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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Arseniccatnip</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Arseniccatnip"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Arseniccatnip"/>
	<updated>2026-05-16T17:40:04Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Offshore_pump&amp;diff=146190</id>
		<title>Offshore pump</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Offshore_pump&amp;diff=146190"/>
		<updated>2017-09-01T02:15:35Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Offshore pump}}&lt;br /&gt;
The &#039;&#039;&#039;Offshore Pump&#039;&#039;&#039; produces [[Water]] from a lake or ocean. It must be placed on a shoreline of a body of water on the map, and connected to a [[pipe]] or [[Liquids system|other object that accepts liquids]]. It produces 1200 units of water per second. It does not require [[electricity]] or [[fuel]] to operate.&lt;br /&gt;
&lt;br /&gt;
Offshore Pumps are frequently used to provide water for [[Steam engine]]s, though several crafting recipes also require water. As of 0.15, one offshore pump can generate enough water to support 20 boilers, which in turn can support 40 steam engines. (Before 0.15, one offshore pump could support 10 steam engines.) For more information, see [[Power_production#Steam power|Power production]].&lt;br /&gt;
&lt;br /&gt;
The water supply from an offshore pump is endless; it will not dry up the body of water it is attached to (to do that, use [[Landfill]]s). Additionally, the size of the body of water the pump is connected to does not affect the rate of water generation.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased water output from 60 to 1200 units per second (equivalent to 120 units per second pre-0.15). (Undocumented)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Copy paste now works on pump.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Connectable to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Now specifies the liquid it will produce.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Assembling_machine_1&amp;diff=145910</id>
		<title>Assembling machine 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Assembling_machine_1&amp;diff=145910"/>
		<updated>2017-08-28T01:32:26Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Assembling machine 1}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assembling machine 1&#039;&#039;&#039; is the most basic assembling machine. It can craft items that require up to two types of ingredients and that do not use liquids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Ironically, it is incapable of producing copies of itself, due to requiring 3 different ingredients to craft.&lt;br /&gt;
* It is the only building affected by [[Beacon|beacons]] that does not itself have module slots.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Fast replacing assembling machine keeps the orientation of the original assembling machine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Productivity modules can only be used in assembling machines producing intermediate products.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Crafting speed of assembling machine is relative to manual crafting speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Reset bonus productivity of machine when recipe is changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added support for modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.2|&lt;br /&gt;
* The assembling machine 2 speed is now slightly faster (from 1.5 to 2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Update recipe tooltip for assembling machine output.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Better graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Assembling machine 2]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Assembling_machine_1&amp;diff=145909</id>
		<title>Assembling machine 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Assembling_machine_1&amp;diff=145909"/>
		<updated>2017-08-28T00:44:49Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: /* History */ removed an update that only applied to assembling machine 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Assembling machine 1}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assembling machine 1&#039;&#039;&#039; is the most basic assembling machine. It can craft items that require up to two types of ingredients and that do not use liquids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Ironically, it is incapable of producing copies of itself, due to requiring 3 different ingredients to craft.&lt;br /&gt;
* It is the only building affected by [[Beacon|beacons]] &#039;&#039;without&#039;&#039; module slots.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Fast replacing assembling machine keeps the orientation of the original assembling machine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Productivity modules can only be used in assembling machines producing intermediate products.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Crafting speed of assembling machine is relative to manual crafting speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Reset bonus productivity of machine when recipe is changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added support for modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.2|&lt;br /&gt;
* The assembling machine 2 speed is now slightly faster (from 1.5 to 2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Update recipe tooltip for assembling machine output.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Better graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Assembling machine 2]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=145908</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=145908"/>
		<updated>2017-08-27T20:43:12Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: /* Mechanics */&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. There are seven types of inserters, all requiring electricity to run (except the Burner Inserter, which burns [[Fuel|fuel]]).&lt;br /&gt;
&lt;br /&gt;
== Types Of Inserters ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|burner-inserter|Burner inserter}} || The only [[fuel]]-powered inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-inserter|Basic inserter}} || The standard electrical inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|long-handed-inserter|Long handed inserter}} || Capable of inserting and removing items from a greater distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-inserter|Fast inserter}} || Much faster than the Basic inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|filter-inserter|Filter inserter}} || Variant of the Fast inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|stack-inserter|Stack inserter}} || As fast as the Fast inserter but can move many more items at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|stack_filter_inserter|Stack filter inserter}} || Variant of the Stack inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Pick up&#039;&#039;&#039; Items off the ground, off of a [[Transport belts|Transport belt]], or from any object that has storage space, including [[Storages/Chests|chests]], [[furnace]]s and [[assembling machine]]s.&lt;br /&gt;
* &#039;&#039;&#039;Place&#039;&#039;&#039; 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;
&lt;br /&gt;
Inserters will &#039;&#039;&#039;not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items that can not be inserted into the connected entity.&lt;br /&gt;
* Pick up items 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 a stack limited inventory, beyond the stack limit (red slots).&lt;br /&gt;
&lt;br /&gt;
Inserters act differently depending on what they are moving items to/into so as not to monopolize all of the items being picked up. This allows other machines and inserters on the same transport belt to pick up a share of the items. If two inserters are picking up from the same tile, the first placed inserter has priority.&lt;br /&gt;
&lt;br /&gt;
==Insertion Limits==&lt;br /&gt;
Inserters will stop inserting items into certain buildings if they already have enough of that item. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. When the fuel drops below 5 items, the inserter will continue to insert more fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
This is to allow for all machines to receive their share of items. The common limits on insertion are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Inserter limit !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[Burner inserter]]s, [[Furnace]]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 || Since v0.8.4. Allows for 100 shots before depleting.&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || Double the number of items needed for one research point ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that takes items from an object containing [[Storage/Stack|stacks]] of items (such as a chest) can overfill the target building due to the [[Inserter item stack size bonus]] research. Overfilling can also happen if  multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
==Inserters And Transport Belt Interaction ==&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt. Which side they place it on depends on the orientation of the inserter and the belt, as described below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width:300px;height:345px;&amp;quot; | [[File:PlaceOnFarSide.gif]] &lt;br /&gt;
|-&lt;br /&gt;
| Inserters will &#039;&#039;&#039;always&#039;&#039;&#039; place the item on the furthest lane.&lt;br /&gt;
|} &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width:300px;&amp;quot; | [[File:TakeFromNearSide.gif]]&lt;br /&gt;
|- &lt;br /&gt;
| 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.&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width:300px;&amp;quot; | [[File:PlaceOnRightSide.gif]]&lt;br /&gt;
|- &lt;br /&gt;
| 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.&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width:300px;&amp;quot; | [[File:PlaceOnInsideOfCorner.gif]] &lt;br /&gt;
|- &lt;br /&gt;
| If the item is placed on a corner piece, it will be put on the inside of the curve, regardless of orientation.&lt;br /&gt;
|} &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&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 Item Stack Size Bonus==&lt;br /&gt;
&lt;br /&gt;
If an inserter moves items from inventory to inventory (for example from an assembler into a chest), or (as of v0.13) from an inventory to a belt, it is able to transport more items at once. The secret behind this is the [[Inserter item stack size bonus]] research.&lt;br /&gt;
&lt;br /&gt;
==Power Usage==&lt;br /&gt;
* Electric inserters drain energy even when they are not moving, as idle power&lt;br /&gt;
* The amount of energy used is the same for every movement&lt;br /&gt;
* The [[Burner inserter]] does not drain energy when idle, but uses more energy when it is active. It is quite useful for situations where the inserter does not need to move very often.&lt;br /&gt;
&lt;br /&gt;
==Inserter Speed==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Tile]]s per Tick)&lt;br /&gt;
! Turns per [[Game-second]]&amp;lt;br/&amp;gt;Tiles per Game-second&lt;br /&gt;
! Game-second per full turn&amp;lt;br/&amp;gt;Game-seconds per Tile&lt;br /&gt;
! Ticks per full turn&amp;lt;br/&amp;gt;Ticks per Tile&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner Inserter}} || 0.01&amp;lt;br/&amp;gt;0.0214 || 0.6&amp;lt;br/&amp;gt;1.284 || 1.667&amp;lt;br/&amp;gt;0.833 || 102&amp;lt;br/&amp;gt;76&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.014&amp;lt;br/&amp;gt;0.03 || 0.84&amp;lt;br/&amp;gt;1.8 || 1.191&amp;lt;br/&amp;gt;0.56 || 72&amp;lt;br/&amp;gt;54&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.0457 || 1.2&amp;lt;br/&amp;gt;2.742 || 0.833&amp;lt;br/&amp;gt;0.416 || 52&amp;lt;br/&amp;gt;36&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|Stack_filter_inserter|Stack filter inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238 || 26&amp;lt;br/&amp;gt;24&lt;br /&gt;
|-&lt;br /&gt;
|}&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: 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;
&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;
The following is based on [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing experimental data] gathered in version 0.15.&lt;br /&gt;
&lt;br /&gt;
Inserter throughput between chests and other [[stack|stacks]] is a simple function of stack size and arm speed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;n&#039;&#039; = Stack size&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t_arm&#039;&#039; = Time to move the arm back and forth&lt;br /&gt;
&lt;br /&gt;
Time per item = &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughput (items/sec) = 1 / Time per item = &#039;&#039;n&#039;&#039; / &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When moving items to or from belts, the time to pick up or put down items also becomes a factor:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;t_item&#039;&#039; = Time to pick up or put down or an item&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t_cycle&#039;&#039; = Time to complete an arm cycle = &#039;&#039;t_arm&#039;&#039; + &#039;&#039;n&#039;&#039;*&#039;&#039;t_item&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Time per item = &#039;&#039;t_cycle&#039;&#039; / &#039;&#039;n&#039;&#039; = &#039;&#039;t_item&#039;&#039; + &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughput (items/sec) = 1 / (&#039;&#039;t_item&#039;&#039; + &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; [https://forums.factorio.com/viewtopic.php?t=9141#p280529 Before 0.15.14], inserters were 1-4% less efficient when moving items from south to north.&lt;br /&gt;
&lt;br /&gt;
===Chest to chest===&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&lt;br /&gt;
! colspan=6 | 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;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.59 || 0.59 || (1) || 1.18 || (2) || 1.76 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.83 || 0.83 || (1) || 1.67 || (2) || 2.50 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 1.15 || 1.15 || (1) || 2.31 || (2) || 3.46 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || 2.31 || 2.31 || (1) || 4.62 || (2) || 6.93 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 2.31 || 4.62 || (2) || 9.23 || (4) || 27.70 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chest to belt===&lt;br /&gt;
&lt;br /&gt;
Throughput going from chest to belt depends on how full the belt is and how the items are spaced, i.e. if spaces are large enough to fill with items. Underground entrances and exits also makes it easier for the inserter to put down an item.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items onto an empty perpendicular belt. 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=3 | Type&lt;br /&gt;
! colspan=12 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | No capacity bonus&lt;br /&gt;
! colspan=4 | Capacity bonus 2&lt;br /&gt;
! colspan=4 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]] ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.59 || 0.59 || 0.59 || (1) || 1.10 || 1.13 || 1.14 || (2) || 1.53 || 1.62 || 1.67 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.83 || 0.83 || 0.83 || (1) || 1.52 || 1.58 || 1.60 || (2) || 2.05 || 2.22 || 2.31 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 1.15 || 1.15 || 1.15 || (1) || 2.03 || 2.14 || 2.18 || (2) || 2.65 || 2.95 || 3.10 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || 2.31 || 2.31 || 2.31 || (1) || 3.64 || 4.00 || 4.14 || (2) || 4.29 || 5.14 || 5.63 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 3.64 || 4.00 || 4.14 || (2) || 4.71 || 6.15 || 6.86 || (4) || 5.90 || 9.60 || 12.20 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To calculate the throughput for [[Stack inserter]] and [[Stack filter inserter]] at any capacity level, you can use these linearly fitted factors with the belt/chest throughput formula above:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! colspan=2 | {{imagelink|basic-transport-belt|Transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.142 || 0.292 || 0.073 || 0.360 || 0.049 || 0.384&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See the [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing source spreadsheet] for the corresponding factors for the other inserter types. Their errors are generally well below 1%.&lt;br /&gt;
&lt;br /&gt;
===Belt to chest===&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 a south-to-north 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:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || &#039;&#039;&#039;0.56&#039;&#039;&#039; || &#039;&#039;&#039;0.56&#039;&#039;&#039; || 0.51 || 0.65 || (1) || &#039;&#039;&#039;1.11&#039;&#039;&#039; || 1.07 || 0.98 || 1.18 || (2) || 1.43 || &#039;&#039;&#039;1.54&#039;&#039;&#039; || 1.43 || 1.75 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || &#039;&#039;&#039;0.83&#039;&#039;&#039; || 0.74 || 0.77 || 0.90 || (1) || &#039;&#039;&#039;1.57&#039;&#039;&#039; || 1.48 || 1.45 || 1.62 || (2) || 2.00 || &#039;&#039;&#039;2.11&#039;&#039;&#039; || 2.07 || 2.40 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || &#039;&#039;&#039;1.16&#039;&#039;&#039; || 1.11 || 1.11 || 1.22 || (1) || 2.22 || &#039;&#039;&#039;2.22&#039;&#039;&#039; || 2.11 || 2.31 || (2) || 3.08 || 3.08 || &#039;&#039;&#039;3.16&#039;&#039;&#039; || 3.33 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || &#039;&#039;&#039;2.22&#039;&#039;&#039; || &#039;&#039;&#039;2.22&#039;&#039;&#039; || 2.14 || 2.40 || (1) || &#039;&#039;&#039;4.17&#039;&#039;&#039; || 3.81 || 4.00 || 4.29 || (2) || &#039;&#039;&#039;5.71&#039;&#039;&#039; || 5.45 || 5.46 || 6.21 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || &#039;&#039;&#039;4.17&#039;&#039;&#039; || 3.81 || 4.00 || 4.29 || (2) || &#039;&#039;&#039;6.67&#039;&#039;&#039; || &#039;&#039;&#039;6.67&#039;&#039;&#039; || 6.15 || 6.67 /&amp;lt;br/&amp;gt;7.50 /&amp;lt;br/&amp;gt;7.74 * || (4) || 6.67 || 10.00 || &#039;&#039;&#039;12.00&#039;&#039;&#039; || 6.67 /&amp;lt;br/&amp;gt;11.61 /&amp;lt;br/&amp;gt;13.58 * || (12)&lt;br /&gt;
|-&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;
Here are linearly fitted factors to get the [[Stack inserter]] and [[Stack filter inserter]] throughput at any capacity level, by using the belt/chest throughput formula above:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! colspan=2 | {{imagelink|basic-transport-belt|Transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.045* || 0.403* || 0.063 || 0.387 || 0.049 || 0.416&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Since the belt is the limiting factor above stack size 4, these figures are only accurate up to that size. More than that and the throughput is fixed at 6.67 items per second.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5253 Inserter Power Efficiency]: Movements per energy and exact power usage numbers. See also [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6258 this thread], where energy per movement is explained.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5400 Small Inserter Test]: Comparison if energy usage per item.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5524 Inserter heartbeats]: In some situations it is not possible to calculate the needed power usage.&lt;br /&gt;
===Special behavior===&lt;br /&gt;
* [[Inserter item stack size bonus]]: Inserter moves more than an item per turn.&lt;br /&gt;
&lt;br /&gt;
{{C|Inserters}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lab&amp;diff=145906</id>
		<title>Lab</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lab&amp;diff=145906"/>
		<updated>2017-08-27T19:54:32Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: added link to &amp;quot;technology&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lab}}&lt;br /&gt;
[[File:Simplescience.png|thumb|right|Science packs put into the front lab will be passed to labs behind it.]]&lt;br /&gt;
&#039;&#039;&#039;Labs&#039;&#039;&#039; are buildings that perform [[research]] for [[technologies]] by consuming [[science packs]]. Use of a lab is required to progress in Factorio.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Labs take two inputs: [[Electricity]] and [[Science pack]]s. There are seven science packs:&lt;br /&gt;
*  [[Science pack 1]]&lt;br /&gt;
*  [[Science pack 2]]&lt;br /&gt;
*  [[Science pack 3]]&lt;br /&gt;
*  [[Military science pack]]&lt;br /&gt;
*  [[Production science pack]]&lt;br /&gt;
*  [[High tech science pack]]&lt;br /&gt;
*  [[Space science pack]]&lt;br /&gt;
&lt;br /&gt;
Labs output: [[Research]] progress.&lt;br /&gt;
&lt;br /&gt;
The player can only research one technology at a time, but can use multiple labs for faster results. The speed bonus of labs when [[Lab research speed (research)|Lab research speed]] is researched and modules are present can be calculatd using this formula: &amp;lt;code&amp;gt;research_bonus * module_bonus = speed_bonus&amp;lt;/code&amp;gt;; the percentage bonuses have to be converted to decimals (e.g. +140% = 2.4) before the formula is used.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.6|&lt;br /&gt;
* The research speed of a lab is now not dependent on its electricity consumption, and can be scripted.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Lab research is now continuous; Science packs now have progress bars.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Labs are now named after early access backers when built from [[blueprint]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Changed the recipe of Lab to require 4 transport belts, down from 5.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.7|&lt;br /&gt;
* Contents of the Lab is now shown in the entity info. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced }}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Research&amp;diff=145905</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Research&amp;diff=145905"/>
		<updated>2017-08-27T19:54:00Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: moved the link to &amp;quot;technologies&amp;quot; to the beginning of the article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039; is used to unlock [[technologies]], offering new recipes and bonuses. Research is performed by [[lab|labs]] consuming different types of [[science pack|science packs]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Only one technology can be researched at once in single player. In multiplayer research progress is shared between [[Multiplayer#PvP|forces]]. The technology that labs will research is changed using the technology screen which can be accessed by pressing T.&lt;br /&gt;
&lt;br /&gt;
[[File:Technology_Screen.png|thumb|The technology screen]]&lt;br /&gt;
&lt;br /&gt;
Research progress for a technology is divided into &#039;&#039;units&#039;&#039;. Each unit has a time and a science pack cost. When research is in progress labs with the required amount of science packs for one unit will consume the amount and contribute towards research progress.&lt;br /&gt;
&lt;br /&gt;
The time a technology will take to research can be calculated using this function:&lt;br /&gt;
&lt;br /&gt;
 time = (time cost * units / labs) seconds&lt;br /&gt;
&lt;br /&gt;
[[File:res.png|frame|The progress bar shown in the top right corner of the game when research is in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Automation ===&lt;br /&gt;
&lt;br /&gt;
Crafting science packs by hand is not feasible because of the amount of resources and time needed to craft them. They are the main incentive for automation throughout the whole game.&lt;br /&gt;
&lt;br /&gt;
The insertion of science packs into labs may be automated using [[inserters]] and [[transport belt|transport belts]] as shown in the following screenshots.&lt;br /&gt;
&lt;br /&gt;
[[File:5_5_Labs_R_G_packs.png]]&lt;br /&gt;
&lt;br /&gt;
Since version 0.15 there are 7 science packs, requiring a more complex build than the previous version depicted below, which works for 0.14. Note that inserters can take science packs from labs and hand them to other labs, making a lab chain a feasible solution. Other options include using 3 belts(because space science is only relevant very late into the game) or a [[Glossary#S|sushi belt]].&lt;br /&gt;
&lt;br /&gt;
[[File:5_5_Labs_all_packs.png]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement|Tech-maniac}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
* [[Technology tree]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=8977 Science Pack Production vs. Number of Laboratories] - about the needed number of assemblies for each type of science pack.&lt;br /&gt;
&lt;br /&gt;
[[Category: Technology]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lab&amp;diff=145903</id>
		<title>Lab</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lab&amp;diff=145903"/>
		<updated>2017-08-27T19:46:59Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: small grammar fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lab}}&lt;br /&gt;
[[File:Simplescience.png|thumb|right|Science packs put into the front lab will be passed to labs behind it.]]&lt;br /&gt;
&#039;&#039;&#039;Labs&#039;&#039;&#039; are buildings that perform [[research]] by consuming [[science packs]]. Use of a lab is required to progress in Factorio.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Labs take two inputs: [[Electricity]] and [[Science pack]]s. There are seven science packs:&lt;br /&gt;
*  [[Science pack 1]]&lt;br /&gt;
*  [[Science pack 2]]&lt;br /&gt;
*  [[Science pack 3]]&lt;br /&gt;
*  [[Military science pack]]&lt;br /&gt;
*  [[Production science pack]]&lt;br /&gt;
*  [[High tech science pack]]&lt;br /&gt;
*  [[Space science pack]]&lt;br /&gt;
&lt;br /&gt;
Labs output: [[Research]] progress.&lt;br /&gt;
&lt;br /&gt;
The player can only research one technology at a time, but can use multiple labs for faster results. The speed bonus of labs when [[Lab research speed (research)|Lab research speed]] is researched and modules are present can be calculatd using this formula: &amp;lt;code&amp;gt;research_bonus * module_bonus = speed_bonus&amp;lt;/code&amp;gt;; the percentage bonuses have to be converted to decimals (e.g. +140% = 2.4) before the formula is used.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.6|&lt;br /&gt;
* The research speed of a lab is now not dependent on its electricity consumption, and can be scripted.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Lab research is now continuous; Science packs now have progress bars.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Labs are now named after early access backers when built from [[blueprint]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Changed the recipe of Lab to require 4 transport belts, down from 5.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.7|&lt;br /&gt;
* Contents of the Lab is now shown in the entity info. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced }}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Gate&amp;diff=145839</id>
		<title>Gate</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Gate&amp;diff=145839"/>
		<updated>2017-08-27T03:38:34Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Gate}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gates&#039;&#039;&#039; are a variant of walls that act as a safe opening in [[wall]]s that only the player can use. Gates can be placed as parts of walls, and have the same strength as a wall. Multiple gates placed adjacent to each other will merge into a single longer gate. They can also be placed over [[rail]]s to create [[train]] gates.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A gate will open for the player and their vehicles when they approach. The gate will not open for biters; they must destroy the gate unless they can get the player to stand close enough to the gate so that it opens. Gates have the same defensive strength as a wall.&lt;br /&gt;
&lt;br /&gt;
Normal gates will open whenever a player is within a few tiles, and is on foot or in a non-train vehicle. Train gates will open:&lt;br /&gt;
* Whenever a normal gate would open for players on foot or driving;&lt;br /&gt;
* Whenever a player is driving a train in manual mode, is on the same track as the gate, and is within a certain distance; and&lt;br /&gt;
* Whenever a train is in automatic mode, has its planned path go through the gate, and is within a certain distance.&lt;br /&gt;
&lt;br /&gt;
A Gate&#039;s opening radius appears to be dependent on the player or vehicle&#039;s speed that is heading toward it, so as to ensure it opens in time. A player walking at the gate without any speed boosts will cause the gate to open about 4-5 tiles from the gate. A train traveling at full speed towards a gate will cause the gate to open several tiles away. This behavior is similar with all vehicles.&lt;br /&gt;
&lt;br /&gt;
A gate will stay open if there is a player/vehicle about 2-3 tiles away from it. Defenders should be careful to ensure they do not let enemy forces in accidentally, as they may pass through when the gate is down.&lt;br /&gt;
&lt;br /&gt;
== Circuit Network Interaction ==&lt;br /&gt;
&lt;br /&gt;
Gates can be connected to the [[Circuit network]] by connecting either [[red wire]] or [[green wire]] to a [[wall]] adjacent to the gate. When connected, the wall sprite will show a small yellow electronic box on the top of the wall, and settings for the gate can be shown and changed by interacting with the gate wall.&lt;br /&gt;
&lt;br /&gt;
This allows the gate to be controlled by the attached circuit network, and allows the gate to send a signal to the network when it is attempted to be opened by a player or vehicle. This can be used to make safe rail crossings and a player detector, among other uses.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Gates can be controlled through the [[circuit network]] by connecting a wall next to it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Gates are no longer built between train cars on rails by construction robots. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.12-13|&lt;br /&gt;
* Gates open in front of a moving character the same as a [[car]].&lt;br /&gt;
* Gates now open in time depending on speed for cars and [[tank]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
* Gates and walls are now fast replaceable, i.e. the player can place a gate over a wall without having to first mine the wall.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Wall]]s&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Defense]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Gate&amp;diff=145838</id>
		<title>Gate</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Gate&amp;diff=145838"/>
		<updated>2017-08-27T03:37:56Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Gate}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gates&#039;&#039;&#039; are a variant of walls that act as a safe opening in [[wall]]s that only the player can use. Gates can be placed as parts of walls, and have the same strength as a wall. They can also be placed over [[rail]]s to create [[train]] gates.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A gate will open for the player and their vehicles when they approach. The gate will not open for biters; they must destroy the gate unless they can get the player to stand close enough to the gate so that it opens. Gates have the same defensive strength as a wall.&lt;br /&gt;
&lt;br /&gt;
Normal gates will open whenever a player is within a few tiles, and is on foot or in a non-train vehicle. Train gates will open:&lt;br /&gt;
* Whenever a normal gate would open for players on foot or driving;&lt;br /&gt;
* Whenever a player is driving a train in manual mode, is on the same track as the gate, and is within a certain distance; and&lt;br /&gt;
* Whenever a train is in automatic mode, has its planned path go through the gate, and is within a certain distance.&lt;br /&gt;
&lt;br /&gt;
A Gate&#039;s opening radius appears to be dependent on the player or vehicle&#039;s speed that is heading toward it, so as to ensure it opens in time. A player walking at the gate without any speed boosts will cause the gate to open about 4-5 tiles from the gate. A train traveling at full speed towards a gate will cause the gate to open several tiles away. This behavior is similar with all vehicles.&lt;br /&gt;
&lt;br /&gt;
A gate will stay open if there is a player/vehicle about 2-3 tiles away from it. Defenders should be careful to ensure they do not let enemy forces in accidentally, as they may pass through when the gate is down.&lt;br /&gt;
&lt;br /&gt;
== Circuit Network Interaction ==&lt;br /&gt;
&lt;br /&gt;
Gates can be connected to the [[Circuit network]] by connecting either [[red wire]] or [[green wire]] to a [[wall]] adjacent to the gate. When connected, the wall sprite will show a small yellow electronic box on the top of the wall, and settings for the gate can be shown and changed by interacting with the gate wall.&lt;br /&gt;
&lt;br /&gt;
This allows the gate to be controlled by the attached circuit network, and allows the gate to send a signal to the network when it is attempted to be opened by a player or vehicle. This can be used to make safe rail crossings and a player detector, among other uses.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Gates can be controlled through the [[circuit network]] by connecting a wall next to it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Gates are no longer built between train cars on rails by construction robots. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.12-13|&lt;br /&gt;
* Gates open in front of a moving character the same as a [[car]].&lt;br /&gt;
* Gates now open in time depending on speed for cars and [[tank]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
* Gates and walls are now fast replaceable, i.e. the player can place a gate over a wall without having to first mine the wall.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Wall]]s&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Defense]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Gate&amp;diff=145837</id>
		<title>Gate</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Gate&amp;diff=145837"/>
		<updated>2017-08-27T03:35:56Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Gate}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gates&#039;&#039;&#039; are a variant of walls that act as a safe opening in [[wall]]s that only the player can use. There are different graphics for normal gates and [[Vehicle/Train|train]] gates; a train gate is one that overlaps a train track. The recipe listed creates a one-tile gate, but multiple adjacent gate items will merge into a single large gate.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A gate will open for the player and their vehicles when they approach. The gate will not open for biters; they must destroy the gate unless they can get the player to stand close enough to the gate so that it opens. Gates have the same defensive strength as a wall.&lt;br /&gt;
&lt;br /&gt;
Normal gates will open whenever a player is within a few tiles, and is on foot or in a non-train vehicle. Train gates will open:&lt;br /&gt;
* Whenever a normal gate would open for players on foot or driving;&lt;br /&gt;
* Whenever a player is driving a train in manual mode, is on the same track as the gate, and is within a certain distance; and&lt;br /&gt;
* Whenever a train is in automatic mode, has its planned path go through the gate, and is within a certain distance.&lt;br /&gt;
&lt;br /&gt;
A Gate&#039;s opening radius appears to be dependent on the player or vehicle&#039;s speed that is heading toward it, so as to ensure it opens in time. A player walking at the gate without any speed boosts will cause the gate to open about 4-5 tiles from the gate. A train traveling at full speed towards a gate will cause the gate to open several tiles away. This behavior is similar with all vehicles.&lt;br /&gt;
&lt;br /&gt;
A gate will stay open if there is a player/vehicle about 2-3 tiles away from it. Defenders should be careful to ensure they do not let enemy forces in accidentally, as they may pass through when the gate is down.&lt;br /&gt;
&lt;br /&gt;
== Circuit Network Interaction ==&lt;br /&gt;
&lt;br /&gt;
Gates can be connected to the [[Circuit network]] by connecting either [[red wire]] or [[green wire]] to a [[wall]] adjacent to the gate. When connected, the wall sprite will show a small yellow electronic box on the top of the wall, and settings for the gate can be shown and changed by interacting with the gate wall.&lt;br /&gt;
&lt;br /&gt;
This allows the gate to be controlled by the attached circuit network, and allows the gate to send a signal to the network when it is attempted to be opened by a player or vehicle. This can be used to make safe rail crossings and a player detector, among other uses.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Gates can be controlled through the [[circuit network]] by connecting a wall next to it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Gates are no longer built between train cars on rails by construction robots. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.12-13|&lt;br /&gt;
* Gates open in front of a moving character the same as a [[car]].&lt;br /&gt;
* Gates now open in time depending on speed for cars and [[tank]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
* Gates and walls are now fast replaceable.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Wall]]s&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Defense]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Module&amp;diff=145812</id>
		<title>Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Module&amp;diff=145812"/>
		<updated>2017-08-25T17:25:15Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: /* Types of modules */ added some punctuation and clarified some wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Modules are items used to enhance existing buildings&#039; capabilities. They are expensive, require appropriate research, and are produced slowly, but can eventually greatly improve the efficiency of a factory.&lt;br /&gt;
&lt;br /&gt;
Quick usage summary:&lt;br /&gt;
*For more products per second a speed module should be used.&lt;br /&gt;
*For more products per input resource a productivity module should be used.&lt;br /&gt;
*For more products per watt of energy an efficiency module should be used.&lt;br /&gt;
&lt;br /&gt;
== Types of modules ==&lt;br /&gt;
&lt;br /&gt;
There are three types of modules in &#039;&#039;Factorio&#039;&#039;, each with 3 tiers of effect. Higher tiers have stronger effects but are more expensive.&lt;br /&gt;
&lt;br /&gt;
=== Speed Module ===&lt;br /&gt;
Speed modules increase the speed and energy consumption of a machine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Speed bonus !! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module||Speed module}} || +20% || +50%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module-2||Speed module 2}} || +30% || +60%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module-3||Speed module 3}} || +50% || +70%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Increases speed of machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Indirectly increases pollution generated, due to energy consumption being higher. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Productivity Module ===&lt;br /&gt;
&lt;br /&gt;
Productivity modules add a purple &amp;quot;productivity bar&amp;quot; when placed inside item-producing buildings and [[lab]]s. Each time the machine finishes crafting the recipe it is set to, an amount is added to the bar equal to the percentages of the productivity modules inside the machine. When the bar reaches 100%, an extra set of products is immediately generated without consuming any resources.&lt;br /&gt;
&lt;br /&gt;
Productivity modules can only be used in machines that are set to make [[:Category:Intermediate_products|intermediate products]] (except Uranium-related products), i.e. items whose only use is in other recipes and that cannot directly be placed. Productivity modules cannot be placed in [[Beacon]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Productivity&amp;lt;br \&amp;gt; bonus !! [[Electric system|Energy]]&amp;lt;br \&amp;gt; consumption !! Speed !! [[Pollution]]&amp;lt;br/&amp;gt; multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module||Productivity module}} || +4% || +40% || -15% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-2||Productivity module 2}} || +6% || +60% || -15% || +7.5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3||Productivity  module 3}} || +10% || +80% || -15% || +10%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Creates an additional free item occasionally. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases pollution generated. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Slows the machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Efficiency Module ===&lt;br /&gt;
Efficiency modules reduces the required electricity to run the machine. The lowest amount of energy that efficiency modules can be used to achieve is 20% of the machine&#039;s base energy usage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module!! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module||Efficiency module}} || -30%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module-2||Efficiency module 2}} || -40%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module-3||Efficiency module 3}} || -50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Reduces energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Indirectly decreases pollution generated, due to energy consumption being lower. &amp;lt;/span&amp;gt;&lt;br /&gt;
* No disadvantages&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
&lt;br /&gt;
As a rule modules do not have diminishing returns (except that consumption is capped to -80%), that is if an assembler is making 2 items per second, adding 1 speed 3 module (+50% speed) will increase item production by 1/s, a second speed3 module will increase production by the same 1/s. Consumption modifiers work the same way, for example if a machine is consuming 180kW, the first efficiency 1 module will reduce energy use by 54kW, the second will also reduce energy use by 54kW. There is no difference between putting 2 speed 1 modules in one machine and 2 efficiency 1 modules in a second machine, than putting 1 of each in both machines - in both cases the total items produced per second and average energy required per item is identical.&lt;br /&gt;
&lt;br /&gt;
There is however synergy between productivity modules and speed modules, productivity modules reduce crafting speed which lowers the production rate of items and increases the energy consumed per item, the speed bonus from speed modules increases production rate of items and lowers the energy consumed per item - in fact when dealing with productivity modules, the reduction in energy consumption from the increased speed from speed modules can be greater than the increased energy consumption. For detailed calcultions on the synergy between productivity modules and speed modules refer to [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 this discussion].&lt;br /&gt;
&lt;br /&gt;
Filling the device with &#039;&#039;&#039;speed modules&#039;&#039;&#039; is useful when a resource is infinite but the amount of resource pools is low. The best example would be &#039;&#039;&#039;oil deposits&#039;&#039;&#039;. Another good place to use speed modules would be for assembly machines which make products that take a long time to make, for example engine units. Using speed modules allows more compact of setups, because one machine can provide materials to more consumers than normal.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;productivity modules&#039;&#039;&#039; is recommended when resources are scarce. An example would be more advanced products not being produced enough due to bottlenecks. It will take longer and more energy, but the overall amount of products per time will be higher. Productivity is especially useful in recipes that consume a lot of resources per second such as [[Electronic circuit]]s, as this will result in a lot of free items being created and quickly cover the cost of the module. Also by saving the need to mine ore, smelt plates and process intermediates for those free items the additional energy cost can be easily covered.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;efficiency modules&#039;&#039;&#039; is recommended for electric furnaces as these use a lot of power. Efficiency modules also completely lack downsides, so filling all unnecessary module slots with Efficiency modules if possible is recommended. Note that making higher level efficiency modules is not worth it in terms of power saved vs materials used to build a [[solar panel]] setup with same power output so the only incentive is to further reduce pollution or space utilization.&lt;br /&gt;
Modules are also able to control [[Pollution]], as &#039;&#039;&#039;pollution depends also on [[Electric system|Energy]] usage&#039;&#039;&#039;. So reducing a machines energy usage by 40% with a efficiency module 2 will also reduce its pollution by 40%. Beware as this also works vice versa!&lt;br /&gt;
&lt;br /&gt;
=== Examples of usage ===&lt;br /&gt;
[[Electric furnace]]s are huge power hogs at 180 kW per furnace. 1 basic efficiency module reduces it by 54 kW (-30%) - almost a [[Solar panel]] worth of power.&lt;br /&gt;
&lt;br /&gt;
[[Electric mining drill]]s create 9 units of [[Pollution]] with no efficiency modules and 1.8 with 3 basic ones.&lt;br /&gt;
&lt;br /&gt;
Same [[Electric mining drill]] with 3 Productivity modules 3 would create 76.5 units of [[Pollution]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Beacon]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 Productivity Module Math]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7985 Do Efficiency Modules Reduce Pollution?]&lt;br /&gt;
&lt;br /&gt;
[[Category: Technology]]&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_mining_drill&amp;diff=145805</id>
		<title>Electric mining drill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_mining_drill&amp;diff=145805"/>
		<updated>2017-08-25T06:54:07Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: /* History */ removed the part about 0.8.0 because it was all about the burner mining drill and not about the electric mining drill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Electric mining drill}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Electric mining drill&#039;&#039;&#039; mines out [[Iron ore]], [[Copper ore]], [[Stone]] and/or [[Coal]], and places it in front of the output tile, on a [[Transport belt|belt]] or in a machine/chest that covers the output tile.&lt;br /&gt;
&lt;br /&gt;
The machine is 3x3, but mines in a 5x5 area, extending 1 tile away on each side.&lt;br /&gt;
Mines copper, iron and coal at a rate of 0.525/s and stone at a rate of 0.65/s.&lt;br /&gt;
&lt;br /&gt;
When placed over [[Uranium ore]], which requires [[Sulfuric acid]] to mine, three fluid inputs will appear on the mining drill.  The mining drills will pass excess sulfuric acid to each other when these inputs are aligned, allowing multiple drills to be placed right next to each other with only one pipe input necessary to feed all of them.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.2|&lt;br /&gt;
* Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Mining drill now has fluid input when placed over [[Uranium ore]].&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;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Mining drill now ignores resources that can&#039;t be mined because of the higher hardness.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Shows area of effect when highlighted.&lt;br /&gt;
* Mining drill evenly mines from every tile in its area.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Added support for modules to Electric mining drills.&lt;br /&gt;
* Mining drills deactivate when out of resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* Show output arrows when alt mode is on.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* New Graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Shows count of available resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_mining_drill&amp;diff=145804</id>
		<title>Electric mining drill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_mining_drill&amp;diff=145804"/>
		<updated>2017-08-25T06:52:47Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Electric mining drill}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Electric mining drill&#039;&#039;&#039; mines out [[Iron ore]], [[Copper ore]], [[Stone]] and/or [[Coal]], and places it in front of the output tile, on a [[Transport belt|belt]] or in a machine/chest that covers the output tile.&lt;br /&gt;
&lt;br /&gt;
The machine is 3x3, but mines in a 5x5 area, extending 1 tile away on each side.&lt;br /&gt;
Mines copper, iron and coal at a rate of 0.525/s and stone at a rate of 0.65/s.&lt;br /&gt;
&lt;br /&gt;
When placed over [[Uranium ore]], which requires [[Sulfuric acid]] to mine, three fluid inputs will appear on the mining drill.  The mining drills will pass excess sulfuric acid to each other when these inputs are aligned, allowing multiple drills to be placed right next to each other with only one pipe input necessary to feed all of them.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.2|&lt;br /&gt;
* Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Mining drill now has fluid input when placed over [[Uranium ore]].&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;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Mining drill now ignores resources that can&#039;t be mined because of the higher hardness.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Player starts with one burner mining drill and one furnace in the freeplay.&lt;br /&gt;
* Increased mining speed of burner mining drill.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Shows area of effect when highlighted.&lt;br /&gt;
* Mining drill evenly mines from every tile in its area.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Added support for modules to Electric mining drills.&lt;br /&gt;
* Mining drills deactivate when out of resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* Show output arrows when alt mode is on.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* New Graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Shows count of available resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Processing_unit&amp;diff=145803</id>
		<title>Processing unit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Processing_unit&amp;diff=145803"/>
		<updated>2017-08-25T06:49:57Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Processing unit}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Processing Unit&#039;&#039;&#039; (or &amp;quot;blue circuit&amp;quot;) is the third tier of circuit, and is used in many late game recipes, mainly for making [[High tech science pack]]s, [[module]]s, modular armor and its equipment, and the [[rocket silo]] and parts for the rocket.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|computer-age-1}}&lt;br /&gt;
{{Achievement|computer-age-2}}&lt;br /&gt;
{{Achievement|computer-age-3}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Likely Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Advanced_circuit&amp;diff=145802</id>
		<title>Advanced circuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Advanced_circuit&amp;diff=145802"/>
		<updated>2017-08-25T06:48:37Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Advanced circuit}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Circuits&#039;&#039;&#039; (or &amp;quot;red circuits&amp;quot;) are used as components or subcomponents in most high-tech items, most notably in [[Science pack 3]]. They represent a crucial gateway about halfway into the game because of this, as making them requires a continuous supply of [[Plastic]], which in turn requires a fully functioning [[Oil processing]] system.&lt;br /&gt;
&lt;br /&gt;
Advanced Circuits are much slower to build than most other components, and you will need large quantities of them (unlike items like [[Engine]]s, which might be even slower to build, but are much less in demand).&lt;br /&gt;
&lt;br /&gt;
Therefore it is recommended to devote large numbers of [[Assembling machine]]s to their production; [[Assembling machine 3]]s are particularly useful here, as they can also be loaded with more [[Speed module]]s.&lt;br /&gt;
&lt;br /&gt;
Theoretical time/item usage: &lt;br /&gt;
* 1 [[Copper cable]] factory + 1 [[Electronic circuit]] factory + 1 [[Plastic]] plant &amp;amp;rarr; 6 [[Advanced circuit]] factories&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|circuit-veteran-1}}&lt;br /&gt;
{{Achievement|circuit-veteran-2}}&lt;br /&gt;
{{Achievement|circuit-veteran-3}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electronic_circuit&amp;diff=145801</id>
		<title>Electronic circuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electronic_circuit&amp;diff=145801"/>
		<updated>2017-08-25T06:47:13Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Electronic circuit}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Electronic Circuit&#039;&#039;&#039; (or &amp;quot;green circuit&amp;quot;) is a basic intermediate product used as an ingredient for many recipes throughout the game.&lt;br /&gt;
&lt;br /&gt;
Optimal time/item usage: 3 [[Copper cable]] factories &amp;amp;rarr; 2 [[Electronic circuit]] factories.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|mass-production-1}}&lt;br /&gt;
{{Achievement|mass-production-2}}&lt;br /&gt;
{{Achievement|mass-production-3}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Module&amp;diff=145737</id>
		<title>Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Module&amp;diff=145737"/>
		<updated>2017-08-22T20:34:50Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: /* Productivity Module */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Modules are items used to enhance existing buildings&#039; capabilities. They are expensive, require appropriate research, and are produced slowly, but can eventually greatly improve the efficiency of a factory.&lt;br /&gt;
&lt;br /&gt;
Quick usage summary:&lt;br /&gt;
*For more products per second a speed module should be used.&lt;br /&gt;
*For more products per input resource a productivity module should be used.&lt;br /&gt;
*For more products per watt of energy an efficiency module should be used.&lt;br /&gt;
&lt;br /&gt;
== Types of modules ==&lt;br /&gt;
&lt;br /&gt;
There are three types of modules in factorio, each with 3 tiers of effect. Crafting higher tiers requires lower tiers to be made.&lt;br /&gt;
&lt;br /&gt;
=== Speed Module ===&lt;br /&gt;
Increases the speed and energy consumption of a machine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Speed bonus !! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module||Speed module 1}} || +20% || +50%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module-2||Speed module 2}} || +30% || +60%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module-3||Speed module 3}} || +50% || +70%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Increases speed of machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Indirectly increases pollution generated due to energy consumption being higher. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Productivity Module ===&lt;br /&gt;
&lt;br /&gt;
Productivity modules add a second purple &amp;quot;productivity bar&amp;quot; when placed inside item-producing buildings and [[lab]]s. Each time the machine finishes crafting the recipe it is set to, an amount is added to the bar equal to the percentages of the productivity modules inside the machine. When the bar reaches 100%, an extra product (one or more items, or progress toward research) is immediately produced without consuming any resources.&lt;br /&gt;
&lt;br /&gt;
Productivity modules can only be used in machines that are set to make [[:Category:Intermediate_products|intermediate products]] (except Uranium-related products), i.e. items whose only use is in other recipes and that cannot directly be placed. Productivity modules cannot be placed in [[Beacon]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Productivity&amp;lt;br \&amp;gt; bonus !! [[Electric system|Energy]]&amp;lt;br \&amp;gt; consumption !! Speed !! [[Pollution]]&amp;lt;br/&amp;gt; multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module||Productivity module 1}} || +4% || +40% || -15% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-2||Productivity module 2}} || +6% || +60% || -15% || +7.5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3||Productivity  module 3}} || +10% || +80% || -15% || +10%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Creates an additional free item occasionally. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases pollution generated. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Slows the machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Efficiency Module ===&lt;br /&gt;
The efficiency module reduces the cost of electricity to run the machine. The minimum energy usage is 20% of the base energy usage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module!! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module||Efficiency module 1}} || -30%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module-2||Efficiency module 2}} || -40%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module-3||Efficiency module 3}} || -50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Reduces energy cost per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Indirectly decreases pollution generated due to energy consumption being lower. &amp;lt;/span&amp;gt;&lt;br /&gt;
* No disadvantages&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
&lt;br /&gt;
As a rule modules do not have diminishing returns (except that consumption is capped to -80%), that is if an assembler is making 2 items per second, adding 1 speed 3 module (+50% speed) will increase item production by 1/s, a second speed3 module will increase production by the same 1/s. Consumption modifiers work the same way, for example if a machine is consuming 180kW, the first efficiency 1 module will reduce energy use by 54kW, the second will also reduce energy use by 54kW. There is no difference between putting 2 speed 1 modules in one machine and 2 efficiency 1 modules in a second machine, than putting 1 of each in both machines - in both cases the total items produced per second and average energy required per item is identical.&lt;br /&gt;
&lt;br /&gt;
There is however synergy between productivity modules and speed modules, productivity modules reduce crafting speed which lowers the production rate of items and increases the energy consumed per item, the speed bonus from speed modules increases production rate of items and lowers the energy consumed per item - in fact when dealing with productivity modules, the reduction in energy consumption from the increased speed from speed modules can be greater than the increased energy consumption. For detailed calcultions on the synergy between productivity modules and speed modules refer to [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 this discussion].&lt;br /&gt;
&lt;br /&gt;
Filling the device with &#039;&#039;&#039;speed modules&#039;&#039;&#039; is useful when a resource is infinite but the amount of resource pools is low. The best example would be &#039;&#039;&#039;oil deposits&#039;&#039;&#039;. Another good place to use speed modules would be for assembly machines which make products that take a long time to make, for example engine units. Using speed modules allows more compact of setups, because one machine can provide materials to more consumers than normal.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;productivity modules&#039;&#039;&#039; is recommended when resources are scarce. An example would be more advanced products not being produced enough due to bottlenecks. It will take longer and more energy, but the overall amount of products per time will be higher. Productivity is especially useful in recipes that consume a lot of resources per second such as [[Electronic circuit]]s, as this will result in a lot of free items being created and quickly cover the cost of the module. Also by saving the need to mine ore, smelt plates and process intermediates for those free items the additional energy cost can be easily covered.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;efficiency modules&#039;&#039;&#039; is recommended for electric furnaces as these use a lot of power. Efficiency modules also completely lack downsides, so filling all unnecessary module slots with Efficiency modules if possible is recommended. Note that making higher level efficiency modules is not worth it in terms of power saved vs materials used to build a [[solar panel]] setup with same power output so the only incentive is to further reduce pollution or space utilization.&lt;br /&gt;
Modules are also able to control [[Pollution]], as &#039;&#039;&#039;pollution depends also on [[Electric system|Energy]] usage&#039;&#039;&#039;. So reducing a machines energy usage by 40% with a efficiency module 2 will also reduce its pollution by 40%. Beware as this also works vice versa!&lt;br /&gt;
&lt;br /&gt;
=== Examples of usage ===&lt;br /&gt;
[[Electric furnace]]s are huge power hogs at 180 kW per furnace. 1 basic efficiency module reduces it by 54 kW (-30%) - almost a [[Solar panel]] worth of power.&lt;br /&gt;
&lt;br /&gt;
[[Electric mining drill]]s create 9 units of [[Pollution]] with no efficiency modules and 1.8 with 3 basic ones.&lt;br /&gt;
&lt;br /&gt;
Same [[Electric mining drill]] with 3 Productivity modules 3 would create 76.5 units of [[Pollution]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Beacon]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 Productivity Module Math]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7985 Do Efficiency Modules Reduce Pollution?]&lt;br /&gt;
&lt;br /&gt;
[[Category: Technology]]&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Module&amp;diff=145736</id>
		<title>Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Module&amp;diff=145736"/>
		<updated>2017-08-22T20:28:30Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: /* Efficiency Module */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Modules are items used to enhance existing buildings&#039; capabilities. They are expensive, require appropriate research, and are produced slowly, but can eventually greatly improve the efficiency of a factory.&lt;br /&gt;
&lt;br /&gt;
Quick usage summary:&lt;br /&gt;
*For more products per second a speed module should be used.&lt;br /&gt;
*For more products per input resource a productivity module should be used.&lt;br /&gt;
*For more products per watt of energy an efficiency module should be used.&lt;br /&gt;
&lt;br /&gt;
== Types of modules ==&lt;br /&gt;
&lt;br /&gt;
There are three types of modules in factorio, each with 3 tiers of effect. Crafting higher tiers requires lower tiers to be made.&lt;br /&gt;
&lt;br /&gt;
=== Speed Module ===&lt;br /&gt;
Increases the speed and energy consumption of a machine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Speed bonus !! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module||Speed module 1}} || +20% || +50%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module-2||Speed module 2}} || +30% || +60%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module-3||Speed module 3}} || +50% || +70%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Increases speed of machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Indirectly increases pollution generated due to energy consumption being higher. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Productivity Module ===&lt;br /&gt;
&lt;br /&gt;
Productivity modules add a second purple &amp;quot;production bar&amp;quot; at item producing buildings and labs. It fills by the productivity bonus per craft. When it reaches 100%, an extra item (or items, in recipes that result in more than one) is produced.&lt;br /&gt;
&lt;br /&gt;
Productivity modules can only be used to make [[:Category:Intermediate_products|intermediate products]] (except Uranium-related products). These are items that are used in other recipes and cannot directly be placed. Productivity modules cannot be placed in [[Beacon]]s. Productivity modules can be used to boost the research inside [[lab]]s per science pack.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Productivity&amp;lt;br \&amp;gt; bonus !! [[Electric system|Energy]]&amp;lt;br \&amp;gt; consumption !! Speed !! [[Pollution]]&amp;lt;br/&amp;gt; multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module||Productivity module 1}} || +4% || +40% || -15% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-2||Productivity module 2}} || +6% || +60% || -15% || +7.5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3||Productivity  module 3}} || +10% || +80% || -15% || +10%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Creates an additional free item occasionally. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases pollution generated. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Slows the machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Efficiency Module ===&lt;br /&gt;
The efficiency module reduces the cost of electricity to run the machine. The minimum energy usage is 20% of the base energy usage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module!! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module||Efficiency module 1}} || -30%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module-2||Efficiency module 2}} || -40%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module-3||Efficiency module 3}} || -50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Reduces energy cost per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Indirectly decreases pollution generated due to energy consumption being lower. &amp;lt;/span&amp;gt;&lt;br /&gt;
* No disadvantages&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
&lt;br /&gt;
As a rule modules do not have diminishing returns (except that consumption is capped to -80%), that is if an assembler is making 2 items per second, adding 1 speed 3 module (+50% speed) will increase item production by 1/s, a second speed3 module will increase production by the same 1/s. Consumption modifiers work the same way, for example if a machine is consuming 180kW, the first efficiency 1 module will reduce energy use by 54kW, the second will also reduce energy use by 54kW. There is no difference between putting 2 speed 1 modules in one machine and 2 efficiency 1 modules in a second machine, than putting 1 of each in both machines - in both cases the total items produced per second and average energy required per item is identical.&lt;br /&gt;
&lt;br /&gt;
There is however synergy between productivity modules and speed modules, productivity modules reduce crafting speed which lowers the production rate of items and increases the energy consumed per item, the speed bonus from speed modules increases production rate of items and lowers the energy consumed per item - in fact when dealing with productivity modules, the reduction in energy consumption from the increased speed from speed modules can be greater than the increased energy consumption. For detailed calcultions on the synergy between productivity modules and speed modules refer to [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 this discussion].&lt;br /&gt;
&lt;br /&gt;
Filling the device with &#039;&#039;&#039;speed modules&#039;&#039;&#039; is useful when a resource is infinite but the amount of resource pools is low. The best example would be &#039;&#039;&#039;oil deposits&#039;&#039;&#039;. Another good place to use speed modules would be for assembly machines which make products that take a long time to make, for example engine units. Using speed modules allows more compact of setups, because one machine can provide materials to more consumers than normal.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;productivity modules&#039;&#039;&#039; is recommended when resources are scarce. An example would be more advanced products not being produced enough due to bottlenecks. It will take longer and more energy, but the overall amount of products per time will be higher. Productivity is especially useful in recipes that consume a lot of resources per second such as [[Electronic circuit]]s, as this will result in a lot of free items being created and quickly cover the cost of the module. Also by saving the need to mine ore, smelt plates and process intermediates for those free items the additional energy cost can be easily covered.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;efficiency modules&#039;&#039;&#039; is recommended for electric furnaces as these use a lot of power. Efficiency modules also completely lack downsides, so filling all unnecessary module slots with Efficiency modules if possible is recommended. Note that making higher level efficiency modules is not worth it in terms of power saved vs materials used to build a [[solar panel]] setup with same power output so the only incentive is to further reduce pollution or space utilization.&lt;br /&gt;
Modules are also able to control [[Pollution]], as &#039;&#039;&#039;pollution depends also on [[Electric system|Energy]] usage&#039;&#039;&#039;. So reducing a machines energy usage by 40% with a efficiency module 2 will also reduce its pollution by 40%. Beware as this also works vice versa!&lt;br /&gt;
&lt;br /&gt;
=== Examples of usage ===&lt;br /&gt;
[[Electric furnace]]s are huge power hogs at 180 kW per furnace. 1 basic efficiency module reduces it by 54 kW (-30%) - almost a [[Solar panel]] worth of power.&lt;br /&gt;
&lt;br /&gt;
[[Electric mining drill]]s create 9 units of [[Pollution]] with no efficiency modules and 1.8 with 3 basic ones.&lt;br /&gt;
&lt;br /&gt;
Same [[Electric mining drill]] with 3 Productivity modules 3 would create 76.5 units of [[Pollution]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Beacon]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 Productivity Module Math]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7985 Do Efficiency Modules Reduce Pollution?]&lt;br /&gt;
&lt;br /&gt;
[[Category: Technology]]&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Module&amp;diff=145735</id>
		<title>Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Module&amp;diff=145735"/>
		<updated>2017-08-22T20:28:07Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Modules are items used to enhance existing buildings&#039; capabilities. They are expensive, require appropriate research, and are produced slowly, but can eventually greatly improve the efficiency of a factory.&lt;br /&gt;
&lt;br /&gt;
Quick usage summary:&lt;br /&gt;
*For more products per second a speed module should be used.&lt;br /&gt;
*For more products per input resource a productivity module should be used.&lt;br /&gt;
*For more products per watt of energy an efficiency module should be used.&lt;br /&gt;
&lt;br /&gt;
== Types of modules ==&lt;br /&gt;
&lt;br /&gt;
There are three types of modules in factorio, each with 3 tiers of effect. Crafting higher tiers requires lower tiers to be made.&lt;br /&gt;
&lt;br /&gt;
=== Speed Module ===&lt;br /&gt;
Increases the speed and energy consumption of a machine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Speed bonus !! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module||Speed module 1}} || +20% || +50%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module-2||Speed module 2}} || +30% || +60%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module-3||Speed module 3}} || +50% || +70%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Increases speed of machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Indirectly increases pollution generated due to energy consumption being higher. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Productivity Module ===&lt;br /&gt;
&lt;br /&gt;
Productivity modules add a second purple &amp;quot;production bar&amp;quot; at item producing buildings and labs. It fills by the productivity bonus per craft. When it reaches 100%, an extra item (or items, in recipes that result in more than one) is produced.&lt;br /&gt;
&lt;br /&gt;
Productivity modules can only be used to make [[:Category:Intermediate_products|intermediate products]] (except Uranium-related products). These are items that are used in other recipes and cannot directly be placed. Productivity modules cannot be placed in [[Beacon]]s. Productivity modules can be used to boost the research inside [[lab]]s per science pack.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Productivity&amp;lt;br \&amp;gt; bonus !! [[Electric system|Energy]]&amp;lt;br \&amp;gt; consumption !! Speed !! [[Pollution]]&amp;lt;br/&amp;gt; multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module||Productivity module 1}} || +4% || +40% || -15% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-2||Productivity module 2}} || +6% || +60% || -15% || +7.5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3||Productivity  module 3}} || +10% || +80% || -15% || +10%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Creates an additional free item occasionally. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases pollution generated. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Slows the machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Efficiency Module ===&lt;br /&gt;
The efficiency module reduces the cost of electricity to run the machine. The minimum energy usage is 20% of the base energy usage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module!! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module||Efficiency module 1}} || -30%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module-2||Efficiency module 2}} || -40%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module-3||Efficiency module 3}} || -50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Reduces energy cost per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Indirectly decreases pollution generated due to energy consumption being lower. &amp;lt;/span&amp;gt;&lt;br /&gt;
* No downsides&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
&lt;br /&gt;
As a rule modules do not have diminishing returns (except that consumption is capped to -80%), that is if an assembler is making 2 items per second, adding 1 speed 3 module (+50% speed) will increase item production by 1/s, a second speed3 module will increase production by the same 1/s. Consumption modifiers work the same way, for example if a machine is consuming 180kW, the first efficiency 1 module will reduce energy use by 54kW, the second will also reduce energy use by 54kW. There is no difference between putting 2 speed 1 modules in one machine and 2 efficiency 1 modules in a second machine, than putting 1 of each in both machines - in both cases the total items produced per second and average energy required per item is identical.&lt;br /&gt;
&lt;br /&gt;
There is however synergy between productivity modules and speed modules, productivity modules reduce crafting speed which lowers the production rate of items and increases the energy consumed per item, the speed bonus from speed modules increases production rate of items and lowers the energy consumed per item - in fact when dealing with productivity modules, the reduction in energy consumption from the increased speed from speed modules can be greater than the increased energy consumption. For detailed calcultions on the synergy between productivity modules and speed modules refer to [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 this discussion].&lt;br /&gt;
&lt;br /&gt;
Filling the device with &#039;&#039;&#039;speed modules&#039;&#039;&#039; is useful when a resource is infinite but the amount of resource pools is low. The best example would be &#039;&#039;&#039;oil deposits&#039;&#039;&#039;. Another good place to use speed modules would be for assembly machines which make products that take a long time to make, for example engine units. Using speed modules allows more compact of setups, because one machine can provide materials to more consumers than normal.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;productivity modules&#039;&#039;&#039; is recommended when resources are scarce. An example would be more advanced products not being produced enough due to bottlenecks. It will take longer and more energy, but the overall amount of products per time will be higher. Productivity is especially useful in recipes that consume a lot of resources per second such as [[Electronic circuit]]s, as this will result in a lot of free items being created and quickly cover the cost of the module. Also by saving the need to mine ore, smelt plates and process intermediates for those free items the additional energy cost can be easily covered.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;efficiency modules&#039;&#039;&#039; is recommended for electric furnaces as these use a lot of power. Efficiency modules also completely lack downsides, so filling all unnecessary module slots with Efficiency modules if possible is recommended. Note that making higher level efficiency modules is not worth it in terms of power saved vs materials used to build a [[solar panel]] setup with same power output so the only incentive is to further reduce pollution or space utilization.&lt;br /&gt;
Modules are also able to control [[Pollution]], as &#039;&#039;&#039;pollution depends also on [[Electric system|Energy]] usage&#039;&#039;&#039;. So reducing a machines energy usage by 40% with a efficiency module 2 will also reduce its pollution by 40%. Beware as this also works vice versa!&lt;br /&gt;
&lt;br /&gt;
=== Examples of usage ===&lt;br /&gt;
[[Electric furnace]]s are huge power hogs at 180 kW per furnace. 1 basic efficiency module reduces it by 54 kW (-30%) - almost a [[Solar panel]] worth of power.&lt;br /&gt;
&lt;br /&gt;
[[Electric mining drill]]s create 9 units of [[Pollution]] with no efficiency modules and 1.8 with 3 basic ones.&lt;br /&gt;
&lt;br /&gt;
Same [[Electric mining drill]] with 3 Productivity modules 3 would create 76.5 units of [[Pollution]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Beacon]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 Productivity Module Math]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7985 Do Efficiency Modules Reduce Pollution?]&lt;br /&gt;
&lt;br /&gt;
[[Category: Technology]]&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Concrete&amp;diff=145681</id>
		<title>Concrete</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Concrete&amp;diff=145681"/>
		<updated>2017-08-22T02:22:37Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Concrete}}&lt;br /&gt;
&#039;&#039;&#039;Concrete&#039;&#039;&#039; can be used to increase the speed of players and vehicles. Concrete increases walking speed by 40%. Each vehicle is affected differently by the terrain it is on. The tank only gets a 20% increase in speed from concrete.&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
When concrete is held the area in which it will be placed is highlighted in green. The size of the area can be changed using the plus and minus signs on the numpad. When placed concrete will remove bushes and other terrain decoration. Placing concrete will automatically pick up any other type of path that was placed on the same tiles.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Added hazard concrete.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
* Placing stone or concrete floors will remove bushes.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Hazard concrete]]&lt;br /&gt;
* [[Stone Brick]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Terrain}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Stone_brick&amp;diff=145680</id>
		<title>Stone brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Stone_brick&amp;diff=145680"/>
		<updated>2017-08-22T02:20:26Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Stone brick}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone bricks&#039;&#039;&#039; are used in multiple recipes and can be used to create stone paths, which are tiles that increase player walking and vehicle speed. Holding them allows the player to mine any type of path, and placing them over another type of path automatically mines the path.&lt;br /&gt;
&lt;br /&gt;
Stone path increases walking speed by 30% and reduces vehicle friction/drag (though to a lesser extent than [[concrete]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Stone paths are placed using {{Keybinding|lmb}} and can be removed by using {{Keybinding|rmb}} while holding any kind of path. &lt;br /&gt;
The area in which stone bricks are placed can be increased and decreased by using {{Keybinding|numplus}} and {{Keybinding|numminus}}.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Concrete]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Terrain}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=145623</id>
		<title>Solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=145623"/>
		<updated>2017-08-20T18:22:08Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: /* Energy management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Solar panel}}&lt;br /&gt;
&lt;br /&gt;
Solar panels are an unlimited source of free energy that produce no pollution. During daylight hours every panel provides the maximum power level, 60kW. Generated power will increase/decrease linearly during dusk and dawn, and no power is produced at night. This means one solar panel produces an average of 42 kW over one day and night cycle.&lt;br /&gt;
&lt;br /&gt;
[[File:Solar-Panel-0.9.8.png|thumb|350px|8 Solar Panels]]&lt;br /&gt;
&lt;br /&gt;
[[File:SolarPanelSetUp.png|350px|thumb|A space-efficient solar panel setup.]]&lt;br /&gt;
&lt;br /&gt;
== Energy management ==&lt;br /&gt;
&lt;br /&gt;
As already stated, solar panels produce energy only during the day, but you are likely to want your factory running at night as well. &lt;br /&gt;
&lt;br /&gt;
[[Accumulator]]s can be charged up with solar panels during the day to power the base at night. [https://youtu.be/FXzKoKGtaVU This video] shows a way to lay out Accumulators and Solar Panels in a space-efficient way.&lt;br /&gt;
&lt;br /&gt;
[[Accumulator]]s are not the only way to work with solar energy. Sometimes it is more economical to just avoid consuming energy at night. For example, if you power a bunch of [[Electric mining drill]]s and [[Electric furnace]]s to produce [[Iron plate|iron]] and [[copper plate]]s, you could build more drills and furnaces than you actually need, and store the excess metal production during the day. At night you can shut down the drills and furnaces, and let your factory run with the stored plates. Instead of storing energy, you would be storing what the energy is used for. The easiest way to achieve this is by connecting all your extractors and furnaces to an electric network with exactly enough solar panels to make them work during the day, and keeping this network away from your factory&#039;s main electric network.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* It takes 23.8 solar panels to operate 1MW of factory &#039;&#039;&#039;and&#039;&#039;&#039; charge enough accumulators to sustain that 1MW through the night&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|solaris}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Changed tech requirement from Adv. Electronics to Electronics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Energy of the solar panel is now fractioned between all the networks it&#039;s connected to.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Massive optimisations to solar panel logic.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Significantly slowed crafting speed to 10 secs from 0.5 sec.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Made solar panels pre-science pack 3.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Unplugged icon shown when not connected to any power transfer device.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New solar panel graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Priority of power consumption changed to consume from solar panel first.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Basic accumulator]]&lt;br /&gt;
* [https://wiki.factorio.com/index.php?title=Power_production#Optimal_ratio Calculating the optimal ratio of accumulators to solar panels]&lt;br /&gt;
* A [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=9314 Solar Power Excel sheet]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8949 (Forum topic) The way I solar]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=145622</id>
		<title>Solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=145622"/>
		<updated>2017-08-20T18:21:41Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: /* Energy management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Solar panel}}&lt;br /&gt;
&lt;br /&gt;
Solar panels are an unlimited source of free energy that produce no pollution. During daylight hours every panel provides the maximum power level, 60kW. Generated power will increase/decrease linearly during dusk and dawn, and no power is produced at night. This means one solar panel produces an average of 42 kW over one day and night cycle.&lt;br /&gt;
&lt;br /&gt;
[[File:Solar-Panel-0.9.8.png|thumb|350px|8 Solar Panels]]&lt;br /&gt;
&lt;br /&gt;
[[File:SolarPanelSetUp.png|350px|thumb|A space-efficient solar panel setup.]]&lt;br /&gt;
&lt;br /&gt;
== Energy management ==&lt;br /&gt;
&lt;br /&gt;
As already stated, solar panels produce energy only during the day, but you are likely to want your factory running at night as well. &lt;br /&gt;
&lt;br /&gt;
[[Accumulator]]s can be charged up with solar panels during the day to power the base at night. [https://youtu.be/FXzKoKGtaVU This video] shows a way to lay out Accumulators and Solar Panels in a space-efficient way.&lt;br /&gt;
&lt;br /&gt;
[[Accumulator]]s are not the only way to work with solar energy. Sometimes it is more economical to just avoid consuming energy at night. For example, if you power a bunch of [[Electric mining drill]]s and [[Electric furnace]]s to produce [[Iron plate|iron]] and [[copper plate]]s, you could build more drills and furnaces than you actually need, and store the excess metal production during the day. At night you can shut down the drills and furnaces, and let your factory run with the stored plates. Instead of storing energy, you are storing what the energy is used for. The easiest way to achieve this is by connecting all your extractors and furnaces to an electric network with exactly enough solar panels to make them work during the day, and keeping this network away from your factory&#039;s main electric network.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* It takes 23.8 solar panels to operate 1MW of factory &#039;&#039;&#039;and&#039;&#039;&#039; charge enough accumulators to sustain that 1MW through the night&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|solaris}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Changed tech requirement from Adv. Electronics to Electronics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Energy of the solar panel is now fractioned between all the networks it&#039;s connected to.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Massive optimisations to solar panel logic.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Significantly slowed crafting speed to 10 secs from 0.5 sec.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Made solar panels pre-science pack 3.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Unplugged icon shown when not connected to any power transfer device.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New solar panel graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Priority of power consumption changed to consume from solar panel first.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Basic accumulator]]&lt;br /&gt;
* [https://wiki.factorio.com/index.php?title=Power_production#Optimal_ratio Calculating the optimal ratio of accumulators to solar panels]&lt;br /&gt;
* A [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=9314 Solar Power Excel sheet]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8949 (Forum topic) The way I solar]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=145621</id>
		<title>Solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=145621"/>
		<updated>2017-08-20T18:21:03Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: removed the details about how to use accumulators from the section that says &amp;quot;accumulators are not the only way to work with solar energy&amp;quot; as it was both talking about accumulators and not talking about solar panels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Solar panel}}&lt;br /&gt;
&lt;br /&gt;
Solar panels are an unlimited source of free energy that produce no pollution. During daylight hours every panel provides the maximum power level, 60kW. Generated power will increase/decrease linearly during dusk and dawn, and no power is produced at night. This means one solar panel produces an average of 42 kW over one day and night cycle.&lt;br /&gt;
&lt;br /&gt;
[[File:Solar-Panel-0.9.8.png|thumb|350px|8 Solar Panels]]&lt;br /&gt;
&lt;br /&gt;
[[File:SolarPanelSetUp.png|350px|thumb|A space-efficient solar panel setup.]]&lt;br /&gt;
&lt;br /&gt;
== Energy management ==&lt;br /&gt;
&lt;br /&gt;
As already stated, solar panels produce energy only during the day, but you are likely to want your factory running at night as well. &lt;br /&gt;
&lt;br /&gt;
[[Accumulator]]s can be charged up with solar panels during the day to power the base at night. [https://youtu.be/FXzKoKGtaVU This video] shows a way to lay out Accumulators and Solar Panels in a space-efficient way.&lt;br /&gt;
&lt;br /&gt;
[[Accumulator]]s are not the only way to work with solar energy. Sometimes it is more economical to just avoid consuming energy at night. For example, if you power a bunch of [[Electric mining drill]]s and [[Electric furnace]]s to produce [[Iron plate|iron]] and [[copper plate]]s, you could build more drills and furnaces than you actually need, and store the excess ore and metal production during the day. At night you can shut down the drills and furnaces, and let your factory run with the stored plates. Instead of storing energy, you are storing what the energy is used for. The easiest way to achieve this is by connecting all your extractors and furnaces to an electric network with exactly enough solar panels to make them work during the day, and keeping this network away from your factory&#039;s main electric network.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* It takes 23.8 solar panels to operate 1MW of factory &#039;&#039;&#039;and&#039;&#039;&#039; charge enough accumulators to sustain that 1MW through the night&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|solaris}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Changed tech requirement from Adv. Electronics to Electronics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Energy of the solar panel is now fractioned between all the networks it&#039;s connected to.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Massive optimisations to solar panel logic.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Significantly slowed crafting speed to 10 secs from 0.5 sec.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Made solar panels pre-science pack 3.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Unplugged icon shown when not connected to any power transfer device.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New solar panel graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Priority of power consumption changed to consume from solar panel first.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Basic accumulator]]&lt;br /&gt;
* [https://wiki.factorio.com/index.php?title=Power_production#Optimal_ratio Calculating the optimal ratio of accumulators to solar panels]&lt;br /&gt;
* A [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=9314 Solar Power Excel sheet]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8949 (Forum topic) The way I solar]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=145620</id>
		<title>Solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=145620"/>
		<updated>2017-08-20T18:14:49Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Solar panel}}&lt;br /&gt;
&lt;br /&gt;
Solar panels are an unlimited source of free energy while producing no pollution. During daylight hours every panel provides the maximum power level, 60kW. Generated power will increase/decrease linearly during dusk and dawn, and no power is produced at night. This means one solar panel produces an average of 42 kW over one day and night cycle.&lt;br /&gt;
&lt;br /&gt;
[[File:Solar-Panel-0.9.8.png|thumb|350px|8 Solar Panels]]&lt;br /&gt;
&lt;br /&gt;
[[File:SolarPanelSetUp.png|350px|thumb|A space-efficient solar panel setup.]]&lt;br /&gt;
&lt;br /&gt;
== Energy management ==&lt;br /&gt;
&lt;br /&gt;
As already stated, solar panels produce energy only during the day, but you are likely to want your factory running at night as well. &lt;br /&gt;
&lt;br /&gt;
[[Accumulator]]s can be charged up during the day to power the base at night. [https://youtu.be/FXzKoKGtaVU This video] shows a way one can lay out Accumulators and Solar Panels with space efficiency.&lt;br /&gt;
&lt;br /&gt;
[[Accumulator]]s are not the only way to work with solar energy. Sometimes it is more economical to just avoid consuming energy at night. For example, if you power a bunch of [[Electric mining drill]]s and [[Electric furnace]]s to produce [[Iron plate|iron]] and [[copper plate]]s, you could build more drills and furnaces than you actually need, and store the excess production during the day. At night you can shut down extractors and furnaces, and let your factory run with the stored plates. Instead of storing energy, you are storing what the energy is used for. The easiest way to achieve this is by connecting all your extractors and furnaces to a separate electric network with exactly enough solar panels to make them work during the day. The rest of your factory would be connected to a separate electric network, with other solar panels, and possibly accumulators and/or steam engines. Another way is to put your whole factory on the same electric network, but use a [[circuit network]] to monitor the charge level of your [[Basic accumulator|accumulators]] and shut down a sub-network with a [[power switch]] as soon as the accumulators charge goes below 90%. The same technique can be applied to your steam engines to enable them only when your accumulators are almost discharged. In both cases, [[Wikipedia:hysteresis|hysteresis]] can be used to avoid toggling on/off a whole part of the electric network at every tick (for example: when accumulator charge goes below 80% you shut down furnaces, but you enable them again only when accumulator charge is above 95%).&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* It takes 23.8 solar panels to operate 1MW of factory &#039;&#039;&#039;and&#039;&#039;&#039; charge enough accumulators to sustain that 1MW through the night&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|solaris}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Changed tech requirement from Adv. Electronics to Electronics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Energy of the solar panel is now fractioned between all the networks it&#039;s connected to.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Massive optimisations to solar panel logic.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Significantly slowed crafting speed to 10 secs from 0.5 sec.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Made solar panels pre-science pack 3.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Unplugged icon shown when not connected to any power transfer device.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New solar panel graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Priority of power consumption changed to consume from solar panel first.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Basic accumulator]]&lt;br /&gt;
* [https://wiki.factorio.com/index.php?title=Power_production#Optimal_ratio Calculating the optimal ratio of accumulators to solar panels]&lt;br /&gt;
* A [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=9314 Solar Power Excel sheet]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8949 (Forum topic) The way I solar]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_part&amp;diff=145619</id>
		<title>Rocket part</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_part&amp;diff=145619"/>
		<updated>2017-08-20T18:13:00Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rocket part}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocket parts&#039;&#039;&#039; are created inside of the [[rocket silo]].  Each completed part contributes 1% towards the completion of the rocket.  Once all 100 rocket parts have been completed, the rocket silo will display a rocket ready to be launched within the silo, and the player can launch the rocket from within the rocket silo interface by pressing the LAUNCH button. Before launching, a [[satellite]] can be placed into the rocket.&lt;br /&gt;
&lt;br /&gt;
== Building the Rocket ==&lt;br /&gt;
&lt;br /&gt;
The rocket needs 100 parts; each part needs 3 ingredients; those ingredients need other ingredients; etc. In total, one rocket (sans satellite) will need 100 rocket parts, which requires the following raw resources (assuming [[Advanced oil processing]] and cracking are used):&lt;br /&gt;
&lt;br /&gt;
* 9,500 [[Coal]]&lt;br /&gt;
* 35,648.148 [[Water]]&lt;br /&gt;
* 39,907.407 [[Crude oil]]&lt;br /&gt;
* 77,500 [[Copper ore]]&lt;br /&gt;
* 89,100 [[Iron ore]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:30em&amp;quot;&amp;gt;&lt;br /&gt;
Complete list of all intermediate products:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
     100 Rocket part&lt;br /&gt;
     500 [[Sulfur]]&lt;br /&gt;
     500 [[Sulfuric acid]]&lt;br /&gt;
   1 000 [[Low density structure]]&lt;br /&gt;
   1 000 [[Processing unit]]&lt;br /&gt;
   1 000 [[Rocket control unit]]&lt;br /&gt;
   1 000 [[Rocket fuel]]&lt;br /&gt;
   1 000 [[Speed module]]&lt;br /&gt;
   3 990.741 [[Heavy oil]]&lt;br /&gt;
   7 000 [[Advanced circuit]]&lt;br /&gt;
   9 500 [[Coal]]&lt;br /&gt;
  10 000 [[Solid fuel]]&lt;br /&gt;
  10 000 [[Steel plate]]&lt;br /&gt;
  19 000 [[Plastic bar]]&lt;br /&gt;
  20 951.389 [[Light oil]]&lt;br /&gt;
  29 250 [[Petroleum gas]]&lt;br /&gt;
  35 648.148 [[Water]]&lt;br /&gt;
  39 000 [[Electronic circuit]]&lt;br /&gt;
  39 907.407 [[Crude oil]]&lt;br /&gt;
  89 100 [[Iron ore]]&lt;br /&gt;
  89 100 [[Iron plate]]&lt;br /&gt;
  77 500 [[Copper ore]]&lt;br /&gt;
  77 500 [[Copper plate]]&lt;br /&gt;
 145 000 [[Copper cable]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To win the game (or obtain [[Space science pack]]s), the player additionally needs a satellite. The total raw cost for the satellite is:&lt;br /&gt;
&lt;br /&gt;
* 450 [[Coal]]&lt;br /&gt;
* 7,157.407 [[Water]]&lt;br /&gt;
* 3,620.37 [[Crude oil]]&lt;br /&gt;
* 7,785.5 [[Copper ore]]&lt;br /&gt;
* 12,435 [[Iron ore]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:30em&amp;quot;&amp;gt;&lt;br /&gt;
Complete list of all intermediate products:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
      5 [[Radar]]&lt;br /&gt;
     25 [[Iron gear wheel]]&lt;br /&gt;
     50 [[Rocket fuel]]&lt;br /&gt;
    100 [[Accumulator]]&lt;br /&gt;
    100 [[Low density structure]]&lt;br /&gt;
    100 [[Processing unit]]&lt;br /&gt;
    100 [[Solar panel]]&lt;br /&gt;
    200 [[Advanced circuit]]&lt;br /&gt;
    362.037 [[Heavy oil]]&lt;br /&gt;
    450 [[Coal]]&lt;br /&gt;
    500 [[Battery]]&lt;br /&gt;
    500 [[Solid fuel]]&lt;br /&gt;
    900 [[Plastic bar]]&lt;br /&gt;
  1 050 [[Sulfur]]&lt;br /&gt;
  1 050 [[Sulfuric acid]]&lt;br /&gt;
  1 500 [[Steel plate]]&lt;br /&gt;
  1 900.694 [[Light oil]]&lt;br /&gt;
  2 925 [[Petroleum gas]]&lt;br /&gt;
  3 620.37 [[Crude oil]]&lt;br /&gt;
  7 157.407 [[Water]]&lt;br /&gt;
  3 925 [[Electronic circuit]]&lt;br /&gt;
  7 785.5 [[Copper ore]]&lt;br /&gt;
  7 785.5 [[Copper plate]]&lt;br /&gt;
 12 435 [[Iron ore]]&lt;br /&gt;
 12 435 [[Iron plate]]&lt;br /&gt;
 12 575 [[Copper cable]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Added up together, each complete rocket launched will cost:&lt;br /&gt;
&lt;br /&gt;
* 9,950 [[Coal]]&lt;br /&gt;
* 42,805.555 [[Water]]&lt;br /&gt;
* 43,527.778 [[Crude oil]]&lt;br /&gt;
* 85,285.5 [[Copper ore]]&lt;br /&gt;
* 101,535 [[Iron ore]]&lt;br /&gt;
&lt;br /&gt;
== Building the Rocket With Productivity3 Modules ==&lt;br /&gt;
&lt;br /&gt;
Maximum [[Productivity module 3]] in Rocket silo and every assembly machine and furnace. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:30em&amp;quot;&amp;gt;&lt;br /&gt;
Complete list of all intermediate products:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
      5 [[Radar]]&lt;br /&gt;
     25 [[Iron gear wheel]]&lt;br /&gt;
    100 [[Accumulator]]&lt;br /&gt;
    100 [[Solar panel]]&lt;br /&gt;
    362 [[Heavy oil]]&lt;br /&gt;
    500 [[Battery]]&lt;br /&gt;
    610 [[Processing unit]]&lt;br /&gt;
    764 [[Rocket fuel]]&lt;br /&gt;
    814 [[Low density structure]]&lt;br /&gt;
    876 [[Sulfur]]&lt;br /&gt;
  1,051 [[Sulfuric Acid]]&lt;br /&gt;
  3,249 [[Coal]]&lt;br /&gt;
  3,423 [[Advanced circuit]]&lt;br /&gt;
  4,549 [[Light oil]]&lt;br /&gt;
  5,459 [[Solid fuel]]&lt;br /&gt;
  6,316 [[Steel plate]]&lt;br /&gt;
  7,798 [[Plastic bar]]&lt;br /&gt;
 10,842 [[Petroleum gas]]&lt;br /&gt;
 12,289 [[Crude oil]]&lt;br /&gt;
 17,375 [[Copper ore]]&lt;br /&gt;
 17,683 [[Electronic circuit]]&lt;br /&gt;
 20,850 [[Copper plate]]&lt;br /&gt;
 33,189 [[Iron ore]]&lt;br /&gt;
 39,826 [[Iron plate]]&lt;br /&gt;
 47,671 [[Copper cable]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Raw Products Required&lt;br /&gt;
&lt;br /&gt;
* 3,249 [[Coal]]&lt;br /&gt;
* 12,289 [[Crude oil]]&lt;br /&gt;
* 17,375 [[Copper ore]]&lt;br /&gt;
* 33,189 [[Iron ore]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
* [[Rocket silo]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_part&amp;diff=145617</id>
		<title>Rocket part</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_part&amp;diff=145617"/>
		<updated>2017-08-20T18:10:58Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rocket part}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocket parts&#039;&#039;&#039; are created inside of the [[rocket silo]].  Each completed part contributes 1% towards the completion of the rocket.  Once all 100 rocket parts have been completed, the rocket silo will display a rocket ready to be launched within the silo, and the player can launch the rocket from within the rocket silo interface by pressing the LAUNCH button. Before launching, a [[satellite]] can be placed into the rocket.&lt;br /&gt;
&lt;br /&gt;
== Building the Rocket ==&lt;br /&gt;
&lt;br /&gt;
The rocket needs 100 parts; each part needs 3 ingredients; those ingredients need other ingredients; etc. In total, one rocket(sans satellite) will need 100 rocket parts, which requires the following raw resources (assuming [[Advanced oil processing]] and cracking are used):&lt;br /&gt;
&lt;br /&gt;
* 9,500 [[Coal]]&lt;br /&gt;
* 35,648.148 [[Water]]&lt;br /&gt;
* 39,907.407 [[Crude oil]]&lt;br /&gt;
* 77,500 [[Copper ore]]&lt;br /&gt;
* 89,100 [[Iron ore]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:30em&amp;quot;&amp;gt;&lt;br /&gt;
Complete list of all intermediate products:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
     100 Rocket part&lt;br /&gt;
     500 [[Sulfur]]&lt;br /&gt;
     500 [[Sulfuric acid]]&lt;br /&gt;
   1 000 [[Low density structure]]&lt;br /&gt;
   1 000 [[Processing unit]]&lt;br /&gt;
   1 000 [[Rocket control unit]]&lt;br /&gt;
   1 000 [[Rocket fuel]]&lt;br /&gt;
   1 000 [[Speed module]]&lt;br /&gt;
   3 990.741 [[Heavy oil]]&lt;br /&gt;
   7 000 [[Advanced circuit]]&lt;br /&gt;
   9 500 [[Coal]]&lt;br /&gt;
  10 000 [[Solid fuel]]&lt;br /&gt;
  10 000 [[Steel plate]]&lt;br /&gt;
  19 000 [[Plastic bar]]&lt;br /&gt;
  20 951.389 [[Light oil]]&lt;br /&gt;
  29 250 [[Petroleum gas]]&lt;br /&gt;
  35 648.148 [[Water]]&lt;br /&gt;
  39 000 [[Electronic circuit]]&lt;br /&gt;
  39 907.407 [[Crude oil]]&lt;br /&gt;
  89 100 [[Iron ore]]&lt;br /&gt;
  89 100 [[Iron plate]]&lt;br /&gt;
  77 500 [[Copper ore]]&lt;br /&gt;
  77 500 [[Copper plate]]&lt;br /&gt;
 145 000 [[Copper cable]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: To win the game (or to update the Rockets Sent counter in the left top), you additionally need a satellite. When you hover over it, it mentions the &amp;quot;total raw&amp;quot; already. However, this does not include the material needed for Processing Units, Batteries and Steel since these are seen as &amp;quot;raw ingredients&amp;quot; (they cannot be crafted by hand). Still, you can&#039;t make a battery (or steel, or processing units) without iron plates, so you still need to mine the ore.&lt;br /&gt;
The total raw cost for the satellite is:&lt;br /&gt;
&lt;br /&gt;
* 450 [[Coal]]&lt;br /&gt;
* 7,157.407 [[Water]]&lt;br /&gt;
* 3,620.37 [[Crude oil]]&lt;br /&gt;
* 7,785.5 [[Copper ore]]&lt;br /&gt;
* 12,435 [[Iron ore]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:30em&amp;quot;&amp;gt;&lt;br /&gt;
Complete list of all intermediate products:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
      5 [[Radar]]&lt;br /&gt;
     25 [[Iron gear wheel]]&lt;br /&gt;
     50 [[Rocket fuel]]&lt;br /&gt;
    100 [[Accumulator]]&lt;br /&gt;
    100 [[Low density structure]]&lt;br /&gt;
    100 [[Processing unit]]&lt;br /&gt;
    100 [[Solar panel]]&lt;br /&gt;
    200 [[Advanced circuit]]&lt;br /&gt;
    362.037 [[Heavy oil]]&lt;br /&gt;
    450 [[Coal]]&lt;br /&gt;
    500 [[Battery]]&lt;br /&gt;
    500 [[Solid fuel]]&lt;br /&gt;
    900 [[Plastic bar]]&lt;br /&gt;
  1 050 [[Sulfur]]&lt;br /&gt;
  1 050 [[Sulfuric acid]]&lt;br /&gt;
  1 500 [[Steel plate]]&lt;br /&gt;
  1 900.694 [[Light oil]]&lt;br /&gt;
  2 925 [[Petroleum gas]]&lt;br /&gt;
  3 620.37 [[Crude oil]]&lt;br /&gt;
  7 157.407 [[Water]]&lt;br /&gt;
  3 925 [[Electronic circuit]]&lt;br /&gt;
  7 785.5 [[Copper ore]]&lt;br /&gt;
  7 785.5 [[Copper plate]]&lt;br /&gt;
 12 435 [[Iron ore]]&lt;br /&gt;
 12 435 [[Iron plate]]&lt;br /&gt;
 12 575 [[Copper cable]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Added up together, each complete rocket launched will cost:&lt;br /&gt;
&lt;br /&gt;
* 9,950 [[Coal]]&lt;br /&gt;
* 42,805.555 [[Water]]&lt;br /&gt;
* 43,527.778 [[Crude oil]]&lt;br /&gt;
* 85,285.5 [[Copper ore]]&lt;br /&gt;
* 101,535 [[Iron ore]]&lt;br /&gt;
&lt;br /&gt;
== Building the Rocket With Productivity3 Modules ==&lt;br /&gt;
&lt;br /&gt;
Maximum [[Productivity module 3]] in Rocket silo and every assembly machine and furnace. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:30em&amp;quot;&amp;gt;&lt;br /&gt;
Complete list of all intermediate products:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
      5 [[Radar]]&lt;br /&gt;
     25 [[Iron gear wheel]]&lt;br /&gt;
    100 [[Accumulator]]&lt;br /&gt;
    100 [[Solar panel]]&lt;br /&gt;
    362 [[Heavy oil]]&lt;br /&gt;
    500 [[Battery]]&lt;br /&gt;
    610 [[Processing unit]]&lt;br /&gt;
    764 [[Rocket fuel]]&lt;br /&gt;
    814 [[Low density structure]]&lt;br /&gt;
    876 [[Sulfur]]&lt;br /&gt;
  1,051 [[Sulfuric Acid]]&lt;br /&gt;
  3,249 [[Coal]]&lt;br /&gt;
  3,423 [[Advanced circuit]]&lt;br /&gt;
  4,549 [[Light oil]]&lt;br /&gt;
  5,459 [[Solid fuel]]&lt;br /&gt;
  6,316 [[Steel plate]]&lt;br /&gt;
  7,798 [[Plastic bar]]&lt;br /&gt;
 10,842 [[Petroleum gas]]&lt;br /&gt;
 12,289 [[Crude oil]]&lt;br /&gt;
 17,375 [[Copper ore]]&lt;br /&gt;
 17,683 [[Electronic circuit]]&lt;br /&gt;
 20,850 [[Copper plate]]&lt;br /&gt;
 33,189 [[Iron ore]]&lt;br /&gt;
 39,826 [[Iron plate]]&lt;br /&gt;
 47,671 [[Copper cable]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Raw Products Required&lt;br /&gt;
&lt;br /&gt;
* 3,249 [[Coal]]&lt;br /&gt;
* 12,289 [[Crude oil]]&lt;br /&gt;
* 17,375 [[Copper ore]]&lt;br /&gt;
* 33,189 [[Iron ore]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
* [[Rocket silo]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Space_science_pack&amp;diff=145615</id>
		<title>Space science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_science_pack&amp;diff=145615"/>
		<updated>2017-08-20T18:09:52Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: removed a lot of the bold for consistency with the other articles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{:Infobox:Space science pack}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Space science pack&#039;&#039;&#039; is an end-game [[Science pack]]. Unlike the other Science packs, the Space science pack is not directly craftable. Instead, it is obtained by launching a rocket from a [[Rocket silo]] equipped with a [[Satellite]]. 1000 &#039;&#039;&#039;Space science packs&#039;&#039;&#039; are obtained each time a rocket with a satellite is launched.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
There is no direct [[Technologies|technology]] required for the Space science pack itself, but to obtain it requires the technology necessary to build a rocket silo and launch a rocket with a satellite.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
The cost to launch a rocket with a satellite is:&lt;br /&gt;
&lt;br /&gt;
* {{icon|Rocket part|100|Rocket part}} &amp;lt;big&amp;gt;&#039;&#039;&#039;+&#039;&#039;&#039;&amp;lt;/big&amp;gt; {{icon|Satellite|1|Satellite}}&lt;br /&gt;
** {{icon|Low density structure|1k|Low density structure}} + {{icon|Rocket fuel|1k|Rocket fuel}} + {{icon|Rocket control unit|1k|Rocket control unit}} &amp;lt;big&amp;gt;&#039;&#039;&#039;+&#039;&#039;&#039;&amp;lt;/big&amp;gt; {{icon|Low density structure|100|Low density structure}} + {{icon|Solar panel|100|Solar panel}} + {{icon|Accumulator|100|Accumulator}} + {{icon|Radar|5|Radar}} + {{icon|Processing unit|100|Processing unit}} + {{icon|Rocket fuel|50|Rocket fuel}}&lt;br /&gt;
&lt;br /&gt;
For each rocket launched, the Rocket silo gains 1000 Space science packs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Total raw costs===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! Normal mode recipe&amp;lt;br&amp;gt;per 1000 packs !! Normal mode&amp;lt;br&amp;gt;recipe per 1 pack !! Expensive mode recipe&amp;lt;br&amp;gt;per 1000 packs !! Expensive mode&amp;lt;br&amp;gt;recipe per 1 pack&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Iron plate||Iron plate}} || 43725 || 43.7 || 86700 || 86.7&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Copper plate||Copper plate}} || 85287.5 || 85.3 || 255425 || 255.4&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Steel plate||Steel plate}} || 11500 || 11.5 || 11500 || 11.5&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Plastic bar||Plastic bar}} || 19900 || 19.9 || 39800 || 39.8&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Solid fuel||Solid fuel}} || 10500 || 10.5 || 10500 || 10.5&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Sulfuric acid||Sulfuric acid}} || 15500 || 15.5 || 31000 || 31&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Space science packs are used in all endless research technologies.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Introduced}}&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>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tile&amp;diff=145611</id>
		<title>Tile</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tile&amp;diff=145611"/>
		<updated>2017-08-20T16:57:43Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
A &#039;&#039;&#039;tile&#039;&#039;&#039; is the smallest piece of the world map. The whole [[Factorio]] world is made out of them.&lt;br /&gt;
&lt;br /&gt;
Tiles are used as a [[Units|unit]] for measuring area and distance.&lt;br /&gt;
&lt;br /&gt;
A [[Chunk]] (32x32 tiles) is the next largest unit for area/distance.&lt;br /&gt;
&lt;br /&gt;
=== How to see tiles and chunks? ===&lt;br /&gt;
&lt;br /&gt;
You can either &lt;br /&gt;
* pause the game (by default with [[Keyboard bindings|Shift-Space]]) or&lt;br /&gt;
* you can use the [[Debug mode]] to turn the tile-layer on.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* Area covered by [[Radar]]: about 100 tiles diameter (100 tiles in each direction, bounded to the matching [[Chunk]], read about [[Radar]] to understand this)&lt;br /&gt;
* Speed of a basic [[Transport belt]]: about 1.8 tiles/sec.&lt;br /&gt;
* It takes about 1 minutes and 52 seconds to run 1000 tiles without speed up. &amp;lt;sup&amp;gt;[https://wiki.factorio.com/Talk:Exoskeleton#Movement%20speed%20experiments]&amp;lt;/sup&amp;gt; (As a side note, this would mean that the character is a very healthy man/woman.)&lt;br /&gt;
&lt;br /&gt;
== Real size of tiles ==&lt;br /&gt;
&lt;br /&gt;
1 tile is generally assumed to be 1 square meter in size (like Minecraft). According to [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=9182&amp;amp;p=73352#p73349 this discussion], this assumption seems to be true.&lt;br /&gt;
&lt;br /&gt;
== Length or area? ==&lt;br /&gt;
&lt;br /&gt;
If you want to make it clear whether you are referring to a tile as length or area please use something like &amp;quot;tile length&amp;quot;, &amp;quot;square tiles&amp;quot;, &amp;quot;tile^2&amp;quot; or similar, but in most cases it should be clear.&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Chunk&amp;diff=145610</id>
		<title>Chunk</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Chunk&amp;diff=145610"/>
		<updated>2017-08-20T16:33:06Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
A Chunk is a [[units|unit]] defined as either an area of the map 32x32 [[tile]]s in size (containing 1024 tiles in total) &#039;&#039;or&#039;&#039; a distance of 32 [[tile]]s.&lt;br /&gt;
&lt;br /&gt;
Chunks are used for:&lt;br /&gt;
* Map generation. When the player runs around and reveals the map or the radar explores the map, it is revealed in chunks.&lt;br /&gt;
* Chunks are &amp;quot;switched off&amp;quot; to save CPU cycles. If nothing important happens in a chunk (e.g. there are only fishes swimming around in the chunk) the chunk is not computed in the next [[Tick]].&lt;br /&gt;
* The [[pollution]] model is based on chunks, and pollution spreads to neighboring chunks.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Tile]], the next smaller unit.&lt;br /&gt;
* [[Region]], the next larger unit.&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Piercing_rounds_magazine&amp;diff=145565</id>
		<title>Piercing rounds magazine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Piercing_rounds_magazine&amp;diff=145565"/>
		<updated>2017-08-20T05:29:10Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: changed &amp;quot;regular magazine&amp;quot; to &amp;quot;firearm magazine&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Piercing rounds magazine}}&lt;br /&gt;
&lt;br /&gt;
A more advanced ammunition type for gun weapons.&lt;br /&gt;
&lt;br /&gt;
More resource intensive than [[Firearm magazine]]s, but has higher damage.&lt;br /&gt;
&lt;br /&gt;
== Usable ammunition for ==&lt;br /&gt;
{{icon|pistol}} [[Pistol]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{icon|submachine gun}} [[Submachine gun]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{icon|gun turret}} [[Gun turret]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{icon|car}} [[Car]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{icon|tank}} [[Tank]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Recipe now requires [[Firearm magazine]].}}&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Regular Magazine]]&lt;br /&gt;
* [[Uranium rounds magazine]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
* [[Defense]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Firearm_magazine&amp;diff=145564</id>
		<title>Firearm magazine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Firearm_magazine&amp;diff=145564"/>
		<updated>2017-08-20T05:28:43Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Firearm magazine}}&lt;br /&gt;
&lt;br /&gt;
The most basic ammunition for starting weapons. Cheap, but has limited damage.&lt;br /&gt;
&lt;br /&gt;
== Usable ammunition for ==&lt;br /&gt;
{{icon|pistol}} [[Pistol]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{icon|submachine gun}} [[Submachine gun]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{icon|gun turret}} [[Gun turret]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{icon|car}} [[Car]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{icon|tank}} [[Tank]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Renamed from basic-bullet-magazine to firearm-magazine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.4|&lt;br /&gt;
* Up to 10 magazines will be placed into gun turrets via [[inserter]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Piercing Rounds Magazine]]&lt;br /&gt;
* [[Uranium rounds magazine]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
* [[Defense]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Piercing_rounds_magazine&amp;diff=145563</id>
		<title>Piercing rounds magazine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Piercing_rounds_magazine&amp;diff=145563"/>
		<updated>2017-08-20T05:27:42Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Piercing rounds magazine}}&lt;br /&gt;
&lt;br /&gt;
A more advanced ammunition type for gun weapons.&lt;br /&gt;
&lt;br /&gt;
More resource intensive than [[Regular Magazine]], but has higher damage.&lt;br /&gt;
&lt;br /&gt;
== Usable ammunition for ==&lt;br /&gt;
{{icon|pistol}} [[Pistol]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{icon|submachine gun}} [[Submachine gun]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{icon|gun turret}} [[Gun turret]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{icon|car}} [[Car]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{icon|tank}} [[Tank]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Recipe now requires [[Regular Magazine]].}}&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Regular Magazine]]&lt;br /&gt;
* [[Uranium rounds magazine]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
* [[Defense]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Piercing_rounds_magazine&amp;diff=145562</id>
		<title>Piercing rounds magazine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Piercing_rounds_magazine&amp;diff=145562"/>
		<updated>2017-08-20T05:27:23Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Piercing rounds magazine}}&lt;br /&gt;
&lt;br /&gt;
A more advanced ammunition type for gun weapons.&lt;br /&gt;
&lt;br /&gt;
More resource intensive than [[Regular Magazine]], but has higher damage.&lt;br /&gt;
&lt;br /&gt;
== Usable ammunition for ==&lt;br /&gt;
{{icon|pistol}} [[Pistol]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{icon|submachine gun}} [[Submachine gun]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{icon|gun turret}} [[Gun turret]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{icon|car}} [[Car]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{icon|tank}} [[Tank]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Recipe now requires [[Regular Magazine]].&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Regular Magazine]]&lt;br /&gt;
* [[Uranium rounds magazine]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
* [[Defense]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Filter_inserter&amp;diff=145561</id>
		<title>Archive:Filter inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Filter_inserter&amp;diff=145561"/>
		<updated>2017-08-19T21:02:20Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Filter inserter}}&lt;br /&gt;
&lt;br /&gt;
The filter inserter is an upgraded [[Fast inserter]]. It has the same speed as a Fast inserter, but has a configurable filter that allows the player to specify what items the inserter is or is not allowed to move. The player can specify up to 5 types of items by using the left click menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Re-Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Removed from game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Inserters}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Rocket_shooting_speed_(research)&amp;diff=145560</id>
		<title>Archive:Rocket shooting speed (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Rocket_shooting_speed_(research)&amp;diff=145560"/>
		<updated>2017-08-19T20:16:06Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rocket shooting speed (research)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects !! Cumulative &amp;lt;br/&amp;gt;effect&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|1}} Rocket shooting speed 1 || {{Icon|Time|30}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 100&amp;lt;/big&amp;gt; || 30% || 30%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|2}} Rocket shooting speed 2 || {{Icon|Time|30}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 200&amp;lt;/big&amp;gt; || 30% || 60%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|3}} Rocket shooting speed 3 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 200&amp;lt;/big&amp;gt; || 40% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|4}} Rocket shooting speed 4 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 300&amp;lt;/big&amp;gt; || 40% || 140%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|5}} Rocket shooting speed 5 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 300&amp;lt;/big&amp;gt; || 40% || 180%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|6}} Rocket shooting speed 6 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} &amp;lt;big&amp;gt;X 300&amp;lt;/big&amp;gt; || 60% || 240%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|7}} Rocket shooting speed 7 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} &amp;lt;big&amp;gt;X 500&amp;lt;/big&amp;gt; || 100% || 340%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rocket shooting speed 5 is a prerequisite for researching the [[Rocket silo (research)|Rocket silo]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Rocket_shooting_speed_(research)&amp;diff=145559</id>
		<title>Archive:Rocket shooting speed (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Rocket_shooting_speed_(research)&amp;diff=145559"/>
		<updated>2017-08-19T20:15:32Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rocket shooting speed (research)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects !! Cumulative &amp;lt;br/&amp;gt;effect&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|1}} Rocket shooting speed 1 || {{Icon|Time|30}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 100&amp;lt;/big&amp;gt; || 30% || 30%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|2}} Rocket shooting speed 2 || {{Icon|Time|30}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 200&amp;lt;/big&amp;gt; || 30% || 60%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|3}} Rocket shooting speed 3 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 200&amp;lt;/big&amp;gt; || 40% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|4}} Rocket shooting speed 4 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 300&amp;lt;/big&amp;gt; || 40% || 140%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|5}} Rocket shooting speed 5 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 300&amp;lt;/big&amp;gt; || 40% || 180%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|6}} Rocket shooting speed 6 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} &amp;lt;big&amp;gt;X 300&amp;lt;/big&amp;gt; || 60% || 240%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|7}} Rocket shooting speed 7 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} &amp;lt;big&amp;gt;X 500&amp;lt;/big&amp;gt; || 100% || 340%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rocket shooting speed 5 is a prerequisite for [[Rocket silo (research|Rocket silo]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=145558</id>
		<title>Oil processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=145558"/>
		<updated>2017-08-19T20:13:03Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
Oil processing is a large part of Factorio. It was introduced in v0.9. Oil processing may refer to [[Oil processing (research)|the researched technology]], the recipe used in the [[oil refinery]], or the overall workings of oil.&lt;br /&gt;
&lt;br /&gt;
The values shown here are accurate for version 0.15 and later. In 0.14 and earlier, anything that produces, consumes, or stores any fluid does so at 1/10th of the quantities listed here. Solid items and ratios are unaffected; this is essentially just a cosmetic change of the displayed units.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
In Factorio, when the player reaches the need for [[Science pack 3]], they must set up oil processing. In order to do this, the player must research the following technologies:&lt;br /&gt;
=== Technologies ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|oil-gathering||Oil processing (research)}} [[Oil processing (research)|Oil processing]] || Allows the player to set up a basic facility to mine, process, and use oil.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|sulfur||Sulfur processing}} [[Sulfur processing]] ||  A prerequisite for the research of the [[Battery]], which is used in a handful items later on, including the [[Science pack 3]].&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|plastics||Plastics}} [[Plastics]] || The [[Plastic bar]] is an ingredient in the [[Advanced circuit]], which is used often later on.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|fluid-handling||Fluid handling}} [[Fluid handling]] || Allows better control over your liquids, with the [[Storage Tank]] and [[Small Pump]].&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|advanced-oil-processing-tech||Advanced oil processing (research)}} [[Advanced oil processing (research)|Advanced oil processing]] || Gives you a new recipe for use in the [[Oil refinery]], allowing you to get more useful products from your [[Crude Oil]].&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|coal liquefaction (research)||Coal liquefaction (research)}} [[Coal liquefaction (research)|Coal liquefaction]] || Gives you a refinery recipe to turn excess coal into oil products. Introduced in version 0.15.0.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|flammables||Flammables}} [[Flammables]] &amp;lt;br /&amp;gt;{{icontech|flame-thrower||Flame thrower}} [[Flame thrower]] || Gives you access to the [[Flamethrower]] and [[Flamethrower ammo]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recipes ===&lt;br /&gt;
There are various recipes that can be done regarding [[Oil processing]]. They are listed below.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|oil-gathering||Oil processing (research)}} [[Oil processing (research)|Oil processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-oil-processing|Basic oil processing}} || {{icon|crude-oil|100|Crude Oil}} {{icon|time icon|5|Time}} || {{icon|oil-refinery||Oil refinery}} || {{icon|heavy-oil|30|Heavy oil}} {{icon|light-oil|30|Light oil}} {{icon|petroleum-gas|40|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-heavy-oil|Solid fuel}} || {{icon|heavy-oil|20|Heavy oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-light-oil|Solid fuel}} || {{icon|light-oil|10|Light oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-petroleum-gas|Solid fuel}} || {{icon|petroleum-gas|20|Petroleum gas}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lubricant|Lubricant}} || {{icon|heavy-oil|10|Heavy oil}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|lubricant|10|Lubricant}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|advanced-oil-processing-tech||Advanced oil processing (research)}} [[Advanced oil processing (research)|Advanced oil processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|advanced-oil-processing|Advanced oil processing}} || {{icon|crude-oil|100|Crude Oil}} {{icon|water|50|Water}} {{icon|time icon|5|Time}} || {{icon|oil-refinery||Oil refinery}} || {{icon|heavy-oil|10|Heavy oil}} {{icon|light-oil|45|Light oil}} {{icon|petroleum-gas|55|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-oil-cracking|Heavy oil cracking}} || {{icon|heavy-oil|40|Heavy oil}} {{icon|water|30|Water}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|light-oil|30|Light oil}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|light-oil-cracking|Light oil cracking}} || {{icon|light-oil|30|Light oil}} {{icon|water|30|Water}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|petroleum-gas|20|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|fluid-handling||Fluid handling}} [[Fluid handling]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fill-crude-oil-barrel|Fill crude oil barrel}} || {{icon|barrel-empty|1|Empty barrel}} {{icon|crude-oil|250|Crude Oil}} {{icon|time icon|1|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|crude-oil-barrel|1|Crude oil barrel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|empty-crude-oil-barrel|Empty crude oil barrel}} || {{icon|crude-oil-barrel|1|Crude oil barrel}} {{icon|time icon|1|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|barrel-empty|1|Empty barrel}} {{icon|crude-oil|250|Crude Oil}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|sulfur||Sulfur processing}} [[Sulfur processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfur|Sulfur}} || {{icon|water|30|Water}} {{icon|petroleum-gas|30|Petroleum gas}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|sulfur|2|Sulfur}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfuric-acid|Sulfuric Acid}} || {{icon|iron-plate|1|Iron plate}} {{icon|sulfur|5|Sulfur}} {{icon|water|100|Water}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|sulfuric-acid|50|Sulfuric Acid}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|Advanced-electronics-research||Advanced electronics}} [[Advanced electronics]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|processing-unit|Processing unit}} || {{icon|electronic-circuit|20|Electronic circuit}} {{icon|advanced-circuit|2|Advanced circuit}} {{icon|sulfuric-acid|5|Sulfuric acid}} {{icon|time icon|15|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|processing-unit|1|Processing unit}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|Battery-research||Battery (research)}} [[Battery (research)|Battery]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery|Battery}} || {{icon|iron-plate|1|Iron plate}} {{icon|copper-plate|1|Copper plate}} {{icon|sulfuric-acid|20|Sulfuric acid}} {{icon|time icon|5|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|battery|1|Battery}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|plastics||Plastics}} [[Plastics]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|plastic-bar|Plastics}} || {{icon|coal|1|Coal}} {{icon|petroleum-gas|20|Petroleum gas}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|plastic-bar|2|Plastic bar}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|flammables||Flammables}} [[Flammables]] and {{icontech|flame-thrower||Flame thrower}} [[Flame thrower]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flame-thrower-ammo|Flamethrower ammo}} || {{icon|iron-plate|5|Iron plate}} {{icon|heavy-oil|25|Heavy oil}} {{icon|light-oil|25|Light oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|flame-thrower-ammo|1|Flamethrower ammo}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|coal liquefaction||}} [[Coal liquefaction (research)|Coal liquefaction]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal liquefaction|Coal liquefaction (research)|Coal liquefaction}} || {{icon|coal|10|Coal}} {{icon|heavy-oil|25|Heavy oil}} {{icon|steam|50|Steam}} {{icon|time icon|5|Time}} || {{icon|oil-refinery||Oil refinery}} || {{icon|heavy-oil|35|Heavy oil}} {{icon|light-oil|15|Light oil}} {{icon|petroleum-gas|20|Petroleum gas}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setting up oil processing ==&lt;br /&gt;
[[Pumpjack]]s need to be placed on top of the middle of the oil well. Given [[Electric network|electricity]] (90kW, upgradeable), [[Pumpjack]]s will produce a certain amount of [[Crude oil]] per second, shown on the right, at the bottom of the information panel. Over time this value will decrease down to a minimum of 2 oil/s, so a pumpjack will provide unlimited oil but eventually at a very low rate.&lt;br /&gt;
&lt;br /&gt;
Crude Oil must be refined in an [[Oil refinery]]. The Oil refinery needs to have a recipe set (see above for available recipes). Once it is set, the inputs and outputs show what needs to be and what will be supplied. You cannot change the locations of these, only rotate the entire machine. Make sure that the products have somewhere to go (preferably [[Storage Tank|Storage Tanks]]), &#039;&#039;as the refinery will stop production of all products if one product output is full.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once the process finishes in the [[oil refinery]], the player will be left with 3 products: [[Heavy oil]], [[Light oil]] and [[Petroleum gas]]. Both Heavy oil and Light oil can be cracked to the next lower type in a [[Chemical plant]] (recipe above). This is useful if the player has lots of Light oil but is lacking in [[Petroleum gas]] (a common problem).&lt;br /&gt;
&lt;br /&gt;
From here, after some research, the player can use the oil products to create various products. They are all listed [[#Recipes|above]].&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* [[Lubricant]]&lt;br /&gt;
** If you run your Heavy oil pipe from the refineries past a Lubricant-making Chemical plant before sending it to the cracking Chemical plants, you can be sure that the Lubricant production will have priority over cracking.&lt;br /&gt;
** Most games will only ever need one lubricant-producing Chemical plant and one Storage tank for the lubricant.&lt;br /&gt;
** Since Lubricant is only used for [[Express transport belt]]s and [[Electric engine]]s, and the only other use of Heavy oil is flamethrower ammo, and cracking into Light oil (the Heavy oil to [[Solid fuel]] production ratio is terrible compared to cracking it first), you may want to consider placing your production of robots and belt assembly near your Oil refineries, so lubricant doesn&#039;t need to be sent as far.&lt;br /&gt;
&lt;br /&gt;
* [[Solid fuel]]&lt;br /&gt;
** Solid fuel is most efficient when created from [[Light oil]]. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly.&lt;br /&gt;
** The [[circuit network]] can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Transporting fluids ===&lt;br /&gt;
There are many ways to move fluids in Factorio, they are listed below:&lt;br /&gt;
&lt;br /&gt;
* [[Pipe]]s&lt;br /&gt;
* [[Fluid wagon]]s&lt;br /&gt;
* Loading the fluids into [[Barrel]]s and transporting them by [[Railway]]s or the [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
== Optimal Ratios ==&lt;br /&gt;
The optimal ratio is the ratio of production that ensures no waste of time or materials.&lt;br /&gt;
&lt;br /&gt;
=== Produce Petroleum gas ===&lt;br /&gt;
&lt;br /&gt;
For producing petroleum gas, when you apply &#039;&#039;&#039;1&#039;&#039;&#039; Oil Refinery to the optimal Advanced oil processing ratio 25:3:21 (advanced oil processing : heavy cracking : light cracking), you get &#039;&#039;&#039;1&#039;&#039;&#039;:0.12:0.84. Round that up to get &#039;&#039;&#039;1&#039;&#039;&#039;:0.2:1, which means:&lt;br /&gt;
* 10 Oil Refinery on Advanced oil processing&lt;br /&gt;
* 2 Chemical plant on Heavy oil cracking&lt;br /&gt;
* 10 Chemical plants on Light oil cracking&lt;br /&gt;
&lt;br /&gt;
Different ratios are close enough such as 8:1:7.&lt;br /&gt;
&lt;br /&gt;
The setup above will not jam, but it will have temporarily inactive buildings. If you round down, it will no longer have inactive buildings, but it will jam (over time).&lt;br /&gt;
&lt;br /&gt;
This can be sped up with [[module]]s, but to prevent jams or inactive buildings, however it is recommended to speed everything up evenly. When slowing down (by using [[Productivity module]]s) you are better off experimenting on altering the ratio or the speed on certain buildings, since these ratios are only mathematically correct if all the buildings have the same speed, and have 100% productivity (In other words, no bonuses).&lt;br /&gt;
&lt;br /&gt;
Calculating the optimal ratios is relatively challenging, since not all of the durations of the processes are the same (the crafting speed of a chemical plant is 1.25, but the refinery&#039;s is 1.0). If this were not taken in account, it will lead to (temporarily) inactive buildings, which is not optimal.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Liquids]]&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Crude oil]]&lt;br /&gt;
* [[Barrel]]&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steam&amp;diff=145557</id>
		<title>Steam</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steam&amp;diff=145557"/>
		<updated>2017-08-19T20:11:44Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Steam}}&lt;br /&gt;
&#039;&#039;&#039;Steam&#039;&#039;&#039; is a [[liquids system|gas]] created by heating water in a [[Boiler]] or [[Heat exchanger]]. After being distributed via [[pipe]]s, steam can be used to generate electricity via  [[Steam engine]]s and [[Steam turbine|Turbine]]s. Steam is also used in [[Oil_processing#Recipes|coal liquification]] in [[Oil refinery|Oil refineries]]. Since steam is a fluid, it can be stored in a [[storage tank]].&lt;br /&gt;
&lt;br /&gt;
== Power generation ==&lt;br /&gt;
The amount of energy contained in steam is linearly proportional to it&#039;s temperature (minus 15°C ambient temperature). The energy storage of steam is exactly &#039;&#039;200 Joule / unit / Celcius&#039;&#039;, so for every degree Celcius increase in temperature of a single unit of fluid requires exactly 200 Joules.&lt;br /&gt;
&lt;br /&gt;
In all cases, steam produced in boilers is 165°C and steam from heat exchangers is 500°C. This higher temperature equates to a higher energy density of the same number of units of steam, meaning: higher temperature, more energy per volume. Steam suffers no thermal losses sitting or flowing through [[pipe]]s or [[storage tank]]s, the energy put into water to create steam is the same amount of energy you get back out from it since both steam engines and turbines are 100% efficient. (Note: a boiler is only 50% efficient at generating steam!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, a [[Storage tank]] which holds 25000 units of Steam at 165°C contains...&lt;br /&gt;
&amp;lt;pre style=&amp;quot;width: 68%;padding-right: 0em;&amp;quot;&amp;gt;(200 Joule / unit / Celcius) * 25000 units * (165°C-15°C) = 750 000 000 joules = 750 MJ &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A [[Storage tank]] holding 25000 units of Steam at 500°C thus contains 2.425 &#039;&#039;giga&#039;&#039;joules of energy, a surprisingly large amount equal to 485 fully charged [[Accumulator]]s!&lt;br /&gt;
  (200 Joule / unit / Celcius) * 25000 units * (500°C-15°C) = 2 425 000 000 joules = 2.425 GJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s obvious a steam engine or turbine taking in steam that&#039;s colder than it&#039;s maximum temperature will not be able to produce full power. When this happens, power generation is limited by the maximum fluid consumption rate of the machine.&lt;br /&gt;
When a steam engine is fed steam hotter than it&#039;s maximum temperature, the power generation is limited to the maximum (900 kW) output of the machine and merely consumes less steam for the same energy output. This does not mean higher generation efficiencies are attained. Steam engines are perfectly usable on a 500°C nuclear power plant, they merely use more space than a turbines for the same amount power. Vice-versa, turbines are usable in 165°C boiler circuits as well.&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The fill meter on steam storage tanks fills from the top instead of from the bottom&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.10|&lt;br /&gt;
* Introduced as separate fluid. Previously it counted as Water, with a &amp;gt;100 temperature.}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Liquids system]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Fluids}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steam&amp;diff=145556</id>
		<title>Steam</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steam&amp;diff=145556"/>
		<updated>2017-08-19T20:11:20Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Steam}}&lt;br /&gt;
&#039;&#039;&#039;Steam&#039;&#039;&#039; is a [[liquids system|gas]] created by heating water in a [[Boiler]] or [[Heat exchanger]]. After being distributed via [[pipe]]s, steam can be used to generate electricity via  [[Steam engine]]s and [[Steam turbine|Turbine]]s. Steam is also used in [[Oil_processing#Recipes|coal liquification]] in [[Oil refinery|Oil refineries]]. Steam is treated as a fluid and can be stored in a [[storage tank]].&lt;br /&gt;
&lt;br /&gt;
== Power generation ==&lt;br /&gt;
The amount of energy contained in steam is linearly proportional to it&#039;s temperature (minus 15°C ambient temperature). The energy storage of steam is exactly &#039;&#039;200 Joule / unit / Celcius&#039;&#039;, so for every degree Celcius increase in temperature of a single unit of fluid requires exactly 200 Joules.&lt;br /&gt;
&lt;br /&gt;
In all cases, steam produced in boilers is 165°C and steam from heat exchangers is 500°C. This higher temperature equates to a higher energy density of the same number of units of steam, meaning: higher temperature, more energy per volume. Steam suffers no thermal losses sitting or flowing through [[pipe]]s or [[storage tank]]s, the energy put into water to create steam is the same amount of energy you get back out from it since both steam engines and turbines are 100% efficient. (Note: a boiler is only 50% efficient at generating steam!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, a [[Storage tank]] which holds 25000 units of Steam at 165°C contains...&lt;br /&gt;
&amp;lt;pre style=&amp;quot;width: 68%;padding-right: 0em;&amp;quot;&amp;gt;(200 Joule / unit / Celcius) * 25000 units * (165°C-15°C) = 750 000 000 joules = 750 MJ &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A [[Storage tank]] holding 25000 units of Steam at 500°C thus contains 2.425 &#039;&#039;giga&#039;&#039;joules of energy, a surprisingly large amount equal to 485 fully charged [[Accumulator]]s!&lt;br /&gt;
  (200 Joule / unit / Celcius) * 25000 units * (500°C-15°C) = 2 425 000 000 joules = 2.425 GJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s obvious a steam engine or turbine taking in steam that&#039;s colder than it&#039;s maximum temperature will not be able to produce full power. When this happens, power generation is limited by the maximum fluid consumption rate of the machine.&lt;br /&gt;
When a steam engine is fed steam hotter than it&#039;s maximum temperature, the power generation is limited to the maximum (900 kW) output of the machine and merely consumes less steam for the same energy output. This does not mean higher generation efficiencies are attained. Steam engines are perfectly usable on a 500°C nuclear power plant, they merely use more space than a turbines for the same amount power. Vice-versa, turbines are usable in 165°C boiler circuits as well.&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The fill meter on steam storage tanks fills from the top instead of from the bottom&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.10|&lt;br /&gt;
* Introduced as separate fluid. Previously it counted as Water, with a &amp;gt;100 temperature.}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Liquids system]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Fluids}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Burner_inserter&amp;diff=145541</id>
		<title>Burner inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Burner_inserter&amp;diff=145541"/>
		<updated>2017-08-19T01:58:54Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Burner inserter}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Burner inserter&#039;&#039;&#039; is the most basic and slowest type of [[Inserter]]. They are powered by burning [[Fuel]], compared to the more advanced inserters which are powered by [[Electric network|electricity]]. They will add [[fuel]] to their own supply if they pick any up, which makes them useful for filling [[Boiler|Boilers]] with [[coal]]. This has the advantage that they will continue working even if the power fails, as opposed to electrically-powered [[inserters]] which will be unable to function. They consume no fuel while idle, though they consume vastly more energy than comparable [[Inserters]] when active.&lt;br /&gt;
&lt;br /&gt;
Burner inserters sometimes cannot grab moving items from either red belts or blue belts. They also cannot grab moving items from turning belts if the item is on the far side. They will try, however, and consume fuel in their attempts.&lt;br /&gt;
&lt;br /&gt;
Even though they don&#039;t use electricity, Burner inserters can be connected to and controlled by the [[logistic network|logistic]] and the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
For more information on mechanics and uses, see [[Inserters]].&lt;br /&gt;
&lt;br /&gt;
== Power Comparison ==&lt;br /&gt;
&lt;br /&gt;
A burner inserter consumes (at a rate of 188kW) exactly 1 coal (8.0MJ burner energy) every 42.55 seconds (0.0235 coal/second) when running continuously. In practice, the burner inserter will not run continuously, but burner inserters consume no power while idle, therefore 1 coal will last 42.55 seconds of &#039;&#039;&#039;run time&#039;&#039;&#039;. In this time, a burner inserter will transfer items approximately 25 times. In contrast, a regular [[inserter]] will transfer approximately 256 times using the same amount of coal (through steam power). However, due to the electric energy drain of other inserters, a burner inserter is more coal efficient than a regular inserter if the inserter only operates less than once every 1560 seconds (26 minutes). This makes these burners useful in situations where a boiler-fueled electrical plant is switched off for large amounts of time, acting as a backup power plant. These burners are also useful for automatic recovery from a blackout after fuel starvation of a power plant, since they don&#039;t require power to resupply the boilers to get power production going again.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Inserters connected to the circuit network now have the option to only read hand contents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Inserters can now send the item held in hand to the circuit network.&lt;br /&gt;
* Inserters are able to squeeze things &#039;&#039;slightly&#039;&#039; better to belts. more resources.&lt;br /&gt;
* All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.16|&lt;br /&gt;
* Improved burner inserter&#039;s fuel searching logic; it will now search both transport belt lines for fuel}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
*  Burner inserter now grabs fuel for itself even if the target doesn&#039;t need it}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Inserters will never take more than the max stack size of an item.&lt;br /&gt;
* Inserters and logistic robots no longer extract from enemy chests&lt;br /&gt;
* Inserters now correctly pick up items from splitters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Burner inserters start with enough energy to pick up 1 item and fuel themselves.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Roboports and Beacons.&lt;br /&gt;
* Inserters now take items from right behind them, not from the center of the pickup target entity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New icon&lt;br /&gt;
* New sounds}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Inserters can have arbitrary pickup and insert positions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Inserter code optimisation, inserters that have nothing to do will sleep.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Improved inserter&#039;s ability to pull from train wagons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Fast inserter now has the same speed as the smart inserter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Inserter can now pick up up to 5 items when researched.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Smaller inserter bounding box}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New Inserter graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* The item in the hand of the inserter is returned to the player when mined.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Show direction of inserter}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5387&amp;amp;p=41576#p41456&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6850 Burner Inserters: Less polluting than non-burning!?]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Inserters}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Filter_inserter&amp;diff=145540</id>
		<title>Archive:Filter inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Filter_inserter&amp;diff=145540"/>
		<updated>2017-08-19T01:52:50Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Filter inserter}}&lt;br /&gt;
&lt;br /&gt;
The filter inserter is an upgraded [[Fast inserter]]. It has the same speed as a Fast inserter, but has a configurable filter that allows the player to specify what items the inserter is or is not allowed to me. The player can specify up to 5 types of items by using the left click menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Re-Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Removed from game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Inserters}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fast_inserter&amp;diff=145539</id>
		<title>Fast inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fast_inserter&amp;diff=145539"/>
		<updated>2017-08-19T01:50:48Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Fast inserter}}&lt;br /&gt;
&lt;br /&gt;
The [[Fast inserter]] is an electric inserter that is more than twice as fast as the regular [[Inserter]].&lt;br /&gt;
&lt;br /&gt;
For more information on mechanics and uses see [[Inserters]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Inserters connected to the circuit network now have the option to only read hand contents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Inserters can now send the item held in hand to the circuit network.&lt;br /&gt;
* Inserters are able to squeeze things &#039;&#039;slightly&#039;&#039; better to belts. more resources.&lt;br /&gt;
* All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.&lt;br /&gt;
* Power drain and consumption increased, no longer more efficient than Inserters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Inserters will never take more than the max stack size of an item.&lt;br /&gt;
* Inserters and logistic robots no longer extract from enemy chests&lt;br /&gt;
* Inserters now correctly pick up items from splitters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Roboports and Beacons.&lt;br /&gt;
* Inserters now take items from right behind them, not from the center of the pickup target entity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New icon&lt;br /&gt;
* New sounds}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Inserters can have arbitrary pickup and insert positions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Inserter code optimisation, inserters that have nothing to do will sleep.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Improved inserter&#039;s ability to pull from train wagons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Fast inserter now has the same speed as the smart inserter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Inserter can now pick up up to 5 items when researched.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Smaller inserter bounding box}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New Inserter graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* The item in the hand of the inserter is returned to the player when mined.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Show direction of inserter}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* For general knowledge about [[Inserters]], their mechanics and applications, see [[Inserters]].&lt;br /&gt;
* For their throughput, see [[Inserter experiments]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Inserters}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Bulk_inserter&amp;diff=145538</id>
		<title>Bulk inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Bulk_inserter&amp;diff=145538"/>
		<updated>2017-08-19T01:49:12Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: /* Stack size */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Stack inserter}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Stack inserter&#039;&#039;&#039; is an electric inserter that can move more items at the same time. It was introduced in game version 0.13, replacing the [[Smart inserter]] that had been made unnecessary by changes to circuit and logistics functionality. &lt;br /&gt;
&lt;br /&gt;
Moving at the speed of the [[Fast inserter]], it transfers multiple items per cycle to give it a material flow advantage at the cost of additional power consumption. When transferring between chests or [[cargo wagon]]s it picks up and drops off the entire stack of items instantly. When picking up from or dropping off items onto a [[Transport belt]] a stack inserter needs to grab or drop each item individually, increasing the time between arm swings and lowering its potential throughput. In these cases, however, the stack inserter still has higher throughput than a [[fast inserter]] because it swings back and forth less often. A fully upgraded stack inserter will move up to [https://forums.factorio.com/viewtopic.php?p=297685#p297685 12 items per 58 ticks], or 744.8 items per minute, from chest to express belt. With the maximal throughput of an express belt at [[Transport_belts/Physics|2400 items/min]] this means that three inserters will almost saturate a single express belt.&lt;br /&gt;
&lt;br /&gt;
== Stack size ==&lt;br /&gt;
&lt;br /&gt;
The stack size is increased by the [[Inserter item stack size bonus]] technology. In 0.15, the stack size can be overridden to set how many items it picks up at one time, with the maximum being the highest research level currently unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Inserter capacity bonus&lt;br /&gt;
! Stack size bonus&lt;br /&gt;
! Total stack size&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| none || 0 || 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 1 || +1 || 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 2 || +1 || 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 3 || +1 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 4 || +1 || 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 5 || +2 || 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 6 || +2 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 7 || +2 || 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added stack inserter override feature.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.7|&lt;br /&gt;
* Updated stack inserter tech icon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.6|&lt;br /&gt;
* Now unlocked by their own research.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Stack filter inserter]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Inserters}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fast_underground_belt&amp;diff=143221</id>
		<title>Fast underground belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fast_underground_belt&amp;diff=143221"/>
		<updated>2017-08-07T21:42:01Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{:Infobox:Fast underground belt}}&lt;br /&gt;
The [[Fast underground belt]] is the second tier of [[Underground belts]]. It has a maximum underground distance of 6 tiles, 2 more than the basic underground belt. The speed of the Fast underground belt is the same speed as the [[Fast transport belt]], which is twice as fast as a basic [[Transport belt]] or Underground belt.&lt;br /&gt;
&lt;br /&gt;
=== Other fast belts ===&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}} || {{imagelink|fast-splitter|Fast splitter}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other [[underground belts]] ===&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|Basic-transport-belt-to-ground|Underground belt}} || {{imagelink|Express-transport-belt-to-ground|Express underground belt}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
{{history|0.15.7|&lt;br /&gt;
*Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Underground belts won&#039;t connect if underground belt ghost is in the way.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Can now be rotated}}&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;
* [[Belt transport system]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Express_underground_belt&amp;diff=143220</id>
		<title>Express underground belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Express_underground_belt&amp;diff=143220"/>
		<updated>2017-08-07T21:41:34Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{:Infobox:Express underground belt}}&lt;br /&gt;
The &#039;&#039;&#039;Express underground belt&#039;&#039;&#039; is the third tier of [[Underground belts]]. It has a maximum underground length of 8 tiles, 2 more than a [[Fast underground belt]] and 4 more than a basic underground belt. The speed of the Express underground belt is the same speed as the [[Express transport belt]], which is three times as fast as a basic [[Transport belt]] or underground belt.&lt;br /&gt;
&lt;br /&gt;
=== Other express belts ===&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}} || {{imagelink|express-splitter|Express splitter}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other [[Underground belts]] ===&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|Basic-transport-belt-to-ground|Underground belt}} || {{imagelink|Fast-transport-belt-to-ground|Fast underground belt}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.7|&lt;br /&gt;
* Express underground belts have a maximum distance of 8 squares.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Express underground belts require lubricant to match the express belts and express splitters.&lt;br /&gt;
* Underground belts won&#039;t connect if underground belt ghost is in the way.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Can now be rotated}}&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;
* [[Belt transport system]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Express_underground_belt&amp;diff=143219</id>
		<title>Express underground belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Express_underground_belt&amp;diff=143219"/>
		<updated>2017-08-07T21:41:11Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{:Infobox:Express underground belt}}&lt;br /&gt;
The &#039;&#039;&#039;Express underground belt&#039;&#039;&#039; is the third tier of [[Underground belts]]. It has a maximum underground length of 8 tiles, 2 more than a [[Fast transport belt]] and 4 more than a basic underground belt. The speed of the Express underground belt is the same speed as the [[Express transport belt]], which is three times as fast as a basic [[Transport belt]] or underground belt.&lt;br /&gt;
&lt;br /&gt;
=== Other express belts ===&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}} || {{imagelink|express-splitter|Express splitter}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other [[Underground belts]] ===&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|Basic-transport-belt-to-ground|Underground belt}} || {{imagelink|Fast-transport-belt-to-ground|Fast underground belt}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.7|&lt;br /&gt;
* Express underground belts have a maximum distance of 8 squares.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Express underground belts require lubricant to match the express belts and express splitters.&lt;br /&gt;
* Underground belts won&#039;t connect if underground belt ghost is in the way.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Can now be rotated}}&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;
* [[Belt transport system]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fast_underground_belt&amp;diff=143218</id>
		<title>Fast underground belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fast_underground_belt&amp;diff=143218"/>
		<updated>2017-08-07T21:38:56Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: removed some information because it was already listed in &amp;quot;history&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{:Infobox:Fast underground belt}}&lt;br /&gt;
The [[Fast underground belt]] is the second tier of [[Underground belts]].  These type of belts are generally used to allow a transport belt to cross another transport belt by going underneath it. It has a maximum underground distance of 6 tiles, 2 more than the basic underground belt.&lt;br /&gt;
&lt;br /&gt;
The speed of the Fast underground belt is the same speed as the [[Fast transport belt]], twice as fast as a basic [[Transport belt]].&lt;br /&gt;
&lt;br /&gt;
=== Other fast belts ===&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}} || {{imagelink|fast-splitter|Fast splitter}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other [[underground belts]] ===&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|Basic-transport-belt-to-ground|Underground belt}} || {{imagelink|Express-transport-belt-to-ground|Express underground belt}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
{{history|0.15.7|&lt;br /&gt;
*Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Underground belts won&#039;t connect if underground belt ghost is in the way.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Can now be rotated}}&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;
* [[Belt transport system]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fast_underground_belt&amp;diff=143217</id>
		<title>Fast underground belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fast_underground_belt&amp;diff=143217"/>
		<updated>2017-08-07T21:37:23Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: /* History */ removed an update that only applied to express underground belts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{:Infobox:Fast underground belt}}&lt;br /&gt;
The [[Fast underground belt]] is the second tier of [[Underground belts]].  These type of belts are generally used to allow a transport belt to cross another transport belt by going underneath it.&lt;br /&gt;
&lt;br /&gt;
The speed of the Fast underground belt is the same speed as the [[Fast transport belt]], twice as fast as a basic [[Transport belt]].&lt;br /&gt;
&lt;br /&gt;
=== Other fast belts ===&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}} || {{imagelink|fast-splitter|Fast splitter}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other [[underground belts]] ===&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|Basic-transport-belt-to-ground|Underground belt}} || {{imagelink|Express-transport-belt-to-ground|Express underground belt}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Allows for maximum underground distance of  6 squares (As of 0.15.7)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
{{history|0.15.7|&lt;br /&gt;
*Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Underground belts won&#039;t connect if underground belt ghost is in the way.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Can now be rotated}}&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;
* [[Belt transport system]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Underground_belt&amp;diff=143216</id>
		<title>Underground belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Underground_belt&amp;diff=143216"/>
		<updated>2017-08-07T21:37:04Z</updated>

		<summary type="html">&lt;p&gt;Arseniccatnip: /* History */ removed an update that only applied to express underground belts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Underground belt}}&lt;br /&gt;
The &#039;&#039;&#039;Underground belt&#039;&#039;&#039; is the first tier of [[underground belts]].  These type of belts are generally used to allow a transport belt to cross another transport belt by going underneath it.&lt;br /&gt;
&lt;br /&gt;
The speed of the underground belt is the same as the speed of the basic [[Transport belt]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Allows for maximum underground distance of 4 squares&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Underground belts won&#039;t connect if underground belt ghost is in the way.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Can now be rotated}}&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;
* [[Belt transport system]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Arseniccatnip</name></author>
	</entry>
</feed>