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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=777</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=777"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/777"/>
	<updated>2026-04-06T19:24:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Petroleum_gas&amp;diff=174457</id>
		<title>Petroleum gas</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Petroleum_gas&amp;diff=174457"/>
		<updated>2019-07-21T05:05:06Z</updated>

		<summary type="html">&lt;p&gt;777: Correct coal liquefaction recipe typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Petroleum gas}}&lt;br /&gt;
&#039;&#039;&#039;Petroleum gas&#039;&#039;&#039; is a gas converted from [[crude oil]] (in an [[oil refinery]]) or [[light oil]] (in a [[chemical plant]]). Petroleum gas is used to create [[plastic bar]]s and [[sulfur]], important ingredients for mid-to-high-level recipes.  &lt;br /&gt;
&lt;br /&gt;
Petroleum gas can also be used to create [[solid fuel]], but the ratio of fuel created is not as efficient as that of light oil, and petroleum gas is usually too valuable to waste.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Process !! Results&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}} || {{Imagelink|Basic oil processing}} || {{Icon|Crude oil|100}} + {{icon|Time|5}} → {{Icon|Petroleum gas|40}} + ({{Icon|Heavy oil|30}} {{Icon|Light oil|30}})&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}} || {{Imagelink|Advanced oil processing}} || {{Icon|Crude oil|100}} + {{icon|Water|50}} + {{icon|Time|5}} → {{Icon|Petroleum gas|55}} + ({{Icon|Heavy oil|10}} {{Icon|Light oil|45}})&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Chemical plant}} || {{Imagelink|Light oil cracking}} || {{Icon|Light oil|30}} + {{icon|Water|30}} + {{icon|Time|2}} → {{Icon|Petroleum gas|20}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}} || {{imagelink|Coal liquefaction}} || {{icon|Coal|10}} + {{Icon|Heavy oil|25}} + {{icon|Steam|50}} + {{icon|Time|5}} → {{Icon|Petroleum gas|10}} + ({{Icon|Heavy oil|90}} + {{Icon|Light oil|20}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Fluids}}&lt;/div&gt;</summary>
		<author><name>777</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_part&amp;diff=172695</id>
		<title>Rocket part</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_part&amp;diff=172695"/>
		<updated>2019-04-26T03:37:45Z</updated>

		<summary type="html">&lt;p&gt;777: /* Building the Rocket */ No longer need satellite to win the game, only for science packs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rocket part}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocket parts&#039;&#039;&#039; are created inside of the [[rocket silo]].  Each completed part contributes 1% towards the completion of the rocket.  Once all 100 rocket parts have been completed, the rocket silo will display a rocket ready to be launched within the silo, and the player can launch the rocket from within the rocket silo interface by pressing the LAUNCH button. Before launching, a [[satellite]] can be placed into the rocket.&lt;br /&gt;
&lt;br /&gt;
== Building the Rocket ==&lt;br /&gt;
&lt;br /&gt;
The rocket needs 100 parts; each part needs 3 ingredients; those ingredients need other ingredients; etc. In total, one rocket (without satellite) will need 100 rocket parts, which requires the following raw resources (assuming [[Advanced oil processing]] and cracking are used):&lt;br /&gt;
&lt;br /&gt;
* 9,500 [[Coal]]&lt;br /&gt;
* 293,519 [[Crude oil]]&lt;br /&gt;
* 77,500 [[Copper ore]]&lt;br /&gt;
* 89,100 [[Iron ore]]&lt;br /&gt;
* 240,370 [[Water]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:30em&amp;quot;&amp;gt;&lt;br /&gt;
Complete list of all intermediate products:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
     100 Rocket part&lt;br /&gt;
     500 [[Sulfur]]&lt;br /&gt;
   1 000 [[Low density structure]]&lt;br /&gt;
   1 000 [[Processing unit]]&lt;br /&gt;
   1 000 [[Rocket control unit]]&lt;br /&gt;
   1 000 [[Rocket fuel]]&lt;br /&gt;
   1 000 [[Speed module]]&lt;br /&gt;
   5 000 [[Sulfuric acid]]&lt;br /&gt;
   7 000 [[Advanced circuit]]&lt;br /&gt;
   9 500 [[Coal]]&lt;br /&gt;
  10 000 [[Solid fuel]]&lt;br /&gt;
  10 000 [[Steel plate]]&lt;br /&gt;
  19 000 [[Plastic bar]]&lt;br /&gt;
  29 352 [[Heavy oil]]&lt;br /&gt;
  39 000 [[Electronic circuit]]&lt;br /&gt;
  89 100 [[Iron ore]]&lt;br /&gt;
  89 100 [[Iron plate]]&lt;br /&gt;
  77 500 [[Copper ore]]&lt;br /&gt;
  77 500 [[Copper plate]]&lt;br /&gt;
 145 000 [[Copper cable]]&lt;br /&gt;
 154 097 [[Light oil]]&lt;br /&gt;
 197 500 [[Petroleum gas]]&lt;br /&gt;
 240 370 [[Water]]&lt;br /&gt;
 293 519 [[Crude oil]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To obtain [[Space science pack]]s, the player additionally needs a satellite. The total raw cost for the satellite is:&lt;br /&gt;
&lt;br /&gt;
* 450 [[Coal]]&lt;br /&gt;
* 66,074 [[Water]]&lt;br /&gt;
* 31,204 [[Crude oil]]&lt;br /&gt;
* 7,787 [[Copper ore]]&lt;br /&gt;
* 12,435 [[Iron ore]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:30em&amp;quot;&amp;gt;&lt;br /&gt;
Complete list of all intermediate products:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
      5 [[Radar]]&lt;br /&gt;
     25 [[Iron gear wheel]]&lt;br /&gt;
     50 [[Rocket fuel]]&lt;br /&gt;
    100 [[Accumulator]]&lt;br /&gt;
    100 [[Low density structure]]&lt;br /&gt;
    100 [[Processing unit]]&lt;br /&gt;
    100 [[Solar panel]]&lt;br /&gt;
    200 [[Advanced circuit]]&lt;br /&gt;
    450 [[Coal]]&lt;br /&gt;
    500 [[Battery]]&lt;br /&gt;
    500 [[Solid fuel]]&lt;br /&gt;
    900 [[Plastic bar]]&lt;br /&gt;
  1 050 [[Sulfur]]&lt;br /&gt;
  1 500 [[Steel plate]]&lt;br /&gt;
  3 120 [[Heavy oil]]&lt;br /&gt;
  3 925 [[Electronic circuit]]&lt;br /&gt;
  7 787 [[Copper ore]]&lt;br /&gt;
  7 787 [[Copper plate]]&lt;br /&gt;
 10 500 [[Sulfuric acid]]&lt;br /&gt;
 12 435 [[Iron ore]]&lt;br /&gt;
 12 435 [[Iron plate]]&lt;br /&gt;
 12 575 [[Copper cable]]&lt;br /&gt;
 16 382 [[Light oil]]&lt;br /&gt;
 24 750 [[Petroleum gas]]&lt;br /&gt;
 31 204 [[Crude oil]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Added up together, each complete rocket launched will cost:&lt;br /&gt;
&lt;br /&gt;
* 9,950 [[Coal]]&lt;br /&gt;
* 324,722 [[Crude oil]]&lt;br /&gt;
* 85,288 [[Copper ore]]&lt;br /&gt;
* 101,535 [[Iron ore]]&lt;br /&gt;
* 306,444 [[Water]]&lt;br /&gt;
&lt;br /&gt;
== Building the Rocket and Satellite With Productivity 3 Modules ==&lt;br /&gt;
&lt;br /&gt;
Maximum [[productivity module 3]] in Rocket silo and every assembling machine, chemical plant, refinery and furnace. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:30em&amp;quot;&amp;gt;&lt;br /&gt;
Complete list of all intermediate products:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
      5 [[Radar]]&lt;br /&gt;
     25 [[Iron gear wheel]]&lt;br /&gt;
    100 [[Accumulator]]&lt;br /&gt;
    100 [[Solar panel]]&lt;br /&gt;
    500 [[Battery]]&lt;br /&gt;
    610 [[Processing unit]]&lt;br /&gt;
    764 [[Rocket fuel]]&lt;br /&gt;
    814 [[Low density structure]]&lt;br /&gt;
    759 [[Sulfur]]&lt;br /&gt;
  2,999 [[Coal]]&lt;br /&gt;
  3,423 [[Advanced circuit]]&lt;br /&gt;
  5,459 [[Solid fuel]]&lt;br /&gt;
  6,316 [[Steel plate]]&lt;br /&gt;
  7,798 [[Plastic bar]]&lt;br /&gt;
  9,871 [[Sulfuric acid]]&lt;br /&gt;
 10,263 [[Heavy oil]]&lt;br /&gt;
 17,348 [[Copper ore]]&lt;br /&gt;
 17,683 [[Electronic circuit]]&lt;br /&gt;
 20,818 [[Copper plate]]&lt;br /&gt;
 33,142 [[Iron ore]]&lt;br /&gt;
 39,771 [[Iron plate]]&lt;br /&gt;
 47,671 [[Copper cable]]&lt;br /&gt;
 56,187 [[Light oil]]&lt;br /&gt;
 68,745 [[Petroleum gas]]&lt;br /&gt;
 78,942 [[Crude oil]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Raw Products Required&lt;br /&gt;
&lt;br /&gt;
* 2,999 [[Coal]]&lt;br /&gt;
* 78,942 [[Crude oil]]&lt;br /&gt;
* 17,348 [[Copper ore]]&lt;br /&gt;
* 33,142 [[Iron ore]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
* [[Rocket silo]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>777</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Units&amp;diff=172582</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Units&amp;diff=172582"/>
		<updated>2019-04-20T04:01:04Z</updated>

		<summary type="html">&lt;p&gt;777: /* Joule (J) */ Correct energy yield per coal.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The following units are important in Factorio.&lt;br /&gt;
&lt;br /&gt;
Not all game elements are simulated physical correctly (for example the weight of items, currently no entity has a weight, the weight is measured in how many items can fetch into one stack), but those on this pages are!&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
Power is defined as work being done per unit of time.&lt;br /&gt;
&lt;br /&gt;
=== Watt (W) ===&lt;br /&gt;
The basic unit of power is 1 watt (W), which is defined as &#039;&#039;&#039;1 W = 1 J/s &#039;&#039;&#039;, ie. one Joule of work being done every second.&lt;br /&gt;
&lt;br /&gt;
The game commonly deals with larger units, namely kilowatts (kW) and megawatts (MW).&lt;br /&gt;
&lt;br /&gt;
[[Lamp|Lamps]] use 5 kW while turned on. A [[Radar]] uses 300 kW while active - equivalent to 60 lamps. &lt;br /&gt;
One [[Steam engine]] is capable of outputting 900 kW.&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
&lt;br /&gt;
Work is defined as a transfer of energy, or as energy being &amp;quot;spent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Joule (J) ===&lt;br /&gt;
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: &#039;&#039;&#039;1 J = 1 W s&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In the real world, kilowatt hours is a much more common unit for energy, but it is &#039;&#039;not&#039;&#039; an [[:WIKIPEDIA:International_System_of_Units#Derived_units|SI derived unit]] so it is not used by the game.&lt;br /&gt;
&lt;br /&gt;
== [[Time]] ==&lt;br /&gt;
&lt;br /&gt;
=== Tick (1/60 s) ===&lt;br /&gt;
A 1/60 second in game. This is the shortest time fraction, the game handles.&lt;br /&gt;
&lt;br /&gt;
=== Second (s) ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Day ===&lt;br /&gt;
&lt;br /&gt;
A day is 25000 in-game ticks or 416.67 in-game seconds (= 6.94 in-game minutes) long.&lt;br /&gt;
&lt;br /&gt;
== [[Map structure|Distance / Space]] ==&lt;br /&gt;
&lt;br /&gt;
=== Tile ===&lt;br /&gt;
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 &amp;quot;2×2 tiles&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
=== Chunk ===&lt;br /&gt;
A chunk is a quadratic area where one side is 32 tiles long. (1024 square tiles)&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
&lt;br /&gt;
=== Throughput ===&lt;br /&gt;
&lt;br /&gt;
Items per time, or fluid-units per time. A unit measurement is&lt;br /&gt;
&lt;br /&gt;
 items / game-minute&lt;br /&gt;
&lt;br /&gt;
==== ... on Belts ====&lt;br /&gt;
&lt;br /&gt;
 Throughput = speed × density&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
See [[Transport belts/Physics|physic of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== ... for logistic robots ====&lt;br /&gt;
&lt;br /&gt;
Throughput depends on the distance, the number of robots and their item-stacksize. Let&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== ... for train ====&lt;br /&gt;
&lt;br /&gt;
Items per train is the sum of all wagons&#039; capacity (40 stacks for [[cargo wagon]], 25000 fluid for [[fluid wagon]] &amp;amp; 100 shells for [[artillery wagon]])&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Warning: The following calculations assume deceleration = accelaration and do not account for red lights.&lt;br /&gt;
&lt;br /&gt;
Travel time is &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;(2S / A) + (distance - 4 * S^2 / A) / S&amp;lt;/syntaxhighlight&amp;gt; if the stations are far enough for the train to achieve full speed. If they are closer than that, the time is &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;2 * sqrt(distance / A)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since a train has to make a trip back to load, the total throughput is &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;items per train / (2 * travel time)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Capacity ===&lt;br /&gt;
&lt;br /&gt;
Basically items per transport-unit. This depends in many cases on the item-type you use. A [[Cargo wagon]] has a capacity for 1000 items for ore, or 2000 for steel- or copper-plates.&lt;br /&gt;
&lt;br /&gt;
==== ... in stacks ====&lt;br /&gt;
A [[Cargo wagon]] has for example 20 stacks. The capacity of the wagon is 20 stacks. But the capacity of a stack depends on, what type of item you put into, so when stacks come into play, you need to say &amp;quot;Capacity of 20 stack iron-ore&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Density === &lt;br /&gt;
&lt;br /&gt;
Is measured in items per tile. &lt;br /&gt;
&lt;br /&gt;
An item, that lays on ground has the size of 0.28 tiles&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. On one tile we can place 12.752041 items, which means, that we can put in the best case 12 items on one tile.&lt;br /&gt;
See also [[Transport belts/Physics|physic of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== ... for Belts ====&lt;br /&gt;
&lt;br /&gt;
For belts this is the same: We have two lanes on a belt, 3.571 items per lane or 7.143 item on one belt. &lt;br /&gt;
&lt;br /&gt;
On belts there comes also another thing into play: &#039;&#039;&#039;Compression.&#039;&#039;&#039; Good compression is, when you fill a belt so, that you come to the maximum density and so to the maximum &#039;&#039;&#039;throughput&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== ... for stacks/chests ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The thing changes, if you use mods, that add chest-like transport boxes, which enables to pack/box items.&lt;/div&gt;</summary>
		<author><name>777</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Solid_fuel&amp;diff=172181</id>
		<title>Solid fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Solid_fuel&amp;diff=172181"/>
		<updated>2019-04-10T05:14:21Z</updated>

		<summary type="html">&lt;p&gt;777: Mention now required for Chemical Science Pack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}{{:Infobox:Solid fuel}}&lt;br /&gt;
&#039;&#039;&#039;Solid fuel&#039;&#039;&#039; is a kind of [[fuel]] and is processed in a [[chemical plant]]. One unit of solid fuel contains 12MJ of energy, three times the energy value of coal.&lt;br /&gt;
&lt;br /&gt;
Besides being useful as fuel in all [[burner devices]], solid fuel is also used to produce the [[Chemical science pack]] and [[rocket fuel]], which is a component of [[rocket part]]s built in the [[rocket silo]].&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
Solid Fuel can be created from [[heavy oil]], [[light oil]] or [[petroleum gas]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Solid fuel from heavy oil||}} || {{icon|Heavy oil|20}} + {{icon|time|2}} || {{icon|Solid fuel|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Solid fuel from light oil||}} || {{icon|Light oil|10}} + {{icon|time|2}} || {{icon|Solid fuel|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Solid fuel from petroleum gas||}} || {{icon|Petroleum gas|20}} + {{icon|time|2}} || {{icon|Solid fuel|1}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Which solid fuel recipe to use ==&lt;br /&gt;
* [[Light oil]] has the best oil to solid fuel ratio (10:1), and has little other in-game use, making it the best choice.&lt;br /&gt;
* [[Heavy oil]] has a much worse ratio (20:1) and should be cracked into light oil first instead.  The cracking process changes the ratio for heavy oil to 13:1, which is much better.&lt;br /&gt;
* [[Petroleum gas]] also has a bad 20:1 ratio and should not be used to create solid fuel in most cases.&lt;br /&gt;
&lt;br /&gt;
However, full tanks of heavy oil, light oil, or petroleum gas can back up and block the oil refinery from refining more crude oil.  This can create a situation where, for example, you can&#039;t create petroleum gas because your heavy oil tanks are full.  It&#039;s advisable to set up some solid fuel factories to relieve the pressure in cases like this, particularly once [[circuit network]]s have been researched and the factories can be switched on automatically once liquid levels reach a certain amount.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fuel type now affects vehicle acceleration and top speed.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Materials}}&lt;/div&gt;</summary>
		<author><name>777</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=172180</id>
		<title>Oil processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=172180"/>
		<updated>2019-04-10T05:06:25Z</updated>

		<summary type="html">&lt;p&gt;777: /* Tips */ Link solid fuel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Oil processing&#039;&#039;&#039; is a large part of Factorio. Oil processing may refer to [[Oil processing (research)|the researched technology]], the recipe used in the [[oil refinery]], or the overall workings of oil.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
There are various recipes that can be used to process [[crude oil]] into its fractions. Its fraction ([[heavy oil]], [[light oil]] and [[petroleum gas]]) can also be cracked into each other. Their recipes and technology requirements can be seen below.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output !! Machine !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Basic oil processing||}} Basic oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} || {{Icon|Heavy oil|30}} + {{Icon|Light oil|30}} + {{Icon|Petroleum gas|40}} || {{Icon|Oil refinery}} || {{icontech|Oil processing (research)|}} [[Oil processing (research)|Oil processing]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Advanced oil processing||}} Advanced oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} + {{icon|water|50}} || {{Icon|Heavy oil|10}} + {{Icon|Light oil|45}} + {{Icon|Petroleum gas|55}} || {{Icon|Oil refinery}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Heavy oil cracking||}} Heavy oil cracking || {{icon|time|2}} + {{Icon|Heavy oil|40}} + {{icon|water|30}} || {{Icon|Light oil|30}} || {{Icon|Chemical plant}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Light oil cracking||}} Light oil cracking || {{icon|time|2}} + {{Icon|Light oil|30}} + {{icon|water|30}} || {{Icon|Petroleum gas|20}} || {{Icon|Chemical plant}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Coal liquefaction||}} Coal liquefaction || {{icon|time|5}} + {{icon|coal|10}} + {{Icon|Heavy oil|25}} + {{icon|steam|50}} || {{Icon|Heavy oil|90}} + {{Icon|Light oil|20}} + {{Icon|Petroleum gas|10}} || {{Icon|Oil refinery}} || {{icontech|coal liquefaction|}} [[Coal liquefaction (research)|Coal liquefaction]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setting up oil processing ==&lt;br /&gt;
[[Pumpjack]]s need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Pumpjacks produce a certain amount of [[Crude oil]] per second, shown on the right, at the bottom of the information panel. Over time this value will decrease down to a minimum of 2 oil/s, so a pumpjack will provide unlimited oil but eventually at a very low rate.&lt;br /&gt;
&lt;br /&gt;
Crude oil must be refined in an [[oil refinery]]. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set and &amp;quot;alt-mode&amp;quot; is active, the input and output locations and the expected fluids are shown. The locations of these cannot be changed, only the entire machine can be rotated. The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a [[storage tank]].&lt;br /&gt;
&lt;br /&gt;
Once the process finishes, the player will be left with 3 products: [[heavy oil]], [[light oil]] and [[petroleum gas]]. Both heavy oil and light oil can be cracked to the next lower type in a [[chemical plant]] (recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem).&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* The [[circuit network]] can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough. For examples on how to do this, see the [[Tutorial:Circuit network cookbook#Oil_Setups|circuit-network cookbook]].&lt;br /&gt;
* If you run your heavy oil pipe from the refineries past a lubricant-making chemical plant before sending it to the cracking chemical plants, you can be sure that the lubricant production will have priority over cracking.&lt;br /&gt;
* [[Solid fuel]] is most efficient when created from light oil. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly.&lt;br /&gt;
&lt;br /&gt;
=== Transporting fluids ===&lt;br /&gt;
There are many ways to move fluids in Factorio, they are listed below:&lt;br /&gt;
&lt;br /&gt;
* [[Pipe]]s&lt;br /&gt;
* [[Fluid wagon]]s&lt;br /&gt;
* Loading the fluids into [[Barrel]]s and transporting them by [[Railway]] or the [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
== Optimal Ratios ==&lt;br /&gt;
The optimal ratio is the ratio of production that ensures no waste of time or materials.&lt;br /&gt;
&lt;br /&gt;
=== Petroleum gas production ===&lt;br /&gt;
&lt;br /&gt;
For producing petroleum gas, the optimal advanced oil processing ratio is 10:1:7 (advanced oil processing : heavy oil cracking : light oil cracking). Using coal liquefaction, the ratio is 60:39:55 (coal liquefaction : heavy oil cracking : light oil cracking), and 12:8:11 is close enough.&lt;br /&gt;
&lt;br /&gt;
The refining can be sped up with [[module]]s; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using [[productivity module]]s) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Must be updated to 0.17&lt;br /&gt;
&lt;br /&gt;
 {| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; |Petroleum production output with modules&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 230px; text-align: left;&amp;quot; |Module configuration&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |None&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Config 1 (*)&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Config 2&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Units &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Oil refinery&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crude oil consumption&lt;br /&gt;
| 100 || 100 || 100 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 50 || 50 || 50 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 5 || 5 || 5 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil output&lt;br /&gt;
| 10 || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil output&lt;br /&gt;
| 45 || 45 || 45 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum output&lt;br /&gt;
| 55 || 55 || 55 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 855% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Crude oil consumption&lt;br /&gt;
| 20 || 91 || 171 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 10 || 45.5 || 85.5 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Heavy oil output&lt;br /&gt;
| 2 || 11.83 || 22.23 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil output&lt;br /&gt;
| 9 || 53.235 || 100.035 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Petroleum output&lt;br /&gt;
| 11 || 65.065 || 122.265 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Heavy oil cracking&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil consumption&lt;br /&gt;
| 40 || 40 || 40 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 3 || 3 || 3 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil output&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1.25 ||1.25 || 1.25 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 655% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Heavy oil consumption&lt;br /&gt;
| 16.67 || 75.83 || 109.17 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 12.5 || 56.88 || 81.88 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil output&lt;br /&gt;
| 12.5 || 73.94 || 106.44 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Light oil cracking&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 3 || 3 || 3 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum output&lt;br /&gt;
| 20 || 20 || 20 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1.25 || 1.25 || 1.25 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 655% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil consumption&lt;br /&gt;
| 12.5 ||56.875 || 81.875 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 12.5 || 56.875 || 81.875 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Petroleum output&lt;br /&gt;
| 8.33 || 49.29 || 70.96 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ratio&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil cracking&lt;br /&gt;
| 0.12 || 0.156 || 0.204 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil cracking&lt;br /&gt;
| 0.84 || 1.139 || 1.487 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output&lt;br /&gt;
| 18 || 121.198 || 227.746 || per second&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;width: 600px; text-align: left;&amp;quot; | &#039;&#039;&#039;* Notes to table:&#039;&#039;&#039; &#039;&#039;Config 1&#039;&#039; is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building. &#039;&#039;Config 2&#039;&#039; is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building.&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Crude oil]]&lt;br /&gt;
* [[Barrel]]&lt;/div&gt;</summary>
		<author><name>777</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Pumpjack&amp;diff=167536</id>
		<title>Talk:Pumpjack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Pumpjack&amp;diff=167536"/>
		<updated>2019-02-01T06:48:30Z</updated>

		<summary type="html">&lt;p&gt;777: Created page with &amp;quot;== Tips formula is wrong? == Maybe I&amp;#039;m missing something? But the formula is confusing. At the least, it seems to contradict the text immediately prior that (correctly) states...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tips formula is wrong? ==&lt;br /&gt;
Maybe I&#039;m missing something? But the formula is confusing. At the least, it seems to contradict the text immediately prior that (correctly) states two speed 3 modules will boost output from 2/sec to 4/sec. The formula produces only 3/sec with two speed 3. This is because it sticks the needed +1 in with the separate Beacon calculation later. However, this is incorrect, because while you can have zero Beacons and still produce positive crude, you cannot have zero pumpjacks. The formula is wrong if you plug zero in for the number of Beacons.&lt;br /&gt;
&lt;br /&gt;
Updating, hopefully correctly!&lt;br /&gt;
--[[User:777|777]] ([[User talk:777|talk]]) 06:48, 1 February 2019 (UTC)&lt;/div&gt;</summary>
		<author><name>777</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=167535</id>
		<title>Pumpjack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=167535"/>
		<updated>2019-02-01T06:48:27Z</updated>

		<summary type="html">&lt;p&gt;777: /* Tips */ Clarified formula. See Discussion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Pumpjack}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pumpjacks&#039;&#039;&#039; extract [[Crude oil|crude oil]] from oil fields. Each oil field can be covered by only one pumpjack at a fixed spot. The pumpjack will then output an amount of crude oil per cycle equal to 10 multiplied by the field&#039;s yield (e.g. 54 crude oil for 538% yield) per second. Without [[speed module]]s, one pumpjack cycle takes one second to complete. &lt;br /&gt;
&lt;br /&gt;
Extracting oil lowers the field&#039;s yield by 1% per 300 pumpjack cycles to a minimum of 20% of the initial yield or 2 oil per second, whichever is larger. They are limited to a maximum output of 100 crude oil per cycle, achieved by an oil field with more than 999% yield. However, such a high yield is fairly rare with standard [[world generator]] settings.&lt;br /&gt;
&lt;br /&gt;
Pumpjacks cannot be placed on a non-oilfield tile. Furthermore, the output pipe location is fixed relative to the pumpjack&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
If oil fields are depleted (to the minimum of 20%) speed [[module]]s are a good option to raise the pumpjacks output. With two speed module 3&#039;s the output doubles from 2 to 4 crude oil per second and even more when using additional [[beacon]]s, plus another 0.5 oil per beacon per second. &lt;br /&gt;
&lt;br /&gt;
The formula to determine the modified output is:&lt;br /&gt;
&lt;br /&gt;
Output of unmodified oil field * [1 + (number of modules in pumpjack * bonus from module) + (number of beacons * distribution efficiency * (number of modules in each beacon * bonus from module))].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | Example&lt;br /&gt;
|-&lt;br /&gt;
|For 1 pumpjack on a depleted oil field with two level 3 speed modules and 6 beacons with each two level 3 speed modules:&lt;br /&gt;
|2 * [1 + (2 * 0,5) + (6 * 0,5 * (2 * 0,5)) ] = 10 Crude oil per 1 second. &lt;br /&gt;
|-&lt;br /&gt;
|Assuming that there will be always two speed 3 modules equipped in the pumpjack and beacons, the formula for 6 beacons can be shortened:&lt;br /&gt;
|4 + 2 * (6 * 0, 5) = 10 crude oil per second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>777</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway&amp;diff=133858</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway&amp;diff=133858"/>
		<updated>2017-01-11T04:30:23Z</updated>

		<summary type="html">&lt;p&gt;777: /* Train schedule */ logic eval order clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;For the research see [[Railway (research)]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Railway is one of the main transport methods in Factorio. Although the installation of such a network can be complicated, and requires a large amount of resource and space, it is faster and more efficient than [[Belt transport system|belts]] and [[Logistic network|robot logistics]], especially over large distances.&lt;br /&gt;
&lt;br /&gt;
Railway construction, however, is not understood in an instant. It takes some time to learn the basics, such as automating transportation. Learning how to manage and upkeep a larger train network takes time and experience.&lt;br /&gt;
&lt;br /&gt;
For some tutorials on railway use, see: [[Railway/Tutorials]]&lt;br /&gt;
&lt;br /&gt;
== Infrastructure ==&lt;br /&gt;
&lt;br /&gt;
To build a railway, tracks (also called rails) must be built for the train to ride on. Typically, this is done via the [[Rail planner]], but can also be done manually. Bear in mind that rails can rails are placed on a two-tile grid, so you cannot move a rail by only one tile.&lt;br /&gt;
&lt;br /&gt;
=== Switches ===&lt;br /&gt;
* There is no visual representation of a working switch. Using the rail planner, the player must place a [[rail]] overlapping an existing rail to form a switch. Switches are forks in tracks that allow a train to pick between two directional options.&lt;br /&gt;
* The crossing of two straight tracks is not usable as switch, as trains have a limited turning radius. They do, however, connect [[Rail signal| signal blocks]] which helps prevent collisions.&lt;br /&gt;
* Parallel tracks do not interact with each other and generally have no problems. However, switching from one track to the other can require extra resources if they are too close together; the track must turn away from the other parallel track and then turn back to it. This can create complicated networks of signals and, as such, one should generally not build parallel tracks unless they are spaced adequately. (Generally, 2 track widths apart works well)&lt;br /&gt;
&lt;br /&gt;
=== Crossing tracks ===&lt;br /&gt;
&lt;br /&gt;
[[File:fff-140-controlled-gates.gif|thumb|An example of a safe railway crossing.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be careful when crossing tracks! Trains are one of the highest damaging entities in the game, and will kill most players instantly on contact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A checklist of proper track crossing etiquette: &lt;br /&gt;
&lt;br /&gt;
# Zoom out, so that you can see a train coming. &lt;br /&gt;
# Look left, then right. &lt;br /&gt;
# Check for signals nearby: If a [[rail signal]] suddenly jumps from &amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:#BFBA0A&amp;quot;&amp;gt;yellow&amp;lt;/span&amp;gt;, a train is coming. Do not cross.&lt;br /&gt;
# Avoid walking near the tracks, as you do not need to be fully on the tracks to get hit.&lt;br /&gt;
# While it is possible to get into/out of a train while it is moving, a miss can cost your life. The sides of the train can still deal damage.&lt;br /&gt;
# Heavy [[Energy shield|shields]] can be used to reduce the damage taken. In extreme cases, it is possible to stop a train with your body. This will require several shield modules to not be instantly killed.&lt;br /&gt;
# All entities with health will take damage getting hit by a train, so take care not to leave a [[Car]] or [[Tank]] on the tracks.&lt;br /&gt;
# Trains far from a [[train stop]] will be traveling at (near) max speed, so take extra precaution when crossing and zoom out further. Trains near a [[train stop]] or signal will slow down to stop, and will be traveling slower. Trains of different configurations will also move slower or faster.&lt;br /&gt;
&lt;br /&gt;
Since version 0.13, a safe railroad crossing like the example shown in the picture can be built. This works by restricting access to the tracks when an oncoming train has the rails reserved. When the player is on the rails, the signals are reserved by the [[circuit network]], and the train must stop and wait until the player leaves the tracks. When a player is inside the area crossing the tracks, the train gates are closed so the player can&#039;t get on the tracks outside the crossing. This is to completely ensure a safe crossing.&lt;br /&gt;
&lt;br /&gt;
== Trains ==&lt;br /&gt;
&lt;br /&gt;
Train components:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{imagelink|diesel-locomotive|Diesel locomotive}} || {{imagelink|cargo-wagon|Cargo wagon}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Railway-locomotive-gui.png|thumb|left|256px|Locomotive screen: 1: switch to schedule screen; 2: [[Fuel]] inventory;]]&lt;br /&gt;
[[File:Railway-assemble-train.png|thumb|left|256px|Placing a [[Cargo wagon]] so it is attached to the train.]]&lt;br /&gt;
[[File:station-example-1.png|thumb|left|256px|A very minimal station.]]&lt;br /&gt;
&lt;br /&gt;
* A train consists of at least one locomotive, but the player may add additional locomotives to keep the train moving at maximum speed, allow it to move in both directions automatically, or they may add [[Cargo wagon]]s to transport resources with the train.&lt;br /&gt;
* Locomotives may be &#039;&#039;&#039;manually&#039;&#039;&#039; driven forwards or backwards, however, locomotives are generally slower going backwards. The left and right movement keys are used to change direction at switches.&lt;br /&gt;
* Trains can only drive forwards automatically; there must be a forward path from to the destination station. This can be solved by placing a locomotive at either end of a train (facing opposite directions), or adding a loop in the rail. Note that signals in a loop can misbehave due to detecting trains before they arrive.&lt;br /&gt;
* A train needs [[fuel]] to drive. Fuel can be added by inserters.&lt;br /&gt;
&lt;br /&gt;
The locomotives&#039; inventory is only used for [[Fuel]]. To transport items [[Cargo wagon]]s have to be attached to the train. To attach a Cargo wagon, the player may either prepare to place one near an existing train, where a green graphic will show the player that the cargo wagon will be attached, showing a connection between the train and the new wagon. Alternatively, the player may manually connect cargo wagons to trains with the stock connect key, if the cargo wagon was placed far away from a train. The cargo wagons can be filled manually or by adjacent [[Inserters]].&lt;br /&gt;
&lt;br /&gt;
* [[Railway/Train path finding]] - How trains find their path.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
A &#039;&#039;&#039;train station&#039;&#039;&#039; is a combination of at least one [[train stop]] plus a [[Storages|storage]] and/or distribution system, used to fill or empty [[Cargo wagon]]s, [[Vehicle/Train/Refueling|load fuel]] into the [[Diesel Locomotive|locomotive(s)]], or repair trains.&lt;br /&gt;
[[File:station-example-2.png|thumb|400px|High-performance train station for short trains. Highest possible unload rate, waiting spots, refueling, defended, multi-train capable, modular, extend-able.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t mix up &#039;&#039;train stations&#039;&#039; with &#039;&#039;train stops&#039;&#039;.&#039;&#039;&#039; A train station is a concept, whereas a [[train stop]] is an item.&lt;br /&gt;
&lt;br /&gt;
[[Inserter]]s placed next to train tracks are used to load/unload trains at train stops. Inserters are the only way to get items off and onto cargo wagons.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Signals ==&lt;br /&gt;
The two types of signals in Factorio:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|rail-signal|Rail signal}} || {{imagelink|rail-chain-signal|Rail chain signal}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Understanding rail signals can be difficult. Several terms critical to understanding them are below:&lt;br /&gt;
*Rail segment&lt;br /&gt;
: A piece of track (one item).&lt;br /&gt;
*Segment&lt;br /&gt;
: A single path of continuous track without intersections or switches. This becomes important when signals are employed. The player may mouse over a segment to see its number. It&#039;s number is unique within the world.&lt;br /&gt;
*Block&lt;br /&gt;
: A set of segments defined by rail signals. By default every connected segment belongs to one block, no matter whether a train can drive on it or not, and even if it can be driven only in one direction (e.g. at a switch, both segments of the switch belong to the same block). The player can see the current block numbers of a rail piece in the info section on mouse-over. &lt;br /&gt;
&lt;br /&gt;
Rail signals are used to employ multiple trains automatically. Note that driving a train manually ignores most of the rules described here; other automatic trains will follow signaling indicted by the player&#039;s movement dynamically, however it will sometimes be not possible to avoid a collision for automatic trains if the player ignores red/yellow signals. Always beware automatic trains and give them the right of way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=3811#p28310 this forum post]&#039;&#039;&#039; for a good explanation about blocks.&lt;br /&gt;
&lt;br /&gt;
=== Basic Signalling Rules ===&lt;br /&gt;
*There is at most one Train in a block at any time. A train spanning multiple blocks occupies them all.&lt;br /&gt;
*A red signal means that the following block is occupied by a train.&lt;br /&gt;
*A yellow signal means that a train is approaching and already has the approval to enter the following block.&lt;br /&gt;
*[[Rail signal]]s separate a new block and reflect its state: green - free, yellow - reserved, red - occupied&lt;br /&gt;
*[[Rail chain signal]]s separate a new block and reflect the state of the next [[Rail signal]]&lt;br /&gt;
*A train can only pass a signal on the right of the track, or if there is a signal on both sides on the same rail segment.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Deadlocks ==&lt;br /&gt;
&lt;br /&gt;
A deadlock or gridlock can happen, when every train is locked by another. In nearly every case two or more trains are standing so, that every train blocks by minimum one other train.&lt;br /&gt;
&lt;br /&gt;
=== Deadlock occurrence ===&lt;br /&gt;
&lt;br /&gt;
Deadlocks occur when two+ trains are prevented from continuing through an intersection, due to an unresolvable signal conflict. There are a few different types of deadlocks:&lt;br /&gt;
&lt;br /&gt;
# Temporary - These are caused by a Temporary hiccup in a train&#039;s path, such as a loading train being in the way, or created by closing a signal with the [[circuit network]]. These often resolve themselves.&lt;br /&gt;
# Semi-Permanent - These are the result of a problem with pathing, often created by a fuel-less train or broken rail, and may require player interaction in order to free. &lt;br /&gt;
# Permanent - This type is the worst, and cannot be resolved automatically, often requiring the player to manually drive several trains to get them out of the intersection. These often are caused by incorrect signal placement or unreachable stations.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to remember that deadlocks can happen by chance, and by mistake of the player. Sometimes even perfectly signaled rails have issues. &lt;br /&gt;
&lt;br /&gt;
=== Factors that influence the deadlock chance ===&lt;br /&gt;
&lt;br /&gt;
* Train length (shorter trains will have a lower chance with the same rail/signal layout, due to having less effect on the rails they&#039;re on.)&lt;br /&gt;
* Size of the blocks: More space for the blocks means lower chance of deadlock.&lt;br /&gt;
* Track layout: Some layouts have a higher chance of locking, than others.&lt;br /&gt;
* Quantity of trains - More trains trying to use an intersection will result in higher chance of deadlock.&lt;br /&gt;
* The chance is also much higher if trains need to wait often in areas with rail-crossings.&lt;br /&gt;
&lt;br /&gt;
Knowing the factors, how can deadlocks be reduced?&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t use 4-way junctions or circles to create junctions.&lt;br /&gt;
* Use better 3-way junctions. See [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=9044 A Detailed Look at a Bidirectional Three-way Train Intersection]&lt;br /&gt;
* Use circles only for changing direction of train, and never for high traffic intersections.&lt;br /&gt;
* Build more tracks around junctions. Don&#039;t have one junction be the only way to reach a place, add redundancy. This keeps a small problem a small problem.&lt;br /&gt;
&lt;br /&gt;
== Automated transport ==&lt;br /&gt;
[[File:train-schedule-gui.png|thumb|300px|The new train GUI since 0.13 (schedule tab): 1 - switch between automatic and manual driving mode; 2 - add new train stop; 3 - delete selected train stop; 4 - send train to selected train stop; 5 - add wait condition for selected train stop; 6 - delete selected wait condition; 7 - change logical mode of selected wait condition]]&lt;br /&gt;
&lt;br /&gt;
This section covers items used to make trains automatically transport items between stations. The player should be familiar with creating a rail system.&lt;br /&gt;
&lt;br /&gt;
First, the player has to setup a rail system with at least two train stops, which are placed in the right-hand side of the  expected train arrival direction. By hovering over the train stop with the mouse you see the positions of the vehicles for better setting up the train station (including (un)loading machinery, refueling/repair installations).&lt;br /&gt;
&lt;br /&gt;
When you set up the train schedule (see below) and fuel the train, you can start the train on it&#039;s schedule by switching from manual to automatic driving mode.&lt;br /&gt;
&lt;br /&gt;
=== Train schedule ===&lt;br /&gt;
&lt;br /&gt;
The player can set up a list of train stops in the upper window. The train will run to the stops in the given order, if it&#039;s at the end it will continue with the first. Currently, it&#039;s not possible to make a one-time schedule. Stops can be added by clicking button 2 (see picture). A popup appears with a list of all train stops. If you select one, another popup appears where you have to select a wait condition.&lt;br /&gt;
&lt;br /&gt;
Wait conditions are used to tell the train when to leave the station. There are 6 types of wait conditions:&lt;br /&gt;
* &#039;&#039;&#039;Time passed&#039;&#039;&#039; - the only one available until version 0.12.&lt;br /&gt;
* &#039;&#039;&#039;Inventory full&#039;&#039;&#039; - All inventories of the train are full.&lt;br /&gt;
* &#039;&#039;&#039;Inventory empty&#039;&#039;&#039; - Same as above, but empty.&lt;br /&gt;
* &#039;&#039;&#039;Item count&#039;&#039;&#039; - The train (all cargoes summed) contains a specific amount of a certain item.&lt;br /&gt;
* &#039;&#039;&#039;Circuit condition&#039;&#039;&#039; - The train stop is connectible to the [[Circuit network]], so the signals can used for wait conditions.&lt;br /&gt;
* &#039;&#039;&#039;Inactivity&#039;&#039;&#039; - No items were added or removed for the specified amount of seconds.&lt;br /&gt;
&lt;br /&gt;
Hereafter the word &amp;quot;term&amp;quot; is used to describe &#039;&#039;one&#039;&#039; type of wait condition, and the words &amp;quot;wait condition&amp;quot; are used to describe the whole set of terms (it turns a bit into maths).&lt;br /&gt;
&lt;br /&gt;
If you add more than one term, you can change the connection of those using the logical operators AND and OR (button 7). An AND condition will result in true if all terms are true. An OR condition will return true if at least one of the terms is true.&lt;br /&gt;
&lt;br /&gt;
When mixing AND and OR terms, the logic is grouped by the OR terms. When evaluating the wait condition, the first term is evaluated along with all AND terms immediately following up to but excluding the next occurring OR term. If they all evaluate true, the wait condition evaluates true. Otherwise, evaluation continues with that next occurring OR term and all AND terms immediately following it, up to the next OR term. This continues until either an OR group evaluates true and the wait condition is satisfied, or all terms have been checked.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Expand for examples&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Wait until full, up to 30 seconds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Full cargo inventory&lt;br /&gt;
OR 30 seconds passed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until cargo full, &#039;&#039;or&#039;&#039; circuit condition Oil &amp;gt; 3000:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Full cargo inventory&lt;br /&gt;
OR Circuit condition - Oil &amp;gt; 3000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wait until empty, &#039;&#039;and&#039;&#039; 30 seconds passed, &#039;&#039;and&#039;&#039; 5 seconds of inactivity:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Empty cargo inventory&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
AND 5 seconds of inactivity&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until iron ore is low, &#039;&#039;or&#039;&#039; copper ore is low &#039;&#039;and&#039;&#039; at least 30 seconds passed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Cargo: Iron ore &amp;lt; 500&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
OR Cargo: Copper ore &amp;lt; 500&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s wait condition logic is read as disjunctive normal form ([https://en.wikipedia.org/wiki/Disjunctive_normal_form DNF]), and so this last example is processed as (note the parenthesis):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;((Cargo: Iron ore &amp;lt; 500 AND 30 seconds passed) OR (Cargo: Copper ore &amp;lt; 500 AND 30 seconds passed))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Which is the same as this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;((Cargo: Iron ore &amp;lt; 500 OR Cargo: Copper ore &amp;lt; 500) AND 30 seconds passed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is &#039;&#039;&#039;no&#039;&#039;&#039; way to write that shorter form in the current UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
* Train is fueled? Ensure that the locomotive has [[fuel]] of some kind.&lt;br /&gt;
* Misplaced or non-functional switches? Ensure that the train can plan a path through the switches.&lt;br /&gt;
* Another train on the same [[Railway#Segment|segment]] or [[Railway#Block|block]]? Make sure the path of the train is unobstructed.&lt;br /&gt;
* Train stops placed correctly? Make sure that the yellow arrows when hovering on the stop point towards the end or exit of the stop.&lt;br /&gt;
* Is the train allowed to enter signals from the right direction? Are the signals set correctly?&lt;br /&gt;
&lt;br /&gt;
==== No path ====&lt;br /&gt;
When trains cannot reach the target, a &amp;quot;no path&amp;quot; symbol pops up over the locomotive. Check:&lt;br /&gt;
* Can the train reach every station by &#039;&#039;&#039;only driving forward&#039;&#039;&#039;? Build turning slopes or place a locomotive at both ends of a train!&lt;br /&gt;
* Are the train stops standing in the right direction?&lt;br /&gt;
* If you use rail signals, check that the signals are all allowing traffic in the correct direction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Relationship to [http://www.openttd.org/ OpenTTD] ==&lt;br /&gt;
Factorio&#039;s railway system works basically exactly like [http://wiki.openttd.org/Signals#Block_signals≈ the block signals in Open Traffic Tycoon Deluxe]. Players who have ever played that game will find some elements of it in Factorio. If not, they can learn from the OpenTTD documentation.&lt;br /&gt;
&lt;br /&gt;
== User tips and tricks ==&lt;br /&gt;
This section contains further links to in-depth knowledge. As a general advisory, tips given in this section detail the more intricate mechanics in the game and can be dangerous to the experience of players who wish to discover better methods on their own. &#039;&#039;&#039;&#039;&#039;Be warned that much of the info below could be outdated/incorrect.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
Factorio is an alpha version and you need to lay the rail-sections piece by piece. It&#039;s not as hard as you might think but railway can currently not be explained in simple words and even pictures don&#039;t describe it well. &lt;br /&gt;
&lt;br /&gt;
==== Videos ====&lt;br /&gt;
We recommend viewing some videos of how to build a simple railway, which makes the basic steps very simple.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=mXr7y02ZG00 Rail Signalling - Easy Rules for Placing Signals]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=54&amp;amp;t=6984 Factorio Tutorial: Signals and Multi-train Networks] by Gepwin (read the whole article!)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=5451 Factorio Traintorial, all about trains] by Gepwin.&lt;br /&gt;
* &#039;&#039;v0.10, english [http://www.youtube.com/watch?v=XSGYSbEPpbM Rail basics tutorial] by MangledPork Gaming.&lt;br /&gt;
** And the second part of the tutorial [http://www.youtube.com/watch?v=k6wxl4FdSuQ Factorio Rail Tutorial Part 2: Signals] &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[http://www.reddit.com/r/factorio/comments/26igal/train_signal_tutorial/ A train-signal tutorial with pictures].&lt;br /&gt;
* v0.8, english [http://www.youtube.com/watch?v=RmyOdxi5hR4 Inzainia Plays: Factorio ver 0.8.0 EP:8 (Trains, Trains, Trains!!!)]&lt;br /&gt;
* v0.6, german [http://www.youtube.com/watch?v=idOaZpX8lnA Silver&#039;s Factorio Basic Train Tutorial]&lt;br /&gt;
* Or look some [http://www.youtube.com/results?search_query=lets%20play%20factorio%20trains Let&#039;s play factorio] :)&lt;/div&gt;</summary>
		<author><name>777</name></author>
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