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	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-04-23T12:58:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Oxide_asteroid_chunk&amp;diff=211121</id>
		<title>Talk:Oxide asteroid chunk</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Oxide_asteroid_chunk&amp;diff=211121"/>
		<updated>2025-02-10T17:49:41Z</updated>

		<summary type="html">&lt;p&gt;Chumfactor: /* Belts vs cargo bays */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please tell me if my ratios are wrong.&lt;br /&gt;
&lt;br /&gt;
== Belts vs cargo bays ==&lt;br /&gt;
&lt;br /&gt;
Wiki says to use belts vice cargo bays as buffers, due to stack size = 1.&lt;br /&gt;
&lt;br /&gt;
Am I correct that even a stack inserter can&#039;t put stacks of asteroids on belts, right?  They&#039;re just 1 at a time, no matter what, right?!?&lt;br /&gt;
&lt;br /&gt;
A cargo bay is 4x4.  The most chunks you can put on 4x4 of belt is 16, but even a common cargo bay holds 20, whereas a [not all that] rare holds 32, 2x the belt amount.  (ACK: both lanes on the belt is 32.)  Legendary brings it up to 50!&lt;br /&gt;
&lt;br /&gt;
Is there additional context?&lt;/div&gt;</summary>
		<author><name>Chumfactor</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Oxide_asteroid_chunk&amp;diff=211120</id>
		<title>Talk:Oxide asteroid chunk</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Oxide_asteroid_chunk&amp;diff=211120"/>
		<updated>2025-02-10T17:43:23Z</updated>

		<summary type="html">&lt;p&gt;Chumfactor: /* Belts vs cargo bays */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please tell me if my ratios are wrong.&lt;br /&gt;
&lt;br /&gt;
== Belts vs cargo bays ==&lt;br /&gt;
&lt;br /&gt;
Wiki says to use belts vice cargo bays as buffers, due to stack size = 1.&lt;br /&gt;
&lt;br /&gt;
Am I correct that even a stack inserter can&#039;t put stacks of asteroids on belts, right?  They&#039;re just 1 at a time, no matter what, right?!?&lt;br /&gt;
&lt;br /&gt;
A cargo bay is 4x4.  The most chunks you can put on 4x4 of belt is 16, but even a common cargo bay holds 20, whereas a [not all that] rare holds 32, 2x the belt amount.  Legendary brings it up to 50!&lt;br /&gt;
&lt;br /&gt;
Is there additional context?&lt;/div&gt;</summary>
		<author><name>Chumfactor</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Scrap_recycling_strategies&amp;diff=209658</id>
		<title>Tutorial:Scrap recycling strategies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Scrap_recycling_strategies&amp;diff=209658"/>
		<updated>2025-01-20T15:24:42Z</updated>

		<summary type="html">&lt;p&gt;Chumfactor: /* Getting rid of excess ingredients */  Typo: &amp;quot;...where having enough...&amp;quot;  -&amp;gt; &amp;quot;...where not having enough...&amp;quot; (added &amp;quot;not&amp;quot;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike with most other resources, processing [[scrap]] yields a variety of items, which is the most reliable source of obtaining most resources on [[Fulgora]] (aside from importing goods from other planets via the [[space platform]]). So it is important to understand how to use [[scrap]] on [[Fulgora]] to build a factory capable of crafting [[Electromagnetic science pack]]s and launching them into space.&lt;br /&gt;
&lt;br /&gt;
= Recycling Fundamentals =&lt;br /&gt;
[[Scrap]] can be gathered from [[Fulgoran ruin]]s or by mining patches of scrap scattered throughout [[Fulgora]]. Scrap can be recycled by hand or with the [[Recycler]]. But before this can be done, the player will need to mine a [[Fulgoran vault ruin]] by hand to unlock the recycling recipe and the Recycler. Mining scrap with mining drills and recycling them with the Recycler is the most effective means of building a factory on Fulgora. The Recycler has an output; it can output its products directly onto a belt or into other entities, like the [[Active provider chest]] or even other Recyclers. Strategies for dealing with excess products is discussed later in this tutorial.&lt;br /&gt;
&lt;br /&gt;
== What is each recycled product used for? ==&lt;br /&gt;
Recycling scrap produces 12 different items, with [[Holmium ore]] and [[Low density structure]] being the most rare product, and [[Iron gear wheel]] being the most common. Of the 12 different items, three of them serve a singular purpose:&lt;br /&gt;
* [[Ice]] is melted into [[water]]&lt;br /&gt;
* [[Solid fuel]] is combined with [[light oil]] to make [[rocket fuel]].&lt;br /&gt;
* [[Holmium ore]] is combined with water and [[stone]] to make [[holmium solution]].&lt;br /&gt;
&lt;br /&gt;
Water has various uses but it should be relatively easy to move around with [[pipe]]s. Rocket Fuel is mainly used to craft [[Rocket part]]s, but it can be used as fuel for your trains on Fulgora or burnt to provide power. Light oil is needed to produce rocket fuel, which is cracked from [[heavy oil]] and water. Heavy oil is a limitless resource on Fulgora and it is pumped from the [[Oil ocean]] by using an [[offshore pump]].&lt;br /&gt;
&lt;br /&gt;
The remaining 9 items produced by scrap recycling are used as ingredients for other products, as crafting components for rocket parts, or further recycled into their respective ingredients; some items can only be obtained this way. While each item can be recycled, only the necessary recyclable items for building a factory capable of crafting science packs on Fulgora are mentioned below.&lt;br /&gt;
* [[Processing unit]]s are used as rocket parts, as ingredients for the Recycler and [[Electromagnetic plant]], and it can be recycled into [[electronic circuit]]s.&lt;br /&gt;
* [[Advanced circuit]]s can be recycled for [[electronic circuit]]s and [[plastic bar]]s.&lt;br /&gt;
* [[Low density structure]]s are used as rocket parts and can be recycled for [[copper plate]]s and [[plastic bar]]s.&lt;br /&gt;
* [[Concrete]] is mostly used to craft [[Refined concrete]], but it is also used to craft the Recycler. Concrete can be recycled into [[stone brick]]s. The only purpose of stone bricks is to craft the [[Lightning rod]].&lt;br /&gt;
* [[Battery|Batteries]] are used to craft [[Accumulator]]s and [[Supercapacitor]]s. It can be recycled down to copper plates and [[iron plate]]s.&lt;br /&gt;
* [[Copper cable]] can be recycled for [[copper plate]]s.&lt;br /&gt;
* [[Iron gear wheel]]s can be recycled for [[iron plate]]s.&lt;br /&gt;
* [[Steel]] is mostly used to craft [[Refined concrete]], but it is also used to craft the Recycler and Electromagnetic plant.&lt;br /&gt;
* [[Stone]] is used to craft [[holmium solution]] and [[Electrolyte]].&lt;br /&gt;
&lt;br /&gt;
=== Other necessary ingredients ===&lt;br /&gt;
Electronic circuits, plastic bars, copper plates, iron plates, and stone bricks are are only obtained by recycling a recycled scrap.&lt;br /&gt;
* [[Electronic circuit]]s are most easily obtained from processing units, but obtaining them from advance circuits is also a viable way since advance circuits are slightly more common and don&#039;t serve any purpose other than to being recycled. Electronic circuits are mainly used for crafting [[Supercapacitor]]s.&lt;br /&gt;
* [[Plastic bar]]s are most easily obtained from low density structures, but advance circuits is also a good source for the same reasons listed in the above point. Plastic bars are mainly used to craft [[Superconductor]]s.&lt;br /&gt;
* [[Copper plate]]s are most easily obtained from low density structures, but being one of the most rare scrap product, it may be better to recycle any of the three circuits down to copper plates (with electronic circuits having the best yields), or by recycling batteries or copper cable.&lt;br /&gt;
* [[Iron plate]]s are best obtained from recycling iron gear wheels simply because iron gear wheels are so abundant.&lt;br /&gt;
* [[Stone brick]]s are only obtained from concrete and only are needed for crafting lightning rods.&lt;br /&gt;
&lt;br /&gt;
With these items, the player has everything needed to craft all the necessary intermediate products in order to craft Fulgora&#039;s science pack and launch it into space!&lt;br /&gt;
&lt;br /&gt;
= Getting rid of excess ingredients =&lt;br /&gt;
Scrap recycling will never yield the exact distribution of items that players might need. With scrap recycling, this is a problem; unlike on Nauvis, where not having enough iron will simply pause iron production and nothing else, to pause production of one scrap recycling product is to pause scrap recycling altogether. In other words, if not every item produced by scrap recycling is consumed, then the belts will backup, and scrap recycling is stopped from producing any items at all.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not always possible to use every item that scrap recycling produces. Some items have a limited set of applications that are not always relevant. Other times, you will need more of one item than another, causing an imbalance in what items are consumed.&lt;br /&gt;
&lt;br /&gt;
When an item has no other uses, it may therefore be necessary to destroy it outright. There is a way to do this: When trying to recycle an item that has no recyclable recipe, a Recycler will output the item itself with a 25% probability, leaving a 75% probability of destroying it. By looping the output of such a Recycler back into itself, it is possible to completely destroy these items.&lt;br /&gt;
&lt;br /&gt;
Be warned that scrap, while bountiful on some islands, is still a finite resource that can run out if wasted carelessly. And if all items produced by recycling have drains that simply destroy the items, it is possible to consume scrap even when the factory does not need it.&lt;br /&gt;
&lt;br /&gt;
== Efficiently trashing excess ==&lt;br /&gt;
&lt;br /&gt;
Some items produced directly or indirectly from scrap recycling have long crafting times. Especially bad is steel, which in an unmoduled recycler takes 2 seconds to recycle one steel, or 2.66 seconds in total considering the 25% chance of not destroying it.&lt;br /&gt;
&lt;br /&gt;
Some of these slow-to-recycle products can be crafted into other items at higher rates than they can be recycled. Steel can be turned into steel chests at 20 steel per second inside an unmoduled normal yellow assembler. This can then in-turn be recycled back down to steel even more quickly due to the 16x recycling speedup. Considering the recycling yield, a yellow assembler without modules can handle 15 steel per second, and a recycler 96, compared to a recycler for steel which handles 0.375 steel per second.&lt;br /&gt;
&lt;br /&gt;
Some such shortcuts are (speed comparison assuming one assembler and recycler at crafting speeds 1.25 and 0.5):&lt;br /&gt;
* [[Steel plate|Steel]] to [[steel chest]] (40x speedup)&lt;br /&gt;
* [[Iron plate|Iron]] to [[iron chest]] (8x speedup)&lt;br /&gt;
* [[Concrete]] to [[hazard concrete]] (6.25x speedup)&lt;br /&gt;
* [[Stone]] to [[landfill]] (10.42x speedup), note that landfill is unrecyclable so needs to be looped back into the recycler not the assembler&lt;br /&gt;
* [[Stone brick|Bricks]] to [[wall]]s (5x speedup)&lt;br /&gt;
&lt;br /&gt;
[[Copper plate|Copper]] to [[copper cable]] is the same speed as direct recycling. Mixing in copper with steel at 2:1 to make [[heat pipe]]s is a 10x speedup, as long as enough steel is trashed together with the copper.&lt;br /&gt;
&lt;br /&gt;
== Low-priority production ==&lt;br /&gt;
As an alternative to outright destroying the excess items, it may be possible to turn them into something that might be useful later, so that the items are not completely wasted. For example, instead of recycling all excess steel, the player could instead craft steel chests for additional storage, or [[Substation]]s to expand the electric grid at a later point. The point is not to make something that the player will need right away, as that is the job of the main production lines. Rather, it is to be seen as a bonus that players might want but do not need.&lt;br /&gt;
&lt;br /&gt;
It should be noted that even these products will eventually fill up all storage and cause backups in the production line, meaning that destroying items might still become necessary in the long term.&lt;br /&gt;
&lt;br /&gt;
Inserting [[quality module]]s into Recyclers is another way to manage excess ingredients while also obtaining higher quality items without simply recycling items to destruction. Producing higher quality items can consume a lot of ingredients and are often nice to have without being outright necessary.&lt;br /&gt;
&lt;br /&gt;
= Other tips and tricks =&lt;br /&gt;
&lt;br /&gt;
== Recycling with quality modules ==&lt;br /&gt;
The recycler does not accept [[productivity module]]s. This is to prevent a net positive of items from being created when crafting and recycling items in a loop. However, this rejection of productivity modules in Recyclers also applies to scrap recycling, even though there is no way to re-craft scrap from the results of recycling. In exchange, the game offers infinite research for increasing the productivity of scrap recycling, specifically. This all means that players are free to use a different kind of module, such as quality modules, without worrying about the loss of productivity.&lt;br /&gt;
&lt;br /&gt;
Players may chose to place quality modules in their scrap Recyclers and sort the items by quality, sending [[File:Quality normal.png|15px|link=]]normal items to the main factory and using higher-quality items for a head start in quality manufacturing.&lt;br /&gt;
&lt;br /&gt;
However, players should keep in mind that, much like productivity, quality modules benefit from long production chains, as it increases the number of chances for item quality to be increased. Even after sorting away all [[File:Quality normal.png|15px|link=]]normal items, only 10% of the remaining items will be [[File:Quality rare.png|15px|link=]]rare or higher, as the probability of skipping a quality tier will always be 10% regardless of modules.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that [[File:Quality uncommon.png|15px|link=]]uncommon or higher [[holmium ore]] is not actually better than [[File:Quality normal.png|15px|link=]]normal holmium ore. The sole use of holmium ore is to be used as an ingredient for [[holmium solution]], which is a fluid and therefore has no quality. Furthermore, producing holmium solution from a particular quality of holmium ore requires having a [[chemical plant]] whose recipe is set to that quality as well as having sufficient [[stone]] of that exact quality. Both of these can be automated via the [[circuit network]], but it does require some set up.&lt;/div&gt;</summary>
		<author><name>Chumfactor</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Accumulator&amp;diff=207606</id>
		<title>Accumulator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Accumulator&amp;diff=207606"/>
		<updated>2024-12-07T16:36:04Z</updated>

		<summary type="html">&lt;p&gt;Chumfactor: Clarify pole disconnection change in 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Accumulator}}&lt;br /&gt;
The &#039;&#039;&#039;Accumulator&#039;&#039;&#039; stores a limited amount of energy when available production exceeds demand, and releases it in the opposite case. The accumulator can store up to 5 MJ of energy. Its maximum charge/discharge rate is 300 kW. If connected to a [[circuit network]], an accumulator will output its level of charge, as an integer from 0 to 100, to a specified signal.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 5MJ of stored energy takes approximately 17s to fully charge/discharge at the maximum rate of 300kW. Read [[Time#Seconds]] for further time related calculations.&lt;br /&gt;
* It takes 20 accumulators (100MJ) to maintain 1MW through the night, because the accumulators don&#039;t immediately start discharging at the beginning of dusk, see the graph in [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=5594 this post.]&lt;br /&gt;
* For balanced solar power, every 21 accumulators need to have 25 solar panels supporting them (at 50kW per accumulator)&lt;br /&gt;
* When discharged above maximum speed by multiple unconnected poles, energy will not be distributed equally (some loads may get 100% demand, others 0%)&lt;br /&gt;
* May be used to provide a limited amount of power (multiples of maximum charge rate) to a section of the grid.&lt;br /&gt;
* Produces light when charging and discharging.&lt;br /&gt;
* Can act as an emergency backup for the factory in case of blackout, until main power supply is restored.&lt;br /&gt;
* Can be used to power the base at night if it relies heavily on [[solar panel]]s.&lt;br /&gt;
* Can act to satisfy surging demands of certain loads. If the power usage of one device exceeds production for a few seconds or so, the accumulator can provide power to the grid until said device shuts down or requires a lesser power requirement.&lt;br /&gt;
&lt;br /&gt;
== Other uses ==&lt;br /&gt;
Note that if throughput should not be limited, a [[power switch]] can be used instead.&lt;br /&gt;
&lt;br /&gt;
=== Isolation of Power Networks ===&lt;br /&gt;
&lt;br /&gt;
[[Electric system#Storage|Accumulator]]s can be used to isolate two separate power networks, which has a number of uses. Since accumulators have a lower delivery priority than any other entity, this guarantees that they only receive energy when you have enough left over after powering all other entities in a network. At the same time, accumulators can also be used to deliver energy in another electrical network, and can charge and discharge at the same time. Consider the following example:&lt;br /&gt;
&lt;br /&gt;
[[File:Accumulator_Network_Isolation.png|thumb|left|550px|Example of accumulators sharing two separate networks. &#039;&#039;(Click to enlarge)&#039;&#039;]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
The two power networks A and B are not directly connected to each other: They are connected only through the accumulators, which are shared by both networks. This is accomplished by setting up electric poles for each network connected to the accumulators, then ensuring the sets of poles are not connected to each other (which can be done by crafting a copper wire then dragging it between two connected poles to sever the connection, exactly as is done for disconnecting circuit wires).  (As of 2.0, rather than crafted copper wire, the Make Copper Wire create tool in the UI -- near the Red &amp;amp; Green circuit wires -- is used.) &lt;br /&gt;
&lt;br /&gt;
In the above example:&lt;br /&gt;
&lt;br /&gt;
* The accumulators will only charge if extra power is being produced by network A or B.&lt;br /&gt;
* The accumulators will discharge as needed into either network if one is not producing enough power.&lt;br /&gt;
* Since the maximum input/output rate of an accumulator is 300 kW, power flow between the two networks will be limited to 300 kW times the number of accumulators (1.5 MW in the example).&lt;br /&gt;
* Note that this isolation is bidirectional: Either network can charge the accumulators, and the accumulators can discharge into either network.&lt;br /&gt;
&lt;br /&gt;
This technique can be used whenever this type of isolation is desired.&lt;br /&gt;
&lt;br /&gt;
==== Reduction of Energy Consumption in Critical Situations ====&lt;br /&gt;
&lt;br /&gt;
In particular, one good use for the above technique is to limit electricity consumption in low power situations by isolating non-critical parts of your factory (such as [[Radar]], [[Lab]]s, [[Electric furnace]]s, [[Electric mining drill|electric miner]]s, [[Beacon]]s, etc.) from critical parts (such as lasers, ammo production, or whatever your priorities are).&lt;br /&gt;
&lt;br /&gt;
To do this, place your main generators and critical components on one network and place your non-critical components on another network, isolating the two as above. Now, two things will happen:&lt;br /&gt;
&lt;br /&gt;
* Power will &#039;&#039;only&#039;&#039; flow to the non-critical network when you are generating a surplus on the main network, and&lt;br /&gt;
* The rate will always be limited to 300 kW per accumulator.&lt;br /&gt;
&lt;br /&gt;
Because the accumulators will only receive power if you have a surplus on the main network, this will in effect deactivate the low-priority network when electricity is in short supply. This will also limit power consumption of the low priority network if its usage becomes high, for example if you have two factories on a low priority network and usually only one of them runs at a time, if both happen to run they won&#039;t consume more than the total limit, they&#039;ll just slow down.&lt;br /&gt;
&lt;br /&gt;
Essentially you are saying &amp;quot;only deliver power to these systems if I have enough to spare, and even then don&#039;t exceed this delivery rate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In general this is a technique which works well when you&#039;ve just researched accumulators and solar panels, but don&#039;t have enough resources to build big solar farms and accumulator farms yet.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.3|&lt;br /&gt;
* Reduced collision box of [[big electric pole]] to allow squeezing between it and an accumulator.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Now connectible to the [[circuit network]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Heavy optimisations by merging them into groups.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Drastically slowed crafting to 10 secs.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Capacity doubled, increase I/O to 300 watts.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Added charging animation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Solar panel]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Chumfactor</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Yumako_seed&amp;diff=206470</id>
		<title>Yumako seed</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Yumako_seed&amp;diff=206470"/>
		<updated>2024-11-16T18:11:21Z</updated>

		<summary type="html">&lt;p&gt;Chumfactor: &amp;quot;...by hand a...&amp;quot; -&amp;gt; &amp;quot;...by hand is a...&amp;quot; tweak.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Yumako seed}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Yumako seed&#039;&#039;&#039; is an item used to plant [[Yumako tree]]s, either manually or with a [[Agricultural tower]]. These trees produce [[Yumako]] fruits when harvested. The seeds are then extracted from those fruits when processed.&lt;br /&gt;
&lt;br /&gt;
On average, the yumako processing recipe produces exactly one seed from each mature yumako tree being harvested, making yumako processing by hand is a barely and unreliably self-sustaining process. However, the built-in productivity of a [[biochamber]] increases this statistic to one and a half seeds from each tree harvested, which is a net positive, thereby making yumako tree production a reliably self-sustaining process. However, one must still make sure to dispose of excess seeds to avoid clobbering belts.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Chumfactor</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Thruster&amp;diff=206245</id>
		<title>Talk:Thruster</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Thruster&amp;diff=206245"/>
		<updated>2024-11-14T05:57:17Z</updated>

		<summary type="html">&lt;p&gt;Chumfactor: /* Please add explanation for data sheet. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How speed depands on time, mass and thrust?  At least for equilibrium speed tell me, how depends on thrust and mass?&lt;br /&gt;
I thought equilibrium speed is proportional thrust/mass, but experiments show it&#039;s not true. Not liear, but growing dependense on this ratio.&lt;br /&gt;
&lt;br /&gt;
== Please add explanation for data sheet. ==&lt;br /&gt;
&lt;br /&gt;
It seems that, if you understand the basic mechanic, the datasheet probably makes sense but, if you don&#039;t, it&#039;s just a bunch of columns of numbers.  Specifically, how does one know the Filled Fluid Reserve, and how does one plan for it to be their ideal chosen amount?&lt;/div&gt;</summary>
		<author><name>Chumfactor</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cargo_bay&amp;diff=206177</id>
		<title>Cargo bay</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cargo_bay&amp;diff=206177"/>
		<updated>2024-11-13T19:10:19Z</updated>

		<summary type="html">&lt;p&gt;Chumfactor: Added brief description of Cargo Bay&lt;/p&gt;
&lt;hr /&gt;
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{{:Infobox:Cargo bay}}&lt;br /&gt;
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{{About/Space age}}&lt;br /&gt;
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When attached directly to the [[Space Platform Hub]], the Cargo Bay expands the inventory capacity of the hub.  Note that items can be inserted into the Cargo Bay, but they cannot be pulled from m it; they must be removed directly from the edges of the hub.&lt;br /&gt;
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== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
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{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Chumfactor</name></author>
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