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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Brin</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Brin"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Brin"/>
	<updated>2026-04-22T05:16:44Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mining_productivity_(research)&amp;diff=215143</id>
		<title>Mining productivity (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mining_productivity_(research)&amp;diff=215143"/>
		<updated>2025-07-26T18:29:49Z</updated>

		<summary type="html">&lt;p&gt;Brin: Added big miners&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Mining productivity (research)}}&lt;br /&gt;
&lt;br /&gt;
Mining productivity is a research that adds a [[productivity]] bonus to [[mining drill]]s, [[pumpjack]]s and [[Big mining drill]]s{{SA}}, increasing their productivity by 10% per level. Unlike productivity from [[productivity module]]s, there are no downsides, and mining productivity for drills and pumpjacks is not capped. Any ore that is produced by the productivity bonus is free; it does not deplete the resource under the miner.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects !! Cumulative &amp;lt;br/&amp;gt;effect&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)|1}} Mining productivity 1 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} ✖ &amp;lt;big&amp;gt;250&amp;lt;/big&amp;gt; || 10% || 10%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)|2}} Mining productivity 2 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Chemical science pack|1}} ✖ &amp;lt;big&amp;gt;500&amp;lt;/big&amp;gt; || 10% || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)|3}} Mining productivity 3 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Production science pack|1}} {{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;1000&amp;lt;/big&amp;gt; || 10% || 30%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)|4-&amp;amp;infin;}} Mining productivity 4-&amp;amp;infin; || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Production science pack|1}} {{Icon|Utility science pack|1}} {{Icon|Space science pack|1}} ✖ &amp;lt;big&amp;gt;{{Key|2500*(Level-3)}}&amp;lt;/big&amp;gt; &amp;lt;br/&amp;gt;(eg. 2500 for level 4, 5000 for level 5) || 10% per level || 30% + {{Key|10%*(Level-3)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With the [[Space Age]] mod enabled, infinite research starts with level 3. This technology also never requires [[utility science pack]]s or [[space science pack]]s, making the research much cheaper.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects !! Cumulative &amp;lt;br/&amp;gt;effect&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)|3}} Mining productivity 3-&amp;amp;infin; || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Production science pack|1}} ✖ &amp;lt;big&amp;gt;{{Key|1000*(Level-2)}}&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;(eg. 1000 for level 3, 2000 for level 4) || 10% per level || 20% + {{Key|10%*(Level-2)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Output of electric mining drills == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{Icontech|Mining productivity (research)}} Mining productivity level !! Number of {{Imagelink|Speed module 3}} !! {{Imagelink|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 3 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 3 || 0.125&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 3 || 0.166&lt;br /&gt;
|-&lt;br /&gt;
| 62 || 3 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 3 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
| 110 || 3 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 170 || 3 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 215 || 0 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
| 350 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 440 || 0 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 890 || 0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also == &lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Recycler&amp;diff=214048</id>
		<title>Infobox:Recycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Recycler&amp;diff=214048"/>
		<updated>2025-05-22T21:12:20Z</updated>

		<summary type="html">&lt;p&gt;Brin: missing rocket capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = furnace&lt;br /&gt;
|internal-name = recycler&lt;br /&gt;
|resistance = {{Translation|Fire}}: 0/80%&lt;br /&gt;
|mining-time = 0.2&lt;br /&gt;
|map-color = 006090&lt;br /&gt;
|health = {{Quality|300|390|480|570|750}}&lt;br /&gt;
|category = Production&lt;br /&gt;
|dimensions = 4×2&lt;br /&gt;
|image = Recycler entity anim.gif&lt;br /&gt;
|stack-size = 20&lt;br /&gt;
|rocket-capacity = 10&lt;br /&gt;
|crafting-speed = {{Quality|0.5|0.65|0.8|0.95|1.25}}&lt;br /&gt;
|energy = 186 kW electric&lt;br /&gt;
|drain = 6.0 kW electric&lt;br /&gt;
|pollution = 2{{Translation|/m}}&lt;br /&gt;
|modules = 4&lt;br /&gt;
|recipe = Time, 3 + Concrete, 20 + Iron gear wheel, 40 + Processing unit, 6 + Steel plate, 20&lt;br /&gt;
|required-technologies = Recycling&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|space-age = yes&lt;br /&gt;
|crafted-on = Fulgora&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fast_inserter&amp;diff=207121</id>
		<title>Fast inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fast_inserter&amp;diff=207121"/>
		<updated>2024-11-27T00:01:27Z</updated>

		<summary type="html">&lt;p&gt;Brin: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Fast inserter}}&lt;br /&gt;
The &#039;&#039;&#039;fast inserter&#039;&#039;&#039; is an electric inserter that is more than twice as fast as the regular [[inserter]].&lt;br /&gt;
&lt;br /&gt;
For more information on mechanics and uses see [[inserters]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* All inserters now have filter option.&lt;br /&gt;
** All [[filter inserter]]s crafted before 2.0.7 have been turned into fast inserters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Inserters connected to the circuit network now have the option to only read hand contents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Inserters can now send the item held in hand to the circuit network.&lt;br /&gt;
* Inserters are able to squeeze things &#039;&#039;slightly&#039;&#039; better to belts. more resources.&lt;br /&gt;
* All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.&lt;br /&gt;
* Power drain and consumption increased, no longer more efficient than Inserters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Inserters will never take more than the max stack size of an item.&lt;br /&gt;
* Inserters and logistic robots no longer extract from enemy chests&lt;br /&gt;
* Inserters now correctly pick up items from splitters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Roboports and Beacons.&lt;br /&gt;
* Inserters now take items from right behind them, not from the center of the pickup target entity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New icon&lt;br /&gt;
* New sounds}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Inserters can have arbitrary pickup and insert positions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Inserter code optimisation, inserters that have nothing to do will sleep.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Improved inserter&#039;s ability to pull from train wagons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Fast inserter now has the same speed as the smart inserter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Inserter can now pick up up to 5 items when researched.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Smaller inserter bounding box}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New Inserter graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* The item in the hand of the inserter is returned to the player when mined.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Show direction of inserter}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* For general knowledge about inserters, their mechanics and applications, see [[Inserters]].&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Inserters}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template_talk:Infobox&amp;diff=206162</id>
		<title>Template talk:Infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template_talk:Infobox&amp;diff=206162"/>
		<updated>2024-11-13T17:57:32Z</updated>

		<summary type="html">&lt;p&gt;Brin: /* == How do we want to display units in Quality-template */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I haven&#039;t found a parameter for the simple size (or area) of a machinery (like 3x3 for assembling machines...). I think we should add a parameter like &amp;lt;nowiki&amp;gt;{{Infobox/row|Size|{{{size|}}}|{{{size}}} {{Translation|tiles}} }}&amp;lt;/nowiki&amp;gt; --[[User:Lord joshi|Lord joshi]] ([[User talk:Lord joshi|talk]]) 12:34, 2 March 2017 (UTC)&lt;br /&gt;
:I had a look at the template and came to an agreement with the other admin: We&#039;ll be using the dimensions parameter. The format of the parameter should be (X-dimensions)x(Y-dimension) for entities that can&#039;t be rotated and (Bigger number)x(Smaller number) for entites that can be rotated, like the splitter. --[[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) 18:47, 2 March 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Appearance suggestion? ==&lt;br /&gt;
&lt;br /&gt;
Hey there! &lt;br /&gt;
&lt;br /&gt;
Strange question... do you think it&#039;d look nicer if the arrow for showing the internal name and prototype would look better if it was placed underneath the edit link (as in, aligned to the right, and approximately on the same line as the category)? In my opinion, I think it maybe might look better because right now it takes up so much extra space? I know nothing about UX! &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I made the change on [[Template:Infobox/sandbox]], however the arrow is much harder to &amp;quot;find&amp;quot;. Because of that the current decision is to not modify the position in the infobox. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:44, 15 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for the amazingly quick response and the effort you put into checking it out though! This wiki is awesome because of you :D I&#039;ll try to read more into the style guides and how you like to run the wiki too. I&#039;ll definitely start by getting my pages to match the superb quality of the rest of the wiki. I also made the change to my user style if anyone is interested [[User:Lexxy_Fox/common.css]] --[[User:Lexxy Fox|Lexxy Fox]] ([[User talk:Lexxy Fox|talk]]) 00:33, 16 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vehicle top speed ==&lt;br /&gt;
Should probably have an extra Infobox line for vehicle top speed. As it stands right now, none of the pages on higher tier fuels (solid, rocket and nuclear) say anything about the fuel&#039;s top speed increase, which arguably is one of the most important reasons to actually switch to a higher tier fuel.  --[[User:Empirebuilder1|Empirebuilder1]] ([[User talk:Empirebuilder1|talk]]) 22:25, 30 April 2018 (UTC)&lt;br /&gt;
:Added. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 07:55, 1 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Move Prototype type above Internal name ==&lt;br /&gt;
Please move the Prototype type up one line. Modders use data.raw[&amp;quot;type&amp;quot;][&amp;quot;name&amp;quot;], so they want the type first.&lt;br /&gt;
--[[User:DaveMcW|DaveMcW]] ([[User talk:DaveMcW|talk]]) 03:21, 27 January 2019 (UTC)&lt;br /&gt;
: Thanks for the suggestion, I changed it. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 10:06, 27 January 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== It is not possible to nullify vaule for space age mod ==&lt;br /&gt;
&lt;br /&gt;
If there is for example &amp;quot;allows&amp;quot; in base game, but space-age do not &amp;quot;allows&amp;quot; anything then there is no way to remove it for space age. ~~ [[User:Mefisto1029|Mefisto1029]] ([[User talk:Mefisto1029|talk]]) 06:43, 25 October 2024 (UTC)&lt;br /&gt;
: I was wondering whether that&#039;d be a problem... Which technology needs this functionality? -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 10:03, 25 October 2024 (UTC)&lt;br /&gt;
:: [[Speed module 3 (research)]] is not required for rocket silo tech.  ~~ [[User:Mefisto1029|Mefisto1029]] ([[User talk:Mefisto1029|talk]]) 10:12, 25 October 2024 (UTC)&lt;br /&gt;
::: Thanks! I changed the code so that if you set &amp;lt;nowiki&amp;gt;space-age-allows = none&amp;lt;/nowiki&amp;gt; it will override the default and hide the row. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 12:45, 25 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adding Rocket Capacity as a parameter to infobox ==&lt;br /&gt;
&lt;br /&gt;
With Space Age, we should add document the rocket capacity of items, as this is a new metadata value that would be useful to viewers. ~~ Jopika {{Unsigned|Jopika|05:07, 28 October 2024 (UTC)}}&lt;br /&gt;
: Added as rocket-capacity. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 20:42, 1 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Asteroid Collector - Infobox lines ==&lt;br /&gt;
&lt;br /&gt;
I was wondering if we should have extra infobox lines for the [[Asteroid collector]], namely collector-arm-quantity, collection-area, and collector-arm-max-speed, as it shows in the in game factoriopedia. --[[User:Soundfoam|Soundfoam]] ([[User talk:Soundfoam|talk]]) 8:34, 29 October 2024 (UTC)&lt;br /&gt;
: Added as asteroid-collection-area, asteroid-collection-arm-speed and asteroid-collection-arm-count since they&#039;re affected by quality. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 20:42, 1 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rotation Speed Parameter ==&lt;br /&gt;
Could anyone here add rotation speed as a parameter? Normally this info on inserters are reserved for deeper in the article, but since quality now directly boosts rotation speed, it should probably be presented in the info box. [[User:Brin|Brin]] ([[User talk:Brin|talk]]) 16:31, 31 October 2024 (UTC)&lt;br /&gt;
: Added as rotation-speed. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 20:42, 1 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &#039;Energy&#039; parameter doesn&#039;t have a heat condition ==&lt;br /&gt;
&lt;br /&gt;
This is a problem in the case of the [[heat exchanger]] where it consumes energy through heat and not the &amp;quot;burner&amp;quot; condition. Is there an existing method of doing this?&lt;br /&gt;
--[[User:Soundfoam|Soundfoam]] ([[User talk:Soundfoam|talk]]) 13:12, 2 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
: On a related note, energy penalties and bonuses of modules are not displayed at all because they lack the energy type condition (see e.g. [[Infobox:Productivity module]]). A workaround I found is to append &amp;quot;electric&amp;quot; at the end (e.g. [[Infobox:Speed module]]), but this is not correct because the biochamber doesn&#039;t consume electric energy but is affected by modules. [[User:Nvscalling|Nvscalling]] ([[User talk:Nvscalling|talk]]) 01:31, 11 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problem with technologies if they have a different name than the item ==&lt;br /&gt;
&lt;br /&gt;
If the name of the technology and the item are different (at least in Polish), the technology infobox displays the item name. Example here: [[Processing_unit_(research)/pl]]. Items are usually singular, but technologies are plural. ~~ [[User:Mefisto1029|Mefisto1029]] ([[User talk:Mefisto1029|talk]]) 16:19, 2 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fuel-value cannot handle fuel types other than &amp;quot;burner&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The fuel-value parameter does not work for [[bioflux]] or [[nutrients]], as these use non-burner fuel types. [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 17:35, 7 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== == How do we want to display units in Quality-template ==&lt;br /&gt;
&lt;br /&gt;
Do we want&lt;br /&gt;
&lt;br /&gt;
{{Quality|1|2|3|4|5}} MW&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{Quality|1 MW| 2 MW| 3 MW| 4 MW| 5 MW}}&lt;br /&gt;
&lt;br /&gt;
Compare [[Construction robot]] with [[Logistic robot]] for an in-infobox-context example. (until its reverted i suppose)&lt;br /&gt;
&lt;br /&gt;
I&#039;d argue the latter makes most sense, and that is the way it looks for almost all units (time,distance,degrees) except in some cases I&#039;ve seen watts and joules extracted to be on the outside of the quality template. Should we fix those? -- [[User:Zaz|Zaz]] ([[User talk:Zaz|talk]]) 10:33, 13 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
* I&#039;d prefer the latter too, because in some cases the quality boost from power pushes the building&#039;s production/consumption to MWs instead of kWs. It also just feels much more readable. [[User:Brin|Brin]] ([[User talk:Brin|talk]]) 17:57, 13 November 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=206081</id>
		<title>Portable fission reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=206081"/>
		<updated>2024-11-13T01:06:03Z</updated>

		<summary type="html">&lt;p&gt;Brin: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Portable fission reactor}}&lt;br /&gt;
&#039;&#039;&#039;Portable fission reactors&#039;&#039;&#039; are advanced power generating modules for [[modular armor]], [[power armor]], [[power armor MK2]] and the [[spidertron]].  They generate 750kW of power, equivalent to 25 [[portable solar panel]]s, while taking up only a 4×4 area in the equipment grid.&lt;br /&gt;
&lt;br /&gt;
Portable fission reactors are an unlimited source of energy and require nothing to power them.&lt;br /&gt;
&lt;br /&gt;
Portable fission reactors are essential items for power armor and power armor MK2, as running the many other modules in these armors would take far too many solar panels to be practical.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced.&lt;br /&gt;
** Functionally a replacement for the [[portable fusion reactor]], after receiving a significant buff to power generation.&lt;br /&gt;
** All portable fusion reactors crafted before 2.0.7 have been turned into portable fission reactors.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Power armor]]&lt;br /&gt;
* [[Power armor MK2]]&lt;br /&gt;
* [[Portable solar panel]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Assembling_machine_3&amp;diff=206073</id>
		<title>Assembling machine 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Assembling_machine_3&amp;diff=206073"/>
		<updated>2024-11-13T00:11:04Z</updated>

		<summary type="html">&lt;p&gt;Brin: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Assembling machine 3}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;assembling machine 3&#039;&#039;&#039; is the third and final tier of assembly machines, having the fastest [[crafting]] speed of all three. Like the [[assembling machine 2]], it can use liquids in crafting.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* An assembling machine 3 with max energy reduction (80%) only needs as much energy as an [[assembling machine 1]].&lt;br /&gt;
* It is the only assembling machine capable of crafting faster than the player (crafting speed 1), without the use of modules. &lt;br /&gt;
* An assembler&#039;s maximum possible crafting speed is 11.25, using 12 [[beacon]]s filled with level 3 [[speed module]]s. This uses 2.5MW on the assembler alone, and requires 8.3MW in total to run.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Assembling machines can be configured via circuit networks.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Changed assembling machines&#039; auto-insertion behavior when using speed modules. Faster speed with fast recipes will insert more items, sooner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.4|&lt;br /&gt;
* Assembling machine 3 has up to 6 ingredient slots, so it can make any recipe in its category.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Fast replacing assembling machine keeps the direction of the original assembling machine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Update icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Assembling Machines 2 and 3 have an input and output pipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Productivity modules can only be used in assembling machines producing intermediate products.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Crafting speed of assembling machine is relative to manual crafting speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Reset bonus production of machine when recipe is changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added support for modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Update recipe tooltip for assembling machine output.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Better graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Assembling machine 1]]&lt;br /&gt;
* [[Assembling machine 2]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Assembling_machine_2&amp;diff=206072</id>
		<title>Assembling machine 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Assembling_machine_2&amp;diff=206072"/>
		<updated>2024-11-13T00:10:38Z</updated>

		<summary type="html">&lt;p&gt;Brin: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Assembling machine 2}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;assembling machine 2&#039;&#039;&#039; is an upgraded version of the assembling machine. It has a faster [[crafting]] speed and higher power consumption than the [[assembling machine 1]]. Unlike the first assembling machine, the assembling machine 2 supports crafting with fluids and using [[module|modules]] to increase the speed or efficiency of production.&lt;br /&gt;
&lt;br /&gt;
It can make recipes that include liquids as one of their ingredients (e.g. [[processing unit]]) or products (e.g. [[empty crude oil barrel]]). The input pipe/output pipe connects to the centre of a side. The pipe will only connect when a recipe that requires or produces a liquid is selected. The pipe starts at the top by default, but its location can be rotated by hovering over the machine and pressing {{Keybinding|R}}.&lt;br /&gt;
&lt;br /&gt;
== Notes == &lt;br /&gt;
&lt;br /&gt;
* An [[assembling machine 2]] with two [[efficiency module]] needs less energy than one [[assembling machine 1]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Assembling machines can be configured via circuit networks.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Crafting capability increased from 4 to unlimited recipe ingredients.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Changed assembling machines&#039; auto-insertion behavior when using speed modules. Faster speed with fast recipes will insert more items, sooner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Fast replacing assembling machine keeps the direction of the original assembling machine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Update icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Assembling Machines 2 and 3 have an input and output pipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Productivity modules can only be used in assembling machines producing intermediate products.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Crafting speed of assembling machine is relative to manual crafting speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Reset bonus production of machine when recipe is changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added support for modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.2|&lt;br /&gt;
* The assembling machine 2 speed is now slightly faster (from 1.5 to 2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Update recipe tooltip for assembling machine output.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Better graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Assembling machine 1]]&lt;br /&gt;
* [[Assembling machine 3]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Assembling_machine_1&amp;diff=206071</id>
		<title>Assembling machine 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Assembling_machine_1&amp;diff=206071"/>
		<updated>2024-11-13T00:09:35Z</updated>

		<summary type="html">&lt;p&gt;Brin: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Assembling machine 1}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assembling machine 1&#039;&#039;&#039; is the most basic assembling machine. As [[Automation (research)|Automation]] is the first technology available, this is the first available [[crafting]] machine. It is capable of crafting most recipes, including its own recipe. However, unlike higher tier assembling machines, it cannot use [[fluids]] for crafting.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Assembling machines can be configured via circuit networks.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Crafting capability increased from 2 to unlimited recipe ingredients.&lt;br /&gt;
* Can now craft any non-fluid requiring recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Fast replacing assembling machine keeps the orientation of the original assembling machine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Productivity modules can only be used in assembling machines producing intermediate products.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Crafting speed of assembling machine is relative to manual crafting speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Reset bonus productivity of machine when recipe is changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added support for modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.2|&lt;br /&gt;
* The assembling machine 2 speed is now slightly faster (from 1.5 to 2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Update recipe tooltip for assembling machine output.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Better graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Between 0.15.0 and 0.15.7, it was an ingredient in the [[chemical science pack]]. Between 0.15.7 and 0.16.0, it was an ingredient in the [[production science pack]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Assembling machine 2]]&lt;br /&gt;
* [[Assembling machine 3]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Quality&amp;diff=206070</id>
		<title>Talk:Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Quality&amp;diff=206070"/>
		<updated>2024-11-13T00:08:19Z</updated>

		<summary type="html">&lt;p&gt;Brin: Optimal quality formula.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Template for quality-affected stats ==&lt;br /&gt;
&lt;br /&gt;
Writing this here because I need to write it somewhere.&lt;br /&gt;
&lt;br /&gt;
I went ahead and made a template for when the same property varies based on quality. (Example: {{Quality|Small number|Not so small number|Decent number|Big number|Insane number}}.) Not sure if this is how we&#039;re gonna handle it (I&#039;ve never been one to make good decisions :b), so it won&#039;t bother me if we wind up doing something completely different. I&#039;ve already added it to the [[electromagnetic plant]] infobox (not sure if that was a good idea...), so you can see it there in practice if you need to. However, I don&#039;t really want to take it any further if I&#039;m the only one who thinks this is a good idea. So, any thoughts? - [[User:Tecanec|tecanec]] ([[User talk:Tecanec|talk]]) 13:07, 28 October 2024 (UTC)&lt;br /&gt;
: Thanks for the initial implementation and the example usage! I made some adjustments and I think it&#039;s good to go now :D -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 21:51, 28 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Optimal module usage ==&lt;br /&gt;
How exactly is the optimal module usage calculated? I know the list only applies to it&#039;s usage in Assembler 3&#039;s, but with the new special buildings from other planets, chemical plants, and other various machines, I feel like it would be much better to break down what exactly the formula is in a general sense so we can apply it to every machine, instead of only getting the answers for a single machine. [[User:Brin|Brin]] ([[User talk:Brin|talk]]) 00:07, 13 November 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Quality_module&amp;diff=205065</id>
		<title>Infobox:Quality module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Quality_module&amp;diff=205065"/>
		<updated>2024-11-06T01:07:50Z</updated>

		<summary type="html">&lt;p&gt;Brin: Space age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|space-age = yes&lt;br /&gt;
|changed-by-space-age-mod = yes&lt;br /&gt;
|prototype-type = module&lt;br /&gt;
|internal-name = quality-module&lt;br /&gt;
|category = Production&lt;br /&gt;
|stack-size = 50&lt;br /&gt;
|speed = -5%&lt;br /&gt;
|quality = {{Quality|+1%|+1.3%|+1.6%|+1.9%|+2.5%}}&lt;br /&gt;
|recipe = Time, 15 + Advanced circuit, 5 + Electronic circuit, 5&lt;br /&gt;
|total-raw = Time, 68.75 + Copper plate, 32.5 + Iron plate, 15 + Plastic bar, 10&lt;br /&gt;
|required-technologies = Quality module&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|space-age-producers = Assembling machine + Electromagnetic plant + Player&lt;br /&gt;
|consumers = Quality module 2&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality_module&amp;diff=205064</id>
		<title>Quality module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality_module&amp;diff=205064"/>
		<updated>2024-11-06T01:02:19Z</updated>

		<summary type="html">&lt;p&gt;Brin: mod clarifications&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;
While players are required to own Space Age to access this feature, quality is a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&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>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Beacon&amp;diff=205063</id>
		<title>Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Beacon&amp;diff=205063"/>
		<updated>2024-11-06T00:57:49Z</updated>

		<summary type="html">&lt;p&gt;Brin: Removed cleanup notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Beacon}}&lt;br /&gt;
A &#039;&#039;&#039;beacon&#039;&#039;&#039; is a device that transmits [[module]] effects to nearby machines, in a 9×9 square, while also boosting the effects of said modules. A beacon allows transmitting the effect of a module to multiple machines, and multiple beacons can affect the same machine, albeit with diminishing returns. Additionally, beacons can provide boosts beyond the normal limits of internal module slots. &amp;lt;!-- Pumpjacks were previously used as an example here. I removed the example because the stats were outdated. Could be re-added with post-2.0 stats. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The beacon emanates an electrical charge at a steady interval, the color changes depending on which modules are placed into the beacon, or if it contains none at all.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Beacons are &#039;&#039;&#039;&#039;&#039;best&#039;&#039;&#039;&#039;&#039; in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* There are many compatible machines in a dense area&lt;br /&gt;
&lt;br /&gt;
This allows the beacon&#039;s effect to reach multiple machines, allowing the player to save materials from crafting modules.&lt;br /&gt;
&lt;br /&gt;
* There is one machine that must have an extreme speed of operation&lt;br /&gt;
&lt;br /&gt;
Mining drills present an example of this usefulness. When an ore patch is small but rich, more speed per drill is necessary to meet demand, since adding more drills isn&#039;t possible. So, multiple speed module beacons around a mining drill (with modules in the drill itself) can be used to increase the speed of the individual drill several times, to make up for the low quantity of drills. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Beacons should &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; be used in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* The machine(s) being boosted operate infrequently&lt;br /&gt;
&lt;br /&gt;
This leads to power waste as beacons will always consume power, even when the machines they&#039;re boosting are halted. This however can be circumvented with some planning, and using a [[power switch]].&lt;br /&gt;
&lt;br /&gt;
* Attempting to boost non-module-compatible machines&lt;br /&gt;
&lt;br /&gt;
Only machines that have module slots will be affected by a beacon.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
&lt;br /&gt;
* Only buildings with module slots can benefit from beacon effects (i.e. [[laser turret]] doesn&#039;t benefit). The only exceptions to this rule are beacons themselves which &#039;&#039;don&#039;t&#039;&#039; benefit from the modules inserted in themselves (or other beacons), so their energy cost can&#039;t be reduced.&lt;br /&gt;
&lt;br /&gt;
* Currently, only [[Module#Speed_module|speed]] and [[Module#Efficiency_module|efficiency]] modules can be used in beacons, and [[Module#Productivity module|productivity]] and [[Module#Quality_module|quality]]{{SA}} modules cannot.&lt;br /&gt;
&lt;br /&gt;
* A beacon&#039;s effect transmitted is only half of the effect of the modules within. So, two of the same module = one module&#039;s worth transmitted. This limitation can be overcome with more beacons with overlapping areas.&lt;br /&gt;
&lt;br /&gt;
== Transmission strength ==&lt;br /&gt;
The effect of modules placed in beacons is not equal to those placed in the machines themselves. Rather, it is multiplied by a factor called &amp;quot;transmission strength&amp;quot;. This factor is applied to all stats affected by the module, both good and bad.&lt;br /&gt;
&lt;br /&gt;
The transmission strength itself depends on two factors. One is the distribution efficiency stat of the beacon; For normal beacons, this is always 1.5, but quality can increase it up to 2.5 for legendary beacons. The second factor is the reciprocal square root of the number of beacons affecting each machine. Therefore, in total, &amp;lt;code&amp;gt;n&amp;lt;/code&amp;gt; beacons affecting the same machine will have a combined transmission strength of &amp;lt;code&amp;gt;n^0.5&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In practical terms, this means that there are diminishing returns on increasing the number of beacons affecting the same machine, as the effect per beacon decreases when more are added.&lt;br /&gt;
&lt;br /&gt;
== Maximum number per building ==&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a building depend on that building&#039;s footprint:&lt;br /&gt;
* Buildings from 2×2 to 4×4 size: &#039;&#039;&#039;12 beacons&#039;&#039;&#039;, with an effect of 3.46 times that of a single beacon.&lt;br /&gt;
* Buildings from 5×5 to 7x7 size: &#039;&#039;&#039;16 beacons&#039;&#039;&#039;, with an effect of 4 times that of a single beacon.&lt;br /&gt;
* Buildings from 8x8 to 10x10 size: &#039;&#039;&#039;20 beacons&#039;&#039;&#039;, with an effect of 4.47 times that of a single beacon.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, because the space between a beacon and a machine can not be greater than two tiles without putting the machine outside of the beacon&#039;s range, belt routing can become a challenge. In some situations, use of the logistic network may be required in order to supply the machines.&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a row of buildings:&lt;br /&gt;
* Row of 3×3 buidings: &#039;&#039;&#039;8 beacons&#039;&#039;&#039;, with an effect of 2.83 times that of a single beacon.&lt;br /&gt;
* Row of 5×5 buidings: &#039;&#039;&#039;10 beacons&#039;&#039;&#039;, with an effect of 3.16 times that of a single beacon.&lt;br /&gt;
Note that when buildings and beacons are arranged in parallel rows like this, the offset between buildings and beacons along the direction of the rows is important. For example, imagine placing a row of [[assembling machine 3]]s between two rows of beacons. If the sides of the beacons and the assembling machines line up, every assembling machine is affected by six beacons in total. Howevever, if either the beacons or the assembling machines are shifted by one tile relative to the other, then each assembling machine is affected by eight beacons in total.&lt;br /&gt;
&lt;br /&gt;
[[File:Beacon alignment (3 wide).jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
In general, depending on the width of the machines modulo 3:&lt;br /&gt;
* If the width of the machines is divisible by three, then the arrangement is optimal when the sides of a machine do not align with the sides of a beacon on the axis perpendicular to the direction of the rows.&lt;br /&gt;
* If the width of the machines modulo 3 is 1 (such as a width of 4), then any offset leads to an optimal layout.&lt;br /&gt;
* If the width of the machines modulo 3 is 2 (such as a width of 5), then the arrangement is optimal when the center of a machine aligns with the center of a beacon on the axis perpendicular to the direction of the rows. Note that this requires a one-tile gap between the machines.&lt;br /&gt;
&lt;br /&gt;
== Beacon arrays ==&lt;br /&gt;
&lt;br /&gt;
Beacons can boost the overall capabilities of a factory quite significantly. However, they consume a considerable amount of power (480 kW apiece), take up nontrivial space, complicate logistics, and also are relatively expensive to craft. Therefore, when building an entire production line with a high beacon boost, it is significantly more economical to build a row of production buildings surrounded by row(s) of beacons, rather than single buildings surrounded by the maximum number of beacons theoretically possible. This also simplifies logistics and makes the design more tiling-friendly.&lt;br /&gt;
&lt;br /&gt;
The maximum possible benefits are reduced somewhat in row-array configuration (for 3×3 buildings, 8 beacons per building are possible instead of 12; for 5×5 buildings, 10 instead of 16), but the number of beacons required to achieve this boost level is considerably lower. For example, for a single row of 3×3 buildings surrounded by a double row of beacons so that each production building is in range of 8 beacons, the total number of beacons required is &amp;lt;code&amp;gt;2n + 6&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the number of production buildings.&lt;br /&gt;
&lt;br /&gt;
The average number of beacons per building is then &amp;lt;code&amp;gt;2 + (6 ÷ n)&amp;lt;/code&amp;gt;, which tends toward 2 (i.e., a 75% reduction in the number of beacons needed compared to isolated buildings with 8 distinct beacons each) when &#039;&#039;n&#039;&#039; goes to infinity. For e.g. &#039;&#039;n&#039;&#039; = 10 the formula evaluates to 2.6, which is still a reduction of 67.5% in beacons needed.&lt;br /&gt;
&lt;br /&gt;
=== Multi-row arrays ===&lt;br /&gt;
&lt;br /&gt;
For large numbers of buildings to be boosted, efficiency can be further improved by separating production buildings into multiple rows. In this case, the beacons in all but the edge rows of the array can be shared by the two rows of production buildings on either side. (Note that it does not matter if these are producing different recipes and / or are different buildings altogether.) The total number of beacons required, assuming 3×3 sized production buildings and rows of equal length, is &amp;lt;code&amp;gt;B(r,c) = (r + 1)(c + 3) = rc + 3r + c + 3&amp;lt;/code&amp;gt;, where &#039;&#039;r&#039;&#039; is the number of rows of production buildings and &#039;&#039;c&#039;&#039; is the number of production buildings in a single row.&lt;br /&gt;
&lt;br /&gt;
The number of beacons per boosted building is then &amp;lt;code&amp;gt;(3 ÷ rc) + (1 ÷ r) + (3 ÷ c) + 1&amp;lt;/code&amp;gt;, which tends to 1 as both &#039;&#039;r&#039;&#039; and &#039;&#039;c&#039;&#039; go to infinity. For finite arrays, the optimum number of rows is given by &amp;lt;code&amp;gt;r = -0.5 + sqrt[(n ÷ 3) + 0.25]&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the total number of buildings to be boosted.&lt;br /&gt;
&lt;br /&gt;
The formula above does not generally return integer results. If the &#039;&#039;r&#039;&#039; thus found is non-integer, iterate around it, i.e., calculate the number of beacons needed with &#039;&#039;floor(r)&#039;&#039; (the next lower integer) and &#039;&#039;ceiling(r)&#039;&#039; (the next higher integer) rows and compare the results. For each such integer &#039;&#039;r&#039;&#039;, calculate &#039;&#039;c&#039;&#039; as &#039;&#039;floor(n ÷ r)&#039;&#039;, then calculate the number of beacons as &#039;&#039;B(r,c)&#039;&#039; + &#039;&#039;mod(n,r)&#039;&#039; + 1, where &#039;&#039;B(r,c)&#039;&#039; is given above and &#039;&#039;mod(n,r)&#039;&#039; is &#039;&#039;n&#039;&#039; modulo &#039;&#039;r&#039;&#039;, i.e., the remainder of (&#039;&#039;n&#039;&#039; ÷ &#039;&#039;r&#039;&#039;), equal to &#039;&#039;n&#039;&#039; - (&#039;&#039;r&#039;&#039; × &#039;&#039;c&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
There will in either case be &#039;&#039;mod(n,r)&#039;&#039; buildings &amp;quot;left over&amp;quot;; these should be appended one per row to the ends of a contiguous block of neighboring rows for the total beacon count calculation above to be valid. Other configurations for the leftovers (e.g. all appended to the end of a single row, one each at the end of every second row, etc.) require a higher number of beacons to cover.&lt;br /&gt;
&lt;br /&gt;
=== Optimal arrays ===&lt;br /&gt;
&lt;br /&gt;
For 3×3 structures, arrays satisfying &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; are optimal, in the sense that they minimize the number of beacons required to cover the total number of structures (&#039;&#039;rc&#039;&#039;), therefore allowing the most use out of an individual beacon. Since structures may only be built in integer amounts, there are, below a reasonable cutoff on total array size, only a finite number of integer structure counts &#039;&#039;rc&#039;&#039; with which an optimal array such that &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; and &#039;&#039;c&#039;&#039; and &#039;&#039;r&#039;&#039; are integer may be built. The first few counts, along with associated array sizes and beacons-to-structures ratios, are summarized in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Structures&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Rows&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Columns&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons per structure&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 160px;&amp;quot; |Dimensions (tiles)*&lt;br /&gt;
|-&lt;br /&gt;
! | 3&lt;br /&gt;
| 1 || 3 || 12 || 4.00 || 18×11&lt;br /&gt;
|-&lt;br /&gt;
! | 12&lt;br /&gt;
| 2 || 6 || 27 || 2.25 || 27×19&lt;br /&gt;
|-&lt;br /&gt;
! | 27&lt;br /&gt;
| 3 || 9 || 48 || 1.78 || 36×27&lt;br /&gt;
|-&lt;br /&gt;
! | 48&lt;br /&gt;
| 4 || 12 || 75 || 1.56 || 45×35&lt;br /&gt;
|-&lt;br /&gt;
! | 75&lt;br /&gt;
| 5 || 15 || 108 || 1.44 || 54×43&lt;br /&gt;
|-&lt;br /&gt;
! | 108&lt;br /&gt;
| 6 || 18 || 147 || 1.36 || 63×51&lt;br /&gt;
|-&lt;br /&gt;
! | 147&lt;br /&gt;
| 7 || 21 || 192 || 1.31 || 72×59&lt;br /&gt;
|-&lt;br /&gt;
!  | ...&lt;br /&gt;
| ... || ... || ... || ... || ...&lt;br /&gt;
|-&lt;br /&gt;
! | 3r^2&lt;br /&gt;
| r || 3r || (r + 1) (3r + 3) || 1 + 2/r + 1/r^2 || (9r + 9) × (8r + 3)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes to table:&lt;br /&gt;
*Array dimension in tiles (last table column) assumes 2 tiles&#039; space (e.g. inserter + chest) is left either above or below each row of structures, while no extra space is left anywhere else.&lt;br /&gt;
*The 5-row array (75 structures) is the largest that can be covered by a logistic network generated from roboports located outside its footprint. For larger arrays, at least a minimal number of roboports would need to be strategically placed in the interior to provide coverage, thereby worsening the beacons-to-structures proportion somewhat.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Increased beacon stack size from 10 to 20.&lt;br /&gt;
* Diminishing return of beacons effect. ([https://factorio.com/blog/post/fff-409 FFF-409 - Diminishing beacons])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Renamed from Basic beacon to Beacon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Update icon}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New beacon graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Area of effect can now be seen on hover.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.5|&lt;br /&gt;
* Deactivated beacons will not give bonuses.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Restricted use of productivity modules in beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[Electric system]]&lt;br /&gt;
*[[Module|Modules]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Beacon&amp;diff=205062</id>
		<title>Talk:Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Beacon&amp;diff=205062"/>
		<updated>2024-11-06T00:57:07Z</updated>

		<summary type="html">&lt;p&gt;Brin: /* About that cleanup notice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About that cleanup notice ==&lt;br /&gt;
So, someone added a cleanup notice about how the page needs to be rewritten due to the 2.0 rework of beacons. I&#039;m a bit confused by this, since it was added almost six hours after I did just that. If there&#039;s something I missed, then I would like to know. - [[User:Tecanec|tecanec]] ([[User talk:Tecanec|talk]]) 08:23, 4 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Sorry about that, I seem to have added it by accident due to some caching issues I&#039;m adding. It seems pretty good. The only thing I&#039;d feel like we could add is the Factoriopedia&#039;s graph about diminishing returns, but the rewrite is already more than enough. [[User:Brin|Brin]] ([[User talk:Brin|talk]]) 00:56, 6 November 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail_support&amp;diff=205060</id>
		<title>Rail support</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail_support&amp;diff=205060"/>
		<updated>2024-11-06T00:53:20Z</updated>

		<summary type="html">&lt;p&gt;Brin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rail_support}}&lt;br /&gt;
{{cleanup|visuals, unique diagonal hitbox}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
A &#039;&#039;&#039;Rail support&#039;&#039;&#039; is placed under an elevated [[rail]], acting as its foundation. When [[rail planner|planning out]] elevated rails, supports will be automatically added between some units of rails. Supports act as obstacles, and can be removed at any time if one is added.&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, elevated rails are a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
Each rail support can hold up to five straight rail segments in either direction. It can also accommodate two curved rail segments, or a mix of one curved segment and three straight segments. Elevated rails are naturally able to be placed over most obstacles, such as buildings, [[cliff]]s, and water. However some buildings, like [[Big electric pole]]s are too tall to have elevated rails placed above them.&lt;br /&gt;
&lt;br /&gt;
Rail supports can be placed on top of water on [[Nauvis]], oil oceans on {{SA}} [[Fulgora]], and marshes on {{SA}} [[Gleba]] without the need for [[landfill]] or [[foundation]]. After researching [[Rail support foundations (research)|rail support foundations]], they can also be placed on Fulgora&#039;s deep oil oceans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Railway}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail_support&amp;diff=205059</id>
		<title>Rail support</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail_support&amp;diff=205059"/>
		<updated>2024-11-06T00:51:12Z</updated>

		<summary type="html">&lt;p&gt;Brin: Specific information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rail_support}}&lt;br /&gt;
{{incomplete|visuals, unique diagonal hitbox}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
A &#039;&#039;&#039;Rail support&#039;&#039;&#039; is placed under an elevated [[rail]], acting as its foundation. When [[rail planner|planning out]] elevated rails, supports will be automatically added between some units of rails. Supports act as obstacles, and can be removed at any time if one is added.&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, elevated rails are a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
Each rail support can hold up to five straight rail segments in either direction. It can also accommodate two curved rail segments, or a mix of one curved segment and three straight segments. Elevated rails are naturally able to be placed over most obstacles, such as buildings, [[cliff]]s, and water. However some buildings, like [[Big electric pole]]s are too tall to have elevated rails placed above them.&lt;br /&gt;
&lt;br /&gt;
Rail supports can be placed on top of water on [[Nauvis]], oil oceans on {{SA}} [[Fulgora]], and marshes on {{SA}} [[Gleba]] without the need for [[landfill]] or [[foundation]]. After researching [[Rail support foundations (research)|rail support foundations]], they can also be placed on Fulgora&#039;s deep oil oceans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Railway}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway&amp;diff=205054</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway&amp;diff=205054"/>
		<updated>2024-11-06T00:25:28Z</updated>

		<summary type="html">&lt;p&gt;Brin: Incomplete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{cleanup|2.0 changes. Train interrupts, overhauled rail placement, and elevated rails.}}&lt;br /&gt;
[[File:Railway_from_trailer_2020.png|thumb|right|430px|Railway in the [https://youtu.be/J8SBp4SyvLc official game trailer.]]]&lt;br /&gt;
:&#039;&#039;For the research see [[Railway (research)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Railway&#039;&#039;&#039; is one of the main transport methods in Factorio. Although the installation of such a network can be complicated and requires a large amount of resources and space, it is faster and more efficient than [[Belt transport system|belts]] and [[Logistic network|robot logistics]], especially over large distances.&lt;br /&gt;
&lt;br /&gt;
Railway construction, however, is not understood instantly. It takes some time to learn the basics, such as automating transportation. Learning how to manage and maintain the upkeep of a larger train network takes time and experience. Rails can be built on the ground, or can be - with the [[Space Age]] expansion - elevated with the help of a [[rail ramp]] and [[rail support]]s so that trains can travel over obstacles.&lt;br /&gt;
&lt;br /&gt;
== Infrastructure ==&lt;br /&gt;
&lt;br /&gt;
To build a railway, tracks (also called rails) must be built for the train to ride on. Typically, this is done via the [[rail planner]], but can also be done manually. Bear in mind that rails are placed on a two-tile grid, so a rail cannot be moved by only one tile.&lt;br /&gt;
&lt;br /&gt;
=== Minimum manually operated railway ===&lt;br /&gt;
As a minimum, a manually operated railway has to consist of:&lt;br /&gt;
* [[Rail]]s (tracks)&lt;br /&gt;
* [[Locomotive]]s&lt;br /&gt;
&lt;br /&gt;
Locomotives can be entered and then manually operated by standing next to them and pressing the {{Key|ENTER}} button.&lt;br /&gt;
&lt;br /&gt;
=== Switches ===&lt;br /&gt;
* There is no visual representation of a working switch, however, the rails will appear to merge. Using the rail planner, the player must place a [[rail]] overlapping an existing rail to form a switch. Switches are forks in tracks that allow a train to pick between two directional options.&lt;br /&gt;
* The crossing of two straight tracks is not usable as a switch, as trains have a limited turning radius. They do, however, connect [[Rail signal| signal blocks]] which helps prevent collisions.&lt;br /&gt;
* Parallel tracks do not interact with each other. However, switching from one track to the other can require extra resources if they are too close together; the track must turn away from the other parallel track and then turn back to it. This can create complicated networks of signals and, as such, one should generally not build parallel tracks unless they are spaced adequately. (Generally, 2 track widths apart works well)&lt;br /&gt;
&lt;br /&gt;
[[File:fff-140-controlled-gates_sm.gif|frame|An example of a safe railway crossing.&amp;lt;br /&amp;gt;[https://wiki.factorio.com/images/Fff-140-controlled-gates.gif Click here] for the full-sized version of the image.]]&lt;br /&gt;
=== Crossing tracks ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be careful when crossing train tracks! Trains are one of the highest damaging entities in the game, and will kill most players instantly on contact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A checklist of proper track-crossing etiquette:&lt;br /&gt;
&lt;br /&gt;
# Zoom out, so that you can see a train coming.&lt;br /&gt;
# Look left, then right.&lt;br /&gt;
# Check for signals nearby: If a [[rail signal]] suddenly jumps from green to red or green to yellow, a train is coming. Do not cross.&lt;br /&gt;
# Avoid walking near the tracks, as you do not need to be fully on the tracks to get hit.&lt;br /&gt;
# While it is possible to get into/out of a train while it is moving, a miss can cost your life. The sides of the train can still deal damage, as well as the player being able to slip between two rail cars.&lt;br /&gt;
# Heavy [[Energy shield|shields]] can be used to reduce the damage taken. In extreme cases, it is possible to stop a train with your body. This will require several shield modules to not be instantly killed and will drain a large amount of the suit&#039;s energy.&lt;br /&gt;
# All entities with health will take damage getting hit by a train, so take care not to leave a [[car]] or [[tank]] on the tracks. However, this includes hostile forces!&lt;br /&gt;
# Trains far from a [[train stop]] will be traveling at (near) max speed, so take extra precaution when crossing and zoom out further. Trains near a [[train stop]] or signal will slow down to stop and will be traveling slower. Trains of different configurations will also move slower or faster.&lt;br /&gt;
&lt;br /&gt;
A safe railroad crossing like the example shown in the picture can be built. This works by restricting access to the tracks when an oncoming train has the rails reserved. When the player is on the rails, the signals are reserved by the [[circuit network]], and the train must stop and wait until the player leaves the tracks. When a player is inside the area crossing the tracks, the train gates are closed so the player can&#039;t get on the tracks outside the crossing. This is to completely ensure a safe crossing and is often used on servers.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Trains ==&lt;br /&gt;
Train components:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{Imagelink|Locomotive}} || {{Imagelink|Cargo wagon}} || {{Imagelink|Fluid wagon}} || {{Imagelink|Artillery wagon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Railway-assemble-train.png|thumb|left|300px|Placing a [[Cargo wagon]] so it is attached to the train.]]&lt;br /&gt;
&lt;br /&gt;
* A train consists of at least one locomotive.&lt;br /&gt;
* Trains can have more than one locomotive and any number of [[wagon]]s.&lt;br /&gt;
* Locomotives can be &#039;&#039;&#039;manually&#039;&#039;&#039; driven forwards or backwards, however, they are generally slower going backwards. The left and right movement keys are used to change direction at switches.&lt;br /&gt;
* Trains can only drive forwards automatically. An automatic train can drive forwards and backwards when two locomotives facing different directions are connected to the train.&lt;br /&gt;
* A train needs [[fuel]] to drive. Fuel can be added by inserters when the train is in manual mode or parked at a station, not when waiting at a signal or standing in automatic mode.&lt;br /&gt;
&lt;br /&gt;
The locomotives&#039; inventory is only used for [[fuel]]. To transport items or fluids [[cargo wagon]]s and/or [[fluid wagon]]s have to be attached to the train. To attach rolling stock, whether a wagon or a locomotive, the player may prepare to place one near an existing train, where a green graphic will show the player that the stock will be attached, showing a connection between the train and the new stock. Alternatively, the player may manually connect rolling stock to trains with the rolling stock connect key, if the cargo wagon is placed far away from a train. Rolling stock can likewise be disconnected with the rolling stock disconnect key.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:station-example-1.png|thumb|right|256px|A very minimal train station.]]&lt;br /&gt;
&lt;br /&gt;
Train stations are the only place where trains can be loaded or unloaded when they are in automatic mode. Cargo wagons can be filled or emptied by up to twelve adjacent [[inserters]] (six on each side). Inserters can also be used to insert fuel into locomotives. [[Pump]]s are used to transfer fluid into and out of fluid wagons, only three pumps can attach to one fluid wagon at once.&lt;br /&gt;
&lt;br /&gt;
Train stations are usually created by placing a [[train stop]]. Train stops must be on the right-hand side of the track. However, it is also possible to create a temporary train station by opening a locomotive&#039;s GUI and using {{Keybinding|ctrl|lmb}} near a rail in the minimap in the GUI or by entering a locomotive and using {{Keybinding|ctrl|lmb}} near a rail on the world map. This will create a station without requiring a train stop. The temporary train station has a default wait condition of 5 seconds and is removed from the schedule once the train leaves the station.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Signals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Rail signal}} || {{Imagelink|Rail chain signal}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rail signals are used to employ multiple trains automatically without the danger of trains crashing into each other. Rail signals split the network into blocks and ensure that only one train can be in every block at any time. Note that driving a train manually ignores all signals, so it is possible for automatic trains to crash into the player if the player ignores red/yellow signals. Always beware of automatic trains and give them the right of way.&lt;br /&gt;
&lt;br /&gt;
The [[Tutorial:Train signals|train signals tutorial]] contains an in-depth explanation of rail signals, blocks and deadlocks.&lt;br /&gt;
&lt;br /&gt;
=== Basic signaling rules ===&lt;br /&gt;
* There can only be one train in a block at any time. A train spanning multiple blocks occupies them all.&lt;br /&gt;
* A red signal means that the following block is occupied by a train.&lt;br /&gt;
* A yellow signal means that a train is approaching and already has the approval to enter the following block.&lt;br /&gt;
* [[Rail signal]]s separate a new block and reflect its state: green - free, yellow - reserved, red - occupied&lt;br /&gt;
* [[Rail chain signal]]s separate a new block and reflect the state of the next signal(s): see above, blue - at least one of the paths is blocked, but not all&lt;br /&gt;
* A train can only pass a signal on the right of the track, or if there is a signal on both sides on the same rail segment. Of course, manual driving overrides this.&lt;br /&gt;
&lt;br /&gt;
== Automated transport ==&lt;br /&gt;
[[File:locomotive_gui.png|thumb|300px|The wait condition tab in the locomotive&#039;s GUI.]]&lt;br /&gt;
&lt;br /&gt;
Trains set on &amp;quot;Automatic&amp;quot; choose their destination stop and route on departure, and after waiting at a chain signal for five seconds, and when their destination stop disables itself by circuit condition. They choose the shortest route using a [[Railway/Train_path_finding|path finding algorithm]] that will get them to an enabled train stop with the right name, taking penalties for any apparent-at-the-time delays into account. If no such train stop exists they will skip the stop and go on to the next.&lt;br /&gt;
&lt;br /&gt;
This section covers items used to make trains automatically transport items between stations. The player should be familiar with creating a rail system.&lt;br /&gt;
&lt;br /&gt;
First, the player has to set up a rail system with at least two train stops, which are placed on the right-hand side of the expected train arrival direction. By hovering over the train stop with the mouse you see the positions of the vehicles for better setting up the train station (including (un)loading machinery, and refueling/repair installations).&lt;br /&gt;
&lt;br /&gt;
When you set up the train schedule (see below) and fuel the train, you can start the train on its schedule by switching from manual to automatic driving mode.&lt;br /&gt;
&lt;br /&gt;
=== Train schedule ===&lt;br /&gt;
The player can set up a list of train stations in the left locomotive&#039;s GUI. The train will route to stops in the given order, if it&#039;s at the end it will continue with the first. Stations can be added by clicking &amp;quot;Add station&amp;quot; in the GUI. A pop-up appears with a list of all stop names. If one is selected, another button appears which allows selecting a wait condition from a pop-up list. Furthermore, the map in the right part of the GUI can be used to add stations to the schedule by using {{keybinding|shift|lmb}} on a station or using {{keybinding|ctrl|lmb}} near a rail in the map to create a temporary train station. These actions can also be performed on the world map when the player is sitting inside the train.&lt;br /&gt;
&lt;br /&gt;
Wait conditions are used to tell the train when to leave the station. There are 7 types of wait conditions:&lt;br /&gt;
* &#039;&#039;&#039;Time passed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Inventory full&#039;&#039;&#039; – All inventories of the train are full. Does not include fuel inventories.&lt;br /&gt;
* &#039;&#039;&#039;Inventory empty&#039;&#039;&#039; – Same as above, but empty. Does not include fuel inventories.&lt;br /&gt;
* &#039;&#039;&#039;Item count&#039;&#039;&#039; – The train (all cargoes summed) contains a specific amount of a certain item. Does not include fuel inventories.&lt;br /&gt;
* &#039;&#039;&#039;Circuit condition&#039;&#039;&#039; – The train stop is connectable to the [[circuit network]], so the signals can used for wait conditions.&lt;br /&gt;
* &#039;&#039;&#039;Inactivity&#039;&#039;&#039; – No items were added or removed for the specified amount of seconds.&lt;br /&gt;
* &#039;&#039;&#039;Fluid count&#039;&#039;&#039; – The train (all fluid wagons summed) contains a specific amount of a certain fluid.&lt;br /&gt;
* &#039;&#039;&#039;Passenger present&#039;&#039;&#039; - At least one [[player]] is inside any part of the train.&lt;br /&gt;
* &#039;&#039;&#039;Passenger not present&#039;&#039;&#039; - No players are inside any part of the train.&lt;br /&gt;
&lt;br /&gt;
It is also possible to set no wait condition, this causes the train to simply pass by the station without stopping.&lt;br /&gt;
&lt;br /&gt;
Hereafter the word &amp;quot;term&amp;quot; is used to describe &#039;&#039;one&#039;&#039; type of wait condition, and the words &amp;quot;wait condition&amp;quot; are used to describe the whole set of terms (it turns a bit into maths).&lt;br /&gt;
&lt;br /&gt;
If more than one term is added, it is possible to change the connection of those using the logical operators AND and OR. An AND condition will result in true if all terms are true. An OR condition will return true if at least one of the terms is true.&lt;br /&gt;
&lt;br /&gt;
When mixing AND and OR terms, the logic is grouped by the OR terms. When evaluating the wait condition, the first term is evaluated along with all AND terms immediately following up to but excluding the next occurring OR term. If they all evaluate true, the wait condition evaluates true. Otherwise, evaluation continues with that next occurring OR term and all AND terms immediately following it, up to the next OR term. This continues until either an OR group evaluates true and the wait condition is satisfied, or all terms have been checked.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Expand for examples&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Wait until full, up to 30 seconds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Full cargo inventory&lt;br /&gt;
OR 30 seconds passed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until cargo full, &#039;&#039;or&#039;&#039; circuit condition Oil &amp;gt; 3000:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Full cargo inventory&lt;br /&gt;
OR Circuit condition - Oil &amp;gt; 3000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until empty, &#039;&#039;and&#039;&#039; 30 seconds passed, &#039;&#039;and&#039;&#039; 5 seconds of inactivity:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Empty cargo inventory&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
AND 5 seconds of inactivity&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until iron ore is low, &#039;&#039;or&#039;&#039; copper ore is low &#039;&#039;and&#039;&#039; at least 30 seconds passed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Cargo: Iron ore &amp;lt; 500&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
OR Cargo: Copper ore &amp;lt; 500&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s wait condition logic is read as disjunctive normal form ([https://en.wikipedia.org/wiki/Disjunctive_normal_form DNF]), and so this last example is processed as (note the parenthesis):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;((Cargo: Iron ore &amp;lt; 500 AND 30 seconds passed) OR (Cargo: Copper ore &amp;lt; 500 AND 30 seconds passed))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Which is the same as this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;((Cargo: Iron ore &amp;lt; 500 OR Cargo: Copper ore &amp;lt; 500) AND 30 seconds passed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is no way to write that shorter form in the current UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Below are some things to verify if a rail system or train is not working.&lt;br /&gt;
&lt;br /&gt;
* Is the train fueled? Ensure that the locomotive has [[fuel]] of some kind.&lt;br /&gt;
* Misplaced or non-functional switches? Ensure that the train can plan a path through the switches.&lt;br /&gt;
* Another train on the same [[Railway#Block|block]]? Make sure the path of the train is unobstructed.&lt;br /&gt;
* Train stops placed correctly? Make sure that the yellow arrows when hovering on the stop point towards the end or exit of the stop.&lt;br /&gt;
* Is the train allowed to enter signals from the right direction? Are the signals set correctly?&lt;br /&gt;
* If a track is supposed to be two-way, the rail signals should be opposite each other. You can verify they match up by hovering the cursor over one. For a matched pair, it will show the other.&lt;br /&gt;
&lt;br /&gt;
==== No path ====&lt;br /&gt;
When trains cannot reach the target, a &amp;quot;no path&amp;quot; symbol pops up over the locomotive. Check:&lt;br /&gt;
* Can the train reach its current destination by &#039;&#039;&#039;only driving forward&#039;&#039;&#039;? Build turning slopes or place a locomotive at both ends of a train!&lt;br /&gt;
* Are the train stops standing in the right direction? Train stops must be on the right-hand side of the track (from the forward-facing locomotive&#039;s perspective).  If the train is traveling south, the stop must be on the west side of the track.&lt;br /&gt;
* If you use rail signals, check that the signals are all allowing traffic in the correct direction.&lt;br /&gt;
* Check for interruptions in the train tracks, drive to the station manually to check there are no rail parts missing. Especially near junctions, these can be hard to spot if missing.&lt;br /&gt;
&lt;br /&gt;
If you are still having problems, consider:&lt;br /&gt;
* Driving the train manually, and as you pass each switch, try switching to automatic. When it works, you will know the rough area of the problem.&lt;br /&gt;
[http://imgur.com/a/Nq2Yk A pictorial summary of typical problems].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|getting-on-track}}&lt;br /&gt;
{{Achievement|trans-factorio-express}}&lt;br /&gt;
{{Achievement|watch-your-step}}&lt;br /&gt;
{{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Tutorial:Train signals]]&lt;br /&gt;
* [[Railway/Train path finding]]&lt;br /&gt;
* [[Locomotive]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Fluid wagon]]&lt;br /&gt;
* [[Artillery wagon]]&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Railway}} {{C|Railway{{!}}#Railway}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Rail_support&amp;diff=205053</id>
		<title>Infobox:Rail support</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Rail_support&amp;diff=205053"/>
		<updated>2024-11-06T00:17:16Z</updated>

		<summary type="html">&lt;p&gt;Brin: Dimensions and Space Age marking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|resistance = {{Translation|Acid}}: 0/80%&amp;lt;br&amp;gt;{{Translation|Explosion}}: 10/30%&amp;lt;br&amp;gt;{{Translation|Fire}}: 0/100%&amp;lt;br&amp;gt;{{Translation|Impact}}: 45/60%&amp;lt;br&amp;gt;{{Translation|Laser}}: 0/70%&amp;lt;br&amp;gt;{{Translation|Physical}}: 3/20%&lt;br /&gt;
|mining-time = 0.5&lt;br /&gt;
|map-color = 006090&lt;br /&gt;
|consumers =&lt;br /&gt;
|prototype-type = rail-support&lt;br /&gt;
|internal-name = rail-support&lt;br /&gt;
|recipe = Time, 0.5 + Steel plate, 10 + Refined concrete, 20 = Rail support, 1&lt;br /&gt;
|category = Logistics&lt;br /&gt;
|dimensions = 4x4&lt;br /&gt;
|image = rail_support_entity.png&lt;br /&gt;
|stack-size=20&lt;br /&gt;
|health={{Quality|1000|1300|1600|1900|2500}}&lt;br /&gt;
|total-raw =&lt;br /&gt;
|required-technologies = Elevated rail&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|space-age = yes&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Crafting&amp;diff=204870</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Crafting&amp;diff=204870"/>
		<updated>2024-11-04T14:04:57Z</updated>

		<summary type="html">&lt;p&gt;Brin: /* Manual crafting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The process of &#039;crafting&#039; is to produce an end product off of input products using a recipe. The [[player]] or a variety of buildings like [[Assembling machine]]s can craft materials. Smelting is a particular kind of crafting that can only be done by [[furnace]]s. Since smelting cannot be done by the player, it is impossible to craft some items directly from raw resources.&lt;br /&gt;
&lt;br /&gt;
In the beginning of the game, it is easy to make everything manually, but as the game advances, manual crafting is less and less efficient of a way to create. Products that require liquids and a few others (such as engine units) cannot be manually crafted. This is to encourage automation. The more advanced or expensive an item is, the more [[time]] it may take to craft.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|lazy-bastard}}&lt;br /&gt;
&lt;br /&gt;
== Manual crafting ==&lt;br /&gt;
{{cleanup|Gif contains outdated visuals}}&lt;br /&gt;
[[File:crafting_queue_anim.gif|left]]&lt;br /&gt;
Manual crafting is the most basic form of crafting, it is done directly in the player&#039;s inventory. To manually craft an object, open the player&#039;s inventory with {{keybinding|E}} ({{Keybinding|X}} on [[Nintendo Switch version|Nintendo Switch]]), and select an object to manually craft on the right. Left click for one, right click for five, and shift click to make as many as possible. If the image of the item is grayed out, ensure you have the materials necessary to craft the object. If you lack a resource, it will be shown highlighted in &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt; text if you mouse-over the product. Materials that you don&#039;t have but you can craft will be highlighted in &amp;lt;span style=&amp;quot;color:#FF530D&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt; text, and will be chain-crafted to reach the product you selected. This is an advantage over automatic crafting using machines, which do not automatically create intermediate ingredients.&lt;br /&gt;
&lt;br /&gt;
While manually crafting, there will be icons in the bottom left of the screen, which shows the current crafting operation. When an item is selected for crafting, the resources will be preemptively taken from the player&#039;s inventory. If that operation is then canceled, the items will be fully returned to the player.&lt;br /&gt;
&lt;br /&gt;
To cancel a manual crafting operation from the queue at the bottom left of the screen, left click (to cancel one operation), right click (to cancel five operations), or shift-left click to cancel all crafts of that item. This is useful if you accidentally queue the wrong product, or too many of a product. All the materials taken to craft the item will be returned to your inventory. Manual crafting can be canceled at any time, but already-crafted intermediate products will not be uncrafted.&lt;br /&gt;
&lt;br /&gt;
There are many kinds of materials which cannot be manually crafted and must be crafted by a machine:&lt;br /&gt;
&lt;br /&gt;
* Ores can only be smelted in a [[furnace]].&lt;br /&gt;
* Any recipe that involves liquids must be processed in a machine.&lt;br /&gt;
* [[Engine unit]]s must be crafted in an [[assembling machine]].&lt;br /&gt;
&lt;br /&gt;
If the result of any of these recipes is used as the input to something which can be manually crafted, the player must have that intermediate product in their inventory to craft the item.&lt;br /&gt;
&lt;br /&gt;
== Automated crafting ==&lt;br /&gt;
&lt;br /&gt;
Automated crafting is done outside of the player&#039;s inventory, allowing for multiple products to be produced at once, in synchronous harmony. This is where most crafting should take place.&lt;br /&gt;
&lt;br /&gt;
Key structures in automated crafting are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2| Resource Extraction&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill}}&amp;lt;br /&amp;gt;{{Imagelink|Electric mining drill}}&amp;lt;br /&amp;gt;{{Imagelink|Big mining drill|space-age=yes}} || [[Mining|Mine]]s resources.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Offshore pump}} || Extracts [[water]] from lakes.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || Extracts [[crude oil]] from oil fields.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone furnace}}&amp;lt;br /&amp;gt;{{Imagelink|Steel furnace}}&amp;lt;br /&amp;gt;{{Imagelink|Electric furnace}}&amp;lt;br /&amp;gt;{{Imagelink|Foundry|space-age=yes}} || Process raw minerals to their base metal, by smelting.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Production&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 1}} || Cannot handle fluid ingredients.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 2}}&amp;lt;br /&amp;gt;{{imagelink|Assembling machine 3}}&amp;lt;br /&amp;gt;{{Imagelink|Electromagnetic plant|space-age=yes}} || Can handle recipes requiring fluid ingredients.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}}&amp;lt;br /&amp;gt;{{Imagelink|Chemical plant}}&amp;lt;br /&amp;gt;{{Imagelink|Cryogenic plant|space-age=yes}} || Processes [[crude oil]] and other fluids.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Centrifuge}} || Process [[uranium ore]] into more useful intermediate products.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
As an introduction to crafting, let&#039;s craft some simple iron plates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task&#039;&#039;&#039;: create [[Iron plate]]s.&lt;br /&gt;
&lt;br /&gt;
Steps:&lt;br /&gt;
# Place a [[Burner mining drill]] onto an [[Iron ore]] resource field. This is a silvery patch that is fairly common.&lt;br /&gt;
# Place a [[Furnace]] directly in front of the output (press {{keybinding|Alt}} to show output arrow), so that the miner outputs the ore into the furnace, which can receive on any side.&lt;br /&gt;
# Fill both the miner and the furnace with [[Fuel]], such as coal or logs.&lt;br /&gt;
# Wait. After a few seconds, the first piece of [[Iron plate]] is smelted and available for collection. Either collect it manually, or pull it out with an [[Inserters|inserter]].&lt;br /&gt;
&lt;br /&gt;
This entire process is commonly referred to as &#039;smelting&#039;. [[Copper ore]] must also be smelted.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
Crafting of items can be automated. To automatically craft items, place a [[Assembling machine]], and select the recipe. Note that if the recipe is complicated enough, higher tiers of assembling machines may be necessary. Then, place all requested ingredients into the input slots, and the assembling machine should craft the item. Note that unlike manual crafting, each step of the craft requires another assembly machine. For example, crafting a [[lamp]] requires a machine to make [[copper cable]], a machine to make [[iron stick]]s, a machine to make [[electronic circuit]]s, etc. &#039;&#039;Assembly machines cannot automatically chain-craft like the player.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep up continuous production ingredients must be provided via [[belt transport system|belts]] and [[Inserters]]. The manufactured items can also be extracted by [[Inserters]] and are then available for further usage elsewhere in the factory.&lt;br /&gt;
&lt;br /&gt;
== Recipe difficulties ==&lt;br /&gt;
&lt;br /&gt;
When [[map generator|generating a world]], the player can choose between normal and expensive recipes (expensive mode). The expensive recipes represent another challenge beyond the &amp;quot;vanilla&amp;quot; game with normal recipes (normal mode) because they change some common ratios and have higher resource requirements.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Crafting now pauses when the results cannot fit into the player&#039;s inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.4|&lt;br /&gt;
* Surplus items are used for crafting further items, instead of being dropped into the inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Crafting counts are recorded per force.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.15|&lt;br /&gt;
* Order of inputs/outputs for fluid in machines is now constant.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.9|&lt;br /&gt;
* Inventory now sorts properly when god mode crafting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Event &amp;quot;on_player_crafted_item&amp;quot; is now called for every single finished item.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.3|&lt;br /&gt;
* Crafting GUI now supports scrolling.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.4|&lt;br /&gt;
* Recipes can now be hidden, so they don&#039;t appear in the player crafting screen.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Crafting GUI now resizes dynamically to fit the largest size.&lt;br /&gt;
* Only play crafting sound when final product is finished.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Updated/added sounds for crafting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Unified crafting time, crafting time is now 1:1 with manual crafting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Recipes categorized better.&lt;br /&gt;
* Recipes can now cost nothing but time.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Wider item selection screen.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.10|&lt;br /&gt;
* Tool tip in technology preview now shows total raw.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.9|&lt;br /&gt;
* Recipes are categorized.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Intermediate items in the crafting queue now show in a different color.&lt;br /&gt;
* Canceling crafting now cascades to all ingredients.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Assembling machine]]&lt;br /&gt;
* [[Furnace]]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail_support&amp;diff=204792</id>
		<title>Rail support</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail_support&amp;diff=204792"/>
		<updated>2024-11-04T05:14:31Z</updated>

		<summary type="html">&lt;p&gt;Brin: mod clarifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rail_support}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
A &#039;&#039;&#039;Rail support&#039;&#039;&#039; is placed under an elevated [[rail]], acting as its foundation. When [[rail planner|planning out]] elevated rails, supports will be automatically added between some units of rails. Supports act as obstacles, and can be removed at any time if one is added.&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, elevated rails are a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Railway}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail_ramp&amp;diff=204791</id>
		<title>Rail ramp</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail_ramp&amp;diff=204791"/>
		<updated>2024-11-04T05:13:34Z</updated>

		<summary type="html">&lt;p&gt;Brin: mod clarifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
{{:Infobox:Rail_ramp}}&lt;br /&gt;
A &#039;&#039;&#039;rail ramp&#039;&#039;&#039; is a [[rail]] that inclines upward, which allows [[locomotive]]s to travel over obstacles. Rails that continue off the higher part of the ramp must have [[rail support]]s to keep them elevated. [[Train stop]]s, [[rail signal]]s and [[rail chain signal]]s cannot be placed on rail ramps, unlike straight rails. Locomotives that are stopped on rail ramps will stay still and not slide back down to the ground level.&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, elevated rails are a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Railway}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_fusion_reactor&amp;diff=204790</id>
		<title>Portable fusion reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_fusion_reactor&amp;diff=204790"/>
		<updated>2024-11-04T05:11:36Z</updated>

		<summary type="html">&lt;p&gt;Brin: /* Trivia */ Now DLC exclusive.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Portable fusion reactor}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
{{About|the new equipment introduced in [[Space Age]]|the base game reactor equipment|Portable fission reactor}}&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are advanced power generating modules for equipment grids, and the most powerful one in {{SA}} Space Age. They generate 2.5 MW of power, equivalent roughly 83.3 [[portable solar panel]]s or 3.3 [[portable fission reactor]]s, while taking up only a 4×4 area in the equipment grid.&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are an unlimited source of energy and require nothing to power them.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The model is a reference to the movie &#039;&#039;[[Wikipedia:Back to the Future|Back to the Future]]&#039;&#039;, specifically the &amp;quot;Mr. Fusion&amp;quot; item on the back of the DeLorean.  The &amp;quot;Mr. Fusion&amp;quot; is itself a riff on &amp;quot;Mr. Coffee,&amp;quot; as the prop was a modified coffee maker.&lt;br /&gt;
* The portable fusion reactor is the only item in base game Factorio to become DLC exclusive content.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Crafting recipe overhauled.&lt;br /&gt;
* Power production increased from 750 kW to 2.5 MW.&lt;br /&gt;
* Portable fusion reactors are now {{SA}} Space Age exclusive content.&lt;br /&gt;
** [[Portable fission reactor]] was introduced to replace its previous position in the tech tree.&lt;br /&gt;
** All portable fusion reactors crafted before 2.0.7 have been turned into portable fission reactors.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Power production increased from 75 kW to 750 kW.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power production increased from 750 W to 75 kW}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Portable fission reactor]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Portable_fission_reactor&amp;diff=204778</id>
		<title>Infobox:Portable fission reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Portable_fission_reactor&amp;diff=204778"/>
		<updated>2024-11-04T03:01:06Z</updated>

		<summary type="html">&lt;p&gt;Brin: Quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|consumers = Spidertron&lt;br /&gt;
|total-raw = Time, 764 + Copper plate, 1000 + Iron plate, 4 + Plastic bar, 250 + Processing unit, 200 + Steel plate, 100 + Uranium-235, 0.4 + Uranium-238, 7.6&lt;br /&gt;
|prototype-type = generator-equipment&lt;br /&gt;
|internal-name = fission-reactor-equipment&lt;br /&gt;
|category = Combat&lt;br /&gt;
|stack-size=20&lt;br /&gt;
|power-output = {{Quality|750 {{Translation|kW}}|975 {{Translation|kW}}|1.2 {{Translation|MW}}|1.43 {{Translation|MW}}|1.88 {{Translation|MW}}}} {{Translation|electric}}&lt;br /&gt;
|dimensions   =4×4&lt;br /&gt;
|equipped-in = Modular armor + Power armor + Power armor MK2 + Spidertron&lt;br /&gt;
|recipe = Time, 10 + Low density structure, 50 + Processing unit, 200 + Uranium fuel cell, 4&lt;br /&gt;
|required-technologies = Portable fission reactor&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_fusion_reactor&amp;diff=204777</id>
		<title>Portable fusion reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_fusion_reactor&amp;diff=204777"/>
		<updated>2024-11-04T02:57:45Z</updated>

		<summary type="html">&lt;p&gt;Brin: Undo revision 204776 by Brin (talk) Deleted wrong line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Portable fusion reactor}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
{{About|the new equipment introduced in [[Space Age]]|the base game reactor equipment|Portable fission reactor}}&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are advanced power generating modules for equipment grids, and the most powerful one in {{SA}} Space Age. They generate 2.5 MW of power, equivalent roughly 83.3 [[portable solar panel]]s or 3.3 [[portable fission reactor]]s, while taking up only a 4×4 area in the equipment grid.&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are an unlimited source of energy and require nothing to power them.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The model is a reference to the movie &#039;&#039;[[Wikipedia:Back to the Future|Back to the Future]]&#039;&#039;, specifically the &amp;quot;Mr. Fusion&amp;quot; item on the back of the DeLorean.  The &amp;quot;Mr. Fusion&amp;quot; is itself a riff on &amp;quot;Mr. Coffee,&amp;quot; as the prop was a modified coffee maker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Crafting recipe overhauled.&lt;br /&gt;
* Power production increased from 750 kW to 2.5 MW.&lt;br /&gt;
* Portable fusion reactors are now {{SA}} Space Age exclusive content.&lt;br /&gt;
** [[Portable fission reactor]] was introduced to replace its previous position in the tech tree.&lt;br /&gt;
** All portable fusion reactors crafted before 2.0.7 have been turned into portable fission reactors.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Power production increased from 75 kW to 750 kW.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power production increased from 750 W to 75 kW}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Portable fission reactor]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_fusion_reactor&amp;diff=204776</id>
		<title>Portable fusion reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_fusion_reactor&amp;diff=204776"/>
		<updated>2024-11-04T02:56:43Z</updated>

		<summary type="html">&lt;p&gt;Brin: No missing info?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Portable fusion reactor}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are advanced power generating modules for equipment grids, and the most powerful one in {{SA}} Space Age. They generate 2.5 MW of power, equivalent roughly 83.3 [[portable solar panel]]s or 3.3 [[portable fission reactor]]s, while taking up only a 4×4 area in the equipment grid.&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are an unlimited source of energy and require nothing to power them.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The model is a reference to the movie &#039;&#039;[[Wikipedia:Back to the Future|Back to the Future]]&#039;&#039;, specifically the &amp;quot;Mr. Fusion&amp;quot; item on the back of the DeLorean.  The &amp;quot;Mr. Fusion&amp;quot; is itself a riff on &amp;quot;Mr. Coffee,&amp;quot; as the prop was a modified coffee maker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Crafting recipe overhauled.&lt;br /&gt;
* Power production increased from 750 kW to 2.5 MW.&lt;br /&gt;
* Portable fusion reactors are now {{SA}} Space Age exclusive content.&lt;br /&gt;
** [[Portable fission reactor]] was introduced to replace its previous position in the tech tree.&lt;br /&gt;
** All portable fusion reactors crafted before 2.0.7 have been turned into portable fission reactors.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Power production increased from 75 kW to 750 kW.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power production increased from 750 W to 75 kW}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Portable fission reactor]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Portable_fusion_reactor&amp;diff=204775</id>
		<title>Infobox:Portable fusion reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Portable_fusion_reactor&amp;diff=204775"/>
		<updated>2024-11-04T02:56:05Z</updated>

		<summary type="html">&lt;p&gt;Brin: 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = generator-equipment&lt;br /&gt;
|category = Combat&lt;br /&gt;
|stack-size=20&lt;br /&gt;
|power-output = {{Quality|2.5 {{Translation|MW}}|3.25 {{Translation|MW}}|4 {{Translation|MW}}|4.75 {{Translation|MW}}|6.25{{Translation|MW}}}}  {{Translation|electric}}&lt;br /&gt;
|dimensions   =4×4&lt;br /&gt;
|equipped-in = Tank + Spidertron + Modular armor + Power armor + Power armor MK2 + Mech armor&lt;br /&gt;
|required-technologies = Portable fusion reactor&lt;br /&gt;
|recipe = Time, 30 + Tungsten plate, 250 + Supercapacitor, 25 + Carbon fiber, 25 + Quantum processor, 250 + Fusion power cell, 10 + Portable fission reactor, 1&lt;br /&gt;
|space-age = yes&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_fusion_reactor&amp;diff=204774</id>
		<title>Portable fusion reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_fusion_reactor&amp;diff=204774"/>
		<updated>2024-11-04T02:40:45Z</updated>

		<summary type="html">&lt;p&gt;Brin: 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Portable fusion reactor}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
{{About|the new equipment introduced in [[Space Age]]|the base game reactor equipment|Portable fission reactor}}&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are advanced power generating modules for equipment grids, and the most powerful one in {{SA}} Space Age. They generate 2.5 MW of power, equivalent roughly 83.3 [[portable solar panel]]s or 3.3 [[portable fission reactor]]s, while taking up only a 4×4 area in the equipment grid.&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are an unlimited source of energy and require nothing to power them.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The model is a reference to the movie &#039;&#039;[[Wikipedia:Back to the Future|Back to the Future]]&#039;&#039;, specifically the &amp;quot;Mr. Fusion&amp;quot; item on the back of the DeLorean.  The &amp;quot;Mr. Fusion&amp;quot; is itself a riff on &amp;quot;Mr. Coffee,&amp;quot; as the prop was a modified coffee maker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Crafting recipe overhauled.&lt;br /&gt;
* Power production increased from 750 kW to 2.5 MW.&lt;br /&gt;
* Portable fusion reactors are now {{SA}} Space Age exclusive content.&lt;br /&gt;
** [[Portable fission reactor]] was introduced to replace its previous position in the tech tree.&lt;br /&gt;
** All portable fusion reactors crafted before 2.0.7 have been turned into portable fission reactors.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Power production increased from 75 kW to 750 kW.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power production increased from 750 W to 75 kW}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Portable fission reactor]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=204773</id>
		<title>Portable fission reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=204773"/>
		<updated>2024-11-04T02:35:49Z</updated>

		<summary type="html">&lt;p&gt;Brin: /* History */  2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Portable fission reactor}}&lt;br /&gt;
&#039;&#039;&#039;Portable fission reactors&#039;&#039;&#039; are advanced power generating modules for [[modular armor]], [[power armor]], [[power armor MK2]] and the [[spidertron]].  They generate 750kW of power, equivalent to 25 [[portable solar panel]]s, while taking up only a 4×4 area in the equipment grid.&lt;br /&gt;
&lt;br /&gt;
Portable fission reactors are an unlimited source of energy and require nothing to power them.&lt;br /&gt;
&lt;br /&gt;
Portable fission reactors are essential items for power armor and power armor MK2, as running the many other modules in these armors would take far too many solar panels to be practical.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced.&lt;br /&gt;
** Functionally a replacement for the [[portable fusion reactor]], after receiving a significant buff to power generation.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Power armor]]&lt;br /&gt;
* [[Power armor MK2]]&lt;br /&gt;
* [[Portable solar panel]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=204716</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=204716"/>
		<updated>2024-11-03T19:31:58Z</updated>

		<summary type="html">&lt;p&gt;Brin: Tech tiers and separate mod.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Boilerplate&lt;br /&gt;
|icon=No-building-material-icon.png&lt;br /&gt;
|line-1=This article is a lacking sources for details of upcoming changes.&lt;br /&gt;
|line-2=You can help this wiki by [{{fullurl:{{FULLPAGENAME}}|action=edit}} adding them].}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; is a feature of the [[Space Age]] expansion. It introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using quality modules in the producing structure. The two highest quality tiers require technology not available on Nauvis. Different buildings and items and have different attributes that can be upgraded. When hovering over something, attributes that can be changed with quality will be marked with a blue diamond.&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, quality is a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
== Quality tiers ==&lt;br /&gt;
There are 5 quality tiers in vanilla gameplay, with tier strength in brackets:&lt;br /&gt;
* [[File:quality_normal.png|15px]] Normal (0)&lt;br /&gt;
* [[File:quality_uncommon.png|15px]] Uncommon (1)&lt;br /&gt;
* [[File:quality_rare.png|15px]] Rare (2)&lt;br /&gt;
* [[File:quality_epic.png|15px]] Epic (3)&lt;br /&gt;
* [[File:quality_legendary.png|15px]] Legendary (5)&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
Certain tiers of quality cannot be created until they have been researched.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Research !! Base Game !! {{SA}} Space Age !! Unlocks&lt;br /&gt;
|-&lt;br /&gt;
| [[imagelink|Quality module (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}} x 300&lt;br /&gt;
| {{icon|Time|30}}{{icon|Automation science pack}}{{icon|Logistic science pack}} x 500&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] [[File:quality_rare.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[imagelink|Epic quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Agricultural science pack}} x 5000&lt;br /&gt;
| [[File:quality_epic.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[imagelink|Legendary quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Metallurgic science pack}}{{icon|Electromagnetic science pack}}{{icon|Agricultural science pack}}{{icon|Cryogenic science pack}} x 5000&lt;br /&gt;
| [[File:quality_legendary.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
The currently known effects of quality strength are as follows:&lt;br /&gt;
* +30% health&lt;br /&gt;
* +30% energy output&lt;br /&gt;
* +30% crafting speed&lt;br /&gt;
* +30% robot limit (rounded down)&lt;br /&gt;
* +30% robot recharge rate (both number and speed, rounded down)&lt;br /&gt;
* +30% positive module effects (rounded down for at least quality modules)&lt;br /&gt;
* +10% turret range&lt;br /&gt;
* +1 tile reach for power poles&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 (likely multiplicative in effect with productivity)&lt;br /&gt;
* Larger capacity on accumulators&lt;br /&gt;
* Increased output rate on nuclear reactors, boilers, and steam engines/turbines&lt;br /&gt;
* Reduced power consumption on 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;
These effects are per quality strength and additive, a Legendary [[Productivity module 3]] would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Some buildings, such as [[Transport belt]]s and [[Wall]]s, only gain increased health.&lt;br /&gt;
&lt;br /&gt;
== Creating high-quality items ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create an item with above normal quality: The player must either use ingredient items of the same quality, or use quality modules for a random chance of a higher-quality item.&lt;br /&gt;
&lt;br /&gt;
=== Quality ingredients ===&lt;br /&gt;
Recipes that create items have variations for each quality that the item might take. When setting such a recipe in a production unit, an ingredient quality must be selected. For these variations, the set of ingredients required is the same, except that all item ingredients must have the specified quality.&lt;br /&gt;
&lt;br /&gt;
Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon [[iron plate]]s with rare [[battery|batteries]] to make an [[accumulator]] of any quality. One must therefore ensure that high-quality items to not clobber belts and starve production units of lower-quality items.&lt;br /&gt;
&lt;br /&gt;
As fluids do not possess any quality, they are exempt from ingredient quality requirements; The same [[lubricant]] can be used to create [[electric engine unit]]s of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Quality modules ===&lt;br /&gt;
[[File:quality_module_animated.png|64px|right]]&#039;&#039;&#039;Quality modules&#039;&#039;&#039; allow crafting machines to produce items of a higher quality than their ingredients. Each module adds 1%/2%/2.5% quality chance to a machine, depending on its tier.&lt;br /&gt;
&lt;br /&gt;
When working out the odds of improving quality, a machine starts with the sum of the quality chance of all its modules. When the machine produces an item, it performs a random roll with that chance to succeed. If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails.&lt;br /&gt;
&lt;br /&gt;
For 10% quality chance crafting recipe with all tiers unlocked, this gives the following odds:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Input !! [[File:quality_normal.png|32px]] chance !! [[File:quality_uncommon.png|32px]] chance !! [[File:quality_rare.png|32px]] chance !! [[File:quality_epic.png|32px]] chance !! [[File:quality_legendary.png|32px]] chance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_normal.png|32px]] || 90% || 9% || 0.9% || 0.09% || 0.01%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] || - || 90% || 9% || 0.9% || 0.1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_rare.png|32px]] || - || - || 90% || 9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_epic.png|32px]] || - || - || - || 90% || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_legendary.png|32px]]  || - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For 24.8% quality chance (4x[[File:quality_legendary.png|15px]]Legendary [[quality module 3]]), the odds are instead:&lt;br /&gt;
* 75.2% Normal&lt;br /&gt;
* 22.32% Uncommon (24.8% Uncommon+)&lt;br /&gt;
* 2.232% Rare (2.48% Rare+)&lt;br /&gt;
* 0.2232% Epic (0.248% Epic+)&lt;br /&gt;
* 0.0248% Legendary&lt;br /&gt;
&lt;br /&gt;
When using quality ingredients as an input, the base quality is the quality of the recipe. You can only use items with the same quality as input.&lt;br /&gt;
&lt;br /&gt;
Quality modules are only required to &#039;&#039;improve&#039;&#039; quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is the same as improving the same number of tiers from Normal quality.&lt;br /&gt;
&lt;br /&gt;
==== Optimal module usage ====&lt;br /&gt;
When using [[Assembling machine 3]]s with the goal of converting all input items to Legendary outputs, and feeding non-Legendary items through a [[Recycler]] with 4 quality modules (as recyclers can&#039;t take productivity modules), the optimal number of quality and productivity modules is as follows:&lt;br /&gt;
* If the quality modules offer less than 15% chance (Normal and Uncommon [[Quality module|T1]], [[Quality module 2|T2]], and [[Quality module 3|T3]]s), use 4 quality modules&lt;br /&gt;
* If the quality modules offer 16% (Rare T3s) or 19% (Epic T3s), use 3 quality modules and 1 productivity module&lt;br /&gt;
* If the quality modules offer 25% (Legendary T3s), use 2 of each module&lt;br /&gt;
* If the quality modules offer &#039;&#039;exactly&#039;&#039; 15% (Legendary T2s):&lt;br /&gt;
** When the base quality of the inputs is Epic, use 4 quality modules&lt;br /&gt;
** When the base quality of the inputs is &#039;&#039;not&#039;&#039; Epic, use 3 quality modules&lt;br /&gt;
*** If the productivity modules offer 1.5% or less and the base quality of the inputs is Rare, use 4 quality modules and not 3&lt;br /&gt;
&lt;br /&gt;
It is also more optimal to improve quality on the lead-up to the target output item due to the recycler only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).&lt;br /&gt;
&lt;br /&gt;
== Relevant Factorio Friday Facts ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Quality is not technically exclusive to player-made entities; Though this does not occur naturally, quality is also allowed on enemies, asteroids, and even the player character.&lt;br /&gt;
** Some enemies with qualities above normal can even be created in regular sandbox gameplay: Big biters, behemoth biters, and big premature wriggler pentapods born from spoiled [[biter egg]]s, [[captured biter spawner]]s, and [[pentapod egg]]s inherit the quality of the spoiled items, with the latter two being possible to craft with quality modules. Furthermore, a starved captured biter spawner will retain its quality upon converting into a hostile biter spawner, with said quality even being inherited by the biters that it will spawn. Should these biters chose to expand, they may also create quality spitters and worms.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=204644</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=204644"/>
		<updated>2024-11-03T13:19:41Z</updated>

		<summary type="html">&lt;p&gt;Brin: Incomplete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Blueprint}}&lt;br /&gt;
&lt;br /&gt;
{{cleanup|2.0 changes, such as quality of life features and parameterization.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blueprints&#039;&#039;&#039; are items that contain building layouts. Blueprints are used to &#039;copy &amp;amp; paste&#039; parts of a factory. Built areas can be selected for inclusion in a blueprint. When a blueprint is placed, a [[ghost]] of the layout appears on the ground. This can be used as a guide for manually placing factory pieces, or, more commonly, handed over to [[construction robot]]s for automated completion.&lt;br /&gt;
&lt;br /&gt;
Blueprints can be stored in a [[blueprint book]] or [[blueprint library]] to prevent them occupying inventory space or for organization or sharing purposes.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|automated-construction}}&lt;br /&gt;
{{Achievement|you-are-doing-it-right}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Blank blueprints can be crafted by clicking the ( [[File:Blueprint_button.png|20px]] ) button in the [[shortcut bar]]. The blank blueprint can now be used to &#039;copy&#039; a set of buildings. For example, copying this small gun turret defense setup:&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-01.png]]&lt;br /&gt;
&lt;br /&gt;
=== Create a blueprint ===&lt;br /&gt;
&lt;br /&gt;
To create a blueprint select the blueprint item out of the toolbar or the inventory.&lt;br /&gt;
With the blueprint icon shown next to the mouse cursor, click and hold the left mouse button and drag a box as large as needed (which can be cancelled by pressing {{key|Q}}).&lt;br /&gt;
&lt;br /&gt;
All player-placed entities which will be included in the blueprint will be highlighted with a green square.&lt;br /&gt;
Once everything you intend to &#039;copy&#039; is inside the drag box, release the mouse button and the &#039;Blueprint icon setup&#039; menu will open.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-02.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Blueprint icon setup ===&lt;br /&gt;
&lt;br /&gt;
On the top left of the &amp;quot;Setup new blueprint&amp;quot; menu there are four icon slots. These are displayed on the blueprint&#039;s icon and can be used to quickly identify a blueprint. When creating a new blueprint, the game automatically selects some of the icons representing the entities in the blueprint. &lt;br /&gt;
&lt;br /&gt;
These default icons can be changed by simply clicking on the icons to choose the desired ones.&lt;br /&gt;
&lt;br /&gt;
On the left the &#039;Total&#039; number of components included in the blueprint is shown.&lt;br /&gt;
&lt;br /&gt;
The green &amp;quot;Create blueprint&amp;quot; button creates the blueprint. Additionally, blueprint creation can be cancelled by clicking the X in the top right corner. Canceling the blueprint does not consume the blueprint item. The created blueprint will replace the empty blueprint in the player&#039;s cursor.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Placing the blueprint ===&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from the tool belt or inventory. The process of placing a blueprint is very similar to that of using [[copy and paste]] functionality.&lt;br /&gt;
&lt;br /&gt;
When you select a blueprint, the whole building setup of the blueprint will be shown at your mouse cursor. In this case the Blueprint was renamed to &amp;quot;Example blueprint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is possible to place the blueprint rotated; this is done by using the {{keybinding|R}} key.&lt;br /&gt;
&lt;br /&gt;
Placing a blueprint creates [[ghost]] entities. If these are within the green (or orange) 110×110 tiles area of a [[roboport]], or within range of a [[personal roboport]] installed in [[modular armor]] or [[spidertron]], construction robots may be able to build them using available materials.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-04.png‎]]&lt;br /&gt;
&lt;br /&gt;
After the blueprint gets placed somewhere, the buildings are placed as ghost buildings.&lt;br /&gt;
[[Construction robot]]s will now start to pick up the needed items from the construction network/the player inventory (if using a personal roboport) and place them at the ghost buildings.&lt;br /&gt;
&lt;br /&gt;
The required items need to be in the network in an [[active provider chest]], a [[passive provider chest]], a [[buffer chest]] or a [[storage chest]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-05.png‎]]&lt;br /&gt;
&lt;br /&gt;
Blueprints can be placed from map view as long as the area has been explored.&lt;br /&gt;
&lt;br /&gt;
[[File:Factorio_Blueprint_MapView.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
=== Viewing and clearing a blueprint ===&lt;br /&gt;
&lt;br /&gt;
Right clicking on a blueprint allows you to view, edit and clear it.&lt;br /&gt;
By clearing it, it will become blank so it can be set again.&lt;br /&gt;
&lt;br /&gt;
== Importing/Exporting blueprints ==&lt;br /&gt;
&lt;br /&gt;
It is possible to export blueprints as a text string and import said text string to create a new blueprint. This makes sharing blueprints between players very easy.&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking the &#039;&#039;&#039;Export to string&#039;&#039;&#039; button ( [[File:ExportToString.png|25px]] ) in the top right of the blueprint edit window will pop up a window containing the &#039;&#039;&#039;Blueprint string&#039;&#039;&#039;. This string can be copied to the operating system clipboard, from where it could be saved to a text file or uploaded to a website.&lt;br /&gt;
&lt;br /&gt;
To import a blueprint, the player can click the &#039;&#039;&#039;Import string&#039;&#039;&#039; icon on the [[shortcut bar]] ( [[File:ImportString.png|25px]] ). A dialogue box will appear into which the string can be pasted. This will result in a blueprint appearing on the hand with the same setup as the one that was exported.&lt;br /&gt;
&lt;br /&gt;
The text string itself is a base64 encoded, compressed JSON string which contains all the information of the blueprint. It is therefore possible to decode/decompress the text string, change attributes of the blueprint in the JSON text and finally re-encode/compress it back to the known text string format. This basically allows blueprint editing outside of the game itself.&lt;br /&gt;
&lt;br /&gt;
A complete explanation of the blueprint JSON can be found on the [[blueprint string format]] page.&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
&lt;br /&gt;
* Once a blueprint is created, it can be used an unlimited amount of times.&lt;br /&gt;
* To place a blueprint that is blocked by existing buildings, you can hold {{key|Shift}} to place the objects that aren&#039;t blocked.&lt;br /&gt;
* The above trick will also mark [[rock]]s and [[tree]]s for deconstruction.&lt;br /&gt;
* Buildings marked for [[Deconstruction planner|destruction]] will not block placing a blueprint. The blueprinted building cannot be placed if there are any buildings in the way. This can cause an item outside the construction zone to block construction of a 2×2 building on the edge of the zone.&lt;br /&gt;
* The maximum of size a blueprint is 10k by 10k [[Map_structure#Tile|tiles]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.10|&lt;br /&gt;
* &amp;quot;Make blueprint&amp;quot; function is now accessible via keyboard shortcut.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Trains can be blueprinted.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.24|&lt;br /&gt;
* In multiplayer, admins are allowed to modify other players&#039; blueprints in the library, including deleting them.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.3|&lt;br /&gt;
* Blueprints can be destroyed by clicking the trash can icon in the GUI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* [[Blueprint library]] introduced: Allows for keeping player&#039;s blueprints between individual game saves and allows sharing blueprints in multiplayer games. Also serves as unlimited inventory space for blueprints.&lt;br /&gt;
* The build rotation of each blueprint is remembered independently of the general item build rotation.&lt;br /&gt;
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.15|&lt;br /&gt;
* Changed the clear blueprint icon to the trashcan icon and moved it to the left of the cancel button, to make it less confusing for users.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.13|&lt;br /&gt;
* Added [[Types/EntityPrototypeFlags|entity prototype flags]] not-blueprintable and not-deconstructable, so these can be controlled by mod makers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Added tips and tricks for pasting wagon slots and cycling in [[blueprint book]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.7|&lt;br /&gt;
* Rocks can be mined while holding blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.5|&lt;br /&gt;
* Blueprints with labels will now show the label when holding them in the active hand.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Blueprints can now be edited.&lt;br /&gt;
* Added the [[blueprint book]] item, can hold multiple blueprints in one item.&lt;br /&gt;
* Modules are now supported by blueprints.&lt;br /&gt;
* Optimized drawing of connections between [[roboport]]s in blueprints.&lt;br /&gt;
* [[Circuit network#Virtual_signals|Virtual signals]] can be used in blueprint icons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Enabled swapping held blueprints with other blueprints directly.&lt;br /&gt;
* Force building blueprints will mark colliding trees for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Enabled mining trees/ghosts while holding blueprints to be built.&lt;br /&gt;
* Building blueprints over existing ghosts restores the ghost&#039;s life time.&lt;br /&gt;
* Proper blueprint centering.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Blueprints can be built over things marked for deconstruction.&lt;br /&gt;
* Blueprints can be force built by shift clicking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.10|&lt;br /&gt;
* Added [http://lua-api.factorio.com/latest/LuaItemStack.html Lua API] for reading/writing information from blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* The rotation of turrets in blueprints no longer matters when testing for entity collision.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Blueprints can copy [[circuit network]] connections.&lt;br /&gt;
* Miners in blueprints are now ignored if they are non-functional.&lt;br /&gt;
* An [[inserter]]&#039;s logistic conditions are copied when blueprinting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.4|&lt;br /&gt;
* Limit the size of the blueprint preview, so it is usable for very large blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* The [[train stop]] and [[lab]] built from blueprints are now given dedicated names.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
*Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Upgrade planner]]&lt;br /&gt;
* [[Blueprint book]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Personal roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
* [[Blueprint string format]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Speed_module_3&amp;diff=204529</id>
		<title>Speed module 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Speed_module_3&amp;diff=204529"/>
		<updated>2024-11-02T20:50:35Z</updated>

		<summary type="html">&lt;p&gt;Brin: /* History */ 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Speed module 3}}&lt;br /&gt;
&#039;&#039;&#039;Speed module 3&#039;&#039;&#039; increases a machine&#039;s speed by 50%, its energy consumption by 70%, and decreases its ability to produce [[quality]]{{SA}} products by 2.5%. This means that, at the cost of energy, the machine produces more items per minute.&lt;br /&gt;
&lt;br /&gt;
The machine will consume more energy per second, but will also work more quickly. Because energy costs are based on time rather than number of operations, some of the increased energy cost is offset by the reduced time per operation.&lt;br /&gt;
&lt;br /&gt;
Machine speed and energy consumption are increased by 30% compared to tier 1 modules and by 20% percent compared with tier 2 modules.&lt;br /&gt;
&lt;br /&gt;
The quality bonus of any machine can never fall below 0, meaning speed modules cannot reduce the quality of a machine&#039;s output. The quality penalty only counteracts the effect of quality modules. It is generally advised not to place speed modules in the same machines as quality modules, or in beacons that affect machines using quality modules.&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Changed all module-3 recipe to require only 4 (instead of 5) module-2 ingredients.&lt;br /&gt;
** {{SA}} Added [[tungsten carbide]] as a crafting ingredient.&lt;br /&gt;
* {{SA}} Speed modules incur a quality penalty on crafted items.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Blueprints support modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Changed assembling machines&#039; auto-insertion behavior when using speed modules. Faster speed with fast recipes will insert more items, sooner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Speed module doesn&#039;t produce additional pollution (except for pollution increase from speed).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Module|Modules]]&lt;br /&gt;
** [[Speed module]]&lt;br /&gt;
** [[Speed module 2]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Speed_module_2&amp;diff=204528</id>
		<title>Speed module 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Speed_module_2&amp;diff=204528"/>
		<updated>2024-11-02T20:40:49Z</updated>

		<summary type="html">&lt;p&gt;Brin: Quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Speed module 2}}&lt;br /&gt;
&#039;&#039;&#039;Speed module 2&#039;&#039;&#039; increases a machine&#039;s speed by 30%, its energy consumption by 60%, and decreases its ability to produce [[quality]]{{SA}} products by 1.5%. This means that, at the cost of energy, the machine produces more items per minute.&lt;br /&gt;
&lt;br /&gt;
The machine will consume more energy per second, but will also work more quickly. Because energy costs are based on time rather than number of operations, some of the increased energy cost is offset by the reduced time per operation.&lt;br /&gt;
&lt;br /&gt;
Machine speed and energy consumption are increased by 10% compared to tier 1 modules.&lt;br /&gt;
&lt;br /&gt;
The quality bonus of any machine can never fall below 0, meaning speed modules cannot reduce the quality of a machine&#039;s output. The quality penalty only counteracts the effect of quality modules. It is generally advised not to place speed modules in the same machines as quality modules, or in beacons that affect machines using quality modules.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* {{SA}} Speed modules incur a quality penalty on crafted items.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Blueprints support modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Changed assembling machines&#039; auto-insertion behavior when using speed modules. Faster speed with fast recipes will insert more items, sooner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Speed module doesn&#039;t produce additional pollution (except for pollution increase from speed).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Module|Modules]]&lt;br /&gt;
** [[Speed module]]&lt;br /&gt;
** [[Speed module 3]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Speed_module&amp;diff=204524</id>
		<title>Speed module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Speed_module&amp;diff=204524"/>
		<updated>2024-11-02T20:23:42Z</updated>

		<summary type="html">&lt;p&gt;Brin: Quality penalty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Speed module}}&lt;br /&gt;
&#039;&#039;&#039;Speed module&#039;&#039;&#039; increases a machine&#039;s speed by 20%, its energy consumption by 50%, and decreases its ability to produce [[quality]]{{SA}} products by 1%. This means that, at the cost of energy, the machine produces more items per minute.&lt;br /&gt;
&lt;br /&gt;
The machine will consume more energy per second, but will also work more quickly. Because energy costs are based on time rather than number of operations, some of the increased energy cost is offset by the reduced time per operation.&lt;br /&gt;
&lt;br /&gt;
A speed module 1 requires a significant power increase for very little (less than half the standard rate) throughput increase, the worst amongst its group. By contrast a [[speed module 3]] will produce a much better proportion of throughput, for a similar power requirement downside compared to this tier 1 speed module.&lt;br /&gt;
&lt;br /&gt;
The quality bonus of any machine can never fall below 0, meaning speed modules cannot reduce the quality of a machine&#039;s output. The quality penalty only counteracts the effect of quality modules. It is generally advised not to place speed modules in the same machines as quality modules, or in beacons that affect machines using quality modules.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* {{SA}} Speed modules incur a quality penalty on crafted items.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Blueprints support modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Changed assembling machines&#039; auto-insertion behavior when using speed modules. Faster speed with fast recipes will insert more items, sooner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Speed module doesn&#039;t produce additional pollution (except for pollution increase from speed).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Module]]s&lt;br /&gt;
** [[Speed module 2]]&lt;br /&gt;
** [[Speed module 3]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Speed_module&amp;diff=204521</id>
		<title>Speed module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Speed_module&amp;diff=204521"/>
		<updated>2024-11-02T19:59:19Z</updated>

		<summary type="html">&lt;p&gt;Brin: /* History */ 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Speed module}}&lt;br /&gt;
&#039;&#039;&#039;Speed module&#039;&#039;&#039; increases a machine&#039;s speed by 20% and its energy consumption by 50%. This means that, at the cost of energy, the machine produces more items per minute.&lt;br /&gt;
&lt;br /&gt;
The machine will consume more energy per second, but will also work more quickly. Because energy costs are based on time rather than number of operations, some of the increased energy cost is offset by the reduced time per operation.&lt;br /&gt;
&lt;br /&gt;
A speed module 1 requires a significant power increase for very little (less than half the standard rate) throughput increase, the worst amongst its group. By contrast a [[speed module 3]] will produce a much better proportion of throughput, for a similar power requirement downside compared to this tier 1 speed module.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Speed modules incur a quality penalty on crafted items.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Blueprints support modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Changed assembling machines&#039; auto-insertion behavior when using speed modules. Faster speed with fast recipes will insert more items, sooner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Speed module doesn&#039;t produce additional pollution (except for pollution increase from speed).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Module]]s&lt;br /&gt;
** [[Speed module 2]]&lt;br /&gt;
** [[Speed module 3]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Beacon&amp;diff=204518</id>
		<title>Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Beacon&amp;diff=204518"/>
		<updated>2024-11-02T19:56:24Z</updated>

		<summary type="html">&lt;p&gt;Brin: 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Beacon}}&lt;br /&gt;
{{cleanup|Beacons now have diminishing returns in 2.0}}&lt;br /&gt;
A &#039;&#039;&#039;beacon&#039;&#039;&#039; is a device that transmits [[module]] effects to nearby machines, in a 9×9 square, while also boosting the effects of said modules. A beacon allows transmitting the effect of a module to multiple machines, and multiple beacons can affect the same machine, albeit with diminishing returns. Additionally, beacons can provide boosts beyond the normal limits of internal module slots. &amp;lt;!-- Pumpjacks were previously used as an example here. I removed the example because the stats were outdated. Could be re-added with post-2.0 stats. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The beacon emanates an electrical charge at a steady interval, the color changes depending on which modules are placed into the beacon, or if it contains none at all.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Beacons are &#039;&#039;&#039;&#039;&#039;best&#039;&#039;&#039;&#039;&#039; in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* There are many compatible machines in a dense area&lt;br /&gt;
&lt;br /&gt;
This allows the beacon&#039;s effect to reach multiple machines, allowing the player to save materials from crafting modules.&lt;br /&gt;
&lt;br /&gt;
* There is one machine that must have an extreme speed of operation&lt;br /&gt;
&lt;br /&gt;
Mining drills present an example of this usefulness. When an ore patch is small but rich, more speed per drill is necessary to meet demand, since adding more drills isn&#039;t possible. So, multiple speed module beacons around a mining drill (with modules in the drill itself) can be used to increase the speed of the individual drill several times, to make up for the low quantity of drills. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Beacons should &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; be used in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* The machine(s) being boosted operate infrequently&lt;br /&gt;
&lt;br /&gt;
This leads to power waste as beacons will always consume power, even when the machines they&#039;re boosting are halted. This however can be circumvented with some planning, and using a [[power switch]].&lt;br /&gt;
&lt;br /&gt;
* Attempting to boost non-module-compatible machines&lt;br /&gt;
&lt;br /&gt;
Only machines that have module slots will be affected by a beacon.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
&lt;br /&gt;
* Only buildings with module slots can benefit from beacon effects (i.e. [[laser turret]] doesn&#039;t benefit). The only exceptions to this rule are beacons themselves which &#039;&#039;don&#039;t&#039;&#039; benefit from the modules inserted in themselves (or other beacons), so their energy cost can&#039;t be reduced.&lt;br /&gt;
&lt;br /&gt;
* Currently, only [[Module#Speed_module|speed]] and [[Module#Efficiency_module|efficiency]] modules can be used in beacons, and [[Module#Productivity module|productivity]] and [[Module#Quality_module|quality]]{{SA}} modules cannot.&lt;br /&gt;
&lt;br /&gt;
* A beacon&#039;s effect transmitted is only half of the effect of the modules within. So, two of the same module = one module&#039;s worth transmitted. This limitation can be overcome with more beacons with overlapping areas.&lt;br /&gt;
&lt;br /&gt;
== Transmission strength ==&lt;br /&gt;
The effect of modules placed in beacons is not equal to those placed in the machines themselves. Rather, it is multiplied by a factor called &amp;quot;transmission strength&amp;quot;. This factor is applied to all stats affected by the module, both good and bad.&lt;br /&gt;
&lt;br /&gt;
The transmission strength itself depends on two factors. One is the distribution efficiency stat of the beacon; For normal beacons, this is always 1.5, but quality can increase it up to 2.5 for legendary beacons. The second factor is the reciprocal square root of the number of beacons affecting each machine. Therefore, in total, &amp;lt;code&amp;gt;n&amp;lt;/code&amp;gt; beacons affecting the same machine will have a combined transmission strength of &amp;lt;code&amp;gt;n^0.5&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In practical terms, this means that there are diminishing returns on increasing the number of beacons affecting the same machine, as the effect per beacon decreases when more are added.&lt;br /&gt;
&lt;br /&gt;
== Maximum number per building ==&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a building depend on that building&#039;s footprint:&lt;br /&gt;
* Buildings from 2×2 to 4×4 size: &#039;&#039;&#039;12 beacons&#039;&#039;&#039;, with an effect of 3.46 times that of a single beacon.&lt;br /&gt;
* Buildings from 5×5 to 7x7 size: &#039;&#039;&#039;16 beacons&#039;&#039;&#039;, with an effect of 4 times that of a single beacon.&lt;br /&gt;
* Buildings from 8x8 to 10x10 size: &#039;&#039;&#039;20 beacons&#039;&#039;&#039;, with an effect of 4.47 times that of a single beacon.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, because the space between a beacon and a machine can not be greater than two tiles without putting the machine outside of the beacon&#039;s range, belt routing can become a challenge. In some situations, use of the logistic network may be required in order to supply the machines.&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a row of buildings:&lt;br /&gt;
* Row of 3×3 buidings: &#039;&#039;&#039;8 beacons&#039;&#039;&#039;, with an effect of 2.83 times that of a single beacon.&lt;br /&gt;
* Row of 5×5 buidings: &#039;&#039;&#039;10 beacons&#039;&#039;&#039;, with an effect of 3.16 times that of a single beacon.&lt;br /&gt;
Note that when buildings and beacons are arranged in parallel rows like this, the offset between buildings and beacons along the direction of the rows is important. For example, imagine placing a row of [[assembling machine 3]]s between two rows of beacons. If the sides of the beacons and the assembling machines line up, every assembling machine is affected by six beacons in total. Howevever, if either the beacons or the assembling machines are shifted by one tile relative to the other, then each assembling machine is affected by eight beacons in total.&lt;br /&gt;
&lt;br /&gt;
[[File:Beacon alignment (3 wide).jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
In general, depending on the width of the machines modulo 3:&lt;br /&gt;
* If the width of the machines is divisible by three, then the arrangement is optimal when the sides of a machine do not align with the sides of a beacon on the axis perpendicular to the direction of the rows.&lt;br /&gt;
* If the width of the machines modulo 3 is 1 (such as a width of 4), then any offset leads to an optimal layout.&lt;br /&gt;
* If the width of the machines modulo 3 is 2 (such as a width of 5), then the arrangement is optimal when the center of a machine aligns with the center of a beacon on the axis perpendicular to the direction of the rows. Note that this requires a one-tile gap between the machines.&lt;br /&gt;
&lt;br /&gt;
== Beacon arrays ==&lt;br /&gt;
&lt;br /&gt;
Beacons can boost the overall capabilities of a factory quite significantly. However, they consume a considerable amount of power (480 kW apiece), take up nontrivial space, complicate logistics, and also are relatively expensive to craft. Therefore, when building an entire production line with a high beacon boost, it is significantly more economical to build a row of production buildings surrounded by row(s) of beacons, rather than single buildings surrounded by the maximum number of beacons theoretically possible. This also simplifies logistics and makes the design more tiling-friendly.&lt;br /&gt;
&lt;br /&gt;
The maximum possible benefits are reduced somewhat in row-array configuration (for 3×3 buildings, 8 beacons per building are possible instead of 12; for 5×5 buildings, 10 instead of 16), but the number of beacons required to achieve this boost level is considerably lower. For example, for a single row of 3×3 buildings surrounded by a double row of beacons so that each production building is in range of 8 beacons, the total number of beacons required is &amp;lt;code&amp;gt;2n + 6&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the number of production buildings.&lt;br /&gt;
&lt;br /&gt;
The average number of beacons per building is then &amp;lt;code&amp;gt;2 + (6 ÷ n)&amp;lt;/code&amp;gt;, which tends toward 2 (i.e., a 75% reduction in the number of beacons needed compared to isolated buildings with 8 distinct beacons each) when &#039;&#039;n&#039;&#039; goes to infinity. For e.g. &#039;&#039;n&#039;&#039; = 10 the formula evaluates to 2.6, which is still a reduction of 67.5% in beacons needed.&lt;br /&gt;
&lt;br /&gt;
=== Multi-row arrays ===&lt;br /&gt;
&lt;br /&gt;
For large numbers of buildings to be boosted, efficiency can be further improved by separating production buildings into multiple rows. In this case, the beacons in all but the edge rows of the array can be shared by the two rows of production buildings on either side. (Note that it does not matter if these are producing different recipes and / or are different buildings altogether.) The total number of beacons required, assuming 3×3 sized production buildings and rows of equal length, is &amp;lt;code&amp;gt;B(r,c) = (r + 1)(c + 3) = rc + 3r + c + 3&amp;lt;/code&amp;gt;, where &#039;&#039;r&#039;&#039; is the number of rows of production buildings and &#039;&#039;c&#039;&#039; is the number of production buildings in a single row.&lt;br /&gt;
&lt;br /&gt;
The number of beacons per boosted building is then &amp;lt;code&amp;gt;(3 ÷ rc) + (1 ÷ r) + (3 ÷ c) + 1&amp;lt;/code&amp;gt;, which tends to 1 as both &#039;&#039;r&#039;&#039; and &#039;&#039;c&#039;&#039; go to infinity. For finite arrays, the optimum number of rows is given by &amp;lt;code&amp;gt;r = -0.5 + sqrt[(n ÷ 3) + 0.25]&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the total number of buildings to be boosted.&lt;br /&gt;
&lt;br /&gt;
The formula above does not generally return integer results. If the &#039;&#039;r&#039;&#039; thus found is non-integer, iterate around it, i.e., calculate the number of beacons needed with &#039;&#039;floor(r)&#039;&#039; (the next lower integer) and &#039;&#039;ceiling(r)&#039;&#039; (the next higher integer) rows and compare the results. For each such integer &#039;&#039;r&#039;&#039;, calculate &#039;&#039;c&#039;&#039; as &#039;&#039;floor(n ÷ r)&#039;&#039;, then calculate the number of beacons as &#039;&#039;B(r,c)&#039;&#039; + &#039;&#039;mod(n,r)&#039;&#039; + 1, where &#039;&#039;B(r,c)&#039;&#039; is given above and &#039;&#039;mod(n,r)&#039;&#039; is &#039;&#039;n&#039;&#039; modulo &#039;&#039;r&#039;&#039;, i.e., the remainder of (&#039;&#039;n&#039;&#039; ÷ &#039;&#039;r&#039;&#039;), equal to &#039;&#039;n&#039;&#039; - (&#039;&#039;r&#039;&#039; × &#039;&#039;c&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
There will in either case be &#039;&#039;mod(n,r)&#039;&#039; buildings &amp;quot;left over&amp;quot;; these should be appended one per row to the ends of a contiguous block of neighboring rows for the total beacon count calculation above to be valid. Other configurations for the leftovers (e.g. all appended to the end of a single row, one each at the end of every second row, etc.) require a higher number of beacons to cover.&lt;br /&gt;
&lt;br /&gt;
=== Optimal arrays ===&lt;br /&gt;
&lt;br /&gt;
For 3×3 structures, arrays satisfying &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; are optimal, in the sense that they minimize the number of beacons required to cover the total number of structures (&#039;&#039;rc&#039;&#039;), therefore allowing the most use out of an individual beacon. Since structures may only be built in integer amounts, there are, below a reasonable cutoff on total array size, only a finite number of integer structure counts &#039;&#039;rc&#039;&#039; with which an optimal array such that &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; and &#039;&#039;c&#039;&#039; and &#039;&#039;r&#039;&#039; are integer may be built. The first few counts, along with associated array sizes and beacons-to-structures ratios, are summarized in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Structures&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Rows&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Columns&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons per structure&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 160px;&amp;quot; |Dimensions (tiles)*&lt;br /&gt;
|-&lt;br /&gt;
! | 3&lt;br /&gt;
| 1 || 3 || 12 || 4.00 || 18×11&lt;br /&gt;
|-&lt;br /&gt;
! | 12&lt;br /&gt;
| 2 || 6 || 27 || 2.25 || 27×19&lt;br /&gt;
|-&lt;br /&gt;
! | 27&lt;br /&gt;
| 3 || 9 || 48 || 1.78 || 36×27&lt;br /&gt;
|-&lt;br /&gt;
! | 48&lt;br /&gt;
| 4 || 12 || 75 || 1.56 || 45×35&lt;br /&gt;
|-&lt;br /&gt;
! | 75&lt;br /&gt;
| 5 || 15 || 108 || 1.44 || 54×43&lt;br /&gt;
|-&lt;br /&gt;
! | 108&lt;br /&gt;
| 6 || 18 || 147 || 1.36 || 63×51&lt;br /&gt;
|-&lt;br /&gt;
! | 147&lt;br /&gt;
| 7 || 21 || 192 || 1.31 || 72×59&lt;br /&gt;
|-&lt;br /&gt;
!  | ...&lt;br /&gt;
| ... || ... || ... || ... || ...&lt;br /&gt;
|-&lt;br /&gt;
! | 3r^2&lt;br /&gt;
| r || 3r || (r + 1) (3r + 3) || 1 + 2/r + 1/r^2 || (9r + 9) × (8r + 3)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes to table:&lt;br /&gt;
*Array dimension in tiles (last table column) assumes 2 tiles&#039; space (e.g. inserter + chest) is left either above or below each row of structures, while no extra space is left anywhere else.&lt;br /&gt;
*The 5-row array (75 structures) is the largest that can be covered by a logistic network generated from roboports located outside its footprint. For larger arrays, at least a minimal number of roboports would need to be strategically placed in the interior to provide coverage, thereby worsening the beacons-to-structures proportion somewhat.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Increased beacon stack size from 10 to 20.&lt;br /&gt;
* Diminishing return of beacons effect. ([https://factorio.com/blog/post/fff-409 FFF-409 - Diminishing beacons])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Renamed from Basic beacon to Beacon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Update icon}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New beacon graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Area of effect can now be seen on hover.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.5|&lt;br /&gt;
* Deactivated beacons will not give bonuses.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Restricted use of productivity modules in beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[Electric system]]&lt;br /&gt;
*[[Module|Modules]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cryogenic_plant&amp;diff=204517</id>
		<title>Cryogenic plant</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cryogenic_plant&amp;diff=204517"/>
		<updated>2024-11-02T19:49:52Z</updated>

		<summary type="html">&lt;p&gt;Brin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Cryogenic plant}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Cryogenic plant&#039;&#039;&#039; is a version of a [[chemical plant]] from [[Aquilo]]{{SA}} that specializes in cryogenics. Unlike similar machines found on other planets, it has no productivity bonus, but has 8 module slots.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Aquilo]]{{SA}}&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Chemical_plant&amp;diff=204516</id>
		<title>Chemical plant</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Chemical_plant&amp;diff=204516"/>
		<updated>2024-11-02T19:45:40Z</updated>

		<summary type="html">&lt;p&gt;Brin: /* Fluid inputs */  Fluid flipping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Chemical plant}}&lt;br /&gt;
Most recipes that either require or provide a fluid other than [[crude oil]] is produced here. The chemical plant has 2 inputs and 2 outputs in fixed positions. Solid items can be both inserted and removed by [[inserters]] from any point (no need to target fluid input/output connections).&lt;br /&gt;
&lt;br /&gt;
When chemical plants are in the process of crafting an item, they will billow out smoke that matches the color of their input ingredients.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
The Chemical plant has twelve available recipes, one of which must be set before it can begin processing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Sulfuric acid}} (requires [[Sulfur processing (research)]])&lt;br /&gt;
| {{icon|Time|1}}{{icon|Iron plate|1}}{{icon|Sulfur|5}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Sulfuric acid|50}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heavy oil cracking}} (requires [[Advanced oil processing (research)]])&lt;br /&gt;
| {{icon|Time|2}} {{icon|Water|30}} {{icon|Heavy oil|40}}&lt;br /&gt;
| {{icon|Light oil|30}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Light oil cracking}} (requires [[Advanced oil processing (research)]])&lt;br /&gt;
| {{icon|Time|2}} {{icon|Water|30}} {{icon|Light oil|30}} &lt;br /&gt;
| {{icon|Petroleum gas|20}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel from light oil|Solid fuel}} (requires [[Advanced oil processing (research)]])&lt;br /&gt;
| {{icon|Time|2}} {{icon|Light oil|10}}&lt;br /&gt;
| {{icon|Solid fuel|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel from petroleum gas|Solid fuel}} (requires [[Oil processing (research)]])&lt;br /&gt;
| {{icon|Time|2}} {{icon|Petroleum gas|20}} &lt;br /&gt;
| {{icon|Solid fuel|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel from heavy oil|Solid fuel}} (requires [[Advanced oil processing (research)]])&lt;br /&gt;
| {{icon|Time|2}} {{icon|Heavy oil|20}} &lt;br /&gt;
| {{icon|Solid fuel|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lubricant}} (requires [[Lubricant (research)]])&lt;br /&gt;
| {{icon|Time|1}}{{icon|Heavy oil|10}}&lt;br /&gt;
| {{icon|Lubricant|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Plastic bar}} (requires [[Plastics (research)]])&lt;br /&gt;
| {{icon|Time|1}}{{icon|Coal|1}}{{icon|Petroleum gas|20}}&lt;br /&gt;
| {{icon|Plastic bar|2}} &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Sulfur}} (requires [[Sulfur processing (research)]]) || {{icon|Time|1}}{{icon|Water|30}}{{icon|Petroleum gas|30}}||{{icon|Sulfur|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Battery}} (requires [[Battery (research)]])&lt;br /&gt;
| {{icon|Time|4}}{{icon|Iron plate|1}}{{icon|Copper plate|1}}{{icon|Sulfuric acid|20}}&lt;br /&gt;
| {{icon|Battery|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Explosives}} (requires [[Explosives (research)]])&lt;br /&gt;
| {{icon|Time|4}}{{icon|Coal|1}}{{icon|Sulfur|1}}{{icon|Water|10}}&lt;br /&gt;
| {{icon|Explosives|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Flamethrower ammo}} (requires [[Flamethrower (research)]])&lt;br /&gt;
| {{icon|Time|6}}{{icon|Steel plate|5}}{{icon|Crude oil|100}}&lt;br /&gt;
| {{icon|Flamethrower ammo|1}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fluid inputs ==&lt;br /&gt;
Unlike solid ingredients, which can be inserted anywhere, the fluid ingredients can only be added at the two fixed inputs. Furthermore, recipes which requires two fluid ingredients, will only accept each ingredient on a specific input. When the recipe that requires fluid ingredients is selected, the chemical plant will display icons on the inputs to show which ingredient goes to which input. These fluid inputs can be flipped with {{key|H}} or {{key|V}}.&lt;br /&gt;
&lt;br /&gt;
[[File:chemical_plant_smoke.png|thumb|540px|none|Colored smoke billowing from the plants.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Fluid inputs and outputs can now be flipped.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.0|&lt;br /&gt;
* Updated sound effects.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Crafting speed decreased from 1.25 to 1.0.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Module slots increased from 2 to 3.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Oil refinery and chemical plant are now disconnected from pipes when the recipe is reset.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Unused pipe connections don&#039;t connect to pipes.&lt;br /&gt;
* Fluid input amount is limited to 2× recipe cost.&lt;br /&gt;
* Fluid inputs for the chemical plant are now saved properly.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Now accepts modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Oil refinery]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Chemical_plant&amp;diff=204515</id>
		<title>Chemical plant</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Chemical_plant&amp;diff=204515"/>
		<updated>2024-11-02T19:42:10Z</updated>

		<summary type="html">&lt;p&gt;Brin: /* History */ 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Chemical plant}}&lt;br /&gt;
Most recipes that either require or provide a fluid other than [[crude oil]] is produced here. The chemical plant has 2 inputs and 2 outputs in fixed positions. Solid items can be both inserted and removed by [[inserters]] from any point (no need to target fluid input/output connections).&lt;br /&gt;
&lt;br /&gt;
When chemical plants are in the process of crafting an item, they will billow out smoke that matches the color of their input ingredients.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
The Chemical plant has twelve available recipes, one of which must be set before it can begin processing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Sulfuric acid}} (requires [[Sulfur processing (research)]])&lt;br /&gt;
| {{icon|Time|1}}{{icon|Iron plate|1}}{{icon|Sulfur|5}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Sulfuric acid|50}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heavy oil cracking}} (requires [[Advanced oil processing (research)]])&lt;br /&gt;
| {{icon|Time|2}} {{icon|Water|30}} {{icon|Heavy oil|40}}&lt;br /&gt;
| {{icon|Light oil|30}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Light oil cracking}} (requires [[Advanced oil processing (research)]])&lt;br /&gt;
| {{icon|Time|2}} {{icon|Water|30}} {{icon|Light oil|30}} &lt;br /&gt;
| {{icon|Petroleum gas|20}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel from light oil|Solid fuel}} (requires [[Advanced oil processing (research)]])&lt;br /&gt;
| {{icon|Time|2}} {{icon|Light oil|10}}&lt;br /&gt;
| {{icon|Solid fuel|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel from petroleum gas|Solid fuel}} (requires [[Oil processing (research)]])&lt;br /&gt;
| {{icon|Time|2}} {{icon|Petroleum gas|20}} &lt;br /&gt;
| {{icon|Solid fuel|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel from heavy oil|Solid fuel}} (requires [[Advanced oil processing (research)]])&lt;br /&gt;
| {{icon|Time|2}} {{icon|Heavy oil|20}} &lt;br /&gt;
| {{icon|Solid fuel|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lubricant}} (requires [[Lubricant (research)]])&lt;br /&gt;
| {{icon|Time|1}}{{icon|Heavy oil|10}}&lt;br /&gt;
| {{icon|Lubricant|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Plastic bar}} (requires [[Plastics (research)]])&lt;br /&gt;
| {{icon|Time|1}}{{icon|Coal|1}}{{icon|Petroleum gas|20}}&lt;br /&gt;
| {{icon|Plastic bar|2}} &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Sulfur}} (requires [[Sulfur processing (research)]]) || {{icon|Time|1}}{{icon|Water|30}}{{icon|Petroleum gas|30}}||{{icon|Sulfur|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Battery}} (requires [[Battery (research)]])&lt;br /&gt;
| {{icon|Time|4}}{{icon|Iron plate|1}}{{icon|Copper plate|1}}{{icon|Sulfuric acid|20}}&lt;br /&gt;
| {{icon|Battery|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Explosives}} (requires [[Explosives (research)]])&lt;br /&gt;
| {{icon|Time|4}}{{icon|Coal|1}}{{icon|Sulfur|1}}{{icon|Water|10}}&lt;br /&gt;
| {{icon|Explosives|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Flamethrower ammo}} (requires [[Flamethrower (research)]])&lt;br /&gt;
| {{icon|Time|6}}{{icon|Steel plate|5}}{{icon|Crude oil|100}}&lt;br /&gt;
| {{icon|Flamethrower ammo|1}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fluid inputs ==&lt;br /&gt;
Unlike solid ingredients, which can be inserted anywhere, the fluid ingredients can only be added at the two fixed inputs. Furthermore, recipes which requires two fluid ingredients, will only accept each ingredient on a specific input. When the recipe that requires fluid ingredients is selected, the chemical plant will display icons on the inputs to show which ingredient goes to which input.&lt;br /&gt;
&lt;br /&gt;
For all recipes that take water and another fluid ingredient, the water input is the left input when the two inputs are on the north side of the chemical plant, see the image below.&lt;br /&gt;
&lt;br /&gt;
[[File:chemical_plant_smoke.png|thumb|540px|none|Colored smoke billowing from the plants.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Fluid inputs and outputs can now be flipped.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.0|&lt;br /&gt;
* Updated sound effects.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Crafting speed decreased from 1.25 to 1.0.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Module slots increased from 2 to 3.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Oil refinery and chemical plant are now disconnected from pipes when the recipe is reset.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Unused pipe connections don&#039;t connect to pipes.&lt;br /&gt;
* Fluid input amount is limited to 2× recipe cost.&lt;br /&gt;
* Fluid inputs for the chemical plant are now saved properly.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Now accepts modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Oil refinery]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_refinery&amp;diff=204514</id>
		<title>Oil refinery</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_refinery&amp;diff=204514"/>
		<updated>2024-11-02T19:41:04Z</updated>

		<summary type="html">&lt;p&gt;Brin: /* History */ 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Oil refinery}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Oil Refinery&#039;&#039;&#039; processes [[crude oil]] into 3 different fluids: [[heavy oil]], [[light oil]] and [[petroleum gas]].&lt;br /&gt;
&lt;br /&gt;
Oil products have many uses. Although they can be turned into [[solid fuel]] to fuel [[boiler]]s and furnaces, they are usually used to create [[plastic bar]]s, which are used in [[advanced circuit]]s, and [[sulfur]], which is used in more advanced items. They are also used as ammunition for [[flamethrower turret]]s.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
The refinery has three available recipes, out of which one must be set before it can begin processing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Basic oil processing}} || {{icon|Time|5}} {{Icon|Crude oil|100}} || {{Icon|Petroleum gas|45}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced oil processing}}&amp;lt;br&amp;gt;(requires [[Advanced oil processing (research)]])&lt;br /&gt;
| {{icon|time|5}} {{Icon|Crude oil|100}} {{icon|water|50}}&lt;br /&gt;
| {{Icon|Heavy oil|25}} {{Icon|Light oil|45}} {{Icon|Petroleum gas|55}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Coal liquefaction}}&amp;lt;br&amp;gt;(requires [[Coal liquefaction (research)]])&lt;br /&gt;
| {{icon|time|5}} {{icon|coal|10}} {{Icon|Heavy oil|25}} {{icon|steam|50}}&lt;br /&gt;
| {{Icon|Heavy oil|90}} {{Icon|Light oil|20}} {{Icon|Petroleum gas|10}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* When placing the refinery, it can be rotated, but otherwise neither input nor output tiles can be swapped in any way. (For advanced oil processing, the water input is to the right when the inputs are coming into the top.)&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
When the refinery is working, a flame comes out of the chimney.&lt;br /&gt;
&lt;br /&gt;
* You need to choose the recipe, otherwise it won&#039;t work.&lt;br /&gt;
* It will stop working if any of the products are not properly drained from it (that is, 100.0 heavy oil at output will prevent production of the 2 other fluids).&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Fluid inputs and outputs can now be flipped.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.60|&lt;br /&gt;
* Basic oil processing produces only Petroleum gas, for more streamlined oil setup in the beginning.&lt;br /&gt;
* Basic oil processing keeps some of the refinery input/output slots unused, so it is more clear which ones will be used by Advanced oil processing.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Module slots increased from 2 to 3.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Now disconnects from pipes when recipe is reset.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Now accepts modules&lt;br /&gt;
* Added cracking recipes}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Boiler&amp;diff=204509</id>
		<title>Infobox:Boiler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Boiler&amp;diff=204509"/>
		<updated>2024-11-02T18:34:19Z</updated>

		<summary type="html">&lt;p&gt;Brin: Quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox&lt;br /&gt;
|required-technologies = Steam power&lt;br /&gt;
|resistance = {{Translation|Explosion}}: 0/30%&amp;lt;br&amp;gt;{{Translation|Fire}}: 0/90%&amp;lt;br&amp;gt;{{Translation|Impact}}: 0/30%&lt;br /&gt;
|mining-time = 0.2&lt;br /&gt;
|map-color = 006090&lt;br /&gt;
|prototype-type = boiler&lt;br /&gt;
|internal-name = boiler&lt;br /&gt;
|image = Boiler entity&lt;br /&gt;
|category = Production&lt;br /&gt;
|health = {{Quality|200|260|320|380|500}}&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|dimensions=2×3&lt;br /&gt;
|energy={{Quality|1.8&amp;amp;nbsp;{{Translation|MW}}|2.34&amp;amp;nbsp;{{Translation|MW}}|2.88&amp;amp;nbsp;{{Translation|MW}}|3.42&amp;amp;nbsp;{{Translation|MW}}|4.5&amp;amp;nbsp;{{Translation|MW}}}} burner&lt;br /&gt;
|power-output  ={{Quality|1.8&amp;amp;nbsp;{{Translation|MW}}|2.34&amp;amp;nbsp;{{Translation|MW}}|2.88&amp;amp;nbsp;{{Translation|MW}}|3.42&amp;amp;nbsp;{{Translation|MW}}|4.5&amp;amp;nbsp;{{Translation|MW}}}} &amp;lt;br /&amp;gt;({{Translation|liquid heat}})&lt;br /&gt;
|pollution = 30{{Translation|/m}}&lt;br /&gt;
|fluid-storage-volume ={{Translation|Input}}: 200&amp;lt;br&amp;gt;{{Translation|Output}}: 200&lt;br /&gt;
|valid-fuel = Wood + Coal + Solid fuel + Rocket fuel + Nuclear fuel&lt;br /&gt;
|recipe = Time, 0.5 + Pipe, 4 + Stone furnace, 1&lt;br /&gt;
|total-raw = Time, 3 + Iron plate, 4 + Stone, 5&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Selector_combinator&amp;diff=204508</id>
		<title>Infobox:Selector combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Selector_combinator&amp;diff=204508"/>
		<updated>2024-11-02T18:24:35Z</updated>

		<summary type="html">&lt;p&gt;Brin: Quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|health = {{Quality|150|195|240|285|375}}&lt;br /&gt;
|internal-name = selector-combinator&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|total-raw = Time, 59.5 + Copper plate, 60 + Iron plate, 29 + Plastic bar, 4&lt;br /&gt;
|recipe = Time, 0.5 + Advanced circuit, 2 + Decider combinator, 5&lt;br /&gt;
|required-technologies = Advanced combinators&lt;br /&gt;
|stack-size = 50&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Decider_combinator&amp;diff=204506</id>
		<title>Decider combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Decider_combinator&amp;diff=204506"/>
		<updated>2024-11-02T18:21:05Z</updated>

		<summary type="html">&lt;p&gt;Brin: /* History */ 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Decider combinator}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Decider combinator&#039;&#039;&#039; is part of the circuit network and one of four types of combinators available in the game (with the other three being the [[constant combinator]], [[arithmetic combinator]], and [[selector combinator]]). It is used to make comparisons of signals on the network. Signals can be compared using the following:&lt;br /&gt;
&lt;br /&gt;
[[File:decider_combinator_anim.png]]&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;is greater than&amp;quot; (&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;&amp;gt;&amp;lt;/span&amp;gt;)&lt;br /&gt;
*&amp;quot;is less than&amp;quot; (&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;&amp;lt;&amp;lt;/span&amp;gt;)&lt;br /&gt;
*&amp;quot;greater than or equal to&amp;quot; (&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;&amp;gt;=&amp;lt;/span&amp;gt;)&lt;br /&gt;
*&amp;quot;less than or equal to&amp;quot; (&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;&amp;lt;=&amp;lt;/span&amp;gt;)&lt;br /&gt;
*&amp;quot;is equal to&amp;quot; (&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;=&amp;lt;/span&amp;gt;)&lt;br /&gt;
*&amp;quot;is not equal to&amp;quot; (&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;!=&amp;lt;/span&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
As shown in the picture below showing the GUI, the signal on the left is being compared to that of the right.&lt;br /&gt;
&lt;br /&gt;
[[File:decider_combinator_gui.png|350px|GUI of the decider combinator.]]&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
The internal logic process has three steps:&lt;br /&gt;
&lt;br /&gt;
# Values for each individual input signal(s) (items of the same name) on the red and green wires are summed within the combinator.&lt;br /&gt;
# The decider combinator GUI specifies a &amp;quot;first&amp;quot; input signal, a comparison (&amp;gt;, &amp;lt;, =, &amp;gt;=, &amp;lt;=, !=), and a &amp;quot;second&amp;quot; input signal or constant.&lt;br /&gt;
# If the comparison returns true, the output is one or more signals with a value of 1 or the unchanged input value(s), or a single signal carrying either a sum of input signals or the number of passed tests. ([[#output_table|see table below]])&lt;br /&gt;
&lt;br /&gt;
The decider combinator can handle [[Circuit network#Logic signals|logic signals]].&lt;br /&gt;
&lt;br /&gt;
Further notes:&lt;br /&gt;
&lt;br /&gt;
* Using the Everything output with &amp;quot;Input count&amp;quot; will pass all non-zero input values to the output as long as the condition is true. Using the Everything output with &amp;quot;1&amp;quot; will output 1 ONLY for all non-zero inputs.&lt;br /&gt;
* The Each input will re-apply the comparison for each input signal individually, and will pass the selected output for each input that passes the conditional.&lt;br /&gt;
* The Everything input functions as a logical AND, and will return true only if ALL non-zero inputs pass the conditional, and returns true if there are no inputs at all (so &amp;quot;everything ≠ 0&amp;quot; always passes).&lt;br /&gt;
* The Anything input functions as a logical OR, and will return true if ANY non-zero input passes the conditional, and returns false if there are no inputs at all (so &amp;quot;anything = 0&amp;quot; always fails). If used for output, Anything will return one of the signals that matched.&lt;br /&gt;
* When &amp;quot;Input Count&amp;quot; is selected the output will match the input for the selected signal if the first parameter is not Each. If the first parameter is Each then &amp;quot;Input Count&amp;quot; refers to the value of the input signal that is currently being iterated, so the result will be the sum of all inputs if the output signal is not Each. If the output signal is also Each then every input signal that passes the test is simply forwarded while those that fail the test are discarded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;output table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;The following table shows how different combinations of the first input parameter and the output can be used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Different output results when the test passes&lt;br /&gt;
|-&lt;br /&gt;
! align=right | Input&amp;amp;nbsp;→ !! rowspan=2 | &amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt; !! rowspan=2 | &amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;, or a specific signal&lt;br /&gt;
|-&lt;br /&gt;
! align=left | ↓&amp;amp;nbsp;Output&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;: 1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| - || every input signal is forwarded but set to 1&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;: Input count&lt;br /&gt;
| every input signal is forwarded&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| Specific signal: 1&lt;br /&gt;
| number of input signals&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || the specific signal with value 1&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| Specific signal: Input count&lt;br /&gt;
| sum of inputs&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || the specific signal is forwarded&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;: 1&lt;br /&gt;
| each input signal&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; is forwarded but set to 1 ||rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;: Input count&lt;br /&gt;
| each input signal&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; is forwarded&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;: 1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| - || one input signal&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; is forwarded but set to 1&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;: Input count&lt;br /&gt;
| one input signal&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; is forwarded&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† signals that passed the test only&lt;br /&gt;
&lt;br /&gt;
With both the arithmetic and decider combinator, there is one tick (60th of a second) of latency before the output signal is ready to be used as an input into a circuit network.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Received a UI overhaul.&lt;br /&gt;
** Now displays input signals when configuring combinators.&lt;br /&gt;
** Signals used by combinators can now be filtered between red, green, or both.&lt;br /&gt;
** Multiple and/or operations can be preformed in a single decider combinator.&lt;br /&gt;
}}&lt;br /&gt;
{{history|1.1.13|&lt;br /&gt;
* Decider combinator can output an Anything signal, which returns exactly one matching signal.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Connected wires are highlighted when hovering over a combinator connected to the [[circuit network]].&lt;br /&gt;
* Combinators show input and output in alt mode.&lt;br /&gt;
* More virtual signals for combinators.&lt;br /&gt;
* Constant combinator can be rotated.&lt;br /&gt;
* Decider combinator &amp;quot;input count&amp;quot; option makes the combinator copy the count of the specified output signal from the input signals, instead of copying the count from the condition.&lt;br /&gt;
* New combinator graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Combinators now emit light.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Combinators no longer turn off when no wires are connected.}}&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;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Selector combinator]]&lt;br /&gt;
* [[Tutorial:Combinator tutorial|Combinator tutorial]] (description of combinator logic gates)&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Tutorial:Circuit network cookbook|Circuit network cookbook]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Arithmetic_combinator&amp;diff=204505</id>
		<title>Arithmetic combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Arithmetic_combinator&amp;diff=204505"/>
		<updated>2024-11-02T18:18:53Z</updated>

		<summary type="html">&lt;p&gt;Brin: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Arithmetic combinator}}&lt;br /&gt;
The arithmetic combinator is part of the [[circuit network]] and one of four types of combinators available in the game (along with the [[constant combinator]], [[decider combinator]], and [[selector combinator]]). Each arithmetic combinator can perform any one of the following mathematical operations on signals, and will show the corresponding symbol on its top:&lt;br /&gt;
&lt;br /&gt;
[[File:arith_combinator_anim.png]]&lt;br /&gt;
&lt;br /&gt;
* addition (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;)&lt;br /&gt;
* subtraction (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt;)&lt;br /&gt;
* multiplication (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;*&amp;lt;/span&amp;gt;)&lt;br /&gt;
* division (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;/&amp;lt;/span&amp;gt;)&lt;br /&gt;
* modulo (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;%&amp;lt;/span&amp;gt;)&lt;br /&gt;
* exponentiation (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;^&amp;lt;/span&amp;gt;)&lt;br /&gt;
* bit shift left (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;&amp;lt;&amp;lt;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* bit shift right (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;&amp;gt;&amp;gt;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* bitwise AND (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;&amp;amp;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* bitwise OR (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;|&amp;lt;/span&amp;gt;)&lt;br /&gt;
* bitwise XOR (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;^&amp;lt;/span&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
The arithmetic combinator accepts two input connections (red and green wires), and sends its output to both output connections. The input wires connect to the nubs on the left side of the sprite in the sidebar, while the outputs connect to the right side.&lt;br /&gt;
&lt;br /&gt;
[[File:Arithmetic_combinator_gui.png|350px|GUI of the Arithmetic Combinator.]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
The internal logic process has three steps:&lt;br /&gt;
&lt;br /&gt;
# All input signals on the red and green wires are summed within the combinator.&lt;br /&gt;
# The specified operation is performed on the selected signal(s).&lt;br /&gt;
# The result of this operation is output as the selected output signal.&lt;br /&gt;
&lt;br /&gt;
The operands can be any single signal or a constant value. Up to one of the operands can be the [[Virtual signals#Each|&#039;&#039;each&#039;&#039; virtual signal]].&lt;br /&gt;
&lt;br /&gt;
If neither operand is the &#039;&#039;each&#039;&#039; signal, the output must be a single signal. The operation is performed on the values of the chosen left and right signals, and the result is sent to the output on the specified signal.&lt;br /&gt;
&lt;br /&gt;
If one operand is the &#039;&#039;each&#039;&#039; signal, then the output can be a single signal or the &#039;&#039;each&#039;&#039; signal. If the output is the &#039;&#039;each&#039;&#039; signal, then the operation is performed individually on the value of each input signal along with the value of the other operand, and each result is sent to the output on the same signal. If the output is a single signal, the operation is done on each of the input signals, the individual results are all added together, and that result is sent to the output on the specified signal.&lt;br /&gt;
&lt;br /&gt;
== Notes on operations ==&lt;br /&gt;
When using &#039;&#039;&#039;division&#039;&#039;&#039;, the result is truncated:&lt;br /&gt;
* 21 / 10 = 2&lt;br /&gt;
* 19 / 10 = 1&lt;br /&gt;
* −21 / 10 = −2&lt;br /&gt;
* −19 / 10 = −1&lt;br /&gt;
* 21 / −10 = −2&lt;br /&gt;
* 19 / −10 = −1&lt;br /&gt;
* −21 / −10 = 2&lt;br /&gt;
* −19 / −10 = 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modulo&#039;&#039;&#039;, indicated using % as it is in most programming languages, is the remainder after division. For example, 13 % 3 is 1 (13 = 4 * 3 + 1). This can, for example, be combined with truncated division as described above to separate out individual digits of a number for use in building visual indicators:&lt;br /&gt;
* (24321 / 10000) % 10  = 2&lt;br /&gt;
* (24321 / 1000) % 10  = 4&lt;br /&gt;
* (24321 / 100) % 10  = 3&lt;br /&gt;
* (24321 / 10) % 10  = 2&lt;br /&gt;
* (24321 / 1) % 10  = 1&lt;br /&gt;
&lt;br /&gt;
Negating the left operand of a modulo negates the result, while negating the right operand does nothing:&lt;br /&gt;
* 13 % 3 = 1&lt;br /&gt;
* 13 % −3 = 1&lt;br /&gt;
* −13 % 3 = −1&lt;br /&gt;
* −13 % −3 = −1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bit shift right&#039;&#039;&#039; and &#039;&#039;&#039;Bit shift left&#039;&#039;&#039; deal with numbers in the [[:Wikipedia:Binary_number|binary]] representation. The 0&#039;s and 1&#039;s that make up a number are shifted in the specified direction which can result in a completely different number, due to the change in the binary value. The shift performed is called arithmetic shift, because it preserves the sign bit on bit shift right.&lt;br /&gt;
If shifting left, a 0 is inserted into the least significant bit (LSB), and the bit in the most significant bit (MSB) is lost.&lt;br /&gt;
If shifting right and the number is positive (MSB=0), a 0 is inserted into the MSB and the bit in the LSB is lost.&lt;br /&gt;
If shifting right and the number is negative (MSB=1), a 1 is inserted into the MSB to keep the sign and the bit in the LSB is lost.&lt;br /&gt;
[[File:Bitshiftleft.png|none|thumb|200px|Example of a &#039;bit shift left&#039;.]] [[File:BitshiftRightZero.png|none|thumb|200px|Example of a &#039;bit shift right (positive number)&#039;.]] [[File:BitshiftRightOne.png|none|thumb|200px|Example of a &#039;bit shift right (negative number)&#039;.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Received a UI overhaul.&lt;br /&gt;
** Now displays input signals when configuring combinators.&lt;br /&gt;
** Signals used by combinators can now be filtered between red, green, or both.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Connected wires are highlighted when hovering over a combinator connected to the [[circuit network]].&lt;br /&gt;
* Combinators show input and output in alt mode.&lt;br /&gt;
* More virtual signals for combinators.&lt;br /&gt;
* Constant combinator can be rotated.&lt;br /&gt;
* Decider combinator &amp;quot;input count&amp;quot; option makes the combinator copy the count of the specified output signal from the input signals, instead of copying the count from the condition.&lt;br /&gt;
* New combinator graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Combinators now emit light.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Combinators no longer turn off when no wires are connected.}}&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;
*[[Decider combinator]]&lt;br /&gt;
*[[Selector combinator]]&lt;br /&gt;
*[[Constant combinator]]&lt;br /&gt;
*[[Tutorial:Combinator tutorial|Combinator tutorial]]&lt;br /&gt;
*[[Circuit network]]&lt;br /&gt;
*[[Tutorial:Circuit network cookbook|Circuit network cookbook]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Red_wire&amp;diff=204504</id>
		<title>Infobox:Red wire</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Red_wire&amp;diff=204504"/>
		<updated>2024-11-02T18:11:23Z</updated>

		<summary type="html">&lt;p&gt;Brin: No longer craftable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = red-wire&lt;br /&gt;
|category = Logistics&lt;br /&gt;
|image = red wire cable&lt;br /&gt;
|stack-size = 1&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Green_wire&amp;diff=204503</id>
		<title>Infobox:Green wire</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Green_wire&amp;diff=204503"/>
		<updated>2024-11-02T18:10:40Z</updated>

		<summary type="html">&lt;p&gt;Brin: No longer craftable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = green-wire&lt;br /&gt;
|category = Logistics&lt;br /&gt;
|image = green wire cable&lt;br /&gt;
|stack-size = 1&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Green_wire&amp;diff=204502</id>
		<title>Green wire</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Green_wire&amp;diff=204502"/>
		<updated>2024-11-02T18:10:12Z</updated>

		<summary type="html">&lt;p&gt;Brin: 2.0 changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Green wire}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green wire&#039;&#039;&#039; is an abstract item used to connect devices to a &#039;&#039;&#039;green&#039;&#039;&#039; [[circuit network]]. They can be created by using the hotkey {{key|Alt + G}}.&lt;br /&gt;
&lt;br /&gt;
To form connections, entities capable of using a circuit network can be left clicked while holding the wire. This also works on [[Electric system#Distribution|electric pole]]s, so they can be used to connect the wire over longer distances. When the blueprint is filled out by [[construction robot]]s or by hand, no any wire included in the blueprint is automatically placed..&lt;br /&gt;
&lt;br /&gt;
To remove connections, hold the green wire in-hand, then click the two entities you would like to remove the connection from.&amp;lt;br/&amp;gt;&lt;br /&gt;
To remove all wire connections from a power pole (including copper wire), shift click the affected pole.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Green wires are now abstract items.&lt;br /&gt;
** Crafting recipe for green wires, as well as physical green wire items have been removed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.5|&lt;br /&gt;
* When connecting circuit wires, the wire will re-anchor to the last entity clicked.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Connected Red/Green wires are highlighted when hovering over a combinator or entity connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Red wire]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Red_wire&amp;diff=204501</id>
		<title>Red wire</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Red_wire&amp;diff=204501"/>
		<updated>2024-11-02T18:08:22Z</updated>

		<summary type="html">&lt;p&gt;Brin: 2.0 changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Red wire}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red wire&#039;&#039;&#039; is an abstract item used to connect devices to a &#039;&#039;&#039;red&#039;&#039;&#039; [[circuit network]]. They can be created by using the hotkey {{key|Alt + R}}.&lt;br /&gt;
&lt;br /&gt;
To form connections, entities capable of using a circuit network can be left clicked while holding the wire. This also works on [[Electric system#Distribution|electric pole]]s, so they can be used to connect the wire over longer distances. When the blueprint is filled out by [[construction robot]]s or by hand, no any wire included in the blueprint is automatically placed..&lt;br /&gt;
&lt;br /&gt;
To remove connections, hold the red wire in-hand, then click the two entities you would like to remove the connection from.&amp;lt;br/&amp;gt;&lt;br /&gt;
To remove all wire connections from a power pole (including copper wire), shift click the affected pole.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Red wires are now abstract items.&lt;br /&gt;
** Crafting recipe for red wires, as well as physical red wire items have been removed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.5|&lt;br /&gt;
* When connecting circuit wires, the wire will re-anchor to the last entity clicked.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Connected Red/Green wires are highlighted when hovering over a combinator or entity connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Green wire]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Lamp&amp;diff=204500</id>
		<title>Infobox:Lamp</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Lamp&amp;diff=204500"/>
		<updated>2024-11-02T18:01:03Z</updated>

		<summary type="html">&lt;p&gt;Brin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|mining-time = 0.1&lt;br /&gt;
|map-color = 006090&lt;br /&gt;
|prototype-type = lamp&lt;br /&gt;
|internal-name = small-lamp&lt;br /&gt;
|category = Logistics&lt;br /&gt;
|image = lamp entity anim.gif&lt;br /&gt;
|health = {{Quality|100|130|160|190|250}}&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|dimensions=1×1&lt;br /&gt;
|energy=5 kW electric&lt;br /&gt;
|recipe = Time, 0.5 + Copper cable, 3 + Electronic circuit, 1 + Iron plate, 1&lt;br /&gt;
|total-raw = Time, 2.5 + Copper plate, 3 + Iron plate, 2&lt;br /&gt;
|required-technologies = Lamp&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Roboport&amp;diff=204499</id>
		<title>Infobox:Roboport</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Roboport&amp;diff=204499"/>
		<updated>2024-11-02T17:56:47Z</updated>

		<summary type="html">&lt;p&gt;Brin: Quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|resistance = {{Translation|Fire}}: 0/60%&amp;lt;br&amp;gt;{{Translation|Impact}}: 0/30%&lt;br /&gt;
|mining-time = 0.1&lt;br /&gt;
|map-color = d0ca88&lt;br /&gt;
|prototype-type = roboport&lt;br /&gt;
|internal-name = roboport&lt;br /&gt;
|category = Logistics&lt;br /&gt;
|image = roboport_entity&lt;br /&gt;
|health={{Quality|500|650|800|950|1250}}&lt;br /&gt;
|stack-size=10&lt;br /&gt;
|dimensions=4×4&lt;br /&gt;
|supply-area=50×50&lt;br /&gt;
|construction-area=110×110&lt;br /&gt;
|drain=50 {{Translation|kW}} electric&lt;br /&gt;
|robot-recharge-rate={{Quality|4×500&amp;amp;nbsp;{{Translation|kW}}|4×650&amp;amp;nbsp;{{Translation|kW}}|4×800&amp;amp;nbsp;{{Translation|kW}}|4×950&amp;amp;nbsp;{{Translation|kW}}|4×1.25&amp;amp;nbsp;{{Translation|MW}}}}  electric&lt;br /&gt;
|energy-capacity=100 {{Translation|MJ}}&lt;br /&gt;
|internal-buffer-recharge-rate={{Quality|2.1 {{Translation|MW}}|2.7 {{Translation|MW}}|3.3 {{Translation|MW}}|3.9 {{Translation|MW}}|5.5 {{Translation|MW}}}}  electric&lt;br /&gt;
|recipe = Time, 5 + Advanced circuit, 45 + Iron gear wheel, 45 + Steel plate, 45&lt;br /&gt;
|total-raw = Time, 455 + Copper plate, 225 + Iron plate, 180 + Plastic bar, 90 + Steel plate, 45&lt;br /&gt;
|required-technologies = Construction robotics + Logistic robotics&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Construction_robot&amp;diff=204498</id>
		<title>Infobox:Construction robot</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Construction_robot&amp;diff=204498"/>
		<updated>2024-11-02T17:48:14Z</updated>

		<summary type="html">&lt;p&gt;Brin: Quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|resistance = {{Translation|Electric}}: 0/50%&amp;lt;br&amp;gt;{{Translation|Fire}}: 0/85%&lt;br /&gt;
|mining-time = 0.1&lt;br /&gt;
|health = {{Quality|100|130|160|190|250}}&lt;br /&gt;
|prototype-type = construction-robot&lt;br /&gt;
|internal-name = construction-robot&lt;br /&gt;
|category = Logistics&lt;br /&gt;
|image = construction_robot_entity&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|recipe = Time, 0.5 + Electronic circuit, 2 + Flying robot frame, 1&lt;br /&gt;
|total-raw = Time, 26.75 + Battery, 2 + Copper plate, 7.5 + Electric engine unit, 1 + Iron plate, 5 + Steel plate, 1&lt;br /&gt;
|required-technologies = Construction robotics&lt;br /&gt;
|energy = 5 {{Translation|kJ/m}}&lt;br /&gt;
|drain = 3 {{Translation|kW}}&lt;br /&gt;
|energy-capacity = {{Quality|3 {{Translation|MJ}}|6 {{Translation|MJ}}|9 {{Translation|MJ}}|12 {{Translation|MJ}}|18 {{Translation|MJ}}}} electric&lt;br /&gt;
|boosting-technologies = Worker robot cargo size + Worker robot speed&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Logistic_robot&amp;diff=204496</id>
		<title>Infobox:Logistic robot</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Logistic_robot&amp;diff=204496"/>
		<updated>2024-11-02T17:42:44Z</updated>

		<summary type="html">&lt;p&gt;Brin: Quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|resistance = {{Translation|Fire}}: 0/85%&lt;br /&gt;
|mining-time = 0.1&lt;br /&gt;
|health = {{Quality|100|130|160|190|250}}&lt;br /&gt;
|prototype-type = logistic-robot&lt;br /&gt;
|internal-name = logistic-robot&lt;br /&gt;
|category = Logistics&lt;br /&gt;
|image = logistic_robot_entity&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|recipe = Time, 0.5 + Advanced circuit, 2 + Flying robot frame, 1&lt;br /&gt;
|total-raw = Time, 43.25 + Battery, 2 + Copper plate, 14.5 + Electric engine unit, 1 + Iron plate, 7 + Plastic bar, 4 + Steel plate, 1&lt;br /&gt;
|required-technologies = Logistic robotics&lt;br /&gt;
|energy = 5 {{Translation|kJ/m}}&lt;br /&gt;
|drain = 3 {{Translation|kW}}&lt;br /&gt;
|energy-capacity = {{Quality|1.5 {{Translation|MJ}}|3 {{Translation|MJ}}|4.5 {{Translation|MJ}}|6 {{Translation|MJ}}|9 {{Translation|MJ}}}} electric&lt;br /&gt;
|boosting-technologies = Worker robot cargo size + Worker robot speed&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Brin</name></author>
	</entry>
</feed>