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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Berggen</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-04-22T18:57:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=217266</id>
		<title>Upcoming features</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=217266"/>
		<updated>2026-02-09T17:38:07Z</updated>

		<summary type="html">&lt;p&gt;Berggen: Note the existence of a fixed for 2.1 forum, which implies 2.1 is being worked on.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This is a list of publicized information about the upcoming 2.1 update. As of September 19, 2025, a &amp;quot;Fixed for 2.1&amp;quot; section was created on the official forums[https://forums.factorio.com/viewtopic.php?t=130918], implying that there is an active 2.1 dev branch. Otherwise, very little information has been shared, including the release date. This page will be updated as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
== Factorio 2.1 ==&lt;br /&gt;
&lt;br /&gt;
* New achievements:&lt;br /&gt;
** Lead developer Kovarex plans to add a &amp;quot;bunch of new achievements&amp;quot;, which could make a 100% run &amp;quot;even more convoluted&amp;quot;. [https://forums.factorio.com/viewtopic.php?p=669490#p669490]&lt;br /&gt;
** This may or may not include a special achievement that could only be acquired by getting all other achievements in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Nintendo Switch 2 ==&lt;br /&gt;
&lt;br /&gt;
* The [[Nintendo Switch version]] of the game is available on both the Nintendo Switch and its successor, the Nintendo Switch 2. As of July 8, 2025, both versions are practically identical.&lt;br /&gt;
* Developer twinsen is looking at the possibility bringing the [[Space Age]]{{SA}} expansion to the Switch 2, along with an update to take advantage of its greater hardware capabilities. [https://forums.factorio.com/viewtopic.php?p=659774#p659774]&lt;br /&gt;
** The release date of this theoretical update is currently unknown.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[:Category:Upcoming]] - Pages for specific upcoming features&lt;br /&gt;
* [[Space Age]]{{SA}} - The previous major release&lt;br /&gt;
* [[Roadmap|Planned releases]]&lt;br /&gt;
&lt;br /&gt;
{{C|News}}&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Glossary&amp;diff=214046</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Glossary&amp;diff=214046"/>
		<updated>2025-05-22T14:02:31Z</updated>

		<summary type="html">&lt;p&gt;Berggen: Noted ambiguity around meaning of SPM since 2.0, and changed other uses of SPM to less ambiguous equivalents.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}__NOTOC__&lt;br /&gt;
This page acts as a general glossary of all terms used in Factorio and its community. We recommend searching the page with {{keybinding|CTRL|F}} to find specific terms. The page is also organized alphabetically.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can click a letter below to be taken to that letter in the list, if you wish to search manually.&lt;br /&gt;
&lt;br /&gt;
[[##|#]] [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
&lt;br /&gt;
== # ==&lt;br /&gt;
&lt;br /&gt;
;1-1, 1-2-1, 2-4, 4-8-4 and similar : A somewhat ambiguous shorthand notation for train configurations. The first number is usually the number of [[locomotive]]s at the head of the train, followed by the number of [[cargo wagon]]s or [[fluid wagon]]s, and optionally followed by the number of tail locomotives if it&#039;s a double-headed train. In general, the smaller numbers are the number of locomotives.&lt;br /&gt;
&lt;br /&gt;
== A ==&lt;br /&gt;
&lt;br /&gt;
; AP : Armor piercing, refers to [[piercing rounds magazine]].&lt;br /&gt;
;Ammo : [[Firearm magazine|Ammunition]], used for guns/rocket launchers/turrets, etc.&lt;br /&gt;
;Angel&#039;s mods : A term referring to the mods made by user &#039;&#039;Arch666Angel&#039;&#039;, a popular modder who makes extremely popular difficulty/complexity mods that complement Bob&#039;s mods.&lt;br /&gt;
;Angelbobs : A community term that means a game with both Angel&#039;s mods and Bob&#039;s mods installed.&lt;br /&gt;
;Assembler : Another word for an [[assembling machine]].&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
&lt;br /&gt;
;BP : Short for [[blueprint]].&lt;br /&gt;
;Backed-up : Refers to a machine having no output, and so the input channel fills up. Can also refer to belts being backlogged due to low consumption. This is not necessarily a bad thing.&lt;br /&gt;
;Backpressure : What a machine, usually a belt segment or [[inserter]], experiences when delivery stalls because its target is backed up.&lt;br /&gt;
;Belt balancer : This is a belt setup that balances multiple belts to contain the same amount of resources, to maximize throughput. See [[balancers]].&lt;br /&gt;
;Belt compression : This term refers to ensuring that all items on a belt are right after each other, to ensure no space is wasted and highest throughput.&lt;br /&gt;
;Blackout : When your factory completely loses power. This typically happens at night when relying on solar+accumulator power, enemies destroying vital electric poles, or after a prolonged brownout when using electric mining drills and/or electric inserters (instead of their burner variants).&lt;br /&gt;
;Bob&#039;s mods : A term referring to the mods made by user &#039;&#039;bobingabout&#039;&#039;, a popular modder who makes extremely popular difficulty/complexity mods that complement Angel&#039;s mods.&lt;br /&gt;
;Bots : Shorthand version for [[construction robot]] or [[logistic robot]]. Sometimes also refers to the [[Combat_robot_capsules|combat robots]] created from capsules.&lt;br /&gt;
;Bottleneck : A term that means a single point where resources are constrained, such as a slow part of a belt that slows down everything.&lt;br /&gt;
;Braiding : The space-saving technique of alternating between two or more different underground belt types (basic, fast and express) in a straight line, one tile wide. The different types of underground belts don&#039;t interfere with each other, and inserters can interact with the belt entrance and exit entities.&lt;br /&gt;
;Brownout : When your factory&#039;s machines are running slower than normal because it&#039;s not generating enough electricity.&lt;br /&gt;
;Buffer: A place where a stockpile of items is stored to be available when the production stops. Typically a chest.&lt;br /&gt;
;Bus : Short for [[#M|main bus]].&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
;Capacity : Maximum amount of items/[[fluid system|fluids]] that can exist within something.&lt;br /&gt;
;Catchup : Period where a [[player]] joining a game is required to replay recent changes quickly, so they can be merged into the running game smoothly. Often happens on slow connections, or on servers with a lot going on.&lt;br /&gt;
;Chokepoint : Artificial or natural geography that funnels attackers into a narrow, movement-constricting area, making it more difficult for them to breach fortifications. Examples: peninsulas with narrow connections to the mainland, artificial land bridges to islands, nearby lakes, corridors through thick forests. Certain [[cliff]] formations can also present this issue.&lt;br /&gt;
;Coin : An item used in the Tight Spot campaign.&lt;br /&gt;
;Compression : Like Capacity but applies to belts only.&lt;br /&gt;
;Composter : A [[chests|chest]] used to store [[Spoilage_mechanics|spoilable]] items with the intention of spoiling them.&lt;br /&gt;
;Contaminated : A [[Transport belts|belt]] with incorrect items on it (such as [[coal]] on an iron belt). Can also refer to [[pipe]]s with mixed liquids.&lt;br /&gt;
;Cracktorio : A community term referring to the addictive qualities of Factorio, jokingly comparing the game to crack cocaine.&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
;Daisy chaining : Some entities allow [[inserter]]s to insert and remove items from the same slots, including fuel in [[boiler]]s, ammo in [[gun turret]]s, [[science pack]]s in [[lab]]s, [[module]]s in [[beacon]]s, robots in [[roboport]]s, and any items in [[chests]]. &#039;Daisy chaining&#039; is a technique that makes use of this mechanic in order to supply some machines with consumables (i.e. fuel, ammo or science packs) without having to use belts. You simply chain multiple machines together with inserters that take the items out of the previous machine and insert them directly into the next. It&#039;s sometimes referred to as &#039;stealing&#039;, as in &#039;coal stealing&#039; or &#039;ammo stealing&#039;.&lt;br /&gt;
;Death world : A map generation configuration that results in a large quantity of [[enemies]], to increase the game&#039;s difficulty.&lt;br /&gt;
;Double header : This is a term that refers to a train with [[locomotive]]s on both ends, making the train capable of driving in both directions. Opposite of a single header, or standard train. A shorthand example could be: 1-2-1 (locomotive-carriage-carriage-locomotive) or 2-4-2.&lt;br /&gt;
;Dragon&#039;s teeth : A series of alternating stone wall pillars outside the main wall fortification with the purpose of delaying the biters from reaching the wall. [[Wikipedia:Dragon&#039;s_teeth_(fortification)|Dragon&#039;s teeth]] were first deployed in the Second World War to delay and channel armoured units into minefields and other defenses. Also used in the 1997 game [[Wikipedia:Total Annihilation|Total Annihilation]].&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
&lt;br /&gt;
;eSPM : Effective [[science pack|science]] per minute. This is a measure of SPM that explicitly includes all the upgrades (e.g [[productivity module]]s, [[biolab]]s{{SA}}, [[Research productivity (research)|research productivity]]{{SA}}, and [[quality]]{{SA}}).&lt;br /&gt;
;Entity : Most things that can be manipulated in-game. Nearly everything in factorio is an entity. Any device, items, trees... Even the player is just an entity.&lt;br /&gt;
;Evolution : The development and growth of the native population. Over the course of a game, biters and spitters become bigger and more powerful. See [[Enemies#Evolution|evolution]].&lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
&lt;br /&gt;
;FFF : The weekly blog that the developers make to talk about the development of Factorio. Expanded, it is Factorio Friday Facts, posted every Friday.&lt;br /&gt;
;FPS : Visual rendering speed, &amp;quot;frames per second&amp;quot;. When this is reduced beneath 60, the game may stutter visually, jitter, or otherwise appear unstable. Low FPS will not necessarily result in low UPS, but they are loosely tied together.&lt;br /&gt;
;[[Fuel]] : Refers to any burnable item that can be used to fuel burner devices, such as [[wood]], [[coal]], etc.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
&lt;br /&gt;
; GJ : Giga joule, a measurement of energy.&lt;br /&gt;
; GW : Giga watt, a measurement of power.&lt;br /&gt;
;Ghost : A translucent preview image that designates a position for the construction of an entity. [[Ghost]]s are created when you shift+click with an entity under your cursor, when you use the [[Rail_planner#Ghost_Planner|ghost rail planner]], when an entity is destroyed after you&#039;ve researched construction robotics, and when you place a blueprint. Construction robots automatically attempt to construct ghosts within their logistic or personal roboport network, and if unable will create an alert for missing construction materials.&lt;br /&gt;
;Gigabase : An even larger megabase, typically has SPPM counts &amp;gt; 10k.&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
&lt;br /&gt;
;Inventory : The ability for an entity to hold items within it. Almost all entities have inventories.&lt;br /&gt;
;Item : Items represent the un-built version of a machine, tools, intermediate products etc. Typically, items are found on belts, in the player&#039;s inventory, and inside machines. Items can be provided to recipes to create other items.&lt;br /&gt;
;Item explosion : A phenomenon when a lot of items are spilled on the ground in a square-like fashion. Usually due to accidentally removing [[power armor]] when having a full inventory.&lt;br /&gt;
;Item request slot : A special request slot for machines with module slots that allows them to request the [[modules]] in the blueprint from which they were constructed. The [[deconstruction planner]] has a filter for canceling these requests.&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
&lt;br /&gt;
; kJ : Kilojoule, a measurement of energy.&lt;br /&gt;
; kW : Kilowatt, a measurement of power.&lt;br /&gt;
;Kovarex : The founding father of Factorio and where [[kovarex enrichment process]] gets its name from.&lt;br /&gt;
&lt;br /&gt;
== L ==&lt;br /&gt;
;Lane : One side of a transport belt.  Each belt has two lanes.&lt;br /&gt;
;Lane balancer : This is a belt setup that balances the two lanes on a belt to be equal, to maximize throughput. See [[balancer mechanics]].&lt;br /&gt;
;Legs : [[Exoskeleton]]&lt;br /&gt;
;Loader : An abandoned concept for a belt-based mechanism that continuously loads and unloads machines, as an alternative to inserters. Functional loader entities can still be found in the editor, and some mods give them a proper texture and make them available in regular games. Loaders are used in the official Team Production scenario.&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
&lt;br /&gt;
; MW : Mega watt, a measurement of power.&lt;br /&gt;
; MJ : Mega joule, a measurement of energy.&lt;br /&gt;
;Main bus : The opposite of spaghetti, this refers to placing multiple belts side by side containing one resource, and branching off of it in order to create setups. Allows for organized layout of resource transportation.&lt;br /&gt;
;Mall: Also known as store. A location in a factory that produces many types of different items that the player needs but in relatively small amounts.&lt;br /&gt;
;Marathon: A game mode where technologies and recipes are significantly more expensive.&lt;br /&gt;
;Map exchange string : A long piece of text that encodes the settings used to generate a map. See [[Map generator#Map exchange string|map exchange string]].&lt;br /&gt;
;Market : A building where you can buy items using coins. It&#039;s available in the editor and used in the Tight Spot campaign.&lt;br /&gt;
;Mats : Shorthand for materials.&lt;br /&gt;
;Megabase : A community term referring to a significantly large base that has been built over a significant time/effort. Often, these bases are quantified in terms of science packs per minute, or &amp;quot;SPPM&amp;quot;. A base typically is considered a megabase when it can maintain 1k SPPM.&lt;br /&gt;
;Mod : This term refers to a script or collection of scripts that change how the game acts, adds new items/entities, etc.&lt;br /&gt;
;Modpack : A community term referring to a collection of mods that work well together.&lt;br /&gt;
&lt;br /&gt;
== N ==&lt;br /&gt;
&lt;br /&gt;
;Nauvis : The planet that Factorio takes place on. Used to be an internal name, but became canonical with version 2.0.&lt;br /&gt;
;Night steam : The strategy of relying on solar panels to generate electricity during the day and steam engines during the night.&lt;br /&gt;
;No path : A common error that means that a train cannot find a valid route to a train stop. See [[Railway#No_path|no path]].&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
&lt;br /&gt;
; Outpost : A small base created far away from a main base, usually to serve a single purpose like mining or production of a specific resource.&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
&lt;br /&gt;
;Priority splitter : A splitter design that directs as many resources as possible from a bus to an offshoot before letting excess items flow past. This is in contrast to a splitter that always distributes some percentage of items to both sides (depending on the particular arrangement of splitters).&lt;br /&gt;
;PAX (train) : Short for passenger train or player access station, another name for the [[Glossary#S|shuttle]].&lt;br /&gt;
&lt;br /&gt;
== Q ==&lt;br /&gt;
;QoL : Quality of life, often refers to mods that increase ease of play.&lt;br /&gt;
&lt;br /&gt;
== R ==&lt;br /&gt;
&lt;br /&gt;
;RORO : Abbreviation for &amp;quot;Roll on, roll off&amp;quot; in the context of train station design. It means that trains arrive at the station at one end and leave the station at the other end (driving past the train stop), as opposed to terminus stations.&lt;br /&gt;
;RPM : Shorthand for rockets per minute.&lt;br /&gt;
;Rainbow belt : A transport belt with many different types of items on it, rather than the easier-to-manage one or two types of items. See [[#S|sushi belt]].&lt;br /&gt;
;Ribbon world : A world which has been set up to have limited space in one dimension (width or height), adding a new challenge. The smallest ribbon world in which you can launch a rocket is a map limited to a width or height of 9 tiles, the size of the rocket silo.&lt;br /&gt;
;River (belt) : A design strategy where items are continuously moving without looping or [[#B|backing up]] to be either processed or destroyed. Sometimes used as a strategy to handle [[Spoilage_mechanics|spoilable]] items.&lt;br /&gt;
;Roundabout : This term refers to a type of path for trains, to allow the trains to enter the circle, and exit onto the exit rail that they path to. Generally recommended against, due to throughput and self collision issues.&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
&lt;br /&gt;
;SA : [[Space Age]], the offical Factorio expansion.&lt;br /&gt;
;Scenario : A map that has been saved via the [[map editor]]. Special scripting can be added to make simple &amp;quot;events&amp;quot;.&lt;br /&gt;
;Seed : A number associated with each map that determines the outcome of certain pseudo-random processes, like terrain generation. All other settings being equal, different seeds result in vastly different terrain features. The seed is included in [[#M|map exchange strings]].&lt;br /&gt;
;Shuttle : A train for personal transportation around the factory. Sometimes called a taxi.&lt;br /&gt;
;Sideloading : This is a commonly used term that refers to running the end of a [[transport belt]] into the side of another, so that only the lane on the side of the belt that the other belt is on is filled. This is typically done to create a belt that carries two different resources side-by-side on the same belt.&lt;br /&gt;
;Smart furnace : A smelting setup that can process multiple materials (e.g. iron ore, copper ore, iron plates, stone).&lt;br /&gt;
;Spaghetti : [[File:spaghetti_example.png|thumb|200px|right|An example of a &amp;quot;spaghetti&amp;quot; setup with intertwining belts.]]A community term referring to the &amp;quot;spaghetti&amp;quot; look of many belts/entities placed in a disorganized fashion. Typically created by new players to Factorio. Generally, it will be moved away from as soon as the player realizes the logistical problems it causes. Note that not all &amp;quot;spaghetti&amp;quot; factories are necessarily inefficient.&lt;br /&gt;
;Speedrun : A term referring to attempting to quickly finish the game as soon as possible. At the time of this writing, the singleplayer record is just under two hours.&lt;br /&gt;
;SPM : Science per minute. Prior to 2.0, this term was exclusively used to indicate the number of science packs produced by a factory (SPPM). Since 2.0, the game has added multiple UI elements that include some bonuses not previously included in SPM, now surfacing a value also referred to as effective SPM (eSPM). The [[Production statistics]] now shows a &amp;quot;Science&amp;quot; item, and the [[Research]] tooltip shows &amp;quot;Science per minute&amp;quot; as a single value. Due to the shift in meaning caused by the addition of these UI elements, this term now has some ambiguity.&lt;br /&gt;
;SPPM : Science packs per minute. Measured per type, so 1k SPPM will mean production of 1000 of each science pack type per minute, though military science is often excluded. Usually used to measure the size of very big bases, see [[#M|megabase]] and [[#G|gigabase]].&lt;br /&gt;
;Stacker : Also known as &#039;&#039;&#039;parking lot&#039;&#039;&#039;. A waiting bay for trains, allowing them to wait on different parallel tracks and not block each other until their destination becomes free. Recommended in front of large, multi-platform stations.&lt;br /&gt;
;Supply train: A train that usually for personal use that is used to carry mostly building materials like rails, conveyor belts, inserters, assembly machines etc..&lt;br /&gt;
;Sushi belt : The strategy of mixing many different types of items on transport belts to supply machines that need some or all of those items. It sacrifices throughput for compactness (and beauty). It looks colorful and diverse like a tray of sushi. Its perhaps most popular application is supplying labs with science packs. Sometimes called sushi bar or rainbow belt.&lt;br /&gt;
;Sushi river : A [[#R|river belt]] on which many different items are mixed, like a [[#S|sushi belt]].&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
&lt;br /&gt;
;TINS : Abbreviation of &amp;quot;There Is No Spoon&amp;quot;, the name of the in-game achievement.&lt;br /&gt;
;Terminus : A train station design where trains come in and leave from the same side, thus requiring double-headed trains, unlike RORO stations.&lt;br /&gt;
;Throughput : A term that refers to the maximum amount of resources that can travel through something (such as a belt) in a certain amount of time. Usually quantified in items per second.&lt;br /&gt;
;Tick : The smallest measurable amount of time in Factorio. There are 60 ticks per second (when running at 60 UPS), and 3600 ticks in a minute.&lt;br /&gt;
;Tile : A piece of map. It is not really known how big it is, but for simplifying things we can assume that a tile is a quadratic with side of 1 meter.&lt;br /&gt;
;Time : Game time is normally identical with real time, one second in the game is one second in reality, but it can be faster or slower. For example, when the calculations for an update takes longer than a tick, the game slows down (aka UPS).&lt;br /&gt;
;Train bus : A popular alternative to the [[#M|main bus]] pattern. Instead of using a belt bus to provide materials for various production cells, a large rail system allows many trains to route materials between more distant cells, sometimes called subfactories. It&#039;s a UPS-friendlier strategy for large factories such as megabases.&lt;br /&gt;
;Trash can : A simple &#039;public utility&#039; of sorts, which is an active provider that players can dump unwanted items into. Logistic robots pick them up and store them away. It&#039;s useful if you need to get rid of large quantities of items (such as [[wood]] or [[landfill]]) and your logistic trash slots are full.&lt;br /&gt;
;Turret : Stationary defense weapon. There are four types of turrets in Factorio, the [[laser turret]], [[gun turret]], [[flamethrower turret]] and [[artillery turret]]. [[Space Age]]{{SA}} adds the [[railgun turret]] and [[tesla turret]].&lt;br /&gt;
;Turret creep : The tactic of leap-frogging with turrets into hostile territory. It&#039;s very effective due to the strength and range of turrets. Typically done with laser turrets, blueprints and personal roboports, but can also be done by manually placing gun turrets and inserting ammo.&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
&lt;br /&gt;
;Upcycler: An assembly line designed to increase the [[quality]] of an intermediate or end product.&lt;br /&gt;
;UPS : Internal clock speed, &amp;quot;Updates Per Second&amp;quot;. The game tries its best to maintain the ideal 60 UPS, but it is affected by the size and complexity of the game world and your computer hardware. A lower UPS means that the simulation runs slower. At 30 UPS everything would take twice as long as under ideal conditions. This is a common concern on megabases or when playing with many mods active. It can be set to more than 60 UPS by changing the game speed via script, processing power permitting. The Transport Belt Madness and Tight Spot campaigns are examples where the game speed can be increased.&lt;br /&gt;
&lt;br /&gt;
== V ==&lt;br /&gt;
;Vanilla : Regular version of the game with no mods.&lt;br /&gt;
&lt;br /&gt;
== W ==&lt;br /&gt;
&lt;br /&gt;
;Wube : The company based in the Czech Republic that develops Factorio.&lt;br /&gt;
&lt;br /&gt;
== Z ==&lt;br /&gt;
&lt;br /&gt;
;Zoo : A group of biter or spitter nests around which the player has built a safe containment zone, i.e. a circle of turrets. Reasons for doing this include exploiting the nests&#039; pollution absorption and automating the destruction of items (using requester chests near the nests).&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Research&amp;diff=214044</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Research&amp;diff=214044"/>
		<updated>2025-05-21T19:36:19Z</updated>

		<summary type="html">&lt;p&gt;Berggen: /* History */ Updates terms to match terms used in game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Technology_Screen.png|400px|thumb|The technology screen]]&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;
In singleplayer games, only one technology can be researched at a time, the same is true for every [[Multiplayer#PvP|force]] (team of players) in a multiplayer game. In multiplayer games with multiple forces, each force has its own technology tree and research status, so different forces can research independently in [[Multiplayer#PvP|PvP]] games.&lt;br /&gt;
&lt;br /&gt;
The technology to be researched is selected from the technology screen, opened by pressing {{Keybinding|T}} ({{Keybinding|ZL|-}} on [[Nintendo Switch version|Nintendo Switch]]). The currently active research can be changed at any time from the technology screen; if another research is in progress, that progress will be saved. Multiple technologies can be partially researched like this at any one time.&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;
[[File:res.png|frame|The progress bar shown in the top right corner of the screen when research is in progress]]&lt;br /&gt;
&lt;br /&gt;
The time &#039;&#039;T&#039;&#039; it will take to research a particular technology is given by:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;T = (T[0] × P) ÷ (L × S)&amp;lt;/code&amp;gt; seconds,&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;T[0]&#039;&#039;&#039;&#039;&#039; is the time cost per unit (as shown in Research screen)&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;P&#039;&#039;&#039;&#039;&#039; is the price of the research, in units (as shown in Research screen)&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;L&#039;&#039;&#039;&#039;&#039; is the number of labs used&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;S&#039;&#039;&#039;&#039;&#039; is lab speed, which is given by:&lt;br /&gt;
**&amp;lt;code&amp;gt;(1 + B[r]) × (1 + M[r])&amp;lt;/code&amp;gt;, where&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;B[r]&#039;&#039;&#039;&#039;&#039; is the total research speed modifier from [[Lab research speed (research)|lab research speed]] research, expressed as a decimal (% value divided by 100); and &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;M[r]&#039;&#039;&#039;&#039;&#039; is the sum of all module effects (Speed modules with &amp;lt;code&amp;gt;+&amp;lt;/code&amp;gt; sign, Productivity modules with &amp;lt;code&amp;gt;-&amp;lt;/code&amp;gt; sign), expressed as a decimal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that &#039;&#039;P&#039;&#039; represents the research price &#039;&#039;&#039;in units&#039;&#039;&#039;, not in individual science packs summed across all their types. For example, a research that costs 100 [[automation science pack]]s and 100 [[logistic science pack]]s, grouped into 100 units of 1 each of automation and logistic science packs, would have a &#039;&#039;P&#039;&#039; of 100, &#039;&#039;not&#039;&#039; 200.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike most bonus effects, the lab research speed bonus gained from research is &#039;&#039;multiplicative&#039;&#039; with module speed effects, not additive. However, different module effects (Speed vs. Productivity, beacon vs. in-lab) are additive with each other.&lt;br /&gt;
&lt;br /&gt;
=== Automation ===&lt;br /&gt;
[[File:5_5_Labs_R_G_packs.png|400px|thumb|right|A simple lab setup using [[automation science pack]]s and [[logistic science pack]]s, [[belt transport system|belts]], and [[inserters]]]]&lt;br /&gt;
&lt;br /&gt;
Crafting science packs by hand is not feasible, mainly because of the amount of resources and time needed to craft them. Some science packs also require ingredients that cannot be handcrafted, such as [[oil processing|oil products]]. Science pack production automation is the primary incentive for factory development throughout the game.&lt;br /&gt;
&lt;br /&gt;
The insertion of science packs into labs may be automated using [[inserters]] and [[transport belt]]s, as shown to the right, or using [[robots]] and the [[logistic network]].&lt;br /&gt;
&lt;br /&gt;
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 (before space science packs are needed), or a [[Glossary#S|sushi belt]].&lt;br /&gt;
&lt;br /&gt;
=== Research queue ===&lt;br /&gt;
[[File:Research_Screen_Queue.png|400px|thumb|right|The technology screen with some technologies queued.]]&lt;br /&gt;
The research queue allows players to automatically research more technologies after research finishes. The research queue is enabled for new games.&lt;br /&gt;
&lt;br /&gt;
Once the research queue is enabled, a technology can be added to the queue by pressing the &amp;quot;Start Research&amp;quot; button when it is selected. Double-clicking (Double-pressing {{Keybinding|Y}} or {{Keybinding|A}} on [[Nintendo Switch version|Nintendo Switch]]) or using {{Keybinding|shift|lmb}} ({{Keybinding|ZR|A}} on [[Nintendo Switch version|Nintendo Switch]]) on any research in the tree or the list on the left will also add it to the queue. This is particularly useful to queue prerequisites without focusing them in the technology tree. &lt;br /&gt;
&lt;br /&gt;
Technologies in the queue are displayed in the upper left corner of the interface. If a technology is added to the queue, the technologies that depend on it may become available to be added to the queue as well and those technologies are displayed in orange. For example adding the [[Logistics_(research)|logistics]] and [[Logistic_science_pack_(research)|logistic science pack]] technologies to the queue allows the technology [[Logistics_2_(research)|logistics 2]] to be queued. The player can reorder the queue at any time.&lt;br /&gt;
&lt;br /&gt;
To remove a technology from the queue, the technology&#039;s image must be hovered in the queue display in the upper left corner and the red button that appears must be pressed.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement|Tech-maniac}}&lt;br /&gt;
* Completing infinite technologies of any level is not required for &#039;&#039;&#039;Tech maniac&#039;&#039;&#039;. All non-infinite levels of technologies that have infinite continuations are still required.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Now displays the player&#039;s SPM (science per minute) in a graph. }}&lt;br /&gt;
&lt;br /&gt;
{{History|1.1.92|&lt;br /&gt;
* Added a notification when a technology is researched.&lt;br /&gt;
* Added /enable-research-queue console command to enable the research queue without disabling achievements.&lt;br /&gt;
* The research queue is enabled by default for new games.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Research UI overhauled.&lt;br /&gt;
* Research Queue added.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Research system overhauled&lt;br /&gt;
** There are now 7 science pack types instead of 4, research prices have been changed to compensate.&lt;br /&gt;
** Top-tier science pack is no longer obtained by destroying alien nests, but by launching rockets with satellites.&lt;br /&gt;
**&amp;quot;Infinite research&amp;quot; mechanic introduced.}}&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;
* [[Technologies]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=213952</id>
		<title>Captive biter spawner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=213952"/>
		<updated>2025-05-12T19:07:16Z</updated>

		<summary type="html">&lt;p&gt;Berggen: /* Food consumption */ Called out that capture bot rockets can and do target uncaptured spawners.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Captive biter spawner}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
A &#039;&#039;&#039;captive biter spawner&#039;&#039;&#039; is a special production building that is initially unlocked by researching [[Captivity (research)]]{{SA}} with [[agricultural science pack]]s{{SA}} and is used to produce [[biter egg|biter eggs]]. A captive biter spawner has no [[module]] slots, is unaffected by [[beacon]]s, and cannot be connected to either circuit or logistic networks. A captive spawner cannot be removed by the player or [[construction robot]]s, but can be destroyed via weapon fire, at which point it will spawn a small biter.&lt;br /&gt;
&lt;br /&gt;
== Biter egg production ==&lt;br /&gt;
Captive biter spawners are solely used to produce [[biter egg|biter eggs]], for which they are the only source in the game. Producing biter eggs does not require setting a recipe or providing any ingredients other than a constant influx of fuel in the form of [[bioflux]]. A captive biter spawner can hold a maximum of 100 biter eggs, which they produce at a rate of 5 eggs every 10 seconds, or 0.5 /s. The production cycle continues when the output slot is full, even though no additional eggs are being produced. Biter eggs held in the output slot will not start to spoil until removed.&lt;br /&gt;
&lt;br /&gt;
== Obtainment ==&lt;br /&gt;
Initially, the only way to create a captive biter spawner is by firing a [[capture bot rocket]]{{SA}} at a [[Enemies#Nests|biter spawner]] on [[Nauvis]], which will slowly transform the spawner into a captive one. After reaching [[Aquilo]]{{SA}} and researching [[Captive biter spawner (research)]], the player can craft captive biter spawners themselves, which can be manually placed. While in the player&#039;s inventory or another container, a captive spawner has a spoilage time of 30 minutes, at which point it will turn into a behemoth biter.&lt;br /&gt;
&lt;br /&gt;
== Food consumption ==&lt;br /&gt;
A captive spawner requires a constant supply of [[bioflux]]{{SA}}. Starving spawners will stop producing biter eggs and lose health at a rate of 1/second. If a captive spawner&#039;s health reaches zero, it will transform back into a normal spawner and will have to be captured again.&lt;br /&gt;
&lt;br /&gt;
Previously captured and then starved [[Enemies#Nests|biter spawners]] are normally not targeted by automated weapon systems, including [[turret]]s, [[artillery]], and [[spidertron]]&#039;s automatic rocket launchers, but they will still be targeted by [[Capture bot rocket]]s. They still consume [[pollution]] and spawn biters which are affected by the [[Enemies#Evolution|evolution factor]].&lt;br /&gt;
&lt;br /&gt;
[[Bioflux]]{{SA}} is used for food. One item of bioflux has an energy value of 6 MJ, and since the captive biter spawner consumes 100 kW of food, each item of bioflux will last for exactly one minute. With one normal quality item of bioflux lasting for two hours before it [[spoilage|spoils]], this means that 120 items of bioflux of the same age may be consumed by a single captive biter spawner before any of them spoil.&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Captive biter spawners with a higher quality level will &#039;&#039;not&#039;&#039; yield higher quality [[biter egg]]s.&lt;br /&gt;
&lt;br /&gt;
If a captive biter spawner reverts back into a biter spawner for any reason, it will retain the quality it had as a captive biter spawner. This resulting spawner will spawn biters of the same quality, which will have the capability of forming expansion groups that will also retain their quality level upon successful expansion - creating more quality biter or [[Enemies#Spitters|spitter]] spawners, and even quality [[Enemies#Worms|worms]]. Failing to contain such reverted spawners can lead to the planet becoming populated by higher quality enemies.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ex-captive_biter_spawner.png|A previously captured spawner.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Agriculture}}&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=213858</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=213858"/>
		<updated>2025-05-07T13:27:42Z</updated>

		<summary type="html">&lt;p&gt;Berggen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[File:biter_intro.png|175px|right]]&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to [[Damage|harm]] the [[player]]. They are the native inhabitants of the extraterrestrial worlds on which the player is operating. Enemies show up on the map as red dots. &lt;br /&gt;
&lt;br /&gt;
On [[Nauvis]], the enemies are arthropods which live in organic nests. They are encountered in three species: Biters, Spitters, and Worms (though the nickname &amp;quot;Biters&amp;quot; is often used collectively for all of them). &lt;br /&gt;
&lt;br /&gt;
More enemies can be encountered on other planets with the [[Space Age]] expansion. On the planet [[Gleba]]{{SA}}, there are pentapods which come in three variants: Wrigglers, Strafers, and Stompers. On the planet [[Vulcanus]]{{SA}}, there are the Demolishers.&lt;br /&gt;
&lt;br /&gt;
Each species comes in a range of sizes, where larger specimens have more health and do more damage. &lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|art-of-siege}}&lt;br /&gt;
{{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
{{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
{{Achievement|get-off-my-lawn}}&lt;br /&gt;
{{Achievement|if-it-bleeds}}&lt;br /&gt;
{{Achievement|we-need-bigger-guns}}&lt;br /&gt;
{{Achievement|Size-doesnt-matter}}&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the base game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing [[pollution]], they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]]. As common sense may suggest, their method of attack is a straightforward charge to &amp;quot;bite&amp;quot; things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_biter.png|center]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 43.2km/h &lt;br /&gt;
* Range: 1&lt;br /&gt;
* Pollution to join attack: 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_biter.png|center]] || Medium Biter&lt;br /&gt;
| Stronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 51.8km/h&lt;br /&gt;
* Range: 1&lt;br /&gt;
* Pollution to join attack: 20&lt;br /&gt;
&lt;br /&gt;
[[Damage#Resistance|Resistances]]:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_biter.png|center]] || Big Biter&lt;br /&gt;
| Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them. Hatches from spoiled [[biter egg|biter eggs]], however it won&#039;t be at full health when this happens.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 49.7km/h&lt;br /&gt;
* Range: 2&lt;br /&gt;
* Pollution to join attack: 80&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_biter.png|center]] || Behemoth Biter&lt;br /&gt;
| Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90 Physical&lt;br /&gt;
* Attack speed: 1.2/s&lt;br /&gt;
* Speed: 64.8km/h&lt;br /&gt;
* Range: 2&lt;br /&gt;
* Pollution to join attack: 400&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
&#039;&#039;&#039;Spitters&#039;&#039;&#039; are much like [[Enemies#Biters|biters]] and only appear slightly later on in the game as the evolution factor increases. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters&#039; predictive aiming, the acid stream can be dodged by suddenly changing walking directions or standing still.[https://factorio.com/blog/post/fff-279] Both the stream and the puddle of acid deal damage over time and slow down players and vehicles. Most entities of the game have a much lower resistance to acid than other damage types (including [[turret]]s and [[armor]]), so spitters are effectively more potent against the player and their factories. Their behavior and size classification are the same as with biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_spitter.png|center]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Range: 13&lt;br /&gt;
* Pollution to join attack: 4&lt;br /&gt;
* Speed: 40.0km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1&lt;br /&gt;
* Damage (on contact): 12 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 7.2 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 60%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_spitter.png|center]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Range: 14&lt;br /&gt;
* Pollution to join attack: 12&lt;br /&gt;
* Speed: 35.6km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.25&lt;br /&gt;
* Damage (on contact): 24 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 28.8 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 50%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_spitter.png|center]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Range: 15&lt;br /&gt;
* Pollution to join attack: 30&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.35&lt;br /&gt;
* Damage (on contact): 36 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 130 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 40%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_spitter.png|center]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Range: 16&lt;br /&gt;
* Pollution to join attack: 200&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.75&lt;br /&gt;
* Damage (on contact): 60 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 360 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 30%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of biters and spitters and will attack the player if they get close enough with an attack similar to spitters&#039;. They act like static [[turret]]s and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile.&lt;br /&gt;
&lt;br /&gt;
Worms come in 4 sizes, their power increasing with size. Like biters and spitters, behemoth, big and medium worms spawning is influenced by the evolution factor. Worms are only created during enemy expansion when a certain evolution factor requirement is fulfilled. This is 0.3 for the medium worm, 0.5 for the big worm and 0.9 for the behemoth worm. Below these evolution factors, worms can only be created by the map generation. In map generation, the game restricts higher tier worms behind the distance from the starting point. The further away the player goes from the starting area, the stronger the worms become.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Small worm.png|center]] || Small Worm&lt;br /&gt;
| A weak worm. It is still capable of killing the player unless it is targeted as priority.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Range: 25&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 1.4&lt;br /&gt;
* Damage (on contact): 36 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 21.6 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medium worm.png|center]] || Medium Worm&lt;br /&gt;
| Medium worms are dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 500&lt;br /&gt;
* Range: 30&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 1.55&lt;br /&gt;
* Damage (on contact): 48 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 57.6 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 50%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
*Laser: 20%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Big worm.png|center]] || Big Worm&lt;br /&gt;
| Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Range: 38&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 1.75&lt;br /&gt;
* Damage (on contact): 72 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 259 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 40%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Behemoth worm.png|center]] || Behemoth Worm&lt;br /&gt;
| Behemoth worms are the most dangerous of worms. With twice as much health as big worms and a significantly higher range, they can even challenge experienced players.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Range: 48&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 2&lt;br /&gt;
* Damage (on contact): 96 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 691 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 30%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || A worm&#039;s attack animation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wrigglers {{SA}}===&lt;br /&gt;
Wrigglers are the biter equivalents of the planet Gleba, as they are standard melee enemies. True to their name, they flail and squirm their digits to move around and attack. Much like how biters and spitters spawn from nests, wrigglers spawn from egg rafts. Destroying egg rafts will spawn a group of more premature wrigglers, which are wrigglers that slowly lose health over time until they die. Strafers can launch flying versions of premature wrigglers at their target.&lt;br /&gt;
&lt;br /&gt;
Killing strafers and stompers can summon even more premature wrigglers. The wrigglers that spawn from the corpses of strafers and stompers will match the size of the larger enemy that was killed. For example, killing a small strafer or stomper will spawn small premature wriggers, while killing a medium strafer or stomper will spawn medium premature wrigglers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_small.png|center]] || Small Wriggler&lt;br /&gt;
| The weakest and smallest of all wrigglers.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 100&lt;br /&gt;
* Damage: 3.75 Physical + 3.75 Poison&lt;br /&gt;
* Range: 1.1&lt;br /&gt;
* Speed: 34.6km/h&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_medium.png|center]] || Medium Wriggler&lt;br /&gt;
| Slightly stronger and faster than small wrigglers, and can still pose a threat for weaker players.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 5 Physical + 5 Poison&lt;br /&gt;
* Range: 1.4&lt;br /&gt;
* Speed: 38.9km/h&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_big.png|center]] || Big Wriggler&lt;br /&gt;
| The strongest and fastest of all wrigglers. Hatches from spoiled [[Pentapod egg|Pentapod eggs]] but won&#039;t be at full health when this happens.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Damage: 8 Physical + 8 Poison&lt;br /&gt;
* Range: 1.8&lt;br /&gt;
* Speed: 43.2km/h&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strafers {{SA}}===&lt;br /&gt;
Native to the planet Gleba, strafers are large yet scrawny five-legged pentapod creatures with the unique behavior of constantly circling around players while attacking them, rather than making a beeline straight for the player, unlike any other type of enemy in the game. They will fire flying premature wrigglers toward the player, essentially adding more enemies to the fight.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_small.png|center]] || Small Strafer&lt;br /&gt;
| The weakest and smallest of all strafers.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 800&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 22.0&lt;br /&gt;
* Speed: 62.2km/h&lt;br /&gt;
&lt;br /&gt;
Projectile:&lt;br /&gt;
*Range: 110&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 67.5 Explosive&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_medium.png|center]] || Medium Strafer&lt;br /&gt;
| Slightly stronger and faster than the small strafer.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 1400&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 25.0&lt;br /&gt;
* Speed: 77.8km/h&lt;br /&gt;
&lt;br /&gt;
Projectile:&lt;br /&gt;
*Range: 125&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 90 Explosive&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_big.png|center]] || Big Strafer&lt;br /&gt;
| Strongest, fastest and most resilient of strafers.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 2400&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 28.0&lt;br /&gt;
* Speed: 98.3km/h&lt;br /&gt;
&lt;br /&gt;
Projectile:&lt;br /&gt;
*Range: 140&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 144 Explosive&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stompers {{SA}}===&lt;br /&gt;
Native to the planet Gleba, stompers are extremely large, five-legged pentapod creatures with limbs that look similar to a starfish, and seem to have natural, jagged exoskeleton armor that provides high resistances to many types of damage. They are very powerful melee enemies that use their brute force to attack [[player]]s by simply stomping toward them, while spitting a close-ranged acid that slows down players and [[Vehicles]]. Their large size and high damage can destroy buildings instantly. They will spawn premature wrigglers upon death.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_small.png|center]] || Small Stomper&lt;br /&gt;
| The weakest and smallest of all stompers, but still powerful.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 3500&lt;br /&gt;
* Range: 5.8&lt;br /&gt;
* Speed: 41.6 km/h&lt;br /&gt;
&lt;br /&gt;
Acid splash:&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 1.5/s Acid&lt;br /&gt;
*Area of effect size: 1.58&lt;br /&gt;
**Damage: 0.5 Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_medium.png|center]] || Medium Stomper&lt;br /&gt;
| Larger and more dangerous version of a stomper.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 8000&lt;br /&gt;
* Range: 7.8&lt;br /&gt;
* Speed: 54.1km/h&lt;br /&gt;
&lt;br /&gt;
Acid splash:&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 6/s Acid&lt;br /&gt;
*Area of effect size: 2.1&lt;br /&gt;
**Damage: 1 Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_big.png|center]] || Big Stomper&lt;br /&gt;
| Larger, fastest and most dangerously aggressive version of a stomper.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 15000&lt;br /&gt;
* Range: 10.4&lt;br /&gt;
* Speed: 68.5km/h&lt;br /&gt;
&lt;br /&gt;
Acid splash:&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 15.36/s Acid&lt;br /&gt;
*Area of effect size: 2.8&lt;br /&gt;
**Damage: 1.6 Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Demolishers {{SA}} ===&lt;br /&gt;
Native to the planet Vulcanus, demolishers are horrendously large worm-like creatures that roam across the land and lava. Each individual demolisher patrols a defined territory, and building structures in their territory will disturb them and cause them to attack. &lt;br /&gt;
&lt;br /&gt;
Demolishers have three types of offense. On physical contact they do high damage to the player, and instantly destroy buildings and cliffs. They release a smoke cloud that slows the player and damages any nearby bots. And at range, they cause explosions to erupt from the ground, Due to their high damage resistances and extremely fast health regeneration, killing them requires advanced and upgraded weaponry, or massive quantities of bullets. They are completely immune to the [[slowdown capsule|slowdown capsule&#039;s]] effect.&lt;br /&gt;
&lt;br /&gt;
Once killed, they leave behind remains similar to that of black volcanic rock, which contain [[tungsten ore]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_small.png|center]] || Small Demolisher&lt;br /&gt;
| The weakest and smallest of demolishers, but still very destructive.&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 30000&lt;br /&gt;
* Regeneration: 2400/s&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_medium.png|center]] || Medium Demolisher&lt;br /&gt;
| Larger and more dangerous version of a demolisher.&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 100000&lt;br /&gt;
* Regeneration: 7800/s&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_big.png|center]] || Big Demolisher&lt;br /&gt;
| The largest and most dangerous creature in the game.&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 300000&lt;br /&gt;
* Regeneration: 24000/s&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nests ===&lt;br /&gt;
Nests in the wild will have their max health increase with evolution factor exponentially, up to 10 times their starting health.&lt;br /&gt;
&lt;br /&gt;
Biter and spitter nests can be captured by firing a [[capture bot rocket]] from a [[rocket launcher]] at a nest. After the nest is captured, it must be given [[bioflux]] to maintain and continuously create [[biter egg]]s. If the nest is not maintained, it will slowly lose 1 health per second, but when fed, it will gain 1 health per second.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:biter_nest.png|center]] || Biter spawner&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 350 (3500 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/0%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:spitter_nest.png|center]] || Spitter spawner&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 350 (3500 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/0%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:egg_raft.png|center]] || Egg raft&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Spawns a horde of premature wrigglers when destroyed.&lt;br /&gt;
* Health: 500 (5000 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosive: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:egg_raft_small.png|center]] || Small egg raft&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Spawns a horde of premature wrigglers when destroyed.&lt;br /&gt;
* Health: 100 (1000 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosive: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Expansions ===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters/spitters will leave their base to create a new base which will consist of as many worms/nests as there are members in the group. This group will search for a suitable spot that&#039;s up to 7 chunks away from existing bases (7 is based on map settings, the distance is measured in Euclidean distance). The interval between enemy expansions is global, and the higher enemy evolution, the shorter the interval is on average. Furthermore, with higher evolution, the groups are bigger on average.&lt;br /&gt;
&lt;br /&gt;
Once they have found a suitable spot, each biter/spitter in the group dies and forms a new nest or worm. Forming a new nest or worm will destroy anything that is in the way, which can include members of the expansion group. There is a delay between each member sacrificing itself for to create a worm/nest, so creating the new base from the expansion group can take quite a long time, depending on the group size. Medium worms are only formed if the current evolution is higher than 0.3, big worms only if the current evolution is higher than 0.5 and behemoth worms are only formed if current evolution is higher than 0.9. The game randomly chooses whether to form a new biter nest, spitter nest, small worm, or bigger worm if the evolution factor is high enough. [https://gist.github.com/Bilka2/aa88490c23124a6f214c02c73a368aa7]&lt;br /&gt;
&lt;br /&gt;
Expansions on [[Gleba|Gleba]]{{SA}} function mostly similar, except that pentapods only create spawners in marshes, and will &#039;&#039;&#039;never&#039;&#039;&#039; create nests on other tiles.&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
[[File:kills_gui.png|thumb|220px|right|&amp;quot;Kills&amp;quot; tab on the [[production statistics]] screen.]]Nests spawn biters and spitters freely. However, biters and spitters will only aggressively engage the player&#039;s factory if the pollution cloud of the factory reaches a nest because pollution is consumed to send biters or spitters to join the next attack. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. The attack then proceeds to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like [[wall]]s).&lt;br /&gt;
&lt;br /&gt;
If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to tower defense.&lt;br /&gt;
&lt;br /&gt;
However, if a biter comes in proximity of a [[Military units and structures|military unit or structure]], it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Weights.png|thumb|right|400px|Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements):&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). The evolution factor can only increase.&lt;br /&gt;
&lt;br /&gt;
This command also provides percentages for the three sources; each one is the percent of the (unsquashed) total evolution that is contributed by that source.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds).&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Nests|nests]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
The default settings are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Evolution increase&lt;br /&gt;
!Pollution equivalent&lt;br /&gt;
|-&lt;br /&gt;
| [[Time#Seconds|Second]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.000004 || 267/minute&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.002 || 2222&lt;br /&gt;
|-&lt;br /&gt;
| 1 Pollution unit || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0000009 || 1&lt;br /&gt;
|}&lt;br /&gt;
Note that all spawners (not worms) generate the same amount of evolution when destroyed.&lt;br /&gt;
&lt;br /&gt;
These values can be set during [[Map_generator#Enemy|world generation]]: the values in the dialog box are multiplied by 10^-7 for time and pollution, and 10^-5 for spawner destruction. In game, they can be found in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;, though checking or modifying them is considered using cheats.&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution#Polluters|buildings]], not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.00027 in that minute.&lt;br /&gt;
&lt;br /&gt;
After totaling up all the evolution from these sources, this quantity is squashed to fit in the range &amp;lt;code&amp;gt;[0, 1)&amp;lt;/code&amp;gt; by applying &amp;lt;code&amp;gt;evolution_factor = total_evolution / (1 + total_evolution)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Equivalently, marginal increases in evolution are reduced by multiplying the increase by &amp;lt;code&amp;gt;(1 - evolution_factor)²&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.002 while doing this when the evolution factor is 0.5 the increase is only 0.0005.&lt;br /&gt;
&lt;br /&gt;
This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are &#039;&#039;very&#039;&#039; slow and the number never actually reaches 1.0.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Evolution factor&lt;br /&gt;
!Pollution equivalent&lt;br /&gt;
!Appearance&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 123k || &lt;br /&gt;
|-&lt;br /&gt;
| 20% || 278k || Medium Biter	&lt;br /&gt;
|-&lt;br /&gt;
| 25% || 370k || Small Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 30% || 476k || &lt;br /&gt;
|-&lt;br /&gt;
| 40% || 741k || Medium Spitter	&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 1.111M || Big Biter, Big Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 60% || 1.667M || &lt;br /&gt;
|-&lt;br /&gt;
| 70% || 2.592M || &lt;br /&gt;
|-&lt;br /&gt;
| 80% || 4.444M || &lt;br /&gt;
|-&lt;br /&gt;
| 90% || 10M || Behemoth Biter, Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 21M || &lt;br /&gt;
|-&lt;br /&gt;
| 99% || 110M || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
&lt;br /&gt;
The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;evoChecker&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced: Evolution factor components and computation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:calc(100%-400px); overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Evolution_factor_by_time.png|400px|thumb|right|1. Single-component evolution factor increase with time]]&lt;br /&gt;
[[File:Evolution_factor_by_spawners.png|400px|thumb|right|2. Single-component evolution factor increase with destroyed spawners]]&lt;br /&gt;
[[File:Evolution_factor_by_pollution.png|400px|thumb|right|3. Single-component evolution factor increase with pollution]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Data from version 1.1.50.&lt;br /&gt;
&lt;br /&gt;
* All charts end at approximately an evolution factor of 0.90.&lt;br /&gt;
&lt;br /&gt;
* The calculation steps for time and spawner kills match those used by the game, so these charts should be accurate. The pollution chart assumes a pollution production of 1000 units per second, and due to the recursive nature of the chart values will slightly diverge at different pollution rates. The effect of this is negligible for any reasonable amount pollution production, however.&lt;br /&gt;
&lt;br /&gt;
* Given that the game reports the actual evolution factor (console: &amp;lt;code&amp;gt;/evolution&amp;lt;/code&amp;gt;) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor&#039;s future development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the &#039;&#039;only&#039;&#039; component contributing to the evolution factor in that entire game. They are therefore &#039;&#039;&#039;not realistic&#039;&#039;&#039;, as in a typical game all three components will contribute, some at varying times and intensities.&lt;br /&gt;
&lt;br /&gt;
Because of how contributions to the evolution factor (EF) are calculated (multiplied by &amp;lt;code&amp;gt;(1 - current EF)&amp;lt;/code&amp;gt;), it is &#039;&#039;&#039;not&#039;&#039;&#039; possible to simply add the values indicated by these charts for a game&#039;s time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor.&lt;br /&gt;
&lt;br /&gt;
For example, if 24 hours have passed (single-component EF =~ 0.25), 200,000 pollution units were released (single-component EF =~ 0.15), and 400 spawners were destroyed (single-component EF =~ 0.45), the actual evolution factor will &#039;&#039;&#039;not&#039;&#039;&#039; be (0.25 + 0.15 + 0.45 =) ~0.85.&lt;br /&gt;
&lt;br /&gt;
However, the evolution factor will always be &#039;&#039;&#039;less&#039;&#039;&#039; than the sum of all individual components as indicated by these charts, and &#039;&#039;&#039;at least&#039;&#039;&#039; as high as the highest individual component. Thus, using the values from above, the EF will be &#039;&#039;at least&#039;&#039; 0.35 and &#039;&#039;less than&#039;&#039; 0.85. A smarter approach is required to compute the current evolution factor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Individual components&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The individual components of evolution can be approximated from &amp;lt;code&amp;gt;/evolution&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Given the evolution factor, the unsquashed evolution is &amp;lt;code&amp;gt;unsquashed = evolution_factor / (1 - evolution_factor)&amp;lt;/code&amp;gt;.  Multiply this by the percentage for a given component to get its approximate unsquashed contribution. Of course, total pollution and spawner kills can also be found on the [[Production_statistics|production statistics]] screen, and time passed can be found using the &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command, so it&#039;s not fully necessary.&lt;br /&gt;
&lt;br /&gt;
The actual factors can be found in &amp;lt;code&amp;gt;game.forces.enemy.evolution_factor_by_time&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;...evolution_factor_by_killing_spawners&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;...evolution_factor_by_pollution&amp;lt;/code&amp;gt;, if you don&#039;t mind disabling achievements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Despite their drastically different origins, enemies from different planets will always act as allies against the player. They will even reside around each other&#039;s nests when not attacking players, even if the type of nest does not match that of the residing creature. Even demolishers will circle around nests without harming or destroying them. Since enemies only spawn on their respective planets, this is not normally seen in gameplay unless a [[biter egg]]{{SA}} or [[pentapod egg]]{{SA}} spoils after being brought to another planet or the enemies are placed near each other in the [[map editor]].&lt;br /&gt;
&lt;br /&gt;
*Demolishers{{SA}} were originally designed for [[Fulgora]]{{SA}}, but was later moved to [[Vulcanus]]{{SA}} because it was too similar to the [https://en.wikipedia.org/wiki/Dune_(franchise) Dune franchise].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=270px heights=140px&amp;gt;&lt;br /&gt;
File:player_near_enemy_nests.png|The player near some enemy nests and worms.&lt;br /&gt;
File:player_worms_acid.png|The player among acid puddles created by attacking worms.&lt;br /&gt;
File:player_attacked_by_biters.png|Both the player and some buildings getting attacked by biters.&lt;br /&gt;
File:enemy_nests_mapgen.png|Enemy nests seen in a map generation preview (deathworld setting).&lt;br /&gt;
File:turret_wall_biters.png|Line of gun turrets defending against biters.&lt;br /&gt;
File:titlescreen_enemies.png|Enemies seen at the title screen.&lt;br /&gt;
File:gleba_pentapods_preview.png|Pentapod enemies seen on Gleba.&lt;br /&gt;
&amp;lt;!-- File:Factorio_Space_Age_Player_Fighting_Stomper.png|A player fighting a stomper --&amp;gt;&lt;br /&gt;
File:demolisher_chases_player.png|A demolisher chases the player on Vulcanus.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.18|&lt;br /&gt;
* Demolisher{{SA}} health bars will always be visible for at least 1 tick after they take any damage, even if they fully regenerate the damage in the same tick&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.17|&lt;br /&gt;
* Gleba evolution is now more gradual. {{SA}}&lt;br /&gt;
* Small stomper moves more slowly and deals less damage. {{SA}}&lt;br /&gt;
* Stomper pentapod vision range is reduced from 40 to 30. {{SA}}&lt;br /&gt;
* Medium and big wriggler pentapod health is increased. {{SA}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Wrigglers, strafers, stompers and demolishers have been added with the [[Space Age]]{{SA}} expansion.&lt;br /&gt;
* Spawners will have their health increase with evolution (3500 with max evolution).&lt;br /&gt;
* Significantly increased medium, big and behemoth worm stats as well as their laser resistances. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Behemoth worm added.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.&lt;br /&gt;
* Changed the way evolution factor approaches the maximum (1).&lt;br /&gt;
** The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2&lt;br /&gt;
** This means that the progress gets more slower towards the high values.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[Archive:alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Decreased the range of medium worm from 25 to 20.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Pollution]]&lt;br /&gt;
&lt;br /&gt;
{{EnvironmentNav}}&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=208234</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=208234"/>
		<updated>2024-12-27T01:11:23Z</updated>

		<summary type="html">&lt;p&gt;Berggen: /* Inserter Throughput */ Added quality for chest to chest, and updated values to be correct.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from—and insert items into—machines or storage devices.&lt;br /&gt;
&lt;br /&gt;
== Types of inserters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Burner inserter}} || The only [[fuel]]-powered inserter, with the slowest speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter}} || The standard electrical inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Long-handed inserter}} || Capable of inserting and removing items from a greater distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast inserter}} || Much faster than the inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Bulk inserter}} || As fast as the fast inserter, but can move many more items at the same time at once.    &lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stack inserter|space-age=yes}} || As fast as the bulk inserter, but can stack items on a belt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* Pick up items off the ground, off of a [[Transport belts|transport belt]], or from any object that has storage space, including [[Chests|chests]], [[furnace]]s and [[assembling machine]]s.&lt;br /&gt;
* Place the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Run at slower speeds when starved for energy.&lt;br /&gt;
* Pick up as many items as their [[inserter capacity bonus (research)|stack size]] allows at once, if they do not have to wait too long to pick them up.&lt;br /&gt;
* Pick up items and drop them into the void of space or lava, permanently discarding them. This is useful for getting rid of unwanted items.&lt;br /&gt;
&lt;br /&gt;
Inserters &#039;&#039;&#039;will not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items that cannot be inserted into the adjacent entity.&lt;br /&gt;
* Pick up any items if the adjacent entity is a [[ghost]].&lt;br /&gt;
* Pick up items to place into an entity with a full inventory.&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into an entity that cannot hold them, for example due to [[Stack#Filtered_stacks|filtered]] or [[Stack#Stack_limitation|limited slots]].&lt;br /&gt;
* Fill up the entire target inventory of [[boiler]]s, [[nuclear reactor]]s, [[:Category:Producers|production building]]s, [[furnace]]s and [[turret]]s.&lt;br /&gt;
&lt;br /&gt;
If two or more inserters are picking up from the same tile, the inserter who can grab the items the fastest will grab them first. Besides faster inserters, this favors inserters taking from the inner lane of a transport belt.&lt;br /&gt;
&lt;br /&gt;
=== Insertion limits ===&lt;br /&gt;
Depending on where an inserter is moving items, it does not always fill up the entire target inventory. This allows other inserters taking from the same transport belt to pick up their share of the items. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. This allows the other fuel to travel further down the transport belt. When the fuel drops below 5 items, the inserter will resume inserting fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Automatic insertion limit&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[burner inserter]]s, [[furnace]]s, and [[nuclear reactor]]s || [[Fuel]] || align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Bullet Magazines || align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Artillery turret]]s || [[Artillery shell]]s || align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s, [[furnace]]s, [[centrifuge]]s, [[chemical plant]]s, and [[Oil refinery|oil refineries]]|| Items needed for the recipe || The ingredients for 1 craft in addition to the ingredients for the number of crafts that can be completed during one full inserter swing; but at least the ingredients for 2 crafts and at most the ingredients for 100 crafts.[https://forums.factorio.com/viewtopic.php?p=309796#p309796]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || The number of science packs needed for one research unit in addition to the science packs for the number of research units that can be completed during one full inserter swing; but at least the ingredients for 2 research units and at most the ingredients for 100 research units.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that has a higher [[inserter capacity bonus (research)|inserter capacity bonus]] than 1 can overfill the target building, due to the inserter picking up a higher amount of items than needed. Overfilling can also occur if  multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
=== Inserters and transport belts ===&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt, either the far side from the inserter&#039;s perspective or if the belt is going the same or the opposite direction as the inserter the right side from the belt&#039;s perspective.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width:320px;&amp;quot; | [[File:Inserter_dropoff_locations.gif]] || [[File:Inserter_pickup_locations.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:320px;&amp;quot; | Inserters place the item on the furthest lane. If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective. In curves the inserter always places on the far side.&lt;br /&gt;
| style=&amp;quot;width:320px;&amp;quot; | If the belt is perpendicular to the inserter, inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane. If the belt is the same/opposite orientation of the inserter or a curve, the inserter &#039;&#039;&#039;prefers&#039;&#039;&#039; taking from the left lane, from the belt&#039;s perspective. If the left lane is empty it will take from the right lane.&lt;br /&gt;
|}&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;
== 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 turn&lt;br /&gt;
* The [[burner inserter]] does not drain energy when idle, but uses more energy when it is active.&lt;br /&gt;
&lt;br /&gt;
== Inserter speed ==&lt;br /&gt;
[[File:all_inserter_speeds.gif|frame|right|Animation showing all inserter speeds at once.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Time#Ticks|tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Map_structure#Tile|Tiles]] per Tick)&lt;br /&gt;
! Turns per [[Time#Seconds|Game-second]]&lt;br /&gt;
! Game-second per full turn&lt;br /&gt;
! Ticks per full turn&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.01&amp;lt;br/&amp;gt;0.0214 || 0.60 || 1.667 || 100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || 0.014&amp;lt;br/&amp;gt;0.03 || 0.83 || 1.2 || 72&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.0457 || 1.2 || 0.833 || 50&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Bulk inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.31 || 0.433 || 26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; These numbers come directly from the [https://github.com/wube/factorio-data/tree/master/base/prototypes/entity factorio-data github repository].&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;
Note: If the rotation speed of an inserter would result in an odd number of ticks per full turn, the actual number of ticks per full turn for this inserter is the next higher even number. The reason for this is that the inserter needs to do two half turns to pick and drop an item. This takes a certain number of ticks two times, therefore the number of ticks for the full turn is always an even number. Example: The Fast inserter&#039;s rotation speed of 864°/s or 0.04 turns per tick would result in 25 ticks per full turn, but the inserter cannot do a half turn in &amp;quot;12.5 ticks&amp;quot;, so it actually takes 2*13 = 26 ticks per full turn.&lt;br /&gt;
&lt;br /&gt;
=== Extension Speed ===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also Some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
== Inserter Throughput ==&lt;br /&gt;
&lt;br /&gt;
=== Chest to chest ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 2.0.26, recorded in this doc [https://docs.google.com/spreadsheets/d/1L8Td5o6TAicGi-TPwzh4lz2YiH0n7Jkpp3E8FxNpnAs/edit?usp=sharing]. Chest to chest transfer transfers the entire hand size during a single tick, so most of the time is spent during the swing to and from.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! rowspan=2 | Arm cycles per second (ticks per cycle)&lt;br /&gt;
! colspan=8 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | No capacity bonus&lt;br /&gt;
! colspan=2 | Capacity bonus 2&lt;br /&gt;
! colspan=2 | Capacity bonus 7&lt;br /&gt;
! colspan=2 | Transport belt stacking {{SA}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || {{Quality | 0.79 (76 ticks) | 1.03 (58 ticks) | 1.25 (48 ticks) | 1.5 (40 ticks) | 2 (30 ticks) }}&lt;br /&gt;
 || {{ Quality | 0.79 |1.03 |1.25|1.5 |2 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 1.58 |2.07 |2.5|3 |4 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 2.37 |3.10 |3.75|4.5 |6 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 3.16 |4.14 |5|6 |8 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || {{Quality | 0.86 (70 ticks) | 1.03 (58 ticks) | 1.36 (44 ticks) | 1.67 (36 ticks) | 2.14 (28 ticks) }}&lt;br /&gt;
 || {{ Quality | 0.86 |1.11 |1.36|1.67 |2.14 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 1.71 |2.22 |2.73|3.33 |4.29 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 2.57 |3.33 |4.09|5 |6.43 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 3.43 |4.44 |5.45|6.67 |8.57 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || {{Quality | 1.2 (50 ticks) | 1.58 (38 ticks) | 2 (30 ticks) | 2.31 (26 ticks) | 3.33 (18 ticks) }}&lt;br /&gt;
 || {{ Quality | 1.2 |1.58 |2|2.31 |3.33 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 2.4 |3.16 |4|4.62 |6.67 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 3.6 |4.74 |6|6.92 |10 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 4.8 |6.32 |8|9.23 |13.33 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 2.5 |3.33 | 4.29 | 5 | 7.5 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 5 |6.67 | 8.57 | 10 | 15 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 7.5 |10 |12.86|15 |22.5 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 10 |13.33 |17.14|20 |30 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 5 |6.673 | 8.57 | 10 | 15 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 10 |13.33 |17.14|20 |30 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
 || {{ Quality | 30 |40 |51.43|60 |90 }}&lt;br /&gt;
 || (12)&lt;br /&gt;
 || {{ Quality | 30 |40 |51.43|60 |90 }}&lt;br /&gt;
 || (12)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter}}{{SA}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 15 |20 | 25.71 | 30 | 45 }}&lt;br /&gt;
 || (6)&lt;br /&gt;
 || {{ Quality | 20 |26.67 | 34.29 | 40 | 60 }}&lt;br /&gt;
 || (8)&lt;br /&gt;
 || {{ Quality | 40 | 53.33 | 68.57 | 80 | 120 }}&lt;br /&gt;
 || (16)&lt;br /&gt;
 || {{ Quality | 40 | 53.33 | 68.57 | 80 | 120 }}&lt;br /&gt;
 || (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chest to belt ===&lt;br /&gt;
Throughput going from chest to belt depends on how full the belt is. An inserter will not put down an item on a belt that have items back-to-back (aka full compression) - it waits until there is a gap. However, if the gap is narrower than the item then the items upstream on the belt will stop to make room for the item being inserted. The direction of the belt compared to the inserter does not matter however.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items onto an empty belt. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 1.1&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:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]] ||&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]] ||&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]] ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.60 || 0.60 || 0.60 || (1) || 1.19 || 1.19 || 1.19 || (2) || 1.67 || 1.73 || 1.76 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || 0.83 || 0.83 || 0.83 || (1) || 1.64 || 1.64 || 1.64 || (2) || 2.25 || 2.37 || 2.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 1.20 || 1.20 || 1.20 || (1) || 2.35 || 2.35 || 2.35 || (2) || 3.10 || 3.33 || 3.46 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}} || 2.31 || 2.31 || 2.31 || (1) || 4.44 || 4.44 || 4.44 || (2) || 5.29 || 6.00 || 6.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}} || 4.44 || 4.44 || 4.44 || (2) || 5.71 || 7.06 || 7.74 || (4) || 6.79 || 10.91 || 13.85 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chest to splitter ===&lt;br /&gt;
When an inserter drops items onto the side of a perpendicular splitter, it always is considered to do so on the input side, enabling the splitter to move half of the items to the other belt (assuming that the splitter filter/priority settings allow it to do so and that there is available space on both belts). This allows the inserter to drop its items twice as fast. A fully upgraded stack inserter can drop twelve items onto an express splitter every 38 ticks (18.95 items/second) instead of the usual 52.&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter to splitter comparison.png|621px|thumb|center|By inserting onto the side of a splitter, a fully-upgraded stack inserter can fill 84% of an express belt lane instead of the usual 62%.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter belt saturation.png|414px|thumb|center|Three stack inserters can saturate an express belt if one of them inserts onto a splitter.]]&lt;br /&gt;
&lt;br /&gt;
===Belt to chest (perpendicular)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The following is based on experimental data from [https://docs.google.com/spreadsheets/d/1Q4hxL69qrK3qeEKU8aDkuwM3gJy6I2dJ4FYSs-FQUpI/edit?usp=sharing 1.1].    &lt;br /&gt;
Most of the 1.1 experimental data was gathered using the following circuit blueprint to measure the exact tick difference between inserter swings. A lot of the data on this page (specifically the belt to chest data) relies heavily on the conditions of the setup on which the measurements are done. If your setup differs from the ones tested on this page, you can use the following blueprint to do the measurements yourself.&lt;br /&gt;
&lt;br /&gt;
{{BlueprintString|bp-string=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}}&lt;br /&gt;
&lt;br /&gt;
When picking items from a belt, many more factors come into play besides belt fullness:&lt;br /&gt;
&lt;br /&gt;
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).&lt;br /&gt;
* Whether the belt is perpendicular to the inserter or approaches it head on.&lt;br /&gt;
* Whether items are on the near or far lane of a perpendicular belt.&lt;br /&gt;
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.&lt;br /&gt;
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.&lt;br /&gt;
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.&lt;br /&gt;
&lt;br /&gt;
The test setup used below is with an inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=4 | Type&lt;br /&gt;
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | No capacity bonus&lt;br /&gt;
! colspan=5 | Capacity bonus 2&lt;br /&gt;
! colspan=5 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.60 || &#039;&#039;&#039;0.65&#039;&#039;&#039; || 0.50 || 0.64 || (1) || 1.11 || &#039;&#039;&#039;1.20&#039;&#039;&#039; || 1.13 || 1.26 || (2) || 1.61 || 1.61 || &#039;&#039;&#039;1.65&#039;&#039;&#039; || 1.71 /&amp;lt;br/&amp;gt;1.73 /&amp;lt;br/&amp;gt;1.86 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || 0.88 || (1) || &#039;&#039;&#039;1.67&#039;&#039;&#039; || &#039;&#039;&#039;1.67&#039;&#039;&#039; || 1.50 || 1.74 || (2) || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.25 || 2.33 || 2.37 /&amp;lt;br/&amp;gt;2.37 /&amp;lt;br/&amp;gt;2.54 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 1.18 || 1.18 || &#039;&#039;&#039;1.25&#039;&#039;&#039; || 1.20 || (1) || 2.20 || 2.31 || &#039;&#039;&#039;2.40&#039;&#039;&#039; || 2.40 || (2) || 3.21 || 3.21 || &#039;&#039;&#039;3.46&#039;&#039;&#039; || 3.40 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}} || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.31 || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.50 || (1) || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.00 || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}} || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || 7.50 || 7.50 || &#039;&#039;&#039;8.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;8.57 /&amp;lt;br/&amp;gt;8.28 * || (4) || 7.50 || 11.25 || &#039;&#039;&#039;15.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;13.09 /&amp;lt;br/&amp;gt;15.32 * || (12)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Throughput for basic/fast/express belt.&lt;br /&gt;
&lt;br /&gt;
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.&lt;br /&gt;
&lt;br /&gt;
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.&lt;br /&gt;
* When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it&#039;s the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.&lt;br /&gt;
&lt;br /&gt;
=== Belt to Chest (facing inserter) ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 1.1&lt;br /&gt;
&lt;br /&gt;
When picking up items from a belt facing the inserter, there are multiple small differences between different setups. The following throughput tests are performed with [[express transport belt]]s and [[stack inserter]]s with the maximum [[inserter capacity bonus (research)|capacity bonus]].&lt;br /&gt;
Each setup in the following picture shows the amount of ticks per cycle of the inserter and the amount of items per second the inserter moves. These measurements are consistent in all orientations of the setup.&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter_belt_to_chest_throughput.png|900px]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* [[Inserter capacity bonus (research)]]: Inserter moves more than an item per turn.&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Inserters}} {{C|Inserters{{!}}#Inserters}}&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Science_pack&amp;diff=207695</id>
		<title>Science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Science_pack&amp;diff=207695"/>
		<updated>2024-12-10T15:33:56Z</updated>

		<summary type="html">&lt;p&gt;Berggen: /* Quality module: */ Fixed numbers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Science packs are items which are required by [[lab]]s to perform [[research]]. Researching technologies requires a certain number of different types of science packs, which is then multiplied by a certain value to get the tech cost. For example, [[Physical projectile damage (research)|Physical projectile damage 3]] requires one automation science pack and one logistic science pack and one military science pack to begin researching, but it needs this to be input into labs a total of 300 times, raising the research cost to 300 automation science packs, 300 logistic science packs and 300 military science packs.&lt;br /&gt;
&lt;br /&gt;
==Base Game Science Packs==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !!  Recipe !! Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || {{icon|Time|5}} + {{icon|copper plate|1}} + {{icon|iron gear wheel|1}} &amp;amp;rarr; {{icon|Automation science pack|1}} || {{icon|Time|5.5}} {{icon|iron plate|2}} {{icon|copper plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || {{icon|Time|6}} + {{icon|Transport belt|1}} + {{icon|Inserter|1}} &amp;amp;rarr; {{icon|Logistic science pack|1}} || {{icon|Time|8.75}} {{icon|iron plate|5.5}} {{icon|copper plate|1.5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || {{icon|Time|10}} + {{icon|Piercing rounds magazine|1}} + {{icon|Grenade|1}} + {{Icon|Wall|2}} &amp;amp;rarr; {{icon|Military science pack|2}} || {{icon|Time|23}} {{icon|Iron plate|9}} {{icon|Copper plate|5}} {{icon|Steel plate|1}} {{icon|Coal|10}} {{icon|Stone brick|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || {{icon|Time|24}} + {{icon|Sulfur|1}} + {{icon|Advanced circuit|3}} + {{icon|Engine unit|2}} &amp;amp;rarr; {{icon|Chemical science pack|2}} || {{icon|Time|52.5}} {{icon|Iron plate|6}} {{icon|Copper plate|15}} {{icon|Engine unit|2}} {{icon|Plastic bar|6}} {{icon|Sulfur|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || {{icon|Time|21}} + {{icon|Rail|30}} + {{icon|Electric furnace|1}} + {{icon|Productivity module|1}} &amp;amp;rarr; {{icon|Production science pack|3}} || {{icon|Time|153.5}} {{icon|Iron plate|32.5}} {{icon|Copper plate|57.5}} {{icon|Steel plate|25}} {{icon|Plastic bar|20}} {{icon|Stone|15}} {{icon|Stone brick|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || {{icon|Time|21}} + {{icon|Processing unit|2}} + {{icon|Flying robot frame|1}} + {{icon|Low density structure|3}} &amp;amp;rarr; {{icon|Utility science pack|3}} ||  {{icon|Time|104.75}} {{icon|Iron plate|3}} {{icon|Copper plate|64.5}} {{icon|Steel plate|7}} {{icon|Plastic bar|15}} {{icon|Battery|2}} {{icon|Processing unit|2}} {{icon|Electric engine unit|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || {{icon|Space science pack|1000}} per launched {{icon|Satellite}} || {{icon|Time|300}} {{icon|Iron plate|43.7}} {{icon|Copper plate|101.8}} {{icon|Steel plate|2.7}} {{icon|Plastic bar|19.9}} {{icon|Solid fuel|10.5}} {{icon|Sulfuric acid|15.5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Space science pack calculations:&lt;br /&gt;
https://kirkmcdonald.github.io/calc.html#data=0-17-1&amp;amp;items=space-science-pack:r:1&amp;amp;ignore=sulfuric-acid,steel-plate&lt;br /&gt;
Space science pack calculations (Total raw):&lt;br /&gt;
https://kirkmcdonald.github.io/calc.html#data=1-1-19&amp;amp;rate=h&amp;amp;rp=5&amp;amp;cp=4&amp;amp;items=space-science-pack:r:1&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Or, broken down into the most basic components:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Per 1 !! colspan=&amp;quot;5&amp;quot; | Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || {{icon|iron plate|2}} || {{icon|copper plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || {{icon|iron plate|5.5}} || {{icon|copper plate|1.5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || {{icon|iron plate|7}} || {{icon|copper plate|2.5}} || {{icon|coal|5}} || || {{icon|stone|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || {{icon|iron plate|12}} || {{icon|copper plate|7.5}} || {{icon|coal|1.5}} || {{icon|crude oil|38.46}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || {{icon|iron plate|52.5}} || {{icon|copper plate|19.17}} || {{icon|coal|3.33}} || {{icon|crude oil|68.38}} || {{icon|stone|11.67}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || {{icon|iron plate|33.33}} || {{icon|copper plate|49.83}} || {{icon|coal|3.83}} || {{icon|crude oil|106.84}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || {{icon|iron plate|57.54}} &amp;amp;nbsp;&amp;amp;nbsp; || {{icon|copper plate|101.79}} || {{icon|coal|9.95}} &amp;amp;nbsp;&amp;amp;nbsp; || {{icon|crude oil|306.92}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creating science packs==&lt;br /&gt;
The science packs and research are meant to guide players through the game by gradually increasing in complexity. At first the player has to create automation science packs by hand to research automation. Then the next goal is to create automation and logistic science automatically and to automatically feed the science packs into labs. These science packs allow research of most of the basic technologies.&lt;br /&gt;
&lt;br /&gt;
If needed due to [[enemies]], the next step is to create military science packs to allow unlock higher tier combat-oriented products. Unlike previous science packs, military science produces two packs per crafting cycle versus just one per cycle from automation/logistic.&lt;br /&gt;
&lt;br /&gt;
Following military science, chemical science packs should be created. This science pack incorporates a new &#039;raw&#039; intermediary - [[plastic bar]]s necessitate the need to harvest and process [[crude oil]].&lt;br /&gt;
&lt;br /&gt;
After chemical science, production science packs are next. Production science packs are a fair jump in complexity, as the required products have quite a few different intermediaries. Production packs yield three packs per crafting cycle.&lt;br /&gt;
&lt;br /&gt;
The final stage of automated research pack creation is utility science pack. Utility sciences packs are the most complex packs to make, requiring a large chain of intermediate products. Utility science packs, like previous production science packs, yield three packs per crafting cycle.&lt;br /&gt;
&lt;br /&gt;
Space science packs are yielded from launching satellites via rocket, and thus are difficult to automate effectively without massive resource-hungry bases. Unlike other science packs, space science packs are exclusively used to research repeating/infinite technologies - such as mining productivity or gun turret damage.&lt;br /&gt;
&lt;br /&gt;
The ratio needed to keep science production in sync is 5:6:5:12:7:7, or:&lt;br /&gt;
* 5 Automation science pack assemblers&lt;br /&gt;
* 6 Logistic science pack assemblers&lt;br /&gt;
* 5 Military science pack assemblers&lt;br /&gt;
* 12 Chemical science pack assemblers&lt;br /&gt;
* 7 Production science pack assemblers&lt;br /&gt;
* 7 Utility science pack assemblers&lt;br /&gt;
&lt;br /&gt;
The list above assumes that all science packs are being produced by the same tier of assembling machine. For example, if using plain [[assembling machine 3]] then packs will be produced at 75 items per minute.&lt;br /&gt;
&lt;br /&gt;
==[[Space Age]]{{SA}} Science Packs==&lt;br /&gt;
The Space Age expansion adds five new types of science packs, and changes the recipe for [[space science pack]]. Each is only able to be crafted on a specific planet or a [[space platform]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Crafted on !! Recipe !! Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack|space-age=yes}} || {{icon|Space platform hub}} || {{icon|Time|15}} + {{icon|carbon|1}} + {{icon|ice|1}} + {{icon|iron plate|2}} &amp;amp;rarr; {{icon|Space science pack|5}} || {{icon|Time|15}} + {{icon|carbon|1}} + {{icon|ice|1}} + {{icon|iron plate}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Metallurgic science pack|space-age=yes}} || {{icon|Vulcanus}} || {{icon|Time|10}} + {{icon|molten copper|200}} + {{icon|tungsten carbide|3}} + {{icon|tungsten plate|2}} &amp;amp;rarr; {{icon|Metallurgic science pack|1}} || {{icon|Time|10}} + {{icon|molten copper|200}} + {{icon|tungsten carbide|3}} + {{icon|tungsten plate|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electromagnetic science pack|space-age=yes}} || {{icon|Fulgora}} || {{icon|Time|10}} + {{icon|Accumulator|1}} + {{icon|Electrolyte|25}} + {{icon|Holmium solution|25}} + {{icon|Supercapacitor|1}} &amp;amp;rarr; {{icon|Electromagnetic science pack|1}} || {{icon|Time|10}} + {{icon|Accumulator|1}} + {{icon|Electrolyte|25}} + {{icon|Holmium solution|25}} + {{icon|Supercapacitor|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Agricultural science pack|space-age=yes}} || {{icon|Gleba}} || {{icon|Time|4}} + {{icon|Bioflux|1}} + {{icon|Pentapod egg|1}} &amp;amp;rarr; {{icon|Agricultural science pack|1}} || {{icon|Time|4}} + {{icon|Bioflux|1}} + {{icon|Pentapod egg|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cryogenic science pack|space-age=yes}} || {{icon|Aquilo}} || {{icon|Time|20}} + {{icon|Fluoroketone (cold)|6}} + {{icon|Ice|3}} + {{icon|Lithium plate|1}} &amp;amp;rarr; {{icon|Cryogenic science pack|1}} + {{icon|Fluoroketone (hot)|3}} || {{icon|Time|20}} + {{icon|Fluoroketone (cold)|6}} + {{icon|Ice|3}} + {{icon|Lithium plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Promethium science pack|space-age=yes}} || {{icon|Space platform hub}} || {{icon|Time|5}} + {{icon|Biter egg|10}} + {{icon|Promethium asteroid chunk|25}} + {{icon|Quantum processor|1}} &amp;amp;rarr; {{icon|promethium science pack|10}} || {{icon|Time|5}} + {{icon|Biter egg|10}} + {{icon|Promethium asteroid chunk|25}} + {{icon|Quantum processor|1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Productivity module]] vs [[Quality module]] {{SA}}==&lt;br /&gt;
&lt;br /&gt;
Quality science pack decreases science pack drain, while production science outputs additional resources from the same amount of input.&lt;br /&gt;
Assuming that you are only using common ingredients and 1 tier 1 module:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Quality module|Quality module:]] ===&lt;br /&gt;
&#039;&#039;&#039;1%&#039;&#039;&#039; chance to create 1 uncommon science pack, which lasts &#039;&#039;&#039;100%&#039;&#039;&#039; longer than normal (equivalent of 2 science packs).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0.1%&#039;&#039;&#039; chance to create 1 rare science pack, which lasts &#039;&#039;&#039;200%&#039;&#039;&#039; longer than normal (equivalent of 3 science packs). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0.01%&#039;&#039;&#039; chance to create 1 epic science pack, which lasts &#039;&#039;&#039;300%&#039;&#039;&#039; longer than normal (equivalent of 4 science packs).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0.001%&#039;&#039;&#039; chance to create 1 legendary science pack, which lasts &#039;&#039;&#039;500%&#039;&#039;&#039; longer than normal (equivalent of 6 science packs).&lt;br /&gt;
&lt;br /&gt;
About &#039;&#039;&#039;1.235%&#039;&#039;&#039; extra science.&lt;br /&gt;
&lt;br /&gt;
=== [[Productivity module|Productivity module:]] ===&lt;br /&gt;
&#039;&#039;&#039;1&#039;&#039;&#039; extra product every &#039;&#039;&#039;25&#039;&#039;&#039; normal products.&lt;br /&gt;
&lt;br /&gt;
About &#039;&#039;&#039;4%&#039;&#039;&#039; extra science.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Comparison ===&lt;br /&gt;
&lt;br /&gt;
• Productivity is better if you want to create more science progress from the same amount of resources&lt;br /&gt;
&lt;br /&gt;
• Quality is better if you want to ship the same amount of items in a rocket and get additional value&lt;br /&gt;
&lt;br /&gt;
• Quality is better for Agricultural science pack since freshness is a factor of science pack value and quality extends freshness time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
&lt;br /&gt;
{{C|Science packs}}&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Science_pack&amp;diff=207694</id>
		<title>Science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Science_pack&amp;diff=207694"/>
		<updated>2024-12-10T15:32:45Z</updated>

		<summary type="html">&lt;p&gt;Berggen: /* Quality module: */ Fixed numbers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Science packs are items which are required by [[lab]]s to perform [[research]]. Researching technologies requires a certain number of different types of science packs, which is then multiplied by a certain value to get the tech cost. For example, [[Physical projectile damage (research)|Physical projectile damage 3]] requires one automation science pack and one logistic science pack and one military science pack to begin researching, but it needs this to be input into labs a total of 300 times, raising the research cost to 300 automation science packs, 300 logistic science packs and 300 military science packs.&lt;br /&gt;
&lt;br /&gt;
==Base Game Science Packs==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !!  Recipe !! Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || {{icon|Time|5}} + {{icon|copper plate|1}} + {{icon|iron gear wheel|1}} &amp;amp;rarr; {{icon|Automation science pack|1}} || {{icon|Time|5.5}} {{icon|iron plate|2}} {{icon|copper plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || {{icon|Time|6}} + {{icon|Transport belt|1}} + {{icon|Inserter|1}} &amp;amp;rarr; {{icon|Logistic science pack|1}} || {{icon|Time|8.75}} {{icon|iron plate|5.5}} {{icon|copper plate|1.5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || {{icon|Time|10}} + {{icon|Piercing rounds magazine|1}} + {{icon|Grenade|1}} + {{Icon|Wall|2}} &amp;amp;rarr; {{icon|Military science pack|2}} || {{icon|Time|23}} {{icon|Iron plate|9}} {{icon|Copper plate|5}} {{icon|Steel plate|1}} {{icon|Coal|10}} {{icon|Stone brick|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || {{icon|Time|24}} + {{icon|Sulfur|1}} + {{icon|Advanced circuit|3}} + {{icon|Engine unit|2}} &amp;amp;rarr; {{icon|Chemical science pack|2}} || {{icon|Time|52.5}} {{icon|Iron plate|6}} {{icon|Copper plate|15}} {{icon|Engine unit|2}} {{icon|Plastic bar|6}} {{icon|Sulfur|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || {{icon|Time|21}} + {{icon|Rail|30}} + {{icon|Electric furnace|1}} + {{icon|Productivity module|1}} &amp;amp;rarr; {{icon|Production science pack|3}} || {{icon|Time|153.5}} {{icon|Iron plate|32.5}} {{icon|Copper plate|57.5}} {{icon|Steel plate|25}} {{icon|Plastic bar|20}} {{icon|Stone|15}} {{icon|Stone brick|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || {{icon|Time|21}} + {{icon|Processing unit|2}} + {{icon|Flying robot frame|1}} + {{icon|Low density structure|3}} &amp;amp;rarr; {{icon|Utility science pack|3}} ||  {{icon|Time|104.75}} {{icon|Iron plate|3}} {{icon|Copper plate|64.5}} {{icon|Steel plate|7}} {{icon|Plastic bar|15}} {{icon|Battery|2}} {{icon|Processing unit|2}} {{icon|Electric engine unit|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || {{icon|Space science pack|1000}} per launched {{icon|Satellite}} || {{icon|Time|300}} {{icon|Iron plate|43.7}} {{icon|Copper plate|101.8}} {{icon|Steel plate|2.7}} {{icon|Plastic bar|19.9}} {{icon|Solid fuel|10.5}} {{icon|Sulfuric acid|15.5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Space science pack calculations:&lt;br /&gt;
https://kirkmcdonald.github.io/calc.html#data=0-17-1&amp;amp;items=space-science-pack:r:1&amp;amp;ignore=sulfuric-acid,steel-plate&lt;br /&gt;
Space science pack calculations (Total raw):&lt;br /&gt;
https://kirkmcdonald.github.io/calc.html#data=1-1-19&amp;amp;rate=h&amp;amp;rp=5&amp;amp;cp=4&amp;amp;items=space-science-pack:r:1&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Or, broken down into the most basic components:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Per 1 !! colspan=&amp;quot;5&amp;quot; | Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || {{icon|iron plate|2}} || {{icon|copper plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || {{icon|iron plate|5.5}} || {{icon|copper plate|1.5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || {{icon|iron plate|7}} || {{icon|copper plate|2.5}} || {{icon|coal|5}} || || {{icon|stone|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || {{icon|iron plate|12}} || {{icon|copper plate|7.5}} || {{icon|coal|1.5}} || {{icon|crude oil|38.46}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || {{icon|iron plate|52.5}} || {{icon|copper plate|19.17}} || {{icon|coal|3.33}} || {{icon|crude oil|68.38}} || {{icon|stone|11.67}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || {{icon|iron plate|33.33}} || {{icon|copper plate|49.83}} || {{icon|coal|3.83}} || {{icon|crude oil|106.84}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || {{icon|iron plate|57.54}} &amp;amp;nbsp;&amp;amp;nbsp; || {{icon|copper plate|101.79}} || {{icon|coal|9.95}} &amp;amp;nbsp;&amp;amp;nbsp; || {{icon|crude oil|306.92}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creating science packs==&lt;br /&gt;
The science packs and research are meant to guide players through the game by gradually increasing in complexity. At first the player has to create automation science packs by hand to research automation. Then the next goal is to create automation and logistic science automatically and to automatically feed the science packs into labs. These science packs allow research of most of the basic technologies.&lt;br /&gt;
&lt;br /&gt;
If needed due to [[enemies]], the next step is to create military science packs to allow unlock higher tier combat-oriented products. Unlike previous science packs, military science produces two packs per crafting cycle versus just one per cycle from automation/logistic.&lt;br /&gt;
&lt;br /&gt;
Following military science, chemical science packs should be created. This science pack incorporates a new &#039;raw&#039; intermediary - [[plastic bar]]s necessitate the need to harvest and process [[crude oil]].&lt;br /&gt;
&lt;br /&gt;
After chemical science, production science packs are next. Production science packs are a fair jump in complexity, as the required products have quite a few different intermediaries. Production packs yield three packs per crafting cycle.&lt;br /&gt;
&lt;br /&gt;
The final stage of automated research pack creation is utility science pack. Utility sciences packs are the most complex packs to make, requiring a large chain of intermediate products. Utility science packs, like previous production science packs, yield three packs per crafting cycle.&lt;br /&gt;
&lt;br /&gt;
Space science packs are yielded from launching satellites via rocket, and thus are difficult to automate effectively without massive resource-hungry bases. Unlike other science packs, space science packs are exclusively used to research repeating/infinite technologies - such as mining productivity or gun turret damage.&lt;br /&gt;
&lt;br /&gt;
The ratio needed to keep science production in sync is 5:6:5:12:7:7, or:&lt;br /&gt;
* 5 Automation science pack assemblers&lt;br /&gt;
* 6 Logistic science pack assemblers&lt;br /&gt;
* 5 Military science pack assemblers&lt;br /&gt;
* 12 Chemical science pack assemblers&lt;br /&gt;
* 7 Production science pack assemblers&lt;br /&gt;
* 7 Utility science pack assemblers&lt;br /&gt;
&lt;br /&gt;
The list above assumes that all science packs are being produced by the same tier of assembling machine. For example, if using plain [[assembling machine 3]] then packs will be produced at 75 items per minute.&lt;br /&gt;
&lt;br /&gt;
==[[Space Age]]{{SA}} Science Packs==&lt;br /&gt;
The Space Age expansion adds five new types of science packs, and changes the recipe for [[space science pack]]. Each is only able to be crafted on a specific planet or a [[space platform]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Crafted on !! Recipe !! Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack|space-age=yes}} || {{icon|Space platform hub}} || {{icon|Time|15}} + {{icon|carbon|1}} + {{icon|ice|1}} + {{icon|iron plate|2}} &amp;amp;rarr; {{icon|Space science pack|5}} || {{icon|Time|15}} + {{icon|carbon|1}} + {{icon|ice|1}} + {{icon|iron plate}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Metallurgic science pack|space-age=yes}} || {{icon|Vulcanus}} || {{icon|Time|10}} + {{icon|molten copper|200}} + {{icon|tungsten carbide|3}} + {{icon|tungsten plate|2}} &amp;amp;rarr; {{icon|Metallurgic science pack|1}} || {{icon|Time|10}} + {{icon|molten copper|200}} + {{icon|tungsten carbide|3}} + {{icon|tungsten plate|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electromagnetic science pack|space-age=yes}} || {{icon|Fulgora}} || {{icon|Time|10}} + {{icon|Accumulator|1}} + {{icon|Electrolyte|25}} + {{icon|Holmium solution|25}} + {{icon|Supercapacitor|1}} &amp;amp;rarr; {{icon|Electromagnetic science pack|1}} || {{icon|Time|10}} + {{icon|Accumulator|1}} + {{icon|Electrolyte|25}} + {{icon|Holmium solution|25}} + {{icon|Supercapacitor|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Agricultural science pack|space-age=yes}} || {{icon|Gleba}} || {{icon|Time|4}} + {{icon|Bioflux|1}} + {{icon|Pentapod egg|1}} &amp;amp;rarr; {{icon|Agricultural science pack|1}} || {{icon|Time|4}} + {{icon|Bioflux|1}} + {{icon|Pentapod egg|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cryogenic science pack|space-age=yes}} || {{icon|Aquilo}} || {{icon|Time|20}} + {{icon|Fluoroketone (cold)|6}} + {{icon|Ice|3}} + {{icon|Lithium plate|1}} &amp;amp;rarr; {{icon|Cryogenic science pack|1}} + {{icon|Fluoroketone (hot)|3}} || {{icon|Time|20}} + {{icon|Fluoroketone (cold)|6}} + {{icon|Ice|3}} + {{icon|Lithium plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Promethium science pack|space-age=yes}} || {{icon|Space platform hub}} || {{icon|Time|5}} + {{icon|Biter egg|10}} + {{icon|Promethium asteroid chunk|25}} + {{icon|Quantum processor|1}} &amp;amp;rarr; {{icon|promethium science pack|10}} || {{icon|Time|5}} + {{icon|Biter egg|10}} + {{icon|Promethium asteroid chunk|25}} + {{icon|Quantum processor|1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Productivity module]] vs [[Quality module]] {{SA}}==&lt;br /&gt;
&lt;br /&gt;
Quality science pack decreases science pack drain, while production science outputs additional resources from the same amount of input.&lt;br /&gt;
Assuming that you are only using common ingredients and 1 tier 1 module:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Quality module|Quality module:]] ===&lt;br /&gt;
&#039;&#039;&#039;1%&#039;&#039;&#039; chance to create 1 uncommon science pack, which lasts &#039;&#039;&#039;100%&#039;&#039;&#039; longer than normal (equivalent of 2 science packs).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0.1%&#039;&#039;&#039; chance to create 1 rare science pack, which lasts &#039;&#039;&#039;200%&#039;&#039;&#039; longer than normal (equivalent of 3 science packs). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0.01%&#039;&#039;&#039; chance to create 1 epic science pack, which lasts &#039;&#039;&#039;300%&#039;&#039;&#039; longer than normal (equivalent of 4 science packs).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0.001%&#039;&#039;&#039; chance to create 1 legendary science pack, which lasts &#039;&#039;&#039;500%&#039;&#039;&#039; longer than normal (equivalent of 6 science packs).&lt;br /&gt;
&lt;br /&gt;
About &#039;&#039;&#039;0.3705%&#039;&#039;&#039; extra science.&lt;br /&gt;
&lt;br /&gt;
=== [[Productivity module|Productivity module:]] ===&lt;br /&gt;
&#039;&#039;&#039;1&#039;&#039;&#039; extra product every &#039;&#039;&#039;25&#039;&#039;&#039; normal products.&lt;br /&gt;
&lt;br /&gt;
About &#039;&#039;&#039;4%&#039;&#039;&#039; extra science.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Comparison ===&lt;br /&gt;
&lt;br /&gt;
• Productivity is better if you want to create more science progress from the same amount of resources&lt;br /&gt;
&lt;br /&gt;
• Quality is better if you want to ship the same amount of items in a rocket and get additional value&lt;br /&gt;
&lt;br /&gt;
• Quality is better for Agricultural science pack since freshness is a factor of science pack value and quality extends freshness time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
&lt;br /&gt;
{{C|Science packs}}&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Technologies&amp;diff=207302</id>
		<title>Technologies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Technologies&amp;diff=207302"/>
		<updated>2024-11-30T16:08:08Z</updated>

		<summary type="html">&lt;p&gt;Berggen: Updated space age effect of Physical projectile damage (research)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Technology tree.png|thumb|right|280px|The technology tree − Click to enlarge.]]&lt;br /&gt;
[[File:tech_bonuses.png|thumb|right|280px|Researched tech bonuses.]]&lt;br /&gt;
&#039;&#039;&#039;Technologies&#039;&#039;&#039; are [[Research|researched]] in [[lab]]s using [[science pack]]s.&lt;br /&gt;
&lt;br /&gt;
Every technology needs a certain amount of science packs per science pack type to be researched, for example the [[Logistics (research)|Logistics]] technology requires 20 [[automation science pack]]s to be placed in labs while the technology is selected for research.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|tech-maniac}}&lt;br /&gt;
* Completing infinite technologies of any level is not required for &#039;&#039;&#039;Tech maniac&#039;&#039;&#039;. All non-infinite levels of technologies that have infinite continuations are still required.&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Infinite technologies ==&lt;br /&gt;
&lt;br /&gt;
While most technologies in Factorio are either one-off or have a finite, relatively small number of levels available, a few are &amp;quot;infinite&amp;quot;, meaning the player can research as many levels as they can afford. All of them unlock bonuses to existing technologies, never new structures or abilities. The per-level bonuses are constant for a particular infinite technologies and, like finite research bonuses, are additive within a single technology. They are subject to diminishing returns; thus, the per-level and per-science pack contributions from very high levels of infinite technologies will eventually provide only marginal improvements.&lt;br /&gt;
&lt;br /&gt;
All infinite technologies levels require [[space science pack]]s, and are also the only technologies that do. As such, they are late-game technologies intended primarily for players who wish to continue playing and expand their factory past the nominal victory condition of launching a rocket.&lt;br /&gt;
&lt;br /&gt;
Infinite technologies are identified in-game by a small &amp;lt;code&amp;gt;∞&amp;lt;/code&amp;gt; infinity symbol shown in the top right corner of the research technology&#039;s card in the research screen.&lt;br /&gt;
&lt;br /&gt;
Most infinite technologies are continuations of ordinary multi-level technologies; the &amp;quot;infinite&amp;quot; mechanic becomes effective once the player reaches the card initially labeled with &amp;lt;code&amp;gt;N - ∞&amp;lt;/code&amp;gt; in the research tree. Only the two [[artillery]]-related technologies (artillery shell [[artillery shell range (research)|range]] and [[artillery shell shooting speed (research)|shooting speed]]) are infinite-only; for these, &amp;lt;code&amp;gt;1 - ∞&amp;lt;/code&amp;gt; is shown before any levels in them are researched. In either case, once the first infinite level is researched, the card label switches to the one discussed above.&lt;br /&gt;
&lt;br /&gt;
=== Pricing formulas ===&lt;br /&gt;
&lt;br /&gt;
The price of all infinite technologies is generated in a [[Wikipedia:Progression|mathematical progression]]; for the majority of technologies, the progression is [[Wikipedia:Geometric_progression|geometric]], mostly in powers of 2. Two technologies - [[mining productivity (research)|mining productivity]] and [[follower robot count (research)|follower robot count]] - use an [[Wikipedia:Arithmetic_progression|arithmetic progression]] instead.&lt;br /&gt;
&lt;br /&gt;
The table below summarizes for all infinite researches their first infinite level, the cost of the first few infinite levels, the cost formula and the per-level bonus. &lt;br /&gt;
&lt;br /&gt;
We denote by &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; the current level of the research, by &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; the final non-infinite level of the research (hence F+1 is the first &amp;quot;infinite&amp;quot; level) and by &amp;lt;code&amp;gt;P[N]&amp;lt;/code&amp;gt; the price of the research at level &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Bonus !! Science Packs !! F+1 !! P[N] !! P[F+1] !! P[F+2] !! P[F+3] !! P[F+4] !! P[F+5] !! ...&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Worker robot speed (research)}} [[Worker robot speed (research)|Worker robot speed]] || +65% Robot Speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|6 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)}} [[Mining productivity (research)|Mining productivity]] || +10% Mining Productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|4 || 2,500 × (N - F) || style=text-align:center|2,500 || style=text-align:center|5,000 || style=text-align:center|7,500 || style=text-align:center|10,000 || style=text-align:center|12,500 || style=text-align:center|+2500&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Physical projectile damage (research)}} [[Physical projectile damage (research)|Physical projectile damage]] || +40% Bullet Damage &amp;lt;br&amp;gt; +70% Turret Damage &amp;lt;br&amp;gt; +40% Shotgun Shell Damage &amp;lt;br&amp;gt; +100% Cannon Shell Damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Stronger explosives (research)}} [[Stronger explosives (research)|Stronger explosives]] || +50% Rocket Damage &amp;lt;br&amp;gt; +20% Grenade Damage &amp;lt;br&amp;gt; +20% Landmine Damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)}} [[Refined flammables (research)|Refined flammables]] || +20% Flamethrower Damage|| {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Energy weapons damage (research)}} [[Energy weapons damage (research)|Energy weapons damage]] || +70% Laser Damage&amp;lt;br&amp;gt; +70% Electric Damage&amp;lt;br&amp;gt; +30% Beam Damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Artillery shell range (research)}} [[Artillery shell range (research)|Artillery shell range]] || +30% Artillery Shell Range || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|1 || 1,000 × 2^N || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|32,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artillery shell shooting speed (research)}} [[Artillery shell shooting speed (research)|Artillery shell speed]] || +100% Artillery Speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|1 || 1,000 + 1,000 × 3^(N - F - 1) || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|10,000 || style=text-align:center|28,000 || style=text-align:center|82,000 || style=text-align:center|×3 then - 2000&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Follower robot count (research)}} [[Follower robot count (research)|Follower robot count]] || +25 Follower Robots || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|5 || 1000 × (N - F) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|3,000 || style=text-align:center|4,000 || style=text-align:center|5,000 || style=text-align:center|+1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Space Age ====&lt;br /&gt;
The table below summarizes all the infinite technologies in Space Age. Some are unique to Space Age, while some have their price and/or effect changed from the base game.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Bonus !! Science Packs !! F+1 !! P[N] !! P[F+1] !! ...&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Worker robot speed (research)}} [[Worker robot speed (research)|Worker robot speed ]] || +65% Robot Speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F) || style=text-align:center|2,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)}} [[Mining productivity (research)|Mining productivity]] || +10% Mining Productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} || style=text-align:center|3 || 1,000 × (N - F) || style=text-align:center|1,000 || style=text-align:center|+1,000&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Physical projectile damage (research)}} [[Physical projectile damage (research)|Physical projectile damage]] || +20% Bullet Damage &amp;lt;br&amp;gt; +20% Turret Damage &amp;lt;br&amp;gt; +40% Shotgun Shell Damage &amp;lt;br&amp;gt; +100% Cannon Shell Damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Artillery shell range (research)}} [[Artillery shell range (research)|Artillery shell range]] || +30% Artillery Shell Range || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 2^(N-1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artillery shell shooting speed (research)}} [[Artillery shell shooting speed (research)|Artillery shell speed]] || +100% Artillery Speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 2^(N-1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artillery shell damage (research)}} [[Artillery shell shooting damage|Artillery shell damage]] || +10% Artillery damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 2^(N-1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Stronger explosives (research)}} [[Stronger explosives (research)|Stronger explosives]] || +50% Rocket Damage &amp;lt;br&amp;gt; +20% Grenade Damage &amp;lt;br&amp;gt; +20% Landmine Damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Agricultural science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Laser weapons damage (research)}} [[Laser weapons damage (research)|Laser weapons damage]] || +70% Laser Damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)}} [[Refined flammables (research)|Refined flammables]] || +20% Flamethrower Damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Agricultural science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Follower robot count (research)}} [[Follower robot count (research)|Follower robot count]] || +25 Follower Robots || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|5 || 1000 × (N - F) || style=text-align:center|1,000 || style=text-align:center|+1000&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Steel plate productivity (research)}} [[Steel plate productivity (research)|Steel plate productivity]] || +10% Steel plate recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} || style=text-align:center|1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Low density structure productivity (research)}} [[Low density structure productivity (research)|Low density structure productivity]] || +10% Low density structure recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Scrap recycling productivity (research)}} [[Scrap recycling productivity (research)|Scrap recycling productivity]] || +10% Scrap recycling recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|1 || 500 × 1.5^N || style=text-align:center|750 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Processing unit productivity (research)}} [[Processing unit productivity (research)|Processing unit productivity]] || +10% Processing unit recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Electric weapons damage (research)}} [[Electric weapons damage (research)|Electric weapons damage]] || +70% Tesla damage &amp;lt;br&amp;gt; +70% Electric damage &amp;lt;br&amp;gt; +30% Beam damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|4 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Plastic bar productivity (research)}} [[Plastic bar productivity (research)|Plastic bar productivity]] || +10% Plastic bar recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Rocket fuel productivity (research)}} [[Rocket fuel productivity (research)|Rocket fuel productivity]] || +10% Rocket fuel recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Health (research)}} [[Health (research)|Health]] || +50 Character health || {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 50 × 2^N || style=text-align:center|200 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Asteroid productivity (research)}} [[Asteroid productivity (research)|Asteroid productivity]] || +10% Asteroid processing recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Railgun damage (research)}} [[Railgun damage (research)|Railgun damage]] || +40% Railgun damage bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Rocket part productivity (research)}} [[Rocket part productivity (research)|Rocket part productivity]] || +10% Rocket part recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Cryogenic science pack}} || style=text-align:center|1 || 2000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Railgun shooting speed (research)}} [[Railgun shooting speed (research)|Railgun shooting speed]] || +20% Railgun shooting speed bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} {{icon|Cryogenic science pack}} || style=text-align:center|1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Research productivity (research)}} [[Research productivity (research)|Research productivity]] || +10% Lab research productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} {{icon|Electromagnetic science pack}} {{icon|Agricultural science pack}} {{icon|Cryogenic science pack}} {{icon|Promethium science pack}} || style=text-align:center|1 || 1000 × 1.2^N || style=text-align:center|1,200 || style=text-align:center|×1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cumulative cost ===&lt;br /&gt;
&lt;br /&gt;
As the price of most infinite technologies (specifically, those based on geometric progressions) increases very steeply, it may be a good idea for players to set realistic target levels for each of the infinite technologies they wish to pursue, and make their factory plans accordingly. To that end, the following properties of cumulative infinite research prices may be useful:&lt;br /&gt;
&lt;br /&gt;
#For infinite technologies whose underlying equation is a powers-of-two geometric series, the cumulative price of the first &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; infinite levels (skipping the first &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; level, so counting &amp;quot;infinite&amp;quot; levels only) is &amp;lt;code&amp;gt;2 × P[N] - P[F+1]&amp;lt;/code&amp;gt;; i.e., twice the price of the final researched level, less the price of the first &amp;quot;infinite&amp;quot; level. &lt;br /&gt;
#*As &#039;&#039;N&#039;&#039; increases, this is approximated well by &amp;lt;code&amp;gt;2 × P[N] = P[N+1]&amp;lt;/code&amp;gt;, so the cumulative cost of researching to level &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; is about as much as researching level &amp;lt;code&amp;gt;N+1&amp;lt;/code&amp;gt;. &lt;br /&gt;
#*If one decides a level &amp;lt;code&amp;gt;M&amp;lt;/code&amp;gt; which one considers the &amp;quot;highest feasible&amp;quot; with their current science pack production capacity, expanding said capacity by a factor of &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; will allow about &amp;lt;code&amp;gt;log[2](X)&amp;lt;/code&amp;gt; additional levels to be researched before the next level takes longer to research with the expanded capacity than level &amp;lt;code&amp;gt;M + 1&amp;lt;/code&amp;gt; would have taken with the pre-expansion production capacity.&lt;br /&gt;
#*For example, if one expands production capacity by a factor of 10, they will be able to research at least &amp;lt;code&amp;gt;floor(log[2](10)) = 3&amp;lt;/code&amp;gt; and at most &amp;lt;code&amp;gt;ceiling(log[2](10)) = 4&amp;lt;/code&amp;gt; additional levels in a given technology before the exponential increase in price negates the speed benefits of their ×10 capacity expansion.&lt;br /&gt;
#The cumulative price of the first &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; levels of infinite technologies whose underlying equation is an arithmetic series is &amp;lt;code&amp;gt;(N - F) × (P[N] + P[F + 1]) ÷ 2&amp;lt;/code&amp;gt;; i.e, &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; times the mean of the prices of the first and last &amp;quot;infinite&amp;quot; level. For the [[Follower robot count (research)]], an additional &amp;lt;code&amp;gt;900 × (N-F)&amp;lt;/code&amp;gt; need to be added. &lt;br /&gt;
#*Expanding production capacity by a factor of &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;, as above, will in this case allow an additional &amp;lt;code&amp;gt;N × (X - 1)&amp;lt;/code&amp;gt; levels to be researched before the benefit of the expansion is wiped out (i.e., research progress speed drops to or below what it was pre-expansion).&lt;br /&gt;
#The cumulative price of the first &#039;&#039;&#039;&#039;&#039;N&#039;&#039;&#039;&#039;&#039; levels of &#039;&#039;&#039;artillery shell shooting speed&#039;&#039;&#039;, the sole infinite technology whose underlying equation is a powers-of-three geometric series (equation type (2)) is &amp;lt;code&amp;gt;1.5 × P[N] - 0.5 × P[1]&amp;lt;/code&amp;gt;; i.e., 1.5 times the price of the final researched level, less half the price of the first level.&lt;br /&gt;
&lt;br /&gt;
Note that these prices reflect &#039;&#039;&#039;research units&#039;&#039;&#039;, which will not be equal to science packs if [[productivity module|productivity modules]] are used in labs. (In that case, the science pack requirement will be lower.)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Gun_turret&amp;diff=205293</id>
		<title>Infobox:Gun turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Gun_turret&amp;diff=205293"/>
		<updated>2024-11-07T18:03:45Z</updated>

		<summary type="html">&lt;p&gt;Berggen: Added quality to gun turret ranges&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|mining-time = 0.5&lt;br /&gt;
|map-color = c8a218&lt;br /&gt;
|prototype-type = ammo-turret&lt;br /&gt;
|internal-name = gun-turret&lt;br /&gt;
|health = {{Quality|400|520|640|760|1000}}&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|category = Combat&lt;br /&gt;
|image = gun turret entity.png&lt;br /&gt;
|range = {{Quality|18|19.8|21.6|23.4|27}}&lt;br /&gt;
|recipe = Time, 8 + Copper plate, 10 + Iron gear wheel, 10 + Iron plate, 20&lt;br /&gt;
|shooting-speed = 10{{Translation|/s}}&lt;br /&gt;
|dimensions=2×2&lt;br /&gt;
|required-technologies = Gun turret&lt;br /&gt;
|boosting-technologies    = Physical projectile damage&lt;br /&gt;
|ammunition    = Firearm magazine + piercing rounds magazine + uranium rounds magazine&lt;br /&gt;
|total-raw = Time, 13 + Copper plate, 10 + Iron plate, 40&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|extra2 = Gun turret damage bonus stacks with ammo bonuses&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Laser_turret&amp;diff=205292</id>
		<title>Infobox:Laser turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Laser_turret&amp;diff=205292"/>
		<updated>2024-11-07T18:01:53Z</updated>

		<summary type="html">&lt;p&gt;Berggen: Added quality to laser turret ranges&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|mining-time = 0.5&lt;br /&gt;
|map-color = d82a28&lt;br /&gt;
|prototype-type = electric-turret&lt;br /&gt;
|internal-name = laser-turret&lt;br /&gt;
|health = {{Quality|1000|1300|1600|1900|2500}}&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|category = Combat&lt;br /&gt;
|image = laser turret entity.png&lt;br /&gt;
|recipe = Time, 20 + Battery, 12 + Electronic circuit, 20 + Steel plate, 20&lt;br /&gt;
|energy = 1.2 {{Translation|MW}} electric&lt;br /&gt;
|drain = 24 {{Translation|kW}} electric&lt;br /&gt;
|range = {{Quality|24|26.4|28.8|31.2|36}}&lt;br /&gt;
|shooting-speed = 1.5{{Translation|/s}}&lt;br /&gt;
|damage = 20 {{Translation|laser}}&lt;br /&gt;
|dimensions=2×2&lt;br /&gt;
|required-technologies = Laser turret&lt;br /&gt;
|boosting-technologies = Laser shooting speed + Energy weapons damage&lt;br /&gt;
|total-raw = Time, 45 + Battery, 12 + Copper plate, 30 + Iron plate, 20 + Steel plate, 20&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|consumers = Discharge defense + Personal laser defense&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Tesla_turret&amp;diff=205291</id>
		<title>Infobox:Tesla turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Tesla_turret&amp;diff=205291"/>
		<updated>2024-11-07T17:59:44Z</updated>

		<summary type="html">&lt;p&gt;Berggen: Added quality ranges to Tesla Turret&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|required-technologies = Tesla weapons&lt;br /&gt;
|stack-size = 10&lt;br /&gt;
|prototype-type = electric-turret&lt;br /&gt;
|internal-name = tesla-turret&lt;br /&gt;
|mining-time = 0.5&lt;br /&gt;
|map-color = d82a28&lt;br /&gt;
|health = {{Quality|1000|1300|1600|1900|2500}}&lt;br /&gt;
|category = Combat&lt;br /&gt;
|range = {{Quality|30|33|36|39|45}}&lt;br /&gt;
|damage = 60 {{Translation|electric}}&amp;lt;br&amp;gt;(10 {{Translation|targets}})&lt;br /&gt;
|dimensions = 4×4&lt;br /&gt;
|space-age = yes&lt;br /&gt;
|recipe = Time, 30 + Electrolyte, 500 + Processing unit, 10 + Supercapacitor, 10 + Superconductor, 50 + Tesla gun, 1&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality_module&amp;diff=203986</id>
		<title>Quality module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality_module&amp;diff=203986"/>
		<updated>2024-10-31T13:42:10Z</updated>

		<summary type="html">&lt;p&gt;Berggen: Removed confusing comparison about machine quanity from quality module pages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Quality module}}&lt;br /&gt;
&#039;&#039;&#039;Quality module&#039;&#039;&#039; increases a machine&#039;s ability to make [[quality]] items by 1% and decreases its speed by 5%. This means that, at a small cost of items produced per minute, the machine produces slightly more items of higher quality.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All levels of quality module have the same speed penalty.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Module]]s&lt;br /&gt;
* [[Quality]]&lt;br /&gt;
** [[Quality module 2]]&lt;br /&gt;
** [[Quality module 3]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality_module_2&amp;diff=203985</id>
		<title>Quality module 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality_module_2&amp;diff=203985"/>
		<updated>2024-10-31T13:42:09Z</updated>

		<summary type="html">&lt;p&gt;Berggen: Removed confusing comparison about machine quanity from quality module pages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Quality module 2}}&lt;br /&gt;
&#039;&#039;&#039;Quality module 2&#039;&#039;&#039; increases a machine&#039;s ability to make [[quality]] items by 2% and decreases its speed by 5%. This means that, at a small cost of items produced per minute, the machine produces slightly more items of higher quality.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All levels of quality module have the same speed penalty.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Module]]s&lt;br /&gt;
* [[Quality]]&lt;br /&gt;
** [[Quality module]]&lt;br /&gt;
** [[Quality module 3]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality_module_3&amp;diff=203984</id>
		<title>Quality module 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality_module_3&amp;diff=203984"/>
		<updated>2024-10-31T13:42:08Z</updated>

		<summary type="html">&lt;p&gt;Berggen: Removed confusing comparison about machine quanity from quality module pages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Quality module 3}}&lt;br /&gt;
&#039;&#039;&#039;Quality module&#039;&#039;&#039; increases a machine&#039;s ability to make [[quality]] items by 2.5% and decreases its speed by 5%. This means that, at a small cost of items produced per minute, the machine produces slightly more items of higher quality.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All levels of quality module have the same speed penalty.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Module]]s&lt;br /&gt;
* [[Quality]]&lt;br /&gt;
** [[Quality module]]&lt;br /&gt;
** [[Quality module 2]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=203772</id>
		<title>Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=203772"/>
		<updated>2024-10-29T14:40:43Z</updated>

		<summary type="html">&lt;p&gt;Berggen: /* Gallery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Rocket silo}}&lt;br /&gt;
{{cleanup|Rocket launching changed in version 2.0}}&lt;br /&gt;
The &#039;&#039;&#039;Rocket silo&#039;&#039;&#039; is currently the only win condition without the [[Space Age]] expansion.  Once the silo has been built and placed it can be filled with [[processing unit]]s, [[low density structure]]s and [[rocket fuel]], which will allow [[rocket part]]s to be created within the silo. In order to launch a rocket and leave [[Nauvis]], 100 rocket parts need to be crafted, with each rocket part being made with ten of each of the three aforementioned components.&lt;br /&gt;
 &lt;br /&gt;
When all rocket parts have been completed, the rocket silo interface is at 100% and allows the player to input items as cargo, but each rocket can only carry a single ton of weight per launch. In the standard game, launching the rocket empty or with any payload will complete the game, displaying a victory screen. The screen shows all kills and time played, and offers the player a choice of exiting the current game, continuing play, or viewing the [[replay system|replay]]. With the Space Age expansion, the game continues, allowing the player to travel through space and visit other planets, such as [[Aquilo]]{{SA}}, [[Gleba]]{{SA}}, [[Fulgora]]{{SA}} and [[Vulcanus]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Note that in 2.0, the rocket will not launch if you do not have a [[cargo landing pad]], and unlike 1.0, returned items will be available in the cargo landing pad  instead of the rocket silo itself.&lt;br /&gt;
Maps migrated from 1.0 will need adjusting to use [[processing unit]]s direct instead of [[rocket control unit]]s, and the science removel inserters moved to the [[cargo landing pad]].&lt;br /&gt;
&lt;br /&gt;
With Space Age, launching a rocket can create a [[cargo landing pad]] via the &amp;quot;Build new space platform&amp;quot; with the help of using a [[space platform starter pack]]. The &amp;quot;Deliver cargo&amp;quot; option will take any loaded cargo to the chosen platform. The &amp;quot;Travel to space platform&amp;quot; option allows the player to be taken into space and dock at their chosen platform, provided the player has absolutely no inventory items (including ammunition) whatsoever, as only their armor and guns are allowed.&lt;br /&gt;
&lt;br /&gt;
Building a silo requires, among other things, [[electric engine unit]]s, [[engine unit]]s, and [[processing unit]]s, which must be produced in [[assembling machine]]s and cannot be crafted by hand from raw materials. The rocket itself can also only be produced in the silo. The rocket silo accepts [[productivity module|productivity modules]], and due to the high resource requirements to craft a rocket is a good candidate for their use.&lt;br /&gt;
&lt;br /&gt;
The rocket silo result inventory can hold up to 2000 space science packs (one stack), the equivalent of 2 full rocket launch results. When receiving science packs from a launched satellite, the game discards (destroys) all space science packs that exceed the capacity of the rocket result inventory. The &amp;quot;Auto launch with cargo&amp;quot; checkbox does &#039;&#039;&#039;not&#039;&#039;&#039; check if the rocket result inventory can hold the expected space science packs, this has to be manually ensured by the player, for example through the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
== Maximum throughput ==&lt;br /&gt;
A fully moduled silo has +940% crafting speed from beacons and +40% productivity. Modules accelerate crafting time in the first phase, but have no effect on animations in the other phases. &lt;br /&gt;
&lt;br /&gt;
There are five phases to a rocket launch. &lt;br /&gt;
&lt;br /&gt;
===== Working =====&lt;br /&gt;
Rocket parts must be assembled in the silo before the rocket can be deployed.&lt;br /&gt;
&lt;br /&gt;
The best possible time to assemble 100 rocket parts, based on the rocket part recipe and the module effects, is 1250 ticks, or ~20.833 seconds.&lt;br /&gt;
&lt;br /&gt;
1250 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Preparing rocket for launch =====&lt;br /&gt;
The rocket is brought up out of the silo so a payload can be inserted, if any.&lt;br /&gt;
&lt;br /&gt;
This animation lasts 890 ticks, or ~14.833 seconds. &lt;br /&gt;
&lt;br /&gt;
2140 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Waiting to launch rocket =====&lt;br /&gt;
The payload must be inserted. &lt;br /&gt;
&lt;br /&gt;
One fast inserter arm swing to insert a Satellite is 14 ticks, or ~0.233 seconds.&lt;br /&gt;
&lt;br /&gt;
2154 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Launching rocket =====&lt;br /&gt;
The rocket is launched with the payload. This phase ends when the result inventory appears inside the silo.&lt;br /&gt;
&lt;br /&gt;
1162 ticks, or ~19.367 seconds. &lt;br /&gt;
&lt;br /&gt;
3316 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Reset =====&lt;br /&gt;
The silo door must close before the cycle begins again. &lt;br /&gt;
&lt;br /&gt;
368 ticks, or ~6.133 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
&#039;&#039;&#039;Grand Total: 3684 ticks&#039;&#039;&#039;, which gives a total cycle time of ~61.417 seconds, including time spent building rocket parts and inserting the payload.&lt;br /&gt;
&lt;br /&gt;
With a build time of 1250 + 14, the delay from animations is 2420 ticks.[https://www.reddit.com/r/technicalfactorio/comments/x92gfa/more_empirical_measurements_on_rocket_silos/]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
The rocket silo, which is used to win the game, is directly connected to the following game-win-based achievements:&lt;br /&gt;
{{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
{{Achievement|no-time-for-chitchat}}&lt;br /&gt;
{{Achievement|there-is-no-spoon}}&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
{{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The rocket can, technically, accept any item as cargo; however, most will do nothing in particular and simply waste the launch. Notable exceptions include:&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|button-text=Spoiler! Click to view.|message=&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; [[Vehicle]]s : When a vehicle is inserted into the payload slot, the player can enter the rocket like they would any other vehicle, then launch and ride it.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; This allows a fast-moving view of one&#039;s base (as the game world is internally 2-dimensional, the rocket actually simply moves north along the map), and then returns the player next to the launching silo once the launch animation has finished.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If all space near the rocket silo is occupied, the player is placed at spawn instead.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; It also wastes the launch, as the rocket&#039;s sole payload slot is occupied by the vehicle, rather than a satellite. (Having any number of satellites in the car&#039;s trunk or the &amp;quot;astronaut&amp;quot;s inventory does not count.)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Raw fish]]: Grants the &amp;quot;So long and thanks for all the fish!&amp;quot; achievement. Other than this, it also wastes the launch.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Space science pack]]: Returns one [[raw fish]] for every science pack that is launched, but no more than 100 raw fishes per launch.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:rocket_ready_SA_anim.gif|The rocket rising and being primed for launch.&lt;br /&gt;
File:rocket_launch_SA_anim.gif|The rocket launching.&lt;br /&gt;
File:rocket_silo_gui.png|The rocket silo&#039;s GUI.&lt;br /&gt;
File:rocket_silo_circuit_read_contents.png|Circuit connections for rocket silo.&lt;br /&gt;
File:rocket_silo_circuit_read_orbital_requests.png|Circuit connections for rocket silo.&lt;br /&gt;
File:rocket_silo_rising_rocket.gif|The rocket rising and being primed for launch pre 2.0.7.&lt;br /&gt;
File:rocket_silo_launch.gif|The rocket launching pre 2.0.7.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Updated sprite and changed dimensions from 9×10 to 9×9. A satellite is no longer required to win the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Rocket parts from building rockets in the silo now show in production statistics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
* Updated icon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Rocket silo now behaves correctly when out of electricity.}}&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;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Space related}}&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=203768</id>
		<title>Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=203768"/>
		<updated>2024-10-29T14:37:37Z</updated>

		<summary type="html">&lt;p&gt;Berggen: /* Gallery */ Added circuit connection screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Rocket silo}}&lt;br /&gt;
{{cleanup|Rocket launching changed in version 2.0}}&lt;br /&gt;
The &#039;&#039;&#039;Rocket silo&#039;&#039;&#039; is currently the only win condition without the [[Space Age]] expansion.  Once the silo has been built and placed it can be filled with [[processing unit]]s, [[low density structure]]s and [[rocket fuel]], which will allow [[rocket part]]s to be created within the silo. In order to launch a rocket and leave [[Nauvis]], 100 rocket parts need to be crafted, with each rocket part being made with ten of each of the three aforementioned components.&lt;br /&gt;
 &lt;br /&gt;
When all rocket parts have been completed, the rocket silo interface is at 100% and allows the player to input items as cargo, but each rocket can only carry a single ton of weight per launch. In the standard game, launching the rocket empty or with any payload will complete the game, displaying a victory screen. The screen shows all kills and time played, and offers the player a choice of exiting the current game, continuing play, or viewing the [[replay system|replay]]. With the Space Age expansion, the game continues, allowing the player to travel through space and visit other planets, such as [[Aquilo]]{{SA}}, [[Gleba]]{{SA}}, [[Fulgora]]{{SA}} and [[Vulcanus]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Note that in 2.0, the rocket will not launch if you do not have a [[cargo landing pad]], and unlike 1.0, returned items will be available in the cargo landing pad  instead of the rocket silo itself.&lt;br /&gt;
Maps migrated from 1.0 will need adjusting to use [[processing unit]]s direct instead of [[rocket control unit]]s, and the science removel inserters moved to the [[cargo landing pad]].&lt;br /&gt;
&lt;br /&gt;
With Space Age, launching a rocket can create a [[cargo landing pad]] via the &amp;quot;Build new space platform&amp;quot; with the help of using a [[space platform starter pack]]. The &amp;quot;Deliver cargo&amp;quot; option will take any loaded cargo to the chosen platform. The &amp;quot;Travel to space platform&amp;quot; option allows the player to be taken into space and dock at their chosen platform, provided the player has absolutely no inventory items (including ammunition) whatsoever, as only their armor and guns are allowed.&lt;br /&gt;
&lt;br /&gt;
Building a silo requires, among other things, [[electric engine unit]]s, [[engine unit]]s, and [[processing unit]]s, which must be produced in [[assembling machine]]s and cannot be crafted by hand from raw materials. The rocket itself can also only be produced in the silo. The rocket silo accepts [[productivity module|productivity modules]], and due to the high resource requirements to craft a rocket is a good candidate for their use.&lt;br /&gt;
&lt;br /&gt;
The rocket silo result inventory can hold up to 2000 space science packs (one stack), the equivalent of 2 full rocket launch results. When receiving science packs from a launched satellite, the game discards (destroys) all space science packs that exceed the capacity of the rocket result inventory. The &amp;quot;Auto launch with cargo&amp;quot; checkbox does &#039;&#039;&#039;not&#039;&#039;&#039; check if the rocket result inventory can hold the expected space science packs, this has to be manually ensured by the player, for example through the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
== Maximum throughput ==&lt;br /&gt;
A fully moduled silo has +940% crafting speed from beacons and +40% productivity. Modules accelerate crafting time in the first phase, but have no effect on animations in the other phases. &lt;br /&gt;
&lt;br /&gt;
There are five phases to a rocket launch. &lt;br /&gt;
&lt;br /&gt;
===== Working =====&lt;br /&gt;
Rocket parts must be assembled in the silo before the rocket can be deployed.&lt;br /&gt;
&lt;br /&gt;
The best possible time to assemble 100 rocket parts, based on the rocket part recipe and the module effects, is 1250 ticks, or ~20.833 seconds.&lt;br /&gt;
&lt;br /&gt;
1250 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Preparing rocket for launch =====&lt;br /&gt;
The rocket is brought up out of the silo so a payload can be inserted, if any.&lt;br /&gt;
&lt;br /&gt;
This animation lasts 890 ticks, or ~14.833 seconds. &lt;br /&gt;
&lt;br /&gt;
2140 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Waiting to launch rocket =====&lt;br /&gt;
The payload must be inserted. &lt;br /&gt;
&lt;br /&gt;
One fast inserter arm swing to insert a Satellite is 14 ticks, or ~0.233 seconds.&lt;br /&gt;
&lt;br /&gt;
2154 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Launching rocket =====&lt;br /&gt;
The rocket is launched with the payload. This phase ends when the result inventory appears inside the silo.&lt;br /&gt;
&lt;br /&gt;
1162 ticks, or ~19.367 seconds. &lt;br /&gt;
&lt;br /&gt;
3316 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Reset =====&lt;br /&gt;
The silo door must close before the cycle begins again. &lt;br /&gt;
&lt;br /&gt;
368 ticks, or ~6.133 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
&#039;&#039;&#039;Grand Total: 3684 ticks&#039;&#039;&#039;, which gives a total cycle time of ~61.417 seconds, including time spent building rocket parts and inserting the payload.&lt;br /&gt;
&lt;br /&gt;
With a build time of 1250 + 14, the delay from animations is 2420 ticks.[https://www.reddit.com/r/technicalfactorio/comments/x92gfa/more_empirical_measurements_on_rocket_silos/]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
The rocket silo, which is used to win the game, is directly connected to the following game-win-based achievements:&lt;br /&gt;
{{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
{{Achievement|no-time-for-chitchat}}&lt;br /&gt;
{{Achievement|there-is-no-spoon}}&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
{{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The rocket can, technically, accept any item as cargo; however, most will do nothing in particular and simply waste the launch. Notable exceptions include:&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|button-text=Spoiler! Click to view.|message=&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; [[Vehicle]]s : When a vehicle is inserted into the payload slot, the player can enter the rocket like they would any other vehicle, then launch and ride it.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; This allows a fast-moving view of one&#039;s base (as the game world is internally 2-dimensional, the rocket actually simply moves north along the map), and then returns the player next to the launching silo once the launch animation has finished.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If all space near the rocket silo is occupied, the player is placed at spawn instead.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; It also wastes the launch, as the rocket&#039;s sole payload slot is occupied by the vehicle, rather than a satellite. (Having any number of satellites in the car&#039;s trunk or the &amp;quot;astronaut&amp;quot;s inventory does not count.)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Raw fish]]: Grants the &amp;quot;So long and thanks for all the fish!&amp;quot; achievement. Other than this, it also wastes the launch.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Space science pack]]: Returns one [[raw fish]] for every science pack that is launched, but no more than 100 raw fishes per launch.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:rocket_ready_SA_anim.gif|The rocket rising and being primed for launch.&lt;br /&gt;
File:rocket_launch_SA_anim.gif|The rocket launching.&lt;br /&gt;
File:rocket_silo_gui.png|The rocket silo&#039;s GUI.&lt;br /&gt;
File:rocket_silo_circuit_read_contents.webp|Circuit connections for rocket silo.&lt;br /&gt;
File:rocket_silo_circuit_read_orbital_requests.webp|Circuit connections for rocket silo.&lt;br /&gt;
File:rocket_silo_rising_rocket.gif|The rocket rising and being primed for launch pre 2.0.7.&lt;br /&gt;
File:rocket_silo_launch.gif|The rocket launching pre 2.0.7.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Updated sprite and changed dimensions from 9×10 to 9×9. A satellite is no longer required to win the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Rocket parts from building rockets in the silo now show in production statistics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
* Updated icon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Rocket silo now behaves correctly when out of electricity.}}&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;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Space related}}&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=199083</id>
		<title>Upcoming features</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=199083"/>
		<updated>2024-07-17T18:44:50Z</updated>

		<summary type="html">&lt;p&gt;Berggen: /* Space Age */ Removed expected length of playthrough for Space Exploration saves.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This is a list of known information about the upcoming expansion pack &#039;&#039;&#039;Factorio: Space Age&#039;&#039;&#039; and the upcoming 2.0 version.&lt;br /&gt;
&lt;br /&gt;
* As of August 2023, development is at the end of step 5 &amp;quot;First pass of tweaking&amp;quot; out of 7 total steps until release. [https://factorio.com/blog/post/fff-373]&lt;br /&gt;
* The planned price is $35.00 because it is &amp;quot;as big an addition as the whole vanilla game.&amp;quot;. [https://factorio.com/blog/post/fff-418]&lt;br /&gt;
* Space Age is expected to release on &#039;&#039;&#039;October 21, 2024&#039;&#039;&#039;. [https://factorio.com/blog/post/fff-418]&lt;br /&gt;
&lt;br /&gt;
== Factorio: Space Age ==&lt;br /&gt;
[https://factorio.com/blog/post/fff-367 Friday Facts #367] shows some concept art for the expansion. [https://factorio.com/blog/post/fff-372 Friday Facts #372] shows some item icons from the expansion.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Factorio: Space Age continues the player&#039;s journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.&amp;quot; [https://factorio.com/blog/post/fff-418]&lt;br /&gt;
&lt;br /&gt;
Consists of 3 major mods which can be enabled and disabled at will: Space Age, Quality, and Elevated Rails.&lt;br /&gt;
&lt;br /&gt;
=== Space Age ===&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://www.factorio.com/blog/post/fff-373 FFF 373 - Factorio: Space Age], [https://www.factorio.com/blog/post/fff-381 FFF 381 - Space Platforms], [https://www.factorio.com/blog/post/fff-386 FFF 386 - Vulcanus], [https://www.factorio.com/blog/post/fff-387 FFF 387 - Swimming in lava], [https://factorio.com/blog/post/fff-398 FFF 398 - Fulgora], [https://factorio.com/blog/post/fff-399 FFF 399 - Trash to Treasure], [https://factorio.com/blog/post/fff-413 FFF 413 - Gleba], [https://factorio.com/blog/post/fff-414 FFF 414 - Spoils of Agriculture]&lt;br /&gt;
&lt;br /&gt;
* Space Age features 4 new planets, each with their own &amp;quot;unique theme, resource, challenges, and gameplay mechanics&amp;quot;, and new enemies to deal with.&lt;br /&gt;
** &#039;&#039;&#039;Vulcanus&#039;&#039;&#039;, a molten, waterless planet whose pools of lava can be casted into metal.&lt;br /&gt;
** &#039;&#039;&#039;Fulgora&#039;&#039;&#039;, an electrified desert planet where the only resource is Scrap left by an alien civilization.&lt;br /&gt;
** &#039;&#039;&#039;Gleba&#039;&#039;&#039;, a world overgrown with trees and mushrooms whose biological products eventually degrade into spoilage.&lt;br /&gt;
** The final planet is yet to be revealed, but is thought to be named &#039;&#039;&#039;Aquilo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* [[Rocket silo | Rockets]] will be significantly cheaper. [[Chemical science pack | Chemical science]] unlocks rocket silo and access to space. [[Space science pack | Space science]] unlocks access to other planets. Some technologies have been moved to one of these planets; artillery, cliff explosives, spidertron, tier 3 modules, and some personal equipment are in this list.&lt;br /&gt;
&lt;br /&gt;
* Playthroughs of Space Age are expected to take approximately 60-100 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Music:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The expansion will come with five hours of new music, some of it recorded using a live orchestra. [https://www.factorio.com/blog/post/fff-406] There will be around one hour of new music for each new surface (space, plus the four new planets).&lt;br /&gt;
&lt;br /&gt;
* It will also feature a new &amp;quot;variable music tracks&amp;quot; system [https://www.factorio.com/blog/post/fff-407], which seeks to &amp;quot;provide some variety in the music after tens or hundreds of hours spent in game&amp;quot;. But, the developers note: &amp;quot;regular music is still the main focus and large majority of the soundtrack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* The Space Age soundtrack will be available as a separate digital purchase. [https://factorio.com/blog/post/fff-407]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Buildings:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Crusher, assembler-like building for breaking down asteroids [https://www.factorio.com/blog/post/fff-381]&lt;br /&gt;
* Asteroid Collector, sends out tentacle-like grabbers to collect asteroids  [https://www.factorio.com/blog/post/fff-381]&lt;br /&gt;
* Space Platform Hub, central unit for space platforms&lt;br /&gt;
* Selector Combinator, used for filtering out various signals from a wire. [https://factorio.com/blog/post/fff-384]&lt;br /&gt;
* A higher tier of [[Transport belt]], transporting 60 items per second. [https://factorio.com/blog/post/fff-393]&lt;br /&gt;
* Foundry, processes molten materials [https://factorio.com/blog/post/fff-387]&lt;br /&gt;
* Electromagnetic Plant, builds electricity-based items [https://factorio.com/blog/post/fff-399]&lt;br /&gt;
* Big mining drill, upgraded electric mining drill [https://factorio.com/blog/post/fff-387]&lt;br /&gt;
* Rocket Turret, fires [[rocket]]s. Strong against large enemies [https://factorio.com/blog/post/fff-410]&lt;br /&gt;
* Agricultural Tower, harvests [[Tree]]s within range. On Gleba, can also replant certain plants [https://factorio.com/blog/post/fff-414].&lt;br /&gt;
* Biochamber, processes biological products [https://factorio.com/blog/post/fff-414].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Platforms:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Space platforms are player-created surfaces that function both as factories and as transport to other planets.&lt;br /&gt;
&lt;br /&gt;
* Platforms are created by launching a &amp;quot;starter pack&amp;quot; on a rocket, which creates the surface with a hub on it with a small amount of flooring. More flooring can be placed, but can&#039;t contain any holes. The entire platform is lost if the hub is destroyed.&lt;br /&gt;
&lt;br /&gt;
* The hub counts as a construction and logistics handler (as the player is confined to the hub) as well as a train-like entity (for moving between planets).&lt;br /&gt;
&lt;br /&gt;
* Rocket silos now act as a requester chest and can request all items needed by a connected hub in orbit, including ghost entities. Silos can also be manually filled.&lt;br /&gt;
&lt;br /&gt;
* A number of buildings can&#039;t be built on platforms, including construction and logistics robots, chests, vehicles, and burner entities.&lt;br /&gt;
&lt;br /&gt;
* Storage within the hub can be expanded with cargo bays, which is important as you can&#039;t place chests on platforms. Cargo bays can also attach to other cargo bays.&lt;br /&gt;
&lt;br /&gt;
* Platforms act as a power transmitter, removing the need for power poles entirely.&lt;br /&gt;
&lt;br /&gt;
* Asteroids appear around space platforms and act as a renewable way to obtain iron, ice, and carbon. All three are required to produce fuel and oxidiser to move between planets. Moving causes larger, hazardous asteroids to appear that can be shot down into the smaller, collectible form. All asteroid types are collected and then crushed.&lt;br /&gt;
** Metallic asteroids are crushed into iron ore&lt;br /&gt;
** Carbonic asteroids are crushed into carbon&lt;br /&gt;
** Oxide asteroids are crushed into ice, which can be melted into water&lt;br /&gt;
&lt;br /&gt;
* Excess items can be dumped by &amp;quot;inserting&amp;quot; them into a space with no flooring.&lt;br /&gt;
&lt;br /&gt;
* All three asteroid types are also required to produce space science efficiently, as the satellite method now only produces 10 science packs, as well as needing some enriched uranium. Enrichment was moved to space science to compensate for enriched uranium being a required resource. Tier 2 modules were also moved to space science.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vulcanus:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-386 386 - Vulcanus], [https://factorio.com/blog/post/fff-387 387 - Swimming in lava]&lt;br /&gt;
&lt;br /&gt;
* Vulcanus is a new volcanic planet. Its surface is divided between three distinct biomes: mountains, ashlands and lava basins.&lt;br /&gt;
&lt;br /&gt;
* Mountains are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to sulfuric acid vents where sulfuric acid can be directly obtained, and a new material, calcite, which is used as a cleansing agent in recipes.&lt;br /&gt;
&lt;br /&gt;
* Ashlands are plateaus speckled with sparse vegetation and deposits of coal. They are home to leafless alien trees, presumably a source of wood.  They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
&lt;br /&gt;
* Lava basins are filled with winding lava rivers. Within them are deposits of a new material, tungsten, which can only be mined using the new big mining drill.&lt;br /&gt;
&lt;br /&gt;
* The foundry, a new building for crafting with molten materials, can be researched here. It is used to process lava and calcite into molten iron and molten copper, with a byproduct of stone. It can also be used to melt iron and copper and cast molten metals into items such as iron gear wheels, copper wire, steel, and low density structures more quickly than other methods.&lt;br /&gt;
&lt;br /&gt;
* Lava can be used to destroy items by placing items over it with an inserter.&lt;br /&gt;
&lt;br /&gt;
* Big mining drills have a range of 13x13 tiles, harvest materials at 2.5/s, have 4 module slots, and have a 50% chance not to reduce resource richness, which can be further decreased at higher qualities.&lt;br /&gt;
&lt;br /&gt;
* Sulfuric acid and calcite can be obtained to create water, which is the only local source of water on the planet.&lt;br /&gt;
&lt;br /&gt;
* Coal liquefaction is now only obtainable on Vulcanus. A simplified liquefaction process is also available, wherein coal can be processed into oil without the need for heavy oil.&lt;br /&gt;
&lt;br /&gt;
* Tungsten is used in a foundry to create the Metallurgic science pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgora:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-398 398 - Fulgora], [https://factorio.com/blog/post/fff-399 399 - Trash to Treasure]&lt;br /&gt;
&lt;br /&gt;
* Fulgora is a new barren desert planet. Its surface is split between island-like plateaus, and deep oilsands.&lt;br /&gt;
&lt;br /&gt;
* Oilsands can be walked through, but only elevated rail supports and offshore pumps can be built in them. Offshore pumps will produce an unlimited supply of Heavy Oil.&lt;br /&gt;
&lt;br /&gt;
* Factory buildings can only be built on plateaus. The only way to bridge the gaps will be with elevated rails, but you will be able to landfill the oilsands in the late game.&lt;br /&gt;
&lt;br /&gt;
* Fulgora is prone to lightning storms at night. Lightning will damage buildings not protected by the new lightning rods.&lt;br /&gt;
&lt;br /&gt;
* Lightning rods will also take energy from lightning and turn it into electricity for the power network. A bank of accumulators is needed to store it through the daytime.&lt;br /&gt;
&lt;br /&gt;
* The plateaus are far enough apart for power poles, so each island will need its own electric network.&lt;br /&gt;
&lt;br /&gt;
* The Electromagnetic Plant, Fulgora&#039;s equivalent to the Foundry, is found here. It is used for crafting electrical-based items such as lightning rods, supercapacitors, and modules. It has an inherent productivity bonus of 50%, which, unlike modules, is not restricted to just intermediate items.&lt;br /&gt;
&lt;br /&gt;
* The main resource on Fulgora is Scrap, which can be processed in the Recycler to create 12 different basic and intermediate products.&lt;br /&gt;
&lt;br /&gt;
* These products include the new Holmium Ore, which can be used to create the Electromagnetic Science Pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gleba:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-413 413 - Gleba], [https://factorio.com/blog/post/fff-414 414 - Spoils of Agriculture]&lt;br /&gt;
&lt;br /&gt;
* Gleba is the new swampy forest planet. Its surface is split between swampy lowlands and the fungal-infested hills.&lt;br /&gt;
&lt;br /&gt;
* Two types of local trees can be harvested with the new Agricultural Tower to give Fruit, which can be processed in an assembly machine into further products.&lt;br /&gt;
&lt;br /&gt;
* Processing Fruit also gives Seeds, which can be put back in the Agricultural Tower to replant trees, which the tower will harvest automatically when matured.&lt;br /&gt;
&lt;br /&gt;
* Fruit can be further processed into more industrial products within the new Biochamber, which requires a new item called Nutrients to operate.&lt;br /&gt;
&lt;br /&gt;
* Biological items will eventually and inevitably degrade into Spoilage. The exact time differs per item, ranging anywhere from a few minutes to 2 hours.&lt;br /&gt;
** Spoilage can be burned in a [[Boiler]], semi-destroyed in the [[Recycler]], or processed into half-spoiled Nutrients.&lt;br /&gt;
** Spoilable items are used as ingredients in a few non-spoilable items. Once that final item is created, it does not degrade further.&lt;br /&gt;
** Inserters and splitters will be able to prioritize the most or least spoiled items.&lt;br /&gt;
** Mods will be able to dictate what item a spoilable item turns into. [https://www.reddit.com/r/factorio/comments/1da7v22/comment/l7iqyl6/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button]&lt;br /&gt;
&lt;br /&gt;
* The Agricultural Science Pack, crafted here, will also spoil, which will reduce its research value.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
Relevant FFFs: [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality], [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
* Quality offers &amp;quot;vertical&amp;quot; growth for factories and influences a variety of building and item stats.&lt;br /&gt;
&lt;br /&gt;
* Quality tiers are Normal (0), Uncommon (1), Rare (2), Epic (3), and Legendary (5). Note that legendary quality has a doubled level increase to 5 instead of 4.&lt;br /&gt;
&lt;br /&gt;
* Known effects per level increase:&lt;br /&gt;
** +30% health&lt;br /&gt;
** +30% energy output&lt;br /&gt;
** +30% crafting speed&lt;br /&gt;
** +10% turret range&lt;br /&gt;
** +30% robot limit (rounded down)&lt;br /&gt;
** +30% robot recharge rate (both number and speed, rounded down)&lt;br /&gt;
** +1 tile reach for power poles&lt;br /&gt;
** +30% positive module effects&lt;br /&gt;
** +1 equipment grid size (both dimensions)&lt;br /&gt;
** Larger inventory (unknown boost size)&lt;br /&gt;
** Increased ammo damage (30%?)&lt;br /&gt;
** Faster inserters&lt;br /&gt;
** Reduced resource depletion on miners&lt;br /&gt;
** Larger capacity on accumulators&lt;br /&gt;
** Increased output rate on nuclear reactors, boilers, and steam engines/turbines&lt;br /&gt;
** Increased transmission power and decreased power consumption of beacons&lt;br /&gt;
** Larger scan range on radars&lt;br /&gt;
** +100% durability on consumable items (repair packs, science packs)&lt;br /&gt;
&lt;br /&gt;
* Quality items above Normal are created via quality modules. Quality modules have a strength of 10%/15%/25% in line with the 2/3/5 system other modules use, as well as a speed penalty.&lt;br /&gt;
&lt;br /&gt;
* When crafting an item, each step up applies a 10% (moddable per quality) multiplier to the quality strength to the chance of receiving at least that quality. With four tier 3 quality modules providing a 100% quality strength, this results in 10% odds of at least +1 quality, 1% of at least +2, and so on. The base quality of a craft is the lowest input quality, ignoring fluids; it&#039;s impossible to get a Normal iron gear from two Uncommon iron plates.&lt;br /&gt;
&lt;br /&gt;
* Quality modules can be used on any recipe, unlike productivity modules which can only be used on intermediates. Quality is also random, whereas productivity is a cumulative effect.&lt;br /&gt;
&lt;br /&gt;
* New building: [[Recycler]], gives a 25% chance of returning items created from recipes.&lt;br /&gt;
&lt;br /&gt;
* There is a new achievement for having best legendary armor full of legendary equipment [https://www.factorio.com/blog/post/fff-375] .&lt;br /&gt;
&lt;br /&gt;
=== Elevated Rails ===&lt;br /&gt;
Relevant FFF: [https://www.factorio.com/blog/post/fff-378 FFF 378 - Trains on another level]&lt;br /&gt;
&lt;br /&gt;
New buildings:&lt;br /&gt;
&lt;br /&gt;
* Rail ramp, to change layers&lt;br /&gt;
* Rail support, to support elevated rails&lt;br /&gt;
&lt;br /&gt;
Elevated rails offer a second layer of rail planning, including curved rails and signals. Elevated rails require periodic supports which can be placed on water.&lt;br /&gt;
&lt;br /&gt;
== Known free changes for 2.0 ==&lt;br /&gt;
&lt;br /&gt;
* [[Crafting#Recipe_difficulties|Expensive mode]] gets turned into a mod. [https://forums.factorio.com/viewtopic.php?p=577191#p577191]&lt;br /&gt;
* Better [[Blueprint]] building. [https://www.factorio.com/blog/post/fff-380], [https://factorio.com/blog/post/fff-392], [https://www.factorio.com/blog/post/fff-394], [https://www.factorio.com/blog/post/fff-403], [https://www.factorio.com/blog/post/fff-404], [https://factorio.com/blog/post/fff-412]&lt;br /&gt;
** &amp;quot;Super Force Building&amp;quot;: Will place [[Landfill]] underneath blueprints when building on water, or delete any other buildings in the way. Underground belts will be placed automatically, if possible.&lt;br /&gt;
*** Landfill can now also be mined both by the player and by [[construction robot]]s, in addition to being automatically marked for deconstruction when &amp;quot;Super Force Building&amp;quot; an [[offshore pump]]. [https://www.factorio.com/blog/post/fff-383]&lt;br /&gt;
** Quick adjustment of [[Blueprint]] grid offsets: SHIFT + Arrow keys adjusts the Grid position, CTRL+ Arrow keys adjusts the Absolute grid offset.&lt;br /&gt;
** [[Rail planner]] now works in map mode (and works especially well with the new &amp;quot;Super-force building&amp;quot; feature).&lt;br /&gt;
** Fluid-based buildings like the [[Oil refinery]] can now be flipped.&lt;br /&gt;
** Parametrised Blueprints: Assign parameters to entities within a blueprint, and change their values en masse when pasting the blueprint. Useful for changing a large number of entities within a generic blueprint, such as a line of [[Filter inserter]]s at a train station.&lt;br /&gt;
** Redo: Use CTRL+Y (or ⌘⇧Z) to Redo a previously Undone order.&lt;br /&gt;
** Using Undo on actions more than 5 minutes old will show a confirmation box showing a preview of what is to be undone.&lt;br /&gt;
** Wire Connections, pasting Entity settings, and blueprint rotations can now be Undone (and Redone).&lt;br /&gt;
* Improvements to control of [[train]] systems. [https://factorio.com/blog/post/fff-377],[https://factorio.com/blog/post/fff-389], [https://factorio.com/blog/post/fff-395], [https://www.factorio.com/blog/post/fff-403]&lt;br /&gt;
** Any Item: A new wildcard signal that will replace itself with the first item in the train, allowing for generic trains&lt;br /&gt;
** Disabling: Disabled stations will now act as if their Station Limit=0.&lt;br /&gt;
*** A train en route to a station that is disabled will now continue to the station regardless, instead of skipping it and re-pathing.&lt;br /&gt;
*** A train told to go to a disabled station will enter the &amp;quot;destination full&amp;quot; state and wait until it is enabled again.&lt;br /&gt;
** Locomotive Colours: Locomotives can update their colour based on the destination station&#039;s colour.&lt;br /&gt;
** Manual Push: Push trains with your feet. Very slow.&lt;br /&gt;
** New Rails: [[Rail]]s have a new texture. The geometry behind rail curves has been redone, allowing for 2 and 4-tile S-bends.&lt;br /&gt;
** Reservations: Trains will give up their reservation in a station when they leave the block the station is in, opposed to immediately.&lt;br /&gt;
** Remote Control: It&#039;s now possible to remote drive trains, which is convenient for controlling a Train on another surface without travelling to it&lt;br /&gt;
** Station Interrupts: Trains can be directed to a different station when a condition is met, such as when [[Fuel]] is low.&lt;br /&gt;
** Station Priority: A new slider on Station GUI. Stations have a priority of 0 to 255, with a default of 50.&lt;br /&gt;
*** When deciding between multiple destinations, trains will prefer stations with a higher priority.&lt;br /&gt;
*** Trains at stations with higher priority will be dispatched first.&lt;br /&gt;
** Train Groups: Trains can be assigned a group, and have their schedules changed en masse.&lt;br /&gt;
** [[Train stop]] GUI Improvements:&lt;br /&gt;
*** The GUI now has a &#039;Trains on the way&#039; tab.&lt;br /&gt;
*** When you set the name of a stop, it will copy the limit and colour from an existing stop with that name.&lt;br /&gt;
*** A station&#039;s name is now shown when hovered over on the map.&lt;br /&gt;
*** Train stop now shows path of incoming trains.&lt;br /&gt;
*** Ability to copy-paste Train stops from the map.&lt;br /&gt;
*** Mass stop rename: holding CTRL when confirming a change will rename all stops with that name to the new name.&lt;br /&gt;
*** When you set the name of a stop, it will copy the limit and colour from an existing stop with that name.&lt;br /&gt;
* Factoriopedia: A new GUI which shows every item in the game, how they are crafted, what recipes they&#039;re used in, and what technologies unlock them. Can also be built upon for Expansion and Modded content. [https://factorio.com/blog/post/fff-397]&lt;br /&gt;
* Abstract Items: [[Red wire]], [[Green wire]], [[Artillery targeting remote]], [[Discharge defense remote]], and [[Spidertron remote]] are no longer physical items you craft and take up inventory space, but now buttons on your [[Shortcut bar]]. [https://factorio.com/blog/post/fff-379]&lt;br /&gt;
* Trigger Technologies: Some [[Technologies]] will now be unlocked by mining an entity or crafting specific items. For example, a new technology called Steam Power will unlock [[Steam engine]] and related buildings after crafting 50 [[Iron plate]]. As such, the number of recipes available at the start of the game is reduced from 28 to 12.&lt;br /&gt;
* Fluids 2.0: The [[Fluid system]] has been completely rewritten. [[Pipe]]s now have essentially unlimited throughput; a fluid pushed into a segment of pipes is now fully available across the entire stretch of pipes equally. Machines &amp;quot;push&amp;quot; fluids into pipes at an unlimited rate, and &amp;quot;pull&amp;quot; at a rate equal to how full a segment is. [https://factorio.com/blog/post/fff-416]&lt;br /&gt;
* Display Panel: New building! Display signal icons and custom messages, ingame or on the map screen. Can be connected to the circuit network to set conditions. [https://factorio.com/blog/post/fff-419]&lt;br /&gt;
* [[Circuit network]] Changes [https://factorio.com/blog/post/fff-384], [https://factorio.com/blog/post/fff-388], [https://factorio.com/blog/post/fff-394], [https://factorio.com/blog/post/fff-402], [https://factorio.com/blog/post/fff-405] [https://factorio.com/blog/post/fff-410]&lt;br /&gt;
** [[Assembling machine]]s can now be connected to the circuit network. Functions include setting recipes via signal, reading active ingredients, and outputting a signal when a recipe is finished.&lt;br /&gt;
** [[Lamp]] can now use colours without the need for a circuit connection.&lt;br /&gt;
** The UI for [[Arithmetic combinator]]s and [[Decider combinator]]s are redone. Decider combinators can now handle multiple conditions at once.&lt;br /&gt;
** Connecting to the [[Belt transport system]] has the option to read the contents of all belts in the same &#039;transport line&#039;, survives going through underground belts; also has &amp;quot;less visual clutter&amp;quot;&lt;br /&gt;
** Wireless circuit transmission using [[Radar]] with a single radar channel for each surface.&lt;br /&gt;
** Heavily reworked [[Logistic network]] GUI, with remote view panel and table of inventory icons.&lt;br /&gt;
** [[Pump]] now has a filter, which can be set with signals.&lt;br /&gt;
** When using the cut tool, the game remembers outside circuit wire connections, tries to reconnect if possible. This cannot be transferred to a blueprint export string.&lt;br /&gt;
** [[Gun turret]], [[Laser turret]], and [[Artillery turret]] can now be connected to the circuit network, with options to enable/disable and read their applicable ammunition. Gun and Laser turrets also have the ability to set a list of priority targets via signals.&lt;br /&gt;
* Small changes [https://factorio.com/blog/post/fff-388]&lt;br /&gt;
** Logistic Requests are re-enabled upon retrieving one&#039;s corpse.&lt;br /&gt;
** Mathematical expressions can be typed in text fields, such as 4k, 4*5k, etc.&lt;br /&gt;
** Save games can now be sorted by last time modified.&lt;br /&gt;
* [[Filter inserter]] and [[Stack filter inserter]] will be removed. All remaining inserters will have the ability to filter 5 items. [https://factorio.com/blog/post/fff-393]&lt;br /&gt;
* [[Stack inserter]]s will be renamed to &amp;quot;Bulk Inserter&amp;quot;. This will be due to a new inserter in the paid Expansion with the ability to stack items on belts, which will take the more appropriate name of Stack Inserter. [https://factorio.com/blog/post/fff-394].&lt;br /&gt;
* Inserters more reliably pickup items off of faster transport belts. [https://factorio.com/blog/post/fff-419]&lt;br /&gt;
* [[Ghost]] [[Pipe|pipes]] will visually connect to each other. [https://forums.factorio.com/viewtopic.php?p=578549#p578549]&lt;br /&gt;
* Improved [[Robots | flying robot]] behaviour. [https://www.factorio.com/blog/post/fff-374], [https://factorio.com/blog/post/fff-415]&lt;br /&gt;
* Mods can create more than 255 tiles. [https://forums.factorio.com/viewtopic.php?p=589483#p589483]&lt;br /&gt;
* An overhaul to the sound engine, allowing for more dynamic and layered sounds. [https://factorio.com/blog/post/fff-396]&lt;br /&gt;
* Improved world generation of Nauvis, the starting planet. [https://factorio.com/blog/post/fff-401]&lt;br /&gt;
* [[Crafting]] now loops if it needs to run faster than 1 craft per tick [https://www.factorio.com/blog/post/fff-402]&lt;br /&gt;
* The [[Spidertron remote]] is renamed to the &amp;quot;RTS Tool&amp;quot;, which can group Spidertrons, and remembers the last selection of Spidertrons per-surface [https://www.factorio.com/blog/post/fff-404]&lt;br /&gt;
* The Pipette tool now works in more places: recipe slots, logistic slots, inventory slots; placeable tiles like concrete, landfill, platform foundation, etc.; Water, Lava, Oil Ocean (to get offshore pump) [https://www.factorio.com/blog/post/fff-404]&lt;br /&gt;
* [[Rocket silo]] changes [https://www.factorio.com/blog/post/fff-405] [https://discord.com/channels/139677590393716737/603392474458882065/1179442159628341318]&lt;br /&gt;
** Faster subsequent launches: the Silo can craft and buffer an extra rocket inside. These buffered rockets will be launched without the silo going through its normal animation of closing and reopening its doors.&lt;br /&gt;
** [[Rocket control unit]]s are removed. [[Rocket part]]s now take [[Processing unit]]s instead.&lt;br /&gt;
* [[Production statistics]] and [[Electric system]] Changes [https://factorio.com/blog/post/fff-408]&lt;br /&gt;
** The Electric Network Info Screen now has a third graph which displays [[Accumulator]] charge over time.&lt;br /&gt;
** Production statistics now has a special selectable item which shows the total of all [[Science pack]]s being produced.&lt;br /&gt;
** If using Space Age from the Paid Expansion, production statistics can show any or all Planets.&lt;br /&gt;
** If using Quality from the Paid Expansion, production statistics can show any or all Quality grades.&lt;br /&gt;
* [[Beacon]] Rebalance [https://factorio.com/blog/post/fff-409]&lt;br /&gt;
** Beacons now transmit at a base strength of 1.5, instead of 0.5.&lt;br /&gt;
** A beacon&#039;s effect on a building now scales based on the square root of the number of beacons effecting the building. Buildings with 8 or fewer beacons receive a buff, 9 or more receive a nerf.&lt;br /&gt;
** If using Quality from the Paid Expansion, higher quality beacons have a greater transmission power.&lt;br /&gt;
* [[Multiplayer]] Improvements [https://factorio.com/blog/post/fff-412], [https://factorio.com/blog/post/fff-415]&lt;br /&gt;
** Latency improvements when driving [[Vehicles]].&lt;br /&gt;
** A dedicated server that was auto-paused will remain paused until a player has fully loaded in, rather than immediately.&lt;br /&gt;
** Servers have the option to auto-pause when a player is joining.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [https://factorio.com/blog/post/fff-365 Friday Facts #365 - Future plans]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-367 Friday Facts #367 - Expansion news]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-370 Friday Facts #370 - The journey to Nintendo Switch]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-373 Friday Facts #373 - Factorio: Space Age]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-374 Friday Facts #374 - Smarter Robots]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-375 Friday Facts #375 - Quality]&lt;br /&gt;
* [[Roadmap|Planned releases]]&lt;br /&gt;
&lt;br /&gt;
{{C|News}}&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=193451</id>
		<title>Upcoming features</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=193451"/>
		<updated>2023-09-12T17:49:27Z</updated>

		<summary type="html">&lt;p&gt;Berggen: /* Known changes for 2.0 */  Small wording change (speculated -&amp;gt; specified) on the 56x vs 116x discrepancy, since the FFF presumably wasn&amp;#039;t speculating.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This is a list of known information about the upcoming expansion pack &#039;&#039;&#039;Factorio: Space Age&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
== Plans ==&lt;br /&gt;
* Q: What?&lt;br /&gt;
** A: &amp;quot;Factorio: Space Age continues the player&#039;s journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.&amp;quot; [https://factorio.com/blog/post/fff-373]&lt;br /&gt;
* Multiple people, including the modder [https://mods.factorio.com/user/Earendel Earendel] were hired to work on the expansion pack. [https://factorio.com/blog/post/fff-365]&lt;br /&gt;
* As of August 2023, development is at the end of step 5 &amp;quot;First pass of tweaking&amp;quot; out of 7 total steps until release. [https://factorio.com/blog/post/fff-373]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-367 Friday Facts #367] shows some concept art for the expansion.&lt;br /&gt;
* [https://factorio.com/blog/post/fff-372 Friday Facts #372] shows some item icons from the expansion.&lt;br /&gt;
* It is planned to be &amp;quot;as big an addition as the whole vanilla game.&amp;quot; [https://factorio.com/blog/post/fff-367]&lt;br /&gt;
* The planned price is $30.00. [https://factorio.com/blog/post/fff-367]&lt;br /&gt;
* The expected release date is around August 2024. [https://factorio.com/blog/post/fff-373]&lt;br /&gt;
* [[Rocket silo | Rockets]] will be significantly cheaper [https://www.factorio.com/blog/post/fff-373] &lt;br /&gt;
* Tech tree gets overhauled: [https://www.factorio.com/blog/post/fff-373]&lt;br /&gt;
** [[Chemical science pack | Chemical science]] unlocks rocket silo and access to space&lt;br /&gt;
** [[Space science pack | Space science]] unlocks access to other planets&lt;br /&gt;
** [[Artillery]], [[cliff explosives]], [[spidertron]], top [[module]] tiers and some [[Equipment modules | personal equipment upgrades]] are unlocked on another planet. &lt;br /&gt;
&lt;br /&gt;
== Known changes for 2.0 ==&lt;br /&gt;
&lt;br /&gt;
* [[Crafting#Recipe_difficulties|Expensive mode]] gets turned into a mod. [https://forums.factorio.com/viewtopic.php?p=577191#p577191]&lt;br /&gt;
* [[Train_stop#Circuit_Network|Train stop disabling]] will be removed. [https://forums.factorio.com/viewtopic.php?p=574563#p574563]&lt;br /&gt;
* Improvements to controlling [[Spidertron|spidertrons]]. [https://www.reddit.com/r/factorio/comments/6e6tkw/im_the_founder_of_factorio_kovarex_ama/jnncw10/]&lt;br /&gt;
* Added the ability to use the pipette anywhere, including the crafting menu. [https://forums.factorio.com/viewtopic.php?p=567550#p567550]&lt;br /&gt;
* Added the ability to automatically remove fuel from [[Locomotive|locomotives]]. [https://forums.factorio.com/viewtopic.php?p=577389#p577389]&lt;br /&gt;
* [[Ghost]] [[Pipe|pipes]] will visually connect to each other. [https://forums.factorio.com/viewtopic.php?p=578549#p578549]&lt;br /&gt;
* Improvements to control of [[train]] systems. [https://www.factorio.com/blog/post/fff-373]&lt;br /&gt;
** Likely including logic for going to or skipping stations depending on [[fuel]] inventory [https://www.reddit.com/r/factorio/comments/160w331/comment/jxqaauz/?utm_source=share&amp;amp;utm_medium=web2x&amp;amp;context=3]&lt;br /&gt;
* Better [[blueprint]] building. [https://www.factorio.com/blog/post/fff-373]&lt;br /&gt;
* Improved [[Robots | flying robot]] behaviour. [https://www.factorio.com/blog/post/fff-374]&lt;br /&gt;
* A recycler. [https://www.factorio.com/blog/post/fff-375]&lt;br /&gt;
** &amp;quot;Recyclers will &amp;quot;uncraft&amp;quot; items into 25% of their ingredients. For items with no recipe or a chemical process (like smelting), they will return the same item at the same 25% rate. The reason it is so low is to avoid net positive loops with [[Productivity module|productivity]]. Fluids cannot be recycled.&amp;quot; - _CodeGreen [https://discord.com/channels/139677590393716737/603392474458882065/1150533700346458223]&lt;br /&gt;
* Extra tiers of entities, represented by Quality. This mechanic allows more efficient modules and buildings to be crafted by using higher quality materials randomly generated from machines using Quality modules, in a similar way to the [[Productivity module]]. Quality has 5 tiers, going from Normal, Uncommon, Rare, Epic and Legendary, with each quality providing a flat 30% boost from the tier below it, with the exception of Legendary items which garner a 60% boost above Epic items. &lt;br /&gt;
** Most entities gain a reasonable mechanical boost from quality as well as a health boost, with any entities that don&#039;t fit just receiving the health boost. These entities as listed in the FFF are [[Transport belt|belts]], [[Pipe|pipes]], [[Rail|rails]], [[Chests|chests]], [[Combinator|combinators]], [[Wall|walls]], and [[Lamp|lamps]].&lt;br /&gt;
** For every other machine and item, it&#039;s effects are made better in some way. For example, power poles and equipment grids have larger areas to work with.&lt;br /&gt;
** Using recycling, [https://factorio.com/blog/post/fff-375 FFF 375] dictates that it takes 56 times as many resources to craft legendary items as it does to craft their normal quality counterpart. However, independent testing by the community based on the numbers listed dictates a multiplier of 116, over twice what was specified in the FFF.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [https://factorio.com/blog/post/fff-365 Friday Facts #365 - Future plans]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-367 Friday Facts #367 - Expansion news]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-370 Friday Facts #370 - The journey to Nintendo Switch]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-373 Friday Facts #373 - Factorio: Space Age]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-374 Friday Facts #374 - Smarter Robots]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-375 Friday Facts #375 - Quality]&lt;br /&gt;
* [[Roadmap|Planned releases]]&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=193450</id>
		<title>Upcoming features</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=193450"/>
		<updated>2023-09-12T17:46:55Z</updated>

		<summary type="html">&lt;p&gt;Berggen: /* See also */  Added FFF 374&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This is a list of known information about the upcoming expansion pack &#039;&#039;&#039;Factorio: Space Age&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
== Plans ==&lt;br /&gt;
* Q: What?&lt;br /&gt;
** A: &amp;quot;Factorio: Space Age continues the player&#039;s journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.&amp;quot; [https://factorio.com/blog/post/fff-373]&lt;br /&gt;
* Multiple people, including the modder [https://mods.factorio.com/user/Earendel Earendel] were hired to work on the expansion pack. [https://factorio.com/blog/post/fff-365]&lt;br /&gt;
* As of August 2023, development is at the end of step 5 &amp;quot;First pass of tweaking&amp;quot; out of 7 total steps until release. [https://factorio.com/blog/post/fff-373]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-367 Friday Facts #367] shows some concept art for the expansion.&lt;br /&gt;
* [https://factorio.com/blog/post/fff-372 Friday Facts #372] shows some item icons from the expansion.&lt;br /&gt;
* It is planned to be &amp;quot;as big an addition as the whole vanilla game.&amp;quot; [https://factorio.com/blog/post/fff-367]&lt;br /&gt;
* The planned price is $30.00. [https://factorio.com/blog/post/fff-367]&lt;br /&gt;
* The expected release date is around August 2024. [https://factorio.com/blog/post/fff-373]&lt;br /&gt;
* [[Rocket silo | Rockets]] will be significantly cheaper [https://www.factorio.com/blog/post/fff-373] &lt;br /&gt;
* Tech tree gets overhauled: [https://www.factorio.com/blog/post/fff-373]&lt;br /&gt;
** [[Chemical science pack | Chemical science]] unlocks rocket silo and access to space&lt;br /&gt;
** [[Space science pack | Space science]] unlocks access to other planets&lt;br /&gt;
** [[Artillery]], [[cliff explosives]], [[spidertron]], top [[module]] tiers and some [[Equipment modules | personal equipment upgrades]] are unlocked on another planet. &lt;br /&gt;
&lt;br /&gt;
== Known changes for 2.0 ==&lt;br /&gt;
&lt;br /&gt;
* [[Crafting#Recipe_difficulties|Expensive mode]] gets turned into a mod. [https://forums.factorio.com/viewtopic.php?p=577191#p577191]&lt;br /&gt;
* [[Train_stop#Circuit_Network|Train stop disabling]] will be removed. [https://forums.factorio.com/viewtopic.php?p=574563#p574563]&lt;br /&gt;
* Improvements to controlling [[Spidertron|spidertrons]]. [https://www.reddit.com/r/factorio/comments/6e6tkw/im_the_founder_of_factorio_kovarex_ama/jnncw10/]&lt;br /&gt;
* Added the ability to use the pipette anywhere, including the crafting menu. [https://forums.factorio.com/viewtopic.php?p=567550#p567550]&lt;br /&gt;
* Added the ability to automatically remove fuel from [[Locomotive|locomotives]]. [https://forums.factorio.com/viewtopic.php?p=577389#p577389]&lt;br /&gt;
* [[Ghost]] [[Pipe|pipes]] will visually connect to each other. [https://forums.factorio.com/viewtopic.php?p=578549#p578549]&lt;br /&gt;
* Improvements to control of [[train]] systems. [https://www.factorio.com/blog/post/fff-373]&lt;br /&gt;
** Likely including logic for going to or skipping stations depending on [[fuel]] inventory [https://www.reddit.com/r/factorio/comments/160w331/comment/jxqaauz/?utm_source=share&amp;amp;utm_medium=web2x&amp;amp;context=3]&lt;br /&gt;
* Better [[blueprint]] building. [https://www.factorio.com/blog/post/fff-373]&lt;br /&gt;
* Improved [[Robots | flying robot]] behaviour. [https://www.factorio.com/blog/post/fff-374]&lt;br /&gt;
* A recycler. [https://www.factorio.com/blog/post/fff-375]&lt;br /&gt;
** &amp;quot;Recyclers will &amp;quot;uncraft&amp;quot; items into 25% of their ingredients. For items with no recipe or a chemical process (like smelting), they will return the same item at the same 25% rate. The reason it is so low is to avoid net positive loops with [[Productivity module|productivity]]. Fluids cannot be recycled.&amp;quot; - _CodeGreen [https://discord.com/channels/139677590393716737/603392474458882065/1150533700346458223]&lt;br /&gt;
* Extra tiers of entities, represented by Quality. This mechanic allows more efficient modules and buildings to be crafted by using higher quality materials randomly generated from machines using Quality modules, in a similar way to the [[Productivity module]]. Quality has 5 tiers, going from Normal, Uncommon, Rare, Epic and Legendary, with each quality providing a flat 30% boost from the tier below it, with the exception of Legendary items which garner a 60% boost above Epic items. &lt;br /&gt;
** Most entities gain a reasonable mechanical boost from quality as well as a health boost, with any entities that don&#039;t fit just receiving the health boost. These entities as listed in the FFF are [[Transport belt|belts]], [[Pipe|pipes]], [[Rail|rails]], [[Chests|chests]], [[Combinator|combinators]], [[Wall|walls]], and [[Lamp|lamps]].&lt;br /&gt;
** For every other machine and item, it&#039;s effects are made better in some way. For example, power poles and equipment grids have larger areas to work with.&lt;br /&gt;
** Using recycling, [https://factorio.com/blog/post/fff-375 FFF 375] dictates that it takes 56 times as many resources to craft legendary items as it does to craft their normal quality counterpart. However, independent testing by the community based on the numbers listed dictates a multiplier of 116, over twice what was speculated in the FFF.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [https://factorio.com/blog/post/fff-365 Friday Facts #365 - Future plans]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-367 Friday Facts #367 - Expansion news]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-370 Friday Facts #370 - The journey to Nintendo Switch]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-373 Friday Facts #373 - Factorio: Space Age]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-374 Friday Facts #374 - Smarter Robots]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-375 Friday Facts #375 - Quality]&lt;br /&gt;
* [[Roadmap|Planned releases]]&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=193449</id>
		<title>Upcoming features</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=193449"/>
		<updated>2023-09-12T17:46:05Z</updated>

		<summary type="html">&lt;p&gt;Berggen: /* Known changes for 2.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This is a list of known information about the upcoming expansion pack &#039;&#039;&#039;Factorio: Space Age&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
== Plans ==&lt;br /&gt;
* Q: What?&lt;br /&gt;
** A: &amp;quot;Factorio: Space Age continues the player&#039;s journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.&amp;quot; [https://factorio.com/blog/post/fff-373]&lt;br /&gt;
* Multiple people, including the modder [https://mods.factorio.com/user/Earendel Earendel] were hired to work on the expansion pack. [https://factorio.com/blog/post/fff-365]&lt;br /&gt;
* As of August 2023, development is at the end of step 5 &amp;quot;First pass of tweaking&amp;quot; out of 7 total steps until release. [https://factorio.com/blog/post/fff-373]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-367 Friday Facts #367] shows some concept art for the expansion.&lt;br /&gt;
* [https://factorio.com/blog/post/fff-372 Friday Facts #372] shows some item icons from the expansion.&lt;br /&gt;
* It is planned to be &amp;quot;as big an addition as the whole vanilla game.&amp;quot; [https://factorio.com/blog/post/fff-367]&lt;br /&gt;
* The planned price is $30.00. [https://factorio.com/blog/post/fff-367]&lt;br /&gt;
* The expected release date is around August 2024. [https://factorio.com/blog/post/fff-373]&lt;br /&gt;
* [[Rocket silo | Rockets]] will be significantly cheaper [https://www.factorio.com/blog/post/fff-373] &lt;br /&gt;
* Tech tree gets overhauled: [https://www.factorio.com/blog/post/fff-373]&lt;br /&gt;
** [[Chemical science pack | Chemical science]] unlocks rocket silo and access to space&lt;br /&gt;
** [[Space science pack | Space science]] unlocks access to other planets&lt;br /&gt;
** [[Artillery]], [[cliff explosives]], [[spidertron]], top [[module]] tiers and some [[Equipment modules | personal equipment upgrades]] are unlocked on another planet. &lt;br /&gt;
&lt;br /&gt;
== Known changes for 2.0 ==&lt;br /&gt;
&lt;br /&gt;
* [[Crafting#Recipe_difficulties|Expensive mode]] gets turned into a mod. [https://forums.factorio.com/viewtopic.php?p=577191#p577191]&lt;br /&gt;
* [[Train_stop#Circuit_Network|Train stop disabling]] will be removed. [https://forums.factorio.com/viewtopic.php?p=574563#p574563]&lt;br /&gt;
* Improvements to controlling [[Spidertron|spidertrons]]. [https://www.reddit.com/r/factorio/comments/6e6tkw/im_the_founder_of_factorio_kovarex_ama/jnncw10/]&lt;br /&gt;
* Added the ability to use the pipette anywhere, including the crafting menu. [https://forums.factorio.com/viewtopic.php?p=567550#p567550]&lt;br /&gt;
* Added the ability to automatically remove fuel from [[Locomotive|locomotives]]. [https://forums.factorio.com/viewtopic.php?p=577389#p577389]&lt;br /&gt;
* [[Ghost]] [[Pipe|pipes]] will visually connect to each other. [https://forums.factorio.com/viewtopic.php?p=578549#p578549]&lt;br /&gt;
* Improvements to control of [[train]] systems. [https://www.factorio.com/blog/post/fff-373]&lt;br /&gt;
** Likely including logic for going to or skipping stations depending on [[fuel]] inventory [https://www.reddit.com/r/factorio/comments/160w331/comment/jxqaauz/?utm_source=share&amp;amp;utm_medium=web2x&amp;amp;context=3]&lt;br /&gt;
* Better [[blueprint]] building. [https://www.factorio.com/blog/post/fff-373]&lt;br /&gt;
* Improved [[Robots | flying robot]] behaviour. [https://www.factorio.com/blog/post/fff-374]&lt;br /&gt;
* A recycler. [https://www.factorio.com/blog/post/fff-375]&lt;br /&gt;
** &amp;quot;Recyclers will &amp;quot;uncraft&amp;quot; items into 25% of their ingredients. For items with no recipe or a chemical process (like smelting), they will return the same item at the same 25% rate. The reason it is so low is to avoid net positive loops with [[Productivity module|productivity]]. Fluids cannot be recycled.&amp;quot; - _CodeGreen [https://discord.com/channels/139677590393716737/603392474458882065/1150533700346458223]&lt;br /&gt;
* Extra tiers of entities, represented by Quality. This mechanic allows more efficient modules and buildings to be crafted by using higher quality materials randomly generated from machines using Quality modules, in a similar way to the [[Productivity module]]. Quality has 5 tiers, going from Normal, Uncommon, Rare, Epic and Legendary, with each quality providing a flat 30% boost from the tier below it, with the exception of Legendary items which garner a 60% boost above Epic items. &lt;br /&gt;
** Most entities gain a reasonable mechanical boost from quality as well as a health boost, with any entities that don&#039;t fit just receiving the health boost. These entities as listed in the FFF are [[Transport belt|belts]], [[Pipe|pipes]], [[Rail|rails]], [[Chests|chests]], [[Combinator|combinators]], [[Wall|walls]], and [[Lamp|lamps]].&lt;br /&gt;
** For every other machine and item, it&#039;s effects are made better in some way. For example, power poles and equipment grids have larger areas to work with.&lt;br /&gt;
** Using recycling, [https://factorio.com/blog/post/fff-375 FFF 375] dictates that it takes 56 times as many resources to craft legendary items as it does to craft their normal quality counterpart. However, independent testing by the community based on the numbers listed dictates a multiplier of 116, over twice what was speculated in the FFF.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [https://factorio.com/blog/post/fff-365 Friday Facts #365 - Future plans]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-367 Friday Facts #367 - Expansion news]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-370 Friday Facts #370 - The journey to Nintendo Switch]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-373 Friday Facts #373 - Factorio: Space Age]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-375 Friday Facts #375 - Quality]&lt;br /&gt;
* [[Roadmap|Planned releases]]&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Storage_tank&amp;diff=182588</id>
		<title>Infobox:Storage tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Storage_tank&amp;diff=182588"/>
		<updated>2020-09-23T17:27:28Z</updated>

		<summary type="html">&lt;p&gt;Berggen: Undo revision 182587 by Berggen (talk) Undid prior change, prior change was my error.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|mining-time = 0.5&lt;br /&gt;
|map-color = 80a2b8&lt;br /&gt;
|prototype-type = storage-tank&lt;br /&gt;
|internal-name = storage-tank&lt;br /&gt;
|recipe = Time, 3 + Iron plate, 20 + Steel plate, 5&lt;br /&gt;
|category = Logistics&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|required-technologies=Fluid handling&lt;br /&gt;
|health=500&lt;br /&gt;
|dimensions = 3×3&lt;br /&gt;
|image = Storage tank entity&lt;br /&gt;
|fluid-storage-volume = 25000&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|consumers = Fluid wagon&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Storage_tank&amp;diff=182587</id>
		<title>Infobox:Storage tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Storage_tank&amp;diff=182587"/>
		<updated>2020-09-23T17:25:16Z</updated>

		<summary type="html">&lt;p&gt;Berggen: Repeated recipe for expensive mode to get raw costs to show correctly as more for expensive mode.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|mining-time = 0.5&lt;br /&gt;
|map-color = 80a2b8&lt;br /&gt;
|prototype-type = storage-tank&lt;br /&gt;
|internal-name = storage-tank&lt;br /&gt;
|expensive-recipe = Time, 3 + Iron plate, 20 + Steel plate, 5&lt;br /&gt;
|recipe = Time, 3 + Iron plate, 20 + Steel plate, 5&lt;br /&gt;
|category = Logistics&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|required-technologies=Fluid handling&lt;br /&gt;
|health=500&lt;br /&gt;
|dimensions = 3×3&lt;br /&gt;
|image = Storage tank entity&lt;br /&gt;
|fluid-storage-volume = 25000&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|consumers = Fluid wagon&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Berggen</name></author>
	</entry>
</feed>