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Power_armor_(research)
Power armor (research) - Factorio Wiki
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Power armor (research) - Factorio Wiki Jump to navigation Jump to search | | Power armor (research) | Edit | | | ---------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 30111✖200 | 30111✖200 | | Prototype type | technology | | Internal name | power-armor | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | See also Research Technologies Modular armor | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Power_armor_(research)_-_Factorio_Wiki
Uranium-238
Uranium-238 - Factorio Wiki
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Uranium-238 - Factorio Wiki Jump to navigation Jump to search | | Uranium-238 | Edit | | | ----------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 12+10→0.007+0.993 | 12+10→0.007+0.993 | | Total raw | Total raw | | 12+10 | 12+10 | | Stack size | 100 | | Rocket capacity | 20 (0.2 stacks) | | Prototype type | item | | Internal name | uranium-238 | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Uranium-238 is, along with uranium-235 , one of the refined products of uranium ore when the ore is processed through a centrifuge , or the Kovarex enrichment process . Uranium-238 is vastly more common than uranium-235, with a 99.3% chance of appearing after being processed. Both isotopes of uranium are the main ingredients for most components of nuclear power generation. Uranium-238 can also be extracted from used up uranium fuel cells using nuclear fuel reprocessing . History 0.15.0 : Introduced See also Uranium ore | 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-238_-_Factorio_Wiki
Exoskeleton_equipment_(research)
Exoskeleton equipment (research) - Factorio Wiki
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Exoskeleton equipment (research) - Factorio Wiki Jump to navigation Jump to search | | Exoskeleton equipment (research) | Edit | | | -------------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 30111✖50 | 30111✖50 | | Prototype type | technology | | Internal name | exoskeleton-equipment | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Unlocks exoskeleton equipment that can be inserted into modular armors and some vehicles, increasing their movement speed. 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/Exoskeleton_equipment_(research)_-_Factorio_Wiki
Upcoming_features
Upcoming features - Factorio Wiki
[ "Category:Upcoming" ]
Upcoming features - Factorio Wiki Jump to navigation Jump to search This is a list of publicized information about the Factorio: Space Age expansion and Version 2.0 of the base game, both to be released October 21, 2024 . The expansion will be priced at $35.00 and "as big an addition as the whole vanilla game.", 2.0 will be a free update. [1] Contents 1 Factorio: Space Age 1.1 Space Age 1.1.1 New Music 1.1.2 New Buildings 1.1.3 Space Platforms 1.1.4 Vulcanus 1.1.5 Fulgora 1.1.6 Gleba 1.1.7 Aquilo 1.2 Quality 1.3 Elevated Rails 2 Known free changes for 2.0 3 See also Factorio: Space Age "Factorio: Space Age continues the player's journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms." [2] View the offical launch trailer here . Friday Facts #367 shows some concept art for the expansion. Friday Facts #372 shows some item icons from the expansion. Consists of 3 major mods which can be enabled and disabled at will: Space Age, Quality, and Elevated Rails. Space Age Relevant FFFs: FFF 373 - Factorio: Space Age , FFF 381 - Space Platforms , FFF 386 - Vulcanus , FFF 387 - Swimming in lava , FFF 398 - Fulgora , FFF 399 - Trash to Treasure , FFF 413 - Gleba , FFF 414 - Spoils of Agriculture FFF #432 - Aquilo Space Age features 4 new planets, each with their own "unique theme, resource, challenges, and gameplay mechanics", and new enemies to deal with. Vulcanus , a molten, waterless planet whose pools of lava can be casted into metal. Fulgora , a lightning-prone desert planet where the only resource is Scrap left by an alien civilization. Gleba , a world overgrown with trees and mushrooms whose biological products eventually degrade into spoilage. Aquilo , a desolate, freezing globe of liquid ammonia where machines freeze without heating. Rockets will be significantly cheaper. Chemical science unlocks rocket silo and access to space. Space science unlocks access to other planets. Some technologies have been moved to one of these planets; artillery, cliff explosives, spidertron, tier 3 modules, and some personal equipment are in this list. Vulcanus, Fulgora, and Gleba can be visited in any order after unlocking access. As such, the order the player chooses to visit them "is an important strategic choice." Science from all three and Nauvis is needed to unlock Aquilo. Playthroughs of Space Age are expected to take approximately 60-100 hours. New Music The expansion will come with five hours of new music, some of it recorded using a live orchestra. [3] There will be around one hour of new music for each new surface (space, plus the four new planets). It will also feature a new "variable music tracks" system [4] , which seeks to "provide some variety in the music after tens or hundreds of hours spent in game". But, the developers note: "regular music is still the main focus and large majority of the soundtrack". The Space Age soundtrack will be available as a separate digital purchase. [5] New Buildings Agricultural tower, harvests trees within range and can replant certain plants with seeds [6] . Asteroid collector, sends out tentacle-like grabbers to collect asteroids [7] Big mining drill, upgraded electric mining drill [8] Biochamber, processes biological products [9] Biolab, larger lab with a 2x (multiplicative) productivity bonus, but can only be placed on Nauvis [10] Crusher, assembler-like building for breaking down asteroids [11] Cryogenic plant, used for cooling and high precision recipes [12] Electromagnetic plant, builds electricity-based items [13] Foundry, processes molten materials [14] Fusion generator, converts plasma from the fusion reactor into electricity and warm coolant [15] Fusion reactor, uses fusion fuel cells and cold coolant to generate plasma [16] Heating tower, burns fuel to create heat [17] Railgun, powerful late game turret [18] Rocket turret, fires rockets , explosive rockets , and atomic bombs [19] Rockets have had electronic circuits removed from their recipe, to compensate for higher demand Space platform hub, central unit for space platforms [20] Stack inserter, a new inserter tier with the ability to place item stacks up to 4 items tall on belts [21] The current stack inserter will be renamed to the bulk inserter Tesla turret, fires a chaining beam of lightning which damages and stuns enemies [22] A higher tier of transport belt , transporting 60 items per second. [23] Space Platforms Space platforms are player-created surfaces that function both as factories and as transport to other planets. Platforms are created by launching a space platform starter pack on a rocket, which creates the surface with a hub on it with a small amount of flooring. More flooring can be placed, but can't contain any holes. The entire platform is lost if the hub is destroyed. The hub counts as a construction and logistics handler (as the player is confined to the hub) as well as a train-like entity (for moving between planets). Rocket silos now act as a requester chest and can request all items needed by a connected hub in orbit, including ghost entities. Silos can also be manually filled. A number of buildings can't be built on platforms, including construction and logistics robots, chests, vehicles, and burner entities. Storage within the hub can be expanded with cargo bays, which is important as you can't place chests on platforms. Cargo bays can also attach to other cargo bays. Platforms act as a power transmitter, removing the need for power poles entirely. Asteroids appear around space platforms and act as a renewable way to obtain iron, ice, and carbon. All three are required to produce fuel and oxidiser to move between planets. Moving causes larger, hazardous asteroids to appear that can be shot down into the smaller, collectible form. All asteroid types are collected and then crushed. Metallic asteroids are crushed into iron ore Carbonic asteroids are crushed into carbon Oxide asteroids are crushed into ice, which can be melted into water Excess items can be dumped by "inserting" them into a space with no flooring. Satellites have been removed. Space science packs have been given a new recipe, and can be crafted on space platforms from crushed asteroids. Vulcanus Relevant FFFs: 386 - Vulcanus , 387 - Swimming in lava , 429 - Demolishers Vulcanus is a new volcanic planet. Its surface is divided between three distinct biomes: mountains, ashlands and lava basins. Mountains are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to sulfuric acid vents where sulfuric acid can be directly obtained, and a new material, calcite, which is used as a cleansing agent in recipes. Ashlands are plateaus speckled with sparse vegetation and deposits of coal. They are home to leafless alien trees, presumably a source of wood. They are relatively free of cliffs and lava, making them ideal for building. Lava basins are filled with winding lava rivers. Within them are deposits of a new material, tungsten, which can only be mined using the new big mining drill. The foundry, a new building for crafting with molten materials, can be researched here. It is used to process lava and calcite into molten iron and molten copper, with a byproduct of stone. It can also be used to melt iron and copper and cast molten metals into items such as iron gear wheels, copper wire, steel, and low density structures more quickly than other methods. Lava can be used to destroy items by placing items over it with an inserter. Big mining drills have a range of 13x13 tiles, harvest materials at 2.5/s, have 4 module slots, and have a 50% chance not to reduce resource richness, which can be further decreased at higher qualities. Sulfuric acid and calcite can be obtained to create water, which is the only local source of water on the planet. Coal liquefaction is now only obtainable on Vulcanus. A simplified liquefaction process is also available, wherein coal can be processed into oil without the need for heavy oil. Tungsten is used in a foundry to create the metallurgic science pack. Vulcanus has no pollution. Instead, outside of the starting zone, the planet is split into several shaded zones called "territories" which can be viewed on the map. Building structures inside territories will attract the local demolisher . Demolishers are giant centipede-like enemies found on Vulcanus. They have only one unit, and evolution does not affect them. Instead, demolishers will increase in size the further you get away from the starting area. One demolisher will patrol around the outside of each territory. It will only be provoked by building machines in their territory, or by damaging them. Killing the demolisher will claim that territory for the player permanently. Demolishers will instantly destroy any structure they come across, including cliffs . Additionally, they have two other attacks: a roar which stuns and slows you; and inducing a small volcanic eruption, which can hit you at range. Fulgora Relevant FFFs: 398 - Fulgora , 399 - Trash to Treasure Fulgora is a new barren desert planet. Its surface is split between island-like plateaus, and deep oilsands. Oilsands can be walked through, but only elevated rail supports and offshore pumps can be built in them. Offshore pumps will produce an unlimited supply of heavy oil . Factory buildings can only be built on plateaus. The only way to bridge the gaps will be with elevated rails, but you will be able to landfill the oilsands in the late game. Fulgora is prone to lightning storms at night. Lightning will damage buildings not protected by the new lightning rods. Lightning rods will also take energy from lightning and turn it into electricity for the power network. A bank of accumulators is needed to store it through the daytime. The plateaus are too far apart for electric poles, so each island will need its own electric network. The electromagnetic plant, Fulgora's equivalent to the foundry, is found here. It is used for crafting electrical-based items such as lightning rods, supercapacitors, and modules. It has an inherent productivity bonus of 50%, which, unlike modules, is not restricted to just intermediate items. The main resource on Fulgora is scrap, which can be processed in the recycler to create 12 different basic and intermediate products. These products include the new holmium ore, which can be used to create the electromagnetic science pack. Gleba Relevant FFFs: 413 - Gleba , 414 - Spoils of Agriculture , 424 - Pentapods , 431 - Gleba & Captivity Gleba is a new swampy forest planet. Its surface is split between swampy lowlands and the fungal-infested hills. Two types of local plants, yumako and jellynut , can be harvested with the new agricultural tower to give fruit, which can be processed in an assembling machine into further products. Processing fruit also gives seeds, which can be put back in the agricultural tower to replant trees, which the tower will harvest automatically when matured. Fruit can be further processed into more industrial products within the new biochamber, which requires a new item called nutrients to operate. Biological items will eventually and inevitably degrade into spoilage. The exact time differs per item, ranging anywhere from a few minutes to 2 hours. Spoilage can be burned in a boiler , semi-destroyed in the recycler , or processed into half-spoiled nutrients. Spoilable items are used as ingredients in a few non-spoilable items. Once that final item is created, it does not degrade further. Inserters will be able to prioritize the most or least spoiled items. Mods will be able to dictate what item a spoilable item turns into. [24] Processing yumako and jellynut in the biochamber will produce small amounts of copper and iron bacteria, respectively. Bacteria can further replicated in the biochamber, or let to spoil into its respective ore. The agricultural science pack, crafted here, will also spoil, which will reduce its research value. Combining both processed fruits will yield bioflux . Bioflux fired from a rocket launcher can be used to capture a biter spawner on Nauvis and turn it docile. A docile spawner will not spawn biters, and must be fed a supply of bioflux to produce a regular supply of biter eggs, which can be used to craft productivity module 3 , the new biolab, and the post-endgame science pack. If not fed, a captive spawner will eventually break free and become hostile again. Biter eggs can spoil into a live biter. Turning off enemies in the game settings will prevent only biters themselves from spawning; nests will still appear. [25] Gleba's atmosphere naturally absorbs most pollution from industrial buildings. Instead, "pollution" comes in the form of spores and aroma from biological harvesting and processing, which will attract the native pentapods. Pentapods are new spider-like enemies native to Gleba. They have three units: wrigglers , strafers and stompers . Strafers and stompers are able to walk over walls . They are fairly passive compared to biters; pentapods will defend themselves and only attack once provoked. Pentapods spawn in egg rafts , found in Gleba's marshlands. Egg rafts drop pentapod eggs when destroyed, a key ingredient in crafting the biochamber. With some research, pentapod eggs can be automated at the risk of them spoiling and hatching into wrigglers. Wrigglers are newly hatched pentapods with average damage. They are very weak individually, but strong in large numbers, and can be spawned by both strafers and stompers. Strafers are fast, agile creatures that circle targets at a distance and spit out wrigglers, which can go over walls. Strafers can outrange both gun and laser turrets, and will back off when suffering damage. Stompers are slow and heavily armored that attack with both their crushing feet and a close-range spit. Their feet deal high damage in a small area of effect. When killed, stompers spawn a cluster of wrigglers. Aquilo Relevant FFFs: FFF #432 - Aquilo Aquilo is a new icy ocean planet. It can only be visited after using all science packs from the previous planets. Its surface is almost completely covered in liquid ammonia, and the only land is in the form of icebergs. Using an offshore pump on the ocean returns ammoniacal solution, which can be separated into ammonia and ice with a chemical plant. Ice can be melted into water for power or used to make ice platform , which is the only way to expand the buildable area. Buildings also cannot be placed directly on ice, and must use concrete or refined concrete as an insulator. Buildings will stop working in the extreme cold, and must be heated with a heat pipe on an adjacent tile. Nuclear plants and the new heating tower can be used to generate heat. The only resources are ammoniacal solution from the oceans, deposits of crude oil , lithium brine, and fluorine gas found on icebergs and obtainable with a pumpjack. Ammonia combines with crude oil to make solid fuel, and combines with solid fuel to make rocket fuel. Lithium brine is used to make lithium and fluorine is used to make coolant. Both are used to make the cryogenic science pack. The cryogenic plant is a new building used for late-game recipes. It has 3 fluid inputs and outputs, a crafting speed of 2, and 8 module slots. It can process some chemical plant recipes, as well as recipes for the cryogenic science pack, coolant, cooling coolant, fusion power cells, and quantum processors. Quantum processors are a new fourth tier of circuit, requiring ingredients from Vulcanus, Fulgora, and Gleba. They are used to make fusion reactors and the railgun. The railgun is the game's final turret, requiring both specialized ammunition and electricity, but outputting a base of 10,000 damage per shot in a continuous line in front of it. It has a limited range of 90 degrees, but can be rotated in 8 directions. A handheld version can also be made. Quality This is a short overview of Quality, for more details see Quality . Relevant FFFs: FFF 375 - Quality , FFF 376 - Research and Technology Quality offers "vertical" growth for factories and influences a variety of building and item stats. There are 5 quality tiers: Normal, Uncommon, Rare, Epic, and Legendary. Known effects per quality level of items include improved crafting speed, turret range, health and module strength. These effects are per quality strength and additive, a Legendary Productivity module 3 would grant 25% productivity. Quality items above Normal are created when quality modules are used in the machine that is crafting the item. Quality modules have a strength of 10%/15%/25% in line with the 2/3/5 system other modules use, as well as a speed penalty. Quality modules can be used on any recipe, unlike productivity modules which can only be used on intermediates. Quality is also random, whereas productivity is a cumulative effect. The quality mod also adds a new building: The recycler , which gives a 25% chance of returning items created from recipes. There is a new achievement for having best legendary armor full of legendary equipment [26] . Elevated Rails Relevant FFF: FFF 378 - Trains on another level New buildings: Rail ramp, to change layers Rail support, to support elevated rails Elevated rails offer a second layer of rail planning, including curved rails and signals. Elevated rails require periodic supports which can be placed on water. Known free changes for 2.0 Expensive mode has been removed. [27] Better blueprint building. [28] , [29] , [30] , [31] , [32] , [33] "Super force building": Will place landfill underneath blueprints when building on water, or delete any other buildings in the way. Underground belts will be placed automatically, if possible. Landfill can now also be mined both by the player and by construction robots , in addition to being automatically marked for deconstruction when "super force building" an offshore pump . [34] Quick adjustment of blueprint grid offsets: SHIFT + Arrow keys adjusts the grid position, CTRL + Arrow keys adjusts the absolute grid offset. Rail planner now works in map mode (and works especially well with the new "super force building" feature). Fluid-based buildings like the oil refinery can now be flipped. Parametrized blueprints: Assign parameters to entities within a blueprint, and change their values en masse when pasting the blueprint. Useful for changing a large number of entities within a generic blueprint, such as a line of filter inserters at a train station. Redo: Use CTRL + Y (or Command + Z ) to redo a previously undone order. Using undo on actions more than 5 minutes old will show a confirmation box showing a preview of what is to be undone. Wire connections, pasting entity settings, and blueprint rotations can now be undone (and redone). Configure entities while they are still ghosts [35] Remote interactions [36] Open any entity to configure it Rotate any entity instantly RMB to mark things for deconstruction Improvements to control of train systems. [37] , [38] , [39] , [40] Any item: A new wildcard signal that will replace itself with the first item in the train, allowing for generic trains Disabling: Disabled stations will now act as if their station limit is set to 0. A train en route to a station that is disabled will now continue to the station regardless, instead of skipping it and re-pathing. A train told to go to a disabled station will enter the "destination full" state and wait until it is enabled again. Locomotive colors: Locomotives can update their color based on the destination station's color. Manual push: Push trains with your feet. Very slow. New rails: Rails have a new texture. The geometry behind rail curves has been redone, allowing for 2 and 4-tile S-bends. Trains will still drive on old rails in existing worlds, but old rails can no longer be built by any means, including copy/paste or blueprints. Reservations: Trains will give up their reservation in a station when they leave the block the station is in, opposed to immediately. Remote control: It's now possible to remote drive trains, which is convenient for controlling a train on another surface without traveling to it Train interrupts: Trains can be directed to a different station when a condition is met, such as when fuel is low. Train stop priority: A new slider in the train stop GUI. Stops have a priority of 0 to 255, with a default of 50. When deciding between multiple destinations, trains will prefer stops with a higher priority. Trains at stops with higher priority will be dispatched first. Train groups: Trains can be assigned a group, and have their schedules changed en masse. Train stop GUI Improvements: The GUI now has a 'Trains on the way' tab. When you set the name of a stop, it will copy the limit and color from an existing stop with that name. A stop's name is now shown when hovered over on the map. Train stop now shows path of incoming trains. Ability to copy-paste train stops from the map. Mass stop rename: holding CTRL when confirming a change will rename all stops with that name to the new name. UI additions [41] , [42] , [43] , [44] Accumulator charge: The electric network info screen now has a third graph which displays accumulator charge over time. New alerts GUI: Alerts are more intuitively separated by category and location, with the option to pin the alert location to the map. Hovering over the alert will bring up a small view of the alert location. If using Space Age, alerts are further separated by planet. Factoriopedia: A new GUI which shows all items in the game, how they are crafted, what recipes they're used in, and what technologies unlock them. Can also be built upon for Space Age and modded content. Ingredient consumption: Hovering over any type of crafting machine will show the exact consumption and production rate of its items, taking into account any modules, beacons, machine crafting speed, productivity bonuses, and, if using quality from Space Age, quality. Map pins: Pin specific locations to your map for later use. If in multiplayer, these are unique to each player, unlike map tags. Map search: While in map view, you can search for production buildings, ore patches, map tags, and train stops. Online players: A new GUI exclusive to multiplayer that will show all online players, with the ability to show their current location and pin that location to the map. If using Space Age, will also show each player's current planet. Recipe/Product Info: Within crafting machines' GUI, the selected recipe has been disconnected from the item being produced. Clicking either will open the Factoriopedia page for the item or recipe. This is particularly useful if using Space Age, where some items have multiple recipes. Science consumption: Hovering the mouse over the research progress bar in the top right will show a small graph showing the last 10 minutes of science consumption, and the estimated time remaining based on the last 1 minute. Science production: The production statistics GUI now has a special selectable item representing science produced by the labs . If using Space Age, production statistics can show any or all planets. If using quality from Space Age, production statistics can show any or all quality grades. Abstract items: Red wire , green wire , artillery targeting remote , discharge defense remote , and spidertron remote are no longer physical items you craft and take up inventory space, but now buttons on the shortcut bar . [45] Trigger technologies: Some technologies will now be unlocked by mining an entity or crafting specific items. For example, a new technology called "steam power" will unlock steam engine and related buildings after crafting 50 iron plates . As such, the number of recipes available at the start of the game is reduced from 28 to 12. Fluids 2.0 [46] , [47] The fluid system has been completely rewritten. Connected pipes and storage tanks combine to Fluid segments with a single collective fluid level. Fluid pushed into one part of a segment is instantly available across the complete segment, throughput within a segment is essentially unlimited. Only pumps can transfer fluid between segments, producing or consuming machines can add or remove fluid from segments. Fluid segments are restricted to a 250x250 tile area, extending a segment beyond this limit will stop fluid transfer to and from the segment. Segments can be split using pumps . A new alert will show exactly where the split needs to happen. When holding a fluid entity, the game will display a colored overlay showing pipe connections and their routing. This can also be viewed on the map. Balance changes: Pump: maximum pumping speed decreased (12,000/s > 1,200/s) Fluid transfer speed is limited proportionally by the fullness ratio of the sink and emptiness ratio of the source, except transfer to and from fluid wagons. Fluid wagon : capacity increased (25,000 > 50,000) Boilers and heat exchangers will consume 10x less water to produce the same amount of steam . Circuit network changes [48] , [49] , [50] , [51] , [52] [53] , [54] , [55] , [56] New buildings Display panel: displays signal icons and custom messages, in-game or on the map screen. Selector combinator: used for filtering out various signals from a wire. If using Space Age, has further functionality relating to quality and rocket capacity. New connections Assembling machines : functions include setting recipes via signal, reading active ingredients, and outputting a signal when a recipe is complete. Gun , laser , and artillery turrets: all three are able to enable/disable and read their applicable ammunition. Gun and laser turrets also have the ability to set a list of priority targets via signals. Radar : signals passed into it on each wire color will transmit it wirelessly to all other radars on the same planet. Nuclear reactor : can output the current reactor temperature and any inserted fuel, including fuel currently burning. New functions Arithmetic and decider combinators: heavily reworked GUI. Decider combinators can handle multiple conditions at once. Cut tool: when using the cut tool, the game remembers outside circuit wire connections, and tries to reconnect if possible. This cannot be exported to a blueprint. Descriptions: all four combinators can have a custom description added to them. Lamp : now can use colors (and more of them) and enable during the day without the need for a circuit connection. Logistic network : GUI has been heavily redone, with greater visual indication of separate robot networks and the items they contain. Logistic chests : All chests now have an enable/disable function. Disabling a requester will stop new deliveries being ordered; disabling a provider will stop those items from being provided to the network. Pump : now has a filter, which can be set with signals. Roboport : now has the ability to output the contents or requests of the local logistic network. Outputting requests will not include items needed to build ghosts . Further has the ability to output the number of roboports in the network. Transport belts : connecting wires to belts has far "less visual clutter". Now has the ability to read the contents of all belts in a single "transport line". Miscellaneous changes [57] , [58] Logistic requests are re-enabled upon retrieving one's corpse. Mathematical expressions can be typed in text fields, such as 4k, 4*5k, etc. Save games can now be sorted by last time modified. Rocks no longer drop stone on the ground when destroyed. Filter inserter and stack filter inserter will be removed. All remaining inserters will have the ability to filter 5 items. [59] Stack inserters will be renamed to "bulk inserter". This will be due to a new inserter in Space Age with the ability to stack items on belts, which will take the more appropriate name of stack inserter. [60] . Inserters more reliably pickup items off of faster transport belts. [61] Portable fusion reactor will be renamed to "portable fission reactor", with a new nuclear reactor-inspired icon. This will be due to the introduction of a full-sized fusion reactor in Space Age, which will come much later in the game. Ghost pipes will visually connect to each other. [62] Improved flying robot behavior. [63] , [64] Roboports have built-in radar coverage of 2 chunks . [65] Big power poles now have a wire range of 32 tiles. [66] An overhaul to the sound engine, allowing for more dynamic and layered sounds. [67] Improved world generation of Nauvis, the starting planet. [68] Crafting can now be faster than 1 craft per tick [69] Modding additions [70] , [71] Mods can create more than 255 tiles. Mods can use the upgraded enemy pathfinding system, which allows enemies to ignore certain obstacles, even though this system is only currently used in Space Age. Pollutant types: Mods can add different types of pollution, each with different name, emission and absorption rate, color, and more, with a restriction of one type per surface. Improvements to spidertron [72] , [73] , [74] Spidertrons can now be blueprinted The spidertron remote is renamed to the "RTS tool" and has been expanded with new controls. It is no longer a craftable item, but a button on the quickbar ALT + A It can select a group of spidertrons to control them all. Improved pathfinding and performance when attempting to path over obstacles. Spidertrons have a slightly different walking animation due to changes in the leg algorithm made for spidertron-like enemies in Space Age. The pipette tool now works in more places: Recipe slots, logistic slots, inventory slots; placeable tiles like concrete, landfill, platform foundation, etc.; Water, lava, oil ocean (to get offshore pump) [75] Rocket silo changes [76] [77] Faster subsequent launches: The silo can craft and buffer an extra rocket inside. These buffered rockets will be launched without the silo going through its normal animation of closing and reopening its doors. Rocket control units are removed. Rocket parts now take processing units instead. Beacon rebalance [78] Beacons now transmit at a base strength of 1.5, instead of 0.5. A beacon's effect on a building now scales based on the square root of the number of beacons effecting the building. Buildings with 8 or fewer beacons receive a buff, 9 or more receive a nerf. If using quality from Space Age, higher quality beacons have a greater transmission power. Multiplayer improvements [79] , [80] Latency improvements when driving vehicles . A dedicated server that was auto-paused will remain paused until a player has fully loaded in, rather than immediately. Servers have the option to auto-pause when a player is joining. Combat balancing [81] Spawners : Health increases with evolution , up to a maximum of 3500 health at 100% evolution factor. Spawners: 15% explosive damage resistance removed Worms : Medium and larger variants have increased health and laser resistance Artillery : +100% damage against spawners Distractor : Increased health (90 > 180); increased lifetime (45s > 90s) Destroyer : Increased base damage (10 > 20); increased range (15 > 20) Personal laser defense : Decreased base damage (30 > 10) Normal , explosive , and uranium cannon shells: Increased range and damage Shotgun shells : Increased base damage (5 > 8) Rocket , explosive rocket , and atomic bomb : Acceleration speed doubled See also Category:Upcoming - Pages for specific upcoming features Friday Facts #365 - Future plans Friday Facts #367 - Expansion news Friday Facts #373 - Factorio: Space Age Friday Facts #418 - Space Age release date Planned releases
wiki
https://wiki.factorio.com/Upcoming_features_-_Factorio_Wiki
Speed_module_3
Speed module 3 - Factorio Wiki
[]
Speed module 3 - Factorio Wiki Jump to navigation Jump to search | | Speed module 3 | Edit | | | -------------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ----- | | ---- | | ---- | | ---- | | ---- | | ----- | | 60+5+5+4→1 | 60+5+5+4→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 1.5k+645+290+210+25 | 1.5k+645+290+210+25 | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Energy consumption | +70% (electric) | | | | | | | | | | | | | | Speed | +50%+65%+80%+95%+125% | | | | +50% | | +65% | | +80% | | +95% | | +125% | | | | | +50% | | | | | | | | | | | | | +65% | | +80% | | | | | | | | | | | | | +95% | | +125% | | | | | | | | | | | | Quality | -2.5% | | | | | | | | | | | | | | Prototype type | module | | | | | | | | | | | | | | Internal name | speed-module-3 | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 3 | 3 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ----- | | ---- | | ---- | | ---- | | ---- | | ----- | | 60+5+5+1+4→1 | 60+5+5+1+4→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 1.5k+645+290+210+25+1 | 1.5k+645+290+210+25+1 | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Energy consumption | +70% (electric) | | | | | | | | | | | | | | Speed | +50%+65%+80%+95%+125% | | | | +50% | | +65% | | +80% | | +95% | | +125% | | | | | +50% | | | | | | | | | | | | | +65% | | +80% | | | | | | | | | | | | | +95% | | +125% | | | | | | | | | | | | Quality | -2.5% | | | | | | | | | | | | | | Prototype type | module | | | | | | | | | | | | | | Internal name | speed-module-3 | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 3 | 3 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Speed module 3 increases a machine's speed by 50%, its energy consumption by 70%, and decreases its ability to produce quality products by 2.5%. This means that, at the cost of energy, the machine produces more items per minute. The machine will consume more energy per second, but will also work more quickly. Because energy costs are based on time rather than number of operations, some of the increased energy cost is offset by the reduced time per operation. Machine speed and energy consumption are increased by 30% compared to tier 1 modules and by 20% percent compared with tier 2 modules. The quality bonus of any machine can never fall below 0, meaning speed modules cannot reduce the quality of a machine's output. The quality penalty only counteracts the effect of quality modules. Speed modules also increase pollution, because it is directly proportional to the machine's power consumption, see pollution . History 2.0.7 : Changed all module-3 recipe to require only 4 (instead of 5) module-2 ingredients. Added tungsten carbide as a crafting ingredient. Speed modules incur a quality penalty on crafted items. 0.13.0 : Blueprints support modules. 0.12.1 : Changed assembling machines' auto-insertion behavior when using speed modules. Faster speed with fast recipes will insert more items, sooner. 0.7.1 : Speed module doesn't produce additional pollution (except for pollution increase from speed). 0.7.0 : Pollution mechanic introduced. 0.6.0 : Introduced See also Modules Speed module Speed module 2 | Production items | Production items | | ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book | | Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() | | Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack | | Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() | | Agriculture | Agricultural towerBiochamberCaptive biter spawner | | Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() | | Environmental protection | Lightning rodLightning collectorHeating tower | | Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() | | Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Speed_module_3_-_Factorio_Wiki
Template_Diagonal_split_header_doc
Template:Diagonal split header/doc - Factorio Wiki
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Template:Diagonal split header/doc - Factorio Wiki Jump to navigation Jump to search {{Diagonal split header|Bottom|Top|color-1=#AAA|color-2=Blue|style=color:green;}} First parameter: The content to put in the bottom left of the diagonal cell. (Optional, default: i.e.  ) bottom-left parameter: The content to put in the bottom left of the diagonal cell. Serves as an alternative alias for parameter 1 to help ease of writing wikitext. (Optional, default: i.e. & nbsp;) Second parameter: The content to put in the top right of the diagonal cell. (Optional, default: i.e.  ) top-right parameter: The content to put in the top right of the diagonal cell. Serves as an alternative alias for parameter 2 to help ease of writing wikitext. (Optional, default: i.e. & nbsp;) color-1 parameter: A HTML/CSS color code. (Optional, default: #424242) color-2 parameter: A HTML/CSS color code. (Optional, default: #424242) style parameter: content to be added to css styling in addition to the diagonal cell. (Optional) Some usage examples: {{Diagonal split header|Input|Output|color-1=ff00ff|color-2=blue}} → | OutputInput | | ----------- | {{Diagonal split header|bottom-left=Hello|color-2=#EEE3}} → | Hello | | ----- |
wiki
https://wiki.factorio.com/Template:Diagonal_split_header/doc_-_Factorio_Wiki
Map_editor
Map editor - Factorio Wiki
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Map editor - Factorio Wiki Jump to navigation Jump to search Map editor GUI in the entity editor mode. Factorio includes a fully featured map editor. You can access it by selecting "Map editor" on the Factorio main menu, or by either using the console command "/editor" or pressing CTRL + SHIFT + F11 in-game. In-game, /editor can also be used to leave the map editor again. Enabling the editor disables achivements. The editor allows the player full creative control to completely change map terrain, clone parts of the map and much more. However, the map editor cannot be used to create custom scenario scripts , for that see modding . Contents 1 Editor modes 1.1 None 1.2 Decoratives 1.3 Entities 1.4 Forces 1.5 Resources 1.6 Surfaces 1.7 Tiles 1.8 Cloning 1.9 Areas and positions 1.10 Time 1.11 Cliffs 1.12 Asteroid chunks 2 Editor entities 3 Setting up research 4 Saving scenarios Editor modes The "Tools" tab in the GUI shown in the top left when using the map editor allows to switch between different map editor modes. Each of the modes provides different tools and ways to change the map. All editor modes use Q to clear the cursor, like the normal game. Placing entities/tiles/decoratives is done using Left mouse button , they can be removed with Right mouse button . The size of brushes and sprays can be increased and decreased using Numpad + and Numpad - . None The "None" mode is the default editor mode when opening the map editor. It works very similar to the normal game, mostly providing additional utilities such as instant blueprinting, deconstruction and upgrading, and the ability to craft any item infinitely, even if item is not researched yet or hidden. Similarly, recipes in machines can be set even if they are not researched yet. The "None", surface and time editor modes are the only modes where the player's inventory is accessible so the mentioned features can be used. Decoratives The decoratives editor mode allows to place and delete decoratives as desired. The brush allows to place decoratives in a large area at once, while the cursor place single decoratives. In this mode, it is possible to see the bounding boxes of the decoratives when hovering near them with an empty cursor. The graphical variation of the decorative depends on its position in the world and cannot be changed. Entities The entities editor mode can be used to bulk place many entities at once or to place entities that don't have an associated item. The "build-as force" option allows to choose the force the entities should be placed as. The brush and spray tools allow to place many entities at once. The difference between spray and brush is that the brush will not place more entities on already placed areas without clicking again. Forces Forces can be created and deleted using the forces editor mode. Furthermore, entities can be selected to change their force. The red flag that can be placed with this editor mode changes the spawn location of that force on that surface. Resources The resources editor mode allows to easily create or delete resources. The difference between spray and brush is that the brush will not place more resources on already placed areas without clicking again. The intensity setting controls how rich the resource entities are. The slider does not allow much variation in this by default, however the textfield next to it is not limited in any way, so it can be used to set much higher richness. Surfaces The surface editor mode allows to create and delete surface and switch between them. Furthermore, it can be used to remove all entities from a surface, change the surface's map generation settings, remove chunks that contain only out-of-map tiles and more. Additionally, it is possible to import a different save file into the save that is currently being edited. This operation will create a new surface that contains the map from the imported save file. Tiles The tile editor mode allows to place any kind of tile, anywhere. The brush mode can be used for bulk placing and the paint bucket can be used to easily replace one tile type with another. To place other tiles on out-of-map tiles, SHIFT must be held. The variations tab allows to randomize what graphics the tiles use, each tile has up to 16 different graphics variations that it can be use. Cloning The clone editor mode allows to clone entire areas of the map, including decoratives and tiles, or to clone single entities. To de-select the clone source area/entity or set an entity as the source entity, use Q . Areas and positions The area and position editor mode allows to create positions and areas in the world that can be named. These can then be easily accessed in scripts. Time The time editor mode can be used to pause and unpause the game, make it run only for a single tick/a custom interval or to speed up/slow down the game. Furthermore, it can be used to control the current day time and how long one day takes. Cliffs The cliff editor mode allows to create cliffs easily. They can be placed in lines by holding and dragging the mouse, or be placed a single entities. Use R and SHIFT + R when placing single cliffs to rotate through all their possible orientations. Asteroid chunks The asteroid chunks editor mode allows to place and delete asteroid chunks as desired. The brush allows to place chunks in a large area at once, while the cursor place single chunk. Asteroid chunks can only be placed on space platform surfaces. Editor entities There are some entities not accessible in a normal playthrough. They can all be configured. | Entity | Internal name | Size | Health | Resistance | Uses | | ------------------------- | ------------------------- | ---- | ------ | --------------------------------------------------- | ---------------------------------------------------------------------------------------- | | infinity-chest | Infinity chest | 1x1 | 350 | Fire: 100%Impact: 100%Physical: 100%Explosion: 100% | Can either generate items or discard items. | | Infinity pipe | infinity-pipe | 1x1 | 100 | Fire: 100%Impact: 100%Physical: 100%Explosion: 100% | Can either generate fluid or discard fluid, at any temperature. | | Electric energy interface | electric-energy-interface | 2x2 | 150 | All: 0% | Can generate up to 500 GW, drain up to 100 GW, or buffer up to 100 GJ. | | Lane splitter | lane-splitter | 1x1 | 170 | All: 0% | Can be used to move items to either side of a belt. Has a maximum belt speed of 15 /s. | | Loader | loader | 2x1 | 170 | Fire: 60% | Instantly loads items from the belt, at a rate of (15, 30, 45, 60) /s. | | Linked chest | linked-chest | 1x1 | 100 | All: 0% | Is linked to all other linked chests. | | Linked belt | linked-belt | 1x1 | 100 | Fire: 60%Impact: 30% | Can be connected to a belt anywhere else. | | Heat interface | heat-interface | 1x1 | 150 | Fire: 100%Impact: 100%Physical: 100%Explosion: 100% | Warms up adjacent heat pipes by up to 1000 degrees. | | Burner generator | burner-generator | 5x3 | 400 | All: 0% | Consumes 2 MW with 50% efficiency. Unlikeboilers, Burner generators do not requirewater. | Setting up research In the technology GUI T technologies can be instantly researched by shift clicking the research button after selecting the desired technology. Already researched technologies can be un-researched by selecting the technology and clicking "unresearch". Furthermore, the console is accessible like in the normal game, so it can be used to research all technologies and more: Console . Saving scenarios Maps created with the map editor can be saved as Scenarios via the in-game escape menu. These scenarios are saved to the user data directory . The scenario may then be played from selecting Play->Custom Scenario from the Main Menu. Alternatively, it can be played directly from the escape menu, using the "save and play" option. If one wishes to add scripting to the scenario, they may do so by modifying the control.lua file created inside the scenario file.
wiki
https://wiki.factorio.com/Map_editor_-_Factorio_Wiki
Asteroids
Asteroids - Factorio Wiki
[ "stub" ]
Asteroids - 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. Asteroids are floating minerals found in space. There are four types of asteroids in Space Age : metallic, carbonic, oxide and promethium. Promethium asteroids are only encountered when en route to the shattered planet . Asteroids appear around stationary space platforms . If a space platform is travelling through space with a thruster , asteroids are encountered much faster. Asteroid collectors can collect asteroid chunks . The resources collected from asteroid chunks can be fed into a crusher , grinding the chunks into useful resources. When travelling through space, asteroids will appear in front of the space platform and damage it on contact. This means that turrets should be properly placed (mainly at the top) of the platform to prevent this and asteroid collectors should be used to collect the chunks. The density of asteroids can be seen by going to the Remote view > Surfaces > Space Map and alt-clicking on the interplanetary route to bring up the route in Factoriopedia, or by searching "route". The graph will show a white vertical line overlay on the asteroid graph corresponding to the ship's position when underway. Contents 1 Asteroid types 2 Asteroid chunks 3 Gallery 4 See also Asteroid types | Name | Description | Health | Resistances | | ---------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------ | ------------------------------------------------------------------ | | Asteroid chunks | Harmless.Does not have health and are instantly destroyed on contact with the space platform.Can be collected byasteroid collectors. | N/A | N/A | | Small asteroids | Do not spawn naturally. Produce chunks on destruction.Does small damage on contact with the space platform. | 100 | Electric: 100%Explosion: 50%Fire: 100%Laser: 20% | | Medium asteroids | Spawn in space and in orbit of planets other thanNauvis. Split into small asteroids when destroyed.Does medium damage. Can destroy several foundations before expiring. Heavily resistant to laser damage. | 400 | Electric: 100%Explosion: 30%Fire: 100%Laser: 90%Physical: 10% | | Big asteroids | Spawn in space beyondFulgoraandGleba. Split into medium asteroids when destroyed.Practically immune to physical and laser damageDoes large amount of damage. Can go right through the space platform destroying everything on its path.Because of the high flat physical resistance,gun turretsare ineffective against them, and has an even higher laser resistance than its medium counterpart. | 2000 | Electric: 100%Explosion: 10%Fire: 100%Laser: 95%Physical: 2000/10% | | Huge asteroids | Spawn in space beyondAquilo. Split into large asteroids when destroyed.Will absolutely destroy the space platform if it is not equipped with a turretthat can overcome its enormous flat physical resistance, e.g. arailgun turret. | 5000 | Electric: 100%Explosion: 99%Fire: 100%Laser: 99%Physical: 3000/10% | Note: Promethium asteroids have twice the health of the three standard asteroid types (200/800/4000/10000) Asteroid chunks Asteroid chunks are the smallest asteroids in the game, serving as the sole resource source in space. Due to their size and low mass, these small chunks will not damage the player's space platform when colliding with it, as larger asteroids do. They will also slowly gravity to the space platform, as if the platform has a gravitational pull, making it easier to collect them. To maintain sustainability, space platforms can be equipped with both asteroid collector and crusher . These chunks come in four distinct varieties, each of which can be processed into valuable materials using crushers. Advanced asteroid processing research unlocks the ability to extract additional materials from these chunks. | Asteroids | Processed into | Advanced processing | | ------------------------- | ------------------------------------------------------------------ | ------------------- | | Metallic asteroid chunk | Iron ore | Copper ore | | Carbonic asteroid chunk | Carbon | Sulfur | | Oxide asteroid chunk | Ice | Calcite | | Promethium asteroid chunk | Cannot be processed, is a component to thepromethium science pack. | - | Gallery Metallic asteroids. Carbonic asteroids. Oxide asteroids. Promethium asteroids. See also Space platform Asteroid collector | 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/Asteroids_-_Factorio_Wiki
Straight_rail
Rail - Factorio Wiki
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Rail - Factorio Wiki Jump to navigation Jump to search | | Rail | Edit | | | ---- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+1+1+1→2 | 0.5+1+1+1→2 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 0.75+0.5+1+1 | 0.75+0.5+1+1 | | | | | | | | | | | | | | Health | 200260320380500 | | | | 200 | | 260 | | 320 | | 380 | | 500 | | | | | 200 | | | | | | | | | | | | | 260 | | 320 | | | | | | | | | | | | | 380 | | 500 | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 100 (1 stack) | | | | | | | | | | | | | | Prototype type | rail-planner | | | | | | | | | | | | | | Internal name | rail | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+1+1+1→2 | 0.5+1+1+1→2 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 0.75+0.5+1+1 | 0.75+0.5+1+1 | | | | | | | | | | | | | | Health | 200260320380500 | | | | 200 | | 260 | | 320 | | 380 | | 500 | | | | | 200 | | | | | | | | | | | | | 260 | | 320 | | | | | | | | | | | | | 380 | | 500 | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 100 (1 stack) | | | | | | | | | | | | | | Prototype type | rail-planner | | | | | | | | | | | | | | Internal name | rail | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | A Rail is used for building a railway track for trains . Unlike transport belts , rail tracks can also be curved and placed diagonally. Train stops , rail signals and rail chain signals can be placed on rails to better guide automated trains. Gates can also be placed on rails, making them rail gates. In Space Age , rails can be connected to rail ramps and rail supports to build elevated rails. Elevated rails allow trains to freely pass over obstacles. The minimum rail turning radius is 13, meaning the smallest possible 180° turn is 26 tiles wide. The rail planner can be used to automatically place rails. See the page for more info. Achievements Rails are directly related to the following achievements: | | Trans-Factorio expressHave atrainplan a path 1,000 tiles or longer. | | | ------------------------------------------------------------------- | History 2.0.7 : Added rail ramps, rail supports and elevated rails to build bridges. ( Friday Facts #378 ) New rail shapes, rail curves, 22.5 degree tracks. 0.13.0 : Rail planner tool simplifies rail building. Improved the rail selection logic. Halved the mining time of rails. Removed the curved rail, rail is the only type now. 0.12.11 : Replaced entity type rail with types straight rail and curved rail 0.11.17 : Increased the stack size of Straight Rails to 100 from 50. 0.11.0 : Gates built on rails now make them rail gates. Added end of track graphics. 0.9.0 : Rails are now crafted in pairs. Nicer rail diagonals/turns on minimap. 0.7.1 : Added remnants for destroyed rails. 0.5.0 : Rails are not minable when a train is on them. Rails recipe changed, now needs steel and stone Rails made more expensive 0.2.8 : Correction of bounding boxes of some built curved rails. 0.2.1 : Rail building and selection boxes 0.1.0 : Introduced See also Locomotive Rail planner 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/Rail_-_Factorio_Wiki
Recycler
Recycler - Factorio Wiki
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Recycler - Factorio Wiki Jump to navigation Jump to search | | Recycler | Edit | | | -------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ---- | | --- | | ---- | | --- | | ---- | | ---- | | 3+20+40+6+20→1 | 3+20+40+6+20→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 3+20+40+6+20 | 3+20+40+6+20 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 300390480570750 | | | | 300 | | 390 | | 480 | | 570 | | 750 | | | | | 300 | | | | | | | | | | | | | 390 | | 480 | | | | | | | | | | | | | 570 | | 750 | | | | | | | | | | | | Resistances | Fire: 0/80% | | | | | | | | | | | | | | Stack size | 20 | | | | | | | | | | | | | | Dimensions | 4×2 | | | | | | | | | | | | | | Energy consumption | 186 kW (electric) | | | | | | | | | | | | | | Drain | 6.0 kW (electric) | | | | | | | | | | | | | | Crafting speed | 0.50.650.80.951.25 | | | | 0.5 | | 0.65 | | 0.8 | | 0.95 | | 1.25 | | | | | 0.5 | | | | | | | | | | | | | 0.65 | | 0.8 | | | | | | | | | | | | | 0.95 | | 1.25 | | | | | | | | | | | | Mining time | 0.2 | | | | | | | | | | | | | | Pollution | 2/m | | | | | | | | | | | | | | Crafted only on | | | | | | | | | | | | | | | Module slots | 4 slots | | | | | | | | | | | | | | Prototype type | furnace | | | | | | | | | | | | | | Internal name | recycler | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. The recycler is a building that can convert most items into the ingredients used in their recipes, at the cost of losing 75% of said ingredients. In other words, it performs a lossy reversal of crafting. Although it can only be crafted on Fulgora, it can be transported to be placed on other planets or space platforms . It has 4 module slots, but it cannot use productivity modules . Contents 1 Mechanics 1.1 Non-recyclable items 1.2 Unique recycling recipes 1.3 Stats 1.4 Technical details 2 Trivia 3 Gallery 4 History 5 See also Mechanics When an item enters a recycler, the item's main recipe is found, and the recycler is automatically set to perform its inverse. For each type of item used as an ingredient in the recycled item's main recipe, the number of items returned by the recycler is decided by ⌊ 0 . 2 5 ⋅ i o + r ⌋ , where i is the number of items used as ingredients, o is the number of items returned by the recipe, and r is a random number that is greater than or equal to 0 but less than 1. On average, this returns exactly 25% of the items needed to craft one item of the same type as the recycled item. For example, recycling a processing unit always gives 5 electronic circuits while having a 50% chance of returning one advanced circuit . All fluid ingredients are lost when recycling, as the recycler has no fluid output. Without quality modules, the resulting items have the same quality as the item being recycled, even if the latter was crafted using lower-quality ingredients. Quality modules can further increase the output's quality, just like with regular non-recycling recipes. The recycler has 12 internal slots for its output, but can only hold one stack of each item. The recycler will try to eject the contents of these slots, much like a mining drill. It is therefore not necessary to use an inserter to collect its output. Much like the big mining drill , if the recycler has more than one of an individual item type in its inventory, the recycler will output stacks of materials onto a belt if the stack inserter has been researched. Non-recyclable items The broad rule governing the recycler's ability to reverse a recipe is that it can only reverse recipes made in assembling machines of some type. There are many exceptions to this, however. For the purposes of the recycler's ability to recycle items, the electromagnetic plant counts as an "assembler". So all of its recipes count unless otherwise stated. Recipes shared by assemblers and other machines are not so clear-cut: sometimes they count as recipes for those other machines, but sometimes they count as pure assembler recipes. Items can have multiple recipes; all that is needed for the recycler to reverse it is to find a single reversible recipe that produces that item. If no valid recipe producing the item can be reversed, the recycler will return the same item 25% of the time (possibly with a quality bonus if the appropriate modules are used), with the other 75% destroying the item. The in-game description says "Other items are ... turned to spoilage if they were biological." Despite this, only nutrients are turned to spoilage. Most other apparently biological items, such as jelly , eggs, or biolabs , get returned 25% of the time, as listed (or not listed, since eggs cannot be created in assemblers) in the table below. Recipes which can be made in an assembler (possibly also in non-assembler buildings) which cannot be reversed: | Recycler Input | Time | Rate | | ---------------------------- | ------- | ------ | | Automation science pack | 0.625s | 1.6/s | | Logistic science pack | 0.75s | 1.33/s | | Military science pack | 1.25s | 0.8/s | | Chemical science pack | 3s | 0.33/s | | Production science pack | 2.625s | 0.38/s | | Utility science pack | 2.625s | 0.38/s | | Space science pack | 1.875s | 0.53/s | | Electromagnetic science pack | 1.25s | 0.8/s | | Biolab | 1.25s | 0.8/s | | Holmium plate | 0.125s | 8/s | | Landfill | 0.0625s | 16/s | | Superconductor | 0.625s | 1.6/s | | Tungsten carbide | 0.125s | 8/s | | Uranium fuel cell | 1.25s | 0.8/s | | Wood processing | 0.25 | 4/s | | Yumako mash | 0.125s | 8/s | | Jelly | 0.125s | 8/s | | Iron bacteria | 0.125s | 8/s | | Copper bacteria | 0.125s | 8/s | Recipes exclusively executed by non-assembler machines, but can still be reversed: | Recycler Input | Time | Rate | | ---------------------- | ------- | ------ | | Battery | 0.5s | 2/s | | Big mining drill | 3.75s | 0.27/s | | Fusion reactor | 7.5s | 0.13/s | | Fusion generator | 3.75s | 0.27/s | | Railgun | 1.25s | 0.8/s | | Railgun turret | 1.25s | 0.8/s | | Turbo transport belt | 0.0625s | 16/s | | Turbo underground belt | 0.25s | 4/s | | Turbo splitter | 0.25s | 4/s | Recipes shared by assembler/EMP and non-assembler machines which can be reversed: | Recycler Input | Time | Rate | | ----------------------- | ----- | ----- | | Biochamber | 2.5s | 0.4/s | | Cryogenic plant | 1.25s | 0.8/s | | Foundry | 1.25s | 0.8/s | | Nutrients from spoilage | 0.25s | 4/s | Unique recycling recipes Some items have unique recycling recipes: Recycling scrap will perform the scrap recycling recipe, for which there is no inverse, as scrap cannot be crafted. This is used to obtain most resources on Fulgora . Recycling nutrients will yield 2.5× that amount of spoilage , as if they were made using the nutrients from spoilage recipe. Stats The recycling recipe for an item, other than scrap, is equal to 1/16th (0.0625) of the time it takes to craft that item. (Items without recipes, such as ore, are treated as having a crafting time of 0.5 seconds.) But because the recycler has a base crafting speed of 0.5, the time it takes one recycler to recycle one item is effectively 1/8th (0.125) of the item's crafting time without modules or beacons. For example, the time it takes to craft a steel plate in a stone furnace (which has a crafting speed of 1) is 16 seconds, and so recycling a steel plate takes 2 seconds. The following table provides some examples of how long it takes a recycler without modules or beacons to recycle one of that item, and the rate at which it recycles those items. | Recycler input | Time | Rate | | --------------------- | ------- | ------- | | Steel plate | 2.0s | 0.5/s | | Low density structure | 1.875s | 0.533/s | | Processing unit | 1.25s | 0.8/s | | Advanced circuit | 0.75s | 1.33/s | | Copper plate | 0.4s | 2.5/s | | Iron plate | 0.4s | 2.5/s | | Iron ore | 0.0625s | 16/s | The scrap recycling recipe takes 0.2 seconds, meaning that it actually takes 0.4 seconds to run in a recycler, so a recycler takes in 2.5 scrap/s. The output rates are as follows: | 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 | | In total, the recycler spits out 1.5 items/s, meaning 10 recyclers are just enough to saturate a yellow belt. The output values are increased by scrap recycling productivity research . Technical details Internally, the recycler uses the furnace prototype , which performs recipes that are automatically selected based on input ingredients. Every item in the game has its own "recycling" recipe, those recipes can only be performed by a recycler. Since there are hundreds of items in the game, as well as to ensure compatibility with third-party mods, most recycling recipes are not explicitly defined. Instead, recycling recipes are procedurally generated based on existing recipes. Depending on whether or not the item is deemed "recyclable", these procedurally generated recipes will either output a quarter of an item's ingredients or have a 25% chance of outputting the item itself. The recyclabillity of most items is based on the category of their recipes, with some exceptions being explicitly filtered by the name of the recipe's prototype. Furthermore, items with multiple viable recycling recipes are made non-recyclable to avoid ambiguity, and recipes with multiple different products will fail to generate a recycling recipe, thereby making them irreversible as a default. Third-party mods can also explicitly make a recipe irreversible by setting the recipe's auto_recycle field to false . The scrap recycling recipe is a special case, as it is the only hard-coded recipe. It is also the only recycling recipe that is not hidden from the player, and which can be performed without a recycler. (Notably, this recipe is defined by the Space Age mod rather than the Quality mod, as scrap is exclusive to the former.) The generation of recycling recipes, as well as the filtering of non-recyclable recipes, is defined by the file recycling.lua in the Quality mod's prototype folder. More specifically, the function default_can_recycle decides whether a given recipe can be recycled or not, and the function add_recipe_values does most of the configuration of recycling recipes, which includes setting the products of these recipes and how long they take to perform. Trivia If the recycled item has a fluid ingredient, then the smoke emitted from the recycler matches the fluid in colour. Gallery History 2.0.7 : Introduced in Space Age expansion. See also Quality | 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/Recycler_-_Factorio_Wiki
Kovarex_enrichment_process_(research)
Kovarex enrichment process (research) - Factorio Wiki
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Kovarex enrichment process (research) - Factorio Wiki Jump to navigation Jump to search | | Kovarex enrichment process (research) | Edit | | | ------------------------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | -------------------------- | | 301111✖1500 | 301111✖1500 | | Prototype type | technology | | Internal name | kovarex-enrichment-process | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | | Cost | Cost | | --------------------- | -------------------------- | | 301111✖1000 | 301111✖1000 | | Prototype type | technology | | Internal name | kovarex-enrichment-process | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Unlocks the ability for centrifuges to use the Kovarex enrichment process to convert uranium-238 into uranium-235 . History 2.0.7 : Kovarex enrichment process is now unlocked by space science packs instead of production science packs . Now requires 1000 instead of 1500 packs. No longer requires rocket fuel (research) . 0.15.0 : Introduced See also Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Kovarex_enrichment_process_(research)_-_Factorio_Wiki
Resources
Category:Resources - Factorio Wiki
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Category:Resources - Factorio Wiki Jump to navigation Jump to search This category contains all pages about resources. Pages in category "Resources" The following 15 pages are in this category, out of 15 total. A Acid neutralisation C Calcite Coal Copper ore H Holmium ore I Ice Ice melting Iron ore R Raw fish S Scrap Steam condensation Stone T Tungsten ore U Uranium ore W Wood
wiki
https://wiki.factorio.com/Category:Resources_-_Factorio_Wiki
Molten_copper
Molten copper - Factorio Wiki
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Molten copper - Factorio Wiki Jump to navigation Jump to search | | Molten copper | Edit | | | ------------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 32+50+1→500 | 32+50+1→500 | | Total raw | Total raw | | 32+50+1 | 32+50+1 | | Prototype type | fluid | | Internal name | molten-copper | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Space Age expansion exclusive feature. Molten copper is the melted, liquid form of copper ore that has been smelted by a foundry . On Vulcanus , molten copper can also be generated by processing lava . Both methods of generating molten copper require calcite . Molten copper cannot be placed into barrels, so it cannot be sent to other planets. Once generated, molten copper can be cast into copper plates, but it can also be cast directly into copper cables or low density structure . The copper cable casting recipe is always more efficient compared to casting plate and using an assembling machine , but not as efficient as using the electromagnetic plant with productivity modules of sufficiently high quality. Alternative recipes | Process | Input | Output | Made in | Required technology | | ----------------------- | -------- | ------ | ------- | ------------------- | | Molten copper from lava | 16+500+1 | 250+15 | | Foundry (research) | Note that the molten copper from lava recipe generates more stone than the molten iron from lava recipe. This makes copper a more calcite -efficient way to generate stone relative to copper. History 2.0.7 : Introduced in Space Age expansion. See also Fluid system Molten iron | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Molten_copper_-_Factorio_Wiki
News_2021
News/2021 - Factorio Wiki
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News/2021 - Factorio Wiki Jump to navigation Jump to search News > 2021 June Jun 18 2021 - FFF #366: The only way to go fast, is to go well! February Feb 05 2021 - FFF #365: Future plans January Jan 29 2021 - FFF #364: 1.1 stable
wiki
https://wiki.factorio.com/News/2021_-_Factorio_Wiki
Tank_(research)
Tank (research) - Factorio Wiki
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Tank (research) - Factorio Wiki Jump to navigation Jump to search | | Tank (research) | Edit | | | --------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 301111✖250 | 301111✖250 | | Prototype type | technology | | Internal name | tank | | Required technologies | Required technologies | | 3 | 3 | | Allows | Allows | | | | | Effects | Effects | | | | Unlocks the tank . 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/Tank_(research)_-_Factorio_Wiki
Petroleum_gas_barrel
Barrel - Factorio Wiki
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Barrel - Factorio Wiki Jump to navigation Jump to search Barrels can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once fluid handling is researched. The barrels themselves are reusable once the fluids are drained. Barrels stack in groups of 10. A single cargo wagon can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon – 30,000 fewer units than the capacity of a fluid wagon . Empty barrels have a rocket capacity of 200. Full barrels, regardless of fluid, have a rocket capacity of 100. As such, a single rocket can carry 5000 units of any fluid which can be barrelled. Contents 1 Empty barrels 2 Fill barrels 3 Example of use 4 Notes 5 History 6 See also Empty barrels Empty barrels can be crafted. When barrels are emptied, the (required) assembling machine will also return an empty barrel. | Recipe: | 1+1→1 | | ---------------- | -------------- | | Req. technology: | Fluid handling | | Process | Input | Machine | Output | | -------------------------------- | ----- | ------- | ------ | | Empty crude oil barrel | 10.2 | or | 1+50 | | Empty heavy oil barrel | 10.2 | or | 1+50 | | Empty light oil barrel | 10.2 | or | 1+50 | | Empty lubricant barrel | 10.2 | or | 1+50 | | Empty petroleum gas barrel | 10.2 | or | 1+50 | | Empty sulfuric acid barrel | 10.2 | or | 1+50 | | Empty water barrel | 10.2 | or | 1+50 | | Empty fluoroketone (hot) barrel | 10.2 | or | 1+50 | | Empty fluoroketone (cold) barrel | 10.2 | or | 1+50 | Fill barrels Filled barrels cannot be crafted. They are filled using the respective fluids 's Fill barrel process which consumes empty barrels. | Process | Input | Machine | Output | | ------------------------------- | ------ | ------- | ------ | | Fill crude oil barrel | 1500.2 | or | 1 | | Fill heavy oil barrel | 1500.2 | or | 1 | | Fill light oil barrel | 1500.2 | or | 1 | | Fill lubricant barrel | 1500.2 | or | 1 | | Fill petroleum gas barrel | 1500.2 | or | 1 | | Fill sulfuric acid barrel | 1500.2 | or | 1 | | Fill water barrel | 1500.2 | or | 1 | | Fill fluoroketone (hot) barrel | 1500.2 | or | 1 | | Fill fluoroketone (cold) barrel | 1500.2 | or | 1 | Example of use Barrels are useful in situations where pipes are not available or a bad option, such as oil production far away from your main factory, or when transporting fluids to another planet in Space Age . Barrels can be transported with a belt transport system or railway , by logistic robots , via car or tank , or in the player 's inventory. A simple example with transport belts : Notes Despite being labelled as an intermediate product, making empty barrels and filling or emptying barrels cannot accept productivity modules . Barrel filling and emptying recipes cannot accept quality modules . History 0.16.8 : Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.) Decreased barrelling crafting time from 1 second to 0.2 seconds. 0.15.0 : Added automatic barreling support for all fluids. 0.9.0 : Introduced See also Fluid handling Oil processing Crude oil
wiki
https://wiki.factorio.com/Barrel_-_Factorio_Wiki
Sunnycomb
Sunnycomb - Factorio Wiki
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Sunnycomb - Factorio Wiki Jump to navigation Jump to search | | Sunnycomb | Edit | | | --------- | ---- | | Can be chopped down forspoilage. | Can be chopped down forspoilage. | | -------------------------------- | -------------------------------- | | Map color | | | Expected resources | 10 | | Health | 50 | | Mining time | 0.5 | | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. Sunnycombs are part of the natural terrain generation in Gleba . They are lichens with a sponge-like structure that accumulates a yellow crust when dried by the sun. They provide 10 spoilages when mined. 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/Sunnycomb_-_Factorio_Wiki
Types_ItemStackIndex
Types/ItemStackIndex - Factorio Wiki
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Types/ItemStackIndex - Factorio Wiki Jump to navigation Jump to search The prototype docs have moved to a new website with an improved format. This documentation page can now be found here: https://lua-api.factorio.com/latest/types/ItemStackIndex.html This wiki page is no longer updated and will be removed at some point in the future , so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback on the forums .
wiki
https://wiki.factorio.com/Types/ItemStackIndex_-_Factorio_Wiki
Tutorial_talk_Circuit_network_cookbook
Tutorial talk:Circuit network cookbook - Factorio Wiki
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Tutorial talk:Circuit network cookbook - Factorio Wiki Jump to navigation Jump to search I'm uncertain as to editing practices on this wiki, but wanted to mention something I feel could be worthy of note, a circuit network recipe for controlling usage of uranium-235 and uranium-238 between nuclear fuel and other usages to ensure there is always fuel for the reactor. Set up a conveyor with a splitter to create two conveyors, one for uranium-235 and one for uranium-238. Have these two conveyors run by two inserters that each feed a container, each container feeds an inserter delivering its contents to an assembly machine making nuclear fuel. Hook the first two containers up to the inserters feeding them from the conveyor, as well as the tile of conveyor after the tile the inserters are drawing from. Set both the inserters to disable when the amount of uranium (235 or 238, whichever either is taking) in the container reaches X amount, and the conveyors to disable when the amount of uranium is below the same amount. Have the assembly machine deliver its product to a third container, and connect that container to the inserters feeding the assembly machine from the uranium containers, with the enable condition nuclear fuel = 0. This container will be the one that feeds your nuclear reactors. With this set-up, the first two inserters will grab uranium until they reach quota, and until they do the conveyors are disabled to ensure the uranium will not pass by them by. Once quota is met the conveyors enable and the inserters disable, allowing excess uranium to continue down the conveyors to other machines. Meanwhile that stored uranium will not be consumed to produce nuclear fuel until you have none left in reserve, at which time the inserters passing the uranium to the assembly machine activate, in turn activating the first two inserters to get more uranium from the conveyor. Thus, you always have a stockpile of nuclear fuel and uranium, and when you run out the consumption of uranium by other machines is halted to prioritize production of nuclear fuel. DrakeyC ( talk ) 21:33, 1 September 2020 (UTC) This page is mostly maintained by the community. So please feel free to add your circuit with images ofc. If you have any more questions about this page then feel free to contact me (I am on discord / reddit under the same username) Stevetrov ( talk ) 14:42, 3 September 2020 (UTC) Sounds good, I'll see what I can do shortly. DrakeyC ( talk ) 17:15, 7 September 2020 (UTC)
wiki
https://wiki.factorio.com/Tutorial_talk:Circuit_network_cookbook_-_Factorio_Wiki
Quality_module_3
Quality module 3 - Factorio Wiki
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Quality module 3 - Factorio Wiki Jump to navigation Jump to search | | Quality module 3 | Edit | | | ---------------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ----------------------- | | ----- | | ----- | | ----- | | --- | | ----- | | ----- | | 60+5+5+4→1 | 60+5+5+4→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 1.5k+290+645+210+25 | 1.5k+290+645+210+25 | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Speed | -5% | | | | | | | | | | | | | | Quality | +2.5%+3.2%+4%+4.7%+6.2% | | | | +2.5% | | +3.2% | | +4% | | +4.7% | | +6.2% | | | | | +2.5% | | | | | | | | | | | | | +3.2% | | +4% | | | | | | | | | | | | | +4.7% | | +6.2% | | | | | | | | | | | | Prototype type | module | | | | | | | | | | | | | | Internal name | quality-module-3 | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 3 | 3 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ----------------------- | | ----- | | ----- | | ----- | | --- | | ----- | | ----- | | 60+5+5+1+4→1 | 60+5+5+1+4→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 1.5k+290+645+210+25+1 | 1.5k+290+645+210+25+1 | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Speed | -5% | | | | | | | | | | | | | | Quality | +2.5%+3.2%+4%+4.7%+6.2% | | | | +2.5% | | +3.2% | | +4% | | +4.7% | | +6.2% | | | | | +2.5% | | | | | | | | | | | | | +3.2% | | +4% | | | | | | | | | | | | | +4.7% | | +6.2% | | | | | | | | | | | | Prototype type | module | | | | | | | | | | | | | | Internal name | quality-module-3 | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 3 | 3 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. Quality module 3 increases a machine's ability to make quality items by 2.5% and decreases its speed by 5%. This means that, at a small cost of items produced per minute, the machine produces slightly more items of higher quality. All levels of quality module have the same speed penalty. Speed modules have a penalty to quality, which negates some of or all of the effectiveness of quality modules. History 2.0.7 : Introduced in Space Age expansion. See also Modules Quality module Quality module 2 Quality | 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/Quality_module_3_-_Factorio_Wiki
Acid_neutralization
Acid neutralisation - Factorio Wiki
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Acid neutralisation - Factorio Wiki Jump to navigation Jump to search | | Acid neutralisation | Edit | | | ------------------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 5+1+1k→10k | 5+1+1k→10k | | Total raw | Total raw | | 5+1+1k | 5+1+1k | | Crafted only on | | | Prototype type | recipe | | Internal name | acid-neutralisation | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. Acid neutralisation converts sulfuric acid and calcite into steam . This recipe can only be used on Vulcanus , and it is the native means of producing water (via steam condensation ). The steam is created at a temperature of 500 °C, perfect for steam turbines , making it a very space-efficient source of power. Because acid neutralization produces so much steam in one production cycle, a combination of modules, quality, and beacons makes it possible to reach the limits of the fluid system . Specifically, each separate input into a fluid segment (one set of connected pipes and tanks) is limited to move 6000 fluid per second. If only one of the steam connections of the production building is used, then gaining an effective crafting speed of 3 or greater will cause the building to be unable to produce steam at its maximum theoretical potential. Using two fluid outputs allows the machine to reach crafting speed 6 before encountering a this limitation. Using all three fluid outputs of the cyrogenic plant allows an effective crafting speed of 9. History 2.0.7 : Introduced in Space Age expansion. See also Fluid system Steam | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Acid_neutralisation_-_Factorio_Wiki
Belt_immunity_equipment
Belt immunity equipment - Factorio Wiki
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Belt immunity equipment - Factorio Wiki Jump to navigation Jump to search | | Belt immunity equipment | Edit | | | ----------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------------------- | | ---- | | --- | | ----- | | ---- | | ----- | | -- | | 10+5+10→1 | 10+5+10→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 57.5+25+10+10+10 | 57.5+25+10+10+10 | | | | | | | | | | | | | | Stack size | 20 | | | | | | | | | | | | | | Dimensions | 1×1 | | | | | | | | | | | | | | Energy consumption | 10076.9262.552.6340kW (electric) | | | | 100 | | 76.92 | | 62.5 | | 52.63 | | 40 | | | | | 100 | | | | | | | | | | | | | 76.92 | | 62.5 | | | | | | | | | | | | | 52.63 | | 40 | | | | | | | | | | | | Placed in | Placed in | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Energy capacity | 100 kJ (electric) | | | | | | | | | | | | | | Prototype type | belt-immunity-equipment | | | | | | | | | | | | | | Internal name | belt-immunity-equipment | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The belt immunity equipment , once inserted into modular armor or a vehicle with an equipment grid, grants the player or vehicle the ability to be on transport belts without being moved around by them. The belt immunity equipment always consumes power, even when the player or vehicle is not on a belt. History 0.17.0 : Introduced | 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/Belt_immunity_equipment_-_Factorio_Wiki
Small_electric_pole
Small electric pole - Factorio Wiki
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Small electric pole - Factorio Wiki Jump to navigation Jump to search | | Small electric pole | Edit | | | ------------------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------ | | ----- | | --- | | --- | | ---- | | ----- | | ----- | | 0.5+2+1→2 | 0.5+2+1→2 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 1+1+1 | 1+1+1 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 100130160190250 | | | | 100 | | 130 | | 160 | | 190 | | 250 | | | | | 100 | | | | | | | | | | | | | 130 | | 160 | | | | | | | | | | | | | 190 | | 250 | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 (1 stack) | | | | | | | | | | | | | | Dimensions | 1×1 | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Supply area | 5×57×79×911×1115×15tiles | | | | 5×5 | | 7×7 | | 9×9 | | 11×11 | | 15×15 | | | | | 5×5 | | | | | | | | | | | | | 7×7 | | 9×9 | | | | | | | | | | | | | 11×11 | | 15×15 | | | | | | | | | | | | Wire reach | 7.59.511.513.517.5tiles | | | | 7.5 | | 9.5 | | 11.5 | | 13.5 | | 17.5 | | | | | 7.5 | | | | | | | | | | | | | 9.5 | | 11.5 | | | | | | | | | | | | | 13.5 | | 17.5 | | | | | | | | | | | | Prototype type | electric-pole | | | | | | | | | | | | | | Internal name | small-electric-pole | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------ | | ----- | | --- | | --- | | ---- | | ----- | | ----- | | 0.5+2+1→2 | 0.5+2+1→2 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 1+1+1 | 1+1+1 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 100130160190250 | | | | 100 | | 130 | | 160 | | 190 | | 250 | | | | | 100 | | | | | | | | | | | | | 130 | | 160 | | | | | | | | | | | | | 190 | | 250 | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 (1 stack) | | | | | | | | | | | | | | Dimensions | 1×1 | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Supply area | 5×57×79×911×1115×15tiles | | | | 5×5 | | 7×7 | | 9×9 | | 11×11 | | 15×15 | | | | | 5×5 | | | | | | | | | | | | | 7×7 | | 9×9 | | | | | | | | | | | | | 11×11 | | 15×15 | | | | | | | | | | | | Wire reach | 7.59.511.513.517.5tiles | | | | 7.5 | | 9.5 | | 11.5 | | 13.5 | | 17.5 | | | | | 7.5 | | | | | | | | | | | | | 9.5 | | 11.5 | | | | | | | | | | | | | 13.5 | | 17.5 | | | | | | | | | | | | Prototype type | electric-pole | | | | | | | | | | | | | | Internal name | small-electric-pole | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The small electric pole is the basic electric pole . It has a short wire reach and small supply area, but it is also available from the beginning of the game. Typically, it is replaced in factories by medium electric poles later in the game. It can also carry signals for the circuit network . History 0.17.0 : Small electric poles are no longer usable as fuel. 0.16.0 : Electric poles can be opened from the zoomed-to-world view. 0.11.0 : Small electric poles now have a fuel value. 0.9.8 : New small pole graphics. 0.9.0 : Visualizations of Area of effect when hovering on pole. Further optimization on building while holding mouse down. 0.7.0 : Poles now auto-connect to all poles in reach with no common neighbor. Building electric poles with shift pressed builds it without any connections. 0.6.3 : Max wire distance between poles is limited to the smallest pole's when manually connecting. 0.5.0 : Shows what is connected to the electric pole when selected. Added electric network statistics 0.2.1 : Made building of electric poles more convenient 0.1.0 : Introduced See also Electric system Medium electric pole Big electric pole Substation Gallery Range of small electric pole | Logistics | Logistics | | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storage | Wooden chestIron chestSteel chestStorage tank | | Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() | | Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() | | Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump | | Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon | | Transport | CarTankSpidertronSpidertron remote | | Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport | | Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel | | Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives | | Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Small_electric_pole_-_Factorio_Wiki
Copper_ore
Copper ore - Factorio Wiki
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Copper ore - Factorio Wiki Jump to navigation Jump to search | | Copper ore | Edit | | | ---------- | ---- | Base game Space Age mod | Map color | | | --------------- | --------------- | | Stack size | 50 | | Rocket capacity | 500 (10 stacks) | | Mining time | 1 | | Prototype type | resource | | Internal name | copper-ore | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Map color | | | --------------- | --------------- | | Stack size | 50 | | Rocket capacity | 500 (10 stacks) | | Mining time | 1 | | Prototype type | resource | | Internal name | copper-ore | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Copper ore is a basic resource found in resource patches throughout the world. It can be smelted into copper plates in a furnace . Copper ore is the main source of copper plates, which are one of the two principal raw materials (along with iron plates , made from iron ore ) for crafting the vast majority of items in the game. In the early game, copper is needed in smaller quantities than iron, with some early-game products not requiring it at all. Demand for copper increases considerably in the mid- and late-game, where it (mostly in the form of copper cables ) is required mainly for the assembly of electronic circuits and the myriad products those are required in, and for low density structures . The size, density, and richness of copper patches can, as for all other resources, be adjusted upon map generation at the start of a new game. Like all resource patches, copper patches increase in richness with increasing distance from the starting area. Volcanic rock from Vulcanus provides starting copper before crafting foundries which can directly produce copper plates. Alternative gathering In the Space Age expansion, each surface has its own way of obtaining copper ore. On Nauvis , it appears in patches that can be mined with drills, as in the base game. On space platforms , metallic asteroid chunks gathered with asteroid collectors can be processed into copper ore in crushers with the advanced metallic asteroid crushing recipe. On Gleba , copper ore can be obtained by allowing copper bacteria to spoil , which can be obtained sustainably in biochambers first from yumako mash and then by cultivating them with bioflux . On Vulcanus , copper ore can be found in rocks on the planet's surface. Most copper products, including low density structures, are produced in foundries from molten copper extracted from inexhaustible lava with calcite . Copper ore is not available on Fulgora , but copper plates can be obtained by recycling low density structure , copper cable and batteries , each of which can be obtained from recycling scrap . Demand is low since the highest volume items that require copper (low density structures, cables and circuits) can be obtained from scrap. Copper ore is not available on Aquilo ; copper and copper products must be imported. | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Copper_ore_-_Factorio_Wiki
Casting_iron_stick
Iron stick - Factorio Wiki
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Iron stick - Factorio Wiki Jump to navigation Jump to search | | Iron stick | Edit | | | ---------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 0.5+1→2 | 0.5+1→2 | | Total raw | Total raw | | 0.5+1 | 0.5+1 | | Stack size | 100 | | Rocket capacity | 2000 (20 stacks) | | Prototype type | item | | Internal name | iron-stick | | Required technologies | Required technologies | | 1 | 1 | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Iron sticks are a basic intermediate product. They are used in a few early and mid-game recipes Alternative recipes Space Age expansion exclusive feature. | Process | Input | Output | Made in | Required technology | | ------------------ | ----- | ------ | ------- | ------------------- | | Casting iron stick | 1+20 | 4 | | Foundry (research) | Version history 2.0.11 : Fulgora ruins now also drop iron sticks when mined so electric poles could be crafted without recyclers at the start. 2.0.7 : Casting recipes added in the Space Age expansion. 0.17.0 : Medium and big electric pole, train stop, and programmable speaker now use this as an ingredient. Lamp recipe iron sticks ingredient changed to copper cables . | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Iron_stick_-_Factorio_Wiki
Space_age
Space Age - Factorio Wiki
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Space Age - Factorio Wiki Jump to navigation Jump to search Space Age expansion exclusive feature. Space Age is a paid expansion pack of Factorio that was released on October 21st 2024. It contains a set of 3 extra mods. The mods are: Space Age, featuring 4 new planets, 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 dependencies for "Space Age", but can be enabled separately. View the official content page . Watch the official launch trailer . The expansion is not available for the Nintendo Switch version of the game due to space and memory constraints [1] . Space Age The Space Age mod expands the tech tree and adds four new planets for the player to travel to using space platforms , each with their own new resources, gameplay mechanics, original music, and unique challenges. Vulcanus , a molten, waterless planet whose pools of lava can be casted into metal. Fulgora , a lightning-prone desert planet where the only resource is piles of scrap left by an alien civilization. Gleba , a moist, overgrown world of plants and fungi whose biological products eventually degrade into spoilage. Aquilo , a desolate, freezing globe of liquid ammonia where machines freeze without heating. Space Age adds 29 achievements, 30 intermediate products, 22 buildings, 8 hours of new original music, 5 science packs , 5 weapons, 4 planets, and 2 enemy types. Instead of launching a rocket, the end goal of Space Age is to build a space platform capable of reaching the solar system edge . Quality Main article: Quality The Quality mod introduces four higher quality tiers 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 the new quality modules in the producing structure. When enabled with the Space Age mod, the two highest quality tiers require technology from Fulgora and Aquilo. In addition, the Quality mod also includes the recycler , a building capable of turning most items back into their ingredients, albeit at a 75% loss. Elevated Rails Adds rail ramps and rail supports to build elevated rails . Elevated rails act as a second layer of track above the ground, allowing most buildings to be placed underneath. Elevated rails are particularly useful at building more efficient intersections, crossing difficult terrain, or bridging the oceans of Nauvis or the oil oceans of Fulgora.
wiki
https://wiki.factorio.com/Space_Age_-_Factorio_Wiki
Automation_3_(research)
Automation 3 (research) - Factorio Wiki
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Automation 3 (research) - Factorio Wiki Jump to navigation Jump to search | | Automation 3 (research) | Edit | | | ----------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 601111✖150 | 601111✖150 | | Prototype type | technology | | Internal name | automation-3 | | Required technologies | Required technologies | | | | | Effects | Effects | | | | | Cost | Cost | | --------------------- | --------------------- | | 601111✖500 | 601111✖500 | | Prototype type | technology | | Internal name | automation-3 | | Required technologies | Required technologies | | | | | Effects | Effects | | | | Automation 3 is the final level of automation research, and allows the player to craft the assembling machine 3 . See also Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Automation_3_(research)_-_Factorio_Wiki
Flying_robot_frame
Flying robot frame - Factorio Wiki
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Flying robot frame - Factorio Wiki Jump to navigation Jump to search | | Flying robot frame | Edit | | | ------------------ | ---- | Base game Space Age mod | Recipe | Recipe | | --------------------- | --------------------- | | 20+2+1+3+1→1 | 20+2+1+3+1→1 | | Total raw | Total raw | | 23.75+2+4.5+1+3+1 | 23.75+2+4.5+1+3+1 | | Stack size | 50 | | Rocket capacity | 150 (3 stacks) | | Prototype type | item | | Internal name | flying-robot-frame | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recipe | Recipe | | --------------------- | --------------------- | | 20+2+1+3+1→1 | 20+2+1+3+1→1 | | Total raw | Total raw | | 23.75+2+4.5+1+3+1 | 23.75+2+4.5+1+3+1 | | Stack size | 50 | | Rocket capacity | 150 (3 stacks) | | Prototype type | item | | Internal name | flying-robot-frame | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | The Flying robot frame is a high-end component used to build logistic and construction robots . Note that while the frame itself can be built by hand, many of its components and subcomponents cannot. Batteries require a chemical plant , and electric engine units use lubricant (from another chemical plant) and engine units (which require assembling machines ). History 0.9.3 : Introduced | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Flying_robot_frame_-_Factorio_Wiki
Artillery_shell_range_(research)
Artillery shell range (research) - Factorio Wiki
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Artillery shell range (research) - Factorio Wiki Jump to navigation Jump to search | | Artillery shell range (research) | Edit | | | -------------------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | ----------------------- | | 60111111✖2000 | 60111111✖2000 | | Prototype type | technology | | Internal name | artillery-shell-range-1 | | Required technologies | Required technologies | | | | | Allows | Allows | | 2-∞ | 2-∞ | | Cost | Cost | | --------------------- | ----------------------- | | 601111111✖1000 | 601111111✖1000 | | Prototype type | technology | | Internal name | artillery-shell-range-1 | | Required technologies | Required technologies | | | | | Allows | Allows | | 2-∞ | 2-∞ | The Artillery shell range (research) allows to infinitely increase the range of artillery . | Technology | Cost | Effects | | ------------------------ | --------------------------------------------------------------------------- | ------------- | | 1Artillery shell range 1 | 60111111X2^L*1000(eg. 2000 for level 1, 4000 for level 2, 8000 for level 3) | 30% per level | With Space Age , it requires Metallurgic science pack but is otherwise cheaper. The effect is unchanged. | Technology | Cost | Effects | | ------------------------ | ------------------------------------------------------------------------------------ | ------------- | | 1Artillery shell range 1 | 601111111X2^(Level-1)*1000(eg. 1000 for level 1, 2000 for level 2, 4000 for level 3) | 30% 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_range_(research)_-_Factorio_Wiki
Research
Research - Factorio Wiki
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Research - Factorio Wiki Jump to navigation Jump to search The technology screen Research is used to unlock technologies , offering new recipes and bonuses. Research is performed by labs consuming different types of science packs . Contents 1 Mechanics 1.1 Automation 1.2 Research queue 2 Achievements 3 History 4 See also Mechanics In singleplayer games, only one technology can be researched at a time, the same is true for every force (team of players) in a multiplayer game. In multiplayer games with multiple forces, each force has its own technology tree and research status, so different forces can research independently in PvP games. The technology to be researched is selected from the technology screen, opened by pressing T ( ZL + - on Nintendo Switch ). The currently active research can be changed at any time from the technology screen; if another research is in progress, that progress will be saved. Multiple technologies can be partially researched like this at any one time. Research progress for a technology is divided into units . Each unit has a time and a science pack cost. When research is in progress, labs with the required amount of science packs for one unit will consume the amount and contribute towards research progress. The progress bar shown in the top right corner of the screen when research is in progress The time T it will take to research a particular technology is given by: T = (T[0] × P) ÷ (L × S) seconds, where: T[0] is the time cost per unit (as shown in Research screen) P is the price of the research, in units (as shown in Research screen) L is the number of labs used S is lab speed, which is given by: (1 + B[r]) × (1 + M[r]) , where B[r] is the total research speed modifier from lab research speed research, expressed as a decimal (% value divided by 100); and M[r] is the sum of all module effects (Speed modules with + sign, Productivity modules with - sign), expressed as a decimal Note that P represents the research price in units , not in individual science packs summed across all their types. For example, a research that costs 100 automation science packs and 100 logistic science packs , grouped into 100 units of 1 each of automation and logistic science packs, would have a P of 100, not 200. Unlike most bonus effects, the lab research speed bonus gained from research is multiplicative with module speed effects, not additive. However, different module effects (Speed vs. Productivity, beacon vs. in-lab) are additive with each other. Automation A simple lab setup using automation science packs and logistic science packs , belts , and inserters Crafting science packs by hand is not feasible, mainly because of the amount of resources and time needed to craft them. Some science packs also require ingredients that cannot be handcrafted, such as oil products . Science pack production automation is the primary incentive for factory development throughout the game. The insertion of science packs into labs may be automated using inserters and transport belts , as shown to the right, or using robots and the logistic network . Note that inserters can take science packs from labs and hand them to other labs, making a lab chain a feasible solution. Other options include using 3 belts (before space science packs are needed), or a sushi belt . Research queue The technology screen with some technologies queued. The research queue allows players to automatically research more technologies after research finishes. The research queue is enabled by default for new games. Alternatively it can be unlocked via `/enable-research-queue` console command. Once the research queue is enabled, a technology can be added to the queue by pressing the "Start Research" button when it is selected. Double-clicking (Double-pressing Y or A on Nintendo Switch ) or using SHIFT + Left mouse button ( ZR + A on Nintendo Switch ) on any research in the tree or the list on the left will also add it to the queue. This is particularly useful to queue prerequisites without focusing them in the technology tree. Technologies in the queue are displayed in the upper left corner of the interface. If a technology is added to the queue, the technologies that depend on it may become available to be added to the queue as well and those technologies are displayed in orange. For example adding the logistics and logistic science pack technologies to the queue allows the technology logistics 2 to be queued. The player can reorder the queue at any time. To remove a technology from the queue, the technology's image must be hovered in the queue display in the upper left corner and the red button that appears must be pressed. Achievements | | Tech maniacResearch alltechnologies. | | | ------------------------------------ | Completing infinite technologies of any level is not required for Tech maniac . All non-infinite levels of technologies that have infinite continuations are still required. History 2.0.7 : Now displays the player's eSPM (effective science per minute) in a graph. 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. The research queue is enabled by default for new games. 0.17.0 : Research UI overhauled. Research Queue added. 0.15.0 : Research system overhauled There are now 7 science pack types instead of 4, research prices have been changed to compensate. Top-tier science pack is no longer obtained by destroying alien nests, but by launching rockets with satellites. "Infinite research" mechanic introduced. 0.2.0 : Introduced See also Technologies Science pack | 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/Research_-_Factorio_Wiki
Rail_signal
Rail signal - Factorio Wiki
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Rail signal - Factorio Wiki Jump to navigation Jump to search | | Rail signal | Edit | | | ----------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+1+5→1 | 0.5+1+5→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 1.75+1.5+6 | 1.75+1.5+6 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 100130160190250 | | | | 100 | | 130 | | 160 | | 190 | | 250 | | | | | 100 | | | | | | | | | | | | | 130 | | 160 | | | | | | | | | | | | | 190 | | 250 | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 (1 stack) | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | rail-signal | | | | | | | | | | | | | | Internal name | rail-signal | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The rail signal divides rails into blocks and allows locomotives to react to other locomotives allowing multiple trains use the same rails without colliding. Blocks span all connected rails regardless if a train can actually travel between them. Rail signals can also be used in with conjunction rail chain signals , which also separate rails into blocks. In addition to the explanation on this page, there is also the rail signal tutorial . Signals dividing rails into blocks. Each block is highlighted with a different color. Contents 1 Direction 2 States 3 Circuit network 4 History 5 See also Direction Which block a signal monitors depends on which side of a rail it is placed. When a signal is on the right-hand side of the track, it monitors and protects the rail block behind it, up to the next signal or the end of the track. When placing rail signals, the rail signal blocks will be visible, and the opposite signal position will be highlighted in white. A train in automatic mode will not drive on a track if it would pass a signal on the left side unless there is also a signal on the right side at that signal. States Rail signals have four states: Green - The monitored block is empty. Yellow - A train is not able to stop before the monitored block and will pass the signal. The debug option show-train-braking-distance can be used to see the distance locomotives need to stop. A yellow signal means that a train is approaching and already has the approval to enter the following block. The block is reserved for a train and all other entrance signals of that block turn red. Red - The monitored block is not empty or another signal monitoring it is yellow. Blinking - The signal is not on a rail, or the monitored block is also the block before the signal. When a signal is red, locomotives will stop before it. A rail chain signal can be used to make locomotives stop earlier, as they will always mimic the signal of what is in front of them. Circuit network The interface for configuring a circuit network connection for a rail signal. A circuit network condition can be configured that when true will make the rail signal red. A rail signal can also output three different signals depending on if it is in its green, yellow or red state. If a rail signal is red because of a circuit network condition the rail signal won't output a circuit network signal. History 0.13.0 : The rail signal is now connectable to the circuit network. Halved the mining time of the rail signal. Rail signal stop placement indicator added. 0.11.4 : Rail signal that fails to divide two sections of rail will blink multiple colors. 0.9.0 : Players no longer collide with the rail signal. 0.5.0 : Players can now see a visualization of the protected rail area when building/selecting the signal. 0.4.1 : Rail signals connect to more than one rail when connected to a junction. 0.4.0 : Introduced See also Rail chain signal Railway Tutorial:Train signals | Logistics | Logistics | | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storage | Wooden chestIron chestSteel chestStorage tank | | Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() | | Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() | | Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump | | Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon | | Transport | CarTankSpidertronSpidertron remote | | Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport | | Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel | | Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives | | Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Rail_signal_-_Factorio_Wiki
Piercing_shotgun_shells
Piercing shotgun shells - Factorio Wiki
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Piercing shotgun shells - Factorio Wiki Jump to navigation Jump to search | | Piercing shotgun shells | Edit | | | ----------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ---------------------------------------- | | ------- | | ---- | | ------- | | ------- | | ------- | | ----- | | 8+5+2+2→1 | 8+5+2+2→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 14+9+4+2 | 14+9+4+2 | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 50 (0.5 stacks) | | | | | | | | | | | | | | Range | 15 | | | | | | | | | | | | | | Damage | 16×816×10.416×12.816×15.216×20(physical) | | | | 16×8 | | 16×10.4 | | 16×12.8 | | 16×15.2 | | 16×20 | | | | | 16×8 | | | | | | | | | | | | | 16×10.4 | | 16×12.8 | | | | | | | | | | | | | 16×15.2 | | 16×20 | | | | | | | | | | | | Magazine size | 10 | | | | | | | | | | | | | | Used as ammunition by | Used as ammunition by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Prototype type | ammo | | | | | | | | | | | | | | Internal name | piercing-shotgun-shell | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 4 | 4 | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Advanced shells for all shotguns. They have four extra pellets per shot compared to normal shotgun shells. History 2.0.7 : Lowered stack size of ammo from 200 to 100. 0.7.0 : Introduced See also 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/Piercing_shotgun_shells_-_Factorio_Wiki
Rocket_turret
Rocket turret - Factorio Wiki
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Rocket turret - Factorio Wiki Jump to navigation Jump to search | | Rocket turret | Edit | | | ------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ----------------------------------- | | ---- | | --- | | ---- | | ---- | | ---- | | ---- | | 10+20+20+4+20+4→1 | 10+20+20+4+20+4→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 10+20+20+4+20+4 | 10+20+20+4+20+4 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 4005206407601000 | | | | 400 | | 520 | | 640 | | 760 | | 1000 | | | | | 400 | | | | | | | | | | | | | 520 | | 640 | | | | | | | | | | | | | 760 | | 1000 | | | | | | | | | | | | Stack size | 10 | | | | | | | | | | | | | | Rocket capacity | 10 | | | | | | | | | | | | | | Range | Minimum: 15Maximum:3639.643.246.854 | | | | 36 | | 39.6 | | 43.2 | | 46.8 | | 54 | | | | | 36 | | | | | | | | | | | | | 39.6 | | 43.2 | | | | | | | | | | | | | 46.8 | | 54 | | | | | | | | | | | | Shooting speed | 0.5/s | | | | | | | | | | | | | | Ammunition | | | | | | | | | | | | | | | Dimensions | 3x3 | | | | | | | | | | | | | | Mining time | 0.5 | | | | | | | | | | | | | | Prototype type | ammo-turret | | | | | | | | | | | | | | Internal name | rocket-turret | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Space Age expansion exclusive feature. The rocket turret is a powerful defensive building capable of firing rockets and explosive rockets at high range. It is unlocked with agricultural science packs which can be crafted on Gleba . The rocket turret has a minimum range, so it is best paired with other turrets that can pick off enemies who get too close. Its high range and damage make it particularly effective against large asteroids in space and stompers on Gleba. The turrets rotational speed is fairly slow. Rocket turrets can fire all kinds of rocket ammo, including atomic bombs and capture bot rockets . However, when firing atomic bombs, rocket turrets do not get the usual range increase that the hand-held rocket launcher or spidertrons get. This means the turret will be very close to or inside of the blast radius. When firing capture bot rockets, a rocket turret will exclusively target biter and spitter spawners , overriding any target priorities it may have. However, if a rocket turret empty on ammo is targeting a non-spawner enemy when it is loaded with capture rockets, then its first shot will fire on that enemy, wasting the capture bot rocket. To one-shot big asteroids (except for promethium asteroids) with standard rockets , stronger explosives (research) level 23 is required. History 2.0.7 : Introduced in Space Age expansion. See also Gleba Rocket | Combat items | Combat items | | ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower | | Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() | | Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule | | Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() | | Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() | | Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote | | Defense | WallGateRadarLand mine | | Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() | | Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
wiki
https://wiki.factorio.com/Rocket_turret_-_Factorio_Wiki
Personal_roboport
Personal roboport - Factorio Wiki
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Personal roboport - Factorio Wiki Jump to navigation Jump to search | | Personal roboport | Edit | | | ----------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | ----------------------------- | --------------------------------------- | | ----- | | ----- | | ----- | | ----- | | ----- | | ----- | | 10+10+45+40+20→1 | 10+10+45+40+20→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 125+45+50+100+20+20 | 125+45+50+100+20+20 | | | | | | | | | | | | | | Stack size | 20 | | | | | | | | | | | | | | Rocket capacity | 9 (0.45 stacks) | | | | | | | | | | | | | | Dimensions | 2×2 | | | | | | | | | | | | | | Energy consumption | 2.03.95.66.658.75MW (electric) | | | | 2.0 | | 3.9 | | 5.6 | | 6.65 | | 8.75 | | | | | 2.0 | | | | | | | | | | | | | 3.9 | | 5.6 | | | | | | | | | | | | | 6.65 | | 8.75 | | | | | | | | | | | | Robot recharge rate | 2×1.03×1.34×1.65×1.97×2.5MW (electric) | | | | 2×1.0 | | 3×1.3 | | 4×1.6 | | 5×1.9 | | 7×2.5 | | | | | 2×1.0 | | | | | | | | | | | | | 3×1.3 | | 4×1.6 | | | | | | | | | | | | | 5×1.9 | | 7×2.5 | | | | | | | | | | | | Internal buffer recharge rate | 2.03.95.66.658.75MW (electric) | | | | 2.0 | | 3.9 | | 5.6 | | 6.65 | | 8.75 | | | | | 2.0 | | | | | | | | | | | | | 3.9 | | 5.6 | | | | | | | | | | | | | 6.65 | | 8.75 | | | | | | | | | | | | Placed in | Placed in | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Robot limit | 1013161925 | | | | 10 | | 13 | | 16 | | 19 | | 25 | | | | | 10 | | | | | | | | | | | | | 13 | | 16 | | | | | | | | | | | | | 19 | | 25 | | | | | | | | | | | | Charging stations | 23457 | | | | 2 | | 3 | | 4 | | 5 | | 7 | | | | | 2 | | | | | | | | | | | | | 3 | | 4 | | | | | | | | | | | | | 5 | | 7 | | | | | | | | | | | | Energy capacity | 35 MJ (electric) | | | | | | | | | | | | | | Construction area | 30×30 tiles | | | | | | | | | | | | | | Prototype type | roboport-equipment | | | | | | | | | | | | | | Internal name | personal-roboport-equipment | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The personal roboport allows the player to act as a mobile roboport when this item is placed in their equipped armor or the spidertron . It can be toggled on or off via a button in the shortcut bar or with ALT + F . The roboport's internal energy buffer must be 20% full to allow construction robots to deploy. They are also used to create the upgraded version of itself, the personal roboport MK2 , which provide a higher robot limit. If the personal roboport is disabled via the shortcut bar while any of the player's robots already out of the inventory and performing a task, they will continue to finish their tasks before returning to the player. Notes Personal roboports handle construction robots only, not logistic robots . If a blueprint is used, construction robots will construct only what can be built using supplies that the player has on hand. Just like other robots, if a personal robot runs out of energy it will reduce its speed but continue its attempt to catch up with the player. Equipping more than one personal roboport allows more personal construction robots to operate at once, operate further from the player, and more robots can be recharged at a time. Each personal roboport allows an additional 10 active robots, additional range, and 2 charging ports. The internal energy buffer of the roboport has a capacity of around 36 MJ, or almost as much as two personal batteries . The total range of N personal roboports can be calculated with the following equation, which is then rounded to the nearest integer: sqrt(N × 30 × 30) | Equipped roboports | Available robots | Activation distance | Recharge ports | | ------------------ | ---------------- | ------------------- | -------------- | | 1 | 10 | 30×30 | 2 | | 2 | 20 | 42×42 | 4 | | 3 | 30 | 52×52 | 6 | | 4 | 40 | 60×60 | 8 | | 5 | 50 | 67×67 | 10 | | 6 | 60 | 73×73 | 12 | | 7 | 70 | 79×79 | 14 | | 8 | 80 | 85×85 | 16 | | 9 | 90 | 90×90 | 18 | History 0.17.10 : "Toggle personal roboport" 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 personal roboport. Changed personal roboports so they won't send construction robots if you're driving in a vehicle that they can't keep up with or if in a train in automatic mode. 0.13.0 : Changed power consumption from 200kW per recharge slot to 1MW per slot. 0.12.0 : Introduced | Combat items | Combat items | | ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower | | Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() | | Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule | | Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() | | Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() | | Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote | | Defense | WallGateRadarLand mine | | Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() | | Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
wiki
https://wiki.factorio.com/Personal_roboport_-_Factorio_Wiki
Factorio_talk_Editor_noticeboard
Factorio talk:Editor noticeboard - Factorio Wiki
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Factorio talk:Editor noticeboard - Factorio Wiki Jump to navigation Jump to search Contents 1 0.15 update plan 2 Total raw recipes 3 Research icons 4 Monitor links 5 Expensive Mode 6 Math rendering 7 Documenting the Blueprint String Format on the wiki? 8 Question about i18n of infoboxes (structured passages, paragraphs) 9 Suggestion: We should separate wiki pages for each version 10 Template for "See also" 11 Style of disambiguation pages 12 Request to add new language: Traditional Chinese (zh-TW, 繁體中文) 0.15 update plan I'm thinking of updating the Oil Processing page to reflect to 10x change in 0.15, and I'm a little unclear on the update policy. It says "For major changes to existing entities, update the pages to 0.15 info and move the 0.14 info to a small paragraph", which sounds like I should go ahead and do it; but also "As of stable release, fully update the page's text and exact values," which implies that I shouldn't update the values until the stable release. Phasma Felis ( talk ) 20:22, 12 May 2017 (UTC) I am also unclear of the policy. Should we mark removed features as archived or wait until the full release? Igwb ( talk ) 08:26, 21 May 2017 (UTC) Mark them as archived but don't remove things from the page until 0.15 is stable. -- Bilka ( talk ) - Admin 09:57, 21 May 2017 (UTC) Total raw recipes Some of the "Total Raw" recipe fields are wrong right now. For example Processing unit and Rocket part aren't decomposing their ingredients at all. I posted on the forum ( https://forums.factorio.com/viewtopic.php?f=50&t=47617 ) but thought I should ask here as well. Are these fields getting automatically written by something? If so, can you point me to the script so I can try to fix it? If not, should I just manually edit the ones that I see are broken? Grumphrey ( talk ) 19:35, 15 May 2017 (UTC) Hey there grumphrey, we ran a tool by a community member that updated recipes to 0.15 automatically, and it's possible that it may have left some raw recipes unchanged. The tool isn't recurring, so go ahead and change the values manually to the fixed ones. -- Gangsir ( talk ) - Admin 21:18, 15 May 2017 (UTC) The errors in the files I was using have been found and fixed, so I updated all the infoboxes to the correct values. I should be able to update the technology infoboxes tomorrow. -- Bilka ( talk ) - Admin 19:57, 16 May 2017 (UTC) Research icons I'm gradually adding the new ranks of research bonuses (e.g. Mining productivity (research) but have hit a snag with the icons. once we hit double figures, the text overlay on the icons wraps i.e. 12-15 would be good if it used a smaller font - I'm guessing after a bit of digging around that means defining a smaller version of .factorio-icon-text (ideally dynamically selected depending on how much text to overlay). Also not sure how best to do the infinity symbol - it is as simple as using the ASCII ∞ symbol or will that get screwy in the code? Paulbrock ( talk ) 09:41, 24 May 2017 (UTC) OK, so I've found 'navbox-icon-text' that allows me to do this: 12-15 But if you look at the code its pretty messy. Is there a better way? Monitor links Just to avoid some confusion I thought it would be useful to have a list of what should remain present on the following pages: [1] (Pages with broken file links) Unused files For both of these my question is as follows: Which links/files should remain on the page? . The editor noticeboard says there should be some on there but doesn't mention which ones those are, so to prevent some confusion an answer would be appreciated. — Preceding unsigned comment added by Df1229 ( talk • contribs ) (Please sign your messages with --~~~~) I've clarified further on the page itself. It's a pretty long list, but as the page says, just monitor from your perspective. If you check once, and then check later and there's a new page, look into it to see if it should be fixed. It's difficult to specify exactly what to do, as its different for each case. Essentially, if a ton of new pages appear there, or if a page from the main namespace (something like iron plate ) appear, fix it. :) -- Gangsir ( talk ) - Admin 13:58, 20 June 2017 (UTC) Expensive Mode Hi all, new here (to the Wiki, not Factorio). Below is kind of a random issue I noticed on the Wiki. If there's a page where these should be dumped instead of here (Some sort of list of pages people noticed are missing or might want added, perhaps with option to discuss?), then I apologize for cluttering up this page. Now then, what I came here to say: I just noticed that there does not seem to be a page for "Expensive mode" at all , even though it's in the infoboxes of all recipes. (I also looked at the pages for related terms like Crafting and generic searches like "mode" or "recipe" - still nothing. The term as written is not even mentioned once in any of the full version history pages back through 0.10. For all this Wiki shows you, "Expensive mode" might as well not exist except as a mysterious infobox toggle.). It seems conceivable that new(er) players would want to look up the term to see what exactly it entails. (I too am not completely clear on how it works, even though I'm not exactly a new player.) While I don't have the information needed to write the page, I could probably look it up somewhere (forums?); but even if I could write it - should I? Or is there a particular reason that Expensive mode (or Normal mode) does not have a page? Also, I'm not sure whether this level of documentation (half-page post) is appropriate given the relative importance of the issue at hand. In plainer English: I know I tend to be a windbag, so if it's TLDR, let me know. :) Best Mike -- Misacek01 ( talk ) 01:44, 21 September 2017 (UTC) Yes, this is currently the right page to note such things here on the wiki. You can also contact us wiki admins on the discord server linked on the main page, in the wiki-work channel. The expensive recipes were added in version 0.15 and are apparently not directly mentioned in the changelog. Some info regarding them could be found on the world generator page, and I now also added a small note to crafting . The expensive recipes themselves don't warant a whole page, they are just another configuration option when you start a new game. -- Bilka ( talk ) - Admin 08:26, 21 September 2017 (UTC) Thank you, I appreciate the info, your edit, and the indication of what does and what doesn't warrant a page that it provides. -- Misacek01 ( talk ) 20:58, 21 September 2017 (UTC) Math rendering Hi, I was wondering whether it might be possible / practical to enable this wiki to display Mediawiki math markup ( . . . ). I realize this is not primarily a math-oriented site, but Factorio is basically a math-driven game (at least if played at any kind of non-beginner level), and from time to time the ability to display a simple equation would be useful. I'm not a programmer and don't have much of an idea as to what enabling math would entail, but according to the documentation here , it might be as simple as enabling "$wgUseTeX = true;" in the wiki's "LocalSettings.php". I've been using the <code>...</code> tags for an ersatz math highlight, but they're not really meant for it and the readability isn't the best. On the other hand, with the math rendering enabled, Mediawiki can run the majority of the professional-grade TeX markup language, which should be more than good enough for any math needed here. If there's a particular reason math is disabled on Factorio Wiki, I'll understand, but if there isn't and if it's not too much of a bother in terms of work required, might I ask an admin to consider enabling it? Thanks -- Misacek01 ( talk ) 15:19, 25 September 2017 (UTC) This definitely sounds useful. However, for this to work we'll have to install https://www.mediawiki.org/wiki/Extension:Math . Sadly I didn't have the time to ask HanziQ to do it today. You can expect the extension to be installed and configured on Wednesday, but I'll let you know again when you can use it. -- Bilka ( talk ) - Admin 19:42, 25 September 2017 (UTC) Thanks, that's great! Wednesday is perfectly fine. :) -- Misacek01 ( talk ) 11:00, 26 September 2017 (UTC) Sorry for the late reply and incoming disappointment: We are having trouble with the service that is required by the extension, so currently it's not installed. The issue is still open on github so maybe we will find a solution for this some time in the future, but for now, this isn't happening. Sorry. -- Bilka ( talk ) - Admin 20:35, 2 November 2017 (UTC) Documenting the Blueprint String Format on the wiki? What's the word on doing this? This'll make the info a bit easier than random posts on forums spread around the internet. Since the format may not internally be "standardized" or "final", I think a bit of caution is healthy about this. But considering the format has a version number inherent in every blueprint now (last I heard), it might still be feasible to document. -- Xunie ( talk ) 20:22, 2 November 2017 (UTC) It's not really "worth" its own page since it's just two sentences. It's meant to be added to the blueprint library page, but since that doesn't exist yet... Here is the info for now: The format of a blueprint string is json that has been compressed with zlib deflate and base64'd with the version byte (0 in vanilla 0.15) added to the beginning of the base64 string. So to parse a blueprint string, skip the first byte, base64 decode the string, and finally decompress using zlib deflate. -- Bilka ( talk ) - Admin 20:33, 2 November 2017 (UTC) Yeah, but what format is the JSON in? Am I just supposed to "figure" this out and "guess"? :p -- Xunie ( talk ) 17:09, 5 November 2017 (UTC) Didn't even think about that... it's relatively easy to figure out, but I'll document it here. For the mean time, https://factorioprints.com can show the jsons for blueprints. -- Bilka ( talk ) - Admin 17:29, 5 November 2017 (UTC) This is exactly my point. You're linking me to something with the intent turning it into a 'guessing game'. "Just look at the JSON of current blueprints" isn't a complete example. You can never know if your implementation is 'complete'. I know I'm being pedantic about this and there might not be a pressing need for this right now. But documenting it sooner rather than later can help with quality of community tools, I guess? I dunno. Barely use blueprints myself atm. It's just something I'm personally running into. -- Xunie ( talk ) 17:36, 5 November 2017 (UTC) The same thing applies for documentation; it won't be more than a guessing game. Things literally always change, the docs will never be complete. And they are always from an outsider perspective, so they might be missing things etc. In the end, I am doing nothing different than the developers of current blueprint tools: Looking at examples and documenting those behaviours while hoping that I didn't miss some cases. And like I said, I want to document this. But I am still a volunteer, and sometimes there are more pressing matters than the wiki. -- Bilka ( talk ) - Admin 18:43, 5 November 2017 (UTC) Question about i18n of infoboxes (structured passages, paragraphs) The Infobox:Flamethrower_turret does have some english-only passages. Three example: fluid-storage-volume= Fuel buffer: 100 Pass-through pipe: 100 range = Minimum: 6 Maximum: 30 (Limited 120° arc) extra2 = Fire on the ground lasts 2 seconds. Area of effect size applies to igniting objects and contact damage. Objects are ignited for 30 seconds. String like Fuel buffer are quite easy translatable by moving them to the translation templates. With Limited 120° arc I would think twice becaue the 120° is (probably) constant, but depending on the language, it might be unclear if the number is always between Limited and arc . And the last field makes me think if we should move the whole text into translation templates because extra2 contains a paragraph with two sentences. How should one ideally translate these examples? -- M.C.S. ( talk ) 11:57, 21 May 2020 (UTC) Both the fuel buffer example and the 120° arc should be completely included in the translation template. Your concern about the 120° not changing is accurate, however some languages may want to translate the ° sign (the game allows to do this, so we do too), and as you say, word order is also a concern. The extra2 field is automatically included in the translation template, see Template:Infobox/extra, so you can just translate the whole text at once and dont need to modify the infobox for that. One thing to keep in mind if you plan to go through infoboxes to add {{Translation|}} is that some languages like to translate units, like Items/s , so if you find those missing the translation template in infoboxes that you are looking at, you are encouraged to add them. Thank you for putting so much thought into the translations, your changes so far have been really good. -- Bilka ( talk ) - Admin 12:12, 21 May 2020 (UTC) Suggestion: We should separate wiki pages for each version When updating recipes in some pages in Chinese Factorio Wiki, I noticed that it does not include version number. I think we should whether include version information declaring when is the page updated, or we separate the wiki into different versions. I prefer the latter one because the players playing older versions should be respected. Examples of documentation for different version of one theme can be found very common. For example the python document https://docs.python.org/3/ v.s. https://docs.python.org/2/ . It's also an upper-layer persistence of wiki with which one can find the information of wanted version without navigating to history of the wiki. And the history is often partly missing since wiki in other languages is not updated frequently enough. For the pages which are lack of updates I think it's better to have the version information in it, so that the information is either correct or missing. The users will not be mislead. -- Simonmysun ( talk ) 11:02, 27 May 2020 (UTC) Pages cannot effectively be assigned a version number. This is the case because infoboxes are updated automatically to the latest version, while the page text is not. So in the case of an "outdated" page, the infobox usually isn't outdated, only the page text is. So, assigning any version number to such a page would be misleading. We do not want to maintain separate wikis for different versions in the same way that older versions are no longer maintained by us. Python, which you link, is taking a different approach, until very recently they also maintained Python 2, so they also maintained its documentation. Another problem with putting version information into pages is that with any new version, pages that did not change still have to updated to say "this is updated information". This is a lot of work that is better spent on updating pages that are about features that did change. With 1.0 drawing near, new features and gameplay changes are becoming rarer and versioning concerns for old content should hopefully disappear as the translated pages catch up to the English version. -- Bilka ( talk ) - Admin 09:05, 11 June 2020 (UTC) You are right. If the previous versions of the game are not maintained, so are the previous versions of the wiki. So when 1.0 become released, I will start to update the Chinese version of wiki. Thanks for your reply. -- Simonmysun ( talk ) 20:16, 11 June 2020 (UTC) Template for "See also" Hi, should we have template for this kind of section that repeat in so many pages and are exact the same? Camponez ( talk ) 12:01, 15 June 2020 (UTC) Ideally, we aim to make the "see also" sections not all the same, the opposite of using a template for them. The major culprit for identical "see also" sections are the research pages, which almost always link to only the very general "research" and "technologies" pages. However, these pages are often missing links to related topics, e.g. bonus technologies not linking to the entities they improve. For now, I have included a link to Technologies in the TechNav templates. Whether all research pages need to link to the general research page is questionable. With this, the "see also" sections could be removed for many technology pages. Going forward, I encourage you to improve the "see also" sections of pages to link to more closely related topics or, in the case of technology pages, to remove them completely and transform them into short text blurbs that link to less general topics (if appropriate). As an example, I just did this to Space science pack (research) . In the future, I may add a general "make tech pages better" task to the editor noticeboard, to help transform the currently rather short and repetitive pages into more valuable documentation. The task would also make clear that short text blurbs about tech effects are now welcome on technology pages, as they were previously discouraged due to the game changing changing so much back then. -- Bilka ( talk ) - Admin 12:57, 29 June 2020 (UTC) Style of disambiguation pages I'm not satisfied with the look of the disambiguation page header. With its icon and text it looks like an error message or a warning, but actually many wiki pages explicitly link to disambiguation pages, so the reader can choose which item he needs information for. Such a prominent warning is not warranted if the reader gets a disambiguation page by regular wiki browsing. I propose a non intrusive icon. The current one is: I propose one of: or or or or or or My favorite is the book icon and the electronics icon. And about the text: just keep the title and drop the two sentences "If unable to find the desired page ..." and "If an internal link...". I know these are the old venerable wiki standard texts, but they don't really apply any more. Tertius3 ( talk ) 11:44, 7 May 2021 (UTC) You bring up a good point. The disambiguation template mostly comes from how Wikipedia uses it, where the term can often mean wildly different things. As you point out, we tend to have pages like "Artillery" or "Robots" that are more umbrella terms for one group of items. So, I did the changes you propose, I ended up going with the electronics icon. -- Bilka ( talk ) - Admin 09:21, 10 May 2021 (UTC) Looks good. Not intrusive any more. Still feels a bit like text pasted together, but so are templates. Tertius3 ( talk ) 11:23, 10 May 2021 (UTC) Request to add new language: Traditional Chinese (zh-TW, 繁體中文) Hello guys. Currently there's only Simplified Chinese (zh-CN, 简体中文) translation for the wiki. Simplified Chinese is mostly used in China, Singapore, Malaysia, while Tradtional Chinese (zh-TW, 繁體中文) is mostly used in Taiwan, Hong Kong, Korea and Japan. Is it possible to add Traditioanl Chinese to the wiki? The initial translation could be done pretty easily since Simplified Chinese can be automatically coverted to Tradtional Chinese by various software/plugin. The difference between Simplified Chinese and Traditional Chinese mostly lies in expressions and terms. While they have much in common, I'd say the difference is much more significant than, for example, the difference between UK English and US English. Many platforms (such as Steam ) also treat them as different languages. If there's any criteria to add new language for Factorio wiki, feel free to let me know. Thank you for your good work! -- Johnruby ( talk ) 17:41, 3 March 2023 (UTC) Hey! The only requirement for adding a language is that Factorio supports that language, which is the case with Traditional Chinese. So I have added it, see Main Page/zh-tw . I would request that you do not use machine translation to translate pages and instead do it by hand. Usually the quality of machine translation is not very good. Additionally, the wiki should use the same translation for things like items names as the game. Thank you for the interest in translating pages into Traditional Chinese, it's great to see. -- Bilka ( talk ) - Admin 16:51, 7 March 2023 (UTC) Thank you very much for your reply! I'll make sure to manually translate each of the pages instead of relying on automated translation. I can only help with translation during my off time, so it might take a while for me to fully go through the whole wiki. -- Johnruby ( talk ) 10:15, 15 March 2023 (UTC) Hi. I'd just like to clarify something: the IETF language code for traditional Chinese is zh-Hans, whereas zh-TW is Chinese spoken in Taiwan (TW is a region subtag, whereas Hans is a script subtag). As mentioned above, traditional Chinese is not only used in Taiwan, so using this code can be misleading. Note that on Wikipedia, both scripts are available on https://zh.wikipedia.org , using a server-side conversion [2] (I doubt it would be available on this wiki, as it is not part of the WikiMedia projects). Regards, Şÿℵדαχ ₮ɘɼɾ๏ʁ 06:11, 11 October 2023 (UTC) Hey, the language code used on this wiki is the same language code that is used in-game. The flag is based on the flag used by Crowdin, the translation platform used for the in-game translations. This is done because the translation should be based on the in-game translation. -- Bilka ( talk ) - Admin 16:43, 19 October 2023 (UTC) Hello Bilka . The language code in Factorio wikis and the way Wikipedia in Chinese works are different issues, I was just mentionning the latter for information, and spoke about IETF codes because I've been working a lot with them on Wikipédia, sorry for the "nerdview" ! By the way, "Conversion is done through a set of character conversion tables, that may be edited by administrators". Such tables could be using the game code to ensure that the words used are the same as in-game. However, on further looking into this, I learnt that this system can cause problems due to typographical errors. This may be one of the reasons why wp.zh has been supplanted by private "mainland China" wikis. Regards, Şÿℵדαχ ₮ɘɼɾ๏ʁ 19:40, 19 October 2023 (UTC)
wiki
https://wiki.factorio.com/Factorio_talk:Editor_noticeboard_-_Factorio_Wiki
Laser_turret_(research)
Laser turret (research) - Factorio Wiki
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Laser turret (research) - Factorio Wiki Jump to navigation Jump to search | | Laser turret (research) | Edit | | | ----------------------- | ---- | | Cost | Cost | | -------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------- | | 301111✖150 | 301111✖150 | | Laser turrets are advanced defensive structure, they only require electricity to defend your structures. | Laser turrets are advanced defensive structure, they only require electricity to defend your structures. | | Prototype type | technology | | Internal name | laser-turret | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Unlocks the laser turret , a means to defend your base by using energy. See also Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Laser_turret_(research)_-_Factorio_Wiki
Archive_Alien_science_pack
Alien science pack - Factorio Wiki
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Alien science pack - Factorio Wiki Jump to navigation Jump to search | | | ---------------------------------------------------------------------------------------------------------------------------------- | | Alien science packhas beenarchived. | | The information on this page pertains to a previous version of the game.It may be incorrect, or concern a removed/changed feature. | | | Alien science pack | Edit | | | ------------------ | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 12+1→10 | 12+1→10 | | Total raw | Total raw | | 12+1 | 12+1 | | Stack size | 200 | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | The Alien Science Pack (also known as "purple science") was the highest tier of science pack prior to Factorio version 0.15 . It was used in labs to research the most advanced technologies . It could only be crafted from alien artifacts , which were found in the ruins of enemy spawners . With the 0.15 research overhaul, this item is no longer obtainable, having been replaced by multiple other types of science packs. History 0.15.0 : Removed from game. Replaced by multiple new high-tech science packs : military , production , high-tech and space . See also Research Science pack | 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/Alien_science_pack_-_Factorio_Wiki
Promethium_science_pack_(research)
Promethium science pack (research) - Factorio Wiki
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Promethium science pack (research) - Factorio Wiki Jump to navigation Jump to search | | Promethium science pack (research) | Edit | | | ---------------------------------- | ---- | | Cost | Cost | | ----------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------- | | 601111111111✖2000 | 601111111111✖2000 | | Used to increase research productivity, which makes it easier to research other upgrades that make future expeditions to the shattered planet easier. | Used to increase research productivity, which makes it easier to research other upgrades that make future expeditions to the shattered planet easier. | | Prototype type | technology | | Internal name | promethium-science-pack | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Space Age expansion exclusive feature. Promethium science pack research allows the player to craft promethium science packs . History 2.0.7 : Introduced in Space Age expansion. See also Research Science pack Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Promethium_science_pack_(research)_-_Factorio_Wiki
Version_history_0.17.0
Version history/0.17.0 - Factorio Wiki
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Version history/0.17.0 - Factorio Wiki Jump to navigation Jump to search 0.17.79 Date: 19.11.2019 Bugfixes Fixed that the infinity pipe mode could sometimes reset when changing other infinity pipe settings. ( more ) Fixed that electric energy interfaces didn't consume power correctly. ( more ) Fixed market GUI not showing price in the tooltips of modifiers. ( more ) Fixed market GUI showing empty price property in the tooltips when no price is set. Fixed lights render quality slider in graphics settings missing tooltip. ( more ) 0.17.78 Date: 15.11.2019 Bugfixes Fixed a desync related to biter pathfinding. ( more ) 0.17.77 Date: 14.11.2019 Changes When a team loses in PvP, all their characters will die. Technology GUI shows saved progress of partially-researched technologies. Bugfixes Fixed a crash when when loading modded saves that had construction robots working on modded entities. Fixed that 'corpses' and 'dying_explosion' wouldn't be created on the correct force. ( more ) Fixed that LuaEntity::get_fuel_inventory() didn't work on burner pumps. ( more ) Fixed ammo turret tooltip not showing the damage bonus correctly. ( more ) Fixed fluid name and amount not being shown when the tooltip is on the side. ( more ) Show how module energy consumption is applied more clearly in the tooltips. ( more ) Fixed several issues related to modded reactors set to use electric energy. ( more ) Fixed spitters were not able to destroy trees and rocks. ( more ) Fixed that shift+click recipes in cheat mode wasn't able to handle recipes that included fluids but still only produced 1 item result. ( more ) Fixed a difference in map editor paused vs unpaused game ticking related to enabled/disabled train stops. ( more ) Fixed that produce item per hour achievements could not be progressed. ( more ) Fixed an issue with reading localised strings in Lua. ( more ) Fixed that right clicking to add 1 item to assembling machines had no limit. ( more ) Fixed that teleporting players/cars between surfaces would invalidate lua references to them. Fixed a crash with trains that had wheels.direction_count = 0. ( more ) Fixed statistics not counting items correctly on large intervals when a large number of items are produced/consumed. ( more ) Fixed Beacon ghost tooltip missing some information. ( more ) Fixed ghost tooltips not showing correct max energy consumption. Fixed tooltips for tile creating items showing wrong title. ( more ) Fixed blueprint strings not saving empty values for some circuit network settings. ( more ) Fixed PvP config import would always append the default item and equipment lists. ( more ) Fixed that creating infinity chests with logistic_mode set would ignore request filters. ( more ) Scripting Added LuaEntity::command, LuaEntity::distraction_command, LuaUnitGroup::command, and LuaUnitGroup::distraction_command reads. Added LuaUnitGroup::is_script_driven read. Modding Changed RollingStockPrototype::wheels to be optional. 0.17.76 Date: 07.11.2019 Changes Energy consumption is no longer shown in the tooltip for void energy sources. Bugfixes Fixed a bug in NPE where Compilatron would sometimes loop around smashing things. ( more ) Fixed possibility of dying just before a cutscene in NPE, which would lead to a crash. ( more ) Fixed game crashing in NPE if it can't find anywhere to spawn a biter. ( more ) Fixed using dark coal icon on dark speech bubble background. ( more ) Fixed a crash when loading modded saves without the mod when you had entities marked to be upgraded to the now removed modded items but the entity is still valid. Fixed incorrect string for "Fuel Pollution" in tooltip. ( more ) Fixed tooltip not showing max consumption correctly when using modules. ( more ) Fixed battery equipment and accumulator tooltips showing wrong input flow limit when it's unlimited. ( more ) Fixed item tooltips not showing custom_description. ( more ) Fixed some item tooltips having incorrect title or description. Fixed that hovering over a logistic request didn't highlight inventory items. ( more ) Fixed pump tooltip not showing pumped amount when pumping from a fluid wagon. ( more ) Show the products of a recipe more clearly when the product has a probability and/or an interval defined. ( more ) Fixed a crash when restarting the game after it failed to load modded fluidboxes. ( more ) Fixed tech tree quantity icon being shown incorrectly. ( more ) Fixed an exploit related to upgrading ghosts while a robot is trying to work on them. ( more ) Fixed target leading logic would cause turret to shoot outside of its range sometimes. ( more ) Modding Added AmmoTurretPrototype::entity_info_icon_shift. 0.17.75 Date: 04.11.2019 Features Construction robots will attempt to batch build tiles. Changes Tooltips reworked. They now have a new structure and look. Properties in tooltips have been reorganized and reworked. Common properties have been added to categories. Added more information to tooltips, for example to be able to calculate steam power and nuclear ratios. Recipe and item tooltips are now separate. Item tooltips will be shown for each product in the recipe, if relevant. Descriptions and Total Raw can be hidden using the interface setting. Reorganized the interface settings menu. Bugfixes Fixed a crash when switching between the map editor and the ghost controller type. ( more ) Fixed car movement animation played forwards when reversing. ( more ) Fixed a crash related to using LuaCustomTables incorrectly. ( more ) Fixed that accumulators wouldn't copy circuit signals correctly in some cases. ( more ) Fixed a crash related to removing all collision masks from rails. ( more ) Modding Added ProductPrototype::show_details_in_recipe_tooltip. It determines if a product tooltip should be shown when hovering a recipe. Scripting Added filtering support for several common Lua events. Added LuaEntity::logistic_network write for construction and logistic robots. Added "lifetime" optional entity creation parameter for speech-bubble entities. Added LuaEntityPrototype::max_distance_of_sector_revealed and max_distance_of_nearby_sector_revealed read. Changed RecipePrototype so it calculates catalyst from ingredients and products automatically if not manually defined. 0.17.74 Date: 25.10.2019 Bugfixes Fixed crafter would not reconnect heat energy source after rotate in some cases. ( more ) Fixed a crash when adding science pack types to labs. ( more ) Fixed a crash related to text boxes and clearing them with selected text. ( more ) 0.17.73 Date: 24.10.2019 Graphics Extended transport belt sprites a little bit to avoid rendering glitches at some zoom levels. Bugfixes Added missing max_work_done_per_tick in map-settings.example.json. ( more ) Fixed that accumulator settings could not be copy-pasted. ( more ) Fixed that generators could rotate and render incorrectly. ( more ) Fixed bad quest GUI in NPE. ( more ) Fixed a crash related to the map editor "recipe locked" setting for assembling machines. ( more ) Fixed that Military science pack was sorted after Chemical science pack in the Lab GUI. Fixed low quality texture compression would create major artifacts on some sprites. ( more ) Fixed a crash when reading storage_filter on infinity chests. ( more ) Fixed a crash when reading LuaEntity::tree_stage_index_max in some cases. ( more ) Changed blueprinting selection previews to include both tile ghosts and tiles when only tile ghost entities are being selected. ( more ) Fixed a crash that could happen when path_resolution_modifier was set to very low values. ( more ) Modding Changed input_flow_limit and output_flow_limit so 0 means 0 instead of unlimited (no value still means unlimited). Scripting Added LuaEntity::driver_is_gunner read/write. Balancing Changed: Amount of copper-cable in Introduction scenario crash site. Changed: Increased minimum size of a resource deposit to 100 in the Introduction scenario. 0.17.72 Date: 18.10.2019 Bugfixes Fixed another biter-related crash. ( more ) 0.17.71 Date: 16.10.2019 Bugfixes Fixed a crash that would happen on loading certain saves made in previous versions. ( more ) Fixed entity selection could desync from mouse cursor when switching to cutscene controller in multiplayer. ( more ) 0.17.70 Date: 15.10.2019 Features Added interface option to adjust the number of shortcut bar rows that are visible on the screen. Added ability to shift click a research in the technology screen to start that research. Allowed setting filters with the ghost cursor. Changes Biters and Spitters will no longer collide with other biters/spitters. ( https://factorio.com/blog/post/fff-316 ) Graphics Added new remnants for several entities. They are still work-in-progress and subject to further change. Bugfixes Excluding runtime fluid mixing check from assembler migration that caused some crashes when loading a save with mixing in it. Fixed landfill map color on old saves. ( more ) Added migration to recalculate tile transitions when tile layer definition changes in tile prototype. ( more ) Fixed that artillery remote failure sounds could be duplicated in some cases. ( more ) Fixed that the game would still process mod dependencies for disabled mods. ( more ) Fixed that underground pipes with different length could sometimes connect one tile further. Fixed that the cursor would appear in the wrong position after textbox alignment was changed by scripting. ( more ) Fixed placement of scrollbars around textboxes. ( more ) Fixed a crash related to teleporting biters during the ai-completed events. ( more ) Fixed that non-square crafting machines without fluid boxes didn't rotate correctly. ( more ) Fixed that the game would freeze when trying to find automatic artillery targets with very high levels of artillery range. ( more ) Fixed tile ghosts sometimes overlapped on edges which created visible lines. ( more ) Fixed that the on_gui_switch_state_changed event would fire twice in some cases. ( more ) Fixed wrong damage bonus values in tooltips of combat robots and units in a different force. ( more ) Fixed that the research screen would show a technology as "available" when it was queued. ( more ) Fixed that LuaEntity::last_user didn't support writing `nil`. ( more ) Fixed that mod GUIs could show on top of the technology screen after loading a save. ( more ) Fixed a crash when using the /screenshot command. ( more ) Fixed that the --disable-migration-window command line option didn't always work. ( more ) Fixed that pumps had a drain when using a non-electric energy source. ( more ) Fixed a bug in fluid system splitting. Changed order of pipe connections to avoid previous cases of fluid mixing. A.k.a Boskid's deferred pipes. Offshore pumps now set fluid filter automatically based on produced fluid. ( more ) Fixed crash when closing shortcut selection list while dragging. ( more ) Fixed that biters could get overloaded by artillery and stop moving. ( more ) Fixed that biters could get stuck during attacks. ( more ) Fixed that biter pathfinding could cause unreasonably large save files. ( more ) Fixed that biters would attack in a single file due to their colliding with each other. ( more ) Fixed that personal roboports would function with literally no power. Fixed migrating pre-0.17 maps with detached characters that had a grid armor in quick bar would corrupt game state. ( more ) Modding Added optional flying robot prototype property "max_speed". Added light_renderer_search_distance_limit to utility constants. Scripting Changed LuaEntity::color to also work for cars. Changed LuaStyle::padding, margin to also accept arrays of padding values. Added optional "unit_number" to on_post_entity_died event. Added support to teleport car entity types between surfaces. Added LuaEntityPrototype::call_for_help_radius, max_count_of_owned_units, max_friends_around_to_spawn, spawning_radius and spawning_spacing read. Added LuaForce::research_enabled read. 0.17.69 Date: 19.09.2019 Changes Allow closing rich text tags with . as well as /, to allow color tags in save names. ( more ) Using wires in the map editor no longer consumes the wires. Features Added a setting to the map editor to show/hide the infinity filters. Bugfixes Fixed splitter input flipping mechanism. ( more ) Fixed pressing Backspace when text box caret was at the start of the text, in front of rich text icon, would delete the icon. ( more ) Fixed it was possible to paste non-numeric values to numeric text fields. ( more ) Fixed tooltips appearing in the top-left corner during autosaves. ( more ) Changed render-layer of smoke used as activity indicator on chemical plant. ( more ) Fixed that escape didn't work in the "new scenario for map editor" GUI. ( more ) Fixed that prototype-defined locale didn't work nicely related to items that built things. ( more ) Fixed a consistency issue with rotation of a modded assembler. ( more ) Train will cancel reservation of signals in front of it when it runs out of fuel. ( more ) Fixed manipulating with inventory of other character could cause an armor to be deleted leading to save file corruption. ( more ) Fixed achievement sound stacking loudly when multiple achievements are unlocked. ( more ) Fixed underground pipe connections of a large entity ghost. ( more ) Fixed oil refinery was missing shadow on some configurations. ( more ) Fixed an issue with loading some saves with modded lengths of underground pipes, such as Py mods. ( more ) Fixed that the Lua API allowed setting direction on entity ghosts which would crash in most cases. ( more ) Fixed train stations penalty when there are two stations attached to same rail segment. ( more ) Fixed rotating underground pipe into mixing and blocked connection. ( more ) Fixed that the player cursor stack would be empty during the 'cut' part of cut-paste. ( more ) Fixed train stop rich text tags would show as trains. ( more ) Added automated fix for another case of fluid mixing. ( more ) Changed runtime fluid mixing fix so that it can't be abused in PvP. ( more ) Changed the map editor so it can place blueprints with recipes that haven't been researched yet. ( more ) Fixed rotation of modded boiler with regard to blocked connections. ( more ) Fixed that a pipe block would not get fixed when a rotation removed the reason for the pipe block. ( more ) Fixed a crash in the map editor related to 0-count infinity filters and items in the cursor. ( more ) Fixed crash when attempting to use LuaRendering to render icon of an entity that doesn't have icon defined. ( more ) Fixed fluid mixing from removing a modded boiler in a special setup. ( more ) Modding Added 'allow_burner_leech' to inserter prototypes. If set to true, burner inserters will look in the pickup targets fuel inventory when refueling. Scripting Added LuaEntityPrototype::collision_mask_with_flags read. Added LuaTilePrototype::collision_mask_with_flags read. Added LuaDecorativePrototype::collision_mask and collision_mask_with_flags read. Added LuaStyle::rich_text_setting read/write for labels, text boxes, and text fields. Added LuaEntityPrototype::allow_burner_leech read. Added LuaPlayer::request_translation(). Added "on_string_translated" event. Added LuaEntity::get_merged_signal(). Added to_be_upgraded to LuaSurface::count/find_entities_filtered. ( more ) Added a blueprint entity index to source entity mapping to the on_player_setup_blueprint event. Changed entity, tile, and decorative prototype collision_mask filters to support filtering by 'collides' or 'layers-equals'. Added allow_in_replay flag into LuaGameScript::take_screenshot. ( more ) 0.17.68 Date: 04.09.2019 Changes Pressing ESC while catching up to a multiplayer game will open the menu with most options disabled. ( more ) Bugfixes Fixed migration bug that doubles up to one sample worth of statistics when a save is loaded from before 0.17.44. Fixed production statistics not calculating the totals correctly. ( more ) Fixed that on_built_entity wouldn't be fired for built blueprint entities. ( more ) Fixed a crash when right clicking with the map editor tile area tool. ( more ) Fluid mixing does not crash the game anymore and is fixed the same way as on migration. Fixed some Lua tables would be incorrectly interpreted as Lua arrays. ( more ) Modding Changed pipe_covers to be drawn with secondary sprite draw order 64 resp. -64 to prevent "z-fighting" issues. ( more ) 0.17.67 Date: 03.09.2019 Graphics New chemical plant graphics. Heat pipes (also in reactors and heat exchangers) glow with high temperatures. Changes Pressing ESC while catching up to a multiplayer game will disconnect instead of opening the menu. ( more ) An entity can't be teleported into a position where pipe connections would overlap. ( more ) The camera will zoom to center instead of zooming to cursor in God controller, Ghost controller and Spectator controller. Features Added an area tool to the map editor tile editor. Added highlighting of the source entities when selecting areas to clone in the map editor. Added a setting in the map editor to hide entity health bars. Added a setting in the map editor surface editor to generate new chunks using lab tiles. Added support to manipulate items on the stored character while in the map editor. Added infinity settings for automatically controlling items in the map editor. Changed the infinity chest so it can also spawn hidden items. Gui Rearranged key-bindings in Control Settings to different categories. Improved and added more descriptions of key-bindings. Bugfixes Fixed cloning ghost entities with rotation didn't work correctly. ( more ) Fixed that the lab GUI wouldn't update when the technology being researched changed. ( more ) Fixed loader front patch and back patch were not sorted correctly when drawing. ( more ) Fixed wire connection distance sometimes being inconsistent. ( more ) Fixed a rotation of modded pump with regard to blocked pipe connections. ( more ) Prevented a crash resulting from teleporting a pipe to a fluid system with blocked connection. ( more ) Fixed that the filter GUI tooltip would flicker when changing tabs. ( more ) Fixed fluid mixing from creating an underground pipe by script into a blocked fluid system. ( more ) Fixed fluid mixing from copy/pasting an infinite pipe next to a different fluid. ( more ) Prevented playing Jesus and changing water into other fluids. ( more ) Fixed assembler ghost fluid filters disappearing through loading. ( more ) Cliffs sections which are fully marked as indestructible can't be exploded. ( more ) Fixed interaction of underground pipes with modded length. ( more ) Fixed fluid mixing caused by fluid producing furnace. ( more ) Fixed that opening the technology GUI in the same tick as the entity tooltip being shown didn't work correctly. ( more ) Prevented rotation of a modded assembler with a blocked pipe connection that results in fluid mixing. ( more ) Fixed train condition button indentation not being properly updated under special circumstances. ( more ) Fixed that train schedule waypoint was considered to be passed when train departed the related rail rather when it entered it. ( more ) Fixed that storage tank entities ignored pipe_picture property in their fluid box definition. ( more ) Fixed improper action selection for UI actions for key bindings differentiated by modifiers only. ( more ) Fixed a crash related to a modded assembler and fluid mixing. ( more ) Applied the cannon shadow to the artillery wagon, fixing some unintended highlights. ( more ) Fixed crash when removing electric pole. ( more ) Fixed event handler could try to register events twice in some cases. ( more ) Fixed blueprinted locomotives would preview as snapped to train stop. ( more ) Fixed items spilling on the ground when using fast entity transfer while robots are trying to insert into the player. ( more ) Fixed hand reserving a non-empty slot in some situations when player inventory auto-sorting is disabled. Fixed custom lua slider sometimes initializing with the marker in the wrong position. ( more ) Fixed "list-box" and "drop-down" custom GUI elements would not update selected index when changing its items programmatically. ( more ) Fixed that the map editor 'instant blueprint building' would fail to place trains correctly. Rail signal that is to be reserved by circuit network doesn't allow train to go through even when the block is already occupied by the given train. ( more ) Rail signal will change from reserved by circuit network state to closed state when train is manually placed into the block it guards. ( more ) Fixed train stop name in map not being positioned properly. ( more ) Modding Changed default value of LoaderPrototype::structure_render_layer from "lower-object" to "transport-belt-circuit-connector", in order to be consistent with other on-belt structure sprites. Different wall types will connect visually by default. If this behavior is not desired for a wall prototype, set it unique "visual_merge_group". ( more ) Added optional random_variation_on_create to all simple entity prototypes. Pump was changed to not expand its bounding box when connected to pipe. Collision box for vanilla pump was adjusted to reflect this change. Scripting Added additional filtering to LuaGameScript::get_filtered_..._prototypes() functions. Added optional "tags" to entities in blueprints and entity ghosts. Added optional "tags" to script_raised_revive, on_built_entity and on_robot_built_entity events when reviving ghosts. Added LuaEntity::tags read/write for entity ghosts. Added LuaItemStack::get_blueprint_entity_count(), get_blueprint_entity_tags(), set_blueprint_entity_tags(), get_blueprint_entity_tag(), and set_blueprint_entity_tag(). Added on_force_friends_changed and on_force_cease_fire_changed events. Added "area" to on_chunk_charted and on_sector_scanned events. Added "position" to on_chunk_generated event. Added area to the LuaChunkIterator operator() return value. Added LuaPlayer::toggle_map_editor(). The script_destroyed_entity event is raised for map editor instant deconstruction. Added LuaEntity::tick_of_last_attack and LuaEntity::tick_of_last_damage write. 0.17.66 Date: 16.08.2019 Changes Blocked underground pipe connections (see e.g. https://forums.factorio.com/73840 ) are always highlighted. Bugfixes Fixed crash when using the close button while the client is saving the map for desync report. ( more ) Fixed a crash related to settings copy/paste of some modded assemblers. ( more ) Correctly highlighting blocked connections of modded underground pipes. ( more ) Fixed a case of disappearing fluid in a special fluid furnace configuration. ( more ) Fixed programmable speaker caused crash when using --disable-audio command line option. ( more ) Fixed that an underground pipe ghost did not split fluid systems. ( more ) Fixed that an underground pipe ghost did not split blocked connection. ( more ) Fixed that fluids in assembling machines and furnaces would get voided any time mods changed. ( more ) Prevented construction of underground pipe that could crash the game due to blocked pipe connection. ( more ) Scripting Added LuaEntityPrototype::terrain_friction_modifier read. 0.17.65 Date: 14.08.2019 Changes Modded achievements and their progress are now stored even when the mods adding extra achievements are temporarily removed. Up to 5000 modded achievements are stored indefinitely. ( more ) Programmable Speaker sounds now change volume accordingly as player moves. ( more ) Rocket Silo sounds now change volume accordingly as player moves. Bugfixes Fixed tightspot level 5 expecting old chemical science recipe. ( more ) Fixed Transport belt madness inserter exploit. ( more ) Fixed that filling energy of entities in map editor didn't work for accumulators in electric network. Fixed a crash or desync that could happen after assigning a build_base command to a single unit. ( more ) Fixed that mining drill covering more than 1 infinite resource showed the mining speed as sum instead of average. ( more ) Fixed that infinite item based resources with yield of more then 100% didn't actually mine more. So yield of 260% for example means that it mines 2 resources and 60% probability of 1 extra. Fixed cloning of accumulators in the map editor not setting available energy correctly. Fixed a desync related to cloning accumulators. ( more ) Fixed 2 crashes related to custom-switch. ( more ) Fixed that train could consider itself being parked in station when in fact being misaligned. ( more ) Fixed that activating deconstruction planner/blueprint/blueprint tool from the shortcut by pressing the buttons didn't clear the cursor if it wasn't empty. ( more ) Fixed condition operator button visibility when dragging conditions in the train schedule GUI. ( more ) Fixed few layouting issues with scroll panes. Fixed that biters could get stuck in narrow passages between water tiles. ( more ) Fixed that members of unit groups could sometimes get far ahead of the group. ( more ) Modding Added CraftingMachinePrototype::match_animation_speed_to_activity. Added LoaderPrototype::structure.back_patch and front_patch. Scripting Added ability to clear a sprite or sprite-button by writing nil or empty string to LuaGuiElement::sprite. ( more ) 0.17.64 Date: 09.08.2019 Changes Range modifier and shooting speed modifier are now shown in ammo tooltip and ammo turret tooltip. Allow pressing ESC to cancel saving or downloading the map while desynced. ( more ) Added copy paste from assemblers to infinity chests, similar to requester chests. Bugfixes Fixed crash when loading a save containing modded crafting machines with fluid boxes, with mods disabled. ( more ) Fixed turret range drawing not accounting for ammo range modifier in world and in map view. Fixed turret unfolding and animation not accounting for ammo range modifier. ( more ) Fixed case of swapping left and right lane of underground belts. ( more ) Fixed desync related to marking and then un-marking combinators for deconstruction. ( more ) Fixed Infinity Chest GUI showing wrong label when modded as a storage chest. ( more ) Fixed when target of combat robot changed force to an allied force, the combat robot wouldn't stop attacking it. ( more ) Fixed silo script error using generic on_event function. ( more ) Fixed a desync related to using multiple custom fluid indexes in a recipe. ( more ) Fixed some labels getting cut of in the statistics GUI, on some translations. ( more ) Fixed a crash that could sometimes happen when fighting large groups of biters. ( more ) Fixed a special corner case of signal internal state consistency. ( more ) Fixed that the circuit and logistic network buttons in the train stop GUI were swapped. ( more ) Scripting Combinators can now be activated or deactivated through LuaEntity::active. Added LuaEntity::upgrade_target read. Removed the ability to convert a table address into a string. 0.17.63 Date: 06.08.2019 Changes Inventory filters tooltip now shows they are inventory filters to avoid confusion. ( more ) The quickbar tooltip now shows what shortcut to use in order to clear it. Quickbar filters can now be set from the ghost cursor. In Introduction, changed some places Compilatron stands at to be less in the way. ( more , more ) Bugfixes Fixed some combination of graphics options could cause infinite loop at 95% of sprite loading in the demo. ( more ) Fixed assigning empty table to sprite definition would not cause loading error but crash in-game instead. ( more ) Fixed a desync related to accumulators in multiple networks. ( more ) Fixed transitions on tiles where landfill, grass and water meet. ( more ) Fixed logistic network technology description did not mention buffer chests. ( more ) Fixed "use-version-filter-in-browse-games-gui" config option didn't work. ( more ) Fixed possible crash in introduction scenario if player builds turrets too far to either side. ( more , more ) Fixed electric coverage visualization was not shown when hovering mouse over invisible widgets. ( more ) Fixed a crash when using a path_resolution_modifier of 8. ( more ) Fixed introduction leftover invisible entity after cutscene. ( more ) Fixed introduction bug where sometimes Compilatron wouldn't build things properly. ( more ) Fixed "toggle filter" control setting would not work if bound to modifier key and left or right click. ( more ) Fixed introduction bug where poles could still connect to the generator after it was destroyed. ( more ) Fixed introduction possible crash when removing power consumers. ( more ) Fixed missing laser-beam entity from demo. ( more ) Fixed issue with walls in hidden smelter section in introduction. ( more ) Fixed that biters could form too many attack groups when aggroed by artillery. ( more ) Fixed that clicking and dragging electric poles in multiplayer latency didn't work correctly. Fixed that fast-replacing assembling machines with fixed recipes didn't work correctly. ( more ) Fixed a crash when deleting surfaces during the same tick as auto-save running. ( more ) Moved integration patches of crash site entities to decals render layer. ( more ) Fixed that inserters would pick up from the left lane of a loader even when positioned closer to the right side. Scripting Added LuaEntity::request_from_buffers read/write. 0.17.62 Date: 02.08.2019 Bugfixes Fixed a script error in the NPE while using demo. ( more ) Fixed that reading LuaGuiElement::elem_type would always error. ( more ) Fixed a crash related to modded fluid energy sources. ( more ) Fixed corrupted alt-mode icons on low zoom levels on macOS. ( more ) 0.17.61 Date: 02.08.2019 Changes Combat robotics 2 technology now require Laser. ( more ) Bugfixes Fixed fluid mixing checks for some setups when setting an assembler recipe. ( more ) Fixed flying notifications showing player's inventory updates were visible to all forces. ( more ) Fixed error during PNG decompression would cause crash on Linux. ( more ) Fixed that save files could become very large. ( more ) Fixed that cloning furnaces wouldn't preserve the crafting progress. ( more ) Fixed inserters being slower and rotationally asymmetrical after the previous version. Fixed that wandering units could be activated for longer than necessary. ( more ) Fixed a crash when trying to check if 'game' is equal to anything using the Lua API. ( more ) Added a check for overlapping crafter fluidboxes to detect wrong mod configuration. ( more ) Fixed desync related to inserter ghosts and belts. ( more ) Fixed setting health of item stack of item-with-entity-data to 1 would do nothing. ( more ) Fixed a desync with the map editor resource editor. ( more ) Fixed a desync with the map editor decorative editor. ( more ) Prevented some rare cases of fluid mixing tied to underground connections. ( more ) Fixed placing entities that consume type of energy other than electric would still show electric coverage visualization. ( more ) Modding Added InserterPrototype::draw_inserter_arrow. Scripting Added LuaGuiElement::choose-elem-button elem_types "decorative", "item-group", "achievement", "equipment", and "technology". 0.17.60 Date: 30.07.2019 Balancing Basic oil processing produces only Petroleum gas, for more streamlined oil setup in the beginning. Basic oil processing keeps some of the refinery input/output slots unused, so it is more clear which ones will be used by Advanced oil processing. Chemical science pack requires Sulfur instead of Solid fuel. Flamethrower ammo requires crude oil instead of heavy and Light oil. Rocket fuel requires light oil. Laser Turrets, Lubricant, and Worker robots technologies need Chemical science pack. Deathworld marathon preset was made a little bit easier. Bugfixes Fixed a crash when trying to show invalid thumbnails for mods. ( more ) Fixed that up/down keyboard navigation of the load/save game GUIs and manage mods GUI didn't work in some cases. ( more ) Fixed that cloning belts with items didn't preserve the item positions correctly. ( more ) Fixed a script error in train stations mini-tutorial. ( more ) Fixed a script error in the NPE. ( more ) Fixed car turret shadow would rotate in opposite direction to the turret. ( more ) Fixed that changing sound settings didn't persist through game restart. ( more ) Fixed that the migrated-content GUI wouldn't show in some cases. ( more ) Fixed that right-click-and-drag didn't work in the blueprint GUI to remove things. ( more ) Fixed that unit groups would use paths going through cliffs. ( more ) Fixed some cases of entity rotation with blocked underground pipes. ( more ) Fixed inserters sometimes getting stuck when picking up from a non-backed-up underground belt. ( more ) Added workaround for a driver crash when calling D3D11CreateDeviceAndSwapChain. ( more ) Modding Added CraftingMachinePrototype::default_recipe_tint. Scripting Added LuaEntityPrototype::supports_direction read. Fixed that LuaGuiElement::force_auto_center() didn't work. ( more ) Added LuaGameScript::get_filtered_entity_prototypes(), get_filtered_item_prototypes(), get_filtered_equipment_prototypes(), get_filtered_mod_setting_prototypes(), and get_filtered_achievement_prototypes(). 0.17.59 Date: 25.07.2019 Balancing Changed expensive variant of electronic circuit to require 8 copper cables instead of 10. Changes User verification must be enabled for public multiplayer games. LAN games, direct-connect, and Steam still don't require user verification. Network message segment size can be configured in server-settings.json, for server providers with large enough upload bandwidth. Added "Build with obstacle avoidance" into controls settings with CONTROL + Left mouse click as default. It re-introduces the possibility to build rails in ghost mode that avoid trees rocks and cliffs. Decreased base damage of Personal laser defense from 40 to 30. Decreased base shooting speed of Laser turret and Personal laser defense equipment from 3 shots per second to 1.5 shots per second. Reverted combat latency behavior to do latency hiding while in combat. ( more ) Bugfixes Fixed that extra fast (modded) splitters didn't work properly. ( more ) Fixed an inconsistency between area selection and logistic network highlight. ( more ) Fixed that probabilistic recipe result that is also a catalyst didn't put itself into consumed statistics when the probability check failed and the item wasn't produced. ( more ) Fixed visual errors when dragging train schedule conditions. ( more ) Fixed that locale settings didn't save when changed. ( more ) Solved that pressing ALT while walking right (D being pressed) stopped the character as it interfered with ALT + D. ( more ) Fixed connection preview of underground belt in blueprint in a specific case. ( more ) Changed accumulator/wall/underground belt map color to be more contrast against certain tiles. ( more ) Fixed laser turrets were shooting beams that would last until target was destroyed even if it got out of range and turret stopped shooting. ( more ) Fixed Laser turret shooting speed research didn't increase damage of laser turret. ( more ) Fixed Laser turret shooting speed research didn't increase damage of Personal laser defense equipment. ( more ) Fixed that biters sometimes couldn't get past other biters. ( more ) Fixed that migration scripts couldn't use "require". ( more ) Fixed a crash related to fast-replacing modded generator entities without fluidboxes. Fixed loaders would not wake up sometimes after picking up items from them manually. ( more ) Fixed that space science pack technology did not have accumulators and solar panels in prerequisites. ( more ) Fixed that switching to another window while dragging a widget (slider) with a tooltip didn't clear the tooltip. ( more ) Fixed that rails would report bounding box sizes of zero when read through the LuaEntityPrototype API. ( more ) Fixed that unit groups could get stuck at the end of their assigned path. ( more ) Fixed a desync related to changing forces in the map editor. ( more ) Fixed a crash related to fluid connection changes in mods. ( more ) Fixed that creating character corpses using player_index was off by 1. ( more ) Added extra check to prevent infinite cycle in fast belt building. ( more ) Fixed a crash when building train stations when the backers.json file is empty. ( more ) Fixed that entities could have their light rendered twice. ( more ) Fixed that biters had difficulty pathfinding around crescent-shaped lakes. ( more ) Fixed that the "not enough rails" error didn't work correctly in the map editor. ( more ) Fixed train would not stop exactly in the station preventing pumps to connect to fluid wagons when a mod was changing speed of breaking train. ( more ) Fixed that trains would try to path to train stops on different surfaces. ( more ) Fixed pump would not disconnect from fluid wagon when rail besides pump was mined or destroyed. ( more ) Fixed a crash related to the rail planner. ( more ) Fixed that the mod info label in the technology tooltip didn't line wrap. ( more ) Fixed a crash near the start of the NPE. ( more ) Modding Changed how beams are drawn to improve seamless tiling of beam segments. Head and tail segments are now stretched to fill space from source/target position to next segment. Changed how beams apply damage. By default, they no longer trigger their action every damage_interval, instead the action is triggered when its owner triggers shooting. The old behavior can be turned on by setting BeamPrototype::action_triggered_automatically to true. It is possible to specify fluid product or ingredient with a fluidbox_index so they use exactly one slot corresponding to the specified fluidbox of the machine. Changed the "market" entity from entity-with-health to entity-with-owner so it now has a force and unit_number. Changed fluid energy source prototypes to error when no consumption limits are set instead of logging a warning. Added util.parse_energy(). Scripting Added LuaGui::screen. Added on_gui_location_changed, on_gui_selected_tab_changed, and on_gui_switch_state_changed events. Added LuaGuiElement type "empty-widget", "tabbed-pane", "tab", and "switch". Added LuaGuiElement::add_tab(), remove_tab(), and force_auto_center(). Added LuaGuiElement::location, auto_center, drag_target, selected_tab_index, tabs read/write. Added LuaGuiElement::switch_state, allow_none_state, left_label_caption, left_label_tooltip, right_label_caption, right_label_tooltip read/write. Added LuaStyle::badge_font, badge_horizontal_spacing, default_badge_font_color, selected_badge_font_color, disabled_badge_font_color, selected_font_color, selected_hovered_font_color, selected_clicked_font_color, strikethrough_color read/write. Added clear_and_focus_on_right_click to LuaGuiElement text-box. Added LuaGuiElement::get_slider_value_step(), get_slider_discrete_slider(), get_slider_discrete_values(), set_slider_value_step(), set_slider_discrete_slider(), set_slider_discrete_values(). Added LuaGuiElement::get_mod(). Added LuaEntity::loader_container read. Added LuaEntity::belt_neighbours read. 0.17.58 Date: 15.07.2019 Bugfixes Fixed a crash related to researching technologies through script. Fixed a crash when opening other settings on the steam version of the game. ( more ) 0.17.57 Date: 15.07.2019 Changes Restored ore placement to match that of 0.17.50 ( more ) Optimisations Optimized synchronization time of blueprint library to a new game map. ( more ) Bugfixes Fixed glitch in pollution cloud overlay rendering. ( more ) Fixed joining multiplayer through Steam Friends would not work sometimes. ( more ) Fixed rail signal consistency for a very special corner case. ( more ) Fixed that the Linux server's standard input could get closed under some circumstances. ( more ) Fixed crash when enabling blueprint library cloud sync when local blueprint library did not exist. ( more ) Fixed that trains couldn't be rotated while in the map editor. ( more ) Fixed that LuaGameScript::ban_player() only worked with real players. ( more ) Fixed that the changelog GUI could have unnecessary scroll bars. ( more ) Fixed that hiding the search bar didn't unfocus it, so it was still possible to write to the invisible search bar. ( more ) Fixed wrong signal placeability in some specific cases. ( more ) Fixed that the entity tooltip would flicker in some cases related to the tooltip delay. ( more ) Fixed a crash when opening assembling machines with fixed_recipe set in the latency state. ( more ) Modding Added a prototype property for hiding recipes from the player crafting GUI. Renamed spot noise argument 'minimum_candidate_point_spacing' to 'suggested_minimum_candidate_point_spacing' Added base_productivity to assembling machines, mining drill, and lab prototypes. Added LuaEntityPrototype::base_productivity read. Scripting Added optional "ignore_characters" to LuaSurface::clear(). Added on_gui_confirmed event. Added LuaGuiElement::numeric, allow_decimal, allow_negative, is_password, lose_focus_on_confirm, clear_and_focus_on_right_click read/write. 0.17.56 Date: 11.07.2019 Minor Features Added option to enable Steam Cloud Sync for blueprint library to Other Settings GUI. Please backup your blueprint-storage.dat if you chose to enable it. The option is available in Steam version of the game and Cloud Sync needs to be enabled in Steam for the library to be actually synchronized. Bugfixes Fixed that the blueprint library GUI sometimes wouldn't update until the mouse was moved. ( more ) Fixed that deconstructing tiles in the map editors instant-deconstruction mode didn't work. ( more ) Fixed setting FireFlamePrototype::spread_delay_deviation to 0 or 1 would crash the game. ( more ) Fixed logistics system tutorial after game script migration. ( more ) Fixed that the game would freeze when using LuaLogisticNetwork::remove_item() if the item was only in the players cursor. ( more ) Fixed yet another case of rails not merging blocks as expected. ( more ) Fixed occasional crash when dragging train wait conditions with brackets. ( more ) Removed the focusability of buttons, as we don't support it graphically and the functionality was just half-functional. ( more ) Fixed that copy-paste for assembling machines would ignore fixed_recipe. ( more ) Fixed that failing to join multiplayer games through --join-game-by-id would fail to show the error and show an empty background. ( more ) Fixed inserting items into underground belts with inserters could put items onto the belt leading into the underground belt. ( more ) Fixed rail signal internal consistency for some cases of rail cycle with one signal. ( more ) Fixed that electric energy interface stopped accumulators from working. ( more ) Fixed high CRC time related to large amounts of electric networks in multiplayer games. ( more ) Fixed that multiple map settings prototypes could be defined. Modding Removed label style want_ellipsis as it will be used automatically everywhere as with button. All rail bounding boxes are now hardcoded/not moddable. This is to avoid unexpected collision/rail block merging behaviour. 0.17.55 Date: 09.07.2019 Bugfixes Fixed that some of the textboxes didn't allow to write characters bound for different actions when focused. ( more ) Fixed a desync related to removing rail signal that merges two rail blocks reserved by different trains into one. Fixed that the belt-gap-fill logic could replace splitters/underground belts in some cases. ( more ) Modding Added LuaPlayer::connect_to_server(). 0.17.54 Date: 04.07.2019 Changes Removed the message of "<X> is in the way" when building over the exact same entity with same direction and position as in cursor. ( more ) Rails under trains can be marked for deconstruction. ( more ) Better latency hiding in multiplayer when experiencing connection issues. Less issues with rubber-banding or character teleporting. Latency hiding is no longer completely disabled when the character is shooting. Character position and animation are still not latency-hidden while the character is in combat (10 seconds after shooting or taking damage). This should make combat smoother in multiplayer. The Linux version of the game now depends on PulseAudio. Bugfixes Fixed adding conditions to a train station after it was dragged. ( more ) Improved drawing of a wall preview in some special cases. ( more ) Fixed that the sync-mods-with-save could in some cases leave mods enabled. ( more ) Added Right Control as secondary binding for "Temporary station modifier" controls. ( more ) Fixed that migrating saves could in some cases mess up damage bonuses. ( more ) Added a migration for unloadable saves because of invalid train paths caused by bugs in previous versions. ( more ) Fixed that rails wouldn't build correctly if they had a fast_replaceable_group defined. ( more ) Fixed flamethrower turret tooltip was missing info about created fire. ( more ) Fixed that modded units with minimal attack range wouldn't try to get away from a target if they were too close. ( more ) Fixed that train built from blueprint could miss a connection occasionally due the rail building order. ( more ) Fixed that electric-energy-interface and heat-interface entity types didn't export properly in blueprint string format. ( more ) Fixed Compilatron speech bubble hologram effect would cause entire screen to flicker when "Full color depth" graphics option was disabled. ( more ) Fixed a map corruption issue related to building blueprints outside of the map through script. ( more ) Fixed that too long description of shortcut tool could make the selection frame to be too big and unclosable. ( more ) Fixed that undo doesn't work for trains. ( more ) Fixed that reading 'disabled' from train stop control behaviors from Lua would report bad values in some cases. ( more ) Fixed that rich text tooltips would flicker in multiplayer. ( more ) Fixed possible crash in NPE when Compilatron builds an iron mining setup. ( more ) Fixed multiplayer issue where a client and server would sometimes send a large amount of data, causing players with slower connection to disconnect ( https://factorio.com/blog/post/fff-302 ) Fixed that the wind sound would cut off abruptly when the technology screen was opened. ( more ) Fixed that inserter tooltips would list pollution despite inserters being unable to produce pollution. ( more ) Fixed that the bar of train wagon in blueprint was lost when the game was saved and loaded. ( more ) Fixed that textfield selection wasn't removed when the focus was lost. ( more ) Modding Equipment with the "manual" shape now renders backgrounds/outlines automatically like equipment with the "full" shape. 0.17.53 Date: 01.07.2019 Changes Updated version of introduction campaign. Added a new system for better handling of mouse button locales. See Tutorial:Localisation#Localising_alternate_input_names for more information. Limited chart tags to a maximum of 1024 characters. Bugfixes Fixed that curved rail bounding box wasn't rotationally symmetric. Fixed window would flicker when dragging window from left to right, from normal DPI display to higher DPI display. ( more ) Fixed that modded pollution modifiers wouldn't show in some cases. ( more ) Fixed that trying to repair inoperable entities would show the "can't mine" message. ( more ) Fixed that checking for mod updates could fail when old versions of a mod had bad data. ( more ) Fixed graphical artifacts in curved rail sprites when zoomed out (OpenGL). ( more ) Fixed a crash of some modded entities with fluid energy source. ( more ) Fixed that sending long commands through RCON could cause some players to drop from the game. ( more ) Fixed drawing speech bubbles on top of other gui elements, and on top of the map view. Fixed NPE crash when building ghosts. ( more ) Fixed rotated text not working with certain fonts. ( more ) Fixed that the drag-map action wasn't allowed when the cursor had specific items even if the drag map control didn't conflict with building. ( more ) Fixed that restarting scenario levels would leave the generate-map GUI in a strange state. ( more ) Fixed that RCON commands would not be processed if a player had paused the game. ( more ) Fixed that the "include modules" checkbox would always show if the blueprint had a train with fuel in it. ( more ) Fixed that infinite technologies wouldn't display the level in the technology screen if their prototype name didn't include a level. ( more ) Fixed that clicking alerts from multiple modded surfaces wouldn't work correctly. ( more ) Fixed that unit groups wouldn't be able to pathfind if their centre was colliding with another entity of the same force. ( more ) Fixed a crash related to train crashing while passing a reserved signal. ( more ) Fixed a crash related to teleporting reserved signal. ( more ) Fixed that errors from the asynchronous saving process sometimes wouldn't be communicated back to the parent. ( more ) Fixed that dying and respawning wouldn't preserve the toggle-personal-roboport setting. ( more ) Fixed that train waiting time was reset when adding temporary station. ( more ) Fixed that entity-to-be-built tooltips didn't work correctly with tooltip delay. ( more ) Fixed that train without a schedule didn't try to stop. ( more ) Modding Fixed that the game would allow entities with different sized bounding boxes or collision masks to be upgraded. ( more ) Fixed excessive memory usage and long time to exit related large amounts of sprite definitions. ( more ) Fixed that GUI graphical_sets wouldn't render corners correctly in some cases. ( more ) Fixed that technologies marked as "visible_when_disabled" would still be researchable when the research queue was enabled. ( more ) Moved the entity_renderer_search_box_limits values into utility constants. Secondary bounding box of rail is not moddable anymore. Changed module prototype property "tier" to unsigned int from float. Scripting Fixed that get_blueprint_entities() didn't include train schedules. ( more ) Added LuaSurface::calculate_tile_properties(). Added LuaEntity::storage_filter read/write. 0.17.52 Date: 24.06.2019 Bugfixes Fixed a crash related to equipment rendering. Fixed a crash related to tile building. ( more ) 0.17.51 Date: 24.06.2019 Bugfixes Fixed crashes related to creating tile-ghost entities through the Lua API. ( more ) Fixed that configuring blueprints and then directly exporting to a string didn't work correctly. ( more )( more ) Fixed that the Lua API would allow the same non-infinite technology to be queued multiple times. ( more ) Fixed a crash when queuing things to be crafting during the crafting finished event. ( more ) Fixed train pathfinding bug related to two different station connected to the same rail from different sides when one after another is in the schedule. ( more ) Fixed rail signal consistency when rail is removed from reserved signal. ( more ) Added "buffer-rename-workaround" config setting as a possible workaround for rendering glitches on some Sandy Bridge and Ivy Bridge GPUs. ( more ) Fixed an issue that made unit group pathfinding fail often, resulting in very few biter attacks. ( more ) Fixed that the hovering entity tooltip would still follow the cursor while in the menu. ( more ) Fixed a crash when exiting the campaign during the same tick as a script-triggered autosave. Fixed that incompatible dependencies would effect mod sort order. Fixed missing fluid icons on new ghosts. ( more ) Replay button in new game GUI is now remembered after confirm. ( more ) Changed rendering of belts to use linear interpolation for minification to reduce flickering effect on some zoom levels. ( more ) Fixed that units could sometimes get stuck forever. ( more ) Fixed that multiplayer replay would crash the game if it contained a blueprint transferred using the blueprint library. ( more ) Fixed that LuaEntity::destroy({raise_destroy=false}) would still raise the destroy event. ( more ) Fixed that the style debug tooltips could in some cases show multiple at once. ( more ) Fixed that robots could get stuck if the chest they're trying to put items into was blocked. ( more ) Fixed that the update mods GUI would incorrectly disable the "Update selected" button in some cases. ( more ) Fixed that building concrete/stone paths wouldn't use all tile variations in some cases. ( more ) Fixed a performance problem related to large amounts of incredibly fast robots and storage chests. ( more ) Fixed turret range overlay in map was not rendering correctly. ( more ) Fixed that turret tooltips could show damage modifiers from the wrong force. ( more ) Prevented possible number overflow in train condition gui. ( more ) Modding Added uses_stack to the thrown capsule item action. Removed the rail-category prototype type. resource_autoplace_settings has been made public (require('resource-autoplace').resource_autoplace_settings) and the API improved. It will automatically allocate a unique resource index for each patch_set_name. 'patch_set_name' and 'autoplace_control_name' can be independently specified. 'seed1' can be specified as a parameter. The global function 'get_next_resource_index' is obsolete and has been deleted. Equipment shapes can be defined as "manual" (a set of points). Added optional lamp prototype property "always_on". Scripting Added "entity_to_ignore" to LuaSurface::request_path. Added target, orientation, and orientation_target to LuaRendering::draw_polygon(). Added LuaGameScript::item_subgroup_prototypes, item_group_prototypes, fuel_category_prototypes, resource_category_prototypes, achievement_prototypes, module_category_prototypes, equipment_category_prototypes, trivial_smoke_prototypes, shortcut_prototypes, and recipe_category_prototypes read. Added LuaControl::character_mining_progress read. Added LuaEntity::can_shoot(). Added LuaEntityPrototype::always_on read. Added LuaGuiElement type "line". 0.17.50 Date: 17.06.2019 Changes Inserters are slightly faster when picking up from belts as they can now select an item and pick it up in the same tick. Bugfixes Fixed a special case of assembler pipe connection bug. ( more ) Fixed a crash when trying to check for mod updates with mods that have dependencies not on the mod portal. Fixed that multiple modded inserters aiming for the same belt would compete for the same item. ( more ) Fixed that opening signal by circuit network could let train to go to a reserved/occupied block. ( more ) Fixed that it was possible to build a special rail crossing that didn't merge the blocks and allowed trains to cross without collisions. ( more ) Fixed a crash related to pathfinding toward a moving target, such as when the player was fighting biters. ( more ) ( more ) Fixed turret ranges would not render properly on some models of Apple computers with Intel integrated GPU. ( more ) Fixed most of the Map Editor GUI would still work when doing replays. ( more ) Fixed that "the hand" didn't work correctly in the Map Editor when the inventory was full. ( more ) Fixed that cut ignored the not-minable and not-deconstructable flags in some cases. ( more ) Fixed rail signal to block binding that occurred in special cases. ( more ) Fixed shooting would refresh only the first beam if multiple beams were active. ( more ) Fixed that cloning rails with locomotive on top in the map editor made the copied rails not minable even when the locomotive was removed. ( more ) Fixed another train pathfinding issue related to re-pathing while in chain signal sequence. ( more ) Scripting Added LuaEntity::energy_generated_last_tick read. Added LuaGameScript::parse_map_exchange_string(). 0.17.49 Date: 13.06.2019 Bugfixes Fixed sprite batching issue when drawing many inserters with circuit connectors. ( more ) Fixed construction robot working shadow. ( more ) Fixed using repeat_count in RotatedAnimation definition would cause crash. ( more ) Fixed rail signal consistency in case of reserved signal being invalidated by building a rail that puts both sides into same block. Fixed rail crash related to marking reserved signal for deconstruction. Fixed that programmatically set locale for autoplace controls didn't work. ( more ) Fixed that scrollpane consumed the mouse wheel events even when not activated, which blocked the other (parent) scrollpane. ( more ) Fixed that re-pathing in chain signal sequence didn't respect the need for green exit when the re-pathing was based on manual change of target station. ( more ) Fixed that changing state of rail signal by circuit network didn't properly update state of parent circuit signals. ( more ) Fixed that rail signal disabled by circuit network didn't prevent train passing by it if it guards a block that is already reserved/occupied by the same train. ( more ) Limited of usage of tab/shift-tab to move between textboxes as other objects didn't support it and it seems like it isn't worth to try to support it for everything. ( more )( more ) Reduced the UPS impact of a large number of biters trying to pathfind. ( more ) Fixed that tabbing could move to invisible or disabled widgets. 0.17.48 Date: 11.06.2019 Changes Improved manual building of character corpses through the map editor. ( more ) Textures that are being streamed are compressed now to reduce RAM usage and increase rendering performance. Bugfixes Fixed production statistics were not cleared before starting the Introduction scenario ( more ) Fixed Compilatron getting stuck in a loop between two help nodes. ( more ) Fixed various bugs uncovered (mainly) by more rigid rail signal handling. Fixed that when starting a server with --start-server-load-scenario, --map-settings would have no effect. ( more ) Fixed that the minimap radar coverage preview would show radars on different surfaces. ( more ) Fixed that turrets would show the glow animation in some cases when dead. ( more ) Fixed that checking for mod updates would work correctly if the mod author had previously uploaded a broken version of the mod. ( more ) Fixed that crafting machine lights wouldn't render correctly when off-screen partially. ( more ) Fixed that the map editor extra-settings GUI didn't resize correctly. ( more ) Fixed that the bonus GUI had transparent edges when the vertical scroll bar was visible. ( more ) Added workaround for issue with missing icons on macOS with Intel GPUs. ( more ) Fixed framerate issues caused by overloading GPU. ( more ) Fixed a crash when using some hotkeys while in cutscenes. ( more ) Fixed that re-mapping "stack split" didn't work correctly. ( more ) Fixed speech bubbles jittering when their target moved across a chunk boundary. Fixed that tank could not drive backwards. ( more ) Fixed that rendering.draw_line() sometimes did not render lines. ( more ) Fixed that the map wouldn't update during a non-blocking save. ( more ) Fixed that LuaPlayer::set_controller() would crash if set to another players character. ( more ) Fixed bug where NPE could get stuck in a cutscene. ( more ) Modding Limited maximum number of picture variations that will be loaded from item prototype definition to 16. Added y_offset property to speech_bubble prototype. Scripting Added a sanity check to LuaForce::chart() that errors on large sizes instead of trying to use 71,000 gigabytes of RAM. Added LuaFlowStatistics::clear(). 0.17.47 Date: 07.06.2019 Bugfixes Fixed that the game crashed when passing train signal while driving train in manual mode. Fixed that 'station name' and 'player name' map toggles would seemingly randomly toggle on when turning on some options. ( more ) Disabled check that prevented loading of some mods. ( more ) Fixed crash when saving speech bubbles that had been migrated from old saves. ( more ) Fixed NPE crash when Compilatron is boxed while building. ( more ) 0.17.46 Date: 07.06.2019 Minor Features Added an option to filter by has-players in the browse games GUI. Changes Tank no longer takes damage from hitting rocks. Increased tank acid resistance from 50% to 70%. Defender robots no longer require flying robot frames in their recipe. Defender robotics technology only has Military science pack technology as a pre-requisite. Defender robot damage increased from 5 to 8. The Map Editor - resources - paint and spray options will show the non-infinite ore count next to the cursor. Graphics Added new higher resolution icons for resource ores with randomized variations when drawn on belts. Bugfixes Fixed that global programmable speaker volume depended on the zoom level. ( more ) Fixed a crash related to changing biter forces. ( more ) Fixed that 'signal-check', 'signal-info' and 'signal-dot' were in the 'virtual-signal-color' item subgroup. Fixed a new case of inserters behaving differently when rotated. Fixed unexpected behaviour when it comes to dividing rail segments in some special cases. ( more ) Extended straight rail collision box, so there is not an empty space between individual rail entities. Fixed Arithmetic Combinator sometimes outputting wrong number when setting a constant in the first field. ( more ) Fixed wording on the Lua Product documentation + fixed reading probability/amount_min/amount_max from Products. ( more ) Fixed that modded tiles in blueprints stored in the blueprint library wouldn't persist through mod enable/disable. ( more ) Fixed that quickbar pick item shortcut would sometimes select the wrong item when rotating quickbars in multiplayer. ( more ) Fixed that widget under the point of (0,0) got always hovered when mouse left the window. ( more ) Fixed that leaving the window while entity is selected didn't de-select the entity. Fixed that a fresh stack of wires was not added back to cursor when the cursor stack was depleted. ( more ) Fixed that train stopped moving without a schedule. ( more ) Possibly worked around the game extremely flickering on some computers when rendering scenes with lot of draw calls. ( more ) Possibly worked around "Unknown D3D Error (0x8876017c)" preventing the game to start on some computers. ( more ) Fixed crash when dragging station while temporary stop being removed. ( more ) Fixed that train entering block that is reserved more than once by it cancelled all the reservations and opened the block for other trains after leaving (and still having another invalid reservation to it) it which could lead to train collisions and desyncs. ( more ) Laser turret and robot beams now render properly in the dark. ( more ) Fixed that in certain translations, there would be a gap between the shortcut bar and alerts if the shortcut selector was open. ( more ) Fixed that failed mod downloads would be incorrectly marked as successful. ( more ) Fixed that modded choose-elem-buttons would behave strangely when locked. ( more ) Fixed that the candidate_spot_count argument to the spot-noise function was ignored. Fixed spitter and worm acid splashes would deal continuous damage to closed gates and trains. ( more ) Fixed that you could set some invalid signal combinations in combinators using lua. ( more ) Fixed a desync related to how Lua formatted negative zero. ( more ) Modding Moved the train wait condition default times into utility-constants. Fixed that it was possible to specify max_level of technology to be lower then level and crash the game by it. ( more ) Fixed that the game would allow invalid heat-pipe connections that would end up crashing the game. ( more ) The update mods GUI will now attempt to install new required dependencies. ( more ) Added "trigger_target_mask" to entity prototype definition and triggers as more flexible system for filtering entities in triggers. Added "trigger-target-type" prototype type to define custom values for use in "trigger_target_mask". Current limit for total count of trigger-target-types is 56. Scripting Added LuaGameScript::evaluate_expression(), which can be used to calculate the technology unit cost formula at any level. Added LuaProfiler::divide() to allow printing average duration. Added optional snap_to_train_stop parameter to LuaGameScript::create_entity. Added LuaEntity::ghost_unit_number read. Added "source_index" to on_forces_merged event. Added LuaStyle::padding, margin write. Added LuaEntity::selected_gun_index read/write for cars. Fixed that LuaForce::index was 1 larger than it was supposed to be. LuaGameScript::forces can now be indexed with the name and the LuaForce::index. 0.17.45 Date: 31.05.2019 Bugfixes Changed the go-to-mod buttons in the manage and update tabs of the Mods GUI to switch to the install tab if needed. ( more ) Fixed that it was possible to open the command console while inside the technology GUI. ( more ) Fixed that it was not possible to build ghosts in normally visible area which is in fog of war in map view. ( more ) Fixed a crash when removing modded recipes while hand-crafting those recipes. ( more ) Fixed that nested CustomGuiStyle changes didn't work correctly. ( more ) Fixed that inserter would sometimes put items on the wrong side of the belt. Scripting Added only_in_alt_mode to LuaRendering draw functions. Changed LuaEntity::copy_settings() to also copy settings from ghosts. 0.17.44 Date: 30.05.2019 Changes The resource frequency slider in the map generator settings has a smaller influence over the amount of ore in the starting area patches. ( more ) Inserters with stack bonus are now smarter when picking up items, and thus slightly faster. ( more ) Bugfixes Fixed that researching the appropriate technology would re-add shortcut buttons to the shortcut toolbar even if the player explicitly removed them earlier. ( more ) Fixed that some saves that contained multiple surfaces would cause the game to crash on load. ( more ) Fixed that auto-barreling opt-out didn't work if the fluid has icons defined. ( more ) Fixed that auto-barreling recipes would use the wrong fluid name if the fluid had a custom localised name defined. ( more ) Fixed that the entity damaged event original_damage value wouldn't be accurate if the entity had shields or resistances. ( more ) Fixed a performance problem related to the undo logic and large blueprints. ( more ) Fixed that trying to join Steam networking enabled games with Steam networking disabled didn't work correctly. ( more ) Fixed that trains built part of a blueprint was snapping to train stop which could prevent some specific blueprints from being built. Fixed smoke for generators without animation. ( more ) Fixed train circuit conditions not working properly sometimes when arriving at disabled station. ( more ) Fixed transparency of tables. ( more ) Fixed reintroduction of blueprint train building problems. ( more ) Fixed that the game could freeze on exit on Linux after clicking a link. ( more ) Fixed statistics windows showing strange totals in some situations. ( more ) Fixed statistics windows not showing the first few values (e.g. when an items is produced for the first time). ( more ) Fixed that belt immunity equipment would drain energy in armor when not equipped. ( more ) Using the NO_SCHEDULE train state more consistently (for train in automatic mode with empty schedule. ( more ) Fixed inserters behaving differently when rotated. ( more ) Fixed that the control key would be ignored by Factorio on Linux if the "Press Ctrl to highlight the pointer" (or equivalent) option was enabled. ( more ) Fixed that cloning tiles in the map editor wouldn't always clone transitions correctly. ( more ) Fixed that the supply mission finished game GUI was too small. ( more ) Modding Added optional assembling machine gui_title_key property. Changed belt immunity equipment to consume energy through "energy_consumption" instead of "energy_source.drain". Scripting Added LuaGuiElement::vertical_centering read/write. Added LuaEntity::auto_launch read/write. Added LuaTransportLine::line_equals(). 0.17.43 Date: 24.05.2019 Changes The argument to --generate-map-preview is treated as a directory only if it ends with a '/' or '\'. Car/tank color keeps the color of the last user. Bugfixes Fixed that the technology GUI could freeze on certain technologies. ( more ) Fixed a crash when trying to build train ghosts not on rails. ( more ) Fixed a crash related to changing the logistic mode on an infinity-chest type entity through mods. ( more ) Fixed low readability tag color highlighting in textboxes. ( more ) Fixed Korean IME still did not work (Windows only). ( more ) Fixed statistics graphs X axis labels showing wrong values for 250h and 1000h time frames. ( more ) Fixed that the wrong entry could be highlighted in the electric network graph. ( more ) Fixed that picking up an item from quickbar wouldn't reserve the slot with an inventory hand when the inventory was full. ( more ) Fixed robot energy consumption when using very high speed bonuses. ( more ) Fixed a false-positive changed message in the mods GUI under specific situations. ( more ) Fixed icons inside blueprint book items not being scaled properly. Fixed that delimit-procedure noise expressions at the root of an expression tree would crash the compiler. Modding Added util.combine_icons(icons1, icons2, inputs) function to aid in combining icons tables. Changed the auto_barrel recipe icon generation to account for fluids with an icon_size not set to 32, or fluids with an icons table. ( more ) Scripting Added LuaNamedNoiseExpression and LuaGameScript::named_noise_expressions read. Added LuaEntity::tree_stage_index read/write. Added LuaEntity::tree_stage_index_max and tree_color_index_max read. Added "player_index" to the on_rocket_launch_ordered and on_rocket_launched events. 0.17.42 Date: 21.05.2019 Changes Tweaked default graphics settings. The game should choose better default graphics settings for computers with integrated GPUs or less than 6 GB of RAM. Bugfixes Fixed that GUI element size wasn't updated in inactive tabs when ui scaled changed. ( more ) Fixed "Confirm Message" conflicting with some key-bindings. "Confirm Message" can no longer be bound to mouse input. ( more ) Fixed possible crash when rendering GUI element with dynamically loaded sprite. ( more ) Fixed recipe window showing wrong item count or not enough ingredients in some situations. ( more ) Fixed a crash when deleting the force of a car with an active logistic network through vehicle equipment grid. ( more ) Mod names are no longer allowed to contain rich text. ( more ) Fixed IME (Input Method Editors) did not work (Windows only). ( more ) Fixed placement of oil and uranium patches back to that of 0.17.40. ( more ) Fixed that roboports with a request_to_open_door_timeout of 0 wouldn't work correctly. ( more ) Fixed that products wouldn't allow amount_min of 0 for items. ( more ) Fixed that migrated/removed fuel items could leave the game in an invalid state. ( more ) Fixed a crash when building combat robots after resetting the achievements in-game. ( more ) Fixed that assembler ghosts would carry over the unresearched blueprint bug from 0.17.38. ( more ) Fixed crash related to clearing a blueprint book from the cursor. ( more ) Fixed that the rotation of blueprint was not saved to the blueprint library in some situations. Fixed bad icon in pollution statistics. ( more ) Fixed hand icon not disappearing when you grab a blueprint from chat. ( more ) Fixed that reviving modded tile ghost entities could destroy other entities in some situations. ( more ) Fixed car tooltip showing it's moving when it's not actually moving. Fixed car rotating in place when the speed is very low. ( more ) Fixed that fluid wagons could not carry fluids with sub-zero temperatures. ( more ) Fixed that rolling stock "must be build on rails" error was not using the name of the rolling stock. ( more ) Possibly handled fullscreen window being moved to screen of different size on Windows. ( more ) Fixed a crash when using table_size() without any argument. ( more ) Fixed players getting a new player character when they connect after disconnecting, connecting and disconnecting again from a paused game. ( more ) Modding Added map-gen-seed-max command line parameter. Added generate-map-preview-random command line parameter. Changed generate-map-preview command line parameter to need PATH instead of PNGFILE, the file name is now always the seed. Made "apply_recipe_tint" be applied also to "light" working visualization effects of crafting machines. Added "use_fuel_glow_color" property to reactor prototype. 0.17.41 Date: 17.05.2019 Bugfixes Fixed that some noise expression types used by some mods (literal map positions, offset-points, and distance-from-nearest-point) were unimplemented. Fixed that blueprint rotation was not saved for blueprint books in the blueprint library. ( more ) Fixed that the focus-search shortcut could be used to bring up the search field when it was disabled. ( more ) Fixed that game.reload_script() could break LuaRecipe/LuaPrototype references. Fixed a PvP script error on configuration changed. ( more ) Scripting Added LuaEntityPrototype::item_slot_count read. Added LuaEntity::get_stopped_train(). Added "surface_index" to the on_post_entity_died event. 0.17.40 Date: 16.05.2019 Changes Improved efficiency of noise program compilation and quality of error messages. Bugfixes Fixed a crash that would sometimes happen after deleting a blueprint from the library. ( more ) Fixed crash related to train schedule containing only temporary stations. ( more ) Fixed GUI inspector vertical align value inconsistency (middle instead of center). ( more ) Fixed LuaInventory::sort_and_merge when used on cargo wagons with inventory limits set. ( more ) Fixed that distractor robots would show in the bonus GUI under the follower robots section. ( more ) Fixed that reading invalid chain signals wouldn't work correctly. ( more ) Fixed yet another ghost connection error related to consistency checks. ( more ) Fixed some cases of multi-layered icons not being scaled correctly. ( more ) Fixed power switch connection consistency problem. ( more ) Fixed "Confirm Message" key-binding not working when bound to some mouse buttons. ( more ) Fixed backwards/forwards max speed fuel modifier related to two-headed trains. ( more ) Fixed interactions of assemblers and underground pipe connections blocked by induced fluid mixing. ( more ) Fixed setting entity ghosts to minable=false didn't work. ( more ) Fixed that the statistics GUI would show count values < 0.5 as "no count". ( more ) Fixed a performance problem with high speed idling trains on circular rail networks. ( more ) Fixed signal placement visualisation for special cases related to straight diagonal rail. ( more ) Fixed that items supposed to be removed on clearing cursor (copy, cut, paste, blueprints from blueprint library etc.) were put into character corpse. ( more ) Fixed uranium cannon shells shooting backwards when aimed closed to the tank.( more ) Fixed Programmable Speaker alert textbox not losing focus when pressing ENTER. ( more ) Fixed desync caused by setting font colors on buttons. ( more ) 0.17.39 Date: 14.05.2019 Bugfixes Fixed that hand crafting wouldn't respect the hide_from_flow_statistics property. ( more ) Fixed that modded GUI tables did not display borders that were set in their style. Fixed the game would fail on startup if control settings were reset during migration of 0.16 config file. ( more ) Fixed that train stop "must be build next to rails" error was not using the name of the train stop. ( more ) Fixed that beam damage interval was sometimes not respected properly. Fixed that beams would be immediately created and destroyed when standing very close to max range. Fixed that beams would not show any animation if the target was killed in one hit. ( more ) Fixed that laser beams would always aim at player character's feet. Fixed entity hit_visualization_box not working properly. Fixed running out of memory during sprite loading was not handled gracefully. ( more ) Fixed a map corruption problem when creating games from scenarios that used difficulties per-entity. ( more ) Fixed that some Lua errors wouldn't show proper lua stack traces. ( more ) Fixed a crash related to reading pollution statistic values through Lua. ( more ) Fixed a crash resulting from building a blueprint of an assembler with a fluid recipe that is not researched yet. ( more ) Fixed that temporary blueprints (e.g. from the copy tool) would sometimes go to inventory instead of being destroyed. ( more ) Added fluid mixing check to infinity pipe. ( more ) Fixed that you could build rail ghosts in the basic rail tutorial. ( more ) Fixed special case of dragging station/condition order in the train configure GUI. ( more ) Fixed tightspot script error starting the round with flying text on the map. ( more ) Changes Changed the mods GUI so it lists mod settings by mod alphabetically using natural ordering. 0.17.38 Date: 10.05.2019 Changes When a train performs path finding while in a chain signal sequence, the pathfinding will have a constraint to not go through reserved block before exiting the chain sequence. This solves a problem of train intersections being possible to be deadlocked even with proper chain signals usage in cases of using temporary stops or when path is changed because of station is being enabled/disabled by a circuit network. ( more ) This also allowed us to to let train recalculate path spontaneously even in chain signal sequence, as it shouldn't break anything now. When a temporary blueprint(e.g. blueprint from copy) is placed in the quickbar, the blueprint won't be destroyed when clearing the cursor and instead moved to the inventory. ( more ) Separated incompatible mods from dependencies in browse mods GUI. Bugfixes Fixed a crash when trying to build locomotives near water/edges of the map. ( more ) Fixed players getting a new player character when they connect twice to a paused game. ( more ) Fixed that entity tooltips did not show negative emissions. ( more ) Fluid assembler ghosts now show correct pipe connections. Fixed a crash when trying to write auto trash filters with not-a-table. Fixed possible fluid mixing from reviving fluid assembler ghost by higher version. ( more ) Disabled areas of new map GUI are set correctly on exchange string import. ( more ) Fixed that script rendering sprites loaded from files would disappear on save/load. ( more ) Fixed that LuaForce::reset_technology_effects() wouldn't preserve things in the research queue. ( more ) Fixed that using an upgrade planner on a blueprint wouldn't upgrade configured modules. ( more ) Fixed cross-platform issues related to the Lua bit library. ( more ) Fixed crash when changing controller in multiplayer and changing your selection at the same time. Fixed that blueprint shortcuts in action bar would become magically available when they are destroyed, if they originated from the blueprint library. ( more ) Fixed that technology tooltips could sometimes end up behind the technology screen. ( more ) Fixed that target leading would not take into account any slowdown modifiers on units. ( more ) Fixed that the favorite button for servers wouldn't work correctly if the server was already selected. ( more ) Fixed that rocket silos would show an unhelpful status in the tooltip. ( more ) Fixed PvP crash when loading save games before "player" -> "character" rename. ( more ) Fixed PvP crash when importing old configs. ( more ) Fixed that only some parts of the current research info panel would open the technology tree when clicked. ( more ) Scripting Added LuaTechnology::visible_when_disabled read/write. 0.17.37 Date: 07.05.2019 Bugfixes Fixed acid splashes were blocking placement of buildings. ( more ) Fixed that acid splashes would have a burning sound effect. Fixed typo in font name that would cause crash in Cyrillic locales on Linux. ( more ) Fixed that script changing train path as a reaction to train created event could break the rolling-stock connection process. ( more ) Fixed that scroll panes empty areas of the mod GUI was blocking the mouse interaction with the map. ( more ) Fixed that ghost rail building didn't avoid ghost buildings properly. ( more ) All unused control inputs are saved in the config file, to preserve mod key bindings even when the mod is disabled and enabled again. ( more ) Fixed that zooming in the train preview window didn't respect the zooming key binding settings. ( more ) Fixed that train with no path changed from NO_PATH to PATH_LOST and back to NO_PATH every few seconds. ( more ) Fixed that train waiting at the signal changed from WAIT_SIGNAL to ARRIVE_SIGNAL and back to WAIT_SIGNAL every few seconds. ( more ) Fixed a crash that would sometimes happen when two players were connecting to a server at the same time and one of them quit before the map finished saving. ( more ) Fixed a crash related to modded deconstruction item filters. ( more ) Fixed performance issues in mipmap generation routines causing the game to freeze or crash at 95% of sprite loading. ( more ) Fixed traditional Chinese font being used for simplified Chinese. ( more ) Fixed that pollution would not be shown in entity tooltip when using a void energy source. ( more ) Fixed PvP re-roll round button not generating a different map with only a single team. Fixed PvP state when playing Last silo standing with only a single team. Fixed PvP DEFCON mode interaction with research queue. Fixed screenshot rendering could crash when using LuaScriptRendering API to draw a sprite from file. ( more ) Modding Added CraftingMachinePrototype::entity_info_icon_shift. Added CraftingMachinePrototype::draw_entity_info_icon_background. Scripting Included "item" in on_built_entity event when ghost cursor building. 0.17.36 Date: 03.05.2019 Graphics Added new specific remnants for various entities. (Work in progress beginning with 0.17.36) Bugfixes Fixed that ghosts could be built in fog of war. Fixed a stack overflow when merging large electric networks (149'000+ electric poles). ( more ) Fixed some achievements not counting their requirements properly. ( more ) Changed worm and spitter acid attack so they do not create acid splashes on water. ( more ) Changed fonts for Asian languages (Chinese, Japanese, Korean). Fixed that power switch connections weren't restored by undo. ( more ) Modding Added "check_buildability" to "create-fire" trigger effect definition. Added "tile_collision_mask" to "create-entity" and "create-fire" trigger effect definitions as faster alternative to full buildability check. Added "trigger_created_entity" to "create-fire" and "create-sticker" trigger effect definitions. Scripting Added "item" to the on_built_entity event. 0.17.35 Date: 02.05.2019 Changes Increased the maximal length of station name to 1024, mainly to allow wider usage of multiple tags in the name. ( more ) Bugfixes Fixed that making blueprints of locomotive ghosts wouldn't include the schedules. ( more ) Fixed that worms and spitters didn't show attack parameters in description. Fixed that the game would crash if it was closed when Sound Settings was opened. ( more ) Limited the manual rail building distance to 3 times the normal building distance. Fixed dangling tooltip bug related to widget reorganization in map generator GUI and possibly other places. ( more ) Fixed that the train time condition label wasn't properly set to squashable resulting in wrong layouting in certain languages. ( more ) Fixed truncation of labels containing rich text. ( more ) Fixed PvP and Wave defense starting base entities wouldn't spawn if a mod added a tile with a certain collision mask and a name which sorted alphabetically above dirt. Fixed PvP production score error when a mod or script adds another force during a round. Fixed PvP error when using DEFCON mode. Fixed that the shortcut bar selection list wasn't scrollable until the window was resized. ( more ) Making disabling of features in map generator more clear by adding checkboxes for it. ( more ) The wagon door opening animation (that is only available for horizontal/vertical direction) is now chosen based on the drawing sprite of the wagon selected instead of the orientation of the wagon. This means, that orientations really close to horizontal/vertical still use the animation. ( more ) Fixed that changing map size didn't mark the map preset as modified. ( more ) Fixed label text not updating correctly when cleared and had non-zero minimal width and height. ( more ) Improved handling of whitespace characters in technology count formula parsing. Checking that only the l (or L) variable used in the technology formula on startup, to avoid errors later on. ( more ) Fixed NPE error at startup that could occur when using mods. ( more ) Fixed GUI window of an entity not updating when pasting settings to that entity. ( more ) Fixed error in consistency check of ghost connections related to multiple connections to entities only in the undo queue. ( more ) Fixed train condition fulfilling indication for artillery wagon. ( more ) IDXGIOutput::FindClosestMatchingMode returning an error is not treated as critical failure anymore. ( more ) Fixed that the Mods GUI go-to-dependency buttons wouldn't work in some scenarios. ( more ) Fixed that ghost building mode works the same as ghost building (with shift) when it comes to rail building. ( more ) Fixed that upgrading entities in would leave invalid module requests. ( more ) Fixed, that sorting changes were moving the scrolled position in the browse game gui. It is now consistent with the mods gui. ( more ) Fixed some achievements being given to players while the save game is loading, not respecting player online time. ( more ) Fixed LuaTransportLine::output_line read for right-hand output lines of a lonely splitter. ( more ) Fixes to make tabbed pane work properly when it comes to squashing in different situations. ( more ) Tweaked the algorithm that is putting trains on rails to work properly in junctions when constrained by the direction caused by blueprint/ghost train building. ( more ) Modding Renamed the character entity type and name from "player" to "character" to make it consistent with how we call/access it in all other places. Renamed the technology personal-roboport-equipment-2 to personal-roboport-mk2-equipment and gave it corresponding icon to be consistent with other technologies of this kind. Renamed the technology power-armor-2 to power-armor-mk2 to be consistent with other technologies of this kind. Added optional storage tank prototype property "scale_info_icons". Added "manual_rail_building_reach_modifier" to the utility-constants. MapGenPresets' advanced_settings.difficulty_settings.research_queue_setting now works. ( more ) Scripting Mod GUI root elements (top/left/center/goal) are now contained in scroll panes, so when there is not enough space, it will become scrollable instead of being cut off. With enough space, it looks the same as before, the only change is, that the mod GUI contents can now not expect to be squashed by the screen, as it will just make a scroll bar instead. Added LuaCircuitNetwork::connected_circuit_count read. Added LuaEntity::time_to_live read/write for highlight box entities. Added LuaEntity::allow_dispatching_robots read/write. Added LuaEntity::toggle_equipment_movement_bonus(). Added LuaEquipmentGrid::inhibit_movement_bonus read/write. Added optional 'radius' to LuaSurface 'find_xyz' functions. Added defines.inventory.editor_main, editor_guns, editor_ammo, editor_armor. AutoplaceSpecification::control is always included in property tree, even for non-peak-based autoplace specifications. ( more ) Fixed a save corruption problem when using LuaSurface::clone_area(). ( more ) Renamed defines.inventory.player_main, player_guns, player_ammo, player_armor, player_vehicle and player_trash to defines.inventory.character_main, character_guns, character_ammo, character_armor, character_vehicle and character_trash. Removed LuaStyle::title_top_padding, title_right_padding, title_bottom_padding and title_left_padding. 0.17.34 Date: 26.04.2019 Changes Improved fluid simulation threading. Decreases CPU usage. Threading available on all operating systems. Simulation performance should remain unchanged. Bugfixes Fixed a crash when importing blueprint strings with power switch wires. Fixed fluid mixing for fixed recipe assemblers. ( more ) Fixed "Not enough rails" message after successful track placement. ( more ) Fixed a crash when destroying entities during the on_pre_ghost_deconstructed event. ( more ) Fixed that trains with "logistics while moving" disabled would not deploy robots when switched into automatic mode while waiting at a station ( more ) 0.17.33 Date: 24.04.2019 Changes Added out of fuel alert icon to flamethrower turrets. UI scale won't be synchronised over Steam Cloud anymore. ( more ) Syncing startup settings with a server will automatically join the server on game restart. ( more ) Bugfixes Fixed yet another consistency bug related to ghost connections. ( more ) Fixed crash related to changing force of entity marked for deconstruction/upgrade/in undo queue. ( more ) Fixed a crash resulting from overlapping underground pipes. ( more ) Fixed power grid overlay not showing correctly on map when changing surfaces. ( more ) Fixed another instance of furnaces with fluid outputs not working correctly. ( more ) Fixed multiplayer paused notification not being cleared when the client is dropped. ( more ) Fixed accumulators showing discharge animation and empty icon at the same time. ( more ) Fixed that the game would desync when changing forces of beams, fluid streams, projectiles, stickers, and fire flames. Fixed player inventory income flying text would sometimes show incorrect total item count. ( more ) Fixed switched technology levels in the console message when changing research. ( more ) Fixed that the keyboard shortcuts for new blueprint/upgrade planner/deconstruction planner wouldn't work when the cut or copy tool was selected. ( more ) Changed render layer of belts marked for deconstruction so they don't clip with other belts. ( more ) Fixed attempt to rotate ore patches that are out of reach would create "Can't Reach" floating message. ( more ) Fixed that generators would produce infinite pollution in some cases. ( more ) ( more ) Fixed that generator tooltips did not show pollution. ( more ) Fixed that LuaGameScript::tick_paused read was not of type boolean. ( more ) Fixed that the map editor convert-save-to-scenario didn't work correctly in some cases. ( more ) Fixed that the map editor intensity slider number fields wouldn't accept numbers outside the slider range. ( more ) Fixed that the deconstruction planner "tiles only" mode would ignore tile ghosts. ( more ) Fixed that exporting blueprint strings wouldn't include pending icon changes. ( more ) Fixed that cloning rocket silos with rockets waiting to launch wouldn't auto-launch correctly. ( more ) Fixed that cloning single entities with wire connections to themselves didn't work correctly. ( more ) Fixed a desync related to rail item names. ( more ) Map generator GUI now remembers the last preset used. Fixed an older bug with pull-placement of power poles. ( more ) Fixed copying files to temp folder would preserve read only permissions, which could cause errors. ( more ) Fixed rich text issue with sometimes removing font/color tags when it shouldn't. ( more ) Modding Fixed that trivial smoke wouldn't work correctly if it moved > 8 chunks from its origin. ( more ) Renamed gate prototype collision_mask to opened_collision_mask so that it can be different from the entity collision mask. Scripting Changed creation of tile ghosts to use "ghost_name" to match the rest of the API. Added LuaSurface::entity_prototype_collides() and LuaSurface::decorative_prototype_collides(). Added LuaRecipePrototype::allow_decomposition read. Added LuaSpriteButton::number allows nil value, which signals/specifies no number to be drawn, which now allows showing of 0. Added LuaTrain::signal read. 0.17.32 Date: 18.04.2019 Changes Admins ignore multiplayer map upload slot limit. "Player is being dropped"/"Server not responding" messages will only show after 2 seconds, to avoid irrelevant short pop-ups. Bugfixes Fixed that the server-settings.example.json had an additional comma at the end of the file. ( more ) Filled in a missing fluid mixing check for miner. ( more ) Fixed that create-blueprint-item shortcut prototypes could have no item_to_create set. ( more ) Fixed upload slot queue blocking players from joining even if not all slots were filled. Fixed a desync from rotation of an assembler with fluid energy source. ( more ) Fixed connection consistency problems of wire/circuit connections ghosts and undo. ( more ) Added a no-crop requirement to the wire sprite definitions to avoid mods removing it, which can confuse the drawing logic. ( more ) Fixed text boxes that would not respect keyboard layout for shortcuts like copy or paste. ( more ) Fixed blocking of game shortcuts when a text box has focus did not take into account keyboard layout settings. ( more ) Fixed the game would not respect remapping of modifier keys (Ctrl, Shift, Alt) in operating system. ( more ) Fixed it wasn't possible to bind mouse buttons 6 to 9. ( more ) It is no longer possible to teleport an entity into fluid mixing. ( more ) Fixed a crash when defining a programmable speaker with no instruments. ( more ) Sync-mods-with-save will no longer offer to load-save when attempting to sync while hosting a multiplayer game. ( more ) Fixed when negative health regeneration wouldn't work when the entity had full health. ( more ) Fixed a crash related to migrating game versions while having gates marked for deconstruction with ghost walls built over them. ( more ) Modding For performance reasons inserter pickup/dropoff vectors are now limited to half a chunk or less. Scripting Added LuaEntityPrototype::lab_inputs read. Added LuaEntityPrototype::researching_speed read. Added LuaGameScript::pollution_statistics read. 0.17.31 Date: 12.04.2019 Bugfixes Fixed a crash when hosting multiplayer games in some scenarios. 0.17.30 Date: 12.04.2019 Minor Features Added ability to set a maximum number of map upload slots for multiplayer servers. Setting this is recommended to prevent the server from being flooded with map fragment requests from clients. Optimizations Optimized alt-mode icon background rendering. ( more ) Bugfixes Fixed that cut tool marked trees/rocks/cliffs for deconstruction when there was other valid entity in the selection. ( more ) ( more ) Fixed that movement by keys or clicking on an alert didn't unsnap the currently followed train in the map. ( more ) ( more ) Fixed that the game would crash when showing blueprint library tooltips. ( more ) Fixed that the game would crash when showing a blueprint library tooltip in multiplayer when the blueprint/book was removed by another player. Fixed alt-mode icon background for narrow icons was be very subtle. ( more ) 0.17.29 Date: 12.04.2019 Changes Simplified rail building. Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode. It doesn't matter anymore, whether the rail building started with shift or not. This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification. font/color rich text tags now have to be properly terminated. This means eg: "[color=red]Red circuits" will now need to be "[color=red]Red circuits[/color]". This fixes a number of issues with handling start/end tags. ( more ) ( more ) Enter key will be shown as "ENTER" instead of "RETURN" on Windows and Linux. ( more ) Minor Features Added a shortcut for increasing/decreasing/resetting UI scale, mainly for debugging of proper automatic adjustment of UI, but people might find it useful for something as well. Bugfixes After a realization of a big misleading mistake, the pollution per second had to be renamed to pollution per minute, because it is what it actually is. ( more ) Fixed that tree pollution absorption was recorded as pollution emission in the statistics. Fixed that equipment electric network priority migration wasn't present. ( more ) Crafting group selection by typing exact recipe match will now preserve the same way as selecting the crafting group manually. ( more ) Fixed few layouting issues in the mods GUI. ( more ) Fixed that sticker duration could be 0. ( more ) Restored previous behavior where normal (not only underground) pipe connections reconnected when a fluidbox got removed. ( more ) Fixed crash when robots try to revive locomotive that has both front and back wheels on rails, but no rail in-between. ( more ) Fixed that repair packs could be lost if they didn't fit in your inventory when using personal robots. ( more ) Added missing pipe connection arrows to flamethrower turret. ( more ) Fixed that custom GUI style values specified directly on the elements weren't updated after UI scale change. ( more ) Fixed that the electric network GUI would sometimes be opened when starting deconstruction planner selection on an electric pole in the map view. ( more ) Fixed that Textfield and Sliders didn't update its size properly on UI change. Fixed UI change update in ModSettingsGui and MapGeneratorGui with preview open. Fixed quickbar selection disappearing when cursor stack is refreshed with a new stack. ( more ) Fixed that nested frame styles (horizontal flow, vertical flow, header filler flow, filler) weren't initialized/updated correctly in the GUI created by script. Fixed that the loading indicator in the browse games GUI was left of the "Back" button. ( more ) Fixed turret prototype definition allowed ammo_type of attack_parameters to be optional resulting in crash when the turret started to shoot. Don't consider recipes with 0 minimum amount (and possible randomised result) when resolving automatic crafting of ingredients when crafting manually. ( more ) Scripting Changed the LabelStyle::want_ellipsis default value to true and it is never changed to be something else now. We are considering to even remove this style property completely, as we basically want the ellipsis always when the label is squashed. Added tile parameter to on_player_built_tile and on_robot_built_tile. Removed unused on_player_tool_inventory_changed event. Modding Added emissions_per_minute property in the energy source, that is supposed to replace the emissions_per_second_per_watt which was basically wrong and hard to work with, both emissions_per_second_per_watt emissions definition will work for some time (at least in 0.17) so mods don't get broken. 0.17.28 Date: 09.04.2019 Bugfixes Fixed a crash when hovering over some inventory-like GUI elements. 0.17.27 Date: 09.04.2019 Bugfixes Fixed that pollution statistic values from entities were reversed and didn't increase evolution. more Fixed a crash when mods would set special_signal = true for virtual-signal prototypes. Fixed a crash when a mining drill is destroyed during the resource-depleted event. Fixed a crash when loading modded saves related to recipe migrations and fluidboxes. Fixed a desync related to the blueprint library and keeping outdated blueprints between versions. Fixed crash when undoing manual removal of entity marked for deconstruction. more Fixed that the technology GUI would show 100% researched for near-100% values. more Fixed crash when calling LuaGameScript::take_technology_screenshot for force that doesn't have any technologies enabled. Fixed that action bar link to blueprint in the inventory had tooltip size limited too much. more Fixed that blueprint cost table width wasn't correct for UI scale different than 100%. Scripting Added surface_index to the on_robot_mined_tile event. 0.17.26 Date: 08.04.2019 Changes Reverted fonts used for Chinese, Japanese, Korean and Russian localizations to pre-0.17.24 versions. Bugfixes Fixed that circuit connection from ghost to entity wasn't preserved when it was upgraded or undone. ( more ) Fixed that it was possible to rotate entities whilst the technology GUI was open. ( more ) Fixed that the updates-available counter in the update-mods tab didn't update as mods would be updated. ( more ) Fixed that LuaSurface::get_closest() did not check the type of the second parameter. ( more ) Fixed that LuaEntity::revive() raise_revive parameter sometimes did not work. ( more ) Fixed that script render objects sometimes did not render in screenshots. Fixed a crash when rendering inserter interactions for modded furnace recipes without item ingredients. Fixed research queue and technology tooltip for long technology names. ( more ) Fixed sprites would render as corrupted on some GPUs with texture streaming enabled. ( more ) Fixed layouting of filters of deconstruction planner in a tooltip. ( more ) Fixed that the rocket silo alt-info module icons didn't render in the correct location due to the size changes. ( more ) Fixed several inconsistencies with the map editor paused state in multiplayer. ( more ) Fixed schedule merging when more than one step of connecting train is done and part with the empty schedule is connected first. ( more ) Fixed pollution reporting of machines with negative pollution when there is not enough pollution to absorb. ( more ) Fixed that building a new rail through robots changed all rail-bound train stops to that station. ( more ) Fixed a crash when departing from temporary stations while all other stations in the schedule are invalid. ( more ) Fixed that setting a character controller for an offline player would crash the game. ( more ) Fixed trains overview GUI updating and performance problems. ( more ) Fixed that long server names were overflowing in the Browse games GUI. ( more ) Scripting Added LuaAutoplaceControlPrototype::category read. Added LuaEntityPrototype::alert_icon_shift read. Added LuaForce::research_queue read/write. Added LuaForce::add_research() and cancel_current_research(). Removed LuaForce::current_research write. Changed cutscene waypoints to allow all entities as targets. 0.17.25 Date: 04.04.2019 Changes The Mods GUI will now always include a link to the mod portal for the selected mod. Bugfixes Fixed roboport area rendering for players. ( more ) Fixed a crash when trying to print invalid values through the Lua API. ( more ) Fixed that the rail world preset didn't allow to get some achievements due to smaller base size. ( more ) Fixed that the technology GUI technology cost wouldn't show numbers > 2^32 correctly. ( more ) Fixed that custom checkboxes didn't render correctly in some cases. ( more ) Fixed opening nested items in items so the same item isn't opened multiple times. ( more ) Fixed a crash when trying to filter standalone character ammo slots. ( more ) Disallowed building train stops in intersections. Fixed that cloning fluid turrets with fluid would crash the game. Fixed that cloning transport belts could crash when cloning fails. Fixed personal roboport would render its construction area even when toggled off. ( more ) Fixed train stop names were rendered without rotation. ( more ) Fixed Russian and several other localizations would not show symbols ≠, ≤, ≥ in train conditions and decider combinators. ( more ) Fixed Chinese and Japanese text was too small to read. ([ https://forums.factorio.com/68919 ) Fixed that deleting mods would follow symlinks instead of just removing the symlink. ( more ) Fixed that mining drill can't-build messages would be wrong in some cases. ( more ) Fixed that the game finished GUI would not show the time played if there were no kills. Fixed building underground pipes over ghosts could crash/corrupt the game. ( more ) Fixed that the shortcut selection list wouldn't use a scroll bar if the shortcuts didn't fit on the screen. ( more ) Modding Recipes with duplicate ingredients or products will now error at startup instead breaking crafting runtime. ( more ) Scripting Added surface_index to the on_robot_built_tile event. 0.17.24 Date: 02.04.2019 Balancing Changed god controller inventory size to be the same as the character inventory size. Bugfixes Fixed rendering of targeting range visualization for turrets with limited turn range. ( more ) Fixed parameters passed to LuaPlayer::zoom_to_world didn't have any effect. ( more ) Fixed that power poles would sometimes build automatically when they shouldn't. ( more ) Fixed that editing map gen settings for the non-default surface using the map editor didn't work. ( more ) Fixed that LuaSurface::spill_item_stack would ignore belts by default. ( more ) Fixed that LuaEntity::set_request_slot() wouldn't allow filters with a count of 0. ( more ) Fixed that copying assembler settings would copy direction as well. ( more ) Fixed that automation and logistics technologies were marked as upgrades. Fixed that non-upgrade technologies didn't show the level properly. ( more ) Fixed default key bindings for in-game copy, paste and undo shortcuts on Russian keyboard layout. ( more ) Fixed that remote.call() with small strings didn't work correctly. ( more ) Fixed lamp lighting up for 1 tick without any electricity. ( more ) Fixed that the next infinite research level wouldn't appear in the technology list after the previous level was queued. ( more ) Fixed a crash when changing modded recipes that used fluid inputs or outputs. ( more ) Fixed lamp showing full electricity bar without any electricity. ( more ) Fixed that large sequential lua tables wouldn't be saved and loaded correctly. ( more ) Fixed poor performance when rendering logistic network overlays. ( more ) Fixed that the shortcut for opening the console could be also entered into it (does not fix dead keys). Fixed Scroll Lock would trigger an event on both key down and key up. ( more ) Fixed trains stop names with icons in them would look wrong when pinging a train station in chat. ( more ) Fixed that crafting machines could not be rotated if they used a heat energy source and didn't have fluid boxes. ( more ) Fixed inventory hand sometimes pushing items out of the inventory and spilling them on the ground. ( more ) Fixed that some languages had no name, and that some used their English name, and some the name in the language itself. ( more ) Fixed incorrect scaling of cyrillic characters when viewing them with your language set to English. Fixed two crashes from migration of modded fluid using entities. ( more ) Fixed that clicking a technology in the research queue would select the next available level instead of the queued level. ( more ) Scripting Added LuaEntity::get_max_transport_line_index(). Added LuaPlayer::last_online read. Added allow_belt parameter to LuaSurface::spill_item_stack. Added corpses parameter to on_post_entity_died. 0.17.23 Date: 29.03.2019 Bugfixes Fixed that merging two electric networks didn't merge the statistics which was introduced by the power switch addition in 0.13. ( more ) Fixed light not turning off properly when using fluid energy source on an entity. ( more ) Fixed a crash when building large electric poles. ( more ) Modding The game now checks that technology levels are contiguous. Non-upgrade technologies are now considered to be level 1; previously they were level 0. Renamed "electric-energy-accumulators-1" to "electric-energy-accumulators". 0.17.22 Date: 29.03.2019 Bugfixes Fixed vertical squashing of listbox. ( more ) Fixed in-game updater would not work on Windows if Factorio path or write data path would contain non-ASCII characters. ( more ) Undoing action of building entity that removed ghosts also restores the ghosts. The same with removal of ghosts by cancelling deconstruction. ( more ) Fixed that building power poles when moving very fast did not have consistent spacing. ( more ) Fixed undo of train deconstruction. ( more ) Fixed undo of circuit conditions of entities in the ghost state. ( more ) Fixed train pathing inconsistency between normal station departure and waypoint. ( more ) Fixed problems related to rail path waypoints and station removal. Fixed logarithmic sliders not showing value of 1. ( more ) Fixed logarithmic sliders showing the same value for some positions. Fixed logarithmic sliders not showing correct initial position. Fixed Rich text icons not working in rotated text. ( more ) Fixed a crash when loading saves converted to scenarios in the map editor after changing mods. ( more ) Fixed that the inventory hand was not activated when the cursor was auto-refilled when entity building, tile building, fast transferring, repairing, using capsules or dropping items. ( more ) Fixed that fast-replacing ghosts would not transfer settings. Fixed that double clicking on a list box scroll bar would trigger the confirm action. ( more ) Fixed train GUI preview not centering on locomotive when opening the color picker. ( more ) Fixed gui clipping for scrollpane inside a scrollpane. ( more ) Fixed biters ignoring the player when building a new base. ( more ) Fixed that copying settings with a blueprint would not show returned materials. ( more ) Fixed turret ranges with huge radius would not render correctly when zooming into a map. ( more ) Fixed that the reset queue would reset if the the game window is resized whilst the technology GUI is open. ( more ) Fixed that resizing the game window would clear the search filter in the technology GUI. ( more ) Fixed that crafting machines with an empty fluid_boxes key could be rotated. ( more ) Fixed train state not updating properly in some specific cases. ( more ) Fixed mining drill showing misleading message when building on top of invalid resources. ( more ) Fixed a crash related to assemblers that sometimes occurred during loading 0.16 modded games. Fixed a crash when opening map too fast after creating a new game or new surface. ( more ) Fixed LuaPlayer::open_map, close_map, zoom_to_world would mutate rendering state while render thread was possibly using it causing crash. ( more ) Changed the custom scale slider in interface settings to be disabled when automatic scale is selected. Fixed train path finding in a special case of a loop with no signals and exactly one intersection. ( more ) Fixed clipping when the preset description in the map generator is scrollable. ( more ) Better path selection within one segment that is in a loop. ( more ) Scripting Added LuaEntityPrototype::secondary_collision_box read. 0.17.21 Date: 26.03.2019 Bugfixes Fixed gates sometimes not closing when next to cliffs. ( more ) Fixed crashes related to GUI tables. ( more ) 0.17.20 Date: 26.03.2019 Changes Removed RTL language translations (Hebrew, Arabic). ( more ) Bugfixes Fixed crash when opening technology tree. Fixed blueprint loading related to trains and temporary stations. ( more ) Fixed that the quick bar and shortcut bar weren't aligned on UI scales other than 100% and 200%, making the game literally unplayable. ( more ) Fixed fuzzy search in the select-a-filter GUI could show empty groups. ( more ) 0.17.19 Date: 25.03.2019 Bugfixes Fixed various layouting problems related to tables. Fixed upgrading underground belt ghosts would not recalculate underground connections resulting in desyncs. ( more ) Fixed construction robot tutorial when spamming ghost radars. ( more ) Fixed that some entities didn't show the not enough power icon. ( more ) Fixed possible crash when editing font names in rich text. ( more ) Fix of previous fix of certain situations of assembler settings copy/paste. ( more ) Fixed that toolbar buttons stayed pressed down. ( more ) Fixed crash when an inventory gui was shown with 0 slots. ( more ) Scripting Added LuaGuiElement::scroll_to_top(), scroll_to_bottom(), scroll_to_left() and scroll_to_right(). Added LuaGuiElement::scroll_to_element(). Added LuaEntityPrototype::has_belt_immunity, pollution_to_join_attack, min_pursue_time, max_pursue_distance, radar_range, move_while_shooting, can_open_gates, affected_by_tiles, distraction_cooldown and spawning_time_modifier read. Added LuaEntityPrototype::inserter_extension_speed and inserter_rotation_speed read. Added LuaTransportLine::input_lines read. 0.17.18 Date: 23.03.2019 Changes Dragging power poles over ghosts of the same type will revive them. ( more ) Replaced the hand graphic in the quickbar with a selected graphic, so blueprint books are visible. Bugfixes Solved train positioning when being built by robots. ( more ) Fixed that playing Factorio in full-screen mode on macOS would hide all notifications. ( more ) Allow commas with spaces after in color tags. ( more ) Fixed the mechanic of saving a scenario locally when joining a multiplayer game that uses a scenario you don't have didn't work correctly. ( more ) Fixed that the burner light would still glow even when the entity is sleeping. ( more ) Assembler copy/paste now works correctly when pasting both recipe and direction with fluid mixing around. ( more ) Tool shortcut bar selection list can be closed with ESC. ( more ) Fixed that some technologies wouldn't show in the technology list if they were fully researched. ( more ) Fixed incorrect zooming speeds when using keyboard to zoom. ( more ) Blank property expression names in map gen settings JSON are ignored. ( more ) Seed1 arguments above 255 to noise functions no longer crash the game, warning about the upper bits being ignored, instead. ( more ) Fixed broken supply challenge. ( more ) Fixed slow horizontal trackpad scrolling in the tech tree view. ( more ) Fixing one situation of underground pipe connection over a ghost. ( more ) Fixed blueprint icons not disappearing when using set_quick_bar_slot ( more ) Fixed PvP force modifiers were being overwritten. ( more ) Fixed "graphics_variation" was read-only on entities of type "corpse". ( more ) Fixed buildability check of some fluid entities in blueprints. ( more ) Fixed gui layouting related to having more squashable elements with different minimal sizes in one row/column. Fixed possible crash when hovering the statistics graphs. Fixed a crash when using LuaGameScript::show_message_dialog during on_init. Fixed headless server would hang when shutting down on Windows. ( more ) Fixed interaction of pipe underground connections of different reach. ( more ) 0.17.17 Date: 21.03.2019 Changes Fast replacing power poles will keep existing connections but also try to connect to further away power poles if possible. ( more ) 0-255 numbers are now allowed in [color] tags. The game will detect if you want to use floats or 0-255, just like the /color command. ( more ) Bugfixes Solved transport line compression related to splitters for various corner cases. ( more ) Fixed texture-compression config values that were valid in 0.17.15 but are not valid since 0.17.16 would cause error on startup. ( more ) Fixed that reverse/forward speed limits of the train movements were mixed up. ( more ) Fixed that reverse locomotive power was the same as forward. Fixed item transfers tutorial giving combinators instead of wood. ( more ) Fixed tutorials showing migrations dialog. Fixed slow inserters on transport belt madness level 3. ( more ) Fixed massive biter clumps in Wave defense. ( more ) Fixed a crash when importing save files into saves with different technology levels researched. Fixed that swapping Command and Option keys on macOS caused neither one to work in Factorio. ( more ) Fixed that the technology GUI would list all technology levels if the technology was fully researched. ( more ) Fixed a crash when using /swap-players. ( more ) Fixed a crash when rotating some modded underground pipes. ( more ) Fixed poor performance when large chat messages are rendered. ( more ) Fixed a crash when a train traveling to a temporary stop has its schedule copy-pasted. ( more ) Fixed a crash when using "Join server after sync" for server hosted over Steam Networking. ( more ) Fixed hand missing from quickbar when selecting shortcuts to the blueprint library. ( more ) Scripting Added LuaControl::open_technology_gui(technology) which will open the technology GUI and select the given technology. 0.17.16 Date: 19.03.2019 Changes Disabled vanilla pollution attacks in the NPE until after the final wave. Changing teams in PvP will try to preserve the current character. ( more ) Bugfixes Fixed alerts showing for trees and rocks in the NPE ( more ) Fixed solid fuel not triggering "fuel furnace" quest item ( more ) Potentially fixed scrap metal crash bug again ( more ) Fixed that a fluid furnace revived from a ghost would not work. ( more ) Fixed that launching tutorials could leave the running game in a broken state. ( more ) Fixed that clearing the ghost cursor did not clear the hand in the quickbar. ( more ) Fixed Compilatron blocking placement of burner inserter in NPE ( more ) Fixing a bug from last version that allowed fluid mixing by setting a recipe in assembler. ( more ) Different alert when unable to revive ghost due to fluid mixing by hand vs. by robot. ( more ) Fixed spitters would not properly target construction robots that are blocked from fulfilling their task. ( more ) Fixed a crash when joining Steam game invites while a multiplayer connection is in progress. Fixed that the "research finished" indicator would display the wrong technology level. ( more ) Fixed a crash when removing the end rail of a temporary train order. ( more ) Fixed that cargo wagon filters wouldn't get preserved in blueprint strings. ( more ) Scripting Fixed that printing the output of LuaProfiler anywhere except log(...) would cause a desync. Note: this means if the results are shown in things like player.print() they won't persist through save/load (but won't cause desyncs). Fixed Electric Pole smart coverage placement not building over other pole ghosts. ( more ) 0.17.15 Date: 18.03.2019 Changes Fixed that trains wouldn't depart for temporary stops when waiting at a station. ( more ) Fixed that two headed train running out of fuel didn't trigger the out of fuel alert in one of the directions. ( more ) Improved Compilatron's ability to select a free space when indicating structures by a factor of 16.6. The player must now wait for Compilatron to follow before being allowed to evacuate the first area of the NPE. The player must collect at least some of their structures before evacuating the first area of the NPE. Updated the player spawn after big biter attack in case the player wants to check how aggressive the biters are. Compilatron now has its own icon. Biters and worms in the NPE will now be aggressive except in special situations. GUI It is now possible to scroll horizontally with a touch pad in the tech tree view. ( more ) Bugfixes Fixed bugged Compilatron speech in NPE when showing blocked miner. Turrets placed in the starting area will now be detected during the entrench step of the NPE. ( more ) Fixed flamethrower turret range visualization was rendered in wrong layer. ( more ) Fixed editing map gen settings in the map editor would crash the game. ( more ) Fixed that robots would still try to deconstruct trains that left their network. ( more ) Reduced screen tearing on Windows 7 when Aero is disabled. ( more ) Fixed that converting games to scenarios and back could corrupt script global data. ( more ) Fixed that disabling friendly fire prevented fish from healing. ( more ) Fixed that LuaEntity::destroy({do_cliff_correction=true}) was ignored. ( more ) Fixed toggle state of item selection buttons when clicked with item to fast-select. ( more ) Fixed that the Q that cancels wire dragging also removed the hand from the quickbar. ( more ) Fixed that selecting quickbar slot while dragging wire only cancelled the dragging, but had to be pressed again to select the slot. ( more ) Fixed that modded fluid streams could crash the game in some situations. ( more ) Fixed that keys blocked by textfield didn't include CONTROL + A (to select all), the same way as it is doing for (CONTROL + C/V/X). ( more ) Fixed the double-click to clear functionality of number text field. ( more ) Fixed a crash when migrating mods related to assembling machines and fluids. ( more ) Fixed that exporting a blueprint to the library could crash the game. ( more ) Fixed a crash when a modded assembler is built over a ghost of assembler with different rotation. ( more ) Fixed damage technology migrations not migrating infinite technologies properly. ( more ) Potentially fixed a Linux-specific bug where the game would react to key presses not intended for it. ( more ) Scripting Added LuaGameScript::create_profiler() which can be used to measure script performance. 0.17.14 Date: 15.03.2019 Bugfixes Fixed that research queue setting in the New Map GUI wouldn't remember its value. ( more ) Fixed a crash when hand replacing an assembler ghost with fluid mixing. ( more ) Fixed migration of fluid-using modded mining drill. Fixed ten_minutes modifier bug in NPE. Fixed broken resetting of scenario context. 0.17.13 Date: 15.03.2019 Changes Modified NPE quest structure to give the player more notice of impending attacks Added missing Steel plate recipe to NPE tech tree ( more ) Removed unneeded Iron stick recipe from NPE Fast replacing between rail signal and rail chain signal will preserve circuit wire connection and relevant settings. ( more ) Bugfixes Fixed that the evolution pollution factor wasn't migrated properly. (pollution was increasing evolution 16.6 times faster than it should for existing saves). Fixed a crash when trying to assign invalid things to LuaPlayer::game_view_settings. ( more ) Fixed that replays could trigger autosaves and take screenshots. ( more ) Fixed that changing mod settings through Lua commands wouldn't trigger the settings-changed event. ( more ) Fixed that /config didn't support name, description, or tags. ( more ) Fixed a crash when using temporary stations. ( more ) Fixed that drop-item into vehicles didn't work. ( more ) Fixed that resizing the window while loading on 4k screens would cause the progress bar to not render. ( more ) Fixed that the crafting queue GUI wouldn't show correctly when loading a save with crafting in progress. ( more ) Fixed text box line wrapping didn't work correctly in most cases. ( more ) Fixed a crash when re-joining a multiplayer game while the tips-and-tricks window is visible. Fixed a crash when opening the set-filter GUI on the ammo inventory of other player using the /open command. Fixed that the pollution generation of steel furnace wasn't what it was supposed compared to 0.16. Fixed that you could die during a cutscene and become a ghost when it ended. ( more ) Fixed that you could die with required items in your inventory and make the NPE unwinnable. ( more ) Fixed that some turrets wouldn't be detected by the quest objectives in the NPE. ( more ) Fixed issue with detecting Steam engine on network in NPE ( more ) Fixed biters getting stuck in massive clumps in NPE ( more ) Fixed biters becoming frozen after arriving at target destination in NPE ( more ) Fixed crash when mining scrap metal in NPE ( more ) Fixed biters losing aggression after save/load during NPE ( more ) Fixed some windows in the NPE having inconsistent header draggable textures ( more ) Fixed build order for Compilatron in NPE so it is more successful ( more ) Fixed set_active_quick_bar_page not updating the GUI. ( more ) Fixed that waiting on temporary stop was reset every time other station was added. ( more ) Fixed that blueprints with trains and rails still could snap the trains to different rails. ( more ) Fixed LuaGameScript::take_screenshot with anti_alias = true would produce bad screenshots ( more ) Fixed that snapping to position while building ghost didn't update the ghost position properly, leading to invisible entities in rare cases. ( more ) Fixed a crash when destroying trains while in the paused map editor state. ( more ) Fixed that recipes could be setup to produce > 1 count of items that are never meant to be stacked. ( more ) Fixed that creating a new blueprint and pressing Q after it was setup removes it instead of putting it into inventory. ( more ) Fixed LuaGameScript::take_screenshot with anti_alias = true would produce bad screenshots. ( more ) Fixed Artillery targeting remote not showing the correct ability count in the quickbar. ( more ) Fixed scrolling through blueprint book with Shift+mouse wheel on macOS. ( more ) Fixed Artillery targeting remote not showing the correct ability count in the qickbar. ( more ) Fixed that blueprint shortcuts in quickbar linked to the library wouldn't remember their orientation. ( more ) 0.17.12 Date: 14.03.2019 Features Added pollution tab to the production statistics. Minor Features Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs. Added attack modifier setting into the pollution section in the map generator. This modifies how much pollution is consumed by biters attacking. (default is 50% for deathworld presets) Changes Pollution generation is now shown in the x/s format both on the entity and in the item/crafting slot. All statistics graphs apart from electricity use smoothing now. The Install Mods GUI will now automatically install required dependencies. Added graphics option "Render in native screen resolution" on macOS to workaround performance issues due to rendering on Retina displays. ( more ) Bugfixes Added another fixing migration of consistency related to undo. Fixed that inserters wouldn't copy the white list/black list setting during fast-replace. ( more ) Fixed that building/removing signals forced train in disabled station to move from it. ( more ) Fixed that the name of the "Undo" shortcut wouldn't show up in the shortcut selection list. ( more ) Fixed that the blueprint book shortcut's tooltip wouldn't show the assigned key combination. ( more ) Fixed search bar focus being lost when binding it to extra mouse buttons. ( more ) Fixed that shortcut bar keyboard shortcuts would appear twice in the control settings if certain mods were installed. ( more ) Fixed that backspacing text covered by unclosed rich text tags could leave them at the end of the string. ( more ) Fixed that technology tooltip would show "unknown key" for technologies with no description. ( more ) Fixed unable to close the menu when rebinding toggle menu from ESC. ( more ) Fixed that modded GUI window frames always contained header filler. ( more ) Fixed save file would contain two preview screenshots. ( more ) Fixed typo in decoratives.lua. ( more ) Fixed that cloning assembling machines wouldn't preserve the direction for some recipes. ( more ) Fixed bug with typing certain characters on alternative keyboard layouts on windows. ( more ) Fixed a crash of generators whose prototype changes to not use fluid anymore. ( more ) Fixed some crashes related to changes of modded fluid recipes. ( more ) Fixed NPE bug when Compilatron walks over the iron patch when he's about to build miners. ( more ) Fixed switching to map view when holding placeable item in cursor would make the item icon invisible. ( more ) Fixed cloning rocket silos with rockets wouldn't work correctly. ( more ) Fixed broken and missing support of modded underground pipe connections. ( more ) Fixed not being able to use the same key for some actions. ( more ) Fixed that releasing Alt before D when pressing Alt+D would cause the character to walk. Fixed that order of items in the circuit network did not respect group and subgroups. ( more ) Modding Internal pollution values have been normalized, and they are now roughly 60 times less compared to what they were. Scripting LuaPlayer::get_active_quick_bar_page now returns 1 based index. 0.17.11 Date: 11.03.2019 Bugfixes Fixed that the process name was set to "Main" on Linux. ( more ) Fixed a crash when closing GUIs with escape in some cases. ( more ) Fixed a crash when mods set repair pack speeds or entity repair speed modifiers to negative values. Fixed that focus-search wouldn't work in the Recipe GUI or Map Editor. ( more ) 0.17.10 Date: 11.03.2019 Changes Terrain generator options are preserved by the map generator GUI unless explicitly changed. Changed landfilling result to be tile called "landfill" instead of tile called "grass-1". It looks the same for now, but it solves some unexpected behaviour. We might give it a custom graphics later on. ( more ) Existing blueprints containing "grass-1" will be migrated to the "landfill" tile. The game will load without an error when non-essential shaders fail to compile. ( more ) When a player dies in the Wave defense, the free equipment will be removed from the corpse. Minor Features "Make Blueprint", "Make Blueprint Book", "Make Deconstruction Planner", "Make Upgrade Planner", "Toggle Personal Roboport", and "Toggle Exoskeleton" functions are now accessible via keyboard shortcuts. Bugfixes Fixed references to nonexistent noise expressions in map gen settings would crash the game. Fixed a crash when trying to read Lua drop-down font style names. ( more ) Fixed a crash when trying to join a Steam game fails in some cases. ( more ) Fixed crash related to latency hiding and undo. Fixed that map generation wouldn't always update to reflect modded noise expressions. Fixed a crash when the open GUI target would become invalidated during the same tick as autosave starting. Fixed that the repaired lab showed in the bonus GUI. ( more ) Fixed NPE crash when Compilatron tried to place his chest. ( more ) Fixed that Control+F didn't work in the trains GUI. ( more ) Probably fixed GUI not responding to user input in some situations. ( more ) Fixed scaling of some of the debug info text overlay. ( more ) Fixed headless server would be stuck in reset loop when trying to apply an update. ( more ) Scripting Added LuaGuiElement::select_all and select methods that work for textfield and textbox. 0.17.9 Date: 08.03.2019 Changes Disabling station with train waiting in it doesn't force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains being forced to departure when the stop is disabled. ( more ) Changed expensive version of assembling machine 2 recipe to match the normal version better. ( more ) Minor Features Added map editor support to delete items. Bugfixes Fixed pipette making error sound in latency state even though you have enough items. ( more ) Fixed that technologies would sometimes disappear from the technology list when added to the research queue. ( more ) Fixed problems related to circuit network connection inconsistency related to undo. ( more ) Fixed NPE issue where Compilatron could destroy essential buildings. ( more ) Fixed NPE crash when Compilatron tells you to pick up scrap. ( more ) Fixed that he bonus GUI wouldn't show personal equipment. ( more ) Fixed using special-item tags would cause desyncs. ( more ) Fixed NPE crash when Compilatron tries to point at an object that doesn't exist any more. ( more ) Fixed Local errors in scenarios would crash the game when viewing scenarios in the GUI. ( more ) Fixed that reviving and underground belt could sometimes change it's direction. ( more ) Fixed a crash when using modded recipes in furnaces with fluids. ( more ) Fixed that the active-version selector in the mods GUI didn't work. ( more ) Fixed that randomizing map seed didn't have any effect after an exchange string was loaded. ( more ) Fixed that resources wouldn't be rendered correctly in the map preview. ( more ) Fixed miscalculation of peak influence in autoplace specifications with more than 2 peaks. ( more ) Layout fix related to technology gui. ( more ) Fixed crash when running out of space in physical texture used for streaming. High detail textures will be evicted instead. ( more ) Fixed that mod settings could get scrambled/reset when adding removing or changing mods. ( more ) Fixed that you could open blueprint books/armor multiple times. ( more ) Fixed that the train inactivity wait condition time was limited to 120 seconds. ( more ) Fixed a crash when exiting the game through the "X" button from a tutorial. ( more ) Fixed the shadows of some GUIs when circuit network window is shown. ( more ) Fixed menu background image would be scaled with poor quality. ( more ) Fixed crash related to beam creation when the source or target is removed in the process. ( more ) Fixed a hand logic related to loading a save with different mod settings which results in to the cursor being item removed. Fixed being unable to clear "X"(missing blueprint) icon from the quickbar. ( more ) Fixed that train two stations of the same name in the train schedule could crash the game. ( more ) Fixed consistency check for signal state of train on the way. ( more ) Fixed issues with pipes disconnected w/o reason. Added stricter checks for new occurrences. ( more ) Scripting Added LuaSurface::min_brightness read/write. Added LuaEntity::get_connected_rails(), get_rail_segment_entity(), get_rail_segment_end(), get_rail_segment_length(), and get_rail_segment_overlaps(). 0.17.8 Date: 07.03.2019 Bugfixes Fixed modded multiplayer games would incorrectly show a mod-mismatch error (again). ( more ) Fixed queued GUIs didn't work correctly. ( more ) Fixed that terrain selectors other than 'elevation' messed with the water/island controls ( more ) Fixed PvP running on_init when it was already initialised. ( more ) Fixed that replacing an underground pipe by a pipe could cause fluid mixing in a special situation. ( more ) Fixed that upgrading entities with the upgrade planner would erase the last-user. ( more ) Fixed a crash in the update mods GUI. Fixed incorrect styling in the update mods GUI in some cases. Fixed crash when loading a save during a cutscene when following a unit. ( more ) 0.17.7 Date: 06.03.2019 Bugfixes Fixed game.players[#] would be treated as game.players[tostring(#)]. Fixed inserter/mining drill interaction indications would still render for mined-in-latency-state entities. Fixed inserter/mining drill interaction indications wouldn't render in some cases and would ignore ghosts in some but not all cases. Fixed that the game would incorrectly think some mods wouldn't be required when joining multiplayer games even though they are. Fixed some key bindings not working correctly until game restart. ( more ) Fixed a crash when changing entity ghosts with wire connections through the upgrade planner. ( more ) Fixed that the prevent-robots-from-working-because-i-am-driving-too-fast logic still wouldn't work in some cases. ( more ) Fixed that highly nested recipes would freeze the game. ( more ) Fixed a crash when loading saves that contain connected cliffs that will be removed due to mod migrations/removals. ( more ) Fixed statistics graphs crashing when releasing shift with a tooltip active. ( more ) Fixed rendering of tile transitions on Sandy Bridge iGPUs for real this time. ( more ) Fixed that it was possible to add a blueprint to other player's shared blueprints. ( more ) Fixed that undo was not preserving ghost entity module requests. ( more ) Fixed that undo was not preserving circuit connections. ( more ) Fixed that un-researching technology wouldn't update GUIs correctly. ( more ) Fixed PvP scenarios created in 0.16 and loaded in 0.17. ( more ) Fixed PvP script error from bad migration data checking. ( more ) Fixed that blueprint that was meant to disappear on Q did not after selecting and cancelling selection. ( more ) Fixed persisting tooltips in the technology gui. ( more ) Fixed set_quick_bar_slot not refreshing item counts in the quickbar. ( more ) Fixed layouting in train configure gui with very long station names. ( more ) Fixed layouting in train configure gui with too long condition translations. ( more ) Squashed labels get a tooltip with the full text in a similar fashion as buttons. Fixed that research queue setting wouldn't export to map exchange string properly. ( more ) Fixed incorrect primary screen index in graphics options GUI. Fixed some cases of fluid mixing related to underground pipes. Fixed crash related to productivity bonus and a catalyst. (When the catalyst count covers all the ingredient count). ( more ) Fixed that the reset button wouldn't update after importing a map exchange string. ( more ) Fixed messed up research in the NPE ( more ) Scripting Added LuaControl::ghost_cursor read/write. 0.17.6 Date: 05.03.2019 Changes Updated map-gen-settings.example.json to use numeric multipliers, include cliff richness, and demonstrate expression overrides. ( more ) It is not possible to fast-replace pipe to ground by another that is in an orthogonal direction. Changed mining productivity cost to 2500 increase per level to fix that the last change was actually making it 5 times less expensive towards infinity. Lower levels are cheaper on the other hand. Bugfixes Fixed of loading of saves before 0.17. Fixed crash related to conflicting undo in multiplayer. ( more ) Fixed crash related to temporary stops and destroyed rails on the path that were already passed by the train. ( more ) Fixed yet another train pathing crash. ( more ) Fixed the hand logic for god-mode controller. ( more ) Fixed, that the hand logic could force an item to filtered slot that doesn't match it. ( more ) Fixed, that filtered inventory could ignore the hand when sorting or transferring in some cases. ( more ) Fixed overly generous migration of mining productivity research. ( more ) Right panel sizing fixes. starting_area (size multiplier) in map gen settings JSON can be represented by a number. Fixed crash related to removing technology from the research queue. ( more ) Fixed that driving backwards in vehicles wouldn't trigger the prevent-robots-from-working-because-i-am-driving-too-fast logic. ( more ) Fixed crash during startup on macOS 10.12 or older with GeForce GPU. ( more ) Attempt to fix tile transition rendering on Sandy Bridge iGPUs. ( more ) Fixed a performance problem related to undo in multiplayer. ( more ) Fixed upgrading ghost splitters wouldn't copy the splitter settings. ( more ) Fixed a couple of situations where fast replacing underground pipe could cause fluid mixing. ( more ) Fixed align in the blueprint library. ( more ) Fixed a crash when loading modded saves related to fluidbox removal in assembling machines. Fixed blueprint preview would be drawn out of its bounds. ( more ) Fixed the featured technology cost for upgrade technologies when the research queue is not enabled. ( more ). Fixed that search in the technology GUI would be cancelled by selecting a new research. ( more ) Fixed a crash on destroying an entity with fluid energy source. ( more ) Fixed a crash when deconstructing trains with inserters trying to put into them. ( more ) Fixed layout of circuit and logistic control windows. ( more ) Fixed that trying to join a multiplayer game too quickly would lead to a mods-mismatch error. ( more ) Fixed that behemoth biters didn't have resistance to acid (as all other biters have). Fixed NPE saves technologies were messed up by a migration in 0.17.5. ( more ) Fixed NPE issue where compi smashing a building would lead to a crash in migrated saves. ( more ) Fixed that it wasn't possible to access the game menu when the game was paused in multiplayer with the technology screen open. ( more ) Scripting Added LuaItemPrototype::mapper_count read. 0.17.5 Date: 04.03.2019 Bugfixes Fixed crash related to train waypoints and very short train paths. ( more ) Fixed wrong entity info positioning when all other things in the right container are disabled. ( more ) Fixed Wave defense victory not being triggered in some cases. Fixed Wave defense victory message being printed on every rocket launch. Fixed restarting the game after sync-mods-with-save would fail to auto-load some saves on Windows. ( more ) Fixed PvP error when loading 0.16 versions of the scenario. ( more ) Fixed selection in blueprint preview would have an offset if UI scale was not 100%. ( more ) Fixed pie slice used as progress indicator in crafting queue wasn't rendering for small angles. ( more ) Fixed that the /time command would give back the wrong time played. Fixed rendered terrain would increasingly get corrupted during movement when using 16bit rendering mode on some OpenGL drivers. ( more ) Fixed player.get_quick_bar_slot causing a crash for some values. ( more ) Fixed controls were lagging when application window was receiving lot of events it didn't recognize on macOS or Linux. ( more ) Fixed "Wait for V-Sync" graphics option was not working on macOS 10.14 Mojave. Fixed crash logs were missing stack traces on macOS. Adjusted the Supply Challenge requirements to make sense. ( more ) Fixed a crash when reviving entities through the Lua API. Fixed NPE crash on biter commands during rebuild quest. ( more ) Fixed NPE crash during cutscene if player left entity ghosts in the starting area. ( more ) Fixed NPE crash on sending biters if you plaster half the map with furnaces (yes, seriously). ( more ) Fixed NPE bug where Compilatron would sometimes not continue after players put the required items in his chest. ( more ) Fixed that technology slot tooltip didn't reflect the cost of the selected technology in the queue. Fixed NPE confusing flying text at startup. ( more ) Fixed that the train passed wait condition time was limited to 120 seconds. ( more ) Fixed hand not disappearing from the quickbar in some situations. ( more ) Fixed a crash related to the research queue. ( more ) Fixed that the research queue could show incorrect research levels. ( more ) Horizontal layouting fix of the mods gui. ( more ) Fixed that the island related changes in the terrain settings in map generator gui weren't updated if the island preset was preselected. ( more ) Fixed that custom Lua-defined shortcuts would desync the game. ( more ) Fixed a crash when player is not given when using surface.deconstruct_area(). ( more ) Fixed loading of blueprints containing rail temporary stations. Modding Added SelectionToolPrototype flag "nothing". Made resource autoplace helper functions usable from mods. ( more ) Added LogisticContainerPrototype::landing_location_offset. Balancing Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels. Changes Blueprinting tools are no longer shown in the quickbar filter selection. ( more ) 0.17.4 Date: 01.03.2019 Bugfixes Fixed crashes related to Lua errors. ( more ) Fixed a crash when opening the fluid wagon GUI in the map editor. ( more ) Fixed that pressing "back" on the login prompt in the other settings GUI would exit the other settings GUI. ( more ) Fixed that robots could get stuck when trying to upgrade in some cases. ( more ) Fixed that the tooltips for tooltip times where backwards. ( more ) Fixed Lua commands wouldn't work show help correctly. ( more ) Fixed portable fusion reactor and rocketry tech pre-requisites - added military science pack. ( more ) Fixed uranium processing tech pre-requisites - added sulfur processing. ( more ) Removed ghost buildability consistency check until we properly integrate building of ghosts into the fluid mixing prevention logic. Fixed crash related to train pathfinding. ( more ) Fixed layouting of Map Generator gui when the preview is shown. ( more ) Fixed issues with rich text tags referencing entities that have no icon. Fixed crash related to moving blueprints from game blueprints to player blueprints. ( more ) Fixed crash related listing all players while while processing event of player being removed. Fixed a crash related to research that would continue even though the research queue is empty. ( more ) Fixed Compilatron placing a chest on top of things. ( more ) Fixed crash during quest to reactivate assembler in NPE. ( more ) Fixed that script render text would scale with GUI scale. ( more ) Modding Made MiningDrillPrototype::radius_visualisation_picture tintable. 0.17.3 Date: 28.02.2019 Changes Disabled target leading for flamethrower turrets until it can be made better. ( more ) Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before. Bugfixes Fixed possible crash related to browsing in the mods gui. Fixed that turning off exoskeletons didn't work correctly in multiplayer. Fixed shaking of blueprint preview in blueprint book tooltip. ( more ) Fixed the wrong detection of changed autosave interval in other settings. ( more ) Fixed /help *command* would print a number instead of the help message. ( more ) Fixed a crash when dying with the locomotive GUI open. ( more ) Fixed a crash when using sprite variation sheets with mismatched frame counts. ( more ) Fixed that the admin-only portions of the whitelist command where not localised correctly. ( more ) Fixed building underground pipe between pipes with different fluids. ( more ) Fixed visual direction of fluid flow. ( more ) Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. ( more ) Fixed PvP error when changing enabled mods. ( more ) Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. ( more ) Fixed small worms having fluid consumption. ( more ) Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. ( more ) Fixed that double-clicking a technology in the tree view wouldn't start research. ( more ) Fixed pipes that would sometimes be too noisy. ( more ) Fixed that you could build multiple underground belts on top of each-other. ( more ) Fixed tightspot level 5 was unbeatable. ( more ) Added workaround for GPU accelerated texture compression producing corrupted textures. ( more ) Fixed that the technology window scroll position would keep getting reset. ( more ) Fixed that the current research panel would not update in multiplayer if some other player changed the research. ( more ) Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. ( more ) Modding Added LoaderPrototype::structure_render_layer with default value "lower-object". ( more ) 0.17.2 Date: 27.02.2019 Changes Reverted default renderer on Windows to Direct3D on all configurations. All infinite technologies have Space science pack as a pre-requisite. Added textual error message when player tries to clean cursor but it isn't possible as inventory is full. Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements. Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. ( more ) Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout. Bugfixes Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled. Fixed LuaGameScript::take_technology_screenshot() would crash the game. Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. ( more ) Fixed electric mining drill coverage area visualization was not drawn correctly. ( more ) Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. ( more ) Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. ( more ) Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. ( more ) Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. ( more ) Fixed a crash when mining ghosts built in the latency state. ( more ) Fixed every incremental change of sound volume would save the full config file. ( more ) Fixed that the category dropdown in the install mods GUI would only work the first time it was used. ( more ) Fixed that mod thumbnails in zipped mods wouldn't show in the mods GUI. ( more ) Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. ( more ) Fixed electric inserter technology description in the tutorial. ( more ) Fixed that the undo shortcut tooltip didn't reflect latency hiding values and invalid entries filtering. Fixed a desync when deconstructing item request proxies in the latency state. ( more ) Fixed crash related to the hand logic and switching controllers. ( more ) Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip. Fixed that read-only multi-line text boxes wouldn't wrap text. ( more ) Fixed that the fast and express loader entity icons had the wrong colors. ( more ) Fixed that the autosave interval setting was off by one. ( more ) Fixed map preview would not be cleared to black before preview is generated on some PCs. ( more ) Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. ( more ) Fixed that the tutorial specific assembler was shown in the "made in in" row in the crafting queue tooltip. ( more ) Fixed that the map type selection changed done by reset or changing the preset didn't update the sliders properly. ( more ) Fixed a rare issue with migration of fluid mixing in a modded save. ( more ) Fixed that the provided map-gen-settings.example.json contained invalid settings. ( more ) Fixed that checking for updates could crash the game. ( more ) Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn't available anymore and it wasn't possible to assign a new item to it. Fixed PvP scenario error when updating space race frame with no silos present. ( more ) Fixed drawing of some wires and wire shadows ( more ) Fixed a possibility to mix fluid through fast replacing / upgrading a pipe with underground pipe. ( more ) Fixed drawing of some wires and wire shadows. ( more ) Fixed crash when opening the map generator preview for the first time with invalid settings. ( more ) Modding Renamed EntityPrototypeFlag "hide-from-bonus-gui" to "hidden" and made it also hide entities from the made in property of recipe tooltips. 0.17.1 Date: 26.02.2019 Modding Added shortcut bar shortcut type that fires Lua events, for use in mods Scripting Added LuaPlayer::is_shortcut_toggled, LuaPlayer::is_shortcut_available, LuaPlayer::set_shortcut_toggled, LuaPlayer::set_shortcut_available Added on_lua_shortcut event. Bugfixes Missing description.json in the campaign folder results into the folder being ignored instead of a crash. Fixed crash when trying to rotate quickbars with a controller that doesn't have it. Fixed crash when trying to open surface map generation settings. Fixed possible crash related to copy paste and multiplayer. Fixed it wasn't possible to use capital 'Z' in save name. ( more ) Fixed the infinity chest graphics. Fixed that the boiler didn't rotate in blueprints. Fixed that the bait chest showed in the upgrade planner. Fixed high CPU usage when using steam networking. 0.17.0 Date: 26. 02. 2019 Major Features New quickbar (more in Gui section) Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport New gui style with final version of some parts of the GUI (More in Gui section) Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history. Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner. Reworked the Map Editor so it's now part of the standard game and can be toggled at will using the '/editor' command. Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal. Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect. Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn't think of. They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features) Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text. Replaced First steps campaign with Introduction campaign, available from the Start campaign menu. Features Trains can be blueprinted and deconstructed. Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it. Train stops without conditions work as waypoints. (the train doesn't stop at those) Added Passenger present and Passenger not present wait condition to the train conditions. If building of entity/blueprint fails, the reason of it is pinged as flying text. Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location. Basic image tags format is [img=<image path>] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon. For example [img=item/iron-plate] or [img=item.iron-plate]. The "." instead of "/" usage is to make it usable in save names. Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object. Blueprint/special item tags. Shift clicking the icon in chat will create an item and place it in the cursor. Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==]. These tags also work with deconstruction and upgrade planners. Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30. Clicking the icon in chat will open the map on the specified location. Font tags: Format is [font=debug-mono]mono text[/font]. Color tags: Format is [color=1,0,0]red text[/font] Fast replacing pipes by pipes to ground similar to underground belts. When multiple versions of the same mod are installed you can select which version you want to use. The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods. Added support to import and export permissions. Closing opened items (blueprint books/armor) now remembers what GUI you previously had open. Filter inserters can be set to whitelist or blacklist filters. Added belt immunity equipment. Added upgrade planner. Added steam networking support for steam users. Added RGB support for Logitech hardware. Robots can blow up cliffs. Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map. Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite. Minor Features Warning icon for automated trains that are out of fuel. Added 250 and 1000 hours precision intervals into statistics. Using deconstruction planner is incorporated in the latency hiding. Changed personal roboports so they won't send construction robots if you're driving in a vehicle that they can't keep up with or if in a train in automatic mode. Added an option to ignore mouse events when using accessibility zoom feature on macOS. Added support to change multiplayer config settings runtime. Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game. Added the Admin GUI (openable through /admin in the console) to manage multiplayer players. Landfill can be built by robots and be included in blueprints. Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items) When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn't cleared. When holding radar in cursor, area covered by existing radars is also highlighted on minimap. Configurable (in gui), the count of rolling stocks shown in the train visualization. Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water. Graphics New graphics for: accumulator biters, spitters, worms, spawners chests electric poles and substation map edge transitions rocket silo transport belts, underground belts, splitters and transport belt circuit connector trees turrets (gun, flamethrower and laser) walls and gates laser turrets, personal laser defense and distractor robots now use new laser beams. Highlighting inserters that would interact with selected/previewed entity. Showing shield bars above health bar for relevant entities. Single vertical pipe is shorter. Gui New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods) Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates. The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library. The quickbar now has 10 pages of shortcuts. Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory. In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting. Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead. When something is not buildable (manual or blueprint building), the reason of why it isn't buildable is shown as flying text over the cursor when the build is attempted. Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players) Optimisations Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card. DirectX backend doesn't keep backup of all sprites in RAM anymore. Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance. Added texture streaming so that adding more sprites does not necessarily increase GPU requirements. Improved game startup performance when using a large amount of technologies with deep dependency trees (it's now 67,000 times faster). Optimized rendering of logistic overlay when zoomed in to map. ( more ) Optimized rendering of turret ranges when zoomed in to map. ( more ) Changes Resource generation changed significantly: The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area. Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting. Ore patches are slightly less frequent but richer. There will be a more balanced amount of resources within a large enough region. Many other small tweaks. Biter generation changed significantly: Biter richness slider removed, biter placement is only configured by size and frequency settings. Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting. Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn. Worm size increases depending on the distance from player spawn. Small biter bases are now closer to the player spawn. At large distances from player spawn, biter base frequency is lower than before but biter bases are larger. Other small tweaks. Terrain generation changed significantly: Water is generated as large lakes instead of swamps. Tile generation improved. Tile placement respects biomes better. More predictable cliff placement. Better controls in the map generator GUI for water, tiles and cliffs. New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map. Default resolution of the game is now 1920x1080. Increased player reach from 6 to 10. Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn't need that particular pack. Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting "Default request is 1". All personal equipment stack sizes changed to 20. Placing a tile will now clear any tile ghosts at that position. ( more ) It is allowed to use unicode characters in save names. Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe. When the "Made in" row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player. Increased ghost time to live of ghosts from 1 hour to 1 week. Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module. Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts. Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY). Armor no longer uses durability and all armor now has a stack size of 1. Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested. Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases. Items consumed by hand crafting are counted in item production statistics. Added --disable-migration-window command-line option to disable the "migrated content" gui. Removed tile properties debug overlay. Command-line map preview generator now shows biter nests. Items sent in a rocket are counted in item production statistics. ( more ) Removed pickaxes and replaced them with research effects. Removed Wood from the game (And raw wood renamed to Wood). Added rotation smoothing to biters. Chests and wooden power poles are no longer usable as fuel. Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance. Removed the hardness/mining power mechanics, we just have a mining speed and mining time now. Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way. Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time) Mining drill speed is now shown in the form of <x>/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -> 0.25 and 0.525 -> 0.5). Renamed the whitelist and banlist to server-whitelist and server-banlist. Added server-adminlist that's used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game. Removed "admins" from the multiplayer server-settings file - they're now handled through server-adminlist. "Z" (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground. Stickers can by applied onto cars and tanks now. Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds. Placing entities or paths removes tree stumps and biter corpses. Removed New Hope campaign. Balancing Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes. Science pack names changed: Science pack -> Automation science pack Science pack 2 -> Logistic science pack Science pack 3 -> Chemical science pack High-tech science pack -> Utility science pack Military, Production and Space science pack names remain the same. Science pack recipes changed: Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall. Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel. Chemical science pack now crafts in pairs. Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail. Production science pack now produces in groups of 3. Crafting time rescaled to match. Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure. Utility science pack now produces in groups of 3. Crafting time rescaled to match. Some technologies more clearly split between Production and Utility science packs: Production science pack: Effect transmission All level 3 modules Kovarex enrichment process & Nuclear fuel reprocessing Worker robot capacity 2 Utility science pack: Logistic system Worker robot speed 3 Military 4 and weapon unlocks/upgrades Power armor mk2 and Portable fusion reactor Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades. Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite. Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies. The game is won by launching a rocket, the Satellite is only for getting Space science packs. Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil. Nuclear power technology split to Uranium processing and Nuclear power. Nuclear fuel reprocessing technology cost reduced from 1500 to 50. Lubricant technology added (pre-requisite for Electric engine and Logistics 3) Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics. Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can't handle fluids) Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it) Pump is now unlocked by Fluid handling. (was Engine) Fluid handling is a pre-requisite for Oil processing. Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second. Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16. Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas) Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar. Low density structure crafting time reduced from 30 to 20. Medium and Big power pole recipes now use iron sticks. Train stop recipe now uses iron sticks. Programmable speaker recipe now uses iron sticks. Lamp recipe iron sticks ingredient changed to copper cables. Defender capsule recipe now requires flying robot frames. Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution. Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate. Automation 2 now requires Automation and Logistic science packs. Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time. Centrifuge crafting speed changed to 1. Portable solar panels have Modular armor as pre-requisite. Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits. Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked. Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite. Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense) Locomotive fuel consumption doubled. Relative fuel value of nuclear fuel doubled. Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%. Combat Balancing All military damage/shooting speed upgrade technologies merged into 7 technologies: Physical projectile damage 1-6 + infinite level 1-4: bullets, gun turrets, shotgun shells level 5+: previous levels and cannon shells Refined flammables 1-6 + infinite flamethrower turret, handheld flamethrower Stronger explosives 1-6 + infinite level 1: grenades level 2: previous level and land mines level 3: previous levels and rockets Energy weapons damage 1-6 + infinite level 1-3: laser turrets, personal laser defense level 4: previous level and distractor robots level 5+: previous levels and destroyer robots Weapon shooting speed 1-7 affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets Laser turret shooting speed Artillery shell shooting speed Artillery shell range Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades. Modular Armor technology pre-requisite changed from Modules to Advanced Electronics. Power Armor Mk2 technology pre-requisite changed from modules to Military 4. Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units. From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate. Atomic bomb recipe now requires Rocket control units instead of Processing units. Behemoth worm added. Worms and spitters use new "stream" attack now. Attacks predict target position and shoot there. Flamethrower turret now predicts target position as well. Acid splashes are created on the ground, dealing damage and slowing. Slow effect received from different spitter/worm tiers stacks. Worm shooting range is generally longer. Rocket launcher range increased from 22 to 36 to outrange medium worms. Worm and behemoth spitter attacks are large enough to damage neighbouring buildings. All enemies have 100% acid resistance. Changed spawner pollution absorption logic so that all the pollution on a chunk doesn't build up un-spent in a single spawner. Removed damage bonus of tank machine gun. Bugfixes Fixed that canceling production in assembling machine did return the products in progress. Fixed biters were unable to run against movement of belts. Tutorial GUI updates correctly after finishing a tutorial. ( more ) Chest GUI updates correctly when changed indirectly. ( more ) Changing train mode by a script updates the train GUI. ( more ) Fixed that tertiary was spelled "terciary" in the usage_priority. ( more ) Fixed construction robots would not give up module delivery when they didn't manage to get any modules. ( more ) Fixed issues with syncing mods to saves, when you don't already have the mod downloaded. ( more ) Entities affected by beacons now only show effect sources/receivers that have an effect. ( more ) Fixed furnaces wouldn't respect recipe module limitations correctly. ( more ) Fixed a crash when migrating blueprint book inventory sizes while they're in assembling machines that are being removed due to migration. ( more ) Fixed character.direction read didn't work correctly. ( more ) Fixed a crash when removing mods that add/change rolling stock entities. ( more ) Fixed script error in construction bot tutorial when deconstructing area. ( more ) Fixed Lua API methods to insert items didn't work correctly for entities that can hold items above the stack limit. ( more ) Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. ( more ) Fixed that layered icons using shift wouldn't render correctly. ( more ) Fixed that running out of disk space could crash the game in some cases. ( more ) Fixed burner energy sources wouldn't always be able to output the full energy amount. ( more ) Fixed that transport belt circuit conditions wouldn't copy correctly in blueprints sometimes. ( more ) Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. ( more ) Fixed a desync related to cars on belts. ( more ) Fixed that crafting machines could be rotated diagonally using scripts. ( more ) Fixed that tooltips of unlocked recipes in technology preview didn't have the "made in" info even if it is not craftable by the player. Fixed recipes that consumed or produced > stack size of some item didn't work correctly. Fixed that game.reload_script() could cause desyncs when used in multiplayer. Fixed LuaScript::get_event_handler() didn't handle large numbers correctly. ( more ) Fixed AutoplaceSettings map_gen_settings didn't always work when defined through script. ( more ) Fixed a crash when using LuaEntity::get_train_stop_trains(). ( more ) Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. ( more ) Fixed setting entity healing_per_tick negative resulted in invincible entities. ( more ) Fixed that shadows wouldn't always render in the train camera. ( more ) Fixed health bars on large entities wouldn't render correctly. ( more ) Fixed trains would collide with item-requester-proxy. ( more ) Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. ( more ) Fixed a bug related to mining drills with > 100% productivity. ( more ) Fixed invalid optional dependencies wouldn't be highlighted correctly. ( more ) Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. ( more ) Fixed that beams would render 1 tile above their location when using a position source. ( more ) Fixed furnaces with input items and output fluids could get deadlocked. ( more ) Fixed when player teleported, renderer would draw all tiles between old and new position. ( more ) Fixed that frame count limits weren't enforced and would lead to a crash in several places. ( more ) Fixed a crash when the player port respawned a character without a connected player ( more ) Fixed that the market did not show the prices for some offers ( more ) Fixed that the "save replay" button would always show on the game finished screen even when it wouldn't work. ( more ) Fixed that filters would get copied between storage chests and requester chests. ( more ) Fixed error message given when loader entity prototype was defined with too many filters. ( more ) Fixed that fast replacing a train stop did not copy the name or color. ( more ) Ghost rails are now also considered when auto-selecting rail signal direction. ( more ) Fixed that the high-resolution car animation would shake. ( more ) Fixed errors in the mod settings stage wouldn't prompt to disable the erroring mod(s). ( more ) Fixed that crafting machines didn't work correctly with non-square bounding boxes. ( more ) Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. ( more ) Fixed possible crash when rendering a fish due to bad migration on fish prototype change. ( more ) Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32. Fixed crash when detecting VRAM size on macOS. ( more ) Fixed LuaEntity::infinity_filters write didn't work. ( more ) Fixed that setting active on combinators would lead to desyncs. ( more ) Fixed that shift+click building blueprints didn't work correctly regarding tiles. ( more ) Fixed that construction robots could get stuck trying to repair things. ( more ) Fixed inventory highlights didn't work correctly when the game was paused while active. ( more ) Fixed a crash related to trains being forced to re-path when a stop is disabled. ( more ) Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. ( more ) Fixed that equipment grids wouldn't fit on screen if too large. ( more ) Fixed that the SelectSignal GUI wouldn't sort mixed-type signals correctly. ( more ) Fixed map generator would align entities to grid differently than manual building. ( more ) Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. ( more ) Fixed that furnaces with mixed input could get stuck. ( more ) Fixed text duplication on research completion in the bonus GUI. ( more ) Fixed that LuaSurface::find_entities_filtered{position} wouldn't find entities with zero-sized bounding boxes. ( more ) Fixed that mod console commands would treat every command with the same help key as aliasing each other. ( more ) Fixed LuaGameScript::remove_path would log an error if path didn't exist. ( more ) Fixed cars and tanks had a slightly smaller collision box when not facing north. ( more ) Fixed inserter interaction with cars depended on rotation and on distance from map origin. ( more ) Fixed "InRangePredicate only accepts direction without diagonals" error. ( more ) Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. ( more ) Force space between spawners and worms in biter bases so they don't get stuck so much. Fixed trivial-smoke would be rendered for some time after its lifetime ended. Modding Added a new entity type "infinity-pipe" that automatically adds/removes fluid from itself; similar to the infinity-chest. Added a new entity type "heat-interface" that automatically sets its own temperature. Added "void" energy_source type which makes any entity using the type not require power. Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode. Added "stop" AI command, which tells the unit to just stop moving where it is. Takes a "ticks_to_wait" parameter, after which it returns to normal. Added LuaGuiElement type "list-box". Added Entity prototype flags "no-automated-item-removal" and "no-automated-item-insertion". Added support for hidden optional dependencies via '(?) mod-name'. Added SelectionToolPrototype flags "not-same-force", "friend", and "enemy". Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode. Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode. Added support to set wire_count on wires to define how many items are needed to connect 2 entities. Added UnitPrototype::ai_settings, which allows overriding default biter behavior. Added a spectator controller type that can view anything but can't change anything. Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power. Added ticks_to_wait parameter to wander ai command. Added Entity prototype property "next_upgrade". Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires. Added optional "min_working_temperature" and "default_temperature" to heat buffer prototype. Added optional technology prototype property "hidden". Added optional fluid prototype property "hidden". Added "fluid" energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity. Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached. Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn. Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations. Added rotation_speed value to Unit prototype. Added support for arbitrary non-circular references to named noise expressions. Added "spot-noise" noise function. Added "if-else-chain" and "literal-boolean" noise expression types. Added "cutscene" controller. Added "speech-bubble" entity. Added ResourceEntityPrototype::randomize_visual_position. Added EquipmentGridPrototype::locked. Added DamageType::hidden. Added optional draw_cargo property to construction robot and logistic robot prototypes. Added optional fluid_product to production achievement prototypes. Added UnitPrototype::affected_by_tiles. Added LuaStyle::stretch_image_to_widget_size, only applies to "sprite" widget styles. Added optional EntityPrototype::map_generator_bounding_box. Added EntityPrototypeFlag "not-upgradable". Added EntityPrototypeFlags "no-copy-paste" and "not-selectable-in-game". Added ItemPrototypeFlags "only-in-cursor", "not-stackable", "can-extend-inventory", "primary-place-result" and "mod-openable". Added BeamPrototype::target_offset and random_target_offset. Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha. Added "mouse-cursor" definitions for overriding system mouse cursor in selection tools. Changed radars so they support dynamic energy source types. Changed ItemWithInventoryPrototype flag "when_manually_filtered" to "when-manually-filtered". Changed SelectionToolPrototype flag "matches-force" to "same-force". Changed the maximum number of surfaces from 255 to 4,294,967,295. Changed migration scripts so they run in the context of the mod that created them. Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1). Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types. Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode. Changed EnemySpawnerPrototype::result_units to support any type of entity. Changed recipes to support having no results by setting results = {}. Lua scripts can now use require("__mod-name__.file") syntax. AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks. property_expression_name values can be numeric constants. All autoplace controls are now available as noise expression variables. energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka "5KJ") instead of just a number. Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better. Removed the "default-" prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key. Removed ItemPrototypeFlags "goes-to-main-inventory" and "goes-to-quickbar". Scripting Added LuaRendering accessed via the lua global "rendering". Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter(). Added LuaEntity::recipe_locked read/write for assembling machines. Added LuaRailPath. Added LuaTrain::path read. Added LuaEntity::connected_rail read. Added previous_direction to the on_player_rotated_entity event. Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area(). Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item. Added LuaEntity::clone(). Added LuaSurface::clone_area(). Added LuaSurface::clone_entities(). Added LuaGameScript::auto_save(). Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors. Added LuaFluidBoxPrototype. Added LuaEntityPrototype::fluidbox_prototypes read. Added LuaGameScript::take_technology_screenshot(). Added LuaSurface::clear(). Added LuaSurface::solar_power_multiplier read/write. Added on_pre_surface_cleared and on_surface_cleared events. Added on_pre_chunk_deleted and on_chunk_deleted events. Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events. Added LuaGameScript::styles read. Added LuaEntity::crafting_speed read. Added LuaTrain::max_forward_speed and max_backward_speed read. Added on_train_schedule_changed event. Added LuaForce::previous_research read/write. Added LuaSurface::find_decoratives_filtered(). Added LuaEntity::inserter_filter_mode read/write. Added LuaEntity::neighbour_bonus read. Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read. Added LuaEntityPrototype::container_distance, belt_distance and belt_length read. Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table(). Added events on_player_banned, on_player_kicked, and on_player_unbanned. Added event on_rocket_launch_ordered. Added LuaItemPrototype::wire_count read. Added LuaRecipePrototype::main_product read. Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside(). Added LuaEntity::silent_revive(). Added LuaFluidBox::get_prototype(). Added LuaSurface::request_path(). Added LuaGameScript::reload_mods(). Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events. Added on_game_created_from_scenario event. Added on_surface_renamed event. Added on_ai_command_completed event, which can be used to detect command completion and failure/success. Added "pathfind_flags" parameter to "go_to_location" AI command. Added "radius" and "wander_in_group" parameters to "wander" AI command. Added "radius" parameter to "go_to_location" AI command. Added support for mods to change their own mod settings runtime. Added LuaEntityPrototype::next_upgrade read. Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events. Added support to run console commands in a specific mod context via: /c __mod-name__ *command*. Added LuaTechnologyPrototype::hidden read. Added LuaFluidPrototype::hidden read. Added LuaSurface::get_map_exchange_string(). Added LuaGameScript::get_map_exchange_string(). Added LuaFlowStatistics::get_flow_count(). Added LuaEntity::trains_in_block read. Added LuaGameScript::get_player(). Added LuaGameScript::get_surface(). Added LuaGameScript::set_wait_for_screenshots_to_finish(). Added LuaGuiElement::resize_to_sprite (read/write). Added LuaGroup::localised_name read. Added SpritePath::equipment. Added LuaEquipmentGridPrototype::background_color read. Added LuaItemPrototype::reload_time read. Added highlight-box entity that can be passed a "bounding_box" or "source" entity parameter to display a highlight box around an area or entity. Added LuaEntityPrototype::is_building read. Added LuaEntityPrototype::automated_ammo_count read. Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target(). Added LuaSurface::get_closest(). Added LuaSurface::get_total_pollution(). Added LuaPlayer::create_local_flying_text(). Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read. Added LuaEntity::status read. Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read. Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops(). Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read. Added "loot" to the on_entity_died event. Added LuaTrain::go_to_station(). Added support to set quality when using LuaGameScript::take_screenshot. Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write. Added optional create_build_effect_smoke parameter to LuaSurface::create_entity. Added LuaEntity::drop_target/pickup_target write. Added LuaEntity::ghost_has_flag(). Added runtime editable speed attribute to Unit. Added LuaSurface::get_starting_area_radius(). Added LuaItemPrototype::robot_action read. Added LuaEntity::enable_logistics_while_moving read/write. Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity. Added LuaEntity::render_player read/write. Added LuaEntity::render_to_forces read/write. Added LuaGameScript::disable_tutorial_triggers(). Added LuaEntity::get_radius() and LuaEntityPrototype::radius read. Added LuaEntity::get_health_ratio(). Added LuaSurface::find_units(). Added LuaTransportLine::output_lines read. Added LuaEntity::pump_rail_target read. Added LuaTrain::get_rails(). Added LuaEquipmentGridPrototype::locked read. Added LuaForce::index read. Added direction to LuaSurface::count/find_entities_filtered. Added collision_mask to LuaSurface::count/find_entities_filtered. Added LuaEntity::clear_market_items(). Added LuaEntityPrototype::cliff_explosive_prototype read. Added LuaDamagePrototype::hidden read. Added LuaControl::character_running_speed read. Added LuaEntityPrototype::draw_cargo read. Added LuaPlayer::use_from_cursor(). Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving. Added LuaEntity::ai_settings read. Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands. Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle. Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units. Added LuaEntity::moving. Returns true if the unit is moving. Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events. Added LuaEntity::create_build_effect_smoke. Added LuaEntityPrototype::vision_distance read. Added LuaPlayer::open_map(), zoom_to_world() and close_map(). Added LuaPlayer::render_mode read. Added LuaPlayer::map_view_settings write. Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write. Added LuaStyle::use_header_filler, natural_width and natural_height read/write. Added LuaStyle::extra_padding_when_activated read/write. Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write. Added LuaEntity::electric_network_id read. Added LuaControl::character_additional_mining_categories read/write. Added LuaGameScript::draw_resource_selection read/write. Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe(). Added LuaEntityPrototype::map_generator_bounding_box read. Added LuaEntity::release_from_spawner(). Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events. Added LuaEntity::timeout read/write. Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write. Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded(). Added LuaEntity::research_queue_enabled read/write. Added LuaGameScript::get_active_entities_count(). Added LuaGameScript::ticks_played read. Added LuaGameScript::tick_paused and ticks_to_run read/write. Added LuaItemPrototype::infinite read. Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper(). Added LuaItemStack::is_upgrade_item read. Added LuaLogisticCell::logistics_connection_distance read. Added LuaLogisticNetwork::select_pickup_point() and select_drop_point(). Added LuaPlayer::jump_to_cutscene_waypoint(). Added LuaUnitGroup::group_number read. Changed LuaEntity::destroy() to accept a table of arguments. Changed LuaEntity::revive() to accept a table of arguments. Changed the player_used_capsule event so it's fired after the capsule item is consumed from the cursor. Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts. Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered. Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack. Changed most LuaEntity properties/functions to also work on ghosts. Changed on_player_crafted_item item_stack to allow editing the stack before it's put into the player inventory. Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat "nil" as "all" for the autoplace list. Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype. Changed sound definition, so it can contain "aggregation" even when it doesn't contain "variations". Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters. Renamed on_canceled_deconstruction event to on_cancelled_deconstruction. Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue. LuaSurface::find_entities/filtered now accepts a zero sized bounding box as "find everything that collides with this point". CustomSprite now scales to the size of the sprite if a manual size isn't defined. It's possible to specify "frame_sequence" in animation definition as array of frame numbers that should be played in given order. Removed LuaStyle::visible, LuaGuiElement::visible is used instead. Removed LuaSurface::get_tile_properties(). Removed LuaCustomChartTag::orientation and target. Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio. | 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 |
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Ice_melting
Ice melting - Factorio Wiki
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Ice melting - Factorio Wiki Jump to navigation Jump to search | | Ice melting | Edit | | | ----------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 1+1→20 | 1+1→20 | | Total raw | Total raw | | 1+1 | 1+1 | | Prototype type | recipe | | Internal name | ice-melting | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | Space Age expansion exclusive feature. Ice melting converts ice into water . This is the primary means of getting water on space platforms , Fulgora , and Aquilo . This recipe can use productivity modules , unlike steam condensation . 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 |
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Template_IntermediateNav
Template:IntermediateNav - Factorio Wiki
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Template:IntermediateNav - Factorio Wiki Jump to navigation Jump to search [ Create ] Documentation | 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 | List of all templates
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Template_Cleanup
Template:Cleanup - Factorio Wiki
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Template:Cleanup - Factorio Wiki Jump to navigation Jump to search | | | ----------------------------------------------------------------------------------------------------------------- | | Page "Cleanup" has been recommended for clean-up. Reason:No reason provided | | This may mean fixing grammar or broken links, providing better explanations, or removing incorrect/outdated info. | | Further recommendations for this page's clean-up can be made atTemplate talk:Cleanup. | [ View ] [ Edit ] [ Page history ] Documentation A template to mark pages that should be cleaned up, updated, explained better, etc. Syntax {{cleanup|Provided reason}} List of all templates
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Units
Units - Factorio Wiki
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Units - Factorio Wiki Jump to navigation Jump to search Units - by definition - are definite, representational quantities of measurement for different systems. Units can represent the measuring of electricity, amount of items, the time taken/required to perform a task or even the amount of stacks of items with differing amounts within said stacks. Not all in-game units are simulated with full realism. Contents 1 Numerical abbreviations 2 Power 2.1 Watt (W) 3 Work 3.1 Joule (J) 4 Time 4.1 Tick (1/60 s) 4.2 Second (s) 4.3 Day 5 Distance / Space 5.1 Tile 5.2 Chunk 5.3 Kilometers 6 Force 6.1 Newtons (N) 7 Mass / Weight 7.1 Tons (t) 8 Logistics 8.1 Throughput 8.1.1 Belts 8.1.2 Logistic robots 8.1.3 Trains 8.2 Capacity 8.3 Density 8.3.1 Belts 8.4 Stacks/chests Numerical abbreviations Each unit in the game can be abbreviated with the following: K = 10^3 (thousand) M = 10^6 (million) B = 10^9 (billion) T = 10^12 (trillion) Q = 10^16 (quadrillion) E = 10^18 (quintillion) For example, instead of using 1000 J is equal to 1kJ. Power Power is defined as work being done per unit of time. Watt (W) The basic unit of power is 1 watt (W), which is defined as 1 W = 1 J/s , ie. one Joule of work being done every second. The game commonly deals with larger units, namely kilowatts (kW) and megawatts (MW). Lamps use 5 kW while turned on. A Radar uses 300 kW while active - equivalent to 60 lamps. One Steam engine is capable of outputting 900 kW. Work Work is defined as a transfer of energy, or as energy being "spent". Joule (J) The basic unit of work is 1 joule (J), and is equivalent to the work done (total energy transferred) by one watt applied for one second: 1 J = 1 W s . In-game, Fuel is really just potential energy, which, when applied, does work. For example, every piece of coal burned will produce 4 MJ. One Accumulator is capable of storing 5 MJ. In the real world, kilowatt hours is a much more common unit for energy, but it is not an SI derived unit so it is not used by the game. Time Tick (1/60 s) A 1/60 second in game. This is the shortest time fraction the game handles. Second (s) One second in-game. This is not guaranteed to correspond to one real second. For example, slow computers may not manage to calculate an entire tick during the corresponding real time frame of 1/60th of a second. Day A day is 25000 in-game ticks or 416.67 in-game seconds (= 6.94 in-game minutes) long. Distance / Space Tile The tile is both used as a unit of distance/length and a unit of area. For example, the size of an object may be expressed as "2×2 tiles", which means the object covers an area of 4 square tiles or tiles². The unit of square tiles is often simplified into tiles. It can be assumed, that a tile has the length of 1 meter. Chunk A chunk is a quadratic area where one side is 32 tiles long. (1024 square tiles). A grid of tiles and chunks in can be viewed in the debug mode by pressing F5 . Kilometers A kilometer is 1000 meters, it is used to measure distance traveled in a space platform . Force Newtons (N) Newtons measure the amount of forceful thrust of a space platform being moved by thrusters . This can be increased by adding more thrusters. More force can add damage to asteroids colliding with a platform, but the asteroids will, in turn, damage the platform as well. Mass / Weight Tons (t) A single ton is 1000 kilograms. The only time mass is measured in Factorio is calculating the sum of all parts that make up a space platform. The more components added and the bigger the platform's size, the more mass it will accumulate. The larger the mass of a platform, the harder it is for thrusters to move it to its destination. Logistics Throughput Items per time, or fluid-units per time. A unit measurement is items / game-minute Belts Throughput = speed × density For comparison: A transport belt transports normally about 900 items per in-game minute. A fast transport belt up to 1800 items/min and express transport belt nearly 2700 items / min. See physics of transport belts for more information. Logistic robots Throughput depends on the distance, the number of robots and their item-stacksize. Let's assume a robot can travel 1 tile per second and can transport only one item at once. It needs also to return. Then this robot can transport ½ item per second. If you use 2 you can transport 1 item per second. If you double the distance, we are again at ½ item per second. Trains Items per train is the sum of all wagons' capacity (40 stacks for cargo wagon , 50000 fluid for fluid wagon & 100 shells for artillery wagon ) Top speed (later referred to as S) and acceleration (later referred to as A) depend on fuel type and train weight, for a coal-powered single locomotive without wagons they are 72 tiles/s and 9.26 tiles/s/s. After some threshold the top speed starts decreasing linearly as train mass increases; acceleration is proportional to amount of locomotives pointing towards the travel direction and inversely proportional to train mass; deceleration is proportional to amount of wagons + amount of locomotives, inversely proportional to train mass, and affected by braking force (research) (train mass is the sum of all wagon and locomotive masses; see detailed info on wagon masses on locomotive , cargo wagon , fluid wagon , and artillery wagon pages). Warning: The following calculations assume deceleration = acceleration and do not account for red lights. Travel time is ( 2 S / A ) + ( distance - 4 * S ^ 2 / A ) / S if the stations are far enough for the train to achieve full speed. If they are closer than that, the time is 2 * sqrt ( distance / A ) Since a train has to make a trip back to load, the total throughput is items per train / ( 2 * travel time ) Capacity Basically items per transport unit. This depends in many cases on the item type you use. A cargo wagon has a capacity of 40 stacks. Stack size depends on the item type so this means that it can hold 2000 items for ore, or 4000 for steel or copper plates. Density Measured in items per tile. An item, that lays on ground has the size of 0.28 tiles 2 . On one tile we can place 12.752041 items, which means, that we can put in the best case 12 items on one tile. Belts For belts this is the same: We have two lanes on a belt, 4 items per lane or 8 item on one belt. On belts there comes also another thing into play: Compression. Good compression is, when you fill a belt so, that you come to the maximum density and so to the maximum throughput . See also physics of transport belts for more information. Stacks/chests On the first glance, it is simple: A chest has the size of one tile. You have X number of stack in a chest, where you can put Y numbers of items into each, so the density is simply X × Y. The thing changes, if you use mods, that add chest-like transport boxes, which enables to pack/box items.
wiki
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Tree_seed
Tree seed - Factorio Wiki
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Tree seed - Factorio Wiki Jump to navigation Jump to search | | Tree seed | Edit | | | --------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 2+2→1 | 2+2→1 | | Total raw | Total raw | | 2+2 | 2+2 | | Stack size | 10 | | Rocket capacity | 100 (10 stacks) | | Fuel value | 100 KJ (burner) | | Crafted only on | | | Prototype type | item | | Internal name | tree-seed | | 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. The tree seed is an item used to grow trees on Nauvis . The agricultural tower can plant seeds and harvest trees when they reach maturity. It takes 10 minutes for a Nauvis tree to mature. Harvesting a mature tree produces 4 wood . Tree seeds are produced from wood processing. A mature tree can be used to produce two seeds in total, so the supply of seeds (or wood) will constantly be expanding. Seeds have a fuel value, so excess seeds they can be discarded in a burner device like a heating tower . An alternative purpose for producing wood and tree seeds in bulk is for populating Nauvis with trees to absorb pollution or cosmetically enhance a base. History 2.0.7 : Introduced in Space Age expansion. See also Gleba Agricultural tower | 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
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Gun_turret
Gun turret - Factorio Wiki
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Gun turret - Factorio Wiki Jump to navigation Jump to search | | Gun turret | Edit | | | ---------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | ------------------------------------------------ | ------------------------------------------------ | | ---- | | --- | | ---- | | ---- | | ---- | | ---- | | 8+10+10+20→1 | 8+10+10+20→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 13+10+40 | 13+10+40 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 4005206407601000 | | | | 400 | | 520 | | 640 | | 760 | | 1000 | | | | | 400 | | | | | | | | | | | | | 520 | | 640 | | | | | | | | | | | | | 760 | | 1000 | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Range | 1819.821.623.427 | | | | 18 | | 19.8 | | 21.6 | | 23.4 | | 27 | | | | | 18 | | | | | | | | | | | | | 19.8 | | 21.6 | | | | | | | | | | | | | 23.4 | | 27 | | | | | | | | | | | | Shooting speed | 10/s | | | | | | | | | | | | | | Ammunition | | | | | | | | | | | | | | | Dimensions | 2×2 | | | | | | | | | | | | | | Mining time | 0.5 | | | | | | | | | | | | | | Prototype type | ammo-turret | | | | | | | | | | | | | | Internal name | gun-turret | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Gun turret damage bonus stacks with ammo bonuses | Gun turret damage bonus stacks with ammo bonuses | | | | | | | | | | | | | Gun turrets are defensive structures and are the first automatic defense to be unlocked. They use magazines for ammunition which can be refilled manually or by inserters . Unlike laser turrets , they do not require power and can operate practically anywhere as long as they have sufficient ammunition. On the downside, this means that ammo must be periodically replenished. The gun turret has the same fire rate as the human-portable submachine gun . Physical projectile damage (research) upgrades both the base damage of the ammunition and the damage of the turret as two separate, multiplicative bonuses, quickly leading to a much higher damage output than the SMG. Inserters can insert and remove magazines from gun turrets. This allows chaining multiple turrets together with inserters, each inserter taking ammo, as needed, from one turret and placing it into the next. Inserters will only insert up to 10 magazines per turret. Contents 1 Gleba 2 Vulcanus 3 Gallery 4 History 5 See also Gleba Wrigglers are quite vulnerable to gun turrets, as they act like biters without the resistances. Strafers can outrange the turrets, and are quite durable as they have small resistance to physical damage. Stompers negate more than half of recieved damage. Combined with their high health pool, gun turrets are not the best choice against them. Vulcanus The local fauna can get their segments damaged from the turrets, allowing huge turret blocks to be very effective against the small and even medium variants. Gallery A rotating turret. Gun turret firing. History 2.0.7 : All turrets (except for artillery) can now be configured individually to prioritize certain types of enemies when looking for targets. 0.12.0 : All turrets now have a 2×2 footprint New graphics, color is now force-dependent Recipe is 2× more expensive. 0.8.4 : Maximum of 10 Firearm magazines can be put into the turret by inserters. 0.7.1 : Gun turret damage upgrades Faster movement speed of Gun turret Range extended from 15 to 17. 0.3.0 : New graphics Bullet particles for turret 0.2.7 : Warning for ammo-less turret is shown. Contents of the turret's inventory visible in sidebar 0.1.0 : Introduced See also Weapon shooting speed (research) Laser turret Flamethrower turret | Combat items | Combat items | | ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower | | Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() | | Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule | | Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() | | Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() | | Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote | | Defense | WallGateRadarLand mine | | Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() | | Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
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Construction_robotics_(research)
Construction robotics (research) - Factorio Wiki
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Construction robotics (research) - Factorio Wiki Jump to navigation Jump to search | | Construction robotics (research) | Edit | | | -------------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 30111✖100 | 30111✖100 | | Prototype type | technology | | Internal name | construction-robotics | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | Construction robotics unlocks construction robots which can be used to construct and deconstruct entities, and will automatically repair any damage when repair packs are supplied to them. After researching this technology, entities that are destroyed (for example by enemies ) will leave behind ghosts . This allows automatic rebuilding of destroyed structures. 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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Combinator_Tutorial
Tutorial:Combinator tutorial - Factorio Wiki
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Tutorial:Combinator tutorial - Factorio Wiki Jump to navigation Jump to search This is an advanced tutorial. Beginners should refer to the Tutorial:Circuit network cookbook for examples and the Circuit network page for an overview over the circuit network. This tutorial assumes a basic understanding of circuits and covers more advanced topics like SR latches, memory cells and clocks. Contents 1 Introduction 2 Virtual signals 2.1 Logic signals 2.1.1 Everything wildcard 2.1.2 Anything wildcard 2.1.3 Each wildcard 3 Input insulator & gate 4 Set/Reset latching switch 5 Basic memory 6 Basic clocks 7 Pulse generators 8 Edge detectors 9 Counter 10 Memory cells 10.1 Simple latch 10.2 Positive cell 10.3 Positives and negatives cell 11 Multiplier and Dictionaries/Arrays 12 See Also Introduction Combinator logic is achieved by cross-connecting outputs to inputs in such a way to achieve the desired logic. While advanced logic requires a multitude of combinators, some very useful basic logic can be achieved using only a handful of combinators. Combinator logic works because Factorio only updates at 60 times per second . Logically, each update tick is separated into two steps. In the first step, all combinators first read the input from the connected network(s), perform their computations. This produces an output value for every combinator. The tick update concludes with the second step, where the values of each network will be updated as the sum of all connected values. When logic values are computed by combinators, the outputs are not recognized by the circuit network until the following step. So when a decider combinator is used to detect a certain input condition, its output value will not take effect on the circuit network until the next step. This behavior is important to remember and can result in sequencing errors and significant delays when multiple combinators are connected in series. Circuit wires act like a wire bus in electronics; they carry information in the connected wires, meaning that if there are similar signals on a wire it will add them automatically. If the signal is different, it will be carried in that wire as well, but as a different signal. When cross-connecting combinators, it is good practice to use the unused color to cross-connect, this will split the input and output networks and prevent unwanted inputs from accidentally connecting to a larger circuit network. Combinators will sum the red and green inputs prior to calculation, so either color can be used when wiring the output back to the input. In most cases however, it is more useful to use the opposing color of the wire so that it will not interfere with the resulting output and input. When trying to understand combinators, your best friend is the in-game editor. You can pause the game and, with the "Tick once" keybinding, inspect nodes and networks as they go through different states. Virtual signals Some of the virtual signals available for use in the circuit network In addition to the standard item signals, Factorio's circuit network also includes a set of signals that do not represent any particular game item. Instead, these virtual signals serve as user-definable channels for the circuit network; they hold whatever meaning the user wants them to. There are currently 102 virtual signals that can be sent over the circuit network (or 172 in Space Age ), split between the Signals, Enemies, Environment, and Unsorted tabs. They include but are not limited to: The 36 alphanumeric characters (A-Z, 0-9) 9 colors: red, green, blue, yellow, magenta, cyan, white, grey, and black 25 icons: several crosses, lines, and arrows All enemy varieties All environmental objects (trees, rocks, the player, and cliffs) The two wires, and spidertron, discharge, and artillery remotes Logic signals There are three additional virtual signals known as logic signals . Unlike other signals, they cannot be sent over the circuit network; instead, they apply additional logic to combinators that modify their behavior. Specifically, these logic symbols act as wildcards, which are special signals that represent zero or more arbitrary signals instead of representing a single discrete signal. Factorio's circuit network implements three types of wildcards. Everything wildcard The Everything wildcard is used with decider combinators. Its exact behavior depends on whether it is used as an input or an output: Input : Returns true if all input signals pass the condition, or if there are no input signals, otherwise it returns false. Output : Returns all non-zero input signals. When used as an input, the everything wildcard can be thought of as a logical AND, or a universal quantifier . When used as an output, it acts as an 'echo' or 'dump' of input signals. Note : Can be used as an output as long as the input is not an each wildcard. Anything wildcard The Anything wildcard is also used with decider combinators. Given at least one input signal, it returns true if any input signal passes the condition. If no signal passes the condition, or there are no input signals, then it returns false. From this behavior, the anything wildcard can be thought of as a logical OR, or an existential quantifier . When used in both the input and output of a decider combinator, anything will return one of the signals that matched. Each wildcard The Each wildcard is used with both decider combinators and arithmetic combinators , and behaves somewhat uniquely compared to the previous two. Generally speaking, it performs a combinator action on each signal individually , with the exact action depending on how it is used, and the type of combinator it is used in. It can be used as an input, and it can be used as an output, but only when it is used as input as well . In a decider combinator , when used as an input, the each wildcard individually compares each input signal against the combinator condition, returning each signal that passes the condition. The manner that the each wildcard returns signals when used as input depends on whether or not it is also used as output: Input only : Sums each input signal that passed the condition, and depending on output settings returns either a count of the passed signals or a summation of their values as the desired output signal. Input and Output : Returns each signal that passed the condition, their values depending on the output settings. In an arithmetic combinator , the designated arithmetic operation is applied individually to each input signal, and similar to the decider combinator, the signal that is returned depends on whether or not the each wildcard is used as output: Input only : The result of each operation on the input signals is summed and returned as the desired output signal. Input and Output : Each input signal is returned with the result of the specified operation applied to it. The Each wildcard is therefore notably more complex than the other two wildcards, but offers a good deal of power in exchange for its complexity. Input insulator & gate An arithmetic combinator set to (In: Each + 0, Out: Each) can be used to swap wire colors and as an insulator to prevent downstream logic from backfeeding into the circuit network's inputs. A decider combinator set to (Out: Everything, Input-> Output) will also function as an insulator as long as the set logic condition is true. This can also selectively pass or 'gate' inputs only when desired. This could be used to sequentially poll remote train stations for their chest contents, and include only desired stations. Set/Reset latching switch You want something to SET a trigger at some quantity, but then STAY on until that quantity hits some other value, the RESET value. You'll need one decider combinator and one arithmetic combinator. (Two decider combinators and a constant combinator can also be used for more complex multi-channel conditions.) Setup the first decider combinator to the desired set conditional and to output a 1. Then connect the output to the input of an arithmetic combinator, and configure it to multiply by the bias value, which is the difference between the set and reset values, and wire the arithmetic output to the input of the decider. The arithmetic output channel must be set the same as the decider's input channel. Whenever the set conditional is reached, the decider will output a '1', and the bias of the arithmetic combinator will be applied. This will 'hold' the output true until the value goes back below the reset point. In this specific example, the pump runs when light oil reaches 20000, and turns off when it reaches 5000: A similar backup steam power example with detailed configuration and explanation can be found here: RS latch - single decider version Basic memory A decider combinator can be used to store values, either for a counter or for more advanced logic (see below). The decider combinator is configured with input and output connected to the same network (typically each other), condition set to a signal > 0 for positive values or ≠ 0 to store both positive and negative values, output set to the input count of a specific input signal or . As long as all inputs on the network are zero, it will hold the previously set value. Remember the two step update process from above? If the network has value =5, the combinator will read this value from the network as its input, determine that it is > 0. It will then set the output to the input, which is =5. In the next step, the value of the network will be computed, which is the sum of all the connected outputs, which is =5, again. A non-zero input held over time, e. g. the output of a constant combinator, will create a basic runaway clock. The stored value will be incremented by the sum of all connected input values every cycle. So e.g. with a constant combinator that produces =1 connected to the memory, the network will store the value 1 in the first tick, 2 in the second, etc., incrementing 60 times per second. Copy blueprint string 0eNqlU11rwzAM/C96TkuStWvqh8F+xyghH2orSOygyGWh5L/PjkcJJetW9hKQLd2d7pwrlI3FjkkLqCtQZXQP6uMKPZ100fgzGToEBSTYQgS6aH1VY0U18qoybUm6EMMwRkC6xk9QyRj9CuCJpNCyjJCOhwhQCwlh0DMVQ65tWyI7iodAEXSmd7NGe36Ht9sk620EA6jVNsvWW8fk5oRNk5d4Li7khlznkRpB/sGAC7FYd3JjDh2rd5jQrHcwiWcmHAKLxsor6T1U4j8nRtTzpah2G7te4sqSTKWfHr2Nd3unjxJYWPtu6Zo4qAmECxZ8w+burqab7iNxL/mfLcEL8iBn0qfgTUgIVOyLtit4kqvgzU0aK539B3Y35JP5+ZFNm5N2YKCELY7P2J/MvF6II53CTJ9Lzz3h6c2r2T8WgZPfhwCyZLPbp7vsdR+/xJtx/AJNbzZ8 Again, how does this work in detail? The network will start without any values set. As soon as the constant combinator becomes active, it will produce =1, and the decider combinator will produce 0 because no value is set yet. Step 2: The network will be set to the sum of all output, so =1. In the next update tick, the constant combinator produces =1 again, but now the decider sees =1, so it would also output [A]=1. Step 2: The network is set to the sum, which is =2. And so on. Typically a constant combinator producing 1 will be used, but of course it could output other values, including negative values. A negative value would decrease the stored value in the example below. If the decider combinator uses > 0 as the condition, only positive values will be allowed, so the value will stop decreasing if 0 is reached. If the condition is ≠ 0, negative values will also be allowed. A single pulse of an input will cause a single increment by the pulsed value, creating a counter. In the following blueprint, place one item on the belt. Every time it is scanned by the connected belt, a pulse is generated that increments the stored value. Copy blueprint string 0eNqllMGO4jAMQP/F5zAqpaXQw/7IahWljQFLbVIlLtoK5d83aXdZEJ3DMBeQU+fFenZyg6YbcXBkGOobUGuNh/rnDTydjerSGk8DQg3E2IMAo/oUsVPGD9bxpsGOIQggo/E31NvwSwAaJiZcSHMwSTP2DbqY8BlDwGB93GZNOjWiqqL8KAVMUG/KQ/ZRhiBeaPl7tG2kCdDksF1S8hX27gvs/XOlT+xCQNTKznaywYu6knVpX0uuHYklGtV0KDX59A/1SXUexf2zQ6XlRRktEySWGK2yGx8y/q0vqb3VEZKF+VCz1ODTedv0c3aI5rEtpKEu/7NSGFsY1lwX7/l4cV2ssMs7W2NLGt2mtX1DRnGUtcI/fmo7X7f9F5tkabo7OZHzLF9m/UqOx7hyL2rJ2OAV3cQXMmdY/HpW6eJkKegH5eZya/gRd9qRh/Eb7GGKtY6G5cnZXpKJsKXx4Sut3T24Xml1HlstIP/uZOzfuoXVcf1OV2/N2Ux7moR9eormZ6t+eOUERNF+GZXDtqiOeXXYH7NdVoTwB9igtjA= A stored value is cleared if the condition is no longer met, which makes the decider clear its output. This only works if the value is also not output elsewhere in the network. A stored value can also be reset to zero if a negative pulse equal to the input occurs. The latter can also happen while other inputs are still connected. Basic clocks A basic clock. 30 ticks is the ceiling for signal 1, which is continuously added. Settings for a single-combinator version. Clocks are constructed by having the output of a combinator tied back to its own input, such that every cycle advances its own count. Either the arithmetic combinator or the decider combinator can be used. An arithmetic combinator tied to itself is fun to watch and will happily run-away, but requires additional control logic to reset. With a single decider combinator, a self-resetting clock can be built. Wire output to input and configure with less than (<) with a specific number, and Input → Output. When a constant combinator is then connected to the input, every cycle it will count up by the output of the constant combinator until the number is reached. The decider will then clear its output, only the constant combinator will contribute to the value in the network, which resets the clock. This means that the clock sequence will not include zero. It will begin at the value set in the constant combinator. Furthermore, it will include the number value that causes the conditional to become false. An arithmetic combinator can modify the clock sequence, but remember that its outputs will occur one cycle later than the clock cycle values. The constant combinator can be dispensed with by adding the constant 1 as an additional output. Note that this version will set the signal value equal to the threshold for one tick, so with the same thresholds it will count for 1 more tick (analogous to the difference between 1-based and 0-based counting in computer programming). If the exact period is important, the threshold must be lowered by 1 (e.g. to repeat every second (60 ticks), the threshold must be 59). A clock that only counts once can be built using the following setup. The clock can get reset by enabling and disabling the constant combinator that outputs . One-time clock. Runs until T=Z+1. Reset via R>0. Copy blueprint string 0eNq1VdtugzAM/Rc/p1Wh9BZtPzHtaVOFKLidJUhQSKpVFf8+B6oK9QrT9oJI4hzb5xzDETa5w9KQsiCPQKlWFcjPI1S0U0nu9+yhRJBAFgsQoJLCrzJMKUMzSnWxIZVYbaAWQCrDb5BBLZ4C+EQ2UfY2QlivBaCyZAnbeprFIVau2KDhFI8qEVDqiq9q5dMz3GI2E3AAOZqtgvGM02RkMG0D5sLXYo3O4w1+JXtiAL51go35LGugKr+7JVPZ+Kq1PRnreOdcVBsxevctVegx+l/68Je4mzIxTTcSXjhGO1u6oalTXR64A6dsvDW6iEkxBshtkldYN+dKtTw03QX+YTDrEk68ijiSTOrINstGnJ1BVJeBfMKoYT+YgINr75QLacOHHrmh7WI8WN0t5RbNHac/Ecb5UQmWk47d13e4vElS0I+G6VAawjMNy9V/0vDWpaFLAr9Xsc/W+msAJT2dEf1y6K/5CP9x6E/8tJqBnFwM8+sfD7M1bsgsB31nedoR4PZH4MGoX3tcDFDeO8n/LGTn5yRgz05txVsG0WIVLpbz1WQ6ier6B+n0TYg= Pulse generators Connecting an additional (=) decider combinator to the output of a basic clock will create a pulse generator, and will pulse a single output every time the clock cycles through the set condition. Any output value can be used, either directly from the clock sequence (input->output), a 1, or some value on a separate logic channel on the circuit network, such as set by a constant combinator. or by the circuit network. The value 1 can be written as any positive integer, so long as it is within the cap or ceiling of your timer. As an example from the above timer, this light will pulse every 1st tick after the timer reaches 30 ticks, making it pulse 1/30th of a second, as Factorio updates at 60 times per second. Edge detectors The computation delay of combinators can be used to generate a one-tick pulse when a signal changes, e. g. from 0 to 1. Connect an output of a combinator with red to the input, and with green to the output of an arithmetic combinator that multiplies by -1. When the red circuit changes a signal from 0 to 1, the arithmetic combinator gets input 1, but the output is still 0. So the green wire has value 1 for this one tick. In the next tick, the arithmetic combinator updates, so the output switches to -1. The green wire now has two inputs that cancel each other out. The same happens if the red input signal changes from 1 to 0, but in this case the green wire becomes -1 for one tick. If you're only interested in generating a pulse if the signal changes from 0 to 1, a decider combinator set to >0 can be used to filter out the negative pulses. This mechanic can e. g. be used to count the numbers of trains that enter a station. Counter A counter is used to count the number of input events, and output the sum of that count. Any pulsing input into a decider combinator configured input -> output and wired between output and input will create a counter, but this input must be zero at all other times or else the combinator will run away like a clock. A pulse generator is normally used to accomplish this. Combining several gating decider isolators set with sequential conditionals, a clock, and a pulse generator to the input of a counter will allow remote polling and counting of each isolator's contents. Memory cells Simple latch When looping the combinator to itself, use a different color of wire from your main inputs or outputs. Truth Table: | Output 1 | Input 1 | Input 2 | Output 1 (t+1) | | -------- | ------- | ------- | -------------- | | 0 | 0 | 0 | 0 | | 0 | 1 | 0 | 1 | | 0 | 0 | 1 | 0 | | 0 | 1 | 1 | 0 | | 1 | 0 | 0 | 1 | | 1 | 1 | 0 | 1(2) | | 1 | 0 | 1 | 0 | | 1 | 1 | 1 | 1(2) | Output 1 is the green wire loop seen in the picture, it carries the value to latch. Input 1 is Set, while Input 2 is Reset. Positive cell Cell for storing a positive value, with reset support: Connect the desired value as signal I on the right side to set the memory cell and connect a negative value as signal I to reset the cell. The output of the memory cell is 2 mutually exclusive signals. In case input signal I > 0 then signal I is passed to the other side. In case input signal I is interrupted, then signal M is passed instead as a memory of previous input value. When input signal I is interrupted, it takes 2 ticks to switch to memory signal M. In case input I signal lasts only one tick then memory cell starts to cycle between the 2 previous values, tick by tick. Indefinitely. Switching is seamless, e.g. there are no ticks with empty signal. Positives and negatives cell This cell can store negatives or positives. Reset is done on a dedicated line. Additionally, a 1-tick burst is handled properly. Forum post . The output M (memory) is the last non-zero input I (Input). A non zero R (reset) signal sets the output to zero. 1-tick bursts of R or I are handled properly. Negatives are handled properly. Multiplier and Dictionaries/Arrays Multiplying two signals together is simple and requires only a single combinator, however multiplying a set of signals is more complicated. A proof is shown below for the equation and why it works. A dictionary is a system that allows a value on a specific signal to be accessed. For example, A can contain many signals (either from a constant combinator or memory cell) and B can contain 1 of a specific signal (such as blue signal). What remains is the blue-signal value from A. This is because all the other signals are multiplied by 0. Arrays are similar to dictionaries, but instead of using a signal as a key, we use a number. Constant combinators are placed mapping each signal to a unique number (such as 1 yellow belt, 2 red belt, 3 blue belt, 4 burner inserter, etc). Then, use a combinator of "each = index OUTPUT 1 of each" and plug that in as the input to a dictionary. ((A+B)^2 - (A-B)^2)/4 = AB (A+B)^2 - (A-B)^2 = 4AB (A^2 + 2AB + B^2) - (A^2 - 2AB + B^2) = 4AB 4AB = 4AB See Also Combinators 101 (Tutorial) Tutorial:Circuit network cookbook Circuit network Arithmetic combinator Constant combinator Decider combinator
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Archive_Alien_technology_(research)
Alien technology (research) - Factorio Wiki
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Alien technology (research) - Factorio Wiki Jump to navigation Jump to search | | | ---------------------------------------------------------------------------------------------------------------------------------- | | Alien technology (research)has beenarchived. | | The information on this page pertains to a previous version of the game.It may be incorrect, or concern a removed/changed feature. | | | Alien technology (research) | Edit | | | --------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 30✖300 | 30✖300 | | Required technologies | Required technologies | | | | | Allows | Allows | | 11 | 11 | | Effects | Effects | | | | Alien technology is required for a number of higher end research and unlocks the first tier Rocket damage technology as well as the first of Rocket shooting speed . It is also a component in Power armor MK2 and Discharge defense . 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/Alien_technology_(research)_-_Factorio_Wiki
Quality_module_2_(research)
Quality module 2 (research) - Factorio Wiki
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Quality module 2 (research) - Factorio Wiki Jump to navigation Jump to search | | Quality module 2 (research) | Edit | | | --------------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 30111✖75 | 30111✖75 | | Prototype type | technology | | Internal name | quality-module-2 | | Required technologies | Required technologies | | | | | Allows | Allows | | 3 | 3 | | Effects | Effects | | | | | Cost | Cost | | --------------------- | --------------------- | | 301111✖500 | 301111✖500 | | Prototype type | technology | | Internal name | quality-module-2 | | Required technologies | Required technologies | | | | | Allows | Allows | | 3 | 3 | | Effects | Effects | | | | Space Age expansion exclusive feature. Unlocks the Quality module 2 . See also Research Quality 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/Quality_module_2_(research)_-_Factorio_Wiki
Map_structure
Map structure - Factorio Wiki
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Map structure - Factorio Wiki Jump to navigation Jump to search Map structure describes the division of the game world into standard units : tiles and chunks. Tiles are the building blocks of the game, upon which all distance and area measurements are based. Chunks are blocks of 32×32 tiles used for various area-based calculations. Contents 1 Tile 1.1 Tile grid alignment 1.2 Example distances 1.3 Real world size analogy 2 Chunk 3 Visualizing tiles and chunks in-game Tile The tile grid shown in-game; chunks (32×32 tiles) are indicated by the thicker black lines. Click to see at higher resolution. A tile is a square which defines the smallest possible piece of the game world; the map is built on a grid of tiles. The tile is the basis for all area and distance measurement. Entity sizes are defined in terms of tiles; for example the rocket silo - the largest entity in the game - is 9 tiles wide and 9 tiles high, usually referred to as 9×9. The smallest possible entity size is therefore one tile, 1×1. Examples of 1×1 entities include transport belts and chests . The maximum size of the map is a square 2 million tiles on each side, a total of 4 trillion tiles. In practice the map in an average game is likely to be in the range of hundreds of thousands of tiles up to a few million at most. Tile grid alignment Almost all placeable entities are aligned to the tile grid when placed in the game. Exceptions include the land mine and vehicles such as the car , tank , locomotive and wagons . Non-placeable entities that do not align to the grid include enemies , trees and decoratives. A few entities can be placed without aligning to the tile grid; this example shows cars, tanks and landmines. Example distances Area covered by Radar : about 200 tiles diameter (100 tiles in each direction, bounded to the matching chunk ). It takes about 1 minutes and 52 seconds for a player to run 1000 tiles without being given a speed boost (such as via an exoskeleton ). Real world size analogy One tile is generally assumed to be one square meter in size. This measurement is proven to be technically true, and can be verified in-game. A test conducted via car will reveal that covering 250 tiles at 208.0 km/h (57.777 m/s) will take 260 game ticks (4.333 s). Using this data, it can be proven that 57.777 m/s ÷ (250 tiles / 4.333 s) ≈ 1 m/tile . Chunk Animation of radars revealing chunks. A chunk is a unit defined as either an area of the map 32×32 tiles in size (containing 1024 tiles in total) or a distance of 32 tiles. Chunks are used for: Map generation. When the player moves, has a radar explore the map via sectors, or has artillery shells fired across long distances, the map is revealed in chunks. Chunks are "switched off" to save CPU cycles. If nothing important happens in a chunk (e.g. nothing has moved except fish ) the chunk is not computed in the next tick . The pollution model is based on chunks, and pollution spreads to neighboring chunks. Enemy expansion is evaluated on a per-chunk basis. The game scans the map chunk by chunk to decide whether each chunk is a valid expansion target. Valid chunks are called 'candidate chunks' and assigned a score from 0 to 1.0 indicating their relative suitability. A chunk is then picked at random using a weighted dice roll such that chunks with higher scores are chosen more frequently. Visualizing tiles and chunks in-game A tile grid overlay is available which shows the grid upon which the map is built: The grid can be shown whenever the player pauses the game (by default with SHIFT + SPACE ). This is configured under Settings->Interface-> Show grid when game is paused . To see the grid while the game is still running, debug settings can be used: Pressing F4 will show the Debug settings window. Ticking show-tile-grid under always will show the grid at all times; ticking it under debug will show it only when debug mode is activated. If debug is chosen the grid will become visible whenever F5 is used to enable debug display. Configuring debug mode in this way allows F5 to be used as a convenient toggle for turning the grid on and off, which can be useful when attempting to place entities according to a neat and/or symmetrical design.
wiki
https://wiki.factorio.com/Map_structure_-_Factorio_Wiki
Stack_inserter
Stack inserter - Factorio Wiki
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Stack inserter - Factorio Wiki Jump to navigation Jump to search | | Stack inserter | Edit | | | -------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ---------------------------------- | | ------- | | ------ | | ------- | | ------- | | ------- | | ------- | | 0.5+1+10+2+1→1 | 0.5+1+10+2+1→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 45+32+55+2+1+2.5+2 | 45+32+55+2+1+2.5+2 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 160208256304400 | | | | 160 | | 208 | | 256 | | 304 | | 400 | | | | | 160 | | | | | | | | | | | | | 208 | | 256 | | | | | | | | | | | | | 304 | | 400 | | | | | | | | | | | | Resistances | Fire: 0/90% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Dimensions | 1×1 | | | | | | | | | | | | | | Energy consumption | 337438539639841kW (electric) | | | | 337 | | 438 | | 539 | | 639 | | 841 | | | | | 337 | | | | | | | | | | | | | 438 | | 539 | | | | | | | | | | | | | 639 | | 841 | | | | | | | | | | | | Drain | 1 kW (electric) | | | | | | | | | | | | | | Rotation speed | 864°/s1123°/s1382°/s1642°/s2160°/s | | | | 864°/s | | 1123°/s | | 1382°/s | | 1642°/s | | 2160°/s | | | | | 864°/s | | | | | | | | | | | | | 1123°/s | | 1382°/s | | | | | | | | | | | | | 1642°/s | | 2160°/s | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | inserter | | | | | | | | | | | | | | Internal name | stack-inserter | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. This article is about the new inserter introduced in Space Age . For the base game inserter with large transfer abilities, see bulk inserter . The stack inserter is an electric inserter that can move multiple items at the same time and build stacks on belts . It has a larger maximum hand size than the bulk inserter while turning at the same rate, giving it a 33% higher throughput. Unlike other inserters, it will not insert into its target until it has collected a full hand size of items. While usually beneficial, this can be a problem if more materials from the source are not forthcoming. In particular, holding onto spoilable items can lead to reduced freshness or even completely spoiling into a less useful item. This particular feature of the stack inserter means that it is not a complete upgrade to the bulk inserter ; there will be cases where the latter is more appropriate. To avoid getting stuck, if the item it is holding while waiting for more items spoils into a different item, then it will turn immediately to discard its hand. Similarly, if the inserter is given a filter, and that filter changes to no longer include the item in its hand, the stack inserter will immediately turn and discard its hand. This latter feature can make it easy to force the inserter to become unstuck . Contents 1 Belt stacking 2 Stack size 3 Tips 4 Trivia 5 History 6 See also Belt stacking When a stack inserter inserts items onto a belt, it will stack them to the maximum belt stack size currently researched. The Stack inserter research increases the maximum belt stack to 2, with two further researches increasing it to 4. The stack inserter will attempt to always build stacks of the maximum size currently researched. This has particular interactions with the inserter's hand size. When inserting onto a belt (and only when doing so), the hand size is always rounded down to the next multiple of the current maximum belt stack size. This means that it will almost always build full stacks even if this moves fewer items than the hand size says it should. There are several cases where the stack inserter will not build full stacks on belts. First, if the hand size is less than the current maximum belt stack size (so rounding down would result in a hand size of 0), then the stack inserter will respect the exact hand size and build partial stacks. Second, as previously indicated, if the stack inserter is holding a spoilable item, and that item spoils, then the stack inserter will insert that item into its destination immediately, building whatever stacks it can when inserting onto a belt. This also applies to changing the filter of the stack inserter. There is a very rare third case: if the research for maximum belt stacks changes while the inserter is moving to insert onto a belt, then it will build whatever stacks it can onto that belt using the new belt stack limit. When inserting into containers or machines, the hand size will be exactly respected. Stack size The stack size for stack inserters is increased by the Inserter capacity bonus (research) technology (though you will likely have already researched most if not all of these upgrades before researching stack inserters). The stack size can be overridden to set how many items it picks up at one time, with the maximum being the highest research level currently unlocked. | Inserter capacity bonus | Stack size bonus | Total stack size | | ----------------------- | ---------------- | ---------------- | | none | 0 | 6 | | 1 | +1 | 7 | | 2 | +1 | 8 | | 3 | +1 | 9 | | 4 | +1 | 10 | | 5 | +2 | 12 | | 6 | +2 | 14 | | 7 | +2 | 16 | Tips The stack inserter usually does not turn until it has its full hand size. While this is often desireable, there are circumstances where this behavior can pose a problem. There are ways to force a stack inserter to discard its current hand contents. The primary tool for doing this is to control the stack inserter's filtered item list. If the filters change such that the item in the inserter's hand is no longer on the list of valid filtered items, then the inserter will immediately turn to drop its hand regardless of how much is there. When inserting from a container into something else (a belt, machine, etc), one can employ the circuit network . If you wire the stack inserter to that container, and set the stack inserter to filter items based on the circuit network, then everything automatically works. If the stack inserter's hand is not full, that can only be because the container ran out of items of that type. Which means that the container will no longer broadcast a positive signal of that item's type. And that means the stack inserter's filters will not be filtered on the item in the stack inserter's hand. And therefore, it will immediately turn to drop the items. This can also work on various crafting machines, as they can be set to broadcast their contents. Their contents do include their input slots, but this is safe as output inserters cannot output items in the input slots of a machine. However, because broadcasting contents does include the items in those input slots as filters, if the recipe requires more than 5 total inputs and outputs, this mechanism may not work. Inserter filters can only filter on 5 items at once, so if there are more than 5 items to be filtered, then the system will pick 5 of them arbitrarily. And if there are 5 inputs, the filtered set may never include any of the outputs. Note that for machines dealing with spoilable items , the 5 item limit also includes any possible spoil products. This mechanism can be adapted to handle recipes with larger numbers of inputs by using combinator machinery to filter out any signals that are not the desired outputs. Stack inserters that insert from a belt can also do this. The belt they are inserting from can be wired to the stack inserter and told to read that belt tile's contents. However, this will prevent the inserter from waiting for more items, so it can lead to more insertions than is strictly needed. Trivia When first mentioned in FFF #393 , the stack inserter was instead called the "bulk inserter". However, in response to feedback from the audience, the developers announced in the following FFF that its name would be swapped with that of what was previously known as a "stack inserter" , as this naming was deemed more appropriate. History 2.0.18 : Bulk inserter no longer can be upgraded to a stack inserter. 2.0.7 : Introduced in Space Age expansion. See also Bulk inserter Electric system Inserters | Logistics | Logistics | | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storage | Wooden chestIron chestSteel chestStorage tank | | Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() | | Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() | | Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump | | Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon | | Transport | CarTankSpidertronSpidertron remote | | Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport | | Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel | | Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives | | Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Stack_inserter_-_Factorio_Wiki
Gate_(research)
Gate (research) - Factorio Wiki
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Gate (research) - Factorio Wiki Jump to navigation Jump to search | | Gate (research) | Edit | | | --------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 3011✖100 | 3011✖100 | | Prototype type | technology | | Internal name | gate | | Required technologies | Required technologies | | 2 | 2 | | Effects | Effects | | | | Provides access to Gates which create an option to have walls which can be passed through by players . 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/Gate_(research)_-_Factorio_Wiki
Infobox_Flamethrower_turret
Flamethrower turret - Factorio Wiki
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Flamethrower turret - Factorio Wiki Jump to navigation Jump to search | | Flamethrower turret | Edit | | | ------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | ------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 20+5+15+10+30→1 | 20+5+15+10+30→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 32.5+5+40+30 | 32.5+5+40+30 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Fluid storage volume | Fuel buffer: 100Pass-through pipe: 100 | | | | | | | | | | | | | | Health | 14001820224026603500 | | | | 1400 | | 1820 | | 2240 | | 2660 | | 3500 | | | | | 1400 | | | | | | | | | | | | | 1820 | | 2240 | | | | | | | | | | | | | 2660 | | 3500 | | | | | | | | | | | | Resistances | Fire: 0/100% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Range | Minimum: 6Maximum: 30(Limited 120° arc) | | | | | | | | | | | | | | Shooting speed | 30/s | | | | | | | | | | | | | | Damage | Contact damage: 3 fireFire on the ground: 13/s fireIgnited objects: 100/s fireIgnition duration:3039485775seconds | | | | 30 | | 39 | | 48 | | 57 | | 75 | | | | | 30 | | | | | | | | | | | | | 39 | | 48 | | | | | | | | | | | | | 57 | | 75 | | | | | | | | | | | | Area of effect size | 2.5 | | | | | | | | | | | | | | Ammunition | | | | | | | | | | | | | | | Dimensions | 2×3 | | | | | | | | | | | | | | Fluid consumption | 3/s | | | | | | | | | | | | | | Mining time | 0.5 | | | | | | | | | | | | | | Prototype type | fluid-turret | | | | | | | | | | | | | | Internal name | flamethrower-turret | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fire on the ground lasts 2 seconds. Area of effect size applies to igniting objects and contact damage. | Fire on the ground lasts 2 seconds. Area of effect size applies to igniting objects and contact damage. | | | | | | | | | | | | |
wiki
https://wiki.factorio.com/Flamethrower_turret_-_Factorio_Wiki
Provider_chest
Provider chest - Factorio Wiki
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Provider chest - Factorio Wiki Jump to navigation Jump to search | | | ------------------------------------------------------------------ | | Multiple pages share the title or description of "Provider chest". | | They are listed below. | Provider chest may refer to: Passive provider chest Active provider chest The difference between the active and passive provider chests is: Passive provider chests hold onto items until something in the logistic network specifically requests it. Active provider chests will try to empty themselves as quickly as possible. Items are moved by logistic robots to the nearest storage location, or requesting entity.
wiki
https://wiki.factorio.com/Provider_chest_-_Factorio_Wiki
Template_Stub
Template:Stub - Factorio Wiki
[ "stub", "Category:Stubs" ]
Template:Stub - Factorio Wiki Jump to navigation Jump to search | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | [ View ] [ Edit ] [ Page history ] Documentation Description This template will categorize articles that include it into Category:Stubs , and mark it with a stub template. Syntax Type {{ stub }} at the start or end of an article. List of all templates
wiki
https://wiki.factorio.com/Template:Stub_-_Factorio_Wiki
Demolisher
Enemies - Factorio Wiki
[ "stub" ]
Enemies - Factorio Wiki Jump to navigation Jump to search | | | --------------------------------------------- | | This article is astub, and not comprehensive. | | You can help this wiki byexpanding it. | Enemies are creatures that want to harm the player . They are the native inhabitants of the extraterrestrial worlds on which the player is operating. Enemies show up on the map as red dots. On Nauvis , the enemies are arthropods which live in organic nests. They are encountered in three species: Biters, Spitters, and Worms (though the nickname "Biters" is often used collectively for all of them). More enemies can be encountered on other planets with the Space Age expansion. On the planet Gleba , there are pentapods which come in three variants: Wrigglers, Strafers, and Stompers. On the planet Vulcanus , there are the Demolishers. Each species comes in a range of sizes, where larger specimens have more health and do more damage. Contents 1 Achievements 2 Creatures 2.1 Biters 2.2 Spitters 2.3 Worms 2.4 Wrigglers 2.5 Strafers 2.6 Stompers 2.7 Demolishers 2.8 Nests 2.9 Expansions 3 Defense 4 Evolution 4.1 Methods of increasing 4.2 Spawn chances by evolution factor 4.3 Advanced: Evolution factor components and computation 5 Trivia 6 Gallery 7 History 8 See also Achievements Enemies are directly connected to the following achievements: | | It stinks and they don't like itTrigger analienattack bypollution. | | | ------------------------------------------------------------------ | | | SteamrolledDestroy 10spawnersby impact. | | | --------------------------------------- | | | Art of siegeDestroy an enemy structure usingartillery. | | | ------------------------------------------------------ | | | Keeping your hands cleanDestroy your first enemy structure usingartillery. | | | -------------------------------------------------------------------------- | | | It stinks and they do like itAttract a group ofpentapodsusing spores. | | | --------------------------------------------------------------------- | | | Get off my lawnDisturb ademolisherby building on its territory. | | | --------------------------------------------------------------- | | | If it bleeds, we can kill itKill a smalldemolisher. | | | --------------------------------------------------- | | | We need bigger gunsKill a mediumdemolisher. | | | ------------------------------------------- | | | Size doesn't matterKill a bigdemolisher. | | | ---------------------------------------- | Creatures Biters Biters are one of two main antagonists in the base game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing pollution , they will become bigger, related to the enemy's evolution . As common sense may suggest, their method of attack is a straightforward charge to "bite" things. | Picture | Name | Info | | ------- | -------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Biter | Weakest of biters, can be easily killed with a pistol.Planet: NauvisHealth: 15Damage: 7 PhysicalAttack speed: 1.71/sSpeed: 43.2km/hRange: 1Pollution to join attack: 4 | | | Medium Biter | Stronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.Planet: NauvisHealth: 75Damage: 15 PhysicalAttack speed: 1.71/sSpeed: 51.8km/hRange: 1Pollution to join attack: 20Resistances:Explosion: 0/10%Physical: 4/10% | | | Big Biter | Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them. Hatches from spoiledbiter eggs, however it won't be at full health when this happens.Planet: NauvisHealth: 375Damage: 30 PhysicalAttack speed: 1.71/sSpeed: 49.7km/hRange: 2Pollution to join attack: 80Resistances:Explosion: 0/10%Physical: 8/10% | | | Behemoth Biter | Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.Planet: NauvisHealth: 3000Damage: 90 PhysicalAttack speed: 1.2/sSpeed: 64.8km/hRange: 2Pollution to join attack: 400Resistances:Explosion: 12/10%Physical: 12/10% | Spitters Spitters are much like biters and only appear slightly later on in the game as the evolution factor increases. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters' predictive aiming, the acid stream can be dodged by suddenly changing walking directions or standing still. [1] Both the stream and the puddle of acid deal damage over time and slow down players and vehicles. Most entities of the game have a much lower resistance to acid than other damage types (including turrets and armor ), so spitters are effectively more potent against the player and their factories. Their behavior and size classification are the same as with biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance. | Picture | Name | Info | | ------- | ---------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Spitter | Weakest of spitters. Easy to kill with any weapon, but attacks at range.Planet: NauvisHealth: 10Range: 13Pollution to join attack: 4Speed: 40.0km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1Damage (on contact): 12 AcidAcid puddle:Lifetime: 32 secondsDamage: 7.2 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 60%Duration: 2 seconds | | | Medium Spitter | Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.Planet: NauvisHealth: 50Range: 14Pollution to join attack: 12Speed: 35.6km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.25Damage (on contact): 24 AcidAcid puddle:Lifetime: 32 secondsDamage: 28.8 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 50%Duration: 2 secondsResistances:Explosion: 0/10% | | | Big Spitter | An even bulkier spitter and so can take more damage.Planet: NauvisHealth: 200Range: 15Pollution to join attack: 30Speed: 32.4km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.35Damage (on contact): 36 AcidAcid puddle:Lifetime: 32 secondsDamage: 130 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 40%Duration: 2 secondsResistances:Explosion: 0/15% | | | Behemoth Spitter | The bulkiest of the spitters and so can take even more damage.Planet: NauvisHealth: 1500Range: 16Pollution to join attack: 200Speed: 32.4km/hAcid projectile:Attack speed: 0.6/sArea of effect size: 1.75Damage (on contact): 60 AcidAcid puddle:Lifetime: 32 secondsDamage: 360 Acid/secondApplies effect (on contact):Movement/vehicle speed modifier: 30%Duration: 2 secondsResistances:Explosion: 0/30% | Worms The Worms are natural allies of biters and spitters and will attack the player if they get close enough with an attack similar to spitters'. They act like static turrets and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile. Worms come in 4 sizes, their power increasing with size. Like biters and spitters, behemoth, big and medium worms spawning is influenced by the evolution factor. Worms are only created during enemy expansion when a certain evolution factor requirement is fulfilled. This is 0.3 for the medium worm, 0.5 for the big worm and 0.9 for the behemoth worm. Below these evolution factors, worms can only be created by the map generation. In map generation, the game restricts higher tier worms behind the distance from the starting point. The further away the player goes from the starting area, the stronger the worms become. | Picture | Name | Info | | ------- | ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Worm | A weak worm. It is still capable of killing the player unless it is targeted as priority.Health: 200Range: 25Acid projectile:Attack speed: 0.66/sArea of effect size: 1.4Damage (on contact): 36 AcidAcid puddle:Lifetime: 32 secondsDamage: 21.6 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 60% | | | Medium Worm | Medium worms are dangerous to even more advanced players. They should be handled with care.Health: 500Range: 30Acid projectile:Attack speed: 0.66/sArea of effect size: 1.55Damage (on contact): 48 AcidAcid puddle:Lifetime: 32 secondsDamage: 57.6 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 50%Resistances:Explosion: 5/15%Fire: 2/50%Physical: 5/0%Laser: 20% | | | Big Worm | Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.Health: 1500Range: 38Acid projectile:Attack speed: 0.66/sArea of effect size: 1.75Damage (on contact): 72 AcidAcid puddle:Lifetime: 32 secondsDamage: 259 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 40%Resistances:Explosion: 10/30%Fire: 3/70%Physical: 10/0%Laser: 50% | | | Behemoth Worm | Behemoth worms are the most dangerous of worms. With twice as much health as big worms and a significantly higher range, they can even challenge experienced players.Health: 3000Range: 48Acid projectile:Attack speed: 0.66/sArea of effect size: 2Damage (on contact): 96 AcidAcid puddle:Lifetime: 32 secondsDamage: 691 Acid/secondApplies effect (on contact):Duration: 2 secondsMovement/vehicle speed modifier: 30%Resistances:Explosion: 10/30%Fire: 3/70%Physical: 10/0%Laser: 80% | | Picture | Description | | ------- | -------------------------- | | | A worm's attack animation. | Wrigglers Wrigglers are the biter equivalents of the planet Gleba, as they are standard melee enemies. True to their name, they flail and squirm their digits to move around and attack. Much like how biters and spitters spawn from nests, wrigglers spawn from egg rafts. Destroying egg rafts will spawn a group of more premature wrigglers, which are wrigglers that slowly lose health over time until they die. Strafers can launch flying versions of premature wrigglers at their target. Killing strafers and stompers can summon even more premature wrigglers. The wrigglers that spawn from the corpses of strafers and stompers will match the size of the larger enemy that was killed. For example, killing a small strafer or stomper will spawn small premature wriggers, while killing a medium strafer or stomper will spawn medium premature wrigglers. | Picture | Name | Info | | ------- | --------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Wriggler | The weakest and smallest of all wrigglers.Planet: GlebaHealth: 100Damage: 3.75 Physical + 3.75 PoisonRange: 1.1Speed: 34.6km/hResistances:Laser: 50% | | | Medium Wriggler | Slightly stronger and faster than small wrigglers, and can still pose a threat for weaker players.Planet: GlebaHealth: 200Damage: 5 Physical + 5 PoisonRange: 1.4Speed: 38.9km/hResistances:Laser: 50% | | | Big Wriggler | The strongest and fastest of all wrigglers. Hatches from spoiledPentapod eggsbut won't be at full health when this happens.Planet: GlebaHealth: 400Damage: 8 Physical + 8 PoisonRange: 1.8Speed: 43.2km/hResistances:Laser: 50% | Strafers Native to the planet Gleba, strafers are large yet scrawny five-legged pentapod creatures with the unique behavior of constantly circling around players while attacking them, rather than making a beeline straight for the player, unlike any other type of enemy in the game. They will fire flying premature wrigglers toward the player, essentially adding more enemies to the fight. | Picture | Name | Info | | ------- | -------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Strafer | The weakest and smallest of all strafers.Planet: GlebaHealth: 800Shooting speed: 0.5/sRange: 22.0Speed: 62.2km/hProjectile:Range: 110Area of effect: 1Damage: 67.5 ExplosiveResistances:Laser: 50%Physical: 2/10% | | | Medium Strafer | Slightly stronger and faster than the small strafer.Planet: GlebaHealth: 1400Shooting speed: 0.5/sRange: 25.0Speed: 77.8km/hProjectile:Range: 125Area of effect: 1Damage: 90 ExplosiveResistances:Laser: 50%Physical: 2/10% | | | Big Strafer | Strongest, fastest and most resilient of strafers.Planet: GlebaHealth: 2400Shooting speed: 0.5/sRange: 28.0Speed: 98.3km/hProjectile:Range: 140Area of effect: 1Damage: 144 ExplosiveResistances:Laser: 50%Physical: 2/10% | Stompers Native to the planet Gleba, stompers are extremely large, five-legged pentapod creatures with limbs that look similar to a starfish, and seem to have natural, jagged exoskeleton armor that provides high resistances to many types of damage. They are very powerful melee enemies that use their brute force to attack players by simply stomping toward them, while spitting a close-ranged acid that slows down players and Vehicles . Their large size and high damage can destroy buildings instantly. They will spawn premature wrigglers upon death. | Picture | Name | Info | | ------- | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Stomper | The weakest and smallest of all stompers, but still powerful.Planet: GlebaHealth: 3500Range: 5.8Speed: 41.6 km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 1.5/s AcidArea of effect size: 1.58Damage: 0.5 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% | | | Medium Stomper | Larger and more dangerous version of a stomper.Planet: GlebaHealth: 8000Range: 7.8Speed: 54.1km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 6/s AcidArea of effect size: 2.1Damage: 1 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% | | | Big Stomper | Larger, fastest and most dangerously aggressive version of a stomper.Planet: GlebaHealth: 15000Range: 10.4Speed: 68.5km/hAcid splash:Lifetime: 32 secondsApplied effects (on contact):Duration: 2 secondsMovement speed: 60% speedVehicle speed: 30% speedDamage (on contact): 15.36/s AcidArea of effect size: 2.8Damage: 1.6 AcidResistances:Impact: 80%Laser: 80%Physical: 2/50% | Demolishers Native to the planet Vulcanus, demolishers are horrendously large worm-like creatures that roam across the land and lava. Each individual demolisher patrols a defined territory, and building structures in their territory will disturb them and cause them to attack. Demolishers have three types of offense. On physical contact they do high damage to the player, and instantly destroy buildings and cliffs. They release a smoke cloud that slows the player and damages any nearby bots. And at range, they cause explosions to erupt from the ground, Due to their high damage resistances and extremely fast health regeneration, killing them requires advanced and upgraded weaponry, or massive quantities of bullets. They are completely immune to the slowdown capsule's effect. Once killed, they leave behind remains similar to that of black volcanic rock, which contain tungsten ore . | Picture | Name | Info | | ------- | ----------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Small Demolisher | The weakest and smallest of demolishers, but still very destructive.Planet: VulcanusHealth: 30000Regeneration: 2400/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) | | | Medium Demolisher | Larger and more dangerous version of a demolisher.Planet: VulcanusHealth: 100000Regeneration: 7800/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) | | | Big Demolisher | The largest and most dangerous creature in the game.Planet: VulcanusHealth: 300000Regeneration: 24000/sResistances:Electric: 20/20%Explosion: 60% (head), 99% (body)Fire: 100%Impact: 100%Laser: 100%Physical: 50% (head), 5/50% (body)Poison: 10% (head), 50% (body) | Nests Nests in the wild will have their max health increase with evolution factor exponentially, up to 10 times their starting health. Biter and spitter nests can be captured by firing a capture bot rocket from a rocket launcher at a nest. After the nest is captured, it must be given bioflux to maintain and continuously create biter eggs . If the nest is not maintained, it will slowly lose 1 health per second, but when fed, it will gain 1 health per second. | Picture | Name | Description | | ------- | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | | | Biter's nest | Planet: NauvisHealth: 350 (3500 at max evolution)Resistances:Explosion: 5/15%Fire: 3/60%Physical: 2/15% | | | Spitter's nest | Planet: NauvisHealth: 350 (3500 at max evolution)Resistances:Explosion: 5/15%Fire: 3/60%Physical: 2/15% | | | Egg raft | Planet: GlebaSpawns a horde of premature wrigglers when destroyed.Health: 500 (5000 at max evolution) | | | Small egg raft | Planet: GlebaSpawns a horde of premature wrigglers when destroyed.Health: 100 (1000 at max evolution)Resistances:Explosive: 5/15%Fire: 3/60%Physical: 2/15% | Expansions Every 4-60 minutes, a group of 5-20 biters/spitters will leave their base to create a new base which will consist of as many worms/nests as there are members in the group. This group will search for a suitable spot that's 3-7 chunks away from existing bases. The interval between enemy expansions is global, and the higher enemy evolution, the shorter the interval is on average. Furthermore, with higher evolution, the groups are bigger on average. Once they have found a suitable spot, each biter/spitter in the group dies and forms a new nest or worm. Forming a new nest or worm will destroy anything that is in the way, which can include members of the expansion group. There is a delay between each member sacrificing itself for to create a worm/nest, so creating the new base from the expansion group can take quite a long time, depending on the group size. Medium worms are only formed if the current evolution is higher than 0.3, big worms only if the current evolution is higher than 0.5 and behemoth worms are only formed if current evolution is higher than 0.9. The game randomly chooses whether to form a new biter nest, spitter nest, small worm, or bigger worm if the evolution factor is high enough. [2] Expansions on Gleba function mostly similar, except that pentapods only create spawners in marshes, and will never create nests on other tiles. Defense "Kills" tab on the production statistics screen. Nests spawn biters and spitters freely. However, biters and spitters will only aggressively engage the player's factory if the pollution cloud of the factory reaches a nest because pollution is consumed to send biters or spitters to join the next attack. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. The attack then proceeds to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like walls ). If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to tower defense. However, if a biter comes in proximity of a military unit or structure , it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible. Evolution Spawn chances of biters from biter spawners by evolution factor. Spawn chances of spitters from spitter spawners by evolution factor. Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts. The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements): /evolution The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). The evolution factor can only increase. This command also provides percentages for the three sources; each one is the percent of the (unsquashed) total evolution that is contributed by that source. Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval ( spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds). Methods of increasing The evolution factor is increased by three kinds of events: The passage of time very slightly increases the evolution factor. The global pollution production increases the evolution factor. Destroying nests significantly increases the evolution factor. The default settings are: | Source per | Variable inenemy_evolution | Evolution increase | Pollution equivalent | | ----------------------- | -------------------------- | ------------------ | -------------------- | | Second | time_factor | 0.000004 | 267/minute | | Destroyed enemy spawner | destroy_factor | 0.002 | 2222 | | 1 Pollution unit | pollution_factor | 0.0000009 | 1 | Note that all spawners (not worms) generate the same amount of evolution when destroyed. These values can be set during world generation : the values in the dialog box are multiplied by 10^-7 for time and pollution, and 10^-5 for spawner destruction. In game, they can be found in game.map_settings.enemy_evolution , though checking or modifying them is considered using cheats. Pollution production is the total pollution produced by buildings , not the pollution spreading on the map, so it is not reduced by trees or other absorbers. e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.00027 in that minute. After totaling up all the evolution from these sources, this quantity is squashed to fit in the range [0, 1) by applying evolution_factor = total_evolution / (1 + total_evolution) . Equivalently, marginal increases in evolution are reduced by multiplying the increase by (1 - evolution_factor)² . So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.002 while doing this when the evolution factor is 0.5 the increase is only 0.0005. This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are very slow and the number never actually reaches 1.0. | Evolution factor | Pollution equivalent | Appearance | | ---------------- | -------------------- | -------------------------------- | | 10% | 123k | | | 20% | 278k | Medium Biter | | 25% | 370k | Small Spitter | | 30% | 476k | | | 40% | 741k | Medium Spitter | | 50% | 1.111M | Big Biter, Big Spitter | | 60% | 1.667M | | | 70% | 2.592M | | | 80% | 4.444M | | | 90% | 10M | Behemoth Biter, Behemoth Spitter | | 95% | 21M | | | 99% | 110M | | Spawn chances by evolution factor The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels. Advanced: Evolution factor components and computation This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor. 1. Single-component evolution factor increase with time 2. Single-component evolution factor increase with destroyed spawners 3. Single-component evolution factor increase with pollution Notes Data from version 1.1.50. All charts end at approximately an evolution factor of 0.90. The calculation steps for time and spawner kills match those used by the game, so these charts should be accurate. The pollution chart assumes a pollution production of 1000 units per second, and due to the recursive nature of the chart values will slightly diverge at different pollution rates. The effect of this is negligible for any reasonable amount pollution production, however. Given that the game reports the actual evolution factor (console: /evolution ) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor's future development. Comments These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the only component contributing to the evolution factor in that entire game. They are therefore not realistic , as in a typical game all three components will contribute, some at varying times and intensities. Because of how contributions to the evolution factor (EF) are calculated (multiplied by (1 - current EF) ), it is not possible to simply add the values indicated by these charts for a game's time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor. For example, if 24 hours have passed (single-component EF =~ 0.25), 200,000 pollution units were released (single-component EF =~ 0.15), and 400 spawners were destroyed (single-component EF =~ 0.45), the actual evolution factor will not be (0.25 + 0.15 + 0.45 =) ~0.85. However, the evolution factor will always be less than the sum of all individual components as indicated by these charts, and at least as high as the highest individual component. Thus, using the values from above, the EF will be at least 0.35 and less than 0.85. A smarter approach is required to compute the current evolution factor. Individual components The individual components of evolution can be approximated from /evolution : Given the evolution factor, the unsquashed evolution is unsquashed = evolution_factor / (1 - evolution_factor) . Multiply this by the percentage for a given component to get its approximate unsquashed contribution. Of course, total pollution and spawner kills can also be found on the production statistics screen, and time passed can be found using the /time command, so it's not fully necessary. The actual factors can be found in game.forces.enemy.evolution_factor_by_time , ...evolution_factor_by_killing_spawners , and ...evolution_factor_by_pollution , if you don't mind disabling achievements. Trivia Despite their drastically different origins, enemies from different planets will always act as allies against the player. They will even reside around each other's nests when not attacking players, even if the type of nest does not match that of the residing creature. Even demolishers will circle around nests without harming or destroying them. Since enemies only spawn on their respective planets, this is not normally seen in gameplay, unless these creatures are placed near each other in the map editor . Demolishers were originally designed for Fulgora , but was later moved to Vulcanus because it was too similar to the Dune Franchise . Gallery The player near some enemy nests and worms. The player among acid puddles created by attacking worms. Both the player and some buildings getting attacked by biters. Enemy nests seen in a map generation preview (deathworld setting). Line of gun turrets defending against biters. Enemies seen at the title screen. Pentapod enemies seen on Gleba. A demolisher chases the player on Vulcanus. History 2.0.18 : Demolisher health bars will always be visible for at least 1 tick after they take any damage, even if they fully regenerate the damage in the same tick 2.0.17 : Gleba evolution is now more gradual. Small stomper moves more slowly and deals less damage. Stomper pentapod vision range is reduced from 40 to 30. Medium and big wriggler pentapod health is increased. 2.0.7 : Wrigglers, strafers, stompers and demolishers have been added with the Space Age expansion. Spawners will have their health increase with evolution (3500 with max evolution). Significantly increased medium, big and behemoth worm stats as well as their laser resistances. 0.17.0 : Behemoth worm added. 0.15.0 : Increased the damage, range, and health of worms. Decreased health and resist of Behemoth biters. 0.13.10 : Biters and other units won't become aggressive as a result of friendly-fire. 0.13.0 : Big and behemoth enemies now spawn 50% slower. Changed the way evolution factor approaches the maximum (1). The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2 This means that the progress gets more slower towards the high values. 0.12.26 : Running biters over with a vehicle will now anger them in peaceful mode. 0.12.0 : Updated sounds for enemies. 0.11.17 : Items dropped by enemies( * ) are now collected automatically and from longer distances. 0.11.6 : Range of spitters is now 15, less than turrets. 0.11.0 : Spitters added. Drawing of enemies optimised, so adding new colors does not impact VRAM. Blood splashes on death are now procedural. 0.9.0 : Turrets no longer search for enemies when none are near. Biters can no longer destroy the shipwreck in the 3rd new hope campaign. 0.8.1 : Further improvement to enemy AI. 0.8.0 : Decreased the range of medium worm from 25 to 20. 0.7.2 : Biter AI improved. 0.7.1 : Peaceful mode added for freeplay. 0.7.0 : Enemy creepers were replaced by small, medium and big biters. Enemy turrets were replaced by small, medium and big shooting worms. Enemies move and attack in groups. Enemies wander around their base when they have nothing to do. Enemies call for help when attacked. Enemies can create new bases. Enemies can now destroy all player creations they find. 0.1.0 : Introduced, called 'creepers' See also Damage Pollution | Environment | Environment | | ----------- | ------------------------------------------------------------------------------------------------------------------- | | Generic | PlayerCliffRock | | Nauvis | TreeBiters | | Vulcanus | Ashland tree | | Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods | | Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite | | Aquilo | Lithium ice formation | | Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
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Coal_liquefaction_(research)
Coal liquefaction (research) - Factorio Wiki
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Coal liquefaction (research) - Factorio Wiki Jump to navigation Jump to search | | Coal liquefaction (research) | Edit | | | ---------------------------- | ---- | Base game Space Age mod | Cost | Cost | | --------------------- | --------------------- | | 301111✖200 | 301111✖200 | | Prototype type | technology | | Internal name | coal-liquefaction | | Required technologies | Required technologies | | | | | Effects | Effects | | | | | Cost | Cost | | --------------------- | --------------------- | | 3011111✖500 | 3011111✖500 | | Prototype type | technology | | Internal name | coal-liquefaction | | Required technologies | Required technologies | | | | | Effects | Effects | | | | Coal liquefaction allows the player to turn excess coal into oil processing products. In Space Age , Calcite processing (research) enables a simpler but less efficient recipe, Simple coal liquefaction , that does not depend on refined oil already being available. See also Research Technologies Oil processing | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Coal_liquefaction_(research)_-_Factorio_Wiki
Multiplayer_authentication_API
Multiplayer authentication API - Factorio Wiki
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Multiplayer authentication API - Factorio Wiki Jump to navigation Jump to search Category: Internal API The multiplayer authentication API allows multiplayer servers (be they dedicated headless servers or games hosted from within a client) to verify that a connecting user is who they claim to be. An overview of the API architecture is given in FFF-139 . All endpoints are relative to the https://auth.factorio.com/ URL. Contents 1 API endpoints 1.1 POST /generate-server-padlock-2 1.1.1 Request 1.1.2 Response 1.2 POST /generate-user-server-key-2 1.2.1 Request 1.2.2 Response 2 User-server-key algorithm API endpoints POST /generate-server-padlock-2 This endpoint is called by the game server once on startup to obtain a public identifier and a shared secret. Request | Key | Description | | ----------- | ------------------------------- | | api_version | Set to6in all observed requests | Response | Key | Type | Description | | -------------- | ------ | ---------------------------------------------------------------- | | server_padlock | string | Shared secret between game server and auth server, opaque string | | server_hash | string | Server identifier, opaque string | POST /generate-user-server-key-2 This endpoint is called by a client when attempting to join a game server. Request | Key | Description | | ----------- | ------------------------------- | | api_version | Set to6in all observed requests | | Key | Description | | ---------- | --------------------------------------------------------------------- | | username | The player's username, as obtained from theWeb authentication API | | token | User auth token, as obtained from theWeb authentication API | | sever_hash | Game server's identifier, transmitted during connection establishment | Response | Key | Type | Description | | -------------------- | ------ | -------------------------------------------------------- | | server_key | string | Base-64 encoded user-server-key | | server_key_timestamp | string | Timestamp whenserver_keywas issued, inyymmddHHMMSSformat | User-server-key algorithm The game server verifies the join by calculating its own version of the user-server-key using the server_padlock , username, and server_key_timestamp . If it matches the server_key transmitted by the client, it must have been generated by the authentication server (because only it shares knowledge of the server padlock), thereby attesting the validity of the user's credentials. The algorithm is as follows: Concatenate the padlock, username and timestamp strings, separated by underscores. Generate an MD5 HMAC over the resulting string, with the server padlock as the key Base64-encode the result As an illustrative example, using shell commands: $ padlock = ZjX+YSCEZgdFMVCzLLt8F8NOoWAmAG9WkUwv1dir4gg = $ username = Xiretza $ timestamp = 240208183717 $ printf '%s_%s_%s' " $username " " $padlock " " $timestamp " | openssl mac -digest md5 -macopt "key: $padlock " -binary HMAC | base64 nV89TIBaIOvwUDQwrdK0/Q == The game server should additionally verify that the server_key_timestamp is not too far in the past (so leaked user-server-keys cannot be reused indefinitely), but it is currently unknown whether this is done, and if so, what the expiry time is.
wiki
https://wiki.factorio.com/Multiplayer_authentication_API_-_Factorio_Wiki
User_talk_FranzPT
User talk:FranzPT - Factorio Wiki
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User talk:FranzPT - Factorio Wiki Jump to navigation Jump to search
wiki
https://wiki.factorio.com/User_talk:FranzPT_-_Factorio_Wiki
News_2020
News/2020 - Factorio Wiki
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News/2020 - Factorio Wiki Jump to navigation Jump to search News > 2020 November Nov 13 2020 - FFF #363: 1.1 is getting close October Oct 30 2020 - FFF #362: Menu simulation, Spidertron, Ghost building, Confirm button Oct 09 2020 - FFF #361: Train stop limit, Tips and tricks August Aug 14 2020 - FFF #360: 1.0 is here! Aug 07 2020 - FFF #359: Crash site: The beginning July Jul 31 2020 - FFF #358: Alien decoratives & Polluted water Jul 24 2020 - FFF #357: Nuke Jul 17 2020 - FFF #356: Blueprint library for real Jul 10 2020 - FFF #355: High resolution updates Jul 03 2020 - FFF #354: Launch party and HR power switch June Jun 26 2020 - FFF #353: Trailer update Jun 19 2020 - FFF #352: New website Jun 12 2020 - FFF #351: Beacon re-redesign & Simplified fluid mixing Jun 05 2020 - FFF #350: Electric mining drill redesign May May 29 2020 - FFF #349: The 1.0 plan May 22 2020 - FFF #348: The final GUI update May 15 2020 - FFF #347: New hope demo levels May 08 2020 - FFF #346: He who does nothing, breaks nothing May 01 2020 - FFF #345: Unit group collision mask & Artillery shell particle April Apr 24 2020 - FFF #344: Tile transition collisions & Team Steelaxe speedrun record Apr 17 2020 - FFF #343: Environmental particle effects Apr 10 2020 - FFF #342: The new old tutorial Apr 03 2020 - FFF #341: Audio, Artillery, Attenuation March Mar 27 2020 - FFF #340: Deep desyncs Mar 20 2020 - FFF #339: Beacon HR + Redesign process Mar 13 2020 - FFF #338: The (real) Character GUI Mar 06 2020 - FFF #337: Statistics GUI and Mod Debugger February Feb 28 2020 - FFF #336: Offshore pump redesign Feb 21 2020 - FFF #335: Scenario changes, Damage effect filtering Feb 14 2020 - FFF #334: New poison cloud animation, flying robot dying effect Feb 07 2020 - FFF #333: Terrain scrolling January Jan 31 2020 - FFF #332: More sounds & Map color tweaks Jan 24 2020 - FFF #331: 0.18.0 release & Train pathfinder changes Jan 17 2020 - FFF #330: Main menu and File Share Shenanigans Jan 10 2020 - FFF #329: Campaign reassessment Jan 03 2020 - FFF #328: 2019 recap
wiki
https://wiki.factorio.com/News/2020_-_Factorio_Wiki
Template_Delete
Template:Delete - Factorio Wiki
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Template:Delete - Factorio Wiki Jump to navigation Jump to search [ View ] [ Edit ] [ Page history ] Documentation This template is used to mark pages that should be deleted by an administrator. Syntax {{Delete|<reason for deletion>}} generates: | | | ---------------------------------------------------------------------------------------------------------------------------- | | Page "Delete" has been marked as a candidate for deletion. Reason:<reason for deletion> | | If you disagree with its deletion, please explain why atTemplate talk:Deleteor improve the page and remove the{{delete}}tag. | | Remember to checkwhat links hereand thethe page's historybefore deleting. | List of all templates
wiki
https://wiki.factorio.com/Template:Delete_-_Factorio_Wiki
Lithium_brine
Lithium brine - Factorio Wiki
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Lithium brine - Factorio Wiki Jump to navigation Jump to search | | Lithium brine | Edit | | | ------------- | ---- | | Map color | | | -------------- | ------------- | | Mining time | 1 | | Prototype type | fluid | | Internal name | lithium-brine | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Space Age expansion exclusive feature. Lithium brine is a natural resource that can be extracted from vents on Aquilo 's surface using a pumpjack . Unlike other fluids extracted in that manner, a deposit of lithium brine can run out. Lithium brine can be processed into lithium in a chemical plant or a cryogenic plant using holmium plates imported from Fulgora along with ammonia harvested from Aquilo. Processing it into lithium plates requires additional smelting beyond the initial chemical plant. Gallery Lithium brine running through pipes , a pump and a storage tank . History 2.0.7 : Introduced in Space Age expansion. See also Lithium plate 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/Lithium_brine_-_Factorio_Wiki
Command_line_parameters
Command line parameters - Factorio Wiki
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Command line parameters - Factorio Wiki Jump to navigation Jump to search Contents 1 Boolean options 2 Multiplayer 3 Creating a map from custom settings 3.1 Creating the JSON files from a map exchange string 4 See also Command line parameters can be used to set settings in the command line before the game launches, this is useful mainly for advanced users or server hosts. | -h, --help | | display help | | ----------------------------- | ---- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | --version | | show version information | | -v, --verbose | | enable verbose logging | | -c, --config | PATH | config file to use | | --no-log-rotation | | don't rotate log file | | --mod-directory | PATH | Mod directory to use | | --check-unused-prototype-data | | Print a warning for all prototype values that were not accessed. Note for mod authors: If an entry is unused and is a table that contains the key/value pair 'ignore' with the value 'true' then the entire entry is ignored. | | --executable-path | PATH | Override autodetected __PATH__executable. Usually not needed except on very weird systems. | | -s, --map2scenario | arg | map to scenario conversion | | ----------------------------------- | ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | -m, --scenario2map | arg | scenario to map conversion | | --apply-update | arg | immediately apply update package | | --create | FILE | create a new map | | --map-gen-settings | FILE | Map generation settings for use with--create,--start-server-load-scenarioor--generate-map-preview. See data/map-gen-settings.example.json | | --map-gen-seed | SEED | Map generation seed for use with --create, --start-server-load-scenario or --generate-map-preview. Will override seed specified in map gen settings | | --map-gen-seed-max | SEED | Map generation seed for use with --generate-map-preview to generate multiple previews using every second seed in the interval from map-gen-seed to map-gen-seed-max. | | --map-settings | FILE | Map settings for use with --create or --start-server-load-scenario. See data/base/prototypes/map-settings.lua | | --preset | arg | Name of the map generation preset to be used. | | --generate-map-preview | PATH | Generate preview images of the map; PATH should name a PNG file or end with a '/' or '\' to indicate a directory. | | --generate-map-preview-random | COUNT | Number of maps to generate with a random seed using --generate-map-preview. | | --map-preview-size | SIZE | Size (in pixels) of map preview (default: 1024) | | --map-preview-offset | X,Y | Offset of the center of the map, in meters (default: 0,0) | | --map-preview-planet | PLANET | Planet to generate the preview for (default: nauvis) | | --report-quantities | PROTOTYPE,... | When generating map preview, report approximate quantities of the named entity prototypes | | --threads | THREADCOUNT | Number of threads to use when generating map previews | | --disable-migration-window | | Disables the gui that is shown when opening a save with migrated content | | --instrument-mod | arg | Name of a mod to enableInstrument Mode | | --sync-mods | FILE | Sync mods with save. Note for headless servers: requiresservice-usernameandservice-tokento be set in the player-data.json file. | | --enable-unsafe-lua-debug-api | | Enables unsafe functions in the Lua debug library. | | --host | FILE | Start hosting a multiplayer game | | --host-interactive | FILE | Open multiplayer server settings for hosting the selecting save | | --start-server | FILE | start a multiplayer server | | --start-server-load-scenario | [MOD/]NAME | start a multiplayer server and load the specified scenario. The scenario is looked for inside the given mod. If no mod is given, it is looked for in the top-level scenarios directory. | | --start-server-load-latest | | start a multiplayer server and load the latest available save | | --until-tick | TICK | run a save until given map tick | | --benchmark | FILE | load save and run benchmark | | --benchmark-ticks | N | number of ticks for benchmarking. Default is 1000 | | --benchmark-runs | N | how often the number of ticks will be run, map will reload after each run. Default is 1 | | --benchmark-verbose | timings | comma separated list of timings to output each tick. "all", "timestamp" as well as all other values seen in the debug view are allowed here. An empty string disabled verbose benchmarking. | | --benchmark-sanitize | | only output the final benchmark results | | --benchmark-ignore-paused | | leaves the game paused if it was paused when saved. By default the game is unpaused when a benchmark starts. | | --output-perf-stats | FILE | path of file to which rendering performance statistics measurements should be saved. Special tags {api}, {hw}, {time} and {tag} will be replaced. | | --dump-data | | dumps data.raw as JSON to the script output folder and exits. | | --dump-icon-sprites | | dumps all icon sprites as png files to the script output folder and exits. | | --dump-prototype-locale | | dumps all prototypes name and description (if they have a valid value) to the script output folder and exits. | | --report-autogenerated-icon-mipmaps | | Report which icons will have generated mipmaps. | | --log-shared-tile-layers | | After loading prototypes logs which tile layers are shared by multiple prototypes and lists the prototypes that share them. | | --log-spritesheets-to-optimize | N | Logs N spritesheets that seem to have some nearly transparent noise, and could be made much smaller if the noise was cleaned up. | | --mp-connect | ADDRESS | start factorio and connect to address | | --password | PASSWORD | the password to use when using mp-connect (if any) | | --heavy | | run the game in heavy mode if singleplayer with graphics. (heavy mode is related to investigating desyncs, seeDesynchronization#Using_heavy_mode_command) | | --load-game | FILE | start Factorio and load a game in singleplayer | | --load-scenario | [MOD/]NAME | start Factorio and load the specified scenario in singleplayer. The scenario is looked for inside the given mod. If no mod is given, it is looked for in the top-level scenarios directory. | | --benchmark-graphics | FILE | load save and run it with graphics for benchmark-ticks number of ticks as normal game would | | --benchmark-frame | FILE | load save and benchmark graphics rendering of single frame (prepare + render) without updating the game | | --debug-graphics | | enables debugging layer for graphics API. If DirectX is used DirectX SDK needs to be installed for this to work. | | --fullscreen | | start game in windowed mode (saved to configuration) | | --max-texture-size | N | maximal size of texture that the game can use (saved to configuration). Should be power of two greater than 2048 | | --graphics-quality | arg | accepted values: high, medium | | --video-memory-usage | arg | accepted values: all, high, medium, low | | --force-graphics-preset | arg | accepted values: very-low, low, mac-with-low-ram, medium-with-low-vram, medium, high, very-high, extreme | | --gfx-safe-mode | | resets some graphics settings to values that should work on most configurations | | --low-vram | | sprites that are not put into sprite atlases won't be allocated as texture objects | | --shader | arg | enable/disable shader postprocessing (saved to configuration) | | --disable-audio | | Disable audio. Mainly for faster startup during development. | | --window-size | arg | Desired window resolution. For example "1680x1050". Or "maximized" | | --single-thread-loading | | Disables loading of sprites in multiple threads. | | --cache-sprite-atlas | | Enable/disable sprite atlas cache. | | --nogamepad | | Disable gamepad(controller) support | | --port | N | network port to use | | ---------------------- | -------------- | ---------------------------------------------------------------------------------------------------------------- | | --bind | ADDRESS[:PORT] | IP address (and optionally port) to bind to | | --rcon-port | N | Port to use for RCON | | --rcon-bind | ADDRESS:PORT | IP address and port to use for RCON | | --rcon-password | PASSWORD | Password for RCON | | --server-settings | FILE | Path to file with server settings. See data/server-settings.example.json | | --use-server-whitelist | | If the whitelist should be used. | | --use-authserver-bans | | Verify that connecting players are not banned from multiplayer and inform Factorio.com about ban/unban commands. | | --server-whitelist | FILE | Path to file with server whitelist. | | --server-banlist | FILE | Path to file with server banlist. | | --server-adminlist | FILE | Path to file with server adminlist. | | --console-log | FILE | Path to file where a copy of the server's log will be stored | | --server-id | FILE | Path where server ID will be stored or read from | Boolean options Parameters shown above with a BOOL option must be formatted as [parameter]=true or [parameter]=false . For example, --fullscreen=false will start the game in windowed (not fullscreen) mode. Multiplayer --start-server SAVE Will start a Headless (Dedicated) server, with no GUI. --mp-connect ADDRESS ADDRESS is the IP:port of the remote host. Port is optional. Examples: ./factorio --mp-connect 192.168.1.101 ./factorio --mp-connect 192.168.1.101:2345 As above, port can be specified by placing the port number after a colon in the address. Creating a map from custom settings Sometimes it's useful to create a new game with map and/or map generator settings stored in a JSON file rather than going through the in-game map settings screen. One reason is that by editing the settings directly it is possible to set settings outside the range normally available from the GUI. To do this, Factorio is run from the command-line, and a JSON file containing the map generator settings and a JSON file containing map settings (if customizing them) are needed. Example for custom generator settings: { "terrain_segmentation": 0.5, "water": "2", "width": 0, "height": 0, "starting_area": "normal", "peaceful_mode": false, "autoplace_controls": { "coal": {"frequency": 1, "size": 2, "richness": 0.5}, "copper-ore": {"frequency": "low", "size": "normal", "richness": "high"}, "crude-oil": {"frequency": "normal", "size": "normal", "richness": "normal"}, "enemy-base": {"frequency": "normal", "size": "normal", "richness": "normal"}, "iron-ore": {"frequency": "normal", "size": "normal", "richness": "normal"}, "stone": {"frequency": "normal", "size": 0, "richness": "normal"}, "uranium-ore": {"frequency": "normal", "size": "none", "richness": "normal"} }, "cliff_settings": { "name": "cliff", "cliff_elevation_0": 30, "cliff_elevation_interval": 20, "richness": 1 }, "property_expression_names": { "elevation": "0_16-elevation", "temperature": "35" }, "seed": null } Note that this is the same format as MapGenSettings that are modifiable from Lua. Everything in the file is optional. Creating a custom save: "C:\Program Files\Factorio\bin\x64\Factorio.exe" --create stuff-seed123.zip --map-gen-settings map-gen-settings.json --map-gen-seed 123 Generating a map preview: "C:\Program Files\Factorio\bin\x64\Factorio.exe" --generate-map-preview preview-seed123.png --map-gen-settings map-gen-settings.json --map-gen-seed 123 Creating the JSON files from a map exchange string It can be useful to create the initial JSON files from a known map exchange string instead of creating them from scratch. To convert the map exchange string to JSON, open the game and run the following command with your map exchange string: /c helpers.write_file('map.txt', helpers.table_to_json(helpers.parse_map_exchange_string("<your exchange string here>"))) Then open the script_output folder in the user data directory and open map.txt - it will look like this: {"map_settings":{ ...<MAP_SETTINGS> ... },"map_gen_settings":{ ...<MAP_GEN_SETTINGS>... }} Copy the { ...<MAP_SETTINGS> ... } section into a new file called 'map-settings.json' in the desired location. Copy the { ...<MAP_GEN_SETTINGS> ... } section section into a new file called 'map-gen-settings.json' in the desired location. See also Console
wiki
https://wiki.factorio.com/Command_line_parameters_-_Factorio_Wiki
Assembling_machine_2
Assembling machine 2 - Factorio Wiki
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Assembling machine 2 - Factorio Wiki Jump to navigation Jump to search | | Assembling machine 2 | Edit | | | -------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ---------------------- | | ----- | | ---- | | ----- | | --- | | ----- | | ----- | | 0.5+1+3+5+2→1 | 0.5+1+3+5+2→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 13.5+9+35+2 | 13.5+9+35+2 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 350455560665875 | | | | 350 | | 455 | | 560 | | 665 | | 875 | | | | | 350 | | | | | | | | | | | | | 455 | | 560 | | | | | | | | | | | | | 665 | | 875 | | | | | | | | | | | | Resistances | Fire: 0/70% | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Dimensions | 3×3 | | | | | | | | | | | | | | Energy consumption | 150 kW (electric) | | | | | | | | | | | | | | Drain | 5.0 kW (electric) | | | | | | | | | | | | | | Crafting speed | 0.750.9751.21.4251.875 | | | | 0.75 | | 0.975 | | 1.2 | | 1.425 | | 1.875 | | | | | 0.75 | | | | | | | | | | | | | 0.975 | | 1.2 | | | | | | | | | | | | | 1.425 | | 1.875 | | | | | | | | | | | | Mining time | 0.2 | | | | | | | | | | | | | | Pollution | 3/m | | | | | | | | | | | | | | Module slots | 2 slots | | | | | | | | | | | | | | Prototype type | assembling-machine | | | | | | | | | | | | | | Internal name | assembling-machine-2 | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 2 | 2 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The assembling machine 2 is an upgraded version of the assembling machine. It has a faster crafting speed and higher power consumption than the assembling machine 1 . Unlike the first assembling machine, the assembling machine 2 supports crafting with fluids and using modules to increase the speed or efficiency of production. It can make recipes that include liquids as one of their ingredients (e.g. processing unit ) or products (e.g. empty crude oil barrel ). The input pipe/output pipe connects to the centre of a side. The pipe will only connect when a recipe that requires or produces a liquid is selected. The pipe starts at the top by default, but its location can be rotated by hovering over the machine and pressing R . Notes An assembling machine 2 with two efficiency module needs less energy than one assembling machine 1 . History 2.0.7 : Assembling machines can be configured via circuit networks. 0.17.0 : Crafting capability increased from 4 to unlimited recipe ingredients. Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate. 0.15.0 : Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe. 0.12.1 : Changed assembling machines' auto-insertion behavior when using speed modules. Faster speed with fast recipes will insert more items, sooner. 0.12.0 : Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it. 0.10.7 : Fast replacing assembling machine keeps the direction of the original assembling machine. 0.10.1 : Update icons 0.9.2 : Assembling Machines 2 and 3 have an input and output pipe. 0.9.0 : Productivity modules can only be used in assembling machines producing intermediate products. 0.8.0 : Crafting speed of assembling machine is relative to manual crafting speed. 0.7.3 : Reset bonus production of machine when recipe is changed. 0.7.0 : Pollution mechanic introduced. 0.6.0 : Added support for modules. 0.5.2 : The assembling machine 2 speed is now slightly faster (from 1.5 to 2). 0.5.0 : Update recipe tooltip for assembling machine output. 0.2.1 : Better graphics 0.1.0 : Introduced See also Assembling machine 1 Assembling machine 3 Electric system Crafting | Production items | Production items | | ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book | | Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() | | Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack | | Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() | | Agriculture | Agricultural towerBiochamberCaptive biter spawner | | Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() | | Environmental protection | Lightning rodLightning collectorHeating tower | | Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() | | Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Assembling_machine_2_-_Factorio_Wiki
Worker_robot_speed_(research)
Worker robot speed (research) - Factorio Wiki
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Worker robot speed (research) - Factorio Wiki Jump to navigation Jump to search | | Worker robot speed (research) | Edit | | | ----------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 30111✖50 | 30111✖50 | | Prototype type | technology | | Internal name | worker-robots-speed-1 | | Required technologies | Required technologies | | | | | Allows | Allows | | 2-∞ | 2-∞ | The Worker robot speed bonus applies to logistic robots and construction robots . The basic speed of logistic robots is 0.05 tiles/tick (3 tiles per second) and for construction robots 0.06 tiles/tick (3.6 tiles per second) when they have enough power. The worker robot speed research also increases the speed at which robots move when out of power, as this is defined as 20% of the current normal travel speed. | Technology | Cost | Effects | Cumulativeeffect | | ------------------------- | ----------------------------------------------------------------------------------- | ------------- | ------------------- | | 1Worker robot speed 1 | 30111✖50 | 35% | 35% | | 2Worker robot speed 2 | 30111✖100 | 40% | 75% | | 3Worker robot speed 3 | 601111✖150 | 45% | 120% | | 4Worker robot speed 4 | 601111✖250 | 55% | 175% | | 5Worker robot speed 5 | 6011111✖500 | 65% | 240% | | 6-∞Worker robot speed 6-∞ | 60111111✖2^(Level-6)*1000(eg. 1000 for level 6, 2000 for level 7, 4000 for level 8) | 65% per level | 240% +65%*(Level-5) | For Space Age , non-infinite worker robot speed stops at level 6 (with the same cost as computed above), with infinite speed upgrades from there adding Electromagnetic science packs : | Technology | Cost | Effects | Cumulativeeffect | | ------------------------- | ------------------------------------------------------------------ | ------------- | ------------------- | | 7-∞Worker robot speed 7-∞ | 601111111✖2^(Level-6)*1000(eg. 2000 for level 7, 4000 for level 8) | 65% per level | 240% +65%*(Level-5) | Speed versus range Players should note that the Worker robot speed research does not significantly increase the distance robots (of either type) can fly before needing to recharge. Both types of robots have an internal capacitor holding 1.5 MJ at full charge, and consume 3 kW (= 3 kJ / sec) at all times when airborne (hovering or moving), plus 5 kJ per "meter" (= 1 tile) traveled. While increasing robot speed means they cover the same distance faster, and therefore the time-based power cost component is less over that distance, a simple calculation shows that the distance-based component far exceeds the time-based one, and this discrepancy only increases with higher robot speed, making range gains from this effect increasingly trivial with further robot speed research. For example, the first level of Worker robot speed adds less than 5% range; level 5 adds only about 1% range (a bit over 10% cumulative); and level 10 (= 5th "infinite" level) adds about 0.3% range for a cumulative increase for the 10 first levels of about 15% (from ~250 to ~290 tiles). Note that these range figures are based on the assumption robots spend all time airborne moving, none hovering. 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/Worker_robot_speed_(research)_-_Factorio_Wiki
Uranium_ammo_(research)
Uranium ammo (research) - Factorio Wiki
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Uranium ammo (research) - Factorio Wiki Jump to navigation Jump to search | | Uranium ammo (research) | Edit | | | ----------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 4511111✖1000 | 4511111✖1000 | | Prototype type | technology | | Internal name | uranium-ammo | | Required technologies | Required technologies | | 4 | 4 | | Effects | Effects | | | | Uranium ammo unlocks the ability to craft explosive uranium cannon shells , uranium cannon shells and uranium rounds magazines . All of which are the most powerful ammo types for their respective weapons. 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/Uranium_ammo_(research)_-_Factorio_Wiki
Module_Util
Module:Util - Factorio Wiki
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Module:Util - Factorio Wiki Jump to navigation Jump to search Documentation for this module may be created at Module:Util/doc local util = {} -- @param arg string The argument to check -- @param default string The fallback argument -- @return boolean @The argument if it's non-empty, otherwise the default function util . _arg_or ( arg , default ) if util . _empty_arg ( arg ) then return default else return arg end end -- @param arg string The argument to check -- @return boolean @Whether the argument is a string containing only whitespace or empty string or nil function util . _empty_arg ( arg ) if type ( arg ) == "string" then return not string.find ( arg , "%S" ) else return not arg end end -- @param inputstr string A string to be split -- @param separator string The separator -- @return string[] @The separated strings, without the separator function util . _split ( inputstr , separator ) local result = {} for str in string.gmatch ( inputstr , "([^" .. separator .. "]+)" ) do table.insert ( result , mw . text . trim ( str )) end return result end -- @param page_title string The title of the page -- @return boolean function util . _page_exists ( page_title ) if page_title and page_title ~= "" then return mw . title . new ( page_title ). exists else return false end end return util
wiki
https://wiki.factorio.com/Module:Util_-_Factorio_Wiki
User_talk_Factoruser
User talk:Factoruser - Factorio Wiki
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User talk:Factoruser - 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 18:05, 20 August 2018 (UTC) Railway Crossing/de Hey, I saw that you created "Railway Crossing/de". While the content was of a high quality, I had to delete it because it breaks multiple rules of the wiki. It breaks the page name casing rules by not using Upper lower lower (it uses Upper Upper). It is a tutorial, but not in the tutorial namespace. It is new content, but was not first created in your userspace and not approved by an admin. Furthermore, it is content that does not fit on the wiki. I copied the page here so that you don't lose all your hard work. -- Bilka ( talk ) - Admin 22:24, 30 August 2018 (UTC)
wiki
https://wiki.factorio.com/User_talk:Factoruser_-_Factorio_Wiki
Wood
Wood - Factorio Wiki
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Wood - Factorio Wiki Jump to navigation Jump to search | | Wood | Edit | | | ---- | ---- | Base game Space Age mod | Stack size | 100 | | -------------------- | ------------------------ | | Rocket capacity | 500 (5 stacks) | | Mining time | 0.5(dead tree)0.55(tree) | | Fuel value | 2 MJ (burner) | | Vehicle acceleration | 100% | | Prototype type | item | | Internal name | wood | | Consumed by | Consumed by | | | | | Used as fuel by | Used as fuel by | | | | | Stack size | 100 | | -------------------- | ------------------------ | | Rocket capacity | 500 (5 stacks) | | Mining time | 0.5(dead tree)0.55(tree) | | Fuel value | 2 MJ (burner) | | Vehicle acceleration | 100% | | Prototype type | item | | Internal name | wood | | Consumed by | Consumed by | | | | | Used as fuel by | Used as fuel by | | | | Wood is a basic resource that can be collected by harvesting trees , water cane , boompuff , cuttlepop and stingfrond . Wood can be used in crafting recipes but can also be used as fuel in all burner devices as well as in cars , tanks and locomotives . The player starts with 1 wood when starting a freeplay game. Dead trees will give 2 wood. Big trees will give 4 wood. Trivia In the base game, wood is the only crafting material that cannot be harvested or produced using automation. Using the starter wood, it is possible to win the game without enabling trees History 0.17.0 : Removed Wood from the game (And raw wood renamed to Wood). 0.13.0 : Changed stack size to 100 0.11.0 : Changed raw wood fuel value 0.10.1 : New icons 0.9.2 : Dry trees now give 4 wood. 0.1.0 : Introduced | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Wood_-_Factorio_Wiki
Flamethrower
Flamethrower - Factorio Wiki
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Flamethrower - Factorio Wiki Jump to navigation Jump to search | | Flamethrower | Edit | | | ------------ | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ---- | | -- | | ---- | | ---- | | ---- | | ---- | | 10+10+5→1 | 10+10+5→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 15+20+5 | 15+20+5 | | | | | | | | | | | | | | Stack size | 5 | | | | | | | | | | | | | | Range | 1516.518.019.522.5 | | | | 15 | | 16.5 | | 18.0 | | 19.5 | | 22.5 | | | | | 15 | | | | | | | | | | | | | 16.5 | | 18.0 | | | | | | | | | | | | | 19.5 | | 22.5 | | | | | | | | | | | | Shooting speed | 60/s | | | | | | | | | | | | | | Ammunition | | | | | | | | | | | | | | | Prototype type | gun | | | | | | | | | | | | | | Internal name | flamethrower | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The flamethrower is an advanced weapon best used against hordes of enemies or trees . It deals initial splash damage in a large area and damage over time until the fire goes out. The damage is usually enough to destroy a biter nest with just one attack. It requires flamethrower ammo to function. Spraying fire in one spot long enough will increase the burning time of that spot, as well as create a gradually growing area of flames, depending on how long the fire was sprayed there. Achievements | | PyromaniacDestroy 10ktreeswith fire. | | | ------------------------------------ | History 0.15.0 : Added flamethrower to the tank. 0.13.0 : Added fire. Fire will spread between trees and cause forest fires , causing a large amount of pollution to be released. Added flamethrower and flamethrower turret damage upgrades. Now deals significantly more damage. 0.11.8 : The flamethrower fluid input order is the same as before, so it matches the refinery outputs. 0.1.0 : Introduced See also Enemies Flamethrower turret Damage | Combat items | Combat items | | ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower | | Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() | | Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule | | Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() | | Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() | | Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote | | Defense | WallGateRadarLand mine | | Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() | | Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
wiki
https://wiki.factorio.com/Flamethrower_-_Factorio_Wiki
Heavy_oil
Heavy oil - Factorio Wiki
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Heavy oil - Factorio Wiki Jump to navigation Jump to search | | Heavy oil | Edit | | | --------- | ---- | Base game Space Age mod | Used as ammunition by | Used as ammunition by | | --------------------- | --------------------- | | | | | Prototype type | fluid | | Internal name | heavy-oil | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Used as ammunition by | Used as ammunition by | | --------------------- | --------------------- | | | | | Prototype type | fluid | | Internal name | heavy-oil | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Heavy oil is a liquid produced by refining crude oil in an oil refinery or extracted on Fulgora using an offshore pump . It can be processed into light oil , solid fuel and lubricant . It is more efficient to process heavy oil into light oil before creating solid fuel from it. It can also be used as ammo in flamethrower turrets . Heavy oil can be obtained on Vulcanus using simple coal liquefaction . This can be upgraded to coal liquefaction once some initial heavy oil has been obtained. | Building | Process | Results | | ------------ | ------------------------ | ---------------------- | | Oil refinery | Advanced oil processing | 5+100+50→25+ (45+55) | | Oil refinery | Coal liquefaction | 5+10+25+50→90+ (20+10) | | Oil refinery | Simple coal liquefaction | 5+10+2+25→50 | History 0.13.0 : Changed fluid color to match icon color. 0.9.1 : Can now be cracked into light oil . 0.9.0 : Introduced See also Fluid system Oil processing | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Heavy_oil_-_Factorio_Wiki
User_talk_Mishka
User talk:Mishka - Factorio Wiki
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User talk:Mishka - Factorio Wiki Jump to navigation Jump to search Welcome to factorio ! We hope you will contribute much and well. You will probably want to read the help pages . Again, welcome and have fun! Klonan ( talk ) 09:57, 31 May 2016 (UTC) Spammer Yo, Mishka, this Jessica user you let in is a spambot. Block her immediately! And we'll need to remove the pages she built. Hamburger ( talk ) 10 June 2016 Hey, 'Jessica' is back, this time as 'Zachary Kniebel', and was posting the same spam. I don't think this is actually Zachary Kniebel, they just took his name and resume off the Internet. I've deleted it all (and thank you for the delete permissions!) but we'll need to block the user as well. Thanks. Hamburger ( talk ) 14:18, 6 July 2016 (UTC)
wiki
https://wiki.factorio.com/User_talk:Mishka_-_Factorio_Wiki
Quickbar
Quickbar - Factorio Wiki
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Quickbar - Factorio Wiki Jump to navigation Jump to search An example of a quickbar layout. Two visible bars containing various items plus an upgrade planner and two blueprint books . The quickbar is a user interface component for creating shortcut links to items, blueprints , blueprint books , deconstruction planners and upgrade planners . Once created they can be quickly selected at any time without needing to open the inventory. The quickbar is always visible at the bottom of the screen. It shows between one and four bars from a set of ten available, each containing 10 slots. Clicking any filled slot will place the chosen item in the player's hand if available in the inventory. It can also be configured to provide a ghost of any item the player is not currently carrying. The quickbar also allows blueprints and books to be pinned directly from the blueprint library, providing quick access to these blueprints without cluttering the inventory. On the Nintendo Switch , or when using a controller on PC, this GUI is replaced by the quick panel . Contents 1 A shortcut to items, not an inventory 2 Ten quickbars available 3 Basic Usage 3.1 Setting the number of visible quickbars 3.2 What can be placed on a quickbar 3.3 Adding and removing items 3.4 Accessing items 3.5 Inventory counts 4 Accessing multiple quickbars 4.1 With the mouse 4.2 With the keyboard 5 Selecting quickbar items with the keyboard 5.1 Shortcut 1-10 (top bar) 5.2 Secondary Shortcut 1-10 (second bar) 6 Blueprints, blueprint books and planners on the quickbar 7 History 8 See also A shortcut to items, not an inventory The quickbar replaces the toolbelt found in previous versions of the game. The toolbelt also functioned as inventory space; the quickbar does not. It contains links to items regardless of whether they are in the player's inventory. Ten quickbars available In total the player has 10 different quickbars available for use, providing space to shortcut up to 100 different items. To see all the quickbars, the number against any visible bar can be clicked. Basic Usage Configuring the number of visible quickbars. Setting the number of visible quickbars The game defaults to showing two quickbars. This can be changed to between one and four visible at a time, configured with the Active quickbars option in Settings->Interface . There is no research connected to the quickbar; the player can access all quickbars from the beginning of the game. What can be placed on a quickbar Any type of item, including modded items. Items can be added regardless of whether they are currently being carried. Any blueprint , blueprint book , deconstruction planner or upgrade planner in the player's inventory or the blueprint library. Adding and removing items Clicking Left mouse button on an empty slot opens the item selection window, allowing the selection of the item to be linked in that slot. With an item in the hand, clicking Left mouse button or Middle mouse button on an empty slot creates a link to that item. Existing links can be removed by clicking Middle mouse button on the slot. On macOS the default binding is instead Command + Right mouse button . A slot must be cleared before a new item can be placed in it. Accessing items Clicking Left mouse button on a filled slot will, when that item is carried in the inventory, place one stack in the hand. The player is carrying 300 express belts but no fast belts . Clicking Right mouse button will place half a stack in the hand. If a slot is clicked while another item is in the hand, the held item will change to the newly clicked item. If a given item is not available in the inventory the game can optionally give an entity ghost. This feature can be enabled by selecting Pick ghost item if no items are available in Settings->Interface . Inventory counts Items that the player is carrying in their inventory will show a number underneath indicating the total amount carried. Items not present in the inventory will have no number and appear dimmed. The exception to this rule is the artillery targeting remote , which will show you how many artillery turrets, that have shells, are in range of your current position. Accessing multiple quickbars The player has three visible quickbars and has changed the second bar to bar 5 and the third to bar 4. With the mouse Clicking on the number next to any visible quickbar will bring up a list of all 10 quickbars. Then clicking the number against any other bar will move it into the position originally selected. With the keyboard Three different methods are provided for manipulating the visible quickbars using the keyboard: Select quickbar shortcuts, defaulting to SHIFT + 1 through SHIFT + 0 . Changes the top visible quickbar to the bar selected by the shortcut. Next active quickbar and Previous active quickbar shortcuts. Not bound by default. Next active quickbar will change the top quickbar to the next highest number. For example if bar 3 is in the top position it will change to bar 4. Bar 10 will change to bar 1. Previous active quickbar does the opposite; bar 3 would change to bar 2. Bar 1 will change to bar 10. Rotate active quickbars , defaulting to X . Rotates all the visible quickbars down to the next position. The bottom bar goes to the top. It does not change which quickbars are visible, only their relative positions. Selecting quickbar items with the keyboard In addition to using the mouse to click on an item slot it is also possible to use keyboard shortcuts. Combined with the Select quickbar shortcuts for accessing specific bars, this provides the ability to select any one of up to 100 different items with at most two successive keyboard shortcuts. Two sets of 10 hotkeys are available: one set for accessing items on the top visible bar, the second set for the second visible bar. Shortcut 1-10 (top bar) The keyboard shortcuts named Shortcut 1 to Shortcut 10 access the items on the top bar currently visible. The default bindings are 1 through 0 for items 1 to 10 respectively. Secondary Shortcut 1-10 (second bar) The keyboard shortcuts named Secondary Shortcut 1 to Secondary Shortcut 10 access the items on the second bar currently visible. These are not bound by default. An example binding could be CTRL + 1 through CTRL + 0 . Blueprints, blueprint books and planners on the quickbar Planners, a blueprint and a blueprint book pinned to the quickbar. Any blueprint, blueprint book, deconstruction planner or upgrade planner currently in the inventory or the blueprint library can be pinned to a quickbar slot. The advantage of pinning from the library is that it provides permanent and quick access to the blueprints in question without the player needing to keep copies in their inventory. This saves inventory space for other purposes. There is no visual distinction between blueprints from the blueprint library or the inventory. If the item in question is deleted or destroyed, the quickbar link for it will be automatically removed. If the item is removed from the inventory or blueprint library, for example by being placed in a chest, the quickbar link will remain but will not function until the blueprint or planner returns to the player's inventory or blueprint library. Right mouse button on a quickbar slot containing a blueprint, blueprint book or planner will open that item's edit window. If the item is in the blueprint library, this will directly access the library copy. This can only be noticed by the window title of the blueprint or the blueprint book location mentioning the blueprint library. History 0.17.0 : Introduced See also Quickbar Hotkey Demo (Video demonstration/tutorial) Shortcut bar
wiki
https://wiki.factorio.com/Quickbar_-_Factorio_Wiki
User_talk_BenWo
User talk:BenWo - Factorio Wiki
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User talk:BenWo - 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! Kovarex ( talk ) 10:44, 10 May 2014 (CEST) Thanks! BenWo ( talk ) 08:03, 11 May 2014 (CEST)
wiki
https://wiki.factorio.com/User_talk:BenWo_-_Factorio_Wiki
Iron_bacteria
Iron bacteria - Factorio Wiki
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Iron bacteria - Factorio Wiki Jump to navigation Jump to search | | Iron bacteria | Edit | | | ------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------- | -------------------------- | | ------ | | -- | | ------ | | ------ | | ------ | | ------ | | 1+6→0.1+4 | 1+6→0.1+4 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 1+6 | 1+6 | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 1000 (20 stacks) | | | | | | | | | | | | | | Crafted only on | | | | | | | | | | | | | | | Spoil time | 1m1m 17s1m 36s1m 54s2m 30s | | | | 1m | | 1m 17s | | 1m 36s | | 1m 54s | | 2m 30s | | | | | 1m | | | | | | | | | | | | | 1m 17s | | 1m 36s | | | | | | | | | | | | | 1m 54s | | 2m 30s | | | | | | | | | | | | Spoil result | | | | | | | | | | | | | | | Prototype type | item | | | | | | | | | | | | | | Internal name | iron-bacteria | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Space Age expansion exclusive feature. Iron bacteria is an item that can be harvested from iron stromatolites and produced or cultivated in biochambers . It spoils rather quickly, rotting into iron ore . It is the only method of obtaining iron natively on Gleba , and bacteria cannot be produced on other planets. Alternative recipes | Process | Input | Output | Made in | Required technology | Crafted only on | | ------------------------- | ----- | ------ | ------- | ------------------------------- | --------------- | | Iron bacteria cultivation | 4+1+1 | 4 | | Bacteria cultivation (research) | | Productivity outputs for bacteria cultivation give 4 bacteria rather than the usual net gain used by catalytic recipes . Newly cultivated bacteria will always be at maximum freshness . History 2.0.7 : Introduced in Space Age expansion. See also Gleba Copper bacteria | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Iron_bacteria_-_Factorio_Wiki
Infobox_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 | | | | | | | | | | | | | | | | | | | | | | | | | | | |
wiki
https://wiki.factorio.com/Speed_module_-_Factorio_Wiki
Game_modes_and_options
Game modes and options - Factorio Wiki
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Game modes and options - Factorio Wiki Jump to navigation Jump to search In the new game GUI, the desired scenario can be selected on the left. In the top right corner, replays can be enabled. These game modes are available in the Factorio base game: Main game Tutorial - A series of five levels for new players. Level 4 and 5 can be played in multiplayer. Freeplay - The intended way of playing Factorio. Your task is to launch a rocket into space. Can be played in multiplayer . Freeplay (Space Age) - The intended way of playing Factorio:Space Age . Your task is to dispatch an interstellar space platform. If the expansion is installed, this option replaces the normal Freeplay mode. Can be played in multiplayer , if all players own the expansion. Game scenarios Transport belt madness - Test your belt layout skills by connecting chests on a small island. Tight spot - Buy land and machines and sell your final product. Wave defense - Defend the rocket silo against waves of enemy biters and launch a rocket to win. Can be played in multiplayer. Supply challenge - Timed challenge to produce and deliver specified items for each level. Can be played in multiplayer. PvP - Blow up your friends. Can only be played in multiplayer. Team production - Compete as small teams to complete short production-based objectives. Can only be played in multiplayer. Sandbox - A creative mode where the player can have all technologies researched and spawn in items. Can be played in multiplayer. Rocket rush - Try to launch a rocket as fast a possible with all technologies already unlocked. Can be played in multiplayer.
wiki
https://wiki.factorio.com/Game_modes_and_options_-_Factorio_Wiki
Template_Languages_doc
Template:Languages/doc - Factorio Wiki
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Template:Languages/doc - Factorio Wiki Jump to navigation Jump to search This template has a Sandbox for testing new features at Template:Languages/Sandbox . This template will display a bar with links to international versions of the same page.
wiki
https://wiki.factorio.com/Template:Languages/doc_-_Factorio_Wiki
Refined_flammables_(research)
Refined flammables (research) - Factorio Wiki
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Refined flammables (research) - Factorio Wiki Jump to navigation Jump to search | | Refined flammables (research) | Edit | | | ----------------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 30111✖100 | 30111✖100 | | Prototype type | technology | | Internal name | refined-flammables-1 | | Required technologies | Required technologies | | | | | Allows | Allows | | 2-∞ | 2-∞ | Refined flammables (research) affects the damage of all flammables, including handheld flamethrower ammo and flamethrower turrets. | | | | | | ------------------------- | ----------------------------------------------------------------- | ------------- | ------------------- | | Technology | Cost | Per level | Cumulative | | 1Refined flammables 1 | 30111✖100 | 20% | 20% | | 2Refined flammables 2 | 30111✖200 | 20% | 40% | | 3Refined flammables 3 | 601111✖300 | 20% | 60% | | 4Refined flammables 4 | 6011111✖400 | 30% | 90% | | 5Refined flammables 5 | 6011111✖500 | 30% | 120% | | 6Refined flammables 6 | 6011111✖600 | 40% | 160% | | 7-∞Refined flammables 7-∞ | 60111111✖2^(Level-7)*1000(eg. 1000 for level 7, 2000 for level 8) | 20% per level | 180% +20%*(Level-7) | In Space Age, level 6 of the tech also requires space science and the infinite tech requires Agricultural science pack , but everything else is unchanged. | | | | | | ------------------------- | ------------------------------------------------------------------ | ------------- | ------------------- | | Technology | Cost | Per level | Cumulative | | 6Refined flammables 6 | 60111111✖600 | 40% | 160% | | 7-∞Refined flammables 7-∞ | 601111111✖2^(Level-7)*1000(eg. 1000 for level 7, 2000 for level 8) | 20% per level | 180% +20%*(Level-7) | 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/Refined_flammables_(research)_-_Factorio_Wiki
MediaWiki_Vectordark.css
MediaWiki:Vectordark.css - Factorio Wiki
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MediaWiki:Vectordark.css - Factorio Wiki Jump to navigation Jump to search Note: After publishing, you may have to bypass your browser's cache to see the changes. Firefox / Safari: Hold Shift while clicking Reload , or press either Ctrl-F5 or Ctrl-R ( ⌘-R on a Mac) Google Chrome: Press Ctrl-Shift-R ( ⌘-Shift-R on a Mac) Edge: Hold Ctrl while clicking Refresh , or press Ctrl-F5 . /* CSS placed here will affect users of the Vectordark skin */ @ media screen { /* FOLLOWING IS BASED ON COMPILED CSS TAKEN FROM https://www.mediawiki.org/wiki/Skin:Vector/DarkCSS AND LICENSED UNDER GNU GPL 3.0 https://www.gnu.org/licenses/gpl-3.0-standalone.html */ /* Override Vector colour scheme to make it dark (compiled from modified LESS code) */ h1 , h2 , h3 , h4 , h5 , h6 { color : #ffe6c0 } . mw-body h1 , . mw-body h2 { font-family : "Titillium Web" , sans-serif ; } hr { color : #222 ; background-color : #222 } . editOptions { background-color : #333 ; border-color : #4c4c4c } input , textarea { background-color : #3e3e3e ; border-color : #4c4c4c ; color : #c1c1c1 } # wpBio { background-color : #4c4c4c !important } a , . mw-body a . external , . mw-body a . extiw { color : #e69100 } . toctogglelabel { color : #e69100 } a : visited , . mw-body a . external : visited , . mw-body a . extiw : visited { color : #a87723 } a . new , # p-personal a . new { color : #d44 } . skin-vector-legacy a . new { color : #d44 } ul { list-style-image : none } figure [ typeof ~= "mw:File/Thumb" ], figure [ typeof ~= "mw:File/Frame" ], figure [ typeof ~= "mw:File/Thumb" ] > figcaption , figure [ typeof ~= "mw:File/Frame" ] > figcaption , . catlinks { background-color : #4c4c4c ; border-color : #666 } # toc , div . toc , ul # filetoc , li . gallerybox div . thumb { background-color : #444 ; border-color : #666 } . tocnumber { color : inherit ; } code { border-color : #AAAAAA ; background-color : #2A2A2A ; color : #c1c1c1 } table . mw_metadata td , table . mw_metadata th , table . wikitable , table . wikitable >*> tr > th , table . wikitable >*> tr > td { color : #c1c1c1 ; background-color : #393939 ; border-color : #888 } table . mw_metadata th , table . wikitable >*> tr > th { background-color : #424242 } table . diff { background-color : #4c4c4c } td . diffchange { color : #4c4c4c } # pagehistory li . selected , td . diff-context { background-color : inherit ; color : inherit ; } # pagehistory li { border : 0 } ul . mw-gallery-packed-hover li . gallerybox : hover div . gallerytextwrapper , ul . mw-gallery-packed-overlay li . gallerybox div . gallerytextwrapper , ul . mw-gallery-packed-hover li . gallerybox . mw-gallery-focused div . gallerytextwrapper { background-color : rgba ( 0 , 0 , 0 , 0.8 ) } . vector-menu-tabs , . vector-menu-tabs a , # mw-head . vector-menu-dropdown . vector-menu-heading { background-image : linear-gradient ( #333 5 % , #1f1f1f 60 % ) } . vector-menu-tabs li { background-color : #222 ; 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margin-top : 1 px ; background-color : #4c4c4c ; } . vector-legacy-sidebar . vector-menu-portal . vector-menu-heading { background-image : none ; border-bottom : 1 px solid #4c4c4c ; color : #c1c1c1 ; } # mw-navigation div # mw-panel div . portal # p-logo , # mw-navigation div # mw-panel div . portal # p-navigation { border-top : none } body { background-color : #2a2a2a } . mw-body { border : 1 px solid #1f1f1f ; border-right-width : 0 ; margin-top : 0 ; background-color : #333 ; color : #c1c1c1 ; } . mw-body . mw-editsection , . mw-body . mw-editsection-like { font-family : sans-serif } . mw-body h1 , . mw-body # firstHeading { font-size : 1.8 em } . mw-body h3 { font-size : 1.17 em } . mw-body h4 , . mw-body h5 , . mw-body h6 { font-size : 100 % } . mw-body # toc h2 , . mw-body . toc h2 { font-size : 100 % ; font-family : sans-serif } div . emptyPortlet { display : none } ul { list-style-type : disc ; } pre , . mw-code { color : #ffffff ; background-color : #333 !important ; border : 1 px solid #ddd ; 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-o- transition : margin-right 250 ms ; transition : margin-right 250 ms } body . vector-animateLayout # p-personal { -webkit- transition : right 250 ms ; -moz- transition : right 250 ms ; -o- transition : right 250 ms ; transition : right 250 ms } body . vector-animateLayout # mw-head-base { -webkit- transition : margin-left 250 ms ; -moz- transition : margin-left 250 ms ; -o- transition : margin-left 250 ms ; transition : margin-left 250 ms } /* #pt-userpage, #pt-anonuserpage { background-image: ; change this for a better image left of the user name } */ # p-search h3 { display : none } . vector-search-box-input : focus , . vector-search-box-inner : hover . vector-search-box-input : focus { border-color : #e69100 ; box-shadow : inset 0 0 0 1 px #e69100 ; } div # simpleSearch # searchInput . placeholder { color : #999 } div # simpleSearch # searchInput : -ms-input-placeholder { color : #999 } div # simpleSearch # searchInput : -moz-placeholder { color : #999 } div # simpleSearch # searchInput :: -webkit-search-decoration , div # simpleSearch # searchInput :: -webkit-search-cancel-button , div # simpleSearch # searchInput :: -webkit-search-results-button , div # simpleSearch # searchInput :: -webkit-search-results-decoration { -webkit- appearance : textfield } div # simpleSearch # mw-searchButton { z-index : 1 } div . vectorTabs h3 { display : none } div . vectorTabs li . new a , div . vectorTabs li . new a : visited { color : #a55858 } div . vectorTabs li . selected a , div . vectorTabs li . selected a : visited { color : #333 ; text-decoration : none } div . vectorTabs li . icon a { background-position : bottom right ; background-repeat : no-repeat } div . vectorTabs li a { color : #e69100 ; } div . vectorTabs li > a { display : block } body . rtl div . vectorMenu { direction : rtl } div . vectorMenu h3 span :: after { background-image : url ( /skins/Vectordark/images/arrow-down-icon.png?d72f0 ); background-image : linear-gradient ( transparent , transparent ), url ( data:image/svg+xml,%3C%3Fxml%20version%3D%221.0%22%20encoding%3D%22UTF-8%22%3F%3E%3Csvg%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2222%22%20height%3D%2216%22%3E%3Cpath%20d%3D%22M15.502%206.001l-5%205.001-5-5.001z%22%20fill%3D%22%23e69100%22%2F%3E%3C%2Fsvg%3E ); background-image : linear-gradient ( transparent , transparent ), url ( /skins/Vectordark/images/arrow-down-icon.svg?92f5b ) ! ie ; background-image : -o- linear-gradient ( transparent , transparent ), url ( /skins/Vectordark/images/arrow-down-icon.png?d72f0 ); background-position : 120 % 50 % ; } div . vectorMenu . menuForceShow h3 a { background-position : 100 % 100 % } div . vectorMenu : hover div . menu , div . vectorMenu . menuForceShow div . menu { display : block } div . vectorMenu ul { list-style-type : none ; list-style-image : none ; padding : 0 ; margin : 0 ; text-align : left } div . vectorMenu ul , x : -moz-any-link { min-width : 5 em } div . vectorMenu ul , x : -moz-any-link , x : default { min-width : 0 } div . vectorMenu li . selected a , div . vectorMenu li . selected a : visited { color : #333 ; text-decoration : none } @ -webkit-keyframes rotate { from { -webkit- transform : rotate ( 0 deg ); -moz- transform : rotate ( 0 deg ); transform : rotate ( 0 deg ) } to { -webkit- transform : rotate ( 360 deg ); -moz- transform : rotate ( 360 deg ); transform : rotate ( 360 deg ) } } @ -moz-keyframes rotate { from { -webkit- transform : rotate ( 0 deg ); -moz- transform : rotate ( 0 deg ); transform : rotate ( 0 deg ) } to { -webkit- transform : rotate ( 360 deg ); -moz- transform : rotate ( 360 deg ); transform : rotate ( 360 deg ) } } @ -o-keyframes rotate { from { -webkit- transform : rotate ( 0 deg ); -moz- transform : rotate ( 0 deg ); transform : rotate ( 0 deg ) } to { -webkit- transform : rotate ( 360 deg ); -moz- transform : rotate ( 360 deg ); transform : rotate ( 360 deg ) } } @ keyframes rotate { from { -webkit- transform : rotate ( 0 deg ); -moz- transform : rotate ( 0 deg ); transform : rotate ( 0 deg ) } to { -webkit- transform : rotate ( 360 deg ); -moz- transform : rotate ( 360 deg ); transform : rotate ( 360 deg ) } } # mw-navigation h2 { position : absolute ; top : -9999 px } # mw-page-base { height : 5 em ; background-position : bottom left ; background-repeat : repeat-x ; background-color : #2a2a2a ; background-image : -moz- linear-gradient ( top , #333 50 % , #2a2a2a 100 % ); background-image : -webkit- gradient ( linear , left top , left bottom , color -stop ( 50 % , #333 ), color-stop ( 100 % , #2a2a2a )); background-image : -webkit- linear-gradient ( top , #333 50 % , #2a2a2a 100 % ); background-image : linear-gradient ( #333 50 % , #2a2a2a 100 % ); background-color : #333 } . vector-legacy-sidebar . vector-menu-portal . vector-menu-content li a { color : #e69100 } . vector-legacy-sidebar . vector-menu-portal . vector-menu-content li a : visited { color : #a87723 } div # mw-panel div . portal . first { background-image : none ; margin-top : 0 } div # mw-panel div . portal . first h3 { display : none } div # mw-panel div . portal . first div . body { margin-left : .5 em } div # mw-panel div . portal . body { background-image : none ; } div # footer ul li { color : #595959 ; } div # footer # footer-info li { line-height : 1.4 em } . mw-body . external { background-position : center right ; background-repeat : no-repeat ; padding-right : 13 px ; } /* CODE SPECIFIC TO FACTORIO PLACED HERE */ /* For the ContentCell Template */ . factorio-contentcell { background : #242324 ; border : none ; box-shadow : inset 0 0 2 px 2 px #141314 , -1 px -1 px 2 px 1 px #2a292a , 2 px 2 px 3 px 0 px #656565 ; border-radius : 0 px ; padding-bottom : 15 px ; } . factorio-contentcell . titlebar { background : inherit ; color : #ffe6c0 ; font-size : 150 % ; font-family : "Titillium Web" , sans-serif ; font-weight : normal ; } /* Languages container on the main page */ . languages-container { background : #333 ; } . languages-container p { margin : 0 !important ; } /* Search Widget on the top of the page */ . suggestions a . mw-searchSuggest-link { color : #c1c1c1 ; } . suggestions a . mw-searchSuggest-link : hover , . suggestions a . mw-searchSuggest-link : active , . suggestions a . mw-searchSuggest-link : focus { color : #d7d7d7 ; } . suggestions-results { background-color : #4c4c4c ; } . suggestions-result { color : #c1c1c1 ; } . suggestions-special { background-color : #4c4c4c ; color : #c1c1c1 ; } . suggestions-result-current { background-color : #595959 ; color : #d7d7d7 ; } . suggestions-result-current . special-label , . suggestions-result-current . special-query { color : #d7d7d7 ; } . suggestions-special . special-query { color : #c1c1c1 ; } div # simpleSearch # searchInput { color : #c1c1c1 ; background-color : #333 ; } /* Search page */ # mw-searchoptions { background-color : #4c4c4c ; border-color : #c0c0c0 ; } . mw-search-profile-tabs { background : #595959 !important ; } . search-types . current a { color : #c1c1c1 !important ; } . oo-ui-textInputWidget input , . oo-ui-textInputWidget textarea { background-color : #333 !important ; color : #c1c1c1 !important ; box-shadow : inset 0 0 0 0.1 em #C0C0C0 !important } . oo-ui-widget . oo-ui-widget-enabled input : focus { border-color : #72777d ; } . oo-ui-menuSelectWidget { background-color : #333 ; border : 1 px solid #a2a9b1 ; border-radius : 0 0 2 px 2 px ; box-shadow : 0 0.15 em 0 0 rgba ( 0 , 0 , 0 , 0.15 ); } . oo-ui-menuOptionWidget . oo-ui-optionWidget-highlighted { background-color : #4c4c4c ; } . oo-ui-menuOptionWidget . oo-ui-optionWidget-selected { background-color : #4c4c4c ; } . oo-ui-menuOptionWidget . oo-ui-optionWidget > . oo-ui-labelElement-label { color : #e69100 ; } . oo-ui-buttonElement-framed . oo-ui-widget-enabled . oo-ui-flaggedElement-primary . oo-ui-flaggedElement-progressive > . oo-ui-buttonElement-button , . oo-ui-buttonElement-framed . oo-ui-widget-enabled > . oo-ui-buttonElement-button { color : #2a2a2a ; background-color : #a87723 ; border-color : #a87723 ; } . oo-ui-buttonElement-framed . oo-ui-widget-enabled . oo-ui-flaggedElement-primary . oo-ui-flaggedElement-progressive . oo-ui-widget-enabled > . oo-ui-buttonElement-button : hover , . oo-ui-buttonElement-framed . oo-ui-widget-enabled > . oo-ui-buttonElement-button : hover { background-color : #e69100 ; border-color : #e69100 ; } /* Move page */ . oo-ui-dropdownWidget . oo-ui-widget-enabled . oo-ui-dropdownWidget-handle { color : #c1c1c1 ; background-color : #333 ; border-color : #72777d ; } . oo-ui-dropdownWidget . oo-ui-widget-enabled . oo-ui-dropdownWidget-open . oo-ui-dropdownWidget-handle { background-color : #333 ; } . oo-ui-dropdownWidget . oo-ui-widget-enabled . oo-ui-dropdownWidget-handle : hover { background-color : #333 ; border-color : #9aa0a7 } . oo-ui-dropdownWidget . oo-ui-widget-enabled . oo-ui-dropdownWidget-handle : focus { border-color : #e69100 !important ; box-shadow : inset 0 0 0 1 px #e69100 !important ; } . oo-ui-textInputWidget . oo-ui-widget-enabled input : focus , . oo-ui-textInputWidget . oo-ui-widget-enabled textarea : focus { box-shadow : inset 0 0 0 1 px #e69100 !important ; border-color : #e69100 !important ; } . oo-ui-textInputWidget . oo-ui-widget-enabled input , . oo-ui-textInputWidget . oo-ui-widget-enabled textarea { box-shadow : inset 0 0 0 0.1 em #333 ; } . oo-ui-textInputWidget input , . oo-ui-textInputWidget textarea { border-color : #72777d ; } . oo-ui-textInputWidget . oo-ui-widget-enabled input : hover , . oo-ui-textInputWidget . oo-ui-widget-enabled textarea : hover { border-color : #9aa0a7 } /* --- Navbox --- */ . navbox { padding-bottom : 5 px } . navbox th { background : #1c1c1c ; border-radius : 2 px 2 px 0 px 0 px } . navbox . navbox-header { background : #2a2a2a !important ; color : #c1c1c1 !important } . navbox . list-data { background : #3a3939 !important ; border-radius : 0 px 2 px 2 px 0 px } . navbox . group-data { background : #4c4c4c !important ; border-radius : 2 px 0 px 0 px 2 px ; font-weight : bold } . navbox p { margin : 0 !important ; } . navbox-inner { background : #a87723 ; border : 2 px solid #e69100 ; border-radius : 5 px 5 px 5 px 5 px } /* Boilerplate */ . boilerplate { background-color : #1c1c1c !important } /* --- Infobox --- */ . infobox { margin-bottom : 5 px ; border-radius : 0 ; background : #242324 ; border-color : #141414 #3E3E3E #3E3E3E #141414 ; border-style : solid ; border-width : 3 px ; } . infobox . infobox-header { border-radius : 0 ; border-width : 2 px ; border-color : #141414 #3E3E3E #3E3E3E #141414 ; border-style : solid ; } . infobox . infobox-image { border-width : 2 px ; border-color : #141414 #3E3E3E #3E3E3E #141414 ; border-style : solid ; } . infobox p { margin : 0 ; } . infobox table { padding : 0 ; } . infobox . infobox-header-text { font-family : "Titillium Web" , sans-serif ; } . infobox . combat { background : #611616 ; color : #c1c1c1 ; } . infobox . intermediates { background : #54543f ; color : #c1c1c1 ; } . infobox . production { background : #588435 ; color : #2a2a2a ; } . infobox . logistics { background : #5a0c41 ; color : #c1c1c1 ; } . infobox . space { background : #093255 ; } . infobox . technology { background : #004d00 ; color : #c1c1c1 ; } . infobox . default-infobox { background : #126682 ; color : #c1c1c1 ; } . infobox ul . tabber { margin : 0 ; padding : 3 px 0 1 px 0 ; margin-top : 5 px ; } /* the borders of the infobox rows */ . infobox tr . border-top td { border-top : 2 px solid #141414 ; padding : 0 px 4 px 1 px 4 px ; } . infobox tr td [ colspan ] { border-bottom : none ; } . infobox tr td , . infobox tr td . infobox-vrow-value , . infobox tr td . infobox-extra { border-bottom : 2 px solid #3e3e3e ; } . infobox div . infobox-header tr td { border-bottom : none ; } /* Disambiguation Template */ . factoriodisambig { background : #333 !important ; } . factoriodisambig i { color : #c1c1c1 !important ; } /* factorio cleanup box */ . factoriocleanup { background : #1c1c1c !important ; } /* Delete Box */ . factoriodelete { background : #1c1c1c !important } /* doc template */ . factorio-doc { background-color : #1c1c1c ; } /* Game Image */ # license { background : #1c1c1c !important ; } /* Template:Key */ . keyboard-key { background-color : #1c1c1c !important ; } /* Template Merge */ . factoriomerge { background-color : #1c1c1c !important ; } /* Template Move */ # move { background-color : #1c1c1c !important ; } /* Template Shortcut */ . shortcutbox { background-color : #1c1c1c !important ; } /* Spoilers */ . spoiler-container . button { background : #3a3939 !important ; } /* Preview Note */ . previewnote { color : #db1f1f ; } /* DataTable Fix */ . mw-datatable th { background-color : #4c4c4c !important ; } . mw-datatable td { background-color : #3a3939 !important ; } . mw-datatable tr : hover td { background-color : #4c4c4c !important ; } /* File List (Special:ListFiles) */ . oo-ui-buttonElement-framed . oo-ui-widget-disabled > . oo-ui-buttonElement-button { background-color : #8a794c ; color : #2a2a2a ; border-color : #8a794c ; } . oo-ui-buttonGroupWidget . oo-ui-buttonElement-framed . oo-ui-widget-disabled + . oo-ui-widget-disabled > . oo-ui-buttonElement-button { border-left-color : transparent ; } . oo-ui-buttonElement-frameless . oo-ui-widget-enabled . oo-ui-flaggedElement-progressive > . oo-ui-buttonElement-button : hover { color : #e69100 ; text-decoration : underline ; } . oo-ui-icon-previous , . mw-ui-icon-previous :: before { background-image : url ( /resources/dark/prev.svg ); } . oo-ui-image-progressive . oo-ui-icon-previous , . mw-ui-icon-previous-progressive :: before { background-image : url ( /resources/dark/active-prev.svg ); } . oo-ui-icon-first , . mw-ui-icon-first :: before { background-image : url ( /resources/dark/first.svg ); } . oo-ui-image-progressive . oo-ui-icon-first , . mw-ui-icon-first-progressive :: before { background-image : url ( /resources/dark/active-first.svg ); } . oo-ui-icon-next , . mw-ui-icon-next :: before { background-image : url ( /resources/dark/next.svg ); } . oo-ui-image-progressive . oo-ui-icon-next , . mw-ui-icon-next -progressive :: before { background-image : url ( /resources/dark/active-next.svg ); } . oo-ui-icon-last , . mw-ui-icon-last :: before { background-image : url ( /resources/dark/last.svg ); } . oo-ui-image-progressive . oo-ui-icon-last , . mw-ui-icon-last-progressive :: before { background-image : url ( /resources/dark/active-last.svg ); } /* up small */ . mw-datatable-is-ascending a { background-image : url ( /resources/dark/s-up.svg ); } /* down small */ . mw-datatable-is-descending a { background-image : url ( /resources/dark/s-down.svg ); } /* Tabber Navigation */ . infobox ul . tabber li . tab-head { list-style : none ; margin-left : 3 px ; display : inline ; padding : 3 px 0.5 em ; color : #e69100 ; background : #333333 ; border : 2 px solid ; border-color : #3E3E3E #141414 #141414 #3E3E3E ; border-bottom : none ; } . infobox ul . tabber li . tab-head-active { background-color : #242324 ; border : 2 px solid ; border-color : #141414 #3E3E3E #242324 #141414 ; } ul . tabbernav li a : hover { color : #e69100 !important ; background : #5c5c5c !important ; border-color : #3E3E3E #141414 #141414 #3E3E3E ; } ul . tabbernav li . tabberactive a : hover { border-color : #141414 #3E3E3E #242324 #141414 ; border-bottom : 2 px solid #242324 !important } ul . tabbernav li a : visited { color : #a87723 ; } /* table of content colors that arent TOCs eg collapsible on balancer page, deletion warning */ . toccolours , . mw-warning { border-color : #666 ; background-color : #444 ; } /* Watch/unwatch icon */ . vector-menu-tabs # ca-unwatch . icon . loading :: before , . vector-menu-tabs # ca-watch . icon . loading :: before { outline : none ; background-position : 50 % 60 % ; -webkit- transform-origin : 50 % 57 % ; transform-origin : 50 % 57 % } . vector-menu-tabs # ca-watch . icon a :: before { background-image : linear-gradient ( transparent , transparent ), url ( data:image/svg+xml,%3C%3Fxml%20version%3D%221.0%22%20encoding%3D%22UTF-8%22%3F%3E%3Csvg%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2216%22%20height%3D%2216%22%3E%3Cpath%20d%3D%22M8.103%201.146l2.175%204.408%204.864.707-3.52%203.431.831%204.845-4.351-2.287-4.351%202.287.831-4.845-3.52-3.431%204.864-.707z%22%20fill%3D%22%23333%22%20stroke%3D%22%23e69100%22%20stroke-width%3D%220.9999199999999999%22%2F%3E%3C%2Fsvg%3E ) } . vector-menu-tabs # ca-watch . icon a : hover :: before , . vector-menu-tabs # ca-watch . icon a : focus :: before { background-image : linear-gradient ( transparent , transparent ), url ( data:image/svg+xml,%3C%3Fxml%20version%3D%221.0%22%20encoding%3D%22UTF-8%22%3F%3E%3Csvg%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2216%22%20height%3D%2216%22%3E%3Cpath%20d%3D%22M8.103%201.146l2.175%204.408%204.864.707-3.52%203.431.831%204.845-4.351-2.287-4.351%202.287.831-4.845-3.52-3.431%204.864-.707z%22%20fill%3D%22%23826f4e%22%20stroke%3D%22%23e69100%22%20stroke-width%3D%220.9999199999999999%22%2F%3E%3C%2Fsvg%3E ) } . vector-menu-tabs # ca-unwatch . icon a :: before { background-image : linear-gradient ( transparent , transparent ), url ( data:image/svg+xml,%3C%3Fxml%20version%3D%221.0%22%20encoding%3D%22UTF-8%22%3F%3E%3Csvg%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2216%22%20height%3D%2216%22%3E%3Cpath%20d%3D%22M8.103%201.146l2.175%204.408%204.864.707-3.52%203.431.831%204.845-4.351-2.287-4.351%202.287.831-4.845-3.52-3.431%204.864-.707z%22%20fill%3D%22%23e69100%22%20stroke%3D%22%23e69100%22%20stroke-width%3D%220.9999199999999999%22%2F%3E%3C%2Fsvg%3E ) } . vector-menu-tabs # ca-unwatch . icon a : hover :: before , . vector-menu-tabs # ca-unwatch . icon a : focus :: before { background-image : linear-gradient ( transparent , transparent ), url ( data:image/svg+xml,%3C%3Fxml%20version%3D%221.0%22%20encoding%3D%22UTF-8%22%3F%3E%3Csvg%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2216%22%20height%3D%2216%22%3E%3Cpath%20d%3D%22M8.103%201.146l2.175%204.408%204.864.707-3.52%203.431.831%204.845-4.351-2.287-4.351%202.287.831-4.845-3.52-3.431%204.864-.707z%22%20fill%3D%22%23e69100%22%20stroke%3D%22%23e69100%22%20stroke-width%3D%220.9999199999999999%22%2F%3E%3C%2Fsvg%3E ) } /* Recent changes byte colors */ . mw-plusminus-pos { color : #0c870c } . mw-plusminus-neg { color : #db1f1f } /* Selector lists */ select { color : #c1c1c1 ; background-color : #4c4c4c } /* Confirm account extension */ . mw-confirmaccount-type-0 { background-color : #333 } . mw-confirmaccount-body-0 { background-color : #333 } . mw-confirmaccount-bar { background-color : #2A2A2A ; border-width : 2 px } /* Special:Preferences */ . client-js # preferences { border : 1 px solid #4c4c4c ; background-color : #2a2a2a ; } . client-js # preferences fieldset { border-top-color : #4c4c4c } . client-js # preferences legend { color : inherit } . client-js # preftoc { background-image : url ( /resources/dark/preferences/break.png ) } . client-js # preftoc li { background-image : url ( /resources/dark/preferences/break.png ) } . client-js # preftoc a , . client-js # preftoc a : active { color : #e69100 ; } . client-js # preftoc li . selected a { background-image : -moz- linear-gradient ( top , #333 20 % , #2a2a2a 100 % ); background-image : -webkit- gradient ( linear , left top , left bottom , color -stop ( 20 % , #333 ), color-stop ( 100 % , #2a2a2a )); background-image : -webkit- linear-gradient ( top , #333 20 % , #2a2a2a 100 % ); background-image : linear-gradient ( #333 20 % , #2a2a2a 100 % ); background-color : #333 ; color : #c1c1c1 ; } /* Special:UserLogin */ . mw-ui-vform . warning { color : #c1c1c1 ; border-color : #382929 ; background-color : #351717 ; } . mw-ui-input { color : #c1c1c1 ; background-color : #333 ; border-color : #72777d ; box-shadow : inset 0 0 0 0.1 em #333 ; } . mw-ui-input : focus { border-color : #e69100 !important ; box-shadow : inset 0 0 0 1 px #e69100 !important ; } . mw-ui-input : hover { border-color : #9aa0a7 } . mw-ui-button . mw-ui-progressive , . mw-ui-button . mw-ui-constructive , . mw-ui-button . mw-ui-progressive : not ( : disabled ) { color : #2a2a2a ; background-color : #a87723 ; border-color : #a87723 } . mw-ui-button . mw-ui-progressive : hover , . mw-ui-button . mw-ui-constructive : hover , . mw-ui-button . mw-ui-progressive : not ( : disabled ) : hover { background-color : #e69100 ; border-color : #e69100 } /* SyntaxHighlight extension */ . mw-highlight . s , . mw-highlight . s2 { color : #e42c2c ; } . mw-highlight . k , . mw-highlight . kd , . mw-highlight . kc { color : #30ab30 ; } . mw-highlight . nn , . mw-highlight . nc { color : #5454F3 ; } . mw-highlight { background-color : #2A2A2A ; } . mw-highlight . lineno { background-color : #4C4C4C ; } . mw-highlight . o , . mw-highlight . p { color : #969696 ; } . mw-highlight . mi , . mw-highlight . mf { color : #ff6300 ; } . mw-highlight . ow { color : #F225FF ; } . mw-highlight . nf { color : #8E8EFF ; } . mw-highlight . c1 { color : #3ca8a8 } /* --- Template:Boilerplate --- */ . factorio-boilerplate table { background-color : #1c1c1c ; border-color : #6f6f6f } /* Option dropdowns, group */ optgroup { background-color : #4C4C4d ; } /* Fancy Template:Icon */ . factorio-icon [ style *= "background-color:#999" ], . factorio-icon [ style *= "background-color:#929292" ] { background-color : #313131 !important ; border-top : 1 px solid #454545 ; border-left : 1 px solid #212121 ; border-right : 1 px solid #212121 ; border-bottom : 1 px solid #191919 ; } . factorio-icon [ style *= "background-color:#999" ] img , . factorio-icon [ style *= "background-color:#929292" ] img { filter : drop-shadow ( 0 px 0 px 4 px #000 ); } /* text below edit box */ . editOptions { color : inherit ; } /* search result info (number of pages) */ . results-info { color : inherit ; } /* letter count in summary box */ . oo-ui-textInputWidget > . oo-ui-labelElement-label { color : inherit ; } /* site notice */ # siteNotice { padding : 5 px ; background : #e74b4b ; border : none ; box-shadow : inset 0 0 2 px 2 px #222 , -1 px -1 px 2 px 1 px #2a292a , 2 px 2 px 3 px 0 px #656565 ; border-radius : 0 px ; max-width : 50 % ; margin : auto ; margin-bottom : 15 px ; color : black ; } # siteNotice a { color : #111168 !important ; font-weight : bolder ; } # siteNotice : empty { display : none ; } /* Prototype parents list */ . prototype-parents { background-color : #242324 ; } /* Prototype table of contents */ . prototype-toc td { border-bottom : 1 px dotted #555 ; } /* Semantic mediawiki */ . smw-tabs input . nav-tab : checked + label . nav-label { color : inherit ; } . usage-count { color : inherit !important ; background-color : #242324 !important ; } # mw-indicator-smw-entity-examiner { height : 16 px ;} /* Json page content model */ . mw-json . value , . mw-json-single-value { background-color : #2e3e2b ; } . mw-json th { background-color : #424242 ; } . mw-json-empty { background-color : #424242 ; } . mw-json tr { background-color : #393939 ; } /* Recent changes top box legacy version and boxes on RequestAccount */ fieldset { border-color : #141414 ; } /* Recent changes top box js version */ . mw-rcfilters-container . mw-rcfilters-ui-filterTagMultiselectWidget . oo-ui-widget-enabled . oo-ui-tagMultiselectWidget-handle { border-color : #141414 ; background-color : #333 ; } . oo-ui-tagMultiselectWidget . oo-ui-widget-enabled . oo-ui-tagMultiselectWidget-outlined { background-color : transparent ; } . mw-rcfilters-container . mw-rcfilters-ui-filterTagMultiselectWidget-wrapper-content-title { color : #c1c1c1 ; } . oo-ui-buttonElement-frameless . oo-ui-widget-enabled . oo-ui-flaggedElement-progressive > . oo-ui-buttonElement-button { color : #e69100 ; } . oo-ui-buttonElement-frameless . oo-ui-widget-enabled > . oo-ui-buttonElement-button : focus { border-color : #e69100 ; box-shadow : inset 0 0 0 1 px #e69100 ; } . oo-ui-tagMultiselectWidget . oo-ui-widget-enabled . oo-ui-tagMultiselectWidget-outlined . oo-ui-tagItemWidget . oo-ui-widget-enabled { background-color : #424242 ; color : #c1c1c1 ; } . oo-ui-icon-close , . mw-ui-icon-close :: before { background-image : linear-gradient ( transparent , transparent ), url ( "data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%2220%22 height=%2220%22 viewBox=%220 0 20 20%22%3E %3Ctitle%3E close %3C/title%3E %3Cpath d=%22m4.3 2.9 12.8 12.8-1.4 1.4L2.9 4.3z%22 fill%3D%22%23c1c1c1%22/%3E %3Cpath d=%22M17.1 4.3 4.3 17.1l-1.4-1.4L15.7 2.9z%22 fill%3D%22%23c1c1c1%22/%3E %3C/svg%3E" ); } . oo-ui-buttonElement-frameless . oo-ui-widget-enabled > . oo-ui-buttonElement-button { color : #ffe6c0 ; } . oo-ui-icon-bookmark , . mw-ui-icon-bookmark :: before { background-image : url ( /load.php?modules=oojs-ui.styles.icons-moderation&image=bookmark&format=rasterized&skin=vector&version=eprhn ); background-image : linear-gradient ( transparent , transparent ), url ( "data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%2220%22 height=%2220%22 viewBox=%220 0 20 20%22%3E %3Ctitle%3E bookmark %3C/title%3E %3Cpath d=%22M5 1a2 2 0 0 0-2 2v16l7-5 7 5V3a2 2 0 0 0-2-2z%22 fill%3D%22%23ffe6c0%22/%3E %3C/svg%3E" ); } . oo-ui-icon-trash , . mw-ui-icon-trash :: before { background-image : url ( /load.php?modules=oojs-ui.styles.icons-moderation&image=trash&format=rasterized&skin=vector&version=eprhn ); background-image : linear-gradient ( transparent , transparent ), url ( "data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%2220%22 height=%2220%22 viewBox=%220 0 20 20%22%3E %3Ctitle%3E trash %3C/title%3E %3Cpath d=%22M17 2h-3.5l-1-1h-5l-1 1H3v2h14zM4 17a2 2 0 0 0 2 2h8a2 2 0 0 0 2-2V5H4z%22 fill%3D%22%23ffe6c0%22/%3E %3C/svg%3E" ); } . oo-ui-icon-article , . mw-ui-icon-article :: before { background-image : linear-gradient ( transparent , transparent ), url ( "data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%2220%22 height=%2220%22 viewBox=%220 0 20 20%22%3E %3Ctitle%3E article %3C/title%3E %3Cpath d=%22M5 1a2 2 0 0 0-2 2v14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3a2 2 0 0 0-2-2zm0 3h5v1H5zm0 2h5v1H5zm0 2h5v1H5zm10 7H5v-1h10zm0-2H5v-1h10zm0-2H5v-1h10zm0-2h-4V4h4z%22%20 fill%3D%22%23ffe6c0%22/%3E %3C/svg%3E" ); } . oo-ui-icon-tag , . mw-ui-icon-tag :: before { background-image : url ( /load.php?modules=oojs-ui.styles.icons-content&image=tag&format=rasterized&lang=en&skin=vector&version=1ew41 ); background-image : linear-gradient ( transparent , transparent ), url ( "data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%2220%22 height=%2220%22 viewBox=%220 0 20 20%22%3E %3Ctitle%3E tag %3C/title%3E %3Cpath d=%22M9 1.28A1 1 0 0 0 8.35 1H2a1 1 0 0 0-1 1v6.35a1 1 0 0 0 .28.65L11 18.72a1 1 0 0 0 1.37 0l6.38-6.38a1 1 0 0 0-.03-1.34zM5 7a2 2 0 1 1 2-2 2 2 0 0 1-2 2z%22 fill%3D%22%23ffe6c0%22/%3E %3C/svg%3E" ); } . mw-rcfilters-ui-filterTagMultiselectWidget-views-select-widget . oo-ui-widget { border-color : #141414 ; } /* Recent changes filters */ . oo-ui-menuSelectWidget { border-color : #141414 ; } . mw-rcfilters-ui-filterMenuHeaderWidget-header { background-color : #333 ; border-color : #141414 ; } . mw-rcfilters-ui-filterMenuHeaderWidget-title { color : #ffe6c0 ; } . mw-rcfilters-ui-itemMenuOptionWidget : not ( : last-child ) : not ( . mw-rcfilters-ui-itemMenuOptionWidget-identifier-talk ) { border-color : #141414 ; } . mw-rcfilters-ui-filterMenuSectionOptionWidget { background-color : #424242 ; } . mw-rcfilters-ui-filterMenuSectionOptionWidget-header-title . oo-ui-labelElement-label { color : #c1c1c1 ; } . oo-ui-menuOptionWidget . oo-ui-optionWidget-selected { background-color : #393939 ; } . mw-rcfilters-ui-itemMenuOptionWidget-label-title { color : #ffe6c0 ; } . mw-rcfilters-ui-itemMenuOptionWidget-label-desc { color : #c1c1c1 ; } . mw-rcfilters-ui-filterMenuOptionWidget . oo-ui-flaggedElement-muted : not ( . oo-ui-optionWidget-selected ) { background-color : #333 ; } . mw-rcfilters-ui-filterMenuOptionWidget . oo-ui-flaggedElement-muted . oo-ui-optionWidget-highlighted { background-color : #424242 ; } . mw-rcfilters-ui-filterMenuOptionWidget . oo-ui-flaggedElement-muted . oo-ui-optionWidget-highlighted . mw-rcfilters-ui-itemMenuOptionWidget-label-title , . mw-rcfilters-ui-filterMenuOptionWidget . oo-ui-flaggedElement-muted . oo-ui-optionWidget-highlighted . mw-rcfilters-ui-itemMenuOptionWidget-label-desc { color : #c1c1c1 ; } . mw-rcfilters-ui-menuSelectWidget-footer { background-color : #333 ; } . mw-rcfilters-ui-viewSwitchWidget label . oo-ui-labelWidget { color : #c1c1c1 ; } /* Recent changes legend */ . mw-changeslist-legend { border-color : #1F1F1F !important ; background-color : #333 !important ; } /* Footer text */ . mw-footer li { color : #c1c1c1 ; } /* Footer powered by buttons */ # footer-icons a /* Not sure if this ever shows up */ : focus { outline-color : #e69100 ; } /* fix code block linu number background */ . mw-content-ltr . mw-highlight-lines pre , . mw-content-ltr . content . mw-highlight-lines pre { box-shadow : inset 2.75 em 0 0 #222 ; } /* fix codemirror dark on dark text -- ideally the styles would be adjusted for dark mode but this will do for now */ . CodeMirror-line { background : #eee !important ; } /* Fix Math extension on dark background */ . mwe-math-fallback-image-inline , . mwe-math-fallback-image-display { filter : hue-rotate ( 180 deg ) invert ( 1 ); } /* Fancy panels in sidebar */ . vector-menu-portal { background-color : #333333 ; border-image : url ( data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABEAAAARCAMAAAAMs7fIAAABhWlDQ1BJQ0MgcHJvZmlsZQAAKJF9kT1Iw1AUhU9bpSIVETuICAasulgQFXHUKhShQqgVWnUweekfNGlIUlwcBdeCgz+LVQcXZ10dXAVB8AfE0clJ0UVKvC8ptIjxwuN9nHfP4b37AH+txFSzbRxQNctIxmNCOrMqBF/hwyB6MIohiZn6nCgm4Flf99RNdRflWd59f1aXkjUZ4BOIZ5luWMQbxNObls55nzjMCpJCfE48ZtAFiR+5Lrv8xjnvsJ9nho1Ucp44TCzkW1huYVYwVOIp4oiiapTvT7uscN7irJYqrHFP/sJQVltZ5jqtAcSxiCWIECCjgiJKsBClXSPFRJLOYx7+fscvkksmVxGMHAsoQ4Xk+MH/4PdszdzkhJsUigHtL7b9MQwEd4F61ba/j227fgIEnoErrekv14CZT9KrTS1yBHRvAxfXTU3eAy53gL4nXTIkRwrQ8udywPsZfVMG6L0FOtfcuTXOcfoApGhWiRvg4BAYyVP2use7O1rn9m9PY34/opByuh0Yaa8AAAAJcEhZcwAALiMAAC4jAXilP3YAAAAHdElNRQfmAgIQJSQU1l6SAAAAGXRFWHRDb21tZW50AENyZWF0ZWQgd2l0aCBHSU1QV4EOFwAAALpQTFRFZGJhY2BgYF1cXVpZXFpZXFpYW1hXWlVSV1JQT01MT0xLT0pJTUdETUZDSEJBPDk4PDg3PzYzPzYxOzc2OzYzNi8sMTAxMTAwMS8wMS8vMS4vMC4uMC0tMCwsMCwrMCsqLyooMSYhLCclLCYlLiUhLCUkKCEfJSIhJyEeJSEhJyAdJCEfJCAeJx0aIx0bIxwZIxsYIxoXIBoXHhYUFQ8NEw4NDw4NEQ0MEA0MDw0NDAkHBQQDAwICAAAAeCdZ2wAAAAFiS0dECfHZpewAAACCSURBVHhebY9LDsMwCAXh+RdUiCPl/lc1EXa8aNWRjR6zAWANTBtGM5RSS8kpyDOjR62LMB16N5HXiLRbkeulaqarXDXDx/CxiQY03H25GQhORL6JDPrlj4mFeTPXJkREMAOBgdVPN98hqvp5vxwAJ9HTemCnSmLEgbktcpwMfM8HHrGVLy5TM6g2AAAAAElFTkSuQmCC ) 8 / 4 px repeat ; margin-bottom : 0.5 em !important ; padding : 0.25 em 0.2 em ; } . vector-menu-portal . vector-menu-heading { margin : 0.5 em 0.5 em 0 0.66666667 em ; } }
wiki
https://wiki.factorio.com/MediaWiki:Vectordark.css_-_Factorio_Wiki
Factorio_Editor_noticeboard
Factorio:Editor noticeboard - Factorio Wiki
[ "Pages with broken file links" ]
Factorio:Editor noticeboard - Factorio Wiki Jump to navigation Jump to search This is the official editor noticeboard for the Factorio wiki. This is a general dispatcher page that editors seeking information about what to do or the state of the wiki can check. This wiki is the work of a team. The goal is for people to add information or bring it into better context, create images, or design the layout of the pages, with the end goal to provide an easy place for beginners to Factorio to gain information. The team communicates through the talk-pages ("Discussion" tab at the top) or through the forum . It's very important to check recent changes ("View History" tab at the top of the page). History will show you all the changes people have made to the page. Additionally, checking "Recent Changes" on the sidebar is also recommended. You can change the shown results in preferences! If you need to contact an admin, the following admin is currently active: Bilka ( talk ) Editor announcements The wiki is being updated to 2.0. We are always targeting the latest experimental version. Links to monitor These are links that should be checked over to ensure nothing strange is going on. Pages with broken file links -- There are a few pages here that are here out of necessity (mainly templates and some sandboxes), ensure no new pages or existing main namespace pages pop up. Broken redirects -- Should only contain pages that are not yet translated, any pages that do not already exist in English should be removed Double redirects -- Must always stay empty. In the event of A>B>C, make A>C directly. Unused files -- Ensure no new files appear here (from your perspective, some may be used in the future) and mark them for deletion. Wanted pages -- This page is updated periodically, check it if you're looking for pages to translate, or solving red links. Misc Recurring tasks These tasks are common maintenance and must be done repeatedly. Correction Read through the pages (of your language) and correct mistakes or bad language usage. Mistakes can include typos, outdated information, wrong information, bad formatting, etc. Special page checking Please be sure to look at special pages often, specifically ones concerning issues such as broken or double redirects, etc. Sorting out these problems makes the wiki more organized and sane. Translation Take an English page, copy the content into a sub-page with the language code (Eg /de for German) and translate it to your language. Please only translate if you speak the language very fluently or natively. Do note that stuff like infoboxes and navboxed automatically translate. If they automatically translate incorrectly, Edit the translation template for the language. (eg Template:Translation/de for German) See also: Translation guide Page design This is about the look and feel of this wiki. Deep knowledge of Mediawiki's template system is not really needed, but will help. For the beginning just try to understand how the current templates work. Make your own test-page in your user-space and try to program around. It can be really fun because this task is more or less like programming. If you need assistance, be sure to check the "help" link on the sidebar of the Wiki, as it can give lots of information about the markup of the Mediawiki language. Context A context specialist focuses on providing context. Creating links between pages, setting up Navboxes, marking old pages for archive/deletion, etc. Please do not make large changes without consulting an admin . Community interaction You may also field questions and assist other editors, or members of the greater community. If you are unsure, please refer the community member to an Admin.
wiki
https://wiki.factorio.com/Factorio:Editor_noticeboard_-_Factorio_Wiki
User_talk_Hayertjez
User talk:Hayertjez - Factorio Wiki
[]
User talk:Hayertjez - 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 ) 15:07, 10 October 2016 (UTC)
wiki
https://wiki.factorio.com/User_talk:Hayertjez_-_Factorio_Wiki
Types_string
Types/string - Factorio Wiki
[]
Types/string - Factorio Wiki Jump to navigation Jump to search The prototype docs have moved to a new website with an improved format. This documentation page can now be found here: https://lua-api.factorio.com/latest/types/string.html This wiki page is no longer updated and will be removed at some point in the future , so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback on the forums .
wiki
https://wiki.factorio.com/Types/string_-_Factorio_Wiki
Cryogenic_plant
Cryogenic plant - Factorio Wiki
[ "stub" ]
Cryogenic plant - Factorio Wiki Jump to navigation Jump to search | | Cryogenic plant | Edit | | | --------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 10+20+20+40+20→1 | 10+20+20+40+20→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 10+20+20+40+20 | 10+20+20+40+20 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 350455560665875 | | | | 350 | | 455 | | 560 | | 665 | | 875 | | | | | 350 | | | | | | | | | | | | | 455 | | 560 | | | | | | | | | | | | | 665 | | 875 | | | | | | | | | | | | Stack size | 20 | | | | | | | | | | | | | | Rocket capacity | 5 | | | | | | | | | | | | | | Dimensions | 5×5 | | | | | | | | | | | | | | Energy consumption | 1.5 MW (electric) | | | | | | | | | | | | | | Drain | 50 kW (electric) | | | | | | | | | | | | | | Crafting speed | 22.63.23.85 | | | | 2 | | 2.6 | | 3.2 | | 3.8 | | 5 | | | | | 2 | | | | | | | | | | | | | 2.6 | | 3.2 | | | | | | | | | | | | | 3.8 | | 5 | | | | | | | | | | | | Mining time | 0.2 | | | | | | | | | | | | | | Pollution | 6/m | | | | | | | | | | | | | | Crafted only on | | | | | | | | | | | | | | | Module slots | 8 slots | | | | | | | | | | | | | | Prototype type | assembling-machine | | | | | | | | | | | | | | Internal name | cryogenic-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. The Cryogenic plant is a version of a chemical plant from Aquilo that specializes in cryogenics. Unlike similar machines found on other planets, the cryogenic plant does not have an innate productivity bonus, but it does have 8 module slots. Contents 1 Recipes 2 Notes 3 History 4 See also Recipes The recipes below are exclusive to the cryogenic plant: Fluoroketone (hot) Fluoroketone (cold) Cryogenic science pack Promethium science pack Fusion reactor Fusion generator Fusion power cell Railgun Railgun turret Captive biter spawner The cryogenic plant can also perform the following chemical plant recipes: Sulfuric acid Lithium Acid neutralisation Steam condensation Plastic bar Sulfur Battery Explosives Carbon Solid fuel from ammonia Ammonia rocket fuel The oil cracking and rocket fuel from light oil recipes can be performed in the biochamber , while several other recipes like solid fuel from light oil can only be performed in a chemical plant. Notes A biochamber with maximum legendary productivity module 3s has a productivity of 150%. A cryogenic plant with maxiumum legendary productivity module 3s has a productivity of 200%. History 2.0.7 : Introduced in Space Age expansion. See also Aquilo 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/Cryogenic_plant_-_Factorio_Wiki
Prototype_LinkedBelt
Prototype/LinkedBelt - Factorio Wiki
[]
Prototype/LinkedBelt - 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/LinkedBeltPrototype.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/LinkedBelt_-_Factorio_Wiki
Logistic_science_pack
Logistic science pack - Factorio Wiki
[]
Logistic science pack - Factorio Wiki Jump to navigation Jump to search | | Logistic science pack | Edit | | | --------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | -------------------------- | -------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 6+1+1→1 | 6+1+1→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 8.75+1.5+5.5 | 8.75+1.5+5.5 | | | | | | | | | | | | | | Used by labs for research. | Used by labs for research. | | | | | | | | | | | | | | Stack size | 200 | | | | | | | | | | | | | | Rocket capacity | 1000 (5 stacks) | | | | | | | | | | | | | | Science capacity | 100%200%300%400%600% | | | | 100% | | 200% | | 300% | | 400% | | 600% | | | | | 100% | | | | | | | | | | | | | 200% | | 300% | | | | | | | | | | | | | 400% | | 600% | | | | | | | | | | | | Prototype type | tool | | | | | | | | | | | | | | Internal name | logistic-science-pack | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Logistic science pack (also referred to as "green science") is the second tier of science pack . It is used in labs to research technologies . Contents 1 Achievements 2 Ratio 3 History 4 See also Achievements | | Research with logisticsResearch a technology usinglogistic science packs. | | | ------------------------------------------------------------------------- | Ratio The following shows the minimum ratio of assemblers/machines and items required to produce logistic science packs such that all number of assemblers/machines are whole numbers. Items per min is calculated using assembling machine 3 with no modules or beacons and all assemblers running at full speed. The crafting of some intermediate products are not shown (due to the assumption that these items are available in large quantities within the factory). This table was produced using normal recipe difficulty. | Items/min | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | ------------------------------------------------------------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | | | | | | 300using24300using2300300using2600300300using1150150using1300 | 300using24 | 300using24 | 300using24 | 300using24 | 300using24 | 300using24 | 300using24 | 300using24 | 300using24 | 300using24 | | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | | | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | | | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | | | | 600 | 600 | 600 | 600 | 600 | 600 | 600 | 600 | 600 | 600 | | | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | | 300using1 | 300using1 | 300using1 | 300using1 | 300using1 | 300using1 | 300using1 | 300using1 | 300using1 | 300using1 | | | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | | | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | | | | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | | | | | | | 300using24 | 300using24 | 300using24 | 300using24 | 300using24 | 300using24 | 300using24 | 300using24 | 300using24 | 300using24 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | 300using2 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 600 | 600 | 600 | 600 | 600 | 600 | 600 | 600 | 600 | 600 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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150using1 | 150using1 | 150using1 | 150using1 | 150using1 | 150using1 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | 300 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | History 0.17.0 : Renamed from "Science pack 2" to "Logistic science pack" 0.2.0 : Introduced See also Research Science pack Technologies | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Logistic_science_pack_-_Factorio_Wiki
Modular_armor_(research)
Modular armor (research) - Factorio Wiki
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Modular armor (research) - Factorio Wiki Jump to navigation Jump to search | | Modular armor (research) | Edit | | | ------------------------ | ---- | | Cost | Cost | | --------------------- | --------------------- | | 3011✖100 | 3011✖100 | | Prototype type | technology | | Internal name | modular-armor | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | See also Research Technologies Armor | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Modular_armor_(research)_-_Factorio_Wiki
Landmine
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
Trees
Tree - Factorio Wiki
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Tree - Factorio Wiki Jump to navigation Jump to search | | Tree | Edit | | | ---- | ---- | | Absorbs pollution. Can be chopped down forwood. | Absorbs pollution. Can be chopped down forwood. | | ----------------------------------------------- | ----------------------------------------------- | | Map color | | | Expected resources | Tree:4Dead tree:2 | | Health | Tree: 50Dead tree: 20 | | Mining time | Tree: 0.55Dead tree: 0.5 | Trees are plants in Factorio. They can be mined for wood , and are the only source of it. Trees are obstacles to construction and must be cleared to provide building space, but they also reduce pollution , so take care not to remove more than necessary. Currently, trees cannot be replanted in the vanilla version of the game, though they can be in Space Age . While Nauvis has standard Earth-like trees, Gleba also has alien tree-like structures. Vulcanus contains ashland trees, which yield small amounts of carbon when destroyed. Contents 1 Achievements 2 Good methods to remove trees 3 Fires 4 Pollution removal 5 Agriculture 6 Gallery 7 History 8 See also Achievements | | Run Forrest, runDestroy 100treesby impact. | | | ------------------------------------------ | | | PyromaniacDestroy 10ktreeswith fire. | | | ------------------------------------ | Good methods to remove trees Mining by hand (*) Shooting swaths of trees with a shotgun or combat shotgun Using grenades to blow them up Using poison to kill them Having construction robots harvest them using a deconstruction planner (*) Knocking them down by driving a tank over them Burning them with a flamethrower , causing a forest fire Burning them with a flamethrower while in a tank Using atomic bombs to blow them up Being harvested and replanted by an agricultural tower (*) (*) Usable to collect wood. Dead trees (except the dry tree) will give 2 wood and have a mining time of 0.5. Live trees (and the dry tree) will give 4 wood and have a mining time of 0.55. All other methods destroy both the tree and the wood. Fires A forest fire spreads rapidly after a few moments. Trees can be set on fire by flamethrowers and flamethrower turrets . The fire will spread from tree to tree, releasing high amounts of pollution and leaving stumps and charred trees behind. Once on fire, trees cannot be extinguished, but the spread of the fire can be limited by creating a fire break . Pollution removal Every single tree absorbs a small amount of pollution in its chunk per second. If the total pollution in a chunk is above 60 units, once per second some of the trees in that chunk each have a chance to either lose one stage of leaves or have their leaves become one stage more gray. Regardless of whether the tree loses leaves or gets grayer, 10 pollution are absorbed by the tree. A tree stops losing leaves/becoming more gray once the sum of its gray percentage and its leaves lost percentage is above 120%. 50% of trees stop their leaf progression one stage earlier. As the grayness and leaf stage are then locked for that tree forever, it is possible for trees to keep some leaves in heavily polluted chunks but in turn be very gray, or the other way around. The less dense the leaves, the slower the tree absorbs pollution, however tree grayness does not affect pollution absorption. | Object | Stage | Pollution per second | | -------------------------- | -------------------- | -------------------- | | Tree, red tree, brown tree | 0 (Max leaf density) | -0.001 | | 1 | -0.00067 | | | 2 | -0.00033 | | | 3 (Min leaf density) | 0 | | | Dead dry hairy tree | No stages | -0.0001 | | Dead gray trunk | No stages | -0.0001 | | Dead tree - desert | No stages | -0.0001 | | Dry hairy tree | No stages | -0.0001 | | Dry tree | No stages | -0.0001 | Agriculture Space Age expansion exclusive feature. Trees can be grown on Nauvis by planting tree seeds , either manually or via the agricultural tower . Grown trees take 10 minutes to reach full maturity, and they will yield 4 wood when harvested. The agricultural tower will automatically harvest mature trees in its range, replanting them if they have available seeds. Tree seeds are produced from wood processing . 2 wood can be converted into one seed. Because mature trees yield 4 wood, if all wood produced from harvesting mature trees is processed, the seed supply will increase. Tree seeds are burnable fuel fuel and thus can be disposed of easily. Growing trees can be used to create renewable barriers against pollution spread. Note that the agriculture tower cannot grow seeds as densely as a player can manually plant them. The tower will always put two tiles of empty space between each tree. Gallery Tree-like plants on Gleba. Ashland trees on Vulcanus. History 0.18.0 : Added animation to trees. 0.17.0 : New graphics. 0.16.0 : Tanks no longer take miniscule amounts of damage from hitting trees. 0.15.28 : Damaging a tree with impact or physical damage generates some leaves. 0.13.0 : Added fire. Fire will spread between trees and cause forest fires, causing a large amount of pollution to be released. 0.12.0 : Trees degenerate slowly when there are high pollution levels. Trees regenerate health slowly. Trees have generally smaller bounding boxes, so it is easier to walk through forest. New tree graphics. Trees have 4 levels of leaves and the leaves are colorable. Trees emit leaves (based on the tree color) when being mined and destroyed. Trees emit branches when mined or destroyed. 0.9.2 : Changed the amount of wood in dry tree from 1 -> 4. 0.9.0 : New graphics: 10 types of trees that replace the outdated 2 types. 0.3.0 : New tree graphics (8 dry trees 12 big trees). See also Wood Pollution | Environment | Environment | | ----------- | ------------------------------------------------------------------------------------------------------------------- | | Generic | PlayerCliffRock | | Nauvis | TreeBiters | | Vulcanus | Ashland tree | | Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods | | Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite | | Aquilo | Lithium ice formation | | Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Tree_-_Factorio_Wiki
Tutorial_talk_Nuclear_power
Tutorial talk:Nuclear power - Factorio Wiki
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Tutorial talk:Nuclear power - Factorio Wiki Jump to navigation Jump to search Apperantly there are multiple tutorials. Although there is no link from this page to the Tutorial page. Is it an idea to link to the Tutorial page? I am doubting in which format this is best implemented. Perhaps a section "See Also" ? -- Hayertjez ( talk ) 13:57, 2 August 2018 (UTC) I support linking pages like power production and other power related tutorials in a see also section, but what kind of relevance do tutorials in general have for one specific tutorial? -- Bilka ( talk ) - Admin 14:18, 2 August 2018 (UTC) Seemingly there is a reference on the landing page to the tutorials. But I overlook that catergory because I do not consider myself a "Beginner" After visiting the nuclear power tutorial page I thought, there could be more tutorials but where?. So I removed :Nulcear_Power from the Nuclear power URL to see if there are more tutorials available, and they where. Then I thought is there a category Tutorials or so but could not find them. So I posted this message to think about a better guidance to the Tutorials (even if the content is not so much for beginners). Perhaps it is good the way it is and my finding of the page tutorials is too special to adjust the current setup. — Preceding unsigned comment added by Hayertjez ( talk • contribs ) 14:54, 2 August 2018‎ Thanks for the info. I have added a see also section that includes a link to the overview page, I hope it's what you were looking for. -- Bilka ( talk ) - Admin 15:48, 2 August 2018 (UTC) Great, I hope this helps future users. Also thanks for considering my feedback. -- Hayertjez ( talk ) 06:45, 3 August 2018 (UTC) Contents 1 Possible error in Always on section 2 Error in the raw resource cost 3 How is the power/distance table for heat pipes calculated? 4 Always On with steam tank storage Possible error in Always on section Since exchanges produce 120 steam/second and a tank holds 25k steam, a tank will keep 208 seconds worth of heat exchanger. If I understand correctly, the numbers should be "103 steam/second" and "242.5 seconds". Diraria ( talk ) 18:31, 15 June 2019 (UTC) From what I know, you are right, so please correct the page :) -- Bilka ( talk ) - Admin 18:34, 15 June 2019 (UTC) Error in the raw resource cost The section "Raw resource cost of running a single reactor (late game)" contains an error. It assume all U235 will be produced by Kovarex enrichment. In fact, some U235 will be produced by ore processing, and that reduces the resource cost a little. By my calculations, the cost of running one reactor for one second is not 0.08 uranium ore per second as stated, but 40/507 ≈ 0.0789 uranium ore per second. I did not correct the calculations because I believe adding this level of detail is more likely to confuse than clarify. However, for correctness, I think it is necessary to document that the 0.08 ore per second is an approximation, so I added a note to that effect. How is the power/distance table for heat pipes calculated? I built a setup with a 70 tile long heat pipe outgoing from a 80 MW reactor and one heat exchanger at the last pipe. There were still 857°C incoming. How is your table calculated? It is not clear how heat exchangers act there. Is it necessary to change all of the reactors heat performance into steam and then the last exchangers should be placed at most at the given distance? -- DRY411S ( talk ) 16:15, 10 January 2023 (UTC) I really don't understand this table either. Always On with steam tank storage Right now the section describes inserting a fuel cell when the temperature is below 650. However, with steam tanks, it's more efficient to only insert a fuel cell when the steam levels are below a threshold, meaning the steam in the tanks is being used up (instead of excess heat from the reactor, above 500 C) Is this correct? Should this be added? Edit: this is just for fun because in normal gameplay uranium is ridiculously abundant. https://www.reddit.com/r/factorio/comments/a4yrxt/comment/ebiunmf says a full steam tank holds 2.4 GJ, which is 485 accumulators. But the reactor itself stores 5 GJ and each heat pipe 0.5 GJ. So there is already a buffer. Qwr ( talk ) 03:35, 20 December 2024 (UTC) More "efficient" in what way? Remember: it takes time for the heat from a reactor to be generated, flow to the exchangers and be converted into steam. And the only time you lose energy from a fuel cell is if the temperature of the reactor hits 1000 C. So the temperature method could only be less efficient if the reactor could hit 1000 C. Why do you think it will hit that temperature? Alfonse ( talk ) 03:30, 20 December 2024 (UTC) Frequently in my world, the temperature of the reactor is frequently at 1000 C. But I probably set things up wrong. Does the reactor temperature only go down if there is no steam left? The steam says it's at 500 C but maybe the reactor doesn't use heat to heat up steam if there is already steam in the tanks. Qwr ( talk ) 03:58, 20 December 2024 (UTC) I was under the impression from old tutorials that you only wanted to insert cells when the steam in the tanks was getting used up. But I did some more testing and one fuel cell in one reactor can't heat all the way from 650 to 1000 C, so I can just leave the steam tanks full as a backup of sorts, or remove them completely? But with 2 reactors, my factory only uses ~ 40 / 160 total MW, so the reactors will heat up to 1000 C. Qwr ( talk ) 04:11, 20 December 2024 (UTC)
wiki
https://wiki.factorio.com/Tutorial_talk:Nuclear_power_-_Factorio_Wiki
Casting_steel
Steel plate - Factorio Wiki
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Steel plate - Factorio Wiki Jump to navigation Jump to search | | Steel plate | Edit | | | ----------- | ---- | Base game Space Age mod | Recipe | Recipe | | --------------------- | --------------------- | | 16+5→1 | 16+5→1 | | Total raw | Total raw | | 16+5 | 16+5 | | Stack size | 100 | | Rocket capacity | 400 (4 stacks) | | Prototype type | item | | Internal name | steel-plate | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recipe | Recipe | | --------------------- | --------------------- | | 16+5→1 | 16+5→1 | | Total raw | Total raw | | 16+5 | 16+5 | | Stack size | 100 | | Rocket capacity | 400 (4 stacks) | | Prototype type | item | | Internal name | steel-plate | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | The steel plate is an advanced material made by smelting iron plates again. It is used in many advanced recipes, including electrical distribution logistics, military items, and upgraded production machines. Some of these products in turn are used in the Production science pack , which requires a total of 25 steel plates. Because the recipe for steel contains a ratio of 5 iron : 1 steel, it requires less space to transport once processed. Because of this, it is easier to transport the finished steel instead of smelting the steel where it needs to be used. Alternative recipes Space Age expansion exclusive feature. | Process | Input | Output | Made in | Required technology | | ------------- | ------ | ------ | ------- | ------------------- | | Casting steel | 3.2+30 | 1 | | Foundry (research) | History 2.0.7 : Casting recipes introduced in the Space Age expansion. 0.17.0 : Crafting time reduced from 17.5 to 16 seconds. 0.10.0 : New icons 0.2.8 : Proper ordering of steel plate vs iron plate. 0.2.1 : Larger stack size 0.1.0 : Introduced | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Steel_plate_-_Factorio_Wiki
Prototype_LogisticContainer
Prototype/LogisticContainer - Factorio Wiki
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Prototype/LogisticContainer - 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/LogisticContainerPrototype.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/LogisticContainer_-_Factorio_Wiki
Nightvision
Nightvision - Factorio Wiki
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Nightvision - Factorio Wiki Jump to navigation Jump to search | | Nightvision | Edit | | | ----------- | ---- | | Recipe | Recipe | | --------------------- | ---------------------- | | 10+5+10→1 | 10+5+10→1 | | Total raw | Total raw | | 57.5+25+10+10+10 | 57.5+25+10+10+10 | | Stack size | 20 | | Dimensions | 2×2 | | Energy consumption | 10 kW (electric) | | Placed in | Placed in | | | | | Energy capacity | 120 kJ (electric) | | Prototype type | night-vision-equipment | | Internal name | night-vision-equipment | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | Nightvision is a kind of equipment module . It can be used by placing it in the grid that opens by right clicking the armor. Having nightvision in the armor during the night changes the standard vision at night to be brighter with a slight grey overlay that drains non-lit areas of color. Unlike other items such as exoskeletons or shields, equipping multiple night vision units has no effect. Nightvision turns off and requires no energy during the day time. Nightvision requires a suit energy supply to function. Unfortunately its complementary tech portable solar panel does not provide energy at night, and the Nightvision's internal buffer of 120 kJ will quickly drain in a few seconds. Getting initial use out of Nightvision requires charging a modular battery to stay online over night. When placed in a vehicle, the effects only work when the player enters or remote controls the vehicle. History 2.0.22 : Nightvision is less orange. 2.0.7 : Changed night vision effect from grayscale to a more contrasty one. 0.13.0 : Power consumption increased by a factor of 10. 0.12.0 : Power consumption increased by a factor of 100. 0.11.17 : Moved the night vision tint color into the night vision equipment prototype. 0.9.1 : Show energy consumption in the tooltip. 0.9.0 : Green color of night vision is less dense. 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/Nightvision_-_Factorio_Wiki
Electric_weapons_damage_(research)
Electric weapons damage (research) - Factorio Wiki
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Electric weapons damage (research) - Factorio Wiki Jump to navigation Jump to search | | Electric weapons damage (research) | Edit | | | ---------------------------------- | ---- | | Cost | Cost | | --------------------- | ------------------------- | | 3011111✖250 | 3011111✖250 | | Prototype type | technology | | Internal name | electric-weapons-damage-1 | | Required technologies | Required technologies | | | | | Allows | Allows | | 2-∞ | 2-∞ | Electric weapons damage (research) affects the damage of electric weapons and combat robots. | | | | | | -------------------------- | ------------ | --------- | ---------- | | Technology | Cost | Per Level | Cumulative | | 1Energy weapons damage 1 | 3011111✖250 | 30% | 30% | | 2Electric weapons damage 2 | 60111111✖500 | 40% | 70% | | | | | | | ------------------------------ | ------------------------------------------------------------------- | -------------------- | ------------ | | Technology | Cost | Per Level | Cumulative | | 3Electric weapons damage 3 | 601111111✖1000 | 70% 70% 60% | 70% 70% 130% | | 4-∞Electric weapons damage 4-∞ | 601111111✖1000 *2^(Level-3)(eg. 2000 for level 4, 4000 for level 5) | 70% 70% 30%per level | | History 2.0.7 : Introduced. See also Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Electric_weapons_damage_(research)_-_Factorio_Wiki
Molten_iron
Molten iron - Factorio Wiki
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Molten iron - Factorio Wiki Jump to navigation Jump to search | | Molten iron | Edit | | | ----------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 32+50+1→500 | 32+50+1→500 | | Total raw | Total raw | | 32+50+1 | 32+50+1 | | Prototype type | fluid | | Internal name | molten-iron | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | Space Age expansion exclusive feature. Molten iron is the melted, liquid form of iron ore that has been smelted by a foundry . On Vulcanus , molten iron can also be generated by processing lava . Both methods of generating molten iron require calcite . Molten iron cannot be placed into barrels , so it cannot be sent to other planets. Once generated, molten iron can be cast into iron plates , but it can also be cast directly into steel plates as well as a number of other iron derivative. Many, but not all, of these casting recipes are more resource efficient than casting to plate and using an assembling machine to make the derivative. A fluid wagon of molten iron represents more iron plates than a single cargo wagon can store. Even without productivity modules , 50,000 molten iron represents 7500 iron plates, nearly twice the storage of a cargo wagon (4000 iron plates). Additionally, even with legendary quality productivity module 3s , the 2000 iron ore that fills up a single cargo wagon would only generate 50,000 molten iron, the exact size of a fluid wagon. So fluid wagons always at least as efficient per wagon as ore or plate. Alternative recipes | Process | Input | Output | Made in | Required technology | | --------------------- | -------- | ------ | ------- | ------------------- | | Molten iron from lava | 16+500+1 | 250+10 | | Foundry (research) | History 2.0.7 : Introduced in Space Age expansion. See also Fluid system Molten copper | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Molten_iron_-_Factorio_Wiki
User_data_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
Utility_science_pack
Utility science pack - Factorio Wiki
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Utility science pack - Factorio Wiki Jump to navigation Jump to search | | Utility science pack | Edit | | | -------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | -------------------------- | -------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- | | 21+1+3+2→3 | 21+1+3+2→3 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 89.75+2+64.5+1+3+15+2+7 | 89.75+2+64.5+1+3+15+2+7 | | | | | | | | | | | | | | Used by labs for research. | Used by labs for research. | | | | | | | | | | | | | | Stack size | 200 | | | | | | | | | | | | | | Rocket capacity | 1000 (5 stacks) | | | | | | | | | | | | | | Science capacity | 100%200%300%400%600% | | | | 100% | | 200% | | 300% | | 400% | | 600% | | | | | 100% | | | | | | | | | | | | | 200% | | 300% | | | | | | | | | | | | | 400% | | 600% | | | | | | | | | | | | Prototype type | tool | | | | | | | | | | | | | | Internal name | utility-science-pack | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The Utility science pack is one of three late-game science packs , the other two being the production science pack , and the space science pack . Contents 1 Achievements 2 Ratio 3 Raw Components 4 History 5 See also Achievements | | Research with utilityResearch a technology usingutility science packs. | | | ---------------------------------------------------------------------- | Ratio The following shows the minimum ratio of assemblers/machines and items required to produce utility science packs such that all number of assemblers/machines are whole numbers. Items per min is calculated using assembling machine 3 with no modules or beacons and all assemblers running at full speed. The crafting of some intermediate products are not shown (due to the assumption that these items are available in large quantities within the factory). This table was produced using normal recipe difficulty. | Items/min | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | ---------------------------------------------------------------------------------------------------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | | | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | | | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | | | | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | | | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | | | | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | | | | | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | | | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | | | | | | | 225using2175using20150using10150150300075using1075using101507575150112522575225using6045045001125150 | 225using21 | 225using21 | 225using21 | 225using21 | 225using21 | 225using21 | 225using21 | 225using21 | 225using21 | 225using21 | | 75using20 | 75using20 | 75using20 | 75using20 | 75using20 | 75using20 | 75using20 | 75using20 | 75using20 | 75using20 | | | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | | | | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | | | | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | | | | 3000 | 3000 | 3000 | 3000 | 3000 | 3000 | 3000 | 3000 | 3000 | 3000 | | | 75using10 | 75using10 | 75using10 | 75using10 | 75using10 | 75using10 | 75using10 | 75using10 | 75using10 | 75using10 | | | | 75using10 | 75using10 | 75using10 | 75using10 | 75using10 | 75using10 | 75using10 | 75using10 | 75using10 | 75using10 | | | | | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | | | | | 75 | 75 | 75 | 75 | 75 | 75 | 75 | 75 | 75 | 75 | | | | | 75 | 75 | 75 | 75 | 75 | 75 | 75 | 75 | 75 | 75 | | | | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | | | | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | | | 225 | 225 | 225 | 225 | 225 | 225 | 225 | 225 | 225 | 225 | | | 75 | 75 | 75 | 75 | 75 | 75 | 75 | 75 | 75 | 75 | | 225using60 | 225using60 | 225using60 | 225using60 | 225using60 | 225using60 | 225using60 | 225using60 | 225using60 | 225using60 | | | 450 | 450 | 450 | 450 | 450 | 450 | 450 | 450 | 450 | 450 | | | 4500 | 4500 | 4500 | 4500 | 4500 | 4500 | 4500 | 4500 | 4500 | 4500 | | | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | | | | | | | | 225using21 | 225using21 | 225using21 | 225using21 | 225using21 | 225using21 | 225using21 | 225using21 | 225using21 | 225using21 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 75using20 | 75using20 | 75using20 | 75using20 | 75using20 | 75using20 | 75using20 | 75using20 | 75using20 | 75using20 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | 150 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Raw Components This section counts the total raw resource cost for a single science pack, excluding productivity, assuming that Advanced oil processing is utilized: 33.3 49.8 3.8 106.8 176.4 History 0.17.0 : Changed name from "High tech science pack" to "Utility science pack". Changed recipe to 21 Time + 1 Flying robot frame + 3 Low density structure + 2 Processing unit → 3 Utility science pack . (Previously 14 Time + 1 Battery + 30 Copper cable + 3 Processing unit + 1 Speed module → 2 Utility science pack .) 0.15.0 : Introduced. See also Research Science pack Technologies | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Utility_science_pack_-_Factorio_Wiki
Productivity_module_2
Productivity module 2 - Factorio Wiki
[ "intermediate products" ]
Productivity module 2 - Factorio Wiki Jump to navigation Jump to search | | Productivity module 2 | Edit | | | --------------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ---- | | --- | | --- | | --- | | ---- | | ---- | | 30+5+5+4→1 | 30+5+5+4→1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 352.5+155+70+50+5 | 352.5+155+70+50+5 | | | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Energy consumption | +60% (electric) | | | | | | | | | | | | | | Speed | −10% | | | | | | | | | | | | | | Productivity | +6%+7%+9%+11%+15% | | | | +6% | | +7% | | +9% | | +11% | | +15% | | | | | +6% | | | | | | | | | | | | | +7% | | +9% | | | | | | | | | | | | | +11% | | +15% | | | | | | | | | | | | Pollution | +7% | | | | | | | | | | | | | | Prototype type | module | | | | | | | | | | | | | | Internal name | productivity-module-2 | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 2 | 2 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Productivity module 2 applies a Productivity bonus to items produced in a machine, allowing the machine to produce more items for the same inputs. It adds 6% productivity to the affected machine. Productivity modules can generally only be used to make intermediate products . These are items that are used in other recipes and cannot directly be placed. For more information, see Module#Productivity_module . There are quite a few exceptions to this general rule. The second purple bar. History 1.1.0 : Productivity module 2 decreases speed of the machine by 10% instead of 15%. 0.17.0 : Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity modules. 0.15.2 : The "Kovarex enrichment process" is no longer usable with productivity modules. 0.13.0 : Blueprints support modules. Productivity module 2 pollution production reduced from 40% to 7.5%. 0.9.7 : Crafting speed penalty reduced from 20% to 15%. Productivity module 2 energy consumption reduced from 70% to 60%. 0.9.0 : Usage in assembling machines is limited to intermediate products. Added crafting speed penalty of 20%. 0.7.3 : Restricted use of productivity modules in beacons. 0.7.0 : Pollution mechanic introduced. 0.6.0 : Introduced See also Modules Productivity module Productivity module 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/Productivity_module_2_-_Factorio_Wiki
Iron_gear_wheel
Iron gear wheel - Factorio Wiki
[]
Iron gear wheel - Factorio Wiki Jump to navigation Jump to search | | Iron gear wheel | Edit | | | --------------- | ---- | Base game Space Age mod | Recipe | Recipe | | --------------- | ---------------- | | 0.5+2→1 | 0.5+2→1 | | Total raw | Total raw | | 0.5+2 | 0.5+2 | | Stack size | 100 | | Rocket capacity | 1000 (10 stacks) | | Prototype type | item | | Internal name | iron-gear-wheel | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recipe | Recipe | | --------------- | ---------------- | | 0.5+2→1 | 0.5+2→1 | | Total raw | Total raw | | 0.5+2 | 0.5+2 | | Stack size | 100 | | Rocket capacity | 1000 (10 stacks) | | Prototype type | item | | Internal name | iron-gear-wheel | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | The iron gear wheel is an intermediate product crafted from two iron plates , or cast by a foundry . It is very important for many basic and advanced recipes, including all levels of belts , the basic inserter and assembler , and raw resource extraction equipment such as the electric mining drill . Alternative recipes Space Age expansion exclusive feature. | Process | Input | Output | Made in | Required technology | | ----------------------- | ----- | ------ | ------- | ------------------- | | Casting iron gear wheel | 1+10 | 1 | | Foundry (research) | History 2.0.7 : Metal casting recipe added for Space Age . 0.10.0 : Changed stack sizes of items to be 10 based, so it fits the inserter/requester count values. 0.7.1 : Stack size increased from 64 to 128 0.1.0 : Introduced | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Iron_gear_wheel_-_Factorio_Wiki
Burner_devices
Burner devices - Factorio Wiki
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Burner devices - Factorio Wiki Jump to navigation Jump to search | | | ------------------------------------------------------------------ | | Multiple pages share the title or description of "Burner devices". | | They are listed below. | Quick summary Burner devices are devices that consume burnable fuels to operate instead of relying on Electricity. Some devices consume other types of fuels, and these devices are not considered "burner devices". Most burner devices are used early in the game before an electric system has been constructed. Early power generation systems tend to be reliant on burner devices, but later-game power generators use different energy sources. Burner devices can also be used later in the game in remote locations where electrical power would be difficult to set up. Most vehicles are burner devices. Burner devices tend to be significant sources of pollution . In Space Age , burner devices cannot be placed on space platforms . Fuel items can also be ingredients in crafting recipes. Devices which happen to be using such a recipe are not considered burner devices. For example, a chemical plant making plastic bars consumes coal , but chemical plants do not count as burner device. Burner device may refer to: Burner inserter Burner mining drill Boiler Heating tower Stone furnace Steel furnace Locomotive Car Tank
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