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	<updated>2026-07-01T02:24:39Z</updated>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=176512</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=176512"/>
		<updated>2019-10-08T18:09:11Z</updated>

		<summary type="html">&lt;p&gt;Cribbit: /* Control devices */ Fixed to indicate how signals actually work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Circuit networks&#039;&#039;&#039; are built using [[Red wire|red]] or [[green wire]], and enable the control of receivers, based upon information broadcast onto the network by connected senders.  Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains.  Each circuit network contains a channel for every kind of item, as well as 48 extra [[#Virtual signals|virtual signals]] which act as user-definable channels. &#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;, &#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039; and &#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039; are also available wildcards.&lt;br /&gt;
&lt;br /&gt;
[[File:shared_circuit_network.png|thumb|600px|right|Two circuit networks shared over one electric pole.]] &lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send information ===&lt;br /&gt;
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under [[#Combinators|arithmetic combinator]], below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive, and are encoded in [https://en.wikipedia.org/wiki/Two%27s_complement two&#039;s complement representation]. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639.&lt;br /&gt;
&lt;br /&gt;
=== Control devices ===&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device. They can either compare results between different channels, or compare a channel to a specific value.&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates. &lt;br /&gt;
&lt;br /&gt;
Multiple wires of the same color will share &amp;amp; sum their signals. For example, 3 chests A, B and C connected in a row (A -&amp;gt; B -&amp;gt; C) with green wire will output the sum of their contents along any green wire connected to any of the chests. However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&lt;br /&gt;
Each device that is able to be connected to a circuit network has a [[File:Circuit network panel.png]] icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message &amp;quot;not connected&amp;quot; will display instead). Clicking the [[File:Logistic network panel.png]] icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.&lt;br /&gt;
&lt;br /&gt;
Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
The following devices can be connected to a circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Device !! Possible output signals !! Possible control options&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Transport belt|Transport belts}} || Transport belts can send their content to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter|Inserters}} || All inserters can send their held items to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item. &lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Filter inserter}} || Same as above. || The filter inserters can additionally set their filters from the circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Wooden chest|Chests}} || All chests can send their contents to the circuit network. Logistic chests additionally send their contents to the [[logistic network]]. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Requester chest}} || Same as above. || Its requested items can be set by the circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Storage tank}} || The storage tank can send its fluid content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Gate}} || Gates can send a signal to the circuit network. || Gates can be opened on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} || Rail signals can send their state to the circuit network. || Rail signals can be set to red on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stations can send the contents of a stopped train to the circuit network as well as read a unique train identifier code. || Train stations can send the contents of the circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Accumulator}} || It can send its charge level in percent to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || It can send its logistic network contents or its robot statistics to the circuit network. The signals used for robot statistics are configurable. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electric mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || It can output the current oil mining rate. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} || || Power switches can connect power networks on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Programmable speaker}} || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lamp}} || || The lamp can be enabled on a condition. If it receives color signals, it can set the given color.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Offshore pump}} || || The offshore pump can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pump}} || || The pump can be enabled on a condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires. You don&#039;t get the wires back.&lt;br /&gt;
* When connecting to a [[arithmetic combinator]] or [[decider combinator]], take care to connect the wire to the correct input or output side. Use &amp;quot;Show details&amp;quot; mode to see the orientation of the combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which connect to the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[constant combinator]] broadcasts up to 15 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[#Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 15 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
*The [[arithmetic combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The arithmetic combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device). &lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input.  The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see [[Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
*The [[decider combinator]] functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[decider combinator]] page for more details on how to use this.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals == &lt;br /&gt;
[[File:Virtual Signals dialog box.png|thumb|Virtual Signals available for use in the circuit network]]&lt;br /&gt;
Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
48 virtual signals can be sent over a network. They include the digits zero through nine, the letters A through Z, a check-mark, dot and info icon, and the colors red, green, blue, yellow, magenta, cyan, white, gray and black.&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]].&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;, unless the input is set to &#039;&#039;each&#039;&#039;. When used, the combinator will output signal on every channel with non-zero input as long as the condition is true; the value will either be the input value or 1, depending on the corresponding setting.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side of conditions. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]].&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as an output when also used as an input. When used in both the input and output, it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
*&#039;&#039;&#039;[[Circuit-network Cookbook]]&#039;&#039;&#039; - &#039;&#039;Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Combinator Tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic network ==&lt;br /&gt;
The logistic network used by [[logistic robot]]s is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on proximity to a central [[roboport]].&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true.&lt;br /&gt;
&lt;br /&gt;
See the [[logistic network]] and [[roboport]] articles for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[inserter]], [[lamp]], [[pump]] and [[offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[lamp]], [[storage tank]], [[pump]] and [[offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Circuit network]]&lt;/div&gt;</summary>
		<author><name>Cribbit</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Gun_turret&amp;diff=176479</id>
		<title>Gun turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Gun_turret&amp;diff=176479"/>
		<updated>2019-10-04T18:20:33Z</updated>

		<summary type="html">&lt;p&gt;Cribbit: Researches got combined&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Gun turret}}&lt;br /&gt;
Gun turrets are defensive structures and are the first automatic defense to be unlocked. They use magazines for ammunition which can be refilled manually or by [[inserters]]. Unlike [[laser turret]]s, they do not require power and can operate practically anywhere as long as they have sufficient ammunition. On the downside, this means that ammo must be periodically replenished.&lt;br /&gt;
&lt;br /&gt;
The gun turret has the same fire rate as the man-portable [[submachine gun]]. [[Physical projectile damage (research)]] upgrades both the base damage of the ammunition and the damage of the turret as two separate, multiplicative bonuses, quickly leading to a much higher damage output than the SMG. &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=256px heights=256px&amp;gt;&lt;br /&gt;
File:Gun_turret_rotating.gif|A rotating turret.&lt;br /&gt;
File:Gun_turret_firing.gif|Gun turret firing.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
*All turrets now have a 2×2 footprint&lt;br /&gt;
*New graphics, color is now force-dependent&lt;br /&gt;
*Recipe is 2× more expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.4|&lt;br /&gt;
*Maximum of 10 [[Firearm magazine]]s can be put into the turret by inserters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
*Gun turret damage upgrades&lt;br /&gt;
*Faster movement speed of Gun turret&lt;br /&gt;
*Range extended from 15 to 17.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
*New graphics&lt;br /&gt;
*Bullet particles for turret}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.7|&lt;br /&gt;
*Warning for ammo-less turret is shown.&lt;br /&gt;
*Contents of the turret&#039;s inventory visible in sidebar}}&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;
&lt;br /&gt;
* [[Weapon shooting speed (research)]]&lt;br /&gt;
* [[Laser turret]]&lt;br /&gt;
* [[Flamethrower turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Cribbit</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Explosive_rocket&amp;diff=176404</id>
		<title>Explosive rocket</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Explosive_rocket&amp;diff=176404"/>
		<updated>2019-10-01T03:28:49Z</updated>

		<summary type="html">&lt;p&gt;Cribbit: Explosive rocket is not a straight upgrade from normal rocket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Explosive rocket}}&lt;br /&gt;
Explosive rockets are ammunition for the [[rocket launcher]]. They have high range and damage which makes them perfect for attacking [[Enemies#Nests|enemy buildings]]. While the total base damage is only 150 vs the 200 from a standard [[rocket]], 100 of it is splash, which can be highly effective against groups of enemies. This is approximately triple that of a [[grenade]]. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Added small scorch mark from impact of heavy weapons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.6|&lt;br /&gt;
* Updated the explosive rocket icon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Increased the range of the rocket from 20 to 22.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Increased the damage radius of the explosive rocket from 4 to 6.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Damage increases: Rocket 40 to 60, Explosive rocket 20 to 40}}&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;
* [[Atomic bomb]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
* [[Defense]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>Cribbit</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Tank&amp;diff=164296</id>
		<title>Infobox:Tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Tank&amp;diff=164296"/>
		<updated>2018-09-12T21:40:37Z</updated>

		<summary type="html">&lt;p&gt;Cribbit: Tank actually consumes 1.125 base rate flamethrower ammo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox&lt;br /&gt;
|prototype-type = car&lt;br /&gt;
|internal-name = tank&lt;br /&gt;
|expensive-total-raw = Time, 303 + Copper plate, 280 + Engine unit, 64 + Iron plate, 200 + Plastic bar, 80 + Steel plate, 100&lt;br /&gt;
|expensive-recipe = Time, 8 + Advanced circuit, 20 + Engine unit, 64 + Iron gear wheel, 30 + Steel plate, 100&lt;br /&gt;
|category = Logistics&lt;br /&gt;
|health        =2000&lt;br /&gt;
|stack-size=1&lt;br /&gt;
|resistance    =&lt;br /&gt;
{{Translation|Acid}}: 15/50%&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Translation|Explosion}}: 15/70%&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Translation|Fire}}: 15/60%&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Translation|Impact}}: 50/80%&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Translation|Physical}}: 15/60%&lt;br /&gt;
|range         ={{Translation|Tank cannon}}: 25&amp;lt;br&amp;gt;{{Translation|Vehicle machine gun}}: 20&amp;lt;br&amp;gt;{{Translation|Vehicle flamethrower}}: 9&lt;br /&gt;
|shooting-speed ={{Translation|Tank cannon}}: 0.67{{Translation|/s}}&amp;lt;br&amp;gt;{{Translation|Vehicle machine gun}}: 15{{Translation|/s}}&amp;lt;br&amp;gt;{{Translation|Vehicle flamethrower}}: 67.5{{Translation|/s}}&lt;br /&gt;
|valid-fuel = Wood + Raw wood + Wooden chest + Coal + Solid fuel + Small electric pole + Rocket fuel + Nuclear fuel&lt;br /&gt;
|ammunition    =explosive cannon shell + cannon shell + uranium cannon shell + explosive uranium cannon shell + firearm magazine + piercing rounds magazine + uranium rounds magazine + flamethrower ammo&lt;br /&gt;
|recipe = Time, 5 + Advanced circuit, 10 + Engine unit, 32 + Iron gear wheel, 15 + Steel plate, 50&lt;br /&gt;
|total-raw = Time, 107.5 + Copper plate, 50 + Engine unit, 32 + Iron plate, 50 + Plastic bar, 20 + Steel plate, 50&lt;br /&gt;
|energy = 800 {{Translation|kW}} burner&lt;br /&gt;
|efficiency = 75%&lt;br /&gt;
|weight = 20000&lt;br /&gt;
|required-technologies = Tanks&lt;br /&gt;
|producers     =manual + assembling machine 2 + assembling machine 3&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cribbit</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_furnace&amp;diff=163983</id>
		<title>Electric furnace</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_furnace&amp;diff=163983"/>
		<updated>2018-08-27T14:03:53Z</updated>

		<summary type="html">&lt;p&gt;Cribbit: Fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Electric furnace}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;electric furnace&#039;&#039;&#039; is the third and last tier of furnaces. As its name implies, it uses [[electric system|electricity]] rather than [[fuel]] to operate, removing the need for a fuel belt.&lt;br /&gt;
&lt;br /&gt;
The electric furnace smelts items at the same speed as a [[steel furnace]], and also have two slots for [[module|modules]]. However, it is slightly larger than the other two tiers of furnaces; it occupies a 3x3 area instead of a 2x2 area.&lt;br /&gt;
&lt;br /&gt;
== Output ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Resource&lt;br /&gt;
! {{Imagelink|Stone furnace}}&lt;br /&gt;
! {{Imagelink|Steel furnace}}&lt;br /&gt;
! {{Icon|Electric furnace}} &#039;&#039;&#039;Electric furnace&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coal consumption&#039;&#039;&#039;: 0.0225/sec&lt;br /&gt;
| &#039;&#039;&#039;Coal consumption&#039;&#039;&#039;: 0.0225/sec&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Iron&lt;br /&gt;
| {{Icon|Iron plate|0.28}} 0.28/sec&lt;br /&gt;
| {{Icon|Iron plate|0.57}} 0.57/sec&lt;br /&gt;
| {{Icon|Iron plate|0.57}} 0.57/sec&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Copper&lt;br /&gt;
| {{Icon|Copper plate|0.28}} 0.28/sec&lt;br /&gt;
| {{Icon|Copper plate|0.57}} 0.57/sec&lt;br /&gt;
| {{Icon|Copper plate|0.57}} 0.57/sec&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Stone brick&lt;br /&gt;
| {{Icon|Stone brick|0.28}} 0.28/sec&lt;br /&gt;
| {{Icon|Stone brick|0.57}} 0.57/sec&lt;br /&gt;
| {{Icon|Stone brick|0.57}} 0.57/sec&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Steel plate&lt;br /&gt;
| {{Icon|Steel plate|0.057}} 0.057/sec&lt;br /&gt;
| {{Icon|Steel plate|0.114}} 0.114/sec&lt;br /&gt;
| {{Icon|Steel plate|0.114}} 0.114/sec&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.1|&lt;br /&gt;
* Now has the same smelting speed as the steel furnace.}}&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;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Furnaces}}&lt;/div&gt;</summary>
		<author><name>Cribbit</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Nuclear_power&amp;diff=163625</id>
		<title>Tutorial:Nuclear power</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Nuclear_power&amp;diff=163625"/>
		<updated>2018-08-13T21:29:05Z</updated>

		<summary type="html">&lt;p&gt;Cribbit: /* Always on! */  Clarification on efficiency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}[[Nuclear power]] is a major new feature introduced in version 0.15. It requires higher level technology compared to either solar power or steam boiler power, but it offers very high power output in exchange. It&#039;s a great solution for middle- to end-game power generation and it works well in combination with other power generation techniques.&lt;br /&gt;
&lt;br /&gt;
This guide is written for people who want to know exactly how nuclear power works, but don&#039;t necessarily want all the solutions. It focuses on what you should do and what you should know to get Nuclear up and running, but doesn&#039;t tell you what to do or exactly how to solve the problems.&lt;br /&gt;
&lt;br /&gt;
== First steps ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Technology required:&#039;&#039;&#039; [[Nuclear power (research)|Nuclear power]]&lt;br /&gt;
:&#039;&#039;You can mine uranium ore sooner, but you&#039;ll need the nuclear power technology to do anything useful with it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Uranium ore]] ===&lt;br /&gt;
To start, you&#039;ll need uranium ore. It glows green, so you can&#039;t miss it. It tends to form smaller deposits, though, and you may have to search a while to find a good patch.&lt;br /&gt;
&lt;br /&gt;
Like every other ore in the game, you can mine it with an [[electric mining drill|Electric mining drill]]. Unlike every other ore, however, only the [[electric mining drill| Electric mining drill]] will do. You also need to supply [[sulfuric acid]] to the drill. The drills conduct excess acid through themselves, so a row of drills can be supplied by acid from a single side.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mixed ores:&#039;&#039;&#039; If a mining drill covers even a single patch of uranium ore, it will require acid to run at all. The mine will produce mixed ore, as usual.&lt;br /&gt;
&lt;br /&gt;
=== [[Uranium processing|Ore processing]] ===&lt;br /&gt;
Once you&#039;ve got raw uranium ore, you&#039;ll need to process it into [[uranium-235]] and [[uranium-238]]. You do this in a centrifuge.&lt;br /&gt;
&lt;br /&gt;
In an un-moduled [[centrifuge]], you can process one ore every 13.3 seconds.&lt;br /&gt;
&lt;br /&gt;
Centrifuges produce a combination of U-235 (the light green stuff) and U-238 (the dark green stuff). Every ten ore processed have a chance to become precisely one of these two products. Out of every 10k ore you process, you can expect to get, on average:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; |-&lt;br /&gt;
! Count !! Product &lt;br /&gt;
|-&lt;br /&gt;
| 7 || U-235 &lt;br /&gt;
|-&lt;br /&gt;
| 993 || U-238&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
That means you can roughly expect to get a single U-235 in one out of every 143 ore. A centrifuge can then be expected to produce U-235 every 1904 seconds. Later on, this won&#039;t matter so much. However, when you first start out, this will be an important bottleneck.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Regarding averages:&#039;&#039;&#039; Be aware, random is random. These values are &#039;&#039;average&#039;&#039; values. Which means that over the long term, they work out to about these figures. In reality, you&#039;ll see long stretches with no U-235 and short stretches with lots of them. Eventually, it won&#039;t matter much. But early on, make sure your generation rate is sufficiently high, or you have a sufficient reserve, so you don&#039;t find yourself without power when you hit an unlucky stretch.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
Before you can burn it in a nuclear reactor, you need to create [[uranium fuel cell]]s. You&#039;ll probably be using an assembling machine 2, so these will take 13.3 seconds to create as well. Which is fine because fuel cell creation will very rarely be the bottleneck.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t want to automatically convert all U-235 into fuel. Only convert what you need to fill your reactor. You&#039;re going to want a big fat stockpile of it when you research [[Kovarex enrichment process|kovarex enrichment]] later on.&lt;br /&gt;
&lt;br /&gt;
Fuel cells are produced in stacks of 10, and to produce one such stack you need 1 U-235, 19 U-238, and 10 iron plate.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tip:&#039;&#039;&#039; It isn&#039;t a bad idea to use a chest and just stick a pile of iron in it rather than belting the iron in. A full chest of iron probably won&#039;t run out before you get bots and replace it with a requester.&lt;br /&gt;
&lt;br /&gt;
Each fuel cell has a nominal energy value of 8 GJ, but it&#039;s possible to make them go even farther with reactor neighbor bonuses (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== [[Nuclear reactor]] ===&lt;br /&gt;
Once you&#039;ve got fuel, you&#039;ll need to burn it in a nuclear reactor. This is the first step toward turning it into usable energy.&lt;br /&gt;
&lt;br /&gt;
A reactor will produce exactly 40 MW of heat energy. Since a Watt is a Joule per second, this means the reactor will consume one fuel cell every 200 seconds.&lt;br /&gt;
&lt;br /&gt;
Once expended, reactors will produce a &amp;quot;[[used up uranium fuel cell]]&amp;quot;, which will need to be cleared. Initially, these will simply accumulate in a chest. Eventually, you can reprocess them into U-238.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Working backward:&#039;&#039;&#039; A reactor consumes a fuel cell every 200 seconds and each U-235 gives 10 fuel cells, so every U-235 provides 2000 seconds of reactor power. A centrifuge requires about 1904 seconds to produce a U-235, so you&#039;ll need about one processing centrifuges per reactor.&lt;br /&gt;
&lt;br /&gt;
The reactor needs input of fuel and produces heat that needs to be exported using [[heat pipe]]s that go to a [[heat exchanger]] (unless a [[heat exchanger]] is attached to the reactor).&lt;br /&gt;
&lt;br /&gt;
=== [[Heat exchanger]] ===&lt;br /&gt;
The heat exchanger takes heat and uses it to convert [[water]] into [[steam]]. It works much like the boiler, but instead of burning fuel, you need to connect it to a heat source. The heat input is marked by a flame when you&#039;re placing it.&lt;br /&gt;
&lt;br /&gt;
For simple reactor designs, you can connect it directly to your reactor (which produces heat at points also marked with a flame).&lt;br /&gt;
&lt;br /&gt;
Heat exchangers also require water input, in precisely the way boilers do. They can heat up to 103.09 units/second of water into 500°C steam.&lt;br /&gt;
&lt;br /&gt;
Heat exchangers produce nothing when they are below 500°C. Since they only cool as a consequence of heating water, they will never cool to below that temperature once they&#039;ve reached it.&lt;br /&gt;
&lt;br /&gt;
Heat exchangers transfer 10 MW of power, so you&#039;ll need 4 exchangers to fully consume the power produced by a lone reactor. (Neighbor bonuses can increase this significantly. Again, discussed later.)&lt;br /&gt;
&lt;br /&gt;
The [[steam]] can then be transported to the [[Steam turbine]] using normal [[Pipe]]s&lt;br /&gt;
&lt;br /&gt;
==== [[Heat pipe]]s ====&lt;br /&gt;
More complex designs will require heat pipes. Heat pipes work much like regular pipes. Like regular pipes, they have limited throughput, which means that shorter pipes are better. &lt;br /&gt;
&lt;br /&gt;
Connect heat pipes point to point, flame to flame, exactly as you would with water pipes. Heat pipes cannot go underground, so if water pipes need to cross them, the water pipe will need to go under. They don&#039;t block movement, though, so you can walk right over them.&lt;br /&gt;
&lt;br /&gt;
Throughput on heat pipes is far more limited than regular pipes, in part because there is no analogous &amp;quot;Heat pump&amp;quot;. Here are some rough limits on transfer distance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; |-&lt;br /&gt;
! Power !! Distance&lt;br /&gt;
|-&lt;br /&gt;
| 40 MW || ~140&lt;br /&gt;
|-&lt;br /&gt;
| 80 MW || ~80&lt;br /&gt;
|-&lt;br /&gt;
| 120 MW || ~55&lt;br /&gt;
|-&lt;br /&gt;
| 160 MW || ~45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Past these distances, less than 100% of the power will be transferred. This is because at this distance, the maximum reactor temperature of 1000ºC is insufficient to heat the pipe to beyond 500ºC.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Heat pipe storage:&#039;&#039;&#039; Heat pipes can store quite a bit of heat as well. A single heat pipe can hold as much energy as a tank with 5.1k steam in it, which makes them even more space efficient than tanks for holding energy (though considerably more expensive). Be cautious, however, with how slowly heat moves through the system. A reactor always burns fuel if provided but will never go above 1000 degrees. Insufficient heat pipes may not send enough heat to exchangers and will allow the reactor to hit 1000 degrees at which point fuel is being wasted - heat is going into nothing rather than exchangers.&lt;br /&gt;
&lt;br /&gt;
=== [[Steam turbine]] ===&lt;br /&gt;
These are the steam engine&#039;s beefy big brother. Using regular fluid pipes, you&#039;ll pipe the steam produced by heat exchangers into these turbines.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Perfect matches:&#039;&#039;&#039; The steam turbine is a perfect match for the heat exchanger. The steam engine is a perfect match for the boiler. Although it is possible to get energy out of mismatched systems, it&#039;s very wasteful and there&#039;s no real reason to do it.&lt;br /&gt;
&lt;br /&gt;
Steam turbines consume up to 60 units of steam/second, so you need roughly two steam turbines for every heat exchanger. At large scales, however, you can use fewer turbines, since exchangers only produce 103.09 steam/second. You&#039;ll require a separate pump for every 20 turbines.&lt;br /&gt;
&lt;br /&gt;
=== Simplest thing that works ===&lt;br /&gt;
At this point, you have all the parts to build your very first reactor:&lt;br /&gt;
&lt;br /&gt;
* A few uranium miners, supplied with sulfuric acid&lt;br /&gt;
* 1 Centrifuge, processing uranium ore&lt;br /&gt;
* 1 Assembling machine, making uranium fuel cells&lt;br /&gt;
* 1 Nuclear reactor&lt;br /&gt;
* 4 Heat exchangers, supplied by a single off-shore pump&lt;br /&gt;
* 8 Steam turbines&lt;br /&gt;
&lt;br /&gt;
And, of course, assorted belts, inserters, filter inserters, and other tools for moving things around. This will produce a maximum of 40 MW of power.&lt;br /&gt;
&lt;br /&gt;
== Moving forward ==&lt;br /&gt;
Past your simplest reactor, there are some additional nuclear features of which you should be aware.&lt;br /&gt;
&lt;br /&gt;
=== Neighbor bonus ===&lt;br /&gt;
This is a critical part of how nuclear designs scale, but it&#039;s not complicated. Simply put:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Every reactor gets +100% heating power for every active neighboring reactor.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Neighbors have to align completely on each side, so reactors will line up in a nice square grid. When they do, the neighbor bonus is activated. You can see the current bonus by hovering over an active reactor.&lt;br /&gt;
&lt;br /&gt;
The bonus to heating power does not increase the fuel consumption. Rather, it simply increases the heat produced!&lt;br /&gt;
&lt;br /&gt;
This, of course, means you&#039;ll need more heat exchangers and steam turbines to turn that heat into electricity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; |-&lt;br /&gt;
! Configuration !! Reactors !! Exchangers !! Turbines !! Power !! Power per reactor&lt;br /&gt;
|-&lt;br /&gt;
| Single || 1 || 4 || 7 || 40MW || 40MW&lt;br /&gt;
|-&lt;br /&gt;
| 2x1 || 2 || 16 || 28 || 160MW || 80MW&lt;br /&gt;
|-&lt;br /&gt;
| 2x2 || 4 || 48 || 83 || 480MW || 120MW&lt;br /&gt;
|-&lt;br /&gt;
| 2x3 || 6 || 80 || 138 || 800MW || 133MW&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to count heat exchangers:&#039;&#039;&#039; Count the number of edges where reactors fully touch. Double that. Add the total number of reactors. Then multiply it all by 4. That&#039;s your count of Heat Exchangers. You&#039;ll need 1.718 turbines per exchanger (rounded up). Each exchanger will provide up to 10 MW of power.&lt;br /&gt;
&lt;br /&gt;
=== Always on! ===&lt;br /&gt;
Unlike every other power generation technique, nuclear reactors &#039;&#039;&#039;DO NOT&#039;&#039;&#039; scale down power usage. Nuclear reactors will continue consuming one fuel cell every 200 seconds, regardless of the need.&lt;br /&gt;
&lt;br /&gt;
As the reactor consumes its fuel, it heats up to a maximum temperature of 1000°C. At that point, additional fuel burned is simply wasted. This is the only way to lose energy in the system as all heat transfers are perfectly efficient. &lt;br /&gt;
&lt;br /&gt;
Turbines do scale their production (and steam consumption) to match demand. Likewise, exchangers won&#039;t consume heat if there&#039;s nowhere to put the steam.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Turbines and engines:&#039;&#039;&#039; Be aware that steam turbines and steam engines are both the same &amp;quot;class&amp;quot; of energy producer, so they&#039;ll need to be scaled all together. This means that in a complete energy system, your coal boilers may be running when the nuclear plant could fully cover the load. And, worse yet, the nuclear power is just being wasted!&lt;br /&gt;
:Consider using accumulators, switches, and circuit logic to disable the coal boilers when nuclear systems can cover the demand.&lt;br /&gt;
&lt;br /&gt;
The simplest solution to this problem is to just run the nuclear reactors part of the time. You can store steam in tanks. (And check out the &amp;quot;fill gauge&amp;quot;; the steam floats!) Since exchanges produce 120 steam/second and a tank holds 25k steam, a tank will keep 208 seconds worth of heat exchanger.&lt;br /&gt;
&lt;br /&gt;
You can put a tank or two at the end of each heat exchanger and use circuit logic to only insert a fuel into the reactors when they get low. Make sure all exchangers are powered at the same time, or you won&#039;t get full neighbor bonuses. If you can&#039;t keep it from over-fueling, you can also add extra tanks to lengthen the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Enrichment ===&lt;br /&gt;
:&#039;&#039;&#039;Required technology:&#039;&#039;&#039; [[Kovarex enrichment process (research)|Kovarex enrichment process]]&lt;br /&gt;
:&#039;&#039;Kovarex Enrichment allows you to turn some U-238 into U-235, but it&#039;s slow and takes a lot of U-235 as catalyst.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your first few patches of uranium ore will last you a reasonable length of time, but eventually you will start running out of ore and places to put extraneous U-238. Enrichment helps solve both problems.&lt;br /&gt;
&lt;br /&gt;
The enrichment process takes about 67 seconds in an un-moduled centrifuge. It requires 40 U-235 (!) and 5 U-238 and makes 41 U-235 and 2 U-238. In effect, it takes 3 U-238 and turns it into 1 U-235; it just requires an extra 40 U-235 and 2 U-238 along for the ride to act as a catalyst.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;All the things!:&#039;&#039;&#039; Before you &#039;&#039;enrich all the things!&#039;&#039;, be aware that you do need 19 U-238 for each fuel cell, as well as requiring it for uranium ammo you will want for storing inside biters and their nests. Circuit logic can help you put a limiter on large-scale enrichment operations.&lt;br /&gt;
&lt;br /&gt;
One Centrifuge enriching uranium is sufficient to supply 30 reactors with fuel, assuming plenty of U-238.&lt;br /&gt;
&lt;br /&gt;
=== Reprocessing fuel ===&lt;br /&gt;
:&#039;&#039;&#039;Required technology:&#039;&#039;&#039; [[Nuclear fuel reprocessing (research)|Nuclear fuel reprocessing]]&lt;br /&gt;
:&#039;&#039;Reprocessing turns your spent fuel into U-238.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eventually, you will run out of places to put spent fuel. You can use reprocessing to turn it back into U-238 to use for enrichment, fuel cells, or ammo. Of the 19 U-238 that go into each 10-pack of fuel cells, this returns 6. This significantly reduces the total ore requirement for nuclear fuel.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
:&#039;&#039;&#039;Required technology:&#039;&#039;&#039; [[Uranium ammo (research)|Uranium ammo]] / [[Atomic bomb (research)|Atomic bomb]]&lt;br /&gt;
:&#039;&#039;Better bullets / Bigger bombs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the Nuclear Age comes nuclear weapons. Uranium ammunition is top-tier, especially when you load a tank with it. It mows down biter nests and clears swarms quite quickly. It uses U-238, so you&#039;ve probably got plenty of it lying around.&lt;br /&gt;
&lt;br /&gt;
On the other side, you can get [[atomic bomb]]s, which are rockets (shot by a [[rocket launcher]]) that do incredible damage. Be aware, they can easily kill you if you fire them anywhere near you, and even at max range, it&#039;s advised that you run in the opposite direction. Rather than a single explosion, they do damage in an expanding ring, giving you time to escape. They require a lot of U-235 and blue chips, so they&#039;re an expensive weapon.&lt;br /&gt;
&lt;br /&gt;
== Version ==&lt;br /&gt;
This guide is compatible with Factorio 0.15.13. Newer versions may, and likely will, change many of the values and mechanics on which this guide depends.&lt;br /&gt;
&lt;br /&gt;
: This guide was originally written by &#039;&#039;alficles&#039;&#039; and published on [https://gist.github.com/alficles/972796997d1bc40d57866b0a3725895a gist].&lt;br /&gt;
:&#039;&#039;&#039;License:&#039;&#039;&#039; [https://creativecommons.org/licenses/by-sa/4.0/ CC BY-SA 4.0]&lt;br /&gt;
:As an exception to the above, any or all of this work or adaptations thereof may be used on the official [https://wiki.factorio.com Factorio Wiki].&lt;br /&gt;
&lt;br /&gt;
== Other power related [[tutorials]] ==&lt;br /&gt;
* [[Tutorial:Applied power math|Applied power math]]&lt;br /&gt;
* [[Tutorial:Producing power from oil|Producing power from oil]]&lt;/div&gt;</summary>
		<author><name>Cribbit</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Nuclear_power&amp;diff=163624</id>
		<title>Tutorial:Nuclear power</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Nuclear_power&amp;diff=163624"/>
		<updated>2018-08-13T21:27:46Z</updated>

		<summary type="html">&lt;p&gt;Cribbit: /* Heat pipes */ clarified wording around &amp;quot;inefficient&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}[[Nuclear power]] is a major new feature introduced in version 0.15. It requires higher level technology compared to either solar power or steam boiler power, but it offers very high power output in exchange. It&#039;s a great solution for middle- to end-game power generation and it works well in combination with other power generation techniques.&lt;br /&gt;
&lt;br /&gt;
This guide is written for people who want to know exactly how nuclear power works, but don&#039;t necessarily want all the solutions. It focuses on what you should do and what you should know to get Nuclear up and running, but doesn&#039;t tell you what to do or exactly how to solve the problems.&lt;br /&gt;
&lt;br /&gt;
== First steps ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Technology required:&#039;&#039;&#039; [[Nuclear power (research)|Nuclear power]]&lt;br /&gt;
:&#039;&#039;You can mine uranium ore sooner, but you&#039;ll need the nuclear power technology to do anything useful with it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Uranium ore]] ===&lt;br /&gt;
To start, you&#039;ll need uranium ore. It glows green, so you can&#039;t miss it. It tends to form smaller deposits, though, and you may have to search a while to find a good patch.&lt;br /&gt;
&lt;br /&gt;
Like every other ore in the game, you can mine it with an [[electric mining drill|Electric mining drill]]. Unlike every other ore, however, only the [[electric mining drill| Electric mining drill]] will do. You also need to supply [[sulfuric acid]] to the drill. The drills conduct excess acid through themselves, so a row of drills can be supplied by acid from a single side.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mixed ores:&#039;&#039;&#039; If a mining drill covers even a single patch of uranium ore, it will require acid to run at all. The mine will produce mixed ore, as usual.&lt;br /&gt;
&lt;br /&gt;
=== [[Uranium processing|Ore processing]] ===&lt;br /&gt;
Once you&#039;ve got raw uranium ore, you&#039;ll need to process it into [[uranium-235]] and [[uranium-238]]. You do this in a centrifuge.&lt;br /&gt;
&lt;br /&gt;
In an un-moduled [[centrifuge]], you can process one ore every 13.3 seconds.&lt;br /&gt;
&lt;br /&gt;
Centrifuges produce a combination of U-235 (the light green stuff) and U-238 (the dark green stuff). Every ten ore processed have a chance to become precisely one of these two products. Out of every 10k ore you process, you can expect to get, on average:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; |-&lt;br /&gt;
! Count !! Product &lt;br /&gt;
|-&lt;br /&gt;
| 7 || U-235 &lt;br /&gt;
|-&lt;br /&gt;
| 993 || U-238&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
That means you can roughly expect to get a single U-235 in one out of every 143 ore. A centrifuge can then be expected to produce U-235 every 1904 seconds. Later on, this won&#039;t matter so much. However, when you first start out, this will be an important bottleneck.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Regarding averages:&#039;&#039;&#039; Be aware, random is random. These values are &#039;&#039;average&#039;&#039; values. Which means that over the long term, they work out to about these figures. In reality, you&#039;ll see long stretches with no U-235 and short stretches with lots of them. Eventually, it won&#039;t matter much. But early on, make sure your generation rate is sufficiently high, or you have a sufficient reserve, so you don&#039;t find yourself without power when you hit an unlucky stretch.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
Before you can burn it in a nuclear reactor, you need to create [[uranium fuel cell]]s. You&#039;ll probably be using an assembling machine 2, so these will take 13.3 seconds to create as well. Which is fine because fuel cell creation will very rarely be the bottleneck.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t want to automatically convert all U-235 into fuel. Only convert what you need to fill your reactor. You&#039;re going to want a big fat stockpile of it when you research [[Kovarex enrichment process|kovarex enrichment]] later on.&lt;br /&gt;
&lt;br /&gt;
Fuel cells are produced in stacks of 10, and to produce one such stack you need 1 U-235, 19 U-238, and 10 iron plate.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tip:&#039;&#039;&#039; It isn&#039;t a bad idea to use a chest and just stick a pile of iron in it rather than belting the iron in. A full chest of iron probably won&#039;t run out before you get bots and replace it with a requester.&lt;br /&gt;
&lt;br /&gt;
Each fuel cell has a nominal energy value of 8 GJ, but it&#039;s possible to make them go even farther with reactor neighbor bonuses (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== [[Nuclear reactor]] ===&lt;br /&gt;
Once you&#039;ve got fuel, you&#039;ll need to burn it in a nuclear reactor. This is the first step toward turning it into usable energy.&lt;br /&gt;
&lt;br /&gt;
A reactor will produce exactly 40 MW of heat energy. Since a Watt is a Joule per second, this means the reactor will consume one fuel cell every 200 seconds.&lt;br /&gt;
&lt;br /&gt;
Once expended, reactors will produce a &amp;quot;[[used up uranium fuel cell]]&amp;quot;, which will need to be cleared. Initially, these will simply accumulate in a chest. Eventually, you can reprocess them into U-238.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Working backward:&#039;&#039;&#039; A reactor consumes a fuel cell every 200 seconds and each U-235 gives 10 fuel cells, so every U-235 provides 2000 seconds of reactor power. A centrifuge requires about 1904 seconds to produce a U-235, so you&#039;ll need about one processing centrifuges per reactor.&lt;br /&gt;
&lt;br /&gt;
The reactor needs input of fuel and produces heat that needs to be exported using [[heat pipe]]s that go to a [[heat exchanger]] (unless a [[heat exchanger]] is attached to the reactor).&lt;br /&gt;
&lt;br /&gt;
=== [[Heat exchanger]] ===&lt;br /&gt;
The heat exchanger takes heat and uses it to convert [[water]] into [[steam]]. It works much like the boiler, but instead of burning fuel, you need to connect it to a heat source. The heat input is marked by a flame when you&#039;re placing it.&lt;br /&gt;
&lt;br /&gt;
For simple reactor designs, you can connect it directly to your reactor (which produces heat at points also marked with a flame).&lt;br /&gt;
&lt;br /&gt;
Heat exchangers also require water input, in precisely the way boilers do. They can heat up to 103.09 units/second of water into 500°C steam.&lt;br /&gt;
&lt;br /&gt;
Heat exchangers produce nothing when they are below 500°C. Since they only cool as a consequence of heating water, they will never cool to below that temperature once they&#039;ve reached it.&lt;br /&gt;
&lt;br /&gt;
Heat exchangers transfer 10 MW of power, so you&#039;ll need 4 exchangers to fully consume the power produced by a lone reactor. (Neighbor bonuses can increase this significantly. Again, discussed later.)&lt;br /&gt;
&lt;br /&gt;
The [[steam]] can then be transported to the [[Steam turbine]] using normal [[Pipe]]s&lt;br /&gt;
&lt;br /&gt;
==== [[Heat pipe]]s ====&lt;br /&gt;
More complex designs will require heat pipes. Heat pipes work much like regular pipes. Like regular pipes, they have limited throughput, which means that shorter pipes are better. &lt;br /&gt;
&lt;br /&gt;
Connect heat pipes point to point, flame to flame, exactly as you would with water pipes. Heat pipes cannot go underground, so if water pipes need to cross them, the water pipe will need to go under. They don&#039;t block movement, though, so you can walk right over them.&lt;br /&gt;
&lt;br /&gt;
Throughput on heat pipes is far more limited than regular pipes, in part because there is no analogous &amp;quot;Heat pump&amp;quot;. Here are some rough limits on transfer distance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; |-&lt;br /&gt;
! Power !! Distance&lt;br /&gt;
|-&lt;br /&gt;
| 40 MW || ~140&lt;br /&gt;
|-&lt;br /&gt;
| 80 MW || ~80&lt;br /&gt;
|-&lt;br /&gt;
| 120 MW || ~55&lt;br /&gt;
|-&lt;br /&gt;
| 160 MW || ~45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Past these distances, less than 100% of the power will be transferred. This is because at this distance, the maximum reactor temperature of 1000ºC is insufficient to heat the pipe to beyond 500ºC.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Heat pipe storage:&#039;&#039;&#039; Heat pipes can store quite a bit of heat as well. A single heat pipe can hold as much energy as a tank with 5.1k steam in it, which makes them even more space efficient than tanks for holding energy (though considerably more expensive). Be cautious, however, with how slowly heat moves through the system. A reactor always burns fuel if provided but will never go above 1000 degrees. Insufficient heat pipes may not send enough heat to exchangers and will allow the reactor to hit 1000 degrees at which point fuel is being wasted - heat is going into nothing rather than exchangers.&lt;br /&gt;
&lt;br /&gt;
=== [[Steam turbine]] ===&lt;br /&gt;
These are the steam engine&#039;s beefy big brother. Using regular fluid pipes, you&#039;ll pipe the steam produced by heat exchangers into these turbines.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Perfect matches:&#039;&#039;&#039; The steam turbine is a perfect match for the heat exchanger. The steam engine is a perfect match for the boiler. Although it is possible to get energy out of mismatched systems, it&#039;s very wasteful and there&#039;s no real reason to do it.&lt;br /&gt;
&lt;br /&gt;
Steam turbines consume up to 60 units of steam/second, so you need roughly two steam turbines for every heat exchanger. At large scales, however, you can use fewer turbines, since exchangers only produce 103.09 steam/second. You&#039;ll require a separate pump for every 20 turbines.&lt;br /&gt;
&lt;br /&gt;
=== Simplest thing that works ===&lt;br /&gt;
At this point, you have all the parts to build your very first reactor:&lt;br /&gt;
&lt;br /&gt;
* A few uranium miners, supplied with sulfuric acid&lt;br /&gt;
* 1 Centrifuge, processing uranium ore&lt;br /&gt;
* 1 Assembling machine, making uranium fuel cells&lt;br /&gt;
* 1 Nuclear reactor&lt;br /&gt;
* 4 Heat exchangers, supplied by a single off-shore pump&lt;br /&gt;
* 8 Steam turbines&lt;br /&gt;
&lt;br /&gt;
And, of course, assorted belts, inserters, filter inserters, and other tools for moving things around. This will produce a maximum of 40 MW of power.&lt;br /&gt;
&lt;br /&gt;
== Moving forward ==&lt;br /&gt;
Past your simplest reactor, there are some additional nuclear features of which you should be aware.&lt;br /&gt;
&lt;br /&gt;
=== Neighbor bonus ===&lt;br /&gt;
This is a critical part of how nuclear designs scale, but it&#039;s not complicated. Simply put:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Every reactor gets +100% heating power for every active neighboring reactor.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Neighbors have to align completely on each side, so reactors will line up in a nice square grid. When they do, the neighbor bonus is activated. You can see the current bonus by hovering over an active reactor.&lt;br /&gt;
&lt;br /&gt;
The bonus to heating power does not increase the fuel consumption. Rather, it simply increases the heat produced!&lt;br /&gt;
&lt;br /&gt;
This, of course, means you&#039;ll need more heat exchangers and steam turbines to turn that heat into electricity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; |-&lt;br /&gt;
! Configuration !! Reactors !! Exchangers !! Turbines !! Power !! Power per reactor&lt;br /&gt;
|-&lt;br /&gt;
| Single || 1 || 4 || 7 || 40MW || 40MW&lt;br /&gt;
|-&lt;br /&gt;
| 2x1 || 2 || 16 || 28 || 160MW || 80MW&lt;br /&gt;
|-&lt;br /&gt;
| 2x2 || 4 || 48 || 83 || 480MW || 120MW&lt;br /&gt;
|-&lt;br /&gt;
| 2x3 || 6 || 80 || 138 || 800MW || 133MW&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to count heat exchangers:&#039;&#039;&#039; Count the number of edges where reactors fully touch. Double that. Add the total number of reactors. Then multiply it all by 4. That&#039;s your count of Heat Exchangers. You&#039;ll need 1.718 turbines per exchanger (rounded up). Each exchanger will provide up to 10 MW of power.&lt;br /&gt;
&lt;br /&gt;
=== Always on! ===&lt;br /&gt;
Unlike every other power generation technique, nuclear reactors &#039;&#039;&#039;DO NOT&#039;&#039;&#039; scale down power usage. Nuclear reactors will continue consuming one fuel cell every 200 seconds, regardless of the need.&lt;br /&gt;
&lt;br /&gt;
As the reactor consumes its fuel, it heats up to a maximum temperature of 1000°C. At that point, additional fuel burned is simply wasted.&lt;br /&gt;
&lt;br /&gt;
Turbines do scale their production (and steam consumption) to match demand. Likewise, exchangers won&#039;t consume heat if there&#039;s nowhere to put the steam.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Turbines and engines:&#039;&#039;&#039; Be aware that steam turbines and steam engines are both the same &amp;quot;class&amp;quot; of energy producer, so they&#039;ll need to be scaled all together. This means that in a complete energy system, your coal boilers may be running when the nuclear plant could fully cover the load. And, worse yet, the nuclear power is just being wasted!&lt;br /&gt;
:Consider using accumulators, switches, and circuit logic to disable the coal boilers when nuclear systems can cover the demand.&lt;br /&gt;
&lt;br /&gt;
The simplest solution to this problem is to just run the nuclear reactors part of the time. You can store steam in tanks. (And check out the &amp;quot;fill gauge&amp;quot;; the steam floats!) Since exchanges produce 120 steam/second and a tank holds 25k steam, a tank will keep 208 seconds worth of heat exchanger.&lt;br /&gt;
&lt;br /&gt;
You can put a tank or two at the end of each heat exchanger and use circuit logic to only insert a fuel into the reactors when they get low. Make sure all exchangers are powered at the same time, or you won&#039;t get full neighbor bonuses. If you can&#039;t keep it from over-fueling, you can also add extra tanks to lengthen the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Enrichment ===&lt;br /&gt;
:&#039;&#039;&#039;Required technology:&#039;&#039;&#039; [[Kovarex enrichment process (research)|Kovarex enrichment process]]&lt;br /&gt;
:&#039;&#039;Kovarex Enrichment allows you to turn some U-238 into U-235, but it&#039;s slow and takes a lot of U-235 as catalyst.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your first few patches of uranium ore will last you a reasonable length of time, but eventually you will start running out of ore and places to put extraneous U-238. Enrichment helps solve both problems.&lt;br /&gt;
&lt;br /&gt;
The enrichment process takes about 67 seconds in an un-moduled centrifuge. It requires 40 U-235 (!) and 5 U-238 and makes 41 U-235 and 2 U-238. In effect, it takes 3 U-238 and turns it into 1 U-235; it just requires an extra 40 U-235 and 2 U-238 along for the ride to act as a catalyst.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;All the things!:&#039;&#039;&#039; Before you &#039;&#039;enrich all the things!&#039;&#039;, be aware that you do need 19 U-238 for each fuel cell, as well as requiring it for uranium ammo you will want for storing inside biters and their nests. Circuit logic can help you put a limiter on large-scale enrichment operations.&lt;br /&gt;
&lt;br /&gt;
One Centrifuge enriching uranium is sufficient to supply 30 reactors with fuel, assuming plenty of U-238.&lt;br /&gt;
&lt;br /&gt;
=== Reprocessing fuel ===&lt;br /&gt;
:&#039;&#039;&#039;Required technology:&#039;&#039;&#039; [[Nuclear fuel reprocessing (research)|Nuclear fuel reprocessing]]&lt;br /&gt;
:&#039;&#039;Reprocessing turns your spent fuel into U-238.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eventually, you will run out of places to put spent fuel. You can use reprocessing to turn it back into U-238 to use for enrichment, fuel cells, or ammo. Of the 19 U-238 that go into each 10-pack of fuel cells, this returns 6. This significantly reduces the total ore requirement for nuclear fuel.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
:&#039;&#039;&#039;Required technology:&#039;&#039;&#039; [[Uranium ammo (research)|Uranium ammo]] / [[Atomic bomb (research)|Atomic bomb]]&lt;br /&gt;
:&#039;&#039;Better bullets / Bigger bombs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the Nuclear Age comes nuclear weapons. Uranium ammunition is top-tier, especially when you load a tank with it. It mows down biter nests and clears swarms quite quickly. It uses U-238, so you&#039;ve probably got plenty of it lying around.&lt;br /&gt;
&lt;br /&gt;
On the other side, you can get [[atomic bomb]]s, which are rockets (shot by a [[rocket launcher]]) that do incredible damage. Be aware, they can easily kill you if you fire them anywhere near you, and even at max range, it&#039;s advised that you run in the opposite direction. Rather than a single explosion, they do damage in an expanding ring, giving you time to escape. They require a lot of U-235 and blue chips, so they&#039;re an expensive weapon.&lt;br /&gt;
&lt;br /&gt;
== Version ==&lt;br /&gt;
This guide is compatible with Factorio 0.15.13. Newer versions may, and likely will, change many of the values and mechanics on which this guide depends.&lt;br /&gt;
&lt;br /&gt;
: This guide was originally written by &#039;&#039;alficles&#039;&#039; and published on [https://gist.github.com/alficles/972796997d1bc40d57866b0a3725895a gist].&lt;br /&gt;
:&#039;&#039;&#039;License:&#039;&#039;&#039; [https://creativecommons.org/licenses/by-sa/4.0/ CC BY-SA 4.0]&lt;br /&gt;
:As an exception to the above, any or all of this work or adaptations thereof may be used on the official [https://wiki.factorio.com Factorio Wiki].&lt;br /&gt;
&lt;br /&gt;
== Other power related [[tutorials]] ==&lt;br /&gt;
* [[Tutorial:Applied power math|Applied power math]]&lt;br /&gt;
* [[Tutorial:Producing power from oil|Producing power from oil]]&lt;/div&gt;</summary>
		<author><name>Cribbit</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Flamethrower_damage_(research)&amp;diff=151166</id>
		<title>Archive:Flamethrower damage (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Flamethrower_damage_(research)&amp;diff=151166"/>
		<updated>2017-10-09T19:18:05Z</updated>

		<summary type="html">&lt;p&gt;Cribbit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Flamethrower damage (research)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;flamethrower damage&#039;&#039;&#039; technologies affect [[flamethrower]] and [[flamethrower turret]] damage as two separate bonuses. Flamethrower turrets are impacted by both bonuses and they apply independently (multiplicative), similar to how gun turrets are impacted by both bullet damage and gun turret damage researches. For example, at level 2 each bonus is +40%, causing flamethrower turrets to have a +96% boost in damage. &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|Flamethrower damage (research)|1}} Flamethrower damage 1 || {{Icon|Time|45}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 100&amp;lt;/big&amp;gt; || 20% || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|2}} Flamethrower damage 2 || {{Icon|Time|45}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 200&amp;lt;/big&amp;gt; || 20% || 40%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|3}} Flamethrower damage 3 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 250&amp;lt;/big&amp;gt; || 30% || 70%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|4}} Flamethrower damage 4 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 250&amp;lt;/big&amp;gt; || 30% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|5}} Flamethrower damage 5 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} &amp;lt;big&amp;gt;X 400&amp;lt;/big&amp;gt; || 40% || 140%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|6}} Flamethrower damage 6 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} &amp;lt;big&amp;gt;X 500&amp;lt;/big&amp;gt; || 20% || 160%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|7-&amp;amp;infin;|Flamethrower damage}} Flamethrower damage 7-&amp;amp;infin; || {{Icon|Time|60|Time}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} {{Icon|Space science pack|1}} &amp;lt;big&amp;gt;X &amp;lt;br/&amp;gt;{{Key|2^(Level-7)*1000}}&amp;lt;/big&amp;gt; (eg. 1000 for level 7) || 20% per level || 160% + &amp;lt;pre class=&amp;quot;keyboard-key&amp;quot;&amp;gt;20%*(Level-6)&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
*Introduced.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Cribbit</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Flamethrower_damage_(research)&amp;diff=151165</id>
		<title>Archive:Flamethrower damage (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Flamethrower_damage_(research)&amp;diff=151165"/>
		<updated>2017-10-09T19:17:09Z</updated>

		<summary type="html">&lt;p&gt;Cribbit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Flamethrower damage (research)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;flamethrower damage&#039;&#039;&#039; technologies affect [[flamethrower]] and [[flamethrower turret]] damage as two separate bonuses. Flamethrower turrets are impacted by both bonuses and they apply independently (multiplicative), similar to how gun turrets are impacted by both bullet damage and gun turret damage researches. For example, at level 2 each bonus is +40%, causing flamethrower turrets to have a +96% boost in damage. &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|Flamethrower damage (research)|1}} Flamethrower damage 1 || {{Icon|Time|45}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 100&amp;lt;/big&amp;gt; || 20% || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|2}} Flamethrower damage 2 || {{Icon|Time|45}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 200&amp;lt;/big&amp;gt; || 20% || 40%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|3}} Flamethrower damage 3 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 250&amp;lt;/big&amp;gt; || 30% || 70%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|4}} Flamethrower damage 4 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 250&amp;lt;/big&amp;gt; || 30% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|5}} Flamethrower damage 5 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} &amp;lt;big&amp;gt;X 400&amp;lt;/big&amp;gt; || 40% || 140%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|6}} Flamethrower damage 6 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} &amp;lt;big&amp;gt;X 500&amp;lt;/big&amp;gt; || 20% || 160%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|7-&amp;amp;infin;|Flamethrower damage}} Flamethrower damage 7-&amp;amp;infin; || {{Icon|Time|60|Time}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} {{Icon|Space science pack|1}} &amp;lt;big&amp;gt;X &amp;lt;br/&amp;gt;{{Key|2^(Level-7)*1000}}&amp;lt;/big&amp;gt; (eg. 1000 for level 7) || 20% per level || 160% + &amp;lt;pre class=&amp;quot;keyboard-key&amp;quot;&amp;gt;20%*(Level-6)&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
*Introduced.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Cribbit</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Flamethrower_damage_(research)&amp;diff=151164</id>
		<title>Archive:Flamethrower damage (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Flamethrower_damage_(research)&amp;diff=151164"/>
		<updated>2017-10-09T19:15:48Z</updated>

		<summary type="html">&lt;p&gt;Cribbit: Clarified how it gives bonuses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Flamethrower damage (research)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;flamethrower damage&#039;&#039;&#039; technologies affect [[flamethrower]] and [[flamethrower turret]] damage as two separate bonuses. Flamethrower turrets are impacted by both bonuses and they apply independently (multiplicative), similar to how gun turrets are impacted by both bullet damage and gun turret damage researches. For example, at level 2 each bonus is 140%, causing flamethrower turrets to have a 196% boost in damage. &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|Flamethrower damage (research)|1}} Flamethrower damage 1 || {{Icon|Time|45}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 100&amp;lt;/big&amp;gt; || 20% || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|2}} Flamethrower damage 2 || {{Icon|Time|45}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 200&amp;lt;/big&amp;gt; || 20% || 40%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|3}} Flamethrower damage 3 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 250&amp;lt;/big&amp;gt; || 30% || 70%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|4}} Flamethrower damage 4 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 250&amp;lt;/big&amp;gt; || 30% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|5}} Flamethrower damage 5 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} &amp;lt;big&amp;gt;X 400&amp;lt;/big&amp;gt; || 40% || 140%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|6}} Flamethrower damage 6 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} &amp;lt;big&amp;gt;X 500&amp;lt;/big&amp;gt; || 20% || 160%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|7-&amp;amp;infin;|Flamethrower damage}} Flamethrower damage 7-&amp;amp;infin; || {{Icon|Time|60|Time}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} {{Icon|Space science pack|1}} &amp;lt;big&amp;gt;X &amp;lt;br/&amp;gt;{{Key|2^(Level-7)*1000}}&amp;lt;/big&amp;gt; (eg. 1000 for level 7) || 20% per level || 160% + &amp;lt;pre class=&amp;quot;keyboard-key&amp;quot;&amp;gt;20%*(Level-6)&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
*Introduced.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Cribbit</name></author>
	</entry>
</feed>