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  • {{:Infobox:Productivity module 3}} ...ng buildings and labs. It fills by 10% per crafting cycle for this tier of module. When the production bar reaches 100% one extra set of outputs is produced.
    2 KB (190 words) - 18:50, 25 December 2020
  • {{:Infobox:Productivity module 2}} ...ing buildings and labs. It fills by 6% per crafting cycle for this tier of module. When the production bar reaches 100% one extra set of outputs is produced.
    2 KB (195 words) - 18:50, 25 December 2020
  • {{:Infobox:Productivity module}} ...ing buildings and labs. It fills by 4% per crafting cycle for this tier of module. When the production bar reaches 100% one extra set of outputs is produced.
    2 KB (194 words) - 18:49, 25 December 2020
  • {{:Infobox:Mining productivity (research)}} ...no downsides. Any ore that is produced by the productivity bonus is free, it does not deplete the resource under the miner.
    2 KB (243 words) - 09:13, 17 August 2021
  • ...Uranium processing]], and not cumulative like [[Module#Productivity_module|productivity]]. * Epic (3)
    4 KB (597 words) - 15:26, 6 December 2023
  • *For more products per second a speed module should be used. *For more products per input resource a productivity module should be used.
    9 KB (1,363 words) - 08:41, 5 August 2021
  • ...b|right|Science packs put into the front lab will be passed to labs behind it.]] ...t matter that the productivity bar resets when the research is changed, no productivity bonus is lost. [https://forums.factorio.com/26860]
    4 KB (562 words) - 15:25, 20 June 2023
  • {{:Infobox:Assembling machine 3}} ...astest [[crafting]] speed of all three. Like the [[assembling machine 2]], it can use liquids in crafting.
    2 KB (274 words) - 17:35, 15 March 2021
  • ...achine, the assembling machine 2 supports crafting with fluids and using [[module|modules]] to increase the speed or efficiency of production. It can make recipes that include liquids as one of their ingredients (e.g. [[p
    3 KB (333 words) - 17:34, 15 March 2021
  • ...ill be used as-is for producing solid fuel. Light oil is not cracked since it takes twice as much petroleum gas to make one solid fuel. This table shows the results of various module combinations for a single cycle of the chemical plant for either light oil
    25 KB (3,001 words) - 11:11, 13 July 2021
  • ...chine]]s, [[chests]], [[electric system|power poles]], [[rail signal]]s, [[module]]s, [[furnace]]s and more. ...must be placed in the inventory before a filter can be applied and before it can be pinned to a [[quickbar]] slot.
    10 KB (1,521 words) - 09:43, 28 April 2023
  • ...pumpjack]]'s output on a depleted well to 0.25 oil per cycle where, alone, it could only reach 0.2 yield. ...color changes depending on which modules are placed into the beacon, or if it contains none at all.
    10 KB (1,629 words) - 09:37, 31 July 2023
  • The time ''T'' it will take to research a particular technology is given by: ...is the sum of all module effects (Speed modules with <code>+</code> sign, Productivity modules with <code>-</code> sign), expressed as a decimal
    6 KB (935 words) - 19:21, 13 November 2023
  • ...istic science pack and one military science pack to begin researching, but it needs this to be input into labs a total of 300 times, raising the research ...e pack}} || {{icon|Time|24}} + {{icon|Sulfur|1}} + {{icon|Advanced circuit|3}} + {{icon|Engine unit|2}} &rarr; {{icon|Chemical science pack|2}} || {{ico
    6 KB (839 words) - 10:11, 28 April 2023
  • ...efinery needs to have a recipe set (see above for available recipes). Once it is set and "alt-mode" is active, the input and output locations and the exp ...ery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; an
    12 KB (1,690 words) - 18:59, 24 September 2023
  • ...in powers of 2. Two technologies - [[mining productivity (research)|mining productivity]] and [[follower robot count (research)|follower robot count]] - use an [[W ...nology !! Bonus !! Science Packs !! F+1 !! P[N] !! P[F+1] !! P[F+2] !! P[F+3] !! P[F+4] !! P[F+5] !! ...
    12 KB (1,611 words) - 13:30, 29 May 2023
  • ...on the map, when "alt-view" is on (default [[Keyboard bindings|Alt-Key]]). It appears as a red colored blocky cloud. It is produced by many buildings involved in processing items and spreads outw
    9 KB (1,341 words) - 17:14, 22 February 2024
  • ...h/it|ricercate]] in [[lab/it|laboratorio]] con l'ausilio di [[science pack/it|pacchi scientifici]]. ...[Logistics (research)/it|Logistica]] richiede 20 [[automation science pack/it|pacchetti scienza automazione]] da collocare nei laboratori mentre la tecno
    11 KB (1,493 words) - 17:17, 11 March 2023
  • ...leur efficacité. Cependant, une balise permet de transmettre l'effet d'un module à plusieurs machines et l'effet de toutes les balises à portée d'une mê Seules les machines qui ont des emplacements de module seront affectées par une balise.
    12 KB (1,841 words) - 15:06, 3 October 2019
  • ...ossible to add a NEW type to Factorio, without asking the developers to do it, as these are handled in the closed-source C++ code backbone. For finding the internal name of an item/entity, locate it on the wiki and then press the small arrow in its infobox to see the intern
    84 KB (4,767 words) - 20:37, 13 November 2023

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