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	<updated>2026-04-23T08:14:18Z</updated>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nauvis&amp;diff=207583</id>
		<title>Nauvis</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nauvis&amp;diff=207583"/>
		<updated>2024-12-06T23:43:47Z</updated>

		<summary type="html">&lt;p&gt;Cube Number Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:Nauvis.png|210px|right]]&#039;&#039;&#039;Nauvis&#039;&#039;&#039; is the main setting of Factorio&#039;s base game, and the first of five planets that can be visited in [[Space Age|Factorio: Space Age]]. It is an Earth-like planet featuring a variety of biomes, such as deserts, lakes of liquid [[water]], and forests.&lt;br /&gt;
&lt;br /&gt;
=== Exclusive Items ===&lt;br /&gt;
* {{imagelink|Raw fish}}&lt;br /&gt;
* {{imagelink|Uranium ore}}&lt;br /&gt;
&lt;br /&gt;
The following items, buildings, and recipes are unlocked by [[Gleba]]&#039;s [[Agricultural science pack]] {{SA}}&lt;br /&gt;
* [[Fish breeding]] {{SA}} can only be performed on Nauvis.&lt;br /&gt;
* [[Wood processing]] {{SA}} which yields [[tree seed|tree seed]]s, can only be performed on Nauvis, making it the only place where [[wood]] is renewable.&lt;br /&gt;
* [[Biter egg]] {{SA}}&lt;br /&gt;
* [[Captive biter spawner]] {{SA}} [[Enemies#Biters|Biter]] and [[Enemies#Spitters|spitter]] [[Enemies#Nests|spawners]] can exist only on Nauvis&lt;br /&gt;
* [[Biolab]]s {{SA}} can only be placed on Nauvis.&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nauvis Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || Pollution&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 7 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 90&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
Nauvis has a few distinct biomes:&lt;br /&gt;
* &#039;&#039;&#039;Grasslands&#039;&#039;&#039; features plains of green grass. Large parts of these are covered with [[tree]]s.&lt;br /&gt;
* &#039;&#039;&#039;Sandy Desert&#039;&#039;&#039; has barren terrain, with a few dead trees scattered about.&lt;br /&gt;
* &#039;&#039;&#039;Red Desert&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Natural Resources=== &amp;lt;!-- 🤔 Resources are an important motivator, so let&#039;s document them here. Also documenting how they&#039;re harvested, as that might have a major effect on gameplay. - tecanec --&amp;gt; &lt;br /&gt;
The native raw resources on Nauvis are [[Iron ore]], [[Copper ore]], [[Coal]], [[Stone]], [[Uranium ore]], [[Crude oil]], [[Water]], [[Wood]], and [[Raw fish]]. Among these, only water and crude oil are renewable with local [[research]], as their sources do not run dry.&lt;br /&gt;
&lt;br /&gt;
Out of these nine resources, the first five are found in ore patches and harvested using a [[Burner mining drill]], an [[Electric mining drill]], or a [[Big mining drill]]{{SA}}. In addition, Uranium Ore requires a constant supply of [[Sulfuric acid]] in order for the drills to function and can&#039;t be mined using Burner mining drill.&lt;br /&gt;
&lt;br /&gt;
Water is harvested by placing an [[Offshore pump]] on the side of a lake. It will produce water indefinitely, as water does not run out. It requires no energy or fuel.&lt;br /&gt;
&lt;br /&gt;
Crude oil is harvested by placing a [[Pumpjack]] on an oil field. It requires energy to function. With continuous use, the same oil field will produce oil at a gradually slower rate, but this decrease in production will stop when production is at 20% of its initial value, making crude oil a renewable resource on Nauvis.&lt;br /&gt;
&lt;br /&gt;
Stone, coal, wood, and raw fish can be obtained by mining naturally spawning entities. (In case of stone and coal, this is in addition to being found in ore patches.) Mining a [[Rock]] will yield stone, and if it is &amp;quot;huge&amp;quot;, it will also yield coal. [[Tree]]s yield wood when mined. Finally, &amp;quot;mining&amp;quot; a fish (shown as a dark, moving spot in water) will yield the fish as five items.&lt;br /&gt;
&lt;br /&gt;
==Mechanics== &amp;lt;!-- 🤔 Things related to what players are actually doing on the planet. Admittedly, that&#039;d probably wind up being most of the page&#039;s actual contents, so it might also be better to just remove this heading and upgrade its sub-headings to top-level headings. - tecanec --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pollution=== &amp;lt;!-- 🤔 AFAIK, pollution is a Nauvis-exclusive mechanic (not including the similar spore mechanics on Gleba). Planet-exclusive mechanics are definitely worth documenting here, IMO. - tecanec --&amp;gt;&lt;br /&gt;
{{Main|Pollution}}&lt;br /&gt;
On Nauvis, many buildings produce [[pollution]] while active. This pollution is local to the [[chunk]] on which it is produced, but will spread to other chunks over time. It is consumed by Nauvis&#039; natural environment, but if it reaches a [[Enemies#Nests|spawner]], it will provoke an attack from its [[Enemies#Biters|biters]]/[[Enemies#Spitters|spitters]].&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[Nauvis]] is connected to 3 other planets: [[Vulcanus]], [[Fulgora]] and [[Gleba]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (KM)&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgora]] || 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]] || 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Vulcanus]] || 15,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Vulcanus.png]] &amp;lt;br&amp;gt; Space route from [[Nauvis]] to [[Vulcanus]]&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Gleba.png]] &amp;lt;br&amp;gt; Space route from [[Nauvis]] to [[Gleba]]&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Fulgora.png]] &amp;lt;br&amp;gt; Space route from [[Nauvis]] to [[Fulgora]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Graph legend:&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Asteroid type&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Chunk&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Medium&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Metallic asteroid chunk.png|32px]] [[metallic asteroid chunk|Metallic]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Carbonic asteroid chunk.png|32px]] [[carbonic asteroid chunk|Carbonic]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Oxide asteroid chunk.png|32px]] [[oxide asteroid chunk|Oxide]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Orbit==&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 300%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| [[Metallic asteroid chunk]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 2 &lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| [[Promethium asteroid chunk]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids|Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk|| 1.25&lt;br /&gt;
|-&lt;br /&gt;
| Medium|| 0&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]&lt;br /&gt;
&lt;br /&gt;
= Trivia =&lt;br /&gt;
* The name of the planet &amp;quot;Nauvis&amp;quot; was known even prior to the announcement of Space Age, as it was already named within the modding API.&lt;br /&gt;
&lt;br /&gt;
=History= &amp;lt;!-- I&#039;m sure more stuff happened. TODO: document said &amp;quot;more stuff&amp;quot;. --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Total length of day and night cycle increased to 420 seconds from 416.(6)}}&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;
* [[Aquilo]] {{SA}}&lt;br /&gt;
* [[Fulgora]] {{SA}}&lt;br /&gt;
* [[Gleba]] {{SA}}&lt;br /&gt;
* [[Vulcanus]] {{SA}}&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Cube Number Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nauvis&amp;diff=207582</id>
		<title>Nauvis</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nauvis&amp;diff=207582"/>
		<updated>2024-12-06T23:43:26Z</updated>

		<summary type="html">&lt;p&gt;Cube Number Zero: Added some space age required tags to sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:Nauvis.png|210px|right]]&#039;&#039;&#039;Nauvis&#039;&#039;&#039; is the main setting of Factorio&#039;s base game, and the first of five planets that can be visited in [[Space Age|Factorio: Space Age]]. It is an Earth-like planet featuring a variety of biomes, such as deserts, lakes of liquid [[water]], and forests.&lt;br /&gt;
&lt;br /&gt;
=== Exclusive Items ===&lt;br /&gt;
* {{imagelink|Raw fish}}&lt;br /&gt;
* {{imagelink|Uranium ore}}&lt;br /&gt;
&lt;br /&gt;
The following items, buildings, and recipes are unlocked by [[Gleba]]&#039;s [[Agricultural science pack]] {{SA}}&lt;br /&gt;
* [[Fish breeding]] {{SA}} can only be performed on Nauvis.&lt;br /&gt;
* [[Wood processing]] {{SA}} which yields [[tree seed|tree seed]]s, can only be performed on Nauvis, making it the only place where [[wood]] is renewable.&lt;br /&gt;
* [[Biter egg]] {{SA}}&lt;br /&gt;
* [[Captive biter spawner]] {{SA}} [[Enemies#Biters|Biter]] and [[Enemies#Spitters|spitter]] [[Enemies#Nests|spawners]] can exist only on Nauvis&lt;br /&gt;
* [[Biolab]]s {{SA}} can only be placed on Nauvis.&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nauvis Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || Pollution&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 7 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 90&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
Nauvis has a few distinct biomes:&lt;br /&gt;
* &#039;&#039;&#039;Grasslands&#039;&#039;&#039; features plains of green grass. Large parts of these are covered with [[tree]]s.&lt;br /&gt;
* &#039;&#039;&#039;Sandy Desert&#039;&#039;&#039; has barren terrain, with a few dead trees scattered about.&lt;br /&gt;
* &#039;&#039;&#039;Red Desert&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Natural Resources=== &amp;lt;!-- 🤔 Resources are an important motivator, so let&#039;s document them here. Also documenting how they&#039;re harvested, as that might have a major effect on gameplay. - tecanec --&amp;gt; &lt;br /&gt;
The native raw resources on Nauvis are [[Iron ore]], [[Copper ore]], [[Coal]], [[Stone]], [[Uranium ore]], [[Crude oil]], [[Water]], [[Wood]], and [[Raw fish]]. Among these, only water and crude oil are renewable with local [[research]], as their sources do not run dry.&lt;br /&gt;
&lt;br /&gt;
Out of these nine resources, the first five are found in ore patches and harvested using a [[Burner mining drill]], an [[Electric mining drill]], or a [[Big mining drill]]{{SA}}. In addition, Uranium Ore requires a constant supply of [[Sulfuric acid]] in order for the drills to function and can&#039;t be mined using Burner mining drill.&lt;br /&gt;
&lt;br /&gt;
Water is harvested by placing an [[Offshore pump]] on the side of a lake. It will produce water indefinitely, as water does not run out. It requires no energy or fuel.&lt;br /&gt;
&lt;br /&gt;
Crude oil is harvested by placing a [[Pumpjack]] on an oil field. It requires energy to function. With continuous use, the same oil field will produce oil at a gradually slower rate, but this decrease in production will stop when production is at 20% of its initial value, making crude oil a renewable resource on Nauvis.&lt;br /&gt;
&lt;br /&gt;
Stone, coal, wood, and raw fish can be obtained by mining naturally spawning entities. (In case of stone and coal, this is in addition to being found in ore patches.) Mining a [[Rock]] will yield stone, and if it is &amp;quot;huge&amp;quot;, it will also yield coal. [[Tree]]s yield wood when mined. Finally, &amp;quot;mining&amp;quot; a fish (shown as a dark, moving spot in water) will yield the fish as five items.&lt;br /&gt;
&lt;br /&gt;
==Mechanics== &amp;lt;!-- 🤔 Things related to what players are actually doing on the planet. Admittedly, that&#039;d probably wind up being most of the page&#039;s actual contents, so it might also be better to just remove this heading and upgrade its sub-headings to top-level headings. - tecanec --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pollution=== &amp;lt;!-- 🤔 AFAIK, pollution is a Nauvis-exclusive mechanic (not including the similar spore mechanics on Gleba). Planet-exclusive mechanics are definitely worth documenting here, IMO. - tecanec --&amp;gt;&lt;br /&gt;
{{Main|Pollution}}&lt;br /&gt;
On Nauvis, many buildings produce [[pollution]] while active. This pollution is local to the [[chunk]] on which it is produced, but will spread to other chunks over time. It is consumed by Nauvis&#039; natural environment, but if it reaches a [[Enemies#Nests|spawner]], it will provoke an attack from its [[Enemies#Biters|biters]]/[[Enemies#Spitters|spitters]].&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[Nauvis]] is connected to 3 other planets: [[Vulcanus]], [[Fulgora]] and [[Gleba]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (KM)&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgora]] || 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]] || 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Vulcanus]] || 15,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Vulcanus.png]] &amp;lt;br&amp;gt; Space route from [[Nauvis]] to [[Vulcanus]]&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Gleba.png]] &amp;lt;br&amp;gt; Space route from [[Nauvis]] to [[Gleba]]&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Fulgora.png]] &amp;lt;br&amp;gt; Space route from [[Nauvis]] to [[Fulgora]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Graph legend:&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Asteroid type&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Chunk&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Medium&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Metallic asteroid chunk.png|32px]] [[metallic asteroid chunk|Metallic]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Carbonic asteroid chunk.png|32px]] [[carbonic asteroid chunk|Carbonic]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Oxide asteroid chunk.png|32px]] [[oxideasteroid chunk|Oxide]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Orbit==&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 300%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| [[Metallic asteroid chunk]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 2 &lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| [[Promethium asteroid chunk]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids|Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk|| 1.25&lt;br /&gt;
|-&lt;br /&gt;
| Medium|| 0&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]&lt;br /&gt;
&lt;br /&gt;
= Trivia =&lt;br /&gt;
* The name of the planet &amp;quot;Nauvis&amp;quot; was known even prior to the announcement of Space Age, as it was already named within the modding API.&lt;br /&gt;
&lt;br /&gt;
=History= &amp;lt;!-- I&#039;m sure more stuff happened. TODO: document said &amp;quot;more stuff&amp;quot;. --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Total length of day and night cycle increased to 420 seconds from 416.(6)}}&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;
* [[Aquilo]] {{SA}}&lt;br /&gt;
* [[Fulgora]] {{SA}}&lt;br /&gt;
* [[Gleba]] {{SA}}&lt;br /&gt;
* [[Vulcanus]] {{SA}}&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Cube Number Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tank&amp;diff=207581</id>
		<title>Tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tank&amp;diff=207581"/>
		<updated>2024-12-06T23:35:53Z</updated>

		<summary type="html">&lt;p&gt;Cube Number Zero: Added and changed some links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About|the armored combat vehicle|the liquid storage container|Storage tank}}&lt;br /&gt;
{{:Infobox:Tank}}&lt;br /&gt;
[[File:colored_tanks.png|thumb|right|250px|Tanks, like cars, match the color of the player driving them.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;tank&#039;&#039;&#039; is a heavy armored fighting [[vehicle]]. It is a mid-game vehicle with three weapons; an integrated [[submachine gun]], a short range [[flamethrower]] and a powerful cannon that uses [[cannon shell]]s. It, along with the [[car]] and [[spidertron]], are the three non-rail vehicles in Factorio. In [[multiplayer]], it is possible for a [[player]] to enter a tank alongside another player. The passenger can take control of the weapons of the tank using a switch in the GUI of the tank, but cannot steer the tank.&lt;br /&gt;
&lt;br /&gt;
Since [[engine unit]]s can only be built in [[assembling machine]]s, tanks (like cars) cannot be built from scratch by hand from their raw materials. If the tank is destroyed, its inventory is destroyed with it, though the player gets ejected and not killed. Tanks will change color based on the color of the player who drove it last.&lt;br /&gt;
&lt;br /&gt;
Tanks can be driven remotely. Coupled with the tank&#039;s equipment grid, the player can remotely manipulate distant outposts without being there as well as to remotely expand the base by attacking enemy [[enemies#nests|nest]]s.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|run-forrest-run}}&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
The tank is a strong fighting vehicle due to its large health pool and the very high damage of its main weapon, the cannon. Additionally, due to the ability to employ drones from within the vehicle, it can be used as a form of drone or [[capsules|capsule]] transport vehicle, with the player simply using capsules to fight their battles. The tank particularly shines in battle against [[Enemies#Worms|Worms]], as their high damage projectiles are much less of a problem for an entity with a high health pool.&lt;br /&gt;
&lt;br /&gt;
The tank lags behind in speed, however, compared to the player and the car. As a result, it may not perform as well in combat against melee enemies or enemies with shorter range than the player, as it has more difficulty dodging enemies. This may result in the tank being destroyed quickly, leaving the player in a tight spot.&lt;br /&gt;
&lt;br /&gt;
It is possible to use throwable items such as [[grenade]]s, [[poison capsule|poisons]], and [[combat robot capsules|follower robots]] while riding in the tank. This makes it possible to perform drive-by attacks on large bases with a reasonable area of effect. Since grenades and tanks are available fairly early in the game, this enables an effective means of early game expansion before the better known turret creep strategy becomes viable.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
The tank is very robust, and unlike the car can move through and destroy [[tree]]s without taking damage. Even when not moving, simply driving into an entity is enough to damage it. This can also be employed as a weapon against [[enemies]], although certain enemies and structures (nests in particular) will deal high damage to the tank in the process, requiring repair after skirmishes.&lt;br /&gt;
&lt;br /&gt;
The tank is slower than the car and can be rotated in place while standing still, unlike the car.&lt;br /&gt;
&lt;br /&gt;
The speed and, in particular, responsiveness of the tank can be improved somewhat by burning better [[fuel]]: The tank, like all other vehicles, gains top speed and acceleration bonuses when running on solid fuel, rocket fuel and nuclear fuel, as opposed to wood or coal. The bonuses are +5% / +15% / +15% top speed and +20% / +80% / +150% acceleration for solid fuel, rocket fuel and nuclear fuel, respectively; wood and coal both yield the base level of top speed and acceleration.&lt;br /&gt;
&lt;br /&gt;
== Speeds ==&lt;br /&gt;
&lt;br /&gt;
===Tank top speed (km/h)===&lt;br /&gt;
&lt;br /&gt;
Top speed with various fuels on different tiles&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!			!! [[Wood]] !! [[Coal]] !! [[Solid fuel]] !! [[Rocket fuel]] !! [[Nuclear fuel]]&lt;br /&gt;
|-&lt;br /&gt;
|Sand			|| 50.1 || 50.1 || 54.8 || 67.1 || 79.1&lt;br /&gt;
|-&lt;br /&gt;
|Grass 			|| 50.9 || 50.9 || 55.8 || 68.3 || 80.5&lt;br /&gt;
|-&lt;br /&gt;
|Red desert		|| 50.9 || 50.9 || 55.8 || 68.3 || 80.5&lt;br /&gt;
|-&lt;br /&gt;
|Dirt			|| 51.4 || 51.4 || 56.8 || 69.6 || 82.0&lt;br /&gt;
|-&lt;br /&gt;
|[[Stone brick|Stone path]]|| 53.4 || 53.4 || 58.5 || 71.6 || 84.4&lt;br /&gt;
|-&lt;br /&gt;
|Shallow water		|| 53.9 || 53.9 || 59.1 || 72.3 || 85.3&lt;br /&gt;
|-&lt;br /&gt;
|[[Concrete]]*		|| 55.0 || 55.0 || 60.3 || 73.8 || 87.0&lt;br /&gt;
|-&lt;br /&gt;
|[[Refined concrete]]*	|| 55.0 || 55.0 || 60.3 || 73.8 || 87.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;* The same stats apply to the [[Hazard concrete|hazard]] [[Refined hazard concrete|version]] of these surfaces.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Speed in reverse ===&lt;br /&gt;
&lt;br /&gt;
The top speed of the tank in reverse is ~70.6% of the forward top speed.&lt;br /&gt;
&lt;br /&gt;
==Capsules and Bots integration==&lt;br /&gt;
&lt;br /&gt;
[[Capsules]] can be used while inside the tank, including [[combat robot capsules|combat robots]]. [[Construction robot]]s, including those from a [[personal roboport]] within range of the tank, will repair damage if [[repair pack]]s are available. Also, [[logistic robot]]s can still refill the player&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exclusive Weapons ==&lt;br /&gt;
&lt;br /&gt;
===Flamethrower===&lt;br /&gt;
A powerful short ranged weapon than consumes [[Flamethrower ammo]]. Unlike the hand-held [[Flamethrower]] or the [[Flamethrower turret]], the tank version does not set entities on fire.&lt;br /&gt;
&lt;br /&gt;
===Cannon===&lt;br /&gt;
The tank&#039;s cannon is one of the few weapons that damages anything in a line between the tank and the target. All [[cannon shells]] have the ability to pierce targets, which means that if they deal enough damage to kill what it hits, the shell can continue onward and deal damage to another target.&lt;br /&gt;
&lt;br /&gt;
[[Cannon shell]]s do a lot of damage to a single target and have large piercing potential, while [[Explosive cannon shell]]s give an AoE effect more useful to dealing with large enemy groups. There are [[uranium]] versions of each which deal even more damage.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added a equipment grid.&lt;br /&gt;
* Added logistics requests.&lt;br /&gt;
* Vehicles no longer have input delay due to server latency.&lt;br /&gt;
* Can be driven remotely.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.18.0|&lt;br /&gt;
* Updated sound effects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Decreased tank machine gun damage to match the player held submachine gun.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* In multiplayer players can now ride as passengers in cars/tanks.&lt;br /&gt;
* Tanks no longer take minuscule amounts of damage from hitting trees.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added tank flamethrower.&lt;br /&gt;
* Buffed tank:&lt;br /&gt;
** Increased health from 1,000 to 2,000.&lt;br /&gt;
** Added a +100% damage bonus and a +5 tiles range increase to the tank machine gun.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in tanks.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.18|&lt;br /&gt;
* Increased tank machine gun range to 20 tiles.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New icon for tank.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over in a tank in peaceful mode will now anger them.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.21|&lt;br /&gt;
* When attacking a player in a tank, the tank will be attacked instead of the player directly.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Tanks can now turn in place.&lt;br /&gt;
* Tank inventory can now be filtered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds&lt;br /&gt;
* Added muzzle flash for tanks&lt;br /&gt;
* Tank ammo inventory is refilled from the trunk and player inventory when exhausted.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Added a small scorch mark when heavy weaponry like the tank cannon fires.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==Development data==&lt;br /&gt;
Weekly blogs concerning the Tank:&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-412&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-56&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-51&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-48&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-44&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Car]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Resistances]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Cube Number Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Personal_laser_defense&amp;diff=207580</id>
		<title>Personal laser defense</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Personal_laser_defense&amp;diff=207580"/>
		<updated>2024-12-06T23:25:05Z</updated>

		<summary type="html">&lt;p&gt;Cube Number Zero: Added tanks to the list of grids where the PLD can be inserted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Personal laser defense}}&lt;br /&gt;
The [[Personal laser defense]] is a module that can be inserted into [[modular armor]], [[spidertron]]s, and [[tank]]s. It provides a basic laser defense system.&lt;br /&gt;
&lt;br /&gt;
It automatically targets and fires at nearby [[enemies]], and, unlike hand-held [[weapons]], doesn&#039;t slow the [[player]] down when firing. It consumes power after it fires (to recharge), so it doesn&#039;t necessarily need [[personal battery|personal batteries]]. Stacking multiple personal laser defenses in the modular armor provides more lasers to attack at once. Each shot costs 50kJ of energy; as the shooting speed increases through [[Laser_shooting_speed_(research)|upgrades]], so does the power required to keep firing. &lt;br /&gt;
&lt;br /&gt;
The personal laser defense will fire at enemies nearby even if the player is inside a [[vehicle]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Nerfed personal laser defense damage output to 1/3 its previous output.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Power consumption increased by a factor of 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power consumption increased by a factor of 100.}}&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;
* [[Modular armor]]&lt;br /&gt;
* [[Discharge defense]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Cube Number Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Personal_laser_defense&amp;diff=207579</id>
		<title>Personal laser defense</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Personal_laser_defense&amp;diff=207579"/>
		<updated>2024-12-06T23:23:25Z</updated>

		<summary type="html">&lt;p&gt;Cube Number Zero: Added links for player and weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Personal laser defense}}&lt;br /&gt;
The [[Personal laser defense]] is a module that can be inserted into [[modular armor]] and the [[spidertron]], it provides a basic laser defense system.&lt;br /&gt;
&lt;br /&gt;
It automatically targets and fires at nearby [[enemies]], and, unlike hand-held [[weapons]], doesn&#039;t slow the [[player]] down when firing. It consumes power after it fires (to recharge), so it doesn&#039;t necessarily need [[personal battery|personal batteries]]. Stacking multiple personal laser defenses in the modular armor provides more lasers to attack at once. Each shot costs 50kJ of energy; as the shooting speed increases through [[Laser_shooting_speed_(research)|upgrades]], so does the power required to keep firing. &lt;br /&gt;
&lt;br /&gt;
The personal laser defense will fire at enemies nearby even if the player is inside a [[vehicle]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Nerfed personal laser defense damage output to 1/3 its previous output.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Power consumption increased by a factor of 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power consumption increased by a factor of 100.}}&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;
* [[Modular armor]]&lt;br /&gt;
* [[Discharge defense]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Cube Number Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Asteroid_collector&amp;diff=207578</id>
		<title>Asteroid collector</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Asteroid_collector&amp;diff=207578"/>
		<updated>2024-12-06T23:20:45Z</updated>

		<summary type="html">&lt;p&gt;Cube Number Zero: Added link for quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Asteroid collector}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Asteroid collector&#039;&#039;&#039; collects [[asteroids]]{{SA}} in a 15×15 radius and can collect 5 items with its arm before going back to store them. Higher [[quality]] asteroid collectors increase base health, electricity consumption, collection area, storage size, arm speed, and arm amount.&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
It must be placed on the edge of a [[space platform]]{{SA}}, with the back 2×3 tiles on the space platform and the front 1×3 tiles (where the arms come out) off of the space platform. &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;
* [[Inserters]]&lt;br /&gt;
* [[Storage]]&lt;br /&gt;
* [[Stack]]&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Cube Number Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgoran_vault_ruin&amp;diff=207577</id>
		<title>Fulgoran vault ruin</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgoran_vault_ruin&amp;diff=207577"/>
		<updated>2024-12-06T23:17:29Z</updated>

		<summary type="html">&lt;p&gt;Cube Number Zero: Added Space Age tag, cleaned up links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:Fulgoran vault.png|thumb|Fulgoran vault]]&lt;br /&gt;
&lt;br /&gt;
Fulgoran vaults are the largest [[fulgoran ruin|ruins]] on [[Fulgora]]. They are incredibly durable and, when mined, yield [[stone]], [[copper wire]], [[steel]], [[concrete]], [[iron stick]]s, and [[scrap]].&lt;br /&gt;
&lt;br /&gt;
{{EnvironmentNav}}&lt;/div&gt;</summary>
		<author><name>Cube Number Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=207576</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=207576"/>
		<updated>2024-12-06T22:55:39Z</updated>

		<summary type="html">&lt;p&gt;Cube Number Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[file:fulgora_preview.png|210px|right]]&#039;&#039;&#039;Fulgora&#039;&#039;&#039; is a new barren desert planet. Its surface is split between island-like plateaus, and deep oilsands. During the night, the planet is ravaged by lightning storms, damaging buildings.&lt;br /&gt;
&lt;br /&gt;
[[Planet discovery Fulgora (research)]] is required to travel to the planet.&lt;br /&gt;
&lt;br /&gt;
=== Exclusive Items ===&lt;br /&gt;
The following items are unlocked on Fulgora and can only be crafted on-planet:&lt;br /&gt;
* {{imagelink|Electromagnetic science pack|space-age=yes}}&lt;br /&gt;
* {{imagelink|Electromagnetic plant|space-age=yes}}&lt;br /&gt;
* {{imagelink|Lightning collector|space-age=yes}}&lt;br /&gt;
* {{imagelink|Lightning rod|space-age=yes}}&lt;br /&gt;
* {{imagelink|Recycler|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
The following items are unlocked on Fulgora but can be crafted elsewhere:&lt;br /&gt;
* {{imagelink|Mech armor|space-age=yes}}&lt;br /&gt;
* {{imagelink|Personal battery MK3|space-age=yes}}&lt;br /&gt;
* {{imagelink|Energy shield MK2}}&lt;br /&gt;
* {{imagelink|Personal roboport MK2}}&lt;br /&gt;
* {{imagelink|Quality module 3|space-age=yes}}&lt;br /&gt;
* {{imagelink|Tesla turret|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fulgora Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || None&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 3 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 99&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 800&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
Fulgora is split between two distinct biomes. &lt;br /&gt;
* &#039;&#039;&#039;Plateaus&#039;&#039;&#039; are islands dotted around the landscape. They are the only biome where factories can be built. Some plateaus are home to [[fulgoran ruin|alien ruins]], which have [[fulgoran lightning attractor]]s, which can protect your buildings until unlocking your own [[lightning rod]]s. Other plateaus hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oilsands&#039;&#039;&#039; are the lowlands between the plateaus. No buildings can be built in them except for [[rail support]]s. You can walk through them, but occasional oilpatches will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oilsands to produce an unlimited amount of [[heavy oil]]. &amp;lt;!-- Are they oilsands or oillands? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Fulgoran terrain is mainly composed of oillands, on which nothing except for [[rail support]]s can be built. Traversal by foot across the oillands is possible, but slow. The oillands are further divided into deep and shallow areas, with deep areas slowing down player movement even further and not even allowing for rail supports to be built until [[rail support foundations (research)]] is researched.&lt;br /&gt;
&lt;br /&gt;
However, the oillands are also scattered with islands of various sizes, on which normal construction is possible. At first, these are the only place on Fulgora where factories can be built, as [[foundation]] for building on top of the oillands requires research that can not be performed until much later.&lt;br /&gt;
&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands with high amounts of resources, but with little room to build on&lt;br /&gt;
* Medium islands with lower amounts of resources, and with sufficient room for a small factory&lt;br /&gt;
* Large islands with no resources, but with enough room to build the main part of a medium-sized factory&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island that does have local resources. However, most islands are detached, meaning that transport between islands will have to occur by train. In many cases, the distance between two islands is also too vast for [[roboport]]s or [[big electric pole]]s to reach, thus requiring local [[logistic network|logistic]] and [[electric system|electric networks]] to be built, as neither roboports nor power poles can be built on the oillands without [[foundation]].&lt;br /&gt;
&lt;br /&gt;
Islands are also scattered with [[fulgorite]], [[fulgoran lightning attractor]]s, [[fulgoran ruin]]s and [[fulgoran vault ruin]]s, allowing players without the [[recycler]] to get access to basic resources.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Lightning ===&lt;br /&gt;
During [[time|nighttime]], dense thunderstorms occur on Fulgora, with frequent lightning strikes occurring across the surface. Lightning will strike each [[chunk]] once, every 10 seconds or so ( lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks) )&lt;br /&gt;
&lt;br /&gt;
If a lightning strike is set to occur near a [[lightning rod]], [[lightning collector]], or [[fulgoran lightning attractor]], then the lightning will always hit said entity, rendering the lightning harmless. However, if such an entity can not be found, the lightning will strike where it occurs, causing damage to nearby entities.&lt;br /&gt;
&lt;br /&gt;
Lightning will target entities based on priority first and then random for any entity not on the priority list (Higher priority gets hit first)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Lightning collector]] || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Lightning rod]] || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran vault ruin]] || 95&lt;br /&gt;
|-&lt;br /&gt;
| [[Colossal Fulgoran ruin]] || 94&lt;br /&gt;
|-&lt;br /&gt;
| [[Huge Fulgoran ruin]] || 93&lt;br /&gt;
|-&lt;br /&gt;
| [[Big Fulgoran ruin]] || 92&lt;br /&gt;
|-&lt;br /&gt;
| [[Medium Fulgoran ruin]] || 91&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following items have a priority of 1:&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
* [[Pump]]&lt;br /&gt;
* [[Offshore pump]]&lt;br /&gt;
* [[Small electric pole]]&lt;br /&gt;
* [[Medium electric pole]]&lt;br /&gt;
* [[Big electric pole]]&lt;br /&gt;
* [[Substation]]&amp;lt;!--presumably – previously just &amp;quot;electric poles&amp;quot; without specifying which--&amp;gt;&lt;br /&gt;
* [[Power switch]]&lt;br /&gt;
* [[Logistic robot]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
* Anything with the &amp;quot;Metal&amp;quot; impact soundset&lt;br /&gt;
&lt;br /&gt;
The following entities cannot be struck by the lightning:&lt;br /&gt;
* [[Rail support]]&lt;br /&gt;
* [[Rail]]&lt;br /&gt;
* [[Rail ramp]]&lt;br /&gt;
* [[Rail signal]]&lt;br /&gt;
* [[Rail chain signal]]&lt;br /&gt;
* [[Locomotive]]&lt;br /&gt;
* [[Artillery wagon]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Fluid wagon]]&lt;br /&gt;
* [[Wall]]&lt;br /&gt;
* [[Tree]]&lt;br /&gt;
* Any item that counts as rock for &amp;quot;filtered destruction&amp;quot; (presumably this means {{NavboxIconLink|Recycler}})&lt;br /&gt;
&lt;br /&gt;
=== Lightning rods and collectors ===&lt;br /&gt;
&lt;br /&gt;
[[Lightning rod]]s and [[lightning collector]]s serve a secondary function beyond protecting an area from lightning strikes. They convert lightning into stored power, which [[Power production#Lightning power|they quickly discharge]] into the local [[electric system]]. With enough [[accumulator]]s to last during daytime or between lightning strikes, this can serve as the factory&#039;s main power source.&lt;br /&gt;
&lt;br /&gt;
With this, lightning on Fulgora become both a curse and a blessing: Players must keep their factory covered by lightning rods or collectors to avoid damage, and nighttime exploration becomes dangerous and risky. However, to an established base, lightning become a convenient source of electric energy, which is especially important given the weak [[solar panel|solar output]] on Fulgora&#039;s surface and the difficulty of setting up a global electric network on Fulgora before [[foundation]] becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Natural resources ===&lt;br /&gt;
Aside from numerous items that can be collected by mining ancient ruins, only two &amp;quot;natural&amp;quot; resources occur on Fulgora, those being [[heavy oil]] and [[scrap]].&lt;br /&gt;
&lt;br /&gt;
Heavy oil can be obtained in infinite and non-diminishing amounts by placing an [[offshore pump]] on the shore of an island, allowing it to collect heavy oil directly from the oillands.&lt;br /&gt;
&lt;br /&gt;
Scrap is found in deposits on small and medium sized islands, as if it were an ore. However, in stark contrast to most other natural resources, scrap is not directly processed into a single basic resource like [[iron plate|iron]] or [[copper plate]]s using traditional production methods. Rather, it is [[recycler|recycled]] to produce a variety of items: &amp;lt;!-- Following list could probably be replaced by a table with probabilities. --&amp;gt;&lt;br /&gt;
* [[Ice]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Holmium ore]]&lt;br /&gt;
* [[Concrete]]&lt;br /&gt;
* [[Solid fuel]]&lt;br /&gt;
* [[Steel plate]]&lt;br /&gt;
* [[Copper cable]]&lt;br /&gt;
* [[Iron gear wheel]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Advanced circuit]]&lt;br /&gt;
* [[Processing unit]]&lt;br /&gt;
* [[Low density structure]]&lt;br /&gt;
&lt;br /&gt;
Since this list includes intermediate products, such as [[processing unit]]s, but no iron or copper plates, players are often forced to further recycle many of these items in order to obtain their ingredients. Players are thus left with the decision of what items to recycle, all while having to avoid cluttering their belts with unused resources. &amp;lt;!-- If we were to discuss strategies, I (tecanec) feel like it should belong on its own page - which I most certainly won&#039;t object to writing! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Water]] can be obtained from [[Ice]] (from recycling [[Scrap]]) via [[Ice melting]]&lt;br /&gt;
* [[Stone]] can be obtained by recycling [[Scrap]]&lt;br /&gt;
* [[Iron ore]] can be obtained by recycling [[Concrete]]&lt;br /&gt;
* [[Iron plate]] can be obtained by recycling [[Iron gear wheel]], [[Battery]], or [[Electronic circuit]]&lt;br /&gt;
* [[Copper plate]] can be obtained by recycling [[Copper cable]], [[Battery]], or [[Low density structure]]&lt;br /&gt;
* [[Coal]] cannot be obtained and must be shipped in from other planets. However:&lt;br /&gt;
** [[Plastic bar]] can be obtained by recycling [[Advanced circuit]] or [[Low density structure]]&lt;br /&gt;
* [[Crude oil]] is not available, but [[Heavy oil]] is readily available using offshore pumps&lt;br /&gt;
* [[Copper ore]] is not available as the only recipe it is used in is copper plates and smelting processes cannot be reversed&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
[[Fulgora]] is connected to 3 other planets: [[Nauvis]], [[Gleba]], and [[Aquilo]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nauvis]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Aquilo]]|| 30,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Fulgora.png]] &amp;lt;br&amp;gt; Space route from Nauvis to Fulgora&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Fulgora.png]] &amp;lt;br&amp;gt; Space route from Gleba to Fulgora&lt;br /&gt;
| [[File:Asteroid_chart_Fulgora_Aquilo.png]] &amp;lt;br&amp;gt; Space route from Fulgora to Aquilo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graph legend:&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Asteroid type&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Chunk&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Medium&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Big&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Metallic asteroid chunk.png|32px]] Metallic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: cyan;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Cyan&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Carbonic asteroid chunk.png|32px]] Carbonic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: brown;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Brown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Oxide asteroid chunk.png|32px]] Oxide&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: purple;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Purple&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Orbit==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 120%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| [[Metallic asteroid chunk]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| [[Promethium asteroid chunk]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk || .25&lt;br /&gt;
|-&lt;br /&gt;
| Medium || .25&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Chunks spawn at Nauvis at 1.25%&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
fulgora_landscape.png|Example landscape of Fulgora.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The planet&#039;s ruins suggest that an unknown civilization once existed there before the game&#039;s events.&lt;br /&gt;
* In mythology, Fulgora is the Roman personification of lightning, and a shieldmaiden to the god of thunder, Jupiter.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Aquilo]] {{SA}}&lt;br /&gt;
* [[Gleba]] {{SA}}&lt;br /&gt;
* [[Nauvis]]&lt;br /&gt;
* [[Vulcanus]] {{SA}}&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Cube Number Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=207575</id>
		<title>Solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=207575"/>
		<updated>2024-12-06T22:53:49Z</updated>

		<summary type="html">&lt;p&gt;Cube Number Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Solar panel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solar panels&#039;&#039;&#039; are an unlimited source of free [[Electric system|energy]] that produce no [[pollution]]. During daylight hours every panel provides the maximum power level, 60kW. Generated power will increase/decrease linearly during dusk and dawn, and no power is produced at night. This means one solar panel produces an average of 42kW over one day and night cycle. The energy gain is different when built on other planets, given their distance from the Sun.&lt;br /&gt;
&lt;br /&gt;
In [[Space Age|Factorio: Space Age]], the power output of the solar panel varies depending on the location of the planet and whether the solar panel is in [[Space platform|space]].&lt;br /&gt;
&lt;br /&gt;
== Energy management ==&lt;br /&gt;
&lt;br /&gt;
As already stated, solar panels produce energy only during the day, but you likely want your factory to run at night as well. [[Accumulator]]s can be charged up with solar panels during the day to power the base at night.&lt;br /&gt;
&lt;br /&gt;
Accumulators are not the only way to work with solar energy. Sometimes it is more economical to just avoid consuming energy at night. For example, if you power a bunch of [[electric mining drill]]s and [[electric furnace]]s to produce [[Iron plate|iron]] and [[copper plate]]s, you could build more drills and furnaces than you actually need, and store the excess metal production during the day. At night you can shut down the drills and furnaces, and let your factory run with the stored plates. Instead of storing energy, you would be storing what the energy is used for. The easiest way to achieve this is by connecting all your extractors and furnaces to an electric network with exactly enough solar panels to make them work during the day, and keeping this network away from your factory&#039;s main electric network.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* A single (normal quality) solar panel outputs an average of 42 kW over a day on [[Nauvis]] and requires 0.84672 accumulators to sustain a constant power output through the night (exact numbers, not rounded).&lt;br /&gt;
* It takes approximately 23.8 solar panels to operate 1 MW of factory &#039;&#039;&#039;and&#039;&#039;&#039; charge 20.2 accumulators to sustain that 1 MW through the night.&lt;br /&gt;
* The optimal ratio for normal quality solar panels to charge enough normal quality accumulators on Nauvis is 2646 accumulators for 3125 solar panels (supplying 42 kW per solar panel).&lt;br /&gt;
&lt;br /&gt;
== Optimal Ratios ==&lt;br /&gt;
The optimal ratio of solar panels to accumulators varies depending on the [[Quality|qualities]]{{SA}} of both the solar panels and accumulators, as well as the planets they&#039;re constructed on.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Location !! Accumulators Per Solar Panel&lt;br /&gt;
|-&lt;br /&gt;
| [[Vulcanus]]{{SA}} || {{Quality|0.7257600|0.9434880|1.1612160|1.3789440|1.8144000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Nauvis]] || {{Quality|0.8467200|1.1007360|1.3547520|1.6087680|2.1168000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]]{{SA}} || {{Quality|0.6048000|0.7862400|0.9676800|1.1491200|1.5120000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgora]]{{SA}} || {{Quality|0.0725760|0.0943880|0.1161216|0.1378944|0.1814400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Aquilo]]{{SA}}  || {{Quality|0.0241920|0.0314496|0.0387072|0.0459648|0.0604800}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the quality shown in the table is the quality of the &#039;&#039;&#039;solar panels&#039;&#039;&#039; only, and assumes normal accumulator quality. When using accumulators of other qualities, divide the ratio shown by 2/3/4/6 for uncommon/rare/epic/legendary, respectively. All ratios are exact numbers with no rounding.&lt;br /&gt;
&lt;br /&gt;
==Space Age ==&lt;br /&gt;
In Space Age, the closer a planet is to the sun, the more power a solar panel on its surface produces. Additionally, as there is no nighttime in space, solar panels on space platforms will generate energy constantly, and at a higher rate than on a planet&#039;s surface. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Location !! In Atmosphere !! In Space &lt;br /&gt;
|-&lt;br /&gt;
| [[Vulcanus]] || 400% || 600% &lt;br /&gt;
|-&lt;br /&gt;
| [[Nauvis]] || 100% || 300% &lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]] || 50% || 200% &lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgora]] || 20% || 120% &lt;br /&gt;
|-&lt;br /&gt;
| [[Aquilo]]  || 1% || 60% &lt;br /&gt;
|-&lt;br /&gt;
| [[Solar system edge]]  || N/A || 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[Shattered planet]]  || N/A || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|solaris}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Changed tech requirement from Adv. Electronics to Electronics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Energy of the solar panel is now fractioned between all the networks it&#039;s connected to.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Massive optimisations to solar panel logic.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Significantly slowed crafting speed to 10 secs from 0.5 sec.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Made solar panels pre-science pack 3.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Unplugged icon shown when not connected to any power transfer device.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New solar panel graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Priority of power consumption changed to consume from solar panel first.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Accumulator]]&lt;br /&gt;
* [[Power_production#Optimal_ratio|Calculating the optimal ratio of accumulators to solar panels]]&lt;br /&gt;
* A [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=9314 Solar Power Excel sheet]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=8&amp;amp;t=8949 (Forum topic) The way I solar]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Cube Number Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality_module&amp;diff=207574</id>
		<title>Quality module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality_module&amp;diff=207574"/>
		<updated>2024-12-06T22:52:45Z</updated>

		<summary type="html">&lt;p&gt;Cube Number Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Quality module}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Quality module&#039;&#039;&#039; increases a machine&#039;s ability to make [[quality]] items by 1% and decreases its speed by 5%. This means that, at a small cost of items produced per minute, the machine produces slightly more items of higher quality.&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, quality is a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
All levels of quality module have the same speed penalty.&lt;br /&gt;
&lt;br /&gt;
[[Speed module]]s have a penalty to quality, which negates some of or all of the effectiveness of quality modules.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Module]]s&lt;br /&gt;
** [[Quality module 2]]&lt;br /&gt;
** [[Quality module 3]]&lt;br /&gt;
* [[Quality]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Cube Number Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality_module_2&amp;diff=207573</id>
		<title>Quality module 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality_module_2&amp;diff=207573"/>
		<updated>2024-12-06T22:52:17Z</updated>

		<summary type="html">&lt;p&gt;Cube Number Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Quality module 2}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Quality module 2&#039;&#039;&#039; increases a machine&#039;s ability to make [[quality]] items by 2% and decreases its speed by 5%. This means that, at a small cost of items produced per minute, the machine produces slightly more items of higher quality.&lt;br /&gt;
&lt;br /&gt;
All levels of quality module have the same speed penalty.&lt;br /&gt;
&lt;br /&gt;
[[Speed module]]s have a penalty to quality, which negates some of or all of the effectiveness of quality modules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Module]]s&lt;br /&gt;
** [[Quality module]]&lt;br /&gt;
** [[Quality module 3]]&lt;br /&gt;
* [[Quality]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Cube Number Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality_module_3&amp;diff=207572</id>
		<title>Quality module 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality_module_3&amp;diff=207572"/>
		<updated>2024-12-06T22:51:32Z</updated>

		<summary type="html">&lt;p&gt;Cube Number Zero: Added Space Age tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Quality module 3}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Quality module&#039;&#039;&#039; increases a machine&#039;s ability to make [[quality]] items by 2.5% and decreases its speed by 5%. This means that, at a small cost of items produced per minute, the machine produces slightly more items of higher quality.&lt;br /&gt;
&lt;br /&gt;
All levels of quality module have the same speed penalty.&lt;br /&gt;
&lt;br /&gt;
[[Speed module]]s have a penalty to quality, which negates some of or all of the effectiveness of quality modules.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Module]]s&lt;br /&gt;
** [[Quality module]]&lt;br /&gt;
** [[Quality module 2]]&lt;br /&gt;
* [[Quality]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Cube Number Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=207571</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=207571"/>
		<updated>2024-12-06T22:49:39Z</updated>

		<summary type="html">&lt;p&gt;Cube Number Zero: Added links, removed some {{SA}} tags because the entire article is space age-only, and added some icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[file:fulgora_preview.png|210px|right]]&#039;&#039;&#039;Fulgora&#039;&#039;&#039; is a new barren desert planet. Its surface is split between island-like plateaus, and deep oilsands. During the night, the planet is ravaged by lightning storms, damaging buildings.&lt;br /&gt;
&lt;br /&gt;
[[Planet discovery Fulgora (research)]] is required to travel to the planet.&lt;br /&gt;
&lt;br /&gt;
=== Exclusive Items ===&lt;br /&gt;
The following items are unlocked on Fulgora and can only be crafted on-planet:&lt;br /&gt;
* {{imagelink|Electromagnetic science pack|space-age=yes}}&lt;br /&gt;
* {{imagelink|Electromagnetic plant|space-age=yes}}&lt;br /&gt;
* {{imagelink|Lightning collector|space-age=yes}}&lt;br /&gt;
* {{imagelink|Lightning rod|space-age=yes}}&lt;br /&gt;
* {{imagelink|Recycler|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
The following items are unlocked on Fulgora but can be crafted elsewhere:&lt;br /&gt;
* {{imagelink|Mech armor|space-age=yes}}&lt;br /&gt;
* {{imagelink|Personal battery MK3|space-age=yes}}&lt;br /&gt;
* {{imagelink|Energy shield MK2}}&lt;br /&gt;
* {{imagelink|Personal roboport MK2}}&lt;br /&gt;
* {{imagelink|Quality module 3|space-age=yes}}&lt;br /&gt;
* {{imagelink|Tesla turret|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fulgora Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || None&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 3 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 99&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 800&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
Fulgora is split between two distinct biomes. &lt;br /&gt;
* &#039;&#039;&#039;Plateaus&#039;&#039;&#039; are islands dotted around the landscape. They are the only biome where factories can be built. Some plateaus are home to [[fulgoran ruin|alien ruins]], which have [[fulgoran lightning attractor|fulgoran lightning attractors]], which can protect your buildings until unlocking your own [[lightning rod|lightning rods]]. Other plateaus hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oilsands&#039;&#039;&#039; are the lowlands between the plateaus. No buildings can be built in them except for [[rail support]]s. You can walk through them, but occasional oilpatches will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oilsands to produce an unlimited amount of [[heavy oil]]. &amp;lt;!-- Are they oilsands or oillands? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Fulgoran terrain is mainly composed of oillands, on which nothing except for [[rail support]]s can be built. Traversal by foot across the oillands is possible, but slow. The oillands are further divided into deep and shallow areas, with deep areas slowing down player movement even further and not even allowing for rail supports to be built until [[rail support foundations (research)]] is researched.&lt;br /&gt;
&lt;br /&gt;
However, the oillands are also scattered with islands of various sizes, on which normal construction is possible. At first, these are the only place on Fulgora where factories can be built, as [[foundation]] for building on top of the oillands requires research that can not be performed until much later.&lt;br /&gt;
&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands with high amounts of resources, but with little room to build on&lt;br /&gt;
* Medium islands with lower amounts of resources, and with sufficient room for a small factory&lt;br /&gt;
* Large islands with no resources, but with enough room to build the main part of a medium-sized factory&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island that does have local resources. However, most islands are detached, meaning that transport between islands will have to occur by train. In many cases, the distance between two islands is also too vast for [[roboport]]s or [[big electric pole]]s to reach, thus requiring local [[logistic network|logistic]] and [[electric system|electric networks]] to be built, as neither roboports nor power poles can be built on the oillands without [[foundation]].&lt;br /&gt;
&lt;br /&gt;
Islands are also scattered with [[fulgorite]], [[fulgoran lightning attractor]]s, [[fulgoran ruin]]s and [[fulgoran vault ruin]]s, allowing players without the [[recycler]] to get access to basic resources.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Lightning ===&lt;br /&gt;
During [[time|nighttime]], dense thunderstorms occur on Fulgora, with frequent lightning strikes occurring across the surface. Lightning will strike each [[chunk]] once, every 10 seconds or so ( lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks) )&lt;br /&gt;
&lt;br /&gt;
If a lightning strike is set to occur near a [[lightning rod]], [[lightning collector]], or [[fulgoran lightning attractor]], then the lightning will always hit said entity, rendering the lightning harmless. However, if such an entity can not be found, the lightning will strike where it occurs, causing damage to nearby entities.&lt;br /&gt;
&lt;br /&gt;
Lightning will target entities based on priority first and then random for any entity not on the priority list (Higher priority gets hit first)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Lightning collector]] || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Lightning rod]] || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran vault ruin]] || 95&lt;br /&gt;
|-&lt;br /&gt;
| [[Colossal Fulgoran ruin]] || 94&lt;br /&gt;
|-&lt;br /&gt;
| [[Huge Fulgoran ruin]] || 93&lt;br /&gt;
|-&lt;br /&gt;
| [[Big Fulgoran ruin]] || 92&lt;br /&gt;
|-&lt;br /&gt;
| [[Medium Fulgoran ruin]] || 91&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following items have a priority of 1:&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
* [[Pump]]&lt;br /&gt;
* [[Offshore pump]]&lt;br /&gt;
* [[Small electric pole]]&lt;br /&gt;
* [[Medium electric pole]]&lt;br /&gt;
* [[Big electric pole]]&lt;br /&gt;
* [[Substation]]&amp;lt;!--presumably – previously just &amp;quot;electric poles&amp;quot; without specifying which--&amp;gt;&lt;br /&gt;
* [[Power switch]]&lt;br /&gt;
* [[Logistic robot]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
* Anything with the &amp;quot;Metal&amp;quot; impact soundset&lt;br /&gt;
&lt;br /&gt;
The following entities cannot be struck by the lightning:&lt;br /&gt;
* [[Rail support]]&lt;br /&gt;
* [[Rail]]&lt;br /&gt;
* [[Rail ramp]]&lt;br /&gt;
* [[Rail signal]]&lt;br /&gt;
* [[Rail chain signal]]&lt;br /&gt;
* [[Locomotive]]&lt;br /&gt;
* [[Artillery wagon]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Fluid wagon]]&lt;br /&gt;
* [[Wall]]&lt;br /&gt;
* [[Tree]]&lt;br /&gt;
* Any item that counts as rock for &amp;quot;filtered destruction&amp;quot; (presumably this means {{NavboxIconLink|Recycler}})&lt;br /&gt;
&lt;br /&gt;
=== Lightning rods and collectors ===&lt;br /&gt;
&lt;br /&gt;
[[Lightning rod]]s and [[lightning collector]]s serve a secondary function beyond protecting an area from lightning strikes. They convert lightning into stored power, which [[Power production#Lightning power|they quickly discharge]] into the local [[electric system]]. With enough [[accumulator]]s to last during daytime or between lightning strikes, this can serve as the factory&#039;s main power source.&lt;br /&gt;
&lt;br /&gt;
With this, lightning on Fulgora become both a curse and a blessing: Players must keep their factory covered by lightning rods or collectors to avoid damage, and nighttime exploration becomes dangerous and risky. However, to an established base, lightning become a convenient source of electric energy, which is especially important given the weak [[solar panel|solar output]] on Fulgora&#039;s surface and the difficulty of setting up a global electric network on Fulgora before [[foundation]] becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Natural resources ===&lt;br /&gt;
Aside from numerous items that can be collected by mining ancient ruins, only two &amp;quot;natural&amp;quot; resources occur on Fulgora, those being [[heavy oil]] and [[scrap]].&lt;br /&gt;
&lt;br /&gt;
Heavy oil can be obtained in infinite and non-diminishing amounts by placing an [[offshore pump]] on the shore of an island, allowing it to collect heavy oil directly from the oillands.&lt;br /&gt;
&lt;br /&gt;
Scrap is found in deposits on small and medium sized islands, as if it were an ore. However, in stark contrast to most other natural resources, scrap is not directly processed into a single basic resource like [[iron plate|iron]] or [[copper plate]]s using traditional production methods. Rather, it is [[recycler|recycled]] to produce a variety of items: &amp;lt;!-- Following list could probably be replaced by a table with probabilities. --&amp;gt;&lt;br /&gt;
* [[Ice]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Holmium ore]]&lt;br /&gt;
* [[Concrete]]&lt;br /&gt;
* [[Solid fuel]]&lt;br /&gt;
* [[Steel plate]]&lt;br /&gt;
* [[Copper cable]]&lt;br /&gt;
* [[Iron gear wheel]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Advanced circuit]]&lt;br /&gt;
* [[Processing unit]]&lt;br /&gt;
* [[Low density structure]]&lt;br /&gt;
&lt;br /&gt;
Since this list includes intermediate products, such as [[processing unit]]s, but no iron or copper plates, players are often forced to further recycle many of these items in order to obtain their ingredients. Players are thus left with the decision of what items to recycle, all while having to avoid cluttering their belts with unused resources. &amp;lt;!-- If we were to discuss strategies, I (tecanec) feel like it should belong on its own page - which I most certainly won&#039;t object to writing! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Water]] can be obtained from [[Ice]] (from recycling [[Scrap]]) via [[Ice melting]]&lt;br /&gt;
* [[Stone]] can be obtained by recycling [[Scrap]]&lt;br /&gt;
* [[Iron ore]] can be obtained by recycling [[Concrete]]&lt;br /&gt;
* [[Iron plate]] can be obtained by recycling [[Iron gear wheel]], [[Battery]], or [[Electronic circuit]]&lt;br /&gt;
* [[Copper plate]] can be obtained by recycling [[Copper cable]], [[Battery]], or [[Low density structure]]&lt;br /&gt;
* [[Coal]] cannot be obtained and must be shipped in from other planets. However:&lt;br /&gt;
** [[Plastic bar]] can be obtained by recycling [[Advanced circuit]] or [[Low density structure]]&lt;br /&gt;
* [[Crude oil]] is not available, but [[Heavy oil]] is readily available using offshore pumps&lt;br /&gt;
* [[Copper ore]] is not available as the only recipe it is used in is copper plates and smelting processes cannot be reversed&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
[[Fulgora]] is connected to 3 other planets: [[Nauvis]], [[Gleba]], and [[Aquilo]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nauvis]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Aquilo]]|| 30,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Fulgora.png]] &amp;lt;br&amp;gt; Space route from Nauvis to Fulgora&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Fulgora.png]] &amp;lt;br&amp;gt; Space route from Gleba to Fulgora&lt;br /&gt;
| [[File:Asteroid_chart_Fulgora_Aquilo.png]] &amp;lt;br&amp;gt; Space route from Fulgora to Aquilo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graph legend:&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Asteroid type&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Chunk&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Medium&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Big&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Metallic asteroid chunk.png|32px]] Metallic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: cyan;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Cyan&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Carbonic asteroid chunk.png|32px]] Carbonic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: brown;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Brown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Oxide asteroid chunk.png|32px]] Oxide&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: purple;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Purple&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Orbit==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 120%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| [[Metallic asteroid chunk]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| [[Promethium asteroid chunk]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk || .25&lt;br /&gt;
|-&lt;br /&gt;
| Medium || .25&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Chunks spawn at Nauvis at 1.25%&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
fulgora_landscape.png|Example landscape of Fulgora.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The planet&#039;s ruins suggest that an unknown civilization once existed there before the game&#039;s events.&lt;br /&gt;
* In mythology, Fulgora is the Roman personification of lightning, and a shieldmaiden to the god of thunder, Jupiter.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Aquilo]] {{SA}}&lt;br /&gt;
* [[Gleba]] {{SA}}&lt;br /&gt;
* [[Nauvis]]&lt;br /&gt;
* [[Vulcanus]] {{SA}}&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Cube Number Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nauvis&amp;diff=207570</id>
		<title>Nauvis</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nauvis&amp;diff=207570"/>
		<updated>2024-12-06T22:36:26Z</updated>

		<summary type="html">&lt;p&gt;Cube Number Zero: Added various links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:Nauvis.png|210px|right]]&#039;&#039;&#039;Nauvis&#039;&#039;&#039; is the main setting of Factorio&#039;s base game, and the first of five planets that can be visited in [[Space Age|Factorio: Space Age]]. It is an Earth-like planet featuring a variety of biomes, such as deserts, lakes of liquid [[water]], and forests.&lt;br /&gt;
&lt;br /&gt;
=== Exclusive Items ===&lt;br /&gt;
* {{imagelink|Raw fish}}&lt;br /&gt;
* {{imagelink|Uranium ore}}&lt;br /&gt;
&lt;br /&gt;
The following items, buildings, and recipes are unlocked by [[Gleba]]&#039;s [[Agricultural science pack]] {{SA}}&lt;br /&gt;
* [[Fish breeding]] {{SA}} can only be performed on Nauvis.&lt;br /&gt;
* [[Wood processing]] {{SA}} which yields [[tree seed|tree seeds]], can only be performed on Nauvis, making it the only place where [[wood]] is renewable.&lt;br /&gt;
* [[Biter egg]] {{SA}}&lt;br /&gt;
* [[Captive biter spawner]] {{SA}} {{TransLink|Enemies|Biter and spitter spawners|anchor=Creatures}} can exist only on Nauvis&lt;br /&gt;
* [[Biolab]]s {{SA}} can only be placed on Nauvis.&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nauvis Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || Pollution&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 7 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 90&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
Nauvis has a few distinct biomes:&lt;br /&gt;
* &#039;&#039;&#039;Grasslands&#039;&#039;&#039; features plains of green grass. Large parts of these are covered with [[tree|trees]].&lt;br /&gt;
* &#039;&#039;&#039;Sandy Desert&#039;&#039;&#039; has barren terrain, with a few dead trees scattered about.&lt;br /&gt;
* &#039;&#039;&#039;Red Desert&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Natural Resources=== &amp;lt;!-- 🤔 Resources are an important motivator, so let&#039;s document them here. Also documenting how they&#039;re harvested, as that might have a major effect on gameplay. - tecanec --&amp;gt; &lt;br /&gt;
The native raw resources on Nauvis are [[Iron ore]], [[Copper ore]], [[Coal]], [[Stone]], [[Uranium ore]], [[Crude oil]], [[Water]], [[Wood]], and [[Raw fish]]. Among these, only water and crude oil are renewable with local [[research]], as their sources do not run dry.&lt;br /&gt;
&lt;br /&gt;
Out of these nine resources, the first five are found in ore patches and harvested using a [[Burner mining drill]], an [[Electric mining drill]], or a [[Big mining drill]]{{SA}}. In addition, Uranium Ore requires a constant supply of [[Sulfuric acid]] in order for the drills to function and can&#039;t be mined using Burner mining drill.&lt;br /&gt;
&lt;br /&gt;
Water is harvested by placing an [[Offshore pump]] on the side of a lake. It will produce water indefinitely, as water does not run out. It requires no energy or fuel.&lt;br /&gt;
&lt;br /&gt;
Crude oil is harvested by placing a [[Pumpjack]] on an oil field. It requires energy to function. With continuous use, the same oil field will produce oil at a gradually slower rate, but this decrease in production will stop when production is at 20% of its initial value, making crude oil a renewable resource on Nauvis.&lt;br /&gt;
&lt;br /&gt;
Stone, coal, wood, and raw fish can be obtained by mining naturally spawning entities. (In case of stone and coal, this is in addition to being found in ore patches.) Mining a [[Rock]] will yield stone, and if it is &amp;quot;huge&amp;quot;, it will also yield coal. [[Tree]]s yield wood when mined. Finally, &amp;quot;mining&amp;quot; a fish (shown as a dark, moving spot in water) will yield the fish as five items.&lt;br /&gt;
&lt;br /&gt;
==Mechanics== &amp;lt;!-- 🤔 Things related to what players are actually doing on the planet. Admittedly, that&#039;d probably wind up being most of the page&#039;s actual contents, so it might also be better to just remove this heading and upgrade its sub-headings to top-level headings. - tecanec --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pollution=== &amp;lt;!-- 🤔 AFAIK, pollution is a Nauvis-exclusive mechanic (not including the similar spore mechanics on Gleba). Planet-exclusive mechanics are definitely worth documenting here, IMO. - tecanec --&amp;gt;&lt;br /&gt;
{{Main|Pollution}}&lt;br /&gt;
On Nauvis, many buildings produce pollution while active. This pollution is local to the chunk on which it is produced, but will spread to other chunks over time. It is consumed by Nauvis&#039; natural environment, but if it reaches a [[Enemies|spawner]], it will provoke an attack from its biters/spitters.&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
[[Nauvis]] is connected to 3 other planets: [[Vulcanus]], [[Fulgora]] and [[Gleba]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (KM)&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgora]]{{SA}}|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]] {{SA}}|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Vulcanus]] {{SA}}|| 15,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Vulcanus.png]] &amp;lt;br&amp;gt; Space route from [[Nauvis]] to [[Vulcanus]]&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Gleba.png]] &amp;lt;br&amp;gt; Space route from [[Nauvis]] to [[Gleba]]&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Fulgora.png]] &amp;lt;br&amp;gt; Space route from [[Nauvis]] to [[Fulgora]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Graph legend:&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Asteroid type&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Chunk&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Medium&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Metallic asteroid chunk.png|32px]] Metallic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Carbonic asteroid chunk.png|32px]] Carbonic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Oxide asteroid chunk.png|32px]] Oxide&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Orbit==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 300%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| [[Metallic asteroid chunk]] {{SA}}|| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] {{SA}}|| 2 &lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] {{SA}}|| 1 &lt;br /&gt;
|-&lt;br /&gt;
| [[Promethium asteroid chunk]] {{SA}}|| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk|| 1.25&lt;br /&gt;
|-&lt;br /&gt;
| Medium|| 0&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
= Trivia =&lt;br /&gt;
* The name of the planet &amp;quot;Nauvis&amp;quot; was known even prior to the announcement of Space Age, as it was already named within the modding API.&lt;br /&gt;
&lt;br /&gt;
=History= &amp;lt;!-- I&#039;m sure more stuff happened. TODO: document said &amp;quot;more stuff&amp;quot;. --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Total length of day and night cycle increased to 420 seconds from 416.(6)}}&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;
* [[Aquilo]] {{SA}}&lt;br /&gt;
* [[Fulgora]] {{SA}}&lt;br /&gt;
* [[Gleba]] {{SA}}&lt;br /&gt;
* [[Vulcanus]] {{SA}}&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Cube Number Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=207569</id>
		<title>Solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=207569"/>
		<updated>2024-12-06T22:27:32Z</updated>

		<summary type="html">&lt;p&gt;Cube Number Zero: Added a section with a table displaying the optimal solar panel to accumulator ratios for different planets and qualities, and added some more links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Solar panel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solar panels&#039;&#039;&#039; are an unlimited source of free [[Electric system|energy]] that produce no [[pollution]]. During daylight hours every panel provides the maximum power level, 60kW. Generated power will increase/decrease linearly during dusk and dawn, and no power is produced at night. This means one solar panel produces an average of 42kW over one day and night cycle. The energy gain is different when built on other planets, given their distance from the Sun.&lt;br /&gt;
&lt;br /&gt;
In [[Space Age|Factorio: Space Age]], the power output of the solar panel varies depending on the location of the planet and whether the solar panel is in [[Space platform|space]].&lt;br /&gt;
&lt;br /&gt;
== Energy management ==&lt;br /&gt;
&lt;br /&gt;
As already stated, solar panels produce energy only during the day, but you likely want your factory to run at night as well. [[Accumulator]]s can be charged up with solar panels during the day to power the base at night.&lt;br /&gt;
&lt;br /&gt;
Accumulators are not the only way to work with solar energy. Sometimes it is more economical to just avoid consuming energy at night. For example, if you power a bunch of [[electric mining drill]]s and [[electric furnace]]s to produce [[Iron plate|iron]] and [[copper plate]]s, you could build more drills and furnaces than you actually need, and store the excess metal production during the day. At night you can shut down the drills and furnaces, and let your factory run with the stored plates. Instead of storing energy, you would be storing what the energy is used for. The easiest way to achieve this is by connecting all your extractors and furnaces to an electric network with exactly enough solar panels to make them work during the day, and keeping this network away from your factory&#039;s main electric network.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* A single (normal quality) solar panel outputs an average of 42 kW over a day on [[Nauvis]] and requires 0.84672 accumulators to sustain a constant power output through the night (exact numbers, not rounded).&lt;br /&gt;
* It takes approximately 23.8 solar panels to operate 1 MW of factory &#039;&#039;&#039;and&#039;&#039;&#039; charge 20.2 accumulators to sustain that 1 MW through the night.&lt;br /&gt;
* The optimal ratio for normal quality solar panels to charge enough normal quality accumulators on Nauvis is 2646 accumulators for 3125 solar panels (supplying 42 kW per solar panel).&lt;br /&gt;
&lt;br /&gt;
== Optimal Ratios ==&lt;br /&gt;
The optimal ratio of solar panels to accumulators varies depending on the [[Quality|qualities]] of both the solar panels and accumulators, as well as the planets they&#039;re constructed on.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Location !! Accumulators Per Solar Panel&lt;br /&gt;
|-&lt;br /&gt;
| [[Vulcanus]]{{SA}} || {{Quality|0.7257600|0.9434880|1.1612160|1.3789440|1.8144000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Nauvis]] || {{Quality|0.8467200|1.1007360|1.3547520|1.6087680|2.1168000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]]{{SA}} || {{Quality|0.6048000|0.7862400|0.9676800|1.1491200|1.5120000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgora]]{{SA}} || {{Quality|0.0725760|0.0943880|0.1161216|0.1378944|0.1814400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Aquilo]]{{SA}}  || {{Quality|0.0241920|0.0314496|0.0387072|0.0459648|0.0604800}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the quality shown in the table is the quality of the &#039;&#039;&#039;solar panels&#039;&#039;&#039; only, and assumes normal accumulator quality. When using accumulators of other qualities, divide the ratio shown by 2/3/4/6 for uncommon/rare/epic/legendary, respectively. All ratios are exact numbers with no rounding.&lt;br /&gt;
&lt;br /&gt;
==Space Age ==&lt;br /&gt;
In Space Age, the closer a planet is to the sun, the more power a solar panel on its surface produces. Additionally, as there is no nighttime in space, solar panels on space platforms will generate energy constantly, and at a higher rate than on a planet&#039;s surface. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Location !! In Atmosphere !! In Space &lt;br /&gt;
|-&lt;br /&gt;
| [[Vulcanus]] || 400% || 600% &lt;br /&gt;
|-&lt;br /&gt;
| [[Nauvis]] || 100% || 300% &lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]] || 50% || 200% &lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgora]] || 20% || 120% &lt;br /&gt;
|-&lt;br /&gt;
| [[Aquilo]]  || 1% || 60% &lt;br /&gt;
|-&lt;br /&gt;
| [[Solar system edge]]  || N/A || 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[Shattered planet]]  || N/A || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|solaris}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Changed tech requirement from Adv. Electronics to Electronics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Energy of the solar panel is now fractioned between all the networks it&#039;s connected to.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Massive optimisations to solar panel logic.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Significantly slowed crafting speed to 10 secs from 0.5 sec.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Made solar panels pre-science pack 3.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Unplugged icon shown when not connected to any power transfer device.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New solar panel graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Priority of power consumption changed to consume from solar panel first.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Accumulator]]&lt;br /&gt;
* [[Power_production#Optimal_ratio|Calculating the optimal ratio of accumulators to solar panels]]&lt;br /&gt;
* A [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=9314 Solar Power Excel sheet]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=8&amp;amp;t=8949 (Forum topic) The way I solar]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Cube Number Zero</name></author>
	</entry>
</feed>