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	<updated>2026-10-19T11:29:41Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.factorio.com/index.php?title=Space_platform&amp;diff=220407</id>
		<title>Space platform</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_platform&amp;diff=220407"/>
		<updated>2026-10-11T14:17:19Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Weight */ Fixed weight for platform.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:Space platform.jpg|thumb|Space platform example provided by Wube in [https://factorio.com/blog/post/fff-381 Friday Facts #381 - Space Platforms]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space platforms&#039;&#039;&#039; are factories that can be built in space. Each space platform is a self-contained factory supported by a [[space platform hub]].&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
Broadly speaking, there are three purposes which space platforms might serve:&lt;br /&gt;
* To craft recipes that can only be crafted in space, such as manufacturing [[space science pack]]s.&lt;br /&gt;
* To transport players and items between planets.&lt;br /&gt;
* To collect and process [[asteroids]].&lt;br /&gt;
&lt;br /&gt;
== Creation and deletion ==&lt;br /&gt;
Space platforms are created by loading a [[space platform starter pack]] into a rocket and pressing the button to create a new space platform. Alternatively, players may order the creation of a space platform from the remote view through the list on the top-left corner of the screen, in which case the necessary space platform starter pack is treated as a request from a not-yet-existing space platform around the specified planet. Either way, players are then allowed to name their new space platform. Note that space platforms can later be renamed from the menus of their space platform hubs.&lt;br /&gt;
&lt;br /&gt;
Platforms can be deleted. After confirming that the platform is to be deleted, the deleted platform goes into a queue, which is shown at the bottom of the platform list in the remote view. Should the player regret their decision, then this gives five minutes to decide if they want to undo the removal of the platform before it is permanently deleted.&lt;br /&gt;
&lt;br /&gt;
If the platform hub is destroyed, the entire space platform and all of its contents are lost. If any [[player]] is aboard when this happens, the player will respawn at the last planet they were at before going to space.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Unlike planetary surfaces, space platforms can only be edited by using the remote view. Therefore, players will order the construction of a space platform by placing ghosts. Instead of [[construction robot]]s being used for constructing the space  platform, the platform itself will automatically construct ghost entities and move ghost items to and from the platform hub as soon as materials are available and these actions are not obstructed. If the necessary materials are not available, they will be automatically requested from the planet where the space platform is stationed, if the appropriate option is enabled in the platform&#039;s logistic requests section.&lt;br /&gt;
&lt;br /&gt;
A newly-created space platform consists of a 10×10 square of [[space platform foundation]] with a [[space platform hub]] in its center, all surrounded by empty space. Unlike most buildings, the space platform hub cannot be removed, and its destruction directly results in the loss of the entire space platform.&lt;br /&gt;
&lt;br /&gt;
As nothing can be built on empty space, the platform must first be expanded with more space platform foundation. The platform&#039;s foundation must consist of a single connected area with no detached islands, and holes of empty space surrounded by foundation are not allowed. Should these rules be broken, then the violating tiles will not be built or removed before the issue is resolved.&lt;br /&gt;
&lt;br /&gt;
[[Asteroid collector]]s and [[thruster]]s can only be built on the edge of the platform. In particular, thrusters can only be built on the southern edge, and no foundation can be built within the rectangular area extending from the southern edge of the thruster for 82 tiles.&lt;br /&gt;
&lt;br /&gt;
The entire platform surface functions as an [[electric system|electric network]], so space platforms do not need any power poles.&lt;br /&gt;
&lt;br /&gt;
=== Placement restrictions ===&lt;br /&gt;
Some entities cannot be placed on space platforms:&lt;br /&gt;
* [[Chests]] can&#039;t be placed on platforms. The main storage structure is the platform hub.&lt;br /&gt;
* [[Robots]] and [[roboport]]s don&#039;t function in space, and no [[railway]] entities can be placed.&lt;br /&gt;
* [[Burner devices]] can&#039;t be placed on platforms. According to [https://factorio.com/blog/post/fff-381 FFF-381], this is to add &amp;quot;a bit of realism as there&#039;s no atmosphere in space&amp;quot;.&lt;br /&gt;
* Space platforms have particular surface conditions, so buildings which have restrictions may not be placed on them. This is the same as for any other surface.&lt;br /&gt;
&lt;br /&gt;
Electric poles can be built, but the global electric network covering the entire platform powers all devices. As such, electric poles are only useful as a way to [[circuit network|wire together]] distant entities.&lt;br /&gt;
&lt;br /&gt;
=== Maximum platform size ===&lt;br /&gt;
The space platform can be as large as desired, however it may only extend up to 200 [[tile]]s north from the center of the [[space platform hub]].&lt;br /&gt;
&lt;br /&gt;
== Transport between planets and space platforms ==&lt;br /&gt;
&lt;br /&gt;
To transport players and items between a planet&#039;s surface and a space platform, the space platform must be stationed in orbit around the planet.&lt;br /&gt;
&lt;br /&gt;
Items are delivered up to a platform by launching a [[rocket]] from a [[rocket silo]]. This can be done in one of three ways:&lt;br /&gt;
* Filling the rocket manually or by using inserters, then manually sending the rocket towards the space platform by using the rocket silo&#039;s menu. This method allows sending rockets with several different types of items inside the same rocket, but cannot be automated.&lt;br /&gt;
* Assigning logistic requests to the space platform hub, then filling a rocket with items of a type that is being requested, either manually or using by inserters. The rocket will then launch automatically. Only one type of item may be sent per rocket using this method.&lt;br /&gt;
* Assigning logistic requests to the space platform hub while having a rocket silo set to request items from the logistic network. This allows [[logistic robot]]s to fill the rocket automatically, and the rocket will launch automatically when full. Only one type of item will be sent per rocket.&lt;br /&gt;
&lt;br /&gt;
The space platform hub will automatically request any items that are needed for construction of the platform. Automatic requests can receive items from any planet, whereas manual requests will only be fulfilled at one planet specified by the player. For manual requests, it is also possible to set a custom minimum payload per rocket instead of only accepting full rockets.&lt;br /&gt;
&lt;br /&gt;
Items can be sent to a planet orbited by a space platform in one of two ways:&lt;br /&gt;
* Manually moving items into the platform hub&#039;s orbital drop slots.&lt;br /&gt;
* Assigning logistic requests to a planet&#039;s [[cargo landing pad]].&lt;br /&gt;
&lt;br /&gt;
The items will then be carried to the planet&#039;s surface by [[cargo pod]]s. If the planet has a cargo landing pad, then the cargo pods will go there, placing their payloads directly inside the cargo landing pad&#039;s inventory (spilling the items if the cargo landing pad is already full). Otherwise, the cargo pod will land at a random location near the planet&#039;s spawn point. Landed cargo pods will wait for players to collect their payloads, and are automatically destroyed when emptied.&lt;br /&gt;
&lt;br /&gt;
Unlike transfers from a planet&#039;s surface to a space platform, transfers from space platforms to planetary surfaces come at no material costs despite the appearance of a cargo pod.&lt;br /&gt;
&lt;br /&gt;
== Passengers ==&lt;br /&gt;
Characters can travel to space platforms by riding a rocket, and can likewise leave the platform in a cargo pod.&lt;br /&gt;
&lt;br /&gt;
One character traveling to a space platform takes up an entire rocket, and is not allowed to carry any items in their inventory, except for their equipped weapons and armor (but not ammunition). All other items must be transferred to the space platform hub in separate rockets.&lt;br /&gt;
&lt;br /&gt;
Players aboard space platforms are locked inside the space platform hub, unable to move. The player is therefore locked into remote view until they drop their character to a planetary surface. Note that there is no way to access a player&#039;s inventory while in this state.&lt;br /&gt;
&lt;br /&gt;
[[Biter egg]]s and [[pentapod egg]]s that spoil on the platform (either in the hub or on a belt) produce enemy entities like normal. These enemies do not suffocate, nor are they damaged by the environment. They will attack nearby structures as normal.&lt;br /&gt;
&lt;br /&gt;
== Travel ==&lt;br /&gt;
Space platforms with one or more [[thruster]]s are able to perform voyages between different space locations, such as planets. The more thrusters that are installed on a platform, the faster the platform can get to its destination, but this also causes asteroids to appear faster and threaten the platform. When the thrusters are stopped while in mid-destination, the platform will slowly move toward the destination it&#039;s closer to via gravitational pull.&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
Platform weight depends on how many [[space platform foundation]] tiles the platform has. Each tile of [[space platform foundation]] weighs 200kg or 0.2 tons. The [[space platform hub]] itself weighs 40 tons. Aside from the hub itself, buildings on the platform do not confer extra weight to the platform, save for the [[space platform foundation]] under them. This includes extra [[cargo bay]]s.&lt;br /&gt;
&lt;br /&gt;
=== Interplanetary schedules ===&lt;br /&gt;
Travel between planets can be automated, in a manner similar to using [[railway|trains]]. Clicking on the [[space platform hub]] will bring up its GUI. Individual planets can be added to the platform&#039;s schedule by clicking the &amp;quot;add station&amp;quot; button. A popup will appear with all currently unlocked space destinations. When one is selected, another button appears for selecting a wait condition from a drop-down list. Like trains, wait conditions are used to tell the platform when to leave the planet&#039;s orbit. If no wait condition is selected, the platform will continue to its next stop, if one exists. One can also select if the platform will unload cargo at a planet. If this option is deselected, platforms will not drop any items down to planets automatically. &lt;br /&gt;
[[File:Space_station_hub_gui.png|thumb|300px|The space platform&#039;s GUI. There is one station set for the [[solar system edge]]. ]]&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;automatic&amp;quot; mode, the platform will automatically fly to the designated planet. If attempting to travel to a planet that has no direct route to, the platform will fill in any gaps along the way. For example, attempting to fly from [[Vulcanus]] to [[Fulgora]] will have a platform automatically fly to [[Nauvis]] first.&lt;br /&gt;
&lt;br /&gt;
There are 12 types of wait conditions, many of them unique to space platforms:&lt;br /&gt;
* &#039;&#039;&#039;All requests satisfied&#039;&#039;&#039;: All requests from the current planet have been satisfied.&lt;br /&gt;
* &#039;&#039;&#039;Any request not satisfied&#039;&#039;&#039;: At least one request from the current planet is not satisfied.&lt;br /&gt;
* &#039;&#039;&#039;Any request zero&#039;&#039;&#039;: At least one request (from anywhere, including from no planet at all) is at zero on the platform.&lt;br /&gt;
* &#039;&#039;&#039;Circuit condition&#039;&#039;&#039;: A condition is met from the [[circuit network]].&lt;br /&gt;
* &#039;&#039;&#039;Damage taken&#039;&#039;&#039;: The platform has received a certain value of damage, defaulting to 1,000.&lt;br /&gt;
* &#039;&#039;&#039;Inactivity&#039;&#039;&#039;: No items were received or dropped out of the hub for the specified amount of seconds.&lt;br /&gt;
* &#039;&#039;&#039;Item count&#039;&#039;&#039;: The hub contains a specific amount of a certain item. &lt;br /&gt;
* &#039;&#039;&#039;Passenger not present&#039;&#039;&#039;: No players are present on the platform.&lt;br /&gt;
* &#039;&#039;&#039;Passenger present&#039;&#039;&#039;: At least one player is present on the platform.&lt;br /&gt;
* &#039;&#039;&#039;Request not satisfied&#039;&#039;&#039;: A specific request from the current planet is not satisfied. Items not requested cannot be set. &lt;br /&gt;
* &#039;&#039;&#039;Request satisfied&#039;&#039;&#039;: A specific request from the current planet is satisfied. Items not requested cannot be set. &lt;br /&gt;
* &#039;&#039;&#039;Time passed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, platforms can make use of [[Railway#Schedule interrupts|schedule interrupts]], which behave exactly like trains. There is also an interrupt condition not present in the wait conditions list:&lt;br /&gt;
* &#039;&#039;&#039;Any planet import zero&#039;&#039;&#039;: Any of a specific planet&#039;s imports are not satisfied.&lt;br /&gt;
&lt;br /&gt;
The one exception to wait conditions is when traveling to the [[shattered planet]]. When this is selected, the wait condition becomes a &amp;quot;fly condition&amp;quot;. Whatever condition is set will trigger while en-route to the shattered planet as if the platform was already stopped there. This is because the player is not intended to actually reach the shattered planet (though it is possible), and so the fly condition becomes a way to easily turn the platform around at a certain time.&lt;br /&gt;
&lt;br /&gt;
If the platform hub is connected to a circuit network outside the hub, the following options are available:&lt;br /&gt;
* &#039;&#039;&#039;Read contents&#039;&#039;&#039;: The hub will output its contents to the circuit network.&lt;br /&gt;
* &#039;&#039;&#039;Send to platform&#039;&#039;&#039;: Any signals on the circuit network will be passed to the scheduler for use in &amp;quot;Circuit condition&amp;quot; wait conditions.&lt;br /&gt;
* &#039;&#039;&#039;Read moving to&#039;&#039;&#039;: The platform will output the current destination planet with a value of 1.&lt;br /&gt;
* &#039;&#039;&#039;Read moving from&#039;&#039;&#039;: The platform will output the planet of departure with a value of 2.&lt;br /&gt;
** The &amp;quot;from&amp;quot; and &amp;quot;to&amp;quot; signals are both output when waiting at a planet, so if both signals are activated, a signal of 3 indicates a stationary platform.&lt;br /&gt;
* &#039;&#039;&#039;Read speed&#039;&#039;&#039;: The platform will output its current velocity, by default with the [[File:Signal-V.png|24px]] signal.&lt;br /&gt;
** A speed signal will only be 0 when stopped at a planet. If a platform is stopped between planets, it will slowly drift into orbit of the nearest planet, giving the signal a value of 10 or -10.&lt;br /&gt;
* &#039;&#039;&#039;Read damage taken&#039;&#039;&#039;: The platform will output the amount of damage taken in the current trip, by default with [[File:Signal-D.png|24px]] signal.&lt;br /&gt;
&lt;br /&gt;
== Asteroids ==&lt;br /&gt;
{{main|asteroids}}&lt;br /&gt;
&lt;br /&gt;
Space platforms regularly encounter [[asteroids]].&lt;br /&gt;
&lt;br /&gt;
The smallest asteroids are called &amp;quot;chunks&amp;quot;. Chunks can be collected by [[asteroid collector]]s and processed into various raw materials by [[crusher]]s. Among other uses, it is possible to convert these materials into [[thruster fuel]] and [[thruster oxidizer]].&lt;br /&gt;
&lt;br /&gt;
Asteroids larger than chunks may also appear. They cannot be grabbed by asteroid collectors, and will damage the space platform upon impact. They can be broken into multiple smaller asteroids by reducing their health to 0 with turrets. This is done repeatedly until they become chunks.&lt;br /&gt;
&lt;br /&gt;
During voyages, the number and relative velocity of asteroids increases proportionally to the platform&#039;s speed. Different locations contain different amounts of each type of asteroid, and routes between locations may vary these numbers over the course of a journey. For example, only chunks will appear when in stationary orbit around [[Nauvis]], thus providing a safe building environment free of larger asteroids that may damage the platform.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
* [[Water]] can be obtained from [[oxide asteroid chunk]]s via [[oxide asteroid crushing]] and [[ice melting]].&lt;br /&gt;
* [[Stone]] is not obtainable and must be brought up from planets.&lt;br /&gt;
* [[Iron ore]] can be obtained from [[metallic asteroid chunk]]s via [[metallic asteroid crushing]].&lt;br /&gt;
* [[Copper ore]] can be obtained from [[metallic asteroid chunk]]s via [[advanced metallic asteroid crushing]].&lt;br /&gt;
* [[Coal]] can be obtained from [[carbonic asteroid chunk]]s via [[coal synthesis]] by using [[carbon]] and [[sulfur]] from [[advanced carbonic asteroid crushing]].&lt;br /&gt;
* [[Crude oil]] is not obtainable. However:&lt;br /&gt;
** [[Sulfur]] can be obtained via [[advanced carbonic asteroid crushing]]. &lt;br /&gt;
** [[Heavy oil]] can be obtained via [[simple coal liquefaction]] using [[calcite]] obtained from [[advanced oxide asteroid crushing]].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|reach-for-the-stars}}&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;
space platform titlescreen.png|Space platform seen on the expansion&#039;s title screen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.23|&lt;br /&gt;
* Added an error message when manually trying to launch a rocket to a full space platform.&lt;br /&gt;
* Changed space platforms to not delete items on the ground when deconstructing them.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.14|&lt;br /&gt;
* Deletion of space platforms requires confirmation.}}&lt;br /&gt;
&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;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Asteroid_collector&amp;diff=220257</id>
		<title>Asteroid collector</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Asteroid_collector&amp;diff=220257"/>
		<updated>2026-10-02T13:51:23Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Placement */ correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Asteroid collector}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Asteroid collector&#039;&#039;&#039; collects [[asteroid chunk]]s{{SA}} in a 15×15 radius and can collect 5 items with its arm before going back to store them. Higher [[quality]] asteroid collectors increase base health, electricity consumption, collection area, storage size, arm speed, and arm amount.&lt;br /&gt;
&lt;br /&gt;
The center tile of the collection area is five tiles in front of the center tile of the asteroid collector. The image below has a tile ghost in the center of the collection area.&lt;br /&gt;
&lt;br /&gt;
[[File:Center tile of asteroid collection area.png|frameless|alt=An image showing an asteroid collector. The collection area highlight is visible, and there is a tile ghost indicating the center of the collection area.|The tile ghost is the center of the collection area]]&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
It must be placed on the edge of a [[space platform]]{{SA}}, with the back 2×3 tiles on the space platform and the front 1×3 tiles (where the arms come out) off of the space platform. The nine (3x3) tiles in front of the asteroid collector must also be empty space.&lt;br /&gt;
&lt;br /&gt;
While the asteroid collector is a 3x3 building in size, the front 1x3 tiles do not count against the platform&#039;s size or weight, as they do not have [[space platform foundation]]s under them.&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;
* [[Inserters]]&lt;br /&gt;
* [[Storage]]&lt;br /&gt;
* [[Stack]]&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&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=Asteroid_collector&amp;diff=220256</id>
		<title>Asteroid collector</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Asteroid_collector&amp;diff=220256"/>
		<updated>2026-10-02T13:50:59Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Placement */ Size clarifications on platforms.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Asteroid collector}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Asteroid collector&#039;&#039;&#039; collects [[asteroid chunk]]s{{SA}} in a 15×15 radius and can collect 5 items with its arm before going back to store them. Higher [[quality]] asteroid collectors increase base health, electricity consumption, collection area, storage size, arm speed, and arm amount.&lt;br /&gt;
&lt;br /&gt;
The center tile of the collection area is five tiles in front of the center tile of the asteroid collector. The image below has a tile ghost in the center of the collection area.&lt;br /&gt;
&lt;br /&gt;
[[File:Center tile of asteroid collection area.png|frameless|alt=An image showing an asteroid collector. The collection area highlight is visible, and there is a tile ghost indicating the center of the collection area.|The tile ghost is the center of the collection area]]&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
It must be placed on the edge of a [[space platform]]{{SA}}, with the back 2×3 tiles on the space platform and the front 1×3 tiles (where the arms come out) off of the space platform. The nine (3x3) tiles in front of the asteroid collector must also be empty space.&lt;br /&gt;
&lt;br /&gt;
While the asteroid collector is a 3x3 building in size, the front 1x3 tiles do not count against the platform&#039;s size or weight, as they do not have [[platform foundation]]s under them.&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;
* [[Inserters]]&lt;br /&gt;
* [[Storage]]&lt;br /&gt;
* [[Stack]]&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&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=Fulgorite&amp;diff=220246</id>
		<title>Fulgorite</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgorite&amp;diff=220246"/>
		<updated>2026-10-01T15:35:48Z</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:Fulgorite}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Fulgorites&#039;&#039;&#039; are part of the natural [[map generator|terrain generation]] on [[Fulgora]]. They are a source of [[holmium ore]] that does not require [[scrap recycling]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*[[:Wikipedia:Fulgurites|Fulgurites]] exist in the real world, and are formed when lightning discharges into the ground. &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;
{{EnvironmentNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Jellynut_seed&amp;diff=220245</id>
		<title>Jellynut seed</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Jellynut_seed&amp;diff=220245"/>
		<updated>2026-10-01T15:34:28Z</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:Jellynut seed}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Jellynut seed&#039;&#039;&#039; is an item used to plant [[jellystem]]s, either manually or with an [[agricultural tower]]. These jellystems produce [[jellynut]] fruits when harvested. The seeds are then extracted from those fruits when processed.&lt;br /&gt;
&lt;br /&gt;
On average, the jellynut processing recipe produces exactly one seed from each mature jellystem being harvested, meaning jellynut processing by hand is a barely and unreliably self-sustaining process. However, the built-in [[productivity]] of a [[biochamber]] increases this statistic to one and a half seeds from each jellystem harvested, which is a net positive, thereby making jellystem production a reliably self-sustaining process.&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;
* [[Yumako seed]]{{SA}}&lt;br /&gt;
* [[Tree seed]]{{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=Yumako_seed&amp;diff=220244</id>
		<title>Yumako seed</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Yumako_seed&amp;diff=220244"/>
		<updated>2026-10-01T15:34:05Z</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:Yumako seed}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Yumako seed&#039;&#039;&#039; is an item used to plant [[yumako tree]]s, either manually or with an [[agricultural tower]]. These trees produce [[yumako]] fruits when harvested. The seeds are then extracted from those fruits when processed.&lt;br /&gt;
&lt;br /&gt;
On average, the yumako processing recipe produces exactly one seed from each mature yumako tree being harvested, meaning yumako processing by hand is a barely and unreliably self-sustaining process. However, the built-in [[productivity]] of a [[biochamber]] increases this statistic to one and a half seeds from each tree harvested, which is a net positive, thereby making yumako tree production a reliably self-sustaining process.&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;
* [[Jellynut seed]]{{SA}}&lt;br /&gt;
* [[Tree seed]]{{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=Cargo_landing_pad&amp;diff=220180</id>
		<title>Cargo landing pad</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cargo_landing_pad&amp;diff=220180"/>
		<updated>2026-09-28T17:09:37Z</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:Cargo landing pad}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;cargo landing pad&#039;&#039;&#039; is a large storage structure that is part of the [[logistic network]]. It acts as an 8×8 [[passive provider chest]] with a capacity of 80 slots. Only one can be placed on the surface at a time. [[Inserters]] can pull items out of it like any other container, but cannot insert &#039;&#039;into&#039;&#039; the landing pad. Additionally, it provides radar coverage around itself without requiring power. Its purpose depends on whether or not [[Space Age]]{{SA}} is enabled.&lt;br /&gt;
&lt;br /&gt;
The landing pad can be connected to the [[circuit network]] to read its contents like other containers.&lt;br /&gt;
&lt;br /&gt;
== Base game ==&lt;br /&gt;
When the [[rocket silo]] sends a rocket with a [[satellite]] into space, the cargo landing pad will receive 1,000 [[space science pack]]s. If the landing pad is full, the science will be deposited on the ground and marked for deconstruction. The science will be delivered to the landing pad regardless of its distance from the rocket silo.&lt;br /&gt;
&lt;br /&gt;
== Space Age ==&lt;br /&gt;
In [[Space Age]]{{SA}}, the cargo landing pad instead acts as a hub for orbital deliveries. It acts as a [[requester chest]] for orbiting [[space platform]]s{{SA}}. Platforms that are stopped over the current planet may have their cargo dropped down to satisfy the landing pad&#039;s requests. The landing pad has 3 cargo hatches and can only receive 3 stacks of items at a time.&lt;br /&gt;
&lt;br /&gt;
The cargo landing pad may be extended by placing a [[cargo bay]]{{SA}} or [[landing pad unloading bay]]{{SA}} next to it. Each bay will increase the landing pad&#039;s inventory size by 20 slots each (increased with higher [[quality]]{{SA}}). The cargo bay also increases the number of item stacks that can be dropped from space platforms at the same time by 1, while the unloading bay provides more locations for [[inserters]] to unload items.&lt;br /&gt;
&lt;br /&gt;
If a landing pad&#039;s inventory is full, dropped items will be thrown on the ground around the cargo bay and can be picked up manually or with a deconstruction planner.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;trash unrequested&#039;&#039;&#039; box is ticked, the landing pad will automatically move all items from its inventory that are not currently requested to its trash slots.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.14|&lt;br /&gt;
* Changed cargo landing pad mining time to 1&lt;br /&gt;
}}&lt;br /&gt;
&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;
* [[Rocket silo]]&lt;br /&gt;
* [[Space platform]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Productivity&amp;diff=220142</id>
		<title>Productivity</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Productivity&amp;diff=220142"/>
		<updated>2026-09-27T22:03:36Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Lab productivity */ 2.1 removes the productivity bar on labs.&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. There is no visual indicator that productivity is being applied to the lab, but it is factored into in the science generation rate in [[production statistics]].&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=Promethium_science_pack&amp;diff=220139</id>
		<title>Promethium science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Promethium_science_pack&amp;diff=220139"/>
		<updated>2026-09-27T17:05:17Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Added information about how you go about making promethium science&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Promethium science pack}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Promethium science pack&#039;&#039;&#039; is an end-game science pack. It is used in [[lab]]s to [[research]] [[technologies]].&lt;br /&gt;
&lt;br /&gt;
Unlike most science packs, the promethium science pack is only used for one technology, that being [[research productivity (research)|research productivity]]. However, this is an infinite research, and since it directly makes all technologies easier to research, promethium science packs are indirectly useful for technologies other than research productivity.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
&lt;br /&gt;
Promethium science packs can only be manufactured on [[space platform]]s. [[Promethium asteroid chunk]]s can only be harvested on a space platform. [[Quantum processor]]s can be manufactured in space or on [[Aquilo]], but they require resources unique to each planet other than [[Nauvis]]. [[Biter egg]]s themselves can only be manufactured on [[Nauvis]]. As such, promethium science packs requires a resource from every planet as well as space platforms.&lt;br /&gt;
&lt;br /&gt;
There are two conflicting facets of this recipe that makes producing promethium science packs difficult. The first is that biter eggs have a 30 minute [[spoilage|spoil time]] and can only be produced on Nauvis. The second is that promethium chunks have a low stack size and can only be harvested on the route to the [[shattered planet]], which is quite far from Nauvis. This leaves two broad options for producing promethium science packs: bring the eggs to the chunks, or bring the chunks to the eggs.&lt;br /&gt;
&lt;br /&gt;
Because the eggs spoil relatively quickly, successfully bringing lots of eggs to the source of chunks requires a fast platform that can still survive the dense asteroid regions beyond the [[solar system edge]].&lt;br /&gt;
&lt;br /&gt;
Bringing promethium chunks to Nauvis requires storing chunks. However, each craft of science requires 25 chunks. With their stack size of 1, a platform&#039;s hub can only store at most around 65k chunks, enough for 2.6k crafts of science per trip. It is possible to store chunks on belts instead. With ~8 chunks per belt tile, and the ability to store more per tile via underground belts (and using different kinds of underground belts for more overlapping), it is possible to transport large quantities of promethium chunks in a relatively small area.&lt;br /&gt;
&lt;br /&gt;
=== Egg storage ===&lt;br /&gt;
&lt;br /&gt;
The core issue that leads to these designs is that eggs spoil. However, biter eggs can be stored in a non-spoiling form by crafting a non-spoiling item from them and later recycling that item to harvest the eggs. The only two items which consume eggs and can be recycled to obtain them are [[productivity module 3]]s and the two overgrowth soils. Because only one egg is used to make prod 3s, a stack of them only provides ~12.5 eggs, enough for 1.25 crafts of promethium science. By contrast, one stack of either of the two overgrowth soils stores ~250 eggs, which is much more efficient for storage.&lt;br /&gt;
&lt;br /&gt;
There are two downsides with using overgrowth soils. First, overgrowth soils have a very low rocket capacity, only 14 per launch. So while a single stack contains ~250 eggs, a rocket of overgrowth soil only sends 35 eggs. Sending large quantities of overgrowth soils therefore require a lot of [[rocket silo]]s and [[rocket part]] production infrastructure. The other downside is that producing overgrowth soil requires a large number of Gleba&#039;s tree seeds. So to scale this method up, there may be a need to harvest trees for the sole purpose of generating seeds (and spoilage) to make overgrowth soils.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|research-with-promethium}}&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;
* [[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=Railgun_shooting_speed_(research)&amp;diff=220128</id>
		<title>Railgun shooting speed (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railgun_shooting_speed_(research)&amp;diff=220128"/>
		<updated>2026-09-27T04:59:53Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Railgun shooting speed no longer capped.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Railgun shooting speed (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Railgun shooting speed&#039;&#039;&#039; increases the firing speed of the [[railgun]] and [[railgun turret]].&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|Railgun shooting speed (research)|1}} Railgun shooting speed 1 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} {{Icon|Space science pack|1}} {{Icon|Electromagnetic science pack|1}} {{Icon|Cryogenic science pack|1}} &amp;lt;big&amp;gt;X &amp;lt;br/&amp;gt;{{Key|1000*2^(Level-1)}}&amp;lt;/big&amp;gt; (eg. 1000 for level 1, 2000 for level 2, 4000 for level 3) || 15% per level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.1.7|&lt;br /&gt;
* Fixed that turret shooting speed didn&#039;t work at higher speeds depending on the turret animations.}}&lt;br /&gt;
{{History|2.0.54|&lt;br /&gt;
* Bonus adjusted to 15% as part of railgun turret fixes}}&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
* [[Railgun damage (research)]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cuttlepop&amp;diff=220127</id>
		<title>Cuttlepop</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cuttlepop&amp;diff=220127"/>
		<updated>2026-09-27T03:50:39Z</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:Cuttlepop}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Cuttlepops&#039;&#039;&#039; are a part of the natural terrian generation on [[Gleba]]. They are tall sporey plants on drier ground that yield [[wood]] and [[spoilage]] when mined.&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;
{{EnvironmentNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_ocean&amp;diff=220126</id>
		<title>Oil ocean</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_ocean&amp;diff=220126"/>
		<updated>2026-09-27T03:43:53Z</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;
{{About/Space age}}&lt;br /&gt;
[[File:Oil Oceans Split.png|thumb|alt=Oil ocean tiles and Deep oil ocean tiles split in the middle|Oil ocean tiles and Deep oil ocean tiles split in the middle|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oil oceans&#039;&#039;&#039; separate the islands of [[Fulgora]]. The seas slow down the player and most vehicles, but they can traverse them regardless. However, almost no entities can be built on oil oceans.&lt;br /&gt;
&lt;br /&gt;
[[Rail support]]s and [[Rail ramp|ramps]] can be placed in oil oceans, thus allowing [[train]]s to travel between islands. Deep oil ocean tiles, the dark colors, cannot have rail supports or ramps placed on them until [[Rail support foundations (research)|Rail support foundations]] is researched. This technology requires [[Metallurgic science pack]]s from Vulcanus.&lt;br /&gt;
&lt;br /&gt;
[[Foundation]] tiles can be built on oil oceans, and any entity can be placed on foundations. This allows unrestricted building on the oil oceans.&lt;br /&gt;
&lt;br /&gt;
By placing an [[offshore pump]] on the edge of an island, [[heavy oil]] is infinitely extracted from the oil oceans, much like [[water]] is from lakes on [[Nauvis]]. Other oil products can be produced via [[cracking]].&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;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Landing_pad_unloading_bay_(research)&amp;diff=220125</id>
		<title>Landing pad unloading bay (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Landing_pad_unloading_bay_(research)&amp;diff=220125"/>
		<updated>2026-09-27T03:38:08Z</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:Landing pad unloading bay (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Researching &#039;&#039;&#039;landing pad unloading bay&#039;&#039;&#039; allows the player to craft [[landing pad unloading bay]]s, which can have [[inserters]] interact with it to unload items from the connected [[cargo landing pad]] and its [[cargo bay]]s. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&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=Space_platform_starter_pack&amp;diff=220124</id>
		<title>Space platform starter pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_platform_starter_pack&amp;diff=220124"/>
		<updated>2026-09-27T03:37:04Z</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:Space platform starter pack}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;space platform starter pack&#039;&#039;&#039; is an item that is required to create a [[space platform]]. Each new platform created requires launching another space platform starter pack. Although the starter pack can create a space platform, it only provides the basic foundation of one by itself, and will need much more expansion for the platform to be of any use to the player.&lt;br /&gt;
&lt;br /&gt;
To use the starter pack, select the &amp;quot;Build new space platform&amp;quot; option in a [[rocket silo]] or &amp;quot;Add space platform&amp;quot; on the Surfaces section of the map view. The player will be prompted to select a name for their platform, as well as which planet&#039;s orbit the platform will be launched to. Clicking &amp;quot;Create&amp;quot; will create an [[Rocket_silo#Orbital_requests|orbital logistics request]] for a space platform starter pack on the selected planet. Once the request is fulfilled (either by bots or by manually placing the starter pack in a silo) the rocket will launch and create the platform upon reaching space.&lt;br /&gt;
&lt;br /&gt;
All space platforms start with a [[space platform hub]] in the center and 46 units of [[space platform foundation]] (10 in the hub&#039;s inventory and 36 tiles placed in a ring around the hub). A higher [[quality]] platform starter pack will result in a higher quality space platform hub. The space platform foundation will be of normal quality because tiles are not affected by quality.&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;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;270px&amp;quot;&amp;gt;&lt;br /&gt;
starter_space_platform.png|Starting space platform.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&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=Stellar_discovery_solar_system_edge_(research)&amp;diff=220123</id>
		<title>Stellar discovery solar system edge (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Stellar_discovery_solar_system_edge_(research)&amp;diff=220123"/>
		<updated>2026-09-27T03:36:40Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* History */ Corrected history.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Stellar discovery solar system edge (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
Unlocks traveling to the [[solar system edge]]{{SA}} with [[space platform]]s.&lt;br /&gt;
&lt;br /&gt;
The following science packs are required to research the solar system edge and all technologies leading up to it (with normal science cost):&lt;br /&gt;
&amp;lt;div&amp;gt;{{Icon|Automation science pack}} × 21&amp;amp;nbsp;805, {{Icon|Logistic science pack}} × 21&amp;amp;nbsp;605, {{Icon|Chemical science pack}} × 18&amp;amp;nbsp;850, {{Icon|Production science pack}} × 8&amp;amp;nbsp;500, {{Icon|Utility science pack}} × 10&amp;amp;nbsp;500, {{Icon|Space science pack}} × 16 000, {{Icon|Metallurgic science pack}} × 9&amp;amp;nbsp;000, {{Icon|Agricultural science pack}} × 12&amp;amp;nbsp;000, {{Icon|Electromagnetic science pack}} × 8&amp;amp;nbsp;500, {{Icon|Cryogenic science pack}} × 5&amp;amp;nbsp;500&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Moved [[solar system edge]] space location unlock to new separate technology.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Promethium science pack (research)]]&lt;br /&gt;
* [[Shattered planet]]&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=Fluorine&amp;diff=220122</id>
		<title>Fluorine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fluorine&amp;diff=220122"/>
		<updated>2026-09-27T03:32:41Z</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:Fluorine}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Fluorine&#039;&#039;&#039; is a [[fluid system|gas]] found on [[Aquilo]]. It can be extracted using a [[pumpjack]]. Its only use is as an ingredient in the manufacturing of [[fluoroketone (hot)]], a key intermediate on Aquilo.&lt;br /&gt;
&lt;br /&gt;
Fluorine cannot be put into [[barrel]]s. As such, it cannot be shipped off of Aquilo, which creates a de-facto restriction of the production of fluoroketone to Aquilo.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Fluoroketone (cold)]]&lt;br /&gt;
* [[Fluoroketone (hot)]]&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=Carbon_fiber&amp;diff=220121</id>
		<title>Carbon fiber</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Carbon_fiber&amp;diff=220121"/>
		<updated>2026-09-27T03:30:35Z</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:Carbon fiber}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Carbon fiber&#039;&#039;&#039; is a material crafted on [[Gleba]]. It is used for a wide variety of utility products, such as the [[portable fusion reactor]], [[rocket turret]] and [[railgun]].&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;br /&gt;
{{C|Materials}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Promethium_science_pack_(research)&amp;diff=220120</id>
		<title>Promethium science pack (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Promethium_science_pack_(research)&amp;diff=220120"/>
		<updated>2026-09-27T03:28:13Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Solar system edge discovery moved to different technology in 2.1.7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Promethium science pack (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Promethium science pack&#039;&#039;&#039; [[research]] allows the player to craft [[promethium science pack]]s. It also unlocks the [[space platform]] destination [[shattered planet]], the only source of [[promethium asteroid chunk]]s for the science pack.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Moved solar system edge space location unlock to new separate technology.&lt;br /&gt;
}}&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;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
* [[Technologies]]&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=Infobox:Power_armor_MK2_(research)&amp;diff=220119</id>
		<title>Infobox:Power armor MK2 (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Power_armor_MK2_(research)&amp;diff=220119"/>
		<updated>2026-09-26T22:08:00Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Allows mech armor tech.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = technology&lt;br /&gt;
|internal-name = power-armor-mk2&lt;br /&gt;
|category = Technology&lt;br /&gt;
|cost = Time, 30 + Automation science pack, 1 + Logistic science pack, 1 + Military science pack, 1 + Chemical science pack, 1 + Utility science pack, 1&lt;br /&gt;
|cost-multiplier = 400&lt;br /&gt;
|required-technologies = Efficiency module 2, 2 + Military 4, 4 + Power armor + Speed module 2, 2&lt;br /&gt;
|effects = Power armor MK2&lt;br /&gt;
&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|space-age-required-technologies = Speed module + Efficiency module + Military 4, 4 + Power armor&lt;br /&gt;
|space-age-allows = Mech armor&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Health_(research)&amp;diff=220118</id>
		<title>Health (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Health_(research)&amp;diff=220118"/>
		<updated>2026-09-26T15:40:56Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Added recent history.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Health (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Adds 50 health to the [[player]] per research level and can be researched infinitely. Players start with 250 health.&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|Health (research)|1}} Health 1 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} {{Icon|Space science pack|1}} {{Icon|Agricultural science pack|1}} &amp;lt;big&amp;gt;X {{Key|50 × 2&amp;lt;sup&amp;gt;(Level)&amp;lt;/sup&amp;gt;}}&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;(eg. 100 for level 1, 200 for level 2, 400 for level 3) || 50 per level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.1.18|&lt;br /&gt;
* Removed &amp;quot;Military science pack&amp;quot; technology prerequisite from the &amp;quot;Health&amp;quot; technology.&lt;br /&gt;
}}&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=Fuel&amp;diff=220072</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fuel&amp;diff=220072"/>
		<updated>2026-09-22T17:10:07Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Consumption */ Added a section on quality scaling.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Fuel&#039;&#039;&#039; can be inserted into [[burner devices]] and burned to power them. Different fuels provide different amounts of energy, measured in megajoules (MJ).&lt;br /&gt;
&lt;br /&gt;
== Burnable fuel ==&lt;br /&gt;
&lt;br /&gt;
The most common fuel type is burner fuel.&lt;br /&gt;
&lt;br /&gt;
This is a list of all items usable as fuel in burner devices:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Fuel value !! Fuel value per raw total !! Fuel value&amp;lt;br&amp;gt;per stack !! Fuel Value&amp;lt;br&amp;gt;per [[rocket silo|rocket]] !! Vehicle&amp;lt;br&amp;gt;acceleration !! Vehicle&amp;lt;br&amp;gt;top speed !! Train max speed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wood}} || data-sort-value=2|2 MJ || data-sort-value=&amp;quot;wood 2&amp;quot;|2 MJ per wood || data-sort-value=200|200 MJ || data-sort-value=1000|1 GJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Coal}} || data-sort-value=4|4 MJ || data-sort-value=&amp;quot;coal 4&amp;quot;|4 MJ per coal || data-sort-value=200|200 MJ || data-sort-value=2000|2 GJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel}} || data-sort-value=12|12 MJ || data-sort-value=&amp;quot;oil 0.96&amp;quot;|0.96 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, or&amp;lt;br/&amp;gt;8.7 MJ per [[coal]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || data-sort-value=600|600 MJ || data-sort-value=12000|12 GJ || 120% || 105% || 272.2 km/h (~75.6 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Carbon|space-age=yes}} || data-sort-value=2|2 MJ || data-sort-value=&amp;quot;coal 1&amp;quot;|1 MJ per coal|| data-sort-value=100|100 MJ || data-sort-value=2000|2 GJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rocket fuel}} || data-sort-value=100|100 MJ || data-sort-value=&amp;quot;oil 0.80&amp;quot;|0.8 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || data-sort-value=2000|2 GJ || data-sort-value=10000|10 GJ || 180% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nuclear fuel}} || data-sort-value=1210|1.21 GJ || data-sort-value=&amp;quot;oil 9.68&amp;quot;|9.68 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, and&amp;lt;br/&amp;gt;40.89 MJ per [[uranium ore]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || data-sort-value=1210|1.21 GJ || data-sort-value=12100|12.1 GJ || 250% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako seed|space-age=yes}} || data-sort-value=4|4 MJ || data-sort-value=&amp;quot;crop 00.08&amp;quot;|80 kJ per crop&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|| data-sort-value=40|40 MJ || data-sort-value=400|400 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut seed|space-age=yes}} || data-sort-value=4|4 MJ || data-sort-value=&amp;quot;crop 00.08&amp;quot;|80 kJ per crop&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || data-sort-value=40|40 MJ || data-sort-value=400|400 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree seed|space-age=yes}} || data-sort-value=0.1|100 kJ || data-sort-value=&amp;quot;wood 0.05&amp;quot;|50 kJ per wood || data-sort-value=1|1 MJ || data-sort-value=10|10 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako|space-age=yes}} || data-sort-value=2|2 MJ || data-sort-value=&amp;quot;crop 02&amp;quot;|2 MJ per crop || data-sort-value=100|100 MJ || data-sort-value=2000|2 GJ&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut|space-age=yes}} || data-sort-value=10|10 MJ || data-sort-value=&amp;quot;crop 10&amp;quot;|10 MJ per crop|| data-sort-value=500|500 MJ || data-sort-value=10000|10 GJ&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Spoilage|space-age=yes}} || data-sort-value=0.25|250 kJ || data-sort-value=&amp;quot;crop 00.25&amp;quot;|250 kJ per crop&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;|| data-sort-value=50|50 MJ || data-sort-value=500|500 MJ || 50% || 50% || 129.6 km/h (36 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako mash|space-age=yes}} || data-sort-value=1|1 MJ || data-sort-value=&amp;quot;crop 02&amp;quot;|2 MJ per crop || data-sort-value=100|100 MJ || data-sort-value=2000|2 GJ&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jelly|space-age=yes}} || data-sort-value=1|1 MJ || data-sort-value=&amp;quot;crop 04&amp;quot;|4 MJ per crop || data-sort-value=100|100 MJ || data-sort-value=2000|2 GJ&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || data-sort-value=6|6 MJ || data-sort-value=&amp;quot;egg 6&amp;quot;|6 MJ per egg|| data-sort-value=600|600 MJ || data-sort-value=3000|3 GJ&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || data-sort-value=5|5 MJ || data-sort-value=&amp;quot;egg 5&amp;quot;|5 MJ per egg|| data-sort-value=100|100 MJ || data-sort-value=1000|1 GJ&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; For the purposes of in-game speed display, the game assumes 1 tile = 1 meter. I.e., a train on basic fuel travels at 72 &#039;&#039;&#039;tiles&#039;&#039;&#039; per second at full speed, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; This assumes all crude oil is processed completely into solid fuel using [[advanced oil processing]] and [[heavy oil cracking]] as intermediate steps, but not [[light oil cracking]]. More efficient methods are possible; in practice, the [[petroleum gas]] is more likely to be used for something other than solid fuel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Using [[coal liquefaction]] and [[heavy oil cracking]], converting all [[light oil]] and [[petroleum gas]] into solid fuel. Does not include energy requirements of refining/mining.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; This assumes the &amp;quot;cost&amp;quot; is what would have been gained if all seeds were planted and the grown plant was harvested, i.e. 50 [[yumako]] or [[jellynut]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt; Fuel value per raw for spoilage varies a lot on the item spoiled and if they were made using the [[biochamber]]&#039;s 50% base productivity. 250 kJ assumes spoilage directly from yumako or jellynut crops.  This is can go as high as about 2.43 MJ per crop using [[nutrients from bioflux]] (60 nutrients from 4.16 yumako and 1.66 jellynuts with 3.21 nutrients spent running biochambers).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; These products spoil, and thus are usually not suitable fuels to move between planets.&lt;br /&gt;
&lt;br /&gt;
== Other fuel types ==&lt;br /&gt;
&lt;br /&gt;
These fuels are consumed by specific entities and cannot be placed into standard burners.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Fuel type !! Fuel value !! Fuel value&amp;lt;br&amp;gt;per stack !! Consumed by !! Consumption rate&amp;lt;br&amp;gt;(watts) !! Consumption rate&amp;lt;br&amp;gt;(items)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Uranium fuel cell}} || Nuclear fuel || 8 GJ || 400 GJ || {{imagelink|Nuclear reactor}} || 40 MW || 1 per 200s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion power cell|space-age=yes}} || Fusion fuel || 40 GJ || 2 TJ || {{imagelink|Fusion reactor|space-age=yes}} || 100 MW || 1 per 400s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Thruster fuel|space-age=yes}} || Fluid&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|| 50 kJ || || {{imagelink|Thruster|space-age=yes}} || 0.3 MW - 6.0 MW || 6/s - 120/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Thruster oxidizer|space-age=yes}} || Fluid&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|| 50 kJ || || {{imagelink|Thruster|space-age=yes}} || 0.3 MW - 6.0 MW || 6/s - 120/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients|space-age=yes}} || Nutrients || 2 MJ || 200 MJ || {{imagelink|Biochamber|space-age=yes}} || 500 kW || 1 per 4s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Bioflux|space-age=yes}} || Food || 6 MJ || 600 MJ || {{imagelink|Captive biter spawner|space-age=yes}} || 100 kW || 1 per 60s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Thruster fuel and oxidizer have a fuel value but technically do not have a fuel type.  Since they can only be consumed by thrusters which require specific fluids, they are effectively their own fuel types.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Most of these fuel consumers increase their fuel consumption rate with [[quality]]. However, because the biochamber and captive biter spawner are crafting machines, [[quality]] versions of them do not consume fuel faster despite their faster processing speed. They instead become more fuel efficient, producing more output for the same amount of fuel.&lt;br /&gt;
&lt;br /&gt;
== Consumption ==&lt;br /&gt;
&lt;br /&gt;
The following formula can be used to find how long a fuel will last in a device:&lt;br /&gt;
&amp;lt;code&amp;gt;Burn time (s) = Fuel value (MJ) ÷ Energy consumption (MW)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How [[quality]]{{SA}} affects burn time depends on the kind of machine in question. Crafting machines do not increase energy consumption with higher quality. As such, crafting machines that run on a fuel, like the [[stone furnace]] or [[biochamber]], do not change their burn time with quality.&lt;br /&gt;
&lt;br /&gt;
Inserters like the [[burner inserter]] do not increase their energy consumption per-swing, but they do swing faster. As such, higher quality burner inserters can consume more fuel based on this.&lt;br /&gt;
&lt;br /&gt;
The [[burner mining drill]] does not get faster with quality, so it does not consume more energy. The [[car]] and [[tank]] vehicles do not change their energy consumption with quality.&lt;br /&gt;
&lt;br /&gt;
All other entities which use fuel do scale their energy consumption, and thus burn time, with quality. This includes [[locomotive]]s.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Though the top speeds given by solid fuel, rocket fuel and nuclear fuel are presented as +5%, +15% and +15% respectively, this seems to only be true for trains. The top speeds for cars and tanks are instead approximately +9.5%, +34% and +58% respectively when these fuels are used.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fuel type affects vehicle acceleration and top speed.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Burner devices]]&lt;br /&gt;
** {{Imagelink|Burner inserter}} {{Imagelink|Burner mining drill}} {{Imagelink|Boiler}} {{Imagelink|Heating tower|space-age=yes}} {{Imagelink|Stone furnace}} {{Imagelink|Steel furnace}} {{Imagelink|Locomotive}} {{Imagelink|Car}} {{Imagelink|Tank}} &lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ Nuclear Ratios]&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=Infobox:Locomotive&amp;diff=220071</id>
		<title>Infobox:Locomotive</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Locomotive&amp;diff=220071"/>
		<updated>2026-09-22T17:07:47Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Added quality energy consumption.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|mining-time = 0.5&lt;br /&gt;
|prototype-type = locomotive&lt;br /&gt;
|internal-name = locomotive&lt;br /&gt;
|category = Logistics&lt;br /&gt;
|image = locomotive_entity&lt;br /&gt;
|map-icon = [[File:locomotive_map_icon.png]]&lt;br /&gt;
|health={{Quality|1000|1300|1600|1900|2500}}&lt;br /&gt;
|stack-size=5&lt;br /&gt;
|resistance = {{Translation|Acid}}: 3/20%&amp;lt;br&amp;gt;{{Translation|Explosion}}: 15/30%&amp;lt;br&amp;gt;{{Translation|Fire}}: 15/50%&amp;lt;br&amp;gt;{{Translation|Impact}}: 50/60%&amp;lt;br&amp;gt;{{Translation|Physical}}: 15/30%&lt;br /&gt;
|dimensions=2×6&lt;br /&gt;
|storage-size=3 &amp;lt;small&amp;gt;({{Translation|fuel only}})&amp;lt;/small&amp;gt;&lt;br /&gt;
|energy = {{Quality|600&amp;amp;nbsp;{{Translation|kW}}|720&amp;amp;nbsp;{{Translation|kW}}|840&amp;amp;nbsp;{{Translation|kW}}|960&amp;amp;nbsp;{{Translation|kW}}|1.2&amp;amp;nbsp;{{Translation|MW}}}} burner&lt;br /&gt;
|vehicle-weight = 2000&lt;br /&gt;
|valid-fuel = Wood + Coal + Solid fuel + Rocket fuel + Nuclear fuel&lt;br /&gt;
|recipe = Time, 4 + Electronic circuit, 10 + Engine unit, 20 + Steel plate, 30&lt;br /&gt;
|total-raw = Time, 16.5 + Copper plate, 15 + Engine unit, 20 + Iron plate, 10 + Steel plate, 30&lt;br /&gt;
|required-technologies=Railway&lt;br /&gt;
|boosting-technologies = Braking force&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|rocket-capacity = 5 (1 {{Translation|stack}})&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fuel&amp;diff=220070</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fuel&amp;diff=220070"/>
		<updated>2026-09-22T16:58:02Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Other fuel types */ errant subscript&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Fuel&#039;&#039;&#039; can be inserted into [[burner devices]] and burned to power them. Different fuels provide different amounts of energy, measured in megajoules (MJ).&lt;br /&gt;
&lt;br /&gt;
== Burnable fuel ==&lt;br /&gt;
&lt;br /&gt;
The most common fuel type is burner fuel.&lt;br /&gt;
&lt;br /&gt;
This is a list of all items usable as fuel in burner devices:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Fuel value !! Fuel value per raw total !! Fuel value&amp;lt;br&amp;gt;per stack !! Fuel Value&amp;lt;br&amp;gt;per [[rocket silo|rocket]] !! Vehicle&amp;lt;br&amp;gt;acceleration !! Vehicle&amp;lt;br&amp;gt;top speed !! Train max speed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wood}} || data-sort-value=2|2 MJ || data-sort-value=&amp;quot;wood 2&amp;quot;|2 MJ per wood || data-sort-value=200|200 MJ || data-sort-value=1000|1 GJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Coal}} || data-sort-value=4|4 MJ || data-sort-value=&amp;quot;coal 4&amp;quot;|4 MJ per coal || data-sort-value=200|200 MJ || data-sort-value=2000|2 GJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel}} || data-sort-value=12|12 MJ || data-sort-value=&amp;quot;oil 0.96&amp;quot;|0.96 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, or&amp;lt;br/&amp;gt;8.7 MJ per [[coal]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || data-sort-value=600|600 MJ || data-sort-value=12000|12 GJ || 120% || 105% || 272.2 km/h (~75.6 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Carbon|space-age=yes}} || data-sort-value=2|2 MJ || data-sort-value=&amp;quot;coal 1&amp;quot;|1 MJ per coal|| data-sort-value=100|100 MJ || data-sort-value=2000|2 GJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rocket fuel}} || data-sort-value=100|100 MJ || data-sort-value=&amp;quot;oil 0.80&amp;quot;|0.8 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || data-sort-value=2000|2 GJ || data-sort-value=10000|10 GJ || 180% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nuclear fuel}} || data-sort-value=1210|1.21 GJ || data-sort-value=&amp;quot;oil 9.68&amp;quot;|9.68 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, and&amp;lt;br/&amp;gt;40.89 MJ per [[uranium ore]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || data-sort-value=1210|1.21 GJ || data-sort-value=12100|12.1 GJ || 250% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako seed|space-age=yes}} || data-sort-value=4|4 MJ || data-sort-value=&amp;quot;crop 00.08&amp;quot;|80 kJ per crop&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|| data-sort-value=40|40 MJ || data-sort-value=400|400 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut seed|space-age=yes}} || data-sort-value=4|4 MJ || data-sort-value=&amp;quot;crop 00.08&amp;quot;|80 kJ per crop&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || data-sort-value=40|40 MJ || data-sort-value=400|400 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree seed|space-age=yes}} || data-sort-value=0.1|100 kJ || data-sort-value=&amp;quot;wood 0.05&amp;quot;|50 kJ per wood || data-sort-value=1|1 MJ || data-sort-value=10|10 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako|space-age=yes}} || data-sort-value=2|2 MJ || data-sort-value=&amp;quot;crop 02&amp;quot;|2 MJ per crop || data-sort-value=100|100 MJ || data-sort-value=2000|2 GJ&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut|space-age=yes}} || data-sort-value=10|10 MJ || data-sort-value=&amp;quot;crop 10&amp;quot;|10 MJ per crop|| data-sort-value=500|500 MJ || data-sort-value=10000|10 GJ&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Spoilage|space-age=yes}} || data-sort-value=0.25|250 kJ || data-sort-value=&amp;quot;crop 00.25&amp;quot;|250 kJ per crop&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;|| data-sort-value=50|50 MJ || data-sort-value=500|500 MJ || 50% || 50% || 129.6 km/h (36 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako mash|space-age=yes}} || data-sort-value=1|1 MJ || data-sort-value=&amp;quot;crop 02&amp;quot;|2 MJ per crop || data-sort-value=100|100 MJ || data-sort-value=2000|2 GJ&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jelly|space-age=yes}} || data-sort-value=1|1 MJ || data-sort-value=&amp;quot;crop 04&amp;quot;|4 MJ per crop || data-sort-value=100|100 MJ || data-sort-value=2000|2 GJ&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || data-sort-value=6|6 MJ || data-sort-value=&amp;quot;egg 6&amp;quot;|6 MJ per egg|| data-sort-value=600|600 MJ || data-sort-value=3000|3 GJ&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || data-sort-value=5|5 MJ || data-sort-value=&amp;quot;egg 5&amp;quot;|5 MJ per egg|| data-sort-value=100|100 MJ || data-sort-value=1000|1 GJ&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; For the purposes of in-game speed display, the game assumes 1 tile = 1 meter. I.e., a train on basic fuel travels at 72 &#039;&#039;&#039;tiles&#039;&#039;&#039; per second at full speed, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; This assumes all crude oil is processed completely into solid fuel using [[advanced oil processing]] and [[heavy oil cracking]] as intermediate steps, but not [[light oil cracking]]. More efficient methods are possible; in practice, the [[petroleum gas]] is more likely to be used for something other than solid fuel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Using [[coal liquefaction]] and [[heavy oil cracking]], converting all [[light oil]] and [[petroleum gas]] into solid fuel. Does not include energy requirements of refining/mining.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; This assumes the &amp;quot;cost&amp;quot; is what would have been gained if all seeds were planted and the grown plant was harvested, i.e. 50 [[yumako]] or [[jellynut]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt; Fuel value per raw for spoilage varies a lot on the item spoiled and if they were made using the [[biochamber]]&#039;s 50% base productivity. 250 kJ assumes spoilage directly from yumako or jellynut crops.  This is can go as high as about 2.43 MJ per crop using [[nutrients from bioflux]] (60 nutrients from 4.16 yumako and 1.66 jellynuts with 3.21 nutrients spent running biochambers).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; These products spoil, and thus are usually not suitable fuels to move between planets.&lt;br /&gt;
&lt;br /&gt;
== Other fuel types ==&lt;br /&gt;
&lt;br /&gt;
These fuels are consumed by specific entities and cannot be placed into standard burners.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Fuel type !! Fuel value !! Fuel value&amp;lt;br&amp;gt;per stack !! Consumed by !! Consumption rate&amp;lt;br&amp;gt;(watts) !! Consumption rate&amp;lt;br&amp;gt;(items)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Uranium fuel cell}} || Nuclear fuel || 8 GJ || 400 GJ || {{imagelink|Nuclear reactor}} || 40 MW || 1 per 200s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion power cell|space-age=yes}} || Fusion fuel || 40 GJ || 2 TJ || {{imagelink|Fusion reactor|space-age=yes}} || 100 MW || 1 per 400s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Thruster fuel|space-age=yes}} || Fluid&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|| 50 kJ || || {{imagelink|Thruster|space-age=yes}} || 0.3 MW - 6.0 MW || 6/s - 120/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Thruster oxidizer|space-age=yes}} || Fluid&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|| 50 kJ || || {{imagelink|Thruster|space-age=yes}} || 0.3 MW - 6.0 MW || 6/s - 120/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients|space-age=yes}} || Nutrients || 2 MJ || 200 MJ || {{imagelink|Biochamber|space-age=yes}} || 500 kW || 1 per 4s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Bioflux|space-age=yes}} || Food || 6 MJ || 600 MJ || {{imagelink|Captive biter spawner|space-age=yes}} || 100 kW || 1 per 60s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Thruster fuel and oxidizer have a fuel value but technically do not have a fuel type.  Since they can only be consumed by thrusters which require specific fluids, they are effectively their own fuel types.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Most of these fuel consumers increase their fuel consumption rate with [[quality]]. However, because the biochamber and captive biter spawner are crafting machines, [[quality]] versions of them do not consume fuel faster despite their faster processing speed. They instead become more fuel efficient, producing more output for the same amount of fuel.&lt;br /&gt;
&lt;br /&gt;
== Consumption ==&lt;br /&gt;
&lt;br /&gt;
The following formula can be used to find how long a fuel will last in a device:&lt;br /&gt;
&amp;lt;code&amp;gt;Burn time (s) = Fuel value (MJ) ÷ Energy consumption (MW)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Though the top speeds given by solid fuel, rocket fuel and nuclear fuel are presented as +5%, +15% and +15% respectively, this seems to only be true for trains. The top speeds for cars and tanks are instead approximately +9.5%, +34% and +58% respectively when these fuels are used.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fuel type affects vehicle acceleration and top speed.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Burner devices]]&lt;br /&gt;
** {{Imagelink|Burner inserter}} {{Imagelink|Burner mining drill}} {{Imagelink|Boiler}} {{Imagelink|Heating tower|space-age=yes}} {{Imagelink|Stone furnace}} {{Imagelink|Steel furnace}} {{Imagelink|Locomotive}} {{Imagelink|Car}} {{Imagelink|Tank}} &lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ Nuclear Ratios]&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=Fuel&amp;diff=220069</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fuel&amp;diff=220069"/>
		<updated>2026-09-22T16:57:23Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Other fuel types */ How quality affects fuel consumption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Fuel&#039;&#039;&#039; can be inserted into [[burner devices]] and burned to power them. Different fuels provide different amounts of energy, measured in megajoules (MJ).&lt;br /&gt;
&lt;br /&gt;
== Burnable fuel ==&lt;br /&gt;
&lt;br /&gt;
The most common fuel type is burner fuel.&lt;br /&gt;
&lt;br /&gt;
This is a list of all items usable as fuel in burner devices:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Fuel value !! Fuel value per raw total !! Fuel value&amp;lt;br&amp;gt;per stack !! Fuel Value&amp;lt;br&amp;gt;per [[rocket silo|rocket]] !! Vehicle&amp;lt;br&amp;gt;acceleration !! Vehicle&amp;lt;br&amp;gt;top speed !! Train max speed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wood}} || data-sort-value=2|2 MJ || data-sort-value=&amp;quot;wood 2&amp;quot;|2 MJ per wood || data-sort-value=200|200 MJ || data-sort-value=1000|1 GJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Coal}} || data-sort-value=4|4 MJ || data-sort-value=&amp;quot;coal 4&amp;quot;|4 MJ per coal || data-sort-value=200|200 MJ || data-sort-value=2000|2 GJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel}} || data-sort-value=12|12 MJ || data-sort-value=&amp;quot;oil 0.96&amp;quot;|0.96 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, or&amp;lt;br/&amp;gt;8.7 MJ per [[coal]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || data-sort-value=600|600 MJ || data-sort-value=12000|12 GJ || 120% || 105% || 272.2 km/h (~75.6 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Carbon|space-age=yes}} || data-sort-value=2|2 MJ || data-sort-value=&amp;quot;coal 1&amp;quot;|1 MJ per coal|| data-sort-value=100|100 MJ || data-sort-value=2000|2 GJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rocket fuel}} || data-sort-value=100|100 MJ || data-sort-value=&amp;quot;oil 0.80&amp;quot;|0.8 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || data-sort-value=2000|2 GJ || data-sort-value=10000|10 GJ || 180% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nuclear fuel}} || data-sort-value=1210|1.21 GJ || data-sort-value=&amp;quot;oil 9.68&amp;quot;|9.68 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, and&amp;lt;br/&amp;gt;40.89 MJ per [[uranium ore]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || data-sort-value=1210|1.21 GJ || data-sort-value=12100|12.1 GJ || 250% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako seed|space-age=yes}} || data-sort-value=4|4 MJ || data-sort-value=&amp;quot;crop 00.08&amp;quot;|80 kJ per crop&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|| data-sort-value=40|40 MJ || data-sort-value=400|400 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut seed|space-age=yes}} || data-sort-value=4|4 MJ || data-sort-value=&amp;quot;crop 00.08&amp;quot;|80 kJ per crop&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || data-sort-value=40|40 MJ || data-sort-value=400|400 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree seed|space-age=yes}} || data-sort-value=0.1|100 kJ || data-sort-value=&amp;quot;wood 0.05&amp;quot;|50 kJ per wood || data-sort-value=1|1 MJ || data-sort-value=10|10 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako|space-age=yes}} || data-sort-value=2|2 MJ || data-sort-value=&amp;quot;crop 02&amp;quot;|2 MJ per crop || data-sort-value=100|100 MJ || data-sort-value=2000|2 GJ&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut|space-age=yes}} || data-sort-value=10|10 MJ || data-sort-value=&amp;quot;crop 10&amp;quot;|10 MJ per crop|| data-sort-value=500|500 MJ || data-sort-value=10000|10 GJ&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Spoilage|space-age=yes}} || data-sort-value=0.25|250 kJ || data-sort-value=&amp;quot;crop 00.25&amp;quot;|250 kJ per crop&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;|| data-sort-value=50|50 MJ || data-sort-value=500|500 MJ || 50% || 50% || 129.6 km/h (36 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako mash|space-age=yes}} || data-sort-value=1|1 MJ || data-sort-value=&amp;quot;crop 02&amp;quot;|2 MJ per crop || data-sort-value=100|100 MJ || data-sort-value=2000|2 GJ&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jelly|space-age=yes}} || data-sort-value=1|1 MJ || data-sort-value=&amp;quot;crop 04&amp;quot;|4 MJ per crop || data-sort-value=100|100 MJ || data-sort-value=2000|2 GJ&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || data-sort-value=6|6 MJ || data-sort-value=&amp;quot;egg 6&amp;quot;|6 MJ per egg|| data-sort-value=600|600 MJ || data-sort-value=3000|3 GJ&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || data-sort-value=5|5 MJ || data-sort-value=&amp;quot;egg 5&amp;quot;|5 MJ per egg|| data-sort-value=100|100 MJ || data-sort-value=1000|1 GJ&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; For the purposes of in-game speed display, the game assumes 1 tile = 1 meter. I.e., a train on basic fuel travels at 72 &#039;&#039;&#039;tiles&#039;&#039;&#039; per second at full speed, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; This assumes all crude oil is processed completely into solid fuel using [[advanced oil processing]] and [[heavy oil cracking]] as intermediate steps, but not [[light oil cracking]]. More efficient methods are possible; in practice, the [[petroleum gas]] is more likely to be used for something other than solid fuel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Using [[coal liquefaction]] and [[heavy oil cracking]], converting all [[light oil]] and [[petroleum gas]] into solid fuel. Does not include energy requirements of refining/mining.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; This assumes the &amp;quot;cost&amp;quot; is what would have been gained if all seeds were planted and the grown plant was harvested, i.e. 50 [[yumako]] or [[jellynut]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt; Fuel value per raw for spoilage varies a lot on the item spoiled and if they were made using the [[biochamber]]&#039;s 50% base productivity. 250 kJ assumes spoilage directly from yumako or jellynut crops.  This is can go as high as about 2.43 MJ per crop using [[nutrients from bioflux]] (60 nutrients from 4.16 yumako and 1.66 jellynuts with 3.21 nutrients spent running biochambers).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; These products spoil, and thus are usually not suitable fuels to move between planets.&lt;br /&gt;
&lt;br /&gt;
== Other fuel types ==&lt;br /&gt;
&lt;br /&gt;
These fuels are consumed by specific entities and cannot be placed into standard burners.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Fuel type !! Fuel value !! Fuel value&amp;lt;br&amp;gt;per stack !! Consumed by !! Consumption rate&amp;lt;br&amp;gt;(watts) !! Consumption rate&amp;lt;br&amp;gt;(items)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Uranium fuel cell}} || Nuclear fuel || 8 GJ || 400 GJ || {{imagelink|Nuclear reactor}} || 40 MW || 1 per 200s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion power cell|space-age=yes}} || Fusion fuel || 40 GJ || 2 TJ || {{imagelink|Fusion reactor|space-age=yes}} || 100 MW || 1 per 400s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Thruster fuel|space-age=yes}} || Fluid&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|| 50 kJ || || {{imagelink|Thruster|space-age=yes}} || 0.3 MW - 6.0 MW || 6/s - 120/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Thruster oxidizer|space-age=yes}} || Fluid&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|| 50 kJ || || {{imagelink|Thruster|space-age=yes}} || 0.3 MW - 6.0 MW || 6/s - 120/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients|space-age=yes}} || Nutrients || 2 MJ || 200 MJ || {{imagelink|Biochamber|space-age=yes}} || 500 kW || 1 per 4s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Bioflux|space-age=yes}} || Food || 6 MJ || 600 MJ || {{imagelink|Captive biter spawner|space-age=yes}} || 100 kW || 1 per 60s&amp;lt;sup&amp;gt;2&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; Thruster fuel and oxidizer have a fuel value but technically do not have a fuel type.  Since they can only be consumed by thrusters which require specific fluids, they are effectively their own fuel types.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Most of these fuel consumers increase their fuel consumption rate with [[quality]]. However, because the biochamber and captive biter spawner are crafting machines, [[quality]] versions of them do not consume fuel faster despite their faster processing speed. They instead become more fuel efficient, producing more output for the same amount of fuel.&lt;br /&gt;
&lt;br /&gt;
== Consumption ==&lt;br /&gt;
&lt;br /&gt;
The following formula can be used to find how long a fuel will last in a device:&lt;br /&gt;
&amp;lt;code&amp;gt;Burn time (s) = Fuel value (MJ) ÷ Energy consumption (MW)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Though the top speeds given by solid fuel, rocket fuel and nuclear fuel are presented as +5%, +15% and +15% respectively, this seems to only be true for trains. The top speeds for cars and tanks are instead approximately +9.5%, +34% and +58% respectively when these fuels are used.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fuel type affects vehicle acceleration and top speed.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Burner devices]]&lt;br /&gt;
** {{Imagelink|Burner inserter}} {{Imagelink|Burner mining drill}} {{Imagelink|Boiler}} {{Imagelink|Heating tower|space-age=yes}} {{Imagelink|Stone furnace}} {{Imagelink|Steel furnace}} {{Imagelink|Locomotive}} {{Imagelink|Car}} {{Imagelink|Tank}} &lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ Nuclear Ratios]&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=220060</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=220060"/>
		<updated>2026-09-20T19:35:38Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Devices */ crafting machines can connect to logistic network.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Circuit network (research).png|128px|right]]&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;
== 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: 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;
|| All crafting machines can be enabled on a logistic network condition.&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;
|| All furnace-style crafting machines can be enabled on a logistic network condition.&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 = [[File:Signal-V.png|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Damage Taken = [[File:Signal-D.png|24px]]&lt;br /&gt;
| Platform hub can be sent the contents of the circuit network to use for wait conditions, and set its requests based on incoming signals.&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 and/or the fluid&#039;s temperature 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|24px]]&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|24px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Agricultural tower|space-age=yes}} || [[Agricultural tower]]&lt;br /&gt;
|| Can output any seeds and harvested plants in its inventory&lt;br /&gt;
|| Agricultural tower enable its planting and/or harvesting functions on a condition&lt;br /&gt;
|| Can be enabled on a logistic network condition. Planting and harvesting functions are not separate&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|Lab}} {{Icon|Biolab|space-age=yes}} || [[Lab]], [[Biolab]]{{SA}} || Can output its contents, the current technology cost, and technology level&lt;br /&gt;
|| Labs can set the current research on a condition.&lt;br /&gt;
* If set this way, players are prevented from switching research on the technology tree.&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|24px]][[File:Signal-Yellow.png|24px]][[File:Signal-Green.png|24px]]&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|24px]][[File:Signal-Yellow.png|24px]][[File:Signal-Green.png|24px]][[File:Signal-Blue.png|24px]]&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|24px]]&lt;br /&gt;
* The number of trains en-route to the current stop, including the currently stopped train, defaulting to [[File:Signal-C.png|24px]]&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|24px]]&lt;br /&gt;
* Set the stop&#039;s priority to the value of a control signal, defaulting to [[File:Signal-P.png|24px]]&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|24px]]&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|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Logistics Bots = [[File:Signal-Y.png|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Construction Bots = [[File:Signal-Z.png|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Construction Bots = [[File:Signal-T.png|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Roboports in Network = [[File:Signal-R.png|24px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Radar}} || [[Radar]] ||&lt;br /&gt;
* &#039;&#039;Surface Mode&#039;&#039;: Radars will transmit any signals passed into it to all other radars on the same planet.&lt;br /&gt;
* &#039;&#039;Universe Mode&#039;&#039;: Radars will transmit any signals passed to it to a particular selectable channel. The signal will be picked up by all other radars set to the same channel, even if they are on another planet or [[space platform]]{{SA}}&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|Pipe}} {{Icon|Pipe to ground}} || [[Pipe]]s, [[Underground pipe]]s || &lt;br /&gt;
*&#039;&#039;Read contents&#039;&#039;: The pipe can output the contents of the individual pipe&lt;br /&gt;
*&#039;&#039;Read pipeline contents&#039;&#039;: The pipe can output the contents of the entire pipeline&lt;br /&gt;
The pipe can output the fluid&#039;s current temperature&lt;br /&gt;
||&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;
| {{Icon|Boiler}} || [[Boiler]] || The boiler can output its current fuel, including the fuel being burned || The boiler can be enabled on a condition ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Heat exchanger}} || [[Heat exchanger]] || || The heat exchanger can be enabled on a condition||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Land mine}} || [[Land mine]] || || Land mines can be set to explode on a condition. This disables proximity-based triggering. ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
[[File:shared_circuit_network.png|thumb|400px|right|Two circuit networks shared over one [[small electric pole]].]]&lt;br /&gt;
&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. Wire will not be consumed by connect/disconnect operations.&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 wires or two green wires will link if they touch. Use different colored wires to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire connection, place the same color wire over an existing connection.&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 values on any of the channels for whatever networks it is connected to.  (It&#039;s not currently possible to specify whether a value should be on the red or green channel; to output different values, use two combinators, one for each color wire.)  Any item channel or [[#Virtual signals|virtual signal]] channel is available for use.&lt;br /&gt;
**Note that using two 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;
** &#039;&#039;Connecting&#039;&#039;: 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;
** &#039;&#039;Feedback&#039;&#039;: 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;
** &#039;&#039;Each&#039;&#039;:  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;
**&#039;&#039;Multi-network&#039;&#039;: 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;
[[File:Signal everything.png|24px]] &#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;
[[File:Signal anything.png|24px]] &#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 precedence as they appear in Factoriopedia, [[wooden chest]] being first in line.&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
[[File:Signal each.png|24px]] &#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. For example, &#039;&#039;each&#039;&#039; * &#039;&#039;X&#039;&#039; results in an output that includes &amp;quot;X&amp;quot; multiplied by itself.&lt;br /&gt;
&lt;br /&gt;
Each as an input will only be processed on signals that have a non-zero value. If a [[decider combinator|decider]] condition is set that inputs and output each, but needs 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=Wildcard&amp;diff=219825</id>
		<title>Wildcard</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Wildcard&amp;diff=219825"/>
		<updated>2026-09-04T20:04:00Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Useful redirect for wildcards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Railway#Wildcard_Interrupts]]&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cargo_bay&amp;diff=219698</id>
		<title>Cargo bay</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cargo_bay&amp;diff=219698"/>
		<updated>2026-08-16T16:23:16Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Adding see-also section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Cargo bay}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Cargo bays&#039;&#039;&#039; extend the storage capability and rate of receiving items for a [[space platform hub]] or a [[cargo landing pad]]. To provide this bonus, cargo bays must be placed either directly adjacent to a part of the hub/landing pad or to another cargo bay that itself is attached to the hub/pad (or to another bay that is attached... etc). The connection does not need to cover all 4 tiles of one side of the bay; it may only cover two tiles horizontally or vertically. There can be any number of bays attached to a hub/pad. The cargo bay snaps to a 2×2 grid, like the landing pad and [[rail]]s.&lt;br /&gt;
&lt;br /&gt;
[[Inserters]] cannot interact with cargo bays at all; they can only interact with the hub/pad. Since cargo bays must also be adjacent to the hub/pad, this creates a tradeoff between the ability to insert or remove items from the storage and the ability to expand that storage.&lt;br /&gt;
&lt;br /&gt;
Cargo bays cannot be mined if the attached hub/pad&#039;s is so full that losing the bay&#039;s inventory expansion would cause it to be over-full.&lt;br /&gt;
&lt;br /&gt;
Although the inventory size bonus is significantly less useful for a cargo landing pad compared to a similar number of [[chests]], each cargo bay also increases the number of [[cargo pod]]s that can be received by the [[cargo landing pad]] or sent/received by a [[space platform]] at the same time. This is important for increasing overall item throughput of bases that rely on frequent orbital transport.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.14|&lt;br /&gt;
* Changed cargo landing pad mining time to 1.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.11|&lt;br /&gt;
* Cargo bays will show a warning icon when they are not connected to a Hub or Landing Pad.&lt;br /&gt;
}}&lt;br /&gt;
&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;
* [[Landing pad unloading bay]]&lt;br /&gt;
* [[Cargo landing pad]]&lt;br /&gt;
* [[Space platform hub]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Landing_pad_unloading_bay&amp;diff=219697</id>
		<title>Landing pad unloading bay</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Landing_pad_unloading_bay&amp;diff=219697"/>
		<updated>2026-08-16T16:22:10Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Adding see-also section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Landing pad unloading bay}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Landing pad unloading bays&#039;&#039;&#039; are special variants of [[cargo bay]]s{{SA}} that extend the storage capability of a [[cargo landing pad]]{{SA}}. To provide this bonus, unloading bays must be placed directly adjacent to a part of the landing pad, or to another cargo or unloading bay that is itself attached to the landing pad. This connection does not need to cover all tiles on one side of the bay; it may only cover two or three tiles horizontally or vertically. There can be any number of bays attached to a landing pad. The unloading bay snaps to a 2x2 grid, like the landing pad and rails.&lt;br /&gt;
&lt;br /&gt;
Unlike the cargo bay, the unloading bay can have [[inserters]] interact with it to unload items from all connected cargo bays and the original landing pad. As the unloading bay is 4x5 tiles in size, a single row of inserters can easily transfer items directly from an unloading to a waiting [[cargo wagon]].&lt;br /&gt;
&lt;br /&gt;
Additionally, unloading bay cannot be placed on [[space platform]]s. They must also be placed within 59 tiles of landing pad.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cargo bay]]&lt;br /&gt;
* [[Cargo landing pad]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Storage}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Construction_bot&amp;diff=219457</id>
		<title>Construction bot</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Construction_bot&amp;diff=219457"/>
		<updated>2026-08-02T17:40:28Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: Useful redirect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Construction robot]]&lt;/div&gt;</summary>
		<author><name>Alfonse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pollution&amp;diff=218184</id>
		<title>Pollution</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pollution&amp;diff=218184"/>
		<updated>2026-04-23T13:56:52Z</updated>

		<summary type="html">&lt;p&gt;Alfonse: /* Biochambers{{SA}} */ Clarified how negative pollution increases with increased energy consumption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
[[File:Pollution.png|300px|thumb|Example of in-game pollution (red squares) in the map]]&lt;br /&gt;
[[File:pollution_gui.png|300px|thumb|Pollution tab in the production GUI.]]&lt;br /&gt;
&lt;br /&gt;
Pollution is represented as an abstract &amp;quot;cloud&amp;quot;, updated [[Map_structure#Chunk|per chunk]] every 64 [[Time#Ticks|ticks]] (which is 4 ticks more than a game-second). It is visible on the map if the &amp;quot;pollution&amp;quot; setting is on, and appears as a blocky red cloud.&lt;br /&gt;
&lt;br /&gt;
It is produced by many buildings involved in processing items and spreads outwards at a steady rate.&lt;br /&gt;
&lt;br /&gt;
The [[Enemies#Evolution|evolution factor]] is not increased by the spreading/absorbed pollution, but by the pollution produced by all the player&#039;s [[Pollution#Polluters|machinery]] at every tick. This means that no matter how hard the player tries to contain the pollution, [[enemies]] will still evolve at the same rate. They just won&#039;t attack the player as frequently. The pollution cloud is used to trigger biter attacks and determines the size of the attacks.&lt;br /&gt;
&lt;br /&gt;
Pollution settings can be changed via [[map generator|map generation]] settings, or can be disabled entirely.&lt;br /&gt;
&lt;br /&gt;
== Pollution spread ==&lt;br /&gt;
&lt;br /&gt;
As soon as a chunk has reached 15.0 pollution it starts spreading in all four cardinal directions at a rate of 2% per 64 ticks. Pollution can generate new chunks if it needs to spread to them.&lt;br /&gt;
&lt;br /&gt;
For example, a chunk with 400.0 pollution and 4 adjacent chunks with 100.0 pollution each, raises the pollution in all adjacent chunks by 8.0 while reducing its own pollution by 32.0. But every one of the 4 surrounding spreads 2.0 pollution &amp;quot;back&amp;quot; to the center chunk, so it only loses 24.0 + [[Pollution#De-polluters|absorbed value]].&lt;br /&gt;
&lt;br /&gt;
== Pollution dissipation==&lt;br /&gt;
&lt;br /&gt;
* Every [[Map_structure#Chunk|chunk]] (32x32) of map slowly reduces the pollution it covers (See [[#Chunks]]). So the more the pollution spreads, the more is absorbed.&lt;br /&gt;
* [[Tree]]s also absorb some pollution (See [[#Trees]]).&lt;br /&gt;
* [[Enemies#Spawner|Spawners]] absorb a great amount of pollution, and use this to assign enemies to attacks.&lt;br /&gt;
&lt;br /&gt;
== Native life ==&lt;br /&gt;
Pollution attracts [[Enemies#Biters|biters]] to the Player&#039;s factory. Biters who find themselves in a polluted area will attempt to reach the source of pollution and destroy it. Any [[water]] near the source of pollution will turn green, which is a visual-only effect. The effect can be turned off by disabling animated water in the graphics settings.&lt;br /&gt;
&lt;br /&gt;
If a chunk&#039;s pollution is greater than 20, each enemy spawner absorbs 20 + 0.01 * [chunk&#039;s pollution] every 64 ticks, otherwise it absorbs 3 times the amount of pollution needed for the most expensive unit it can spawn for the current evolution factor. &lt;br /&gt;
&lt;br /&gt;
Higher pollution values decrease the time it takes for biters to join the attack force. After a certain amount of pollution is absorbed the spawner sends one of its biters/spitters to a rendezvous point. 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.&lt;br /&gt;
&lt;br /&gt;
This also applies to [[Enemies#Wrigglers|pentapods]]{{SA}} on [[Gleba]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Required pollution to add an additional biter/spitter to the attack wave:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right;&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Type&amp;amp;nbsp;&lt;br /&gt;
! style=&amp;quot;width: 130px;&amp;quot; | Pollution&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|  Small biter&amp;amp;nbsp; || 4&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|  Medium biter&amp;amp;nbsp; || 20&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Big biter&amp;amp;nbsp; || 80&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|  Behemoth biter&amp;amp;nbsp; || 400&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Small spitter&amp;amp;nbsp; || 4&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|  Medium spitter&amp;amp;nbsp; || 12&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Big spitter&amp;amp;nbsp; || 30&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Behemoth spitter&amp;amp;nbsp; || 200&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
[[Module]]s that list &amp;quot;+x% pollution&amp;quot; increase pollution multiplier, not a flat pollution rate. Final pollution value is (pollution multiplier * energy usage multiplier * base pollution), meaning heavily boosted buildings are likely to account for most of the pollution produced in a factory.&lt;br /&gt;
&lt;br /&gt;
== Production/Absorption ==&lt;br /&gt;
These tables contain information about the levels of pollution produced/absorbed by items in the base game.&lt;br /&gt;
=== Polluters ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Structure !! Pollution per minute at full power&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone furnace}} || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel furnace}} || 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electric furnace}} || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill}} || 12&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electric mining drill}} || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Assembling machine 1}} || 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Assembling machine 2}} || 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Assembling machine 3}} || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Boiler}} || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}} || 6&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Chemical plant}} || 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Centrifuge}} || 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fire on the ground and burning trees produce 0.3 pollution per minute.&lt;br /&gt;
&lt;br /&gt;
=== [[Space Age]]{{SA}} polluters ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Structure !! Pollution per minute at full power&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Foundry}} &lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electromagnetic plant}}&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Cryogenic plant}}&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Recycler}}&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Big mining drill}}&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Heating tower}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Biolab}}&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Crusher}}&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== De-polluters ===&lt;br /&gt;
&lt;br /&gt;
==== Spawners ====&lt;br /&gt;
Every 64 ticks, spawners absorb pollution until they have absorbed more than 3 times the amount needed to send the [[Enemies#Creatures|most expensive unit]] at the current evolution level.&lt;br /&gt;
&lt;br /&gt;
If they have not absorbed more than that threshold, they will absorb 20 + 0.01 * [chunk&#039;s pollution] and check the threshold again.&lt;br /&gt;
&lt;br /&gt;
Note that absorbing pollution is not for spawning biters, but for sending biters to an attack group. Spawners will spawn enemies regardless of pollution absorption until they reach their spawn limit.&lt;br /&gt;
&lt;br /&gt;
[[Captive biter spawner]]s {{SA}} absorb 1 pollution per minute. Captive spawners which have decayed to the wild type use the rules above for pollution absorption.&lt;br /&gt;
&lt;br /&gt;
==== Chunks ====&lt;br /&gt;
Every chunk has a natural absorption rate per second which is determined by the sum of the pollution absorption of its floor [[tile]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile !! Pollution per tile per second !! Pollution per chunk per minute&lt;br /&gt;
|-&lt;br /&gt;
| Water, green water, deep water, deep green water, shallow water, mud water  || -0.000025 || -1.536&lt;br /&gt;
|-&lt;br /&gt;
| Grass 1-4 || -0.000018 || -1.10592&lt;br /&gt;
|-&lt;br /&gt;
| Dirt 1-7, dry dirt || -0.000018 || -1.10592&lt;br /&gt;
|-&lt;br /&gt;
| Red desert 0-3 || -0.000015 || -0.9216&lt;br /&gt;
|-&lt;br /&gt;
| Sand 1-3 || -0.000015 || -0.9216&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear ground || -0.0000125 || -0.768&lt;br /&gt;
|-&lt;br /&gt;
| Path tiles (Stone bricks, concrete etc), landfill || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Special tiles (Lab tiles, tutorial grid, Water Wube) || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Out of map || -0.0001 || -6.144&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Trees ====&lt;br /&gt;
&lt;br /&gt;
Every single [[tree]] absorbs a small amount of pollution in its chunk per second. If the total pollution in a chunk is above 60 units, once per second some of the trees in that chunk each have a chance to either lose one stage of leaves (33% or 50% damage) or have their leaves become one stage more gray (6.7% damage). Regardless of whether the tree loses leaves or gets grayer, 10 pollution are absorbed by the tree.&amp;lt;br&amp;gt;&lt;br /&gt;
A tree stops losing leaves/becoming more gray once the sum of its gray percentage and its leaves lost percentage is above 120%. Half of trees stop their leaf progression one stage earlier. As the grayness and leaf stage are then locked for that tree forever, it is possible for trees to keep some leaves in heavily polluted chunks but in turn be very gray, or the other way around.&amp;lt;br&amp;gt;&lt;br /&gt;
The less dense the leaves, the slower the tree absorbs pollution, however tree grayness does not affect pollution absorption.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Object !! Stage !! Pollution per second&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[File:Green tree.png|120px]] Tree, red tree, brown tree || 0 (Max leaf density) || -0.001&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -0.00067&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -0.00033&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Min leaf density) || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead dry hairy tree.png|120px]] Dead dry hairy tree || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead grey trunk.png|120px]] Dead gray trunk || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead tree desert.png|120px]] Dead tree - desert|| No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dry hairy tree.png|120px]] Dry hairy tree || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dry tree.png|120px]] Dry tree || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Biochambers{{SA}} ====&lt;br /&gt;
&lt;br /&gt;
The [[biochamber]] &amp;quot;generates&amp;quot; negative pollution, at a base rate of -1 per minute. This effectively means that the building removes pollution while active.&lt;br /&gt;
&lt;br /&gt;
This pollution value works like any other building, including how it scales with energy consumption. That is, if a module increases its energy consumption, the pollution is proportionately higher as well. However, because the base rate is negative, increasing pollution causes the Biochamber to &amp;quot;generate&amp;quot; more negative pollution. [[Productivity module]]s and their direct pollution increase work in a similar way, boosting the negative pollution of the building even more.&lt;br /&gt;
&lt;br /&gt;
== Spores {{SA}} ==&lt;br /&gt;
&lt;br /&gt;
Spores are a unique form of pollution on Gleba. They are generated when [[yumako tree]]s or [[jellystem]]s are harvested (not destroyed). Machines &#039;&#039;&#039;do not&#039;&#039;&#039; produce spores, with the only exception being the [[agricultural tower]]. Spores are displayed as green squares on the map.&lt;br /&gt;
&lt;br /&gt;
Spores will attract the native inhabitants of Gleba, [[pentapod]]s.&lt;br /&gt;
&lt;br /&gt;
Spores are consumed by [[egg raft]]s (pentapod nests) and most tiles. Biochambers do &#039;&#039;not&#039;&#039; absorb spores.&lt;br /&gt;
&lt;br /&gt;
[[File:Spores on map.png|250px|thumb|right|Spores]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Spores generated !! Generates spores&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Yumako tree}} &lt;br /&gt;
| 15&lt;br /&gt;
| Per harvest&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Jellystem}}&lt;br /&gt;
| 15&lt;br /&gt;
| Per harvest&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Agricultural tower}}&lt;br /&gt;
| 4&lt;br /&gt;
| Always&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Pollution is directly connected to the following achievement:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
Spores are directly connected to the following achievement:&lt;br /&gt;
{{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.43|&lt;br /&gt;
* Trees no longer take damage from spores nor absorb spores as a result of taking pollution damage.&lt;br /&gt;
* Gleba wetlands, lowlands, and water tiles now absorb 3 times as many spores as other tiles.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Greatly increased default tile pollution absorption. (Out of map x10, water and nuclear ground x5, rest roughly x2.5)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.12|&lt;br /&gt;
* Added pollution tab to the production statistics.&lt;br /&gt;
* Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs.&lt;br /&gt;
* Pollution generation is now shown in the x/s format both on the entity and in the item/crafting slot.&lt;br /&gt;
* Internal pollution values have been normalized, and they are now roughly 60 times less compared to what they were.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Optimized rendering of huge pollution clouds on the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Large amounts of pollution is created when burning fires.&lt;br /&gt;
* Pollution creation of the productivity module was reduced drastically.&lt;br /&gt;
* Optimized pollution rendering on map and minimap.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* [[Tree]]s degenerate slowly when exposed to pollution at high levels. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Added option to turn off pollution visibility even when detailed info is on. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Speed modules no longer produce extra pollution.&lt;br /&gt;
* Added missing pollution descriptions.&lt;br /&gt;
* Pollution is only shown on the minimap with alt mode on.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced concept of pollution.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
* [[Module]]s&lt;br /&gt;
* [[Enemies]]&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=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;
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== 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;
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=== 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;
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== 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;
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=== 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;
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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;
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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;
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=== 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>
</feed>