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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Abbi</id>
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	<updated>2026-04-23T03:16:33Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.factorio.com/index.php?title=Molten_copper&amp;diff=216846</id>
		<title>Molten copper</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Molten_copper&amp;diff=216846"/>
		<updated>2025-12-26T00:51:32Z</updated>

		<summary type="html">&lt;p&gt;Abbi: Changed statement about stone calcite efficiency to compare the efficiency of copper and iron, as evident from the rest of the statement, instead of the efficiency of copper and copper, which does not make sense, and I assume was a mistake made via copy-paste.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Molten copper}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Molten copper&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
Once generated, molten copper can be cast into copper plates, but it can also be cast directly into [[copper cable]]s or [[low density structure]]. The copper cable casting recipe is [[Foundry#Copper cables|always more efficient compared to casting plate]] and using an [[assembling machine]], but not as efficient as using the [[electromagnetic plant]] with [[productivity module]]s of sufficiently high quality.&lt;br /&gt;
&lt;br /&gt;
A [[fluid wagon]] of molten copper represents more copper plates than a single [[cargo wagon]] can store. Even without [[productivity module]]s, 50,000 molten copper represents 7500 copper plates, nearly twice the storage of a cargo wagon (4000 copper plates). Additionally, even with legendary [[quality]] [[productivity module 3]]s, the 2000 copper ore that fills up a single cargo wagon would only generate 50,000 molten copper, the exact size of a fluid wagon. So fluid wagons always at least as efficient per wagon as ore or plate.&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Molten copper from lava}} Molten copper from lava&lt;br /&gt;
| {{icon|Time|16}} + {{icon|Lava|500}} + {{icon|Calcite|1}}&lt;br /&gt;
| {{icon|Molten copper|250}} + {{icon|Stone|15}}&lt;br /&gt;
| {{icon|Foundry|space-age=yes}}&lt;br /&gt;
| {{icontech|Foundry (research)|}} [[Foundry (research)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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 iron.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Molten iron]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Fluids}}&lt;/div&gt;</summary>
		<author><name>Abbi</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Vulcanus&amp;diff=210586</id>
		<title>Talk:Vulcanus</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Vulcanus&amp;diff=210586"/>
		<updated>2025-02-01T08:36:53Z</updated>

		<summary type="html">&lt;p&gt;Abbi: /* Where to add note about renewable */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Where to add note about renewable ==&lt;br /&gt;
&lt;br /&gt;
I saw that [[Nauvis]] has a note that wood processing is the only renewable source of wood in its exclusive items section. &lt;br /&gt;
As such, it seems that it should be noted that Vulcanus&#039; lava processing can produce stone without end - all other planets rely on finite sources, but the lava lasts forever, and calcite can be shipped in from space, where it is acquired from the infinite asteroids. (The details, I suspect shouldn&#039;t be added in to the article, but...)&lt;br /&gt;
However, I&#039;m not sure where that should go - in the exclusive items section, like Nauvis&#039; wood, or as part of the Access to basic resources section, where the stone byproduct is already mentioned, or possibly even in the Trivia section.--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 08:36, 1 February 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Abbi</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Energy_and_work&amp;diff=209594</id>
		<title>Talk:Energy and work</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Energy_and_work&amp;diff=209594"/>
		<updated>2025-01-19T18:18:05Z</updated>

		<summary type="html">&lt;p&gt;Abbi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have a problem with what this teaches. The way I learnt it is this&lt;br /&gt;
&lt;br /&gt;
Work: Applied force x movement in Joule. It&#039;s the transferred amount of energy, not stored energy.&lt;br /&gt;
       Ex: We lift an object of 10kg to 10m high, 1000J of work is done to do this.&lt;br /&gt;
&lt;br /&gt;
Energy: The ability to do work - Not the flow of work. Rather it should be the other way around: Work is the displacement of energy.&lt;br /&gt;
       Ex: To be able to lift the object that high, we need to have at least 1000 J of energy somewhere in our system to be able to do it. If we don&#039;t have the energy in the system, we can&#039;t do it. If we do, we transfer this energy into the object.&lt;br /&gt;
&lt;br /&gt;
Power: The rate at which work is done and equals the rate at which energy is transferred.&lt;br /&gt;
       Ex: You need to use 1000kJ, which you do in 10 seconds, meaning you use an average of 100W to lift the object to 10m high.&lt;br /&gt;
&lt;br /&gt;
(all examples are at 100% efficiency of course)--[[User:Gammro|Gammro]] ([[User talk:Gammro|talk]]) 13:08, 29 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
: I would say yes, if it would be real physics, but your definition would mean, that belts needs also energy.&lt;br /&gt;
: I see the problem. Let&#039;s think about a way to express that we&#039;re talking about game physics.&lt;br /&gt;
: that includes also the examples, which are not useful for this, cause currently nothing in Factorio has a weight in the sense of this definition.&lt;br /&gt;
: [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 12:47, 29 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
:: IMO, we should stick to definitions that are as close to real-life as possible. Not only to have people who are familiar with real-life physics understand what is meant, but also to not teach people game-physics as if they were real. The concepts of these 3 words are pretty well defined and documented(just look at the wikipedia pages), so it shouldn&#039;t be very difficult to adapt them for Factorio.&lt;br /&gt;
::Yes, according to the game, belts do work without requiring energy. That&#039;s a choice of the devs to make the (early) game less of a hassle. And my examples were to demonstrate the concepts in real-life examples. I&#039;d need a bit of time to define a few examples for Factorio.&lt;br /&gt;
::--[[User:Gammro|Gammro]] ([[User talk:Gammro|talk]]) 13:08, 29 January 2015 (CET)&lt;br /&gt;
::: when I reread this: work is just stored energy. If you let drop the object from 10 m height you can regain 1kJ. The energy changes just its state. In Factorio this is change loseless. [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 08:55, 30 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
It is actually precisely the opposite: energy is stored work, or the potential for work (though the second law of thermodynamics, with its implication of non-recoverable entropy, weakens the second definition somewhat). In particular energy is measured in joules, NOT watts, which is the unit of power. I think it does players a disservice to use terms in a way that is totally at odds with real physics - it misses the opportunity to teach. I&#039;ve totally rewritten the article to correct these egregious errors and give more information. If you think the result is unacceptable, feel free to revert. [[User:Thrawcheld|Thrawcheld]] ([[User talk:Thrawcheld|talk]]) 03:34, 6 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thank you for this amazing overhaul of the page; it is now much more clear, and also right from the perspective of the factorio source code, which defines all energy as joules, and converts watt into joule ([[Types/Energy]]). -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 10:56, 6 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Other &amp;gt; 100% efficiency scenarios? ==&lt;br /&gt;
&lt;br /&gt;
At the very least, enough [[Low density structure productivity (research)]]{{SA}} allows for the direct fabrication of matter from energy, which I am very much so aware should take an amount of energy that vastly exceeds any amount that makes sense to have in one location. (We know it doesn&#039;t use air, because it can be done in space). I&#039;m left wondering if there&#039;s such cases outside of the infinite productivity researches - the other infinite productivity researches are more ambiguous in this regard, due to any of being non-recyclable, having liquid ingredients, or affecting something that isn&#039;t removed from where it is produced.--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 03:37, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Can you explain how exactly this research &amp;quot;allows for the direct fabrication of matter from energy?&amp;quot; [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 03:39, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: At at 21+ levels of this tech in an Assembling machine three with legendary productivity modules, or 31+ without other productivity bonuses, the recipe produces more than 4 units per standard input amount. Therefor, if you recycle the outputs, you&#039;ll get more of the inputs than you started with, having of only spent energy. Similar is true of the processing unit, but that requires its liquid input, making it more ambiguous. (Also, although it can be made in the Foundry as well as Assembly Machines, it can be recycled into its parts - as can be seen in the factoriopedia.)--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 04:57, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Productivity for all recipes is capped at 300% ([https://factorio.com/blog/post/fff-375 for precisely this reason in fact]). So unless you&#039;re using mods which raise this cap, it cannot happen. [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 05:14, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Drat. And it looks like it applies to all of the infinite productivity techs, too - or does it just apply to buildings with recyclable outputs? ([[Mining productivity (research)]] has a table that such would rather invalidate.)--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 16:51, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::: The cap applies to &#039;&#039;recipes&#039;&#039;. All recipes. Mining ore is not a recipe, nor is research, so [[Productivity#Limits|they don&#039;t count]]. [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 17:08, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::: Ah, good. Thanks.--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 18:18, 19 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Abbi</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Energy_and_work&amp;diff=209591</id>
		<title>Talk:Energy and work</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Energy_and_work&amp;diff=209591"/>
		<updated>2025-01-19T16:51:42Z</updated>

		<summary type="html">&lt;p&gt;Abbi: (Forgot to sign, added)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have a problem with what this teaches. The way I learnt it is this&lt;br /&gt;
&lt;br /&gt;
Work: Applied force x movement in Joule. It&#039;s the transferred amount of energy, not stored energy.&lt;br /&gt;
       Ex: We lift an object of 10kg to 10m high, 1000J of work is done to do this.&lt;br /&gt;
&lt;br /&gt;
Energy: The ability to do work - Not the flow of work. Rather it should be the other way around: Work is the displacement of energy.&lt;br /&gt;
       Ex: To be able to lift the object that high, we need to have at least 1000 J of energy somewhere in our system to be able to do it. If we don&#039;t have the energy in the system, we can&#039;t do it. If we do, we transfer this energy into the object.&lt;br /&gt;
&lt;br /&gt;
Power: The rate at which work is done and equals the rate at which energy is transferred.&lt;br /&gt;
       Ex: You need to use 1000kJ, which you do in 10 seconds, meaning you use an average of 100W to lift the object to 10m high.&lt;br /&gt;
&lt;br /&gt;
(all examples are at 100% efficiency of course)--[[User:Gammro|Gammro]] ([[User talk:Gammro|talk]]) 13:08, 29 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
: I would say yes, if it would be real physics, but your definition would mean, that belts needs also energy.&lt;br /&gt;
: I see the problem. Let&#039;s think about a way to express that we&#039;re talking about game physics.&lt;br /&gt;
: that includes also the examples, which are not useful for this, cause currently nothing in Factorio has a weight in the sense of this definition.&lt;br /&gt;
: [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 12:47, 29 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
:: IMO, we should stick to definitions that are as close to real-life as possible. Not only to have people who are familiar with real-life physics understand what is meant, but also to not teach people game-physics as if they were real. The concepts of these 3 words are pretty well defined and documented(just look at the wikipedia pages), so it shouldn&#039;t be very difficult to adapt them for Factorio.&lt;br /&gt;
::Yes, according to the game, belts do work without requiring energy. That&#039;s a choice of the devs to make the (early) game less of a hassle. And my examples were to demonstrate the concepts in real-life examples. I&#039;d need a bit of time to define a few examples for Factorio.&lt;br /&gt;
::--[[User:Gammro|Gammro]] ([[User talk:Gammro|talk]]) 13:08, 29 January 2015 (CET)&lt;br /&gt;
::: when I reread this: work is just stored energy. If you let drop the object from 10 m height you can regain 1kJ. The energy changes just its state. In Factorio this is change loseless. [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 08:55, 30 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
It is actually precisely the opposite: energy is stored work, or the potential for work (though the second law of thermodynamics, with its implication of non-recoverable entropy, weakens the second definition somewhat). In particular energy is measured in joules, NOT watts, which is the unit of power. I think it does players a disservice to use terms in a way that is totally at odds with real physics - it misses the opportunity to teach. I&#039;ve totally rewritten the article to correct these egregious errors and give more information. If you think the result is unacceptable, feel free to revert. [[User:Thrawcheld|Thrawcheld]] ([[User talk:Thrawcheld|talk]]) 03:34, 6 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thank you for this amazing overhaul of the page; it is now much more clear, and also right from the perspective of the factorio source code, which defines all energy as joules, and converts watt into joule ([[Types/Energy]]). -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 10:56, 6 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Other &amp;gt; 100% efficiency scenarios? ==&lt;br /&gt;
&lt;br /&gt;
At the very least, enough [[Low density structure productivity (research)]]{{SA}} allows for the direct fabrication of matter from energy, which I am very much so aware should take an amount of energy that vastly exceeds any amount that makes sense to have in one location. (We know it doesn&#039;t use air, because it can be done in space). I&#039;m left wondering if there&#039;s such cases outside of the infinite productivity researches - the other infinite productivity researches are more ambiguous in this regard, due to any of being non-recyclable, having liquid ingredients, or affecting something that isn&#039;t removed from where it is produced.--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 03:37, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Can you explain how exactly this research &amp;quot;allows for the direct fabrication of matter from energy?&amp;quot; [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 03:39, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: At at 21+ levels of this tech in an Assembling machine three with legendary productivity modules, or 31+ without other productivity bonuses, the recipe produces more than 4 units per standard input amount. Therefor, if you recycle the outputs, you&#039;ll get more of the inputs than you started with, having of only spent energy. Similar is true of the processing unit, but that requires its liquid input, making it more ambiguous. (Also, although it can be made in the Foundry as well as Assembly Machines, it can be recycled into its parts - as can be seen in the factoriopedia.)--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 04:57, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Productivity for all recipes is capped at 300% ([https://factorio.com/blog/post/fff-375 for precisely this reason in fact]). So unless you&#039;re using mods which raise this cap, it cannot happen. [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 05:14, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Drat. And it looks like it applies to all of the infinite productivity techs, too - or does it just apply to buildings with recyclable outputs? ([[Mining productivity (research)]] has a table that such would rather invalidate.)--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 16:51, 19 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Abbi</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Energy_and_work&amp;diff=209590</id>
		<title>Talk:Energy and work</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Energy_and_work&amp;diff=209590"/>
		<updated>2025-01-19T16:51:21Z</updated>

		<summary type="html">&lt;p&gt;Abbi: /* Other &amp;gt; 100% efficiency scenarios? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have a problem with what this teaches. The way I learnt it is this&lt;br /&gt;
&lt;br /&gt;
Work: Applied force x movement in Joule. It&#039;s the transferred amount of energy, not stored energy.&lt;br /&gt;
       Ex: We lift an object of 10kg to 10m high, 1000J of work is done to do this.&lt;br /&gt;
&lt;br /&gt;
Energy: The ability to do work - Not the flow of work. Rather it should be the other way around: Work is the displacement of energy.&lt;br /&gt;
       Ex: To be able to lift the object that high, we need to have at least 1000 J of energy somewhere in our system to be able to do it. If we don&#039;t have the energy in the system, we can&#039;t do it. If we do, we transfer this energy into the object.&lt;br /&gt;
&lt;br /&gt;
Power: The rate at which work is done and equals the rate at which energy is transferred.&lt;br /&gt;
       Ex: You need to use 1000kJ, which you do in 10 seconds, meaning you use an average of 100W to lift the object to 10m high.&lt;br /&gt;
&lt;br /&gt;
(all examples are at 100% efficiency of course)--[[User:Gammro|Gammro]] ([[User talk:Gammro|talk]]) 13:08, 29 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
: I would say yes, if it would be real physics, but your definition would mean, that belts needs also energy.&lt;br /&gt;
: I see the problem. Let&#039;s think about a way to express that we&#039;re talking about game physics.&lt;br /&gt;
: that includes also the examples, which are not useful for this, cause currently nothing in Factorio has a weight in the sense of this definition.&lt;br /&gt;
: [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 12:47, 29 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
:: IMO, we should stick to definitions that are as close to real-life as possible. Not only to have people who are familiar with real-life physics understand what is meant, but also to not teach people game-physics as if they were real. The concepts of these 3 words are pretty well defined and documented(just look at the wikipedia pages), so it shouldn&#039;t be very difficult to adapt them for Factorio.&lt;br /&gt;
::Yes, according to the game, belts do work without requiring energy. That&#039;s a choice of the devs to make the (early) game less of a hassle. And my examples were to demonstrate the concepts in real-life examples. I&#039;d need a bit of time to define a few examples for Factorio.&lt;br /&gt;
::--[[User:Gammro|Gammro]] ([[User talk:Gammro|talk]]) 13:08, 29 January 2015 (CET)&lt;br /&gt;
::: when I reread this: work is just stored energy. If you let drop the object from 10 m height you can regain 1kJ. The energy changes just its state. In Factorio this is change loseless. [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 08:55, 30 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
It is actually precisely the opposite: energy is stored work, or the potential for work (though the second law of thermodynamics, with its implication of non-recoverable entropy, weakens the second definition somewhat). In particular energy is measured in joules, NOT watts, which is the unit of power. I think it does players a disservice to use terms in a way that is totally at odds with real physics - it misses the opportunity to teach. I&#039;ve totally rewritten the article to correct these egregious errors and give more information. If you think the result is unacceptable, feel free to revert. [[User:Thrawcheld|Thrawcheld]] ([[User talk:Thrawcheld|talk]]) 03:34, 6 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thank you for this amazing overhaul of the page; it is now much more clear, and also right from the perspective of the factorio source code, which defines all energy as joules, and converts watt into joule ([[Types/Energy]]). -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 10:56, 6 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Other &amp;gt; 100% efficiency scenarios? ==&lt;br /&gt;
&lt;br /&gt;
At the very least, enough [[Low density structure productivity (research)]]{{SA}} allows for the direct fabrication of matter from energy, which I am very much so aware should take an amount of energy that vastly exceeds any amount that makes sense to have in one location. (We know it doesn&#039;t use air, because it can be done in space). I&#039;m left wondering if there&#039;s such cases outside of the infinite productivity researches - the other infinite productivity researches are more ambiguous in this regard, due to any of being non-recyclable, having liquid ingredients, or affecting something that isn&#039;t removed from where it is produced.--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 03:37, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Can you explain how exactly this research &amp;quot;allows for the direct fabrication of matter from energy?&amp;quot; [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 03:39, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: At at 21+ levels of this tech in an Assembling machine three with legendary productivity modules, or 31+ without other productivity bonuses, the recipe produces more than 4 units per standard input amount. Therefor, if you recycle the outputs, you&#039;ll get more of the inputs than you started with, having of only spent energy. Similar is true of the processing unit, but that requires its liquid input, making it more ambiguous. (Also, although it can be made in the Foundry as well as Assembly Machines, it can be recycled into its parts - as can be seen in the factoriopedia.)--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 04:57, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Productivity for all recipes is capped at 300% ([https://factorio.com/blog/post/fff-375 for precisely this reason in fact]). So unless you&#039;re using mods which raise this cap, it cannot happen. [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 05:14, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Drat. And it looks like it applies to all of the infinite productivity techs, too - or does it just apply to buildings with recyclable outputs? ([[Mining productivity (research)]] has a table that such would rather invalidate.)&lt;/div&gt;</summary>
		<author><name>Abbi</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Energy_and_work&amp;diff=209540</id>
		<title>Talk:Energy and work</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Energy_and_work&amp;diff=209540"/>
		<updated>2025-01-19T04:57:55Z</updated>

		<summary type="html">&lt;p&gt;Abbi: /* Other &amp;gt; 100% efficiency scenarios? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have a problem with what this teaches. The way I learnt it is this&lt;br /&gt;
&lt;br /&gt;
Work: Applied force x movement in Joule. It&#039;s the transferred amount of energy, not stored energy.&lt;br /&gt;
       Ex: We lift an object of 10kg to 10m high, 1000J of work is done to do this.&lt;br /&gt;
&lt;br /&gt;
Energy: The ability to do work - Not the flow of work. Rather it should be the other way around: Work is the displacement of energy.&lt;br /&gt;
       Ex: To be able to lift the object that high, we need to have at least 1000 J of energy somewhere in our system to be able to do it. If we don&#039;t have the energy in the system, we can&#039;t do it. If we do, we transfer this energy into the object.&lt;br /&gt;
&lt;br /&gt;
Power: The rate at which work is done and equals the rate at which energy is transferred.&lt;br /&gt;
       Ex: You need to use 1000kJ, which you do in 10 seconds, meaning you use an average of 100W to lift the object to 10m high.&lt;br /&gt;
&lt;br /&gt;
(all examples are at 100% efficiency of course)--[[User:Gammro|Gammro]] ([[User talk:Gammro|talk]]) 13:08, 29 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
: I would say yes, if it would be real physics, but your definition would mean, that belts needs also energy.&lt;br /&gt;
: I see the problem. Let&#039;s think about a way to express that we&#039;re talking about game physics.&lt;br /&gt;
: that includes also the examples, which are not useful for this, cause currently nothing in Factorio has a weight in the sense of this definition.&lt;br /&gt;
: [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 12:47, 29 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
:: IMO, we should stick to definitions that are as close to real-life as possible. Not only to have people who are familiar with real-life physics understand what is meant, but also to not teach people game-physics as if they were real. The concepts of these 3 words are pretty well defined and documented(just look at the wikipedia pages), so it shouldn&#039;t be very difficult to adapt them for Factorio.&lt;br /&gt;
::Yes, according to the game, belts do work without requiring energy. That&#039;s a choice of the devs to make the (early) game less of a hassle. And my examples were to demonstrate the concepts in real-life examples. I&#039;d need a bit of time to define a few examples for Factorio.&lt;br /&gt;
::--[[User:Gammro|Gammro]] ([[User talk:Gammro|talk]]) 13:08, 29 January 2015 (CET)&lt;br /&gt;
::: when I reread this: work is just stored energy. If you let drop the object from 10 m height you can regain 1kJ. The energy changes just its state. In Factorio this is change loseless. [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 08:55, 30 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
It is actually precisely the opposite: energy is stored work, or the potential for work (though the second law of thermodynamics, with its implication of non-recoverable entropy, weakens the second definition somewhat). In particular energy is measured in joules, NOT watts, which is the unit of power. I think it does players a disservice to use terms in a way that is totally at odds with real physics - it misses the opportunity to teach. I&#039;ve totally rewritten the article to correct these egregious errors and give more information. If you think the result is unacceptable, feel free to revert. [[User:Thrawcheld|Thrawcheld]] ([[User talk:Thrawcheld|talk]]) 03:34, 6 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thank you for this amazing overhaul of the page; it is now much more clear, and also right from the perspective of the factorio source code, which defines all energy as joules, and converts watt into joule ([[Types/Energy]]). -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 10:56, 6 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Other &amp;gt; 100% efficiency scenarios? ==&lt;br /&gt;
&lt;br /&gt;
At the very least, enough [[Low density structure productivity (research)]]{{SA}} allows for the direct fabrication of matter from energy, which I am very much so aware should take an amount of energy that vastly exceeds any amount that makes sense to have in one location. (We know it doesn&#039;t use air, because it can be done in space). I&#039;m left wondering if there&#039;s such cases outside of the infinite productivity researches - the other infinite productivity researches are more ambiguous in this regard, due to any of being non-recyclable, having liquid ingredients, or affecting something that isn&#039;t removed from where it is produced.--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 03:37, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Can you explain how exactly this research &amp;quot;allows for the direct fabrication of matter from energy?&amp;quot; [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 03:39, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: At at 21+ levels of this tech in an Assembling machine three with legendary productivity modules, or 31+ without other productivity bonuses, the recipe produces more than 4 units per standard input amount. Therefor, if you recycle the outputs, you&#039;ll get more of the inputs than you started with, having of only spent energy. Similar is true of the processing unit, but that requires its liquid input, making it more ambiguous. (Also, although it can be made in the Foundry as well as Assembly Machines, it can be recycled into its parts - as can be seen in the factoriopedia.)--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 04:57, 19 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Abbi</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Energy_and_work&amp;diff=209539</id>
		<title>Talk:Energy and work</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Energy_and_work&amp;diff=209539"/>
		<updated>2025-01-19T04:57:37Z</updated>

		<summary type="html">&lt;p&gt;Abbi: /* Other &amp;gt; 100% efficiency scenarios? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have a problem with what this teaches. The way I learnt it is this&lt;br /&gt;
&lt;br /&gt;
Work: Applied force x movement in Joule. It&#039;s the transferred amount of energy, not stored energy.&lt;br /&gt;
       Ex: We lift an object of 10kg to 10m high, 1000J of work is done to do this.&lt;br /&gt;
&lt;br /&gt;
Energy: The ability to do work - Not the flow of work. Rather it should be the other way around: Work is the displacement of energy.&lt;br /&gt;
       Ex: To be able to lift the object that high, we need to have at least 1000 J of energy somewhere in our system to be able to do it. If we don&#039;t have the energy in the system, we can&#039;t do it. If we do, we transfer this energy into the object.&lt;br /&gt;
&lt;br /&gt;
Power: The rate at which work is done and equals the rate at which energy is transferred.&lt;br /&gt;
       Ex: You need to use 1000kJ, which you do in 10 seconds, meaning you use an average of 100W to lift the object to 10m high.&lt;br /&gt;
&lt;br /&gt;
(all examples are at 100% efficiency of course)--[[User:Gammro|Gammro]] ([[User talk:Gammro|talk]]) 13:08, 29 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
: I would say yes, if it would be real physics, but your definition would mean, that belts needs also energy.&lt;br /&gt;
: I see the problem. Let&#039;s think about a way to express that we&#039;re talking about game physics.&lt;br /&gt;
: that includes also the examples, which are not useful for this, cause currently nothing in Factorio has a weight in the sense of this definition.&lt;br /&gt;
: [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 12:47, 29 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
:: IMO, we should stick to definitions that are as close to real-life as possible. Not only to have people who are familiar with real-life physics understand what is meant, but also to not teach people game-physics as if they were real. The concepts of these 3 words are pretty well defined and documented(just look at the wikipedia pages), so it shouldn&#039;t be very difficult to adapt them for Factorio.&lt;br /&gt;
::Yes, according to the game, belts do work without requiring energy. That&#039;s a choice of the devs to make the (early) game less of a hassle. And my examples were to demonstrate the concepts in real-life examples. I&#039;d need a bit of time to define a few examples for Factorio.&lt;br /&gt;
::--[[User:Gammro|Gammro]] ([[User talk:Gammro|talk]]) 13:08, 29 January 2015 (CET)&lt;br /&gt;
::: when I reread this: work is just stored energy. If you let drop the object from 10 m height you can regain 1kJ. The energy changes just its state. In Factorio this is change loseless. [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 08:55, 30 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
It is actually precisely the opposite: energy is stored work, or the potential for work (though the second law of thermodynamics, with its implication of non-recoverable entropy, weakens the second definition somewhat). In particular energy is measured in joules, NOT watts, which is the unit of power. I think it does players a disservice to use terms in a way that is totally at odds with real physics - it misses the opportunity to teach. I&#039;ve totally rewritten the article to correct these egregious errors and give more information. If you think the result is unacceptable, feel free to revert. [[User:Thrawcheld|Thrawcheld]] ([[User talk:Thrawcheld|talk]]) 03:34, 6 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thank you for this amazing overhaul of the page; it is now much more clear, and also right from the perspective of the factorio source code, which defines all energy as joules, and converts watt into joule ([[Types/Energy]]). -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 10:56, 6 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Other &amp;gt; 100% efficiency scenarios? ==&lt;br /&gt;
&lt;br /&gt;
At the very least, enough [[Low density structure productivity (research)]]{{SA}} allows for the direct fabrication of matter from energy, which I am very much so aware should take an amount of energy that vastly exceeds any amount that makes sense to have in one location. (We know it doesn&#039;t use air, because it can be done in space). I&#039;m left wondering if there&#039;s such cases outside of the infinite productivity researches - the other infinite productivity researches are more ambiguous in this regard, due to any of being non-recyclable, having liquid ingredients, or affecting something that isn&#039;t removed from where it is produced.--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 03:37, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Can you explain how exactly this research &amp;quot;allows for the direct fabrication of matter from energy?&amp;quot; [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 03:39, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: At at 21+ levels of this tech in an Assembling machine three with legendary productivity modules, or 31+ without productivity bonuses, the recipe produces more than 4 units per standard input amount. Therefor, if you recycle the outputs, you&#039;ll get more of the inputs than you started with, having of only spent energy. Similar is true of the processing unit, but that requires its liquid input, making it more ambiguous. (Also, although it can be made in the Foundry as well as Assembly Machines, it can be recycled into its parts - as can be seen in the factoriopedia.)--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 04:57, 19 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Abbi</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Steam_condensation&amp;diff=209538</id>
		<title>Talk:Steam condensation</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Steam_condensation&amp;diff=209538"/>
		<updated>2025-01-19T04:42:58Z</updated>

		<summary type="html">&lt;p&gt;Abbi: /* Clear reason why this doesn&amp;#039;t allow productivity modules - add or no? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Clear reason why this doesn&#039;t allow productivity modules - add or no? ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s fairly clear that this recipe doesn&#039;t accept productivity modules to avoid a planetside (any planet) loop that constantly gains steam and water from Any fuel source - at best, needing to import an ongoing supply of coal and the startup heavy fuel from elsewhere, and then using that for rocket fuel for the burner - and coal is easily supplied by any orbital platform lingering in orbit.&lt;br /&gt;
&lt;br /&gt;
What I&#039;m wondering here is if this should be added to the actual page - if you&#039;re in the habit of thinking of infinities in the first place, this is all fairly clear, and you&#039;re probably not going to care all too much if you don&#039;t, I&#039;m pretty sure.--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 04:26, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
: While that is likely why it does not take prods, I don&#039;t think pointing this out is particularly useful or meaningful. It&#039;s also speculative; it&#039;s not like the developers have said that this is why it isn&#039;t there. [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 04:29, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Fair enough. Thanks.--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 04:42, 19 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Abbi</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=209537</id>
		<title>Pumpjack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=209537"/>
		<updated>2025-01-19T04:40:43Z</updated>

		<summary type="html">&lt;p&gt;Abbi: Edited formulas to use the same parenthesis type throughout. Added a note about impact of legendary speed module 3s. Noted that some numbers in the formula should be averages.&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, [[sulfuric acid]] from [[Vulcanus]]{{SA}}, as well as [[lithium brine]]{{SA}} and [[fluorine]]{{SA}} from the planet [[Aquilo]]{{SA}}. 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 1000 crude oil per cycle, achieved by an oil field with more than 9999% yield. However, such a high yield is rare with standard [[map 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, plus another 1 oil per beacon per second. With two legendary speed module 3s increases output by a factor of 3.5 from 2 to 7 crude oil 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 * average bonus from module) + (number of beacons * average distribution efficiency * (number of modules in each beacon * average 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;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;235px&amp;quot; heights=&amp;quot;180px&amp;quot;&amp;gt;&lt;br /&gt;
pumpjack_different_speeds.gif|Animation of different speeds of pumpjacks: one with two speed modules, one with no modules and one with two production modules. &amp;lt;small&amp;gt;&#039;&#039;(Click to see GIF animation)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;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>Abbi</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Steam_condensation&amp;diff=209534</id>
		<title>Talk:Steam condensation</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Steam_condensation&amp;diff=209534"/>
		<updated>2025-01-19T04:28:47Z</updated>

		<summary type="html">&lt;p&gt;Abbi: Added what I had intended with the single enter press. (I haven&amp;#039;t been making this edit, because it usually doesn&amp;#039;t matter at all if it&amp;#039;s in the same block of text or not.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Clear reason why this doesn&#039;t allow productivity modules - add or no? ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s fairly clear that this recipe doesn&#039;t accept productivity modules to avoid a planetside (any planet) loop that constantly gains steam and water from Any fuel source - at best, needing to import an ongoing supply of coal and the startup heavy fuel from elsewhere, and then using that for rocket fuel for the burner - and coal is easily supplied by any orbital platform lingering in orbit.&lt;br /&gt;
&lt;br /&gt;
What I&#039;m wondering here is if this should be added to the actual page - if you&#039;re in the habit of thinking of infinities in the first place, this is all fairly clear, and you&#039;re probably not going to care all too much if you don&#039;t, I&#039;m pretty sure.--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 04:26, 19 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Abbi</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Steam_condensation&amp;diff=209533</id>
		<title>Talk:Steam condensation</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Steam_condensation&amp;diff=209533"/>
		<updated>2025-01-19T04:26:49Z</updated>

		<summary type="html">&lt;p&gt;Abbi: /* Clear reason why this doesn&amp;#039;t allow productivity modules - add or no? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Clear reason why this doesn&#039;t allow productivity modules - add or no? ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s fairly clear that this recipe doesn&#039;t accept productivity modules to avoid a planetside (any planet) loop that constantly gains steam and water from Any fuel source - at best, needing to import an ongoing supply of coal and the startup heavy fuel from elsewhere, and then using that for rocket fuel for the burner - and coal is easily supplied by any orbital platform lingering in orbit.&lt;br /&gt;
What I&#039;m wondering here is if this should be added to the actual page - if you&#039;re in the habit of thinking of infinities in the first place, this is all fairly clear, and you&#039;re probably not going to care all too much if you don&#039;t, I&#039;m pretty sure.--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 04:26, 19 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Abbi</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Processing_unit&amp;diff=209517</id>
		<title>Processing unit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Processing_unit&amp;diff=209517"/>
		<updated>2025-01-19T03:45:28Z</updated>

		<summary type="html">&lt;p&gt;Abbi: Added a note about the space age infinite productivity tech.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Processing unit}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Processing Unit&#039;&#039;&#039; (or &amp;quot;blue circuit&amp;quot;) is the third tier of circuit, and is used in many late game recipes, mainly for making [[utility science pack]]s, [[module]]s, modular armor and its equipment, the [[rocket silo]] and parts for the rocket.&lt;br /&gt;
Alike the other components of [[rocket part]]s, [[Space Age]]{{SA}} adds infinite productivity tech [[Processing unit productivity (research)]].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|computer-age-1}}&lt;br /&gt;
{{Achievement|computer-age-2}}&lt;br /&gt;
{{Achievement|computer-age-3}}&lt;br /&gt;
&lt;br /&gt;
== Ratio ==&lt;br /&gt;
The following shows the minimum ratio of assemblers/machines and items required to produce processing units such that all number of assemblers are whole numbers. Items per min is calculated using [[assembling machine 3]] with no [[module]]s or [[beacon]]s 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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Items/min&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;| {{Icon|Processing unit|37.5}} using {{Icon|Assembling machine 3|5}}&lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{Icon|Advanced circuit|75}} using {{Icon|Assembling machine 3|6}}&lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Electronic circuit|150}} using {{Icon|Assembling machine 3|1}}&lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{Icon|Electronic circuit|750}} using {{Icon|Assembling machine 3|5}}&lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{Icon|Sulfuric acid|187.5}} using {{Icon|Chemical plant|0.0625}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:40px;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;width:40px;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;width:40px;&amp;quot;|&lt;br /&gt;
||&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Now used as component for rocket.&lt;br /&gt;
}}&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;
* Rocket components:&lt;br /&gt;
** [[Low density structure]]&lt;br /&gt;
** [[Rocket fuel]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Abbi</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Energy_and_work&amp;diff=209514</id>
		<title>Talk:Energy and work</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Energy_and_work&amp;diff=209514"/>
		<updated>2025-01-19T03:37:44Z</updated>

		<summary type="html">&lt;p&gt;Abbi: /* Other &amp;gt; 100% efficiency scenarios? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have a problem with what this teaches. The way I learnt it is this&lt;br /&gt;
&lt;br /&gt;
Work: Applied force x movement in Joule. It&#039;s the transferred amount of energy, not stored energy.&lt;br /&gt;
       Ex: We lift an object of 10kg to 10m high, 1000J of work is done to do this.&lt;br /&gt;
&lt;br /&gt;
Energy: The ability to do work - Not the flow of work. Rather it should be the other way around: Work is the displacement of energy.&lt;br /&gt;
       Ex: To be able to lift the object that high, we need to have at least 1000 J of energy somewhere in our system to be able to do it. If we don&#039;t have the energy in the system, we can&#039;t do it. If we do, we transfer this energy into the object.&lt;br /&gt;
&lt;br /&gt;
Power: The rate at which work is done and equals the rate at which energy is transferred.&lt;br /&gt;
       Ex: You need to use 1000kJ, which you do in 10 seconds, meaning you use an average of 100W to lift the object to 10m high.&lt;br /&gt;
&lt;br /&gt;
(all examples are at 100% efficiency of course)--[[User:Gammro|Gammro]] ([[User talk:Gammro|talk]]) 13:08, 29 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
: I would say yes, if it would be real physics, but your definition would mean, that belts needs also energy.&lt;br /&gt;
: I see the problem. Let&#039;s think about a way to express that we&#039;re talking about game physics.&lt;br /&gt;
: that includes also the examples, which are not useful for this, cause currently nothing in Factorio has a weight in the sense of this definition.&lt;br /&gt;
: [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 12:47, 29 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
:: IMO, we should stick to definitions that are as close to real-life as possible. Not only to have people who are familiar with real-life physics understand what is meant, but also to not teach people game-physics as if they were real. The concepts of these 3 words are pretty well defined and documented(just look at the wikipedia pages), so it shouldn&#039;t be very difficult to adapt them for Factorio.&lt;br /&gt;
::Yes, according to the game, belts do work without requiring energy. That&#039;s a choice of the devs to make the (early) game less of a hassle. And my examples were to demonstrate the concepts in real-life examples. I&#039;d need a bit of time to define a few examples for Factorio.&lt;br /&gt;
::--[[User:Gammro|Gammro]] ([[User talk:Gammro|talk]]) 13:08, 29 January 2015 (CET)&lt;br /&gt;
::: when I reread this: work is just stored energy. If you let drop the object from 10 m height you can regain 1kJ. The energy changes just its state. In Factorio this is change loseless. [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 08:55, 30 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
It is actually precisely the opposite: energy is stored work, or the potential for work (though the second law of thermodynamics, with its implication of non-recoverable entropy, weakens the second definition somewhat). In particular energy is measured in joules, NOT watts, which is the unit of power. I think it does players a disservice to use terms in a way that is totally at odds with real physics - it misses the opportunity to teach. I&#039;ve totally rewritten the article to correct these egregious errors and give more information. If you think the result is unacceptable, feel free to revert. [[User:Thrawcheld|Thrawcheld]] ([[User talk:Thrawcheld|talk]]) 03:34, 6 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thank you for this amazing overhaul of the page; it is now much more clear, and also right from the perspective of the factorio source code, which defines all energy as joules, and converts watt into joule ([[Types/Energy]]). -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 10:56, 6 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Other &amp;gt; 100% efficiency scenarios? ==&lt;br /&gt;
&lt;br /&gt;
At the very least, enough [[Low density structure productivity (research)]]{{SA}} allows for the direct fabrication of matter from energy, which I am very much so aware should take an amount of energy that vastly exceeds any amount that makes sense to have in one location. (We know it doesn&#039;t use air, because it can be done in space). I&#039;m left wondering if there&#039;s such cases outside of the infinite productivity researches - the other infinite productivity researches are more ambiguous in this regard, due to any of being non-recyclable, having liquid ingredients, or affecting something that isn&#039;t removed from where it is produced.--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 03:37, 19 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Abbi</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Buffer_chest&amp;diff=209496</id>
		<title>Buffer chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Buffer_chest&amp;diff=209496"/>
		<updated>2025-01-19T03:15:00Z</updated>

		<summary type="html">&lt;p&gt;Abbi: Added the Space Age symbol to the Space Age link in the main body of the text, like in the linked achievement, for consistency. (And because the other possibility would be less clear.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Buffer chest}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;buffer chest&#039;&#039;&#039; is a large advanced storage item that that is part of the [[logistic network]], and combines the functions of both a [[requester chest]] and a [[passive provider chest]]. The buffer chest&#039;s purpose is to be an &amp;quot;in-between&amp;quot; chest for ferrying items from [[provider chest]]s to the player, [[construction robot]]s, or requester chests. In [[Space Age]]{{SA}}, rocket silos are also served by buffer chests.&lt;br /&gt;
&lt;br /&gt;
Like requester chests, buffer chests can be configured to request a specified number of up to 1000 types of items from the logistic network. [[Logistic robot]]s will then bring the specified items from provider chests or [[storage chest]]s until the request is met. In addition, similar to a passive provider chest, any items contained in a buffer chest are made available to construction robots, logistic requests from the player, and requester chests that have the &amp;quot;Request from buffer chests&amp;quot; checkbox checked. However, items in a buffer chest are &#039;&#039;&#039;not&#039;&#039;&#039; used to fulfill requests from other buffer chests.&lt;br /&gt;
&lt;br /&gt;
By using {{Keybinding|shift|rmb}} and {{Keybinding|shift|lmb}} to [[Copy and paste#Entity settings|copy-paste a recipe from an assembling machine to a buffer chest]], the buffer chest is automatically configured to request enough ingredients for 30 seconds of continuous crafting.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:Fff-203-buffer-chest-2.png|The buffer chest can act as a central supply point to the player,&lt;br /&gt;
File:Fff-203-buffer-chest-3.png|... or as a more localized supply for construction.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:buffer chest gui.png|thumb|none|300px|Buffer chest GUI.]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Buffer chests now use logistics groups.&lt;br /&gt;
* New option to trash unrequested items.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.27|&lt;br /&gt;
* Increased logistic filter count from 12 to 30.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.21|&lt;br /&gt;
* Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.8|&lt;br /&gt;
* Requester chests can now request stuff from buffer chests as was originally intended.&lt;br /&gt;
* Buffer chests are provided items only if all requester chests are satisfied for that specific item.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
* Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-203 Friday Facts #203 - Logistic buffer chest]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Abbi</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Portable_solar_panel&amp;diff=209492</id>
		<title>Talk:Portable solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Portable_solar_panel&amp;diff=209492"/>
		<updated>2025-01-19T03:06:33Z</updated>

		<summary type="html">&lt;p&gt;Abbi: /* Wrong about usability? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Similar to the non-portable solar panels? ==&lt;br /&gt;
I&#039;m using this equipment a little bit longer than usual because I&#039;ve been having much more difficulty expanding than researching tech, and I&#039;ve been assuming this is the case when I consider what gear to use, but because I have the non-constant usage equipment Energy Shield and Personal Roboport, I&#039;m not sure that that&#039;s a correct assumption, and would like confirmation.--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 02:50, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wrong about usability? ==&lt;br /&gt;
&lt;br /&gt;
While Portable solar panels aren&#039;t &#039;&#039;great&#039;&#039; for it, I&#039;ve got an [[exoskeleton]] in my [[power armor]], and am pretty sure it would work even without any quality (added it in with 2 [[personal battery MK2]], and 1 each of [[nightvision]], uncommon [[belt immunity equipment]], [[energy shield]], and [[personal roboport]] while the only quality portable solar panel I had at the time was one uncommon one, and it was working, at least?)--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 03:05, 19 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Abbi</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Portable_solar_panel&amp;diff=209491</id>
		<title>Talk:Portable solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Portable_solar_panel&amp;diff=209491"/>
		<updated>2025-01-19T03:05:48Z</updated>

		<summary type="html">&lt;p&gt;Abbi: /* Wrong about usability? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Similar to the non-portable solar panels? ==&lt;br /&gt;
I&#039;m using this equipment a little bit longer than usual because I&#039;ve been having much more difficulty expanding than researching tech, and I&#039;ve been assuming this is the case when I consider what gear to use, but because I have the non-constant usage equipment Energy Shield and Personal Roboport, I&#039;m not sure that that&#039;s a correct assumption, and would like confirmation.--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 02:50, 19 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wrong about usability? ==&lt;br /&gt;
&lt;br /&gt;
While Portable solar panels aren&#039;t &#039;&#039;great&#039;&#039; for it, I&#039;ve got an [[exoskeleton]] in my Power Armor, and am pretty sure it would work even without any quality (added it in with 2 [[personal battery MK2]], and 1 each of [[nightvision]], uncommon [[belt immunity equipment]], [[energy shield]], and [[personal roboport]] while the only quality portable solar panel I had at the time was one uncommon one, and it was working, at least?)--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 03:05, 19 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Abbi</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_solar_panel&amp;diff=209490</id>
		<title>Portable solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_solar_panel&amp;diff=209490"/>
		<updated>2025-01-19T02:59:45Z</updated>

		<summary type="html">&lt;p&gt;Abbi: Added the portable fission reactor to where there was previously just a mention of the portable fusion reactor, and added the space age marker to the portable fusion reactor link. It&amp;#039;s likely that this page hasn&amp;#039;t been edited since before the space age release.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Portable solar panel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Portable solar panels&#039;&#039;&#039; are the basic power generating units for [[modular armor]] and the [[spidertron]]. They provide only a small amount of power, and only during the daytime.&lt;br /&gt;
&lt;br /&gt;
Portable solar panels can be used to slowly recharge [[energy shield]]s out of combat, but are nearly useless for [[personal laser defense]] or [[exoskeleton]], even with a large number of [[personal battery|batteries]].&lt;br /&gt;
&lt;br /&gt;
Portable solar panels are 1×1 in size and are therefore primarily used in [[modular armor]], which has a 5×5 grid that cannot usefully hold a much more powerful 4×4 [[portable fission reactor]] or {{SA}}[[portable fusion reactor]]. (It could store one, but there would be no room for anything to use the power.)&lt;br /&gt;
&lt;br /&gt;
The more advanced armors should almost always use portable fusion reactors instead.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Portable solar panels have [[Modular_armor_(research)|Modular armor]] as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Power production increased by a factor of 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power production increased by a factor of 100.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Portable fusion reactor]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Abbi</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Portable_solar_panel&amp;diff=209489</id>
		<title>Talk:Portable solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Portable_solar_panel&amp;diff=209489"/>
		<updated>2025-01-19T02:51:04Z</updated>

		<summary type="html">&lt;p&gt;Abbi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Similar to the non-portable solar panels? ==&lt;br /&gt;
I&#039;m using this equipment a little bit longer than usual because I&#039;ve been having much more difficulty expanding than researching tech, and I&#039;ve been assuming this is the case when I consider what gear to use, but because I have the non-constant usage equipment Energy Shield and Personal Roboport, I&#039;m not sure that that&#039;s a correct assumption, and would like confirmation.--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 02:50, 19 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Abbi</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Portable_solar_panel&amp;diff=209488</id>
		<title>Talk:Portable solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Portable_solar_panel&amp;diff=209488"/>
		<updated>2025-01-19T02:50:02Z</updated>

		<summary type="html">&lt;p&gt;Abbi: Created page with &amp;quot;== Similar to the non-portable solar panels? == I&amp;#039;m using this equipment a little bit longer than usual because I&amp;#039;ve been having much more difficulty expanding than researching tech, and I&amp;#039;ve been assuming this is the case when I consider what gear to use, but because I have the non-constant usage equipment Energy Shield and Roboport, I&amp;#039;m not sure that that&amp;#039;s a correct assumption, and would like confirmation.--~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Similar to the non-portable solar panels? ==&lt;br /&gt;
I&#039;m using this equipment a little bit longer than usual because I&#039;ve been having much more difficulty expanding than researching tech, and I&#039;ve been assuming this is the case when I consider what gear to use, but because I have the non-constant usage equipment Energy Shield and Roboport, I&#039;m not sure that that&#039;s a correct assumption, and would like confirmation.--[[User:Abbi|Abbi]] ([[User talk:Abbi|talk]]) 02:50, 19 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Abbi</name></author>
	</entry>
</feed>