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	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-04-09T13:00:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_robot&amp;diff=217390</id>
		<title>Logistic robot</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_robot&amp;diff=217390"/>
		<updated>2026-02-23T04:41:19Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Notes */ Landing pads have equal priority to passive providers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Logistic robot}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Logistic robots&#039;&#039;&#039; are autonomous floating devices capable of transporting resources in a [[logistic network]]. They are one of two types of floating robotic devices, the other being [[construction robot]]s.&lt;br /&gt;
&lt;br /&gt;
The basic movement speed of logistic robots is 0.05 tiles/tick (3 tiles per second) when they have enough power. When out of power, robots move at 20% of their current normal travel speed. This movement speed can be increased infinitely by the [[worker robot speed (research)]].&lt;br /&gt;
&lt;br /&gt;
Logistic robots have no means of defending themselves and do not run when they encounter enemies. Despite being a floating entity, ground units using melee are still capable of destroying them.&lt;br /&gt;
&lt;br /&gt;
By default, each robot can only carry one item. This limit can be increased up to four items by the [[worker robot cargo size (research)]]. Robots consume power per tile traveled, additionally to consuming power per second spent in the air. When they run out of power, they have to recharge at a [[roboport]], or a [[personal roboport]], depending on where the robots were originally placed. Alternatively, they can be mined out of the air by the player which restores their internal power buffer, allowing the player to redeploy them immediately.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Logistic robots will pick up items in the following priority: [[active provider chest]]s &amp;gt; [[storage chest]]s, [[buffer chest]]s &amp;gt; [[passive provider chest]]s, [[cargo landing pad]]s&lt;br /&gt;
* Logistic robots will begin to fill storage chests from active provider chests if there are no other tasks available.&lt;br /&gt;
* The filter that can be set on the storage chest is respected even if items that are actively being pushed to the network can not be stored anywhere else.&lt;br /&gt;
* If a logistic robot carrying an item is unable to deliver its cargo (e.g. if the player moves out of range), it will drop its cargo in a storage chest before moving to other tasks.&lt;br /&gt;
* Logistic bots are slightly slower than [[construction robot]]s, and cost more advanced materials to craft&lt;br /&gt;
* Note that researching more robot speed will also increase the robots&#039; energy consumption.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:logistic_robot_demo.gif|thumb|none|307px|Logistic robots moving [[iron plate]]s from an [[active provider chest]] to a [[storage chest]].]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|you-have-got-a-package}}&lt;br /&gt;
{{Achievement|delivery-service}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Logistic robots consider the amount of robots currently traveling to roboports to charge before deciding which roboport to charge at.&lt;br /&gt;
* Logistic robots can be assigned multiple tasks instead of only being given new ones after completing their current task.&lt;br /&gt;
* Logistic robots attempt to always charge at a roboport closer to their final destination&lt;br /&gt;
* Logistic bots now appear red in the map view robot overview if they have an assigned task involving the player (delivery or trash).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added warning for situation when robots don&#039;t have storage place to put items in the logistics network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* Logistic robots now prefer items at the end of the inventory and ignore inventory limits.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Logistic robots no longer extract from chests belonging to other forces.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
* New Graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.3|&lt;br /&gt;
* Improved the AI of the logistic robots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Logistic robots will not insert items that would exceed the requested count.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Logistic robots no longer die of lack of electricity, they just slow down to 20% of their normal speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.3|&lt;br /&gt;
* Logistic robots now need a [[flying robot frame]] to craft.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Logistic robots take items on the way to chests into consideration when trying to keep separate chests for separate items.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.5|&lt;br /&gt;
* Increased stack size of robots from 16 to 32.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Logistic robots delivery is evenly distributed between provider/requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Power of the logistic robot speed upgrade technology has been increased. (25% of basic speed cumulative.)&lt;br /&gt;
* Removed the limit of one logistic robot order per tick.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Logistic robots try not to mix different items in storage chests, if possible.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Player can directly request supplies from logistic robots.&lt;br /&gt;
* New Graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New Graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Technologies added to increase the stats of the logistic robot.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Spoilage_mechanics&amp;diff=217284</id>
		<title>Spoilage mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Spoilage_mechanics&amp;diff=217284"/>
		<updated>2026-02-13T02:20:55Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Freshness effects */ Clarified how Ag freshness science works.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;For the article encompassing the spoilage item, see [[Spoilage]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spoilage&#039;&#039;&#039; is a mechanism whereby an item type, after a fixed period of time, will spontaneously transform into a different item, or sometimes an entity (or nothing at all). Most items which can spoil are either produced on [[Gleba]] or produced from Gleba resources.&lt;br /&gt;
&lt;br /&gt;
== Spoil time and freshness ==&lt;br /&gt;
&lt;br /&gt;
Any type of item which can spoil has a spoil time, the maximum time it takes for the item to spoil. An item&#039;s &#039;&#039;freshness&#039;&#039; is a percentage of how far the item is from spoiling. 100% freshness means that the item is at its maximum spoil time away from spoiling, and 0% meaning that it has spoiled.&lt;br /&gt;
&lt;br /&gt;
Spoiling can happen at &#039;&#039;any&#039;&#039; time. It can happen while an item is in a chest, in the input or output slots of a machine, in the hand of an inserter, etc. Almost nothing can arrest the process of spoilage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Spoilable Item Times&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Time&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Raw fish}} || 2 hours, 5 minutes, 50 seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Bioflux|space-age=yes}} || 2 hours&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut|space-age=yes}} || 1 hour&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako|space-age=yes}} || 1 hour&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Agricultural science pack|space-age=yes}} || 1 hour&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || 15 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients|space-age=yes}} || 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jelly|space-age=yes}} || 4 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako mash|space-age=yes}} || 3 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria|space-age=yes}} || 1 minute&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria|space-age=yes}} || 1 minute&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Freshness and stacking ===&lt;br /&gt;
&lt;br /&gt;
When spoilable items form a stack (inserters picking up items, items being placed in containers, items being placed in a production machine, etc), the freshness of the resulting stack is determined by the average freshness of all items being combined. If you take a stack of 10 items with freshness 50% and add one item of freshness 100%, the result is a stack of 11 items with a freshness of 54.5%.&lt;br /&gt;
&lt;br /&gt;
As such, all items in a stack will spoil at the same time. If spoiling spawns an entity, one entity will be spawned per item in the stack.&lt;br /&gt;
&lt;br /&gt;
=== Production and freshness ===&lt;br /&gt;
&lt;br /&gt;
Items that are generated by means other than a machine (or the player) executing a recipe are generated at 100% freshness. This includes harvesting [[yumako]]s and [[jellynut]]s, as well as extracting [[biter egg]]s from [[captive biter spawner]]s. Captive biter spawners have the unique property that the eggs they generate do not begin to spoil until they are removed from the spawner.&lt;br /&gt;
&lt;br /&gt;
If no spoilable inputs are used to generate a spoilable output, then the freshness of the output is determined by the recipe (usually 100% fresh, but [[nutrients]] created from [[spoilage]] are 50% fresh). Note that [[recycler]] recipes are no different; if a non-spoilable item can be recycled to a spoilable input, that input item will have 100% freshness (the [[biochamber]] recipe is one such example).&lt;br /&gt;
&lt;br /&gt;
If a recipe generates a spoilable product using one or more spoilable inputs, the freshness of the spoilable input products may be transferred to the freshness of the output. If the recipe only has one spoilable input, then the freshness percentage is transferred directly to the output. If a recipe uses multiple spoilable inputs, then the freshness of the output is the average freshness of the input.&lt;br /&gt;
&lt;br /&gt;
Some recipes override the freshness of the output product, even when the inputs can spoil. Most catalytic recipes (recipes which consume and produce an item of the same type, for example [[iron bacteria cultivation]]) do not transfer freshness to their catalytic product; their outputs are always 100% fresh.&lt;br /&gt;
&lt;br /&gt;
While items can spoil while in a machine&#039;s input slots, once the item has been consumed to start a production cycle, the item cannot spoil.&lt;br /&gt;
&lt;br /&gt;
The freshness of inputs can transfer to outputs. But the freshness of the fuel used to power the building producing the spoilable product is irrelevant. The [[biochamber]] uses [[nutrients]] as fuel, but so long as the recipe itself does not use nutrients as an ingredient, the freshness of those nutrients does not matter to the freshness of the output.&lt;br /&gt;
&lt;br /&gt;
When using the player&#039;s hand-crafting queue for spoilable outputs, the freshness of the output is timed based on when the hand-craft was added to the crafting queue. This means that, if you craft a lot of fast-spoiling spoilable products all at once, the final crafts may directly generate spoilage instead of the desired item. &amp;lt;!-- As noted here: https://www.reddit.com/r/factorio/comments/1ib4ff3/biter_egg_to_spoilage_bug/  This could be a bug. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Freshness effects ===&lt;br /&gt;
&lt;br /&gt;
For most spoilable items, their freshness matters only in that the freshness can transfer during production. For [[agricultural science pack]]s however, there is an additional effect. Freshness affects the speed at which a science pack is consumed in a lab. A 50% fresh pack will be consumed twice as fast. But because it does not generate more science value during that consumption, it effectively only produces half the science that a 100% fresh pack would.&lt;br /&gt;
&lt;br /&gt;
Note that freshness does not affect the [[fuel]] value of any spoilable that has a fuel value. So long as the fuel is consumed before it spoils, it will impart all of its energy to the device.&lt;br /&gt;
&lt;br /&gt;
== Spoil products ==&lt;br /&gt;
&lt;br /&gt;
Most items which can spoil will transform into [[spoilage]], but some items spoil into other things. Some items transform into entities on the map.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Special spoilables&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Special effect on spoiling&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria|space-age=yes}} || Turns into [[copper ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria|space-age=yes}} || Turns into [[iron ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || Spawns a [[Enemies#Biters|big biter]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || Spawns a [[Enemies#Wrigglers|wriggler]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Captive biter spawner|space-age=yes}} || Spawns a [[Enemies#Biters|behemoth biter]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special spoiling effects ===&lt;br /&gt;
&lt;br /&gt;
When an item spoils, it transforms into a different item, or even an entity. Because spoiling can happen at any time, the game must account for this possibility in a variety of ways.&lt;br /&gt;
&lt;br /&gt;
If a recipe consumes or generates a spoilable item, the machine executing that recipe gains a number of &amp;quot;trash slots&amp;quot; appropriate for the spoil products of these types. If a stack in its input or output slots spoils, then those items are moved to the machine&#039;s trash slots. The machine may not continue to operate if its trash slots are full. Any output inserter can take from trash slots, so you may need to filter inserters to specifically remove trash.&lt;br /&gt;
&lt;br /&gt;
If an inserter is aimed at a machine which has trash slots based on spoilable input items, and the item it attempts to insert into the machine spoils before insertion is complete, the inserter will insert the item into the machine&#039;s trash slots. It will &#039;&#039;not&#039;&#039; do so if the item has spoiled before it was picked up (and it will not pick up spoiled items).&lt;br /&gt;
&lt;br /&gt;
If a machine&#039;s output is full, then spoil-based trash slots don&#039;t function. If input or fuel stacks spoil while in this state, they will remain in the those locations (blocking further inputs or fuel) until the machine&#039;s outputs have been emptied.&lt;br /&gt;
&lt;br /&gt;
[[Lab]]s and [[biolab]]s have pass-through logic that allows science packs to be passed from one machine to another. While this works for [[agricultural science pack]]s, it does not work for spoilage. So each lab must have its own inserter specifically to remove any spoilage.&lt;br /&gt;
&lt;br /&gt;
While inserters can be filtered, spoilable items can cause filters to be bypassed if the item spoils after being picked up. The inserter will not attempt to put the item back even if the spoiled item type violates the rules of the filter.&lt;br /&gt;
&lt;br /&gt;
If an inserter is holding an item that spoils, it will immediately turn and attempt to insert the item in its destination. Note that this overrides the general rule of [[stack inserter]]s that they only turn when they have a full hand size. This is done to prevent stack inserters from getting stuck.&lt;br /&gt;
&lt;br /&gt;
==Mathematics==&lt;br /&gt;
&lt;br /&gt;
A buffer holding &#039;&#039;n&#039;&#039; items with a spoilage time of &#039;&#039;t&#039;&#039; will have an average spoilage rate of &#039;&#039;n/t&#039;&#039;. For example, a steel chest holding 48 stacks of 50 normal-quality copper bacteria, which spoil in 1 minute, will produce on average 2400 copper ore per minute. This relation is called [https://en.wikipedia.org/wiki/Little%27s_law Little&#039;s law] in queueing theory. The formula only gives the average spoilage rate, assuming spoiled items are immediately removed and replaced with completely fresh items. In practice, the rate can vary over time due to many factors, such as items being already partially spoiled when they are inserted, or many fresh items being inserted at the same time.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
* In Space Age, a base quality [[fish]] has a spoilage time of 2 hours, 5 minutes, and 50 seconds. This equates to 7,550 seconds, or 453,000 [[time#Ticks|game ticks]], which is a reference to developer V453000, the artist behind the fish icon.&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Research_productivity_(research)&amp;diff=217271</id>
		<title>Research productivity (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Research_productivity_(research)&amp;diff=217271"/>
		<updated>2026-02-10T17:15:37Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Linking and language fixup.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox: Research productivity (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Adds a 10% [[productivity]] bonus to research produced by [[lab]]s and [[biolab]]s per level. There is no limit for this productivity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Research productivity (research)|1}} Research productivity 1 || {{Icon|Time|120}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Production science pack|1}} {{Icon|Utility science pack|1}} {{Icon|Space science pack|1}} {{Icon|Metallurgic science pack|1}} {{Icon|Agricultural science pack|1}} {{Icon|Electromagnetic science pack|1}} {{Icon|Cryogenic science pack|1}} {{Icon|Promethium science pack|1}} &amp;lt;big&amp;gt;X {{Key|1000 × 1.2&amp;lt;sup&amp;gt;(Level)&amp;lt;/sup&amp;gt;}}&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;(eg. 1200 for level 1, 1440 for level 2, 1727 for level 3) || 10% per level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* This is the only research in the game that requires [[promethium science pack]]s.&lt;br /&gt;
* This is the longest research time per [[science pack]], at 120 seconds per pack&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;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=217056</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=217056"/>
		<updated>2026-01-24T18:45:42Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Inserter Throughput */ Added timing information about inserting into lava &amp;amp; space in Space Age.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from—and insert items into—machines or storage devices.&lt;br /&gt;
&lt;br /&gt;
== Types of inserters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Burner inserter}} || The only [[fuel]]-powered inserter, with the slowest speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter}} || The standard electrical inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Long-handed inserter}} || Capable of inserting and removing items from a greater distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast inserter}} || Much faster than the inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Bulk inserter}} || As fast as the fast inserter, but can move many more items at the same time at once.    &lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stack inserter|space-age=yes}} || As fast as the bulk inserter, but can stack items on a belt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* Pick up items off the ground, off of a [[Transport belts|transport belt]], or from any object that has storage space, such as [[Chests|chests]], [[furnace]]s [[assembling machine]]s or [[vehicle]]s.&lt;br /&gt;
* Place the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Run at slower speeds when starved for energy.&lt;br /&gt;
* Pick up as many items as their [[inserter capacity bonus (research)|stack size]] allows at once, if they do not have to wait too long to pick them up.&lt;br /&gt;
* Pick up items and drop them into the void of space or lava, permanently destroying them. This is useful for getting rid of unwanted items.&lt;br /&gt;
&lt;br /&gt;
Inserters &#039;&#039;&#039;will not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items that cannot be inserted into the adjacent entity.&lt;br /&gt;
* Pick up any items if the adjacent entity is a [[ghost]].&lt;br /&gt;
* Pick up items to place into an entity with a full inventory.&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into an entity that cannot hold them, for example due to [[Stack#Filtered_stacks|filtered]] or [[Stack#Stack_limitation|limited slots]].&lt;br /&gt;
* Fill up the entire target inventory of [[boiler]]s, [[nuclear reactor]]s, [[:Category:Producers|production building]]s, [[furnace]]s and [[turret]]s.&lt;br /&gt;
&lt;br /&gt;
If two or more inserters are picking up from the same tile, the inserter who can grab the items the fastest will grab them first. Besides faster inserters, this favors inserters taking from the inner lane of a transport belt.&lt;br /&gt;
&lt;br /&gt;
=== Insertion limits ===&lt;br /&gt;
Depending on where an inserter is moving items, it does not always fill up the entire target inventory. This allows other inserters taking from the same transport belt to pick up their share of the items. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. This allows the other fuel to travel further down the transport belt. When the fuel drops below 5 items, the inserter will resume inserting fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Automatic insertion limit&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[burner inserter]]s, [[furnace]]s, and [[nuclear reactor]]s || [[Fuel]] || align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Bullet Magazines || align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Artillery turret]]s || [[Artillery shell]]s || align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s, [[furnace]]s, [[centrifuge]]s, [[chemical plant]]s, and [[Oil refinery|oil refineries]]|| Items needed for the recipe || The ingredients for 1 craft in addition to the ingredients for the number of crafts that can be completed during one full inserter swing; but at least the ingredients for 2 crafts and at most the ingredients for 100 crafts.[https://forums.factorio.com/viewtopic.php?p=309796#p309796]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || The number of science packs needed for one research unit in addition to the science packs for the number of research units that can be completed during one full inserter swing; but at least the ingredients for 2 research units and at most the ingredients for 100 research units.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that has a higher [[inserter capacity bonus (research)|inserter capacity bonus]] than 1 can overfill the target building, due to the inserter picking up a higher amount of items than needed. Overfilling can also occur if  multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
=== Inserters and transport belts ===&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt, either the far side from the inserter&#039;s perspective or if the belt is going the same or the opposite direction as the inserter the right side from the belt&#039;s perspective.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; class=&amp;quot;center&amp;quot; widths=300px heights=350px&amp;gt;&lt;br /&gt;
File:Inserter_dropoff_locations.gif| Inserters place the item on the furthest lane. If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective. In curves the inserter always places on the far side.&lt;br /&gt;
File:Inserter_pickup_locations.gif| If the belt is perpendicular to the inserter, inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane. If the belt is the same/opposite orientation of the inserter or a curve, the inserter &#039;&#039;&#039;prefers&#039;&#039;&#039; taking from the left lane, from the belt&#039;s perspective. If the left lane is empty it will take from the right lane.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Potential issues ===&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly.&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
== Inserter speed ==&lt;br /&gt;
[[File:all_inserter_speeds.gif|frame|right|Animation showing all inserter speeds at once.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Time#Ticks|tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Map_structure#Tile|Tiles]] per Tick)&lt;br /&gt;
! Turns per [[Time#Seconds|Game-second]]&lt;br /&gt;
! Game-second per full turn&lt;br /&gt;
! Ticks per full turn&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.013&amp;lt;br/&amp;gt;0.035 || ~0.7895 || ~1.267 || 76&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || 0.014&amp;lt;br/&amp;gt;0.035 || ~0.857 || ~1.167 || 70&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.05 || 1.2 || 0.833 || 50&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Bulk inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Stack inserter|space-age=yes}} || 0.04&amp;lt;br/&amp;gt;0.1 || 2.5 || 0.4 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The speeds per tick come directly from the [https://github.com/wube/factorio-data/tree/master/base/prototypes/entity factorio-data github repository], while the other values have been verified empirically in game. Discrepancies are due to rounding errors during the games runtime, so the empirical values are more accurate when dealing with speeds.&lt;br /&gt;
&lt;br /&gt;
=== Rotation Speed ===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: &lt;br /&gt;
* An Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
* If the rotation speed of an inserter would result in an odd number of ticks per full turn, the actual number of ticks per full turn for this inserter is truncated to be the next lowest even number. The reason for this is that the inserter needs to do two half turns to pick and drop an item. This takes a certain number of ticks two times, therefore the number of ticks for the full turn is always an even number. Example: The Fast inserter&#039;s rotation speed of 864°/s or 0.04 turns per tick would result in 25 ticks per full turn, but the inserter cannot do a half turn in &amp;quot;12.5 ticks&amp;quot;, so it actually takes 2×12 = 24 ticks per full turn.&lt;br /&gt;
&lt;br /&gt;
=== Extension Speed ===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also Some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
== Inserter Throughput ==&lt;br /&gt;
&lt;br /&gt;
=== Chest to chest ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 2.0.26, recorded in this doc [https://docs.google.com/spreadsheets/d/1L8Td5o6TAicGi-TPwzh4lz2YiH0n7Jkpp3E8FxNpnAs/edit?usp=sharing]. Chest to chest transfer transfers the entire hand size during a single tick, so most of the time is spent during the swing to and from.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! rowspan=2 | Arm cycles per second (ticks per cycle)&lt;br /&gt;
! colspan=8 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | No capacity bonus&lt;br /&gt;
! colspan=2 | Capacity bonus 2&lt;br /&gt;
! colspan=2 | Capacity bonus 7&lt;br /&gt;
! colspan=2 | [[Transport belt capacity (research)|Transport belt stacking]] {{SA}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || {{Quality | 0.79 (76 ticks) | 1.03 (58 ticks) | 1.25 (48 ticks) | 1.5 (40 ticks) | 2 (30 ticks) }}&lt;br /&gt;
 || {{ Quality | 0.79 |1.03 |1.25|1.5 |2 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 1.58 |2.07 |2.5|3 |4 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 2.37 |3.10 |3.75|4.5 |6 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 3.16 |4.14 |5|6 |8 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || {{Quality | 0.86 (70 ticks) | 1.03 (58 ticks) | 1.36 (44 ticks) | 1.67 (36 ticks) | 2.14 (28 ticks) }}&lt;br /&gt;
 || {{ Quality | 0.86 |1.11 |1.36|1.67 |2.14 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 1.71 |2.22 |2.73|3.33 |4.29 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 2.57 |3.33 |4.09|5 |6.43 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 3.43 |4.44 |5.45|6.67 |8.57 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || {{Quality | 1.2 (50 ticks) | 1.58 (38 ticks) | 2 (30 ticks) | 2.31 (26 ticks) | 3.33 (18 ticks) }}&lt;br /&gt;
 || {{ Quality | 1.2 |1.58 |2|2.31 |3.33 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 2.4 |3.16 |4|4.62 |6.67 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 3.6 |4.74 |6|6.92 |10 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 4.8 |6.32 |8|9.23 |13.33 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 2.5 |3.33 | 4.29 | 5 | 7.5 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 5 |6.67 | 8.57 | 10 | 15 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 7.5 |10 |12.86|15 |22.5 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 10 |13.33 |17.14|20 |30 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 5 |6.673 | 8.57 | 10 | 15 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 10 |13.33 |17.14|20 |30 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
 || {{ Quality | 30 |40 |51.43|60 |90 }}&lt;br /&gt;
 || (12)&lt;br /&gt;
 || {{ Quality | 30 |40 |51.43|60 |90 }}&lt;br /&gt;
 || (12)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter|space-age=yes}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 15 |20 | 25.71 | 30 | 45 }}&lt;br /&gt;
 || (6)&lt;br /&gt;
 || {{ Quality | 20 |26.67 | 34.29 | 40 | 60 }}&lt;br /&gt;
 || (8)&lt;br /&gt;
 || {{ Quality | 40 | 53.33 | 68.57 | 80 | 120 }}&lt;br /&gt;
 || (16)&lt;br /&gt;
 || {{ Quality | 40 | 53.33 | 68.57 | 80 | 120 }}&lt;br /&gt;
 || (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chest to belt ===&lt;br /&gt;
Throughput going from chest to belt depends on how full the belt is. An inserter will not put down an item on a belt that has items back-to-back (aka full compression) - it waits until there is a gap. However, if the gap is narrower than the item, then the items upstream on the belt will stop to make room for the item being inserted. The direction of the belt compared to the inserter does not matter however.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items onto an empty belt. Values are given for the stack sizes at four different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 2.0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; width: 100%; overflow-x: auto; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; min-width: 100%;&lt;br /&gt;
!  rowspan=&amp;quot;3&amp;quot;  | Type&lt;br /&gt;
!  colspan=&amp;quot;20&amp;quot; | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | No capacity bonus&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Capacity Bonus 2&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Capacity bonus 7&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Transport belt capacity (research)|Transport belt stacking]] {{SA}}&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} &lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 2.15 | 2.72 | 3.2 | 3.75 | 4.75 }}&lt;br /&gt;
|| {{ Quality | 2.25 | 2.9 | 3.45 | 4.1 | 5.3 }}&lt;br /&gt;
|| {{ Quality | 2.3 | 3 | 3.6 | 4.3 | 5.6 }}&lt;br /&gt;
|| {{ Quality | 2.3 | 3 | 3.6 | 4.3 | 5.6 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 2.6 | 3.27 | 3.73 | 4.27 | 5.2 }}&lt;br /&gt;
|| {{ Quality | 2.87 | 3.65 | 4.27 | 5 | 6.33 }}&lt;br /&gt;
|| {{ Quality | 2.93 | 3.8 | 4.53 | 5.33 | 6.87 }}&lt;br /&gt;
|| {{ Quality | 3 | 3.87 | 4.6 | 5.47 | 7.07 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 2.3 | 2.9 | 3.45 | 4.1 | 5 }}&lt;br /&gt;
|| {{ Quality | 2.45 | 3.1 | 3.75 | 4.5 | 5.6 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.2 | 3.9 | 4.75 | 6 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.2 | 3.9 | 4.75 | 6 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 2.8 | 3.43 | 4 | 4.6 | 5.47 }}&lt;br /&gt;
|| {{ Quality | 3.07 | 3.87 | 4.6 | 5.47 | 6.67 }}&lt;br /&gt;
|| {{ Quality | 3.2 | 4.07 | 4.87 | 5.87 | 7.27 }}&lt;br /&gt;
|| {{ Quality | 3.27 | 4.13 | 5 | 6 | 7.48 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 3.1 | 3.9 | 4.75 | 5.3 | 6.92 }}&lt;br /&gt;
|| {{ Quality | 3.35 | 4.3 | 5.3 | 6 | 8.18 }}&lt;br /&gt;
|| {{ Quality | 3.45 | 4.5 | 5.6 | 6.4 | 9 }}&lt;br /&gt;
|| {{ Quality | 3.45 | 4.5 | 5.6 | 6.4 | 9 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 3.65 | 4.45 | 5.20 | 5.72 | 7.07 }}&lt;br /&gt;
|| {{ Quality | 4.13 | 5.2 | 6.33 | 7.07 | 9.23 }}&lt;br /&gt;
|| {{ Quality | 4.33 | 5.6 | 6.87 | 7.73 | 10.43 }}&lt;br /&gt;
|| {{ Quality | 4.47 | 5.73 | 7.07 | 8 | 10.92 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 5.62 | 6.92 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 6.42 | 8.18 | 10 | 11.25 | 15 }}&lt;br /&gt;
|| {{ Quality | 6.9 | 9 | 11.25 | 12.85 | 18 }}&lt;br /&gt;
|| {{ Quality | 6.9 | 9 | 11.25 | 12.85 | 18 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 6 | 7.07 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 7.5 | 9.23 | 10.92 | 12 | 15 }}&lt;br /&gt;
|| {{ Quality | 8.27 | 10.43 | 12.62 | 14.13 | 18.47 }}&lt;br /&gt;
|| {{ Quality | 8.58 | 10.92 | 13.33 | 15 | 20 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 6 | 7.07 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 7.5 | 9.23 | 10.92 | 12 | 15 }}&lt;br /&gt;
|| {{ Quality | 8.27 | 10.43 | 12.62 | 14.13 | 18.47 }}&lt;br /&gt;
|| {{ Quality | 8.58 | 10.92 | 13.33 | 15 | 20 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|| {{ Quality | 6.93 | 7.35 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 11.23 | 12.4 | 13.33 | 13.85 | 15 }}&lt;br /&gt;
|| {{ Quality | 14.4 | 16.38 | 18 | 18.95 | 21.18 }}&lt;br /&gt;
|| {{ Quality | 16.4 | 18.97 | 21.2 | 22.5 | 25.72 }}&lt;br /&gt;
|| (12)&lt;br /&gt;
|| {{ Quality | 6.93 | 7.35 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 11.12 | 12.4 | 13.33 | 13.85 | 15 }}&lt;br /&gt;
|| {{ Quality | 14.4 | 16.38 | 18 | 18.95 | 21.18 }}&lt;br /&gt;
|| {{ Quality | 16.4 | 18.97 | 21.2 | 22.5 | 25.72 }}&lt;br /&gt;
|| (12)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter|space-age=yes}}&lt;br /&gt;
|| {{ Quality | 11.27 | 13.87 | 15 | 15 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 12.87 | 16.37 | 20 | 22.5 | 30 }}&lt;br /&gt;
|| {{ Quality | 13.8 | 18 | 22.5 | 25.7 | 36 }}&lt;br /&gt;
|| {{ Quality | 13.8 | 18 | 22.5 | 25.7 | 36 }}&lt;br /&gt;
|| (6)&lt;br /&gt;
|| {{ Quality | 12 | 14.13 | 15 | 15.03 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 15 | 18.47 | 21.83 | 24 | 30 }}&lt;br /&gt;
|| {{ Quality | 16.53 | 20.87 | 25.23 | 28.27 | 36.93 }}&lt;br /&gt;
|| {{ Quality | 17.17 | 21.83 | 26.67 | 30 | 40 }}&lt;br /&gt;
|| (8)&lt;br /&gt;
|| {{ Quality | 13.33 | 14.57 | 15 | 15.03 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 20 | 22.87 | 25.27 | 26.67 | 30 }}&lt;br /&gt;
|| {{ Quality | 24 | 28.27 | 32 | 34.3 | 40 }}&lt;br /&gt;
|| {{ Quality | 26.67 | 32 | 36.9 | 40 | 48 }}&lt;br /&gt;
|| (16)&lt;br /&gt;
|| {{ Quality | 24 | 28.27 | 30 | 30.07 | 30.07 }}&lt;br /&gt;
|| {{ Quality | 30 | 36.93 | 43.67 | 48 | 60 }}&lt;br /&gt;
|| {{ Quality | 33.07 | 41.73 | 50.47 | 56.53 | 73.87 }}&lt;br /&gt;
|| {{ Quality | 34.33 | 43.67 | 53.33 | 60 | 80 }}&lt;br /&gt;
|| (16)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chest to splitter ===&lt;br /&gt;
When an inserter drops items onto the side of a perpendicular splitter, it always is considered to do so on the input side, enabling the splitter to move half of the items to the other belt (assuming that the splitter filter/priority settings allow it to do so and that there is available space on both belts). This allows the inserter to drop its items more quickly. A bulk inserter with capacity bonus 7 can move 16.0 items/second instead of the usual 14.4 items/second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; class=&amp;quot;center&amp;quot; widths=400px heights=250px&amp;gt;&lt;br /&gt;
File:Inserter to splitter comparison.gif|By inserting onto the side of a splitter, a fully-upgraded bulk inserter can fill 71% of an express belt lane instead of the usual 64%. (Gif from 1.1)&lt;br /&gt;
File:Inserter belt saturation.gif|In 1.1, three bulk inserters could saturate an express belt if one of them inserts onto a splitter. In 2.0, three bulk inserters can saturate an express belt if two of them insert onto splitters. (Gif from 1.1)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Belt to chest (perpendicular)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The following is based on experimental data from [https://docs.google.com/spreadsheets/d/1Q4hxL69qrK3qeEKU8aDkuwM3gJy6I2dJ4FYSs-FQUpI/edit?usp=sharing 1.1].    &lt;br /&gt;
Most of the 1.1 experimental data was gathered using the following circuit blueprint to measure the exact tick difference between inserter swings. A lot of the data on this page (specifically the belt to chest data) relies heavily on the conditions of the setup on which the measurements are done. If your setup differs from the ones tested on this page, you can use the following blueprint to do the measurements yourself.&lt;br /&gt;
&lt;br /&gt;
{{BlueprintString|bp-string=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}}&lt;br /&gt;
&lt;br /&gt;
When picking items from a belt, many more factors come into play besides belt fullness:&lt;br /&gt;
&lt;br /&gt;
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).&lt;br /&gt;
* Whether the belt is perpendicular to the inserter or approaches it head on.&lt;br /&gt;
* Whether items are on the near or far lane of a perpendicular belt.&lt;br /&gt;
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.&lt;br /&gt;
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.&lt;br /&gt;
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.&lt;br /&gt;
&lt;br /&gt;
The test setup used below is with an inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=4 | Type&lt;br /&gt;
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | No capacity bonus&lt;br /&gt;
! colspan=5 | Capacity bonus 2&lt;br /&gt;
! colspan=5 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.60 || &#039;&#039;&#039;0.65&#039;&#039;&#039; || 0.50 || 0.64 || (1) || 1.11 || &#039;&#039;&#039;1.20&#039;&#039;&#039; || 1.13 || 1.26 || (2) || 1.61 || 1.61 || &#039;&#039;&#039;1.65&#039;&#039;&#039; || 1.71 /&amp;lt;br/&amp;gt;1.73 /&amp;lt;br/&amp;gt;1.86 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || 0.88 || (1) || &#039;&#039;&#039;1.67&#039;&#039;&#039; || &#039;&#039;&#039;1.67&#039;&#039;&#039; || 1.50 || 1.74 || (2) || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.25 || 2.33 || 2.37 /&amp;lt;br/&amp;gt;2.37 /&amp;lt;br/&amp;gt;2.54 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 1.18 || 1.18 || &#039;&#039;&#039;1.25&#039;&#039;&#039; || 1.20 || (1) || 2.20 || 2.31 || &#039;&#039;&#039;2.40&#039;&#039;&#039; || 2.40 || (2) || 3.21 || 3.21 || &#039;&#039;&#039;3.46&#039;&#039;&#039; || 3.40 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}} || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.31 || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.50 || (1) || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.00 || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}} || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || 7.50 || 7.50 || &#039;&#039;&#039;8.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;8.57 /&amp;lt;br/&amp;gt;8.28 * || (4) || 7.50 || 11.25 || &#039;&#039;&#039;15.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;13.09 /&amp;lt;br/&amp;gt;15.32 * || (12)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Throughput for basic/fast/express belt.&lt;br /&gt;
&lt;br /&gt;
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.&lt;br /&gt;
&lt;br /&gt;
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.&lt;br /&gt;
* When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it&#039;s the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.&lt;br /&gt;
&lt;br /&gt;
=== Belt to Chest (facing inserter) ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 1.1&lt;br /&gt;
&lt;br /&gt;
When picking up items from a belt facing the inserter, there are multiple small differences between different setups. The following throughput tests are performed with [[express transport belt]]s and [[bulk inserter]]s with the maximum [[inserter capacity bonus (research)|capacity bonus]].&lt;br /&gt;
Each setup in the following picture shows the amount of ticks per cycle of the inserter and the amount of items per second the inserter moves. These measurements are consistent in all orientations of the setup.&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter_belt_to_chest_throughput.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
=== Insertion into lava/space ===&lt;br /&gt;
&lt;br /&gt;
In [[Space Age]], inserters can dump items into lava on [[Vulcanus]] or into space on [[Space platform]]s. This act however is not as fast as inserting into a chest or similar container.&lt;br /&gt;
&lt;br /&gt;
When inserting into lava/space, one item is removed from the inserter&#039;s hand every tick. So a [[stack inserter]] holding 16 items requires 16 ticks to dump its contents into lava/space. By contrast, when inserting into a container, the entire hand size is placed in the container in 1 tick.&lt;br /&gt;
&lt;br /&gt;
== Power usage ==&lt;br /&gt;
Inserter power draw is determined by several factors. &lt;br /&gt;
&lt;br /&gt;
Firstly like most machines, all of the inserters (with the exception of the burner) have drain. Drain is the energy cost of existence, and is expended constantly as long as the inserter exists on the power grid, regardless of activity or lack thereof.&lt;br /&gt;
&lt;br /&gt;
Inserters also have a two costs associated with movement. These costs are applied separately and cumulatively for rotational motion as well as extension/retraction.&lt;br /&gt;
&lt;br /&gt;
Lastly, inserters exhibit a power spike when acquiring and dropping off an item. This can be referred to as &amp;quot;item spike&amp;quot; because it is typically observed directly after item interaction. This is because after receiving/delivering an item it will begin extending/retracting a distance of 0.2 units (distance sourced from [https://github.com/wube/factorio-data/blob/master/base/prototypes/entity/entities.lua source code]). This power cost associated with linear movement is significantly more expensive than that of rotational movement, hence the sharp increase in power consumption.&lt;br /&gt;
&lt;br /&gt;
[[File:Yellow Inserter Power Spikes.png|thumb|Power Consumption graph of Yellow Inserter]]&lt;br /&gt;
&lt;br /&gt;
Here we can see that for the duration of the lateral movement the power consumption is significantly higher. &lt;br /&gt;
&lt;br /&gt;
Burner Inserters, despite not using electricity, also have the same power consumption characteristics as the rest of the inserters (excluding drain). Upon accepting fuel they will replenish something resembling an internal battery, and draw from it in the same manner other inserters draw from the power grid, item spikes and all. Aside from their exclusion from drain, Burner Inserters function identically to other Inserters.&lt;br /&gt;
&lt;br /&gt;
=== Energy Costs ===&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter Testing Setup.png|thumb|Inserter Testing Setup]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that due to rounding errors the games values cannot be taken at face value when doing calculations, so a blend of theoretical and empirical methods must be used to ensure accuracy. More information can be viewed here at this [https://forums.factorio.com/viewtopic.php?t=128389 forum topic]&lt;br /&gt;
&lt;br /&gt;
The game calculates inserter power based on its hard coded power modifiers:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserter Power Modifiers (kJ)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These values are derived from [https://github.com/wube/factorio-data/blob/master/base/prototypes/entity/entities.lua source code]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 5 || 5 || 7 || 20 || 40&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The way the game uses these values is it takes the games programmed speed in ticks (which can be found higher up on the page), and then uses that alongside these numbers to derive a wattage, using the following equation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Speed × Power Modifier × Ticks per second&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Applying the equation we can derive the following values:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost of rotational movement in kW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 39 || 4.2 || 6 || 16.8 || 48 || 96&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost of linear movement in kW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 105 || 10.5 || 15 || 42 || 120 || 240&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Taking these two values and adding them together, alongside drain, will give you your max power. It is critical to note that while the duration of consumption is affected by rounding errors in the game like the time per spin and so on, the actual wattage is unaffected by these rounding errors. Just because the inserter spins slightly faster than in the games code doesn&#039;t mean it uses slightly more wattage, it still demands the same wattage.&lt;br /&gt;
&lt;br /&gt;
Your rotational power is used during the entire time the inserter is spinning, while the the extension cost is only used briefly during item interaction, causing item spike. By calculating the duration of both you can accurately calculate how many joules your inserter is using in any given situation. Just like with the rotational speeds, item spike duration is subject to rounding errors from the game. You can calculate it by taking the games rated distance of 0.2 and dividing it by the inserters rated speed, and then truncating the number. To save you some hassle here is a reference table&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tick duration of Item Spike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 4 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Knowing these values, energy cost is easy to calculate, and is linear to inserter utilization. This means if your inserter is only running half the time, it will only use half the power, with the exception of drain which remains constant in all situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost per transfer cycle in kJ&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These values are isolated from drain. Values were theoretically derived and empirically confirmed for accuracy. [https://forums.factorio.com/viewtopic.php?t=128389 More information]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 66.9 || 6.65 || 7 || 8.12 || 23.2 || 46.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inserter Efficiency ===&lt;br /&gt;
&lt;br /&gt;
The above data can be used to compare inserter efficiency directly. Remember that the transfer cycle cost remains the same regardless of how many items are moved. This means that the later inserters with their larger stack sizes can outperform other inserters despite their higher transfer cost, since they can achieve a lower cost per item. Here are some graphs of chest-to-chest data showing the efficiency of different inserters at differing stack sizes. Because the other inserters maintain a proportional relationship (as in an identical stack size) these graphs will primarily focus on highlighting the Green Inserter and new Stack Inserter. Dots have been marked at the turning point where they overtake the other inserters in consumption&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Inserter Efficiency Graph (No Capacity Bonus).png||No Capacity Bonus&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2).png|Capacity Bonus 2&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 4).png|Capacity Bonus 4&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 5) .png|Capacity Bonus 5&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 6) (Zoomed).png|Capacity Bonus 6&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7).png|Capacity Bonus 7&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important to note is that the actual efficiency of the inserters is best measured in terms of kJ / item. Such a version of these graphs wasn&#039;t generated because it is almost a flat line. This is because for this kind of linear power consumption the kJ / item would just be the slope of the line, or in other words it would be the &#039;&#039;kJ per transfer cycle / stack size&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Now for an important caveat. The above graphs are assuming unlimited input. That is to say the graphs assume that the inserter is always spinning at its maximum hand size. In situations that are input limited however, the inserter will not always do so. When the inserter completes its spin, the only time it waits for items is when there are zero to take. As long as there is at least a single item, the inserter will transfer whatever is there immediately, regardless of the inefficiency of moving less than its maximum. Stack Inserters are an exception to this as they actually do wait for a full hand before making the transfer, but no other inserter does. An example of an input limited situation would be the unloading of an assembler. Here are some graphs showing power usage in input limited situations:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2, Input Minimum 1).png | Capacity Bonus 2, Input Minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2, Input Minimum 1, kJ).png | Capacity Bonus 2, Input Minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7, Input Minimum 1).png| Capacity Bonus 7, Input Minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7, Input Minimum 1, kJ).png| Capacity Bonus 7, Input Minimum 1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here is how the behavior works. The inserter will increase its spin speed to max power as a utilization function of its minimum input. In simpler terms, if the minimum input is 1, it will increase power consumption as though it had no capacity bonus. Once it reaches the maximum, it will maintain max power while gradually increasing the average hand size its moving, thereby gradually increasing its efficiency. We can see this behavior in the kJ graph, where we get this swooping descent curve as it gains efficiency. We can see that with each subsequent inserter the average improves, and it will ultimately converge towards the same value as the previous set of graphs, that being &#039;&#039;kJ per transfer cycle / stack size&#039;&#039;. The graphs shared cover the most common use cases, but input minimums can very quite largely. For example the input minimum for crafting yellow belts would be 2, and in general for any recipe the input minimum would be the minimum craft quantity. When belt feeding, its possible for inserters to experience inserter limiting as the belt approaches empty, or if using circuit limited sushi. Due to how many possible permutations of these graphs there are, sharing them all is simply not feasible. If you need a graph not displayed, you can generate one yourself using the code shared [https://forums.factorio.com/viewtopic.php?p=670540#p670540 here]&lt;br /&gt;
&lt;br /&gt;
Because the Burner Inserter doesn&#039;t have drain, its efficiency can only truly be appreciated in extremely low throughput situations. Thus we use these dedicated graphs. Before one graph with no capacity bonus would have been sufficient because at low throughputs inserters don&#039;t wait and always default to as stack size of 1. The new Stack Inserter changes this though, because Stack Inserters do in fact wait until they get a full hand before beginning their swing, meaning they always remain at optimal efficiency unlike the rest of the inserters. Though having generated the graphs it appears to be largely irrelevant, as the fundamental relationship never really changes from one extreme to the other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Burner Efficiency Graph (No Capacity Bonus).png|No Capacity Bonus&lt;br /&gt;
File:Burner Efficiency Graph (Capacity Bonus 7).png|Capacity Bonus 7&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The Burner graphs are mislabeled on the y-axis. They should read kJ, not kW. &lt;br /&gt;
&lt;br /&gt;
=== Belt Differences===&lt;br /&gt;
Up until now all data was regarding chest-to-chest use cases, due to their sterile and consistent nature. The introduction of belts creates special conditions that require consideration. Here is a power chart from the game for reference:&lt;br /&gt;
&lt;br /&gt;
[[File:Yellow Inserter Belt-to-Belt Power Signature.png|frameless|center|upright 3]]&lt;br /&gt;
&lt;br /&gt;
The Yellow Inserter above is doing a belt-to-belt transfer, and it has a stack bonus. &lt;br /&gt;
&lt;br /&gt;
The erratic section of the graph is the loading process. We can see the behavior is irregular as the inserter does not wait for the item, but rather fishes around for them. The exact behavior here is still being studied, and due to its dependence on stack size and belt speed it is very difficult to give any firm answers regarding how much power this actually uses as a quantifiable generalization. Likely a set of tables would need to be generated with every possible combination as a reference, but such data does not currently exist. The behavior should be consistent across belt speeds and stack sizes, so it can theoretically be gathered and collated into a reference table, though such data doesn&#039;t exist at this time.&lt;br /&gt;
&lt;br /&gt;
Looking at the unloading section, we can see the inserter swings around normally, but then there is this dip that doesn&#039;t exist in the chest to chest behavior. This is the inserter waiting at the belt to drop off all its items. During this waiting, it uses no power aside from its drain. Once all the items are delivered, it resumes operation as normal. Different amounts of delay caused by different belt speeds and stack sizes can create variations in both our throughput and our total cost per transfer due to the additional drain. This can also be easily modeled into a table, though such a table is currently unavailable&lt;br /&gt;
&lt;br /&gt;
If you are interested in volunteering to collect and share this data, you are encouraged to do so!&lt;br /&gt;
&lt;br /&gt;
What this currently means in practice is that you should just use the chest-to-chest data. The overall relationship between the inserters doesn&#039;t change significantly and their efficiency hierarchy remains undisturbed, though the exact consumption in joules per item likely increases noticeably. This could be problematic for other cost estimates in your factory, but for choosing inserters its not an issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; The above efficiency graphs only apply when loading from a chest. When loading from a belt, until a more accurate dedicated data set is provided, it is advised to reference the initial no capacity bonus version of the graph for all decisions. With an inserter stack size of 1, the efficiency relationship between chests and belts is identical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regarding Quality:&#039;&#039;&#039; Quality inserters receive a linear speed boost for each level of quality, with a corresponding power cost increase. What this means is that the quality level of an inserter has no impact on its energy efficiency&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;More data regarding inserters feeding from belts, as well as more detailed data regarding burner inserter power consumption is still needed. Please contribute if you are willing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* [[Inserter capacity bonus (research)]]: Inserter moves more than an item per turn.&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Inserters}} {{C|Inserters{{!}}#Inserters}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo_(research)&amp;diff=217004</id>
		<title>Rocket silo (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo_(research)&amp;diff=217004"/>
		<updated>2026-01-16T20:14:24Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: This calculation is for the base game, not SA.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rocket silo (research)}}&lt;br /&gt;
&lt;br /&gt;
In the base game, the &#039;&#039;rocket silo&#039;&#039; technology is the final technology required to win the game. Because the [[rocket silo]] is at the end of a deep research tree, researching it and the techs leading up to it are a significant part of the cost of winning the game.&lt;br /&gt;
&lt;br /&gt;
In version 2.0, in the base game, the following science packs are required to research the rocket silo and all technologies leading up to it (with normal science cost):&lt;br /&gt;
&amp;lt;div&amp;gt;{{Icon|Automation science pack}} × 5450, {{Icon|Logistic science pack}} × 5265, {{Icon|Chemical science pack}} × 3350, {{Icon|Production science pack}} × 1600, {{Icon|Utility science pack}} × 1000&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- commented out because very out of date == Raw Materials ==&lt;br /&gt;
The following lists the raw resources required to craft the science packs above. Note that the following information depends on a large part of the game&#039;s recipes and hence any version that changes the recipes might affect this data. The following is correct for version &#039;&#039;0.15.33&#039;&#039;. &lt;br /&gt;
There is a distinction to be made for whether the player decides to use [[Advanced oil processing]] or not, the value in brackets is the value without advanced oil processing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;{{Icon|Crude oil}} × 552955 (760313), {{Icon|Water}} × 356103 (79625), {{Icon|Iron ore}} × 329538, {{Icon|Copper ore}} × 192028, {{Icon|Coal}} × 25250, {{Icon|Stone}} × 13000,&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This would also produce an additional 56296 (228094) [[Heavy oil]] and 248830 (228094) [[Light oil]] which go unused. We did not add the cost of advanced oil processing in the calculation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:40em&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Complete list of all intermediate products&#039;&#039;&#039; (using advanced oil processing):&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
     650 [[Electric furnace]]&lt;br /&gt;
     650 [[Battery]]&lt;br /&gt;
     650 [[Assembling machine 1]]&lt;br /&gt;
     650 [[Electric engine unit]]&lt;br /&gt;
     650 [[Speed module]]&lt;br /&gt;
   1 160 [[Grenade]]&lt;br /&gt;
   1 160 [[Gun turret]]&lt;br /&gt;
   1 160 [[Piercing rounds magazine]]&lt;br /&gt;
   1 160 [[Firearm magazine]]&lt;br /&gt;
   1 300 [[Production science pack]]&lt;br /&gt;
   1 300 [[Utility science pack]]&lt;br /&gt;
   1 950 [[Processing unit]]&lt;br /&gt;
   2 275 [[Sulfur]]&lt;br /&gt;
   2 320 [[Military science pack]]&lt;br /&gt;
   3 100 [[Electric mining drill]]&lt;br /&gt;
   3 100 [[Chemical science pack]]&lt;br /&gt;
   3 750 [[Engine unit]]&lt;br /&gt;
   5 735 [[Logistic science pack]]&lt;br /&gt;
   5 735 [[Inserter]]&lt;br /&gt;
   5 735 [[Transport belt]]&lt;br /&gt;
   5 925 [[Automation science pack]]&lt;br /&gt;
   6 500 [[Stone brick]]&lt;br /&gt;
   7 500 [[Pipe]]&lt;br /&gt;
   9 750 [[Lubricant]]&lt;br /&gt;
  11 410 [[Steel plate]]&lt;br /&gt;
  13 500 [[Advanced circuit]]&lt;br /&gt;
  22 750 [[Sulfuric acid]]&lt;br /&gt;
  26 500 [[Plastic bar]]&lt;br /&gt;
  48 628 [[Iron gear wheel]]&lt;br /&gt;
  54 387 [[Heavy oil]]&lt;br /&gt;
  87 535 [[Electronic circuit]]&lt;br /&gt;
 189 028 [[Copper plate]]&lt;br /&gt;
 244 793 [[Light oil]]&lt;br /&gt;
 299 125 [[Petroleum gas]]&lt;br /&gt;
 192 028 [[Copper cable]]&lt;br /&gt;
 329 538 [[Iron plate]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This also doesn&#039;t include any military or advanced logistics tech, products needed for the actual rocket, or production facilities (belts, assemblers, inserters etc.). --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Rocket silo]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo_(research)&amp;diff=217003</id>
		<title>Rocket silo (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo_(research)&amp;diff=217003"/>
		<updated>2026-01-16T20:12:22Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Updated version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rocket silo (research)}}&lt;br /&gt;
&lt;br /&gt;
The rocket silo technology is the final technology required to win the game. Because the rocket silo is at the end of a deep research tree, researching it and the techs leading up to it is a significant part of the cost of winning the game. &lt;br /&gt;
&lt;br /&gt;
In version 2.0, the following science packs are required to research the rocket silo and all technologies leading up to it (with normal science cost):&lt;br /&gt;
&amp;lt;div&amp;gt;{{Icon|Automation science pack}} × 5450, {{Icon|Logistic science pack}} × 5265, {{Icon|Chemical science pack}} × 3350, {{Icon|Production science pack}} × 1600, {{Icon|Utility science pack}} × 1000&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- commented out because very out of date == Raw Materials ==&lt;br /&gt;
The following lists the raw resources required to craft the science packs above. Note that the following information depends on a large part of the game&#039;s recipes and hence any version that changes the recipes might affect this data. The following is correct for version &#039;&#039;0.15.33&#039;&#039;. &lt;br /&gt;
There is a distinction to be made for whether the player decides to use [[Advanced oil processing]] or not, the value in brackets is the value without advanced oil processing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;{{Icon|Crude oil}} × 552955 (760313), {{Icon|Water}} × 356103 (79625), {{Icon|Iron ore}} × 329538, {{Icon|Copper ore}} × 192028, {{Icon|Coal}} × 25250, {{Icon|Stone}} × 13000,&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This would also produce an additional 56296 (228094) [[Heavy oil]] and 248830 (228094) [[Light oil]] which go unused. We did not add the cost of advanced oil processing in the calculation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:40em&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Complete list of all intermediate products&#039;&#039;&#039; (using advanced oil processing):&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
     650 [[Electric furnace]]&lt;br /&gt;
     650 [[Battery]]&lt;br /&gt;
     650 [[Assembling machine 1]]&lt;br /&gt;
     650 [[Electric engine unit]]&lt;br /&gt;
     650 [[Speed module]]&lt;br /&gt;
   1 160 [[Grenade]]&lt;br /&gt;
   1 160 [[Gun turret]]&lt;br /&gt;
   1 160 [[Piercing rounds magazine]]&lt;br /&gt;
   1 160 [[Firearm magazine]]&lt;br /&gt;
   1 300 [[Production science pack]]&lt;br /&gt;
   1 300 [[Utility science pack]]&lt;br /&gt;
   1 950 [[Processing unit]]&lt;br /&gt;
   2 275 [[Sulfur]]&lt;br /&gt;
   2 320 [[Military science pack]]&lt;br /&gt;
   3 100 [[Electric mining drill]]&lt;br /&gt;
   3 100 [[Chemical science pack]]&lt;br /&gt;
   3 750 [[Engine unit]]&lt;br /&gt;
   5 735 [[Logistic science pack]]&lt;br /&gt;
   5 735 [[Inserter]]&lt;br /&gt;
   5 735 [[Transport belt]]&lt;br /&gt;
   5 925 [[Automation science pack]]&lt;br /&gt;
   6 500 [[Stone brick]]&lt;br /&gt;
   7 500 [[Pipe]]&lt;br /&gt;
   9 750 [[Lubricant]]&lt;br /&gt;
  11 410 [[Steel plate]]&lt;br /&gt;
  13 500 [[Advanced circuit]]&lt;br /&gt;
  22 750 [[Sulfuric acid]]&lt;br /&gt;
  26 500 [[Plastic bar]]&lt;br /&gt;
  48 628 [[Iron gear wheel]]&lt;br /&gt;
  54 387 [[Heavy oil]]&lt;br /&gt;
  87 535 [[Electronic circuit]]&lt;br /&gt;
 189 028 [[Copper plate]]&lt;br /&gt;
 244 793 [[Light oil]]&lt;br /&gt;
 299 125 [[Petroleum gas]]&lt;br /&gt;
 192 028 [[Copper cable]]&lt;br /&gt;
 329 538 [[Iron plate]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This also doesn&#039;t include any military or advanced logistics tech, products needed for the actual rocket, or production facilities (belts, assemblers, inserters etc.). --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Rocket silo]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo_(research)&amp;diff=217002</id>
		<title>Rocket silo (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo_(research)&amp;diff=217002"/>
		<updated>2026-01-16T19:51:55Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Removed the 300 science packs needed for RCU research, which was removed in 2.0.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rocket silo (research)}}&lt;br /&gt;
&lt;br /&gt;
The rocket silo technology is the final technology required to win the game. Because the rocket silo is at the end of a deep research tree, researching it and the techs leading up to it is a significant part of the cost of winning the game. &lt;br /&gt;
&lt;br /&gt;
In version 0.17, the following science packs are required to research the rocket silo and all technologies leading up to it (with normal science cost):&lt;br /&gt;
&amp;lt;div&amp;gt;{{Icon|Automation science pack}} × 5450, {{Icon|Logistic science pack}} × 5265, {{Icon|Chemical science pack}} × 3350, {{Icon|Production science pack}} × 1600, {{Icon|Utility science pack}} × 1000&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- commented out because very out of date == Raw Materials ==&lt;br /&gt;
The following lists the raw resources required to craft the science packs above. Note that the following information depends on a large part of the game&#039;s recipes and hence any version that changes the recipes might affect this data. The following is correct for version &#039;&#039;0.15.33&#039;&#039;. &lt;br /&gt;
There is a distinction to be made for whether the player decides to use [[Advanced oil processing]] or not, the value in brackets is the value without advanced oil processing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;{{Icon|Crude oil}} × 552955 (760313), {{Icon|Water}} × 356103 (79625), {{Icon|Iron ore}} × 329538, {{Icon|Copper ore}} × 192028, {{Icon|Coal}} × 25250, {{Icon|Stone}} × 13000,&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This would also produce an additional 56296 (228094) [[Heavy oil]] and 248830 (228094) [[Light oil]] which go unused. We did not add the cost of advanced oil processing in the calculation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:40em&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Complete list of all intermediate products&#039;&#039;&#039; (using advanced oil processing):&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
     650 [[Electric furnace]]&lt;br /&gt;
     650 [[Battery]]&lt;br /&gt;
     650 [[Assembling machine 1]]&lt;br /&gt;
     650 [[Electric engine unit]]&lt;br /&gt;
     650 [[Speed module]]&lt;br /&gt;
   1 160 [[Grenade]]&lt;br /&gt;
   1 160 [[Gun turret]]&lt;br /&gt;
   1 160 [[Piercing rounds magazine]]&lt;br /&gt;
   1 160 [[Firearm magazine]]&lt;br /&gt;
   1 300 [[Production science pack]]&lt;br /&gt;
   1 300 [[Utility science pack]]&lt;br /&gt;
   1 950 [[Processing unit]]&lt;br /&gt;
   2 275 [[Sulfur]]&lt;br /&gt;
   2 320 [[Military science pack]]&lt;br /&gt;
   3 100 [[Electric mining drill]]&lt;br /&gt;
   3 100 [[Chemical science pack]]&lt;br /&gt;
   3 750 [[Engine unit]]&lt;br /&gt;
   5 735 [[Logistic science pack]]&lt;br /&gt;
   5 735 [[Inserter]]&lt;br /&gt;
   5 735 [[Transport belt]]&lt;br /&gt;
   5 925 [[Automation science pack]]&lt;br /&gt;
   6 500 [[Stone brick]]&lt;br /&gt;
   7 500 [[Pipe]]&lt;br /&gt;
   9 750 [[Lubricant]]&lt;br /&gt;
  11 410 [[Steel plate]]&lt;br /&gt;
  13 500 [[Advanced circuit]]&lt;br /&gt;
  22 750 [[Sulfuric acid]]&lt;br /&gt;
  26 500 [[Plastic bar]]&lt;br /&gt;
  48 628 [[Iron gear wheel]]&lt;br /&gt;
  54 387 [[Heavy oil]]&lt;br /&gt;
  87 535 [[Electronic circuit]]&lt;br /&gt;
 189 028 [[Copper plate]]&lt;br /&gt;
 244 793 [[Light oil]]&lt;br /&gt;
 299 125 [[Petroleum gas]]&lt;br /&gt;
 192 028 [[Copper cable]]&lt;br /&gt;
 329 538 [[Iron plate]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This also doesn&#039;t include any military or advanced logistics tech, products needed for the actual rocket, or production facilities (belts, assemblers, inserters etc.). --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Rocket silo]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Burner_devices&amp;diff=216579</id>
		<title>Burner devices</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Burner_devices&amp;diff=216579"/>
		<updated>2025-12-06T06:11:05Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Biochamber as a burner device.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Disambiguation}}&lt;br /&gt;
== Quick summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burner devices&#039;&#039;&#039; are devices that consume [[Fuel#Burnable fuel|burnable fuels]] to operate instead of relying on electricity. Devices that consume other types of fuels (e.g. [[uranium fuel cell]]s) are not considered &amp;quot;burner devices&amp;quot;. Fuel slots can be filtered in the same way as a player inventory slot ({{Keybinding|mmb}} by default) to restrict the device to one specific type and quality of fuel per slot.&lt;br /&gt;
&lt;br /&gt;
Burner devices are commonly used early in the game before an [[electric system]] has been constructed, and as a source of electricity before more advanced methods of [[power production]] have been researched. Burner devices can also be used later in the game in remote locations where electrical power would be difficult to set up. Burner devices tend to be significant sources of [[pollution]].&lt;br /&gt;
&lt;br /&gt;
All [[vehicle]]s except the [[spidertron]] are burner devices.&lt;br /&gt;
&lt;br /&gt;
In [[Space Age]]{{SA}}, the prohibition on using burner devices on [[space platform]]s{{SA}} only applies to devices that use combustion-based fuels, as there is no oxygen in space. While the [[biochamber]]{{SA}} is a burner device, it burns [[nutrients]]{{SA}} rather than using direct combustion, so they may be placed on space platforms.&lt;br /&gt;
&lt;br /&gt;
Devices which happen to be using a fuel item as an ingredient in a crafting recipe are not considered burner devices. For example, a [[chemical plant]] making [[plastic bar]]s consumes [[coal]], but chemical plants do not count as burner device.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Burner device&#039;&#039; may refer to:&lt;br /&gt;
&lt;br /&gt;
* {{imagelink|Burner inserter}}&lt;br /&gt;
* {{imagelink|Burner mining drill}}&lt;br /&gt;
* {{imagelink|Boiler}}&lt;br /&gt;
* {{imagelink|Heating tower|space-age=yes}}&lt;br /&gt;
* {{imagelink|Stone furnace}}&lt;br /&gt;
* {{imagelink|Steel furnace}}&lt;br /&gt;
* {{imagelink|Biochamber|space-age=yes}}: May still be used on space platforms due to not directly &amp;quot;burning&amp;quot; its fuel.&lt;br /&gt;
* {{imagelink|Locomotive}}&lt;br /&gt;
* {{imagelink|Car}}&lt;br /&gt;
* {{imagelink|Tank}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Biter_egg&amp;diff=216539</id>
		<title>Biter egg</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Biter_egg&amp;diff=216539"/>
		<updated>2025-12-01T19:22:59Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: No longer a stub.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Biter egg}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biter eggs&#039;&#039;&#039; are an ingredient used in a number of recipes, including the [[promethium science pack]]. They are produced in a [[captive biter spawner]].&lt;br /&gt;
&lt;br /&gt;
The biter egg has a spoil time of 30 minutes, but the eggs do not spoil while inside a [[captive biter spawner]].&lt;br /&gt;
When a biter egg spoils, it spawns a damaged big biter that will act identical to normal [[Enemies#Biters|biters]]. Quality biters are spawned by quality eggs.&lt;br /&gt;
&lt;br /&gt;
Biter eggs are one of the two ways of farming [[nutrients]] on [[Nauvis]].&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;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Nauvis]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Pentapod egg]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:TechNav&amp;diff=216474</id>
		<title>Template:TechNav</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:TechNav&amp;diff=216474"/>
		<updated>2025-11-23T03:46:34Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Link to electric weapon damage for SA.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Navbox&lt;br /&gt;
|title  = {{TransLink|Technologies}}&lt;br /&gt;
&lt;br /&gt;
|titlestyle = background:#000;color:white&lt;br /&gt;
|groupstyle = background:#bbb&lt;br /&gt;
|liststyle = background:#ddd&lt;br /&gt;
&lt;br /&gt;
|group1 = {{Translation|Machines}}&lt;br /&gt;
|list1  = &lt;br /&gt;
*{{NavboxIconLink|Advanced circuit (research)}}&lt;br /&gt;
*{{NavboxIconLink|Processing unit (research)}}&lt;br /&gt;
*{{NavboxIconLink|Automation (research)}}&lt;br /&gt;
**{{TransLink|Automation 2 (research)|2}}&lt;br /&gt;
**{{TransLink|Automation 3 (research)|3}}&lt;br /&gt;
*{{NavboxIconLink|Bulk inserter (research)}}&lt;br /&gt;
*{{NavboxIconLink|Electric energy accumulators (research)}}&lt;br /&gt;
*{{NavboxIconLink|Electric energy distribution 1 (research)}} &lt;br /&gt;
**{{TransLink|Electric energy distribution 2 (research)|2}}&lt;br /&gt;
*{{NavboxIconLink|Fast inserter (research)}}&lt;br /&gt;
*{{NavboxIconLink|Fluid handling (research)}}&lt;br /&gt;
*{{NavboxIconLink|Logistics (research)}} &lt;br /&gt;
**{{TransLink|Logistics 2 (research)|2}}&lt;br /&gt;
**{{TransLink|Logistics 3 (research)|3}}&lt;br /&gt;
*{{NavboxIconLink|Nuclear power (research)}}&lt;br /&gt;
*{{NavboxIconLink|Oil processing (research)}}&lt;br /&gt;
*{{NavboxIconLink|Rocket silo (research)}}&lt;br /&gt;
*{{NavboxIconLink|Solar energy (research)}}&lt;br /&gt;
*{{NavboxIconLink|Stack inserter (research)}} ({{SA}})&lt;br /&gt;
&lt;br /&gt;
|group2 = {{Translation|Military}}/{{Translation|Weaponry}}&lt;br /&gt;
|list2  = &lt;br /&gt;
*{{NavboxIconLink|Atomic bomb (research)}}&lt;br /&gt;
*{{NavboxIconLink|Defender (research)}}&lt;br /&gt;
*{{NavboxIconLink|Distractor (research)}}&lt;br /&gt;
*{{NavboxIconLink|Destroyer (research)}}&lt;br /&gt;
*{{NavboxIconLink|Flamethrower (research)}}&lt;br /&gt;
*{{NavboxIconLink|Military (research)}}&lt;br /&gt;
**{{TransLink|Military 2 (research)|2}}&lt;br /&gt;
**{{TransLink|Military 3 (research)|3}}&lt;br /&gt;
**{{TransLink|Military 4 (research)|4}}&lt;br /&gt;
*{{NavboxIconLink|Rocketry (research)}}&lt;br /&gt;
**{{TransLink|Explosive rocketry (research)|explosive}}&lt;br /&gt;
*{{NavboxIconLink|Uranium ammo (research)}}&lt;br /&gt;
&lt;br /&gt;
|group3 = {{Translation|Bonuses}}&lt;br /&gt;
|list3  =&lt;br /&gt;
*{{NavboxIconLink|Artillery shell damage (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Artillery shell range (research)}}&lt;br /&gt;
*{{NavboxIconLink|Artillery shell shooting speed (research)}}&lt;br /&gt;
*{{NavboxIconLink|Asteroid productivity (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Braking force (research)}}&lt;br /&gt;
*{{NavboxIconLink|Electric weapons damage (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Energy weapons damage (research)}}&lt;br /&gt;
*{{NavboxIconLink|Follower robot count (research)}}&lt;br /&gt;
*{{NavboxIconLink|Inserter capacity bonus (research)}}&lt;br /&gt;
*{{NavboxIconLink|Lab research speed (research)}}&lt;br /&gt;
*{{NavboxIconLink|Laser shooting speed (research)}}&lt;br /&gt;
*{{NavboxIconLink|Low density structure productivity (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Mining productivity (research)}}&lt;br /&gt;
*{{NavboxIconLink|Physical projectile damage (research)}}&lt;br /&gt;
*{{NavboxIconLink|Plastic bar productivity (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Processing unit productivity (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Refined flammables (research)}}&lt;br /&gt;
*{{NavboxIconLink|Research productivity (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Rocket fuel productivity (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Rocket part productivity (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Scrap recycling productivity (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Steel plate productivity (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Stronger explosives (research)}}&lt;br /&gt;
*{{NavboxIconLink|Weapon shooting speed (research)}}&lt;br /&gt;
*{{NavboxIconLink|Worker robot cargo size (research)}}&lt;br /&gt;
*{{NavboxIconLink|Worker robot speed (research)}}&lt;br /&gt;
&lt;br /&gt;
|group4 = {{Translation|Player augmentation}}&lt;br /&gt;
|list4  = &lt;br /&gt;
*{{NavboxIconLink|Construction robotics (research)}}&lt;br /&gt;
*{{NavboxIconLink|Logistic robotics (research)}}&lt;br /&gt;
*{{NavboxIconLink|Steel axe (research)}}&lt;br /&gt;
*{{NavboxIconLink|Toolbelt (research)}}&lt;br /&gt;
&lt;br /&gt;
|group5 = {{Translation|Defense}}&lt;br /&gt;
|list5  =&lt;br /&gt;
*{{NavboxIconLink|Heavy armor (research)}}&lt;br /&gt;
*{{NavboxIconLink|Modular armor (research)}}&lt;br /&gt;
*{{NavboxIconLink|Power armor (research)}} &lt;br /&gt;
**{{TransLink|Power armor MK2 (research)|MK2}}&lt;br /&gt;
*{{NavboxIconLink|Mech armor (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Gate (research)}}&lt;br /&gt;
*{{NavboxIconLink|Land mines (research)}}&lt;br /&gt;
*{{NavboxIconLink|Stone wall (research)}}&lt;br /&gt;
*{{NavboxIconLink|Gun turret (research)}}&lt;br /&gt;
*{{NavboxIconLink|Laser turret (research)}}&lt;br /&gt;
*{{NavboxIconLink|Artillery (research)}}&lt;br /&gt;
&lt;br /&gt;
|group6 = {{TransLink|Crafting}}&lt;br /&gt;
|list6  = &lt;br /&gt;
*{{NavboxIconLink|Advanced material processing (research)}}&lt;br /&gt;
**{{TransLink|Advanced material processing 2 (research)|2}}&lt;br /&gt;
*{{NavboxIconLink|Advanced oil processing (research)}}&lt;br /&gt;
*{{NavboxIconLink|Automation science pack (research)}}&lt;br /&gt;
*{{NavboxIconLink|Battery (research)}}&lt;br /&gt;
*{{NavboxIconLink|Biter egg handling (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Calcite processing (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Circuit network (research)}}&lt;br /&gt;
*{{NavboxIconLink|Chemical science pack (research)}}&lt;br /&gt;
*{{NavboxIconLink|Cliff explosives (research)}}&lt;br /&gt;
*{{NavboxIconLink|Coal liquefaction (research)}}&lt;br /&gt;
*{{NavboxIconLink|Concrete (research)}}&lt;br /&gt;
*{{NavboxIconLink|Electronics (research)}}&lt;br /&gt;
*{{NavboxIconLink|Engine (research)}}&lt;br /&gt;
*{{NavboxIconLink|Electric engine (research)}}&lt;br /&gt;
*{{NavboxIconLink|Explosives (research)}}&lt;br /&gt;
*{{NavboxIconLink|Flammables (research)}}&lt;br /&gt;
*{{NavboxIconLink|Foundation (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Kovarex enrichment process (research)}}&lt;br /&gt;
*{{NavboxIconLink|Landfill (research)}}&lt;br /&gt;
*{{NavboxIconLink|Laser (research)}}&lt;br /&gt;
*{{NavboxIconLink|Logistic science pack (research)}}&lt;br /&gt;
*{{NavboxIconLink|Logistic system (research)}}&lt;br /&gt;
*{{NavboxIconLink|Low density structure (research)}}&lt;br /&gt;
*{{NavboxIconLink|Lubricant (research)}}&lt;br /&gt;
*{{NavboxIconLink|Military science pack (research)}}&lt;br /&gt;
*{{NavboxIconLink|Nuclear fuel reprocessing (research)}}&lt;br /&gt;
*{{NavboxIconLink|Lamp (research)}}&lt;br /&gt;
*{{NavboxIconLink|Overgrowth soil (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Plastics (research)}}&lt;br /&gt;
*{{NavboxIconLink|Production science pack (research)}}&lt;br /&gt;
*{{NavboxIconLink|Robotics (research)}}&lt;br /&gt;
*{{NavboxIconLink|Rocket fuel (research)}}&lt;br /&gt;
*{{NavboxIconLink|Space science pack (research)}}&lt;br /&gt;
*{{NavboxIconLink|Steel processing (research)}}&lt;br /&gt;
*{{NavboxIconLink|Sulfur processing (research)}}&lt;br /&gt;
*{{NavboxIconLink|Uranium processing (research)}}&lt;br /&gt;
*{{NavboxIconLink|Utility science pack (research)}}&lt;br /&gt;
&lt;br /&gt;
|group7 = {{Translation|Transportation}}&lt;br /&gt;
|list7  = &lt;br /&gt;
*{{NavboxIconLink|Automated rail transportation (research)}}&lt;br /&gt;
*{{NavboxIconLink|Automobilism (research)}}&lt;br /&gt;
*{{NavboxIconLink|Elevated rail (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Fluid wagon (research)}}&lt;br /&gt;
*{{NavboxIconLink|Rail support foundations (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Railway (research)}}&lt;br /&gt;
*{{NavboxIconLink|Tank (research)}}&lt;br /&gt;
*{{NavboxIconLink|Spidertron (research)}}&lt;br /&gt;
&lt;br /&gt;
|group8 = {{TransLink|Equipment modules}}&lt;br /&gt;
|list8  =&lt;br /&gt;
*{{NavboxIconLink|Belt immunity equipment (research)}}&lt;br /&gt;
*{{NavboxIconLink|Discharge defense (research)}}&lt;br /&gt;
*{{NavboxIconLink|Energy shield equipment (research)}}&lt;br /&gt;
**{{TransLink|Energy shield  MK2 equipment (research)|MK2}}&lt;br /&gt;
*{{NavboxIconLink|Exoskeleton equipment (research)}}&lt;br /&gt;
*{{NavboxIconLink|Nightvision equipment (research)}}&lt;br /&gt;
*{{NavboxIconLink|Personal battery (research)}}&lt;br /&gt;
**{{TransLink|Personal battery MK2 (research)|MK2}}&lt;br /&gt;
**{{TransLink|Personal battery MK3 (research)|MK3}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Personal laser defense (research)}}&lt;br /&gt;
*{{NavboxIconLink|Personal roboport (research)}}&lt;br /&gt;
**{{TransLink|Personal roboport MK2 (research)|MK2}}&lt;br /&gt;
*{{NavboxIconLink|Portable fission reactor (research)}}&lt;br /&gt;
*{{NavboxIconLink|Portable fusion reactor (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Portable solar panel (research)}}&lt;br /&gt;
&lt;br /&gt;
|group9 = {{TransLink|Module|Modules}}&lt;br /&gt;
|list9  = &lt;br /&gt;
*{{NavboxIconLink|Modules (research)}}&lt;br /&gt;
*{{NavboxIconLink|Effect transmission (research)}}&lt;br /&gt;
*{{NavboxIconLink|Efficiency module (research)}}&lt;br /&gt;
**{{TransLink|Efficiency module 2 (research)|2}}&lt;br /&gt;
**{{TransLink|Efficiency module 3 (research)|3}}&lt;br /&gt;
*{{NavboxIconLink|Productivity module (research)}}&lt;br /&gt;
**{{TransLink|Productivity module 2 (research)|2}}&lt;br /&gt;
**{{TransLink|Productivity module 3 (research)|3}}&lt;br /&gt;
*{{NavboxIconLink|Speed module (research)}}&lt;br /&gt;
**{{TransLink|Speed module 2 (research)|2}}&lt;br /&gt;
**{{TransLink|Speed module 3 (research)|3}}&lt;br /&gt;
*{{NavboxIconLink|Quality module (research)}} ({{SA}})&lt;br /&gt;
**{{TransLink|Quality module 2 (research)|2}} ({{SA}})&lt;br /&gt;
**{{TransLink|Quality module 3 (research)|3}} ({{SA}})&lt;br /&gt;
&lt;br /&gt;
|group10 = {{TransLink|Factorio:Navigation|Navigation}}&lt;br /&gt;
|list10  = &lt;br /&gt;
* [[Template:LogisticsNav|{{Translation|Logistics}}]]&lt;br /&gt;
* [[Template:ProductionNav|{{Translation|Production}}]]&lt;br /&gt;
* [[Template:IntermediateNav|{{Translation|Intermediate products}}]]&lt;br /&gt;
* [[Template:SpaceNav|{{Translation|Space}}]] ({{SA}})&lt;br /&gt;
* [[Template:CombatNav|{{Translation|Combat}}]]&lt;br /&gt;
* [[Template:EnvironmentNav|{{Translation|Environment}}]]&lt;br /&gt;
&lt;br /&gt;
}}{{#ifeq:{{{category}}}|false||{{C|Technology}} }}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|text={{TechNav|category=false}} }}&lt;br /&gt;
[[Category:Navbox templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Destroyer_capsule&amp;diff=216473</id>
		<title>Infobox:Destroyer capsule</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Destroyer_capsule&amp;diff=216473"/>
		<updated>2025-11-23T03:44:40Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Added electric weapons damage to boosting for SA.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = projectile&lt;br /&gt;
|internal-name = destroyer-capsule&lt;br /&gt;
|stack-size = 100&lt;br /&gt;
|rocket-capacity = 25 (0.25 {{Translation|stacks}})&lt;br /&gt;
|category = Combat&lt;br /&gt;
|image = destroyer_capsule_entity&lt;br /&gt;
|health = {{Quality|60|78|96|114|150}}&lt;br /&gt;
|resistance = {{Translation|Acid}}: 0/90%&amp;lt;br&amp;gt;{{Translation|Fire}}: 0/95%&lt;br /&gt;
|lifespan = 120&lt;br /&gt;
|damage = {{Quality|20|26|32|38|50}} {{Translation|electric}}&lt;br /&gt;
|range = {{Quality|25|27.5|30|32.5|37.5}} ({{Translation|Capsule}})&amp;lt;br/&amp;gt;{{Quality|20|22|24|26|30}} ({{Translation|Destroyer}})&lt;br /&gt;
|shooting-speed = 2{{Translation|/s}} ({{Translation|Capsule}})&amp;lt;br/&amp;gt;3{{Translation|/s}} ({{Translation|Destroyer}})&lt;br /&gt;
|recipe = Time, 15 + Distractor capsule, 4 + Speed module, 1&lt;br /&gt;
|total-raw = Time, 661.75 + Copper plate, 212.5 + Iron plate, 375 + Plastic bar, 34 + Steel plate, 24&lt;br /&gt;
|required-technologies = Destroyer&lt;br /&gt;
|boosting-technologies = Energy weapons damage + Electric weapons damage + Follower robot count&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|space-age-recipe = Time, 15 + Distractor capsule, 4 + Steel plate, 4 + Processing unit, 1&lt;br /&gt;
|space-age-total-raw = Time, 611 + Processing unit, 1 + Copper plate, 180 + Iron plate, 360 + Plastic bar, 24 + Steel plate, 28&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=216396</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=216396"/>
		<updated>2025-11-14T15:40:13Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Notes */ Added raw fish to recipes that can&amp;#039;t use quality modules.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:Any quality.png|right]]&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; is a feature of the [[Space Age]] expansion. It introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using quality modules in the producing structure. When Space Age itself is enabled, the two highest quality tiers require technology not available on Nauvis. Different buildings and items can have different attributes that can be upgraded. When hovering over something, the attributes that will be upgraded with quality will be marked with a blue diamond ([[File:Quality info.png]]) in the tooltip.&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, quality is a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
== Quality tiers ==&lt;br /&gt;
There are 5 quality tiers in vanilla gameplay, with tier strength in brackets:&lt;br /&gt;
* [[File:quality_normal.png|15px]] Normal (0)&lt;br /&gt;
* [[File:quality_uncommon.png|15px]] Uncommon (1)&lt;br /&gt;
* [[File:quality_rare.png|15px]] Rare (2)&lt;br /&gt;
* [[File:quality_epic.png|15px]] Epic (3)&lt;br /&gt;
* [[File:quality_legendary.png|15px]] Legendary (&#039;&#039;&#039;5&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Note that legendary quality represents a 2-tier improvement over epic.&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
Certain tiers of quality cannot be created until they have been researched.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Research !! Base Game !! {{SA}} Space Age !! Unlocks&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}} x 300&lt;br /&gt;
| {{icon|Time|30}}{{icon|Automation science pack}}{{icon|Logistic science pack}} x 500&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] [[File:quality_rare.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Agricultural science pack}} x 5000&lt;br /&gt;
| [[File:quality_epic.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Metallurgic science pack}}{{icon|Electromagnetic science pack}}{{icon|Agricultural science pack}}{{icon|Cryogenic science pack}} x 5000&lt;br /&gt;
| [[File:quality_legendary.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
The currently known effects of each level of quality are as follows:&lt;br /&gt;
* +30% health&lt;br /&gt;
* +30% crafting speed&lt;br /&gt;
* +30% robot limit (rounded down)&lt;br /&gt;
* +1 robot recharge slot for [[personal roboport]]s (both tiers, but not [[roboport]]s)&lt;br /&gt;
* +30% robot recharge rate (all roboports)&lt;br /&gt;
* +30% positive module effects (rounded down to the nearest 0.1% for [[quality module]]s, rounded down to the nearest 1% for non-quality modules)&lt;br /&gt;
* +10% turret range&lt;br /&gt;
* +10% weapon range&lt;br /&gt;
* +1 tile reach and +2 wire reach on power poles&lt;br /&gt;
* +1 equipment grid size (both dimensions)&lt;br /&gt;
* +30% chest inventory size (rounded down)&lt;br /&gt;
* +30% increased ammo damage&lt;br /&gt;
* +30% inserter rotation speed&lt;br /&gt;
** The power consumption of inserters is defined as energy per angle of turn. A 30% faster inserter can turn 30% more angles in a given space of time, so it consumes 30% more energy.&lt;br /&gt;
* -16.67% (1/6) resource drain on miners and [[pumpjack]]s&lt;br /&gt;
** This is multiplicative with [[productivity]]&lt;br /&gt;
* +30% [[solar panel]] output&lt;br /&gt;
* +100% (+5 MJ) capacity on accumulators&lt;br /&gt;
* +30% capacity on [[personal battery|personal batteries]] (all three tiers)&lt;br /&gt;
* +30% output rate on [[boiler]]s, [[steam engine]]s, [[steam turbine]]s, [[accumulator]]s (also affects input rate), and [[nuclear reactor]]s&lt;br /&gt;
** Note that consumption and pollution are also increased at the same rate&lt;br /&gt;
* +30% reach and efficiency for lightning [[lightning rod|rods]] and [[lightning collector|collectors]]&lt;br /&gt;
* -16.67% (1/6) power consumption on [[beacon]]s&lt;br /&gt;
* +1 to both continuous coverage distance and exploration coverage distance in [[radar]]s&lt;br /&gt;
* +100% durability on consumable items ([[repair pack]]s, [[science pack]]s)&lt;br /&gt;
* +5% fork chance on the [[tesla turret]] and tesla ammo for the tesla gun&lt;br /&gt;
* [[Asteroid collector]]s:&lt;br /&gt;
** +5% arm speed&lt;br /&gt;
** +1 arm&lt;br /&gt;
** +10% active power consumption per arm and +10% drain&lt;br /&gt;
** +2 collection area size (both dimensions)&lt;br /&gt;
** +5 storage size&lt;br /&gt;
&lt;br /&gt;
These effects are per quality strength and additive: a Legendary (5 tier-levels) [[Productivity module 3]] (base +10% productivity) would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Some buildings only get increased health, with no special effect. Examples are:&lt;br /&gt;
*Buildings related to [[Circuit network]]s and [[Rail signal]]s&lt;br /&gt;
*[[Transport belt]]s&lt;br /&gt;
*[[Pipe]]s&lt;br /&gt;
*[[Wall]]s&lt;br /&gt;
*[[Locomotive|Trains]]&lt;br /&gt;
*[[Cargo wagon]]s&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Quality Effects&lt;br /&gt;
! Item !! Effect !! [[File:quality_normal.png|15px]] Normal !! [[File:quality_uncommon.png|15px]] Uncommon !! [[File:quality_rare.png|15px]] Rare !! [[File:quality_epic.png|15px]] Epic !! [[File:quality_legendary.png|15px]] Legendary&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_1.png|15px]] [[Assembling machine 1]] || Health || 300 || 390 || 480 || 570 || 750&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 0.5 || 0.65 || 0.8 || 0.95 || 1.25&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_2.png|15px]] [[Assembling machine 2]] || Health || 350 || 455 || 560 || 665 || 875&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 0.75 || 0.975 || 1.2 || 1.425 || 1.875&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_3.png|15px]] [[Assembling machine 3]] || Health || 400 || 520 || 640 || 760 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 1.25 || 1.625 || 2 || 2.375 || 3.125&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:construction_robot.png|15px]] [[Construction robot]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Max flying reach || 571m || 1152m || 1728m || 2305m || 3457m&lt;br /&gt;
|-&lt;br /&gt;
| Energy capacity || 3MJ || 6MJ || 9MJ || 12MJ || 18MJ&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:inserter.png|15px]] [[Inserter]] || Health || 150 || 195 || 240 || 285 || 375&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 15.1kW || 19.51kW || 23.92kW || 28.33kW || 37.15kW&lt;br /&gt;
|-&lt;br /&gt;
| Rotation&amp;amp;nbsp;speed || 302°/s || 393°/s || 484°/s || 575°/s || 756°/s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:fast_inserter.png|15px]] [[Fast inserter]] || Health || 150 || 195 || 240 || 285 || 375&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 59.3kW  || 76.94kW || 94.58kW || 112kW || 148kW&lt;br /&gt;
|-&lt;br /&gt;
| Rotation&amp;amp;nbsp;speed || 864°/s || 1123°/s || 1382°/s || 1642°/s || 2160°/s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:laser_turret.png|15px]] [[Laser turret]] || Health || 1000  || 1300 || 1600 || 1900 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Range || 24 tiles || 26.4 tiles || 28.8 tiles || 31.2 tiles || 36 tiles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | [[File:pipe.png|15px]] [[Pipe]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:roboport.png|15px]] [[Roboport]] || Health || 500 || 650 || 800 || 950 || 1250&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 2.1MW || 2.7MW || 3.3MW || 3.9MW || 5.1MW&lt;br /&gt;
|-&lt;br /&gt;
| Robot&amp;amp;nbsp;recharge&amp;amp;nbsp;rate || 4 x 500kW || 4 x 650kW || 4 x 800kW || 4 x 950kW || 4 x 1.25MW&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:small_electric_pole.png|15px]] [[Small electric pole]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Supply&amp;amp;nbsp;area || 5x5 || 7x7 || 9x9 || 11x11 || 15x15&lt;br /&gt;
|-&lt;br /&gt;
| Wire&amp;amp;nbsp;reach || 7.5 tiles || 9.5 tiles || 11.5 tiles || 13.5 tiles || 17.5 tiles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:wooden_chest.png|15px]] [[Wooden chest]] || Health || 100  || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Storage&amp;amp;nbsp;size || 16 || 20 || 25 || 30 || 40&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:iron_chest.png|15px]] [[Iron chest]] || Health || 200 || 260 || 320 || 380 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Storage size || 32 || 41 || 51 || 60 || 80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:steel_chest.png|15px]] [[Steel chest]] || Health || 350 || 455 || 560 || 665 || 875&lt;br /&gt;
|-&lt;br /&gt;
| Storage&amp;amp;nbsp;size || 48 || 62 || 76 || 91 || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating high-quality items ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create an item with above normal quality: The player must either use ingredient items of the same quality, or use quality modules for a random chance of a higher-quality item.&lt;br /&gt;
&lt;br /&gt;
=== Quality ingredients ===&lt;br /&gt;
Recipes that consume items have variations for each quality that the items might take. When setting such a recipe in a production unit, an ingredient quality must be selected. For these variations, the set of ingredients required is the same, except that all item ingredients must have the specified quality. Recipes that consume only fluids do not have quality variations. If they produce items, those items will be normal quality unless affected by quality modules. Recipes that fill or empty [[barrel]]s and recipes that produce the same item they consume ([[kovarex enrichment process]] and [[fish breeding]]) do not accept quality modules.&lt;br /&gt;
&lt;br /&gt;
Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon [[iron plate]]s with rare [[battery|batteries]] to make an [[accumulator]] of any quality. One must therefore ensure that high-quality items do not clog up belts and starve production units of lower-quality items.&lt;br /&gt;
&lt;br /&gt;
As fluids do not possess any quality, they are exempt from ingredient quality requirements; the same [[lubricant]] can be used to create [[electric engine unit]]s of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Quality modules ===&lt;br /&gt;
{{Main|Quality module}}&lt;br /&gt;
[[File:quality_module_animated.png|64px|right]]&#039;&#039;&#039;Quality modules&#039;&#039;&#039; allow crafting machines to produce items of a higher quality than their ingredients. Each module adds a quality chance to a machine, depending on its tier and quality. See the following table for all quality chances:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Module|Quality}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module}}&lt;br /&gt;
| +1% || +1.3% || +1.6% || +1.9% || +2.5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_2}}&lt;br /&gt;
| +2% || +2.6% || +3.2% || +3.8% || +5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_3}}&lt;br /&gt;
| +2.5% || +3.2% || +4% || +4.7% || +6.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When working out the odds of improving quality, a machine starts with the sum of the quality chance of all its modules. When the machine produces an item, it performs a random roll with that chance to succeed. If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails.&lt;br /&gt;
&lt;br /&gt;
When using quality ingredients as an input, the base quality is the quality of the recipe. You can only use items with the same quality as input.&lt;br /&gt;
&lt;br /&gt;
Quality modules are only required to &#039;&#039;improve&#039;&#039; quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is the same as improving the same number of tiers from Normal quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where Q is quality chance, the following tables present expected outputs for each level of research.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 9/100 ||Q * 1/100&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|16px]]&lt;br /&gt;
| - || - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 9/100 ||Q * 9/1000 || Q * 1/1000&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q * 9/10|| Q * 9/100 || Q * 1/100&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|16px]]&lt;br /&gt;
| - || - || - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|16px]]&lt;br /&gt;
| - || - || - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ 2× {{Icon|quality_module_2|[[File:quality_normal.png|Normal|16px]]}} → Q = 4%&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 96% || 3.6% || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 96% || 4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ 4× {{Icon|quality_module_3|[[File:quality_normal.png|Normal|16px]]}} → Q = 10%&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 90% || 9% || 0.9% || 0.09% || 0.01%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 90% || 9% || 0.9% || 0.1%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 90% || 9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 90% || 10%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|+ 4× {{Icon|quality_module_3|[[File:quality_legendary.png|Legendary|16px]]}} → Q = 24.8%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 75.2% || 22.32% || 2.232% || 0.2232% || 0.0248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 75.2% || 22.32% || 2.232% || 0.248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 75.2% || 22.32% || 2.48%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 75.2% || 24.8%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Optimal module usage ====&lt;br /&gt;
{{Main|Tutorial:Quality upcycling math}}&lt;br /&gt;
&lt;br /&gt;
It is optimal to improve quality on the lead-up to the target output item due to the [[recycler]] only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).&lt;br /&gt;
&lt;br /&gt;
The following tables summarize the number of normal crafts (rounded up) needed to produce 1 legendary output using ideal ratios of quality module 3s to productivity module 3s, with 4 matching quality module 3 in the recycler.&lt;br /&gt;
&lt;br /&gt;
It is important to emphasize that these ratios maximize return per input material. If input capacity isn&#039;t a concern and the goal is speed rather than material efficiency, then switch out productivity modules for quality modules as needed. Beware, however, that in many cases material inefficiency nearly keeps pace with the legendary output rate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_rare.png|Rare|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_rare.png|Rare|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 891&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 0 || 3 || 533&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 1 || 3 || 342&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 0 || 4 || 97&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 1 || 4 || 67&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 4 || 4 || 70&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_epic.png|Epic|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_epic.png|Epic|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 608&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 1 || 2 || 356&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 1 || 3 || 212&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 1 || 3 || 62&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 2 || 3 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 5 || 3 || 34&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_legendary.png|Legendary|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_legendary.png|Legendary|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 309&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 1 || 2 || 153&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 2 || 2 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 3 || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 4 || 1 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 8 || 0 || 7&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
For example, suppose legendary T3 modules are available and the goal is to produce legendary [[File:Processing_unit.png|link=Processing unit|20px]]&amp;amp;nbsp;processing units. If each electromagnetic plant producing epic quality or below has 4 legendary [[File:productivity_module_3.png|link=Productivity module 3|20px]]&amp;amp;nbsp;productivity module 3 and 1 legendary [[File:quality_module_3.png|link=Quality module 3|20px]]&amp;amp;nbsp;quality module 3, and the electromagnetic plant with the legendary recipe has 5 legendary [[File:productivity_module_3.png|link=Productivity module 3|20px]]&amp;amp;nbsp;productivity module 3, then on average an input of 280 normal [[File:Electronic_circuit.png|link=Electronic circuit|20px]]&amp;amp;nbsp;electronic circuits and 28 normal [[File:Advanced_circuit.png|link=Advanced circuit|20px]]&amp;amp;nbsp;advanced circuits is expected to produce 1 legendary [[File:Processing_unit.png|link=Processing unit|20px]]&amp;amp;nbsp;processing unit.&lt;br /&gt;
&lt;br /&gt;
===== Derivation =====&lt;br /&gt;
Derivation of the tables above was as follows: Starting with 1 set of common ingredients, with an assembly quality chance of Q and total productivity bonus of P, the statistical expected number of product is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| (1 + P) * (1 - Q) || (1 + P) * (Q * (10&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;))|| (1 + P) * (Q * (10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt;)) || (1 + P) * (Q * (10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)) || (1 + P) * (Q * 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| (1 + P) * (1 - Q) || (1 + P) * Q * 9/10 || (1 + P) * Q * 9/100 || (1 + P) * Q * 9/1000 || (1 + P) * Q * 1/1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In a similar vein, the same calculations can be done for recycling products, except that there is, in effect, -75% productivity bonus, where only a quarter of the items are returned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| (1 + -0.75) * (1-Q) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0.25 * (1-Q) || 0.25 * Q * 9/10|| 0.25 * Q * 9/100 || 0.25 * Q * 9/1000 || 0.25 * Q * 1/1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, recycling an uncommon ingredient with a Q of 25%:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#424242&amp;quot; | [[File:quality_uncommon.png|Uncommon|16px]] || - || 0.1875 || 0.05625 || 0.005625 || 0.000625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Combining these results allows a &#039;Transition Matrix&#039; to be developed (see the Wikipedia article [[Wikipedia:Stochastic matrix|Stochastic matrix]]) which after iteration can generate the expected number of legendary products from 1 set of common ingredients via matrix multiplication. An example matrix for P of 50% and Q of 25% for both recycling and assembly is copied below. Note that since legendary products are the goal, they are not recycled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! !! style=&amp;quot;border-left:2px solid&amp;quot; | I&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
! style=&amp;quot;border-left:2px solid&amp;quot; | P&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
|- style=&amp;quot;border-top:2px solid&amp;quot;&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 1.125 || 0.3375 || 0.03375 || 0.003375 || 0.000375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 1.125 || 0.3375 || 0.03375 || 0.00375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 1.125 || 0.3375 || 0.0375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 1.125 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 1.5&lt;br /&gt;
|- style=&amp;quot;border-top:2px solid&amp;quot;&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0.1875 || 0.05625 || 0.005625 || 0.0005625 || 0.0000625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0.1875 || 0.05625 || 0.005625 || 0.000625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0.1875 || 0.05625 || 0.00625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0.1875 || 0.0625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To iterate this matrix (M) apply the matrix to itself. For example, M&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; would indicate 6 iterations, corresponding to 3 crafting steps and 3 recycling steps. To see how much 1 ingredient set produces after a given iteration, x, multiply an input vector by M&amp;lt;sup&amp;gt;x&amp;lt;/sup&amp;gt;. The vector format follows that of the matrix labels, so with the table arranged as above, left multiply a row vector of ingredient(s) by the matrix. In order to see the expected product of 1 set of normal ingredients, the vector will have &#039;1&#039; in the first column and &#039;0&#039;s everywhere else. Likewise, a set of uncommon ingredients will correspond to &#039;1&#039; in the second column of the vector.&lt;br /&gt;
&lt;br /&gt;
It is important to note that since the recycling step has a material loss of 75% most recycling loops will be well behaved and converge quickly.&lt;br /&gt;
&lt;br /&gt;
Extreme productivity from research breaks this pattern and will prevent convergence, but this simply means that there is a positive material cycle, so 1 set of ingredients will produce infinite legendary crafts, on average. The closer the total productivity is to 400%, the slower the convergence of the matrix iteration and the higher you need to calculate x in M&amp;lt;sup&amp;gt;x&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;!--[[File:Quality_Transition_Matrix.png]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
=== Using quality to increase production ===&lt;br /&gt;
There are four ways in which quality can increase the output of a single production machine:&lt;br /&gt;
* Increasing the quality of the machine itself will improve its base crafting speed.&lt;br /&gt;
* Increasing the quality of [[speed module]]s will increase the effect of their speed improvements.&lt;br /&gt;
* Increasing the quality of [[productivity module]]s will increase their productivity bonus without reducing crafting speed. Since extra items obtained from the productivity bonus do not take extra time to produce, this will also increase the number of items produced over time.&lt;br /&gt;
* Increasing the quality of [[beacon]]s will increase their transmission efficiency. If they contain speed modules, then the effect of these modules is increased.&lt;br /&gt;
&lt;br /&gt;
These four options share a powerful synergy, as they react multiplicatively with one another. This makes it possible to achieve very high production rates with very few machines when compared to only using normal quality items. For example, imagine a setup where [[electronic circuit]]s are made using one [[electromagnetic plant]] with five [[productivity module 3]]s, which is surrounded by 12 [[beacon]]s with two [[speed module 3]]s, each. With normal quality, this will achieve an output rate of almost 45 items per second (almost enough to saturate one non-layered [[express transport belt]]). However, if the electromagnetic plant and all beacons and modules have legendary quality, the output rate becomes slightly more than 600 items per second (enough to saturate two and a half [[turbo transport belt]]s with four layers of items). This is more than 13 times as many items as without quality.&lt;br /&gt;
&lt;br /&gt;
It should be noted that quality beacons are the only one of these factors that may increase energy consumption over time, as the transmission effect is also applied to the energy cost of speed modules. However, this is offset or even negated by the reduced energy consumption of the beacons themselves (which is also affected by quality), especially with high beacon counts wherein the transmission effect is subject to diminishing returns. For speed modules, productivity modules, and the machine itself, only the speed increase, productivity bonus, and base crafting speed are affected, respectively.&lt;br /&gt;
&lt;br /&gt;
The increased transmission effect of high-quality beacons is also notable because unlike when increasing the number of beacons, there are no diminishing returns for increasing their quality (aside from the exponentially increasing cost of producing those higher-quality beacons in the first place). This means that, despite a legendary beacon only being 1.66 times as powerful as a normal-quality beacon, one would need 0.36 times as many legendary beacons as normal ones to achieve the same effect. Aside from making more powerful beacon setups, this can also be used to save space by achieving the same effect with fewer beacons, thereby leaving more room for machines and belts.&lt;br /&gt;
&lt;br /&gt;
Higher-quality machines are also particularly useful for producing quality items as, unlike speed modules, machine quality does not reduce the chance of increasing a product&#039;s quality.&lt;br /&gt;
&lt;br /&gt;
=== Using quality to save space ===&lt;br /&gt;
Another use for quality is decreasing the amount of buildings needed to perform the same production. This is particularly useful in a [[space platform]], where small, compact designs are rewarded with increased speed, as well as needing fewer rockets to build the platform.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* In the below circumstances, quality modules have no useful effects. &lt;br /&gt;
** Placed in a [[Rocket silo]]&lt;br /&gt;
** Placed in a [[Lab]] or [[Biolab]]&lt;br /&gt;
** Used with recipes that only output fluids (e.g [[holmium solution]])&lt;br /&gt;
* [[Barrel]]s cannot accept quality modules, most likely to stop quality upcycling with no loss.&lt;br /&gt;
* The [[Kovarex enrichment process]] recipe and [[raw fish|fish breeding]] cannot accept quality modules.&lt;br /&gt;
&lt;br /&gt;
== Relevant Factorio Friday Facts ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|make-it-better}}&lt;br /&gt;
{{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
{{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
{{Achievement|crafting-with-quality}}&lt;br /&gt;
{{Achievement|my-modules-are-legendary}}&lt;br /&gt;
{{Achievement|no-room-for-more}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Quality is not technically exclusive to player-made entities; Though this does not occur naturally, quality is also allowed on enemies, asteroids, and even the [[player]] character.&lt;br /&gt;
** Some enemies with qualities above normal can even be created in regular sandbox gameplay: Big biters, behemoth biters, and big premature wriggler pentapods born from spoiled [[biter egg]]s, [[captive biter spawner]]s, and [[pentapod egg]]s inherit the quality of the spoiled items, with the latter two being possible to craft with quality modules. Furthermore, a starved captured biter spawner will retain its quality upon converting into a hostile biter spawner, with said quality even being inherited by the biters that it will spawn. Should these biters choose to expand, they may also create quality spitters and worms.&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;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Equipment_modules&amp;diff=216355</id>
		<title>Equipment modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Equipment_modules&amp;diff=216355"/>
		<updated>2025-11-12T18:30:18Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Utility */ Adding details for these equipment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Equipment modules&#039;&#039;&#039; can be added to [[modular armor]], [[power armor]], [[power armor MK2]] and [[mech armor]]{{SA}} and give the player various bonuses. The only vehicles that can make use of equipment modules are the [[tank]] and the [[spidertron]].&lt;br /&gt;
&lt;br /&gt;
Bonuses given by equipment modules stack and can be combined with each other to suit the wearer&#039;s personal preferences. Modules take up a certain amount of space in armor and some consume energy.&lt;br /&gt;
&lt;br /&gt;
Modules will remain in the armor even if it is removed, stored or dropped on the ground. Vehicles with equipment can be picked up and re-placed with their equipment intact (though their inventories will be emptied). Modules will only function when the armor is equipped or the vehicle is placed, and modules will not recharge or deplete otherwise.&lt;br /&gt;
&lt;br /&gt;
Equipment modules can be used by placing them in the grid that opens by right clicking the armor.&lt;br /&gt;
&lt;br /&gt;
All modules have their own [[technologies|technology]] that must be [[research]]ed before they can be crafted.&lt;br /&gt;
&lt;br /&gt;
== Power generation ==&lt;br /&gt;
If some equipment modules need power, then the equipment grid will need at least one of these.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Item !! Equipment slots taken &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Portable solar panel}}  || 1×1&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Portable fission reactor}}  || 4×4 &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Portable fusion reactor|space-age=yes}} || 4×4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Power storage ==&lt;br /&gt;
These equipment modules store power generated by the above for later use.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Item !! Equipment slots taken &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Personal battery}} || 1×2&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Personal battery MK2}} || 1×2&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Personal battery MK3|space-age=yes}} || 1×2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction robot control ==&lt;br /&gt;
Allows the player or vehicle to deploy [[construction robot]]s, using items stored in the player or vehicle&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Item !! Equipment slots taken &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Personal roboport}} || 2×2&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Personal roboport MK2}} || 2×2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Combat modifiers ==&lt;br /&gt;
These modules deal damage or mitigate it in some way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Item !! Equipment slots taken &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Discharge defense}} || 2×2 &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Energy shield}} || 2×2 &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Energy shield MK2}} || 2×2 &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Personal laser defense}} || 2×2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Utility ==&lt;br /&gt;
Equipment that doesn&#039;t fit into the above categories&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Item !! Equipment slots taken !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Belt immunity equipment}} || 1×1 || Transport belts no longer move the player/vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nightvision}} || 2×2 || Reduces the effect of darkness at night.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Exoskeleton}} || 2×4 || Increases the player/vehicle&#039;s top speed. Their effects stack. Note: these do not increase vehicle acceleration or deceleration.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Toolbelt equipment|space-age=yes}} || 3×1 || Increases the inventory of a player/vehicle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
[[Category:Equipment|#Equipment]]&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Achievement&amp;diff=216354</id>
		<title>Template:Achievement</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Achievement&amp;diff=216354"/>
		<updated>2025-11-12T18:26:04Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Link to equipment module page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;achievement&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:80px&amp;quot; |[[File:{{{1}}}-achievement.png|link=achievements{{If language suffix}}|80px]] &lt;br /&gt;
| valign=top style=&amp;quot;padding:0; margin:0&amp;quot; | &#039;&#039;&#039;[[achievements{{If language suffix}}|{{Translation|{{#switch:{{lc:{{{1}}}}}&lt;br /&gt;
| computer-age-1 = Computer age 1&lt;br /&gt;
| computer-age-2 = Computer age 2&lt;br /&gt;
| computer-age-3 = Computer age 3&lt;br /&gt;
| circuit-veteran-1 = Circuit veteran 1&lt;br /&gt;
| circuit-veteran-2 = Circuit veteran 2&lt;br /&gt;
| circuit-veteran-3 = Circuit veteran 3&lt;br /&gt;
| steam-all-the-way = Steam all the way&lt;br /&gt;
| automated-cleanup = Automated cleanup&lt;br /&gt;
| automated-construction = Automated construction&lt;br /&gt;
| you-are-doing-it-right = You are doing it right&lt;br /&gt;
| lazy-bastard = Lazy bastard&lt;br /&gt;
| eco-unfriendly = Eco unfriendly&lt;br /&gt;
| tech-maniac = Tech maniac&lt;br /&gt;
| mass-production-1 = Mass production 1&lt;br /&gt;
| mass-production-2 = Mass production 2&lt;br /&gt;
| mass-production-3 = Mass production 3&lt;br /&gt;
| getting-on-track = Getting on track&lt;br /&gt;
| getting-on-track-like-a-pro = Getting on track like a pro&lt;br /&gt;
| it-stinks-and-they-dont-like-it = It stinks and they don&#039;t like it&lt;br /&gt;
| raining-bullets = Raining bullets&lt;br /&gt;
| iron-throne-1 = Iron throne 1&lt;br /&gt;
| iron-throne-2 = Iron throne 2&lt;br /&gt;
| iron-throne-3 = Iron throne 3&lt;br /&gt;
| logistic-network-embargo = Logistic network embargo&lt;br /&gt;
| smoke-me-a-kipper-i-will-be-back-for-breakfast = Smoke me a kipper, I&#039;ll be back for breakfast&lt;br /&gt;
| no-time-for-chitchat = No time for chitchat&lt;br /&gt;
| there-is-no-spoon = There is no spoon&lt;br /&gt;
| steamrolled = Steamrolled&lt;br /&gt;
| run-forrest-run = Run Forrest, run&lt;br /&gt;
| pyromaniac = Pyromaniac&lt;br /&gt;
| so-long-and-thanks-for-all-the-fish = So long and thanks for all the fish&lt;br /&gt;
| you-have-got-a-package = You&#039;ve got a package&lt;br /&gt;
| delivery-service = Delivery service&lt;br /&gt;
| trans-factorio-express = Trans-Factorio express&lt;br /&gt;
| golem = Golem&lt;br /&gt;
| watch-your-step = Watch your step&lt;br /&gt;
| solaris = Solaris&lt;br /&gt;
| minions = Minions&lt;br /&gt;
| arachnophilia = Arachnophilia&lt;br /&gt;
| art-of-siege = Art of siege&lt;br /&gt;
| automate-this = Automate this!&lt;br /&gt;
| crafting-with-efficiency = Crafting with efficiency&lt;br /&gt;
| crafting-with-productivity = Crafting with productivity&lt;br /&gt;
| crafting-with-quality = Crafting with quality&lt;br /&gt;
| crafting-with-speed = Crafting with speed&lt;br /&gt;
| express-delivery = Express delivery&lt;br /&gt;
| fusion-power = Fusion power&lt;br /&gt;
| get-off-my-lawn = Get off my lawn&lt;br /&gt;
| shattered-planet-1 = Going to shattered planet 1&lt;br /&gt;
| shattered-planet-2 = Going to shattered planet 2&lt;br /&gt;
| shattered-planet-3 = Going to shattered planet 3&lt;br /&gt;
| destroyer-of-worlds = I am the destroyer of worlds&lt;br /&gt;
| if-it-bleeds = If it bleeds, we can kill it&lt;br /&gt;
| it-stinks-and-they-do-like-it = It stinks and they do like it&lt;br /&gt;
| keeping-your-hands-clean = Keeping your hands clean&lt;br /&gt;
| look-at-my-shiny-rare-armor = Look at my shiny rare armor&lt;br /&gt;
| make-it-better = Make it better&lt;br /&gt;
| mining-with-determination = Mining with determination&lt;br /&gt;
| my-modules-are-legendary = My modules are legendary&lt;br /&gt;
| no-room-for-more = No room for more&lt;br /&gt;
| nuclear-power = Nuclear power&lt;br /&gt;
| pest-control = Pest control&lt;br /&gt;
| reach-for-the-stars = Reach for the stars&lt;br /&gt;
| research-with-agriculture = Research with agriculture&lt;br /&gt;
| research-with-automation = Research with automation&lt;br /&gt;
| research-with-chemicals = Research with chemicals&lt;br /&gt;
| research-with-cryogenics = Research with cryogenics&lt;br /&gt;
| research-with-electromagnetics = Research with electromagnetics&lt;br /&gt;
| research-with-logistics = Research with logistics&lt;br /&gt;
| research-with-metallurgics = Research with metallurgics&lt;br /&gt;
| research-with-military = Research with military&lt;br /&gt;
| research-with-production = Research with production&lt;br /&gt;
| research-with-promethium = Research with promethium&lt;br /&gt;
| research-with-space = Research with space&lt;br /&gt;
| research-with-utility = Research with utility&lt;br /&gt;
| rush-to-space = Rush to space&lt;br /&gt;
| second-star-to-the-right-and-straight-on-till-morning = Second star to the right and straight on till morning&lt;br /&gt;
| size-doesnt-matter = Size doesn&#039;t matter&lt;br /&gt;
| solar-power = Solar power&lt;br /&gt;
| steam-power = Steam power&lt;br /&gt;
| terraformer = Terraformer&lt;br /&gt;
| todays-fish-is-trout-a-la-creme = Today&#039;s fish is trout a la creme&lt;br /&gt;
| visit-aquilo = Visit Aquilo&lt;br /&gt;
| visit-fulgora = Visit Fulgora&lt;br /&gt;
| visit-gleba = Visit Gleba&lt;br /&gt;
| visit-vulcanus = Visit Vulcanus&lt;br /&gt;
| we-need-bigger-guns = We need bigger guns&lt;br /&gt;
| work-around-the-clock = Work around the clock&lt;br /&gt;
| {{{1}}}&lt;br /&gt;
}}}}]]&#039;&#039;&#039;&amp;lt;p style=&amp;quot;margin: 0;&amp;quot;&amp;gt;{{Translation|{{#switch:{{lc:{{{1}}}}}&lt;br /&gt;
| computer-age-1 = Produce 500 [[processing unit]]s per hour.&lt;br /&gt;
| computer-age-2 = Produce 1.0k [[processing unit]]s per hour.&lt;br /&gt;
| computer-age-3 = Produce 5k [[processing unit]]s per hour.&lt;br /&gt;
| circuit-veteran-1 = Produce 1.0k [[advanced circuit]]s per hour.&lt;br /&gt;
| circuit-veteran-2 = Produce 10k [[advanced circuit]]s per hour.&lt;br /&gt;
| circuit-veteran-3 = Produce 25k [[advanced circuit]]s per hour.&lt;br /&gt;
| steam-all-the-way = Launch a [[rocket silo|rocket]] to space without building any [[solar panel]]s.&lt;br /&gt;
| automated-cleanup = Deconstruct 100 objects with the [[construction robot]]s.&lt;br /&gt;
| automated-construction = Construct 100 machines using [[construction robot|robots]].&lt;br /&gt;
| you-are-doing-it-right = Construct more machines using [[construction robot|robots]] than manually.&lt;br /&gt;
| lazy-bastard = Launch a [[rocket silo|rocket]] to space while manually crafting no more than 111 items.&lt;br /&gt;
| eco-unfriendly = Research [[oil processing (research)|oil processing]].&lt;br /&gt;
| tech-maniac = Research all [[technologies]].&lt;br /&gt;
| mass-production-1 = Produce 10k [[electronic circuit]]s.&lt;br /&gt;
| mass-production-2 = Produce 1M [[electronic circuit]]s.&lt;br /&gt;
| mass-production-3 = Produce 20M [[electronic circuit]]s.&lt;br /&gt;
| getting-on-track = Build a [[locomotive]].&lt;br /&gt;
| getting-on-track-like-a-pro = Build a [[locomotive]] within the first 90 minutes of the game.&lt;br /&gt;
| it-stinks-and-they-dont-like-it = Trigger an [[enemies|alien]] attack by [[pollution]].&lt;br /&gt;
| raining-bullets = Launch a [[rocket silo|rocket]] to space without building any [[laser turret]]s.&lt;br /&gt;
| iron-throne-1 = Produce 20k [[iron plate]]s per hour.&lt;br /&gt;
| iron-throne-2 = Produce 200k [[iron plate]]s per hour.&lt;br /&gt;
| iron-throne-3 = Produce 400k [[iron plate]]s per hour.&lt;br /&gt;
| logistic-network-embargo = Finish research with [[space science pack]] for the base game or any [[planetary science pack]] for [[Space Age]]{{SA}} without building any [[active provider chest|active provider]], [[buffer chest|buffer]], or [[requester chest]]s.&lt;br /&gt;
| smoke-me-a-kipper-i-will-be-back-for-breakfast = Launch a [[rocket silo|rocket]] to space.&lt;br /&gt;
| no-time-for-chitchat = Launch a [[rocket silo|rocket]] to space within 15 hours.&lt;br /&gt;
| there-is-no-spoon = Launch a [[rocket silo|rocket]] to space within 8 hours.&lt;br /&gt;
| steamrolled = Destroy 10 [[Enemies#Nests|spawners]] by impact.&lt;br /&gt;
| run-forrest-run = Destroy 100 [[tree]]s by impact.&lt;br /&gt;
| pyromaniac = Destroy 10k [[tree]]s with fire.&lt;br /&gt;
| so-long-and-thanks-for-all-the-fish = &lt;br /&gt;
| trans-factorio-express = Have a [[train]] plan a path 1,000 tiles or longer.&lt;br /&gt;
| you-have-got-a-package = Supply the character by [[logistic robot]].&lt;br /&gt;
| delivery-service = Supply the character with 10k items delivered by [[logistic robot]]s.&lt;br /&gt;
| golem = Survive a hit of 500 [[damage]] or more.&lt;br /&gt;
| watch-your-step = Get killed by a moving [[locomotive]].&lt;br /&gt;
| solaris = Produce more than 10 GJ per hour using only [[solar panel]]s.&lt;br /&gt;
| minions = Have 100 [[Combat robot capsules|combat robots]] or more following you.&lt;br /&gt;
| arachnophilia = Build a [[spidertron]].&lt;br /&gt;
| art-of-siege = Destroy an enemy structure using [[artillery]].&lt;br /&gt;
| automate-this = Build an [[Assembling_machine_1|assembling machine]].&lt;br /&gt;
| crafting-with-efficiency = Craft an [[efficiency module 3]].&lt;br /&gt;
| crafting-with-productivity = Craft a [[productivity module 3]].&lt;br /&gt;
| crafting-with-quality = Craft a [[quality module 3]].&lt;br /&gt;
| crafting-with-speed = Craft a [[speed module 3]].&lt;br /&gt;
| express-delivery = Finish the game within 40 hours.&lt;br /&gt;
| fusion-power = Start producing electric power by [[fusion reactor|fusion powerplant]].&lt;br /&gt;
| get-off-my-lawn = Disturb a [[demolisher]] by building on its territory.&lt;br /&gt;
| shattered-planet-1 = Travel 10 000 km towards the [[shattered planet]].&lt;br /&gt;
| shattered-planet-2 = Travel 30 000 km towards the [[shattered planet]].&lt;br /&gt;
| shattered-planet-3 = Travel 60 000 km towards the [[shattered planet]].&lt;br /&gt;
| destroyer-of-worlds = Use an [[atomic bomb]].&lt;br /&gt;
| if-it-bleeds = Kill a small [[demolisher]].&lt;br /&gt;
| it-stinks-and-they-do-like-it = Attract a group of [[pentapods]] using spores.&lt;br /&gt;
| keeping-your-hands-clean = Destroy your first enemy structure using [[artillery]].&lt;br /&gt;
| look-at-my-shiny-rare-armor = Equip rare or better quality of [[power armor MK2]] or [[mech armor]].&lt;br /&gt;
| make-it-better = Insert a quality module into a module slot.&lt;br /&gt;
| mining-with-determination = Completely deplete a resource patch.&lt;br /&gt;
| my-modules-are-legendary = Craft a legendary [[quality module 3]].&lt;br /&gt;
| no-room-for-more = Fill every tile of [[quality|legendary]] [[mech armor]] with legendary [[equipment modules|equipment]].&lt;br /&gt;
| nuclear-power = Start producing electric power by [[nuclear reactor|nuclear powerplant]].&lt;br /&gt;
| pest-control = Destroy a biter [[Enemies#Nests|spawner]].&lt;br /&gt;
| reach-for-the-stars = Create a [[space platform]].&lt;br /&gt;
| research-with-agriculture = Research a technology using [[agricultural science pack]]s.&lt;br /&gt;
| research-with-automation = Research a technology using [[automation science pack]]s.&lt;br /&gt;
| research-with-chemicals = Research a technology using [[chemical science pack]]s.&lt;br /&gt;
| research-with-cryogenics = Research a technology using [[cryogenic science pack]]s.&lt;br /&gt;
| research-with-electromagnetics = Research a technology using [[electromagnetic science pack]]s.&lt;br /&gt;
| research-with-logistics = Research a technology using [[logistic science pack]]s.&lt;br /&gt;
| research-with-metallurgics = Research a technology using [[metallurgic science pack]]s.&lt;br /&gt;
| research-with-military = Research a technology using [[military science pack]]s.&lt;br /&gt;
| research-with-production = Research a technology using [[production science pack]]s.&lt;br /&gt;
| research-with-promethium = Research a technology using [[promethium science pack]]s.&lt;br /&gt;
| research-with-space = Research a technology using [[space science pack]]s.&lt;br /&gt;
| research-with-utility = Research a technology using [[utility science pack]]s.&lt;br /&gt;
| rush-to-space = Research a technology using another [[Planetary science pack|planet&#039;s science pack]] before unlocking [[production science pack (research)|production]] or [[utility science pack (research)|utility science packs]].&lt;br /&gt;
| second-star-to-the-right-and-straight-on-till-morning = Finish the game.&lt;br /&gt;
| size-doesnt-matter = Kill a big [[demolisher]].&lt;br /&gt;
| solar-power = Start producing electric power by [[solar panel]]s.&lt;br /&gt;
| steam-power = Start producing electric power by [[steam engine]].&lt;br /&gt;
| terraformer = Destroy a [[cliff]].&lt;br /&gt;
| todays-fish-is-trout-a-la-creme = Eat a legendary fish.&lt;br /&gt;
| visit-aquilo = Travel to planet [[Aquilo]].&lt;br /&gt;
| visit-fulgora = Travel to planet [[Fulgora]].&lt;br /&gt;
| visit-gleba = Travel to planet [[Gleba]].&lt;br /&gt;
| visit-vulcanus = Travel to planet [[Vulcanus]].&lt;br /&gt;
| we-need-bigger-guns = Kill a medium [[demolisher]].&lt;br /&gt;
| work-around-the-clock = Finish the game within 100 hours.&lt;br /&gt;
}}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Big_mining_drill&amp;diff=216284</id>
		<title>Big mining drill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Big_mining_drill&amp;diff=216284"/>
		<updated>2025-11-03T02:46:31Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Linking to the new productivity page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Big mining drill}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;big mining drill&#039;&#039;&#039; is the stronger and larger big brother of the [[electric mining drill]]. It has the unique property of reducing resource drain from mining by 50%, which means the resource underneath the drill&#039;s mining area only has its richness depleted half of the time. This effect directly multiplies with the [[productivity]] of the drill in terms of the amount of resources that can be extracted from a single patch. The big mining drill is also able to mine harder ores such as [[Tungsten ore|tungsten]] that the lower tier mining drills cannot. Much like the electric mining drill, it is able to use [[fluids]] via [[pipe]] connection.&lt;br /&gt;
&lt;br /&gt;
Additionally, researching [[Stack inserter (research)|stack inserters]] and [[Transport belt capacity (research)|transport belt capacity]] will allow the big mining drill to output items to a belt in stacks.&lt;br /&gt;
&lt;br /&gt;
== Indicators ==&lt;br /&gt;
There is a light attached to the front of the mining drill that will change colors depending on its status:&lt;br /&gt;
&lt;br /&gt;
[[File:light_green_prev.png]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Green light = The drill is currently functioning without issues.&lt;br /&gt;
&lt;br /&gt;
[[File:light_yellow_prev.png]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Yellow light = The drill&#039;s ability to dispense resources is blocked, it is low on power, or it is disabled by the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
[[File:light_red_prev.png]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Red light = The drill has completely run out of resources to mine or it is missing the fluid required to mine the current resource.&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;
* [[Vulcanus]]{{SA}}&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Raw_fish&amp;diff=216283</id>
		<title>Raw fish</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Raw_fish&amp;diff=216283"/>
		<updated>2025-11-02T03:50:11Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Space Age tagging.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Raw fish}}&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Raw fish&#039;&#039;&#039; can be harvested from [[water]]. They can be used to refill a small amount of health instantly. In order to catch raw fish, mine one of the dark spots that can be found moving around in water bodies. Each dark spot yields 5 fish when mined. Fish can be also collected via [[construction robot]]s, by marking a water area that contains fish with a [[deconstruction planner]]. &lt;br /&gt;
&lt;br /&gt;
Raw fish is used to heal by clicking on the character or anywhere else in the world with the fish in the cursor. They heal 80 HP each and have a short cooldown for reuse, limiting the amount of incoming DPS that fish healing can absorb. Using a fish produces a munching sound.&lt;br /&gt;
&lt;br /&gt;
Using [[landfill]] on water where a fish is swimming will &amp;quot;destroy&amp;quot; the fish. Fish can be shot and killed via [[pistol]] or [[submachine gun]], [[flamethrower]], [[tesla gun]]{{SA}}, and also by explosions, but are immune to any kind of [[shotgun]] or [[railgun]]{{SA}} fire. Shooting fish does not grant any fish items.&lt;br /&gt;
&lt;br /&gt;
Fish are created in water when the world is generated and do not despawn or respawn. While inserters can remove fish from the water, they cannot put them back. The player can manually return fish to the water in stacks of 5, which resets both the quality and freshness of the fish.&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
In [[Space Age]]{{SA}}, fish can be automated by breeding them in a [[biochamber]]{{SA}} after unlocking the fish breeding recipe with [[agricultural science pack]]s{{SA}}. Fish breeding can only be conducted on [[Nauvis]]. Fish also are given a [[spoilage mechanics|spoil]]{{SA}} time of just over 2 hours.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology !! Crafted only on&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fish breeding|space-age=yes}} Fish breeding || {{Icon|Time|6}} + {{Icon|Raw fish|2}} + {{Icon|Nutrients|100}} + {{Icon|Water|100}} || {{Icon|Raw fish|3}} || {{Icon|Biochamber|space-age=yes}} || {{Icontech|Fish breeding (research)}} [[Fish breeding (research)]] || {{Icon|Nauvis}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the fish produced by this recipe always have 100% freshness. Neither [[quality module]]s nor [[productivity module]]s can be used in this recipe.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|so-long-and-thanks-for-all-the-fish}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px&amp;gt;&lt;br /&gt;
File:Inserter fishing.gif|[[Inserters]] can catch fish.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The fish item icon is meant to represent a [[Wikipedia:en:European perch|European perch]], a freshwater fish widespread in Europe and elsewhere. This was chosen because a perch is the favorite plushie of the artist&#039;s daughter, see the [https://www.reddit.com/r/factorio/comments/gom295/friday_facts_348_the_final_gui_update/frgl1go/ Reddit comment by V453000]&lt;br /&gt;
* Prior to version [[version history/2.0.0#2.0.7|2.0]] it was possible to automate fish by launching [[space science pack]]s with a [[rocket silo]], which would return fish at a 1:1 ratio, to a maximum of 100 fish per launch.&lt;br /&gt;
* In Space Age, a base quality fish has a [[spoilage mechanics|spoilage]] time of 2 hours, 5 minutes, and 50 seconds. This equates to 7,550 seconds, or 453,000 [[time#Ticks|game ticks]], which is a reference to developer V453000, the artist behind the fish icon.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Launching space science pack into space no longer returns fish as there is now an other method to automate obtaining fish.}}&lt;br /&gt;
&lt;br /&gt;
{{history|1.0.0|&lt;br /&gt;
* Launching a rocket with space science packs inside now returns fish (Undocumented)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.77|&lt;br /&gt;
* Inserters can now catch fish (Undocumented)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fish can be collected by robots&lt;br /&gt;
* Amount of fish collected at once increased from 1 to 5&lt;br /&gt;
* Amount of health restored by fish increased from 20 to 80}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* New fish graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Resources}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Productivity&amp;diff=216271</id>
		<title>Productivity</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Productivity&amp;diff=216271"/>
		<updated>2025-11-01T04:11:00Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Link fixup and removing redundant info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Productivity is a percentage based modifier that can be applied to any [[assembling machine]], [[mining drill]], and [[lab]] type buildings. It causes the machine in question to output some percent more items or science relative to its inputs. A machine with 20% productivity will output 20% more items over time for the same inputs.&lt;br /&gt;
&lt;br /&gt;
Some buildings have innate productivity bonuses. [[Technologies]] can give productivity bonuses to particular recipes or processes. For buildings and recipes which support them, [[Module#Productivity_module|productivity modules]] can also increase productivity.&lt;br /&gt;
&lt;br /&gt;
== Functionality ==&lt;br /&gt;
The productivity bonuses from all applicable sources are first added together to get the overall productivity for that process. When a building or recipe provides productivity, a purple bar appears below the normal bar.&lt;br /&gt;
&lt;br /&gt;
[[File:production_bar.gif|frame|none|The purple bar represents the productivity bonus progress.]]&lt;br /&gt;
&lt;br /&gt;
As the machine operates, the productivity bar increases at a rate relative to the crafting bar, scaled by the productivity percentage. If the productivity bonus is 20%, then the productivity bar fills up at a rate 20% that of the crafting bar. If the productivity bonus is 150%, then the bar will fill up one and a half times every time the crafting bar fills up.&lt;br /&gt;
&lt;br /&gt;
When the productivity bar completely fills up, a new output is generated, in accord with whichever recipe or mining is currently being performed. If the recipe produces multiple outputs, the productivity output will be the same number of outputs. If [[quality module]]s are being used on the machine, the productivity output will be of the same quality as that of the output currently being crafted. That is, the random quality roll is made when the crafting starts, and the result is duplicated whenever the productivity bar completes.&lt;br /&gt;
&lt;br /&gt;
This means that a machine with 50% productivity will produce 50% more items for the same input.&lt;br /&gt;
&lt;br /&gt;
Represented as a simple formula:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;math&amp;gt;AdditionalProductPerCycle = \frac{Productivity %}{100}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Catalysts ===&lt;br /&gt;
&lt;br /&gt;
Some recipes consume some of the same items or fluids as they generate. These items are &amp;quot;catalysts&amp;quot; in that recipe. In those cases, productivity bonuses &#039;&#039;usually&#039;&#039; do not apply to the catalytic portion of the output, only to any net-gains of material.&lt;br /&gt;
&lt;br /&gt;
For example, the [[kovarex enrichment process]] recipe is catalytic in both [[uranium-235]] and [[uranium-238]], consuming and producing both. However, it produces one more U-235 than was consumed, and it consumes two more U-238 than it produces. As such, when a productivity output is generated, no U-238 is generated and only 1 U-235 is generated.&lt;br /&gt;
&lt;br /&gt;
However, this is not true of all catalytic recipes. The [[iron bacteria cultivation|iron]]{{SA}} and [[copper bacteria cultivation|copper]]{{SA}} bacteria cultivation recipes generate the full set of output products from a productivity output.&lt;br /&gt;
&lt;br /&gt;
Additionally, some materials are treated by the game as catalytic even though they technically are different items. [[Fluoroketone (cold)]]{{SA}} and [[fluoroketone (hot)]]{{SA}} are different fluids, but the game treats them as two states of the same fluid. As such, recipes which generate hot fluoroketone from cold fluoroketone do not produce additional hot fluoroketone as productivity products.&lt;br /&gt;
&lt;br /&gt;
=== Recipe changes ===&lt;br /&gt;
&lt;br /&gt;
The productivity bar on a building can sometimes be reset to zero. This happens when a recipe changes, whether by manual selection or via the [[circuit network]]. Depending on the productivity bonus in question, changing recipes frequently can lose productivity. If the bonus is a multiple of 100%, then changing recipes will not lose productivity, as recipe changes cannot interrupt a craft in progress (except when done manually).&lt;br /&gt;
&lt;br /&gt;
Note that buildings like the [[furnace]] select their recipes based on the item given to them. The productivity bar resets if they change recipes due to a different item being inserted into them. The [[recycler]]{{SA}} is functionally a furnace, so it is susceptible to this as well. [[Scrap_recycling_productivity_(research)|Scrap recycling productivity]] can be impacted by this if the same recycler is used for scrap and other inputs.&lt;br /&gt;
&lt;br /&gt;
=== Lab productivity ===&lt;br /&gt;
&lt;br /&gt;
When productivity is applied to [[lab]]s (or [[biolab]]s{{SA}}), the productivity bonus is directly calculated and applied each tick. The productivity bar itself is simply cosmetic. Changing the current research resets the productivity bar in labs, but since the bar for labs is just a visual indicator, no actual productivity is lost.&lt;br /&gt;
&lt;br /&gt;
== Built-in productivity ==&lt;br /&gt;
Some buildings have a built-in productivity bonus regardless of modules and researched technologies:&lt;br /&gt;
* [[Biochamber]] {{SA}}&lt;br /&gt;
* [[Electromagnetic plant]] {{SA}}&lt;br /&gt;
* [[Foundry]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
Certain technologies will increase the productivity of various processes and recipes:&lt;br /&gt;
&lt;br /&gt;
* [[Mining_productivity_(research)|Mining productivity]]: applies to all mining drill types, including the [[pumpjack]].&lt;br /&gt;
* [[Steel_plate_productivity_(research)|Steel plate productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[steel plate]].&lt;br /&gt;
* [[Low_density_structure_productivity_(research)|Low density structure productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[low density structure]].&lt;br /&gt;
* [[Scrap_recycling_productivity_(research)|Scrap recycling productivity]] {{SA}}: applies to [[scrap]] recycling in a [[recycler]], but not to hand-crafted scrap recycling.&lt;br /&gt;
* [[Processing_unit_productivity_(research)|Processing unit productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[processing unit]]s.&lt;br /&gt;
* [[Plastic_bar_productivity_(research)|Plastic bar productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[plastic bar]]s.&lt;br /&gt;
* [[Rocket_fuel_productivity_(research)|Rocket fuel productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[rocket fuel]].&lt;br /&gt;
* [[Asteroid_productivity_(research)|Asteroid productivity]] {{SA}}: applies to [[Space platform (research)|standard]] and [[Advanced asteroid processing (research)|advanced]] asteroid crushing recipes, but not to [[Asteroid reprocessing (research)|asteroid reprocessing recipes]].&lt;br /&gt;
* [[Rocket_part_productivity_(research)|Rocket part productivity]] {{SA}}: applies to producing [[rocket part]]s in a [[rocket silo]].&lt;br /&gt;
* [[Research_productivity_(research)|Research productivity]] {{SA}}: applies to all [[lab]]-type buildings&lt;br /&gt;
&lt;br /&gt;
== Limits {{SA}} ==&lt;br /&gt;
&lt;br /&gt;
All recipes have a maximum productivity of 300%. This was [https://factorio.com/blog/post/fff-375 primarily done to prevent infinite resource exploits] involving the [[recycler]]{{SA}} and its 25% return of input items. This cap puts a hard limit on the effectiveness of most infinite productivity researches. These technologies can be researched past level 30, but they will have no practical effect.&lt;br /&gt;
&lt;br /&gt;
Note that miners are not crafting machines that execute recipes, nor are labs. As such, [[mining productivity (research)]] and [[research productivity (research)]]{{SA}} have no limit.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Assembling machine]]&lt;br /&gt;
* [[Module#Productivity_module|Productivity modules]]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=216270</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=216270"/>
		<updated>2025-11-01T04:01:55Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Devices */ link to productivity page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Circuit networks&#039;&#039;&#039; are built using [[Red wire|red]] or [[green wire]], and enable the control of receivers, based upon information broadcast onto the network by connected senders.  Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains.  Each circuit network contains a channel for every kind of item, as well as 48 extra [[#Virtual signals|virtual signals]] which act as user-definable channels. &#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;, &#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039; and &#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039; are also available wildcards.&lt;br /&gt;
&lt;br /&gt;
[[File:shared_circuit_network.png|thumb|600px|right|Two circuit networks shared over one [[small electric pole]].]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send information ===&lt;br /&gt;
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under [[#Combinators|arithmetic combinator]], below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive, and are encoded in [https://en.wikipedia.org/wiki/Two%27s_complement two&#039;s complement representation]. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639. When entering a number in a combinator it can appear to exceed the 32 bit limit until the GUI is closed, at which point the number will overflow/underflow. [https://forums.factorio.com/58419]&lt;br /&gt;
&lt;br /&gt;
=== Control devices ===&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device. They can either compare results between different channels, or compare a channel to a specific value.&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates.&lt;br /&gt;
&lt;br /&gt;
Multiple wires of the same color will share &amp;amp; sum their signals. For example, 3 chests A, B and C connected in a row (A -&amp;gt; B -&amp;gt; C) with green wire will output the sum of their contents along any green wire connected to any of the chests. However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&amp;lt;!-- Todo: need signal icons D, P, V. Probably need to compile all crafting machines and turrets into one word, similar to belts &amp;amp; inserters  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each device that is able to be connected to a circuit network has a [[File:Circuit network panel.png]] icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message &amp;quot;not connected&amp;quot; will display instead). Clicking the [[File:Logistic network panel.png]] icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.&lt;br /&gt;
&lt;br /&gt;
Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
The following devices can be connected to a circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Name !! Possible output signals !! Possible circuit control !! Possible logistic network control&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Transport belt||Transport belts}} || [[Transport belts]] || Transport belts can send their content to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039; (All belts): The signal is sent continuously for all items on the entire transport belt line. The count continues through underground belts, but not splitters or side loading.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|| Transport belts can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Splitter||Splitters}} || [[Splitters]] ||&lt;br /&gt;
|| Can set the priority input and/or output sides on a condition.&lt;br /&gt;
Can set the filter based on a signal.&lt;br /&gt;
* Setting a filter will only work if &amp;quot;set output sides&amp;quot; is enabled and the condition for either left &#039;&#039;or&#039;&#039; right is true. If both sides are true, then the splitter will default to filtering the item to the left side.&lt;br /&gt;
* If there are multiple input signals that can be used as a filter, then the splitter will choose the item that appears first in the Factoriopedia.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Inserter||Inserters}} || [[Inserters]] || All inserters can send their held items to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item.&lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable; values less than 1 are treated as 1). Filters can be set on a signal.&lt;br /&gt;
|| All inserters can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Assembling machine}} {{Icon|Oil refinery}} {{Icon|Chemical plant}} {{Icon|Centrifuge}} {{Icon|Crusher|space-age=yes}} {{Icon|Foundry|space-age=yes}} {{Icon|Electromagnetic plant|space-age=yes}} {{Icon|Biochamber|space-age=yes}} {{Icon|Cryogenic plant|space-age=yes}} || [[Assembling machine]]s, [[Oil refinery]], [[Chemical plant]], [[Centrifuge]], [[Crusher]], [[Foundry]], [[Electromagnetic plant]], [[Biochamber]], [[Cryogenic plant]] || All crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
** If the machine has fuel, can optionally include the current fuel, including the unit of fuel currently being burned&lt;br /&gt;
* The ingredients of the set recipe &lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
** The signal value indicates the number of crafts finished last tick&lt;br /&gt;
** Includes [[productivity]] crafts&lt;br /&gt;
* A control signal, while the building is working&lt;br /&gt;
|| All crafting machines can enable on a condition and set their recipe based on a signal. The machine, if not given a recipe signal, will use the main crafting recipe for the item/fluid (as shown in the Factoriopedia) ||&lt;br /&gt;
|-  &lt;br /&gt;
| {{Icon|Stone furnace}} {{Icon|Steel furnace}} {{Icon|Electric furnace}} {{Icon|Recycler}} || [[Furnace]]s and the [[Recycler]]{{SA}} || Furnace-style crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, but not fuel, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
** If the machine requires fuel, can optionally include the current fuel, including the unit of fuel currently being burned&lt;br /&gt;
* The ingredients of automatically determined recipe&lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
** The signal value indicates the number of crafts finished last tick&lt;br /&gt;
** Includes productivity crafts&lt;br /&gt;
* A control signal, while the building is working&lt;br /&gt;
|| All furnace-style crafting machines can enable on a condition&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wooden chest||Wooden chest}} {{Icon|Iron chest||Iron chest}} {{Icon|Steel chest||Steel chest}} || [[Chests]] || Can send its content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Cargo landing pad}} || [[Cargo landing pad]] || The landing pad can send its contents to the circuit network. || The landing pad can have its requests set by the circuit network.{{SA}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rocket silo}} || [[Rocket silo]] || The rocket silo can output its contents or requests from space platforms.{{SA}} ||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Space platform hub|space-age=yes}} || [[Space platform hub]] || Can output its contents, destination and source planet, current speed, and damage taken&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Speed = Signal &#039;&#039;V&#039;&#039;&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Damage Taken = Signal &#039;&#039;D&#039;&#039;&lt;br /&gt;
| Platform hub can be sent the contents of the circuit network to use for wait conditions&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Asteroid collector|space-age=yes}} || [[Asteroid collector]] || Can output its contents to the circuit network || Can enable on a condition and set filters on a signal ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Requester chest}} {{Icon|Buffer chest}} {{Icon|Storage chest}} {{Icon|Passive provider chest}} {{Icon|Active provider chest}} || [[Requester chest]], [[Buffer chest]], [[Storage chest]], [[Passive provider chest]], [[Active provider chest]] || Can send its contents to the circuit network. || Buffer and requester chests can have their requested items set by the circuit network.&lt;br /&gt;
&lt;br /&gt;
Can be enabled/disabled via a circuit network condition. When disabled, chests that provide items to the logistics network no longer provide those items. When disabled, chests that request items from the logistics network no longer request those items.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Storage tank}} || [[Storage tank]] || The storage tank can send its fluid content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gate}} || [[Gate]] || Gates can send a signal to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Player detected = [[File:Signal-G.png|16px]]&lt;br /&gt;
|| Gates can be opened on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear reactor}} {{Icon|Heating tower|space-age=yes}} || [[Nuclear reactor]], [[Heating tower]] || The reactor and heating tower can output any fuel, including the fuel currently being burned, to the circuit network, as well as its current temperature&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read temperature = [[File:Signal-T.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Agricultural tower|space-age=yes}} || [[Agricultural tower]] || Can output any seeds and harvested plants in its inventory || Agricultural tower can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gun turret}} {{Icon|Laser turret}} {{Icon|Flamethrower turret}} {{Icon|Rocket turret|space-age=yes}} {{Icon|Tesla turret|space-age=yes}} {{Icon|Railgun turret|space-age=yes}} || [[Gun turret]], [[Laser turret]], [[Flamethrower turret]], [[Rocket turret]], [[Tesla turret]], [[Railgun turret]] || Can send their respective ammunition to the circuit network&lt;br /&gt;
* Laser and tesla turrets will not send any signal if this option is selected, due to not using ammo&lt;br /&gt;
|| Can enable, set priorities, and ignore priorities on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Artillery turret}} || [[Artillery turret]] || Can send its ammunition to the circuit network || Can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail signal}} || [[Rail signal]] || Rail signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]]&lt;br /&gt;
Note: If red due to circuit network, does NOT output red signal&lt;br /&gt;
|| Rail signals can be set to red on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail chain signal}} || [[Rail chain signal]] || Rail chain signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]][[File:Signal-Blue.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Train stop}} || [[Train stop]] || &lt;br /&gt;
Train stops can output:&lt;br /&gt;
* The contents, except fuel, of a stopped train&lt;br /&gt;
** Any fluid amounts are rounded down to the nearest full number, except when the fluid is &amp;lt; 1, then it is rounded to 1.&lt;br /&gt;
* The unique Train ID of a stopped train, defaulting to [[File:Signal-T.png|16px]]&lt;br /&gt;
* The number of trains en-route to the current stop, including the currently stopped train, defaulting to [[File:Signal-C.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
* Send the signal to the train, to use in wait conditions&lt;br /&gt;
* Enable the stop on a condition&lt;br /&gt;
** Disabled stops act as if their train limit = 0. Trains attempting to go here will enter the &amp;quot;Destination Full&amp;quot; state.&lt;br /&gt;
* Set the stop&#039;s train limit to the value of a control signal, defaulting to [[File:Signal-L.png|16px]]&lt;br /&gt;
* Set the stop&#039;s priority to the value of a control signal, defaulting to &amp;quot;P&amp;quot;&lt;br /&gt;
|| Train stops can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Accumulator}} || [[Accumulator]] || It can send its charge level in percent to the circuit network. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Charge % = [[File:Signal-A.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Roboport}} || [[Roboport]] || It can send its logistic network contents and/or its robot statistics to the circuit network. The signals used for robot statistics are configurable. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Logistics Bots = [[File:Signal-X.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Logistics Bots = [[File:Signal-Y.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Construction Bots = [[File:Signal-Z.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Construction Bots = [[File:Signal-T.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Roboports in Network = [[File:Signal-R.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Radar}} || [[Radar]] || Radars will transmit any signals passed into it to all other radars on the same planet.&lt;br /&gt;
Unlike other machine outputs, signals from red and green wires are transmitted separately.&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Display panel}} || [[Display panel]] || || Can display a label and/or custom message on a condition ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Burner mining drill}} || [[Mining drill]]s || All mining drills can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || Mining drills can be enabled on a condition. || Mining drills can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || [[Pumpjack]] || It can output the current oil mining rate. || It can be enabled on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Power switch}} || [[Power switch]] || || Power switches can connect power networks on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Programmable speaker}} || [[Programmable speaker]] || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lamp}} || [[Lamp]] || || The lamp can be enabled on a condition. &lt;br /&gt;
*&#039;&#039;Color mapping&#039;&#039;: The color is set based on the provided color signals&lt;br /&gt;
*&#039;&#039;Color components&#039;&#039;: The color is set based on the values of incoming red, green, and blue color signals, which should be between 0 and 255&lt;br /&gt;
*&#039;&#039;Packed RGB&#039;&#039;: The color is set based on a single hex encoded RGB color on the white color signal. It should be between 0 and 16777215&lt;br /&gt;
|| The lamp can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Offshore pump}} || [[Offshore pump]] || || The offshore pump can be enabled on a condition. || The offshore pump can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pump}} || [[Pump]] || || The pump can be enabled on a condition and set its filter on a signal || The pump can be enabled on a logistic network condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires.&lt;br /&gt;
* When connecting to a [[arithmetic combinator]] or [[decider combinator]], take care to connect the wire to the correct input or output side. Use &amp;quot;Show details&amp;quot; mode to see the orientation of the combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which connect to the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
* Cut-pasting entities tries to preserve all wire connections to external entities and reconnect the new ghost to all its previous connection points, even when pasted multiple times, making it easy to rearrange entities without breaking connections.&lt;br /&gt;
* Deconstructing a power pole tries to keep all affected wire connections intact, forming new wires between previously-connected entities as needed. This can result in redundant wire connections forming when cut-pasting or undoing deconstruction. Note that this doesn&#039;t happen when the power pole is destroyed, though its ghost remains connected.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[constant combinator]] broadcasts up to 20 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[#Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 20 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
*The [[arithmetic combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The arithmetic combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device).&lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input.  The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see [[Tutorial:Combinator tutorial|Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
*The [[decider combinator]] functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[decider combinator]] page for more details on how to use this.&lt;br /&gt;
* The [[selector combinator]] has various functions designed for filtering out and analyzing specific signals from its inputs. It is able to output the largest or smallest signal in a series of inputs, output the stack size of items, count the number of inputs, and output a random input every certain number of game ticks. If [[Space Age]]{{SA}} is enabled, it has three more functions for detecting an item&#039;s rocket capacity, and filtering/transferring [[quality]]{{SA}} grades.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals ==&lt;br /&gt;
[[File:Virtual_Signals_dialog_box.png|thumb|Some of the Virtual Signals available for use in the circuit network in the base game]]&lt;br /&gt;
Virtual signals are special signals that do not correspond to game items or fluids. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
There are 177 virtual signals available (or 241 in [[Space Age]]{{SA}}) split between the Signals, Enemies, Environment, and Unsorted tabs. These include but are not limited to, numbers, letters, various lines &amp;amp; arrows, information icons, every [[enemies|enemy]] variant, environmental features, and the signal for the planet [[Nauvis]].&lt;br /&gt;
&lt;br /&gt;
Additionally, if the &amp;quot;Show parameters in selection lists&amp;quot; option is enabled under game Settings &amp;gt; Interface &amp;gt; Interaction, the Unsorted tab receives 10 special purple &amp;quot;parameter&amp;quot; icons which can be used for blueprint [[Blueprint#Parameterisation|parameterisation]].&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]]. A signal is present if it is nonzero, so &amp;quot;Everything ≠ 0&amp;quot; is always true.&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;everything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;everything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful to test e.g. &#039;&#039;everything&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;, without getting a trivially false result on &#039;&#039;X&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;, unless the input is set to &#039;&#039;each&#039;&#039;. When used, the combinator will output a signal on every channel with non-zero input as long as the condition is true; the value will either be the input value or 1, depending on the corresponding setting.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side of conditions. It will be false when there are no inputs. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]]. A signal is present if it is nonzero, so &amp;quot;Anything = 0&amp;quot; is always false.&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;anything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;anything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful to test e.g. &#039;&#039;anything&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;, without getting a trivially true result on &#039;&#039;X&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When used in both the input and output of a decider combinator, &#039;&#039;anything&#039;&#039; will return the first matching signal following the order of precendence as they appear in Factoriopedia, [[wooden chest]] being first in line.&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as an output when also used as an input. When used in both the input and output, it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
A combinator using &#039;&#039;each&#039;&#039; is like a stack of combinators with all inputs connected and all outputs connected in parallel. For example, if there are signals &amp;quot;copper plate&amp;quot; and &amp;quot;iron plate&amp;quot; present, one combinator would be evaluating conditions for copper, and the other combinator would be evaluating conditions for iron. The different output signals would then be added together on the shared wire.&lt;br /&gt;
&lt;br /&gt;
Unlike &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; above, if a signal is used on the right hand side of an &#039;&#039;each&#039;&#039; operation, it is &#039;&#039;not&#039;&#039; implicitly excluded. So if you have e.g. &#039;&#039;each&#039;&#039; * &#039;&#039;X&#039;&#039; then you will also get &#039;&#039;X&#039;&#039; multiplied with itself in the output.&lt;br /&gt;
&lt;br /&gt;
Each as an input will only be processed on signals that have a non-zero value. If you have a [[decider combinator|decider]] condition that inputs and output each, but wants to output only one value for an input signal that passes the condition, it will never output 1 for a signal which has a zero value, even if the condition is one that would be passed for a zero value.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Circuit network cookbook]]&#039;&#039;&#039; - &#039;&#039;Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Combinator tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic network ==&lt;br /&gt;
The logistic network used by [[logistic robot]]s is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on coverage by [[roboport]]s.&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network and enabled based on a condition. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true. Devices that can also be controlled with the logistic network:&lt;br /&gt;
* Agricultural tower{{SA}}&lt;br /&gt;
* Crafting machines&lt;br /&gt;
* Inserters&lt;br /&gt;
* Lamp&lt;br /&gt;
* Mining drills&lt;br /&gt;
* Offshore pump&lt;br /&gt;
* Power switch&lt;br /&gt;
* Pump&lt;br /&gt;
* Pumpjack&lt;br /&gt;
* Train stop&lt;br /&gt;
* Transport belts&lt;br /&gt;
* Turrets&lt;br /&gt;
&lt;br /&gt;
See the [[logistic network]] and [[roboport]] articles for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.67|&lt;br /&gt;
* Splitters can be connected to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.35|&lt;br /&gt;
* Furnaces can be connected to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.34|&lt;br /&gt;
* Extended the virtual signals, and unified/changed graphics of some of the existing ones.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Added selector combinator. It allows to select one of the signals, or the signal count from an input.&lt;br /&gt;
* Added display panel. 1X1 entity which can show specified icon and/or text, possibly also on the map. It can be also controlled by the circuit network.&lt;br /&gt;
* Added editable description to combinator entities.&lt;br /&gt;
* Decider Combinators are now allowed to check multiple conditions and send multiple outputs per combinator.&lt;br /&gt;
* Radar can now be connected to circuit network, allowing to wirelessly transmit a single channel of red and green signals on each planet/surface.&lt;br /&gt;
* All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them.&lt;br /&gt;
* Assembling machines, chemical plants, oil refineries and centrifuges can now send the ingredient list of their recipes to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&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;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[inserter]], [[lamp]], [[pump]] and [[offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[lamp]], [[storage tank]], [[pump]] and [[offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Circuit network}} {{C|Circuit network{{!}}#Circuit network}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=216242</id>
		<title>Fluid system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=216242"/>
		<updated>2025-10-29T19:36:50Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Added notation on fluid limits and certain recipes that can be a problem.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Item-group fluids.png|right]]&lt;br /&gt;
&#039;&#039;&#039;Fluids&#039;&#039;&#039; are non-solid items, such as [[water]] and [[oil]]. They can normally only exist inside entities for fluid handling (like [[pipe]]s), and buildings that have fluids as input ingredients or products (like an [[oil refinery]]).&lt;br /&gt;
&lt;br /&gt;
== Fluids ==&lt;br /&gt;
The following fluids are available in-game:&lt;br /&gt;
[[File:fluids_gui.png|thumb|350px|right|&amp;quot;Fluids&amp;quot; tab on the [[production statistics]] screen.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Fluid !! Resource distribution !! Extractor !! Alternative recipes !! Producer&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Water}} || {{icon|Nauvis}}{{icon|Gleba|space-age=yes}} || {{icon|Offshore pump}} || {{icon|Ice melting|space-age=yes}}{{icon|Steam condensation|space-age=yes}} || {{icon|Chemical plant}}{{icon|Cryogenic plant|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Steam}} || N/A || N/A || {{icon|Acid neutralisation|space-age=yes}} || {{icon|Boiler}}{{icon|Heat exchanger}}{{icon|Chemical plant}}{{icon|Cryogenic plant|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Crude oil}} || {{icon|Nauvis}}{{icon|Aquilo|space-age=yes}} || {{icon|Pumpjack}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Petroleum gas}} || N/A || N/A || {{icon|Basic oil processing}}{{icon|Advanced oil processing}}{{icon|Light oil cracking}}{{icon|Coal liquefaction}} || {{icon|Oil refinery}}{{icon|Chemical plant}}{{icon|Biochamber|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Light oil}} || N/A || N/A || {{icon|Advanced oil processing}}{{icon|Heavy oil cracking}}{{icon|Coal liquefaction}} || {{Icon|Oil refinery}}{{Icon|Chemical plant}}{{Icon|Biochamber|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Heavy oil}} || {{icon|Fulgora|space-age=yes}} || {{icon|Offshore pump}} || {{icon|Advanced oil processing}}{{icon|Coal liquefaction}}{{icon|Simple coal liquefaction|space-age=yes}} || {{icon|Oil refinery}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Lubricant}} || N/A || N/A || {{icon|Lubricant}}{{Icon|Biolubricant|space-age=yes}} || {{Icon|Chemical plant}}{{Icon|Biochamber|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Sulfuric acid}} || {{icon|Vulcanus|space-age=yes}} || {{icon|Pumpjack}} || {{icon|Sulfuric acid}} || {{icon|Chemical plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Thruster fuel|space-age=yes}} || N/A || N/A || {{icon|Thruster fuel|space-age=yes}}{{icon|Advanced thruster fuel|space-age=yes}} || {{Icon|Chemical plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Thruster oxidizer|space-age=yes}} || N/A || N/A || {{icon|Thruster oxidizer|space-age=yes}}{{icon|Advanced thruster oxidizer|space-age=yes}} || {{Icon|Chemical plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Lava|space-age=yes}} || {{icon|Vulcanus|space-age=yes}} || {{icon|Offshore pump}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Molten iron|space-age=yes}} || N/A || N/A || {{icon|Molten iron|space-age=yes}}{{icon|Molten iron from lava|space-age=yes}} || {{icon|Foundry|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Molten copper|space-age=yes}} || N/A || N/A || {{icon|Molten copper|space-age=yes}}{{icon|Molten copper from lava|space-age=yes}} || {{icon|Foundry|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Holmium solution|space-age=yes}} || N/A || N/A || {{icon|Holmium solution|space-age=yes}} || {{Icon|Chemical plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Electrolyte|space-age=yes}} || N/A || N/A || {{icon|Electrolyte|space-age=yes}} || {{Icon|Electromagnetic plant|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Ammoniacal solution|space-age=yes}} || {{icon|Aquilo|space-age=yes}} || {{icon|Offshore pump}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Ammonia|space-age=yes}} || N/A || N/A || {{icon|Ammoniacal solution separation|space-age=yes}} || {{icon|Chemical plant}}{{icon|Cryogenic plant|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Lithium brine|space-age=yes}} || {{icon|Aquilo|space-age=yes}} || {{icon|Pumpjack}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Fluorine|space-age=yes}} || {{icon|Aquilo|space-age=yes}} || {{icon|Pumpjack}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Fluoroketone (hot)|space-age=yes}} || N/A || N/A || {{icon|Fluoroketone (hot)|space-age=yes}} || {{icon|Cryogenic plant|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Fluoroketone (cold)|space-age=yes}} || N/A || N/A || {{icon|Cooling hot fluoroketone||Fluoroketone (cold)|space-age=yes}} || {{icon|Cryogenic plant|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Plasma|space-age=yes}} || N/A || N/A || {{icon|Plasma|space-age=yes}} || {{icon|Fusion reactor|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Fluids cannot be carried by the player, moved using [[inserters]], dropped on the ground, nor stored in chests, unless the fluids are stored in [[barrel]]s. They cannot be spilled or even dumped in a lake, and are counted in continuous fractions, rather than discrete integers.&amp;lt;br&amp;gt;&lt;br /&gt;
When the player picks up a structure that contains fluids, the contained fluid will try to flow into connected structures and any excess fluid that does not fit is destroyed.&lt;br /&gt;
[[File:Pipe_GUI.png|right|thumb|350px|GUI of a pipe inside a fluid system containing water. Clicking the trash can icon next to a fluid will flush that fluid from the system.]]&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
In the game, fluid is held in entities that behave as vessels (fluid boxes) of a defined size (volume). The vessels automatically connect to each other if their inputs/outputs are adjacent (pipes connect to all directions) and allow fluids to flow between them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;volume&#039;&#039;&#039; of fluid contained in a fluid box is a value between 0 and the maximum volume. For instance, the pipe can hold 100 units of fluid, therefore the value in the pipe can be a number between 0 and 100. The &#039;&#039;&#039;level&#039;&#039;&#039; of fluid in a given entity is manifested by a percentage of the entity&#039;s maximum volume that is being occupied by a fluid. It can be observed in pipes and tanks; they have windows through which the fluid is seen at a certain level, or perhaps even as just a small trickle.&lt;br /&gt;
&lt;br /&gt;
=== Fluid mixing ===&lt;br /&gt;
The game will prevent players from accidentally mixing fluids when placing most buildings, e.g. [[pipe]]s containing different fluids cannot be placed directly next to each other. However, not every possible case of fluid mixing is considered, so the player may still mix fluids accidentally or by purposely working around the building restrictions. A fluid segment can only contain a single fluid type, so trying to mix multiple fluids will result in all but one fluid being deleted.&lt;br /&gt;
&lt;br /&gt;
=== Flow ===&lt;br /&gt;
All connected tanks and pipes are treated as a single vessel in that &#039;&#039;the level of fluid must be equal in all parts&#039;&#039;, to even out pressure exacted by a higher fluid level on smaller ones. This is why level is also often referred to as &#039;&#039;pressure&#039;&#039;, even though pressure is actually caused by a difference in level between two entities. All flow of fluid that happens between pipes is to achieve this balance (pumps practically ignore it and buildings disrupt it; more on that further below). The flow rate between pipes is dependent on pressure (the difference in level between the adjacent entities), it becomes slower as pipes even their levels out.&lt;br /&gt;
&lt;br /&gt;
Coming back to how the &#039;level&#039; is defined, this also means that all connected pipes and tanks attempt to even out to the same percentage of their respective volumes. For example, if 12,550 units of fluid are left to flow into a storage tank of 25,000-unit capacity with one pipe of 100-unit capacity connected, there will be 12,500 units in the storage tank and 50 units in the pipe, both being filled to the same &#039;&#039;&#039;percentage&#039;&#039;&#039; (50%) of their capacities, even though the amounts themselves are unequal.&lt;br /&gt;
&lt;br /&gt;
Machines that produce fluids put them in their output slots, which are related to a specifically labeled output pipe socket somewhere on the machine (pressing {{Keybinding|Alt}} reveals the labels). The slot will attempt to empty itself into the entity connected to the machine&#039;s socket, unless it is full, or contains a non-matching fluid. Machines that consume fluids also have an accordingly labeled pipe input socket. If an entity containing the correct fluid is connected to it, the machine will start behaving like a pipe that can never be filled, meaning the fluid from connected pipes and tanks drains into the machine at a fixed rate, until the machine&#039;s input slot is full. There may be machines that have pipe sockets for both input and output (like a [[electric mining drill|drill]] placed over [[uranium ore]]). They then drain the fluid for themselves first, and once full, behave as a regular pipe that attempts to even out its level with adjacent entitites. If there are multiple output/input sockets for one fluid on a machine, their activity is distributed to them equally unless some of them are blocked/full. Each socket is limited to 6000 fluid transfer per second. The total throughput is then 6000 times the sum of the available sockets for each fluid type. For example, while a [[cryogenic plant]] with eight tier three speed modules can produce steam via [[acid neutralisation]] at a rate of 26,000/second, it will only be able to export at a theoretical max of 18,000/second (6000 * three output sockets). This limit is multiplied with the fullness ratios of the source and sink to produce the actual flow value. In practice, this means that the practical limit will be lower. &amp;lt;!-- TODO: Get some actual numbers on practical throughput limits. The acid neutralisation page lists 4200/second/socket as a practical limit, but doesn&#039;t have any methodology for arriving at that figure --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Temperature is currently only relevant in heating water as a medium for power generation. Even though all fluids in the game have a temperature value, it is generally the default 15°C.&lt;br /&gt;
&lt;br /&gt;
Energy, whether harnessed from [[fuel]] in [[boiler]]s, or from [[Nuclear power (research)|nuclear power]] through [[heat exchanger]]s, can be used to turn [[water]] to [[steam]], being a [[Energy and work|liquid form of work]]. Steam holds energy at a ratio of 0.2 kJ per °C per unit. In other words: 0.2 kJ of work is necessary to heat a unit of steam by one °C. Since steam/water is set to have a maximum temperature of 1000°C and minimum of 15°C, the most work that can be done on one unit is 197 kJ.&lt;br /&gt;
&lt;br /&gt;
In practice, this is barely utilized in a great variety: Boilers only output steam of 165°C temperature, and heat exchangers only output 500°C hot steam, never hotter, never colder; if insufficient energy is supplied, the heaters do not output steam altogether. The steam also does not grow colder over time. Using the 165°C steam in a [[steam engine]] has the same effect as using it in a [[steam turbine]], although it is impractical, since turbines are made to consume 500°C (superheated) steam, generating proportionally more power. All of this makes for no need of exact calculations.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
[[File:pipes_carrying_fluids.png|thumb|right|350px|Eight pipelines, each carrying a different fluid.]]&lt;br /&gt;
[[File:Overlength_pipe.gif|frame|right|When a pipe section exceeds max length, the overlay will give a warning by turning red.]]&lt;br /&gt;
Fluids can be transported through pipelines, barrels, or railway. It is generally practical to use piping for short-distance distribution to machines (or barrelling, if there is need to use belts), and railway transportation for longer distances.&lt;br /&gt;
&lt;br /&gt;
=== Pipelines ===&lt;br /&gt;
&#039;&#039;&#039;[[Pipe|Pipes]]&#039;&#039;&#039; are the most basic way to channel fluids from A to B. They automatically connect to any adjacent pipe and can do so to all four cardinal directions simultaneously. [[Pipe to ground|Underground pipes]] only work in two opposite directions, linking to another underground pipe on one side, and to another entity on the other. If a pipe section becomes too long without using pumps (spreading outside a 320×320 tiles or 10×10 chunk area), fluid will not flow until the pipeline is broken up by a pump. &#039;&#039;&#039;[[Storage tank|Tanks]]&#039;&#039;&#039; behave the same as pipes, except their volume is much greater.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Pump]]s&#039;&#039;&#039; use electrical power to transfer fluids in one direction. They also block any back-flow, which means they can pressurize a section of piping, filling it as much as possible. They can also be disabled using the [[circuit network]] which stops fluid flow through the pump.&lt;br /&gt;
&lt;br /&gt;
A continuous pipeline (meaning one that is not split by pumps) will transfer fluid instantly, with no flow restriction, irrespective of the distance, as long as the pipeline is not too long (as defined above).&lt;br /&gt;
&lt;br /&gt;
=== Barrels ===&lt;br /&gt;
&#039;&#039;&#039;[[Barrel]]s&#039;&#039;&#039; are used by [[Assembling machine]]s to effectively &amp;quot;bottle&amp;quot; fluids into an item that can be handled like any other item; carried in an inventory, placed in chests and handled by [[Inserters]]. This allows the player to transport fluids via the [[belt transport system]] and the [[logistic network]] (as well as the [[railway]], although fluid wagons are also an option on rails). Assembling machines are also used to empty the barrels, depositing their contents to pipes and leaving an empty barrel for another use.&lt;br /&gt;
&lt;br /&gt;
Barrels can&#039;t be used to transport [[steam]] or any fluids introduced in the [[Space Age]]{{SA}} expansion (with the exception of [[fluoroketone (hot)]]{{SA}} and [[fluoroketone (cold)]]{{SA}}).&lt;br /&gt;
&lt;br /&gt;
=== Railway ===&lt;br /&gt;
&#039;&#039;&#039;[[Railway]]&#039;&#039;&#039; is another method of transporting fluids, and can be conducted in two ways: Either the fluids are directly pumped into a [[fluid wagon]], or they are poured into barrels and loaded into [[cargo wagon]]s. Both methods have their advantages:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages of using fluid wagons&#039;&#039;&#039;&lt;br /&gt;
* Higher capacity (50k vs 20k)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages of using barrels in cargo wagons&#039;&#039;&#039;&lt;br /&gt;
* A single cargo wagon can transport multiple types of barrelled fluid (and regular items at the same time)&lt;br /&gt;
* Cargo wagons, [[Fluid wagon#Troubleshooting|as opposed to fluid wagons]], don&#039;t need to be perfectly aligned to be (un-)loaded, allowing for more flexible train station designs&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
&lt;br /&gt;
The fluid within a single pipeline segment has no limit on its flow within that segment. However, the inputs to and outputs from these segments have limitations.&lt;br /&gt;
&lt;br /&gt;
Each unique input and output connection has a theoretical maximum throughput limit of 6000 fluid per second (100 fluid per tick). In practice, this limit is usually around 4200 fluid per second. This limitation is assessed per input or output, not per machine. If a machine has two outputs for the same fluid, then its practical limit is 8.4k fluid per second if both outputs are used.&lt;br /&gt;
&lt;br /&gt;
Furthermore, flow into and outof a segment is restricted based on how much fluid is in that segment. If the segment is mostly empty, then flow into that segment happens more quickly than if the segment is mostly full. Similarly, if the segment is mostly full, flow out of the segment happens more quickly than if the segment is mostly empty.&lt;br /&gt;
&lt;br /&gt;
=== Specific recipes ===&lt;br /&gt;
&lt;br /&gt;
Some recipes use or generate a lot of fluid per second. Through a combination of [[module]]s, [[beacon]]s, and/or [[quality]]{{SA}}, some machines executing certain recipes can consume or generate more fluid than it is practically possible to feed into or remove from the inputs and outputs.&lt;br /&gt;
&lt;br /&gt;
Recipes where a player is likely to encounter this limitation include:&lt;br /&gt;
&lt;br /&gt;
* [[Acid neutralisation]]{{SA}}: A [[chemical plant]] with an effective crafting speed of 4.2 will reach the practical limits of the system when using both outputs. A [[cryogenic plant]]{{SA}} needs an effective crafting speed of 6.3, due to having more fluid outputs. Note that, because the cryogenic plant starts with a crafting speed of 2, it takes &#039;&#039;fewer&#039;&#039; modules or beacons to reach the maximum.&lt;br /&gt;
* [[Steam condensation]]{{SA}}: A [[chemical plant]] with an effective crafting speed of 8.4 will reach the practical limits of the system when using both inputs. A [[cryogenic plant]]{{SA}} needs an effective crafting speed of 12.6 to reach the limits due to having more fluid inputs.&lt;br /&gt;
* Advanced thruster [[Advanced thruster fuel|fuel]] and [[Advanced thruster oxidizer|oxidizer]]. With a maximum productivity of 75%, they will be limited at an effective crafting speed of 32.&lt;br /&gt;
* Molten [[molten iron from lava|iron]]{{SA}} or [[molten copper from lava|copper]]{{SA}} from lava. As these recipes can use [[productivity]], they can be input or output limited based on how much productivity is at play. If the total productivity is less than 100%, then they are limited by [[lava]] being fed into them them. A [[foundry]]{{SA}} must have an effective crafting speed of 268 to be input limited. If the foundry has its maximum productivity of 150%, then it will be output limited with an effective crafting speed of 215. These may sound like a lot, but the foundry has a base crafting speed of 4.&lt;br /&gt;
* The ore-based [[molten iron]]{{SA}} and [[molten copper]]{{SA}} recipes are always output limited. With no additional productivity besides its base 50%, it will be limited at a crafting speed of 358. With its maximum productivity of 150%, it will be output limited with a crafting speed of 215.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Fluid system}}&lt;br /&gt;
{{C|Energy and fluid distribution{{!}}#Fluid system}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steam_condensation&amp;diff=216241</id>
		<title>Steam condensation</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steam_condensation&amp;diff=216241"/>
		<updated>2025-10-29T19:05:24Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: No longer a stub.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Steam condensation}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Steam condensation&#039;&#039;&#039; converts [[steam]] of any temperature into [[water]]. On [[Vulcanus]], it is the native means of producing water, using [[acid neutralisation]] as the source of steam. Though this recipe generates an intermediate, it cannot use [[productivity module]]s.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Acid neutralisation]]&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Steam]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Fluids}}&lt;br /&gt;
{{C|Resources}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Technologies&amp;diff=216166</id>
		<title>Technologies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Technologies&amp;diff=216166"/>
		<updated>2025-10-24T01:24:45Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Nauvis */ Ordered Nauvis triggers in accord with how you likely research them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Technology tree.png|thumb|right|280px|The technology tree − Click to enlarge.]]&lt;br /&gt;
[[File:tech_bonuses.png|thumb|right|280px|Researched tech bonuses.]]&lt;br /&gt;
&#039;&#039;&#039;Technologies&#039;&#039;&#039; are series of [[research]] projects that provide various enhancements. Some technologies unlock new items or recipes, while others provide bonuses. &lt;br /&gt;
&lt;br /&gt;
Most technologies can be researched in [[lab]]s by consuming [[science pack]]s of various types. For example, the [[Logistics (research)|Logistics]] technology can be unlocked by placing 20 [[automation science pack]]s into labs while the technology is selected for research. Some technologies will automatically unlock after meeting specific conditions, without consumption of any science packs.&lt;br /&gt;
&lt;br /&gt;
== Infinite technologies ==&lt;br /&gt;
&lt;br /&gt;
While most technologies in Factorio are either one-off or have a finite, relatively small number of levels available, a few are &amp;quot;infinite&amp;quot;, meaning the player can research as many levels as they can afford. All of them unlock bonuses to existing technologies, never new structures or abilities. The per-level bonuses are constant for a particular infinite technologies and, like finite research bonuses, are additive within a single technology. They are subject to diminishing returns; thus, the per-level and per-science pack contributions from very high levels of infinite technologies will eventually provide only marginal improvements.&lt;br /&gt;
&lt;br /&gt;
All base game infinite technologies levels require [[space science pack]]s, and are also the only technologies that do. As such, they are late-game technologies intended primarily for players who wish to continue playing and expand their factory past the nominal victory condition of launching a rocket.&lt;br /&gt;
&lt;br /&gt;
Infinite technologies are identified in-game by a small &amp;lt;code&amp;gt;∞&amp;lt;/code&amp;gt; infinity symbol shown in the top right corner of the research technology&#039;s card in the research screen.&lt;br /&gt;
&lt;br /&gt;
Most infinite technologies are continuations of ordinary multi-level technologies; the &amp;quot;infinite&amp;quot; mechanic becomes effective once the player reaches the card initially labeled with &amp;lt;code&amp;gt;N - ∞&amp;lt;/code&amp;gt; in the research tree.  In the base game, only the two [[artillery]]-related technologies (artillery shell [[artillery shell range (research)|range]] and [[artillery shell shooting speed (research)|shooting speed]]) are infinite-only; for these, &amp;lt;code&amp;gt;1 - ∞&amp;lt;/code&amp;gt; is shown before any levels in them are researched. In either case, once the first infinite level is researched, the card label switches to the one discussed above.&lt;br /&gt;
&lt;br /&gt;
=== Pricing formulas ===&lt;br /&gt;
&lt;br /&gt;
The price of all infinite technologies is generated in a [[Wikipedia:Progression|mathematical progression]]; for the majority of technologies, the progression is [[Wikipedia:Geometric_progression|geometric]], mostly in powers of 2. Two technologies - [[mining productivity (research)|mining productivity]] and [[follower robot count (research)|follower robot count]] - use an [[Wikipedia:Arithmetic_progression|arithmetic progression]] instead.&lt;br /&gt;
&lt;br /&gt;
The table below summarizes for all infinite researches their first infinite level, the cost of the first few infinite levels, the cost formula and the per-level bonus. &lt;br /&gt;
&lt;br /&gt;
We denote by &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; the current level of the research, by &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; the final non-infinite level of the research (hence F+1 is the first &amp;quot;infinite&amp;quot; level) and by &amp;lt;code&amp;gt;P[N]&amp;lt;/code&amp;gt; the price of the research at level &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Category !! Bonus !! Science Packs !! F+1 !! P[N] !! P[F+1] !! P[F+2] !! P[F+3] !! P[F+4] !! P[F+5] !! ...&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)}} [[Mining productivity (research)|Mining productivity]] || Productivity || +10% Mining productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|4 || 2,500 × (N - F) || style=text-align:center|2,500 || style=text-align:center|5,000 || style=text-align:center|7,500 || style=text-align:center|10,000 || style=text-align:center|12,500 || style=text-align:center|+2500&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Physical projectile damage (research)}} [[Physical projectile damage (research)|Physical projectile damage]] || rowspan=&amp;quot;4&amp;quot; | Weapon Damage || +40% Bullet damage &amp;lt;br&amp;gt; +70% Gun turret damage &amp;lt;br&amp;gt; +40% Shotgun shell damage &amp;lt;br&amp;gt; +100% Cannon shell damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Stronger explosives (research)}} [[Stronger explosives (research)|Stronger explosives]] || +50% Rocket damage &amp;lt;br&amp;gt; +20% Grenade damage &amp;lt;br&amp;gt; +20% Land mine damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)}} [[Refined flammables (research)|Refined flammables]] || +20% Fire damage &amp;lt;br&amp;gt; +20% Flamethrower turret damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Energy weapons damage (research)}} [[Energy weapons damage (research)|Energy weapons damage]] || +70% Laser damage &amp;lt;br&amp;gt; +70% Electric damage &amp;lt;br&amp;gt; +30% Beam damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Artillery shell range (research)}} [[Artillery shell range (research)|Artillery shell range]] || rowspan=&amp;quot;3&amp;quot; | Non-Damage&amp;lt;br&amp;gt; Weapon Bonus || +30% Artillery shell range || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|1 || 1,000 × 2^N || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|32,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;white-space: nowrap&amp;quot; | {{Icontech|Artillery shell shooting speed (research)}} [[Artillery shell shooting speed (research)|Artillery shell shooting speed]] || +100% Artillery shell shooting speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|1 || 1,000 + 1,000 × 3^(N - 1) || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|10,000 || style=text-align:center|28,000 || style=text-align:center|82,000 || style=text-align:center|×3 then - 2,000&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Follower robot count (research)}} [[Follower robot count (research)|Follower robot count]] || +25 Maximum following robots || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|5 || 1,000 × (N - F) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|3,000 || style=text-align:center|4,000 || style=text-align:center|5,000 || style=text-align:center|+1,000&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Worker robot speed (research)}} [[Worker robot speed (research)|Worker robot speed]] || Other || +65% Worker robot speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|6 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Space Age ====&lt;br /&gt;
The table below summarizes all the infinite technologies in Space Age. Some are unique to Space Age, while some have their price and/or effect changed from the base game.&lt;br /&gt;
&lt;br /&gt;
Due to the introduction of [[Tesla weapons (research)|tesla weapons]], the [[Energy weapons damage (research)|energy weapons damage]] technology is split into [[Laser weapons damage (research)|laser weapons damage]] and [[Electric weapons damage (research)|electric weapons damage]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Category !! Bonus !! Science Packs !! F+1 !! P[N] !! P[F+1] !! ...&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)}} [[Mining productivity (research)|Mining productivity]] || rowspan=&amp;quot;2&amp;quot; | Productivity || +10% Mining productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} || style=text-align:center|3 || 1,000 × (N - F) || style=text-align:center|1,000 || style=text-align:center|+1,000&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Research productivity (research)}} [[Research productivity (research)|Research productivity]] {{SA}} || +10% Lab research productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} {{icon|Electromagnetic science pack}} {{icon|Agricultural science pack}} {{icon|Cryogenic science pack}} {{icon|Promethium science pack}} || style=text-align:center|1 || 1,000 × 1.2^N || style=text-align:center|1,200 || style=text-align:center|×1.2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Steel plate productivity (research)}} [[Steel plate productivity (research)|Steel plate productivity]] {{SA}} || rowspan=&amp;quot;8&amp;quot; | Recipe Productivity &amp;lt;br&amp;gt; (no effect beyond level 30) || +10% Steel plate productivity&amp;lt;br&amp;gt; +10% Casting steel productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;white-space: nowrap&amp;quot; | {{Icontech|Low density structure productivity (research)}} [[Low density structure productivity (research)|Low density structure productivity]] {{SA}} || +10% Low density structure productivity&amp;lt;br&amp;gt; +10% Casting low density structure productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Scrap recycling productivity (research)}} [[Scrap recycling productivity (research)|Scrap recycling productivity]] {{SA}} || +10% Scrap recycling productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|1 || 500 × 1.5^N || style=text-align:center|750 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Processing unit productivity (research)}} [[Processing unit productivity (research)|Processing unit productivity]] {{SA}} || +10% Processing unit productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Plastic bar productivity (research)}} [[Plastic bar productivity (research)|Plastic bar productivity]] {{SA}} || +10% Plastic bar productivity&amp;lt;br&amp;gt; +10% Bioplastic productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Rocket fuel productivity (research)}} [[Rocket fuel productivity (research)|Rocket fuel productivity]] {{SA}} || +10% Rocket fuel productivity&amp;lt;br&amp;gt; +10% Rocket fuel from jelly productivity&amp;lt;br&amp;gt; +10% Ammonia rocket fuel productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Asteroid productivity (research)}} [[Asteroid productivity (research)|Asteroid productivity]] {{SA}} || +10% Carbonic asteroid crushing productivity&amp;lt;br&amp;gt; +10% Oxide asteroid crushing productivity&amp;lt;br&amp;gt; +10% Metallic asteroid crushing productivity&amp;lt;br&amp;gt; +10% Advanced carbonic asteroid productivity&amp;lt;br&amp;gt; +10% Advanced oxide asteroid crushing productivity&amp;lt;br&amp;gt; +10% Advanced metallic asteroid crushing productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Rocket part productivity (research)}} [[Rocket part productivity (research)|Rocket part productivity]] {{SA}} || +10% Rocket part productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Cryogenic science pack}} || style=text-align:center|1 || 2,000 × 1.5^N || style=text-align:center|3,000 || style=text-align:center|×1.5&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Physical projectile damage (research)}} [[Physical projectile damage (research)|Physical projectile damage]] || rowspan=&amp;quot;7&amp;quot; | Weapon Damage || +20% Bullet damage &amp;lt;br&amp;gt; +20% Gun turret damage &amp;lt;br&amp;gt; +40% Shotgun shell damage &amp;lt;br&amp;gt; +100% Cannon shell damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Laser weapons damage (research)}} [[Laser weapons damage (research)|Laser weapons damage]] {{SA}} || +70% Laser damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artillery shell damage (research)}} [[Artillery shell damage (research)|Artillery shell damage]] {{SA}} || +10% Artillery shell damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Stronger explosives (research)}} [[Stronger explosives (research)|Stronger explosives]] || +50% Rocket damage &amp;lt;br&amp;gt; +20% Grenade damage &amp;lt;br&amp;gt; +20% Land mine damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Agricultural science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)}} [[Refined flammables (research)|Refined flammables]] || +20% Fire damage&amp;lt;br&amp;gt; +20% Flamethrower turret damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Agricultural science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Electric weapons damage (research)}} [[Electric weapons damage (research)|Electric weapons damage]] {{SA}} || +70% Tesla damage &amp;lt;br&amp;gt; +70% Electric damage &amp;lt;br&amp;gt; +30% Beam damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|4 || 1,000 × 2^(N - F) || style=text-align:center|2,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Railgun damage (research)}} [[Railgun damage (research)|Railgun damage]] {{SA}} || +40% Railgun damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Artillery shell range (research)}} [[Artillery shell range (research)|Artillery shell range]] || rowspan=&amp;quot;4&amp;quot; | Non-Damage &amp;lt;br&amp;gt; Weapon Bonus || +30% Artillery shell range || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artillery shell shooting speed (research)}} [[Artillery shell shooting speed (research)|Artillery shell shooting speed]] || +100% Artillery shell shooting speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Railgun shooting speed (research)}} [[Railgun shooting speed (research)|Railgun shooting speed]] {{SA}} || +15% Railgun shooting speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} {{icon|Cryogenic science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Follower robot count (research)}} [[Follower robot count (research)|Follower robot count]] || +25 Maximum following robots || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|5 || 1,000 × (N - F) || style=text-align:center|1,000 || style=text-align:center|+1,000&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Worker robot speed (research)}} [[Worker robot speed (research)|Worker robot speed ]] || rowspan=&amp;quot;2&amp;quot; | Other || +65% Worker robot speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F) || style=text-align:center|2,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Health (research)}} [[Health (research)|Health]] {{SA}} || +50 Character health || {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 50 × 2^N || style=text-align:center|100 || style=text-align:center|×2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cumulative cost ===&lt;br /&gt;
&lt;br /&gt;
As the price of most infinite technologies (specifically, those based on geometric progressions) increases very steeply, it may be a good idea for players to set realistic target levels for each of the infinite technologies they wish to pursue, and make their factory plans accordingly. To that end, the following properties of cumulative infinite research prices may be useful:&lt;br /&gt;
&lt;br /&gt;
#For infinite technologies whose underlying equation is a powers-of-two geometric series, the cumulative price of the first &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; infinite levels (skipping the first &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; level, so counting &amp;quot;infinite&amp;quot; levels only) is &amp;lt;code&amp;gt;2 × P[N] - P[F+1]&amp;lt;/code&amp;gt;; i.e., twice the price of the final researched level, less the price of the first &amp;quot;infinite&amp;quot; level. &lt;br /&gt;
#*As &#039;&#039;N&#039;&#039; increases, this is approximated well by &amp;lt;code&amp;gt;2 × P[N] = P[N+1]&amp;lt;/code&amp;gt;, so the cumulative cost of researching to level &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; is about as much as researching level &amp;lt;code&amp;gt;N+1&amp;lt;/code&amp;gt;. &lt;br /&gt;
#*If one decides a level &amp;lt;code&amp;gt;M&amp;lt;/code&amp;gt; which one considers the &amp;quot;highest feasible&amp;quot; with their current science pack production capacity, expanding said capacity by a factor of &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; will allow about &amp;lt;code&amp;gt;log[2](X)&amp;lt;/code&amp;gt; additional levels to be researched before the next level takes longer to research with the expanded capacity than level &amp;lt;code&amp;gt;M + 1&amp;lt;/code&amp;gt; would have taken with the pre-expansion production capacity.&lt;br /&gt;
#*For example, if one expands production capacity by a factor of 10, they will be able to research at least &amp;lt;code&amp;gt;floor(log[2](10)) = 3&amp;lt;/code&amp;gt; and at most &amp;lt;code&amp;gt;ceiling(log[2](10)) = 4&amp;lt;/code&amp;gt; additional levels in a given technology before the exponential increase in price negates the speed benefits of their ×10 capacity expansion.&lt;br /&gt;
#The cumulative price of the first &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; levels of infinite technologies whose underlying equation is an arithmetic series is &amp;lt;code&amp;gt;(N - F) × (P[N] + P[F + 1]) ÷ 2&amp;lt;/code&amp;gt;; i.e, &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; times the mean of the prices of the first and last &amp;quot;infinite&amp;quot; level. For the [[Follower robot count (research)]], an additional &amp;lt;code&amp;gt;900 × (N-F)&amp;lt;/code&amp;gt; need to be added. &lt;br /&gt;
#*Expanding production capacity by a factor of &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;, as above, will in this case allow an additional &amp;lt;code&amp;gt;N × (X - 1)&amp;lt;/code&amp;gt; levels to be researched before the benefit of the expansion is wiped out (i.e., research progress speed drops to or below what it was pre-expansion).&lt;br /&gt;
#The cumulative price of the first &#039;&#039;&#039;&#039;&#039;N&#039;&#039;&#039;&#039;&#039; levels of &#039;&#039;&#039;artillery shell shooting speed&#039;&#039;&#039;, the sole infinite technology whose underlying equation is a powers-of-three geometric series (equation type (2)) is &amp;lt;code&amp;gt;1.5 × P[N] - 0.5 × P[1]&amp;lt;/code&amp;gt;; i.e., 1.5 times the price of the final researched level, less half the price of the first level.&lt;br /&gt;
&lt;br /&gt;
Note that these prices reflect &#039;&#039;&#039;research units&#039;&#039;&#039;, which will not be equal to science packs if [[productivity module|productivity modules]] are used in labs. (In that case, the science pack requirement will be lower.)&lt;br /&gt;
&lt;br /&gt;
=== Infinite productivity research limits {{SA}} ===&lt;br /&gt;
&lt;br /&gt;
All recipes have a maximum productivity of 300%. This was [https://factorio.com/blog/post/fff-375 primarily done to prevent infinite resource exploits] involving the [[recycler]]{{SA}} and its 25% return of input items. This cap puts a hard limit on the effectiveness of most infinite productivity researches. It can be researched past level 30, but it will have no practical effect.&lt;br /&gt;
&lt;br /&gt;
Note that miners are not crafting machines that execute recipes, nor are labs. As such, [[mining productivity (research)]] and [[research productivity (research)]]{{SA}} have no limit.&lt;br /&gt;
&lt;br /&gt;
The [[Railgun shooting speed (research)|railgun turret&#039;s shooting speed]] is limited by its [https://forums.factorio.com/viewtopic.php?p=673363#p673363 animation], which means it can&#039;t shoot faster than 0.845 times per second (once per 71 [[Time#Tick|ticks]]). This shooting speed is reached at level 10 and researching past that level will have no practical effect on the railgun turret, however it &#039;&#039;&#039;will&#039;&#039;&#039; continue to increase the shooting speed of the hand-held [[railgun]].&lt;br /&gt;
&lt;br /&gt;
== Trigger technologies ==&lt;br /&gt;
The technologies listed below are researched by the player performing certain actions (usually mining or crafting a specific item) instead of by using science packs in labs.&lt;br /&gt;
&lt;br /&gt;
=== Nauvis ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Steam power (research)}} [[Steam power (research)|Steam power]] || Craft 50 [[iron plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Electronics (research)}} [[Electronics (research)|Electronics]] || Craft 10 [[copper plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Automation science pack (research)}} [[Automation science pack (research)|Automation science pack]] || Craft a [[lab]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Steel axe (research)}} [[Steel axe (research)|Steel axe]] || Craft 50 [[steel plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Oil processing (research)}} [[Oil processing (research)|Oil processing]] || Mine [[crude oil]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Uranium processing (research)}} [[Uranium processing (research)|Uranium processing]] || Mine [[uranium ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Biter egg handling (research)}} [[Biter egg handling (research)|Biter egg handling]] {{SA}} || Capture a [[Enemies#Nests|biter/spitter spawner]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Space {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Space platform (research)}} [[Space platform (research)|Space platform]] {{SA}} || Launch a [[space platform starter pack]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Space science pack (research)}} [[Space science pack (research)|Space science pack]] {{SA}} || Craft an [[asteroid collector]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fulgora {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Recycling (research)}} [[Recycling (research)|Recycling]] {{SA}} || Mine [[Fulgoran vault ruin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Holmium processing (research)}} [[Holmium processing (research)|Holmium processing]] {{SA}} || Craft [[holmium ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Electromagnetic plant (research)}} [[Electromagnetic plant (research)|Electromagnetic plant]] {{SA}} || Craft 50 [[holmium plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Electromagnetic science pack (research)}} [[Electromagnetic science pack (research)|Electromagnetic science pack]] {{SA}} || Craft [[supercapacitor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gleba {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Jellynut (research)}} [[Jellynut (research)|Jellynut]] {{SA}} || Mine [[jellystem]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Yumako (research)}} [[Yumako (research)|Yumako]] {{SA}} || Mine [[yumako tree]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Heating tower (research)}} [[Heating tower (research)|Heating tower]] {{SA}} || Mine [[copper stromatolite]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Agriculture (research)}} [[Agriculture (research)|Agriculture]] {{SA}} || Mine [[iron stromatolite]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Biochamber (research)}} [[Biochamber (research)|Biochamber]] {{SA}} || Craft 10 [[nutrients]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artificial soil (research)}} [[Artificial soil (research)|Artificial soil]] {{SA}} || Craft 500 [[nutrients]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Bioflux (research)}} [[Bioflux (research)|Bioflux]] {{SA}} || Craft [[biochamber]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Bacteria cultivation (research)}} [[Bacteria cultivation (research)|Bacteria cultivation]] {{SA}} || Craft [[bioflux]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Bioflux processing (research)}} [[Bioflux processing (research)|Bioflux processing]] {{SA}} || Craft 25 [[bioflux]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Agricultural science pack (research)}} [[Agricultural science pack (research)|Agricultural science pack]] {{SA}} || Craft 100 [[bioflux]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vulcanus {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Tungsten carbide (research)}} [[Tungsten carbide (research)|Tungsten carbide]] {{SA}} || Mine [[Rock|big volcanic rock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Calcite processing (research)}} [[Calcite processing (research)|Calcite processing]] {{SA}} || Mine [[calcite]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Foundry (research)}} [[Foundry (research)|Foundry]] {{SA}} || Craft [[tungsten carbide]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Big mining drill (research)}} [[Big mining drill (research)|Big mining drill]] {{SA}} || Craft a [[foundry]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Tungsten steel (research)}} [[Tungsten steel (research)|Tungsten steel]] {{SA}} || Craft a [[big mining drill]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Metallurgic science pack (research)}} [[Metallurgic science pack (research)|Metallurgic science pack]] {{SA}} || Craft [[tungsten plate]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aquilo {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Lithium processing (research)}} [[Lithium processing (research)|Lithium processing]] {{SA}} || Mine [[Lithium ice formation|big lithium ice formation]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Cryogenic plant (research)}} [[Cryogenic plant (research)|Cryogenic plant]] {{SA}} || Craft [[lithium plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Cryogenic science pack (research)}} [[Cryogenic science pack (research)|Cryogenic science pack]] {{SA}} || Craft [[cryogenic plant]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|tech-maniac}}&lt;br /&gt;
* Completing infinite technologies of any level is not required for &#039;&#039;&#039;Tech maniac&#039;&#039;&#039;. All non-infinite levels of technologies that have infinite continuations are still required.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced trigger technologies (https://www.factorio.com/blog/post/fff-376)&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Solid_fuel&amp;diff=216159</id>
		<title>Solid fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Solid_fuel&amp;diff=216159"/>
		<updated>2025-10-23T02:38:32Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Recipes */ Link to prod page.&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 [[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;
[[Light oil]] has the best oil to solid fuel ratio (10:1). Cracking heavy oil to light oil first changes the ratio for heavy oil to 13:1 (from 20:1).&lt;br /&gt;
&lt;br /&gt;
On [[Aquilo]]{{SA}}, the [[ammonia]]{{SA}} recipe is by far the most efficient. With no [[productivity]] bonus, optimally converting the products of advanced oil processing to solid fuel will result in needing approximately 10.55 [[crude oil]] per solid fuel, whereas solid fuel from ammonia needs only 6 crude oil per solid fuel.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Output !! Produced by&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Solid fuel from light oil||}} || {{icon|Light oil|10}} + {{icon|time|1}} || {{icon|Solid fuel|1}} || {{Icon|Chemical plant}} &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Solid fuel from heavy oil||}} || {{icon|Heavy oil|20}} + {{icon|time|1}} || {{icon|Solid fuel|1}} || {{Icon|Chemical plant}} &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Solid fuel from petroleum gas||}} || {{icon|Petroleum gas|20}} + {{icon|time|1}} || {{icon|Solid fuel|1}} || {{Icon|Chemical plant}} &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Solid fuel from ammonia|||space-age=yes}} || {{icon|Crude oil|6}} + {{icon|Ammonia|15}} + {{icon|time|0.5}} || {{icon|Solid fuel|1}} || {{Icon|Chemical plant}} + {{Icon|Cryogenic plant}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Solid fuel is also obtained from recycling [[scrap]]{{SA}}, which can be mined on [[Fulgora]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.24|&lt;br /&gt;
* Solid fuel from ammonia cost and crafting time reduced: 6 crude oil instead of 20, 15 ammonia instead of 50, and 0.5 seconds instead of 1 second.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Decreased the crafting time of solid fuel from 2 to 1.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Relative value of solid fuel decreased by 4%.}}&lt;br /&gt;
&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;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&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>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Foundry&amp;diff=216139</id>
		<title>Foundry</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Foundry&amp;diff=216139"/>
		<updated>2025-10-20T15:51:41Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Steel plates */ Numbers and terminology adjustment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Foundry}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Foundry&#039;&#039;&#039; is a version of the [[assembling machine]] from [[Vulcanus]]{{SA}} that specializes in metallurgy. It has a built-in 50% [[productivity]] bonus.&lt;br /&gt;
&lt;br /&gt;
The foundry can only be crafted on Vulcanus due to its higher atmospheric pressure, but it can be used on other planets once transported via [[space platform]].&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
The Foundry has twenty available unique recipes, of which one must be set before it can begin processing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Ingredients !! Products !! Technology required&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | Only usable on [[Vulcanus]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten iron from lava}}&lt;br /&gt;
| {{icon|Time|16}}{{icon|Calcite|1}}{{icon|Lava|500}}&lt;br /&gt;
| {{icon|Stone|10}}{{icon|Molten iron|250}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten copper from lava}}&lt;br /&gt;
| {{icon|Time|16}}{{icon|Calcite|1}}{{icon|Lava|500}}&lt;br /&gt;
| {{icon|Stone|15}}{{icon|Molten copper|250}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Metallurgic science pack}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Tungsten carbide|3}}{{icon|Tungsten plate|2}}{{icon|Molten copper|200}}&lt;br /&gt;
| {{icon|Metallurgic science pack|1}}&lt;br /&gt;
| {{icontech|Metallurgic science pack (research)}}[[Metallurgic science pack (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Big mining drill}}&lt;br /&gt;
| {{icon|Time|30}}{{icon|Advanced circuit|10}}{{icon|Electric engine unit|10}}{{icon|Tungsten carbide|20}}{{icon|Electric mining drill|1}}{{icon|Molten iron|200}}&lt;br /&gt;
| {{icon|Big mining drill|1}}&lt;br /&gt;
| {{icontech|Big mining drill (research)}}[[Big mining drill (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo transport belt}}&lt;br /&gt;
| {{icon|Time|0.5}}{{icon|Tungsten plate|5}}{{icon|Express transport belt|1}}{{icon|Lubricant|20}}&lt;br /&gt;
| {{icon|Turbo transport belt|1}}&lt;br /&gt;
| {{icontech|Turbo transport belt (research)}}[[Turbo transport belt (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo underground belt}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Tungsten plate|40}}{{icon|Express underground belt|2}}{{icon|Lubricant|40}}&lt;br /&gt;
| {{icon|Turbo underground belt|2}}&lt;br /&gt;
| {{icontech|Turbo transport belt (research)}}[[Turbo transport belt (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo splitter}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Processing unit|2}}{{icon|Tungsten plate|15}}{{icon|Express splitter|2}}{{icon|Lubricant|80}}&lt;br /&gt;
| {{icon|Turbo splitter|1}}&lt;br /&gt;
| {{icontech|Turbo transport belt (research)}}[[Turbo transport belt (research)]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | Usable anywhere&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten iron}}&lt;br /&gt;
| {{icon|Time|32}}{{icon|Iron ore|50}}{{icon|Calcite|1}}&lt;br /&gt;
| {{icon|Molten iron|500}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten copper}}&lt;br /&gt;
| {{icon|Time|32}}{{icon|Copper ore|50}}{{icon|Calcite|1}}&lt;br /&gt;
| {{icon|Molten copper|500}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting iron}}&lt;br /&gt;
| {{icon|Time|3.2}}{{icon|Molten iron|20}}&lt;br /&gt;
| {{icon|Iron plate|2}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting copper}}&lt;br /&gt;
| {{icon|Time|3.2}}{{icon|Molten copper|20}}&lt;br /&gt;
| {{icon|Copper plate|2}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting steel}}&lt;br /&gt;
| {{icon|Time|3.2}}{{icon|Molten iron|30}}&lt;br /&gt;
| {{icon|Steel plate|1}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting iron gear wheel}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten iron|10}}&lt;br /&gt;
| {{icon|Iron gear wheel|1}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting iron stick}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten iron|20}}&lt;br /&gt;
| {{icon|Iron stick|4}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting low density structure}}&lt;br /&gt;
| {{icon|Time|15}}{{icon|Plastic bar|5}}{{icon|Molten iron|80}}{{icon|Molten copper|250}}&lt;br /&gt;
| {{icon|Low density structure|1}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Concrete from molten iron}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Stone brick|5}}{{icon|Molten iron|20}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Concrete|10}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting copper cable}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten copper|5}}&lt;br /&gt;
| {{icon|Copper cable|2}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting pipe}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten iron|10}}&lt;br /&gt;
| {{icon|Pipe|1}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting pipe to ground}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Pipe|10}}{{icon|Molten iron|50}}&lt;br /&gt;
| {{icon|Pipe to ground|2}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tungsten plate}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Tungsten ore|4}}{{icon|Molten iron|10}}&lt;br /&gt;
| {{icon|Tungsten plate|1}}&lt;br /&gt;
| {{icontech|Tungsten steel (research)}}[[Tungsten steel (research)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the foundry recipe for making [[concrete]] can benefit from [[productivity module|productivity modules]], despite the regular concrete recipe not being able to use them.&lt;br /&gt;
&lt;br /&gt;
Additionally, the foundry can also make other foundries (but only on Vulcanus), all [[Transport belts|belt]] types, and [[holmium plate|holmium plates]]; the recipes are the same as used in assembling machines.&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
&lt;br /&gt;
Most of the foundry&#039;s recipes are more efficient than creating the same items in a [[furnace]] or [[assembling machine]]. However, because of the built-in +50% productivity bonus (which applies even to items like belts that don&#039;t benefit from [[productivity module]]s), and because the same bonus also applies to the recipes for [[molten iron]] and [[molten copper]], the actual efficiency gains from using a foundry are much higher than the value listed in the recipe.&lt;br /&gt;
&lt;br /&gt;
The table below compares the values of the base recipes (with 1 ore = 10 molten metal), and then shows the actual output of the recipe with the default foundry bonuses of 4 crafting speed and 150% productivity (1 ore = 15 molten metal). For example, inserting 200 [[iron ore]] into a foundry with no [[module]]s installed would result in 3,000 [[molten iron]] which could be turned into 450 [[iron plate]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = 3 | Name !! colspan = 10 | Base recipe values !! colspan = 4 | With foundry bonuses&lt;br /&gt;
|-&lt;br /&gt;
! colspan = 4 | Furnace/Assembler !! colspan = 4 | Foundry !! colspan = 2 | Efficiency !! colspan = 2 | Foundry !! colspan = 2 | Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! Time !! {{icon|Iron ore}} !! {{icon|Copper ore}} !! Output !! Time !! {{icon|Molten iron}} !! {{icon|Molten copper}} !! Output !! {{icon|Iron ore}} !! {{icon|Copper ore}} !! Time !! Output  !! {{icon|Iron ore}} !! {{icon|Copper ore}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Iron plate}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron plate|1}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Molten iron|20}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron plate|2}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.8}}&lt;br /&gt;
| {{icon|Iron plate|3}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Steel plate}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Iron ore|5}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Steel plate|1}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Molten iron|30}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Steel plate|1}}&lt;br /&gt;
| 167%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.8}}&lt;br /&gt;
| {{icon|Steel plate|1.5}}&lt;br /&gt;
| 375%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Iron gear wheel}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|2}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron gear wheel|1}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|10}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron gear wheel|1}}&lt;br /&gt;
| 200%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Iron gear wheel|1.5}}&lt;br /&gt;
| 450%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Iron stick}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron stick|2}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|20}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron stick|4}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Iron stick|6}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Concrete}}&lt;br /&gt;
| {{icon|Time|10}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Concrete|10}}&lt;br /&gt;
| {{icon|Time|10}}&lt;br /&gt;
| {{icon|Molten iron|20}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Concrete|10}}&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|2.5}}&lt;br /&gt;
| {{icon|Concrete|15}}&lt;br /&gt;
| 113%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Pipe}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe|1}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|10}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe|1}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Pipe|1.5}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Pipe to ground}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|5}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe to ground|2}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|50}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe to ground|2}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Pipe to ground|3}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Low density structure}}&lt;br /&gt;
| {{icon|Time|15}}&lt;br /&gt;
| {{icon|Iron ore|10}}&lt;br /&gt;
| {{icon|Copper ore|20}}&lt;br /&gt;
| {{icon|Low density structure|1}}&lt;br /&gt;
| {{icon|Time|15}}&lt;br /&gt;
| {{icon|Molten iron|80}}&lt;br /&gt;
| {{icon|Molten copper|250}}&lt;br /&gt;
| {{icon|Low density structure|1}}&lt;br /&gt;
| 125%&lt;br /&gt;
| 80%&lt;br /&gt;
| {{icon|Time|3.75}}&lt;br /&gt;
| {{icon|Low density structure|1.5}}&lt;br /&gt;
| 281%&lt;br /&gt;
| 180%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Copper plate}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Copper ore|1}}&lt;br /&gt;
| {{icon|Copper plate|1}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Molten copper|20}}&lt;br /&gt;
| {{icon|Copper plate|2}}&lt;br /&gt;
| -&lt;br /&gt;
| 100%&lt;br /&gt;
| {{icon|Time|0.8}}&lt;br /&gt;
| {{icon|Copper plate|3}}&lt;br /&gt;
| -&lt;br /&gt;
| 225%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Copper cable}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Copper ore|1}}&lt;br /&gt;
| {{icon|Copper cable|2}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Molten copper|5}}&lt;br /&gt;
| {{icon|Copper cable|2}}&lt;br /&gt;
| -&lt;br /&gt;
| 200%&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Copper cable|3}}&lt;br /&gt;
| -&lt;br /&gt;
| 450%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alternate recipe chains ===&lt;br /&gt;
Because the foundry can cast iron, steel, and copper plates but can also directly cast various items normally made &#039;&#039;from&#039;&#039; those plates, there exist alternate production chains, where the foundry is used to cast the plates and then another production building is used to create the final product:&lt;br /&gt;
* Steel can be produced by casting iron plates and refining them in an [[electric furnace]]&lt;br /&gt;
* Gears, iron sticks, pipes, and pipes-to-ground can be crafted by casting iron plates and feeding them to an assembler&lt;br /&gt;
* Copper wire can be produced by casting copper plates and feeding them to an assembler or an [[electromagnetic plant]]&lt;br /&gt;
* Low density structures can be produced by casting copper plates and steel plates (or, as mentioned above, casting iron plates and converting them to steel in a furnace) and feeding them to an assembler&lt;br /&gt;
&lt;br /&gt;
These alternate production chains can potentially be more resource-efficient than just casting the result directly, albeit at the cost of considerably more machines (and in some cases more high-level, high-[[quality]] modules) for a given rate of output. In this case, the inherent +50% productivity bonus of the foundry does not matter, nor do any productivity modules the foundry has, because those bonuses also apply when casting the metal plates. Instead, the decision is between any productivity bonus the second production machine can provide verses the fact that most of the &#039;Casting&#039; recipes cost less to begin with. (This inherent advantage is the value listed in the &#039;Efficiency&#039; column under &#039;Base recipe values&#039; in the above table.)&lt;br /&gt;
&lt;br /&gt;
==== Steel plates ====&lt;br /&gt;
&lt;br /&gt;
Initially, it seems like the electric furnace, with just 2 module slots, cannot make up for the 67% inherent efficiency boost from the cast-steel recipe. However, steel production also has an [[Steel_plate_productivity_(research)|infinite research]] which adds a productivity bonus; while this bonus applies to both casting steel and smelting steel (and &#039;&#039;doesn&#039;t&#039;&#039; apply to casting iron plates in order to smelt them into steel), the 50% inherent productivity and more module slots of the foundry give it a higher bonus to start with, meaning that the same &#039;&#039;absolute&#039;&#039; bonus makes for a larger &#039;&#039;relative increase&#039;&#039; in the electric furnace. For example, with no productivity modules, researching 5 levels of the technology will take the foundry from 50% productivity to 100% productivity, boosting its output by a third. By contrast, the furnace will go from 0% productivity to 50% productivity, boosting its output by a half. With the right combination of high-quality [[productivity module 3]]s and steel plate productivity research, it is possible to make the electric furnace production chain more efficient.&lt;br /&gt;
&lt;br /&gt;
For example, a foundry with 4 legendary productivity module 3s (+25% productivity each) casting iron plates feeding an electric furnace with 2 legendary productivity module 3s and a +50% steel plate productivity has exactly the same overall efficiency as a foundry with 4 legendary productivity module 3s and the same +50% steel plate productivity casting steel plates directly, with both producing exactly 1 steel plate per 10 units of molten iron. Any additional research past that point will make the electric furnace production chain strictly better. If using mere rare productivity module 3s (+16% productivity each) instead, the changeover happens somewhere between +150% and +160% research.&lt;br /&gt;
&lt;br /&gt;
Additionally, with enough levels of steel plate productivity research, it is possible to reach the hard cap of 300% productivity. Thus the absolute maximum efficiency possible for casting steel is 4/3 steel plates per 10 units of molten iron, while the electric furnace production chain can reach 2 steel plates per 10 units of molten iron.&lt;br /&gt;
&lt;br /&gt;
==== Iron gear wheels ====&lt;br /&gt;
&lt;br /&gt;
It is never possible for gears made in an assembler to be more efficient than those made by casting them directly. The cast gears recipe is &#039;&#039;twice&#039;&#039; as efficient as the normal one and no productivity research applies; the highest efficiency possible from an assembler, 200% from an assembler 3 with 4 legendary productivity module 3s, is only just enough to break even.&lt;br /&gt;
&lt;br /&gt;
==== Iron sticks ====&lt;br /&gt;
&lt;br /&gt;
Conversely, the cast iron stick recipe has no inherent resource efficiency at all, thus casting iron plates and then converting them to sticks using an assembler with &#039;&#039;any productivity modules at all&#039;&#039; is more efficient than using that same foundry to cast them directly.&lt;br /&gt;
&lt;br /&gt;
==== Pipes &amp;amp; Pipes to ground ====&lt;br /&gt;
&lt;br /&gt;
Unlike all the other items with alternate production chains here, [[pipe|pipes]] and [[pipe to ground|pipes to ground]] are not intermediate products. Thus it is not possible to use productivity modules on foundries or assemblers which are producing them. Since it &#039;&#039;is&#039;&#039; possible to use productivity modules on a foundry casting iron plates which are then converted to pipes in an assembler, doing so is more efficient than casting them directly.&lt;br /&gt;
&lt;br /&gt;
==== Copper cables ====&lt;br /&gt;
&lt;br /&gt;
Much like iron gears, copper cables have a 200% efficient casting recipe and no researchable productivity bonus, thus it is not possible to produce them more efficiently using an assembler. However, copper cables can also be produced in the [[electromagnetic plant]], which has &#039;&#039;5&#039;&#039; module slots and an inherent +50% productivity boost of its own. So long as the electromagnetic plant&#039;s total productivity is greater than 100%, this production chain is more efficient than casting directly. 5 productivity 3s of common quality (+10% productivity each) will give a total productivity of exactly 100%; any better quality modules, or productivity 2s of epic quality or better, will make them more efficient.&lt;br /&gt;
&lt;br /&gt;
==== Low density structure ====&lt;br /&gt;
&lt;br /&gt;
Low density structures are notable because the crafting recipe has an efficiency of &#039;&#039;less&#039;&#039; than 100% with respect to copper, and while its efficiency with respect to iron is greater than 100%, it is less than the inherent efficiency of casting steel plates. Thus, even with no productivity modules or productivity research at all, casting the plates and then creating the low density structures in an assembler is more efficient. However, low density structures also require plastic, and since plastic bars cannot be cast, you are losing out on the inherent +50% productivity bonus the foundry offers:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Process&lt;br /&gt;
! Raw resources to make {{icon|Low density structure|1}}&lt;br /&gt;
|-&lt;br /&gt;
| Furnaces + Assemblers&lt;br /&gt;
| {{icon|Iron ore|10}} {{icon|Copper ore|20}} {{icon|Plastic bar|5}}&lt;br /&gt;
|-&lt;br /&gt;
| Foundry Direct&lt;br /&gt;
| {{icon|Iron ore|3.5}} {{icon|Copper ore|11.1}} {{icon|Plastic bar|3.33}}&lt;br /&gt;
|-&lt;br /&gt;
| Foundries + Assemblers&lt;br /&gt;
| {{icon|Iron ore|2.67}} {{icon|Copper ore|8.88}} {{icon|Plastic bar|5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that making low density structures is subject to its own [[Low_density_structure_productivity_(research)|productivity research]], and both that, and the use of productivity modules of any kind, will make the use of the alternate production chain more attractive: the efficiency gain for iron and copper will increase, while the efficiency loss in plastic, while not entirely negated, will shrink. For example, with no efficiency boosts, the alternative production chain is 33% more efficient in iron, 25% more efficient in copper, and 33% less efficient in plastic, but with +100% productivity from research, the alternative production chain is 60% more efficient in iron, 50% more efficient in copper, and only 20% less efficient in plastic.&lt;br /&gt;
&lt;br /&gt;
Additionally, the hard cap of 300% productivity applies here, too, and this &#039;&#039;can&#039;&#039; entirely negate the penalty to plastic, though the level of research required to do so is considerable.&lt;br /&gt;
&lt;br /&gt;
The low density structure casting recipe does have one advantage: [[Quality]]. Because the only solid input is plastic, all it takes to make low density structures of a particular quality is to have plastic of that quality.&lt;br /&gt;
&lt;br /&gt;
Furthermore, since low density structures can be [[Recycler|recycled]] back to copper and steel plates, one can use this recipe to generate high quality copper and steel plates from plastic, consuming less molten metal than many other means of producing quality plates. Additionally, if the foundry can get to the 300% low density structures productivity cap (via modules and research), then the plastic will (on average) be completely regenerated, allowing a small amount of quality plastic to produce arbitrary amounts of quality copper and steel plates, given sufficient molten metal.&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;
* [[Vulcanus]]{{SA}}&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cryogenic_plant&amp;diff=216135</id>
		<title>Cryogenic plant</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cryogenic_plant&amp;diff=216135"/>
		<updated>2025-10-18T17:56:06Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Solid fuel and ammonia recipes updated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Cryogenic plant}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Cryogenic plant&#039;&#039;&#039; is a version of a [[chemical plant]] from [[Aquilo]]{{SA}} that specializes in cryogenics. Unlike similar machines found on other planets, the cryogenic plant does not have an innate [[productivity]] bonus, but it does have 8 [[module]] slots.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
The recipes below are exclusive to the cryogenic plant:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Input !! Output !! Technology Required !! Crafted&amp;lt;br&amp;gt;on&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fluoroketone (hot)}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Solid fuel|1}}{{icon|Lithium|1}}{{icon|Fluorine|50}}{{icon|Ammonia|50}}&lt;br /&gt;
| {{icon|Fluoroketone (hot)|50}}&lt;br /&gt;
| {{icontech|Cryogenic plant (research)}}[[Cryogenic plant (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fluoroketone (cold)}}&lt;br /&gt;
| {{icon|Time|5}}{{icon|Fluoroketone (hot)|10}}&lt;br /&gt;
| {{icon|Fluoroketone (cold)|10}}&lt;br /&gt;
| {{icontech|Cryogenic plant (research)}}[[Cryogenic plant (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion power cell}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Holmium plate|1}}{{icon|Lithium plate|5}}{{icon|Ammonia|100}}&lt;br /&gt;
| {{icon|Fusion power cell|1}}&lt;br /&gt;
| {{icontech|Fusion reactor (research)}}[[Fusion reactor (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Railgun}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Tungsten plate|10}}{{icon|Superconductor|10}}{{icon|Quantum processor|20}}{{icon|Fluoroketone (cold)|10}}&lt;br /&gt;
| {{icon|Railgun|1}}&lt;br /&gt;
| {{icontech|Railgun (research)}}[[Railgun (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Railgun turret}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Tungsten plate|30}}{{icon|Superconductor|50}}{{icon|Carbon fiber|20}}{{icon|Quantum processor|100}}{{icon|Fluoroketone (cold)|100}}&lt;br /&gt;
| {{icon|Railgun turret|1}}&lt;br /&gt;
| {{icontech|Railgun (research)}}[[Railgun (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cryogenic science pack}}&lt;br /&gt;
| {{icon|Time|20}}{{icon|Ice|3}}{{icon|Lithium plate|1}}{{icon|Fluoroketone (cold)|6}}&lt;br /&gt;
| {{icon|Cryogenic science pack|1}}&lt;br /&gt;
| {{icontech|Cryogenic science pack (research)}}[[Cryogenic science pack (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion reactor}}&lt;br /&gt;
| {{icon|Time|60}}{{icon|Tungsten plate|200}}{{icon|Superconductor|200}}{{icon|Quantum processor|250}}&lt;br /&gt;
| {{icon|Fusion reactor|1}}&lt;br /&gt;
| {{icontech|Fusion reactor (research)}}[[Fusion reactor (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}}&lt;br /&gt;
| {{icon|Time|30}}{{icon|Tungsten plate|100}}{{icon|Superconductor|100}}{{icon|Quantum processor|50}}&lt;br /&gt;
| {{icon|Fusion generator|1}}&lt;br /&gt;
| {{icontech|Fusion reactor (research)}}[[Fusion reactor (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Captive biter spawner}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Uranium-235|15}}{{icon|Biter egg|10}}{{icon|Capture bot rocket|1}}{{icon|Fluoroketone (cold)|100}}&lt;br /&gt;
| {{icon|Captive biter spawner|1}}&lt;br /&gt;
| {{icontech|Captive biter spawner (research)}}[[Captive biter spawner (research)]]&lt;br /&gt;
| {{icon|Nauvis}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Promethium science pack}}&lt;br /&gt;
| {{icon|Time|5}}{{icon|Biter egg|10}}{{icon|Quantum processor|1}}{{icon|Promethium asteroid chunk|25}}&lt;br /&gt;
| {{icon|Promethium science pack|10}}&lt;br /&gt;
| {{icontech|Promethium science pack (research)}}[[Promethium science pack (research)]]&lt;br /&gt;
| {{icon|Space platform}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cryogenic plant can also perform the following assembler/chemical plant recipes:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Input !! Output !! Technology Required !! Crafted&amp;lt;br&amp;gt;on&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cryogenic plant}} &lt;br /&gt;
| {{icon|Time|10}}{{icon|Processing unit|20}}{{icon|Superconductor|20}}{{icon|Lithium plate|20}}{{icon|Refined concrete|40}}&lt;br /&gt;
| {{icon|Cryogenic plant|1}}&lt;br /&gt;
| {{icontech|Cryogenic plant (research)}}[[Cryogenic plant (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Ammoniacal solution separation}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Ammoniacal solution|50}}&lt;br /&gt;
| {{icon|Ice|5}}{{icon|Ammonia|50}}&lt;br /&gt;
| {{icontech|Planet discovery Aquilo (research)}}[[Planet discovery Aquilo (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel from ammonia}}&lt;br /&gt;
| {{icon|Time|0.5}}{{icon|Ammonia|15}}{{icon|Crude oil|6}}&lt;br /&gt;
| {{icon|Solid fuel|1}}&lt;br /&gt;
| {{icontech|Planet discovery Aquilo (research)}}[[Planet discovery Aquilo (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Ammonia rocket fuel}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Solid fuel|10}}{{icon|Water|50}}{{icon|Ammonia|500}}&lt;br /&gt;
| {{icon|Rocket fuel|1}}&lt;br /&gt;
| {{icontech|Planet discovery Aquilo (research)}}[[Planet discovery Aquilo (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lithium}}&lt;br /&gt;
| {{icon|Time|20}}{{icon|Holmium plate|1}}{{icon|Lithium brine|50}}{{icon|Ammonia|50}}&lt;br /&gt;
| {{icon|Lithium|5}}&lt;br /&gt;
| {{icontech|Lithium processing (research)}}[[Lithium processing (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Sulfur}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Water|30}}{{icon|Petroleum gas|30}}&lt;br /&gt;
| {{icon|Sulfur|2}}&lt;br /&gt;
| {{icontech|Sulfur processing (research)}}[[Sulfur processing (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Sulfuric acid}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Iron plate|1}}{{icon|Sulfur|5}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Sulfuric acid|50}}&lt;br /&gt;
| {{icontech|Sulfur processing (research)}}[[Sulfur processing (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Explosives}}&lt;br /&gt;
| {{icon|Time|4}}{{icon|Coal|1}}{{icon|Sulfur|1}}{{icon|Water|10}}&lt;br /&gt;
| {{icon|Explosives|2}}&lt;br /&gt;
| {{icontech|Explosives (research)}}[[Explosives (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Plastic bar}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Coal|1}}{{icon|Petroleum gas|20}}&lt;br /&gt;
| {{icon|Plastic bar|2}} &lt;br /&gt;
| {{icontech|Plastics (research)}}[[Plastics (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Battery}} &lt;br /&gt;
| {{icon|Time|4}}{{icon|Iron plate|1}}{{icon|Copper plate|1}}{{icon|Sulfuric acid|20}}&lt;br /&gt;
| {{icon|Battery|1}}&lt;br /&gt;
| {{icontech|Battery (research)}}[[Battery (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Carbon}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Coal|2}}{{icon|Sulfuric acid|20}}&lt;br /&gt;
| {{icon|Carbon|1}}&lt;br /&gt;
| {{icontech|Tungsten carbide (research)}}[[Tungsten carbide (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steam condensation}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Steam|1000}}&lt;br /&gt;
| {{icon|Water|90}}&lt;br /&gt;
| {{icontech|Calcite processing (research)}}[[Calcite processing (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Acid neutralisation}}&lt;br /&gt;
| {{icon|Time|5}}{{icon|Calcite|1}}{{icon|Sulfuric acid|1000}}&lt;br /&gt;
| {{icon|Steam|10000}}&lt;br /&gt;
| {{icontech|Calcite processing (research)}}[[Calcite processing (research)]]&lt;br /&gt;
| {{icon|Vulcanus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[oil cracking]] and [[rocket fuel]] from [[light oil]] recipes can be performed in the [[biochamber]], while several other recipes like [[solid fuel]] from light oil can only be performed in a chemical plant.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* A [[biochamber]] with maximum [[Quality|legendary]] [[productivity module 3]]s has a productivity of +150%. A cryogenic plant with 8 legendary productivity module 3s has a productivity of +200%.&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;
* [[Aquilo]]{{SA}}&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Atomic_bomb&amp;diff=216110</id>
		<title>Atomic bomb</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Atomic_bomb&amp;diff=216110"/>
		<updated>2025-10-16T14:29:25Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Added SA tag.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Atomic bomb}}&lt;br /&gt;
&#039;&#039;&#039;Atomic bombs&#039;&#039;&#039; are very expensive alternative ammunition for the [[rocket launcher]], [[rocket turret]]{{SA}} and the [[spidertron]]. They deal incredible damage over a wide area, capable of wiping out groups of [[enemies]] with ease. They can also kill even the most heavily-armored player, so they should be fired from a great distance.&lt;br /&gt;
&lt;br /&gt;
Instead of dealing all of its damage in a single explosion, the atomic bomb creates two waves of 1000 small, high-damage explosions in an expanding ring. One wave of explosions expands to a radius of 7 with each of the 1000 explosions dealing 100 damage in a radius of 3. The second wave of explosions expands to cover a radius of 35 and each of the 1000 explosions deals 400 damage in a radius of 3. This results in high damage at the center of the atomic bomb, which decreases towards the edge of the 35-tile radius.&lt;br /&gt;
&lt;br /&gt;
The impact of the atomic bomb creates a black scorch mark in a 12-tile radius that never disappears and is visible from the map. All tiles in an oval approximately 24 tiles wide and 17 tiles high will be converted into nuclear ground, which affects [[Pollution#Chunks|pollution absorption]] and prevents the removal of any former [[landfill]] and [[foundation]] tiles in the blast radius. Furthermore, the atomic bomb will permanently destroy [[cliff]]s and decorative objects in a 9-14 tile radius around the center.&lt;br /&gt;
&lt;br /&gt;
In [[Space Age]]{{SA}}, detonating an atomic bomb on [[Vulcanus]]{{SA}} or [[Aquilo]]{{SA}} will replace ground tiles with [[lava]] and [[ammoniacal solution|ammonia]] respectively instead of nuclear ground. All mineable resources and [[sulfuric acid]] geysers on the affected tiles will be destroyed in the process; [[fluorine]] vents and [[lithium brine]] deposits are unaffected.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|destroyer-of-worlds}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:atomic_bomb_epicenter.png|The large epicenter of an atomic bomb explosion.&lt;br /&gt;
File:Atomic bomb calcite before.png|A [[calcite]] patch before the bomb...&lt;br /&gt;
File:Atomic bomb calcite after.png|...and after.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.44|&lt;br /&gt;
* {{SA}} Atomic bomb now blasts planet-appropriate holes into the terrain of the planet if the terrain is floating on a fluid: Ammoniacal ocean for Aquilo, Lava for Vulcanus. It also destroys space platform tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Ingredient rocket control unit has been replaced with Processing unit.&lt;br /&gt;
* {{SA}} Increased uranium-235 cost (30 &amp;gt; 100)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|1.0.0|&lt;br /&gt;
* New visual effects for the atomic bomb.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Introduced.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Rocket]]&lt;br /&gt;
* [[Explosive rocket]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Uranium processing]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=216097</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=216097"/>
		<updated>2025-10-15T17:35:31Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Enemy */ Links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Default_123456789.png|thumb|right|An example how the world generator might create a new map: Default settings with map seed 123456789]]&lt;br /&gt;
World generation is the procedure by which the in game landscape is generated. In short: a number of settings, editable at the start of a new world, define what that world will look like. This can dramatically alter gameplay — a new player is advised to start with the default settings before deciding to change their world.&lt;br /&gt;
__TOC__{{Clear}}&lt;br /&gt;
== Map generation presets ==&lt;br /&gt;
[[File:MapGeneratorOverview.png|thumb|right|400px|Overview of the map generation screen in Space Age]]&lt;br /&gt;
A preset may be chosen in the top left dropdown instead of manually configuring the generation. If playing in [[Space Age]]{{SA}}, presets will only change settings on [[Nauvis]].&lt;br /&gt;
=== Default ===&lt;br /&gt;
Normal settings. The recommended way to play Factorio.&lt;br /&gt;
&lt;br /&gt;
All sliders are set to the center position. Map height and width is unlimited, peaceful mode is disabled.&lt;br /&gt;
&lt;br /&gt;
All other settings are set to their defaults:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy expansion            !! Default !! Evolution        !! Default&lt;br /&gt;
|-                                      &lt;br /&gt;
| Enabled                    || Yes     || Enabled          || Yes    &lt;br /&gt;
|-                                      &lt;br /&gt;
| Maximum expansion distance || 7       || Time factor      || 40     &lt;br /&gt;
|-                                      &lt;br /&gt;
| Minimum group size         || 5       || Destroy factor   || 200    &lt;br /&gt;
|-                                      &lt;br /&gt;
| Maximum group size         || 20      || Pollution factor || 9      &lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes) || 4      &lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes) || 60     &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution                 !! Default !! Recipes/Technology          !! Default&lt;br /&gt;
|-                                        &lt;br /&gt;
| Enabled                   || Yes     || Technology price multiplier || 1&lt;br /&gt;
|-                                        &lt;br /&gt;
| Absorption modifier       || 100%    &lt;br /&gt;
|-                                        &lt;br /&gt;
| Attack cost modifier      || 100%    &lt;br /&gt;
|-                                        &lt;br /&gt;
| Minimum damage to trees   || 60      &lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || 10      &lt;br /&gt;
|-&lt;br /&gt;
| Diffusion ratio           || 2%      &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rich resources ===&lt;br /&gt;
Resources patches on Nauvis have a larger richness, so you don&#039;t have to expand far.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Resources have 200% richness instead of 100%.&lt;br /&gt;
&lt;br /&gt;
=== Marathon ===&lt;br /&gt;
Technologies are more expensive.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Technology price multiplier 4.&lt;br /&gt;
&lt;br /&gt;
=== Death world ===&lt;br /&gt;
Biters are more dangerous and evolve faster.&lt;br /&gt;
&lt;br /&gt;
Difference from default: 200% enemy base frequency and 200% enemy base size on Nauvis, 75% starting area size, enemy evolution time factor is set to 200, pollution factor is set to 12. The pollution absorption and attack cost modifiers are set to 50% instead of 100%&lt;br /&gt;
&lt;br /&gt;
=== Death world marathon ===&lt;br /&gt;
Technologies are more expensive and biters are dangerous and plentiful. Only select this if you are a Factorio veteran.&lt;br /&gt;
&lt;br /&gt;
Combines &amp;quot;Marathon&amp;quot; and &amp;quot;Death world&amp;quot; with some additional changes: Enemy evolution time factor is set to 150, pollution factor is set to 10. Attack cost modifier is set to 80% instead of 100% (50% for death world).&lt;br /&gt;
&lt;br /&gt;
=== Rail world ===&lt;br /&gt;
Resource patches are large and spread far apart, to encourage train systems. Biters won&#039;t create any new bases or re-expand into cleared territory.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Resources on Nauvis are set to 33% frequency and 300% size. Nauvis water is set to 200% scale and 150% coverage. The evolution time factor is set to 20 from 40 and enemy expansion is disabled.&lt;br /&gt;
&lt;br /&gt;
=== Ribbon world ===&lt;br /&gt;
The map height is limited to only 128 tiles, which introduces a range of challenges and interesting situations.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Map height on all planets is limited to 128. Resources on Nauvis are set to 300% frequency, 50% size and 200% richness. Nauvis water is set to 25% coverage and size. Starting area size is increased to 300%. &lt;br /&gt;
&lt;br /&gt;
=== Lakes ===&lt;br /&gt;
Lakes with consistent size and cliffs that tend to follow the coastline. Forest paths are disabled. The same elevation as Factorio 1.1.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Tree coverage is set to 50%. This preset uses the map and cliff generation from version [[version history/1.1.0#1.1.0|1.1]]&lt;br /&gt;
&lt;br /&gt;
=== Island ===&lt;br /&gt;
A large island in an endless ocean. Forest paths are disabled.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Tree coverage is set to 50%. Terrain map type is set to island. This preset uses the map and cliff generation from version 1.1.&lt;br /&gt;
&lt;br /&gt;
== Manual configuration ==&lt;br /&gt;
It is possible experiment with different settings by opening the map preview, changing the settings and observing their effects. This makes it possible to directly observe what exactly particular settings modify in the world, beyond the textual descriptions provided on this page. If playing in [[Space Age]]{{SA}}, you can preview any planet by using the drop-down menu in the top right. There will also be additional settings for planet-specific settings, and each setting will show an icon telling which planet it affects.&lt;br /&gt;
&lt;br /&gt;
The seed is the starting value for the random number generator that Factorio uses for generating the world based on the generation settings. This means that even with the same generation settings, the world can look very different depending on the seed. If playing in Space Age, a single seed will effect all planets at once.&lt;br /&gt;
&lt;br /&gt;
All resources and terrain features can be disabled by unchecking the checkbox in front of them.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
Frequency determines the number of resource patches in a given area. It does not affect resource patch size or richness. A setting of 200% frequency that means roughly double the patches can be found in a given area.&lt;br /&gt;
&lt;br /&gt;
The size setting adjusts the size of the resource patches. Setting the slider to 200% means the surface area of the patch is doubled.&lt;br /&gt;
&lt;br /&gt;
Richness defines the yield of every ore tile and every oil field. If richness is set to 200%, each ore tile and oil field contains about double the amount of ore/oil. Outside of this, resource patch richness increases by distance from the starting area.&lt;br /&gt;
&lt;br /&gt;
If playing in Space Age, resource settings can be changed for each planet individually, even if that resource appears on multiple planets. For example, [[coal]] can be configured differently for its appearences on Nauvis and [[Vulcanus]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Setting the map type to island generates a single island around the spawn point and endless ocean beyond that. The normal map type generates endless terrain.&lt;br /&gt;
&lt;br /&gt;
Water scale changes how much space there is between lakes. The smaller the scale, the swampier the terrain. Higher scale leads to bigger oceans separated by bigger landmasses. Water coverage influences the overall amount of water. Reducing it generates small lakes, increasing it generates large oceans.&lt;br /&gt;
&lt;br /&gt;
The settings for trees behave in the same way. Higher scale increases the distance between forests while lower scale reduces it. High tree coverage allows to completely cover the world in trees, and low coverage nearly removes them from the world.&lt;br /&gt;
&lt;br /&gt;
Cliff frequency influences how many cliff lines there are in the world. Higher frequency means more cliffs, lower frequency reduces their number. The continuity setting changes how long and unbroken the cliff lines are. Low continuity leads to very short lines, high continuity to long, nearly unbroken lines of cliffs. Cliffs can be set separately for their appearances on [[Fulgora]]{{SA}} and [[Gleba]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
The moisture settings control the distribution of grass versus desert. Higher bias generates more grass, lower bias generates more desert. Higher scale increases the size of the grass/desert areas, low scale leads to small grass and desert patches.&lt;br /&gt;
&lt;br /&gt;
The terrain type setting controls the distribution of red desert versus sand. Higher bias generates more red desert, lower bias generates more sand. Higher scale increases the size of the red desert/sand areas, low scale leads to small red desert and sand patches.&lt;br /&gt;
&lt;br /&gt;
Vulcanus volcanism determines the distribution of lava compared to the mountains and ashlands on Vulcanus. Higher scale means more lava rivers, lower scale generates more mountains instead. Higher coverage means larger lava pools, smaller coverage means more ashlands.&lt;br /&gt;
&lt;br /&gt;
Gleba water control the distribution of swamps compared to the highlands on [[Gleba]]{{SA}}. Higher scale means more swamplands, lower scale generates more infrequent patches of highland. Higher coverage means larger bodies of deep water, lower coverage means less water and larger highlands.&lt;br /&gt;
&lt;br /&gt;
Gleba plants control the distribution of Gleba&#039;s many flora. It behaves similarly to Nauvis trees.&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
[[File:MapGeneratorEnemy.png|thumb|right|400px|The enemy tab]]&lt;br /&gt;
Frequency determines the number of enemy bases in a given area. It does not affect enemy base size. A setting of 200% frequency that means roughly double the enemy bases can be found in a given area.&lt;br /&gt;
&lt;br /&gt;
The size setting adjusts the size of enemy bases. Setting the slider to 200% means the surface area covered by the enemy bases is doubled. Bases can be changed for both Nauvis and Gleba individually.&lt;br /&gt;
&lt;br /&gt;
There are two ways to disable enemies alltogether: &amp;quot;no enemies mode&amp;quot;, or &amp;quot;peaceful mode&amp;quot;. Selecting either will disable some [[achievements]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No enemies&#039;&#039;&#039;: [[Enemies#Nests|Nests]] will still spawn, but no enemies themselves will spawn from them. [[Pollution]] will still effect the nests by increasing their health.&lt;br /&gt;
** In Space Age, on Vulcanus, Demolishers will also not spawn, and thus there will be no territories. On Gleba, destroying egg rafts will no longer spawn wrigglers. [[Pentapod egg]]{{SA}} and [[biter egg]]{{SA}} will no longer spawn their creatures upon spoiling, and will instead simply disappear. &lt;br /&gt;
* &#039;&#039;&#039;Peaceful mode&#039;&#039;&#039;: Enemies don&#039;t begin fights, only responding if the player (or a structure) fires at them. Only the enemies located near the fired shot are aggravated and they do not call other enemies to join them. The aggravated enemies primarily attack the structures and players that initiated the aggression and also the structures that block their paths. After destroying their targets, most of the time the aggravated enemies will return to being peaceful, but some of them continue a nonstop rampage where they target nearby structures (but not faraway ones). Additionally, when a map is in peaceful mode, the enemies will not [[Enemies#Expansions|expand]].&lt;br /&gt;
** In [[Space Age]], [[Demolisher]]s will not attack if you build in their territory, but will still destroy buildings if they are placed in its path.&lt;br /&gt;
&lt;br /&gt;
The starting area is an almost circular radius around the spawn point that does not contain enemy bases or demolisher territory. Increasing its size pushes the bases further out, while decreasing its size generates enemy bases closer to the spawn point. The size setting does not have any other effect.&lt;br /&gt;
&lt;br /&gt;
[[Enemies#Expansions|Enemy expansion]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy expansion setting    !! Description&lt;br /&gt;
|-                           &lt;br /&gt;
| Maximum expansion distance || The maximum distance enemies will look to expand from other enemy bases.&lt;br /&gt;
|-                           &lt;br /&gt;
| Minimum group size         || The minimum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size         || The maximum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes) || The minimum time between enemy expansions being sent out.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes) || The maximum time between enemy expansions being sent out.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Enemies#Evolution|Evolution]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Evolution setting !! Description&lt;br /&gt;
|-                  &lt;br /&gt;
| Time factor       || Controls how fast evolution increases over time.&lt;br /&gt;
|-                  &lt;br /&gt;
| Destroy factor    || Controls how fast evolution increases due to destroying enemy spawners.&lt;br /&gt;
|-                  &lt;br /&gt;
| Pollution factor  || Controls how fast evolution increases due to producing pollution.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
&lt;br /&gt;
The map width and height allow generating maps with finite resources and area. It is possible to limit generation to only one dimension, like the [[#Ribbon world|ribbon world]]. The technology price multiplier allows one to multiply the [[research|technology cost]].&lt;br /&gt;
&lt;br /&gt;
[[Pollution]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution setting         !! Description&lt;br /&gt;
|-                       &lt;br /&gt;
| Absorption modifier       || Modifier of how much pollution is absorbed by trees and tiles.&lt;br /&gt;
|-&lt;br /&gt;
| Attack cost modifier      || Modifier of how much pollution is absorbed by enemy attacks.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum damage to trees   || Trees have 4 different stages of the progression towards being destroyed by pollution. Any pollution above this amount starts the process of moving a tree towards a more damaged stage.&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || Trees have 4 different stages of the progression towards being destroyed by pollution. This value specifies how much pollution is absorbed when moving to a more damaged stage.&lt;br /&gt;
|-&lt;br /&gt;
| Diffusion ratio           || The amount of pollution diffused into neighboring chunks per second.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Map exchange string ===&lt;br /&gt;
&lt;br /&gt;
A map exchange string generally looks like this:&lt;br /&gt;
&lt;br /&gt;
   &amp;gt;&amp;gt;&amp;gt;eNp1UTGIE0EU/WMu3F4EUUjhgR4prrDZJTlFJRyZURAR0d7Oz&lt;br /&gt;
   WYiA5udOLsLnhaX4kptxEaraz3hOgu7wIEoKBxa2UVsLFROBC0U4&lt;br /&gt;
   p+dnWSNdw/+583/f97/fwbgGLhAADGgAEPqzAXSD/HI8JRZJZD9P&lt;br /&gt;
   leuVNyGtC0EKu1wV4qwGK3wiPfW3LYfc6NozBFKRv8qMFaOExnlE&lt;br /&gt;
   WDPtrZoOVGcx3igxgb0cKr8SKQ9c1eL5aOSGIcebCxlNl6H2nisD&lt;br /&gt;
   dkIC0YAtpIQjOWYOx7IKFEydGOeJCK61fTTO8228OMFt+416hqn9&lt;br /&gt;
   ivpKn475VGw1uylYSL6oeDKqXtnNc6dnL3RkyJOUsUzZccKuweW7&lt;br /&gt;
   ave8E5nKAeh6HYBahfQLuotCJB71e3LH+8+osTs5bGc7OWRYdtGr&lt;br /&gt;
   lhynR2YWrbkTEHHdP9RIKZpgi3yKodNiUlu6CQhD74+3/z1crdF/&lt;br /&gt;
   jz9/u5a+yYljUvVb3sr2y1MzusVDk3ck8caL+wqYDVHNE99oOTtG&lt;br /&gt;
   40vlJT1jap27Dy64dUSkKNHkG3eR1c7AXa0lpWpMtLN8NNu8smS9&lt;br /&gt;
   3R2D3yIVS2+pN0r7bKGk8lITm8wk1icZvHqChTbd6bLvbYddwqtZ&lt;br /&gt;
   2b4/w+KK8xElgsPX9F9OhP3uTQZAl9wd96e2DorwRT4wTu/vYd/A&lt;br /&gt;
   dl73Kk=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be used to share all map generation settings between different players. The player can paste the string (using {{Keybinding|ctrl|V}}) into the map exchange string field and the game will set the generation settings to the settings saved in the string, resulting in a complete copy of the map when generated.&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be retrieved from save files by going into the load game screen, selecting the desired map, clicking the map exchange string button in the upper right corner and copying the string from the window that pops up.&lt;br /&gt;
&lt;br /&gt;
For a technical description of the map exchange string, see [[map exchange string format]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Starting area ===&lt;br /&gt;
&lt;br /&gt;
There is a second internal starting area that is completely separate from the starting area that can be changed in the enemy settings tab. This starting area always has a constant size and affects the spawning of resources, cliffs and water directly at the spawn. The map generation logic makes sure that there is always at least one patch of [[coal]], [[iron ore]], [[copper ore]], and [[stone]] each. Furthermore, there is always a lake in the starting area, even when water is turned off, and there are never any cliffs there. [[Uranium ore]] and [[crude oil]] do not spawn in the starting area. The richness of the ore patches is slightly influenced by the frequency setting.[https://forums.factorio.com/viewtopic.php?p=432592#p432592]&lt;br /&gt;
&lt;br /&gt;
=== Chunks ===&lt;br /&gt;
&lt;br /&gt;
A map is endless by default, though its size can be limited by height and width — see above. Because it is technically endless, the whole map is not generated from the start. Instead, a new [[Map_structure#Chunk|chunk]] of the map is generated only when needed, similar to other procedurally generated world games.&lt;br /&gt;
&lt;br /&gt;
==== Invisible chunks (fog of war) ====&lt;br /&gt;
&lt;br /&gt;
Outside of the visible chunk area, an invisible area of about 3 chunks wide is generated as a preloading mechanism. Enemies may be located inside these invisible chunks and can attack the player from there, while [[artillery turret]]s and [[artillery wagon|wagon]]s may automatically shoot enemy bases in these chunks if they are within their automatic range. Invisible chunks are also generated if pollution is generated heavily; the game generates (invisible) chunks as it needs to spread the pollution into the area.&lt;br /&gt;
&lt;br /&gt;
==== Charting (removing fog of war) ====&lt;br /&gt;
&lt;br /&gt;
As long as a chunk is invisible, the part of the players map stays black. This changes when a chunk is [[Radar#Charting|charted]], which means when it is &amp;quot;touched&amp;quot; by a radar. This can be either the player&#039;s internal radar, which is always available and continually charts chunks around the player, or the [[radar]] entity. If a far-away and thus ungenerated chunk is charted, it will be generated, together with the above-mentioned invisible 3 chunk radius of map around it.&lt;br /&gt;
&lt;br /&gt;
==== Maximum map size and used memory ====&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2,000 x 2,000 kilometers; internally, this is a square 2,000,000 tiles on a side, with an area of 4,000,000,000,000 (4 trillion) square tiles (assuming 1 tile = 1 meter on a side yields 2,000 x 2,000 km = 4 million square km). In real-world terms, this is between the sizes of India and Australia (or about 40% the area of the United States, or over 10 times the area of Germany). It would take around 200 [[Time#Seconds|game-minutes]] (ca 3.3 hours real time) to reach that border from the center when riding a [[locomotive|train]] fueled with [[rocket fuel|rocket]] or [[nuclear fuel]]. This makes the world essentially endless for practical purposes. The generated chunks are fully mapped and stored in the player&#039;s RAM, which is the practical limiting factor of exploration.&lt;br /&gt;
&lt;br /&gt;
Because chunks are only generated in and close around the area revealed by radar, it is possible to reach that border without overloading your computer, as the size of the map in computer memory is dependent only on chunks actually generated. If only a narrow stripe of land is explored to far away, this remains manageable.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added &amp;quot;No enemies&amp;quot; setting that disables enemy unit spawning from enemy spawners, map gen, and items. Does not disable enemy spawners.&lt;br /&gt;
* Added &amp;quot;Lakes&amp;quot; map generation preset&lt;br /&gt;
* Map generation system reworked}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.44|&lt;br /&gt;
* The resource frequency slider in the map generator settings has a smaller influence over the amount of ore in the starting area patches.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* Added cliffs.&lt;br /&gt;
* New terrains and new terrain generation.&lt;br /&gt;
* Trees can now be configured in the generate-map GUI.&lt;br /&gt;
* Terrain can be configured in the generate map GUI.&lt;br /&gt;
* Biters scale less with distance and there are generally less biters.&lt;br /&gt;
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Extended map generator settings to include an advanced section.&lt;br /&gt;
* Added map generator presets.&lt;br /&gt;
* The map seed is used to generate unique maps instead of just shifting the starting position.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.7|&lt;br /&gt;
* Map size is now limited to 2000 km by 2000 km with a black bar rather than crashing when reaching this distance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Map generator algorithm changed, further resource field now have greater richness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=216096</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=216096"/>
		<updated>2025-10-15T17:35:09Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Demolishers {{SA}} */ Peaceful demolisher behavior.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[File:biter_intro.png|175px|right]]&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to [[Damage|harm]] the [[player]]. They are the native inhabitants of the extraterrestrial worlds on which the player is operating. Enemies show up on the map as red dots. &lt;br /&gt;
&lt;br /&gt;
On [[Nauvis]], the enemies are arthropods which live in organic nests. They are encountered in three species: Biters, Spitters, and Worms (though the nickname &amp;quot;Biters&amp;quot; is often used collectively for all of them). &lt;br /&gt;
&lt;br /&gt;
More enemies can be encountered on other planets with the [[Space Age]] expansion. On the planet [[Gleba]]{{SA}}, there are pentapods which come in three variants: Wrigglers, Strafers, and Stompers. On the planet [[Vulcanus]]{{SA}}, there are the Demolishers.&lt;br /&gt;
&lt;br /&gt;
Each species comes in a range of sizes, where larger specimens have more health and do more damage. &lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|art-of-siege}}&lt;br /&gt;
{{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
{{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
{{Achievement|get-off-my-lawn}}&lt;br /&gt;
{{Achievement|if-it-bleeds}}&lt;br /&gt;
{{Achievement|we-need-bigger-guns}}&lt;br /&gt;
{{Achievement|Size-doesnt-matter}}&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the base game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing [[pollution]], they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]]. As common sense may suggest, their method of attack is a straightforward charge to &amp;quot;bite&amp;quot; things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_biter.png|center]] || Small biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 43.2km/h &lt;br /&gt;
* Range: 1&lt;br /&gt;
* Pollution to join attack: 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_biter.png|center]] || Medium biter&lt;br /&gt;
| Stronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 51.8km/h&lt;br /&gt;
* Range: 1&lt;br /&gt;
* Pollution to join attack: 20&lt;br /&gt;
&lt;br /&gt;
[[Damage#Resistance|Resistances]]:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_biter.png|center]] || Big biter&lt;br /&gt;
| Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them. Hatches from spoiled [[biter egg|biter eggs]], however it won&#039;t be at full health when this happens.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 49.7km/h&lt;br /&gt;
* Range: 2&lt;br /&gt;
* Pollution to join attack: 80&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_biter.png|center]] || Behemoth biter&lt;br /&gt;
| Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90 Physical&lt;br /&gt;
* Attack speed: 1.2/s&lt;br /&gt;
* Speed: 64.8km/h&lt;br /&gt;
* Range: 2&lt;br /&gt;
* Pollution to join attack: 400&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
&#039;&#039;&#039;Spitters&#039;&#039;&#039; are much like [[Enemies#Biters|biters]] and only appear slightly later on in the game as the evolution factor increases. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters&#039; predictive aiming, the acid stream can be dodged by suddenly changing walking directions or standing still.[https://factorio.com/blog/post/fff-279] Both the stream and the puddle of acid deal damage over time and slow down players and vehicles. Most entities of the game have a much lower resistance to acid than other damage types (including [[turret]]s and [[armor]]), so spitters are effectively more potent against the player and their factories. Their behavior and size classification are the same as with biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_spitter.png|center]] || Small spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Range: 13&lt;br /&gt;
* Pollution to join attack: 4&lt;br /&gt;
* Speed: 40.0km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1&lt;br /&gt;
* Damage (on contact): 12 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 7.2 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 60%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_spitter.png|center]] || Medium spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Range: 14&lt;br /&gt;
* Pollution to join attack: 12&lt;br /&gt;
* Speed: 35.6km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.25&lt;br /&gt;
* Damage (on contact): 24 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 28.8 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 50%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_spitter.png|center]] || Big spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Range: 15&lt;br /&gt;
* Pollution to join attack: 30&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.35&lt;br /&gt;
* Damage (on contact): 36 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 130 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 40%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_spitter.png|center]] || Behemoth spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Range: 16&lt;br /&gt;
* Pollution to join attack: 200&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.75&lt;br /&gt;
* Damage (on contact): 60 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 360 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 30%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of biters and spitters and will attack the player if they get close enough with an attack similar to spitters&#039;. They act like static [[turret]]s and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile.&lt;br /&gt;
&lt;br /&gt;
Worms come in 4 sizes, their power increasing with size. Like biters and spitters, behemoth, big and medium worms spawning is influenced by the evolution factor. Worms are only created during enemy expansion when a certain evolution factor requirement is fulfilled. This is 0.3 for the medium worm, 0.5 for the big worm and 0.9 for the behemoth worm. Below these evolution factors, worms can only be created by the map generation. In map generation, the game restricts higher tier worms behind the distance from the starting point. The further away the player goes from the starting area, the stronger the worms become.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Small worm.png|center]] || Small worm&lt;br /&gt;
| A weak worm. It is still capable of killing the player unless it is targeted as priority.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Range: 25&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 1.4&lt;br /&gt;
* Damage (on contact): 36 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 21.6 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medium worm.png|center]] || Medium worm&lt;br /&gt;
| Medium worms are dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 500&lt;br /&gt;
* Range: 30&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 1.55&lt;br /&gt;
* Damage (on contact): 48 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 57.6 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 50%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
*Laser: 20%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Big worm.png|center]] || Big worm&lt;br /&gt;
| Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Range: 38&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 1.75&lt;br /&gt;
* Damage (on contact): 72 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 259 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 40%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Behemoth worm.png|center]] || Behemoth worm&lt;br /&gt;
| Behemoth worms are the most dangerous of worms. With twice as much health as big worms and a significantly higher range, they can even challenge experienced players.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Range: 48&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 2&lt;br /&gt;
* Damage (on contact): 96 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 691 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 30%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || A worm&#039;s attack animation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wrigglers {{SA}}===&lt;br /&gt;
Wrigglers are the biter equivalents of the planet Gleba, as they are standard melee enemies. True to their name, they flail and squirm their digits to move around and attack. Much like how biters and spitters spawn from nests, wrigglers spawn from egg rafts. Destroying egg rafts will spawn a group of more premature wrigglers, which are wrigglers that slowly lose health over time until they die. Strafers can launch flying versions of premature wrigglers at their target.&lt;br /&gt;
&lt;br /&gt;
Killing strafers and stompers can summon even more premature wrigglers. The wrigglers that spawn from the corpses of strafers and stompers will match the size of the larger enemy that was killed. For example, killing a small strafer or stomper will spawn small premature wriggers, while killing a medium strafer or stomper will spawn medium premature wrigglers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_small.png|center]] || Small wriggler&lt;br /&gt;
| The weakest and smallest of all wrigglers.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 100&lt;br /&gt;
* Damage: 3.75 Physical + 3.75 Poison&lt;br /&gt;
* Range: 1.1&lt;br /&gt;
* Speed: 34.6km/h&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_medium.png|center]] || Medium wriggler&lt;br /&gt;
| Slightly stronger and faster than small wrigglers, and can still pose a threat for weaker players.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 5 Physical + 5 Poison&lt;br /&gt;
* Range: 1.4&lt;br /&gt;
* Speed: 38.9km/h&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_big.png|center]] || Big wriggler&lt;br /&gt;
| The strongest and fastest of all wrigglers. Hatches from spoiled [[Pentapod egg|Pentapod eggs]] but won&#039;t be at full health when this happens.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Damage: 8 Physical + 8 Poison&lt;br /&gt;
* Range: 1.8&lt;br /&gt;
* Speed: 43.2km/h&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strafers {{SA}}===&lt;br /&gt;
Native to the planet Gleba, strafers are large yet scrawny five-legged pentapod creatures with the unique behavior of constantly circling around players while attacking them, rather than making a beeline straight for the player, unlike any other type of enemy in the game. They will fire flying premature wrigglers toward the player, essentially adding more enemies to the fight.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_small.png|center]] || Small strafer&lt;br /&gt;
| The weakest and smallest of all strafers.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 800&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 22.0&lt;br /&gt;
* Speed: 62.2km/h&lt;br /&gt;
&lt;br /&gt;
Projectile:&lt;br /&gt;
*Range: 110&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 67.5 Explosive&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_medium.png|center]] || Medium strafer&lt;br /&gt;
| Slightly stronger and faster than the small strafer.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 1400&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 25.0&lt;br /&gt;
* Speed: 77.8km/h&lt;br /&gt;
&lt;br /&gt;
Projectile:&lt;br /&gt;
*Range: 125&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 90 Explosive&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_big.png|center]] || Big strafer&lt;br /&gt;
| Strongest, fastest and most resilient of strafers.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 2400&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 28.0&lt;br /&gt;
* Speed: 98.3km/h&lt;br /&gt;
&lt;br /&gt;
Projectile:&lt;br /&gt;
*Range: 140&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 144 Explosive&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stompers {{SA}}===&lt;br /&gt;
Native to the planet Gleba, stompers are extremely large, five-legged pentapod creatures with limbs that look similar to a starfish, and seem to have natural, jagged exoskeleton armor that provides high resistances to many types of damage. They are very powerful melee enemies that use their brute force to attack [[player]]s by simply stomping toward them, while spitting a close-ranged acid that slows down players and [[Vehicles]]. Their large size and high damage can destroy buildings instantly. They will spawn premature wrigglers upon death.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_small.png|center]] || Small stomper&lt;br /&gt;
| The weakest and smallest of all stompers, but still powerful.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 3500&lt;br /&gt;
* Range: 5.8&lt;br /&gt;
* Speed: 41.6 km/h&lt;br /&gt;
&lt;br /&gt;
Acid splash:&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 1.5/s Acid&lt;br /&gt;
*Area of effect size: 1.58&lt;br /&gt;
**Damage: 0.5 Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_medium.png|center]] || Medium stomper&lt;br /&gt;
| Larger and more dangerous version of a stomper.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 8000&lt;br /&gt;
* Range: 7.8&lt;br /&gt;
* Speed: 54.1km/h&lt;br /&gt;
&lt;br /&gt;
Acid splash:&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 6/s Acid&lt;br /&gt;
*Area of effect size: 2.1&lt;br /&gt;
**Damage: 1 Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_big.png|center]] || Big stomper&lt;br /&gt;
| Larger, fastest and most dangerously aggressive version of a stomper.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 15000&lt;br /&gt;
* Range: 10.4&lt;br /&gt;
* Speed: 68.5km/h&lt;br /&gt;
&lt;br /&gt;
Acid splash:&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 15.36/s Acid&lt;br /&gt;
*Area of effect size: 2.8&lt;br /&gt;
**Damage: 1.6 Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Demolishers {{SA}} ===&lt;br /&gt;
[[File:Demolisher_territory.png|thumb|300px|right|Small demolisher territory.]] Native to the planet Vulcanus, demolishers are horrendously large worm-like creatures that roam across the land and lava. Each individual demolisher patrols a defined territory, and building structures in their territory will disturb them and cause them to attack. In [[peaceful mode]], demolishers will not seek out buildings, but they still roam freely in their territory and may accidentally hit buildings.&lt;br /&gt;
&lt;br /&gt;
Demolishers have three types of offense. On physical contact they do high damage to the player, and instantly destroy buildings and cliffs. They release a smoke cloud that slows the player and damages any nearby bots. And at range, they cause explosions to erupt from the ground, Due to their high damage resistances and extremely fast health regeneration, killing them requires advanced and upgraded weaponry, or massive quantities of bullets. They can also coil around the player to prevent them from escaping, and are completely immune to the [[slowdown capsule|slowdown capsule&#039;s]] effect.&lt;br /&gt;
&lt;br /&gt;
Once killed, they leave behind remains similar to that of black volcanic rock, which contain [[tungsten ore]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_small.png|center]] || Small demolisher&lt;br /&gt;
| The weakest and smallest of demolishers, but still very destructive.&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 30000&lt;br /&gt;
* Regeneration: 2400/s&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_medium.png|center]] || Medium demolisher&lt;br /&gt;
| Larger and more dangerous version of a demolisher.&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 100000&lt;br /&gt;
* Regeneration: 7800/s&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_big.png|center]] || Big demolisher&lt;br /&gt;
| The largest and most dangerous creature in the game.&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 300000&lt;br /&gt;
* Regeneration: 24000/s&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nests ===&lt;br /&gt;
Nests in the wild will have their max health increase with evolution factor exponentially, up to 10 times their starting health.&lt;br /&gt;
&lt;br /&gt;
Biter and spitter nests can be captured by firing a [[capture bot rocket]] from a [[rocket launcher]] at a nest. After the nest is captured, it must be given [[bioflux]] to maintain and continuously create [[biter egg]]s. If the nest is not maintained, it will slowly lose 1 health per second, but when fed, it will gain 1 health per second.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:biter_nest.png|center]] || Biter spawner&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 350 (3500 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/0%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:spitter_nest.png|center]] || Spitter spawner&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 350 (3500 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/0%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:egg_raft.png|center]] || Egg raft&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Spawns a horde of premature wrigglers when destroyed.&lt;br /&gt;
* Health: 500 (5000 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosive: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:egg_raft_small.png|center]] || Small egg raft&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Spawns a horde of premature wrigglers when destroyed.&lt;br /&gt;
* Health: 100 (1000 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosive: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Expansions ===&lt;br /&gt;
[[map generator|By default]], enemies on Nauvis and Gleba {{SA}} try to expand into &amp;quot;unclaimed&amp;quot; territory to create new bases.&lt;br /&gt;
&lt;br /&gt;
The game assigns a score to every [[Map structure#Chunk|chunk]] in a 7 chunk radius around existing spawners. Only chunks with land are considered on Nauvis, and only chunks with marsh are considered on Gleba. This score starts at 1.0 and is penalized by player structures and enemy spawners inside and near the chunk, to a minimum of 0.0.&lt;br /&gt;
&lt;br /&gt;
Every 60 to 4 minutes, the game selects a chunk at random as the target for an expansion attempt, weighted by the chunk scores. Then 5 to 20 enemy units from the closest spawners assemble into an expansion group and walk to the expansion target. The time between expansion attempts and the size of expansion groups is random, but weighted by evolution factor.&lt;br /&gt;
&lt;br /&gt;
When the expansion group reaches its target, each unit will begin dying in sequence to randomly create a spawner or a worm after some delay. This destroys any entities in the way, including members of the expansion group. Any unit can create any spawner or worm that is native to the planet.&lt;br /&gt;
&lt;br /&gt;
* Biter nest, spitter nest and the four sizes of worms can only spawn on land tiles, on Nauvis.&lt;br /&gt;
* {{SA}} Egg raft and small egg raft can only spawn on marsh tiles, on Gleba.&lt;br /&gt;
* Medium worm, big worm and behemoth worm can only spawn when evolution factor is over 0.3, 0.5, and 0.9 respectively. [https://gist.github.com/Bilka2/aa88490c23124a6f214c02c73a368aa7]&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
[[File:kills_gui.png|thumb|220px|right|&amp;quot;Kills&amp;quot; tab on the [[production statistics]] screen.]]Nests spawn biters and spitters freely. However, biters and spitters will only aggressively engage the player&#039;s factory if the pollution cloud of the factory reaches a nest because pollution is consumed to send biters or spitters to join the next attack. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. The attack then proceeds to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like [[wall]]s).&lt;br /&gt;
&lt;br /&gt;
If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to tower defense.&lt;br /&gt;
&lt;br /&gt;
However, if a biter comes in proximity of a [[Military units and structures|military unit or structure]], it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Weights.png|thumb|right|400px|Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements):&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). The evolution factor can only increase.&lt;br /&gt;
&lt;br /&gt;
This command also provides percentages for the three sources; each one is the percent of the (unsquashed) total evolution that is contributed by that source.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds).&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Nests|nests]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
The default settings are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Evolution increase&lt;br /&gt;
!Pollution equivalent&lt;br /&gt;
|-&lt;br /&gt;
| [[Time#Seconds|Second]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.000004 || 267/minute&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.002 || 2222&lt;br /&gt;
|-&lt;br /&gt;
| 1 Pollution unit || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0000009 || 1&lt;br /&gt;
|}&lt;br /&gt;
Note that all spawners (not worms) generate the same amount of evolution when destroyed.&lt;br /&gt;
&lt;br /&gt;
These values can be set during [[Map_generator#Enemy|world generation]]: the values in the dialog box are multiplied by 10^-7 for time and pollution, and 10^-5 for spawner destruction. In game, they can be found in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;, though checking or modifying them is considered using cheats.&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution#Polluters|buildings]], not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.00027 in that minute.&lt;br /&gt;
&lt;br /&gt;
After totaling up all the evolution from these sources, this quantity is squashed to fit in the range &amp;lt;code&amp;gt;[0, 1)&amp;lt;/code&amp;gt; by applying &amp;lt;code&amp;gt;evolution_factor = total_evolution / (1 + total_evolution)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Equivalently, marginal increases in evolution are reduced by multiplying the increase by &amp;lt;code&amp;gt;(1 - evolution_factor)²&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.002 while doing this when the evolution factor is 0.5 the increase is only 0.0005.&lt;br /&gt;
&lt;br /&gt;
This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are &#039;&#039;very&#039;&#039; slow and the number never actually reaches 1.0.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Evolution factor&lt;br /&gt;
!Pollution equivalent&lt;br /&gt;
!Appearance&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 123k || &lt;br /&gt;
|-&lt;br /&gt;
| 20% || 278k || Medium Biter	&lt;br /&gt;
|-&lt;br /&gt;
| 25% || 370k || Small Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 30% || 476k || &lt;br /&gt;
|-&lt;br /&gt;
| 40% || 741k || Medium Spitter	&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 1.111M || Big Biter, Big Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 60% || 1.667M || &lt;br /&gt;
|-&lt;br /&gt;
| 70% || 2.592M || &lt;br /&gt;
|-&lt;br /&gt;
| 80% || 4.444M || &lt;br /&gt;
|-&lt;br /&gt;
| 90% || 10M || Behemoth Biter, Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 21M || &lt;br /&gt;
|-&lt;br /&gt;
| 99% || 110M || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
&lt;br /&gt;
The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;evoChecker&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced: Evolution factor components and computation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:calc(100%-400px); overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Evolution_factor_by_time.png|400px|thumb|right|1. Single-component evolution factor increase with time]]&lt;br /&gt;
[[File:Evolution_factor_by_spawners.png|400px|thumb|right|2. Single-component evolution factor increase with destroyed spawners]]&lt;br /&gt;
[[File:Evolution_factor_by_pollution.png|400px|thumb|right|3. Single-component evolution factor increase with pollution]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Data from version 1.1.50.&lt;br /&gt;
&lt;br /&gt;
* All charts end at approximately an evolution factor of 0.90.&lt;br /&gt;
&lt;br /&gt;
* The calculation steps for time and spawner kills match those used by the game, so these charts should be accurate. The pollution chart assumes a pollution production of 1000 units per second, and due to the recursive nature of the chart values will slightly diverge at different pollution rates. The effect of this is negligible for any reasonable amount pollution production, however.&lt;br /&gt;
&lt;br /&gt;
* Given that the game reports the actual evolution factor (console: &amp;lt;code&amp;gt;/evolution&amp;lt;/code&amp;gt;) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor&#039;s future development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the &#039;&#039;only&#039;&#039; component contributing to the evolution factor in that entire game. They are therefore &#039;&#039;&#039;not realistic&#039;&#039;&#039;, as in a typical game all three components will contribute, some at varying times and intensities.&lt;br /&gt;
&lt;br /&gt;
Because of how contributions to the evolution factor (EF) are calculated (multiplied by &amp;lt;code&amp;gt;(1 - current EF)&amp;lt;/code&amp;gt;), it is &#039;&#039;&#039;not&#039;&#039;&#039; possible to simply add the values indicated by these charts for a game&#039;s time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor.&lt;br /&gt;
&lt;br /&gt;
For example, if 24 hours have passed (single-component EF =~ 0.25), 200,000 pollution units were released (single-component EF =~ 0.15), and 400 spawners were destroyed (single-component EF =~ 0.45), the actual evolution factor will &#039;&#039;&#039;not&#039;&#039;&#039; be (0.25 + 0.15 + 0.45 =) ~0.85.&lt;br /&gt;
&lt;br /&gt;
However, the evolution factor will always be &#039;&#039;&#039;less&#039;&#039;&#039; than the sum of all individual components as indicated by these charts, and &#039;&#039;&#039;at least&#039;&#039;&#039; as high as the highest individual component. Thus, using the values from above, the EF will be &#039;&#039;at least&#039;&#039; 0.35 and &#039;&#039;less than&#039;&#039; 0.85. A smarter approach is required to compute the current evolution factor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Individual components&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The individual components of evolution can be approximated from &amp;lt;code&amp;gt;/evolution&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Given the evolution factor, the unsquashed evolution is &amp;lt;code&amp;gt;unsquashed = evolution_factor / (1 - evolution_factor)&amp;lt;/code&amp;gt;.  Multiply this by the percentage for a given component to get its approximate unsquashed contribution. Of course, total pollution and spawner kills can also be found on the [[Production_statistics|production statistics]] screen, and time passed can be found using the &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command, so it&#039;s not fully necessary.&lt;br /&gt;
&lt;br /&gt;
The actual factors can be found in &amp;lt;code&amp;gt;game.forces.enemy.evolution_factor_by_time&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;...evolution_factor_by_killing_spawners&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;...evolution_factor_by_pollution&amp;lt;/code&amp;gt;, if you don&#039;t mind disabling achievements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Despite their drastically different origins, enemies from different planets will always act as allies against the player. They will even reside around each other&#039;s nests when not attacking players, even if the type of nest does not match that of the residing creature. Even demolishers will circle around nests without harming or destroying them. Since enemies only spawn on their respective planets, this is not normally seen in gameplay unless a [[biter egg]]{{SA}} or [[pentapod egg]]{{SA}} spoils after being brought to another planet or the enemies are placed near each other in the [[map editor]].&lt;br /&gt;
&lt;br /&gt;
*Demolishers{{SA}} were originally designed for [[Fulgora]]{{SA}}, but was later moved to [[Vulcanus]]{{SA}} because it was too similar to the [https://en.wikipedia.org/wiki/Dune_(franchise) Dune franchise].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=270px heights=140px&amp;gt;&lt;br /&gt;
File:player_near_enemy_nests.png|The player near some enemy nests and worms.&lt;br /&gt;
File:player_worms_acid.png|The player among acid puddles created by attacking worms.&lt;br /&gt;
File:player_attacked_by_biters.png|Both the player and some buildings getting attacked by biters.&lt;br /&gt;
File:enemy_nests_mapgen.png|Enemy nests seen in a map generation preview (deathworld setting).&lt;br /&gt;
File:turret_wall_biters.png|Line of gun turrets defending against biters.&lt;br /&gt;
File:titlescreen_enemies.png|Enemies seen at the title screen.&lt;br /&gt;
File:gleba_pentapods_preview.png|Pentapod enemies seen on Gleba.&lt;br /&gt;
&amp;lt;!-- File:Factorio_Space_Age_Player_Fighting_Stomper.png|A player fighting a stomper --&amp;gt;&lt;br /&gt;
File:demolisher_chases_player.png|A demolisher chases the player on Vulcanus.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.18|&lt;br /&gt;
* Demolisher{{SA}} health bars will always be visible for at least 1 tick after they take any damage, even if they fully regenerate the damage in the same tick&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.17|&lt;br /&gt;
* Gleba evolution is now more gradual. {{SA}}&lt;br /&gt;
* Small stomper moves more slowly and deals less damage. {{SA}}&lt;br /&gt;
* Stomper pentapod vision range is reduced from 40 to 30. {{SA}}&lt;br /&gt;
* Medium and big wriggler pentapod health is increased. {{SA}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Wrigglers, strafers, stompers and demolishers have been added with the [[Space Age]]{{SA}} expansion.&lt;br /&gt;
* Spawners will have their health increase with evolution (3500 with max evolution).&lt;br /&gt;
* Significantly increased medium, big and behemoth worm stats as well as their laser resistances. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Behemoth worm added.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.&lt;br /&gt;
* Changed the way evolution factor approaches the maximum (1).&lt;br /&gt;
** The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2&lt;br /&gt;
** This means that the progress gets more slower towards the high values.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[Archive:alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Decreased the range of medium worm from 25 to 20.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Pollution]]&lt;br /&gt;
&lt;br /&gt;
{{EnvironmentNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Spoilage&amp;diff=216080</id>
		<title>Spoilage</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Spoilage&amp;diff=216080"/>
		<updated>2025-10-12T18:40:44Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Alternative recipes */ Spoilage can be produced from nutrients in a recycler.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Spoilage}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
{{About|the result of an item&#039;s spoilage|the article describing the mechanics of items spoiling|Spoilage mechanics}}&lt;br /&gt;
&#039;&#039;&#039;Spoilage&#039;&#039;&#039; is an item generated by letting many spoilable items spoil. Many resources and intermediates produced on [[Gleba]] transform into spoilage, including [[agricultural science pack]]s. [[Raw fish]] in Space Age also can spoil into spoilage.&lt;br /&gt;
&lt;br /&gt;
Spoilage can be directly harvested from [[stingfrond]], [[sunnycomb]], [[hairy clubnub]] and other flora present in Gleba. In addition, [[recycler|recycling]] [[nutrients]] will behave as if the nutrients were made using the [[nutrients from spoilage]] recipe, thereby yielding considerably more spoilage than simply allowing the nutrients to spoil naturally.&lt;br /&gt;
&lt;br /&gt;
While spoilage is generally a waste product, it does have a number of uses. The ability of an [[assembling machine 2]] or better to transform spoilage into [[nutrients]] is useful on Gleba as a way to produce nutrients that does not require the [[biochamber]] (a building which uses nutrients as fuel).&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology !! Crafted only on&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Iron bacteria}} Iron bacteria || {{Icon|Time|1}} + {{Icon|Jelly|6}} || {{Icon|Iron bacteria|10%}} + {{Icon|Spoilage|4}} || {{Icon|Biochamber}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Player}} || {{icontech|Jellynut (research)}} [[Jellynut (research)]] || {{Icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Copper bacteria}} Copper bacteria || {{Icon|Time|1}} + {{Icon|Yumako mash|3}} || {{Icon|Copper bacteria|10%}} + {{Icon|Spoilage|1}} || {{Icon|Biochamber}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Player}} || {{icontech|Yumako (research)}} [[Yumako (research)]] || {{Icon|Gleba}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because the primary recipe for producing nutrients is considered to be the [[nutrients from spoilage]] recipe, using a [[recycler]] to recycle nutrients produces spoilage. Because this recipe has a 10:1 ratio of spoilage to nutrients, the recycler&#039;s reverse recipe generates 2.5 spoilage for each nutrient recycled.&lt;br /&gt;
&lt;br /&gt;
== Spoilage mechanics ==&lt;br /&gt;
{{main|Spoilage mechanics}}&lt;br /&gt;
&lt;br /&gt;
Many items produced on [[Gleba]] will transform into spoilage after a period of time particular to that type of item. This mechanism is also referred to as &amp;quot;spoilage&amp;quot;. This can happen anywhere, in machines, [[Transport belt|belts]] and even when being held by an [[inserter]].&lt;br /&gt;
&lt;br /&gt;
[[Quality]] increases the freshness duration of an item.&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;
* [[Gleba]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_turret&amp;diff=216079</id>
		<title>Rocket turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_turret&amp;diff=216079"/>
		<updated>2025-10-12T15:16:52Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: No longer a stub.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rocket turret}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;rocket turret&#039;&#039;&#039; is a powerful defensive building capable of firing any [[rocket]] ammo at high range. It is unlocked with [[agricultural science pack]]s{{SA}} which can be crafted on [[Gleba]]{{SA}}. The rocket turret has a minimum range, so it is best paired with other turrets that can pick off enemies who get too close. Its high range and damage make it particularly effective against large [[asteroids]]{{SA}} in space and [[Enemies#Stompers|stompers]]{{SA}} on Gleba. The turret&#039;s rotational and firing speeds are fairly slow.&lt;br /&gt;
&lt;br /&gt;
Rocket turrets can fire all kinds of rocket ammo, including [[atomic bomb]]s and [[capture bot rocket]]s{{SA}}. However, when firing atomic bombs, rocket turrets do &#039;&#039;not&#039;&#039; get the usual range increase that the hand-held rocket launcher or spidertrons get. This means the turret will be very close to or inside of the blast radius.&lt;br /&gt;
&lt;br /&gt;
When firing capture bot rockets, a rocket turret will exclusively target biter and spitter [[spawners]], overriding any target priorities it may have. However, if a rocket turret empty on ammo is targeting a non-spawner enemy when it is loaded with capture rockets, then its first shot will fire on that enemy, wasting the capture bot rocket.  &lt;br /&gt;
&lt;br /&gt;
To one-shot big [[asteroids]] (except for promethium asteroids) with standard [[rocket]]s, [[stronger explosives (research)]] level 23 is required.&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;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Rocket]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=216061</id>
		<title>Oil processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=216061"/>
		<updated>2025-10-09T06:30:45Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Overview */ Added Biochamber processing in space age.&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 !! Made in !! Required technology !! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Basic oil processing||}} Basic oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} || {{Icon|Petroleum gas|45}} || {{Icon|Oil refinery}} || {{icontech|Oil processing (research)|}} [[Oil processing (research)|Oil processing]] || basic-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|25}} + {{Icon|Light oil|45}} + {{Icon|Petroleum gas|55}} || {{Icon|Oil refinery}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || 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}}{{Icon|Biochamber||space-age=yes}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || heavy-oil-cracking&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}}{{Icon|Biochamber||space-age=yes}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || light-oil-cracking&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Simple coal liquefaction||space-age=yes}} Simple coal liquefaction || {{icon|time|5}} + {{icon|coal|10}} + {{icon|Calcite|2|space-age=yes}} + {{icon|Sulfuric acid|25}} || {{Icon|Heavy oil|50}} || {{Icon|Oil refinery}} || {{icontech|calcite processing (research)}} [[Calcite processing (research)|Calcite processing]] || simple-coal-liquefaction&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]] || 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.&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 or flipped ({{key|v}} or {{key|h}} key by default).&lt;br /&gt;
&lt;br /&gt;
Advanced oil processing and coal liquefaction produce multiple fluids: [[heavy oil]], [[light oil]] and [[petroleum gas]]. The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a [[storage tank]]. Furthermore, both heavy oil and light oil can be cracked to the next lower type in a [[chemical plant]] (recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem).&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;
* [[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;
=== Coal Liquefaction ===&lt;br /&gt;
Once coal liquefaction is researched, the player can manufacture oil products anywhere without a need for crude oil: the player can set up an oil refinery to utilize coal liquefaction and use an [[assembling machine]] and [[barrel]]s to manually insert a small amount of heavy oil into the system to initiate production. As long as the heavy oil output is routed back into the refinery before being sent anywhere else, the refinery will be self-sustaining in terms of heavy oil, only requiring steam and coal to run. To prevent fluid back-up, the player will need to ensure all output fluids are being consumed or stored somehow.&lt;br /&gt;
&lt;br /&gt;
While a single refinery using this set-up this will not produce a large amount of oil products overall, the fact it does not require crude oil to run means it can be placed anywhere the player needs a small, steady supply of oil products, saving the need to transport oil over large distances by pipes or trains. Such uses include:&lt;br /&gt;
&lt;br /&gt;
* A refueling outpost that produces [[solid fuel]] and/or [[rocket fuel]].&lt;br /&gt;
* A defensive outpost that uses oil to fuel [[flamethrower turret]]s.&lt;br /&gt;
* With a supply of [[iron ore]], this set-up can produce [[sulfuric acid]], allowing the mining of [[uranium ore]].&lt;br /&gt;
* A supply of iron ore also allows the manufacture of ammunition: [[cluster grenade]]s, [[land mine]]s, and [[cannon shell]]s. &lt;br /&gt;
* With a supply of both iron ore and [[copper ore]], [[rocket]]s and [[artillery shell]]s can be manufactured, as well as all [[capsules]].&lt;br /&gt;
&lt;br /&gt;
More broadly, a sufficiently large network of refineries utilizing coal liquefaction could produce enough oil products to run the player&#039;s factory without a need for crude oil anymore, allowing much more flexibility in the layout and placement of facilities that require oil products to function. The downside of relying entirely on coal liquefaction are an overall slightly lower output of oil products compared to advanced oil processing, a need for more chemical plants to crack the large amounts of heavy oil produced, and the system will shut down entirely if its supply of coal or steam runs out.&lt;br /&gt;
&lt;br /&gt;
=== Simple coal liquefaction {{SA}} ===&lt;br /&gt;
[[Space Age]] introduces a second liquefaction recipe: simple coal liquefaction. This process uses coal, [[calcite]]{{SA}}, and [[sulfuric acid]], generating only [[heavy oil]]. Through cracking, it can be used to make other oil products. On [[Vulcanus]]{{SA}}, it is useful when starting out as the standard coal liquefaction recipe must be researched. It can also be used to bootstrap standard liquefaction, providing the initial heavy oil.&lt;br /&gt;
&lt;br /&gt;
Outside of its initial uses on Vulcanus, it does have two potential advantages. [[Steam]] is much harder to get on [[Space platform]]s{{SA}} than sulfuric acid or calcite. The only way to make steam on a platform is with a [[nuclear reactor]], which requires fuel from [[Nauvis]]. By contrast, sulfuric acid, coal, and calcite can all be manufactured or mined from asteroids.&lt;br /&gt;
&lt;br /&gt;
The other advantage is that the recipe produces heavy oil without any of the other oil processing byproducts. This allows the player to use this purely as a way to generate [[lubricant]] for those recipes which need it. Other oil processing setups can then always crack heavy oil to light oil.&lt;br /&gt;
&lt;br /&gt;
Note also that going to Vulcanus is not &#039;&#039;strictly&#039;&#039; required. [[Calcite processing (research)]] does not require &#039;&#039;mining&#039;&#039; calcite from a calcite ore patch; you merely need to acquire calcite. This can be done using [[Advanced asteroid processing (research)]] that is made available on [[Gleba]]. One still must research [[Planet discovery Vulcanus (research)]], but once done, acquiring calcite via [[advanced oxide asteroid crushing]] is enough to trigger the calcite processing technology.&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]], [[transport belts]], 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 20:5:17 (advanced oil processing : heavy oil cracking : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefaction : heavy oil cracking : light oil cracking), and 12:8:11 is close enough.&lt;br /&gt;
&lt;br /&gt;
One refinery running basic oil processing produces 9 petroleum gas per second. One refinery running advanced oil processing combined with one of each oil cracking chemical plant produces 19.5 petroleum gas per second in total. One refinery running coal liquefaction combined with one of each oil cracking chemical plant produces close to 11.2 petroleum gas per second in total (taking into consideration the recycling of the heavy oil).&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;
{| 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;
| 25 || 25 || 25 || &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;
| 5 || 29.575 || 55.575 || 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;
| 2 || 2 || 2 || 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 || 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% || 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;
| 20 || 91 || 131 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil output&lt;br /&gt;
| 15 || 88.725 || 127.725 || 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;
| 2 || 2 || 2 || 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 || 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% || 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;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Petroleum output&lt;br /&gt;
| 10 || 59.15 || 85.15 || 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;
| 0.25 || 0.325 || 0.424 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil cracking&lt;br /&gt;
| 0.85 || 1.2025 || 1.57 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum gas output&lt;br /&gt;
| 19.5 || 136.193 || 255.923 || 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;
|}&lt;br /&gt;
&lt;br /&gt;
For config 2 in the above (possibly collapsed) table, a good enough ratio is 7:3:11, and the next ratio that is better is 165:70:259. The optimal ratio involves over 50000 refineries, and so is practically useless. But, for reference, it&#039;s 52400:22230:82251.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.60|&lt;br /&gt;
* Basic oil processing produces only petroleum gas.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Coal liquefaction now produces 90 heavy oil, 20 light oil and 10 petroleum gas, consuming 25 heavy oil, 10 coal and 50 steam.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added coal liquefaction oil processing recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Added heavy oil cracking and light oil cracking.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
**Basic oil processing&lt;br /&gt;
**Advanced oil processing}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Crude oil]]&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Deconstruction_planner&amp;diff=216047</id>
		<title>Deconstruction planner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Deconstruction_planner&amp;diff=216047"/>
		<updated>2025-10-06T00:02:09Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Tiles tab */ 2.0 update: landfill can be deconstructed like any tile.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Deconstruction planner}}&lt;br /&gt;
The &#039;&#039;&#039;deconstruction planner&#039;&#039;&#039; is an item which allows the player to mark [[tile]]s and entities, including [[tree]]s, [[rock]]s, [[cliff]]s, [[fish]] and items on the ground, for removal.&lt;br /&gt;
&lt;br /&gt;
By default, tiles are only marked when no entities are found. Tiles or entities queued for deconstruction will be marked with a red &#039;X&#039;. When within the range of [[construction robot]]s they will be removed by the robots and the resulting items stored in [[logistic network]] chests or, when a [[personal roboport]] is used, the player&#039;s inventory. [[Ghost]]s will be removed immediately. Anything marked for deconstruction will immediately stop functioning. Deconstruction orders can be cancelled prior to the removal of the target. The deconstruction planner can be used unfiltered (blank) to remove all entities or tiles within its selection area, or it can be filtered to specific targets.&lt;br /&gt;
&lt;br /&gt;
Deconstruction planners, just like [[blueprint]]s, can be stored in a [[blueprint book]] or [[blueprint library]] to prevent them occupying inventory space or for organization or sharing purposes.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
=== Getting a deconstruction planner ===&lt;br /&gt;
&lt;br /&gt;
A planner can be obtained by:&lt;br /&gt;
* Clicking the red deconstruction planner icon ( [[File:DeconstructionPlanner-ShortcutIcon.png|25px]] ) in the [[shortcut bar]]. (Available once [[Construction robotics (research)|construction robotics]] is researched in at least one game.)&lt;br /&gt;
* Pressing the keyboard shortcut assigned to &#039;&#039;&#039;Make new deconstruction planner&#039;&#039;&#039;; default: {{Keybinding|alt|D}}.&lt;br /&gt;
* [[#Exporting_and_importing_with_strings|Importing a deconstruction planner string]].&lt;br /&gt;
&lt;br /&gt;
Once a new planner is in the hand it can be used immediately and then deleted by pressing {{Keybinding|Q}} to clear the hand. Alternatively, it can be dropped into the player&#039;s inventory for later use. Once in the inventory it can be pinned to a [[quickbar]] slot.&lt;br /&gt;
&lt;br /&gt;
=== Accessing settings ===&lt;br /&gt;
&lt;br /&gt;
The planner must be in an inventory in order for its configuration to be changed. Settings can be accessed by clicking {{Keybinding|rmb}} on a planner&#039;s icon, either in the inventory or on a quickbar link.&lt;br /&gt;
&lt;br /&gt;
A full description of available settings and filters can be found under [[#Configuration and filtering|configuration and filtering]].&lt;br /&gt;
&lt;br /&gt;
=== Deleting a planner ===&lt;br /&gt;
&lt;br /&gt;
A planner that has been stored in an inventory can be deleted by clicking the red trash-can icon labelled &#039;&#039;&#039;Destroy deconstruction planner&#039;&#039;&#039; ( [[File:TrashCan.png|25px]] ) in the top right of its settings window. &lt;br /&gt;
&lt;br /&gt;
Care should be taken when the planner has been configured as this operation is performed immediately without confirmation and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
=== Using the deconstruction planner ===&lt;br /&gt;
&lt;br /&gt;
With a planner held in the hand the player can click-drag it ({{Keybinding|lmb}} is held down while moving the mouse) over existing structures and ghosts to mark them for deconstruction. A tooltip appears indicating what will be removed.&lt;br /&gt;
&lt;br /&gt;
The planner can be used anywhere on the map where the player has [[radar]] coverage (map view).&lt;br /&gt;
&lt;br /&gt;
Once {{Keybinding|lmb}} is released the deconstruction planner will take effect according to the rules listed below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400px heights=300px&amp;gt;&lt;br /&gt;
File:DeconstructionPlanner-DraggingAPlanner.png|Dragging a deconstruction planner.&lt;br /&gt;
File:DeconstructionPlanner-DraggingAPlannerTooltip.png|The tooltip shows what will be removed.&lt;br /&gt;
File:DeconstructionPlanner-DraggingAPlannerMarkers.png|Red Xs indicate queued deconstruction orders. Ghosts were immediately removed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Effects of deconstruction ===&lt;br /&gt;
&lt;br /&gt;
The following describes the possible results of using a deconstruction planner in the game world:&lt;br /&gt;
* Any selected entity ghosts and tile ghosts will be immediately removed.&lt;br /&gt;
* Any selected entities and tiles will be queued for deconstruction, indicated with a red X.&lt;br /&gt;
* Anything queued for deconstruction will stop functioning; for example [[transport belts]] will stop moving, [[assembling machine]]s will cease producing items, [[wall]]s stop connecting to each other, and so on. Laser and gun turrets will continue functioning even when marked for deconstruction.&lt;br /&gt;
* If the deconstruction orders are within the construction area of construction robots the orders will be added to the bots&#039; queue and will be removed in due course:&lt;br /&gt;
** Bots will fly in and remove all entities and tiles and place the resulting items in logistic network chests, or the player&#039;s inventory when the bots flew from a personal roboport.&lt;br /&gt;
** Where there are items to be removed - for example being carried by transport belts or stored inside a chest or assembling machine - these will also be picked up by bots and placed in the appropriate storage.&lt;br /&gt;
*** Items must be removed before the entities that carry or hold them. For example if a [[wooden chest]] holding 500 [[iron plate]]s is marked for removal, the plates will be picked up first and only when all have been removed will the bots deconstruct the chest itself.&lt;br /&gt;
** Environmental entities such as trees, rocks and fish are handled in the same way, except bots mine them and collect and store the resource items they leave behind.&lt;br /&gt;
*** Cliffs are a special case: they are destroyed by bots carrying [[cliff explosives]] and do not yield any item to be stored.&lt;br /&gt;
&lt;br /&gt;
=== Cancelling deconstruction orders ===&lt;br /&gt;
&lt;br /&gt;
Queued deconstruction orders can be cancelled by holding {{Keybinding|shift}} while click-dragging a deconstruction planner over the affected area. &lt;br /&gt;
&lt;br /&gt;
When {{Keybinding|shift}} is held down the area selection border will change from red to blue to indicate cancellation mode is in effect.&lt;br /&gt;
&lt;br /&gt;
=== Undo ===&lt;br /&gt;
&lt;br /&gt;
The undo tool can be used to revert the actions of a deconstruction planner. This applies both to pending deconstruction orders and completed removals. &lt;br /&gt;
&lt;br /&gt;
Undo is triggered by pressing {{Keybinding|ctrl|Z}} (on macOS: {{Keybinding|cmd|Z}})&lt;br /&gt;
&lt;br /&gt;
Performing an undo will cancel any queued removal orders (red Xs) that have not yet been actioned. Any ghosts that were removed will be immediately replaced. Where built entities and tiles have already been removed the undo will reinstate them in the form of new ghosts that can then be re-built by any construction robots in range.&lt;br /&gt;
&lt;br /&gt;
Items that were removed as part of the deconstruction - for example the inventory of chests or items carried by a transport belt - will not be restored by an undo. This means that a deconstruction that consisted exclusively of items, for example picking up [[stone]] from the ground, cannot be undone.&lt;br /&gt;
&lt;br /&gt;
It is also not possible to undo the removal of trees, rocks, cliffs and fish.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400px heights=230px&amp;gt;&lt;br /&gt;
File:DeconstructionPlanner-CancelDemo.gif|Cancelling deconstruction orders by dragging with {{keybinding|Shift}} held down. The entities start working when the deconstruction is cancelled.&lt;br /&gt;
File:DeconstructionPlanner-UndoDemo.gif|Using then undoing a deconstruction planner. Deconstruction markers are cancelled, ghosts re-appear, and removed entities are reinstated as new ghosts for bot rebuilding.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Valid targets ==&lt;br /&gt;
[[File:DeconstructionPlanner-Fish.png|thumb|right|300px|Harvesting fish with a deconstruction planner.]]&lt;br /&gt;
The deconstruction planner can remove player-built entities, [[Ghost#Entities|entity ghosts]], tiles, [[Ghost#Tiles|tile ghosts]] and loose items. In addition, it can remove [[tree]]s, [[rock]]s, [[cliff]]s and [[fish]].&lt;br /&gt;
&lt;br /&gt;
=== Tiles ===&lt;br /&gt;
&lt;br /&gt;
[[Tile]]s are treated differently to entities, entity ghosts and tile ghosts. By default a deconstruction planner will not select any tiles unless the area selected contains &#039;&#039;only&#039;&#039; tiles; whenever one or more entities, entity ghosts or tile ghosts is included, tile selection is disabled. This is done to allow the player to use a deconstruction planner to remove entities that are placed on top of path tiles (such as [[concrete]]) without the floor always being removed as well.&lt;br /&gt;
&lt;br /&gt;
When the user wishes to select tiles in areas where other objects also exist the deconstruction planner configuration must be changed as described in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Environmental entities ===&lt;br /&gt;
&lt;br /&gt;
These are handled in the same way as entities and tiles placed by the player: they are marked with a red X and construction robots will remove them. A difference with environmental entities is that bots will collect resources rather than the entity itself, such as [[wood]] from trees and stone from rocks. &lt;br /&gt;
&lt;br /&gt;
The removal of cliffs requires that the bots have access to cliff explosives. Cliffs do not leave behind any resource.&lt;br /&gt;
&lt;br /&gt;
The ability to use a deconstruction planner to remove and collect fish provides a convenient way for a player equipped with a [[personal roboport]] to replenish their stocks of healing items even in the middle of combat. Fish marked with a deconstruction planner will stop moving.&lt;br /&gt;
&lt;br /&gt;
== Configuration and filtering ==&lt;br /&gt;
[[File:DeconstructionPlanner-IconFiltered.png|thumb|right|An example of a filtered planner icon.]]&lt;br /&gt;
A new deconstruction planner is blank, meaning it removes according to a pre-defined set of rules. The planner can optionally be edited to provide a custom list of removal rules which control which types of entities and tiles will - or won&#039;t - be removed. These rules are called filters.&lt;br /&gt;
&lt;br /&gt;
A filtered planner will show its filtered items on its icon. Up to the first four filters will be shown.&lt;br /&gt;
&lt;br /&gt;
=== Blank planner rules ===&lt;br /&gt;
&lt;br /&gt;
A blank planner will select:&lt;br /&gt;
* Any entities and entity ghosts, including trees, rocks, cliffs and fish;&lt;br /&gt;
* Tile ghosts;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Or&#039;&#039;&#039;&#039;&#039;, if and only if no entities, entity ghosts and tile ghosts are found, it will instead select tiles.&lt;br /&gt;
&lt;br /&gt;
These rules are the base point from which a filtered planner can then be customized.&lt;br /&gt;
&lt;br /&gt;
=== Filter settings window ===&lt;br /&gt;
&lt;br /&gt;
The deconstruction planner interface is divided into two sections: &#039;&#039;&#039;entities&#039;&#039;&#039; and &#039;&#039;&#039;tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=280px heights=150px&amp;gt;&lt;br /&gt;
File:DeconstructionPlanner-BlankEntities.png|The entities tab.&lt;br /&gt;
File:DeconstructionPlanner-BlankTiles.png|The tiles tab.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DeconstructionPlanner-ExampleWhitelistDefences.png|thumb|right|200px|A whitelist filter that removes only defensive structures.]]&lt;br /&gt;
[[File:DeconstructionPlanner-ExampleBlacklistPowerandRoboports.png|thumb|right|200px|A blacklist filter that removes everything except [[roboport]]s and [[Electric_system#Distribution|power poles]].]]&lt;br /&gt;
&lt;br /&gt;
=== Principles of filtering ===&lt;br /&gt;
&lt;br /&gt;
Each tab consists of 30 slots in which an entity or tile can be chosen. When one or more slots is filled the planner becomes filtered and will now act according to those filters.&lt;br /&gt;
&lt;br /&gt;
A set of filters is either a whitelist or blacklist, and this is set with a toggle at the top of each tab. The default is whitelist. In whitelist mode the planner will act only upon those items added to the filter slots - any entities and tiles not added as filters will be ignored by the planner.&lt;br /&gt;
&lt;br /&gt;
In blacklist mode the opposite applies: the planner will mark everything &#039;&#039;except&#039;&#039; the entities or tiles filtered on.&lt;br /&gt;
&lt;br /&gt;
=== Setting and removing filters ===&lt;br /&gt;
&lt;br /&gt;
Clicking any slot with {{keybinding|lmb}} will open the &#039;&#039;&#039;Set the filter&#039;&#039;&#039; window in which the desired item can be chosen. Alternatively, an item in the hand can be clicked into a slot to filter on that item.&lt;br /&gt;
&lt;br /&gt;
A filter is removed by clicking on a filled slot with {{keybinding|rmb}}.&lt;br /&gt;
&lt;br /&gt;
=== Entities tab ===&lt;br /&gt;
&lt;br /&gt;
In the entities tab the user can select items to filter from the follow categories:&lt;br /&gt;
* Environment&lt;br /&gt;
* Logistics&lt;br /&gt;
* Production&lt;br /&gt;
* Combat&lt;br /&gt;
* Unsorted&lt;br /&gt;
[[File:DeconstructionPlanner-SetFilterEnvironment.png|thumb|right|200px|The Environment tab lists all types of trees and rocks, plus cliffs and fish.]]&lt;br /&gt;
Logistics, production and combat will be familiar to the player from the [[items|item selection]] window. Environment and unsorted are unique to the deconstruction planner.&lt;br /&gt;
&lt;br /&gt;
The environment tab lists cliffs, fish, and every individual kind of tree and rock. This facilitates filtering on specific environmental entities if desired.&lt;br /&gt;
&lt;br /&gt;
==== Trees/rocks only toggle ====&lt;br /&gt;
&lt;br /&gt;
At the top of the entities tab is the &#039;&#039;&#039;Trees/rocks only&#039;&#039;&#039; tick-box. With this enabled the deconstruction planner will filter on all kinds of trees and rocks from the Environment section, and the filter slots will be disabled. The Whitelist/Blacklist toggle is still in effect and controls whether the planner selects only trees and rocks, or selects everything but them. Fish and cliffs are &#039;&#039;not&#039;&#039; included in this filter.&lt;br /&gt;
&lt;br /&gt;
==== Special items in the Unsorted section ====&lt;br /&gt;
&lt;br /&gt;
The unsorted section provides four special items, each using a red X icon.&lt;br /&gt;
* Entity ghost: To filter on any type of entity ghost, separate from constructed entities.&lt;br /&gt;
* Item on ground: Loose items on the ground, such as dropped by the player, spilled from removing [[armor]], and stones dropped from destroyed [[rock]]s. Does not include items on [[transport belts]].&lt;br /&gt;
* Item request slot: Filters on the pending addition of items such as [[module]]s to [[assembling machine 2]] or [[electric furnace]]. This would also target [[fuel]] queued for addition to a [[locomotive]]. Does not target items already installed, only those waiting to be added following the placement of a blueprint or as a result of an undo operation.&lt;br /&gt;
* Tile ghost: As with entity ghost, this will target [[tile]] ghosts separately from constructed tiles. If the user wants a deconstruction planner that only removes tile ghosts, they can place this item as an entity filter. If they want a filter that removes all types of tiles and tile ghosts, they should add &#039;&#039;&#039;Tile ghost&#039;&#039;&#039; under Entities and then set the Tiles tab drop-down to &#039;Always&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tiles tab ===&lt;br /&gt;
&lt;br /&gt;
Clicking a filter slot will bring up the &#039;&#039;&#039;Set the Filter&#039;&#039;&#039; window showing the available tiles.&lt;br /&gt;
&lt;br /&gt;
At the top of the Tiles tab is a drop-down that controls constructed tile removal behavior. It has four options:&lt;br /&gt;
* Normal: The default. Constructed tiles are removed only when no entities, entity ghosts or tiles ghosts are found in the deconstruction area.&lt;br /&gt;
* Always: Constructed tiles are always removed, even if the deconstruction planner also selects entities or entity ghosts. Tile ghosts are not selected unless &#039;&#039;&#039;Tile ghost&#039;&#039;&#039; is added under the Entities tab.&lt;br /&gt;
* Never: Constructed tiles are never removed, even if they are the only object selected. Tile ghosts are not selected unless &#039;&#039;&#039;Tile ghost&#039;&#039;&#039; is added in the Entities tab.&lt;br /&gt;
* Only: Constructed tiles are always removed, and nothing else will be. Entities, entity ghosts and tile ghosts will be ignored. The Entities tab is effectively disabled when this mode is selected.&lt;br /&gt;
&lt;br /&gt;
The deconstruction planner always follows the settings of this drop-down, regardless of any filters set in the Tiles tab. For example if a user wishes to configure a planner that removes both walls and [[concrete]], they must first set those filters in the Entities and Tiles tabs, and then also set the Tiles drop-down to &#039;&#039;&#039;Always&#039;&#039;&#039;. Without changing the drop-down the planner would only select concrete in places where no entities, entity ghosts or tile ghosts were found, as per the rules described under Normal in the above list.&lt;br /&gt;
&lt;br /&gt;
=== Exporting and importing with strings ===&lt;br /&gt;
&lt;br /&gt;
The settings for a deconstruction planner can be exported in string form.&lt;br /&gt;
&lt;br /&gt;
Clicking the &#039;&#039;&#039;Export to string&#039;&#039;&#039; button ( [[File:ExportToString.png|25px]] ) in the top right of the planner edit window will pop up a window containing the &#039;&#039;&#039;Deconstruction item string&#039;&#039;&#039;. This string can be copied to the operating system clipboard, from where it could be saved to a text file or uploaded to a website.&lt;br /&gt;
&lt;br /&gt;
To import a deconstruction planner the player can click the &#039;&#039;&#039;Import String&#039;&#039;&#039; icon on the [[shortcut bar]] ( [[File:ImportString.png|25px]] ). A dialogue box will appear into which the string can be pasted. This will result in a deconstruction planner appearing on the hand with the same configuration as the one that was exported.&lt;br /&gt;
&lt;br /&gt;
The export/import process can be used to copy deconstruction planners between games and to other players.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|automated-cleanup}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* In [[Space Age]]{{SA}}, it is possible to get a [[quality]] deconstruction planner by recycling them with [[Quality module|quality modules]]. Quality planners function identically to their normal counterparts&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.18.37|&lt;br /&gt;
* Deconstruction planners can be inserted into blueprint books and the blueprint library.&lt;br /&gt;
* Deconstruction planners can now have custom icons specified.&lt;br /&gt;
* Icons and filters in the deconstruction planners are preserving the original values so whenever the mods would be re-added, the original values can be restored, unless the player clears the related icons manually.&lt;br /&gt;
* Deconstruction planners can no longer be cleared by shift-right mouse button.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.13|&lt;br /&gt;
* Allowed to delete deconstruction planners also when opened in other inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.10|&lt;br /&gt;
* &amp;quot;Make deconstruction planner&amp;quot; function is now accessible via keyboard shortcut.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Added cliffs as a valid deconstruction target.&lt;br /&gt;
* Trains can be deconstructed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.3|&lt;br /&gt;
* Deconstruction planners can be destroyed by clicking the trash can icon in the GUI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Several non-stackable items can be swapped directly with counterparts, this includes the deconstruction planner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.15|&lt;br /&gt;
* When using the deconstruction planner, the [[logistic network]] is not drawn if the mouse is over a GUI element.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Added a cancel deconstruction option to the deconstruction planner.}}&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;
* [[Blueprint]]&lt;br /&gt;
* [[Upgrade planner]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Copper_bacteria&amp;diff=216045</id>
		<title>Copper bacteria</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Copper_bacteria&amp;diff=216045"/>
		<updated>2025-10-05T18:25:19Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: More info about the two different recipes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Copper bacteria}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Copper bacteria&#039;&#039;&#039; is an item that can be harvested from copper [[stromatolite]]s and produced or cultivated in [[biochamber]]s. It spoils rather quickly, rotting into [[copper ore]]. Small amounts of bacteria can be generated by processing [[yumako mash]] (in biochambers or assemblers), but larger quantities can only be produced through cultivation with [[bioflux]]. It is the only source of copper on [[Gleba]], and bacteria cannot be produced on other planets. &lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology !! Crafted only on&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Copper bacteria cultivation||}} Copper bacteria cultivation || {{Icon|Time|4}} + {{Icon|Bioflux|1}} + {{Icon|Copper bacteria|1}} || {{Icon|Copper bacteria|4}} || {{Icon|Biochamber}} || {{icontech|Bacteria cultivation (research)}} [[Bacteria cultivation (research)]] || {{Icon|Gleba}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Productivity outputs for bacteria cultivation are 4 bacteria rather than the usual net gain used by [[Productivity#Catalysts|catalytic recipes]]. Newly cultivated bacteria will always be at maximum [[Spoilage_mechanics|freshness]]. The mash-conversion recipe can be used to automatically restart cultivation cycling if no bacteria are available.&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;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Iron bacteria]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Iron_bacteria&amp;diff=216044</id>
		<title>Iron bacteria</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Iron_bacteria&amp;diff=216044"/>
		<updated>2025-10-05T18:23:32Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: More info about the two different recipes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Iron bacteria}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Iron bacteria&#039;&#039;&#039; is an item that can be harvested from iron [[stromatolite]]s and produced or cultivated in [[biochamber]]s. It spoils rather quickly, rotting into [[iron ore]]. Small amounts of bacteria can be generated by processing [[jelly]] (in biochambers or assemblers), but larger quantities can only be produced through cultivation with [[bioflux]]. Iron bacteria are the only method of obtaining iron natively on [[Gleba]], and bacteria cannot be produced on other planets.&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology !! Crafted only on&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Iron bacteria cultivation||}} Iron bacteria cultivation || {{Icon|Time|4}} + {{Icon|Bioflux|1}} + {{Icon|Iron bacteria|1}} || {{Icon|Iron bacteria|4}} || {{Icon|Biochamber}} || {{icontech|Bacteria cultivation (research)}} [[Bacteria cultivation (research)]] || {{Icon|Gleba}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Productivity outputs for bacteria cultivation give 4 bacteria rather than the usual net gain used by [[Productivity#Catalysts|catalytic recipes]]. Newly cultivated bacteria will always be at maximum [[Spoilage_mechanics|freshness]]. The jelly-conversion recipe can be used to automatically restart cultivation cycling if no bacteria are available.&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;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Copper bacteria]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Beacon&amp;diff=215964</id>
		<title>Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Beacon&amp;diff=215964"/>
		<updated>2025-09-22T22:11:33Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Transmission strength */ The sqrt of the beacon count is divided into the transmission strength.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Beacon}}&lt;br /&gt;
A &#039;&#039;&#039;beacon&#039;&#039;&#039; is a device that transmits [[module]] effects to nearby non-burner machines, in a 9×9 square, while also boosting the effects of said modules. A beacon allows transmitting the effect of a module to multiple machines, and multiple beacons can affect the same machine, albeit with diminishing returns. Additionally, beacons can provide boosts beyond the normal limits of internal module slots. &amp;lt;!-- Pumpjacks were previously used as an example here. I removed the example because the stats were outdated. Could be re-added with post-2.0 stats. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The beacon emanates an electrical charge at a steady interval, the color changes depending on which modules are placed into the beacon, or if it contains none at all.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Beacons are &#039;&#039;&#039;&#039;&#039;best&#039;&#039;&#039;&#039;&#039; in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* There are many compatible machines in a dense area&lt;br /&gt;
&lt;br /&gt;
This allows the beacon&#039;s effect to reach multiple machines, allowing the player to save materials from crafting modules.&lt;br /&gt;
&lt;br /&gt;
* There is one machine that must have an extreme speed of operation&lt;br /&gt;
&lt;br /&gt;
Mining drills present an example of this usefulness. When an ore patch is small but rich, more speed per drill is necessary to meet demand, since adding more drills isn&#039;t possible. So, multiple speed module beacons around a mining drill (with modules in the drill itself) can be used to increase the speed of the individual drill several times, to make up for the low quantity of drills. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Beacons should &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; be used in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* The machine(s) being boosted operate infrequently&lt;br /&gt;
&lt;br /&gt;
This leads to power waste as beacons will always consume power, even when the machines they&#039;re boosting are halted. This however can be circumvented with some planning, and using a [[power switch]].&lt;br /&gt;
&lt;br /&gt;
* Attempting to boost non-module-compatible machines&lt;br /&gt;
&lt;br /&gt;
Only machines that have module slots will be affected by a beacon.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
&lt;br /&gt;
* Only buildings with module slots can benefit from beacon effects (i.e. [[laser turret]] doesn&#039;t benefit). The only exceptions to this rule are beacons themselves which &#039;&#039;don&#039;t&#039;&#039; benefit from the modules inserted in themselves (or other beacons), so their energy cost can&#039;t be reduced.&lt;br /&gt;
&lt;br /&gt;
* Currently, only [[Module#Speed_module|speed]] and [[Module#Efficiency_module|efficiency]] modules can be used in beacons, and [[Module#Productivity module|productivity]] and [[Module#Quality_module|quality]]{{SA}} modules cannot.&lt;br /&gt;
&lt;br /&gt;
* Multiple beacons overlapping the same machine will have diminishing returns, so it&#039;s more efficient to surround buildings around beacons than surround beacons around buildings.&lt;br /&gt;
&lt;br /&gt;
== Transmission strength ==&lt;br /&gt;
The effect of modules placed in beacons is not equal to those placed in the machines themselves. Rather, it is multiplied by a factor called &amp;quot;transmission strength&amp;quot;. This factor is applied to all stats affected by the module, both good and bad.&lt;br /&gt;
&lt;br /&gt;
The transmission strength itself depends on two factors. One is the distribution efficiency stat of the beacon; For normal beacons, this is always 1.5, but [[quality]]{{SA}} can increase it up to 2.5 for legendary beacons. The second factor is the square root of the number of beacons affecting each machine. Therefore, in total, &amp;lt;code&amp;gt;n&amp;lt;/code&amp;gt; normal quality beacons affecting the same machine will have a combined transmission strength of &amp;lt;code&amp;gt;1.5 / n^0.5&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In practical terms, this means that there are diminishing returns on increasing the number of beacons affecting the same machine, as the effect per beacon decreases when more are added.&lt;br /&gt;
&lt;br /&gt;
== Maximum number per building ==&lt;br /&gt;
[[File:Beacon range.png|thumb|300px|Beacon effective range. (9×9)]]&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a building depend on that building&#039;s footprint:&lt;br /&gt;
* Buildings from 2×2 to 4×4 size: &#039;&#039;&#039;12 beacons&#039;&#039;&#039;, with an effect of 3.46 times that of a single beacon.&lt;br /&gt;
* Buildings from 5×5 to 7x7 size: &#039;&#039;&#039;16 beacons&#039;&#039;&#039;, with an effect of 4 times that of a single beacon.&lt;br /&gt;
* Buildings from 8x8 to 10x10 size: &#039;&#039;&#039;20 beacons&#039;&#039;&#039;, with an effect of 4.47 times that of a single beacon.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, because the space between a beacon and a machine can not be greater than two tiles without putting the machine outside of the beacon&#039;s range, belt routing can become a challenge. In some situations, use of the logistic network may be required in order to supply the machines.&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a row of buildings:&lt;br /&gt;
* Row of 3×3 buidings: &#039;&#039;&#039;8 beacons&#039;&#039;&#039;, with an effect of 2.83 times that of a single beacon.&lt;br /&gt;
* Row of 5×5 buidings: &#039;&#039;&#039;10 beacons&#039;&#039;&#039;, with an effect of 3.16 times that of a single beacon.&lt;br /&gt;
Note that when buildings and beacons are arranged in parallel rows like this, the offset between buildings and beacons along the direction of the rows is important. For example, imagine placing a row of [[assembling machine 3]]s between two rows of beacons. If the sides of the beacons and the assembling machines line up, every assembling machine is affected by six beacons in total. Howevever, if either the beacons or the assembling machines are shifted by one tile relative to the other, then each assembling machine is affected by eight beacons in total.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=500px heights=335px&amp;gt;&lt;br /&gt;
File:Beacon_alignment_3x3.png|When the assembling machines are aligned with the beacons, each machine is affected by 6 beacons in total. &#039;&#039;&amp;lt;small&amp;gt;(Click to enlarge)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
File:Beacon_alignment_3x4.png|When the assembling machines are shifted by 1 tile relative to the beacons, each machine is affected by 8 beacons in total. &#039;&#039;&amp;lt;small&amp;gt;(Click to enlarge)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In general, depending on the width of the machines modulo 3:&lt;br /&gt;
* If the width of the machines is divisible by three, then the arrangement is optimal when the sides of a machine do not align with the sides of a beacon on the axis perpendicular to the direction of the rows.&lt;br /&gt;
* If the width of the machines modulo 3 is 1 (such as a width of 4), then any offset leads to an optimal layout.&lt;br /&gt;
* If the width of the machines modulo 3 is 2 (such as a width of 5), then the arrangement is optimal when the center of a machine aligns with the center of a beacon on the axis perpendicular to the direction of the rows. Note that this requires a one-tile gap between the machines.&lt;br /&gt;
&lt;br /&gt;
== Beacon arrays ==&lt;br /&gt;
&lt;br /&gt;
Beacons can boost the overall capabilities of a factory quite significantly. However, they consume a considerable amount of power (480 kW apiece), take up nontrivial space, complicate logistics, and also are relatively expensive to craft. Therefore, when building an entire production line with a high beacon boost, it is significantly more economical to build a row of production buildings surrounded by row(s) of beacons, rather than single buildings surrounded by the maximum number of beacons theoretically possible. This also simplifies logistics and makes the design more tiling-friendly.&lt;br /&gt;
&lt;br /&gt;
The maximum possible benefits are reduced somewhat in row-array configuration (for 3×3 buildings, 8 beacons per building are possible instead of 12; for 5×5 buildings, 10 instead of 16), but the number of beacons required to achieve this boost level is considerably lower. For example, for a single row of 3×3 buildings surrounded by a double row of beacons so that each production building is in range of 8 beacons, the total number of beacons required is &amp;lt;code&amp;gt;2n + 6&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the number of production buildings.&lt;br /&gt;
&lt;br /&gt;
The average number of beacons per building is then &amp;lt;code&amp;gt;2 + (6 ÷ n)&amp;lt;/code&amp;gt;, which tends toward 2 (i.e., a 75% reduction in the number of beacons needed compared to isolated buildings with 8 distinct beacons each) when &#039;&#039;n&#039;&#039; goes to infinity. For e.g. &#039;&#039;n&#039;&#039; = 10 the formula evaluates to 2.6, which is still a reduction of 67.5% in beacons needed.&lt;br /&gt;
&lt;br /&gt;
=== Multi-row arrays ===&lt;br /&gt;
&lt;br /&gt;
For large numbers of buildings to be boosted, efficiency can be further improved by separating production buildings into multiple rows. In this case, the beacons in all but the edge rows of the array can be shared by the two rows of production buildings on either side. (Note that it does not matter if these are producing different recipes and / or are different buildings altogether.) The total number of beacons required, assuming 3×3 sized production buildings and rows of equal length, is &amp;lt;code&amp;gt;B(r,c) = (r + 1)(c + 3) = rc + 3r + c + 3&amp;lt;/code&amp;gt;, where &#039;&#039;r&#039;&#039; is the number of rows of production buildings and &#039;&#039;c&#039;&#039; is the number of production buildings in a single row.&lt;br /&gt;
&lt;br /&gt;
The number of beacons per boosted building is then &amp;lt;code&amp;gt;(3 ÷ rc) + (1 ÷ r) + (3 ÷ c) + 1&amp;lt;/code&amp;gt;, which tends to 1 as both &#039;&#039;r&#039;&#039; and &#039;&#039;c&#039;&#039; go to infinity. For finite arrays, the optimum number of rows is given by &amp;lt;code&amp;gt;r = -0.5 + sqrt[(n ÷ 3) + 0.25]&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the total number of buildings to be boosted.&lt;br /&gt;
&lt;br /&gt;
The formula above does not generally return integer results. If the &#039;&#039;r&#039;&#039; thus found is non-integer, iterate around it, i.e., calculate the number of beacons needed with &#039;&#039;floor(r)&#039;&#039; (the next lower integer) and &#039;&#039;ceiling(r)&#039;&#039; (the next higher integer) rows and compare the results. For each such integer &#039;&#039;r&#039;&#039;, calculate &#039;&#039;c&#039;&#039; as &#039;&#039;floor(n ÷ r)&#039;&#039;, then calculate the number of beacons as &#039;&#039;B(r,c)&#039;&#039; + &#039;&#039;mod(n,r)&#039;&#039; + 1, where &#039;&#039;B(r,c)&#039;&#039; is given above and &#039;&#039;mod(n,r)&#039;&#039; is &#039;&#039;n&#039;&#039; modulo &#039;&#039;r&#039;&#039;, i.e., the remainder of (&#039;&#039;n&#039;&#039; ÷ &#039;&#039;r&#039;&#039;), equal to &#039;&#039;n&#039;&#039; - (&#039;&#039;r&#039;&#039; × &#039;&#039;c&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
There will in either case be &#039;&#039;mod(n,r)&#039;&#039; buildings &amp;quot;left over&amp;quot;; these should be appended one per row to the ends of a contiguous block of neighboring rows for the total beacon count calculation above to be valid. Other configurations for the leftovers (e.g. all appended to the end of a single row, one each at the end of every second row, etc.) require a higher number of beacons to cover.&lt;br /&gt;
&lt;br /&gt;
=== Optimal arrays ===&lt;br /&gt;
&lt;br /&gt;
For 3×3 structures, arrays satisfying &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; are optimal, in the sense that they minimize the number of beacons required to cover the total number of structures (&#039;&#039;rc&#039;&#039;), therefore allowing the most use out of an individual beacon. Since structures may only be built in integer amounts, there are, below a reasonable cutoff on total array size, only a finite number of integer structure counts &#039;&#039;rc&#039;&#039; with which an optimal array such that &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; and &#039;&#039;c&#039;&#039; and &#039;&#039;r&#039;&#039; are integer may be built. The first few counts, along with associated array sizes and beacons-to-structures ratios, are summarized in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Structures&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Rows&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Columns&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons per structure&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 160px;&amp;quot; |Dimensions (tiles)*&lt;br /&gt;
|-&lt;br /&gt;
! | 3&lt;br /&gt;
| 1 || 3 || 12 || 4.00 || 18×11&lt;br /&gt;
|-&lt;br /&gt;
! | 12&lt;br /&gt;
| 2 || 6 || 27 || 2.25 || 27×19&lt;br /&gt;
|-&lt;br /&gt;
! | 27&lt;br /&gt;
| 3 || 9 || 48 || 1.78 || 36×27&lt;br /&gt;
|-&lt;br /&gt;
! | 48&lt;br /&gt;
| 4 || 12 || 75 || 1.56 || 45×35&lt;br /&gt;
|-&lt;br /&gt;
! | 75&lt;br /&gt;
| 5 || 15 || 108 || 1.44 || 54×43&lt;br /&gt;
|-&lt;br /&gt;
! | 108&lt;br /&gt;
| 6 || 18 || 147 || 1.36 || 63×51&lt;br /&gt;
|-&lt;br /&gt;
! | 147&lt;br /&gt;
| 7 || 21 || 192 || 1.31 || 72×59&lt;br /&gt;
|-&lt;br /&gt;
!  | ...&lt;br /&gt;
| ... || ... || ... || ... || ...&lt;br /&gt;
|-&lt;br /&gt;
! | 3r^2&lt;br /&gt;
| r || 3r || (r + 1) (3r + 3) || 1 + 2/r + 1/r^2 || (9r + 9) × (8r + 3)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes to table:&lt;br /&gt;
*Array dimension in tiles (last table column) assumes 2 tiles&#039; space (e.g. inserter + chest) is left either above or below each row of structures, while no extra space is left anywhere else.&lt;br /&gt;
*The 5-row array (75 structures) is the largest that can be covered by a logistic network generated from roboports located outside its footprint. For larger arrays, at least a minimal number of roboports would need to be strategically placed in the interior to provide coverage, thereby worsening the beacons-to-structures proportion somewhat.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Increased beacon stack size from 10 to 20.&lt;br /&gt;
* Diminishing return of beacons effect. ([https://factorio.com/blog/post/fff-409 FFF-409 - Diminishing beacons])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Renamed from Basic beacon to Beacon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Update icon}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New beacon graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Area of effect can now be seen on hover.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.5|&lt;br /&gt;
* Deactivated beacons will not give bonuses.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Restricted use of productivity modules in beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[Electric system]]&lt;br /&gt;
*[[Module|Modules]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=215963</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=215963"/>
		<updated>2025-09-22T19:09:27Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* History */ Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Circuit networks&#039;&#039;&#039; are built using [[Red wire|red]] or [[green wire]], and enable the control of receivers, based upon information broadcast onto the network by connected senders.  Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains.  Each circuit network contains a channel for every kind of item, as well as 48 extra [[#Virtual signals|virtual signals]] which act as user-definable channels. &#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;, &#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039; and &#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039; are also available wildcards.&lt;br /&gt;
&lt;br /&gt;
[[File:shared_circuit_network.png|thumb|600px|right|Two circuit networks shared over one [[small electric pole]].]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send information ===&lt;br /&gt;
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under [[#Combinators|arithmetic combinator]], below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive, and are encoded in [https://en.wikipedia.org/wiki/Two%27s_complement two&#039;s complement representation]. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639. When entering a number in a combinator it can appear to exceed the 32 bit limit until the GUI is closed, at which point the number will overflow/underflow. [https://forums.factorio.com/58419]&lt;br /&gt;
&lt;br /&gt;
=== Control devices ===&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device. They can either compare results between different channels, or compare a channel to a specific value.&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates.&lt;br /&gt;
&lt;br /&gt;
Multiple wires of the same color will share &amp;amp; sum their signals. For example, 3 chests A, B and C connected in a row (A -&amp;gt; B -&amp;gt; C) with green wire will output the sum of their contents along any green wire connected to any of the chests. However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&amp;lt;!-- Todo: need signal icons D, P, V. Probably need to compile all crafting machines and turrets into one word, similar to belts &amp;amp; inserters  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each device that is able to be connected to a circuit network has a [[File:Circuit network panel.png]] icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message &amp;quot;not connected&amp;quot; will display instead). Clicking the [[File:Logistic network panel.png]] icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.&lt;br /&gt;
&lt;br /&gt;
Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
The following devices can be connected to a circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Name !! Possible output signals !! Possible circuit control !! Possible logistic network control&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Transport belt||Transport belts}} || [[Transport belts]] || Transport belts can send their content to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039; (All belts): The signal is sent continuously for all items on the entire transport belt line. The count continues through underground belts, but not splitters or side loading.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|| Transport belts can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Splitter||Splitters}} || [[Splitters]] ||&lt;br /&gt;
|| Can set the priority input and/or output sides on a condition.&lt;br /&gt;
Can set the filter based on a signal.&lt;br /&gt;
* Setting a filter will only work if &amp;quot;set output sides&amp;quot; is enabled and the condition for either left &#039;&#039;or&#039;&#039; right is true. If both sides are true, then the splitter will default to filtering the item to the left side.&lt;br /&gt;
* If there are multiple input signals that can be used as a filter, then the splitter will choose the item that appears first in the Factoriopedia.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Inserter||Inserters}} || [[Inserters]] || All inserters can send their held items to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item.&lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable; values less than 1 are treated as 1). Filters can be set on a signal.&lt;br /&gt;
|| All inserters can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Assembling machine}} {{Icon|Oil refinery}} {{Icon|Chemical plant}} {{Icon|Centrifuge}} {{Icon|Crusher|space-age=yes}} {{Icon|Foundry|space-age=yes}} {{Icon|Electromagnetic plant|space-age=yes}} {{Icon|Biochamber|space-age=yes}} {{Icon|Cryogenic plant|space-age=yes}} || [[Assembling machine]]s, [[Oil refinery]], [[Chemical plant]], [[Centrifuge]], [[Crusher]], [[Foundry]], [[Electromagnetic plant]], [[Biochamber]], [[Cryogenic plant]] || All crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
** If the machine has fuel, can optionally include the current fuel, including the unit of fuel currently being burned&lt;br /&gt;
* The ingredients of the set recipe &lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
** The signal value indicates the number of crafts finished last tick&lt;br /&gt;
** Includes productivity crafts&lt;br /&gt;
* A control signal, while the building is working&lt;br /&gt;
|| All crafting machines can enable on a condition and set their recipe based on a signal. The machine, if not given a recipe signal, will use the main crafting recipe for the item/fluid (as shown in the Factoriopedia) ||&lt;br /&gt;
|-  &lt;br /&gt;
| {{Icon|Stone furnace}} {{Icon|Steel furnace}} {{Icon|Electric furnace}} {{Icon|Recycler}} || [[Furnace]]s and the [[Recycler]]{{SA}} || Furnace-style crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, but not fuel, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
** If the machine requires fuel, can optionally include the current fuel, including the unit of fuel currently being burned&lt;br /&gt;
* The ingredients of automatically determined recipe&lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
** The signal value indicates the number of crafts finished last tick&lt;br /&gt;
** Includes productivity crafts&lt;br /&gt;
* A control signal, while the building is working&lt;br /&gt;
|| All furnace-style crafting machines can enable on a condition&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wooden chest||Wooden chest}} {{Icon|Iron chest||Iron chest}} {{Icon|Steel chest||Steel chest}} || [[Chests]] || Can send its content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Cargo landing pad}} || [[Cargo landing pad]] || The landing pad can send its contents to the circuit network. || The landing pad can have its requests set by the circuit network.{{SA}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rocket silo}} || [[Rocket silo]] || The rocket silo can output its contents or requests from space platforms.{{SA}} ||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Space platform hub|space-age=yes}} || [[Space platform hub]] || Can output its contents, destination and source planet, current speed, and damage taken&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Speed = Signal &#039;&#039;V&#039;&#039;&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Damage Taken = Signal &#039;&#039;D&#039;&#039;&lt;br /&gt;
| Platform hub can be sent the contents of the circuit network to use for wait conditions&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Asteroid collector|space-age=yes}} || [[Asteroid collector]] || Can output its contents to the circuit network || Can enable on a condition and set filters on a signal ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Requester chest}} {{Icon|Buffer chest}} {{Icon|Storage chest}} {{Icon|Passive provider chest}} {{Icon|Active provider chest}} || [[Requester chest]], [[Buffer chest]], [[Storage chest]], [[Passive provider chest]], [[Active provider chest]] || Can send its contents to the circuit network. || Buffer and requester chests can have their requested items set by the circuit network.&lt;br /&gt;
&lt;br /&gt;
Can be enabled/disabled via a circuit network condition. When disabled, chests that provide items to the logistics network no longer provide those items. When disabled, chests that request items from the logistics network no longer request those items.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Storage tank}} || [[Storage tank]] || The storage tank can send its fluid content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gate}} || [[Gate]] || Gates can send a signal to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Player detected = [[File:Signal-G.png|16px]]&lt;br /&gt;
|| Gates can be opened on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear reactor}} {{Icon|Heating tower|space-age=yes}} || [[Nuclear reactor]], [[Heating tower]] || The reactor and heating tower can output any fuel, including the fuel currently being burned, to the circuit network, as well as its current temperature&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read temperature = [[File:Signal-T.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Agricultural tower|space-age=yes}} || [[Agricultural tower]] || Can output any seeds and harvested plants in its inventory || Agricultural tower can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gun turret}} {{Icon|Laser turret}} {{Icon|Flamethrower turret}} {{Icon|Rocket turret|space-age=yes}} {{Icon|Tesla turret|space-age=yes}} {{Icon|Railgun turret|space-age=yes}} || [[Gun turret]], [[Laser turret]], [[Flamethrower turret]], [[Rocket turret]], [[Tesla turret]], [[Railgun turret]] || Can send their respective ammunition to the circuit network&lt;br /&gt;
* Laser and tesla turrets will not send any signal if this option is selected, due to not using ammo&lt;br /&gt;
|| Can enable, set priorities, and ignore priorities on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Artillery turret}} || [[Artillery turret]] || Can send its ammunition to the circuit network || Can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail signal}} || [[Rail signal]] || Rail signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]]&lt;br /&gt;
Note: If red due to circuit network, does NOT output red signal&lt;br /&gt;
|| Rail signals can be set to red on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail chain signal}} || [[Rail chain signal]] || Rail chain signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]][[File:Signal-Blue.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Train stop}} || [[Train stop]] || &lt;br /&gt;
Train stops can output:&lt;br /&gt;
* The contents, except fuel, of a stopped train&lt;br /&gt;
** Any fluid amounts are rounded down to the nearest full number, except when the fluid is &amp;lt; 1, then it is rounded to 1.&lt;br /&gt;
* The unique Train ID of a stopped train, defaulting to [[File:Signal-T.png|16px]]&lt;br /&gt;
* The number of trains en-route to the current stop, including the currently stopped train, defaulting to [[File:Signal-C.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
* Send the signal to the train, to use in wait conditions&lt;br /&gt;
* Enable the stop on a condition&lt;br /&gt;
** Disabled stops act as if their train limit = 0. Trains attempting to go here will enter the &amp;quot;Destination Full&amp;quot; state.&lt;br /&gt;
* Set the stop&#039;s train limit to the value of a control signal, defaulting to [[File:Signal-L.png|16px]]&lt;br /&gt;
* Set the stop&#039;s priority to the value of a control signal, defaulting to &amp;quot;P&amp;quot;&lt;br /&gt;
|| Train stops can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Accumulator}} || [[Accumulator]] || It can send its charge level in percent to the circuit network. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Charge % = [[File:Signal-A.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Roboport}} || [[Roboport]] || It can send its logistic network contents and/or its robot statistics to the circuit network. The signals used for robot statistics are configurable. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Logistics Bots = [[File:Signal-X.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Logistics Bots = [[File:Signal-Y.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Construction Bots = [[File:Signal-Z.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Construction Bots = [[File:Signal-T.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Roboports in Network = [[File:Signal-R.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Radar}} || [[Radar]] || Radars will transmit any signals passed into it to all other radars on the same planet.&lt;br /&gt;
Unlike other machine outputs, signals from red and green wires are transmitted separately.&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Display panel}} || [[Display panel]] || || Can display a label and/or custom message on a condition ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Burner mining drill}} || [[Mining drill]]s || All mining drills can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || Mining drills can be enabled on a condition. || Mining drills can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || [[Pumpjack]] || It can output the current oil mining rate. || It can be enabled on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Power switch}} || [[Power switch]] || || Power switches can connect power networks on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Programmable speaker}} || [[Programmable speaker]] || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lamp}} || [[Lamp]] || || The lamp can be enabled on a condition. &lt;br /&gt;
*&#039;&#039;Color mapping&#039;&#039;: The color is set based on the provided color signals&lt;br /&gt;
*&#039;&#039;Color components&#039;&#039;: The color is set based on the values of incoming red, green, and blue color signals, which should be between 0 and 255&lt;br /&gt;
*&#039;&#039;Packed RGB&#039;&#039;: The color is set based on a single hex encoded RGB color on the white color signal. It should be between 0 and 16777215&lt;br /&gt;
|| The lamp can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Offshore pump}} || [[Offshore pump]] || || The offshore pump can be enabled on a condition. || The offshore pump can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pump}} || [[Pump]] || || The pump can be enabled on a condition and set its filter on a signal || The pump can be enabled on a logistic network condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires.&lt;br /&gt;
* When connecting to a [[arithmetic combinator]] or [[decider combinator]], take care to connect the wire to the correct input or output side. Use &amp;quot;Show details&amp;quot; mode to see the orientation of the combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which connect to the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
* Cut-pasting entities tries to preserve all wire connections to external entities and reconnect the new ghost to all its previous connection points, even when pasted multiple times, making it easy to rearrange entities without breaking connections.&lt;br /&gt;
* Deconstructing a power pole tries to keep all affected wire connections intact, forming new wires between previously-connected entities as needed. This can result in redundant wire connections forming when cut-pasting or undoing deconstruction. Note that this doesn&#039;t happen when the power pole is destroyed, though its ghost remains connected.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[constant combinator]] broadcasts up to 20 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[#Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 20 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
*The [[arithmetic combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The arithmetic combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device).&lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input.  The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see [[Tutorial:Combinator tutorial|Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
*The [[decider combinator]] functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[decider combinator]] page for more details on how to use this.&lt;br /&gt;
* The [[selector combinator]] has various functions designed for filtering out and analyzing specific signals from its inputs. It is able to output the largest or smallest signal in a series of inputs, output the stack size of items, count the number of inputs, and output a random input every certain number of game ticks. If [[Space Age]]{{SA}} is enabled, it has three more functions for detecting an item&#039;s rocket capacity, and filtering/transferring [[quality]]{{SA}} grades.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals ==&lt;br /&gt;
[[File:Virtual_Signals_dialog_box.png|thumb|Some of the Virtual Signals available for use in the circuit network in the base game]]&lt;br /&gt;
Virtual signals are special signals that do not correspond to game items or fluids. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
There are 177 virtual signals available (or 241 in [[Space Age]]{{SA}}) split between the Signals, Enemies, Environment, and Unsorted tabs. These include but are not limited to, numbers, letters, various lines &amp;amp; arrows, information icons, every [[enemies|enemy]] variant, environmental features, and the signal for the planet [[Nauvis]].&lt;br /&gt;
&lt;br /&gt;
Additionally, if the &amp;quot;Show parameters in selection lists&amp;quot; option is enabled under game Settings &amp;gt; Interface &amp;gt; Interaction, the Unsorted tab receives 10 special purple &amp;quot;parameter&amp;quot; icons which can be used for blueprint [[Blueprint#Parameterisation|parameterisation]].&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]]. A signal is present if it is nonzero, so &amp;quot;Everything ≠ 0&amp;quot; is always true.&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;everything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;everything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful to test e.g. &#039;&#039;everything&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;, without getting a trivially false result on &#039;&#039;X&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;, unless the input is set to &#039;&#039;each&#039;&#039;. When used, the combinator will output a signal on every channel with non-zero input as long as the condition is true; the value will either be the input value or 1, depending on the corresponding setting.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side of conditions. It will be false when there are no inputs. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]]. A signal is present if it is nonzero, so &amp;quot;Anything = 0&amp;quot; is always false.&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;anything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;anything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful to test e.g. &#039;&#039;anything&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;, without getting a trivially true result on &#039;&#039;X&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When used in both the input and output of a decider combinator, &#039;&#039;anything&#039;&#039; will return the first matching signal following the order of precendence as they appear in Factoriopedia, [[wooden chest]] being first in line.&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as an output when also used as an input. When used in both the input and output, it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
A combinator using &#039;&#039;each&#039;&#039; is like a stack of combinators with all inputs connected and all outputs connected in parallel. For example, if there are signals &amp;quot;copper plate&amp;quot; and &amp;quot;iron plate&amp;quot; present, one combinator would be evaluating conditions for copper, and the other combinator would be evaluating conditions for iron. The different output signals would then be added together on the shared wire.&lt;br /&gt;
&lt;br /&gt;
Unlike &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; above, if a signal is used on the right hand side of an &#039;&#039;each&#039;&#039; operation, it is &#039;&#039;not&#039;&#039; implicitly excluded. So if you have e.g. &#039;&#039;each&#039;&#039; * &#039;&#039;X&#039;&#039; then you will also get &#039;&#039;X&#039;&#039; multiplied with itself in the output.&lt;br /&gt;
&lt;br /&gt;
Each as an input will only be processed on signals that have a non-zero value. If you have a [[decider combinator|decider]] condition that inputs and output each, but wants to output only one value for an input signal that passes the condition, it will never output 1 for a signal which has a zero value, even if the condition is one that would be passed for a zero value.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Circuit network cookbook]]&#039;&#039;&#039; - &#039;&#039;Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Combinator tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic network ==&lt;br /&gt;
The logistic network used by [[logistic robot]]s is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on coverage by [[roboport]]s.&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network and enabled based on a condition. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true. Devices that can also be controlled with the logistic network:&lt;br /&gt;
* Agricultural tower{{SA}}&lt;br /&gt;
* Crafting machines&lt;br /&gt;
* Inserters&lt;br /&gt;
* Lamp&lt;br /&gt;
* Mining drills&lt;br /&gt;
* Offshore pump&lt;br /&gt;
* Power switch&lt;br /&gt;
* Pump&lt;br /&gt;
* Pumpjack&lt;br /&gt;
* Train stop&lt;br /&gt;
* Transport belts&lt;br /&gt;
* Turrets&lt;br /&gt;
&lt;br /&gt;
See the [[logistic network]] and [[roboport]] articles for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.67|&lt;br /&gt;
* Splitters can be connected to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.35|&lt;br /&gt;
* Furnaces can be connected to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.34|&lt;br /&gt;
* Extended the virtual signals, and unified/changed graphics of some of the existing ones.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Added selector combinator. It allows to select one of the signals, or the signal count from an input.&lt;br /&gt;
* Added display panel. 1X1 entity which can show specified icon and/or text, possibly also on the map. It can be also controlled by the circuit network.&lt;br /&gt;
* Added editable description to combinator entities.&lt;br /&gt;
* Decider Combinators are now allowed to check multiple conditions and send multiple outputs per combinator.&lt;br /&gt;
* Radar can now be connected to circuit network, allowing to wirelessly transmit a single channel of red and green signals on each planet/surface.&lt;br /&gt;
* All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them.&lt;br /&gt;
* Assembling machines, chemical plants, oil refineries and centrifuges can now send the ingredient list of their recipes to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&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;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[inserter]], [[lamp]], [[pump]] and [[offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[lamp]], [[storage tank]], [[pump]] and [[offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Circuit network}} {{C|Circuit network{{!}}#Circuit network}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=215962</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=215962"/>
		<updated>2025-09-22T19:09:15Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* History */ Splitters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Circuit networks&#039;&#039;&#039; are built using [[Red wire|red]] or [[green wire]], and enable the control of receivers, based upon information broadcast onto the network by connected senders.  Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains.  Each circuit network contains a channel for every kind of item, as well as 48 extra [[#Virtual signals|virtual signals]] which act as user-definable channels. &#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;, &#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039; and &#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039; are also available wildcards.&lt;br /&gt;
&lt;br /&gt;
[[File:shared_circuit_network.png|thumb|600px|right|Two circuit networks shared over one [[small electric pole]].]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send information ===&lt;br /&gt;
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under [[#Combinators|arithmetic combinator]], below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive, and are encoded in [https://en.wikipedia.org/wiki/Two%27s_complement two&#039;s complement representation]. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639. When entering a number in a combinator it can appear to exceed the 32 bit limit until the GUI is closed, at which point the number will overflow/underflow. [https://forums.factorio.com/58419]&lt;br /&gt;
&lt;br /&gt;
=== Control devices ===&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device. They can either compare results between different channels, or compare a channel to a specific value.&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates.&lt;br /&gt;
&lt;br /&gt;
Multiple wires of the same color will share &amp;amp; sum their signals. For example, 3 chests A, B and C connected in a row (A -&amp;gt; B -&amp;gt; C) with green wire will output the sum of their contents along any green wire connected to any of the chests. However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&amp;lt;!-- Todo: need signal icons D, P, V. Probably need to compile all crafting machines and turrets into one word, similar to belts &amp;amp; inserters  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each device that is able to be connected to a circuit network has a [[File:Circuit network panel.png]] icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message &amp;quot;not connected&amp;quot; will display instead). Clicking the [[File:Logistic network panel.png]] icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.&lt;br /&gt;
&lt;br /&gt;
Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
The following devices can be connected to a circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Name !! Possible output signals !! Possible circuit control !! Possible logistic network control&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Transport belt||Transport belts}} || [[Transport belts]] || Transport belts can send their content to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039; (All belts): The signal is sent continuously for all items on the entire transport belt line. The count continues through underground belts, but not splitters or side loading.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|| Transport belts can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Splitter||Splitters}} || [[Splitters]] ||&lt;br /&gt;
|| Can set the priority input and/or output sides on a condition.&lt;br /&gt;
Can set the filter based on a signal.&lt;br /&gt;
* Setting a filter will only work if &amp;quot;set output sides&amp;quot; is enabled and the condition for either left &#039;&#039;or&#039;&#039; right is true. If both sides are true, then the splitter will default to filtering the item to the left side.&lt;br /&gt;
* If there are multiple input signals that can be used as a filter, then the splitter will choose the item that appears first in the Factoriopedia.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Inserter||Inserters}} || [[Inserters]] || All inserters can send their held items to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item.&lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable; values less than 1 are treated as 1). Filters can be set on a signal.&lt;br /&gt;
|| All inserters can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Assembling machine}} {{Icon|Oil refinery}} {{Icon|Chemical plant}} {{Icon|Centrifuge}} {{Icon|Crusher|space-age=yes}} {{Icon|Foundry|space-age=yes}} {{Icon|Electromagnetic plant|space-age=yes}} {{Icon|Biochamber|space-age=yes}} {{Icon|Cryogenic plant|space-age=yes}} || [[Assembling machine]]s, [[Oil refinery]], [[Chemical plant]], [[Centrifuge]], [[Crusher]], [[Foundry]], [[Electromagnetic plant]], [[Biochamber]], [[Cryogenic plant]] || All crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
** If the machine has fuel, can optionally include the current fuel, including the unit of fuel currently being burned&lt;br /&gt;
* The ingredients of the set recipe &lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
** The signal value indicates the number of crafts finished last tick&lt;br /&gt;
** Includes productivity crafts&lt;br /&gt;
* A control signal, while the building is working&lt;br /&gt;
|| All crafting machines can enable on a condition and set their recipe based on a signal. The machine, if not given a recipe signal, will use the main crafting recipe for the item/fluid (as shown in the Factoriopedia) ||&lt;br /&gt;
|-  &lt;br /&gt;
| {{Icon|Stone furnace}} {{Icon|Steel furnace}} {{Icon|Electric furnace}} {{Icon|Recycler}} || [[Furnace]]s and the [[Recycler]]{{SA}} || Furnace-style crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, but not fuel, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
** If the machine requires fuel, can optionally include the current fuel, including the unit of fuel currently being burned&lt;br /&gt;
* The ingredients of automatically determined recipe&lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
** The signal value indicates the number of crafts finished last tick&lt;br /&gt;
** Includes productivity crafts&lt;br /&gt;
* A control signal, while the building is working&lt;br /&gt;
|| All furnace-style crafting machines can enable on a condition&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wooden chest||Wooden chest}} {{Icon|Iron chest||Iron chest}} {{Icon|Steel chest||Steel chest}} || [[Chests]] || Can send its content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Cargo landing pad}} || [[Cargo landing pad]] || The landing pad can send its contents to the circuit network. || The landing pad can have its requests set by the circuit network.{{SA}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rocket silo}} || [[Rocket silo]] || The rocket silo can output its contents or requests from space platforms.{{SA}} ||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Space platform hub|space-age=yes}} || [[Space platform hub]] || Can output its contents, destination and source planet, current speed, and damage taken&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Speed = Signal &#039;&#039;V&#039;&#039;&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Damage Taken = Signal &#039;&#039;D&#039;&#039;&lt;br /&gt;
| Platform hub can be sent the contents of the circuit network to use for wait conditions&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Asteroid collector|space-age=yes}} || [[Asteroid collector]] || Can output its contents to the circuit network || Can enable on a condition and set filters on a signal ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Requester chest}} {{Icon|Buffer chest}} {{Icon|Storage chest}} {{Icon|Passive provider chest}} {{Icon|Active provider chest}} || [[Requester chest]], [[Buffer chest]], [[Storage chest]], [[Passive provider chest]], [[Active provider chest]] || Can send its contents to the circuit network. || Buffer and requester chests can have their requested items set by the circuit network.&lt;br /&gt;
&lt;br /&gt;
Can be enabled/disabled via a circuit network condition. When disabled, chests that provide items to the logistics network no longer provide those items. When disabled, chests that request items from the logistics network no longer request those items.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Storage tank}} || [[Storage tank]] || The storage tank can send its fluid content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gate}} || [[Gate]] || Gates can send a signal to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Player detected = [[File:Signal-G.png|16px]]&lt;br /&gt;
|| Gates can be opened on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear reactor}} {{Icon|Heating tower|space-age=yes}} || [[Nuclear reactor]], [[Heating tower]] || The reactor and heating tower can output any fuel, including the fuel currently being burned, to the circuit network, as well as its current temperature&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read temperature = [[File:Signal-T.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Agricultural tower|space-age=yes}} || [[Agricultural tower]] || Can output any seeds and harvested plants in its inventory || Agricultural tower can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gun turret}} {{Icon|Laser turret}} {{Icon|Flamethrower turret}} {{Icon|Rocket turret|space-age=yes}} {{Icon|Tesla turret|space-age=yes}} {{Icon|Railgun turret|space-age=yes}} || [[Gun turret]], [[Laser turret]], [[Flamethrower turret]], [[Rocket turret]], [[Tesla turret]], [[Railgun turret]] || Can send their respective ammunition to the circuit network&lt;br /&gt;
* Laser and tesla turrets will not send any signal if this option is selected, due to not using ammo&lt;br /&gt;
|| Can enable, set priorities, and ignore priorities on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Artillery turret}} || [[Artillery turret]] || Can send its ammunition to the circuit network || Can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail signal}} || [[Rail signal]] || Rail signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]]&lt;br /&gt;
Note: If red due to circuit network, does NOT output red signal&lt;br /&gt;
|| Rail signals can be set to red on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail chain signal}} || [[Rail chain signal]] || Rail chain signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]][[File:Signal-Blue.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Train stop}} || [[Train stop]] || &lt;br /&gt;
Train stops can output:&lt;br /&gt;
* The contents, except fuel, of a stopped train&lt;br /&gt;
** Any fluid amounts are rounded down to the nearest full number, except when the fluid is &amp;lt; 1, then it is rounded to 1.&lt;br /&gt;
* The unique Train ID of a stopped train, defaulting to [[File:Signal-T.png|16px]]&lt;br /&gt;
* The number of trains en-route to the current stop, including the currently stopped train, defaulting to [[File:Signal-C.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
* Send the signal to the train, to use in wait conditions&lt;br /&gt;
* Enable the stop on a condition&lt;br /&gt;
** Disabled stops act as if their train limit = 0. Trains attempting to go here will enter the &amp;quot;Destination Full&amp;quot; state.&lt;br /&gt;
* Set the stop&#039;s train limit to the value of a control signal, defaulting to [[File:Signal-L.png|16px]]&lt;br /&gt;
* Set the stop&#039;s priority to the value of a control signal, defaulting to &amp;quot;P&amp;quot;&lt;br /&gt;
|| Train stops can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Accumulator}} || [[Accumulator]] || It can send its charge level in percent to the circuit network. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Charge % = [[File:Signal-A.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Roboport}} || [[Roboport]] || It can send its logistic network contents and/or its robot statistics to the circuit network. The signals used for robot statistics are configurable. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Logistics Bots = [[File:Signal-X.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Logistics Bots = [[File:Signal-Y.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Construction Bots = [[File:Signal-Z.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Construction Bots = [[File:Signal-T.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Roboports in Network = [[File:Signal-R.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Radar}} || [[Radar]] || Radars will transmit any signals passed into it to all other radars on the same planet.&lt;br /&gt;
Unlike other machine outputs, signals from red and green wires are transmitted separately.&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Display panel}} || [[Display panel]] || || Can display a label and/or custom message on a condition ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Burner mining drill}} || [[Mining drill]]s || All mining drills can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || Mining drills can be enabled on a condition. || Mining drills can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || [[Pumpjack]] || It can output the current oil mining rate. || It can be enabled on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Power switch}} || [[Power switch]] || || Power switches can connect power networks on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Programmable speaker}} || [[Programmable speaker]] || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lamp}} || [[Lamp]] || || The lamp can be enabled on a condition. &lt;br /&gt;
*&#039;&#039;Color mapping&#039;&#039;: The color is set based on the provided color signals&lt;br /&gt;
*&#039;&#039;Color components&#039;&#039;: The color is set based on the values of incoming red, green, and blue color signals, which should be between 0 and 255&lt;br /&gt;
*&#039;&#039;Packed RGB&#039;&#039;: The color is set based on a single hex encoded RGB color on the white color signal. It should be between 0 and 16777215&lt;br /&gt;
|| The lamp can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Offshore pump}} || [[Offshore pump]] || || The offshore pump can be enabled on a condition. || The offshore pump can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pump}} || [[Pump]] || || The pump can be enabled on a condition and set its filter on a signal || The pump can be enabled on a logistic network condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires.&lt;br /&gt;
* When connecting to a [[arithmetic combinator]] or [[decider combinator]], take care to connect the wire to the correct input or output side. Use &amp;quot;Show details&amp;quot; mode to see the orientation of the combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which connect to the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
* Cut-pasting entities tries to preserve all wire connections to external entities and reconnect the new ghost to all its previous connection points, even when pasted multiple times, making it easy to rearrange entities without breaking connections.&lt;br /&gt;
* Deconstructing a power pole tries to keep all affected wire connections intact, forming new wires between previously-connected entities as needed. This can result in redundant wire connections forming when cut-pasting or undoing deconstruction. Note that this doesn&#039;t happen when the power pole is destroyed, though its ghost remains connected.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[constant combinator]] broadcasts up to 20 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[#Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 20 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
*The [[arithmetic combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The arithmetic combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device).&lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input.  The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see [[Tutorial:Combinator tutorial|Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
*The [[decider combinator]] functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[decider combinator]] page for more details on how to use this.&lt;br /&gt;
* The [[selector combinator]] has various functions designed for filtering out and analyzing specific signals from its inputs. It is able to output the largest or smallest signal in a series of inputs, output the stack size of items, count the number of inputs, and output a random input every certain number of game ticks. If [[Space Age]]{{SA}} is enabled, it has three more functions for detecting an item&#039;s rocket capacity, and filtering/transferring [[quality]]{{SA}} grades.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals ==&lt;br /&gt;
[[File:Virtual_Signals_dialog_box.png|thumb|Some of the Virtual Signals available for use in the circuit network in the base game]]&lt;br /&gt;
Virtual signals are special signals that do not correspond to game items or fluids. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
There are 177 virtual signals available (or 241 in [[Space Age]]{{SA}}) split between the Signals, Enemies, Environment, and Unsorted tabs. These include but are not limited to, numbers, letters, various lines &amp;amp; arrows, information icons, every [[enemies|enemy]] variant, environmental features, and the signal for the planet [[Nauvis]].&lt;br /&gt;
&lt;br /&gt;
Additionally, if the &amp;quot;Show parameters in selection lists&amp;quot; option is enabled under game Settings &amp;gt; Interface &amp;gt; Interaction, the Unsorted tab receives 10 special purple &amp;quot;parameter&amp;quot; icons which can be used for blueprint [[Blueprint#Parameterisation|parameterisation]].&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]]. A signal is present if it is nonzero, so &amp;quot;Everything ≠ 0&amp;quot; is always true.&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;everything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;everything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful to test e.g. &#039;&#039;everything&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;, without getting a trivially false result on &#039;&#039;X&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;, unless the input is set to &#039;&#039;each&#039;&#039;. When used, the combinator will output a signal on every channel with non-zero input as long as the condition is true; the value will either be the input value or 1, depending on the corresponding setting.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side of conditions. It will be false when there are no inputs. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]]. A signal is present if it is nonzero, so &amp;quot;Anything = 0&amp;quot; is always false.&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;anything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;anything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful to test e.g. &#039;&#039;anything&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;, without getting a trivially true result on &#039;&#039;X&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When used in both the input and output of a decider combinator, &#039;&#039;anything&#039;&#039; will return the first matching signal following the order of precendence as they appear in Factoriopedia, [[wooden chest]] being first in line.&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as an output when also used as an input. When used in both the input and output, it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
A combinator using &#039;&#039;each&#039;&#039; is like a stack of combinators with all inputs connected and all outputs connected in parallel. For example, if there are signals &amp;quot;copper plate&amp;quot; and &amp;quot;iron plate&amp;quot; present, one combinator would be evaluating conditions for copper, and the other combinator would be evaluating conditions for iron. The different output signals would then be added together on the shared wire.&lt;br /&gt;
&lt;br /&gt;
Unlike &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; above, if a signal is used on the right hand side of an &#039;&#039;each&#039;&#039; operation, it is &#039;&#039;not&#039;&#039; implicitly excluded. So if you have e.g. &#039;&#039;each&#039;&#039; * &#039;&#039;X&#039;&#039; then you will also get &#039;&#039;X&#039;&#039; multiplied with itself in the output.&lt;br /&gt;
&lt;br /&gt;
Each as an input will only be processed on signals that have a non-zero value. If you have a [[decider combinator|decider]] condition that inputs and output each, but wants to output only one value for an input signal that passes the condition, it will never output 1 for a signal which has a zero value, even if the condition is one that would be passed for a zero value.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Circuit network cookbook]]&#039;&#039;&#039; - &#039;&#039;Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Combinator tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic network ==&lt;br /&gt;
The logistic network used by [[logistic robot]]s is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on coverage by [[roboport]]s.&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network and enabled based on a condition. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true. Devices that can also be controlled with the logistic network:&lt;br /&gt;
* Agricultural tower{{SA}}&lt;br /&gt;
* Crafting machines&lt;br /&gt;
* Inserters&lt;br /&gt;
* Lamp&lt;br /&gt;
* Mining drills&lt;br /&gt;
* Offshore pump&lt;br /&gt;
* Power switch&lt;br /&gt;
* Pump&lt;br /&gt;
* Pumpjack&lt;br /&gt;
* Train stop&lt;br /&gt;
* Transport belts&lt;br /&gt;
* Turrets&lt;br /&gt;
&lt;br /&gt;
See the [[logistic network]] and [[roboport]] articles for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.67||&lt;br /&gt;
* Splitters can be connected to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.35|&lt;br /&gt;
* Furnaces can be connected to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.34|&lt;br /&gt;
* Extended the virtual signals, and unified/changed graphics of some of the existing ones.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Added selector combinator. It allows to select one of the signals, or the signal count from an input.&lt;br /&gt;
* Added display panel. 1X1 entity which can show specified icon and/or text, possibly also on the map. It can be also controlled by the circuit network.&lt;br /&gt;
* Added editable description to combinator entities.&lt;br /&gt;
* Decider Combinators are now allowed to check multiple conditions and send multiple outputs per combinator.&lt;br /&gt;
* Radar can now be connected to circuit network, allowing to wirelessly transmit a single channel of red and green signals on each planet/surface.&lt;br /&gt;
* All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them.&lt;br /&gt;
* Assembling machines, chemical plants, oil refineries and centrifuges can now send the ingredient list of their recipes to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&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;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[inserter]], [[lamp]], [[pump]] and [[offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[lamp]], [[storage tank]], [[pump]] and [[offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Circuit network}} {{C|Circuit network{{!}}#Circuit network}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steel_plate_productivity_(research)&amp;diff=215955</id>
		<title>Steel plate productivity (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steel_plate_productivity_(research)&amp;diff=215955"/>
		<updated>2025-09-22T18:04:30Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Linking to the new productivity page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Steel plate productivity (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Steel plate productivity&#039;&#039;&#039; reduces the cost of crafting [[steel plate]] by adding [[productivity]] to the craft. This reduction affects the steel obtained both from [[Steel plate|smelting]] with [[furnace]]s or [[Casting steel|casting]] with the [[foundry]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Steel plate productivity (research)|1}} Steel plate productivity 1 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Production science pack|1}} &amp;lt;big&amp;gt;X {{Key|1000 × 1.5&amp;lt;sup&amp;gt;(Level)&amp;lt;/sup&amp;gt;}}&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;(eg. 1500 for level 1, 2250 for level 2, 3375 for level 3) || 10% per level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the 300% [[Productivity#Limits|productivity limit]] &#039;&#039;&#039;does&#039;&#039;&#039; apply to this technology. It can be researched past level 30, but it will have no practical effect.&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;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Aquilo&amp;diff=215937</id>
		<title>Aquilo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Aquilo&amp;diff=215937"/>
		<updated>2025-09-20T05:12:43Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Added exclusive resources. No longer a stub.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:aquilo_preview.png|210px|right]]&#039;&#039;&#039;Aquilo&#039;&#039;&#039; is a desolate, freezing ocean [[planet]]. Its surface consists solely of a vast ocean of liquid ammonia, with the occasional floating iceberg.&lt;br /&gt;
&lt;br /&gt;
Progression wise, Aquilo is meant to be visited after establishing factories on all the previous planets. [[Planet discovery Aquilo (research)]] requires [[rocket turret]]s, [[Advanced asteroid processing (research)]], and [[heating tower]]s from Gleba, [[Asteroid reprocessing (research)]] from [[Vulcanus]], and [[Electromagnetic science pack (research)]] from [[Fulgora]].&lt;br /&gt;
&lt;br /&gt;
[[Planet discovery Aquilo (research)]] is required to travel to the planet.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-aquilo}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive items ==&lt;br /&gt;
[[Lithium brine]], [[ammoniacal solution]], and [[fluorine]] can only be obtained on Aquilo.&lt;br /&gt;
&lt;br /&gt;
The following items have recipes with an explicit restriction that they can only be crafted on Aquilo:&lt;br /&gt;
*{{imagelink|Cryogenic plant|space-age=yes}}&lt;br /&gt;
*{{imagelink|Fusion generator|space-age=yes}}&lt;br /&gt;
*{{imagelink|Fusion reactor|space-age=yes}}&lt;br /&gt;
*{{imagelink|Cryogenic science pack|space-age=yes}}&lt;br /&gt;
*{{imagelink|Quantum processor|space-age=yes}} (can also be crafted on [[space platform]]s)&lt;br /&gt;
&lt;br /&gt;
The following fluids are extracted from or produced on Aquilo and cannot be [[barrel|barrelled]] for transport elsewhere, making them exclusive to Aquilo:&lt;br /&gt;
*{{imagelink|Ammoniacal solution|space-age=yes}}&lt;br /&gt;
*{{imagelink|Fluorine|space-age=yes}}&lt;br /&gt;
*{{imagelink|Lithium brine|space-age=yes}}&lt;br /&gt;
*{{imagelink|Ammonia|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
Because the above fluids cannot be taken off of Aquilo, any recipe that directly consumes them is de-facto exclusive to Aquilo:&lt;br /&gt;
*{{imagelink|Fluoroketone (hot)|space-age=yes}}&lt;br /&gt;
*{{imagelink|Lithium|space-age=yes}}&lt;br /&gt;
*{{imagelink|Fusion power cell|space-age=yes}}&lt;br /&gt;
*{{imagelink|Solid fuel from ammonia|space-age=yes}}&lt;br /&gt;
*{{imagelink|Ammonia rocket fuel|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
The following can be crafted elsewhere, but are unlocked on Aquilo:&lt;br /&gt;
*{{imagelink|Fluoroketone (cold)|space-age=yes}}&lt;br /&gt;
*{{imagelink|Lithium plate|space-age=yes}}&lt;br /&gt;
*{{imagelink|Foundation|space-age=yes}}&lt;br /&gt;
*{{imagelink|Railgun turret|space-age=yes}}&lt;br /&gt;
*{{imagelink|Railgun|space-age=yes}}&lt;br /&gt;
*{{imagelink|Railgun ammo|space-age=yes}}&lt;br /&gt;
*{{imagelink|Captive biter spawner|space-age=yes}}&lt;br /&gt;
*{{imagelink|Portable fusion reactor|space-age=yes}}&lt;br /&gt;
*{{imagelink|Promethium science pack|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aquilo Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || None&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 20 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 10&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 01%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 300&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 15&lt;br /&gt;
|-&lt;br /&gt;
| Robot energy usage || 500%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Natural resources ===&lt;br /&gt;
In terms of directly exploitable natural resources, Aquilo has:&lt;br /&gt;
* [[Ammoniacal solution]]{{SA}} (via [[offshore pump]] on the edge of the ammoniacal seas)&lt;br /&gt;
* [[Lithium brine]]{{SA}} (via [[pumpjack]])&lt;br /&gt;
* [[Fluorine]]{{SA}} (via pumpjack)&lt;br /&gt;
* [[Crude oil]] (via pumpjack)&lt;br /&gt;
&lt;br /&gt;
Limited amounts of [[lithium]], [[ice]], and [[ice platform]] can be gathered from [[lithium ice formation]]s, but are otherwise crafted.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Water]] can be obtained via [[ammoniacal solution separation]] and [[ice melting]]&lt;br /&gt;
* [[Stone]] is not available and must be shipped in from other planets&lt;br /&gt;
* [[Iron ore]] is not available and must be shipped in from other planets&lt;br /&gt;
* [[Copper ore]] is not available and must be shipped in from other planets&lt;br /&gt;
* [[Coal]] is not available and must be shipped in from other planets&lt;br /&gt;
* [[Crude oil]] can be obtained using pumpjacks as normal&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
The starting area on Aquilo is a relatively small patch of snow and ice terrain. Beyond this small platform are the vast ammoniacal seas, which have small dots of icey terrain in them, usually around [[crude_oil|crude oil]], [[fluorine]]{{SA}}, or [[lithium_brine|lithium brine]]{{SA}} resource geysers. Aquilo is notable for having nothing to drill with any kind of miner. All natural resources, spare the [[lithium ice formation]]s, are gathered either by an [[offshore pump]] or [[pumpjack]]. Bases on Aquilo will be reliant on regularly shipping in resources from other planets.&lt;br /&gt;
&lt;br /&gt;
=== Ice terrain ===&lt;br /&gt;
&lt;br /&gt;
On Aquilo, most terrain must be constructed, but [[landfill]] and [[foundation]]{{SA}} are no help. Instead, you must use [[ice platform]]s{{SA}}. These platforms are created by first using [[ammoniacal solution separation]]{{SA}} to make [[ice]]{{SA}} and [[ammonia]]{{SA}}, then re-combining those into a platform that can be placed on the ocean like [[landfill]]. (This production chain produces a surplus of ammonia, which unlike solid byproducts cannot be dumped or recycled away; it must be either manually emptied from storage from time to time or consumed by some other recipe.)&lt;br /&gt;
&lt;br /&gt;
Snowy terrain can be built on directly, but on any kind of ice terrain or ice platform, most buildings will require an insulating floor of [[concrete]] tiles or derivatives before they can be placed. [[Stone brick]]s cannot be used to pave ice.&lt;br /&gt;
&lt;br /&gt;
=== Freezing ===&lt;br /&gt;
Aquilo is brutally cold. The harsh ambient temperatures drain the energy from any airborne [[construction robot|construction robots]] and [[logistic robot|logistic robots]], making them consume 5 times more power than normal. Most buildings will freeze and stop working unless heated by a [[heat pipe]] or heat generator. Heat can be generated by the [[nuclear reactor]] or [[heating tower]]{{SA}}. &lt;br /&gt;
&lt;br /&gt;
Once a building is adjacent to a heat source above 30°C, it will consume heat energy to maintain its state, reducing the energy (and temperature) in the heat source. Different entities consume different amounts of heat to prevent freezing.&lt;br /&gt;
&lt;br /&gt;
===Notes=== &lt;br /&gt;
* [[Underground belt]]s and [[pipe to ground|pipes to ground]] are substantially larger heat drains than their above-ground versions &lt;br /&gt;
* Heat pipes do not lose heat to the environment; they only lose heat to entities that need to be kept warm. &lt;br /&gt;
* All [[burner devices|burner]] entities and heat-producing machines are immune to freezing.&lt;br /&gt;
&lt;br /&gt;
For details on heat throughput, see the [[heat pipe]] page.&lt;br /&gt;
&lt;br /&gt;
A building is adjacent to a heat source when it is one tile away from the heat source either orthogonally or diagonally. All of the pipes would be heated in the below example:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Just using a one-row table here for display purposes, trying to use wide stretchy preformatted box or block quotes as insets was ugly --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Ice_platform.png|24px|link=Ice_platform]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Ice_platform.png|24px|link=Ice_platform]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Pipe.png|24px|link=Pipe]][[File:Pipe.png|24px|link=pipe]][[File:Heat_pipe.png|24px|link=heat_pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=Pipe]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Pipe.png|24px|link=pipe]][[File:Heating_tower.png|72px|link=Heating_tower]][[File:Pipe.png|24px|link=pipe]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[File:Heat_demo.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Entity heat consumption&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Kilowatts&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Transport belt}} {{Icon|Fast transport belt}} {{Icon|Express transport belt}} {{Icon|Turbo transport belt}}|| 10&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Underground belt}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fast underground belt}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Express underground belt}} || 150&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Turbo underground belt}} || 200&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Splitter}} {{Icon|Fast splitter}} {{Icon|Express splitter}} {{Icon|Turbo splitter}} || 40&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pipe}} || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pipe to ground}} || 150&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pump}} || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Storage tank}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Power switch}} || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Programmable speaker}} || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Inserter}} {{Icon|Fast inserter}} || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Long-handed inserter}} {{Icon|Bulk inserter}} {{Icon|Stack inserter}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Steam engine}} {{Icon|Steam turbine}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gun turret}} {{Icon|Laser turret}} {{Icon|Rocket turret}} {{Icon|Railgun turret}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Arithmetic combinator}} {{Icon|Decider combinator}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Selector combinator}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Assembling machine 1}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Electric furnace}} {{Icon|Chemical plant}} {{Icon|Lab}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Cryogenic plant}} {{Icon|Recycler}} {{Icon|Biochamber}} {{Icon|Electromagnetic plant}} {{Icon|Centrifuge}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Oil refinery}} {{Icon|Artillery turret}} || 200&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Foundry}} {{Icon|Radar}} {{Icon|Roboport}} {{Icon|Rocket silo}} || 300&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Beacon}} ||400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following entities are immune to freezing. Many may be placed directly on ice tiles (with the exceptions you might expect, mostly).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile !!  Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}} || {{Icon|Cargo landing pad}} {{Icon|Cargo bay}} || Space cargo&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Offshore pump}} || Offshore pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Wooden chest}} {{Icon|Iron chest}} {{Icon|Steel chest}} {{Icon|Active provider chest}} {{Icon|Passive provider chest}} {{Icon|Storage chest}} {{Icon|Buffer chest}} {{Icon|Requester chest}} || Chests&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Small electric pole}} {{Icon|Medium electric pole}} {{Icon|Big electric pole}} {{Icon|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Solar panel}} {{Icon|Accumulator}} {{Icon|Lamp}} {{Icon|Constant combinator}} || Basic electric devices&lt;br /&gt;
|- &lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Display panel}} || Player notification devices&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Burner inserter}} {{Icon|Boiler}} {{Icon|Stone furnace}} {{Icon|Steel furnace}} || Burner entities&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Nuclear reactor}} {{Icon|Heat exchanger}} {{Icon|Heating tower}} {{Icon|Heat pipe}} || Heat generators and heat pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Fusion reactor}} {{Icon|Fusion generator}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Tesla turret}} || Tesla turrets&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Flamethrower turret}}  || Flamethrower turrets&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Wall}} {{Icon|Gate}} || Walls and gates&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Construction robot}} {{Icon|Logistic robot}} {{Icon|Defender capsule}} {{Icon|Distractor capsule}} {{Icon|Destroyer capsule}} || Bots&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Car}} {{Icon|Tank}} {{Icon|Spidertron}} || Vehicles&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Locomotive}} {{Icon|Cargo wagon}} {{Icon|Fluid wagon}} {{Icon|Artillery wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Straight rail}} {{Icon|Rail ramp}} {{Icon|Train stop}} {{Icon|Rail signal}} {{Icon|Rail chain signal}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| Any || {{Icon|Rail support}} || Rail pieces&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Solar energy ===&lt;br /&gt;
Aquilo is far from its sun, and so [[solar panel]]s on its surface only output at 1% of their rate on Nauvis: 0.6 kW peak production. This makes panels practical for little more than powering the first machines to produce the water needed for real power generation.&lt;br /&gt;
&lt;br /&gt;
The minimum machines needed to produce water is either a single [[chemical plant]] to melt [[ice]] (which can initially be dropped from a space platform), or a single [[assembling machine 2]] to [[barrel|empty barrels of water]] also dropped from the platform. Assembling machine 2s require less power than chemical plants, and the unbarreling recipe is faster than [[ice melting]]. So on the whole, the assembler version will be faster.&lt;br /&gt;
&lt;br /&gt;
Note that it is not necessary to fully power these machines. As long as the available power is greater than their drain, they will be able to function, albeit at reduced speed. [[Efficiency module]]s can speed this process up. With 3 efficiency modules, an assembling machine 2 only needs 35 kW to run at full speed (59 solar panels). To reach just 1/8th of max speed requires only 8.75 kW, which only needs 15 (base [[quality]]) solar panels.&lt;br /&gt;
&lt;br /&gt;
Once even a little water is available, [[heat exchanger]]s heated by either [[heating tower]]s or [[nuclear reactor]]s can feed [[steam turbine]]s for power. This power can be used to process [[ammoniacal solution separation]] to generate ice, which can be melted into water for continuous power generation.&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
[[Aquilo]] is connected to 2 other planets, [[Gleba]]{{SA}} and [[Fulgora]]{{SA}}, along with the [[Solar system edge]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]]{{SA}}|| 30,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgora]]{{SA}}|| 30,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Solar system edge]]{{SA}}|| 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Aquilo.png]] &amp;lt;br&amp;gt; Space route from [[Gleba]] to [[Aquilo]]&lt;br /&gt;
| [[File:Asteroid_chart_Fulgora_Aquilo.png]] &amp;lt;br&amp;gt; Space route from [[Fulgora]] to [[Aquilo]]&lt;br /&gt;
| [[File:Asteroid_chart_Aquilo_Solar_System_Edge.png]] &amp;lt;br&amp;gt; Space route from [[Aquilo]] to [[Solar system edge]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graph legend:&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Asteroid type&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Chunk&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Medium&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Big&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Metallic asteroid chunk.png|32px]] Metallic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: cyan;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Cyan&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Carbonic asteroid chunk.png|32px]] Carbonic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: brown;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Brown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Oxide asteroid chunk.png|32px]] Oxide&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: purple;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Purple&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Orbit==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 60%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| [[Metallic asteroid chunk]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 2 &lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Promethium asteroid chunk]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk|| .10&lt;br /&gt;
|-&lt;br /&gt;
| Medium|| 0&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0.25&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Chunks spawn at Nauvis at 1.25%&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
aquilo_landscape.png|Example landscape of Aquilo.&lt;br /&gt;
aquilo_landscape_main_menu.png|Aquilo seen on the expansion&#039;s title screen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In mythology, Aquilo is the Roman god of the north wind, storms, and winter.&lt;br /&gt;
* During development, Aquilo was planned to be home to floating, jellyfish-like enemies, concept art for which were shown in Friday Facts [https://factorio.com/blog/post/fff-367 #367]. However, they were not implemented due to them making progression &amp;quot;much slower&amp;quot;. [https://www.factorio.com/blog/post/fff-429]&lt;br /&gt;
* Aquilo&#039;s design with ice and liquid ammonia oceans is based on real-world [https://en.wikipedia.org/wiki/Ice%20planet ice planets].&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;
* [[Fulgora]] {{SA}}&lt;br /&gt;
* [[Gleba]] {{SA}}&lt;br /&gt;
* [[Nauvis]]&lt;br /&gt;
* [[Vulcanus]] {{SA}}&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Gleba&amp;diff=215936</id>
		<title>Gleba</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Gleba&amp;diff=215936"/>
		<updated>2025-09-20T05:08:51Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Added exclusive resources. No longer a stub.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:gleba_preview.png|210px|right]]&#039;&#039;&#039;Gleba&#039;&#039;&#039; is a moist, agricultural [[planet]] with fungal hills and swampy lowlands.&lt;br /&gt;
&lt;br /&gt;
It is home to the [[pentapods]]{{SA}}, which are spider-like [[enemies]] who are attracted to the scent of biological processing called Spores, similar to the way that [[Nauvis]] creatures negatively respond to [[pollution]]. One of the most prominent traits of Gleba is that nearly everything takes a biological form.&lt;br /&gt;
	&lt;br /&gt;
[[Planet discovery Gleba (research)]] is required to travel to the planet.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-gleba}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
[[Yumako]] and [[jellynut]] fruits can only be obtained on Gleba. Trees bearing these fruits can be harvested by an [[agricultural tower]]; through seeds, a new crop can be planted and harvested indefinitely.&lt;br /&gt;
&lt;br /&gt;
The following items are unlocked on Gleba and can only be crafted on-planet:&lt;br /&gt;
* {{imagelink|Agricultural science pack|space-age=yes}}&lt;br /&gt;
* {{imagelink|Artificial jellynut soil|space-age=yes}}&lt;br /&gt;
* {{imagelink|Artificial yumako soil|space-age=yes}}&lt;br /&gt;
* {{imagelink|Overgrowth jellynut soil|space-age=yes}}&lt;br /&gt;
* {{imagelink|Overgrowth yumako soil|space-age=yes}}&lt;br /&gt;
* {{imagelink|Biochamber|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
The following items are unlocked on Gleba but can be crafted elsewhere:&lt;br /&gt;
* {{imagelink|Agricultural tower|space-age=yes}} (Buildable only on [[Gleba]] and [[Nauvis]])&lt;br /&gt;
* {{imagelink|Captive biter spawner|space-age=yes}} (spawners can be captured with Gleba&#039;s [[Capture bot rocket]], constructed with [[Aquilo]] research, and exclusively produced and placed on Nauvis).&lt;br /&gt;
* {{imagelink|Heating tower|space-age=yes}}&lt;br /&gt;
* {{imagelink|Biolab|space-age=yes}} (unlocked with Gleba science, but exclusively produced and placed on Nauvis)&lt;br /&gt;
* {{imagelink|Rocket turret|space-age=yes}}&lt;br /&gt;
* {{imagelink|Spidertron}}&lt;br /&gt;
* {{imagelink|Stack inserter|space-age=yes}}&lt;br /&gt;
* {{imagelink|Toolbelt equipment|space-age=yes}}&lt;br /&gt;
* {{imagelink|Productivity module 3}}&lt;br /&gt;
* {{imagelink|Efficiency module 3}}&lt;br /&gt;
&lt;br /&gt;
Note that while stack inserters &#039;&#039;can&#039;&#039; be crafted off of Gleba, the use of fast-[[spoilage mechanics|spoiling]] [[jelly]] as an ingredient makes doing so somewhat impractical, though hardly impossible.&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Gleba Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || Spores&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 10 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 10&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 2000&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
&lt;br /&gt;
Gleba&#039;s terrain consists of elevated regions of dry, buildable terrain and marshy lower areas marbled with [[shallow water]] that cannot directly be built upon without [[landfill]]. [[Cliff]]s usually represent the transition from lower lying areas to higher ones. The dark highlands biome are where [[stone]] may be found. The orange or turquoise midland biomes are also elevated and lack shallow water.&lt;br /&gt;
&lt;br /&gt;
[[Enemies#Wrigglers|Pentapod]] enemies can only build nests on shallow water tiles (regardless of biome), so midlands and highlands act as natural barriers to their expansion. Artificial barriers can be created by using landfill on available shallow water.&lt;br /&gt;
&lt;br /&gt;
The blue biomes are marshes that are typically found next to deep water lakes. Outside of their particular flora, these lands contain nothing special.&lt;br /&gt;
&lt;br /&gt;
The red and green biomes are marshlands where [[Jellystem]] and [[Yumako tree]]s can be found, respectively. They also contain [[Stromatolite|copper and iron stromatolites]] in abundance, making them good sources of ore and ore bacteria.&lt;br /&gt;
&lt;br /&gt;
For the purposes of where crops can be planted, each of these two biomes has 3 kinds of tiles.&lt;br /&gt;
&lt;br /&gt;
Fertile soil tiles are those surrounding natural [[Jellystem]]s and [[Yumako tree]]s. These tiles can be planted with seeds and grow trees without any additional intervention. However, there are usually not very many such tiles in a biome.&lt;br /&gt;
&lt;br /&gt;
Around fertile soil tiles are a larger number of wetland tiles. These are shallow water tiles that are not initially plantable, but artificial [[Artificial jellynut soil|jellynut]] and [[Artificial yumako soil|yumako]] soil tiles will make them fertile.&lt;br /&gt;
&lt;br /&gt;
The vast majority of the biome consists of darker red or green tiles (some are shallow water marshes, while others are buildable terrain) of types other than the above. All of these tiles can have overgrowth [[Overgrowth jellynut soil|jellynut]] and [[Overgrowth yumako soil|yumako]] soils placed on them, making virtually the entire biome farmable (though at substantial cost).&lt;br /&gt;
&lt;br /&gt;
On the map view, the lightest colored tiles in these biomes are fertile soils, the slightly darker tiles around them are wetlands, and the rest are  tiles that can have overgrowth soils placed on them.&lt;br /&gt;
&lt;br /&gt;
Note that the overgrowth soils can be placed on the same wetland tiles that artificial soils can be placed on. Overgrowth soils have no special effects on those tiles, and they are far more expensive than artificial soils. As such, care should be taken to avoid using the more expensive soils where the less expensive ones will do fine.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
{{main|Spoilage mechanics}}&lt;br /&gt;
Most biological products on Gleba are &amp;quot;spoilable&amp;quot;. A spoilable item has an inherent timer attached to it, which begins at the item&#039;s creation. When the timer reaches 0, the item is transformed into [[spoilage]],{{SA}} with a few exceptions. This process is inevitable and cannot be stopped.&lt;br /&gt;
&lt;br /&gt;
The exact time differs per item, ranging anywhere from a few minutes to 2 hours. This means that item throughput is more important than ever on Gleba, and buffering a large stockpile is ineffective, as items can spoil within containers.&lt;br /&gt;
&lt;br /&gt;
The [[Biochamber]], Gleba&#039;s special production building, uses a fuel source, [[nutrients]]. Nutrients also can spoil, and have a short, 5 minute spoil time.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Water]] is readily available using offshore pumps&lt;br /&gt;
* [[Stone]] can be mined from patches on the surface as normal&lt;br /&gt;
* [[Iron ore]] can be obtained from [[iron bacteria]], which can be cultivated in a [[biochamber]] using [[iron bacteria cultivation]]&lt;br /&gt;
* [[Copper ore]] can be obtained from [[copper bacteria]], which can be cultivated in a biochamber using [[copper bacteria cultivation]]&lt;br /&gt;
* [[Coal]] can be obtained via [[coal synthesis]]&lt;br /&gt;
* [[Crude oil]] is not available. However:&lt;br /&gt;
** [[Plastic bar]]s can be obtained from [[bioplastic]]&lt;br /&gt;
** [[Sulfur]] can be obtained from [[biosulfur]]&lt;br /&gt;
** [[Lubricant]] can be obtained from [[biolubricant]]&lt;br /&gt;
** [[Rocket fuel]] can be obtained from [[rocket fuel from jelly]]&lt;br /&gt;
** [[Heavy oil]] can be obtained using [[coal liquefaction]], if the initial heavy oil is shipped in from another planet. This is only really useful for [[flamethrower turret]]s, since all other oil products can be obtained more efficiently using the bio recipes. [[Simple coal liquefaction]] is also an option if the [[calcite]] is shipped in from [[space platform]]s using [[advanced oxide asteroid crushing]] or from [[Vulcanus]].&lt;br /&gt;
&lt;br /&gt;
=== Power production ===&lt;br /&gt;
&lt;br /&gt;
The heating tower is a burner device can be used to generate electricity via the use of [[heat exchanger]]s and steam turbines. Gleba renewably generates all its resources, which includes rocket fuel. Traditional boilers can also be used.&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
[[Gleba]] is connected to 4 other planets: [[Nauvis]], [[Vulcanus]]{{SA}}, [[Fulgora]]{{SA}}, and [[Aquilo]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nauvis]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Vulcanus]]{{SA}}|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgora]]{{SA}}|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Aquilo]] {{SA}}|| 30,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Gleba.png]] &amp;lt;br&amp;gt; Space route from [[Nauvis]] to [[Gleba]]&lt;br /&gt;
| [[File:Asteroid_chart_Vulcanus_Gleba.png]] &amp;lt;br&amp;gt; Space route from [[Vulcanus]] to [[Gleba]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Fulgora.png]] &amp;lt;br&amp;gt; Space route from [[Gleba]] to [[Fulgora]]&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Aquilo.png]] &amp;lt;br&amp;gt; Space route from [[Gleba]] to [[Aquilo]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Graph legend:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asteroid type&lt;br /&gt;
! Chunk&lt;br /&gt;
! Medium&lt;br /&gt;
! Big&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Metallic asteroid chunk.png|32px]] Metallic&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: cyan;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Cyan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Carbonic asteroid chunk.png|32px]] Carbonic&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: brown;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oxide asteroid chunk.png|32px]] Oxide&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: purple;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Purple&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Orbit==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 200%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| [[Metallic asteroid chunk]] || 2 &lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 5 &lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| [[Promethium asteroid chunk]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk|| .30&lt;br /&gt;
|-&lt;br /&gt;
| Medium|| .25&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Chunks spawn at Nauvis at 1.25%&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
gleba_landscape.png|Example landscape of Gleba.&lt;br /&gt;
Gleba_map.png|Example mapview of Gleba, different colors represent different biomes.&lt;br /&gt;
Gleba landscape titlescreen.png|Gleba seen on the expansion&#039;s title screen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In biology, a gleba is a fleshy, spore-filled inner mass of some fungus like the puffball.&lt;br /&gt;
* During development, Gleba was once named &#039;&#039;Bacchus&#039;&#039;, after the Roman god of fertility, orchards, and vegetation.&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;
&lt;br /&gt;
* [[Aquilo]] {{SA}}&lt;br /&gt;
* [[Fulgora]] {{SA}}&lt;br /&gt;
* [[Nauvis]]&lt;br /&gt;
* [[Vulcanus]] {{SA}}&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=215935</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=215935"/>
		<updated>2025-09-20T04:33:46Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Resources exclusive to Fulgora. Also, no longer a stub.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[file:fulgora_preview.png|210px|right]]&#039;&#039;&#039;Fulgora&#039;&#039;&#039; is a new barren desert [[planet]]. Its surface is split between island-like plateaus, and deep oilsands. During the night, the planet is ravaged by lightning storms, damaging buildings.&lt;br /&gt;
&lt;br /&gt;
[[Planet discovery Fulgora (research)]] is required to travel to the planet.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-fulgora}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
[[Scrap]] can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet.&lt;br /&gt;
&lt;br /&gt;
The following items are unlocked on Fulgora and can only be crafted on-planet:&lt;br /&gt;
* {{imagelink|Electromagnetic science pack|space-age=yes}}&lt;br /&gt;
* {{imagelink|Electromagnetic plant|space-age=yes}}&lt;br /&gt;
* {{imagelink|Lightning collector|space-age=yes}}&lt;br /&gt;
* {{imagelink|Lightning rod|space-age=yes}}&lt;br /&gt;
* {{imagelink|Recycler|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
The following items are unlocked on Fulgora but can be crafted elsewhere:&lt;br /&gt;
* {{imagelink|Mech armor|space-age=yes}}&lt;br /&gt;
* {{imagelink|Personal battery MK3|space-age=yes}}&lt;br /&gt;
* {{imagelink|Energy shield MK2}}&lt;br /&gt;
* {{imagelink|Personal roboport MK2}}&lt;br /&gt;
* {{imagelink|Quality module 3|space-age=yes}}&lt;br /&gt;
* {{imagelink|Tesla turret|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fulgora Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || None&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 3 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 99&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 800&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
Fulgora is split between two distinct biomes. &lt;br /&gt;
* &#039;&#039;&#039;Plateaus&#039;&#039;&#039; are islands dotted around the landscape. They are the only biome where factories can be built. Some plateaus are home to [[fulgoran ruin|alien ruins]], which have [[fulgoran lightning attractor]]s, which can protect your buildings until unlocking your own [[lightning rod]]s. Other plateaus hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oilsands&#039;&#039;&#039; are the lowlands between the plateaus. No buildings can be built in them except for [[rail support]]s. You can walk through them, but occasional oilpatches will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oilsands to produce an unlimited amount of [[heavy oil]]. &amp;lt;!-- Are they oilsands or oillands? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[Oil ocean|oillands]], on which nothing except for [[rail support]]s can be built. Traversal by foot across the oillands is possible, but slow. The oillands are further divided into deep and shallow areas, with deep areas slowing down player movement even further and not even allowing for rail supports to be built until [[rail support foundations (research)]] is researched.&lt;br /&gt;
&lt;br /&gt;
However, the oillands are also scattered with islands of various sizes, on which normal construction is possible. At first, these are the only place on Fulgora where factories can be built, as [[foundation]] for building on top of the oillands requires research that can not be performed until much later.&lt;br /&gt;
&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands with high amounts of resources, but with little room to build on&lt;br /&gt;
* Medium islands with lower amounts of resources, and with sufficient room for a small factory&lt;br /&gt;
* Large islands with no resources, but with enough room to build the main part of a medium-sized factory&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island that does have local resources. However, most islands are detached, meaning that transport between islands will have to occur by train. In many cases, the distance between two islands is also too vast for [[roboport]]s or [[big electric pole]]s to reach, thus requiring local [[logistic network|logistic]] and [[electric system|electric networks]] to be built, as neither roboports nor power poles can be built on the oillands without [[foundation]].&lt;br /&gt;
&lt;br /&gt;
Islands are also scattered with [[fulgorite]], [[Fulgoran lightning attractor]]s, [[Fulgoran ruin]]s and [[Fulgoran vault ruin]]s, allowing players without the [[recycler]] to get access to basic resources.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Lightning ===&lt;br /&gt;
During [[time|nighttime]], dense thunderstorms occur on Fulgora, with frequent lightning strikes occurring across the surface. Lightning will strike each [[chunk]] once, every 10 seconds or so (&amp;lt;code&amp;gt;lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks)&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
If a lightning strike is set to occur near a [[lightning rod]], [[lightning collector]], or [[Fulgoran lightning attractor]], then the lightning will always hit said entity, rendering the lightning harmless. However, if such an entity can not be found, the lightning will strike where it occurs, causing damage to nearby entities.&lt;br /&gt;
&lt;br /&gt;
Lightning will prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran vault ruin]] || 95&lt;br /&gt;
|-&lt;br /&gt;
| Colossal [[Fulgoran ruin]] || 94&lt;br /&gt;
|-&lt;br /&gt;
| Huge [[Fulgoran ruin]] || 93&lt;br /&gt;
|-&lt;br /&gt;
| Big [[Fulgoran ruin]] || 92&lt;br /&gt;
|-&lt;br /&gt;
| Medium [[Fulgoran ruin]] || 91&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably &#039;&#039;not&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning immune entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lightning rods and collectors ===&lt;br /&gt;
&lt;br /&gt;
[[Lightning rod]]s and [[lightning collector]]s serve a secondary function beyond protecting an area from lightning strikes. They convert lightning into stored power, which [[Power production#Lightning power|they quickly discharge]] into the local [[electric system]]. With enough [[accumulator]]s to last during daytime or between lightning strikes, this can serve as the factory&#039;s main power source.&lt;br /&gt;
&lt;br /&gt;
With this, lightning on Fulgora becomes both a curse and a blessing: players must keep their factory covered by lightning rods or collectors to avoid damage, and nighttime exploration becomes dangerous and risky. However, to an established base, lightning become a convenient source of electric energy, which is especially important given the weak [[solar panel|solar output]] on Fulgora&#039;s surface and the difficulty of setting up a global electric network on Fulgora before [[foundation]] becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Natural resources ===&lt;br /&gt;
Aside from numerous items that can be collected by mining ancient ruins, only two &amp;quot;natural&amp;quot; resources occur on Fulgora, those being [[heavy oil]] and [[scrap]].&lt;br /&gt;
&lt;br /&gt;
Heavy oil can be obtained in infinite and non-diminishing amounts by placing an [[offshore pump]] on the shore of an island, allowing it to collect heavy oil directly from the oillands.&lt;br /&gt;
&lt;br /&gt;
Scrap is found in deposits on small and medium sized islands, as if it were an ore. However, in stark contrast to most other natural resources, scrap is not directly processed into a single basic resource like [[iron plate|iron]] or [[copper plate]]s using traditional production methods. Rather, it is [[recycler|recycled]] to produce a variety of items. [[Player]]s can also recycle by hand provided the recipe has been unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since this list includes intermediate products, such as [[processing unit]]s, but no iron or copper plates, players are generally forced to further recycle many of these items in order to obtain their ingredients. Players are thus left with the decision of what items to recycle, all while having to avoid cluttering their belts with unused resources.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Water]] can be obtained from [[ice]] (from recycling [[scrap]]) via [[ice melting]]&lt;br /&gt;
* [[Stone]] can be obtained by recycling [[scrap]]&lt;br /&gt;
* [[Iron ore]] can be obtained by recycling [[concrete]]&lt;br /&gt;
* [[Iron plate]] can be obtained by recycling [[iron gear wheel]], [[battery]], or [[electronic circuit]]&lt;br /&gt;
* [[Copper plate]] can be obtained by recycling [[copper cable]], [[battery]], or [[low density structure]]&lt;br /&gt;
* [[Coal]] cannot be obtained and must be shipped in from other planets. However:&lt;br /&gt;
** [[Plastic bar]] can be obtained by recycling [[advanced circuit]] or [[low density structure]]&lt;br /&gt;
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s&lt;br /&gt;
* [[Copper ore]] is not available as the only recipe it is used in is copper plates and smelting processes cannot be reversed&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
[[Fulgora]] is connected to 3 other planets: [[Nauvis]], [[Gleba]], and [[Aquilo]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nauvis]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Aquilo]]|| 30,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Fulgora.png]] &amp;lt;br&amp;gt; Space route from Nauvis to Fulgora&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Fulgora.png]] &amp;lt;br&amp;gt; Space route from Gleba to Fulgora&lt;br /&gt;
| [[File:Asteroid_chart_Fulgora_Aquilo.png]] &amp;lt;br&amp;gt; Space route from Fulgora to Aquilo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graph legend:&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Asteroid type&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Chunk&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Medium&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Big&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Metallic asteroid chunk.png|32px]] Metallic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: cyan;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Cyan&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Carbonic asteroid chunk.png|32px]] Carbonic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: brown;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Brown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Oxide asteroid chunk.png|32px]] Oxide&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: purple;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Purple&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Orbit==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 120%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| [[Metallic asteroid chunk]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| [[Promethium asteroid chunk]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk || .25&lt;br /&gt;
|-&lt;br /&gt;
| Medium || .25&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Chunks spawn at Nauvis at 1.25%&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
fulgora_landscape.png|Example landscape of Fulgora.&lt;br /&gt;
fulgora landscape titlescreen.png|Fulgora seen on the expansion&#039;s title screen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The planet&#039;s ruins suggest that an unknown civilization once existed there before the game&#039;s events.&lt;br /&gt;
* In mythology, Fulgora is the Roman personification of lightning, and a shieldmaiden to the god of thunder, Jupiter.&lt;br /&gt;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.&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;
* [[Aquilo]] {{SA}}&lt;br /&gt;
* [[Gleba]] {{SA}}&lt;br /&gt;
* [[Nauvis]]&lt;br /&gt;
* [[Vulcanus]] {{SA}}&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Vulcanus&amp;diff=215934</id>
		<title>Vulcanus</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Vulcanus&amp;diff=215934"/>
		<updated>2025-09-20T04:28:16Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Added info about items exclusive to Vulcanus. Also, not a stub.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:volcanus_preview.png|210px|right]]&lt;br /&gt;
&#039;&#039;&#039;Vulcanus&#039;&#039;&#039; is a hot volcanic [[planet]] with mountainous volcanoes, rivers of lava, plains of ash, and sulfuric acid geysers.&lt;br /&gt;
&lt;br /&gt;
It is home to [[Demolisher|demolishers]]{{SA}}, a large boss‐like [[Enemies|enemy]] that defends its territory. There&#039;s no [[pollution]] on Vulcanus. &lt;br /&gt;
&lt;br /&gt;
[[Planet discovery Vulcanus (research)]] is required to travel to the planet.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-vulcanus}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive items == &lt;br /&gt;
&lt;br /&gt;
[[Tungsten ore]] and [[lava]] can only be found on Vulcanus. A [[big mining drill]] is required to mine tungsten ore, while lava can be obtained via [[offshore pump]]s used on lava lakes. While Vulcanus is the only source of mineable [[calcite]] patches, this resource can also be obtained by other means.&lt;br /&gt;
&lt;br /&gt;
The following recipes can only be crafted on Vulcanus:&lt;br /&gt;
* {{imagelink|Metallurgic science pack}}&lt;br /&gt;
* {{imagelink|Foundry}}&lt;br /&gt;
* {{imagelink|Big mining drill}}&lt;br /&gt;
* {{imagelink|Turbo transport belt}}&lt;br /&gt;
* {{imagelink|Turbo underground belt}}&lt;br /&gt;
* {{imagelink|Turbo splitter}}&lt;br /&gt;
* {{imagelink|Acid neutralisation}}&lt;br /&gt;
&lt;br /&gt;
The following items and recipes are unlocked on Vulcanus but can be crafted elsewhere:&lt;br /&gt;
&lt;br /&gt;
* {{imagelink|Artillery turret}}/{{imagelink|Artillery wagon}} and {{imagelink|Artillery shell}}s&lt;br /&gt;
* {{imagelink|Simple coal liquefaction|space-age=yes}} and {{imagelink|Coal liquefaction}}&lt;br /&gt;
* {{imagelink|Cliff explosives}}&lt;br /&gt;
* {{imagelink|Speed module 3}}&lt;br /&gt;
* {{imagelink|Asteroid reprocessing (research)}}&lt;br /&gt;
&lt;br /&gt;
== Surface ==&lt;br /&gt;
&lt;br /&gt;
=== Properties ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Vulcanus Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || None&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 1.5 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 25&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 400%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 4000&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
Vulcanus has three distinct biomes.&lt;br /&gt;
* &#039;&#039;&#039;Ashlands&#039;&#039;&#039; are plateaus speckled with sparse vegetation and deposits of [[coal]]. They are home to leafless [[ashland tree|alien trees]], some of which may be on fire and will spawn flames temporarily if felled. They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
* &#039;&#039;&#039;Lava basins&#039;&#039;&#039; are filled with winding lava rivers. Within them are deposits of [[tungsten ore]]{{SA}}, which can only be mined using the big mining drill.&lt;br /&gt;
* &#039;&#039;&#039;Mountains&#039;&#039;&#039; are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to [[sulfuric acid]] geysers and [[calcite]]{{SA}}. &amp;lt;!-- comment: Eventually link to &amp;quot;sulfuric acid gyeser&amp;quot; if it gets its own page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demolisher territories ==&lt;br /&gt;
[[File:Demolisher entity.png|thumb|250px|right|Demolisher patrolling.]] &lt;br /&gt;
Native to Vulcanus are the giant centipede-like enemies known as &amp;quot;[[Enemies#Demolishers|demolishers]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Demolishers have well-defined territories. On the map, these territories are outlined by an opaque, bright red line and the inside is marked by diagonal, translucent, red lines. Only one demolisher will spawn per territory, and the territories themselves do not overlap. However, they are tightly packed, as they follow a Voronoi-like pattern.&amp;lt;!-- Unconfirmed if it&#039;s actually Voronoi --&amp;gt; At the start of the game, only Vulcanus&#039; starting area is not inside a demolisher&#039;s territory.&lt;br /&gt;
&lt;br /&gt;
When left alone, a demolisher will patrol the border of its territory. However, if players build inside of a demolisher&#039;s territory, it will soon make a beeline towards these buildings with the intent of destroying them. Building inside of a demolisher&#039;s territory is therefore extremely risky and dangerous.&amp;lt;!-- I (tecanec) have also seen a demolisher leave its territory to follow a series of gun turrets that I left as bait. I still don&#039;t know much about this behaviour (including whether there&#039;s a limit to how far the demolisher would&#039;ve traveled, whether bait outside the territory made the demolisher aggressive by attacking it or by simply existing, or what the demolisher would&#039;ve done afterwards had it survived my devious trap), so I won&#039;t include it here without further experimentation. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The death of a demolisher is permanent, as they only spawn during world generation. Likewise, upon the death of a demolisher, its territory permanently becomes free for the player to use, as other demolishers will not try to expand their territories.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Water]] can be obtained via [[acid neutralisation]] and [[steam condensation]]&lt;br /&gt;
* [[Stone]] is a byproduct of processing [[lava]] into molten iron/copper.&lt;br /&gt;
* [[Iron ore]] is only available in limited quantities from mining volcanic [[rock]], but [[iron plate]] and [[concrete]] may be obtained from [[molten iron]]&lt;br /&gt;
* [[Copper ore]] is only available in limited quantities from mining volcanic [[rock]], but [[copper plate]] may be obtained from [[molten copper]].&lt;br /&gt;
* [[Coal]] can be mined from patches on the surface as normal.&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] can be obtained via [[simple coal liquefaction]]. Heavy oil can then be cracked into light oil and petroleum. Once metallurgic science is produced and a stockpile of heavy oil built up, this can be switched to regular [[coal liquefaction]].&lt;br /&gt;
* [[Wood]] cannot be obtained, but [[medium electric pole]]s can be constructed using the small amount of ores available. Note that this can soft-lock players that did not unlock the research.&lt;br /&gt;
&lt;br /&gt;
=== Power production ===&lt;br /&gt;
&lt;br /&gt;
[[Solar panel]]s on Vulcanus give 4× the power they would on Nauvis. [[Acid neutralization]] generates 500°C steam, which can be fed through [[steam turbine]]s to generate electricity. The calcite processing technology does not actually unlock steam turbines, so [[Nuclear power (research)|Nuclear power]] or [[Heating tower]]s must be researched first, on [[Nauvis]] or [[Gleba]] respectively. If this is not done, [[steam engine]]s can be used instead (which generate less power for the same steam).&lt;br /&gt;
&lt;br /&gt;
== Space routes ==&lt;br /&gt;
[[Vulcanus]] is connected to 2 other planets: [[Nauvis]] and [[Gleba]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nauvis]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]]{{SA}}|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Vulcanus.png]] &amp;lt;br&amp;gt; Space route from [[Nauvis]] to [[Vulcanus]]&lt;br /&gt;
| [[File:Asteroid_chart_Vulcanus_Gleba.png]] &amp;lt;br&amp;gt; Space route from [[Vulcanus]] to [[Gleba]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graph legend:&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Asteroid Type&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Chunk&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Medium&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Metallic asteroid chunk.png|32px]] [[Asteroids|Metallic]] {{SA}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Carbonic asteroid chunk.png|32px]] [[Asteroids|Carbonic]] {{SA}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Oxide asteroid chunk.png|32px]] [[Asteroids|Oxide]] {{SA}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orbit ==&lt;br /&gt;
&lt;br /&gt;
=== Properties ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 600%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| [[Metallic asteroid chunk]] || 5 &lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 2 &lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| [[Promethium asteroid chunk]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk|| .20&lt;br /&gt;
|-&lt;br /&gt;
| Medium|| .25&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Chunks spawn at Nauvis at 1.25%&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
vulcanus landscape.png|Example of Vulcanus&#039; landscape.&lt;br /&gt;
vulcanus map.png|Example mapview of Vulcanus, Demolisher territories are outlined by bright red lines.&lt;br /&gt;
vulcanus landscape titlescreen.png|Vulcanus seen on the expansion&#039;s title screen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In mythology, Vulcanus (also spelt Vulcan), is the Roman god of fire, metalworking, and the forge.&lt;br /&gt;
* The planet&#039;s design, with lava, volcanoes, and sulfur, is based on [https://en.wikipedia.org/wiki/Lava_planet lava planets].&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;
* [[Aquilo]] {{SA}}&lt;br /&gt;
* [[Fulgora]] {{SA}}&lt;br /&gt;
* [[Gleba]] {{SA}}&lt;br /&gt;
* [[Nauvis]]&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_fusion_reactor&amp;diff=215933</id>
		<title>Portable fusion reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_fusion_reactor&amp;diff=215933"/>
		<updated>2025-09-20T04:27:03Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Undo revision 215778 by Thrawcheld (talk) &amp;quot;in Space Age&amp;quot; was already stated in that sentence.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Portable fusion reactor}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
{{About|the new equipment introduced in [[Space Age]]|the base game reactor equipment|Portable fission reactor}}&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are advanced power generating modules for equipment grids, and the most powerful one in [[Space Age]]. They generate 2.5 MW of power, equivalent roughly 83.3 [[portable solar panel]]s or 3.3 [[portable fission reactor]]s, while taking up only a 4×4 area in the equipment grid.&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are an unlimited source of energy and require nothing to power them.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The model is a reference to the movie &#039;&#039;[[Wikipedia:Back to the Future Part II|Back to the Future Part II]]&#039;&#039;, specifically the &amp;quot;Mr. Fusion&amp;quot; item on the back of the DeLorean. The &amp;quot;Mr. Fusion&amp;quot; is itself a riff on &amp;quot;Mr. Coffee&amp;quot;, as the prop was a modified coffee maker.&lt;br /&gt;
* The portable fusion reactor is the only item in base game Factorio to become Space Age exclusive content.&lt;br /&gt;
* Due to the simplification of the [[spidertron]]&#039;s recipe, the portable fusion reactor and the [[quantum processor]] are the only items in the Space Age expansion that require more than 5 ingredient types to craft.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Crafting recipe overhauled.&lt;br /&gt;
* Power production increased from 750 kW to 2.5 MW.&lt;br /&gt;
* Portable fusion reactors are now Space Age{{SA}} exclusive content.&lt;br /&gt;
** [[Portable fission reactor]] was introduced to replace its previous position in the tech tree.&lt;br /&gt;
** All portable fusion reactors crafted before 2.0.7 have been turned into portable fission reactors.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Power production increased from 75 kW to 750 kW.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power production increased from 750 W to 75 kW}}&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;
* [[Portable fission reactor]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Display_panel&amp;diff=215764</id>
		<title>Display panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Display_panel&amp;diff=215764"/>
		<updated>2025-09-09T00:52:14Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Circuit network functionality */ Linking and clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Display panel}}&lt;br /&gt;
The &#039;&#039;&#039;display panel&#039;&#039;&#039; is a small monitor that can display icons and text above the entity. Almost every single icon in the game can be shown on a display panel, including the [[quality]]{{SA}} of an item. Descriptions can also be added to these entities. If connected to the [[circuit network]], the display panel can be set up to showcase different icons and messages depending on what conditional signals are being passed to it.&lt;br /&gt;
&lt;br /&gt;
If a description is included in a display panel, hovering the mouse over it will display all lines of text. There is an option that allows for the first line of a description to always be displayed above the entity even when not selected. If this option is unselected, no text will appear above the entity unless the player hovers their mouse over it. There is a second option that allows the chosen icon and first line of a description to be shown on the minimap and remote view.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that, unlike [[Lamp|lamps]] or [[Programmable speaker|speakers]], display panels do not use any power, and do not require electric network coverage at all.&lt;br /&gt;
&lt;br /&gt;
[[File:display_panel_gui.png|300px|GUI of a display panel.]]&lt;br /&gt;
&lt;br /&gt;
== Circuit network functionality ==&lt;br /&gt;
Besides being able to show static icons and text, display panels can be connected to the circuit network. This allows the player to specify a list of simple conditions and display settings. Conditions are evaluated in order, from top to bottom, showing the icon and text of the first one that matches. If none match, the display turns off.&lt;br /&gt;
&lt;br /&gt;
[[File:Display panel circuit interface.png|400px|GUI of a display panel when connected to the circuit network]]&lt;br /&gt;
&lt;br /&gt;
Conditions and display settings also offer [[Circuit network#Logic signals|logic signals]] as an option. However, only the &amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt; ([[File:Signal anything.png|24px]]) signal is meaningful as an output icon. &amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt; signals work as a left-side condition operand as expected, satisfying the condition same as a [[decider combinator]] would. When used as an output icon, however, &amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt; ([[File:Signal everything.png|24px]]) and &amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt; ([[File:Signal each.png|24px]]) always display the logic signal icon itself. When the &amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt; logic signal is used for &#039;&#039;both&#039;&#039; the condition and the output icon, it displays the first signal that passes the condition (first based on default sorting order regardless of the signal&#039;s actual value). When &amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt; is used as the output icon with any other condition, it displays itself.&lt;br /&gt;
&lt;br /&gt;
At most there can be a maximum of 100 conditional messages; the UI will not allow adding more. A [[blueprint]] can be manually edited to include more than 100 conditional messages, but attempting to import such a blueprint gives the error message &amp;quot;Too many messages,&amp;quot; and yields an empty blueprint.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Agricultural_science_pack&amp;diff=215743</id>
		<title>Agricultural science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Agricultural_science_pack&amp;diff=215743"/>
		<updated>2025-09-05T19:31:52Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Added details about freshness loss and ways to mitigate it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Agricultural science pack}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Agricultural science pack&#039;&#039;&#039; is a [[Gleba]]{{SA}} science pack. It is used in [[lab]]s to [[research]] [[technologies]].&lt;br /&gt;
&lt;br /&gt;
The agricultural science pack is subject to [[spoilage mechanics|spoiling]]. As science packs lose freshness, the value of research they produce is reduced. This manifests as the pack being consumed faster in labs, which means labs will consume less fresh packs more quickly.&lt;br /&gt;
&lt;br /&gt;
Because of how freshness transfers from ingredients to outputs, players should attempt to craft agricultural science packs from the freshest ingredients possible. [[Pentapod egg]]s are always produced with 100% freshness, so as long as science packs are crafted in proximity to egg manufacturing, eggs will likely not be the determining factor in freshness. Manufacturing fresh [[bioflux]] is more difficult, as it is produced from two rapidly spoiling products. Eggs however can make up for less fresh bioflux, as the freshness of the ingredients is averaged. A 99% fresh egg and 50% fresh bioflux will yield a 75.5% fresh science pack.&lt;br /&gt;
&lt;br /&gt;
If the player is researching on [[Nauvis]], a fast [[space platform]] would be ideal for shipping agricultural science, to minimize freshness losses.&lt;br /&gt;
&lt;br /&gt;
As with other spoilables, higher [[quality]] packs have a longer spoil time and thus lose science value more slowly.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|research-with-agriculture}}&lt;br /&gt;
{{Achievement|rush-to-space}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This page needs to show the difference between productivity and quality modules, but I don&#039;t know the math... --&amp;gt;&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;
==Trivia==&lt;br /&gt;
* During the closed beta playtesting of Space Age, the agricultural science pack used to have nutrients as an ingredient.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Science packs}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=215464</id>
		<title>Logistic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=215464"/>
		<updated>2025-09-02T00:39:12Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Space platforms */ Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:RoboTrainStation_small.gif|thumb|420x336px|right|&#039;&#039;This gif shows how robots can load or unload chests in a train station. The train  delivers items that are filled into [[active provider chest]]s and then put into the [[requester chest]]s to be loaded onto belts.&#039;&#039; Logistics robots are ideal in train stations, since very high item throughput on a short distance is needed. Click [[:File:RoboTrainStation.gif|here]] for a larger image.]]&lt;br /&gt;
&lt;br /&gt;
A [[logistic network]] is a series of different logistics chests and [[logistic robot]]s all covered by one or more connected [[roboport]]s. &lt;br /&gt;
&lt;br /&gt;
Depending on the type and configuration of the chests and area of the logistic network the robots will transport items between these chests as a power-hungry alternative to moving items manually, or by [[Belt transport system|belts]] or [[railway]]. However, robots offer much higher mobility, since they can fly over obstacles in a beeline.&lt;br /&gt;
&lt;br /&gt;
The [[player]] character can also act as [[requester chest]] in the logistic network, allowing them to &#039;request&#039; various items be kept at a set limit within their personal inventory. After [[Research|researching]] [[logistic robotics (research)|logistic robotics]], they can configure an amount of items; and [[logistic robot]]s will start to move the specified items from the network to the character&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 220px;&amp;quot; |Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || Central component of the logistic network in which the robots operate. Roboport coverage defines the area of the logistic network. Robots need to periodically return here to recharge.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Logistic robot}} || Moves items between logistic chests.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Construction robot}} || [[Repair pack|Repairs]] broken or replaces destroyed entities. [[blueprint|Builds]], [[deconstruction planner|deconstructs]] and [[upgrade planner|upgrades]] entities on command.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Active provider chest}} || Logistic chest: Pushes stored items into the logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Passive provider chest}} || Logistic chest: Places stored items at the logistic network&#039;s disposal.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Storage chest}} || Logistic chest: Stores items currently not requested. Can be filtered to only store one type of item. Supplies stored items to the logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Requester chest}} || Logistic chest: Will be filled by [[logistic robot]]s until the configured amount is reached, or the chest becomes full. Can request multiple different types of items. Can be configured to put excess or unwanted items into trash slots, pushing them into the logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Buffer chest}} || Logistic chest: Functions as both a [[requester chest]] and [[passive provider chest]].&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Cargo landing pad}} || Places stored items at the logistic network&#039;s disposal.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
{{SA}} Requests items from [[space platform]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Rocket silo}} || {{SA}} If &amp;quot;Automatic requests from space platforms&amp;quot; is set, requests items from the logistic network based on requests from space platforms.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Player}} || rowspan=&amp;quot;3&amp;quot; | Can set logistic requests to function as a requester chest.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Tank}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Spidertron}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Default capacity is 1 item per robot. This can be increased by researching [[Worker robot cargo size (research)]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Logistic chests can also be connected to the [[circuit network]] with [[red wire]] or [[green wire]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
To start with, just use passive provider- and requester chests. Place the passive provider chests at the output [[inserters]] of [[assembling machine]]s and requester chests at the input (let them request the needed items). Place a [[roboport]], which covers these chests with the inner orange area. Place some logistic bots in the roboport. The robots will fly out of the top hatch and will begin to work. You can now limit the number of produced item with the [[Stack#Stack limitation|stack limitation]]-feature.&lt;br /&gt;
&lt;br /&gt;
The logistic network makes it possible to create complex items in a relatively small factory area, but its throughput is limited by how many robot charge points (roboports) exist in the network.&lt;br /&gt;
&lt;br /&gt;
[[File:Roboport_network_gui.png|thumb|right|200px|Supply area 50×50 tiles (orange); Construction area 110×110 tiles (green)]]&lt;br /&gt;
The basic thing needed for item transportation is [[roboport]]s. The roboport shows the orange logistic coverage and the green construction coverage when held in the cursor or hovered after placing.&lt;br /&gt;
&lt;br /&gt;
* The orange zone is the logistic network coverage. This is also the maximum distance for connecting two roboports.&lt;br /&gt;
* The green zone is the construction area.&lt;br /&gt;
&lt;br /&gt;
=== Expanding the logistic network ===&lt;br /&gt;
&lt;br /&gt;
There can be many separate logistic networks. Two roboports are in the same network only if they are connected, so if their logistic areas are touching. Visually this is represented by a dashed yellow line connecting them.&lt;br /&gt;
To prevent roboports from linking, the player needs to build them far enough away from each other so that the orange zones don&#039;t touch.&lt;br /&gt;
&lt;br /&gt;
Bots do not fly/migrate from one network to another, unless their home network is destroyed in some way, for example when all roboports are removed or out of power.&lt;br /&gt;
&lt;br /&gt;
== Electricity management ==&lt;br /&gt;
&lt;br /&gt;
[[units|Unit]] reminder: 1 Watt = 1 Joule/Second&lt;br /&gt;
&lt;br /&gt;
=== Roboports ===&lt;br /&gt;
Robots may run out of charge on longer journeys which will reduce their flying speed to 20% of their normal speed. Robots that run out of charge will fly to the closest recharge point that is closer to their final destination than its current position if possible.&lt;br /&gt;
This means that they may depart from the original route, depending on where the chosen charging point is, but they should always make progress, rather than endlessly backtrack to their origin. &lt;br /&gt;
&lt;br /&gt;
Roboports have 4 charging slots each, which charge each bot at 1MW, taking 1.5 seconds to charge 1 robot. Furthermore, a roboport also has a 100MJ internal battery allowing bots to keep working for a limited amount of time under low power. Generally, a roboport can charge between 50 and 70 bots per min, 4 at a time, but are not very efficient at charging large queues of bots and can quickly become overworked. Higher quality{{SA}} roboports charge robots more quickly.&lt;br /&gt;
&lt;br /&gt;
When the charging-queue for the bots gets too long, the bots (and their loads) will slow down. Normally a robot flies to the nearest roboport to recharge. If the queue on that roboport (including other robots en route to charge there) is too long, they eventually choose another port.&lt;br /&gt;
This is specified by the ratio of &amp;lt;distance to different roboport in tiles&amp;gt; / &amp;lt;queue size of robots waiting&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Currently, to choose the more distant roboport, the distance must be at most &amp;lt;Number of robots in the queue and on the way&amp;gt; / 2. So, to choose a roboport that is 10 tiles more distant, it has to have 20 less robots waiting in the queue.&lt;br /&gt;
&lt;br /&gt;
=== Construction and logistic bots ===&lt;br /&gt;
Bots store 1.5MJ of energy each. They use 3kW at all times while flying and use an additional 5kJ for every tile travelled. It must be noted that increasing robot speed does not increase range significantly, see [[worker robot speed (research)]]. With no research upgrades, the speed of logistic robots is 3 tiles/s and for construction robots 3.6 tiles/s. Higher quality{{SA}} robots store more energy and thus have longer range and waste less time charging, but take correspondingly longer to charge.&lt;br /&gt;
&lt;br /&gt;
The robots go to recharge when they hit 20% of their energy capacity. That means for 80% of their maximum distance they go straight towards the target, and the other 20% towards a roboport to charge.&lt;br /&gt;
&lt;br /&gt;
The maximum travel distance can be calculated using the following formula: &amp;lt;code&amp;gt;1500 ÷ (3 ÷ speed + 5)&amp;lt;/code&amp;gt;, speed in tiles/s.&amp;lt;br&amp;gt;&lt;br /&gt;
This results in a maximum distance of 250 tiles for logistics robots and 257 tiles for construction robots without speed upgrades.&lt;br /&gt;
&lt;br /&gt;
For infinite research levels, the bot speed can be calculated with these formulas:&lt;br /&gt;
&lt;br /&gt;
Construction: &amp;lt;code&amp;gt;speed = 3.6 × (3.4 + 0.65 × (Level-5))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Logistic: &amp;lt;code&amp;gt;speed = 3.0 × (3.4 + 0.65 × (Level-5))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setting logistic requests ==&lt;br /&gt;
&lt;br /&gt;
Certain entities can make logistic requests. These are requests to an external system (usually [[logistic robot]]s taking from the current logistic network) to ensure that the entity has at least a given minimum amount of specific items. For requests to a logistic network, the entity must be within the logistic network for the request to be satisfied. If the entity moves out of that range, robots currently carrying cargo bound for that entity will place it back into that network.&lt;br /&gt;
&lt;br /&gt;
The following entities can make logistic requests.&lt;br /&gt;
&lt;br /&gt;
* The [[player]], once [[Logistic robotics (research)|logistic robotics]] has been researched&lt;br /&gt;
* [[Tank]], once [[logistic system (research)|logistic system]] has been researched&lt;br /&gt;
* [[Spidertron]]&lt;br /&gt;
* [[Buffer chest]]&lt;br /&gt;
* [[Requester chest]]&lt;br /&gt;
* [[Space platform]]{{SA}} (requests go to [[rocket silo]]s on the planet being orbited)&lt;br /&gt;
* [[Cargo landing pad]]{{SA}} (requests go to [[space platform]]s in orbit around the planet)&lt;br /&gt;
&lt;br /&gt;
Each logistic request contains two pieces of information: the minimum amount desired in the entity, and the maximum amount allowed to be stored in that entity. The maximum number may be infinity. Logistic robots will deliver more items to the entity if the number of items in the entity&#039;s inventory is less than the minimum number.&lt;br /&gt;
&lt;br /&gt;
Any entity which can use logistic requests has a number of trash slots for items which the logistic requests on that entity say are to be removed. Items beyond the maximum amount for that request will be trashed. Logistic robots will remove such items and take them to other chests in the network.&lt;br /&gt;
&lt;br /&gt;
Items which are not named in any logistic request are permitted to be in the entity&#039;s inventory. However, most such entities have a checkbox in their logistic request UI to trash any item in its inventory for which no logistic request is made. To force the trashing of certain specific items, a request with a maximum value of 0 may be made.&lt;br /&gt;
&lt;br /&gt;
== Logistics groups ==&lt;br /&gt;
[[File:player_logistic_gui.png|thumb|300px|right|The logistic GUI next to the player&#039;s inventory. There are two active logistics groups]]&lt;br /&gt;
&lt;br /&gt;
A set of logistic requests can be grouped together. Groups with no name are denoted by the name &amp;quot;[No group assigned]&amp;quot;. A name can be assigned to a group by pressing the edit button and typing a new name. This will create a new group if no group with that name already exists. To pick an existing group by name, press the edit button and select the desired name from the drop-down list.&lt;br /&gt;
&lt;br /&gt;
Logistics groups, named or unnamed, can be enabled separately from one another, and each entity can have multiple groups assigned to it at once.&lt;br /&gt;
&lt;br /&gt;
Logistics group names are global. This means that if you use the same name for two groups in two different entities, no matter where they are, they are using the same logistic requests. Updates to requests from one entity will be shared among all entities using that named group.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
&lt;br /&gt;
If an entity which uses a logistics group is captured in a [[blueprint]], all of the requests in that group will be stored in the blueprint. Pasting the blueprint will put all of those values into the pasted entity.&lt;br /&gt;
&lt;br /&gt;
The above includes named logistics group. However, named groups are global. As such, if a group with that name already exists when you paste the blueprint, the &#039;&#039;contents&#039;&#039; of that group will not be changed to match what they were when the blueprint was captured. The entity will simply use the existing named group. This means that, if you have changed a logistics group&#039;s contents in the world, pasting a new blueprint which uses that group will not undo your changes to that group. The new entity will see the updated group.&lt;br /&gt;
&lt;br /&gt;
=== Constant combinators ===&lt;br /&gt;
&lt;br /&gt;
[[Constant combinator]]s can also use named logistics groups, allowing signals to be sent to a [[circuit network]] that match the request values in a logistics group. However, logistics requests for a particular item have 2 numbers attached to them: the minimum amount to request desired and the maximum amount to retain before trashing the rest. [[Circuit network]]s can only assign a single value to a signal. When a constant combinator uses a logistics group, the value it sends is the minimum requested amount, not the amount to retain.&lt;br /&gt;
&lt;br /&gt;
Note also that the UI for setting a constant in a combinator does not provide a way to specify the maximum retention amount. So if you set a new signal into a named logistics group through a constant combinator, the maximum value will default to infinity. If you modify the signal value of an existing signal which has a maximum request value, the maximum value will be unaltered.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Negative numbers ===&lt;br /&gt;
It is possible to notice negative numbers on the &#039;Logistic Network&#039;-Screen when looking at network storage or opening the logistic networks GUI the with {{Keybinding|L}}.&lt;br /&gt;
&lt;br /&gt;
The logistic network reports the total number of items in provider, buffer and storage chests, &#039;&#039;minus the amount of items scheduled to be picked up by robots.&#039;&#039; When a bot starts its journey to pick up items from a chest, it reserves the items in advance by subtracting the items it wants from the total logistics storage. A bot will always reserve the maximum amount that it can carry, even when the box does not currently have that amount. This means that the number can go negative when a bot embarks on a pickup while the box is almost empty.&lt;br /&gt;
Negative numbers in the logistic network are &#039;&#039;not&#039;&#039; the deficit of the total number of requested items. If there are no bots picking up any items, there are no negative numbers in the network, regardless of requests in requester chests.&lt;br /&gt;
&lt;br /&gt;
For example, with a full [[Worker robot cargo size (research)|worker robot cargo size]] bonus, a bot can carry 4 items. If there is only 1 iron plate in the logistic network, and a robot comes to pick it up, it will reserve the full 4 it can carry and the amount in the network will be displayed as follows:&lt;br /&gt;
&lt;br /&gt;
{{icon|iron plate|-3}}&lt;br /&gt;
&lt;br /&gt;
After the robot has picked up the item, the reservation is removed and the number goes back to 0.&lt;br /&gt;
&lt;br /&gt;
The reason this happens is that a bot can be dispatched to pick up an item when there is only 1 item available. While it is travelling to pick up that item, additional items can be put into the chest, and once the bot gets to the chest, it has already reserved those items in advance and can pick them up immediately.&lt;br /&gt;
&lt;br /&gt;
=== Receiving more items than requested ===&lt;br /&gt;
&lt;br /&gt;
The delivered number of items in the requester chest can be higher than requested. This depends on the researched [[Worker robot cargo size (research)|Worker robot cargo size]]-bonus, since bots will always take as much as they can carry if an unlimited amount is available.&lt;br /&gt;
&lt;br /&gt;
=== Space requests {{SA}} ===&lt;br /&gt;
&lt;br /&gt;
In the [[Space Age]] expansion, [[cargo landing pad]]s gain the ability to make logistics requests. [[Space platform]]s also have the ability to make logistics requests. In both cases, these requests are not (directly) made to a logistic network; they are instead made to specific entities on other surfaces. Though they do not request from a logistic network, the user-interface for setting these requests is (almost) identical to any other logistics requesting entity.&lt;br /&gt;
&lt;br /&gt;
==== Space platforms ====&lt;br /&gt;
&lt;br /&gt;
When a space platform is in orbit around a planet, it can send logistic requests to the planet below. These requests are not directly handled by any particular logistic network. They are instead handled by [[rocket silo]]s.&lt;br /&gt;
&lt;br /&gt;
Every rocket silo on the planet will receive all requests from space platforms. Rocket silos can be set to automatically forward any platform requests to the local logistic network that the silo resides in. If a platform requests a rocket load of assemblers, and a rocket silo (with at least one rocket at the ready) using this setting is in a logistic network that contains at least the requested amount of assemblers, the rocket silo will act as a [[requester chest]] and request those assemblers. Once logistics robots load the silo, the rocket will launch.&lt;br /&gt;
&lt;br /&gt;
Rocket silos can also be loaded via non-logistic network means. Rocket silos can store cargo loaded via inserters. If the silo has a rocket prepared and has a rocket load of a single kind of item is in its cargo, and a space platform requests a rocket load of that item, the silo will automatically launch to that platform. Alternatively, the [[circuit network]] can be used to read requests from platforms through the rocket silo. Circuit network conditions and [[combinator]]s can be used to allow inserters to load the silo with requested materials.&lt;br /&gt;
&lt;br /&gt;
Note that you cannot load [[processing unit]]s, [[low density structure]]s, or [[rocket fuel]] in this way, as the silo assumes those are meant to make [[rocket part]]s.&lt;br /&gt;
&lt;br /&gt;
Individual logistic requests on a space platform have two pieces of extra information associated with them. This extra information can &#039;&#039;only&#039;&#039; be specified when accessing the request from a space platform. So if a named logistics group is shared between a platform and some other kind of entity, if you want to change these settings, you must do so through the platform itself. This information is stored in named logistics groups and blueprints.&lt;br /&gt;
&lt;br /&gt;
The first platform-specific information is the target planet. Each individual item requested by space platforms targets a specific planet. This means that requests for an item are only sent to a specific planet. The UI to specify which planet to request from can &#039;&#039;only&#039;&#039; be access from a space platform. If you create a new request in a named logistics group that is shared with a platform from outside of the space platform&#039;s UI, it will use the default planet for that item. The default planet is usually Nauvis unless the main recipe for that item is restricted to a specific planet, in which case it defaults to that planet.&lt;br /&gt;
&lt;br /&gt;
So if you share a logistics group between a platform and the destination planet, you will need to set any new requests in the space platform&#039;s version of the logistics group.&lt;br /&gt;
&lt;br /&gt;
The other platform-specific information is the &amp;quot;Custom minimum payload&amp;quot;. When this is checked, the player can specify that the space platform can receive less than the full [[rocket capacity]] of the requested item. By default, rockets will only automatically launch when full; this setting is a per-item override to this, allowing rockets to launch with a minimum of the specified amount. By default, this setting is unchecked.&lt;br /&gt;
&lt;br /&gt;
Trashing items via requests works like any other entity. Instead of having logistics robots remove trash, they are dropped to a planet whenever the platform is in orbit (and has &amp;quot;unload&amp;quot; checked). Note that this can fill cargo landing pads with unwanted items, possibly filling them up completely.&lt;br /&gt;
&lt;br /&gt;
==== Cargo landing pad ====&lt;br /&gt;
&lt;br /&gt;
The [[cargo landing pad]] on a planet can request items from the [[space platform hub]] of any [[space platform]] currently in orbit around that planet which is set to unload items to that planet. Such requests can be set by the [[circuit network]] as well.&lt;br /&gt;
&lt;br /&gt;
Cargo landing pad requests can include trashing items beyond the maximum amount in the request. Trashed items are exported to the logistic network the landing pad appears within.&lt;br /&gt;
&lt;br /&gt;
== Priorities of robots ==&lt;br /&gt;
&lt;br /&gt;
This overview reflects the priorities in which order the chests are filled/emptied.&lt;br /&gt;
&lt;br /&gt;
Logistic robots on the logistic network look for orders by the chests in this order:&lt;br /&gt;
&lt;br /&gt;
* A requested item is first &#039;&#039;looked up&#039;&#039; in active provider chests and in the player&#039;s trash slots, then in the storage chests and buffer chests, then the passive provider chests. So, the active provider chests are emptied first, then the storage chests and buffer chests, then the passive provider chests.&lt;br /&gt;
&lt;br /&gt;
* Requests are &#039;&#039;assigned&#039;&#039; first for player logistics, then for requester chests, then for buffer chests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Source Priority &lt;br /&gt;
| {{icon|Character logistic trash slots (research)||logistic robotics (research)}}{{icon|active provider chest}} &amp;gt; {{icon|storage chest}}{{icon|buffer chest}} &amp;gt; {{icon|passive provider chest}}&lt;br /&gt;
! Target Priority &lt;br /&gt;
| {{icon|Character logistic slots (research)||logistic robotics (research)}}{{icon|requester chest}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &amp;gt; {{icon|requester chest}} &amp;gt; {{icon|buffer chest}}&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;gt; {{icon|storage chest}}&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Requesters with &amp;quot;request from buffer chests&amp;quot; have higher priority than others, the same as a player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Buffer chests will only ever be a target when having requests specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Storage does not &amp;quot;request&amp;quot; items on its own. It receives actively discarded items from a) active providers, b) player trash slots, c) deconstruction, and d) robots that have their orders cancelled while carrying items. Storage is the last priority, and receives only items that have nowhere else to go.&lt;br /&gt;
&lt;br /&gt;
* To place items into storage chests, the bots search for one which has its filter set to the item type, then for a storage chest that already stores items of the same type. If that can&#039;t be found, they choose the first (unfiltered) storage chest with a free slot from the list, which is sorted by the order they were built in. [https://www.reddit.com/r/factorio/comments/5udwkd/hey_devs_this_is_the_one_thing_that_really_bugs/ddwbr94/] This is to avoid having storage chests with different items inside, allowing greater organisation.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
When construction robots want to build a ghost, they look for the chests that is closest to the ghost they want to build. The type of chest does not matter.[https://forums.factorio.com/viewtopic.php?p=569235#p569235]&lt;br /&gt;
&lt;br /&gt;
=== Distance ===&lt;br /&gt;
When looking to pick up requested items from multiple chests of equal priority, bots will always choose the closest one. [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=40329&amp;amp;p=238918#p238901]&lt;br /&gt;
&lt;br /&gt;
This is however only true when an item is being requested, not when an item is sent away via player trash slots or active provider chests. In the case of items being sent into the logistics network, distance does not matter, instead when chests have the same priority, for example two active provider chests, the bots will alternate between the chests in a round-robin fashion.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|you-have-got-a-package}}&lt;br /&gt;
{{Achievement|delivery-service}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav|category=false}}&lt;br /&gt;
{{C|Logistics{{!}}#Logistic network}}&lt;br /&gt;
{{C|Logistic network{{!}}#Logistic network}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_group&amp;diff=215459</id>
		<title>Logistic group</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_group&amp;diff=215459"/>
		<updated>2025-09-01T17:34:53Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Useful redirect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Logistic_network#Logistics_groups]]&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Requester_chest&amp;diff=215458</id>
		<title>Requester chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Requester_chest&amp;diff=215458"/>
		<updated>2025-09-01T17:33:26Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Added disabling details and logistics groups.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Requester chest}}&lt;br /&gt;
The &#039;&#039;&#039;requester chest&#039;&#039;&#039; is a large advanced storage item that is part of the [[logistic network]]. Requester chests can be configured to request of a specified number of up to 1000 types of items from the network. [[Logistic robot]]s will then bring the specified items from [[provider chest]]s, [[storage chest]]s, and [[buffer chest]]s, if the &amp;quot;Request from buffer chests&amp;quot; checkbox is checked, until the request is met.&lt;br /&gt;
&lt;br /&gt;
When fulfilling requests from requester chests, logistic robots will first attempt to pick up the specified items from [[active provider chest]]s, then from buffer chests &#039;&#039;&#039;if the &amp;quot;Request from buffer chests&amp;quot; checkbox is checked&#039;&#039;&#039;, then from storage chests, and lastly from [[passive provider chest]]s.&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 requester chest, the requester chest is automatically configured to request enough ingredients for 30 seconds of continuous crafting.&lt;br /&gt;
&lt;br /&gt;
Requester chests can be disabled via a condition on the [[circuit network]]. A disabled chest will not request items even if active requests are set on it.&lt;br /&gt;
&lt;br /&gt;
Requester chests can be configured to take their requests from the [[circuit network]] in addition to requests set on them directly. They may also use [[logistic group]]s in the logistic network to share sets of requests with other requesters.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Requester_chest_gui.png|thumb|none|300px|Requester chest GUI.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Requester chests now use logistics groups.&lt;br /&gt;
* New option to trash unrequested items.&lt;br /&gt;
* Requester chests can be enabled or disabled via the [[circuit network]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.27|&lt;br /&gt;
* Increased logistic request 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;
* Requester chests have a checkbox that specifies whether it should or shouldn&#039;t request things from buffer chests. It is off by default.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&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;
{{history|0.15.28|&lt;br /&gt;
* Warning icon for logistic chests that are not in a reach of roboport.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Requester chest&#039;s requested items can be set automatically from the circuit network.&lt;br /&gt;
* All types of chests can be connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Copy entity settings mechanism now allows copy from assembling machines and paste to requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.3|&lt;br /&gt;
* For requester chests, robots take always as much as they can carry and leave it in the chest, so it can get a bit more than requested.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Keep the inventory limit of chests when fast rebuilding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Chests inventory size can be limited.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Logistic robots delivery is evenly distributed between provider/requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Thruster_fuel&amp;diff=215392</id>
		<title>Thruster fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Thruster_fuel&amp;diff=215392"/>
		<updated>2025-08-29T06:01:45Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Thruster ratios.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Thruster fuel}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Thruster fuel&#039;&#039;&#039; is a [[fluid system|liquid]] and is one of the two main ingredients, along with [[thruster oxidizer]], for running the [[thruster]] to allow a [[space platform]] to move from planet to planet.&lt;br /&gt;
&lt;br /&gt;
Because thruster fuel cannot be [[barrel]]ed, each platform must produce its own fuel by collecting [[asteroids]].&lt;br /&gt;
&lt;br /&gt;
Thrusters have a maximum consumption of 120 fuel per second. It requires 3.2 [[chemical plant]]s producing fuel to keep a single thruster operating at maximum consumption. It also requires nearly the full output of a single chemical plant executing [[ice melting]] to supply this amount of oxidizer production.&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
&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|Advanced thruster fuel||}} Advanced thruster fuel&lt;br /&gt;
| {{Icon|Time|10}} + {{Icon|Carbon|2}} + {{Icon|Calcite|1}} + {{Icon|Water|100}}&lt;br /&gt;
| {{Icon|Thruster fuel|1500}}&lt;br /&gt;
| {{Icon|Chemical plant}}&lt;br /&gt;
| {{icontech|Advanced asteroid processing (research)|}} [[Advanced asteroid processing (research)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It requires less than one [[chemical plant]] producing fuel with this recipe to keep a single thruster operating at maximum consumption. Half the output of a chemical plant melting ice can keep up with this chemical plant.&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;
* [[Space platform]]{{SA}}&lt;br /&gt;
* [[Thruster]]{{SA}}&lt;br /&gt;
* [[Thruster oxidizer]]{{SA}}&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Fluids}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Thruster_oxidizer&amp;diff=215391</id>
		<title>Thruster oxidizer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Thruster_oxidizer&amp;diff=215391"/>
		<updated>2025-08-29T06:00:23Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Thruster ratios.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Thruster oxidizer}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Thruster oxidizer&#039;&#039;&#039; is a [[fluid system|liquid]] and is one of the two main ingredients, along with [[thruster fuel]], for running the [[thruster]] to allow a [[space platform]] to move from planet to planet.&lt;br /&gt;
&lt;br /&gt;
Because thruster oxidizer cannot be [[barrel]]ed, each platform must produce its own oxidizer.&lt;br /&gt;
&lt;br /&gt;
Thrusters have a maximum consumption of 120 oxidizer per second. It requires 3.2 [[chemical plant]]s producing oxidizer to keep a single thruster operating at maximum consumption. It also requires nearly the full output of a single chemical plant executing [[ice melting]] to supply this amount of oxidizer production.&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
&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|Advanced thruster oxidizer||}} Advanced thruster oxidizer&lt;br /&gt;
| {{Icon|Time|10}} + {{Icon|Iron ore|2}} + {{Icon|Calcite|1}} + {{Icon|Water|100}}&lt;br /&gt;
| {{Icon|Thruster oxidizer|1500}}&lt;br /&gt;
| {{Icon|Chemical plant}}&lt;br /&gt;
| {{icontech|Advanced asteroid processing (research)|}} [[Advanced asteroid processing (research)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It requires less than one [[chemical plant]] producing oxidizer with this recipe to keep a single thruster operating at maximum consumption. Half the output of a chemical plant melting ice can keep up with this chemical plant.&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;
* [[Space platform]]{{SA}}&lt;br /&gt;
* [[Thruster]]{{SA}}&lt;br /&gt;
* [[Thruster fuel]]{{SA}}&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Fluids}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Roboport&amp;diff=215384</id>
		<title>Roboport</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Roboport&amp;diff=215384"/>
		<updated>2025-08-28T17:02:29Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Added details about roboport requests.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Roboport}}&lt;br /&gt;
The &#039;&#039;&#039;roboport&#039;&#039;&#039; is the resting place for all [[construction robot]]s and [[logistic robot]]s. It emits an area of 50×50 tiles, in which logistic robots can interact with logistic network entities, such as [[storage chest]]s, or [[requester chest]]s. Additionally, a 110×110 tile area is created for construction robots to repair, construct or remove structures. These areas can be seen by hovering the mouse on a roboport, or logistics chest which is inside the logistic zone.&lt;br /&gt;
&lt;br /&gt;
* The smaller &amp;lt;span style=&amp;quot;color:#F98A1D&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt; square represents the reach of the logistics network where both logistics and construction robots can move.&lt;br /&gt;
* The larger &amp;lt;span style=&amp;quot;color:#66FF66&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt; square represents the extent of the construction network where only construction robots can move.&lt;br /&gt;
&lt;br /&gt;
Robots placed into the air from the [[Player|player&#039;s]] inventory inside of a roboport&#039;s coverage will seek out the nearest roboport to charge and rest.&lt;br /&gt;
&lt;br /&gt;
Two or more roboports can connect to form a [[logistic network]], if the borders of the orange logistic areas touch. This is shown by a dotted line running between the two ports. An example of this can be seen on the bottom-right. Non-connected roboports will not share robots.&lt;br /&gt;
&lt;br /&gt;
Similar to the stationary [[radar]]&#039;s nearby scanning, a roboport constantly reveals an area of 5×5 chunks, centered on the chunk the roboport occupies.&lt;br /&gt;
&lt;br /&gt;
[[Quality]]{{SA}} does &#039;&#039;not&#039;&#039; affect the size of the roboport&#039;s construction or logistics areas.&lt;br /&gt;
&lt;br /&gt;
[[File:roboport_connection.jpg|300×300px|thumb|Two roboports connecting to form a logistic network. Notice the yellow dotted line indicating a successful bond.]]&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
A roboport contains 7 [[Stack|slots]], each reserved for 50 [[robots]] of the same type, and another 7 for [[repair pack]]s. Robots and repair packs can be inserted into the roboport with an [[inserter]]. Furthermore, robots (but not repair packs) can be removed from the roboport with an inserter. Repair packs inside a roboport are available for all robots and requester chests inside the logistic zone of that roboport. Construction bots, when provided with repair packs, will automatically repair all damaged structures inside of a roboport&#039;s coverage area.&lt;br /&gt;
&lt;br /&gt;
If a roboport is full of robots, robots attempting to rest will find a different roboport, if one is available.&lt;br /&gt;
&lt;br /&gt;
[[File:roboport_gui.png|thumb|250px|none|Roboport GUI]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to request idle robots from other roboports by configuring corresponding requests in the roboport GUI. This way it&#039;s possible to request one type or [[quality]]{{SA}} of robot, then remove them from the roboport with a filtered inserter, to gradually clean a logistics network from this type of robot. Unlike [[logistic network#Setting logistic requests|logistic requests]], these requests can only set a minimum number of robots to have in the roboport. They cannot set a limit to the number of robots desired.&lt;br /&gt;
&lt;br /&gt;
Like [[logistic network#Logistics groups|logistics groups]], roboport requests can be named. Request groups that use the same name will request the same number of robots, and changes to the named group will be propagated to other roboports. However, request groups and logistics groups do not share the same space of names. A request group with the same name as a logistics group does not refer to the same set of requests.&lt;br /&gt;
&lt;br /&gt;
== Power usage ==&lt;br /&gt;
Roboports have 4 chargers, which are used to recharge the flying bots. More roboports in a small area will allow for greater charging throughput, if a lot of robots need charging. Robots waiting to be charged will float in place near the roboport and wait their turn.&lt;br /&gt;
&lt;br /&gt;
Robots will not enter a roboport to rest unless they have full charge. Robots with low/no charge can still fly, but will move extremely slowly.&lt;br /&gt;
&lt;br /&gt;
== Interaction with personal roboports ==&lt;br /&gt;
An entity with an equipment grid (usually a [[character]] wearing armor that grants one, but also a [[tank]] or [[spidertron]]) equipped with a [[personal roboport]] or [[personal roboport MK2]] can act as a mobile roboport. This mobile roboport uses the associated entity&#039;s own inventory rather than the local logistic network for robot, item and repair pack storage. The network it creates is separate from the static network; it doesn&#039;t share robots or items with other networks.&lt;br /&gt;
&lt;br /&gt;
Since it only has one inventory, a personal robot network has no use for logistic robots. It has no associated [[logistic network]]; the entity&#039;s logistic requests and trash slots instead form part of whatever logistic network the entity is standing in, and are serviced by that network&#039;s robots. However, its construction robots will cooperate with other networks in getting construction tasks achieved as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Roboports have built-in radar coverage of 2 chunks.&lt;br /&gt;
* Roboports can be configured to attempt to keep a certain amount of construction/logistics bots in reserve.&lt;br /&gt;
* Robot recharge rate reduced from 1 MW to 500 kW.&lt;br /&gt;
* Reduced max energy consumption from 5 MW to 2.1 MW.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.17|&lt;br /&gt;
* Increased the stack size of roboport from 5 to 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Roboports now provide the repair packs they have for other robots to use.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.6|&lt;br /&gt;
* Increased roboport construction range to 55 (110×110 area) to make roboports able to build each other without interconnecting their logistic areas, and not break when there are obstacles like trees or rocks.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there is a 1 tile gap between their logistic areas.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Roboport is connectible to the circuit network, it sends the logistic network contents or the robot statistics of the network.&lt;br /&gt;
* Roboports have decreased transmission power consumption (200 kW to 50 kW) while the robots and their recharging have increased power consumption (200 kW per recharge slot to 1MW per slot)&lt;br /&gt;
* Reduced number of drawn connections between roboports again.&lt;br /&gt;
* Optimized roboport radius rendering.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Robots can charge from a closer roboport on their way to a more distant one.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Reduced number of rendered roboport connections.&lt;br /&gt;
* Inserters can now extract from roboports.&lt;br /&gt;
* Optimized adding and removing roboports, robots keep their tasks if possible.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Roboport gui labels updated to state &amp;quot;Roboport&amp;quot;&lt;br /&gt;
* Roboport is no longer categorized as a military structure.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Backer names are used to name roboports.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Roboports have a separate logistic radius (now 25) and construction radius (now 50)&lt;br /&gt;
* Area visualizations for roboports are displayed under their entities.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.5|&lt;br /&gt;
* Only repair packs may be placed into the roboport slots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.2|&lt;br /&gt;
* Roboport supply area increased from 40×40 to 50×50.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Lowered transmission energy consumption of roboport from 200 W to 100 W.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Repair pack]]&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
</feed>