0.1/s | | | Copper cable | 3% | 0.075/s | | | Advanced circuit | 3% | 0.075/s | | | Processing unit | 2% | 0.05/s | | | Low density structure | 1% | 0.025/s | | | Holmium ore | 1% | 0.025/s | | Since this list includes intermediate products, such as processing units , but no iron or copper plates, players are generally forced to further recycle many of these items in order to obtain their ingredients. Players are thus left with the decision of what items to recycle, all while having to avoid cluttering their belts with unused resources. Access to basic resources Water can be obtained from ice (from recycling scrap ) via ice melting Stone can be obtained by recycling scrap Iron ore can be obtained by recycling concrete Iron plate can be obtained by recycling iron gear wheel , battery , or electronic circuit Copper plate can be obtained by recycling copper cable , battery , or low density structure Coal cannot be obtained and must be shipped in from other planets. However: Plastic bar can be obtained by recycling advanced circuit or low density structure There are no enemies on-planet, so explosives -based ammunition or grenades are not needed Crude oil is not available, but heavy oil is readily available using offshore pumps Copper ore is not available as the only recipe it is used in is copper plates and smelting processes cannot be reversed Space routes Fulgora is connected to 3 other planets: Nauvis , Gleba , and Aquilo . | Planet | Distance (km) | | ------ | ------------- | | Nauvis | 15,000 | | Gleba | 15,000 | | Aquilo | 30,000 | Asteroid rate graphs: | Space route from Nauvis to Fulgora | Space route from Gleba to Fulgora | Space route from Fulgora to Aquilo | | ---------------------------------- | --------------------------------- | ---------------------------------- | Graph legend: | Asteroid type | Chunk | Medium | Big | | ------------- | ------- | -------- | ------- | | Metallic | ●Blue | ●Red | ●Cyan | | Carbonic | ●Orange | ●Yellow | ●Brown | | Oxide | ●Green | ●Magenta | ●Purple | Orbit Properties | Property | Value | | ----------- | ----- | | Solar Power | 120% | | AsteroidType | Spawn Ratio | | ------------------------- | ----------- | | Metallic asteroid chunk | 4 | | Carbonic asteroid chunk | 3 | | Oxide asteroid chunk | 1 | | Promethium asteroid chunk | 0 | | AsteroidSize | Spawn % | | ------------ | ------- | | Chunk | .25 | | Medium | .25 | | Big | 0 | | Huge | 0 | Note: Chunks spawn at Nauvis at 1.25% Huge Asteroids only spawn past Aquilo Gallery Example landscape of Fulgora. Fulgora seen on the expansion's title screen. Trivia The planet's ruins suggest that an unknown civilization once existed there before the game's events. In mythology, Fulgora is the Roman personification of lightning, and a shieldmaiden to the god of thunder, Jupiter. The planet is based on real-world desert planets . History 2.0.7 : Introduced in Space Age expansion. See also Aquilo Gleba Nauvis Vulcanus Space platform Tutorial:Scrap recycling strategies | 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/Fulgora_-_Factorio_Wiki
Productivity_module_(research)
Productivity module (research) - Factorio Wiki
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Productivity module (research) - Factorio Wiki Jump to navigation Jump to search | | Productivity module (research) | Edit | | | ------------------------------ | ---- | | Cost | Cost | | --------------------- | --------------------- | | 3011✖50 | 3011✖50 | | Prototype type | technology | | Internal name | productivity-module | | Required technologies | Required technologies | | | | | Allows | Allows | | 2 | 2 | | Effects | Effects | | | | Productivity module unlocks the ability to craft the productivity module , which can increase a machine's productivity , meaning that more products can be crafted by a machine from the same amount of ingredients. However, as a tradeoff, the module increases energy consumption, reduces speed and increases pollution . See also Research Technologies Modules | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Productivity_module_(research)_-_Factorio_Wiki
Underground_belt
Underground belt - Factorio Wiki
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Underground belt - Factorio Wiki Jump to navigation Jump to search | | Underground belt | Edit | | | ---------------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- | | 1+10+5→2 | 1+10+5→2 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 3.5+17.5 | 3.5+17.5 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 | | | | | 150 | | | | | | | | | | | | | 195 | | 240 | | | | | | | | | | | | | 285 | | 375 | | | | | | | | | | | | Resistances | Fire: 0/60%Impact: 0/30% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Dimensions | 1×1 | | | | | | | | | | | | | | Belt speed | 15 Items/s | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | underground-belt | | | | | | | | | | | | | | Internal name | underground-belt | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- | | 1+10+5→2 | 1+10+5→2 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 3.5+17.5 | 3.5+17.5 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 | | | | | 150 | | | | | | | | | | | | | 195 | | 240 | | | | | | | | | | | | | 285 | | 375 | | | | | | | | | | | | Resistances | Fire: 0/60%Impact: 0/30% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Dimensions | 1×1 | | | | | | | | | | | | | | Belt speed | 15 Items/s | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | underground-belt | | | | | | | | | | | | | | Internal name | underground-belt | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The underground belt is the first tier of underground belts . This type of belt is generally used to allow a transport belt to cross another transport belt by going underneath it. The underground belt has a maximum underground distance of 4 squares. The speed of the underground belt is the same as the speed of the basic transport belt . Other belts | Transport belt | Splitter | | -------------- | -------- | Other underground belts | Fast underground belt | Express underground belt | Turbo underground belt | | --------------------- | ------------------------ | ---------------------- | Note that underground belts as well as underground pipes cannot transport items between lava and space void. History 0.17.0 : New graphics for underground belts 0.13.0 : Underground belts won't connect if underground belt ghost is in the way. 0.2.8 : Can now be rotated 0.2.0 : Introduced See also Belt transport system Splitters Inserters | Logistics | Logistics | | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storage | Wooden chestIron chestSteel chestStorage tank | | Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() | | Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() | | Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump | | Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon | | Transport | CarTankSpidertronSpidertron remote | | Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport | | Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel | | Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives | | Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Underground_belt_-_Factorio_Wiki
Cargo_pod
Cargo pod - Factorio Wiki
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Cargo pod - Factorio Wiki Jump to navigation Jump to search | | Cargo pod | Edit | | | --------- | ---- | | Automaticly spawned by space platform. | Automaticly spawned by space platform. | | | | | | | | | | | | | | -------------------------------------- | -------------------------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | Map color | | | | | | | | | | | | | | | Storage size | 2026323850 | | | | 20 | | 26 | | 32 | | 38 | | 50 | | | | | 20 | | | | | | | | | | | | | 26 | | 32 | | | | | | | | | | | | | 38 | | 50 | | | | | | | | | | | | Health | 250325400475625 | | | | 250 | | 325 | | 400 | | 475 | | 625 | | | | | 250 | | | | | | | | | | | | | 325 | | 400 | | | | | | | | | | | | | 475 | | 625 | | | | | | | | | | | | Dimensions | 2×3 | | | | | | | | | | | | | | Prototype type | cargo-pod | | | | | | | | | | | | | | Internal name | cargo-pod | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | The cargo pod is a storage structure. It appears on the planet's surface with cargo from the space platform . It is destroyed upon removing the cargo. When cargo landing pad is built, delivery pods stop arriving at the initial coordinates, and cargo is delivered directly there. Cargo pod can't be crafted, it can only automaticly spawned by space platform. History 2.0.7 : Introduced in Space Age expansion. See also Space platform Cargo landing pad | 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_pod_-_Factorio_Wiki
Sulfur_processing_(research)
Sulfur processing (research) - Factorio Wiki
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Sulfur processing (research) - Factorio Wiki Jump to navigation Jump to search | | Sulfur processing (research) | Edit | | | ---------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 3011✖150 | 3011✖150 | | Prototype type | technology | | Internal name | sulfur-processing | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Sulfur processing allows the player to create sulfur and sulfuric acid , an essential component in the battery , which is used in a lot of higher-tier technologies. 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/Sulfur_processing_(research)_-_Factorio_Wiki
Balancers
Balancer mechanics - Factorio Wiki
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Balancer mechanics - Factorio Wiki Jump to navigation Jump to search Balancers are used to evenly distribute items over multiple belts or multiple belt lanes. Balancers that are input balanced take evenly from all input belts/belt lanes. Balancers that are output balanced distribute evenly to all output belts/belt lanes. Ideally, a balancer should be input and output balanced. Contents 1 Belt balancers 1.1 Throughput 1.2 Universal balancers 2 Lane balancers 3 See also 4 Further reading Belt balancers 1 full input belt gets split into two 50% full belts which get split into 4 belts that are each 25% full. Belt balancers utilize the mechanic that splitters output items in a 1:1 ratio onto both their output belts. That means that a splitter can be used to put an equal amount of items on two belts. Since the process can be repeated infinitely, balancers with 2 n output belts are easy to create. First the belts A and B go through a splitter so that the output belts contain an equal amount of items from each input belt (AB). The same is done with belts C and D. Then the mixed belts AB and CD go through splitters so that their output belts contain items from each input belt (ABCD)! Balancers also use the mechanic that splitters take an equal amount of items from both input belts. That means that a splitter connected to two input belts will evenly distribute those items onto the the two output belts. To balance belts it has to be made sure that the output belts contain an equal number of items from each input belt. Throughput Balancers that are throughput limited may not be able to provide maximum output if one or more outputs are blocked. To be throughput un limited , a balancer must fulfil the following conditions: 100% throughput under full load. Any arbitrary amount of input belts should be able to go to any arbitrary amount of output belts. Balancers often do not fulfill the second condition because of internal bottlenecks. The gif on the right shows a 4 → 4 balancer being fed by two belts, but only outputting one belt which means that its throughput in that arrangement is 50%. The bottleneck in this balancer is that the two middle belts only get input from one splitter. So, if only one side of that splitter gets input, as can be seen in the gif, it can only output one belt even though the side of the splitter is fed by a splitters which gets two full belts of input. In this particular case, the bottleneck can be fixed by feeding the two middle output belts with more splitters. This is done by adding two more splitters at the end of the balancer, as it can be seen here: However most balancers' bottlenecks can't be solved as easily. A guaranteed method to achieve throughput unlimited balancers is to place two balancers back to back that fulfil the first condition for throughput unlimited balancers (100% throughput under full load). The resulting balancer is usually larger than a balancer that was initially designed to be throughput unlimited. This is the case because they use more splitters than the minimum required amount of splitters for a throughput unlimited balancer. For n → n balancers where n is a power of two numbers, n×log 2 (n)−n÷2 can be used to calculate how many splitters are needed. This formula is based on the number of nodes in a Beneš network , which is essentially the same as a throughput unlimited balancer — it allows any input to reach any output. Universal balancers Many balancers fail to balance properly once an output backs up or if an output is not used. In essence this means that an n-n balancer is not a functional n-(n-1) balancer. Sometimes this can be fixed by looping the unused output back around the balancer and distributing it among the inputs. Other times, this is not an option. Universal balancers solve this issue by having the back-looping built in. These balancers can balance evenly between any inputs and any outputs. Universal balancers can be throughput limited. If a universal balancer is throughput limited, the bottleneck may be in the loops or the balancer itself. A throughput limited universal balancer may only have the capacity for a few unused outputs. When more than the number of allowed outputs backs up, the universal balancer behaves like a normal balancer, and may not balance properly. Lane balancers This output balanced lane balancer distributes the items evenly among the output lanes, achieving output balance. Lane balancers may be output balanced or input balanced. Input balanced lane balancers draw evenly from each side of the input belt, while output balanced lane balancers output evenly onto each lane of the output belt. See also Belt transport system Splitters Transport belts Underground belts Further reading Command line belt balancer analyzer Fractal (2 n ) balancer generation tool Belt Balancers - how they work and how to make them Finding balance: A guide to belt balancers
wiki
https://wiki.factorio.com/Balancer_mechanics_-_Factorio_Wiki
User_talk_Koekjesfabriek
User talk:Koekjesfabriek - Factorio Wiki
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User talk:Koekjesfabriek - Factorio Wiki Jump to navigation Jump to search Welcome to the Official Factorio Wiki! Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it. First and foremost, please be sure to read and understand the rules of this Wiki . If you have any questions or concerns with these rules, please don't hesitate to ask an Admin. Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the help pages . In addition to the help provided by MW, we also provide a style guide that we enforce. If you're unsure where to begin, please see the editor noticeboard , where information on the current objectives and projects of the Wiki may be found. Again, welcome, we hope you contribute as much high quality information as you can. :) Bilka ( talk ) - Admin 17:25, 27 April 2018 (UTC)
wiki
https://wiki.factorio.com/User_talk:Koekjesfabriek_-_Factorio_Wiki
Land_mine
Land mine - Factorio Wiki
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Land mine - Factorio Wiki Jump to navigation Jump to search | | Land mine | Edit | | | --------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | -- | | -- | | -- | | -- | | -- | | -- | | 5+2+1→4 | 5+2+1→4 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 5+2+1 | 5+2+1 | | | | | | | | | | | | | | Health | 1519242837 | | | | 15 | | 19 | | 24 | | 28 | | 37 | | | | | 15 | | | | | | | | | | | | | 19 | | 24 | | | | | | | | | | | | | 28 | | 37 | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 100 | | | | | | | | | | | | | | Damage | 250 explosion | | | | | | | | | | | | | | Area of effect size | 6 | | | | | | | | | | | | | | Mining time | 0.5 | | | | | | | | | | | | | | Prototype type | land-mine | | | | | | | | | | | | | | Internal name | land-mine | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Land mines are small, passive defense systems that explode when enemies come closer than 2.5 tiles of them, dealing 250 damage and stunning enemies for 3 seconds. Land mines can be placed freely on the map. They deal enough damage to kill small/medium enemies or unarmored players outright, but will only injure and stun larger enemies. Land mines do not damage allied buildings or players. They can be re-built by construction robots after exploding. After placing, land mines take 2 seconds to arm and bury in the ground. During those 2 seconds, they are visible to enemies and can be destroyed by biters or directly shot by enemy players. After burying, enemy land mines can only be destroyed using weapons with area damage, for example grenades or the flamethrower . Land mines are the only passive defense in Factorio; if an alien is hit by a land mine, they will not start chasing the player. History 2.0.24 : Land mines on space platforms now damage the space platform tiles in a radius when detonated. 0.16.31 : Enemy mines are not completely invisible anymore in PvP scenarios. Land mines now also stun enemy players. 0.15.22 : Explosive mine now only does damage to enemy units and structures. 0.15.0 : Increased the damage of the explosion significantly. Land mines now also stun nearby enemies when they explode. 0.12.0 : Optimized the land mine activation code. 0.8.6 : Land mines can be rebuilt by construction robots. 0.7.0 : Land mine now has a larger damage and trigger radius. 0.1.0 : Introduced See also 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/Land_mine_-_Factorio_Wiki
Battery_(research)
Battery (research) - Factorio Wiki
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Battery (research) - Factorio Wiki Jump to navigation Jump to search | | Battery (research) | Edit | | | ------------------ | ---- | | Cost | Cost | | --------------------- | --------------------- | | 3011✖150 | 3011✖150 | | Prototype type | technology | | Internal name | battery | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | This article is about the battery as technology. For the intermediate product, see Battery . For the modular armor equipment, see Personal battery . 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/Battery_(research)_-_Factorio_Wiki
Tutorial_Script_interfaces
Tutorial:Script interfaces - Factorio Wiki
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Tutorial:Script interfaces - Factorio Wiki Jump to navigation Jump to search Contents 1 Script interfaces (LuaRemote) 1.1 Defining interfaces 1.2 Calling interface functions 1.3 Discovering interfaces 2 Custom input Script interfaces (LuaRemote) Script interfaces allow direct communication between simultaneously running scripts. This is done in form of defining a public interface with given functions. All the code regarding the interfaces communication is in the remote namespace. More info can be found in the offical api documentation, in this case LuaRemote . Defining interfaces The interface is defined as follows: -- assuming interface_name and table_of_functions are defined elsewhere remote . add_interface ( interface_name , table_of_functions ) -- It is possible to define the name and table inside the call remote . add_interface ( "my_interface" , { my_getter = function () -- you can return 1 or more variables from the script return "foo" end , -- the values can be only primitive type or (nested) tables my_setter = function ( foo , bar ) global . foo = foo global . bar = bar end }) The interface functions cannot take function pointers or function closures. Primitive types, LuaObjects and tables work just fine. Calling interface functions The interface can be used for calling functions from a different script. Limitations : A table with a metatable will not retain that metatable when received by the remote mod (however, game objects passed will remain intact). A received table is a copy of the original. It is not possible for two mods to "share" the same table across a remote call. Example (in the different script than the one above): -- calls the my_interface.my_getter from the script above and prints the returning value print ( remote . call ( "my_interface" , "my_getter" )) -- remote call takes the name of the interface, name of the function and then variable amount of parameters remote . call ( "my_interface" , "my_setter" , 5 , { bar = baz }) Discovering interfaces The script can check for expected interfaces and its functions via the remote.interfaces table. This is a table indexed by interface names where the values are set of functions for particular interfaces. Example: -- check whether there is the "my_interface" interface and whether it contains the "my_getter" function if remote . interfaces . my_interface and remote . interfaces . my_interface . my_getter then -- the remote call for the function is safe to use end Custom input Keybindings can also be created. First the keybinding has to be defined in the data stage, see CustomInputPrototype : local button = { type = "custom-input" , name = "my-custom-input" , key_sequence = "SHIFT + G" , consuming = "none" } data : extend { button } Available options for "consuming" are: none: default if not defined game-only: Blocks game inputs using the same key sequence but lets other custom inputs using the same key sequence fire. See also ConsumingType Locale definition: [ controls ] --Text for "game menu -> controls -> mods" my - custom - input = Potato controls Use __CONTROL__my-custom-input__ to get the bound key in other locale, for example this - is - some - locale = Potato controls are bound to "__CONTROL__my-custom-input__" shows Potato controls are bound to "SHIFT + G" in-game. And then it can be used runtime by subscribing to the event of the name of the custom input: script . on_event ( "my-custom-input" , function ( event ) game . print ( "Ran on tick: " .. tostring ( event . tick )) end ) The event contains the following: player_index :: uint tick :: uint input_name :: string : The name of the custom input. cursor_position :: MapPosition : The mouse cursor position when the input was activated. cursor_direction :: defines.direction (optional): The mouse cursor direction, for when the cursor contains a rotatable entity. cursor_display_location :: GuiLocation : The mouse cursor display location when the custom input was activated. selected_prototype :: SelectedPrototypeData (optional): Provided if include_selected_prototype is true.
wiki
https://wiki.factorio.com/Tutorial:Script_interfaces_-_Factorio_Wiki
Exoskeleton
Exoskeleton - Factorio Wiki
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Exoskeleton - Factorio Wiki Jump to navigation Jump to search | | Exoskeleton | Edit | | | ----------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | -------------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 10+30+10+20→1 | 10+30+10+20→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 10+30+10+20 | 10+30+10+20 | | | | | | | | | | | | | | Stack size | 20 | | | | | | | | | | | | | | Rocket capacity | 12 | | | | | | | | | | | | | | Dimensions | 2×4 | | | | | | | | | | | | | | Energy consumption | 200 kW (electric) | | | | | | | | | | | | | | Placed in | Placed in | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Movement bonus | 30%39%48%57%75%(stackable) | | | | 30% | | 39% | | 48% | | 57% | | 75% | | | | | 30% | | | | | | | | | | | | | 39% | | 48% | | | | | | | | | | | | | 57% | | 75% | | | | | | | | | | | | Prototype type | movement-bonus-equipment | | | | | | | | | | | | | | Internal name | exoskeleton-equipment | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Exoskeleton enhances the movement speed of the player by 30% when fully powered. It consumes 200kW (200kJ/s) of power when used. They can be toggled on and off in the shortcut bar , assuming the player is wearing one. Exoskeleton is a kind of equipment module . It can be used by placing it in the grid that opens by right clicking the armor. Exoskeletons can also be placed into the equipment grid of vehicles like the spidertron and the tank to increase their movement speed. Exoskeletons also increase the flying speed of the mech armor . Each exoskeleton occupies a 2×4 tall rectangle in the equipment grid. It is possible to use multiple exoskeletons, and the speed bonus will stack additively. There is no speed limit; it is limited only by the amount of room available in the equipment grid and by available power. Exoskeletons have a 56kJ internal electricity storage, visible as a charging bar. With no power, this will sustain them for less than a second. As the available power approaches 200kW, the charging bar will both drain more slowly and have a larger minimum size. The exoskeleton will provide a full speed bonus until the charging bar hits the minimum size, at which point the exoskeleton's speed bonus drops to what it can maintain. At 200kW or greater, the charging bar does not shrink and the speed bonus remains at maximum. Note that exoskeletons are below shields in armor charging priority, and if the shields are damaged at all, exoskeletons will rapidly run dry and will not resume their full speed until the shields are fully charged. This makes them fairly useless for quick getaways. Movement speed increase The player 's base movement speed is 8.902 tiles per game-second . 1 Each additional exoskeleton increases the speed by 30% of the base speed. | Number of exoskeletons | Tiles/game-second | % of base speed | | ---------------------- | ----------------- | --------------- | | 0 | 8.902 | 100 % | | 1 | 11.483 | 129 % | | 2 | 14.286 | 161 % | | 3 | 16.866 | 190 % | | 4 | 19.672 | 221 % | | 5 | 22.472 | 252 % | | 6 | 25.026 | 281 % | History 0.17.10 : "Toggle exoskeleton" function is now accessible via keyboard shortcut. 0.17.0 : Added shortcut bar that allows quick access to certain game features such as turning off exoskeleton. 0.13.0 : Power consumption increased by a factor of 10. 0.12.0 : Power consumption increased by a factor of 100. 0.7.0 : Introduced See also Modular armor Equipment modules | 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/Exoskeleton_-_Factorio_Wiki
Armor
Armor - Factorio Wiki
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Armor - Factorio Wiki Jump to navigation Jump to search | | | --------------------------------------------------------- | | Multiple pages share the title or description of "Armor". | | They are listed below. | Quick summary Armor can be placed in the armor slot at the bottom left of the screen to reduce the amount of damage the player receives. The more advanced types of armor can also accommodate equipment modules . Armor may refer to: Light armor Heavy armor Modular armor Power armor Power armor MK2 Mech armor
wiki
https://wiki.factorio.com/Armor_-_Factorio_Wiki
Upgrade_planner
Upgrade planner - Factorio Wiki
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Upgrade planner - Factorio Wiki Jump to navigation Jump to search | | Upgrade planner | Edit | | | --------------- | ---- | | Using an unfiltered upgrade planner. | Using an unfiltered upgrade planner. | | ------------------------------------ | ------------------------------------ | | Stack size | 1 | | Prototype type | upgrade-item | | Internal name | upgrade-planner | The upgrade planner is a tool for mass updating entities to alternative entities of the same size and type. It can be used on both placed structures and ghosts . It can also modify the contents of a blueprint . While most commonly used to upgrade entities to their higher tier equivalents - for example to replace transport belts with fast transport belts or fast inserters with bulk inserters - the upgrade planner is able to change a wide range of entities including transport belts , underground belts , splitters , inserters , assembling machines , chests , power poles , rail signals , modules , furnaces and more. Using an upgrade planner in the game world is similar to the operation of the deconstruction planner and blueprint, in that the player drags a rectangular area in which the upgrade planner will function and this results in orders being queued for construction robots . Upgrade planners can be used blank (unfiltered) to automatically apply a limited set of common upgrades. Alternatively they can be configured (filtered) to make specific replacements. This can include downgrading higher tier, later-game entities to lower tier equivalents. Upgrade planners, just like blueprints , can be stored in a blueprint book or blueprint library to prevent them occupying inventory space or for organization or sharing purposes. Contents 1 Basic operation 1.1 Getting an upgrade planner 1.2 Using a planner in the game world 1.3 Cancelling updates 1.4 Updating blueprints 2 Upgrade planner filters 2.1 Using a blank upgrade planner (unfiltered) 2.2 Filtering an upgrade planner 2.2.1 The filter window 2.2.2 Editing the filters 3 Valid entities 3.1 Modded entities 4 Trivia 5 History 6 See also Basic operation Getting an upgrade planner A blank planner can be obtained by clicking the green upgrade planner icon ( ) on the shortcut bar (available once construction robotics has been researched in at least one game.) This will result in a blank upgrade planner appearing in the hand. It can be used immediately or placed in the inventory. It must be placed in the inventory before a filter can be applied and before it can be pinned to a quickbar slot. Using a planner in the game world With a planner held in the hand the player can click-drag it ( Left mouse button is held down while moving the mouse) over existing structures to mark them for upgrade. A tooltip appears indicating which entities will be changed and to what. Once Left mouse button is released yellow circles will appear over any existing structures that are now queued for update. These update operations will be performed by construction robots . The planner can be used anywhere on the map where the player has radar coverage (map view). Upgrade planners can also affect ghost entities. Any ghost eligible for update will immediately change to the new entity. Dragging an upgrade planner. The tooltip shows which upgrades will occur. Yellow circles indicate pending update operations. Ghost entities update immediately. Cancelling updates Pending upgrade operations can be cancelled by holding SHIFT while click-dragging the upgrade planner over the affected area. Updating blueprints Upgrade planners can also be used to change the contents of a blueprint. This allows the player to keep using the same blueprints as they research progressively better entities. As upgrade planners can also downgrade entities this further provides a way for a player to adjust late-game blueprints to make them suitable for re-use in subsequent games. The blueprint to be updated must reside in an inventory. It is not currently possible to use an upgrade planner in the blueprint library. With a planner held in the hand, the edit window for a blueprint should be opened by clicking Right mouse button on it. The upgrade planner can be applied by clicking Left mouse button on the grey upgrade planner slot in the top right corner of the blueprint. The entities in the blueprint will immediately update according to the filters in the planner. If a blank planner is used an automatic set of common upgrades is applied, as described in the next section. The update is immediate and cannot be undone, except by applying another upgrade planner with filters set to change back the affected entities. Upgrade planner filters A new upgrade planner is blank, meaning it lacks any configuration and will operate on a pre-defined set of upgrade rules. The planner can optionally be edited to provide a custom list of update rules that control which entities will be updated and what to. Using a blank upgrade planner (unfiltered) When a blank upgrade planner is used it operates on a specific list of entities considered automatically upgradable to the next highest tier. The list of entity types that can be affected by a blank planner are as follows: Belts Underground belts Splitters Inserters Assembling machines Furnaces Entities of the above types will be upgraded to the next highest tier where one exists. A complete list of the entities eligible for upgrade by a blank planner is found in Valid entities . Filtering an upgrade planner The planner must be in an inventory in order for it to be editable. The filter window can be accessed by clicking Right mouse button on an upgrade planner, either in the inventory or on a quickbar link. The filter window The filter window consists of 24 entity slot pairs. In each pair the entity to be updated goes in the left slot and the entity it will be changed to goes in the right slot. A blank planner. A simple configuration example. Editing the filters A filter is applied by first clicking Left mouse button on the left-hand slot of any slot pair. This brings up the Select upgrade window. This is similar to the item selection window but is limited to displaying the entities an upgrade planner is able to change. The right-hand slot is then selected in the same way, choosing the target entity. The select upgrade window for the right slot will only show entities that are a valid update target for the entity in the left slot. When there is only one possible update target the right slot will be filled in automatically. Filters can be removed by clicking Right mouse button on the slot. Valid entities An example of downgrading. This could be helpful to make a blueprint usable from the beginning of a game. The upgrade planner can operate on the entities listed below. It can swap any entity in a given category to any other entity in the same category. For example a transport belt can be changed to a fast or express transport belt and also to any kind of underground belt , but not to a splitter or a chest . The Blank upgrade planner column indicates which entities will be automatically upgraded when a blank (unfiltered) upgrade planner is used. These entities will upgrade to the entity following them in the table. | Category | Entity | Blank upgrade planner | | ---------------------- | ------------------------ | --------------------- | | Belts and undergrounds | Transport belt | Yes | | Belts and undergrounds | Fast transport belt | Yes | | Belts and undergrounds | Express transport belt | No/Yes | | Belts and undergrounds | Turbo transport belt | No | | Belts and undergrounds | Underground belt | Yes | | Belts and undergrounds | Fast underground belt | Yes | | Belts and undergrounds | Express underground belt | No/Yes | | Belts and undergrounds | Turbo underground belt | No | | Splitters | Splitter | Yes | | Splitters | Fast splitter | Yes | | Splitters | Express splitter | No/Yes | | Splitters | Turbo splitter | No | | Inserters | Burner inserter | No | | Inserters | Inserter | Yes | | Inserters | Fast inserter | Yes | | Inserters | Bulk inserter | No | | Chests | Wooden chest | No | | Chests | Iron chest | No | | Chests | Steel chest | No | | Chests | Active provider chest | No | | Chests | Passive provider chest | No | | Chests | Storage chest | No | | Chests | Buffer chest | No | | Chests | Requester chest | No | | Power poles | Small electric pole | No | | Power poles | Medium electric pole | No | | Rail signals | Rail signal | No | | Rail signals | Rail chain signal | No | | Steam Engine/Turbine | Steam engine | No | | Steam Engine/Turbine | Steam turbine | No | | Furnaces | Stone furnace | Yes | | Furnaces | Steel furnace | No | | Assembling machines | Assembling machine 1 | Yes | | Assembling machines | Assembling machine 2 | Yes | | Assembling machines | Assembling machine 3 | No | | Modules | Speed module | No | | Modules | Speed module 2 | No | | Modules | Speed module 3 | No | | Modules | Productivity module | No | | Modules | Productivity module 2 | No | | Modules | Productivity module 3 | No | | Modules | Efficiency module | No | | Modules | Efficiency module 2 | No | | Modules | Efficiency module 3 | No | | Modules | Quality module | No | | Modules | Quality module 2 | No | | Modules | Quality module 3 | No | With the Space Age DLC and the quality mod enabled, upgrade planners can also be set to upgrade entities to different qualities of the same entity. Modded entities Modded entities can also be valid entities for an upgrade planner. The filter selection window will expand to automatically include any modded entities compatible with the above categories. This can also result in extra categories being available for update, beyond those listed above. For example if a mod is installed that adds new types of lamp , it may become possible to update the vanilla lamp to one of the new modded lamps using an upgrade planner. Trivia In Space Age , it is possible to get a quality upgrade planner by recycling them with quality modules . Quality planners function identically to their normal counterparts History 0.17.10 : "Make upgrade planner" function is now accessible via keyboard shortcut. 0.17.0 : Introduced See also Construction robot | Production items | Production items | | ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book | | Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() | | Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack | | Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() | | Agriculture | Agricultural towerBiochamberCaptive biter spawner | | Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() | | Environmental protection | Lightning rodLightning collectorHeating tower | | Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() | | Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Upgrade_planner_-_Factorio_Wiki
Steam_condensation
Steam condensation - Factorio Wiki
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Steam condensation - Factorio Wiki Jump to navigation Jump to search | | Steam condensation | Edit | | | ------------------ | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 1+1k→90 | 1+1k→90 | | Total raw | Total raw | | 1+1k | 1+1k | | Prototype type | recipe | | Internal name | steam-condensation | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. Steam condensation converts steam of any temperature into water . On Vulcanus , it is the native means of producing water, using acid neutralisation as the source of steam. Though this recipe generates an intermediate, it cannot use productivity modules . See also Fluid system Steam | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Steam_condensation_-_Factorio_Wiki
Artillery_targeting_remote
Artillery targeting remote - Factorio Wiki
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Artillery targeting remote - Factorio Wiki Jump to navigation Jump to search | | Artillery targeting remote | Edit | | | -------------------------- | ---- | | Allows firing artillery manually from the map or the world. | Allows firing artillery manually from the map or the world. | | ----------------------------------------------------------- | ----------------------------------------------------------- | | Map color | | | Stack size | 1 | | Prototype type | capsule | | Internal name | artillery-targeting-remote | The Artillery targeting remote is used to manually designate targets for the artillery wagon and artillery turret by clicking somewhere with them - either from the map or normally from the world. Targets expire when an artillery wagon or turret shoots the spot they designate, or after 1 minute has elapsed. Placing targets with an artillery targeting remote does not use the item up - usually only one remote needs to be crafted per game. Using this item massively increases the range of artillery compared to having artillery fire automatically. The number next to the remote when it is held in hand or pinned to the quickbar indicates how many artillery wagons or turrets are in range and contain ammunition. The remote has no effect if a designated location is outside of the range of all artillery. Gallery Orange designated fire locations on the map. History 0.16.0 : Introduced See also Friday Facts #220 - The best Friday Facts ever | 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_targeting_remote_-_Factorio_Wiki
Roadmap
Roadmap - Factorio Wiki
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Roadmap - Factorio Wiki Jump to navigation Jump to search This is a short summary of the future plans for Factorio. Refer to Roadmap/History for past versions of the roadmap and to upcoming features for a more detailed and up-to-date list of upcoming features. Contents 1 Factorio 2.1 2 Factorio: Space Age 3 Factorio 2.0 4 See also Factorio 2.1 Work on Factorio 2.1 will begin after fixing bugs in 2.0 and Space Age. As of November 22, 2024, this is expected to take at least 2 months. 2.1 will contain finishing touches and other changes "too big for putting into 2.0". The Factorio team are also playing with ideas for a new game. Lead Developer Kovarex is thinking about something "related to [World of Warcraft] in a similar way as to how Factorio is related to Minecraft" [1] Factorio: Space Age For more details, see the official content page . Factorio: Space Age is a paid expansion pack that was released on October 21, 2024 . It consists of 3 official mods which can be enabled and disabled at will. It cost $35.00 USD, or the same price as the base game. Space Age, featuring 4 new planets, new buildings, new enemies, space platforms, and a reworked tech tree Quality, allowing drastic improvements to buildings and items as a "vertical" growth Elevated Rails, for improved rail routing and better intersections Quality and Elevated Rails are both prerequisites for Space Age, but can be enabled on their own. Factorio 2.0 Factorio 2.0 is a free update to the base game released alongside Space Age. It features numerous quality of life improvements, performance optimizations, and other small tweaks. Some features included: Improved control of train systems Better blueprint building Better flying robot behaviour See also Previous versions Detailed changelogs Upcoming features
wiki
https://wiki.factorio.com/Roadmap_-_Factorio_Wiki
Permissions
Permissions - Factorio Wiki
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Permissions - Factorio Wiki Jump to navigation Jump to search The permissions system provides control over what players are allowed to do while in a specific game. This system is most useful in multiplayer , but may also be used in singleplayer. The permissions GUI can be opened using the /permissions command in the console . Overview | Permission | Description | | ---------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------ | | Activate copy | Get a copy tool by pressingCTRL+Cor the copy button on theshortcut bar. | | Activate cut | Get a cut tool by pressingCTRL+Xor the cut button on the shortcut bar. | | Activate paste | Get a paste tool by pressingCTRL+Vor the paste button on the shortcut bar. | | Add permission group | Create a new permission group in the permissions settings. | | Add train station | Add a train station to a train schedule. | | Admin action | Do anything that requires admin permissions, such as using commands like /ban or opening other players. | | Alt reverse select area | SHIFT+Right mouse buttonwhile using a selection tool. | | Alt select area | SHIFT+Left mouse buttonwhen using a selection tool. | | Alt select blueprint entities | Select blueprint while holdingSHIFTto skip the blueprint edit window. | | Alternative copy | Copy while holdingSHIFTto open a blueprint edit window. | | Begin mining | Mine an entity | | Begin mining terrain | Mine any tile (removing paving) | | Build | Place an entity. | | Build rail | Use the rail planner | | Build terrain | Place any tile. | | Cancel craft | Cancel items in the handcrafting queue | | Cancel deconstruct | Cancel deconstruction plans by selecting entities/tiles marked for deconstruction with a deconstruction planner while holding Shift. | | Cancel new blueprint | Exit out of the blueprint editing menu by pressing escape (X button still works). | | Cancel research | Cancel ongoing research. | | Cancel upgrade | Cancel an entity upgrade created with the upgrade planner. | | Change active character tab | ? (Switching between the crafting and logistics tabs when flat gui is enabled still works as normal) | | Change active item group for crafting | ? (supposed to be the different recipe tabs in crafting menus) | | Change active item group for filters | ? (supposed to be the different tabs in filter menus) | | Change active quick bar | Change which quick bar row is selected | | Change arithmetic combinator parameters | Make changes to any of the settings of arithmetic combinators. | | Change decider combinator parameters | Make changes to any of the settings of decider combinators. | | Change entity label | ? | | Change item description | ? | | Change item label | ? | | Change multiplayer config | Use /config to edit the multiplayer settings. | | Change picking state | Pick up items from the floor by holdingF. | | Change programmable speaker alert parameters | Change any of the programmable speaker's alert settings. | | Change programmable speaker circuit parameters | Change the programmable speaker's "signal value is pitch" setting. | | Change programmable speaker parameters | Change the programmable speaker's "Volume", "Global playback" and "Allow polyphony" settings. | | Change riding state | Control any vehicle (getting in and out is still possible). | | Change shooting state | Shoot at anything. | | Change train stop station | Change the name of a train stop. | | Change train wait condition | Add or remove wait conditions in a train schedule. | | Change train wait condition data | Edit the contents of wait conditions in a train schedule. | | Clear cursor | Clear the cursor by pressingQ. | | Connect rolling stock | Connect multiple trains together using the "connect rolling stock" keybind. | | Copy | Copy entities using the copy tool. | | Copy entity settings | Copy the settings of an entity withSHIFT+Right mouse button. | | Copy opened blueprint | Make a copy of an opened blueprint using the "create copy of this" button. | | Copy opened item | Make a copy of an opened item that is not a blueprint (i.e. planners) using the "create copy of this" button. | | Craft | Handcraft recipes from your inventory. | | Cursor split | Pick up half a stack of items from an inventory by right clicking it. | | Cursor transfer | Pick up a stack of items from an inventory by clicking it. | | Custom input | Use custom inputs defined by mods. | | Cycle blueprint book backwards | Cycle through the blueprints in a blueprint book in reverse order withSHIFT+Mouse wheel upandSHIFT+Mouse wheel down. | | Cycle blueprint book | Cycle through the blueprints in a blueprint book by scrolling. | | Deconstruct | Mark items for deconstruction using a deconstruction planner. | | Delete blueprint library | Delete a blueprint that is placed in the player's personal blueprint library. (Taking the blueprint out and then deleting it still works.) | | Delete blueprint record | Delete a blueprint that is placed in the Game blueprints menu. (Taking the blueprint out and then deleting it still works.) | | Delete custom tag | Delete a custom tag that has been placed on the map. | | Delete permission group | Delete a permission group in the permission setting. | | Destroy item | CTRL+Middle mouse buttonin theeditorto delete an item. | | Destroy opened item | Destroy a blueprint or planner that is opened using the Destroy button. | | Disconnect rolling stock | Disconnect wagons using the "disconnect rolling stock" keybind. | | Drag train schedule | Rearrange stations in a train schedule by dragging them. | | Drag train wait condition | Rearrange wait conditions in a train schedule by dragging them. | | Drop blueprint record | Drop a blueprint from your blueprint library onto the ground by pressingZ. | | Drop item | Drop an item onto the floor by pressingZ. | | Edit blueprint tool preview | Edit the name, icon or description fields of a blueprint. | | Edit custom tag | Edit a custom tag that has been placed on the map. | | Edit permission group | Edit the settings for an existing permission group in the permissions settings. | | Export blueprint | Export a blueprint to a blueprint string. | | Fast entity split | Fast transfer half a stack of items to an entity by holding a stack and pressingCTRL+Right mouse button. | | Fast entity transfer | Fast transfer a stack of items to an entity by holding a stack and pressingCTRL+Left mouse button. | | Flush opened entity fluid | Flush fluids from a specific entity. | | Flush opened entity specific fluid | Flush fluids from a connected fluid network. | | Go to train station | Send a train to a specific station in its schedule. (Temporary stops still work) | | Grab blueprint record | Take blueprints out of the blueprint library. (Copying still works) | | Gui checked state changed | Toggle check boxes in modded GUIs. | | Gui click | Click elements in modded GUIs. | | Gui confirmed | Press E to confirm modded GUIs. | | Gui elem changed | Change a button's selected element in modded GUIs. | | Gui hover | Hover over elements in modded GUIs. | | Gui leave | Stop hovering over elements in modded GUIs. | | Gui location changed | Drag modded GUIs around the screen. | | Gui selected tab changed | Select tabs of tabbed panes in modded GUIs. | | Gui selection state changed | Change dropdowns or list boxes in modded GUIs. | | Gui switch state changed | Toggle switches in modded GUIs. | | Gui text changed | Edit textboxes or textfields in modded GUIs. | | Gui value changed | Change sliders in modded GUIs. | | Import blueprint | ? (May only work in multiplayer?) | | Import blueprint string | Import blueprints using the import blueprint string menu. | | Import blueprints filtered | ? (multiplayer importing blueprints by getting them from the library as client?) | | Import permissions string | Import a permissions string in the permissions settings. | | Inventory split | Quick transfer half of all items or all items of a specific kind to another inventory withCTRL+Right mouse button. | | Inventory transfer | Quick transfer all items or all items of a specific kind from one inventory to another withCTRL+Left mouse button. | | Launch rocket | Launch a rocket from the rocket silo. | | Lua shortcut | Use a modded shortcut from the bottom right buttons. | | Map editor action | Use any of the features of the map editor (opening it is still possible). | | Market offer | Interact with the market entity. | | Mod settings changed | Change any mod settings. | | Open achievements gui | Open the Achievements menu. | | Open blueprint library gui | Open theblueprint library. | | Open blueprint record | Open the blueprint edit menu for any blueprint in the blueprint library. | | Open bonus gui | Open the bonuses menu. | | Open character gui | Open the character inventory/crafting menu. | | Open current vehicle gui | Open the gui of the currently driven vehicle with the button at the bottom-left of the screen. | | Open equipment | Open the menus of individual personal equipment items. (No openable equipment exists in vanilla.) | | Open gui | Open any entity menus. | | Open item | Open the editing menus of blueprints and planners. | | Open logistic gui | Open the logistic networks menu. | | Open mod item | ? | | Open parent of opened item | Directly open the parent inventory of items such as blueprint books. | | Open production gui | Open theproduction statisticsGUI. | | Open technology gui | Open the tech tree GUI. | | Open tips and tricks gui | Open the tips and tricks GUI. | | Open train gui | Open the trains overview GUI. | | Paste entity settings | Paste the settings of an entity withSHIFT+Left mouse button. | | Place equipment | Place personal equipment into equipment grids. | | Quick bar pick slot | Select items placed on the quick bar. | | Quick bar set selected page | Change the selected quick bar page. | | Quick bar set slot | Reassign a quick bar slot to hold a new item. (Assigning items to empty slots is still possible.) | | Reassign blueprint | Select new contents for a blueprint. | | Remove cables | Remove cables from power boles usingSHIFT+Left mouse button. | | Remove train station | Remove stations from train schedules. | | Reset assembling machine | Remove the recipe from an assembling machine. | | Reset item | Reset items such as spidertron remotes. | | Reverse select area | Right click while using a selection tool. | | Rotate entity | Rotate already placed entities. | | Select area | Left click while using a selection tool. | | Select blueprint entities | Select entities to include in a blueprint. | | Select entity slot | Set entity filters in deconstruction planners. | | Select item | ? (something to do with spidertrons) | | Select mapper slot | Set upgrade filters in upgrade planners. | | Select next valid gun | Switch between weapons by pressing Tab. | | Select tile slot | Set tile filters in deconstruction planners. | | Send spidertron | Use the remote control to send a spidertron somewhere. | | Set auto launch rocket | Set a rocket silo to automatically launch rockets. | | Set autosort inventory | Change the "always keep the player's main inventory sorted" setting. (Setting will still change, but the change has no effect.) | | Set behaviour mode | Change the "read hand mode" or "read content mode" on inserters and belts. | | Set car weapons control | Change who has control of the weapons in a car when there are multiple people on board. | | Set circuit condition | Change the enabled condition settings on any circuit connected entities. | | Set circuit mode of operation | Change the mode of operation settings on any circuit controlled entities. | | Set controller logistic trash filter item | Change the maximum count for a personal logistic request. | | Set deconstruction item trees and rocks only | Change the deconstruction planner's "trees/rocks only" checkbox. | | Set entity color | Change the color of any entity that supports this. | | Set entity energy property | Change the settings on an electric energy interface (editor only item). | | Set entity logistic trash filter item | Change the maximum count for an entity's logistic request. | | Set filter | Filter inventory slots to a specific item. | | Set flat controller gui | ? | | Set heat interface mode | Set the mode of a heat interface (editor only item). | | Set heat interface temperature | Set the temperature on a heat interface (editor only item). | | Set infinity container filter item | Change the filters on infinity chests (editor only item) | | Set infinity container remove unfiltered items | Change the remove unfiltered items setting on infinity chests (editor only item). | | Set infinity pipe filter | Set the fluid type on an infinity pipe (editor only item). | | Set inserter max stack size | Change the stack size limit on inserters. | | Set inventory bar | Set the inventory limit in chests or other inventories. | | Set linked container link ID | Change which network linked chests are connected to (editor only item). | | Set logistic filter item | Change any personal logistics request filters. | | Set logistic filter signal | Change output signals on constant combinators. | | Set player color | Change the color of the player's character. | | Set recipe notifications | Change whether new recipes are marked as new in the crafting menu. | | Set request from buffers | Change the "request from buffer chests" setting on requester chests. | | Set research finished stops game | Set whether the technology tree opens automatically after finishing a research. | | Set signal | ? (not setting signals in circuit connected entities) | | Set splitter priority | Change the priority settings on splitters. | | Set train stopped | Toggle trains between manual and automatic modes. | | Set trains limit | Change the train limit setting on train stops. | | Set vehicle automatic targeting parameters | Change the automatic targeting settings on autonomous vehicles such as the spidertron. | | Setup assembling machine | Set the recipe on assembling machines that do not have a recipe set. | | Setup blueprint | Create a blueprint from the blueprint edit menu. | | Setup single blueprint record | ? | | Smart pipette | Smart pipette functions such as selecting a miner when using the pipette on ore. | | Spawn item | ? (something to do with modded shortcuts that spawn items?) | | Stack split | Transfer half a stack of items to another inventory withSHIFT+Right mouse button. | | Stack transfer | Transfer a stack of items to another inventory withSHIFT+Left mouse button. | | Start repair | Repair entities using a repair pack. | | Start research | Start new research in the tech tree menu. | | Start walking | Walk around. | | Stop building by moving | ? | | Switch connect to logistic network | Connect or disconnect machines from the logistic network. | | Switch constant combinator state | Toggle constant combinators on or off. | | Switch inserter filter mode state | Switch between blacklist and whitelist on filter inserters. | | Switch power switch state | Toggle power switches on or off. | | Switch to rename stop gui | Open the rename train stop menu by clicking the pencil icon next to the stop name. | | Take equipment | Remove equipment from an equipment grid. | | Toggle deconstruction item entity filter mode | Toggle the "entities only" switch on deconstruction planners. | | Toggle deconstruction item tile filter mode | Toggle the "tiles only" switch on deconstruction planners. | | Toggle driving | Enter or exit vehicles. | | Toggle enable vehicle logistic requests | Toggle logistic requests of vehicles on or off. | | Toggle entity logistic requests | Toggle personal logistics and auto-trash on or off for entities. | | Toggle equipment movement bonus | Toggle exoskeletons on or off. | | Toggle map editor | Open or close the map editor. | | Toggle personal logistic requests. | Toggle personal logistic requests on or off. | | Toggle personal roboport | Toggle personal roboports on or off. | | Toggle show entity info | Toggle "alt mode". | | Translate string | ? (possibly something to do with the API translating for mods) | | Undo | Undo the previous action withCTRL+Z. | | Upgrade | Apply an upgrade using the upgrade planner. | | Upgrade opened blueprint by item | Apply a pre-existing upgrade planner to an open blueprint. | | Upgrade opened blueprint by record | Apply a default upgrade planner to an open blueprint. | | Use artillery remote | Use the artillery remote to target artillery. | | Use item | Use consumable items such as capsules. | | Wire dragging | Manually place circuit network wires. | | Write to console | Allow use of chat/console. | See also Console
wiki
https://wiki.factorio.com/Permissions_-_Factorio_Wiki
Oxide_asteroid_crushing
Oxide asteroid chunk - Factorio Wiki
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Oxide asteroid chunk - Factorio Wiki Jump to navigation Jump to search | | Oxide asteroid chunk | Edit | | | -------------------- | ---- | | Stack size | 1 | | --------------- | -------------------- | | Rocket capacity | 10 (10 stacks) | | Prototype type | item | | Internal name | oxide-asteroid-chunk | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. Oxide asteroid chunk is a resource gathered by asteroid collectors and processed in crushers . It is the main source for ice , used to make thruster oxidizer , and calcite . It is dropped from oxide asteroids, which are found in trace amounts near the first 4 planets but is incredibly abundant when traveling to Aquilo . It can also be used in asteroid reprocessing. As they only stack of 1, it is recommended to use belts as buffers rather than using cargo bays . Alternative recipes | Recipe | Ingredients | Result | Produced by | Required Research | | -------------------------------- | ----------- | ----------- | ----------- | --------------------------------------- | | Oxide asteroid crushing | 2+1 | 5+0.2 | | Space platform (research) | | Oxide asteroid reprocessing | 1+1 | 0.4+0.2+0.2 | | Asteroid reprocessing (research) | | Advanced oxide asteroid crushing | 5+1 | 3+2+0.05 | | Advanced asteroid processing (research) | See also Asteroids Metallic asteroid chunk Carbonic asteroid chunk Promethium asteroid chunk History 2.0.7 : Introduced in Space Age expansion. | Space | Space | | -------------------- | ------------------------------------------------------------------------------------------- | | Planetside buildings | Rocket siloCargo landing pad | | Space platform | Space platform foundationCargo bayAsteroid collectorCrusherThrusterSpace platform hub | | Rocket cargo | SatelliteSpace platform starter pack | | Asteroids | Metallic asteroid chunkCarbonic asteroid chunkOxide asteroid chunkPromethium asteroid chunk | | Locations | NauvisVulcanusGlebaFulgoraAquiloSolar system edgeShattered planet | | Navigation | LogisticsProductionIntermediate productsCombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Oxide_asteroid_chunk_-_Factorio_Wiki
Scrap
Scrap - Factorio Wiki
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Scrap - Factorio Wiki Jump to navigation Jump to search | | Scrap | Edit | | | ----- | ---- | | Map color | | | ----------------------------------------------- | ----------------------------------------------- | | Stack size | 50 | | Rocket capacity | 500 (10 stacks) | | Mining time | 0.5 | | Prototype type | resource | | Internal name | scrap | | Recycling results | Recycling results | | 0.030.040.060.030.010.050.20.010.020.070.040.04 | 0.030.040.060.030.010.050.20.010.020.070.040.04 | Space Age expansion exclusive feature. Scrap is a resource found on Fulgora . It needs to be recycled by hand or in the recycler to get usable products. When traveling further from the drop location the scrap piles will not get more dense with ore. The most dense scrap piles are found under the Fulgoran vault ruins. | Item | Percent | | --------------------- | ------- | | Iron gear wheel | 20% | | Solid fuel | 7% | | Concrete | 6% | | Ice | 5% | | Stone | 4% | | Steel plate | 4% | | Battery | 4% | | Copper cable | 3% | | Advanced circuit | 3% | | Processing unit | 2% | | Low density structure | 1% | | Holmium ore | 1% | The probability for each resource is rolled independently; it is possible for a single craft to produce multiple resources. Further recycling of these products allows the player to also obtain the following resources out of scrap: | Item | Recycled from | | ------------------ | ------------------------------------------ | | Iron plate | Iron gear wheel,Battery,Electronic circuit | | Copper plate | Low density structure,Copper cable,Battery | | Plastic bar | Low density structure,Advanced circuit | | Electronic circuit | Processing unit,Advanced circuit | | Stone brick | Concrete | | Iron ore | Concrete | Recycling cannot undo chemistry, which means that it is not possible to obtain crude/light/heavy oil, petroleum, lubricant, coal or sulfur from scrap. History 2.0.7 : Introduced in Space Age expansion. See also Fulgora Recycler Tutorial:Scrap recycling strategies | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Scrap_-_Factorio_Wiki
Nutrients_from_yumako_mash
Nutrients - Factorio Wiki
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Nutrients - Factorio Wiki Jump to navigation Jump to search | | Nutrients | Edit | | | --------- | ---- | | Stack size | 100 | | | | | | | | | | | | | | --------------- | ----------------------- | | ------- | | -- | | ------ | | -- | | ------ | | ------- | | Rocket capacity | 2000 (20 stacks) | | | | | | | | | | | | | | Fuel value | 2.0 MJ (nutrients) | | | | | | | | | | | | | | Spoil time | 5m6m 29s8m9m 30s12m 30s | | | | 5m | | 6m 29s | | 8m | | 9m 30s | | 12m 30s | | | | | 5m | | | | | | | | | | | | | 6m 29s | | 8m | | | | | | | | | | | | | 9m 30s | | 12m 30s | | | | | | | | | | | | Spoil result | | | | | | | | | | | | | | | Prototype type | item | | | | | | | | | | | | | | Internal name | nutrients | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Used as fuel by | Used as fuel by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. Nutrients are the fuel for biochambers and are also used as ingredients in recipes. There are several ways to generate nutrients from biological materials. While nutrients have a short spoil time, their fuel value is not affected by their freshness. Any quality of nutrients can be used as fuel for a biochamber. However, if a biochamber is set to produce a higher quality version of a recipe that also takes nutrients as an ingredient, it can be tricky to keep an inserter from inserting high quality nutrients into the fuel slot for the biochamber instead of the ingredient slot. If the biochamber never runs out of base-quality nutrients in its fuel slot however, the higher quality nutrients will always be placed in an ingredient slot. Alternative recipes | Process | Input | Output | Made in | Required technology | | -------------------------- | ----- | ------ | ------- | ------------------------ | | Nutrients from spoilage | 2+10 | 1 | | Agriculture (research) | | Nutrients from yumako mash | 4+4 | 6 | | Biochamber (research) | | Nutrients from bioflux | 2+5 | 40 | | Bioflux (research) | | Nutrients from fish | 2+1 | 20 | | Fish breeding (research) | | Nutrients from biter egg | 2+1 | 20 | | Captivity (research) | Nutrients made from spoilage are initially half-spoilt. Recycling nutrients always behaves as if the nutrients were made from spoilage. Quality modules cannot be used in the nutrients from fish or nutrients from biter egg recipes. Productivity modules cannot be used in the nutrients from fish recipe. History 2.0.7 : Introduced in Space Age expansion. See also Gleba | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Nutrients_-_Factorio_Wiki
User_talk_Longtomjr
User talk:Longtomjr - Factorio Wiki
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User talk:Longtomjr - 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 ) 18:56, 28 April 2017 (UTC)
wiki
https://wiki.factorio.com/User_talk:Longtomjr_-_Factorio_Wiki
Logistics_2_(research)
Logistics 2 (research) - Factorio Wiki
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Logistics 2 (research) - Factorio Wiki Jump to navigation Jump to search | | Logistics 2 (research) | Edit | | | ---------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 3011✖200 | 3011✖200 | | Prototype type | technology | | Internal name | logistics-2 | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Logistics 2 allows the player to research faster methods of transportation, such as the locomotive , and the Car . The Fast transport belt is also unlocked. 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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Electromagnetic_science_pack
Electromagnetic science pack - Factorio Wiki
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Electromagnetic science pack - Factorio Wiki Jump to navigation Jump to search | | Electromagnetic science pack | Edit | | | ---------------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | -------------------------- | ---------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 10+1+25+25+1→1 | 10+1+25+25+1→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 10+1+25+25+1 | 10+1+25+25+1 | | | | | | | | | | | | | | Used by labs for research. | Used by labs for research. | | | | | | | | | | | | | | Stack size | 200 | | | | | | | | | | | | | | Rocket capacity | 1000 (5 stacks) | | | | | | | | | | | | | | Science capacity | 100%200%300%400%600% | | | | 100% | | 200% | | 300% | | 400% | | 600% | | | | | 100% | | | | | | | | | | | | | 200% | | 300% | | | | | | | | | | | | | 400% | | 600% | | | | | | | | | | | | Crafted only on | | | | | | | | | | | | | | | Prototype type | tool | | | | | | | | | | | | | | Internal name | electromagnetic-science-pack | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. Electromagnetic science pack is a Fulgora science pack. It is used in labs to research technologies . Achievements | | Research with electromagneticsResearch a technology usingelectromagnetic science packs. | | | --------------------------------------------------------------------------------------- | History 2.0.7 : Introduced in Space Age expansion. See also Fulgora Research Science pack Technologies | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Electromagnetic_science_pack_-_Factorio_Wiki
Personal_battery_(research)
Personal battery (research) - Factorio Wiki
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Personal battery (research) - Factorio Wiki Jump to navigation Jump to search | | Personal battery (research) | Edit | | | --------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 1511✖50 | 1511✖50 | | Prototype type | technology | | Internal name | battery-equipment | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Unlocks the personal battery for the equipment grid. See also Research Technologies Equipment modules | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Personal_battery_(research)_-_Factorio_Wiki
User_talk_Fried_biter
User talk:Fried biter - Factorio Wiki
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User talk:Fried biter - Factorio Wiki Jump to navigation Jump to search Welcome to the Official Factorio Wiki! Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it. First and foremost, please be sure to read and understand the rules of this Wiki . If you have any questions or concerns with these rules, please don't hesitate to ask an Admin. Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the help pages . In addition to the help provided by MW, we also provide a style guide that we enforce. If you're unsure where to begin, please see the editor noticeboard , where information on the current objectives and projects of the Wiki may be found. Again, welcome, we hope you contribute as much high quality information as you can. :) Bilka ( talk ) - Admin 09:50, 6 March 2018 (UTC)
wiki
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Laser_weapons_damage_(research)
Laser weapons damage (research) - Factorio Wiki
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Laser weapons damage (research) - Factorio Wiki Jump to navigation Jump to search | | Laser weapons damage (research) | Edit | | | ------------------------------- | ---- | | Cost | Cost | | --------------------- | ---------------------- | | 301111✖100 | 301111✖100 | | Prototype type | technology | | Internal name | laser-weapons-damage-1 | | Required technologies | Required technologies | | | | | Allows | Allows | | 2-∞ | 2-∞ | Space Age expansion exclusive feature. Laser weapons damage (research) affects the damage of laser weapons and distractor capsules . | | | | | | --------------------------- | ----------------------------------------------------------------- | ------------- | ------------------- | | Technology | Cost | Per Level | Cumulative | | 1Laser weapons damage 1 | 301111✖100 | 20% | 20% | | 2Laser weapons damage 2 | 301111✖200 | 20% | 40% | | 3Laser weapons damage 3 | 601111✖300 | 30% | 70% | | 4Laser weapons damage 4 | 601111✖400 | 40% | 110% | | 5Laser weapons damage 5 | 6011111✖500 | 50% | 160% | | 6Laser weapons damage 6 | 6011111✖600 | 70% | 230% | | 7-∞Laser weapons damage 7-∞ | 60111111✖2^(Level-7)*1000(eg. 1000 for level 7, 2000 for level 8) | 70% per level | 230% +70%*(Level-6) | History 2.0.7 : Introduced in Space Age expansion. See also Electric weapons damage (research) 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/Laser_weapons_damage_(research)_-_Factorio_Wiki
Speed_module
Speed module - Factorio Wiki
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Speed module - Factorio Wiki Jump to navigation Jump to search | | Speed module | Edit | | | ------------ | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 15+5+5→1 | 15+5+5→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 68.75+32.5+15+10 | 68.75+32.5+15+10 | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Energy consumption | +50% (electric) | | | | | | | | | | | | | | Speed | +20%+26%+32%+38%+50% | | | | +20% | | +26% | | +32% | | +38% | | +50% | | | | | +20% | | | | | | | | | | | | | +26% | | +32% | | | | | | | | | | | | | +38% | | +50% | | | | | | | | | | | | Quality | -1% | | | | | | | | | | | | | | Prototype type | module | | | | | | | | | | | | | | Internal name | speed-module | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 15+5+5→1 | 15+5+5→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 68.75+32.5+15+10 | 68.75+32.5+15+10 | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Energy consumption | +50% (electric) | | | | | | | | | | | | | | Speed | +20%+26%+32%+38%+50% | | | | +20% | | +26% | | +32% | | +38% | | +50% | | | | | +20% | | | | | | | | | | | | | +26% | | +32% | | | | | | | | | | | | | +38% | | +50% | | | | | | | | | | | | Quality | -1% | | | | | | | | | | | | | | Prototype type | module | | | | | | | | | | | | | | Internal name | speed-module | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Speed module increases a machine's speed by 20%, its energy consumption by 50%, and decreases its ability to produce quality products by 1%. 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. A speed module 1 requires a significant power increase for very little (less than half the standard rate) throughput increase, the worst amongst its group. By contrast a speed module 3 will produce a much better proportion of throughput, for a similar power requirement downside compared to this tier 1 speed module. 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 2 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
https://wiki.factorio.com/Speed_module_-_Factorio_Wiki
Coal_liquefaction
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 processing : heavy oil cracking : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefaction : heavy oil cracking : light oil cracking), and 12:8:11 is close enough. One refinery running basic oil processing produces 9 petroleum gas per second. One refinery running advanced oil processing combined with one of each oil cracking chemical plant produces 19.5 petroleum gas per second in total. One refinery running coal liquefaction combined with one of each oil cracking chemical plant produces close to 11.2 petroleum gas per second in total (taking into consideration the recycling of the heavy oil). The refining can be sped up with modules ; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using productivity modules ) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses). | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Module configuration | None | Config 1 (*) | Config 2 | Units | | Oil refinery | Oil refinery | Oil refinery | Oil refinery | Oil refinery | | Crude oil consumption | 100 | 100 | 100 | | | Water consumption | 50 | 50 | 50 | | | Crafting speed | 5 | 5 | 5 | s / final item | | Heavy oil output | 25 | 25 | 25 | | | Light oil output | 45 | 45 | 45 | | | Petroleum output | 55 | 55 | 55 | | | Base machine crafting speed | 1 | 1 | 1 | crafts / s | | Crafting speed multiplier | 100% | 455% | 855% | | | Output multiplier | 100% | 130% | 130% | final items | | Total Crude oil consumption | 20 | 91 | 171 | per second | | Total Water consumption | 10 | 45.5 | 85.5 | per second | | Total Heavy oil output | 5 | 29.575 | 55.575 | per second | | Total Light oil output | 9 | 53.235 | 100.035 | per second | | Total Petroleum output | 11 | 65.065 | 122.265 | per second | | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | Heavy oil cracking | | Heavy oil consumption | 40 | 40 | 40 | | | Water consumption | 30 | 30 | 30 | | | Crafting speed | 2 | 2 | 2 | s / final item | | Light oil output | 30 | 30 | 30 | | | Base machine crafting speed | 1 | 1 | 1 | crafts / s | | Crafting speed multiplier | 100% | 455% | 655% | | | Output multiplier | 100% | 130% | 130% | final items | | Total Heavy oil consumption | 20 | 91 | 131 | per second | | Total Water consumption | 15 | 68.25 | 98.25 | per second | | Total Light oil output | 15 | 88.725 | 127.725 | per second | | Light oil cracking | Light oil cracking | Light oil cracking | Light oil cracking | Light oil cracking | | Light oil consumption | 30 | 30 | 30 | | | Water consumption | 30 | 30 | 30 | | | Crafting speed | 2 | 2 | 2 | s / final item | | Petroleum output | 20 | 20 | 20 | | | Base machine crafting speed | 1 | 1 | 1 | crafts / s | | Crafting speed multiplier | 100% | 455% | 655% | | | Output multiplier | 100% | 130% | 130% | final items | | Total Light oil consumption | 15 | 68.25 | 98.25 | per second | | Total Water consumption | 15 | 68.25 | 98.25 | per second | | Total Petroleum output | 10 | 59.15 | 85.15 | per second | | Ratio | Ratio | Ratio | Ratio | Ratio | | Heavy oil cracking | 0.25 | 0.325 | 0.424 | | | Light oil cracking | 0.85 | 1.2025 | 1.57 | | | Petroleum gas output | 19.5 | 136.193 | 255.923 | per second | | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | * Notes to table:Config 1is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building.Config 2is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. | For config 2 in the above (possibly collapsed) table, a good enough ratio is 7:3:11, and the next ratio that is better is 165:70:259. The optimal ratio involves over 50000 refineries, and so is practically useless. But, for reference, it's 52400:22230:82251. History 0.17.60 : Basic oil processing produces only petroleum gas. 0.17.0 : Coal liquefaction now produces 90 heavy oil, 20 light oil and 10 petroleum gas, consuming 25 heavy oil, 10 coal and 50 steam. 0.15.0 : Added coal liquefaction oil processing recipe. 0.9.1 : Added heavy oil cracking and light oil cracking. 0.9.0 : Introduced Basic oil processing Advanced oil processing See also Fluid system Crude oil Barrel
wiki
https://wiki.factorio.com/Oil_processing_-_Factorio_Wiki
Railgun_turret
Railgun turret - Factorio Wiki
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Railgun turret - Factorio Wiki Jump to navigation Jump to search | | Railgun turret | Edit | | | -------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ---------------------------- | | ----- | | ---- | | ---- | | ---- | | ---- | | ----- | | 10+20+100+100+50+30→1 | 10+20+100+100+50+30→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 10+20+100+100+50+30 | 10+20+100+100+50+30 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 400052006400760010000 | | | | 4000 | | 5200 | | 6400 | | 7600 | | 10000 | | | | | 4000 | | | | | | | | | | | | | 5200 | | 6400 | | | | | | | | | | | | | 7600 | | 10000 | | | | | | | | | | | | Stack size | 10 | | | | | | | | | | | | | | Rocket capacity | 1 (0.1 stacks) | | | | | | | | | | | | | | Range | 4044485260(Limited <90° arc) | | | | 40 | | 44 | | 48 | | 52 | | 60 | | | | | 40 | | | | | | | | | | | | | 44 | | 48 | | | | | | | | | | | | | 52 | | 60 | | | | | | | | | | | | Shooting speed | 0.5/s | | | | | | | | | | | | | | Damage | 10000 physical | | | | | | | | | | | | | | Ammunition | | | | | | | | | | | | | | | Dimensions | 3×5 | | | | | | | | | | | | | | Energy consumption | 10.0 MW (electric) | | | | | | | | | | | | | | Mining time | 0.5 | | | | | | | | | | | | | | Prototype type | ammo-turret | | | | | | | | | | | | | | Internal name | railgun-turret | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. The Railgun turret is a powerful late-game turret, unlocked with cryogenic science packs . The railgun turret has a limited firing arc of less than 90°. To compensate for this, it can be placed in one of 8 directions. The turret does massive damage to all entities and structures in its line of fire. As such, one should place the turret such that its firing arc does not include any buildings that you want to survive (including walls ). Railgun turrets are mainly used against huge asteroids , as the damage of railgun ammo easily beats their flat physical resistance. It is also quite useful against Demolishers , especially when fired directly down their bodies, as shells can hit multiple segments at once. History 2.0.7 : Introduced in Space Age expansion. See also Aquilo | Combat items | Combat items | | ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower | | Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() | | Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule | | Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() | | Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() | | Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote | | Defense | WallGateRadarLand mine | | Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() | | Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
wiki
https://wiki.factorio.com/Railgun_turret_-_Factorio_Wiki
Mining
Mining - Factorio Wiki
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Mining - Factorio Wiki Jump to navigation Jump to search Mining is used to extract resources from the world. Mining drills are the first step to automating manufacture, although most resources have to be smelted in a furnace for further usage. Contents 1 Mining speed formula 1.1 Mining by hand 1.2 Infinite resources 2 Drill types 3 Output 3.1 Productivity and resource drain 4 Resource output Mining speed formula Mining drills have a "mining speed" factor which determines how quickly they produce resources. Resource patches have a "mining time" stat which represents the "hardness" of the resource to mine. Higher mining time means slower mining. The rate at which resources are produced is given by: Mining speed / Mining time = Production rate (in resource/sec) To calculate the time needed for one resource-item use this formula: Mining time / Mining speed = Seconds for one resource item Mining speed is a function of the miner while mining time is a function of the resource you are currently mining (you can place a miner over a mixed field). Mining by hand When mining by hand, the formula is modified slightly: (1 + Mining Speed Modifier) * .5 / Mining time = Production rate (in resource/sec) Progress bar when the player mines by hand. Expanded description: (1 + Force Modifier) * (1 + Character Modifier) * (Character mining speed) / Mining time = Rate Infinite resources The output of the unmodified resource is the percentage yield of the tile currently used by the miner. Output of unmodified field * ( Number of modules in miner * Bonus from module ) + Output of unmodified field * ( Number of beacons * ( Number of modules * Distribution efficiency ) * Bonus from module + Productivity research bonus + 1 ) = Raw output per second (Raw output per second * Mining speed) / Mining time = Production rate (in resource/sec) The mining drill or pumpjack will sum the production rate of all tiles below it and show that value in the tooltip. Drill types | Item | Total raw | Mining speed | Mining power | Covered area | Max health | Pollution | | --------------------- | --------------- | ------------ | ---------------- | ------------ | ---------- | --------- | | Player | - | 0.5 | - | 1 × 1 | 250 | - | | Burner mining drill | 95 | 0.25 | 150 kW (burner) | 2 × 2 | 150 | 12/m | | Electric mining drill | 234.5 | 0.5 | 90 kW (electric) | 5 × 5 | 300 | 10/m | | Big mining drill | 2004354.5201020 | 2.5 | 300kW (electric) | 13 × 13 | 300 | 40/m | Note that the Burner mining drill's size matches its coverage (both being 2x2), the Electric mining drill's size is one tile bigger in either direction while covering two tiles more (3x3 size, 5x5 coverage) and the Big mining drill is a further two tiles bigger in either direction, while also increasing coverage by eight tiles (5x5 size, 13x13 coverage). Mining drills can only be placed if its mining area would touch a mineable resource. When all resources in its mining area are exhausted, the drill will shutdown and an icon will appear on it. Output | Resource | Resource | Burner M. Drill | Electric M. Drill | Big M. Drill | | ----------- | ---------- | --------------- | ----------------- | ------------ | | Speed: 0.25 | Speed: 0.5 | Speed: 2.5 | | | | Scrap | Time:0.5 | 0.5/s | 1/s | 5/s | | Iron | Time:1 | 0.25/s | 0.5/s | 2.5/s | | Copper | Time:1 | 0.25/s | 0.5/s | 2.5/s | | Coal | Time:1 | 0.25/s | 0.5/s | 2.5/s | | Stone | Time:1 | 0.25/s | 0.5/s | 2.5/s | | Calcite | Time:1 | 0.25/s | 0.5/s | 2.5/s | | Uranium | Time:2 | | 0.25/s | 1.25/s | | Tungsten | Time:5 | | | 0.5/s | Productivity and resource drain Mining productivity is a technology that increases the productivity of all mining drills, which adds to any bonus from productivity modules . Productivity for miners works similarly to productivity for assemblers: extra ore products for every "real" ore mined from the patch. However, since mining productivity research does not slow the mining drill down (unlike productivity modules), mining productivity effectively makes the drill faster. Furthermore, because more ore is output than is removed from the patch, mining productivity extends the amount of ore generated from a patch. Mining drills have a property called resource drain. When the drill generates a non-productivity ore, it subtracts one ore from the patch. Resource drain is the probability that this subtraction actually takes place. 100% resource drain means that the subtraction always happens; 50% resource drain means that the resource is only drained from the patch 50% of the time. This means that, with 50% resource drain, the patch will last twice as long. Unlike mining productivity, low resource drain does not generate more ore in the same period of time; it merely extends the life span of the resource patch. As these are two independent factors, they multiply into each other. A +100% productivity bonus combined with 50% resource drain means that a 1M ore patch will generate 4M ore. It will generate that 4M ore twice as fast as it would with no productivity, and the patch will last twice as long as with 100% resource drain (assuming ore is consumed as quickly as it is produced). Burner and electric drills have 100% drain, while big mining drills have 50%. Quality lowers the resource drain by 1/6th of the base-quality drain per quality level, with legendary providing a double-bonus. Resource output Unlike most other equipment, mining drills will output resources directly without the need of inserters . This includes transport belts , chests , other mining drills, furnaces , assembling machines , etc. Burner drill to chest Burner drill to furnace Burner drill to burner drill
wiki
https://wiki.factorio.com/Mining_-_Factorio_Wiki
User_talk_Gangsir
User talk:Gangsir - Factorio Wiki
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User talk:Gangsir - Factorio Wiki Jump to navigation Jump to search Hello, and welcome to my talk page. Feel free to click "Add topic" at the top to send me a message. I'll get back to you at the earliest opportunity. Version history/0.16.0 (from .28 to .34) Hello there, it's about the 0.16 changelog : https://wiki.factorio.com/Version_history/0.16.0 I was about to do it then i read << Please don't waste your time updating this page, User:Gangsir can do it automatically. If he forgets to do it, please message him about it. >> This is the message about it. -- 762x51mm ( talk ) 13:42, 23 March 2018 (UTC) Thanks, updated. -- Gangsir ( talk ) - Admin 20:25, 23 March 2018 (UTC) VersionNav template Hi, In Template:VersionNav , is there a reason some versions are grouped together (f.e. 0.14-0.15) while other aren't? The current scheme seems quite arbitrary. Spyhawk ( talk ) 19:53, 26 March 2018 (UTC) They are grouped because the template doesn't allow an unlimited amount of groups. Which ones are grouped is depends on how many subversions each version has and groups a maximum of 3 major versions together. -- Bilka ( talk ) - Admin 18:54, 28 March 2018 (UTC) I see, this makes sense. Thank you for the explanation! Spyhawk ( talk ) 18:58, 28 March 2018 (UTC)
wiki
https://wiki.factorio.com/User_talk:Gangsir_-_Factorio_Wiki
Yumako_mash
Yumako mash - Factorio Wiki
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Yumako mash - Factorio Wiki Jump to navigation Jump to search | | Yumako mash | Edit | | | ----------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | -------------------------- | | ------ | | -- | | ------ | | ------ | | ------ | | ------ | | 1+1→2+0.02 | 1+1→2+0.02 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 1+1 | 1+1 | | | | | | | | | | | | | | Restores | 80104128152200health | | | | 80 | | 104 | | 128 | | 152 | | 200 | | | | | 80 | | | | | | | | | | | | | 104 | | 128 | | | | | | | | | | | | | 152 | | 200 | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 2000 (20 stacks) | | | | | | | | | | | | | | Fuel value | 1 MJ (burner) | | | | | | | | | | | | | | Spoil time | 3m3m 53s4m 48s5m 42s7m 30s | | | | 3m | | 3m 53s | | 4m 48s | | 5m 42s | | 7m 30s | | | | | 3m | | | | | | | | | | | | | 3m 53s | | 4m 48s | | | | | | | | | | | | | 5m 42s | | 7m 30s | | | | | | | | | | | | Spoil result | | | | | | | | | | | | | | | Prototype type | capsule | | | | | | | | | | | | | | Internal name | yumako-mash | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Used as fuel by | Used as fuel by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. Yumako mash is an intermediate product crafted from ingredients found on Gleba . Creating yumako mash is also the only way to acquire yumako seeds to plant new yumako trees . When consumed, it instantly grants the player 80 health points, along with 16 health points per second for the next 12 seconds. This effect has a 16 seconds cooldown. The 2% chance of getting seeds means that on average, a mature yumako tree will yield 1 yumako seed. To get an increasing number of seeds, yumako processing should be done with productivity bonuses, either in the Biochamber or with productivity modules . Or both. History 2.0.7 : Introduced in Space Age expansion. See also Gleba | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Yumako_mash_-_Factorio_Wiki
Application_directory
Application directory - Factorio Wiki
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Application directory - Factorio Wiki Jump to navigation Jump to search Contents 1 Overview 2 User data directory 2.1 Locations 3 Application directory 3.1 Locations 4 Changing the user data directory 4.1 macOS 4.2 Linux 5 Installation from Zip File 6 See also Overview Depending on your installation method and OS, you will have one or two directories that contain Factorio assets, and one that contains user data, such as saves and mods. User data directory The user data directory is where personal files are stored: Save files ./saves Mods ./mods Script-output, e.g. from /screenshot ./script-output Local scenarios ./scenarios Local settings ./config/config.ini log files factorio-*.log Crash dump files factorio-dump-*.dmp Locations Search your computer for the directory location, or type the path into your file manager address bar. Windows: %appdata%\Factorio The %appdata% shorthand translates to your local version of C:\Users\[user name]\AppData\Roaming macOS: ~/Library/Application Support/factorio Linux distributions: ~/.factorio When using the Flatpak version of steam, all paths start from ~/.var/app/com.valvesoftware.Steam/ instead. When using Steam on Windows, the config.ini, achievements.dat, modded-achievements.dat, player-data.json, and a compressed copy of blueprint-storage-2.dat(.zstd) can also be found in C:\Program Files (x86)\Steam\userdata\[user number]\427520\remote On macOS, the equivalent folder can be found in ~/Library/Application Support/Steam/userdata/[user number]/427520/remote On Linux, the equivalent folder can be found in ~/.steam/steam/userdata/[user number]/427520/remote Before copying blueprint-storage-2.dat from a website install of Factorio to a Steam install, disable Steam Cloud Save, and delete blueprint-storage-2.dat.zstd from "remote". Keep Steam Cloud Save disabled to avoid having your blueprints overwritten. Application directory The application directory stores three things: Factorio executables ./bin Data for vanilla Factorio ./data API documentation ./doc-html Locations Windows: C:\Program Files (x86)\Steam\steamapps\common\Factorio C:\Program Files\Factorio macOS: ~/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents /Applications/factorio.app/Contents Linux: ~/.steam/steam/steamapps/common/Factorio ~/.factorio Changing the user data directory You can create a file config-path.cfg to configure Factorio to any directory. In order to change the user data directory, user must edit the location of the "write-data" entry in the file (Game install directory)/config/config.ini . This affects the location of mods, scenario and temp. macOS There are two ways to change the user data location on macOS. One is to change the contents of factorio.app in your Applications folder. It is simpler, but macOS will prevent the modified app from running in some cases. The other is to surround factorio.app with special configuration files, and then to run Factorio in a special way. It is more complex, but won't provoke macOS to cause you problems. As background, know that factorio.app , although it looks like a single file, is in fact a "package", also known as an "app bundle". This is a special kind of directory. Using the right Finder command, you can open the package, and change the files and directories within. However, macOS has a security system called Gatekeeper . In certain situations, Gatekeeper will check that the app bundle is completely identical to its original contents. Gatekeeper will notice any modifications you make within the app bundle. It will cause macOS to refuse to run the app. When and how often Gatekeeper checks differs by macOS version. It is very likely to check when you first run an application. In newer versions of macOS, like macOS Sequoia 15, it will check more often, even after your first run. If you are willing to modify the Factorio app bundle, then create factorio.app/config-path.cfg with the following contents: config-path=__PATH__executable__/../config use-system-read-write-data-directories=false Update factorio.app/Contents/config/config.ini [path] read-data=__PATH__executable__/../data write-data=__PATH__executable__/.. If you do not wish to modify the Factorio app bundle, follow the instructions in this forum discussion . Linux Update __Game_Install_directory/config-path.cfg use-system-read-write-data-directories=true Update __Game_Install_directory/config/config.ini [path] read-data=__PATH__executable__/../../data write-data=.local/share/factorio You could set the write-data value to .factorio if you prefer. Once you have done this, you can remove write permissions to the entire game installation directory except for config/config.ini , which must be writable by all people who wish to play the game. Note that if someone changes any options, in-game, those option changes will apply to everyone who plays on the same computer. Installation from Zip File The unzipped Factorio directory. A list of all things found here: Save games (as zip files) User-installed/created Mods . User-installed/created scenarios. User configuration and settings storage Log file (factorio-*.log) Player data (player-data.json) Note: Deleting the configuration file will result in a default replacement being generated upon the next Factorio launch. It is recommended to create backups from this directory (of saves, config, etc) before installing a new version. See also Install guide Installing Mods Linux Version - Save games in $HOME somewhere
wiki
https://wiki.factorio.com/Application_directory_-_Factorio_Wiki
Electric_energy_distribution_2_(research)
Electric energy distribution 2 (research) - Factorio Wiki
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Electric energy distribution 2 (research) - Factorio Wiki Jump to navigation Jump to search | | Electric energy distribution 2 (research) | Edit | | | ----------------------------------------- | ---- | | Cost | Cost | | --------------------- | ------------------------------ | | 45111✖100 | 45111✖100 | | Prototype type | technology | | Internal name | electric-energy-distribution-2 | | Required technologies | Required technologies | | 1 | 1 | | Effects | Effects | | | | Electric energy distribution 2 grants access to the substation , an advanced type of power pole with relatively long wire reach and the largest supply area of any power pole. See also Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Electric_energy_distribution_2_(research)_-_Factorio_Wiki
Artillery_wagon
Artillery wagon - Factorio Wiki
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Artillery wagon - Factorio Wiki Jump to navigation Jump to search | | Artillery wagon | Edit | | | --------------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------- | ---------------------------------------------------------------------- | | ----- | | --- | | ----- | | ----- | | ----- | | ---- | | | | --- | | --- | | --- | | --- | | --- | | 4+20+64+10+16+40→1 | 4+20+64+10+16+40→1 | | | | | | | | | | | | | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | | | | | | | | | | | | | 207+100+64+76+40+40 | 207+100+64+76+40+40 | | | | | | | | | | | | | | | | | | | | | | | | | | Map icon | | | | | | | | | | | | | | | | | | | | | | | | | | | Health | 60078096011401500 | | | | 600 | | 780 | | 960 | | 1140 | | 1500 | | | | | | | | | | | | | | | | | 600 | | | | | | | | | | | | | | | | | | | | | | | | | 780 | | 960 | | | | | | | | | | | | | | | | | | | | | | | | | 1140 | | 1500 | | | | | | | | | | | | | | | | | | | | | | | | Resistances | Acid: 3/20%Explosion: 15/30%Fire: 15/50%Impact: 50/50%Physical: 15/30% | | | | | | | | | | | | | | | | | | | | | | | | | | Stack size | 5 | | | | | | | | | | | | | | | | | | | | | | | | | | Rocket capacity | 1 (0.2 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 | 2×6 | | | | | | | | | | | | | | | | | | | | | | | | | | Mining time | 0.5 | | | | | | | | | | | | | | | | | | | | | | | | | | Weight | 4000 | | | | | | | | | | | | | | | | | | | | | | | | | | Prototype type | artillery-wagon | | | | | | | | | | | | | | | | | | | | | | | | | | Internal name | artillery-wagon | | | | | | | | | | | | | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------- | ---------------------------------------------------------------------- | | ----- | | --- | | ----- | | ----- | | ----- | | ---- | | | | --- | | --- | | --- | | --- | | --- | | 4+40+10+60+60+60→1 | 4+40+10+60+60+60→1 | | | | | | | | | | | | | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | | | | | | | | | | | | | 24+80+10+60+60+60 | 24+80+10+60+60+60 | | | | | | | | | | | | | | | | | | | | | | | | | | Map icon | | | | | | | | | | | | | | | | | | | | | | | | | | | Health | 60078096011401500 | | | | 600 | | 780 | | 960 | | 1140 | | 1500 | | | | | | | | | | | | | | | | | 600 | | | | | | | | | | | | | | | | | | | | | | | | | 780 | | 960 | | | | | | | | | | | | | | | | | | | | | | | | | 1140 | | 1500 | | | | | | | | | | | | | | | | | | | | | | | | Resistances | Acid: 3/20%Explosion: 15/30%Fire: 15/50%Impact: 50/50%Physical: 15/30% | | | | | | | | | | | | | | | | | | | | | | | | | | Stack size | 5 | | | | | | | | | | | | | | | | | | | | | | | | | | Rocket capacity | 1 (0.2 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 | 2×6 | | | | | | | | | | | | | | | | | | | | | | | | | | Mining time | 0.5 | | | | | | | | | | | | | | | | | | | | | | | | | | Weight | 4000 | | | | | | | | | | | | | | | | | | | | | | | | | | Prototype type | artillery-wagon | | | | | | | | | | | | | | | | | | | | | | | | | | Internal name | artillery-wagon | | | | | | | | | | | | | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The artillery wagon is an end-game wagon mounting a rail cannon that can be added to a train. It fires artillery shells , relatively slow-moving projectiles that explore chunks of terrain they travel across. The wagon gun has both automatic and manual (even longer-ranged) firing modes. Projectiles have sufficient damage to destroy spawners and any type of worm with a single hit, and have a modest area of effect. Infinitely-stacking research upgrades are available for range and firing speed, but not damage. The artillery turret is essentially the same weapon, but deployed as a static structure like other turrets . Contents 1 Mechanics 2 Limitations 3 Train properties 4 Logistics 5 Trivia 6 History 7 See also Mechanics Artillery wagons, like Artillery turrets, have a massive range, outranging non-Artillery fixed fortifications by a factor of 10 or more. In automatic mode, when the train is stopped, the artillery wagon will automatically scan for enemy structures (spawners and worms) and shoot at them. Automatic mode cannot target mobile units (biters and spitters); shells do, however, damage mobile units in the vicinity of impact normally. 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. Limitations Aside from the considerable expense of research and assembly for both wagons and shells, there are certain considerations that make these wagons unwise as a full replacement for traditional base defenses, despite their phenomenal range and the advantage of mobility. Artillery shelling will antagonize enemy mobile units in the vicinity of the impact into rushing the wagon's location at time of firing, regardless of their normal "aggro radius". Artillery wagons are relatively slow-firing, although infinite research is available to improve firing speed, at +100% per level, affecting both wagons and stationary turrets 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 wagon needs to be defended, or else moved around rapidly, in the latter case decreasing its value as base defense. For defense, 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 assembling near artillery wagon stops if practical. The wagon itself can hold a supply of 100 shells (while artillery turrets only hold 15), providing a portable magazine of some size that can be towed around with the weapon without external storage. Train properties The artillery wagon can fire while stopped at a train stop, but not when stopped at a red signal or when moving. A train in automatic mode that is "No-Path"ing will not fire. When a train with an artillery wagon is stopped at a train stop, aiming and shooting counts as activity for the purposes of "X seconds of inactivity" departure conditions in the train's schedule. This includes the time that the wagon spends scanning the area around it to find enemies, which is done at 1 chunk per tick. Only when it has scanned all chunks and did not find an enemy it will count as inactive. When part of a manual-mode (player-driven) train, artillery wagons will fire whenever the train is stopped, regardless of where it was stopped. Artillery wagons weigh as much as 4 regular wagons (or 2 locomotives ) for the purposes of train acceleration calculations. Fortunately, nuclear fuel provides a massive 250% boost to acceleration (compared to 180% for rocket fuel, the next best type), making it an attractive fuel for artillery trains. Logistics In addition to firing them, artillery wagons can be used to transport shells from place to place. Inserters will both load and unload artillery wagons in the same manner as they would any other wagon, with the obvious difference that artillery wagons can only take artillery shells as cargo. However, each artillery wagon can hold 100 shells, while a regular cargo wagon only holds 40. Thus, artillery wagons are the most space-efficient method of transporting artillery shells by rail. They are not, however, the most mass-efficient one, as an artillery wagon weighs 4 times as much as a regular wagon, but holds only 2.5 times as many shells. Thus, if train length is not a concern but acceleration and / or fuel efficiency is, regular wagons are superior for transporting shells. Trivia Large rail-transported cannon were built in the late 19th and early 20th century, up until and including World War II. The larger models were heavy and very slow firing and took many hours to set up, but had a greater range and power per shot than any other weapon in existence at the time (considerably greater than battleship-size naval guns, for example). The advent of rocketry, as well as large bomber planes capable of deploying multi-ton bombs, eventually made these guns obsolete. Perhaps the best-known example is the Schwerer Gustav (Heavy Gustav), the largest gun ever fired. History 2.0.7 : Trains with artillery wagons now need to wait for all cannons to be in fully their parked position before departing. When driving manually, keep holding accelerate to command the artillery to stop firing and assume their parked position. Doubled the damage of Artillery 0.16.0 : Introduced See also Friday Facts #220 - The best Friday Facts ever Artillery turret Artillery shell Artillery targeting remote Locomotive Railway | 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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Quality
Quality - Factorio Wiki
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Quality - Factorio Wiki Jump to navigation Jump to search Space Age expansion exclusive feature. Quality is a feature of the Space Age expansion. It introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using quality modules in the producing structure. When Space Age itself is enabled, the two highest quality tiers require technology not available on Nauvis. Different buildings and items can have different attributes that can be upgraded. When hovering over something, the attributes that will be upgraded with quality will be marked with a blue diamond ( ) in the tooltip. While players are required to own Space Age to access this feature, quality is a separate mod, and can be activated independent of most Space Age content. Contents 1 Quality tiers 2 Technologies 3 Quality effects 4 Creating high-quality items 4.1 Quality ingredients 4.2 Quality modules 4.2.1 Examples 4.2.2 Optimal module usage 4.2.2.1 Derivation 5 Usage tips 5.1 Using quality to increase production 5.2 Using quality to save space 5.3 Notes 6 Relevant Factorio Friday Facts 7 Achievements 8 Trivia 9 History Quality tiers There are 5 quality tiers in vanilla gameplay, with tier strength in brackets: Normal (0) Uncommon (1) Rare (2) Epic (3) Legendary ( 5 ) Note that legendary quality represents a 2-tier improvement over epic. Technologies Certain tiers of quality cannot be created until they have been researched. | Research | Base Game | Space Age | Unlocks | | ---------------------------- | --------- | --------- | ------- | | Quality module (research) | 60x 300 | 30x 500 | | | Epic quality (research) | 60x 5000 | 60x 5000 | | | Legendary quality (research) | 60x 5000 | 60x 5000 | | Quality effects The currently known effects of each level of quality are as follows: +30% health +30% crafting speed +30% robot limit (rounded down) +30% robot recharge rate (both number and speed, rounded down) +30% positive module effects (rounded down for at least quality modules) +10% turret range +10% weapon range +1 tile reach and +2 wire reach on power poles +1 equipment grid size (both dimensions) +30% chest inventory size (rounded down) +30% increased ammo damage +30% inserter rotation speed The power consumption of inserters is defined as energy per angle of turn. A 30% faster inserter can turn 30% more angles in a given space of time, so it consumes 30% more energy. -16.67% (1/6) resource drain on miners and pumpjacks This is multiplicative with productivity +30% solar panel output +100% (+5 MJ) capacity on accumulators +30% output rate on boilers , steam engines , steam turbines , accumulators (also affects input rate), and nuclear reactors Note that consumption and pollution are also increased at the same rate +30% reach and efficiency for lightning rods and collectors −16% power consumption on beacons +1 to both continuous coverage distance and exploration coverage distance in radars +100% durability on consumable items ( repair packs , science packs ) +5% fork chance on the tesla turret and tesla ammo for the tesla gun +30% power consumption on asteroid collectors These effects are per quality strength and additive: a Legendary (5 tier-levels) Productivity module 3 (base +10% productivity) would grant 25% productivity. Some buildings only get increased health, with no special effect. Examples are: Buildings related to Circuit networks and Rail signals Transport belts Pipes Walls Trains Cargo wagons | Item | Effect | Normal | Uncommon | Rare | Epic | Legendary | | -------------------- | --------- | ---------- | ---------- | ---------- | ---------- | --------- | | Assembling machine 1 | Health | 300 | 390 | 480 | 570 | 750 | | Crafting speed | 0.5 | 0.65 | 0.8 | 0.95 | 1.25 | | | Assembling machine 2 | Health | 350 | 455 | 560 | 665 | 875 | | Crafting speed | 0.75 | 0.975 | 1.2 | 1.425 | 1.875 | | | Assembling machine 3 | Health | 400 | 520 | 640 | 760 | 1000 | | Crafting speed | 1.25 | 1.625 | 2 | 2.375 | 3.125 | | | Construction robot | Health | 100 | 130 | 160 | 190 | 250 | | Max flying reach | 571m | 1152m | 1728m | 2305m | 3457m | | | Energy capacity | 3MJ | 6MJ | 9MJ | 12MJ | 18MJ | | | Inserter | Health | 150 | 195 | 240 | 285 | 375 | | Energy consumption | 15.1kW | 19.51kW | 23.92kW | 28.33kW | 37.15kW | | | Rotation speed | 302°/s | 393°/s | 484°/s | 575°/s | 756°/s | | | Fast inserter | Health | 150 | 195 | 240 | 285 | 375 | | Energy consumption | 59.3kW | 76.94kW | 94.58kW | 112kW | 148kW | | | Rotation speed | 864°/s | 1123°/s | 1382°/s | 1642°/s | 2160°/s | | | Laser turret | Health | 1000 | 1300 | 1600 | 1900 | 2500 | | Range | 24 tiles | 26.4 tiles | 28.8 tiles | 31.2 tiles | 36 tiles | | | Pipe | Health | 100 | 130 | 160 | 190 | 250 | | Roboport | Health | 500 | 650 | 800 | 950 | 1250 | | Energy consumption | 2.1MW | 2.7MW | 3.3MW | 3.9MW | 5.1MW | | | Robot recharge rate | 4 x 500kW | 4 x 650kW | 4 x 800kW | 4 x 950kW | 4 x 1.25MW | | | Small electric pole | Health | 100 | 130 | 160 | 190 | 250 | | Supply area | 5x5 | 7x7 | 9x9 | 11x11 | 15x15 | | | Wire reach | 7.5 tiles | 9.5 tiles | 11.5 tiles | 13.5 tiles | 17.5 tiles | | | Wooden chest | Health | 100 | 130 | 160 | 190 | 250 | | Storage size | 16 | 20 | 25 | 30 | 40 | | | Iron chest | Health | 200 | 260 | 320 | 380 | 500 | | Storage size | 32 | 41 | 51 | 60 | 80 | | | Steel chest | Health | 350 | 455 | 560 | 665 | 875 | | Storage size | 48 | 62 | 76 | 91 | 120 | | Creating high-quality items There are two ways to create an item with above normal quality: The player must either use ingredient items of the same quality, or use quality modules for a random chance of a higher-quality item. Quality ingredients Recipes that consume items have variations for each quality that the items might take. When setting such a recipe in a production unit, an ingredient quality must be selected. For these variations, the set of ingredients required is the same, except that all item ingredients must have the specified quality. Recipes that consume only fluids do not have quality variations. If they produce items, those items will be normal quality unless affected by quality modules. Recipes that fill or empty barrels and recipes that produce the same item they consume ( kovarex enrichment process and fish breeding ) do not accept quality modules. Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon iron plates with rare batteries to make an accumulator of any quality. One must therefore ensure that high-quality items do not clog up belts and starve production units of lower-quality items. As fluids do not possess any quality, they are exempt from ingredient quality requirements; the same lubricant can be used to create electric engine units of any quality. Quality modules Main article: Quality module Quality modules allow crafting machines to produce items of a higher quality than their ingredients. Each module adds a quality chance to a machine, depending on its tier and quality. See the following table for all quality chances: | QualityModule | | | | | | | ------------- | ----- | ----- | ----- | ----- | ----- | | | +1% | +1.3% | +1.6% | +1.9% | +2.5% | | | +2% | +2.6% | +3.2% | +3.8% | +5% | | | +2.5% | +3.2% | +4% | +4.7% | +6.2% | When working out the odds of improving quality, a machine starts with the sum of the quality chance of all its modules. When the machine produces an item, it performs a random roll with that chance to succeed. If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails. When using quality ingredients as an input, the base quality is the quality of the recipe. You can only use items with the same quality as input. Quality modules are only required to improve quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is the same as improving the same number of tiers from Normal quality. Where Q is quality chance, the following tables present expected outputs for each level of research. | OutputInput | | | | | ----------- | ----- | -------- | -------- | | | 1 - Q | Q * 9/10 | Q * 1/10 | | | - | 1 - Q | Q | | | - | - | 1 | | OutputInput | | | | | | ----------- | ----- | -------- | --------- | --------- | | | 1 - Q | Q * 9/10 | Q * 9/100 | Q * 1/100 | | | - | 1 - Q | Q * 9/10 | Q * 1/10 | | | - | - | 1 - Q | Q | | | - | - | - | 1 | | OutputInput | | | | | | | ----------- | ----- | -------- | --------- | ---------- | ---------- | | | 1 - Q | Q * 9/10 | Q * 9/100 | Q * 9/1000 | Q * 1/1000 | | | - | 1 - Q | Q * 9/10 | Q * 9/100 | Q * 1/100 | | | - | - | 1 - Q | Q * 9/10 | Q * 1/10 | | | - | - | - | 1 - Q | Q | | | - | - | - | - | 1 | Examples | OutputInput | | | | | ----------- | --- | ---- | ---- | | | 96% | 3.6% | 0.4% | | | - | 96% | 4% | | | - | - | 100% | | OutputInput | | | | | | | ----------- | --- | --- | ---- | ----- | ----- | | | 90% | 9% | 0.9% | 0.09% | 0.01% | | | - | 90% | 9% | 0.9% | 0.1% | | | - | - | 90% | 9% | 1% | | | - | - | - | 90% | 10% | | | - | - | - | - | 100% | | OutputInput | | | | | | | ----------- | ----- | ------ | ------ | ------- | ------- | | | 75.2% | 22.32% | 2.232% | 0.2232% | 0.0248% | | | - | 75.2% | 22.32% | 2.232% | 0.248% | | | - | - | 75.2% | 22.32% | 2.48% | | | - | - | - | 75.2% | 24.8% | | | - | - | - | - | 100% | Optimal module usage It is optimal to improve quality on the lead-up to the target output item due to the recycler only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids). The following tables summarize the number of normal crafts (rounded up) needed to produce 1 legendary output using ideal ratios of quality module 3s to productivity module 3s, with 4 matching quality module 3 in the recycler. It is important to emphasize that these ratios maximize return per input material. If input capacity isn't a concern and the goal is speed rather than material efficiency, then switch out productivity modules for quality modules as needed. Beware, however, that in many cases material inefficiency nearly keeps pace with the legendary output rate. | Max Modules | Base Prod. | No. of | No. of | Crafts | | ----------- | ---------- | ------ | ------ | ------ | | 2 | 0% | 0 | 2 | 891 | | 3 | 0% | 0 | 3 | 533 | | 4 | 0% | 1 | 3 | 342 | | 4 | 50% | 0 | 4 | 97 | | 5 | 50% | 1 | 4 | 67 | | 8 | 0% | 4 | 4 | 70 | | Max Modules | Base Prod. | No. of | No. of | Crafts | | ----------- | ---------- | ------ | ------ | ------ | | 2 | 0% | 0 | 2 | 608 | | 3 | 0% | 1 | 2 | 356 | | 4 | 0% | 1 | 3 | 212 | | 4 | 50% | 1 | 3 | 62 | | 5 | 50% | 2 | 3 | 40 | | 8 | 0% | 5 | 3 | 34 | | Max Modules | Base Prod. | No. of | No. of | Crafts | | ----------- | ---------- | ------ | ------ | ------ | | 2 | 0% | 0 | 2 | 309 | | 3 | 0% | 1 | 2 | 153 | | 4 | 0% | 2 | 2 | 80 | | 4 | 50% | 3 | 1 | 25 | | 5 | 50% | 4 | 1 | 14 | | 8 | 0% | 8 | 0 | 7 | For example, suppose legendary T3 modules are available and the goal is to produce legendary processing units. If each electromagnetic plant producing epic quality or below has 4 legendary productivity module 3 and 1 legendary quality module 3, and the electromagnetic plant with the legendary recipe has 5 legendary productivity module 3, then on average an input of 280 normal electronic circuits and 28 normal advanced circuits is expected to produce 1 legendary processing unit. Derivation Derivation of the tables above was as follows: Starting with 1 set of common ingredients, with an assembly quality chance of Q and total productivity bonus of P, the statistical expected number of product is as follows: | | | | | | | ----------------- | --------------------------- | ---------------------------- | ---------------------------- | -------------------- | | (1 + P) * (1 - Q) | (1 + P) * (Q * (100- 10-1)) | (1 + P) * (Q * (10-1- 10-2)) | (1 + P) * (Q * (10-2- 10-3)) | (1 + P) * (Q * 10-3) | | (1 + P) * (1 - Q) | (1 + P) * Q * 9/10 | (1 + P) * Q * 9/100 | (1 + P) * Q * 9/1000 | (1 + P) * Q * 1/1000 | In a similar vein, the same calculations can be done for recycling products, except that there is, in effect, -75% productivity bonus, where only a quarter of the items are returned. | | | | | | | ------------------- | ------------------------------- | -------------------------------- | -------------------------------- | ------------------------ | | (1 + -0.75) * (1-Q) | (1 + -0.75) * (Q * (100- 10-1)) | (1 + -0.75) * (Q * (10-1- 10-2)) | (1 + -0.75) * (Q * (10-2- 10-3)) | (1 + -0.75) * (Q * 10-3) | | 0.25 * (1-Q) | 0.25 * Q * 9/10 | 0.25 * Q * 9/100 | 0.25 * Q * 9/1000 | 0.25 * Q * 1/1000 | For example, recycling an uncommon ingredient with a Q of 25%: | OutputInput | | | | | | | ----------- | - | ------ | ------- | -------- | -------- | | | - | 0.1875 | 0.05625 | 0.005625 | 0.000625 | Combining these results allows a 'Transition Matrix' to be developed (see the Wikipedia article Stochastic matrix ) which after iteration can generate the expected number of legendary products from 1 set of common ingredients via matrix multiplication. An example matrix for P of 50% and Q of 25% for both recycling and assembly is copied below. Note that since legendary products are the goal, they are not recycled. | | I | I | I | I | I | P | P | P | P | P | | - | ------ | ------- | -------- | --------- | --------- | ----- | ------ | ------- | -------- | -------- | | I | 0 | 0 | 0 | 0 | 0 | 1.125 | 0.3375 | 0.03375 | 0.003375 | 0.000375 | | I | 0 | 0 | 0 | 0 | 0 | 0 | 1.125 | 0.3375 | 0.03375 | 0.00375 | | I | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1.125 | 0.3375 | 0.0375 | | I | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1.125 | 0.375 | | I | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1.5 | | P | 0.1875 | 0.05625 | 0.005625 | 0.0005625 | 0.0000625 | 0 | 0 | 0 | 0 | 0 | | P | 0 | 0.1875 | 0.05625 | 0.005625 | 0.000625 | 0 | 0 | 0 | 0 | 0 | | P | 0 | 0 | 0.1875 | 0.05625 | 0.00625 | 0 | 0 | 0 | 0 | 0 | | P | 0 | 0 | 0 | 0.1875 | 0.0625 | 0 | 0 | 0 | 0 | 0 | | P | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | To iterate this matrix (M) apply the matrix to itself. For example, M 6 would indicate 6 iterations, corresponding to 3 crafting steps and 3 recycling steps. To see how much 1 ingredient set produces after a given iteration, x, multiply an input vector by M x . The vector format follows that of the matrix labels, so with the table arranged as above, left multiply a row vector of ingredient(s) by the matrix. In order to see the expected product of 1 set of normal ingredients, the vector will have '1' in the first column and '0's everywhere else. Likewise, a set of uncommon ingredients will correspond to '1' in the second column of the vector. It is important to note that since the recycling step has a material loss of 75% most recycling loops will be well behaved and converge quickly. Extreme productivity from research breaks this pattern and will prevent convergence, but this simply means that there is a positive material cycle, so 1 set of ingredients will produce infinite legendary crafts, on average. The closer the total productivity is to 400%, the slower the convergence of the matrix iteration and the higher you need to calculate x in M x . Usage tips Using quality to increase production There are four ways in which quality can increase the output of a single production machine: Increasing the quality of the machine itself will improve its base crafting speed. Increasing the quality of speed modules will increase the effect of their speed improvements. Increasing the quality of productivity modules will increase their productivity bonus without reducing crafting speed. Since extra items obtained from the productivity bonus do not take extra time to produce, this will also increase the number of items produced over time. Increasing the quality of beacons will increase their transmission efficiency. If they contain speed modules, then the effect of these modules is increased. These four options share a powerful synergy, as they react multiplicatively with one another. This makes it possible to achieve very high production rates with very few machines when compared to only using normal quality items. For example, imagine a setup where electronic circuits are made using one electromagnetic plant with five productivity module 3s , which is surrounded by 12 beacons with two speed module 3s , each. With normal quality, this will achieve an output rate of almost 45 items per second (almost enough to saturate one non-layered express transport belt ). However, if the electromagnetic plant and all beacons and modules have legendary quality, the output rate becomes slightly more than 600 items per second (enough to saturate two and a half turbo transport belts with four layers of items). This is more than 13 times as many items as without quality. It should be noted that quality beacons are the only one of these factors that may increase energy consumption over time, as the transmission effect is also applied to the energy cost of speed modules. However, this is offset or even negated by the reduced energy consumption of the beacons themselves (which is also affected by quality), especially with high beacon counts wherein the transmission effect is subject to diminishing returns. For speed modules, productivity modules, and the machine itself, only the speed increase, productivity bonus, and base crafting speed are affected, respectively. The increased transmission effect of high-quality beacons is also notable because unlike when increasing the number of beacons, there are no diminishing returns for increasing their quality (aside from the exponentially increasing cost of producing those higher-quality beacons in the first place). This means that, despite a legendary beacon only being 1.66 times as powerful as a normal-quality beacon, one would need 0.36 times as many legendary beacons as normal ones to achieve the same effect. Aside from making more powerful beacon setups, this can also be used to save space by achieving the same effect with fewer beacons, thereby leaving more room for machines and belts. Higher-quality machines are also particularly useful for producing quality items as, unlike speed modules, machine quality does not reduce the chance of increasing a product's quality. Using quality to save space Another use for quality is decreasing the amount of buildings needed to perform the same production. This is particularly useful in a space platform , where small, compact designs are rewarded with increased speed, as well as needing fewer rockets to build the platform. Notes In the below circumstances, quality modules have no useful effects. Placed in a Rocket silo Placed in a Lab Placed in a Biolab Fluid recipes (e.g holmium solution ) Barrels cannot accept quality modules, most likely to stop quality upcycling with no loss. The Kovarex enrichment process recipe cannot accept quality modules, most likely to stop quality upcycling with no loss. Relevant Factorio Friday Facts FFF 375 - Quality FFF 376 - Research and Technology Achievements | | Make it betterInsert a quality module into a module slot. | | | --------------------------------------------------------- | | | 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. | | | ----------------------------------------------------- | | | Crafting with qualityCraft aquality module 3. | | | --------------------------------------------- | | | My modules are legendaryCraft a legendaryquality module 3. | | | ---------------------------------------------------------- | | | No room for moreFill every tile of legendarymech armorwith legendary equipment. | | | ------------------------------------------------------------------------------- | Trivia Quality is not technically exclusive to player-made entities; Though this does not occur naturally, quality is also allowed on enemies, asteroids, and even the player character. Some enemies with qualities above normal can even be created in regular sandbox gameplay: Big biters, behemoth biters, and big premature wriggler pentapods born from spoiled biter eggs , captive biter spawners , and pentapod eggs inherit the quality of the spoiled items, with the latter two being possible to craft with quality modules. Furthermore, a starved captured biter spawner will retain its quality upon converting into a hostile biter spawner, with said quality even being inherited by the biters that it will spawn. Should these biters chose to expand, they may also create quality spitters and worms. History 2.0.7 : Introduced in Space Age expansion.
wiki
https://wiki.factorio.com/Quality_-_Factorio_Wiki
Productivity_module_2_(research)
Productivity module 2 (research) - Factorio Wiki
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Productivity module 2 (research) - Factorio Wiki Jump to navigation Jump to search | | Productivity module 2 (research) | Edit | | | -------------------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 30111✖75 | 30111✖75 | | Prototype type | technology | | Internal name | productivity-module-2 | | Required technologies | Required technologies | | | | | Allows | Allows | | 3 | 3 | | Effects | Effects | | | | | Cost | Cost | | --------------------- | --------------------- | | 301111✖200 | 301111✖200 | | Prototype type | technology | | Internal name | productivity-module-2 | | Required technologies | Required technologies | | | | | Allows | Allows | | 3 | 3 | | Effects | Effects | | | | Productivity module 2 unlocks the ability to craft the productivity module 2 , which can increase a machine's productivity , meaning that more products can be crafted by a machine from the same amount of ingredients. However, as a tradeoff, the module increases energy consumption, reduces speed and increases pollution . See also Research Technologies Modules | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
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Advanced_circuit_(research)
Advanced circuit (research) - Factorio Wiki
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Advanced circuit (research) - Factorio Wiki Jump to navigation Jump to search | | Advanced circuit (research) | Edit | | | --------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 1511✖200 | 1511✖200 | | Prototype type | technology | | Internal name | advanced-circuit | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Advanced circuit allows the player to build more high-tech items using the advanced circuit . 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_circuit_(research)_-_Factorio_Wiki
Epic_quality_(research)
Epic quality (research) - Factorio Wiki
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Epic quality (research) - Factorio Wiki Jump to navigation Jump to search | | Epic quality (research) | Edit | | | ----------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 60✖5000 | 60✖5000 | | Prototype type | technology | | Internal name | epic-quality | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Cost | Cost | | --------------------- | --------------------- | | 60✖5000 | 60✖5000 | | Prototype type | technology | | Internal name | epic-quality | | Required technologies | Required technologies | | | | | Allows | Allows | | | | Epic quality unlocks the Epic level of quality , which is the second best in the game. Once unlocked, quality modules can allow crafted items to have this quality. See also Research Technologies Module | 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/Epic_quality_(research)_-_Factorio_Wiki
Atomic_bomb_(research)
Atomic bomb (research) - Factorio Wiki
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Atomic bomb (research) - Factorio Wiki Jump to navigation Jump to search | | Atomic bomb (research) | Edit | | | ---------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 45111111✖5000 | 45111111✖5000 | | Prototype type | technology | | Internal name | atomic-bomb | | Required technologies | Required technologies | | 4 | 4 | | Effects | Effects | | | | | Cost | Cost | | --------------------- | --------------------- | | 45111111✖5000 | 45111111✖5000 | | Prototype type | technology | | Internal name | atomic-bomb | | Required technologies | Required technologies | | 4 | 4 | | Effects | Effects | | | | The Atomic bomb research unlocks the Atomic bomb which is an extremely strong weapon. 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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Light_armor
Light armor - Factorio Wiki
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Light armor - Factorio Wiki Jump to navigation Jump to search | | Light armor | Edit | | | ----------- | ---- | | Recipe | Recipe | | -------------- | ----------------------------------------------------- | | 3+40→1 | 3+40→1 | | Total raw | Total raw | | 3+40 | 3+40 | | Resistances | Acid: 0/20%Explosion: 2/20%Fire: 0/10%Physical: 3/20% | | Stack size | 1 | | Durability | Infinite | | Prototype type | armor | | Internal name | light-armor | | Produced by | Produced by | | | | Light armor is the most basic craftable armor type. It provides considerable protection against the smallest of biters, effectively reducing their 7 damage to 4. Light armor struggles to protect against larger biters and offers almost no protection against spitters or worms. History 0.15.0 : Removed required research Acid resistance reduced 0.13.0 : Armor resistances are applied before shields Renamed from iron armor to light armor. 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 Heavy 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/Light_armor_-_Factorio_Wiki
Stone_wall_(research)
Stone wall (research) - Factorio Wiki
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Stone wall (research) - Factorio Wiki Jump to navigation Jump to search | | Stone wall (research) | Edit | | | --------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 101✖10 | 101✖10 | | Prototype type | technology | | Internal name | stone-wall | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | See also Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Stone_wall_(research)_-_Factorio_Wiki
Stack
Stack - Factorio Wiki
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Stack - Factorio Wiki Jump to navigation Jump to search Many stacks in the player's inventory. A stack is the basic element in Factorio to store items. One space in an inventory can hold one stack. Contents 1 Examples of stacks 2 How do stacks work? 2.1 Stack size 2.2 Filtered stacks 2.3 Damaged items 2.4 Items with durability 3 Stack size bonuses 4 Stack limitation 5 Handling stacks 6 History Examples of stacks The player's inventory Main inventory Armor, weapon, and ammunition stacks Logistic trash slots The player's hand (is also a stack) Vehicles Car (fuel, ammunition, inventory) Tank (fuel, ammunition, inventory) Spidertron (ammunition, inventory) Train (wagons, engines for fuel) Chests : The archetypal example of stacks outside the player's inventory; a chest is basically just a group of stacks. Devices Furnace : Burner stack ( stone and steel furnace only), input and output stack Assembling machines and chemical plants : 1 or more output and 1-6 input stacks, depending on item type being assembled Labs Burner-based: Boiler , burner mining drill , burner inserter Roboport (filtered for robots and repair packs only) Gun turret Special Inserters and worker robots (Small, variable-size stacks allow these entities to move items between other stacks. See also the inserter and robot stack size bonus research topics.) How do stacks work? A stack can store a number of identical items. The first inserted item determines which item types can be stored. This also indirectly determines how many items can be stored in the stack, as this depends on the item type's maximum stack size. Only items can be stored within stacks; stacks cannot hold liquids or other entity types. Stack size The number of items a stack can store. Stack size depends on the item; existing stack sizes and (non-exhaustive) examples include (click to expand): | Stack size | Examples | | ---------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Nuclear fuel,artillery shell,satellite,modular armor,blueprint. | | 5 | Locomotive, allwagons. | | 10 | Roboport,rocket fuel,artillery turret,atomic bomb,low density structure. | | 20 | Someequipment modules,pumpjacks. | | 50 | All ores,stone,coal, allmodules,electric mining drill,electric furnace, allassemblers, allchests, allinserters,gun turret,laser turret, allpower polesincludingsubstation, both types ofworker robots,solid fuel. | | 100 | Iron plate,copper plate,steel plate,processing unit,iron gear wheel,stone brick, all types ofconcrete, both isotopes ofprocessed uranium,pipe(regular), allbelts,wall,landfill. | | 200 | Electronic circuit,advanced circuit, all types ofmagazine, all types oftankcannon shell,copper cable, both colors of circuitwire, all types ofscience packexcept space science pack. | | 2,000 | Unique tospace science pack, present to allow stacking up to 2rockets' worth of packs in therocket silo's single output slot. | Filtered stacks Stacks can be filtered either by default (in burner-type entities, furnaces , roboports , turrets , labs , and other entities that can only accept one or a few item types in a particular slot), or manually by the player (normally set via the middle mouse button / scroll-wheel click, see Keyboard bindings ). Manual filtering is available for cargo wagons , cars , tanks , spidertrons and the player inventory, but not for other types of containers (in particular, chests of any type). This can be used to ensure only one item type goes into the inventory space. Inserters (or bots , where applicable) will not attempt to insert anything except the allowed item type into filtered slots, and manual insertion of other item types by the player is also not allowed unless and until the filter is cleared. Damaged items Damaged items (i.e, damaged entities now stored as items) stack with other damaged items (of the same type), but not with undamaged items. When items with different amounts of damage are stacked together, the health of the items is averaged. Items with durability Items with durability, such as science packs and repair packs , always stack with items of the same type, regardless of how much durability remains. The durability displayed on the stack is the durability of the first item. After that item is removed from the stack, a stack of items with full durabilities remains. This means that when multiple items with durabilities are stacked together, their durabilities are merged, which can result in a lower overall item count while the overall remaining durability stays the same. Stack size bonuses Inserters and logistic robots can be boosted with research to hold and transfer more items, see: Inserter capacity bonus (research) Worker robot cargo size (research) Stack limitation A wooden chest limited to three stacks. Once the third stack is full, inserters will no longer attempt to add items. Optionally, the usable space in chests and wagons can be decreased below their default values. Typically, this is done to store a small amount of items in an automated process, without consuming the resources that would be required to fill the entire container. To limit a container, click the red X at the end of the last stack. Then, click on one of the stacks to set the new limit. The unused stacks will be highlighted red (see right). When full, inserters will no longer add to a limited container. However, the player is still free to manually place items in the unused (red) slots. Handling stacks There are some keyboard bindings to quickly handle movement of stacks between inventories, like moving half of a stack to another stack. History In game version 0.10, the number of items which can be stored in a stack changed for most items from powers of 2 to multiples of 10. This change was mainly made because most people find it more intuitive to calculate numbers in a base-10 system. Example: Before the change, a stack could store 64 iron ore, while after the change it is 50. This created some controversy, as some players preferred the old stack sizes.
wiki
https://wiki.factorio.com/Stack_-_Factorio_Wiki
Chests
Chests - Factorio Wiki
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Chests - Factorio Wiki Jump to navigation Jump to search | | | ---------------------------------------------------------- | | Multiple pages share the title or description of "Chests". | | They are listed below. | Chests are used to store items. Note that, unlike player or vehicle inventories, you cannot set a filter on any of the chest's slots. Chest may refer to: Wooden chest (Stores 16 stacks of items) Iron chest (Stores 32 stacks of items) Steel chest (Stores 48 stacks of items) Active provider chest (Stores 48 stacks of items) Passive provider chest (Stores 48 stacks of items) Storage chest (Stores 48 stacks of items) Requester chest (Stores 48 stacks of items) Buffer chest (Stores 48 stacks of items)
wiki
https://wiki.factorio.com/Chests_-_Factorio_Wiki
Tutorial_talk_Modding_tutorial_Gangsir
Tutorial talk:Modding tutorial/Gangsir - Factorio Wiki
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Tutorial talk:Modding tutorial/Gangsir - Factorio Wiki Jump to navigation Jump to search Hello, I have followed all the steps of the tutorial, but as the API has changed the "player" word into "character", the mod crashes when trying to generate fire. I hope someone can correct it, I dont dare to it. That is all, thanks for your attention. — Preceding unsigned comment added by PepeElMago33 ( talk • contribs ) 21:40, 27 May 2019‎ Already fixed. -- Bilka ( talk ) - Admin 21:42, 27 May 2019 (UTC)
wiki
https://wiki.factorio.com/Tutorial_talk:Modding_tutorial/Gangsir_-_Factorio_Wiki
Military_science_pack_(research)
Military science pack (research) - Factorio Wiki
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Military science pack (research) - Factorio Wiki Jump to navigation Jump to search | | Military science pack (research) | Edit | | | -------------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 1511✖30 | 1511✖30 | | Prototype type | technology | | Internal name | military-science-pack | | Required technologies | Required technologies | | 2 | 2 | | Allows | Allows | | 3 | 3 | | Effects | Effects | | | | Military science pack allows the player to craft the military science pack which is used for technologies that allow the player to advance their military strength. 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_science_pack_(research)_-_Factorio_Wiki
Fluid_wagon
Fluid wagon - Factorio Wiki
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Fluid wagon - Factorio Wiki Jump to navigation Jump to search | | Fluid wagon | Edit | | | ----------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ---------------------------------------------------------------------- | | ---- | | --- | | --- | | --- | | ---- | | ---- | | 1.5+10+8+16+1→1 | 1.5+10+8+16+1→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 13.5+48+21 | 13.5+48+21 | | | | | | | | | | | | | | Map icon | | | | | | | | | | | | | | | Fluid storage volume | 50000 | | | | | | | | | | | | | | Health | 60078096011401500 | | | | 600 | | 780 | | 960 | | 1140 | | 1500 | | | | | 600 | | | | | | | | | | | | | 780 | | 960 | | | | | | | | | | | | | 1140 | | 1500 | | | | | | | | | | | | Resistances | Acid: 3/20%Explosion: 15/30%Fire: 15/50%Impact: 50/60%Physical: 15/30% | | | | | | | | | | | | | | Stack size | 5 | | | | | | | | | | | | | | Rocket capacity | 5 (1 stack) | | | | | | | | | | | | | | Dimensions | 2×6 | | | | | | | | | | | | | | Mining time | 0.5 | | | | | | | | | | | | | | Weight | 1000 | | | | | | | | | | | | | | Prototype type | fluid-wagon | | | | | | | | | | | | | | Internal name | fluid-wagon | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The fluid wagon , also known as the rail tanker , is capable of transporting fluids by rail . Fluids can be pumped in and out of the wagon using a pump , each fluid wagon can have a maximum of 3 pumps attached at one time, 1 per tank section. Similar to cargo wagons , a locomotive is required to move the liquid wagon. The fluid wagon can carry 50,000 units of fluid. It weighs the same of the regular cargo wagon but holds more fluid; a cargo wagon filled with barrels can carry 20,000 units of fluid. Contents 1 Troubleshooting 2 Load and unload times 3 History 4 See also Troubleshooting To get fluid into the fluid wagon, you need a train station with pumps. The wagon needs to be aligned with the rail grid; do this by using a train stop as a train schedule destination, and a fueled locomotive. Also make sure that the rails under the Fluid wagon are straight rails and not curved rails . The pumps will only work if the wagon is perfectly orthogonal to the grid. Load and unload times Using more pumps per wagon reduces (un)loading time. Pump quality affects pumping speed. | Pump quality | 1 pump | 2 pumps | 3 pumps | | ------------ | ------ | ------- | ------- | | | 42 | 29 | 14 | | | 33 | 17 | 11 | | | 27 | 14 | 9 | | | 22 | 11 | 8 | | | 17 | 9 | 6 | Times given are rounded up. History 2.0.7 : Capacity increased from 25000 to 50000 to make fluid wagons more compelling compared to the new pipe mechanics. 0.16.8 : Changed fluid wagon capacity from 75k to 25k (same as storage tank). Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon). Changed fluid wagon recipe so it requires just 1 storage tank instead of 3. 0.16.7 : Simplified to contain just 1 fluid instead of having 3 different fluid tanks. 0.15.0 : Introduced See also Locomotive Cargo wagon Railway | 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/Fluid_wagon_-_Factorio_Wiki
Power_armor_MK2
Power armor MK2 - Factorio Wiki
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Power armor MK2 - Factorio Wiki Jump to navigation Jump to search | | Power armor MK2 | Edit | | | --------------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | ------------------------------ | ------------------------------------------------------- | | ----- | | ----- | | ----- | | ----- | | ----- | | ----- | | 25+25+40+30+60+25→1 | 25+25+40+30+60+25→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 18.1k+8.4k+40+3.5k+2.7k+310+60 | 18.1k+8.4k+40+3.5k+2.7k+310+60 | | | | | | | | | | | | | | Resistances | Acid: 0/70%Explosion: 60/50%Fire: 0/70%Physical: 10/40% | | | | | | | | | | | | | | Inventory size bonus | 3039485775 | | | | 30 | | 39 | | 48 | | 57 | | 75 | | | | | 30 | | | | | | | | | | | | | 39 | | 48 | | | | | | | | | | | | | 57 | | 75 | | | | | | | | | | | | Equipment grid size | 10×1011x1112x1213x1315x15 | | | | 10×10 | | 11x11 | | 12x12 | | 13x13 | | 15x15 | | | | | 10×10 | | | | | | | | | | | | | 11x11 | | 12x12 | | | | | | | | | | | | | 13x13 | | 15x15 | | | | | | | | | | | | Stack size | 1 | | | | | | | | | | | | | | Durability | Infinite | | | | | | | | | | | | | | Prototype type | armor | | | | | | | | | | | | | | Internal name | power-armor-mk2 | | | | | | | | | | | | | | Accepted equipment | Accepted equipment | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------------- | ------------------------------------------------------- | | ----- | | ----- | | ----- | | ----- | | ----- | | ----- | | 25+60+40+30+100+100→1 | 25+60+40+30+100+100→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 14.4k+3k+7.1k+60+2.2k+60+40 | 14.4k+3k+7.1k+60+2.2k+60+40 | | | | | | | | | | | | | | Resistances | Acid: 0/70%Explosion: 60/50%Fire: 0/70%Physical: 10/40% | | | | | | | | | | | | | | Inventory size bonus | 3039485775 | | | | 30 | | 39 | | 48 | | 57 | | 75 | | | | | 30 | | | | | | | | | | | | | 39 | | 48 | | | | | | | | | | | | | 57 | | 75 | | | | | | | | | | | | Equipment grid size | 10×1011x1112x1213x1315x15 | | | | 10×10 | | 11x11 | | 12x12 | | 13x13 | | 15x15 | | | | | 10×10 | | | | | | | | | | | | | 11x11 | | 12x12 | | | | | | | | | | | | | 13x13 | | 15x15 | | | | | | | | | | | | Stack size | 1 | | | | | | | | | | | | | | Durability | Infinite | | | | | | | | | | | | | | Prototype type | armor | | | | | | | | | | | | | | Internal name | power-armor-mk2 | | | | | | | | | | | | | | Accepted equipment | Accepted equipment | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Power armor MK2 is the strongest power armor in the base game and the second strongest armor in Space Age , surpassed only by mech armor . It has increased resistances over basic power armor and a 10×10 equipment grid, making it larger than the grid of the spidertron . Access the equipment grid by right-clicking on the armor. Equipping the armor adds 30 slots to the player 's inventory (in normal quality). As with all modular armor, taking off the armor will remove the inventory bonus, and any items in the extra inventory slots will prevent the player from unequipping the armor. Contents 1 Achievements 2 Gallery 3 History 4 See also Achievements | | Look at my shiny rare armorEquip rare or better quality ofpower armor MK2ormech armor. | | | -------------------------------------------------------------------------------------- | Gallery The equipment grid of the armor. History 2.0.7 : Excess inventory now prevents removing the armor rather than spilling items onto the ground. 0.17.0 : Recipe changed from 5× level 3 to 25× level 2 modules (to avoid requiring Production science pack) and added electric engine units. 0.13.0 : Inventory size bonus of 30. Can be swapped with other power armors. 0.12.0 : Power armors now generate and consume 100 times more power. 0.11.12 : Changed recipe of power armor 0.7.0 : Introduced See also Armor Power armor Mech armor Equipment modules Resistances | Combat items | Combat items | | ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower | | Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() | | Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule | | Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() | | Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() | | Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote | | Defense | WallGateRadarLand mine | | Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() | | Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
wiki
https://wiki.factorio.com/Power_armor_MK2_-_Factorio_Wiki
Military_(research)
Military (research) - Factorio Wiki
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Military (research) - Factorio Wiki Jump to navigation Jump to search | | Military (research) | Edit | | | ------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 151✖10 | 151✖10 | | Prototype type | technology | | Internal name | military | | Required technologies | Required technologies | | | | | Allows | Allows | | 2 | 2 | | Effects | Effects | | | | Military allows the player to upgrade their weapons and ammo. This is essential for defending against enemy attacks. 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_(research)_-_Factorio_Wiki
Tutorial
Tutorial - Factorio Wiki
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Tutorial - Factorio Wiki Jump to navigation Jump to search This article is about Factorio's in-game tutorial. For community-created tutorials hosted on this wiki, see Tutorials . The menu to enter the tutorial. The tutorial is Factorio's equivalent of a story mode. The tutorial consists of pre-generated levels where the player must accomplish some preset tasks, such as obtaining a certain amount of resources or scanning the surroundings with radars . Upon level completion, a game finish report is given, similar to freeplay, where kills and completion time are tallied. Completing the tutorial is not necessary to play freeplay. To start the tutorial, select Single player from the title screen, New game and then Tutorial in the Main game section. Contents 1 Levels 1.1 Crash 1.2 Mining outpost 1.3 Power plant 1.4 Science and automation 1.5 Abandoned rail base 2 See also Levels Crash In the first level, the player is tasked with mining some resources which are needed to craft and place a burner mining drill and a stone furnace . Mining outpost In the second level, the player is tasked with building some more furnaces and mining drills. They will encounter some small biters that they need to fight off. The end goal is to carry 150 iron plates , 50 copper plates and 75 coal in the player inventory. Power plant In the third, the player is tasked with completing an existing steam engine and boiler setup by placing an offshore pump , some pipes and small electric poles . Then, the player is tasked with building 3 radars and letting them scan 50 sectors as the final goal. During this, the player may get attacked by biters. Science and automation The fourth level introduces science and research. The player is tasked with building a lab and researching stone walls , and then automobilism . Then, the player must build and load a car with materials. There are several nearby biter nests which the player must attack or defend against. Abandoned rail base In the fifth and last level of the tutorial, the player arrives at a partially destroyed factory with an inoperable railway stop. The player is tasked with repairing the base and setting up automated rail transport to nearby iron and copper ore mines, then loading their car again with supplies, including piercing rounds and solar panels . After meeting the objectives, the player can continue to explore this level as long as they want. Some of the things to discover include a distant solar and accumulator farm, abandoned laser turrets , and uranium ore that cannot be mined due to sulfuric acid not being available (there are no crude oil patches on the map, and research is limited). See also Game modes and options
wiki
https://wiki.factorio.com/Tutorial_-_Factorio_Wiki
Cryogenic_science_pack_(research)
Cryogenic science pack (research) - Factorio Wiki
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Cryogenic science pack (research) - Factorio Wiki Jump to navigation Jump to search | | Cryogenic science pack (research) | Edit | | | --------------------------------- | ---- | | Researched by | Researched by | | --------------------- | ---------------------- | | Craft | Craft | | Prototype type | technology | | Internal name | cryogenic-science-pack | | Required technologies | Required technologies | | | | | Allows | Allows | | 1 | 1 | | Effects | Effects | | | | Space Age expansion exclusive feature. Cryogenic science pack unlocks the cryogenic science pack and is a prerequisite for various other late-game technologies in the tech tree. See also Aquilo 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
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Railgun_(research)
Railgun (research) - Factorio Wiki
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Railgun (research) - Factorio Wiki Jump to navigation Jump to search | | Railgun (research) | Edit | | | ------------------ | ---- | | Cost | Cost | | --------------------- | --------------------- | | 601111111111✖2000 | 601111111111✖2000 | | Prototype type | technology | | Internal name | railgun | | Required technologies | Required technologies | | | | | Allows | Allows | | 11 | 11 | | Effects | Effects | | | | Space Age expansion exclusive feature. Unlocks the railgun turret and it's hand-held counterpart . History 2.0.7 : Introduced in Space Age expansion. See also Aquilo | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Railgun_(research)_-_Factorio_Wiki
Logistics_(research)
Logistics (research) - Factorio Wiki
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Logistics (research) - Factorio Wiki Jump to navigation Jump to search | | Logistics (research) | Edit | | | -------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 151✖20 | 151✖20 | | Prototype type | technology | | Internal name | logistics | | Required technologies | Required technologies | | | | | Allows | Allows | | 2 | 2 | | Effects | Effects | | | | Logistics gives the player faster and more flexible ways of transporting items. See also Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Logistics_(research)_-_Factorio_Wiki
Wooden_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+2→1 | 0.5+2→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 | 1×1 | | | | | | | | | | | | | | 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
Fulgorite
Fulgorite - Factorio Wiki
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Fulgorite - Factorio Wiki Jump to navigation Jump to search | | Fulgorite | Edit | | | --------- | ---- | | Can be mined. | Can be mined. | | ------------------ | ---------------------------- | | Map color | | | Expected resources | 8-12+4-8 | | Health | 200 | | Resistances | Electric: 0/100%Fire: 0/100% | | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. Fulgorites are part of the natural terrain generation on Fulgora . They are a source of holmium ore that does not require scrap recycling . Trivia Fulgurites exist in the real world, and are formed when lightning discharges into the ground. History 2.0.7 : Introduced in Space Age expansion. | Environment | Environment | | ----------- | ------------------------------------------------------------------------------------------------------------------- | | Generic | PlayerCliffRock | | Nauvis | TreeBiters | | Vulcanus | Ashland tree | | Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods | | Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite | | Aquilo | Lithium ice formation | | Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
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Damage
Damage - Factorio Wiki
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Damage - Factorio Wiki Jump to navigation Jump to search Red flashing while taking damage. Taking damage is the effect of lowering the health of the player , enemies , asteroids or other entities. Contents 1 Overview 2 Achievements 3 Damage types 3.1 Piercing power 4 Resistance 4.1 Decrease, or "flat" resistance 4.2 Percentage resistance 5 Combined formulas 5.1 If R+1<D 5.2 otherwise if D>1 5.3 otherwise Overview In Factorio, entities have health, can die/be destroyed, and have resistances. Damage is defined as the concept of lowering an entity's health by using an attack, such as a gun firing at it, or a biter chewing on it. An entity's resistances will define exactly how much damage the entity will take off of an arbitrary attack. The player's maximum health is 250 (without energy shields ), and this value can be increased through the Health technology. Other entities' health values are listed in their individual entries. Achievements The concept of damage is directly connected to the following achievements: | | Run Forrest, runDestroy 100treesby impact. | | | ------------------------------------------ | | | PyromaniacDestroy 10ktreeswith fire. | | | ------------------------------------ | | | SteamrolledDestroy 10spawnersby impact. | | | --------------------------------------- | | | GolemSurvive a hit of 500damageor more. | | | --------------------------------------- | | | Watch your stepGet killed by a movinglocomotive. | | | ------------------------------------------------ | Damage types | Damage type | Used by | | ---------------------- | ------------------------------------------------------------------------------- | | Physical | Bullets,shotgun shells,railgun ammo,defender capsuleBitersandwriggler pentapods | | Physical and explosion | Cannon shells,artillery shell | | Impact | Collision (oftrain/car/tank) | | Fire | Flamethrower ammo,flamethrower turret | | Acid | Spitters,worms, andstomper pentapods | | Poison | Poison capsuleWriggler pentapods | | Explosion | Rockets,grenades,land mineStrafer pentapods | | Laser | Laser turret,distractor capsule,personal laser defense | | Electric | Discharge defense,destroyer capsule,tesla ammo,tesla turret | Piercing power Piercing power is present with tank ammunition. It determines how much HP of enemies can a projectile damage before it is no longer able to travel further. To penetrate an enemy, the enemy has to be killed by the projectile, and the damage dealt for the kill must be less than current piercing power. [1] The damage dealt also decreases piercing power. For example, shooting medium biters with 75 health with a cannon shell of 300 piercing power means that the shell will pierce through 4 medium biters, killing them, and still destroy/damage one more target. Resistance Resistances to specific damage types can be written in two ways: A percentage, such as: "Physical: 10%". The incoming damage of this type is simply reduced by this percentage. A flat decrease, followed by the percentage, such as: "Physical: 25/10%". This means that incoming damage is reduced by 25 points first, before reducing it by 10%. Shooting at an object with a physical resistance of "25/10%" has nearly no effect when the bullets inflict less than 25 damage points each. If each bullet does 45 damage points, then the resistance of 25 is subtracted first, and the remaining 20 damage points are reduced by 10%, resulting in 18 damage points being imparted on the target object. The following two subsections explain the two resistance calculations in detail. Decrease, or "flat" resistance Decrease resistance decreases the damage by specified number as long as the resulting damage wouldn't be less than 1. If the result damage would be less than 1, an alternate formula is used. Let R denote the flat resistance value, D the incoming damage, and M the modified damage (that is, the damage after accounting for flat resistance). Then if R+1<D M=D-R otherwise if D>1 M=1/(R-D+2) otherwise M=1/(R+1) . If flat resistance matches or exceeds the raw damage, then modified damage is asymptotic towards 0, as shown by following example table: | Damage | Flat Resistance | Modified damage (with 0% resistance) | | ------ | --------------- | ------------------------------------ | | 5 | 0 | 5 | | 5 | 1 | 4 | | 5 | 2 | 3 | | 5 | 3 | 2 | | 5 | 4 | 1 | | 5 | 5 | 1/2 | | 5 | 6 | 1/3 | | 5 | 7 | 1/4 | | 5 | 8 | 1/5 | | ... | ... | ... | Percentage resistance Percentage resistance reduces the damage by the specified percent. It is applied after flat/decrease resistances (if both are present) and thus changes the 'modified damage' value above, decreasing it by the specified percentage. If the value is 100%, the entity is immune to the damage. This is the only way to have an entity immune to a type of damage, as flat reduction cannot reduce damage to less than 1. As an example, an entity with 25% resistance to physical damage hit with a bullet dealing 100 physical damage would take 75 damage instead of 100. The formula used for percentage resistance to damage is as follows: Let M denote the flat-resistance-modified starter damage, and let P denote the percentage resistance (in decimal form, so 25%=0.25), and let F denote final damage. F = M * (1 - P) Combined formulas Let D denote the raw incoming damage (of applicable type), R denoted the flat resistance value (against damage of the applicable type), P the percentage resistance (against damage of the same type) in decimal form (e.g. 20%=0.2), and let F denote the final damage (of applicable type) dealt to the target. If R+1<D F = (D - R) * (1 - P) otherwise if D>1 F = (1 - P) / (R-D+2) otherwise F = (1 - P) / (R+1)
wiki
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Mining_drill
Mining drill - Factorio Wiki
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Mining drill - Factorio Wiki Jump to navigation Jump to search | | | ---------------------------------------------------------------- | | Multiple pages share the title or description of "Mining drill". | | They are listed below. | Mining drill may refer to: Burner mining drill Electric mining drill Big mining drill Mining
wiki
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Discharge_defense_remote
Discharge defense remote - Factorio Wiki
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Discharge defense remote - Factorio Wiki Jump to navigation Jump to search | | Discharge defense remote | Edit | | | ------------------------ | ---- | | Stack size | 1 | | -------------- | ------------------------ | | Prototype type | capsule | | Internal name | discharge-defense-remote | Used to trigger the discharge defense equipment by right-clicking. History 0.7.0 : Introduced See also Modular armor Discharge defense | Combat items | Combat items | | ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower | | Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() | | Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule | | Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() | | Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() | | Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote | | Defense | WallGateRadarLand mine | | Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() | | Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
wiki
https://wiki.factorio.com/Discharge_defense_remote_-_Factorio_Wiki
User_talk_Klonan
User talk:Klonan - Factorio Wiki
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User talk:Klonan - Factorio Wiki Jump to navigation Jump to search Welcome to factorio ! We hope you will contribute much and well. You will probably want to read the help pages . Again, welcome and have fun! Slpwnd ( talk ) 13:32, 12 January 2016 (UTC) Missing "languages" snippet on main page I don't know who locked the main page to prevent editing, so I don't know who to talk to about this, but I noticed, that the "" include at the top of the main page is missing. Maybe someone with the appropriate user group can edit that in? Furthermore, I translated the Stack page yesterday to german, but the german flag isn't showing up in the "in other languages" box on the top of the english page, although it does on the chinese page. -- Mystery ( talk ) 09:57, 6 June 2016 (UTC) i need a winglet added to the front page for "active mods list and explanations" and i need edit permissions on the original information page to add 4 years of details starting with -how to program light bulbs- and ALL other advanced fun stuff. -gunmaker @gunmaker Please contact Gangsir for help with this issue --Klonan
wiki
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Fill_water_barrel
Barrel - Factorio Wiki
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Barrel - Factorio Wiki Jump to navigation Jump to search Barrels can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once fluid handling is researched. The barrels themselves are reusable once the fluids are drained. Barrels stack in groups of 10. A single cargo wagon can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon – 30,000 fewer units than the capacity of a fluid wagon . Empty barrels have a rocket capacity of 200. Full barrels, regardless of fluid, have a rocket capacity of 100. As such, a single rocket can carry 5000 units of any fluid which can be barrelled. Contents 1 Empty barrels 2 Fill barrels 3 Example of use 4 Notes 5 History 6 See also Empty barrels Empty barrels can be crafted. When barrels are emptied, the (required) assembling machine will also return an empty barrel. | Recipe: | 1+1→1 | | ---------------- | -------------- | | Req. technology: | Fluid handling | | Process | Input | Machine | Output | | -------------------------------- | ----- | ------- | ------ | | Empty crude oil barrel | 10.2 | or | 1+50 | | Empty heavy oil barrel | 10.2 | or | 1+50 | | Empty light oil barrel | 10.2 | or | 1+50 | | Empty lubricant barrel | 10.2 | or | 1+50 | | Empty petroleum gas barrel | 10.2 | or | 1+50 | | Empty sulfuric acid barrel | 10.2 | or | 1+50 | | Empty water barrel | 10.2 | or | 1+50 | | Empty fluoroketone (hot) barrel | 10.2 | or | 1+50 | | Empty fluoroketone (cold) barrel | 10.2 | or | 1+50 | Fill barrels Filled barrels cannot be crafted. They are filled using the respective fluids 's Fill barrel process which consumes empty barrels. | Process | Input | Machine | Output | | ------------------------------- | ------ | ------- | ------ | | Fill crude oil barrel | 1500.2 | or | 1 | | Fill heavy oil barrel | 1500.2 | or | 1 | | Fill light oil barrel | 1500.2 | or | 1 | | Fill lubricant barrel | 1500.2 | or | 1 | | Fill petroleum gas barrel | 1500.2 | or | 1 | | Fill sulfuric acid barrel | 1500.2 | or | 1 | | Fill water barrel | 1500.2 | or | 1 | | Fill fluoroketone (hot) barrel | 1500.2 | or | 1 | | Fill fluoroketone (cold) barrel | 1500.2 | or | 1 | Example of use Barrels are useful in situations where pipes are not available or a bad option, such as oil production far away from your main factory, or when transporting fluids to another planet in Space Age . Barrels can be transported with a belt transport system or railway , by logistic robots , via car or tank , or in the player 's inventory. A simple example with transport belts : Notes Despite being labelled as an intermediate product, making empty barrels and filling or emptying barrels cannot accept productivity modules . Barrel filling and emptying recipes cannot accept quality modules . History 0.16.8 : Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.) Decreased barrelling crafting time from 1 second to 0.2 seconds. 0.15.0 : Added automatic barreling support for all fluids. 0.9.0 : Introduced See also Fluid handling Oil processing Crude oil
wiki
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Agricultural_tower
Agricultural tower - Factorio Wiki
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Agricultural tower - Factorio Wiki Jump to navigation Jump to search | | Agricultural tower | Edit | | | ------------------ | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ---- | | --- | | --- | | --- | | --- | | ---- | | 10+3+1+20+10→1 | 10+3+1+20+10→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 10+3+1+20+10 | 10+3+1+20+10 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 5006508009501250 | | | | 500 | | 650 | | 800 | | 950 | | 1250 | | | | | 500 | | | | | | | | | | | | | 650 | | 800 | | | | | | | | | | | | | 950 | | 1250 | | | | | | | | | | | | Resistances | Fire: 0/100% | | | | | | | | | | | | | | Stack size | 20 | | | | | | | | | | | | | | Dimensions | 3×3 | | | | | | | | | | | | | | Energy consumption | 100 kW (electric) | | | | | | | | | | | | | | Mining time | 0.2 | | | | | | | | | | | | | | Buildable only on | | | | | | | | | | | | | | | Prototype type | agricultural-tower | | | | | | | | | | | | | | Internal name | agricultural-tower | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. The agricultural tower is a machine unlocked on Gleba . It automatically harvests and re-plants trees in its range, provided that it is supplied with seeds obtained via fruit processing, and the soils near it support the kinds of seeds it is loaded with. The agricultural tower can plant yumako seeds , jellynut seeds , or tree seeds . The agricultural tower's working area is broken up into 3×3 tile sectors - if one of these sectors is completely filled with a viable soil type, and the agricultural tower has a matching seed in its inventory ( artificial yumako soil or overgrowth yumako soil for yumako seeds, and artificial jellynut soil or overgrowth jellynut soil for jellynut seeds), then it will automatically plant the seed in that area. Hovering the cursor over an agricultural tower reveals its range, broken up into the 3×3 sectors; each sector will be color coded, with a green sector representing farmable land, a yellow sector representing areas that could have the farmable landfills placed there, and a red sector representing an area that cannot be farmed. The yellow indicator does not make a distinction between overgrowth and regular soil, so it is possible that a tile may appear to be farmable before the player can actually farm it. Note that a red area may have some farmable areas within it, the colour of the 3x3 sector is decided as a whole. Example of an agricultural tower, showing the various indicators. The agricultural tower will plant seeds and wait to harvest them until they have reached maturity. For yumako trees and jellystem trees, this is 5 minutes. For Nauvis trees planted with tree seeds, this takes 10 minutes. Tips Unlike most other methods of resource gathering in the game, agricultural towers do not benefit from mining productivity research , and they have no module slots. Each processed fruit has a 2% chance to return its respective seed, so the expected number of seeds that each tree produces is one - the same number of seeds that was used to produce the tree. Initially, this may restrict efforts to grow plantations, especially if fruits are allowed to spoil before being processed, which can actually result in the effective stock of trees and seeds diminishing. However, fruit processing does benefit from productivity - either via productivity modules or via the 50% inbuilt productivity of the biochamber . Using just a biochamber with no extra productivity modules takes the expected seeds each tree returns from 1 to 1.5. Note that this is only an expectation - there is no underlying mechanic that guarantee 50 fruits will return any number of seeds. It is entirely possible that one might process all 50 fruits harvested from a single tree, or even multiple trees, and obtain no seeds in return. Agricultural towers may be activated or deactivated via the circuit network . This can be useful to avoid letting excess fruit back up, as they may eventually spoil and be wasted - and even if it does not, the extra time spent waiting to be processed decreases the freshness of the item, which in turn may decrease the freshness of recipes that consume this item. It's worth mentioning that agricultural towers will collect fruit until their inventory is full, even if inserters aren't removing the fruits, and therefore it's inadvisable to control fruit production via inserters, lest the fruit turn into spoilage while still inside the agricultural tower. History 2.0.7 : Introduced in Space Age expansion. See also Gleba | 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/Agricultural_tower_-_Factorio_Wiki
Shotgun_shells
Shotgun shells - Factorio Wiki
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Shotgun shells - Factorio Wiki Jump to navigation Jump to search | | Shotgun shells | Edit | | | -------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ---------------------------------------- | | ------- | | ---- | | ------- | | ------- | | ------- | | ----- | | 3+2+2→1 | 3+2+2→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 3+2+2 | 3+2+2 | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 100 | | | | | | | | | | | | | | Range | 15 | | | | | | | | | | | | | | Damage | 12x812x10.412x12.812x15.212x20(physical) | | | | 12x8 | | 12x10.4 | | 12x12.8 | | 12x15.2 | | 12x20 | | | | | 12x8 | | | | | | | | | | | | | 12x10.4 | | 12x12.8 | | | | | | | | | | | | | 12x15.2 | | 12x20 | | | | | | | | | | | | Magazine size | 10 | | | | | | | | | | | | | | Used as ammunition by | Used as ammunition by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Prototype type | ammo | | | | | | | | | | | | | | Internal name | shotgun-shell | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Basic shells for all shotguns, and can be used to craft the more powerful piercing shotgun shells . History 2.0.7 : Lowered stack size of ammo from 200 to 100. Increased damage of shotgun pellets from 5 to 8. Shotgun projectiles spawn closer to the player. 0.7.0 : Introduced See also Piercing shotgun shells 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/Shotgun_shells_-_Factorio_Wiki
Speed_module_3_(research)
Speed module 3 (research) - Factorio Wiki
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Speed module 3 (research) - Factorio Wiki Jump to navigation Jump to search | | Speed module 3 (research) | Edit | | | ------------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 601111✖300 | 601111✖300 | | Prototype type | technology | | Internal name | speed-module-3 | | Required technologies | Required technologies | | 2 | 2 | | Allows | Allows | | | | | Effects | Effects | | | | | Cost | Cost | | --------------------- | --------------------- | | 6011111✖2000 | 6011111✖2000 | | Prototype type | technology | | Internal name | speed-module-3 | | Required technologies | Required technologies | | 2 | 2 | | Effects | Effects | | | | Speed module 3 unlocks the ability to craft the highest tier speed module 3 , which can increase a machine's speed, but as a tradeoff, increases its energy consumption (as well as the pollution it causes) and lowers the quality of production. With Space Age , the cost of researching this is drastically higher. History 2.0.7 : Now requires metallurgic science packs . Increased cost from 300 to 2000. No longer required to research Rocket silo . See also Research Technologies Modules | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Speed_module_3_(research)_-_Factorio_Wiki
Electromagnetic_plant
Electromagnetic plant - Factorio Wiki
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Electromagnetic plant - Factorio Wiki Jump to navigation Jump to search | | Electromagnetic plant | Edit | | | --------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 10+150+50+50+50→1 | 10+150+50+50+50→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 10+150+50+50+50 | 10+150+50+50+50 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 350455560665875 | | | | 350 | | 455 | | 560 | | 665 | | 875 | | | | | 350 | | | | | | | | | | | | | 455 | | 560 | | | | | | | | | | | | | 665 | | 875 | | | | | | | | | | | | Resistances | Fire: 0/70% | | | | | | | | | | | | | | Stack size | 20 | | | | | | | | | | | | | | Rocket capacity | 5 | | | | | | | | | | | | | | Dimensions | 4×4 | | | | | | | | | | | | | | Energy consumption | 2 MW (electric) | | | | | | | | | | | | | | Drain | 66.67 kW (electric) | | | | | | | | | | | | | | Crafting speed | 22.63.23.85 | | | | 2 | | 2.6 | | 3.2 | | 3.8 | | 5 | | | | | 2 | | | | | | | | | | | | | 2.6 | | 3.2 | | | | | | | | | | | | | 3.8 | | 5 | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Base productivity | 50% | | | | | | | | | | | | | | Pollution | 4/m | | | | | | | | | | | | | | Crafted only on | | | | | | | | | | | | | | | Module slots | 5 slots | | | | | | | | | | | | | | Prototype type | assembling-machine | | | | | | | | | | | | | | Internal name | electromagnetic-plant | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. Electromagnetic plant is an assembling machine type from Fulgora that specializes in the production of electronics and electromagnets. Its size is 4×4, has a production speed of 2, a built-in productivity bonus of +50% and 5 module slots. It's unique for the built-in productivity bonus, because unlike productivity modules , this built-in productivity is not restricted to intermediate products only and instead applies to all craftable recipes. Contents 1 Recipes 2 Trivia 3 History 4 See also Recipes These recipes are exclusive to electromagnetic plants: Lightning collector only on Fulgora Superconductor Electrolyte Supercapacitor Quantum processor only on Aquilo or a space platform Electromagnetic science pack only on Fulgora Tesla gun Tesla ammo Tesla turret These recipes can also be used by assembling machines , but can benefit from the electromagnetic plant's 50% productivity: Small electric pole Medium electric pole Big electric pole Substation Solar panel Accumulator Electromagnetic plant only on Fulgora Lightning rod only on Fulgora Beacon All modules Copper cable Electronic circuit Advanced circuit Processing unit Discharge defense Trivia The absolute maximum output rate achievable with a single electromagnetic plant is 301 times the standard output rate of its selected recipe. This is achieved by using a legendary electromagnetic plant with five legendary productivity module 3s , along with 12 legendary beacons with two legendary speed module 3s each; This gives the electromagnetic plant a crafting speed of 109.5 and a productivity bonus of 175%. History 2.0.7 : Introduced in Space Age expansion. See also Fulgora Crafting | Production items | Production items | | ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book | | Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() | | Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack | | Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() | | Agriculture | Agricultural towerBiochamberCaptive biter spawner | | Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() | | Environmental protection | Lightning rodLightning collectorHeating tower | | Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() | | Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Electromagnetic_plant_-_Factorio_Wiki
News_2022
News/2022 - Factorio Wiki
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News/2022 - Factorio Wiki Jump to navigation Jump to search News > 2022 December Dec 30 2022 - FFF #372: 2022 recap November Nov 25 2022 - FFF #371: Apple Silicon October Oct 28 2022 - Factorio for Nintendo Switch is now available! September Sep 23 2022 - FFF #370: The journey to Nintendo Switch Sep 13 2022 - Factorio is coming to Nintendo Switch™ April Apr 01 2022 - FFF #369: To the moon 🚀🌘 February Feb 25 2022 - FFF #368: Steam deck, Ghost bugs, Docs improvements Feb 04 2022 - FFF #367: Expansion news
wiki
https://wiki.factorio.com/News/2022_-_Factorio_Wiki
Prototype_Recipe
Prototype/Recipe - Factorio Wiki
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Prototype/Recipe - 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/RecipePrototype.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/Recipe_-_Factorio_Wiki
Stronger_explosives_(research)
Stronger explosives (research) - Factorio Wiki
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Stronger explosives (research) - Factorio Wiki Jump to navigation Jump to search | | Stronger explosives (research) | Edit | | | ------------------------------ | ---- | | Cost | Cost | | --------------------- | --------------------- | | 3011✖100 | 3011✖100 | | Prototype type | technology | | Internal name | stronger-explosives-1 | | Required technologies | Required technologies | | 2 | 2 | | Allows | Allows | | 2-∞ | 2-∞ | Stronger explosives (research) affects the damage of grenades, rockets and landmines. Base game | | | | | | | | | | -------------------------- | ----------------------------------------------------------------- | ------------- | ------------------- | ------------- | ------------------- | ------------- | ------------------- | | Technology | Cost | Per Level | Cumulative | Per level | Cumulative | Per level | Cumulative | | 1Stronger explosives 1 | 3011✖100 | 25% | 25% | | | | | | 2Stronger explosives 2 | 30111✖200 | 20% | 45% | 20% | 20% | | | | 3Stronger explosives 3 | 601111✖300 | 20% | 65% | 20% | 40% | 30% | 30% | | 4Stronger explosives 4 | 6011111✖400 | 20% | 85% | 20% | 60% | 40% | 70% | | 5Stronger explosives 5 | 6011111✖500 | 20% | 105% | 20% | 80% | 50% | 120% | | 6Stronger explosives 6 | 6011111✖600 | 20% | 125% | 20% | 100% | 60% | 180% | | 7-∞Stronger explosives 7-∞ | 60111111✖2^(Level-7)*1000(eg. 1000 for level 7, 2000 for level 8) | 20% per level | 125% +20%*(Level-6) | 20% per level | 100% +20%*(Level-6) | 50% per level | 180% +50%*(Level-6) | In Space age , levels 5 and 6 of the research require Space science packs , and the infinite research requires Agricultural science packs , but is otherwise unchanged. | | | | | | | | | | -------------------------- | ------------------------------------------------------------------ | ------------- | ------------------- | ------------- | ------------------- | ------------- | ------------------- | | Technology | Cost | Per Level | Cumulative | Per level | Cumulative | Per level | Cumulative | | 5Stronger explosives 5 | 60111111✖500 | 20% | 105% | 20% | 80% | 50% | 120% | | 6Stronger explosives 6 | 60111111✖600 | 20% | 125% | 20% | 100% | 60% | 180% | | 7-∞Stronger explosives 7-∞ | 601111111✖2^(Level-7)*1000(eg. 1000 for level 7, 2000 for level 8) | 20% per level | 125% +20%*(Level-6) | 20% per level | 100% +20%*(Level-6) | 50% per level | 180% +50%*(Level-6) | History 0.17.0 : Added as part of military technology balance rework. See also Research Technologies | 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/Stronger_explosives_(research)_-_Factorio_Wiki
Template_Move
Template:Move - Factorio Wiki
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Template:Move - Factorio Wiki Jump to navigation Jump to search | | | ---------------------------------------------------------------- | | Page "Move" has been recommended to be moved to:No page provided | | Use thetalk pageto discuss this action. |
wiki
https://wiki.factorio.com/Template:Move_-_Factorio_Wiki
Explosives
Explosives - Factorio Wiki
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Explosives - Factorio Wiki Jump to navigation Jump to search | | Explosives | Edit | | | ---------- | ---- | Base game Space Age mod | Recipe | Recipe | | --------------------- | --------------------- | | 4+1+1+10→2 | 4+1+1+10→2 | | Total raw | Total raw | | 4+1+1+10 | 4+1+1+10 | | Stack size | 50 | | Rocket capacity | 500 (10 stacks) | | Prototype type | item | | Internal name | explosives | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recipe | Recipe | | --------------------- | --------------------- | | 4+1+1+10→2 | 4+1+1+10→2 | | Total raw | Total raw | | 4+1+1+10 | 4+1+1+10 | | Stack size | 50 | | Rocket capacity | 500 (10 stacks) | | Prototype type | item | | Internal name | explosives | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Explosives are used in crafting of cliff explosives and explosive weapons and ammunition. Explosives cannot be used by themselves. History 0.16.0 : Explosives now produce 2 per craft. 0.9.0 : Introduced See also Explosives (research) | 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/Explosives_-_Factorio_Wiki
Yumako_tree
Yumako tree - Factorio Wiki
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Yumako tree - Factorio Wiki Jump to navigation Jump to search | | Yumako tree | Edit | | | ----------- | ---- | | Can be chopped down forYumako. | Can be chopped down forYumako. | | ------------------------------ | ------------------------------ | | Map color | | | Expected resources | 50 | | Health | 50 | | Pollution | 15 per harvest | | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. Yumako tree is a plant which grows naturally on Gleba. It is the primary source of yumako . When mined, it creates 15 spores. However if it is destroyed (either by shooting it or by ramming it) it will not yield spores It can be planted or harvested either by hand or by an agricultural tower . It takes 5 minutes from planting for a yumako tree to reach maturity, but can be mined before this happens, generating less fruit and the same amount of spores. The amount of yumakos which can be gained per harvest is equal to half of its current growth percentage. For example, if the tree was mined at 50%, it will contain 25 yumakos . History 2.0.7 : Introduced in Space Age expansion. See also Gleba | 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/Yumako_tree_-_Factorio_Wiki
Promethium_science_pack
Promethium science pack - Factorio Wiki
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Promethium science pack - Factorio Wiki Jump to navigation Jump to search | | Promethium science pack | Edit | | | ----------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | -------------------------- | -------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 5+10+25+1→10 | 5+10+25+1→10 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 5+10+25+1 | 5+10+25+1 | | | | | | | | | | | | | | Used by labs for research. | Used by labs for research. | | | | | | | | | | | | | | Stack size | 200 | | | | | | | | | | | | | | Rocket capacity | 1000 (5 stacks) | | | | | | | | | | | | | | Science capacity | 100%200%300%400%600% | | | | 100% | | 200% | | 300% | | 400% | | 600% | | | | | 100% | | | | | | | | | | | | | 200% | | 300% | | | | | | | | | | | | | 400% | | 600% | | | | | | | | | | | | Crafted only on | | | | | | | | | | | | | | | Prototype type | tool | | | | | | | | | | | | | | Internal name | promethium-science-pack | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. Promethium science pack is an end-game science pack. It is used in labs to research technologies . Unlike most science packs, the promethium science pack is only used for one technology, that being research productivity . However, this is an infinite research, and since it directly makes all technologies easier to research, promethium science packs are indirectly useful for technologies other than research productivity. Achievements | | Research with promethiumResearch a technology usingpromethium science packs. | | | ---------------------------------------------------------------------------- | History 2.0.7 : Introduced in Space Age expansion. See also Research Science pack Technologies | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Promethium_science_pack_-_Factorio_Wiki
Artillery_shell_damage_(research)
Artillery shell damage (research) - Factorio Wiki
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Artillery shell damage (research) - Factorio Wiki Jump to navigation Jump to search | | Artillery shell damage (research) | Edit | | | --------------------------------- | ---- | | Cost | Cost | | --------------------- | ------------------------ | | 601111111✖1000 | 601111111✖1000 | | Prototype type | technology | | Internal name | artillery-shell-damage-1 | | Required technologies | Required technologies | | | | Space Age expansion exclusive feature. The Artillery shell damage (research) affects the damage of artillery shells , increasing it by 10% per level of the research. | Technology | Cost | Effects | | ------------------------- | -------------------------------------------------------------------------------- | ------------- | | 1Artillery shell damage 1 | 601111111×2^(L-1)*1000(eg. 1000 for level 1, 2000 for level 2, 4000 for level 3) | 10% per level | See also Research Technologies Artillery shell shooting speed | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Artillery_shell_damage_(research)_-_Factorio_Wiki
Heavy_oil_cracking_to_light_oil
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 processing : heavy oil cracking : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefaction : heavy oil cracking : light oil cracking), and 12:8:11 is close enough. One refinery running basic oil processing produces 9 petroleum gas per second. One refinery running advanced oil processing combined with one of each oil cracking chemical plant produces 19.5 petroleum gas per second in total. One refinery running coal liquefaction combined with one of each oil cracking chemical plant produces close to 11.2 petroleum gas per second in total (taking into consideration the recycling of the heavy oil). The refining can be sped up with modules ; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using productivity modules ) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses). | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | Petroleum production output with modules | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | 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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
wiki
https://wiki.factorio.com/Oil_processing_-_Factorio_Wiki
Version_history_0.2.0
Version history/0.2.0 - Factorio Wiki
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Version history/0.2.0 - Factorio Wiki Jump to navigation Jump to search 0.2.10 Bugfixes Repaired the not minable lab/turret bug. Fixed the bug of using all recipes (regardless of category in the automatic crafting of intermediate products). Fixed the bug of the incorrect steel processing technology (not reloaded by migration). Fixed the bug of the disabled iron/copper smelting recipes in scenario maps loaded from older versions. Fixed the bug of the frozen controls after loading a replay from a game. Fixed the bug of the incorrect usage of science pack in some cases. Fixed the bug of the tooltips not working when entity info window is active Start game script even with missing control.lua Lua-based migrations work for these saves. It is possible to run console commands in these games. Tool tip in technology preview shows total raw in the same system as in player crafting gui(Using just recipes that player can use for the calculations, so not smelting) Translations Added Finnish and Spanish translation. Fixed the \n usage (It works in the campaign translation as end-line character again) Features Added splitter, it can be used to split items coming on belt in 1:1 ratio. Autosave interval is now configurable in Options->Other (values are 1 to 100 minutes or never) Textual inputs now work with home + end keys. Bugfixes Fixed the error of randomly connecting/disconnecting of the pole to be built. Added 0 to the allowed characters (only 1 - 9 was allowed). Fixed the missing distance check for connection of circuit network cables. Fixed periodic slowdowns when creeper attacks were spawned. When save/scenario saving (from the save as menu) fails, error message is shown and player can try to resolve it (the application will not close). Update the size of the entity info window when the contents change. Fixed the missing translation tag in the item filter window. Fixed bug with attacking with a pick on a large distance Changes Moved enemy spawner parameters spawningRadius and spawningSpacing into the json files Alphabetical sorting of all file/directory lists (save/load game/scenario etc). Removed obsolete creeper-rocket. Graphics Update of the tile graphics (mainly stone tiles are upgraded) Scripting Fixed chest info not updating when inserted items using script. Added indestructible/not operable/not rotatable/active property accessible to the scripting. Added Lua force object Added function getentitycount into the force object, used this to fix minor bug in level-02 where count of mining drills/furnaces was done manually In Lua setmulticommand now returns number of units sent Moved functions getrecipes and gettechnologies from the LuaEntity to LuaForce. Modding Recipe categories (Both crafting and furnace recipes merged into one list, recipes are categorized now) Current recipe categories are "crafting" + "smelting", it is now possible to add new recipe categories in the prototype-definitions/recipe-category folder. Player/Assembling machine/Furnace prototype contains list of recipe categories they can use, this should make it easier to make specialized machines. Translations Added polish translation (Missing demo campaign) Completed French translation (fixes and tips and tricks) Fixes in German translation 0.2.8 Features Underground belt can be rotated (using the standard rotate key) and it switches the input and output ends. Intermediate items in the crafting queue have different color. Player doesn't collide with the transport belt to ground. Player will shoot to enemies close to him no matter where his cursor is. Different colors for promised items in the crafting queue. Changes Little bit more powerful and less frequent attacks of creepers in 3rd level of the demo. Graphics New graphics for electrics pole with rotation depending on connection + wires shadows. Bugfixes Fixed crash when rail with train on it was destroyed (It can't be damaged now). Fixed crash when invalid file name of save is entered (limited the input to a-z,A-Z,0-9 and _-.). Fixed items stuck on the U-shaped transport belt. Fixed items moving along the full transport belt. Filter inserter not showing it's info when the first item was not set. Fixed Issue with double clicking in the technology preview. Proper ordering of the Steel plate vs. the Iron plate. Cancelling the item from crafting queue doesn't return the intermediate resources Cancelling item in the crafting queue now cancels the intermediates as well Paths settings (configurable mode for data directories, system or local), paths are saved into config Zip package's default behavior set to local (so it is self-sustainable package) Installer has set default behavior to system (so it works when installed into program files etc) Loading images (load preview) with unicode characters in the path, this usually happened to users that had unicode characters in their user name on windows and wanted to load save Users/<Name>/AppData/.. Control click transferred from the chest from further than reach distance (allowed teleports). Fixed freezing with some certain combinations of directions of locomotives in train. Fixed crash when middle-clicking (set filter) in the main inventory. Cross connections of transport belt of the same type are disabled (they would break on save/load anyway) Transport belt to ground gives items inside when mined. Correction of bounding boxes of some curved rail built. Added selection box + health bar to diesel locomotive. (The health bar is little bit weird now, maybe it should rotate.) Health bar of car. Translations Changed typo "avarage" to "average". 0.2.7 Features Warning icon for an Ammo Turret without an Ammo (only visible by the owner). Contents of the inventory of the Ammo Turret in the entity info (only visible by the owner). Contents of the Furnace, the Assembling Machine and the Lab is visible in the entity info. Let the player change the map generator parameters when starting a new game. Changes Changed standard stone resource frequency from Rare to Medium. Distance for building/mining/opening machines increased from 5 to 6. Added descriptions for some items (science pack, logistic robot/chests) Changed default key to enter vehicle to the Enter key. Bugfixes Lost bitmaps after resize on some systems (includes missing light). Crash when setting recipe of an Assembling Machine in the Map Editor. Crash when mining Logistic Robots in pending state. Crash when saving map editor after deleting active entities. Attacks in the Freeplay were stuck after the first attack. Show ceiled value for health (so you should never see a unit with 0 health). Window to choose filter in the filter inserter was closed when something was crafted. Strange (teleport-like) behavior on the Transport Belt turn in some cases. Eternal tooltip in the Burner Inserter. Eternal tooltip in the Technology GUI. Crash when clicking on bonuses in the Technology GUI. Removed sources of several memory leaks. Translations English - complete Czech - complete German - complete Russian - complete French - core game + level 01 of the demo(without tips and tricks) Italian - Core game and demo campaign Translation additions (in English everywhere now) (Map generator + map editor) 0.2.6 Features Pick can be used as melee weapon Smoke can be switched off Bugfixes Stuck laboratory bugfix Fixed a bug with replaced container not having alt info. 0.2.5 Bugfixes Clearing filter in filter inserter didn't work. Translation French translation (just the core game, not campaign) 0.2.4 Features Added train connection/disconnection keys into the control settings Bugfixes Newly built assembling machine could crash the game sometimes. Divided diesel locomotive spreadsheet into 4 files, so it is possible to load on computer with maximum sprite size of 2048X2048 0.2.3 Bugfixes Source smoke animation in matrix, to be loadable on computer with smaller maximum bitmap size limit. 0.2.2 Features Added assembling machine to the last demo level. Bugfixes Scripting of level 01 of campaign, it got stuck when player built mining drill on place with no resources When transport belts are rotated (or replaced with different than opposite direction), items on transport belt are collected to avoid situation when full transport belt was rotated and items got stuck ( https://github.com/kovarex/Factorio-issues/issues/16 ) Solved bug of stuck main inventory when filter was set there (disabled filters in main inventory for now, as the feature is not compatible with automatic sorting) 0.2.1 Indiegogo campaign start Features Technologies for logistic robot cargo capacity upgrade and research speed 3 different autosaves Priorities of machines in electric network (energy is consumed from solar panel first, when it is not enough, generators are used) Enemy bases gets bigger as player gets further from the starting point 3 different autosaves (1 for every minute, 1 for every second minute, 1 for once per 4 minutes) Control Warning message when player tries to build too far or on colliding position Convenient building of electric poles, it is possible to build electric poles by holding mouse Automatic 180 degree rotation of building when building pipe to ground/belt to ground, so when building the two connections one after another, no rotation is needed to be done in between. Upgrade technologies only show one relevant technology. Larger stacks of several items (all resources, steel, electronic circuit, science packs) Bugfixes Crash when mining tool is crafted and automatically equipped while mining with bare hands. Localization bugfixes Transport belt movement optimizations. Connection of transport belt to underground belt from the opposite side (on game load) Rail building and selection boxes Get the item in the hand of inserter when it is mined. Active locomotive emits light. Additions Steel axe Better graphics of assembling machine 0.2.0 Features Technology Research - not in demo Transport robots - not in demo Underground belt (simple way to cross transport belts) - not in demo Day-night cycle Ammo is refilled automatically into the ammo slot from inventory. Graphics Mining particles Light sources: Furnace(burning), player, lamp, rocket, explosions, car. Character animations (standing, mining, shooting) Rocket smoke Red screen when player is hurt GUI changes Show count of resources available for mining drill, and contained in chest Show values of red/green signal in the electric pole entity info Show info for entity planned to be built Show large numbers in item slots in 1.8k format for big numbers Show count of elemental ingredients needed for recipe Key (default Q), to switch weapons Show (optional) (when selected or building) direction of inserter Visualization of connection (when selected or building) of transport belt to ground and pipe to ground Demo ending screen Bugfixes Moving (stack transfer/inventory transfer) of non-full items (mining tool, armor, magazines) Minor translation bugfixes Replay synchronization bugfixes Map editor/game doesn't generate always the same series of maps anymore Localization of inventory restriction messages Double turrets Crash when message dialog was opened and game closed Campaign Demo campaign changed, faster start, less mining Technology included in the beta campaign First basic version of freeplay with goal | 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/0.2.0_-_Factorio_Wiki
User_talk_TheGreenkey
User talk:TheGreenkey - Factorio Wiki
[]
User talk:TheGreenkey - Factorio Wiki Jump to navigation Jump to search Categories Hey great job with the categorization work! :) - BenWo ( talk ) 02:40, 17 May 2014 (CEST) Thanks :) TheGreenkey ( talk ) 19:03, 17 May 2014 (CEST)
wiki
https://wiki.factorio.com/User_talk:TheGreenkey_-_Factorio_Wiki
Electric_energy_accumulators_(research)
Electric energy accumulators (research) - Factorio Wiki
[]
Electric energy accumulators (research) - Factorio Wiki Jump to navigation Jump to search | | Electric energy accumulators (research) | Edit | | | --------------------------------------- | ---- | | Cost | Cost | | ----------------------------------------------- | ----------------------------------------------- | | 3011✖150 | 3011✖150 | | Accumulators are used to store electric energy. | Accumulators are used to store electric energy. | | Prototype type | technology | | Internal name | electric-energy-accumulators | | Required technologies | Required technologies | | 1 | 1 | | Allows | Allows | | | | | Effects | Effects | | | | Researching electric energy accumulators allows the ability craft accumulators , and also paves the way to research space science pack . See also Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Electric_energy_accumulators_(research)_-_Factorio_Wiki
Slowdown_capsule
Slowdown capsule - Factorio Wiki
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Slowdown capsule - Factorio Wiki Jump to navigation Jump to search | | Slowdown capsule | Edit | | | ---------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ---- | | -- | | ---- | | -- | | ---- | | ---- | | 8+5+2+2→1 | 8+5+2+2→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 10.5+5+3+2+2 | 10.5+5+3+2+2 | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 100 | | | | | | | | | | | | | | Range | 2527.53032.537.5 | | | | 25 | | 27.5 | | 30 | | 32.5 | | 37.5 | | | | | 25 | | | | | | | | | | | | | 27.5 | | 30 | | | | | | | | | | | | | 32.5 | | 37.5 | | | | | | | | | | | | Shooting speed | 2/s | | | | | | | | | | | | | | Area of effect size | 9 | | | | | | | | | | | | | | Prototype type | projectile | | | | | | | | | | | | | | Internal name | slowdown-capsule | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 3 | 3 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The slowdown capsule is a basic capsule that, when thrown, will slow down all enemy movement within a wide radius of where it landed. Slowdown effect reduces movement speed by 75% for 30 seconds. Vehicles, demolishers , players and friendly forces are not affected. History 2.0.7 : Default "use item" control changed from Left mouse button to Right mouse button . 0.18.36 : Slowdown capsules slowdown factor increased from 50% to 75%. 0.7.3 : Increased the effect range of the slowdown capsule from 7 to 9. 0.7.1 : Slow down capsule effect time increased from 20 to 30 seconds. 0.7.0 : Introduced See also Poison capsule Defender capsule Distractor capsule Destroyer capsule | Combat items | Combat items | | ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower | | Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() | | Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule | | Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() | | Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() | | Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote | | Defense | WallGateRadarLand mine | | Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() | | Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
wiki
https://wiki.factorio.com/Slowdown_capsule_-_Factorio_Wiki
Nuclear_fuel_reprocessing_(research)
Nuclear fuel reprocessing (research) - Factorio Wiki
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Nuclear fuel reprocessing (research) - Factorio Wiki Jump to navigation Jump to search | | Nuclear fuel reprocessing (research) | Edit | | | ------------------------------------ | ---- | | Cost | Cost | | --------------------- | ------------------------- | | 301111✖50 | 301111✖50 | | Prototype type | technology | | Internal name | nuclear-fuel-reprocessing | | Required technologies | Required technologies | | | | | Effects | Effects | | | | Unlocks the ability for centrifuges to use Nuclear fuel reprocessing to recycle used up uranium fuel cells into uranium-238 . 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/Nuclear_fuel_reprocessing_(research)_-_Factorio_Wiki
User_talk_Zippy
User talk:Zippy - Factorio Wiki
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User talk:Zippy - Factorio Wiki Jump to navigation Jump to search Welcome to factorio ! We hope you will contribute much and well. You will probably want to read the help pages . Again, welcome and have fun! Mishka ( talk ) 09:24, 3 October 2016 (UTC) Contents 1 Graphics of the wiki 2 Arithmetic combinator animation 3 Reminder: Add the license template to images 4 Do you read my talk page? Whatever, I'm gonna talk to you here 5 Artifacting in images 6 Updated images for 2.0 Graphics of the wiki Hey there Zippy, funny you should mention that the wiki looks boring. You're welcome to try out the dark skin of the wiki (can be changed in your preferences), and let us know of any feedback. This will become the official skin later. Cheers, --( Gangsir ) ( talk ) - Admin 01:53, 4 May 2017 (UTC) Arithmetic combinator animation Hey, just wanted to let you know that the arithmetic combinator gif you uploaded includes operations from the decider combinator, could you remove those frames and reupload the image? Furthermore, please add the screenshot template after uploading the file instead of in the description box. Or rather, use the game image template for the gifs that are basically rendered from base game textures. I really like those btw, they are very good looking and helpful for new players. -- Bilka ( talk ) - Admin 02:39, 7 November 2018 (CST) I fixed the problem literally the exact second you posted this. So we're good. -- Zippy ( talk ) 02:41, 7 November 2018 (CST) Reminder: Add the license template to images Hey, you uploaded a lot of images recently, and added {{Category|Screenshots}} in the description box when uploading them. Please refrain from doing so, as this generates a file page with the summary header and no text below it. Furthermore, image files need to use the license template {{Screenshot}} instead of the category so that we can easily adjust their licensing in the future. So, please simply upload the file in the future, and after uploading add {{Screenshot}} to the page. Thank you. -- Bilka ( talk ) - Admin 12:28, 6 December 2018 (UTC) Sorry, won't happen again. -- Zippy ( talk ) 12:37, 6 December 2018 (UTC) Hey, I want to repeat what I said in the first message in this section. You have to add {{Screenshot}} to the page after uploading, not in the description box when uploading. Please do this correctly in the future, thank you. -- Bilka ( talk ) - Admin 20:26, 11 December 2018 (UTC) Reminder to use {{Screenshot}} not [[Category:Screenshots]] and {{Game image}} is automatically adding [[Category:Game images]] so there is no need to add both. ~~ Mefisto1029 ( talk ) 07:04, 27 October 2024 (UTC) Do you read my talk page? Whatever, I'm gonna talk to you here Thank you for updating some of the enemy images already. Please don't put the effort into making them animated or transparent for now, I am hoping to either get animations directly from the artist or alternatively to make then in-game, using the checkerboard background that you see in the FFFs (so no transparency and time consuming image editing). -- Bilka ( talk ) - Admin 11:10, 28 February 2019 (UTC) I wanna kiss you for saving me the effort. Uhhh, funny thing though... What if I just so happen to *already* have transparent images ready to go? Should I just upload/update them quickly and then let you do your thing? -- Zippy ( talk ) 11:12, 28 February 2019 (UTC) Well, if you have them already, you can of course upload them :) -- Bilka ( talk ) - Admin 11:17, 28 February 2019 (UTC) A note about the compilatron page: Current plan is to document the new introduction/campaign separate from the main wiki, basically only on one/a few pages. Reason for this is that the Introduction technologies and recipes etc would interfere with the main wiki. Furthermore, the main dev behind the Introduction believes that it would be a bad sign for the Introduction if it would have to be documented like that, and I have to agree. I left the compilatron page alone for now because I have yet to work out a good system for how to document it on a "all the things in the introduction" page. Perhaps you have an idea for how to do that? :) -- Bilka ( talk ) - Admin 17:48, 2 March 2019 (UTC) Sorry but I'm a little lost here. Are we talking about basically making a new page campaign page? -- Zippy ( talk ) 17:52, 2 March 2019 (UTC) Basically we would have one page (or a few because one would just get too big) that documents all of the campaign, including entities that can only be found there (compilatron, the shallow water) and keep those things out of the main wiki (so no mention of shallow water on the water page, no extra compilatron page). I hope this is a bit more understandable. -- Bilka ( talk ) - Admin 17:56, 2 March 2019 (UTC) Why not just redo the existing campaign page? -- Zippy ( talk ) 18:15, 2 March 2019 (UTC) Well that is essentially the plan. Sorry that that wasn't clear. -- Bilka ( talk ) - Admin 18:17, 2 March 2019 (UTC) Hey, why are remaking images like File:Burner_drill_to_furnace.png "for 0.17"? Literally nothing in the image changed in 0.17 and you are just creating extra work for yourself. -- Bilka ( talk ) - Admin 12:52, 12 March 2019 (UTC) If you look closely, the wooden chest changed, and I mistakenly thought the mining drill was graphically updated until I found out the hard way it wasn't. -- Zippy ( talk ) 18:38, 12 March 2019 (UTC) I have a request for your image magic. I just added an infobox for the player ( Infobox:Player ). I'd appreciate if you could add the map icon and a better fitting image for the infobox. The running player is fine in general, but it is a bit big. I bet you will have a good idea :) -- Bilka ( talk ) - Admin 14:29, 11 April 2019 (UTC) I added a seamless loop of the player running in-game as to match the other in-game pictures in the other infoboxes. I don't know if that's what you wanted. -- Zippy ( talk ) 19:15, 11 April 2019 (UTC) Perfect, thank you so much. -- Bilka ( talk ) - Admin 19:29, 11 April 2019 (UTC) How do you feel about the idea of doing something similar for the enemies or enemy nests? Or adding a few extra bits to the template for multiple instances of the "map color" thing, since some things in-game have more than one map color. -- Zippy ( talk ) 05:06, 12 April 2019 (UTC) Aren't all enemies red? The enemy page also doesn't use infoboxes, so I am kind of confused here. Your overall quality of edits is good; so how about you just make the change and then I can say if it's good or not. Of course only if it is not too much work. -- Bilka ( talk ) - Admin 14:46, 12 April 2019 (UTC) Are you gonna make infoboxes for any of the enemies/nests? -- Zippy ( talk ) 21:11, 12 April 2019 (UTC) Currently not planning to, because we do not support more than 1 infobox per page and I don't want to separate the entire enemies page. -- Bilka ( talk ) - Admin 07:56, 13 April 2019 (UTC) You're back! I missed your image magic :) Thank you for all the work you're doing, I really appreciate it! -- Bilka ( talk ) - Admin 19:49, 15 August 2020 (UTC) Artifacting in images Hey, I noticed that a lot of your recent image uploads seem to contain some kind of artifacting or noise, making them look pixely. It looks like the images lost quality during compression or had some filters applied to them. File:Beacon_anim.gif is a good example for this, the second upload shows a lot of noise compared to the first gif. File:Spidertron_entity.png is another good example of the problem. Generally, it looks like this is the result of some filters being applied after the screenshot is taken. This is not encouraged, as images should accurately reflect what the game looks like, which is not given if filters are applied in "post-production". I hope you can solve this issue, since the images themselves are great. -- Bilka ( talk ) - Admin 08:54, 31 August 2020 (UTC) A .gif can only have so many colors, and only so much quality. I try to optimize them so they stay under 1-2mb, so people with crappier connections can load them easier. When you optimize a .gif, you have one of two choices, they are known as "nearest color" and "error diffusion". Nearest color has lower filesize but makes colors patchier, blotchier and is usually straight up ugly (like a compressed jpeg). Error diffusion instead blends colors together in a pixel-diffusion kind of way and looks way better, but has a higher filesize - this is the choice I usually go with. But when you try to lower the filesize on error diffusion, the animated pixels start appearing more and more. This can't be avoided unless you want a super high filesize of a .gif. As for the static images, I have no idea what that is. Maybe it's the way I shrunk them in photoshop. -- Zippy ( talk ) 16:37, 31 August 2020 (UTC) Updated images for 2.0 As the image guy, could you update a few GUI images that added functionality with 2.0? Roboport: GUI now includes a section to request robots. Buffer chest and requester chest: Now have the option to trash unwanted items. Would be really cool. Tertius3 ( talk ) 19:29, 9 February 2025 (UTC) Late reply, I know. If I have time, I will update them. -- Zippy ( talk ) 02:31, 19 February 2025 (UTC)
wiki
https://wiki.factorio.com/User_talk:Zippy_-_Factorio_Wiki
Underground_belts
Underground belts - Factorio Wiki
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Underground belts - Factorio Wiki Jump to navigation Jump to search | | | --------------------------------------------------------------------- | | Multiple pages share the title or description of "Underground belts". | | They are listed below. | Underground belt may refer to: Underground belt Fast underground belt Express underground belt Turbo underground belt For details on underground belt functionality and usage, see the belt transport system page.
wiki
https://wiki.factorio.com/Underground_belts_-_Factorio_Wiki
Console
Console - Factorio Wiki
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Console - Factorio Wiki Jump to navigation Jump to search The console is Factorio's in-game command-line interface. See command line parameters for the command line interface of the Factorio executable. The in-game console can be used for: Chatting with other players Occasional status updates Running commands / scripts / cheats There are three types of commands: Normal - Display information about the game and customize your experience. Multiplayer - Message filtering, banning users, etc. Scripting/Cheating - Run small Lua scripts (but they disable achievements for the save game ) Contents 1 Using the console 2 Normal commands 3 Multiplayer commands 4 Scripting and cheat commands 5 Basic example scripts 5.1 Use it as calculator 5.2 Zoom beyond normal bounds 5.3 Mine faster 5.4 Craft faster 5.5 Unlock and research all technologies 5.6 Unresearch all technologies 5.7 Reset your force 5.8 Always show rail block visualization 5.9 Set all trains to Automatic mode 6 Inventory manipulation scripts 6.1 Cheat mode 6.2 Refill resources (refill oil, iron etc.) 6.3 Add items to the player's inventory 6.4 Increase player inventory slots 7 World manipulation scripts 7.1 Reveal the map around the player 7.2 Hide revealed map 7.3 Reveal all generated map 7.4 Delete chunks 7.5 Delete unrevealed chunks 7.6 Turn off night 7.7 Change game speed 7.8 Freeze time 7.9 Remove all pollution 7.10 Completely turn off pollution 7.11 Add a lot of pollution 7.12 Where speakers are, who placed them 7.13 Disable friendly fire for your force 7.14 Add new resource patch 7.15 Remove resources around the player 7.16 Add new oil patch 7.17 Add new water patch 7.18 Regenerate resources 7.19 Count entities 7.20 Turn off cliff generation 7.21 Remove all cliffs 7.22 Delete all decoratives 7.23 Change map generation settings 7.24 Making a structure indestructible 7.25 Connect linked belts 8 Enemy/evolution scripts 8.1 Set evolution factor 8.2 Disable time-based evolution & increases pollution-based evolution 8.3 Kill all biters on the "enemy" force 8.4 Kill all enemies 8.5 Kill all nearby enemies 8.6 Enable/Disable peaceful mode 8.7 Enable/Disable biter expansion 8.8 Prevent biters being on newly generated chunks 9 Player character scripts 9.1 Get player position 9.2 Teleport player 9.3 Enable god mode 9.4 Enable long reach 9.5 Find player corpses 9.6 Run faster 10 Research scripts 10.1 Enable faster research 10.2 Research specific technologies 10.3 Unresearch specific technologies 10.4 Enabling specific recipes 10.5 Enable all recipes 10.6 Resetting technology effects to default 11 Modding tools 11.1 Access a mod's data 11.2 Print to console the tile under the player 11.3 Write all researched technologies to file 11.4 Write all enabled recipes to file 11.5 Write mod list to file 12 History 13 See also Using the console The console display can be toggled with the GRAVE key ( ` ). This is the key located to the left of the 1 key, above Tab . You can customize the keys via Settings menu → Controls → Toggle chat (and Lua console) . When the console is open, you'll see a blinking cursor at the bottom of the screen; type your message or command and hit Return to send it (this will also close the console). Documentation about message and command prefixes can be found further down this page. The console supports rich text tags. These 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 the console. Shift-clicking most things with the console open will insert a tag for that thing into the console. When the console is closed, only the most recent messages/commands will be displayed, but they will gradually fade away (opening the console will immediately re-display all recent messages). Note that by default, all executed commands are made visible to all users. The fade-out time can be changed via Settings menu → Interface → Chat message delay . The console can be cleared with the /clear command. Use the ↑ and ↓ keys to scroll through the console history. The Tab key provides intelligent code completion on commands, options and player names. Normal commands | Command | Example | Description | Admin only | | --------------------------------------------------------- | ---------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------- | | /alerts <enable/disable/mute/unmute> <alert> | /alerts disable turret_fire | Enables, disables, mutes, or unmutes the givenalerttype. Available alerts: entity_destroyed, entity_under_attack, not_enough_construction_robots, no_material_for_construction, not_enough_repair packs, turret_fire, custom, no_storage, train_out_of_fuel, fluid_mixing. | No | | /clear | /clear | Clears the console. | No | | /color <color> | /color 20 255 255 | Changes your color. Can either be one of the pre-defined colors orRGB valuein the format of “# # #”. Available colors: default, red, green, blue, orange, yellow, pink, purple, white, black, gray, brown, cyan, acid. | No | | /evolution | /evolution | Prints info about the alien evolution factor. | No | | /help [command] | /help | Prints a list of available commands, the optional argument can specify the command that should be described. | No | | /h [command] | /h | Same as /help. | No | | /mute-programmable-speaker <mute/unmute> <local/everyone> | /mute-programmable-speaker mute local | Mutes or unmutes the global sounds created by the Programmable Speaker. Use “local” to mute just the local client. Admins can use “everyone” to mute the sounds for everyone on the server. | No | | /perf-avg-frames <number> | /perf-avg-frames 100 | Number of ticks/updates used to average performance counters. Default is 100. Value of 5-10 is recommended for fast convergence, but numbers will jitter more rapidly. | No | | /permissions | /permissions | Opens thepermissionsGUI. | Yes | | /permissions <action> <parameters> | /permissions add-player DeveloperGroup kovarex | Available actions are add-player <group> <player>, create-group <name>, delete-group <group>, edit-group <group> <input_action> <true/false>, get-player-group <player>, remove-player <group> <player>, rename-group <group> <new_name> and reset | Yes | | /reset-tips | /reset-tips | Resets the state of the tips and tricks as if the game was just started for the first time. | No | | /screenshot [x resolution] [y resolution] [zoom] | /screenshot | Takes a screenshot with the GUI hidden, centered on the player. It is saved in the "script-output" subfolder of yourUser data directory. Resolution is optional and defaults to the current window size. Zoom is optional and defaults to 1. | No | | /seed | /seed | Prints the starting map seed. | No | | /time | /time | Prints info about how old the map is. | No | | /toggle-action-logging | /toggle-action-logging | Toggles logging all input actions performed by the game. This value isn’t persisted between game restarts and only affects your local game in multiplayer sessions. | Yes | | /toggle-heavy-mode | /toggle-heavy-mode | Used to investigatedesyncs. Will slow down the game and make multiplayer unplayable. | Yes | | /unlock-shortcut-bar | /unlock-shortcut-bar | Unlocks allshortcut baritems, including blueprint string import, copy & paste, deconstruction and upgrade planner. | No | | /unlock-tips | /unlock-tips | Unlocks all tips and tricks entries. | No | | /version | /version | Prints the current game version. | No | Multiplayer commands | Command | Example | Description | Admin only | | ------------------------------------------ | ------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | ---------- | | <message> | Hello team! | Console input that does not start with/is shown as a chat message to your team. | No | | /admin | /admin | Opens the player management GUI. | Yes | | /admins | /admins | Prints a list of game admins. | No | | /ban <player> <reason> | /ban xTROLLx Throwing grenades in base | Bans the specified player. | Yes | | /bans | /bans | Prints a list of banned players. | No | | /banlist <add/remove/get/clear> <player> | /banlist get | Adds or removes a player from the banlist. Same as /ban or /unban. | No | | /config | /config | Opens the server configuration GUI. | Yes | | /config <get/set> <option> <value> | /config set password hunter2 | Gets or sets various multiplayer game settings. Available configs are: afk-auto-kick, allow-commands, allow-debug-settings, autosave-interval, autosave-only-on-server, ignore-player-limit-for-returning-players, max-players, max-upload-speed, only-admins-can-pause, password, require-user-verification, visibility-lan, visibility-public. The units for the options afk-auto-kick and autosave-interval are in minutes. | Yes | | /delete-blueprint-library <player> | /delete-blueprint-library everybody confirm | Deletes the blueprint library storage for the given offline player from the save file. Enter “everybody confirm” to delete the storage of all offline players. | Yes | | /demote <player> | /demote AzureDiamond | Demotes the player from admin. | Yes | | /ignore <player> | /ignore Cthon98 | Prevents the chat from showing messages from this player. Admin messages are still shown. | No | | /ignores | /ignores | Prints a list of ignored players. | No | | /kick <player> <reason> | /kick xTROLLx Throwing grenades in base | Kicks the specified player. | Yes | | /mute <player> | /mute Cthon98 | Prevents the player from saying anything in chat. | Yes | | /mutes | /mutes | All players that are muted (can’t talk in chat). | No | | /open <player> | /open AzureDiamond | Opens another player’s inventory. | Yes | | /o <player> | /o AzureDiamond | Same as /open. | Yes | | /players [online/o/count/c] | /players | Prints a list of players in the game. (parameter online/o, it prints only players that are online, count/c prints only count) | No | | /p [online/o/count/c] | /p o c | Same as /players. | No | | /promote <player> | /promote AzureDiamond | Promotes the player to admin. | Yes | | /purge <player> | /purge Cthon98 | Clears all the messages from this player from the chat log. | Yes | | /reply <message> | /reply oh, really? | Replies to the last player that whispered to you. | No | | /r <message> | /r oh, really? | Same as /reply. | No | | /server-save | /server-save | Saves the game on the server in a multiplayer game. | Yes | | /shout <message> | /shout Hello world! | Sends a message to all players including other forces. | No | | /s <message> | /s Hello world! | Same as /shout. | No | | /swap-players <player> [player] | /swap-players AzureDiamond | Swaps your character with the given player’s character, or if two players are given swaps the two player characters. | Yes | | /unban <player> | /unban xTROLLx | Unbans the specified player. | Yes | | /unignore <player> | /unignore Cthon98 | Allows the chat to show messages from this player. | No | | /unmute <player> | /unmute Cthon98 | Allows the player to talk in chat again. | Yes | | /whisper <player> <message> | /whisper AzureDiamond that's what I see | Sends a message to the specified player. | No | | /w <player> <message> | /w AzureDiamond that's what I see | Same as /whisper. | No | | /whitelist <add/remove/get/clear> [player] | /whitelist get | Adds or removes a player from the whitelist, where only whitelisted players can join the game. Enter nothing for “player” when using “get” to print a list of all whitelisted players. An empty whitelist disables the whitelist functionality allowing anyone to join. | No | Scripting and cheat commands | Command | Description | | ---------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | /cheat [all/<planet-name>/<platform-name>/off] | Researches all technologies and enables cheat mode (allowing free crafting of any item).Using thealloption also gives the player some additional items.Specifying aplanet-nameorplatform-namealso moves the player to the origin of the specified planet or platform.Using theoffoption turns cheat mode off. | | /command <command> | Executes a Lua command (if allowed). | | /c <command> | Executes a Lua command (if allowed). | | /editor | Toggles the map editor. | | /measured-command <command> | Executes a Lua command (if allowed) and measures time it took. | | /mc <command> | Executes a Lua command (if allowed) and measures time it took. | | /silent-command <command> | Executes a Lua command (if allowed) without printing it to the console. | | /sc <command> | Executes a Lua command (if allowed) without printing it to the console. | This is a very powerful feature, which also allows cheating, and as such achievements will be permanently disabled for the save as soon as you use a script command. Basic example scripts Use it as calculator / c game . player . print ( 1234 * 5678 ) Zoom beyond normal bounds Note that zooming too far out can cause performance hits. Be careful. / c game . player . zoom = 0.1 In freeplay, the farthest you can zoom out is 0.3. In the map editor, it is 0.1. Smaller zoom values will be clamped. Mine faster / c game . player . force . manual_mining_speed_modifier = 1000 Craft faster / c game . player . force . manual_crafting_speed_modifier = 1000 Unlock and research all technologies / c game . player . force . research_all_technologies () Undo this with the command in the next section. Note: Specific technologies can be researched using the map editor by shift clicking the "start research" button on the technology GUI. Unresearch all technologies This does not reset manually applied bonuses / c for _ , tech in pairs ( game . player . force . technologies ) do tech . researched = false end Note: Specific technologies can be unresearched using the map editor by clicking the "un-research" button on the technology GUI. Reset your force This resets all data for your force, including kill and production statistics, technologies, bonuses and charting status. / c game . player . force . reset () Always show rail block visualization Permanently show the rail block visualization instead of only when holding a rail signal. Disable by replacing true with false. / c game . player . game_view_settings . show_rail_block_visualisation = true Set all trains to Automatic mode Set all trains to automatic mode - for example after building them with a blueprint. / c for key , ent in pairs ( game . player . surface . find_entities_filtered { name = "locomotive" }) do ent . train . manual_mode = false end Inventory manipulation scripts Cheat mode Allows for infinite free crafting. Disable by replacing true with false. / c game . player . cheat_mode = true Refill resources (refill oil, iron etc.) While holding the cursor over a resource tile in-game: / c game . player . selected . amount = 7500 Alternatively you can refill all resources in the map with the following command. Change ore.amount to the desired value. / c surface = game . player . surface for _ , ore in pairs ( surface . find_entities_filtered ({ type = "resource" })) do ore . amount = 10000 end Add items to the player's inventory Replace iron-plate with the internal name of the item desired. / c game . player . insert { name = "iron-plate" , count = 100 } For instance, here's a stack of the god-mode energy system interface: / c game . player . insert { name = "electric-energy-interface" } There are several god-mode items available: infinity-chest infinity-pipe electric-energy-interface heat-interface Add a powerful armor with equipment and some tools for construction: / c local player = game . player player . insert { name = "power-armor-mk2" , count = 1 } local p_armor = player . get_inventory ( 5 )[ 1 ]. grid p_armor . put ({ name = "fission-reactor-equipment" }) p_armor . put ({ name = "fission-reactor-equipment" }) p_armor . put ({ name = "fission-reactor-equipment" }) p_armor . put ({ name = "exoskeleton-equipment" }) p_armor . put ({ name = "exoskeleton-equipment" }) p_armor . put ({ name = "exoskeleton-equipment" }) p_armor . put ({ name = "exoskeleton-equipment" }) p_armor . put ({ name = "energy-shield-mk2-equipment" }) p_armor . put ({ name = "energy-shield-mk2-equipment" }) p_armor . put ({ name = "personal-roboport-mk2-equipment" }) p_armor . put ({ name = "night-vision-equipment" }) p_armor . put ({ name = "battery-mk2-equipment" }) p_armor . put ({ name = "battery-mk2-equipment" }) player . insert { name = "construction-robot" , count = 25 } Increase player inventory slots Gives 100 additional bonus inventory slots to your entire force. Used by the Toolbelt (research) . / c game . player . force . character_inventory_slots_bonus = 100 World manipulation scripts Reveal the map around the player Reveals the map around the player, similar to a radar . / c local radius = 150 game . player . force . chart ( game . player . surface , {{ game . player . position . x - radius , game . player . position . y - radius }, { game . player . position . x + radius , game . player . position . y + radius }}) or from start position / c local radius = 150 game . player . force . chart ( game . player . surface , {{ x = - radius , y = - radius }, { x = radius , y = radius }}) Change 150 to the desired radius, higher values take longer. Hide revealed map Hides all revealed chunks, inverted map revealing. / c local surface = game . player . surface local force = game . player . force for chunk in surface . get_chunks () do force . unchart_chunk ({ x = chunk . x , y = chunk . y }, surface ) end Reveal all generated map Revels all of the generated map to the player's team. / c game . player . force . chart_all () Delete chunks If much of the map is revealed, it increases the size of the save file. The following command cancels the generation of all chunks that are currently queued for generation and removes chunks outside a 32 chunks radius around 0,0. Note that this will remove player entities if there are any on these chunks. / c local surface = game . player . surface ; game . player . force . cancel_charting ( surface ); local chunk_radius = 32 ; for chunk in surface . get_chunks () do if ( chunk . x < - chunk_radius or chunk . x > chunk_radius or chunk . y < - chunk_radius or chunk . y > chunk_radius ) then surface . delete_chunk ( chunk ) end end Delete unrevealed chunks This command deletes chunks that are not revealed by the player. Can be used after the command for hiding revealed map to delete the chunks not covered by radar. / c local surface = game . player . surface local force = game . player . force for chunk in surface . get_chunks () do if not force . is_chunk_charted ( surface , chunk ) then surface . delete_chunk ( chunk ) end end Turn off night Enables eternal day. / c game . player . surface . always_day = true Change game speed 0.5 is half speed, 1 is default, 2 is double speed, etc. Minimum is 0.01. This can be used for a lot of things like when you know you will have to wait for long periods of time for something to complete. Increasing will decrease performance, be careful. / c game . speed = X Freeze time Stops the advancement of the time. Unfreezes it if you by replace "true" with "false". / c game . player . surface . freeze_daytime = true Remove all pollution / c game . player . surface . clear_pollution () Completely turn off pollution / c for _ , surface in pairs ( game . surfaces ) do surface . clear_pollution () end game . map_settings . pollution . enabled = false Add a lot of pollution / c game . player . surface . pollute ( game . player . position , 1000000 ) Where speakers are, who placed them / c local speakers = game . player . surface . find_entities_filtered { force = game . player . force , type = "programmable-speaker" } for key , speaker in pairs ( speakers ) do game . player . print ( speaker . last_user . name .. " placed a speaker at " .. speaker . gps_tag ) end Disable friendly fire for your force / c game . player . force . friendly_fire = false Add new resource patch This creates a new 11×11 patch of resources, centered on the player character, where the ground is not water. The patch it creates is perfectly square but it randomizes the amount similar to natural generation, with fewer ore at the edges and more ore in the center. The default numbers result in a patch with 2500-3000 ore. If you want a larger patch, change "local size = 5" to a larger number. A larger patch will have exponentially more ore. Entering a number above 30 is not recommended. If you want a richer patch, change "local density = 10" to a larger number. Entering a very large number shouldn't hurt anything but you probably don't need to go above 100. To choose which resource is spawned, change "stone" near the bottom to "iron-ore", "copper-ore", "coal", or "uranium-ore". / c local surface = game . player . surface local ore = nil local size = 5 local density = 10 for y =- size , size do for x =- size , size do a = ( size + 1 - math.abs ( x )) * 10 b = ( size + 1 - math.abs ( y )) * 10 if a < b then ore = math.random ( a * density - a * ( density - 8 ), a * density + a * ( density - 8 )) end if b < a then ore = math.random ( b * density - b * ( density - 8 ), b * density + b * ( density - 8 )) end if surface . get_tile ( game . player . position . x + x , game . player . position . y + y ). collides_with ( "ground_tile" ) then surface . create_entity ({ name = "stone" , amount = ore , position = { game . player . position . x + x , game . player . position . y + y }}) end end end For more flexibility, the map editor can also be used to create/alter/remove resource patches. Remove resources around the player Removes all resource patches from the ground in a 50 x 50 area around the player. / c local surface = game . player . surface local size = 50 local pos = game . player . position for _ , e in pairs ( surface . find_entities_filtered { area = {{ pos . x - size , pos . y - size },{ pos . x + size , pos . y + size }}, type = "resource" }) do e . destroy () end Add new oil patch This creates 9 crude oil patches in a 3×3 square. / c for y = 0 , 2 do for x = 0 , 2 do game . player . surface . create_entity ({ name = "crude-oil" , amount = 100000 , position = { game . player . position . x + x * 7 - 7 , game . player . position . y + y * 7 - 7 }}) end end or randomly without any collision: / c local position = nil for i = 1 , 9 do position = game . player . surface . find_non_colliding_position ( "crude-oil" , game . player . position , 0 , i / 2 + 1.5 ) if position then game . player . surface . create_entity ({ name = "crude-oil" , amount = 100000 , position = position }) end end Add new water patch This creates a small pond in a 4x2 square. / c local waterTiles = {} for y = 2 , 4 do for x =- 2 , 2 do table.insert ( waterTiles , { name = "water" , position = { game . player . position . x + x , game . player . position . y + y }}) end game . player . surface . set_tiles ( waterTiles ) end Regenerate resources For solid resources like iron, destroys all resource entities and creates resource entities as in the original map generation. For fluid resources like oil, sets the yield of all existing resource entities to the original amount. Regenerates resources on the entire surface. / c local surface = game . player . surface for _ , e in pairs ( surface . find_entities_filtered { type = "resource" }) do if e . prototype . infinite_resource then e . amount = e . initial_amount else e . destroy () end end local non_infinites = {} for resource , prototype in pairs ( prototypes . get_entity_filtered {{ filter = "type" , type = "resource" }}) do if not prototype . infinite_resource then table.insert ( non_infinites , resource ) end end surface . regenerate_entity ( non_infinites ) for _ , e in pairs ( surface . find_entities_filtered { type = "mining-drill" }) do e . update_connections () end Count entities Counts all entities whose name includes the string in local entity. / c local entity = "belt" local surface = game . player . surface local count = 0 for key , ent in pairs ( surface . find_entities_filtered ({ force = game . player . force })) do if string.find ( ent . name , entity ) then count = count + 1 end end game . player . print ( count ) Turn off cliff generation Sets size to "none". Only effective on chunks that are generated after using this command. Use #Remove all cliffs to delete existing cliffs. / c local mgs = game . player . surface . map_gen_settings mgs . cliff_settings . cliff_elevation_0 = 1024 game . player . surface . map_gen_settings = mgs Remove all cliffs Removes all cliffs existing cliffs from the world. Use #Turn off cliff generation to turn off cliff generation in new chunks. / c for _ , v in pairs ( game . player . surface . find_entities_filtered { type = "cliff" }) do v . destroy () end Delete all decoratives Delete the decoratives that can be found in the world. / c game . player . surface . destroy_decoratives ({}) Change map generation settings This allows to change the map generation settings for new chunks; it does not alter already generated chunks. Deleted chunks are affected by the setting change because they are newly generated when they get explored again. To change resource generation settings, replace "iron-ore" with the resource that should be changed and replace "very-high" with the desired MapGenSize in the following command. Replace "iron-ore" with "enemy-base" to change the enemy base generation settings. / c local surface = game . player . surface local resource = "iron-ore" local mgs = surface . map_gen_settings mgs . autoplace_controls [ resource ]. size = "very-high" mgs . autoplace_controls [ resource ]. frequency = "very-high" mgs . autoplace_controls [ resource ]. richness = "very-high" surface . map_gen_settings = mgs To change water generation settings, replace "very-high" with the desired MapGenSize in the following command. / c local surface = game . player . surface local mgs = surface . map_gen_settings mgs . water = "very-high" --[[ size]] mgs . terrain_segmentation = "very-high" --[[ frequency]] surface . map_gen_settings = mgs Making a structure indestructible This makes it impossible for an entity to be damaged or killed, e.g. by biters. Hover over the entity and then run: / c game . player . selected . destructible = false Connect linked belts If there exist at least two linked belts , and one of them has the "Entity tag" in , and another linked belt has the "Entity tag" out , then the following command should link these two linked belts. / c local i = game . get_entity_by_tag ( 'in' ) local o = game . get_entity_by_tag ( 'out' ) i . linked_belt_type = 'input' o . linked_belt_type = 'output' i . connect_linked_belts ( o ) Enemy/evolution scripts Set evolution factor Ranges from 0 (new game) to 1. / c game . forces [ "enemy" ]. set_evolution_factor ( X , game . player . surface ) Disable time-based evolution & increases pollution-based evolution / c game . map_settings . enemy_evolution . time_factor = 0 / c game . map_settings . enemy_evolution . pollution_factor = game . map_settings . enemy_evolution . pollution_factor * 2 The "2" at the end of the last command will double the default pollution factor. You can substitute another number to increase (or decrease) the pollution factor further. Kill all biters on the "enemy" force Note that this will kill only mobile units, spawners will not be killed. / c game . forces [ "enemy" ]. kill_all_units () Kill all enemies This will kill all biters, bases and worms. Anything that is an enemy will be completely destroyed. This only affects enemies in the generated world, so any unexplored parts of the map which still need to be generated will still have enemies. You can prevent biters being on newly generated chunks if desired. / c local surface = game . player . surface for key , entity in pairs ( surface . find_entities_filtered ({ force = "enemy" })) do entity . destroy () end Kill all nearby enemies This will kill all biters, bases and worms in a configurable radius. The default, 250 tiles, is about two zoomed-out screen widths on full HD. After destruction, it shows how many objects were destroyed. / c local surface = game . player . surface local pp = game . player . position local cnt = 0 for key , entity in pairs ( surface . find_entities_filtered ({ force = "enemy" , radius = 250 , position = pp })) do cnt = cnt + 1 entity . destroy () end game . player . print ( cnt ) Enable/Disable peaceful mode Enabling peaceful mode prevents biter attacks until provoked. Substitute true for false to disable. Already existing biters are not affected by this command so attacks could continue for a while after activating peaceful mode. / c game . player . surface . peaceful_mode = true Enable/Disable biter expansion Biter expansion allows biters to create new nests, it is enabled by default. Substitute true for false to disable. / c game . map_settings . enemy_expansion . enabled = true Prevent biters being on newly generated chunks On newly generated chunks no biters will be present, however all current biters will remain unaffected. Equivalent of setting the Enemy Base Size to None under the Terrain settings during map generation but achieved mid game by changing map generation settings . / c local surface = game . player . surface local mgs = surface . map_gen_settings mgs . autoplace_controls [ "enemy-base" ]. size = "none" surface . map_gen_settings = mgs Instead of the command, it is also possible to use a GUI in the map editor to changing map generation settings mid game. Access the map editor with /editor , go to the "Surfaces" tab and click "Edit map gen settings". Player character scripts Commands concerning the player directly. Get player position Prints coordinates of your current position. / c game . player . print ( game . player . position ) Teleport player Moves the player to the specified location. You should be able to teleport to a specific player if you obtain their coordinates via them executing the previous command and giving them to you. / c game . player . teleport ({ X , Y }) To teleport to the world's origin, use 0,0. To teleport to a different planet / surface, use: / c game . player . teleport ({ X , Y }, 'surface_name' ) Enable god mode God mode removes your player character allowing you to fly over obstacles and take no damage. Disassociate your controls from the character and destroy it: / c game . player . character . destroy () To undo, spawn a player character. This will spawn a new character at the spawn point of the world, and connect your controls to it. / c game . player . create_character () Enable long reach Enables long reach, which allows the player to build and interact with entities at a greater distance. The default reach is 10. / c local reach = 10000 game . player . force . character_build_distance_bonus = reach game . player . force . character_reach_distance_bonus = reach game . player . force . character_resource_reach_distance_bonus = reach game . player . force . character_item_drop_distance_bonus = reach Find player corpses Pings player corpses on the map. / c local found_corpses = game . player . surface . find_entities_filtered { type = "character-corpse" } for _ , corpse in pairs ( found_corpses ) do local player = game . get_player ( corpse . character_corpse_player_index ) local name = player and player . name or "????" game . player . print ( name .. " --> " .. corpse . gps_tag ) end Run faster / c game . player . character_running_speed_modifier = 3 Research scripts Enable faster research / c game . player . force . laboratory_speed_modifier = 1 -0.5 is half speed, 0 is normal speed, 1 is double speed, 2 is triple etc. Research specific technologies The internal technology names can be found in the infoboxes on their respective pages. / c game . player . force . technologies [ 'electric-energy-distribution-1' ]. researched = true / c game . player . force . technologies [ 'steel-processing' ]. researched = true To research a high level of an infinite technology, set its level: / c game . player . force . technologies [ 'worker-robots-speed-6' ]. level = 100 / c game . player . force . technologies [ 'mining-productivity-4' ]. level = 100 Unresearch specific technologies The internal technology names can be found in the infoboxes on their respective pages. / c game . player . force . technologies [ 'electric-energy-distribution-1' ]. researched = false / c game . player . force . technologies [ 'steel-processing' ]. researched = false Enabling specific recipes The internal recipe/item names can be found in the infoboxes on their respective pages. / c game . player . force . recipes [ "electric-energy-interface" ]. enabled = true / c game . player . force . recipes [ "rocket-silo" ]. enabled = true / c game . player . force . recipes . loader . enabled = true / c game . player . force . recipes [ "fast-loader" ]. enabled = true / c game . player . force . recipes [ "express-loader" ]. enabled = true Enable all recipes / c for name , recipe in pairs ( game . player . force . recipes ) do recipe . enabled = true end Resetting technology effects to default This will reset the enabled/unlocked state of all recipes to what they would be purely based on the currently researched technologies, as well as resetting other technology effects like mining speed, etc. Any manual modifications to these effects and recipe unlocks will be undone. / c game . player . force . reset_technology_effects () Note: Can be used as a quick workaround when recipes are unavailable after adding or changing mods even though the technology unlocking them has already been researched. Modding tools A list of the internal names of most things in the vanilla game can also be found on data.raw . Access a mod's data If the first word of the command is __mod-name__ it will run in the context of the mod with the same name. For instance, this command prints the data from the Even Distribution mod: / c __even - distribution__ game . player . print ( serpent . dump ( global )) Print to console the tile under the player / c game . player . print ( game . player . surface . get_tile ( game . player . position ). name ) Write all researched technologies to file / c local list = {} for _ , tech in pairs ( game . player . force . technologies ) do if tech . researched then list [ # list + 1 ] = tech . name end end game . write_file ( "techs.lua" , serpent . block ( list ) .. " \n " , true ) Write all enabled recipes to file / c local list = {} for _ , recipe in pairs ( game . player . force . recipes ) do if recipe . enabled then list [ # list + 1 ] = recipe . name end end game . write_file ( "recipes.lua" , serpent . block ( list ) .. " \n " , true ) Write mod list to file Write all currently active mods and their version to the file script-output/mods.txt in the user data directory . / c helpers . write_file ( "mods.txt" , serpent . block ( script . active_mods )) History 1.1.92 : Added a notification when a technology is researched. Added /enable-research-queue console command to enable the research queue without disabling achievements. See also Command line parameters https://lua-api.factorio.com/latest/index-runtime.html - Factorio API reference for latest version
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Space_platform_(research)
Space platform (research) - Factorio Wiki
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Space platform (research) - Factorio Wiki Jump to navigation Jump to search Space Age expansion exclusive feature. | | Space platform (research) | Edit | | | ------------------------- | ---- | | Researched by | Researched by | | ---------------------- | ---------------------- | | Create space platform. | Create space platform. | | Prototype type | technology | | Internal name | space-platform | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Researching space platform allows the player to construct space platforms needed for space science packs and interplanetary travel. For more information, please refer to space platform . See also Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
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Template_CombatNav
Template:CombatNav - Factorio Wiki
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Template:CombatNav - Factorio Wiki Jump to navigation Jump to search [ Create ] Documentation | 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 | List of all templates
wiki
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