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	<updated>2026-11-07T02:15:45Z</updated>
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		<id>https://wiki.factorio.com/index.php?title=Power_production&amp;diff=220867</id>
		<title>Power production</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_production&amp;diff=220867"/>
		<updated>2026-11-03T00:50:03Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Lightning power{{SA}} */ Changed lightning period from inaccurate 10 seconds to 6.48 seconds. Some typos corrected.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Electricity has to be produced before it can be transferred to consumers over the [[electric system]]. There are multiple methods to produce electricity:&lt;br /&gt;
&lt;br /&gt;
== Steam engine power ==&lt;br /&gt;
Each [[steam engine]] needs 0.5 [[boiler]]s when running at full capacity. One [[offshore pump]] can supply 200 boilers and 400 steam engines.&lt;br /&gt;
&lt;br /&gt;
The above ratio can be calculated from information available in-game: One boiler consumes 1.8MW of fuel and produces energy stored in [[steam]] at 100% efficiency. One steam engine consumes 900kW (0.9MW) of energy stored in steam, so each boiler can supply 2 steam engines: &amp;lt;math&amp;gt;\frac{1.8}{0.9} = 2&amp;lt;/math&amp;gt;. One boiler consumes 6 units of [[water]] to produce 60 units of [[steam]] per second, one steam engine consumes 30 steam per second (3 units of water) and one offshore pump produces 1200 water per second, so each offshore pump produces enough water to supply 200 boilers: &amp;lt;math&amp;gt;\frac{1200}{6} = 200&amp;lt;/math&amp;gt;. Two steam engines per boiler gives us 400. This produces the 1:200:400 ratio.&lt;br /&gt;
&lt;br /&gt;
[[File:SteamSetupExample.png|center|600px|thumb|A possible setup.]]&lt;br /&gt;
&lt;br /&gt;
== Solar panels and accumulators ==&lt;br /&gt;
&lt;br /&gt;
=== Optimal ratio ===&lt;br /&gt;
&lt;br /&gt;
The optimal ratio is 0.84 (21:25) [[accumulator]]s per [[solar panel]], and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). This means that you need 1.428 MW of production (of solar panels) and 100MJ of storage to provide 1 MW of power over one day-night cycle.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;close enough&amp;quot; ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 2 extra solar panels, which is negligible but remember that the difference between the &amp;quot;close enough&amp;quot; ratio and the optimal ratio increases as you add more solar panels). &lt;br /&gt;
&lt;br /&gt;
This is taken from [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5594 Accumulator / Solar Panel Ratio] (which calculates this in an impressive mathematical way!) and [https://forums.factorio.com/viewtopic.php?p=143317#p143317 another post in that thread] (which calculates the solar panel to megawatt ratio in a different way).&lt;br /&gt;
[[File:9x9_accumulator_solar_panel_example.jpg|300px|thumb|top|A small 9x9 setup demonstrating the 20:24 &amp;quot;close enough&amp;quot; ratio above.]]&lt;br /&gt;
&lt;br /&gt;
=== Calculations ===&lt;br /&gt;
&lt;br /&gt;
The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a [[Time#Days|day]], and the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations. In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. This ratio is&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt; \frac{\mathrm{Accumulators}}{\mathrm{SolarPanels}} = \frac{\left( \mathrm{day} + \mathrm{dawn} \right)}{\mathrm{gameday}} \cdot \left( \mathrm{night} + \frac{\mathrm{dawn} \cdot \left( \mathrm{day} + \mathrm{dawn} \right)}{\mathrm{gameday}} \right) \cdot \frac{\mathrm{SolarPower}}{\mathrm{AccumulatorEnergy}} &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
which, given the default time lengths of: day = 12500/60 s; dawn or dusk = 5000/60 s; night = 2500/60 s, and the default: Solar_power = 60 kW; Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; the length of days, a simplified version of this equation can be used.&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 70 s × Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the only effect the mod has on the game is it changes the total length of one day, without changing the ratio of dusk : day : dawn : night, then the equation can be simplified as&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 0.002016 /s × game_day &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where game_day is the number of seconds in the game day which is 25000/60 s by default.&lt;br /&gt;
&lt;br /&gt;
=== Vulcanus ===&lt;br /&gt;
&lt;br /&gt;
In Space Age, the day/night cycle on Vulcanus is 90 seconds with each phase of that cycle proportionally smaller: day = 45 s; dawn or dusk = 18 s; night = 9 s. The formula above simplifies to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 15.2 s × Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, solar power production in Vulcanus atmosphere is 400% of that of Nauvis. With normal quality solar panels and accumulators, the ratio is 0.72576 accumulator per solar panel. 3 accumulators per 4 panel is pretty close.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5168 Perfectly optimal solar network (Factorio forums)]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5394 Solar ratios (Factorio forums)]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7619 1 solar panel produces 42KW after factoring in the night (Factorio forums)]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?p=629003#p629003 Day-Night cycle times in Space Age and Solar Power (Factorio forums)]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=119040 Solar Power in Space Age - Definitive Ratios for Planets, Qualities and Throughput-Limits (Factorio forums)]&lt;br /&gt;
* [[Tutorial:Solar power math]]&lt;br /&gt;
&lt;br /&gt;
== Nuclear power ==&lt;br /&gt;
[[File:Nuclear setup.png|thumb|700px|right|Uranium processing for nuclear power.]]&lt;br /&gt;
:&#039;&#039;See also: [[Tutorial:Nuclear power]]&#039;&#039;&lt;br /&gt;
In general, nuclear power is produced by the following production chain: [[Uranium ore]] is mined and [[Uranium processing|processed]] to [[uranium-235]] and [[uranium-238]], then [[uranium fuel cell]]s are created from the two. These fuel cells are then burned in a [[nuclear reactor]] to create heat. The heat is transferred via [[heat pipe]]s to one or more [[heat exchanger]]s, which convert [[water]] to [[steam]] that is then consumed by [[steam turbine]]s to produce power.&lt;br /&gt;
&lt;br /&gt;
A reactor without neighbor bonus needs 4 heat exchangers so that all its heat gets consumed. For each 100% neighbor bonus, the reactor needs 4 more heat exchangers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ideal Ratio !! Simple Ratio !! Building&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 ||{{imagelink|Offshore pump}}&lt;br /&gt;
|-&lt;br /&gt;
| 233 || 116 || {{imagelink|Heat exchanger}}&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 200 || {{imagelink|Steam turbine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heating tower {{SA}} ==&lt;br /&gt;
&lt;br /&gt;
The [[Heating tower]], initially researched on [[Gleba]], is an alternate source of heat for [[Heat pipe]]s and [[Heat exchanger]]s. Unlike nuclear reactors, heating towers are traditional [[burner devices]], burning standard [[fuel]]s.&lt;br /&gt;
&lt;br /&gt;
Heating towers burn fuel, extracting 16MW of power from the fuel. However, because they have 250% efficiency, they generate 40MW of heat from the fuel. Like a nuclear reactor, the heat must be transferred to heat exchangers to generate useful electricity. Since they use the same fuel, but can produce 2.5x the energy from it, one can think of a heating tower as a [[boiler]] &amp;quot;Mk 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A single heating tower can produce the same power output as a single nuclear reactor. However, they do not get neighbor bonuses the way reactors do. As such, the ratio of heating towers to exchangers is always 1:4.&lt;br /&gt;
&lt;br /&gt;
Like reactors, they have a maximum temperature of 1000 C. And also like reactors, they will continue to burn fuel even after they reach their maximum temperature. This gives them a secondary use as a quick way to dispose of unwanted burnable materials, such as excess fruit products/[[spoilage]] on Gleba or excess solid fuel on [[Fulgora]].&lt;br /&gt;
&lt;br /&gt;
Note that heating towers produce less pollution per MW of power produced than boilers. Boilers produce 3.6MW of power per pollution generated, while heating towers produce 24 MW per pollution.&lt;br /&gt;
&lt;br /&gt;
== Lightning power{{SA}} ==&lt;br /&gt;
On [[Fulgora]], lightning occurs every night. It ramps up after dusk and ramps down before dawn analogous to how solar works during the day. Each lightning bolt contains 1 GJ of energy and they strike approximately once every 6.48 seconds per chunk (32x32 tiles) averaged over the night. When a [[lightning rod]] or [[lightning collector]] is struck by lightning, it becomes a short-lived source of electrical power. Below is a short overview of how lightning energy is made available to the grid. For brevity this section uses &amp;quot;lightning attractor&amp;quot; or &amp;quot;attractor&amp;quot; when the distinction between rods and collectors is not important. &lt;br /&gt;
&lt;br /&gt;
Lightning attractors have an energy capacity as well as an efficiency value (the latter varies by [[quality]]). The efficiency value determines what fraction of the 1 GJ in the bolt is available to the attractor to recharge it. A normal quality [[lightning rod|rod]] has 20% efficiency, so a single bolt will recharge the rod by up to 20% of 1,000 MJ, or 200 MJ. A normal quality [[lightning collector|collector]], with an efficiency of 40%, will recharge the collector by up to 400 MJ. If the attractor cannot accept the full recharge amount due to reaching it&#039;s capacity, any excess is lost. &lt;br /&gt;
&lt;br /&gt;
The charge within an attractor can be released to the grid at an unlimited rate. So even a single rod or collector which has stored energy can meet any power demands of the attached [[Electric system]]. This will provide power to any buildings in the same electrical system as the attractor, including [[accumulator]]s. For a grid with P power demand and N attractors simultaneously charged, each one will provide P/N power to the grid. Of course, higher power draw means the attractor will deplete stored charge faster. &lt;br /&gt;
&lt;br /&gt;
Attractors also have a &amp;quot;drain&amp;quot; discharge rate of 150 MW. While charged, 150 MJ per second (2.5 MJ/tick) of the attractor&#039;s charge will be lost, unable to be used for anything. This makes lightning power a &amp;quot;use it or lose it&amp;quot; arrangement. This drain can be viewed as reducing the efficiency of the attractor, depending on grid power demand. See [[Lightning rod #Net Efficiency]] for a more detailed discussion on that. A normal quality lightning rod struck by a single bolt will only generate power for a maximum of 1.33 seconds. A normal quality lightning collector will generate power for a maximum of 2.67 seconds. This means, unless one has a very large grid of connected lightning attractors, at least a few accumulators will be needed even at night to cover gaps in lightning strikes. &lt;br /&gt;
&lt;br /&gt;
The principal advantages of lightning collectors over lightning rods are the larger range for lightning strikes, their higher max capacity, and their higher efficiency. This leads to more consistent power at night and higher sustainable power capabilities. Quality on lightning rod and collectors provides similar benefits to range, capacity, and efficiency. &lt;br /&gt;
&lt;br /&gt;
Since lightning only occurs at night, one must use accumulators to make that energy available during the day. If not using any other source of power during the day, one should place enough accumulators to cover ~60% of the day&#039;s duration to be safe. For every 1 MW of base demand, this is 108 MJ of storage (22 - 4 accumulators per MW depending on quality). Note that accumulators add extra load to the grid at night (0.3 - 0.75 MW per accumulator depending on quality). This is actually beneficial as it reduces the lightning energy lost to the drain mechanic.&lt;br /&gt;
&lt;br /&gt;
Broadly speaking, the limiting factor of relying solely on lightning power is the large area requirements of low quality accumulators. Net efficiency and lightning rod quality only become relevant when factory power density increases substantially due to modules and beacons. Lightning power at night can be complemented by using burner power during the day.&lt;br /&gt;
&lt;br /&gt;
== Fusion power{{SA}} ==&lt;br /&gt;
Fusion power requires the production of two ingredients to function: [[fusion power cell]]s and [[fluoroketone (cold)]]. Both can only be produced on [[Aquilo]] using the planet&#039;s exclusive fluid resources, and [[holmium plate]]s imported from [[Fulgora]]. &lt;br /&gt;
&lt;br /&gt;
[[Fusion reactor]]s consume the power cells, cold fluoroketone, and electricity to produce [[plasma]]. The plasma is fed into [[fusion generator]]s which produce electricity and [[fluoroketone (hot)]]. The hot fluoroketone must then be fed into a [[cryogenic plant]] to cool it back down, which can produce a self-sustaining loop. However, as the reactors require electricity (10 mW) to generate plasma, there must be some other power source already on the network to jump-start the system. After that, even a single fusion generator will create enough power to sustain the reactor.&lt;br /&gt;
&lt;br /&gt;
Because [[ammonia|ammonia]], which is needed to produce the power cells cannot be [[barrel|barrelled]], production of them is confined to Aquilo. However, as the cold and hot fluoroketone &#039;&#039;can&#039;&#039; be barreled, it and the power cells can be shipped to other planets with relative ease.&lt;br /&gt;
&lt;br /&gt;
=== Ratio calculations ===&lt;br /&gt;
&lt;br /&gt;
Fusion reactors produce plasma at a base temperature of &amp;lt;math&amp;gt;1.0\,M^\circ \text{C}&amp;lt;/math&amp;gt;. Each directly connected reactor adds an additional &amp;lt;math&amp;gt;1.0\,M^\circ \text{C}&amp;lt;/math&amp;gt; to the maximum achievable plasma temperature. The actual plasma temperature depends on the neighbor bonuses, which are determined by the arrangement of reactors and their current plasma production rate. For example, if a reactor produces plasma at its maximum rate, all reactors connected to this reactor receive a 100% neighbor bonus. The temperature used by generators is the average plasma temperature of all reactors in the setup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The optimal ratio of fusion reactors to generators can be calculated in a single step:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;G = (R + N) \cdot \frac{P_{O}}{P_{C}}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;math&amp;gt;G&amp;lt;/math&amp;gt; is the optimal number of fusion generators for the given reactor setup&lt;br /&gt;
* &amp;lt;math&amp;gt;R&amp;lt;/math&amp;gt; is the number of fusion reactors&lt;br /&gt;
* &amp;lt;math&amp;gt;N&amp;lt;/math&amp;gt; is the sum of the neighbor bonuses of all reactors (expressed as an integer)&lt;br /&gt;
* &amp;lt;math&amp;gt;P_O&amp;lt;/math&amp;gt; is the maximum plasma output of a reactor&lt;br /&gt;
* &amp;lt;math&amp;gt;P_C&amp;lt;/math&amp;gt; is the maximum plasma consumption of a generator&lt;br /&gt;
&lt;br /&gt;
Thus, the optimal reactor-to-generator ratio is &amp;lt;math&amp;gt;R:G&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the fusion reactors and generators have the same quality tier (e.g. normal), then the formula simplifies to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;G = 2 \cdot (R + N)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* This formula applies to all quality tiers and mixed setups where reactors and generators share the same quality tier respectively.&lt;br /&gt;
* Initially, a not fully utilized fusion power setup will produce plasma at a lower temperature than what is possible. As more power is needed, more plasma is produced, and therefore the neighbor bonuses rise. With rising neighbor bonuses, the resulting plasma temperature also increases, resulting in more efficient plasma usage. This cycle continues until the setup reaches its maximum plasma temperature, allowing it to deliver peak power output.&lt;br /&gt;
&lt;br /&gt;
== Ensuring enough energy is produced ==&lt;br /&gt;
&lt;br /&gt;
Try this checklist before you completely revamp your power source. You may also use this to rectify [[Glossary#B|brownouts/blackouts]].&lt;br /&gt;
&lt;br /&gt;
* Did you connect the steam engine to the [[electric system]]? If not, a small yellow triangle will flash. To fix, Add some [[Small electric pole|power poles]] near the steam engines that go to machines needing that power. Any power pole will work.&lt;br /&gt;
* Is steam able to reach all steam engines?&lt;br /&gt;
* Do your pipes have water? Look at the windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. If not, ensure all [[pipe]]s or [[Pipe to ground|underground pipes]] are connected together.&lt;br /&gt;
* Is the factory producing enough fuel (coal, solid fuel, uranium fuel cells)?&lt;br /&gt;
* Are there enough steam generators (boilers, heat exchangers)?&lt;br /&gt;
* Are there enough steam engines/turbines?&lt;br /&gt;
&lt;br /&gt;
See also the [[Tutorial:Applied_power_math|applied power math tutorial]] to answer the question &#039;&#039;how much coal do I need?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{C|Production{{!}}#Power production}} {{C|Energy{{!}}#Power production}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail&amp;diff=220626</id>
		<title>Rail</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail&amp;diff=220626"/>
		<updated>2026-10-25T17:45:54Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: Spacing issue corrected.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rail}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Rail&#039;&#039;&#039; is used for building a [[railway]] track for [[locomotive|trains]]. Unlike [[transport belt]]s, rail tracks can also be curved and placed diagonally. [[Train stop]]s, [[rail signal]]s and [[rail chain signal]]s can be placed on rails to better guide automated trains. [[Gate]]s can also be placed on rails, making them rail gates. In [[Space Age]]{{SA}}, rails can be connected to [[rail ramp]]s{{SA}} and [[rail support]]s{{SA}} to build elevated rails. Elevated rails allow trains to freely pass over obstacles.&lt;br /&gt;
&lt;br /&gt;
The minimum rail turning radius is 13, meaning the smallest possible 180° turn has 26 [[Map_structure#Tile|tile]]s between the centers of opposite rails. However, due to rails being two tiles wide, the actual footprint is 28 tiles wide.&lt;br /&gt;
&lt;br /&gt;
The [[rail planner]] can be used to automatically place rails. See the page for more info.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Rails are directly related to the following achievements:&lt;br /&gt;
{{Achievement|trans-factorio-express}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The game&#039;s &amp;quot;22.5 degree&amp;quot; rails are actually ~26.5 degree, with a 1:2 rise over run which guarantees alignment when shifting. This choice is forced because tan(22.5) = sqrt(2) - 1 is irrational and so true 22.5 degree rails would not be guaranteed to align when shifted arbitrarily in integer increments.  &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* {{SA}} Allowed placement of elevated rails over [[cargo bay]]s and blocked them from receiving cargo pods in this state.&lt;br /&gt;
* {{SA}} Added &amp;quot;Toggle visibility of tall entities&amp;quot; shortcut which makes elevated rails translucent and unselectable.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* New rail shapes, rail curves, 22.5 degree tracks. ([https://factorio.com/blog/post/fff-377 Friday Facts #377])&lt;br /&gt;
* {{SA}} Added rail ramps, rail supports and elevated rails to build bridges. ([https://factorio.com/blog/post/fff-378 Friday Facts #378])&lt;br /&gt;
* Rail planner now attempts to automatically connect to the targeted rail segment.&lt;br /&gt;
* Added super forced building mode.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.29|&lt;br /&gt;
* Simplified rail building.&lt;br /&gt;
**  Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode.&lt;br /&gt;
**  It doesn&#039;t matter anymore, whether the rail building started with shift or not.&lt;br /&gt;
**  This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* [[Rail planner]] tool simplifies rail building.&lt;br /&gt;
* Improved the rail selection logic.&lt;br /&gt;
* Halved the mining time of rails.&lt;br /&gt;
* Removed the curved rail, &#039;&#039;rail&#039;&#039; is the only type now.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Replaced entity type &#039;&#039;rail&#039;&#039; with types &#039;&#039;straight rail&#039;&#039; and &#039;&#039;curved rail&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Increased the stack size of Straight Rails to 100 from 50.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Gates built on rails now make them rail gates.&lt;br /&gt;
* Added end of track graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Rails are now crafted in pairs.&lt;br /&gt;
* Nicer rail diagonals/turns on minimap.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Added remnants for destroyed rails.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Rails are not minable when a train is on them.&lt;br /&gt;
* Rails recipe changed, now needs steel and stone&lt;br /&gt;
* Rails made more expensive&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Correction of bounding boxes of some built curved rails.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Rail building and selection boxes}}&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;
* [[Locomotive]]&lt;br /&gt;
* [[Rail planner]]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Railway}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail&amp;diff=220625</id>
		<title>Rail</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail&amp;diff=220625"/>
		<updated>2026-10-25T17:41:35Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: Noted that 22.5 Degree rails are actually 26.5 degrees.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rail}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Rail&#039;&#039;&#039; is used for building a [[railway]] track for [[locomotive|trains]]. Unlike [[transport belt]]s, rail tracks can also be curved and placed diagonally. [[Train stop]]s, [[rail signal]]s and [[rail chain signal]]s can be placed on rails to better guide automated trains. [[Gate]]s can also be placed on rails, making them rail gates. In [[Space Age]]{{SA}}, rails can be connected to [[rail ramp]]s{{SA}} and [[rail support]]s{{SA}} to build elevated rails. Elevated rails allow trains to freely pass over obstacles.&lt;br /&gt;
&lt;br /&gt;
The minimum rail turning radius is 13, meaning the smallest possible 180° turn has 26 [[Map_structure#Tile|tile]]s between the centers of opposite rails. However, due to rails being two tiles wide, the actual footprint is 28 tiles wide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[rail planner]] can be used to automatically place rails. See the page for more info.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Rails are directly related to the following achievements:&lt;br /&gt;
{{Achievement|trans-factorio-express}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The game&#039;s &amp;quot;22.5 degree&amp;quot; rails are actually ~26.5 degree, with a 1:2 rise over run which guarantees alignment when shifting. This choice is forced because tan(22.5) = sqrt(2) - 1 is irrational and so true 22.5 degree rails would not be guaranteed to align when shifted arbitrarily in integer increments.  &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* {{SA}} Allowed placement of elevated rails over [[cargo bay]]s and blocked them from receiving cargo pods in this state.&lt;br /&gt;
* {{SA}} Added &amp;quot;Toggle visibility of tall entities&amp;quot; shortcut which makes elevated rails translucent and unselectable.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* New rail shapes, rail curves, 22.5 degree tracks. ([https://factorio.com/blog/post/fff-377 Friday Facts #377])&lt;br /&gt;
* {{SA}} Added rail ramps, rail supports and elevated rails to build bridges. ([https://factorio.com/blog/post/fff-378 Friday Facts #378])&lt;br /&gt;
* Rail planner now attempts to automatically connect to the targeted rail segment.&lt;br /&gt;
* Added super forced building mode.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.29|&lt;br /&gt;
* Simplified rail building.&lt;br /&gt;
**  Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode.&lt;br /&gt;
**  It doesn&#039;t matter anymore, whether the rail building started with shift or not.&lt;br /&gt;
**  This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* [[Rail planner]] tool simplifies rail building.&lt;br /&gt;
* Improved the rail selection logic.&lt;br /&gt;
* Halved the mining time of rails.&lt;br /&gt;
* Removed the curved rail, &#039;&#039;rail&#039;&#039; is the only type now.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Replaced entity type &#039;&#039;rail&#039;&#039; with types &#039;&#039;straight rail&#039;&#039; and &#039;&#039;curved rail&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Increased the stack size of Straight Rails to 100 from 50.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Gates built on rails now make them rail gates.&lt;br /&gt;
* Added end of track graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Rails are now crafted in pairs.&lt;br /&gt;
* Nicer rail diagonals/turns on minimap.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Added remnants for destroyed rails.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Rails are not minable when a train is on them.&lt;br /&gt;
* Rails recipe changed, now needs steel and stone&lt;br /&gt;
* Rails made more expensive&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Correction of bounding boxes of some built curved rails.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Rail building and selection boxes}}&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;
* [[Locomotive]]&lt;br /&gt;
* [[Rail planner]]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Railway}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220418</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220418"/>
		<updated>2026-10-12T04:22:37Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Alternative Power */ Corrected units (water -&amp;gt; power fixed to water -&amp;gt; MJ and water/s -&amp;gt; MW)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&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;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-fulgora}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
[[Scrap]] can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet.&lt;br /&gt;
&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]] as well as [[fulgoran lightning attractor]]s, which can protect you at night until you build your own [[lightning rod]]s. Plateaus also hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oil sands&#039;&#039;&#039; or &#039;&#039;&#039;oil oceans&#039;&#039;&#039;&amp;lt;!-- &amp;quot;Oil sands&amp;quot; in FFF-399, &amp;quot;Oil oceans&amp;quot; in-game --&amp;gt; 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 &#039;&#039;&#039;deep oil oceans&#039;&#039;&#039; will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oil oceans to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
=== Oil oceans ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[oil ocean]]s, on which nothing except for [[rail support]]s can be built. Traversal by foot across the ocean is possible, but slow. The oceans 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;
Much later, [[foundation]] can be researched, which allows for building on top of the oceans.&lt;br /&gt;
&lt;br /&gt;
=== Plateaus ===&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands always have a [[Fulgoran vault ruin]], usually other [[Fulgoran ruin|ruins]], and a massive amount of [[scrap]] in a dense pile.&lt;br /&gt;
* Medium islands have a large amount of smaller ruins and usually scattered patches with much smaller amount of scrap.&lt;br /&gt;
* Large islands with no resources other than some [[fulgorite]] and a few ruins.&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island. 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]]. Islands are often bordered by [[cliff]]s, which can make placing [[rail ramp]]s difficult without access to [[cliff explosives]].&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. Each tick a coordinate may become a source of lightning and, if so, lightning will strike within 10 tiles of the source. &lt;br /&gt;
&lt;br /&gt;
Testing shows that lightning storms very likely have the following properties:&lt;br /&gt;
* The duration of lightning storms is 90 seconds, spanning half the cycle (during the in-game sunrise and sunset phase as well as night)&lt;br /&gt;
* Storms start at 0 intensity and increase in intensity during sunset, hold maximum intensity at night, then decrease in intensity during sunrise(analogous to solar power).&lt;br /&gt;
* The expected number of lightning strikes per second within a [[chunk]] starts at 0 then increases by 1/18000 each tick up to a maximum of 0.12 strikes per second. Hence, the number of lightning strikes per chunk per tick follows a [[Wikipedia: Poisson distribution|Poisson distribution]] with Poisson_parameter(t) = expected_number_of_strikes(t). &lt;br /&gt;
* At peak intensity, each chunk is expected to get 0.12 strikes per seconds. This is one strike every 8.33 seconds. &lt;br /&gt;
* One can expect 6.48 lightning strikes per chunk per night (or 0.072 strikes per second on average). This follows directly from the properties of Poisson random variables and has been verified empirically. For the vast majority of purposes, treating lightning at night as having constant rate will be accurate enough. &lt;br /&gt;
* Taken together this makes the timestamps of lightning strikes able to be modeled as an [[Wikipedia: poisson point process#Inhomogeneous_Poisson_point_process|inhomogenous Poisson point process]]. However such detailed modelling is unnecessary.&lt;br /&gt;
&lt;br /&gt;
Individual lightning strikes likely have the following behavior:&lt;br /&gt;
* If a lightning strike is to generate, a tile/coordinate is chosen as the source. A target for the lightning strike is then chosen within &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; tiles based on priority and lightning attractors nearby.&lt;br /&gt;
* &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; = 10. &lt;br /&gt;
* Any lightning with a source that is within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; meters of a lightning attractor (i.e. a [[Fulgoran lightning attractor]], a [[lightning rod]], or a [[lightning collector]]) will count that attractor as a valid target. Since lightning attractors have the highest priority, this ensures strikes within range of a lightning attractor will always hit the attractor (or an attractor if multiple are nearby). Keep in mind lightning attractor range is: &amp;lt;code&amp;gt;building_reach + lightning_reach&amp;lt;/code&amp;gt;&lt;br /&gt;
* Lightning will prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
* Lightning deals 100 electric damage to struck entities. &lt;br /&gt;
* Lightning strikes contain 1 GJ of energy that can be used to charge lightning attractors&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably &#039;&#039;not&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning immune entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&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 becomes 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. [[Player]]s can also recycle by hand provided the recipe has been unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&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 generally 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.&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;
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s&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;
* [[Uranium]] is not available eliminating nuclear power without importing from off planet&lt;br /&gt;
&lt;br /&gt;
== Power Considerations ==&lt;br /&gt;
=== Lightning Power ===&lt;br /&gt;
&amp;lt;i&amp;gt;Main Article: [[Power production#Lightning power]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roughly speaking, placing lightning rods as needed for coverage will provide more than enough power at night unless one has end-game bases with very high power-density. [[Lightning rod #Net Efficiency]] has information relevant for realistic power-densities that can be maintained sustainably with lightning power. &lt;br /&gt;
&lt;br /&gt;
Since lightning only occurs at night, one must use accumulators to make lightning energy available during the day. If not using any other source of power during the day, one should place enough accumulators to cover ~60% of the day&#039;s duration to be safe. For every 1 MW of base demand, this is 108 MJ of storage (22 - 4 accumulators per MW depending on quality). Note that accumulators add extra load to the grid at night (0.3 - 0.75 MW per accumulator depending on quality). This is actually beneficial as it reduces the lightning energy lost to the drain mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Power ===&lt;br /&gt;
&lt;br /&gt;
The lightning mechanic offers free electricity, but this is not always adequate on its own and it may be desirable to setup auxiliary or backup power for when accumulators run low. The primary considerations or limiting factors to setting up power generation are water from ice, and physical space due to the lack of usable land on the surface.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solid Fuel Burning:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using boilers with solid fuel offers 0.3 MJ per unit of water, and offers an energy density of ~0.05 MW per tile of surface area (36 tiles for two steam engines and a boiler). Using a heat exchanger offers 0.97 MJ per unit of water and offers an energy density of around 0.3 MW per tile (depending on layout), making it ~6x more space efficient and 3.2x more water efficient. &lt;br /&gt;
&lt;br /&gt;
If using native [[Scrap]] output ratios and no productivity on ice to water, one can obtain 7 solid fuel per 100 units of water per 100 scrap. This yields:&lt;br /&gt;
* Via boilers: 84 MJ from solid fuel, 30 MJ from water. Thus only 35% of solid fuel can be used.&lt;br /&gt;
* Via heating tower + heat exchangers: 210 MJ from solid fuel, 97 MJ from water. Thus only 46% of solid fuel can be used. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Water Production&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 unstacked blue belt is 45 scrap per second. If run during only 50% of the day, this means each blue belt can provide at most 27 MW (via steam engines) or ~87 MW (via steam turbines) of power during the day without productivity on either scrap output or ice to water. Keep in mind that most Fulgora setups require some water so this is only an upper bound, not an estimate of what is sustainable. When recycling scrap becomes output bound, one is limited to 45MW and 145MW respectively per blue belt of scrap output. With normal productivity module 3s on ice to water this can rise to 58.5 MW and ~190 MW respectively. &lt;br /&gt;
&lt;br /&gt;
Water can also be imported from off planet if supply is a significant issue. But since power demand is correlated with scrap processing, it is unlikely that this will be necessary. For example, 240 scrap-output per second (1 stacked turbo belt of gears, solid fuel, ice, etc.) provides enough ice for at most 1 GW of power generation during the day:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;240 output/sec x 0.0833 ice/output x 20 water/ice x 1.3 (productivity) x 2 (run half the day) = ~1040 water/sec in daytime --&amp;gt; ~1 GW power&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Other Info&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regarding heat production, heating towers offer ~4.4 MW per tile, making them initially superior to nuclear at 1.6 MW per tile for a single reactor, but at scale due to the neighbor bonus nuclear can achieve higher energy density. Any reactor array larger than 1x2 will effectively achieve a higher energy density than heating towers. However excess heat from a reactor must be stored in either extra heat pipes or steam which will significantly reduce the power density. The reactor will also need uranium or uranium fuel cells imported. &lt;br /&gt;
&lt;br /&gt;
Solar panels do not require any water, but receive an 80% penalty on Fulgora, producing only 12 kW, or ~1.3 kW per tile. Note this is in kW, not MW. Given that fuel is abundant and space is limited and water is not impossible to acquire, this makes solar effectively worthless on Fulgora.&lt;br /&gt;
&lt;br /&gt;
For reference, normal accumulators discharging their entire energy reserve over ~60% of the day will only output 0.045 MW and will take up 4 tiles for ~0.011 MW per tile. Even legendary accumulators will only have a power-density of ~0.07 MW per tile. This is far below the steam-based power above. &lt;br /&gt;
&lt;br /&gt;
To recap:&lt;br /&gt;
 - Non-accumulator power is constrained by ice availability. &lt;br /&gt;
 - Heat Exchangers are ~3x more water efficient than boilers&lt;br /&gt;
 - Solar panels should be avoided, effectively replaced by lightning&lt;br /&gt;
 - Accumulators are significantly less power-dense than steam-based energy sources.&lt;br /&gt;
&lt;br /&gt;
=== Optimization Tips ===&lt;br /&gt;
Fulgora has no pollution mechanic, and an overabundance of fuel. If electricity problems arise due to lack of power generation, burners are significantly more viable on Fulgora than in the base game and can help ease electrical consumption. Using burner miners, burner inserters, and steel furnaces can significantly ease electrical consumption as long as modules aren&#039;t required and throughput doesn&#039;t become an issue. This also helps use up excess solid fuel&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;
fulgora landscape titlescreen.png|Fulgora seen on the expansion&#039;s title screen.&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;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.&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;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220409</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220409"/>
		<updated>2026-10-11T15:50:31Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Lightning */ timing terminology fixed to align with time page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&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;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-fulgora}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
[[Scrap]] can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet.&lt;br /&gt;
&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]] as well as [[fulgoran lightning attractor]]s, which can protect you at night until you build your own [[lightning rod]]s. Plateaus also hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oil sands&#039;&#039;&#039; or &#039;&#039;&#039;oil oceans&#039;&#039;&#039;&amp;lt;!-- &amp;quot;Oil sands&amp;quot; in FFF-399, &amp;quot;Oil oceans&amp;quot; in-game --&amp;gt; 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 &#039;&#039;&#039;deep oil oceans&#039;&#039;&#039; will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oil oceans to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
=== Oil oceans ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[oil ocean]]s, on which nothing except for [[rail support]]s can be built. Traversal by foot across the ocean is possible, but slow. The oceans 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;
Much later, [[foundation]] can be researched, which allows for building on top of the oceans.&lt;br /&gt;
&lt;br /&gt;
=== Plateaus ===&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands always have a [[Fulgoran vault ruin]], usually other [[Fulgoran ruin|ruins]], and a massive amount of [[scrap]] in a dense pile.&lt;br /&gt;
* Medium islands have a large amount of smaller ruins and usually scattered patches with much smaller amount of scrap.&lt;br /&gt;
* Large islands with no resources other than some [[fulgorite]] and a few ruins.&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island. 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]]. Islands are often bordered by [[cliff]]s, which can make placing [[rail ramp]]s difficult without access to [[cliff explosives]].&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. Each tick a coordinate may become a source of lightning and, if so, lightning will strike within 10 tiles of the source. &lt;br /&gt;
&lt;br /&gt;
Testing shows that lightning storms very likely have the following properties:&lt;br /&gt;
* The duration of lightning storms is 90 seconds, spanning half the cycle (during the in-game sunrise and sunset phase as well as night)&lt;br /&gt;
* Storms start at 0 intensity and increase in intensity during sunset, hold maximum intensity at night, then decrease in intensity during sunrise(analogous to solar power).&lt;br /&gt;
* The expected number of lightning strikes per second within a [[chunk]] starts at 0 then increases by 1/18000 each tick up to a maximum of 0.12 strikes per second. Hence, the number of lightning strikes per chunk per tick follows a [[Wikipedia: Poisson distribution|Poisson distribution]] with Poisson_parameter(t) = expected_number_of_strikes(t). &lt;br /&gt;
* At peak intensity, each chunk is expected to get 0.12 strikes per seconds. This is one strike every 8.33 seconds. &lt;br /&gt;
* One can expect 6.48 lightning strikes per chunk per night (or 0.072 strikes per second on average). This follows directly from the properties of Poisson random variables and has been verified empirically. For the vast majority of purposes, treating lightning at night as having constant rate will be accurate enough. &lt;br /&gt;
* Taken together this makes the timestamps of lightning strikes able to be modeled as an [[Wikipedia: poisson point process#Inhomogeneous_Poisson_point_process|inhomogenous Poisson point process]]. However such detailed modelling is unnecessary.&lt;br /&gt;
&lt;br /&gt;
Individual lightning strikes likely have the following behavior:&lt;br /&gt;
* If a lightning strike is to generate, a tile/coordinate is chosen as the source. A target for the lightning strike is then chosen within &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; tiles based on priority and lightning attractors nearby.&lt;br /&gt;
* &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; = 10. &lt;br /&gt;
* Any lightning with a source that is within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; meters of a lightning attractor (i.e. a [[Fulgoran lightning attractor]], a [[lightning rod]], or a [[lightning collector]]) will count that attractor as a valid target. Since lightning attractors have the highest priority, this ensures strikes within range of a lightning attractor will always hit the attractor (or an attractor if multiple are nearby). Keep in mind lightning attractor range is: &amp;lt;code&amp;gt;building_reach + lightning_reach&amp;lt;/code&amp;gt;&lt;br /&gt;
* Lightning will prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
* Lightning deals 100 electric damage to struck entities. &lt;br /&gt;
* Lightning strikes contain 1 GJ of energy that can be used to charge lightning attractors&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably &#039;&#039;not&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning immune entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&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 becomes 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. [[Player]]s can also recycle by hand provided the recipe has been unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&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 generally 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.&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;
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s&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;
* [[Uranium]] is not available eliminating nuclear power without importing from off planet&lt;br /&gt;
&lt;br /&gt;
== Power Considerations ==&lt;br /&gt;
=== Lightning Power ===&lt;br /&gt;
&amp;lt;i&amp;gt;Main Article: [[Power production#Lightning power]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roughly speaking, placing lightning rods as needed for coverage will provide more than enough power at night unless one has end-game bases with very high power-density. [[Lightning rod #Net Efficiency]] has information relevant for realistic power-densities that can be maintained sustainably with lightning power. &lt;br /&gt;
&lt;br /&gt;
Since lightning only occurs at night, one must use accumulators to make lightning energy available during the day. If not using any other source of power during the day, one should place enough accumulators to cover ~60% of the day&#039;s duration to be safe. For every 1 MW of base demand, this is 108 MJ of storage (22 - 4 accumulators per MW depending on quality). Note that accumulators add extra load to the grid at night (0.3 - 0.75 MW per accumulator depending on quality). This is actually beneficial as it reduces the lightning energy lost to the drain mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Power ===&lt;br /&gt;
&lt;br /&gt;
The lightning mechanic offers free electricity, but this is not always adequate on its own and it may be desirable to setup auxiliary or backup power for when accumulators run low. The primary considerations or limiting factors to setting up power generation are water from ice, and physical space due to the lack of usable land on the surface.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solid Fuel Burning:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using boilers with solid fuel offers 0.3 MW per unit of water, and offers an energy density of ~0.05 MW per tile of surface area (36 tiles for two steam engines and a boiler). Using a heat exchanger offers 0.97 MW per unit of water and offers an energy density of around 0.3 MW per tile (depending on layout), making it ~6x more space efficient and 3.2x more water efficient. &lt;br /&gt;
&lt;br /&gt;
If using native [[Scrap]] output ratios and no productivity on ice to water, one can obtain 7 solid fuel per 100 units of water per 100 scrap. This yields:&lt;br /&gt;
* Via boilers: 84 MJ from solid fuel, 30 MJ from water. Thus only 35% of solid fuel can be used.&lt;br /&gt;
* Via heating tower + heat exchangers: 210 MJ from solid fuel, 97 MJ from water. Thus only 46% of solid fuel can be used. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Water Production&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 unstacked blue belt is 45 scrap per second. If run during only 50% of the day, this means each blue belt can provide at most 27 MW (via steam engines) or ~87 MW (via steam turbines) of power during the day without productivity on either scrap output or ice to water. Keep in mind that most Fulgora setups require some water so this is only an upper bound, not an estimate of what is sustainable. When recycling scrap becomes output bound, one is limited to 45MW and 145MW respectively per blue belt of scrap output. With normal productivity module 3s on ice to water this can rise to 58.5 MW and ~190 MW respectively. &lt;br /&gt;
&lt;br /&gt;
Water can also be imported from off planet if supply is a significant issue. But since power demand is correlated with scrap processing, it is unlikely that this will be necessary. For example, 240 scrap-output per second (1 stacked turbo belt of gears, solid fuel, ice, etc.) provides enough ice for at most 1 GW of power generation during the day:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;240 output/sec x 0.0833 ice/output x 20 water/ice x 1.3 (productivity) x 2 (run half the day) = ~1040 water/sec in daytime --&amp;gt; ~1 GW power&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Other Info&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regarding heat production, heating towers offer ~4.4 MW per tile, making them initially superior to nuclear at 1.6 MW per tile for a single reactor, but at scale due to the neighbor bonus nuclear can achieve higher energy density. Any reactor array larger than 1x2 will effectively achieve a higher energy density than heating towers. However excess heat from a reactor must be stored in either extra heat pipes or steam which will significantly reduce the power density. The reactor will also need uranium or uranium fuel cells imported. &lt;br /&gt;
&lt;br /&gt;
Solar panels do not require any water, but receive an 80% penalty on Fulgora, producing only 12 kW, or ~1.3 kW per tile. Note this is in kW, not MW. Given that fuel is abundant and space is limited and water is not impossible to acquire, this makes solar effectively worthless on Fulgora.&lt;br /&gt;
&lt;br /&gt;
For reference, normal accumulators discharging their entire energy reserve over ~60% of the day will only output 0.045 MW and will take up 4 tiles for ~0.011 MW per tile. Even legendary accumulators will only have a power-density of ~0.07 MW per tile. This is far below the steam-based power above. &lt;br /&gt;
&lt;br /&gt;
To recap:&lt;br /&gt;
 - Non-accumulator power is constrained by ice availability. &lt;br /&gt;
 - Heat Exchangers are ~3x more water efficient than boilers&lt;br /&gt;
 - Solar panels should be avoided, effectively replaced by lightning&lt;br /&gt;
 - Accumulators are significantly less power-dense than steam-based energy sources.&lt;br /&gt;
&lt;br /&gt;
=== Optimization Tips ===&lt;br /&gt;
Fulgora has no pollution mechanic, and an overabundance of fuel. If electricity problems arise due to lack of power generation, burners are significantly more viable on Fulgora than in the base game and can help ease electrical consumption. Using burner miners, burner inserters, and steel furnaces can significantly ease electrical consumption as long as modules aren&#039;t required and throughput doesn&#039;t become an issue. This also helps use up excess solid fuel&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;
fulgora landscape titlescreen.png|Fulgora seen on the expansion&#039;s title screen.&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;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.&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;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220408</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220408"/>
		<updated>2026-10-11T15:40:50Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Lightning */ Clarifications and errors corrected.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&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;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-fulgora}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
[[Scrap]] can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet.&lt;br /&gt;
&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]] as well as [[fulgoran lightning attractor]]s, which can protect you at night until you build your own [[lightning rod]]s. Plateaus also hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oil sands&#039;&#039;&#039; or &#039;&#039;&#039;oil oceans&#039;&#039;&#039;&amp;lt;!-- &amp;quot;Oil sands&amp;quot; in FFF-399, &amp;quot;Oil oceans&amp;quot; in-game --&amp;gt; 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 &#039;&#039;&#039;deep oil oceans&#039;&#039;&#039; will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oil oceans to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
=== Oil oceans ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[oil ocean]]s, on which nothing except for [[rail support]]s can be built. Traversal by foot across the ocean is possible, but slow. The oceans 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;
Much later, [[foundation]] can be researched, which allows for building on top of the oceans.&lt;br /&gt;
&lt;br /&gt;
=== Plateaus ===&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands always have a [[Fulgoran vault ruin]], usually other [[Fulgoran ruin|ruins]], and a massive amount of [[scrap]] in a dense pile.&lt;br /&gt;
* Medium islands have a large amount of smaller ruins and usually scattered patches with much smaller amount of scrap.&lt;br /&gt;
* Large islands with no resources other than some [[fulgorite]] and a few ruins.&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island. 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]]. Islands are often bordered by [[cliff]]s, which can make placing [[rail ramp]]s difficult without access to [[cliff explosives]].&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. Each tick a coordinate may become a source of lightning and, if so, lightning will strike within 10 tiles of the source. &lt;br /&gt;
&lt;br /&gt;
Testing shows that lightning storms very likely have the following properties:&lt;br /&gt;
* The duration of lightning storms is 90 seconds, spanning half the cycle (during the in-game sunrise and sunset phase as well as night)&lt;br /&gt;
* Storms start at 0 intensity and increase in intensity during dusk, hold maximum intensity at night, then decrease in intensity during dawn (analogous to solar power).&lt;br /&gt;
* The expected number of lightning strikes per second within a [[chunk]] starts at 0 then increases by 1/18000 each tick up to a maximum of 0.12 strikes per second. Hence, the number of lightning strikes per chunk per tick follows a [[Wikipedia: Poisson distribution|Poisson distribution]] with Poisson_parameter(t) = expected_number_of_strikes(t). &lt;br /&gt;
* At peak intensity, each chunk is expected to get 0.12 strikes per seconds. This is one strike every 8.33 seconds. &lt;br /&gt;
* One can expect 6.48 lightning strikes per chunk per night (or 0.072 strikes per second on average). This follows directly from the properties of Poisson random variables and has been verified empirically. For the vast majority of purposes, treating lightning at night as having constant rate will be accurate enough. &lt;br /&gt;
* Taken together this makes the timestamps of lightning strikes able to be modeled as an [[Wikipedia: poisson point process#Inhomogeneous_Poisson_point_process|inhomogenous Poisson point process]]. However such detailed modelling is unnecessary.&lt;br /&gt;
&lt;br /&gt;
Individual lightning strikes likely have the following behavior:&lt;br /&gt;
* If a lightning strike is to generate, a tile/coordinate is chosen as the source. A target for the lightning strike is then chosen within &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; tiles based on priority and lightning attractors nearby.&lt;br /&gt;
* &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; = 10. &lt;br /&gt;
* Any lightning with a source that is within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; meters of a lightning attractor (i.e. a [[Fulgoran lightning attractor]], a [[lightning rod]], or a [[lightning collector]]) will count that attractor as a valid target. Since lightning attractors have the highest priority, this ensures strikes within range of a lightning attractor will always hit the attractor (or an attractor if multiple are nearby). Keep in mind lightning attractor range is: &amp;lt;code&amp;gt;building_reach + lightning_reach&amp;lt;/code&amp;gt;&lt;br /&gt;
* Lightning will prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
* Lightning deals 100 electric damage to struck entities. &lt;br /&gt;
* Lightning strikes contain 1 GJ of energy that can be used to charge lightning attractors&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably &#039;&#039;not&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning immune entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&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 becomes 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. [[Player]]s can also recycle by hand provided the recipe has been unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&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 generally 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.&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;
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s&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;
* [[Uranium]] is not available eliminating nuclear power without importing from off planet&lt;br /&gt;
&lt;br /&gt;
== Power Considerations ==&lt;br /&gt;
=== Lightning Power ===&lt;br /&gt;
&amp;lt;i&amp;gt;Main Article: [[Power production#Lightning power]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roughly speaking, placing lightning rods as needed for coverage will provide more than enough power at night unless one has end-game bases with very high power-density. [[Lightning rod #Net Efficiency]] has information relevant for realistic power-densities that can be maintained sustainably with lightning power. &lt;br /&gt;
&lt;br /&gt;
Since lightning only occurs at night, one must use accumulators to make lightning energy available during the day. If not using any other source of power during the day, one should place enough accumulators to cover ~60% of the day&#039;s duration to be safe. For every 1 MW of base demand, this is 108 MJ of storage (22 - 4 accumulators per MW depending on quality). Note that accumulators add extra load to the grid at night (0.3 - 0.75 MW per accumulator depending on quality). This is actually beneficial as it reduces the lightning energy lost to the drain mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Power ===&lt;br /&gt;
&lt;br /&gt;
The lightning mechanic offers free electricity, but this is not always adequate on its own and it may be desirable to setup auxiliary or backup power for when accumulators run low. The primary considerations or limiting factors to setting up power generation are water from ice, and physical space due to the lack of usable land on the surface.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solid Fuel Burning:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using boilers with solid fuel offers 0.3 MW per unit of water, and offers an energy density of ~0.05 MW per tile of surface area (36 tiles for two steam engines and a boiler). Using a heat exchanger offers 0.97 MW per unit of water and offers an energy density of around 0.3 MW per tile (depending on layout), making it ~6x more space efficient and 3.2x more water efficient. &lt;br /&gt;
&lt;br /&gt;
If using native [[Scrap]] output ratios and no productivity on ice to water, one can obtain 7 solid fuel per 100 units of water per 100 scrap. This yields:&lt;br /&gt;
* Via boilers: 84 MJ from solid fuel, 30 MJ from water. Thus only 35% of solid fuel can be used.&lt;br /&gt;
* Via heating tower + heat exchangers: 210 MJ from solid fuel, 97 MJ from water. Thus only 46% of solid fuel can be used. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Water Production&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 unstacked blue belt is 45 scrap per second. If run during only 50% of the day, this means each blue belt can provide at most 27 MW (via steam engines) or ~87 MW (via steam turbines) of power during the day without productivity on either scrap output or ice to water. Keep in mind that most Fulgora setups require some water so this is only an upper bound, not an estimate of what is sustainable. When recycling scrap becomes output bound, one is limited to 45MW and 145MW respectively per blue belt of scrap output. With normal productivity module 3s on ice to water this can rise to 58.5 MW and ~190 MW respectively. &lt;br /&gt;
&lt;br /&gt;
Water can also be imported from off planet if supply is a significant issue. But since power demand is correlated with scrap processing, it is unlikely that this will be necessary. For example, 240 scrap-output per second (1 stacked turbo belt of gears, solid fuel, ice, etc.) provides enough ice for at most 1 GW of power generation during the day:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;240 output/sec x 0.0833 ice/output x 20 water/ice x 1.3 (productivity) x 2 (run half the day) = ~1040 water/sec in daytime --&amp;gt; ~1 GW power&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Other Info&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regarding heat production, heating towers offer ~4.4 MW per tile, making them initially superior to nuclear at 1.6 MW per tile for a single reactor, but at scale due to the neighbor bonus nuclear can achieve higher energy density. Any reactor array larger than 1x2 will effectively achieve a higher energy density than heating towers. However excess heat from a reactor must be stored in either extra heat pipes or steam which will significantly reduce the power density. The reactor will also need uranium or uranium fuel cells imported. &lt;br /&gt;
&lt;br /&gt;
Solar panels do not require any water, but receive an 80% penalty on Fulgora, producing only 12 kW, or ~1.3 kW per tile. Note this is in kW, not MW. Given that fuel is abundant and space is limited and water is not impossible to acquire, this makes solar effectively worthless on Fulgora.&lt;br /&gt;
&lt;br /&gt;
For reference, normal accumulators discharging their entire energy reserve over ~60% of the day will only output 0.045 MW and will take up 4 tiles for ~0.011 MW per tile. Even legendary accumulators will only have a power-density of ~0.07 MW per tile. This is far below the steam-based power above. &lt;br /&gt;
&lt;br /&gt;
To recap:&lt;br /&gt;
 - Non-accumulator power is constrained by ice availability. &lt;br /&gt;
 - Heat Exchangers are ~3x more water efficient than boilers&lt;br /&gt;
 - Solar panels should be avoided, effectively replaced by lightning&lt;br /&gt;
 - Accumulators are significantly less power-dense than steam-based energy sources.&lt;br /&gt;
&lt;br /&gt;
=== Optimization Tips ===&lt;br /&gt;
Fulgora has no pollution mechanic, and an overabundance of fuel. If electricity problems arise due to lack of power generation, burners are significantly more viable on Fulgora than in the base game and can help ease electrical consumption. Using burner miners, burner inserters, and steel furnaces can significantly ease electrical consumption as long as modules aren&#039;t required and throughput doesn&#039;t become an issue. This also helps use up excess solid fuel&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;
fulgora landscape titlescreen.png|Fulgora seen on the expansion&#039;s title screen.&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;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.&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;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=220405</id>
		<title>Lightning collector</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=220405"/>
		<updated>2026-10-11T03:34:27Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Net Efficiency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning collector}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning collector&#039;&#039;&#039; is an upgraded version of the [[lightning rod]] from [[Fulgora]]{{SA}} that protects a larger area from getting struck by lightning, as well as [[Power production#Lightning power|converting each strike to more electricity]] than its counterpart. Like the lightning rod, the peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system.&lt;br /&gt;
&lt;br /&gt;
Also like the lightning rod, the lightning collector cannot be crafted on any planet other than Fulgora, due to the other planets&#039; lack of a strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
This page will only cover behaviors and quantities unique to lightning collectors. See the page for [[lightning rod]] for mechanics shared by both entities. &lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~4 - 16 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x building_reach&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x building_reach&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 60 Height: 51 || Side: 49&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 74 Height: 63 || Side: 60&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 86 Height: 74 || Side: 70&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 100 Height: 85 || Side: 81&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 126 Height: 108 || Side: 102&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are center-to-center distances. The gap between collectors will be 2 less than these.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency ==&lt;br /&gt;
&lt;br /&gt;
For a grid of connected lightning rods with 30 chunks in range, the following table shows an estimate for maximum sustainable night-time power and the net efficiency of the collectors. See [[lightning rod#Net Efficiency|net efficiency]] for definitions and further explanation.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Range (Chunks) !! Collectors per Large Island !! Simultaneous Powered Collectors !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 1.9 || 16 || 1.5 || 650 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 3.2 || 10 || 1.5 || 975|| 43%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 4.9 || 7 || 2 || 1275 || 52%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 6.9 || 5 || 3 || 1450 || 58%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 11.9 || 4 || 4 || 2850 || 82% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is sustainable night-time power. Halve this to obtain sustainable power over the entire day (requires accumulators).&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=220404</id>
		<title>Lightning collector</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=220404"/>
		<updated>2026-10-11T03:33:54Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Net Efficiency */ Updated table to reflect better lightning strike estimates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning collector}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning collector&#039;&#039;&#039; is an upgraded version of the [[lightning rod]] from [[Fulgora]]{{SA}} that protects a larger area from getting struck by lightning, as well as [[Power production#Lightning power|converting each strike to more electricity]] than its counterpart. Like the lightning rod, the peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system.&lt;br /&gt;
&lt;br /&gt;
Also like the lightning rod, the lightning collector cannot be crafted on any planet other than Fulgora, due to the other planets&#039; lack of a strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
This page will only cover behaviors and quantities unique to lightning collectors. See the page for [[lightning rod]] for mechanics shared by both entities. &lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~4 - 16 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x building_reach&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x building_reach&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 60 Height: 51 || Side: 49&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 74 Height: 63 || Side: 60&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 86 Height: 74 || Side: 70&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 100 Height: 85 || Side: 81&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 126 Height: 108 || Side: 102&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are center-to-center distances. The gap between collectors will be 2 less than these.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency ==&lt;br /&gt;
&lt;br /&gt;
For a grid of connected lightning rods covering 30 chunks, the following table shows an estimate for maximum sustainable night-time power and the net efficiency of the collectors. See [[lightning rod#Net Efficiency|net efficiency]] for definitions and further explanation.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Range (Chunks) !! Collectors per Large Island !! Simultaneous Powered Collectors !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 1.9 || 16 || 1.5 || 650 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 3.2 || 10 || 1.5 || 975|| 43%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 4.9 || 7 || 2 || 1275 || 52%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 6.9 || 5 || 3 || 1450 || 58%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 11.9 || 4 || 4 || 2850 || 82% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is sustainable night-time power. Halve this to obtain sustainable power over the entire day (requires accumulators).&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=220403</id>
		<title>Lightning collector</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=220403"/>
		<updated>2026-10-11T03:31:26Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Tiling Options */ range -&amp;gt; building reach&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning collector}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning collector&#039;&#039;&#039; is an upgraded version of the [[lightning rod]] from [[Fulgora]]{{SA}} that protects a larger area from getting struck by lightning, as well as [[Power production#Lightning power|converting each strike to more electricity]] than its counterpart. Like the lightning rod, the peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system.&lt;br /&gt;
&lt;br /&gt;
Also like the lightning rod, the lightning collector cannot be crafted on any planet other than Fulgora, due to the other planets&#039; lack of a strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
This page will only cover behaviors and quantities unique to lightning collectors. See the page for [[lightning rod]] for mechanics shared by both entities. &lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~4 - 16 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x building_reach&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x building_reach&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 60 Height: 51 || Side: 49&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 74 Height: 63 || Side: 60&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 86 Height: 74 || Side: 70&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 100 Height: 85 || Side: 81&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 126 Height: 108 || Side: 102&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are center-to-center distances. The gap between collectors will be 2 less than these.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency ==&lt;br /&gt;
&lt;br /&gt;
For a grid of connected lightning rods covering 30 chunks, the following table shows an estimate for maximum sustainable night-time power and the net efficiency of the collectors. See [[lightning rod#Net Efficiency|net efficiency]] for definitions and further explanation.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Collectors per Large Island !! Simultaneous Powered Collectors !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 1.9 || 16 || 3 || 750 || 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 3.2 || 10 || 2 || 1350 || 43%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 4.9 || 7 || 2.5 || 1800 || 53%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 6.9 || 5 || 3 || 2150 || 63%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 11.9 || 4 || 4 || 3100 || 84% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is sustainable night-time power. Halve this to obtain sustainable power over the entire day (requires accumulators).&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220402</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220402"/>
		<updated>2026-10-11T03:30:17Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Net Efficiency */ terminology clarifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a type of lightning attractor, a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning Mechanics ==&lt;br /&gt;
&amp;lt;i&amp;gt;Main article: [[Fulgora#Lightning]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the purposes of understanding lightning rods, there are a few important behaviors of lightning. First is that one can expect 6.48 lightning strikes per night per chunk (32x32 tiles). Each strike contains 1 GJ which can be used to recharge lightning rods and [[lightning collector]]s. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). The reach of lightning is 10 tiles and Lightning strikes do 100 electric damage to struck entities.&lt;br /&gt;
&lt;br /&gt;
Most importantly, each lightning strike will have a &amp;quot;source&amp;quot; and a &amp;quot;target&amp;quot;. If the source of a strike is within &amp;lt;code&amp;gt;building_reach+ lightning_reach&amp;lt;/code&amp;gt; of a lightning attractor (i.e. within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; meters, then that strike is guaranteed to only hit lightning attractors.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
Lightning rods are guaranteed to protect buildings whose center is within the blue coverage zone. This coverage zone is made visible whenever a lightning rod is selected or hovered over. Hovering over or selecting lightning rods will also cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon. Protection occurs by simply making the lightning rod become the target of the strike. But since lightning rods have 100% electric [[resistance]], they take no damage when struck. For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~8 - 45 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
Technically, the blue coverage zone doesn&#039;t actually do anything; it is merely a visualization aid. All protection is caused by the fact that lightning with a source within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; meters of an attractor will target the attractor. Remember that &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; = &amp;lt;code&amp;gt;building_reach + lightning_reach&amp;lt;/code&amp;gt;. The blue coverage zone is merely a reflection of which tiles cannot be the targets of any generated lightning. Another way to express this is that a location will be within the blue coverage zone if and only if all locations within 10 meters are within the range of a lightning attractor. This has two important implications.&lt;br /&gt;
&lt;br /&gt;
First, the blue coverage around an isolated rod or collector is, by default, equal to a circle of radius &amp;lt;code&amp;gt;building_reach&amp;lt;/code&amp;gt; since lightning with a source just outside &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; can &amp;quot;reach in&amp;quot; &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; meters and hit objects just outside the circle. Second, attractors whose ranges begins to overlap will remove potential sources for lightning strikes targeting tiles in the ring between the building reach and the range. As they get closer more potential lightning sources for tiles in the region are removed and eventually all potential sources for some tiles are removed. When this occurs the blue coverage zone will expand to include them.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x building_reach&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x building_reach&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 42 Height: 34 || Side: 35&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 52 Height: 43 || Side: 41&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 60 Height: 50 || Side: 48&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 66 Height: 56 || Side: 55&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 82 Height: 70 || Side: 67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are center-to-center distances. The gap between rods will be 1 less than these.&lt;br /&gt;
&lt;br /&gt;
Islands on Fulgora are relatively small and jagged so one will still be required to fill in gaps on the edges in an ad-hoc manner. With reasonably good tiling lightning rods will, on average, cover at least the circular coverage implied by their reach (3.14 x building_reach²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 tiling of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern. More generally, aligning with a M x N grid (with M &amp;gt; N for simplicity) with triangles requires that the base &amp;gt; M and height &amp;gt; N. With squares aligning requires that side &amp;gt; M.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Increasing the size of the lightning rod network increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. As mentioned this will reduce the energy lost to the drain. This leads to a non-linear effect where e.g. going from a network with 30 chunks in range to 150 chunks in range increases the max sustainable power by 10x rather than 5x. &lt;br /&gt;
&lt;br /&gt;
Since isolated large islands are common, the table below assumes 30 chunks are within range and range per rod equivalent to 3.14 x building_reach². Even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The best case number of simultaneously powered rods (caused by perfectly spaced lightning) is shown in the table. This means the power figures in the table are more of an upper bound. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Range (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 0.7 || 44 || 1.5 || 200 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 1.2 || 26 || 1.5 || 340 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 1.8 || 17 || 2 || 390 || 18%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 2.5 || 13 || 3 || 430 || 18.5%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 4.3 || 8 || 4 || 640 || 25% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. Again, larger tilings of connected lightning rods will be able to achieve higher net efficiencies, but convergence of net efficiency to listed efficiency is slow. Even arrays ten times larger than the table above will have net efficiencies which are still only 90%-95% of listed efficiency. In practice, net efficiency will be noticeably lower than listed efficiency unless one merges the network of several large islands.&lt;br /&gt;
&lt;br /&gt;
One should note that increased quality leads to the following effects:&lt;br /&gt;
* Higher quality Lightning rods stay powered longer due to higher efficiency and lightning strike frequency. This can lead to more rods being powered simultaneously which increases the drain and reduces efficiency slightly.&lt;br /&gt;
* The number of active rods is constantly in flux due to the nature of lightning. Higher quality (and properly tiled) lightning rods have lower variance for number of active rods, making max achievable power more predictable. &lt;br /&gt;
* Quality lightning rods can reach further into the oil ocean, effectively increasing the coverage area for a given island. &lt;br /&gt;
* The vast majority of the increased efficiency of higher quality lightning rods comes from the higher base efficiency. This means re-tiling is not usually necessary unless many rods are active simultaneously and power-density of the base is quite high.&lt;br /&gt;
As the table above indicates, in smaller networks the increased number of active drains with higher quality dramatically dampens the benefit of increased quality. In larger networks each increase in quality allows for an ~20% - 30% increase in max sustainable power.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220401</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220401"/>
		<updated>2026-10-11T03:20:10Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Implications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a type of lightning attractor, a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning Mechanics ==&lt;br /&gt;
&amp;lt;i&amp;gt;Main article: [[Fulgora#Lightning]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the purposes of understanding lightning rods, there are a few important behaviors of lightning. First is that one can expect 6.48 lightning strikes per night per chunk (32x32 tiles). Each strike contains 1 GJ which can be used to recharge lightning rods and [[lightning collector]]s. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). The reach of lightning is 10 tiles and Lightning strikes do 100 electric damage to struck entities.&lt;br /&gt;
&lt;br /&gt;
Most importantly, each lightning strike will have a &amp;quot;source&amp;quot; and a &amp;quot;target&amp;quot;. If the source of a strike is within &amp;lt;code&amp;gt;building_reach+ lightning_reach&amp;lt;/code&amp;gt; of a lightning attractor (i.e. within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; meters, then that strike is guaranteed to only hit lightning attractors.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
Lightning rods are guaranteed to protect buildings whose center is within the blue coverage zone. This coverage zone is made visible whenever a lightning rod is selected or hovered over. Hovering over or selecting lightning rods will also cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon. Protection occurs by simply making the lightning rod become the target of the strike. But since lightning rods have 100% electric [[resistance]], they take no damage when struck. For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~8 - 45 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
Technically, the blue coverage zone doesn&#039;t actually do anything; it is merely a visualization aid. All protection is caused by the fact that lightning with a source within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; meters of an attractor will target the attractor. Remember that &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; = &amp;lt;code&amp;gt;building_reach + lightning_reach&amp;lt;/code&amp;gt;. The blue coverage zone is merely a reflection of which tiles cannot be the targets of any generated lightning. Another way to express this is that a location will be within the blue coverage zone if and only if all locations within 10 meters are within the range of a lightning attractor. This has two important implications.&lt;br /&gt;
&lt;br /&gt;
First, the blue coverage around an isolated rod or collector is, by default, equal to a circle of radius &amp;lt;code&amp;gt;building_reach&amp;lt;/code&amp;gt; since lightning with a source just outside &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; can &amp;quot;reach in&amp;quot; &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; meters and hit objects just outside the circle. Second, attractors whose ranges begins to overlap will remove potential sources for lightning strikes targeting tiles in the ring between the building reach and the range. As they get closer more potential lightning sources for tiles in the region are removed and eventually all potential sources for some tiles are removed. When this occurs the blue coverage zone will expand to include them.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x building_reach&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x building_reach&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 42 Height: 34 || Side: 35&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 52 Height: 43 || Side: 41&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 60 Height: 50 || Side: 48&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 66 Height: 56 || Side: 55&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 82 Height: 70 || Side: 67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are center-to-center distances. The gap between rods will be 1 less than these.&lt;br /&gt;
&lt;br /&gt;
Islands on Fulgora are relatively small and jagged so one will still be required to fill in gaps on the edges in an ad-hoc manner. With reasonably good tiling lightning rods will, on average, cover at least the circular coverage implied by their reach (3.14 x building_reach²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 tiling of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern. More generally, aligning with a M x N grid (with M &amp;gt; N for simplicity) with triangles requires that the base &amp;gt; M and height &amp;gt; N. With squares aligning requires that side &amp;gt; M.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 30 chunks are covered and coverage per rod equivalent to 3.14 x Range². Even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The best case number of simultaneously powered rods (caused by perfectly spaced lightning) is shown in the table. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 0.7 || 44 || 1.5 || 200 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 1.2 || 26 || 1.5 || 340 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 1.8 || 17 || 2 || 390 || 18%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 2.5 || 13 || 3 || 430 || 18.5%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 4.3 || 8 || 4 || 640 || 25% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. The above should be thought of as a realistic upper bound for a single large island. Again, larger tilings of connected lightning rods will be able to achieve higher net efficiencies, but convergence of net efficiency to listed efficiency is slow. Even arrays ten times larger than the table above will have net efficiencies which are still only 90%-95% of listed efficiency. In practice, net efficiency will be significantly lower than listed efficiency unless one uses foundation and big power poles to bridge separated grids. &lt;br /&gt;
&lt;br /&gt;
One should note that increased quality leads to the following effects:&lt;br /&gt;
* Higher quality Lightning rods stay powered longer due to higher efficiency and lightning strike frequency. This can lead to more rods being powered simultaneously which increases the drain and reduces efficiency slightly.&lt;br /&gt;
* The number of active rods is constantly in flux due to the nature of lightning. Higher quality (and properly tiled) lightning rods have lower variance for number of active rods, making max achievable power more predictable. &lt;br /&gt;
* Quality lightning rods can reach further into the oil ocean, effectively increasing the coverage area for a given island. &lt;br /&gt;
* The vast majority of the increased efficiency of higher quality lightning rods comes from the higher base efficiency. This means re-tiling is not usually necessary unless many rods are active simultaneously and power-density of the base is quite high.&lt;br /&gt;
As the table above indicates, in smaller networks the increased number of active drains with higher quality dramatically dampens the benefit of increased quality. In larger networks each increase in quality allows for an ~20% - 30% increase in max sustainable power.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220400</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220400"/>
		<updated>2026-10-11T03:19:21Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Implications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a type of lightning attractor, a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning Mechanics ==&lt;br /&gt;
&amp;lt;i&amp;gt;Main article: [[Fulgora#Lightning]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the purposes of understanding lightning rods, there are a few important behaviors of lightning. First is that one can expect 6.48 lightning strikes per night per chunk (32x32 tiles). Each strike contains 1 GJ which can be used to recharge lightning rods and [[lightning collector]]s. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). The reach of lightning is 10 tiles and Lightning strikes do 100 electric damage to struck entities.&lt;br /&gt;
&lt;br /&gt;
Most importantly, each lightning strike will have a &amp;quot;source&amp;quot; and a &amp;quot;target&amp;quot;. If the source of a strike is within &amp;lt;code&amp;gt;building_reach+ lightning_reach&amp;lt;/code&amp;gt; of a lightning attractor (i.e. within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; meters, then that strike is guaranteed to only hit lightning attractors.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
Lightning rods are guaranteed to protect buildings whose center is within the blue coverage zone. This coverage zone is made visible whenever a lightning rod is selected or hovered over. Hovering over or selecting lightning rods will also cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon. Protection occurs by simply making the lightning rod become the target of the strike. But since lightning rods have 100% electric [[resistance]], they take no damage when struck. For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~8 - 45 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
Technically, the blue coverage zone doesn&#039;t actually do anything; it is merely a visualization aid. All protection is caused by the fact that lightning with a source within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; meters of an attractor will target the attractor. Remember that &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; = &amp;lt;code&amp;gt;building_reach + lightning_reach&amp;lt;/code&amp;gt;. The blue coverage zone is merely a reflection of which tiles cannot be the targets of any generated lightning. Another way to express this is that a location will be within the blue coverage zone if and only if all locations within 10 meters are within the range of a lightning attractor. This has two important implications.&lt;br /&gt;
&lt;br /&gt;
First, the blue coverage around an isolated rod or collector is, by default, equal to a circle of radius &amp;lt;code&amp;gt;building_reach&amp;lt;/code&amp;gt; since lightning with a source just outside &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; can &amp;quot;reach in&amp;quot; &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; meters and hit objects just outside the circle. Second, attractors whose ranges begins to overlap will remove potential sources for lightning strikes targeting tiles in the ring between the building reach and the range. As they get closer more potential lightning sources for tiles in the region are removed and eventually all potential sources for some tiles are removed. When this occurs the blue coverage zone will expand to include them.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x building_reach&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x building_reach&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 42 Height: 34 || Side: 35&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 52 Height: 43 || Side: 41&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 60 Height: 50 || Side: 48&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 66 Height: 56 || Side: 55&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 82 Height: 70 || Side: 67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are center-to-center distances. The gap between rods will be 1 less than these.&lt;br /&gt;
&lt;br /&gt;
Islands on Fulgora are relatively small and jagged so one will still be required to fill in gaps on the edges in an ad-hoc manner. With reasonably good tiling lightning rods will, on average, cover at least the circular coverage implied by their reach (3.14 x building_reach²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 tiling of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern. More generally, aligning with a M x N grid (with M &amp;gt; N for simplicity) with triangles requires that the base &amp;gt; M and height &amp;gt; N. With squares aligning requires that side &amp;gt; M.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 30 chunks are covered and coverage per rod equivalent to 3.14 x Range². Even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The best case number of simultaneously powered rods (caused by perfectly spaced lightning) is shown in the table. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 0.7 || 44 || 1.5 || 200 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 1.2 || 26 || 1.5 || 340 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 1.8 || 17 || 2 || 390 || 18%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 2.5 || 13 || 3 || 430 || 18.5%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 4.3 || 8 || 4 || 640 || 25% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. The above should be thought of as a realistic upper bound for a single large island. Again, larger tilings of connected lightning rods will be able to achieve higher net efficiencies, but convergence of net efficiency to listed efficiency is slow. Even arrays ten times larger than the table above will have net efficiencies which are still only 90%-95% of listed efficiency. In practice, net efficiency will be significantly lower than listed efficiency unless one uses foundation and big power poles to bridge separated grids. &lt;br /&gt;
&lt;br /&gt;
One should note that increased quality leads to the following effects:&lt;br /&gt;
* Higher quality Lightning rods stay powered longer due to higher efficiency and lightning strike frequency. This can lead to more rods being powered simultaneously which increases the drain and reduces efficiency slightly.&lt;br /&gt;
* The number of active rods is constantly in flux due to the nature of lightning. Higher quality (and properly tiled) lightning rods have lower variance for number of active rods, making max achievable power more predictable. &lt;br /&gt;
* Quality lightning rods can reach further into the oil ocean, effectively increasing the coverage area for a given island. &lt;br /&gt;
* The vast majority of the increased efficiency of higher quality lightning rods comes from the higher base efficiency. This means re-tiling is not usually necessary unless many rods are active simultaneously and power-density of the base is quite high.&lt;br /&gt;
As the table above indicates, in smaller networks the increased number of active drains with higher quality dramatically dampens the benefit of increased quality. In larger networks each increase in quality allows for an ~20% increase in max sustainable power.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220399</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220399"/>
		<updated>2026-10-11T03:14:43Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Implications */ Updated table to reflect updated estimate of lightning strikes per night.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a type of lightning attractor, a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning Mechanics ==&lt;br /&gt;
&amp;lt;i&amp;gt;Main article: [[Fulgora#Lightning]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the purposes of understanding lightning rods, there are a few important behaviors of lightning. First is that one can expect 6.48 lightning strikes per night per chunk (32x32 tiles). Each strike contains 1 GJ which can be used to recharge lightning rods and [[lightning collector]]s. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). The reach of lightning is 10 tiles and Lightning strikes do 100 electric damage to struck entities.&lt;br /&gt;
&lt;br /&gt;
Most importantly, each lightning strike will have a &amp;quot;source&amp;quot; and a &amp;quot;target&amp;quot;. If the source of a strike is within &amp;lt;code&amp;gt;building_reach+ lightning_reach&amp;lt;/code&amp;gt; of a lightning attractor (i.e. within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; meters, then that strike is guaranteed to only hit lightning attractors.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
Lightning rods are guaranteed to protect buildings whose center is within the blue coverage zone. This coverage zone is made visible whenever a lightning rod is selected or hovered over. Hovering over or selecting lightning rods will also cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon. Protection occurs by simply making the lightning rod become the target of the strike. But since lightning rods have 100% electric [[resistance]], they take no damage when struck. For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~8 - 45 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
Technically, the blue coverage zone doesn&#039;t actually do anything; it is merely a visualization aid. All protection is caused by the fact that lightning with a source within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; meters of an attractor will target the attractor. Remember that &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; = &amp;lt;code&amp;gt;building_reach + lightning_reach&amp;lt;/code&amp;gt;. The blue coverage zone is merely a reflection of which tiles cannot be the targets of any generated lightning. Another way to express this is that a location will be within the blue coverage zone if and only if all locations within 10 meters are within the range of a lightning attractor. This has two important implications.&lt;br /&gt;
&lt;br /&gt;
First, the blue coverage around an isolated rod or collector is, by default, equal to a circle of radius &amp;lt;code&amp;gt;building_reach&amp;lt;/code&amp;gt; since lightning with a source just outside &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; can &amp;quot;reach in&amp;quot; &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; meters and hit objects just outside the circle. Second, attractors whose ranges begins to overlap will remove potential sources for lightning strikes targeting tiles in the ring between the building reach and the range. As they get closer more potential lightning sources for tiles in the region are removed and eventually all potential sources for some tiles are removed. When this occurs the blue coverage zone will expand to include them.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x building_reach&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x building_reach&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 42 Height: 34 || Side: 35&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 52 Height: 43 || Side: 41&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 60 Height: 50 || Side: 48&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 66 Height: 56 || Side: 55&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 82 Height: 70 || Side: 67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are center-to-center distances. The gap between rods will be 1 less than these.&lt;br /&gt;
&lt;br /&gt;
Islands on Fulgora are relatively small and jagged so one will still be required to fill in gaps on the edges in an ad-hoc manner. With reasonably good tiling lightning rods will, on average, cover at least the circular coverage implied by their reach (3.14 x building_reach²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 tiling of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern. More generally, aligning with a M x N grid (with M &amp;gt; N for simplicity) with triangles requires that the base &amp;gt; M and height &amp;gt; N. With squares aligning requires that side &amp;gt; M.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 30 chunks are covered and coverage per rod equivalent to 3.14 x Range². Even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The best case number of simultaneously powered rods (caused by perfectly spaced lightning) is shown in the table. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 0.7 || 44 || 1.5 || 200 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 1.2 || 26 || 1.5 || 340 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 1.8 || 17 || 2 || 390 || 18%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 2.5 || 13 || 3 || 430 || 18.5%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 4.3 || 8 || 4 || 640 || 25% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. The above should be thought of as a realistic upper bound for a single large island. Again, larger tilings of connected lightning rods will be able to achieve higher net efficiencies, but convergence of net efficiency to listed efficiency is slow. Even arrays ten times larger than the table above will have net efficiencies which are still only 90%-95% of listed efficiency. In practice, net efficiency will be significantly lower than listed efficiency unless one uses foundation and big power poles to bridge separated grids. &lt;br /&gt;
&lt;br /&gt;
One should note that increased quality leads to the following effects:&lt;br /&gt;
* Higher quality Lightning rods stay powered longer due to higher efficiency and lightning strike frequency. This can lead to more rods being powered simultaneously which increases the drain and reduces efficiency slightly.&lt;br /&gt;
* The number of active rods is constantly in flux due to the nature of lightning. Higher quality (and properly tiled) lightning rods have lower variance for number of active rods, making max achievable power more predictable. &lt;br /&gt;
* Quality lightning rods can reach further into the oil ocean, effectively increasing the coverage area for a given island. &lt;br /&gt;
* The vast majority of the increased efficiency of higher quality lightning rods comes from the higher base efficiency. This means re-tiling is not usually necessary unless many rods are active simultaneously and power-density of the base is quite high.&lt;br /&gt;
As the table above indicates, in smaller networks the increased number of active drains with higher quality dramatically dampens the benefit of increased quality. However larger networks do not have this problem.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220398</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220398"/>
		<updated>2026-10-11T03:07:10Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a type of lightning attractor, a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning Mechanics ==&lt;br /&gt;
&amp;lt;i&amp;gt;Main article: [[Fulgora#Lightning]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the purposes of understanding lightning rods, there are a few important behaviors of lightning. First is that one can expect 6.48 lightning strikes per night per chunk (32x32 tiles). Each strike contains 1 GJ which can be used to recharge lightning rods and [[lightning collector]]s. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). The reach of lightning is 10 tiles and Lightning strikes do 100 electric damage to struck entities.&lt;br /&gt;
&lt;br /&gt;
Most importantly, each lightning strike will have a &amp;quot;source&amp;quot; and a &amp;quot;target&amp;quot;. If the source of a strike is within &amp;lt;code&amp;gt;building_reach+ lightning_reach&amp;lt;/code&amp;gt; of a lightning attractor (i.e. within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; meters, then that strike is guaranteed to only hit lightning attractors.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
Lightning rods are guaranteed to protect buildings whose center is within the blue coverage zone. This coverage zone is made visible whenever a lightning rod is selected or hovered over. Hovering over or selecting lightning rods will also cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon. Protection occurs by simply making the lightning rod become the target of the strike. But since lightning rods have 100% electric [[resistance]], they take no damage when struck. For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~8 - 45 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
Technically, the blue coverage zone doesn&#039;t actually do anything; it is merely a visualization aid. All protection is caused by the fact that lightning with a source within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; meters of an attractor will target the attractor. Remember that &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; = &amp;lt;code&amp;gt;building_reach + lightning_reach&amp;lt;/code&amp;gt;. The blue coverage zone is merely a reflection of which tiles cannot be the targets of any generated lightning. Another way to express this is that a location will be within the blue coverage zone if and only if all locations within 10 meters are within the range of a lightning attractor. This has two important implications.&lt;br /&gt;
&lt;br /&gt;
First, the blue coverage around an isolated rod or collector is, by default, equal to a circle of radius &amp;lt;code&amp;gt;building_reach&amp;lt;/code&amp;gt; since lightning with a source just outside &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; can &amp;quot;reach in&amp;quot; &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; meters and hit objects just outside the circle. Second, attractors whose ranges begins to overlap will remove potential sources for lightning strikes targeting tiles in the ring between the building reach and the range. As they get closer more potential lightning sources for tiles in the region are removed and eventually all potential sources for some tiles are removed. When this occurs the blue coverage zone will expand to include them.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x building_reach&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x building_reach&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 42 Height: 34 || Side: 35&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 52 Height: 43 || Side: 41&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 60 Height: 50 || Side: 48&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 66 Height: 56 || Side: 55&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 82 Height: 70 || Side: 67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are center-to-center distances. The gap between rods will be 1 less than these.&lt;br /&gt;
&lt;br /&gt;
Islands on Fulgora are relatively small and jagged so one will still be required to fill in gaps on the edges in an ad-hoc manner. With reasonably good tiling lightning rods will, on average, cover at least the circular coverage implied by their reach (3.14 x building_reach²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 tiling of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern. More generally, aligning with a M x N grid (with M &amp;gt; N for simplicity) with triangles requires that the base &amp;gt; M and height &amp;gt; N. With squares aligning requires that side &amp;gt; M.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 30 chunks are covered and coverage per rod equivalent to 3.14 x Range². Even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The best case number of simultaneously powered rods (caused by perfectly spaced lightning) is shown in the table. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 0.7 || 44 || 2 || 300 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 1.2 || 26 || 2 || 490 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 1.8 || 17 || 2.5 || 580 || 19%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 2.5 || 13 || 3 || 770 || 24%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 4.3 || 8 || 4 || 1100 || 32% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. The above should be thought of as a realistic upper bound for a single large island. Again, larger tilings of connected lightning rods will be able to achieve higher net efficiencies, but convergence of net efficiency to listed efficiency is slow. Even arrays ten times larger than the table above will have net efficiencies which are still only 90%-95% of listed efficiency. In practice, net efficiency will be significantly lower than listed efficiency unless one uses foundation and big power poles to bridge separated grids. &lt;br /&gt;
&lt;br /&gt;
One should note that increased quality leads to the following effects:&lt;br /&gt;
* Higher quality Lightning rods stay powered longer due to higher efficiency and lightning strike frequency. This can lead to more rods being powered simultaneously which increases the drain and reduces efficiency slightly.&lt;br /&gt;
* The number of active rods is constantly in flux due to the nature of lightning. Higher quality (and properly tiled) lightning rods have lower variance for number of active rods, making max achievable power more predictable. &lt;br /&gt;
* Quality lightning rods can reach further into the oil ocean, effectively increasing the coverage area for a given island. &lt;br /&gt;
* The vast majority of the increased efficiency of higher quality lightning rods comes from the higher base efficiency. This means re-tiling is not usually necessary unless many rods are active simultaneously and power-density of the base is quite high.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220397</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220397"/>
		<updated>2026-10-11T03:05:53Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Lightning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&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;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-fulgora}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
[[Scrap]] can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet.&lt;br /&gt;
&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]] as well as [[fulgoran lightning attractor]]s, which can protect you at night until you build your own [[lightning rod]]s. Plateaus also hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oil sands&#039;&#039;&#039; or &#039;&#039;&#039;oil oceans&#039;&#039;&#039;&amp;lt;!-- &amp;quot;Oil sands&amp;quot; in FFF-399, &amp;quot;Oil oceans&amp;quot; in-game --&amp;gt; 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 &#039;&#039;&#039;deep oil oceans&#039;&#039;&#039; will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oil oceans to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
=== Oil oceans ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[oil ocean]]s, on which nothing except for [[rail support]]s can be built. Traversal by foot across the ocean is possible, but slow. The oceans 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;
Much later, [[foundation]] can be researched, which allows for building on top of the oceans.&lt;br /&gt;
&lt;br /&gt;
=== Plateaus ===&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands always have a [[Fulgoran vault ruin]], usually other [[Fulgoran ruin|ruins]], and a massive amount of [[scrap]] in a dense pile.&lt;br /&gt;
* Medium islands have a large amount of smaller ruins and usually scattered patches with much smaller amount of scrap.&lt;br /&gt;
* Large islands with no resources other than some [[fulgorite]] and a few ruins.&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island. 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]]. Islands are often bordered by [[cliff]]s, which can make placing [[rail ramp]]s difficult without access to [[cliff explosives]].&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. Each tick a coordinate may become a source of lightning and, if so, lightning will strike within 10 tiles of the source. &lt;br /&gt;
&lt;br /&gt;
Testing shows that lightning storms very likely have the following properties:&lt;br /&gt;
* The duration of lightning storms is 90 seconds, spanning half the cycle (during the in game sunrise and sunset phase as well as night)&lt;br /&gt;
* Storms start at 0 intensity and increase in intensity the first 40% of the night, hold maximum intensity the middle 20% of the night, then decrease in intensity the last 40% of the night (analogous to solar power).&lt;br /&gt;
* The probability of a lightning strike within a [[chunk]] starts at 0 strikes per second and increases by 1/18000 each tick up to a maximum intensity of 0.12 strikes per second. This probability is held for 36 seconds then the process reverses. This probability should be interpreted as a [[Wikipedia: Poisson Distribution|poisson parameter]].&lt;br /&gt;
* At peak intensity, each chunk is expected to generate a strike every 0.12 seconds. This is one strike every 8.33 seconds. &lt;br /&gt;
* One can expect 6.48 lightning strikes per chunk per night. &lt;br /&gt;
&lt;br /&gt;
Individual lightning strikes likely have the following behavior:&lt;br /&gt;
* If a lightning strike is to generate, a tile/coordinate is chosen as the source. A target for the lightning strike is then chosen within &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; tiles based on priority and lightning attractors nearby.&lt;br /&gt;
* &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; = 10. &lt;br /&gt;
* Any lightning with a source that is within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; meters of a lightning attractor (i.e. a [[Fulgoran lightning attractor]], a [[lightning rod]], or a [[lightning collector]]) will count that attractor as a valid target. Since lightning attractors have the highest priority, this ensures strikes within range of a lightning attractor will always hit the attractor (or an attractor if multiple are nearby). Keep in mind lightning attractor range is: &amp;lt;code&amp;gt;building_reach + lightning_reach&amp;lt;/code&amp;gt;&lt;br /&gt;
* Lightning will prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
* Lightning deals 100 electric damage to struck entities. &lt;br /&gt;
* Lightning strikes contain 1 GJ of energy that can be used to charge lightning attractors&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably &#039;&#039;not&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning immune entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&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 becomes 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. [[Player]]s can also recycle by hand provided the recipe has been unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&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 generally 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.&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;
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s&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;
* [[Uranium]] is not available eliminating nuclear power without importing from off planet&lt;br /&gt;
&lt;br /&gt;
== Power Considerations ==&lt;br /&gt;
=== Lightning Power ===&lt;br /&gt;
&amp;lt;i&amp;gt;Main Article: [[Power production#Lightning power]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roughly speaking, placing lightning rods as needed for coverage will provide more than enough power at night unless one has end-game bases with very high power-density. [[Lightning rod #Net Efficiency]] has information relevant for realistic power-densities that can be maintained sustainably with lightning power. &lt;br /&gt;
&lt;br /&gt;
Since lightning only occurs at night, one must use accumulators to make lightning energy available during the day. If not using any other source of power during the day, one should place enough accumulators to cover ~60% of the day&#039;s duration to be safe. For every 1 MW of base demand, this is 108 MJ of storage (22 - 4 accumulators per MW depending on quality). Note that accumulators add extra load to the grid at night (0.3 - 0.75 MW per accumulator depending on quality). This is actually beneficial as it reduces the lightning energy lost to the drain mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Power ===&lt;br /&gt;
&lt;br /&gt;
The lightning mechanic offers free electricity, but this is not always adequate on its own and it may be desirable to setup auxiliary or backup power for when accumulators run low. The primary considerations or limiting factors to setting up power generation are water from ice, and physical space due to the lack of usable land on the surface.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solid Fuel Burning:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using boilers with solid fuel offers 0.3 MW per unit of water, and offers an energy density of ~0.05 MW per tile of surface area (36 tiles for two steam engines and a boiler). Using a heat exchanger offers 0.97 MW per unit of water and offers an energy density of around 0.3 MW per tile (depending on layout), making it ~6x more space efficient and 3.2x more water efficient. &lt;br /&gt;
&lt;br /&gt;
If using native [[Scrap]] output ratios and no productivity on ice to water, one can obtain 7 solid fuel per 100 units of water per 100 scrap. This yields:&lt;br /&gt;
* Via boilers: 84 MJ from solid fuel, 30 MJ from water. Thus only 35% of solid fuel can be used.&lt;br /&gt;
* Via heating tower + heat exchangers: 210 MJ from solid fuel, 97 MJ from water. Thus only 46% of solid fuel can be used. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Water Production&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 unstacked blue belt is 45 scrap per second. If run during only 50% of the day, this means each blue belt can provide at most 27 MW (via steam engines) or ~87 MW (via steam turbines) of power during the day without productivity on either scrap output or ice to water. Keep in mind that most Fulgora setups require some water so this is only an upper bound, not an estimate of what is sustainable. When recycling scrap becomes output bound, one is limited to 45MW and 145MW respectively per blue belt of scrap output. With normal productivity module 3s on ice to water this can rise to 58.5 MW and ~190 MW respectively. &lt;br /&gt;
&lt;br /&gt;
Water can also be imported from off planet if supply is a significant issue. But since power demand is correlated with scrap processing, it is unlikely that this will be necessary. For example, 240 scrap-output per second (1 stacked turbo belt of gears, solid fuel, ice, etc.) provides enough ice for at most 1 GW of power generation during the day:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;240 output/sec x 0.0833 ice/output x 20 water/ice x 1.3 (productivity) x 2 (run half the day) = ~1040 water/sec in daytime --&amp;gt; ~1 GW power&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Other Info&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regarding heat production, heating towers offer ~4.4 MW per tile, making them initially superior to nuclear at 1.6 MW per tile for a single reactor, but at scale due to the neighbor bonus nuclear can achieve higher energy density. Any reactor array larger than 1x2 will effectively achieve a higher energy density than heating towers. However excess heat from a reactor must be stored in either extra heat pipes or steam which will significantly reduce the power density. The reactor will also need uranium or uranium fuel cells imported. &lt;br /&gt;
&lt;br /&gt;
Solar panels do not require any water, but receive an 80% penalty on Fulgora, producing only 12 kW, or ~1.3 kW per tile. Note this is in kW, not MW. Given that fuel is abundant and space is limited and water is not impossible to acquire, this makes solar effectively worthless on Fulgora.&lt;br /&gt;
&lt;br /&gt;
For reference, normal accumulators discharging their entire energy reserve over ~60% of the day will only output 0.045 MW and will take up 4 tiles for ~0.011 MW per tile. Even legendary accumulators will only have a power-density of ~0.07 MW per tile. This is far below the steam-based power above. &lt;br /&gt;
&lt;br /&gt;
To recap:&lt;br /&gt;
 - Non-accumulator power is constrained by ice availability. &lt;br /&gt;
 - Heat Exchangers are ~3x more water efficient than boilers&lt;br /&gt;
 - Solar panels should be avoided, effectively replaced by lightning&lt;br /&gt;
 - Accumulators are significantly less power-dense than steam-based energy sources.&lt;br /&gt;
&lt;br /&gt;
=== Optimization Tips ===&lt;br /&gt;
Fulgora has no pollution mechanic, and an overabundance of fuel. If electricity problems arise due to lack of power generation, burners are significantly more viable on Fulgora than in the base game and can help ease electrical consumption. Using burner miners, burner inserters, and steel furnaces can significantly ease electrical consumption as long as modules aren&#039;t required and throughput doesn&#039;t become an issue. This also helps use up excess solid fuel&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;
fulgora landscape titlescreen.png|Fulgora seen on the expansion&#039;s title screen.&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;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.&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;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220396</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220396"/>
		<updated>2026-10-11T03:02:00Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Lightning Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning Mechanics ==&lt;br /&gt;
&amp;lt;i&amp;gt;Main article: [[Fulgora#Lightning]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the purposes of understanding lightning rods, there are a few important behaviors of lightning. First is that one can expect 6.48 lightning strikes per night per chunk (32x32 tiles). Each strike contains 1 GJ which can be used to recharge lightning rods and [[lightning collector]]s. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). The reach of lightning is 10 tiles and Lightning strikes do 100 electric damage to struck entities.&lt;br /&gt;
&lt;br /&gt;
Most importantly, each lightning strike will have a &amp;quot;source&amp;quot; and a &amp;quot;target&amp;quot;. If the source of a strike is within &amp;lt;code&amp;gt;building_reach+ lightning_reach&amp;lt;/code&amp;gt; of a lightning attractor (i.e. within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; meters, then that strike is guaranteed to only hit lightning attractors.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
Lightning rods are guaranteed to protect buildings whose center is within the blue coverage zone. This coverage zone is made visible whenever a lightning rod is selected or hovered over. Hovering over or selecting lightning rods will also cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon. Protection occurs by simply making the lightning rod become the target of the strike. But since lightning rods have 100% electric [[resistance]], they take no damage when struck. For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~8 - 45 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
Technically, the blue coverage zone doesn&#039;t actually do anything; it is merely a visualization aid. All protection is caused by the fact that lightning with a source within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; meters of an attractor will target the attractor. Remember that &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; = &amp;lt;code&amp;gt;building_reach + lightning_reach&amp;lt;/code&amp;gt;. The blue coverage zone is merely a reflection of which tiles cannot be the targets of any generated lightning. Another way to express this is that a location will be within the blue coverage zone if and only if all locations within 10 meters are within the range of a lightning attractor. This has two important implications.&lt;br /&gt;
&lt;br /&gt;
First, the blue coverage around an isolated rod or collector is, by default, equal to a circle of radius &amp;lt;code&amp;gt;building_reach&amp;lt;/code&amp;gt; since lightning with a source just outside &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; can &amp;quot;reach in&amp;quot; &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; meters and hit objects just outside the circle. Second, attractors whose ranges begins to overlap will remove potential sources for lightning strikes targeting tiles in the ring between the building reach and the range. As they get closer more potential lightning sources for tiles in the region are removed and eventually all potential sources for some tiles are removed. When this occurs the blue coverage zone will expand to include them.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x building_reach&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x building_reach&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 42 Height: 34 || Side: 35&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 52 Height: 43 || Side: 41&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 60 Height: 50 || Side: 48&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 66 Height: 56 || Side: 55&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 82 Height: 70 || Side: 67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are center-to-center distances. The gap between rods will be 1 less than these.&lt;br /&gt;
&lt;br /&gt;
Islands on Fulgora are relatively small and jagged so one will still be required to fill in gaps on the edges in an ad-hoc manner. With reasonably good tiling lightning rods will, on average, cover at least the circular coverage implied by their reach (3.14 x building_reach²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 tiling of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern. More generally, aligning with a M x N grid (with M &amp;gt; N for simplicity) with triangles requires that the base &amp;gt; M and height &amp;gt; N. With squares aligning requires that side &amp;gt; M.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 30 chunks are covered and coverage per rod equivalent to 3.14 x Range². Even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The best case number of simultaneously powered rods (caused by perfectly spaced lightning) is shown in the table. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 0.7 || 44 || 2 || 300 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 1.2 || 26 || 2 || 490 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 1.8 || 17 || 2.5 || 580 || 19%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 2.5 || 13 || 3 || 770 || 24%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 4.3 || 8 || 4 || 1100 || 32% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. The above should be thought of as a realistic upper bound for a single large island. Again, larger tilings of connected lightning rods will be able to achieve higher net efficiencies, but convergence of net efficiency to listed efficiency is slow. Even arrays ten times larger than the table above will have net efficiencies which are still only 90%-95% of listed efficiency. In practice, net efficiency will be significantly lower than listed efficiency unless one uses foundation and big power poles to bridge separated grids. &lt;br /&gt;
&lt;br /&gt;
One should note that increased quality leads to the following effects:&lt;br /&gt;
* Higher quality Lightning rods stay powered longer due to higher efficiency and lightning strike frequency. This can lead to more rods being powered simultaneously which increases the drain and reduces efficiency slightly.&lt;br /&gt;
* The number of active rods is constantly in flux due to the nature of lightning. Higher quality (and properly tiled) lightning rods have lower variance for number of active rods, making max achievable power more predictable. &lt;br /&gt;
* Quality lightning rods can reach further into the oil ocean, effectively increasing the coverage area for a given island. &lt;br /&gt;
* The vast majority of the increased efficiency of higher quality lightning rods comes from the higher base efficiency. This means re-tiling is not usually necessary unless many rods are active simultaneously and power-density of the base is quite high.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220395</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220395"/>
		<updated>2026-10-11T02:55:52Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Coverage */ Updated to include blue coverage area behavior. Also clarified range = building_reach + lightning_reach to put a name to the first number in range.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning Mechanics ==&lt;br /&gt;
&amp;lt;i&amp;gt;Main article: [[Fulgora#Lightning]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the purposes of understanding lightning rods, there are a few important behaviors of lightning. First is that one can expect 6.48 lightning strikes per night per chunk (32x32 tiles). Each strike contains 1 GJ which can be used to recharge lightning rods and [[lightning collector]]s. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). The reach of lightning is 10 tiles and Lightning strikes do 100 electric damage to struck entities.&lt;br /&gt;
&lt;br /&gt;
Most importantly, each lightning strike will have a &amp;quot;source&amp;quot; and a &amp;quot;target&amp;quot;. If the source of a strike is within &amp;lt;code&amp;gt;range + lightning_reach&amp;lt;/code&amp;gt; of a lightning attractor, then that strike is guaranteed to only hit lightning attractors.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
Lightning rods are guaranteed to protect buildings whose center is within the blue coverage zone. This coverage zone is made visible whenever a lightning rod is selected or hovered over. Hovering over or selecting lightning rods will also cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon. Protection occurs by simply making the lightning rod become the target of the strike. But since lightning rods have 100% electric [[resistance]], they take no damage when struck. For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~8 - 45 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
Technically, the blue coverage zone doesn&#039;t actually do anything; it is merely a visualization aid. All protection is caused by the fact that lightning with a source within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; meters of an attractor will target the attractor. Remember that &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; = &amp;lt;code&amp;gt;building_reach + lightning_reach&amp;lt;/code&amp;gt;. The blue coverage zone is merely a reflection of which tiles cannot be the targets of any generated lightning. Another way to express this is that a location will be within the blue coverage zone if and only if all locations within 10 meters are within the range of a lightning attractor. This has two important implications.&lt;br /&gt;
&lt;br /&gt;
First, the blue coverage around an isolated rod or collector is, by default, equal to a circle of radius &amp;lt;code&amp;gt;building_reach&amp;lt;/code&amp;gt; since lightning with a source just outside &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; can &amp;quot;reach in&amp;quot; &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; meters and hit objects just outside the circle. Second, attractors whose ranges begins to overlap will remove potential sources for lightning strikes targeting tiles in the ring between the building reach and the range. As they get closer more potential lightning sources for tiles in the region are removed and eventually all potential sources for some tiles are removed. When this occurs the blue coverage zone will expand to include them.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x building_reach&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x building_reach&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 42 Height: 34 || Side: 35&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 52 Height: 43 || Side: 41&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 60 Height: 50 || Side: 48&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 66 Height: 56 || Side: 55&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 82 Height: 70 || Side: 67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are center-to-center distances. The gap between rods will be 1 less than these.&lt;br /&gt;
&lt;br /&gt;
Islands on Fulgora are relatively small and jagged so one will still be required to fill in gaps on the edges in an ad-hoc manner. With reasonably good tiling lightning rods will, on average, cover at least the circular coverage implied by their reach (3.14 x building_reach²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 tiling of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern. More generally, aligning with a M x N grid (with M &amp;gt; N for simplicity) with triangles requires that the base &amp;gt; M and height &amp;gt; N. With squares aligning requires that side &amp;gt; M.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 30 chunks are covered and coverage per rod equivalent to 3.14 x Range². Even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The best case number of simultaneously powered rods (caused by perfectly spaced lightning) is shown in the table. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 0.7 || 44 || 2 || 300 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 1.2 || 26 || 2 || 490 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 1.8 || 17 || 2.5 || 580 || 19%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 2.5 || 13 || 3 || 770 || 24%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 4.3 || 8 || 4 || 1100 || 32% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. The above should be thought of as a realistic upper bound for a single large island. Again, larger tilings of connected lightning rods will be able to achieve higher net efficiencies, but convergence of net efficiency to listed efficiency is slow. Even arrays ten times larger than the table above will have net efficiencies which are still only 90%-95% of listed efficiency. In practice, net efficiency will be significantly lower than listed efficiency unless one uses foundation and big power poles to bridge separated grids. &lt;br /&gt;
&lt;br /&gt;
One should note that increased quality leads to the following effects:&lt;br /&gt;
* Higher quality Lightning rods stay powered longer due to higher efficiency and lightning strike frequency. This can lead to more rods being powered simultaneously which increases the drain and reduces efficiency slightly.&lt;br /&gt;
* The number of active rods is constantly in flux due to the nature of lightning. Higher quality (and properly tiled) lightning rods have lower variance for number of active rods, making max achievable power more predictable. &lt;br /&gt;
* Quality lightning rods can reach further into the oil ocean, effectively increasing the coverage area for a given island. &lt;br /&gt;
* The vast majority of the increased efficiency of higher quality lightning rods comes from the higher base efficiency. This means re-tiling is not usually necessary unless many rods are active simultaneously and power-density of the base is quite high.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220394</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220394"/>
		<updated>2026-10-11T00:56:04Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Lightning Mechanics */ Updated with more correct information and info relevant to how the blue coverage area is set.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning Mechanics ==&lt;br /&gt;
&amp;lt;i&amp;gt;Main article: [[Fulgora#Lightning]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the purposes of understanding lightning rods, there are a few important behaviors of lightning. First is that one can expect 6.48 lightning strikes per night per chunk (32x32 tiles). Each strike contains 1 GJ which can be used to recharge lightning rods and [[lightning collector]]s. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). The reach of lightning is 10 tiles and Lightning strikes do 100 electric damage to struck entities.&lt;br /&gt;
&lt;br /&gt;
Most importantly, each lightning strike will have a &amp;quot;source&amp;quot; and a &amp;quot;target&amp;quot;. If the source of a strike is within &amp;lt;code&amp;gt;range + lightning_reach&amp;lt;/code&amp;gt; of a lightning attractor, then that strike is guaranteed to only hit lightning attractors.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
Lightning rods protect buildings within their coverage zone by attracting lightning. As lightning rods have 100% electric [[resistance]], they take no damage. The coverage zone of a lightning rod network is shown when lightning rods are selected or hovered over. In terms of actual building protection, the center of a building must be within the coverage zone to guarantee protection. Hovering over any lightning rod will cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon. &lt;br /&gt;
&lt;br /&gt;
The coverage zone of a lightning rod can extend further than their listed range due to the ability to bridge small gaps between the default coverage areas. As quality increases this becomes less important but for normal and uncommon quality this can result in a substantial boost to coverage per lightning rod. For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~8 - 45 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x Range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x Range&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 42 Height: 34 || Side: 35&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 52 Height: 43 || Side: 41&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 60 Height: 50 || Side: 48&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 66 Height: 56 || Side: 55&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 82 Height: 70 || Side: 67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are center-to-center distances. The gap between rods will be 1 less than these.&lt;br /&gt;
&lt;br /&gt;
Islands on Fulgora are relatively small and jagged so one will still be required to fill in gaps on the edges in an ad-hoc manner. With reasonably good tiling lightning rods will, on average, cover at least the circular coverage implied by their range (3.14 x Range²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 tiling of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern. More generally, aligning with a M x N grid (with M &amp;gt; N for simplicity) with triangles requires that the base &amp;gt; M and height &amp;gt; N. With squares aligning requires that side &amp;gt; M.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 30 chunks are covered and coverage per rod equivalent to 3.14 x Range². Even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The best case number of simultaneously powered rods (caused by perfectly spaced lightning) is shown in the table. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 0.7 || 44 || 2 || 300 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 1.2 || 26 || 2 || 490 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 1.8 || 17 || 2.5 || 580 || 19%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 2.5 || 13 || 3 || 770 || 24%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 4.3 || 8 || 4 || 1100 || 32% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. The above should be thought of as a realistic upper bound for a single large island. Again, larger tilings of connected lightning rods will be able to achieve higher net efficiencies, but convergence of net efficiency to listed efficiency is slow. Even arrays ten times larger than the table above will have net efficiencies which are still only 90%-95% of listed efficiency. In practice, net efficiency will be significantly lower than listed efficiency unless one uses foundation and big power poles to bridge separated grids. &lt;br /&gt;
&lt;br /&gt;
One should note that increased quality leads to the following effects:&lt;br /&gt;
* Higher quality Lightning rods stay powered longer due to higher efficiency and lightning strike frequency. This can lead to more rods being powered simultaneously which increases the drain and reduces efficiency slightly.&lt;br /&gt;
* The number of active rods is constantly in flux due to the nature of lightning. Higher quality (and properly tiled) lightning rods have lower variance for number of active rods, making max achievable power more predictable. &lt;br /&gt;
* Quality lightning rods can reach further into the oil ocean, effectively increasing the coverage area for a given island. &lt;br /&gt;
* The vast majority of the increased efficiency of higher quality lightning rods comes from the higher base efficiency. This means re-tiling is not usually necessary unless many rods are active simultaneously and power-density of the base is quite high.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220393</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220393"/>
		<updated>2026-10-11T00:43:28Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Lightning */ Lightning damage amount noted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&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;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-fulgora}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
[[Scrap]] can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet.&lt;br /&gt;
&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]] as well as [[fulgoran lightning attractor]]s, which can protect you at night until you build your own [[lightning rod]]s. Plateaus also hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oil sands&#039;&#039;&#039; or &#039;&#039;&#039;oil oceans&#039;&#039;&#039;&amp;lt;!-- &amp;quot;Oil sands&amp;quot; in FFF-399, &amp;quot;Oil oceans&amp;quot; in-game --&amp;gt; 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 &#039;&#039;&#039;deep oil oceans&#039;&#039;&#039; will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oil oceans to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
=== Oil oceans ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[oil ocean]]s, on which nothing except for [[rail support]]s can be built. Traversal by foot across the ocean is possible, but slow. The oceans 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;
Much later, [[foundation]] can be researched, which allows for building on top of the oceans.&lt;br /&gt;
&lt;br /&gt;
=== Plateaus ===&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands always have a [[Fulgoran vault ruin]], usually other [[Fulgoran ruin|ruins]], and a massive amount of [[scrap]] in a dense pile.&lt;br /&gt;
* Medium islands have a large amount of smaller ruins and usually scattered patches with much smaller amount of scrap.&lt;br /&gt;
* Large islands with no resources other than some [[fulgorite]] and a few ruins.&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island. 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]]. Islands are often bordered by [[cliff]]s, which can make placing [[rail ramp]]s difficult without access to [[cliff explosives]].&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. Each tick a coordinate may become a source of lightning and, if so, lightning will strike within 10 tiles of the source. &lt;br /&gt;
&lt;br /&gt;
Testing shows that lightning storms very likely have the following properties:&lt;br /&gt;
* The duration of lightning storms is 90 seconds, spanning half the cycle (during the in game sunrise and sunset phase as well as night)&lt;br /&gt;
* Storms start at 0 intensity and increase in intensity the first 40% of the night, hold maximum intensity the middle 20% of the night, then decrease in intensity the last 40% of the night (analogous to solar power).&lt;br /&gt;
* The probability of a lightning strike within a [[chunk]] starts at 0 strikes per second and increases by 1/18000 each tick up to a maximum intensity of 0.12 strikes per second. This probability is held for 36 seconds then the process reverses. This probability should be interpreted as a [[Wikipedia: Poisson Distribution|poisson parameter]].&lt;br /&gt;
* At peak intensity, each chunk is expected to generate a strike every 0.12 seconds. This is one strike every 8.33 seconds. &lt;br /&gt;
* One can expect 6.48 lightning strikes per chunk per night. &lt;br /&gt;
&lt;br /&gt;
Individual lightning strikes likely have the following behavior:&lt;br /&gt;
* If a lightning strike is to generate, a tile/coordinate is chosen as the source. A target for the lightning strike is then chosen within &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; tiles based on priority and lightning attractors nearby.&lt;br /&gt;
* &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; = 10. &lt;br /&gt;
* Any lightning with a source that is within &amp;lt;code&amp;gt;range + lightning_reach&amp;lt;/code&amp;gt; of a lightning attractor (i.e. a [[lightning rod]] or [[lightning collector]]) will count that attractor as a valid target. Since lightning attractors have the highest priority, this ensures strikes within &amp;lt;code&amp;gt;range + lightning_reach&amp;lt;/code&amp;gt; of a lightning attractor will always hit the attractor. &lt;br /&gt;
* Lightning will prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
* Lightning deals 100 electric damage to struck entities. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably &#039;&#039;not&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning immune entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&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 becomes 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. [[Player]]s can also recycle by hand provided the recipe has been unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&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 generally 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.&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;
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s&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;
* [[Uranium]] is not available eliminating nuclear power without importing from off planet&lt;br /&gt;
&lt;br /&gt;
== Power Considerations ==&lt;br /&gt;
=== Lightning Power ===&lt;br /&gt;
&amp;lt;i&amp;gt;Main Article: [[Power production#Lightning power]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roughly speaking, placing lightning rods as needed for coverage will provide more than enough power at night unless one has end-game bases with very high power-density. [[Lightning rod #Net Efficiency]] has information relevant for realistic power-densities that can be maintained sustainably with lightning power. &lt;br /&gt;
&lt;br /&gt;
Since lightning only occurs at night, one must use accumulators to make lightning energy available during the day. If not using any other source of power during the day, one should place enough accumulators to cover ~60% of the day&#039;s duration to be safe. For every 1 MW of base demand, this is 108 MJ of storage (22 - 4 accumulators per MW depending on quality). Note that accumulators add extra load to the grid at night (0.3 - 0.75 MW per accumulator depending on quality). This is actually beneficial as it reduces the lightning energy lost to the drain mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Power ===&lt;br /&gt;
&lt;br /&gt;
The lightning mechanic offers free electricity, but this is not always adequate on its own and it may be desirable to setup auxiliary or backup power for when accumulators run low. The primary considerations or limiting factors to setting up power generation are water from ice, and physical space due to the lack of usable land on the surface.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solid Fuel Burning:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using boilers with solid fuel offers 0.3 MW per unit of water, and offers an energy density of ~0.05 MW per tile of surface area (36 tiles for two steam engines and a boiler). Using a heat exchanger offers 0.97 MW per unit of water and offers an energy density of around 0.3 MW per tile (depending on layout), making it ~6x more space efficient and 3.2x more water efficient. &lt;br /&gt;
&lt;br /&gt;
If using native [[Scrap]] output ratios and no productivity on ice to water, one can obtain 7 solid fuel per 100 units of water per 100 scrap. This yields:&lt;br /&gt;
* Via boilers: 84 MJ from solid fuel, 30 MJ from water. Thus only 35% of solid fuel can be used.&lt;br /&gt;
* Via heating tower + heat exchangers: 210 MJ from solid fuel, 97 MJ from water. Thus only 46% of solid fuel can be used. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Water Production&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 unstacked blue belt is 45 scrap per second. If run during only 50% of the day, this means each blue belt can provide at most 27 MW (via steam engines) or ~87 MW (via steam turbines) of power during the day without productivity on either scrap output or ice to water. Keep in mind that most Fulgora setups require some water so this is only an upper bound, not an estimate of what is sustainable. When recycling scrap becomes output bound, one is limited to 45MW and 145MW respectively per blue belt of scrap output. With normal productivity module 3s on ice to water this can rise to 58.5 MW and ~190 MW respectively. &lt;br /&gt;
&lt;br /&gt;
Water can also be imported from off planet if supply is a significant issue. But since power demand is correlated with scrap processing, it is unlikely that this will be necessary. For example, 240 scrap-output per second (1 stacked turbo belt of gears, solid fuel, ice, etc.) provides enough ice for at most 1 GW of power generation during the day:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;240 output/sec x 0.0833 ice/output x 20 water/ice x 1.3 (productivity) x 2 (run half the day) = ~1040 water/sec in daytime --&amp;gt; ~1 GW power&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Other Info&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regarding heat production, heating towers offer ~4.4 MW per tile, making them initially superior to nuclear at 1.6 MW per tile for a single reactor, but at scale due to the neighbor bonus nuclear can achieve higher energy density. Any reactor array larger than 1x2 will effectively achieve a higher energy density than heating towers. However excess heat from a reactor must be stored in either extra heat pipes or steam which will significantly reduce the power density. The reactor will also need uranium or uranium fuel cells imported. &lt;br /&gt;
&lt;br /&gt;
Solar panels do not require any water, but receive an 80% penalty on Fulgora, producing only 12 kW, or ~1.3 kW per tile. Note this is in kW, not MW. Given that fuel is abundant and space is limited and water is not impossible to acquire, this makes solar effectively worthless on Fulgora.&lt;br /&gt;
&lt;br /&gt;
For reference, normal accumulators discharging their entire energy reserve over ~60% of the day will only output 0.045 MW and will take up 4 tiles for ~0.011 MW per tile. Even legendary accumulators will only have a power-density of ~0.07 MW per tile. This is far below the steam-based power above. &lt;br /&gt;
&lt;br /&gt;
To recap:&lt;br /&gt;
 - Non-accumulator power is constrained by ice availability. &lt;br /&gt;
 - Heat Exchangers are ~3x more water efficient than boilers&lt;br /&gt;
 - Solar panels should be avoided, effectively replaced by lightning&lt;br /&gt;
 - Accumulators are significantly less power-dense than steam-based energy sources.&lt;br /&gt;
&lt;br /&gt;
=== Optimization Tips ===&lt;br /&gt;
Fulgora has no pollution mechanic, and an overabundance of fuel. If electricity problems arise due to lack of power generation, burners are significantly more viable on Fulgora than in the base game and can help ease electrical consumption. Using burner miners, burner inserters, and steel furnaces can significantly ease electrical consumption as long as modules aren&#039;t required and throughput doesn&#039;t become an issue. This also helps use up excess solid fuel&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;
fulgora landscape titlescreen.png|Fulgora seen on the expansion&#039;s title screen.&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;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.&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;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220392</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220392"/>
		<updated>2026-10-11T00:42:39Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Lightning */ Finally refined lightning strike behavior with empirical data and estimation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&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;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-fulgora}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
[[Scrap]] can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet.&lt;br /&gt;
&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]] as well as [[fulgoran lightning attractor]]s, which can protect you at night until you build your own [[lightning rod]]s. Plateaus also hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oil sands&#039;&#039;&#039; or &#039;&#039;&#039;oil oceans&#039;&#039;&#039;&amp;lt;!-- &amp;quot;Oil sands&amp;quot; in FFF-399, &amp;quot;Oil oceans&amp;quot; in-game --&amp;gt; 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 &#039;&#039;&#039;deep oil oceans&#039;&#039;&#039; will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oil oceans to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
=== Oil oceans ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[oil ocean]]s, on which nothing except for [[rail support]]s can be built. Traversal by foot across the ocean is possible, but slow. The oceans 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;
Much later, [[foundation]] can be researched, which allows for building on top of the oceans.&lt;br /&gt;
&lt;br /&gt;
=== Plateaus ===&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands always have a [[Fulgoran vault ruin]], usually other [[Fulgoran ruin|ruins]], and a massive amount of [[scrap]] in a dense pile.&lt;br /&gt;
* Medium islands have a large amount of smaller ruins and usually scattered patches with much smaller amount of scrap.&lt;br /&gt;
* Large islands with no resources other than some [[fulgorite]] and a few ruins.&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island. 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]]. Islands are often bordered by [[cliff]]s, which can make placing [[rail ramp]]s difficult without access to [[cliff explosives]].&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. Each tick a coordinate may become a source of lightning and, if so, lightning will strike within 10 tiles of the source. &lt;br /&gt;
&lt;br /&gt;
Testing shows that lightning storms very likely have the following properties:&lt;br /&gt;
* The duration of lightning storms is 90 seconds, spanning half the cycle (during the in game sunrise and sunset phase as well as night)&lt;br /&gt;
* Storms start at 0 intensity and increase in intensity the first 40% of the night, hold maximum intensity the middle 20% of the night, then decrease in intensity the last 40% of the night (analogous to solar power).&lt;br /&gt;
* The probability of a lightning strike within a [[chunk]] starts at 0 strikes per second and increases by 1/18000 each tick up to a maximum intensity of 0.12 strikes per second. This probability is held for 36 seconds then the process reverses. This probability should be interpreted as a [[Wikipedia: Poisson Distribution|poisson parameter]].&lt;br /&gt;
* At peak intensity, each chunk is expected to generate a strike every 0.12 seconds. This is one strike every 8.33 seconds. &lt;br /&gt;
* One can expect 6.48 lightning strikes per chunk per night. &lt;br /&gt;
&lt;br /&gt;
Individual lightning strikes likely have the following behavior:&lt;br /&gt;
* If a lightning strike is to generate, a tile/coordinate is chosen as the source. A target for the lightning strike is then chosen within &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; tiles based on priority and lightning attractors nearby.&lt;br /&gt;
* &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; = 10. &lt;br /&gt;
* Any lightning with a source that is within &amp;lt;code&amp;gt;range + lightning_reach&amp;lt;/code&amp;gt; of a lightning attractor (i.e. a [[lightning rod]] or [[lightning collector]]) will count that attractor as a valid target. Since lightning attractors have the highest priority, this ensures strikes within &amp;lt;code&amp;gt;range + lightning_reach&amp;lt;/code&amp;gt; of a lightning attractor will always hit the attractor. &lt;br /&gt;
* Lightning will prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably &#039;&#039;not&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning immune entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&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 becomes 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. [[Player]]s can also recycle by hand provided the recipe has been unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&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 generally 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.&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;
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s&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;
* [[Uranium]] is not available eliminating nuclear power without importing from off planet&lt;br /&gt;
&lt;br /&gt;
== Power Considerations ==&lt;br /&gt;
=== Lightning Power ===&lt;br /&gt;
&amp;lt;i&amp;gt;Main Article: [[Power production#Lightning power]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roughly speaking, placing lightning rods as needed for coverage will provide more than enough power at night unless one has end-game bases with very high power-density. [[Lightning rod #Net Efficiency]] has information relevant for realistic power-densities that can be maintained sustainably with lightning power. &lt;br /&gt;
&lt;br /&gt;
Since lightning only occurs at night, one must use accumulators to make lightning energy available during the day. If not using any other source of power during the day, one should place enough accumulators to cover ~60% of the day&#039;s duration to be safe. For every 1 MW of base demand, this is 108 MJ of storage (22 - 4 accumulators per MW depending on quality). Note that accumulators add extra load to the grid at night (0.3 - 0.75 MW per accumulator depending on quality). This is actually beneficial as it reduces the lightning energy lost to the drain mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Power ===&lt;br /&gt;
&lt;br /&gt;
The lightning mechanic offers free electricity, but this is not always adequate on its own and it may be desirable to setup auxiliary or backup power for when accumulators run low. The primary considerations or limiting factors to setting up power generation are water from ice, and physical space due to the lack of usable land on the surface.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solid Fuel Burning:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using boilers with solid fuel offers 0.3 MW per unit of water, and offers an energy density of ~0.05 MW per tile of surface area (36 tiles for two steam engines and a boiler). Using a heat exchanger offers 0.97 MW per unit of water and offers an energy density of around 0.3 MW per tile (depending on layout), making it ~6x more space efficient and 3.2x more water efficient. &lt;br /&gt;
&lt;br /&gt;
If using native [[Scrap]] output ratios and no productivity on ice to water, one can obtain 7 solid fuel per 100 units of water per 100 scrap. This yields:&lt;br /&gt;
* Via boilers: 84 MJ from solid fuel, 30 MJ from water. Thus only 35% of solid fuel can be used.&lt;br /&gt;
* Via heating tower + heat exchangers: 210 MJ from solid fuel, 97 MJ from water. Thus only 46% of solid fuel can be used. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Water Production&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 unstacked blue belt is 45 scrap per second. If run during only 50% of the day, this means each blue belt can provide at most 27 MW (via steam engines) or ~87 MW (via steam turbines) of power during the day without productivity on either scrap output or ice to water. Keep in mind that most Fulgora setups require some water so this is only an upper bound, not an estimate of what is sustainable. When recycling scrap becomes output bound, one is limited to 45MW and 145MW respectively per blue belt of scrap output. With normal productivity module 3s on ice to water this can rise to 58.5 MW and ~190 MW respectively. &lt;br /&gt;
&lt;br /&gt;
Water can also be imported from off planet if supply is a significant issue. But since power demand is correlated with scrap processing, it is unlikely that this will be necessary. For example, 240 scrap-output per second (1 stacked turbo belt of gears, solid fuel, ice, etc.) provides enough ice for at most 1 GW of power generation during the day:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;240 output/sec x 0.0833 ice/output x 20 water/ice x 1.3 (productivity) x 2 (run half the day) = ~1040 water/sec in daytime --&amp;gt; ~1 GW power&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Other Info&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regarding heat production, heating towers offer ~4.4 MW per tile, making them initially superior to nuclear at 1.6 MW per tile for a single reactor, but at scale due to the neighbor bonus nuclear can achieve higher energy density. Any reactor array larger than 1x2 will effectively achieve a higher energy density than heating towers. However excess heat from a reactor must be stored in either extra heat pipes or steam which will significantly reduce the power density. The reactor will also need uranium or uranium fuel cells imported. &lt;br /&gt;
&lt;br /&gt;
Solar panels do not require any water, but receive an 80% penalty on Fulgora, producing only 12 kW, or ~1.3 kW per tile. Note this is in kW, not MW. Given that fuel is abundant and space is limited and water is not impossible to acquire, this makes solar effectively worthless on Fulgora.&lt;br /&gt;
&lt;br /&gt;
For reference, normal accumulators discharging their entire energy reserve over ~60% of the day will only output 0.045 MW and will take up 4 tiles for ~0.011 MW per tile. Even legendary accumulators will only have a power-density of ~0.07 MW per tile. This is far below the steam-based power above. &lt;br /&gt;
&lt;br /&gt;
To recap:&lt;br /&gt;
 - Non-accumulator power is constrained by ice availability. &lt;br /&gt;
 - Heat Exchangers are ~3x more water efficient than boilers&lt;br /&gt;
 - Solar panels should be avoided, effectively replaced by lightning&lt;br /&gt;
 - Accumulators are significantly less power-dense than steam-based energy sources.&lt;br /&gt;
&lt;br /&gt;
=== Optimization Tips ===&lt;br /&gt;
Fulgora has no pollution mechanic, and an overabundance of fuel. If electricity problems arise due to lack of power generation, burners are significantly more viable on Fulgora than in the base game and can help ease electrical consumption. Using burner miners, burner inserters, and steel furnaces can significantly ease electrical consumption as long as modules aren&#039;t required and throughput doesn&#039;t become an issue. This also helps use up excess solid fuel&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;
fulgora landscape titlescreen.png|Fulgora seen on the expansion&#039;s title screen.&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;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.&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;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=220391</id>
		<title>Lightning collector</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=220391"/>
		<updated>2026-10-09T22:50:37Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Net Efficiency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning collector}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning collector&#039;&#039;&#039; is an upgraded version of the [[lightning rod]] from [[Fulgora]]{{SA}} that protects a larger area from getting struck by lightning, as well as [[Power production#Lightning power|converting each strike to more electricity]] than its counterpart. Like the lightning rod, the peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system.&lt;br /&gt;
&lt;br /&gt;
Also like the lightning rod, the lightning collector cannot be crafted on any planet other than Fulgora, due to the other planets&#039; lack of a strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
This page will only cover behaviors and quantities unique to lightning collectors. See the page for [[lightning rod]] for mechanics shared by both entities. &lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~4 - 16 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x Range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x Range&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 60 Height: 51 || Side: 49&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 74 Height: 63 || Side: 60&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 86 Height: 74 || Side: 70&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 100 Height: 85 || Side: 81&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 126 Height: 108 || Side: 102&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are center-to-center distances. The gap between collectors will be 2 less than these. &lt;br /&gt;
&lt;br /&gt;
== Net Efficiency ==&lt;br /&gt;
&lt;br /&gt;
For a grid of connected lightning rods covering 30 chunks, the following table shows an estimate for maximum sustainable night-time power and the net efficiency of the collectors. See [[lightning rod#Net Efficiency|net efficiency]] for definitions and further explanation.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Collectors per Large Island !! Simultaneous Powered Collectors !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 1.9 || 16 || 3 || 750 || 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 3.2 || 10 || 2 || 1350 || 43%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 4.9 || 7 || 2.5 || 1800 || 53%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 6.9 || 5 || 3 || 2150 || 63%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 11.9 || 4 || 4 || 3100 || 84% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is sustainable night-time power. Halve this to obtain sustainable power over the entire day (requires accumulators).&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=220390</id>
		<title>Lightning collector</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=220390"/>
		<updated>2026-10-09T22:44:48Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: Removing stub tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning collector}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning collector&#039;&#039;&#039; is an upgraded version of the [[lightning rod]] from [[Fulgora]]{{SA}} that protects a larger area from getting struck by lightning, as well as [[Power production#Lightning power|converting each strike to more electricity]] than its counterpart. Like the lightning rod, the peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system.&lt;br /&gt;
&lt;br /&gt;
Also like the lightning rod, the lightning collector cannot be crafted on any planet other than Fulgora, due to the other planets&#039; lack of a strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
This page will only cover behaviors and quantities unique to lightning collectors. See the page for [[lightning rod]] for mechanics shared by both entities. &lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~4 - 16 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x Range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x Range&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 60 Height: 51 || Side: 49&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 74 Height: 63 || Side: 60&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 86 Height: 74 || Side: 70&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 100 Height: 85 || Side: 81&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 126 Height: 108 || Side: 102&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are center-to-center distances. The gap between collectors will be 2 less than these. &lt;br /&gt;
&lt;br /&gt;
== Net Efficiency ==&lt;br /&gt;
&lt;br /&gt;
For a grid of connected lightning rods covering 30 chunks, the following net efficiencies and maximum sustainable night-time power are achieved. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Collectors per Large Island !! Simultaneous Powered Collectors !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 1.9 || 16 || 3 || 750 || 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 3.2 || 10 || 2 || 1350 || 43%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 4.9 || 7 || 2.5 || 1800 || 53%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 6.9 || 5 || 3 || 2150 || 63%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 11.9 || 4 || 4 || 3100 || 84% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is sustainable night-time power. Halve this to obtain sustainable power over the entire day (requires accumulators).&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=220389</id>
		<title>Lightning collector</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=220389"/>
		<updated>2026-10-09T22:42:05Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Net Efficiency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning collector}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning collector&#039;&#039;&#039; is an upgraded version of the [[lightning rod]] from [[Fulgora]]{{SA}} that protects a larger area from getting struck by lightning, as well as [[Power production#Lightning power|converting each strike to more electricity]] than its counterpart. Like the lightning rod, the peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system.&lt;br /&gt;
&lt;br /&gt;
Also like the lightning rod, the lightning collector cannot be crafted on any planet other than Fulgora, due to the other planets&#039; lack of a strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
This page will only cover behaviors and quantities unique to lightning collectors. See the page for [[lightning rod]] for mechanics shared by both entities. &lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~4 - 16 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x Range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x Range&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 60 Height: 51 || Side: 49&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 74 Height: 63 || Side: 60&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 86 Height: 74 || Side: 70&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 100 Height: 85 || Side: 81&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 126 Height: 108 || Side: 102&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are center-to-center distances. The gap between collectors will be 2 less than these. &lt;br /&gt;
&lt;br /&gt;
== Net Efficiency ==&lt;br /&gt;
&lt;br /&gt;
For a grid of connected lightning rods covering 30 chunks, the following net efficiencies and maximum sustainable night-time power are achieved. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Collectors per Large Island !! Simultaneous Powered Collectors !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 1.9 || 16 || 3 || 750 || 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 3.2 || 10 || 2 || 1350 || 43%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 4.9 || 7 || 2.5 || 1800 || 53%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 6.9 || 5 || 3 || 2150 || 63%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 11.9 || 4 || 4 || 3100 || 84% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is sustainable night-time power. Halve this to obtain sustainable power over the entire day (requires accumulators).&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=220388</id>
		<title>Lightning collector</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=220388"/>
		<updated>2026-10-09T22:41:40Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: Added net efficiency table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning collector}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning collector&#039;&#039;&#039; is an upgraded version of the [[lightning rod]] from [[Fulgora]]{{SA}} that protects a larger area from getting struck by lightning, as well as [[Power production#Lightning power|converting each strike to more electricity]] than its counterpart. Like the lightning rod, the peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system.&lt;br /&gt;
&lt;br /&gt;
Also like the lightning rod, the lightning collector cannot be crafted on any planet other than Fulgora, due to the other planets&#039; lack of a strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
This page will only cover behaviors and quantities unique to lightning collectors. See the page for [[lightning rod]] for mechanics shared by both entities. &lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~4 - 16 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x Range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x Range&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 60 Height: 51 || Side: 49&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 74 Height: 63 || Side: 60&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 86 Height: 74 || Side: 70&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 100 Height: 85 || Side: 81&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 126 Height: 108 || Side: 102&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are center-to-center distances. The gap between collectors will be 2 less than these. &lt;br /&gt;
&lt;br /&gt;
== Net Efficiency ==&lt;br /&gt;
&lt;br /&gt;
For a grid of connected lightning rods covering 30 chunks, the following net efficiencies and maximum sustainable night-time power are achieved. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 1.9 || 16 || 3 || 750 || 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 3.2 || 10 || 2 || 1350 || 43%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 4.9 || 7 || 2.5 || 1800 || 53%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 6.9 || 5 || 3 || 2150 || 63%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 11.9 || 4 || 4 || 3100 || 84% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is sustainable night-time power. Halve this to obtain sustainable power over the entire day (requires accumulators). &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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220386</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220386"/>
		<updated>2026-10-09T22:31:35Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Tiling Options */ collectors -&amp;gt; rods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning Mechanics ==&lt;br /&gt;
Each lightning strike contains 1 GJ and, when averaged over the night, lightning strikes approximately once every 10 seconds per chunk. This energy can only be used to recharge lightning attractors (i.e. lightning rods and [[lightning collector]]s). This means lightning attractors have access to ~100MW per chunk. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). &lt;br /&gt;
&lt;br /&gt;
Lightning strikes do 100 electric damage to struck entities. See [[Fulgora#Lightning]] for more details, including immune buildings that do not require lightning attractor coverage. &lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
Lightning rods protect buildings within their coverage zone by attracting lightning. As lightning rods have 100% electric [[resistance]], they take no damage. The coverage zone of a lightning rod network is shown when lightning rods are selected or hovered over. In terms of actual building protection, the center of a building must be within the coverage zone to guarantee protection. Hovering over any lightning rod will cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon. &lt;br /&gt;
&lt;br /&gt;
The coverage zone of a lightning rod can extend further than their listed range due to the ability to bridge small gaps between the default coverage areas. As quality increases this becomes less important but for normal and uncommon quality this can result in a substantial boost to coverage per lightning rod. For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~8 - 45 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x Range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x Range&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 42 Height: 34 || Side: 35&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 52 Height: 43 || Side: 41&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 60 Height: 50 || Side: 48&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 66 Height: 56 || Side: 55&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 82 Height: 70 || Side: 67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are center-to-center distances. The gap between rods will be 1 less than these.&lt;br /&gt;
&lt;br /&gt;
Islands on Fulgora are relatively small and jagged so one will still be required to fill in gaps on the edges in an ad-hoc manner. With reasonably good tiling lightning rods will, on average, cover at least the circular coverage implied by their range (3.14 x Range²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 tiling of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern. More generally, aligning with a M x N grid (with M &amp;gt; N for simplicity) with triangles requires that the base &amp;gt; M and height &amp;gt; N. With squares aligning requires that side &amp;gt; M.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 30 chunks are covered and coverage per rod equivalent to 3.14 x Range². Even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The best case number of simultaneously powered rods (caused by perfectly spaced lightning) is shown in the table. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 0.7 || 44 || 2 || 300 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 1.2 || 26 || 2 || 490 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 1.8 || 17 || 2.5 || 580 || 19%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 2.5 || 13 || 3 || 770 || 24%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 4.3 || 8 || 4 || 1100 || 32% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. The above should be thought of as a realistic upper bound for a single large island. Again, larger tilings of connected lightning rods will be able to achieve higher net efficiencies, but convergence of net efficiency to listed efficiency is slow. Even arrays ten times larger than the table above will have net efficiencies which are still only 90%-95% of listed efficiency. In practice, net efficiency will be significantly lower than listed efficiency unless one uses foundation and big power poles to bridge separated grids. &lt;br /&gt;
&lt;br /&gt;
One should note that increased quality leads to the following effects:&lt;br /&gt;
* Higher quality Lightning rods stay powered longer due to higher efficiency and lightning strike frequency. This can lead to more rods being powered simultaneously which increases the drain and reduces efficiency slightly.&lt;br /&gt;
* The number of active rods is constantly in flux due to the nature of lightning. Higher quality (and properly tiled) lightning rods have lower variance for number of active rods, making max achievable power more predictable. &lt;br /&gt;
* Quality lightning rods can reach further into the oil ocean, effectively increasing the coverage area for a given island. &lt;br /&gt;
* The vast majority of the increased efficiency of higher quality lightning rods comes from the higher base efficiency. This means re-tiling is not usually necessary unless many rods are active simultaneously and power-density of the base is quite high.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220385</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220385"/>
		<updated>2026-10-09T22:31:16Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Tiling Options */ Made note of distances being center to center&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning Mechanics ==&lt;br /&gt;
Each lightning strike contains 1 GJ and, when averaged over the night, lightning strikes approximately once every 10 seconds per chunk. This energy can only be used to recharge lightning attractors (i.e. lightning rods and [[lightning collector]]s). This means lightning attractors have access to ~100MW per chunk. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). &lt;br /&gt;
&lt;br /&gt;
Lightning strikes do 100 electric damage to struck entities. See [[Fulgora#Lightning]] for more details, including immune buildings that do not require lightning attractor coverage. &lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
Lightning rods protect buildings within their coverage zone by attracting lightning. As lightning rods have 100% electric [[resistance]], they take no damage. The coverage zone of a lightning rod network is shown when lightning rods are selected or hovered over. In terms of actual building protection, the center of a building must be within the coverage zone to guarantee protection. Hovering over any lightning rod will cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon. &lt;br /&gt;
&lt;br /&gt;
The coverage zone of a lightning rod can extend further than their listed range due to the ability to bridge small gaps between the default coverage areas. As quality increases this becomes less important but for normal and uncommon quality this can result in a substantial boost to coverage per lightning rod. For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~8 - 45 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x Range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x Range&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 42 Height: 34 || Side: 35&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 52 Height: 43 || Side: 41&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 60 Height: 50 || Side: 48&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 66 Height: 56 || Side: 55&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 82 Height: 70 || Side: 67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are center-to-center distances. The gap between collectors will be 1 less than these.&lt;br /&gt;
&lt;br /&gt;
Islands on Fulgora are relatively small and jagged so one will still be required to fill in gaps on the edges in an ad-hoc manner. With reasonably good tiling lightning rods will, on average, cover at least the circular coverage implied by their range (3.14 x Range²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 tiling of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern. More generally, aligning with a M x N grid (with M &amp;gt; N for simplicity) with triangles requires that the base &amp;gt; M and height &amp;gt; N. With squares aligning requires that side &amp;gt; M.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 30 chunks are covered and coverage per rod equivalent to 3.14 x Range². Even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The best case number of simultaneously powered rods (caused by perfectly spaced lightning) is shown in the table. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 0.7 || 44 || 2 || 300 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 1.2 || 26 || 2 || 490 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 1.8 || 17 || 2.5 || 580 || 19%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 2.5 || 13 || 3 || 770 || 24%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 4.3 || 8 || 4 || 1100 || 32% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. The above should be thought of as a realistic upper bound for a single large island. Again, larger tilings of connected lightning rods will be able to achieve higher net efficiencies, but convergence of net efficiency to listed efficiency is slow. Even arrays ten times larger than the table above will have net efficiencies which are still only 90%-95% of listed efficiency. In practice, net efficiency will be significantly lower than listed efficiency unless one uses foundation and big power poles to bridge separated grids. &lt;br /&gt;
&lt;br /&gt;
One should note that increased quality leads to the following effects:&lt;br /&gt;
* Higher quality Lightning rods stay powered longer due to higher efficiency and lightning strike frequency. This can lead to more rods being powered simultaneously which increases the drain and reduces efficiency slightly.&lt;br /&gt;
* The number of active rods is constantly in flux due to the nature of lightning. Higher quality (and properly tiled) lightning rods have lower variance for number of active rods, making max achievable power more predictable. &lt;br /&gt;
* Quality lightning rods can reach further into the oil ocean, effectively increasing the coverage area for a given island. &lt;br /&gt;
* The vast majority of the increased efficiency of higher quality lightning rods comes from the higher base efficiency. This means re-tiling is not usually necessary unless many rods are active simultaneously and power-density of the base is quite high.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=220384</id>
		<title>Lightning collector</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=220384"/>
		<updated>2026-10-09T22:29:53Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: Added coverage section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning collector}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning collector&#039;&#039;&#039; is an upgraded version of the [[lightning rod]] from [[Fulgora]]{{SA}} that protects a larger area from getting struck by lightning, as well as [[Power production#Lightning power|converting each strike to more electricity]] than its counterpart. Like the lightning rod, the peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system.&lt;br /&gt;
&lt;br /&gt;
Also like the lightning rod, the lightning collector cannot be crafted on any planet other than Fulgora, due to the other planets&#039; lack of a strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
This page will only cover behaviors and quantities unique to lightning collectors. See the page for [[lightning rod]] for mechanics shared by both entities. &lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~4 - 16 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x Range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x Range&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 60 Height: 51 || Side: 49&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 74 Height: 63 || Side: 60&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 86 Height: 74 || Side: 70&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 100 Height: 85 || Side: 81&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 126 Height: 108 || Side: 102&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are center-to-center distances. The gap between collectors will be 2 less than these. &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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220383</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220383"/>
		<updated>2026-10-09T21:56:02Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Lightning and Coverage */ Re-organized for better alignment with lightning collector. Removed power-related aspects.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning Mechanics ==&lt;br /&gt;
Each lightning strike contains 1 GJ and, when averaged over the night, lightning strikes approximately once every 10 seconds per chunk. This energy can only be used to recharge lightning attractors (i.e. lightning rods and [[lightning collector]]s). This means lightning attractors have access to ~100MW per chunk. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). &lt;br /&gt;
&lt;br /&gt;
Lightning strikes do 100 electric damage to struck entities. See [[Fulgora#Lightning]] for more details, including immune buildings that do not require lightning attractor coverage. &lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
Lightning rods protect buildings within their coverage zone by attracting lightning. As lightning rods have 100% electric [[resistance]], they take no damage. The coverage zone of a lightning rod network is shown when lightning rods are selected or hovered over. In terms of actual building protection, the center of a building must be within the coverage zone to guarantee protection. Hovering over any lightning rod will cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon. &lt;br /&gt;
&lt;br /&gt;
The coverage zone of a lightning rod can extend further than their listed range due to the ability to bridge small gaps between the default coverage areas. As quality increases this becomes less important but for normal and uncommon quality this can result in a substantial boost to coverage per lightning rod. For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~8 - 45 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x Range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x Range&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 41 Height: 34 || Side: 34&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 51 Height: 43 || Side: 40&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 59 Height: 50 || Side: 47&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 65 Height: 56 || Side: 54&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 81 Height: 70 || Side: 66&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Islands on Fulgora are relatively small and jagged so one will still be required to fill in gaps on the edges in an ad-hoc manner. With reasonably good tiling lightning rods will, on average, cover at least the circular coverage implied by their range (3.14 x Range²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 tiling of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern. More generally, aligning with a M x N grid (with M &amp;gt; N for simplicity) with triangles requires that the base &amp;gt; M and height &amp;gt; N. With squares aligning requires that side &amp;gt; M.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 30 chunks are covered and coverage per rod equivalent to 3.14 x Range². Even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The best case number of simultaneously powered rods (caused by perfectly spaced lightning) is shown in the table. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 0.7 || 44 || 2 || 300 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 1.2 || 26 || 2 || 490 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 1.8 || 17 || 2.5 || 580 || 19%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 2.5 || 13 || 3 || 770 || 24%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 4.3 || 8 || 4 || 1100 || 32% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. The above should be thought of as a realistic upper bound for a single large island. Again, larger tilings of connected lightning rods will be able to achieve higher net efficiencies, but convergence of net efficiency to listed efficiency is slow. Even arrays ten times larger than the table above will have net efficiencies which are still only 90%-95% of listed efficiency. In practice, net efficiency will be significantly lower than listed efficiency unless one uses foundation and big power poles to bridge separated grids. &lt;br /&gt;
&lt;br /&gt;
One should note that increased quality leads to the following effects:&lt;br /&gt;
* Higher quality Lightning rods stay powered longer due to higher efficiency and lightning strike frequency. This can lead to more rods being powered simultaneously which increases the drain and reduces efficiency slightly.&lt;br /&gt;
* The number of active rods is constantly in flux due to the nature of lightning. Higher quality (and properly tiled) lightning rods have lower variance for number of active rods, making max achievable power more predictable. &lt;br /&gt;
* Quality lightning rods can reach further into the oil ocean, effectively increasing the coverage area for a given island. &lt;br /&gt;
* The vast majority of the increased efficiency of higher quality lightning rods comes from the higher base efficiency. This means re-tiling is not usually necessary unless many rods are active simultaneously and power-density of the base is quite high.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220382</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220382"/>
		<updated>2026-10-09T21:16:33Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Alternative Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&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;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-fulgora}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
[[Scrap]] can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet.&lt;br /&gt;
&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]] as well as [[fulgoran lightning attractor]]s, which can protect you at night until you build your own [[lightning rod]]s. Plateaus also hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oil sands&#039;&#039;&#039; or &#039;&#039;&#039;oil oceans&#039;&#039;&#039;&amp;lt;!-- &amp;quot;Oil sands&amp;quot; in FFF-399, &amp;quot;Oil oceans&amp;quot; in-game --&amp;gt; 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 &#039;&#039;&#039;deep oil oceans&#039;&#039;&#039; will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oil oceans to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
=== Oil oceans ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[oil ocean]]s, on which nothing except for [[rail support]]s can be built. Traversal by foot across the ocean is possible, but slow. The oceans 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;
Much later, [[foundation]] can be researched, which allows for building on top of the oceans.&lt;br /&gt;
&lt;br /&gt;
=== Plateaus ===&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands always have a [[Fulgoran vault ruin]], usually other [[Fulgoran ruin|ruins]], and a massive amount of [[scrap]] in a dense pile.&lt;br /&gt;
* Medium islands have a large amount of smaller ruins and usually scattered patches with much smaller amount of scrap.&lt;br /&gt;
* Large islands with no resources other than some [[fulgorite]] and a few ruins.&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island. 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]]. Islands are often bordered by [[cliff]]s, which can make placing [[rail ramp]]s difficult without access to [[cliff explosives]].&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 (&amp;lt;code&amp;gt;lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks)&amp;lt;/code&amp;gt;)&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 prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
&lt;br /&gt;
The duration of lightning storms is 90 seconds, spanning half the cycle (during the in game sunrise and sunset phase as well as night)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably &#039;&#039;not&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning immune entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&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 becomes 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. [[Player]]s can also recycle by hand provided the recipe has been unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&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 generally 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.&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;
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s&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;
* [[Uranium]] is not available eliminating nuclear power without importing from off planet&lt;br /&gt;
&lt;br /&gt;
== Power Considerations ==&lt;br /&gt;
=== Lightning Power ===&lt;br /&gt;
&amp;lt;i&amp;gt;Main Article: [[Power production#Lightning power]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roughly speaking, placing lightning rods as needed for coverage will provide more than enough power at night unless one has end-game bases with very high power-density. [[Lightning rod #Net Efficiency]] has information relevant for realistic power-densities that can be maintained sustainably with lightning power. &lt;br /&gt;
&lt;br /&gt;
Since lightning only occurs at night, one must use accumulators to make lightning energy available during the day. If not using any other source of power during the day, one should place enough accumulators to cover ~60% of the day&#039;s duration to be safe. For every 1 MW of base demand, this is 108 MJ of storage (22 - 4 accumulators per MW depending on quality). Note that accumulators add extra load to the grid at night (0.3 - 0.75 MW per accumulator depending on quality). This is actually beneficial as it reduces the lightning energy lost to the drain mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Power ===&lt;br /&gt;
&lt;br /&gt;
The lightning mechanic offers free electricity, but this is not always adequate on its own and it may be desirable to setup auxiliary or backup power for when accumulators run low. The primary considerations or limiting factors to setting up power generation are water from ice, and physical space due to the lack of usable land on the surface.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solid Fuel Burning:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using boilers with solid fuel offers 0.3 MW per unit of water, and offers an energy density of ~0.05 MW per tile of surface area (36 tiles for two steam engines and a boiler). Using a heat exchanger offers 0.97 MW per unit of water and offers an energy density of around 0.3 MW per tile (depending on layout), making it ~6x more space efficient and 3.2x more water efficient. &lt;br /&gt;
&lt;br /&gt;
If using native [[Scrap]] output ratios and no productivity on ice to water, one can obtain 7 solid fuel per 100 units of water per 100 scrap. This yields:&lt;br /&gt;
* Via boilers: 84 MJ from solid fuel, 30 MJ from water. Thus only 35% of solid fuel can be used.&lt;br /&gt;
* Via heating tower + heat exchangers: 210 MJ from solid fuel, 97 MJ from water. Thus only 46% of solid fuel can be used. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Water Production&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 unstacked blue belt is 45 scrap per second. If run during only 50% of the day, this means each blue belt can provide at most 27 MW (via steam engines) or ~87 MW (via steam turbines) of power during the day without productivity on either scrap output or ice to water. Keep in mind that most Fulgora setups require some water so this is only an upper bound, not an estimate of what is sustainable. When recycling scrap becomes output bound, one is limited to 45MW and 145MW respectively per blue belt of scrap output. With normal productivity module 3s on ice to water this can rise to 58.5 MW and ~190 MW respectively. &lt;br /&gt;
&lt;br /&gt;
Water can also be imported from off planet if supply is a significant issue. But since power demand is correlated with scrap processing, it is unlikely that this will be necessary. For example, 240 scrap-output per second (1 stacked turbo belt of gears, solid fuel, ice, etc.) provides enough ice for at most 1 GW of power generation during the day:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;240 output/sec x 0.0833 ice/output x 20 water/ice x 1.3 (productivity) x 2 (run half the day) = ~1040 water/sec in daytime --&amp;gt; ~1 GW power&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Other Info&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regarding heat production, heating towers offer ~4.4 MW per tile, making them initially superior to nuclear at 1.6 MW per tile for a single reactor, but at scale due to the neighbor bonus nuclear can achieve higher energy density. Any reactor array larger than 1x2 will effectively achieve a higher energy density than heating towers. However excess heat from a reactor must be stored in either extra heat pipes or steam which will significantly reduce the power density. The reactor will also need uranium or uranium fuel cells imported. &lt;br /&gt;
&lt;br /&gt;
Solar panels do not require any water, but receive an 80% penalty on Fulgora, producing only 12 kW, or ~1.3 kW per tile. Note this is in kW, not MW. Given that fuel is abundant and space is limited and water is not impossible to acquire, this makes solar effectively worthless on Fulgora.&lt;br /&gt;
&lt;br /&gt;
For reference, normal accumulators discharging their entire energy reserve over ~60% of the day will only output 0.045 MW and will take up 4 tiles for ~0.011 MW per tile. Even legendary accumulators will only have a power-density of ~0.07 MW per tile. This is far below the steam-based power above. &lt;br /&gt;
&lt;br /&gt;
To recap:&lt;br /&gt;
 - Non-accumulator power is constrained by ice availability. &lt;br /&gt;
 - Heat Exchangers are ~3x more water efficient than boilers&lt;br /&gt;
 - Solar panels should be avoided, effectively replaced by lightning&lt;br /&gt;
 - Accumulators are significantly less power-dense than steam-based energy sources.&lt;br /&gt;
&lt;br /&gt;
=== Optimization Tips ===&lt;br /&gt;
Fulgora has no pollution mechanic, and an overabundance of fuel. If electricity problems arise due to lack of power generation, burners are significantly more viable on Fulgora than in the base game and can help ease electrical consumption. Using burner miners, burner inserters, and steel furnaces can significantly ease electrical consumption as long as modules aren&#039;t required and throughput doesn&#039;t become an issue. This also helps use up excess solid fuel&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;
fulgora landscape titlescreen.png|Fulgora seen on the expansion&#039;s title screen.&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;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.&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;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220381</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220381"/>
		<updated>2026-10-09T21:14:34Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Alternative Power */ Ice -&amp;gt; water&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&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;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-fulgora}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
[[Scrap]] can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet.&lt;br /&gt;
&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]] as well as [[fulgoran lightning attractor]]s, which can protect you at night until you build your own [[lightning rod]]s. Plateaus also hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oil sands&#039;&#039;&#039; or &#039;&#039;&#039;oil oceans&#039;&#039;&#039;&amp;lt;!-- &amp;quot;Oil sands&amp;quot; in FFF-399, &amp;quot;Oil oceans&amp;quot; in-game --&amp;gt; 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 &#039;&#039;&#039;deep oil oceans&#039;&#039;&#039; will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oil oceans to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
=== Oil oceans ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[oil ocean]]s, on which nothing except for [[rail support]]s can be built. Traversal by foot across the ocean is possible, but slow. The oceans 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;
Much later, [[foundation]] can be researched, which allows for building on top of the oceans.&lt;br /&gt;
&lt;br /&gt;
=== Plateaus ===&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands always have a [[Fulgoran vault ruin]], usually other [[Fulgoran ruin|ruins]], and a massive amount of [[scrap]] in a dense pile.&lt;br /&gt;
* Medium islands have a large amount of smaller ruins and usually scattered patches with much smaller amount of scrap.&lt;br /&gt;
* Large islands with no resources other than some [[fulgorite]] and a few ruins.&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island. 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]]. Islands are often bordered by [[cliff]]s, which can make placing [[rail ramp]]s difficult without access to [[cliff explosives]].&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 (&amp;lt;code&amp;gt;lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks)&amp;lt;/code&amp;gt;)&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 prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
&lt;br /&gt;
The duration of lightning storms is 90 seconds, spanning half the cycle (during the in game sunrise and sunset phase as well as night)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably &#039;&#039;not&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning immune entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&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 becomes 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. [[Player]]s can also recycle by hand provided the recipe has been unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&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 generally 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.&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;
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s&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;
* [[Uranium]] is not available eliminating nuclear power without importing from off planet&lt;br /&gt;
&lt;br /&gt;
== Power Considerations ==&lt;br /&gt;
=== Lightning Power ===&lt;br /&gt;
&amp;lt;i&amp;gt;Main Article: [[Power production#Lightning power]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roughly speaking, placing lightning rods as needed for coverage will provide more than enough power at night unless one has end-game bases with very high power-density. [[Lightning rod #Net Efficiency]] has information relevant for realistic power-densities that can be maintained sustainably with lightning power. &lt;br /&gt;
&lt;br /&gt;
Since lightning only occurs at night, one must use accumulators to make lightning energy available during the day. If not using any other source of power during the day, one should place enough accumulators to cover ~60% of the day&#039;s duration to be safe. For every 1 MW of base demand, this is 108 MJ of storage (22 - 4 accumulators per MW depending on quality). Note that accumulators add extra load to the grid at night (0.3 - 0.75 MW per accumulator depending on quality). This is actually beneficial as it reduces the lightning energy lost to the drain mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Power ===&lt;br /&gt;
&lt;br /&gt;
The lightning mechanic offers free electricity, but this is not always adequate on its own and it may be desirable to setup auxiliary or backup power for when accumulators run low. The primary considerations or limiting factors to setting up power generation are water from ice, and physical space due to the lack of usable land on the surface.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solid Fuel Burning:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using boilers with solid fuel offers 0.3 MW per unit of water, and offers an energy density of ~0.05 MW per tile of surface area (36 tiles for two steam engines and a boiler). Using a heat exchanger offers 0.97 MW per unit of water and offers an energy density of around 0.3 MW per tile (depending on layout), making it ~6x more space efficient and 3.2x more water efficient. &lt;br /&gt;
&lt;br /&gt;
If using native [[Scrap]] output ratios and no productivity on ice to water, one can obtain 7 solid fuel per 100 units of water per 100 scrap. This yields:&lt;br /&gt;
* Via boilers: 84 MJ from solid fuel, 30 MJ from water. Thus only 35% of solid fuel can be used.&lt;br /&gt;
* Via heating tower + heat exchangers: 210 MJ from solid fuel, 97 MJ from water. Thus only 46% of solid fuel can be used. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Water Production&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 unstacked blue belt is 45 scrap per second. If run during only 50% of the day, this means each blue belt can provide at most 27 MW (via steam engines) or ~87 MW (via steam turbines) of power during the day without productivity on either scrap output or ice to water. Keep in mind that most Fulgora setups require some water so this is only an upper bound, not an estimate of what is sustainable. When recycling scrap becomes output bound, one is limited to 45MW and 145MW respectively per blue belt of scrap output. &lt;br /&gt;
&lt;br /&gt;
With productivity module 3s on ice to water this can rise to 58.5 MW and ~190 MW respectively. Water can also be imported from off planet if supply is a significant issue. But since power demand is correlated with scrap processing, it is unlikely that this will be necessary. For example, 240 scrap-output per second (1 stacked turbo belt of gears, solid fuel, ice, etc.) provides enough ice for at most 1 GW of power generation during the day:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;240 output/sec x 0.0833 ice/output x 20 water/ice x 1.3 (productivity) x 2 (run half the day) = ~1040 water/sec in daytime --&amp;gt; ~1 GW power&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Other Info&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regarding heat production, heating towers offer ~4.4 MW per tile, making them initially superior to nuclear at 1.6 MW per tile for a single reactor, but at scale due to the neighbor bonus nuclear can achieve higher energy density. Any reactor array larger than 1x2 will effectively achieve a higher energy density than heating towers. However excess heat from a reactor must be stored in either extra heat pipes or steam which will significantly reduce the power density. The reactor will also need uranium or uranium fuel cells imported. &lt;br /&gt;
&lt;br /&gt;
Solar panels do not require any water, but receive an 80% penalty on Fulgora, producing only 12 kW, or ~1.3 kW per tile. Note this is in kW, not MW. Given that fuel is abundant and space is limited and water is not impossible to acquire, this makes solar effectively worthless on Fulgora.&lt;br /&gt;
&lt;br /&gt;
For reference, normal accumulators discharging their entire energy reserve over ~60% of the day will only output 0.045 MW and will take up 4 tiles for ~0.011 MW per tile. Even legendary accumulators will only have a power-density of ~0.07 MW per tile. This is far below the steam-based power above. &lt;br /&gt;
&lt;br /&gt;
To recap:&lt;br /&gt;
 - Non-accumulator power is constrained by ice availability. &lt;br /&gt;
 - Heat Exchangers are ~3x more water efficient than boilers&lt;br /&gt;
 - Solar panels should be avoided, effectively replaced by lightning&lt;br /&gt;
 - Accumulators are significantly less power-dense than steam-based energy sources.&lt;br /&gt;
&lt;br /&gt;
=== Optimization Tips ===&lt;br /&gt;
Fulgora has no pollution mechanic, and an overabundance of fuel. If electricity problems arise due to lack of power generation, burners are significantly more viable on Fulgora than in the base game and can help ease electrical consumption. Using burner miners, burner inserters, and steel furnaces can significantly ease electrical consumption as long as modules aren&#039;t required and throughput doesn&#039;t become an issue. This also helps use up excess solid fuel&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;
fulgora landscape titlescreen.png|Fulgora seen on the expansion&#039;s title screen.&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;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.&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;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220380</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220380"/>
		<updated>2026-10-09T21:14:05Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Alternative Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&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;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-fulgora}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
[[Scrap]] can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet.&lt;br /&gt;
&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]] as well as [[fulgoran lightning attractor]]s, which can protect you at night until you build your own [[lightning rod]]s. Plateaus also hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oil sands&#039;&#039;&#039; or &#039;&#039;&#039;oil oceans&#039;&#039;&#039;&amp;lt;!-- &amp;quot;Oil sands&amp;quot; in FFF-399, &amp;quot;Oil oceans&amp;quot; in-game --&amp;gt; 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 &#039;&#039;&#039;deep oil oceans&#039;&#039;&#039; will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oil oceans to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
=== Oil oceans ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[oil ocean]]s, on which nothing except for [[rail support]]s can be built. Traversal by foot across the ocean is possible, but slow. The oceans 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;
Much later, [[foundation]] can be researched, which allows for building on top of the oceans.&lt;br /&gt;
&lt;br /&gt;
=== Plateaus ===&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands always have a [[Fulgoran vault ruin]], usually other [[Fulgoran ruin|ruins]], and a massive amount of [[scrap]] in a dense pile.&lt;br /&gt;
* Medium islands have a large amount of smaller ruins and usually scattered patches with much smaller amount of scrap.&lt;br /&gt;
* Large islands with no resources other than some [[fulgorite]] and a few ruins.&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island. 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]]. Islands are often bordered by [[cliff]]s, which can make placing [[rail ramp]]s difficult without access to [[cliff explosives]].&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 (&amp;lt;code&amp;gt;lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks)&amp;lt;/code&amp;gt;)&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 prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
&lt;br /&gt;
The duration of lightning storms is 90 seconds, spanning half the cycle (during the in game sunrise and sunset phase as well as night)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably &#039;&#039;not&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning immune entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&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 becomes 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. [[Player]]s can also recycle by hand provided the recipe has been unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&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 generally 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.&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;
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s&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;
* [[Uranium]] is not available eliminating nuclear power without importing from off planet&lt;br /&gt;
&lt;br /&gt;
== Power Considerations ==&lt;br /&gt;
=== Lightning Power ===&lt;br /&gt;
&amp;lt;i&amp;gt;Main Article: [[Power production#Lightning power]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roughly speaking, placing lightning rods as needed for coverage will provide more than enough power at night unless one has end-game bases with very high power-density. [[Lightning rod #Net Efficiency]] has information relevant for realistic power-densities that can be maintained sustainably with lightning power. &lt;br /&gt;
&lt;br /&gt;
Since lightning only occurs at night, one must use accumulators to make lightning energy available during the day. If not using any other source of power during the day, one should place enough accumulators to cover ~60% of the day&#039;s duration to be safe. For every 1 MW of base demand, this is 108 MJ of storage (22 - 4 accumulators per MW depending on quality). Note that accumulators add extra load to the grid at night (0.3 - 0.75 MW per accumulator depending on quality). This is actually beneficial as it reduces the lightning energy lost to the drain mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Power ===&lt;br /&gt;
&lt;br /&gt;
The lightning mechanic offers free electricity, but this is not always adequate on its own and it may be desirable to setup auxiliary or backup power for when accumulators run low. The primary considerations or limiting factors to setting up power generation are water from ice, and physical space due to the lack of usable land on the surface.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solid Fuel Burning:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using boilers with solid fuel offers 0.3 MW per unit of water, and offers an energy density of ~0.05 MW per tile of surface area (36 tiles for two steam engines and a boiler). Using a heat exchanger offers 0.97 MW per unit of water and offers an energy density of around 0.3 MW per tile (depending on layout), making it ~6x more space efficient and 3.2x more water efficient. &lt;br /&gt;
&lt;br /&gt;
If using native [[Scrap]] output ratios and no productivity on ice to water, one can obtain 7 solid fuel per 100 units of water per 100 scrap. This yields:&lt;br /&gt;
* Via boilers: 84 MJ from solid fuel, 30 MJ from water. Thus only 35% of solid fuel can be used.&lt;br /&gt;
* Via heating tower + heat exchangers: 210 MJ from solid fuel, 97 MJ from water. Thus only 46% of solid fuel can be used. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ice Production&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 unstacked blue belt is 45 scrap per second. If run during only 50% of the day, this means each blue belt can provide at most 27 MW (via steam engines) or ~87 MW (via steam turbines) of power during the day without productivity on either scrap output or ice to water. Keep in mind that most Fulgora setups require some water so this is only an upper bound, not an estimate of what is sustainable. When recycling scrap becomes output bound, one is limited to 45MW and 145MW respectively per blue belt of scrap output. &lt;br /&gt;
&lt;br /&gt;
With productivity module 3s on ice to water this can rise to 58.5 MW and ~190 MW respectively. Water can also be imported from off planet if supply is a significant issue. But since power demand is correlated with scrap processing, it is unlikely that this will be necessary. For example, 240 scrap-output per second (1 stacked turbo belt of gears, solid fuel, ice, etc.) provides enough ice for at most 1 GW of power generation during the day:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;240 output/sec x 0.0833 ice/output x 20 water/ice x 1.3 (productivity) x 2 (run half the day) = ~1040 water/sec in daytime --&amp;gt; ~1 GW power&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Other Info&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regarding heat production, heating towers offer ~4.4 MW per tile, making them initially superior to nuclear at 1.6 MW per tile for a single reactor, but at scale due to the neighbor bonus nuclear can achieve higher energy density. Any reactor array larger than 1x2 will effectively achieve a higher energy density than heating towers. However excess heat from a reactor must be stored in either extra heat pipes or steam which will significantly reduce the power density. The reactor will also need uranium or uranium fuel cells imported. &lt;br /&gt;
&lt;br /&gt;
Solar panels do not require any water, but receive an 80% penalty on Fulgora, producing only 12 kW, or ~1.3 kW per tile. Note this is in kW, not MW. Given that fuel is abundant and space is limited and water is not impossible to acquire, this makes solar effectively worthless on Fulgora.&lt;br /&gt;
&lt;br /&gt;
For reference, normal accumulators discharging their entire energy reserve over ~60% of the day will only output 0.045 MW and will take up 4 tiles for ~0.011 MW per tile. Even legendary accumulators will only have a power-density of ~0.07 MW per tile. This is far below the steam-based power above. &lt;br /&gt;
&lt;br /&gt;
To recap:&lt;br /&gt;
 - Non-accumulator power is constrained by ice availability. &lt;br /&gt;
 - Heat Exchangers are ~3x more water efficient than boilers&lt;br /&gt;
 - Solar panels should be avoided, effectively replaced by lightning&lt;br /&gt;
 - Accumulators are significantly less power-dense than steam-based energy sources.&lt;br /&gt;
&lt;br /&gt;
=== Optimization Tips ===&lt;br /&gt;
Fulgora has no pollution mechanic, and an overabundance of fuel. If electricity problems arise due to lack of power generation, burners are significantly more viable on Fulgora than in the base game and can help ease electrical consumption. Using burner miners, burner inserters, and steel furnaces can significantly ease electrical consumption as long as modules aren&#039;t required and throughput doesn&#039;t become an issue. This also helps use up excess solid fuel&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;
fulgora landscape titlescreen.png|Fulgora seen on the expansion&#039;s title screen.&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;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.&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;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220379</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220379"/>
		<updated>2026-10-09T21:11:04Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Boilers vs Heat Exchangers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&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;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-fulgora}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
[[Scrap]] can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet.&lt;br /&gt;
&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]] as well as [[fulgoran lightning attractor]]s, which can protect you at night until you build your own [[lightning rod]]s. Plateaus also hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oil sands&#039;&#039;&#039; or &#039;&#039;&#039;oil oceans&#039;&#039;&#039;&amp;lt;!-- &amp;quot;Oil sands&amp;quot; in FFF-399, &amp;quot;Oil oceans&amp;quot; in-game --&amp;gt; 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 &#039;&#039;&#039;deep oil oceans&#039;&#039;&#039; will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oil oceans to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
=== Oil oceans ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[oil ocean]]s, on which nothing except for [[rail support]]s can be built. Traversal by foot across the ocean is possible, but slow. The oceans 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;
Much later, [[foundation]] can be researched, which allows for building on top of the oceans.&lt;br /&gt;
&lt;br /&gt;
=== Plateaus ===&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands always have a [[Fulgoran vault ruin]], usually other [[Fulgoran ruin|ruins]], and a massive amount of [[scrap]] in a dense pile.&lt;br /&gt;
* Medium islands have a large amount of smaller ruins and usually scattered patches with much smaller amount of scrap.&lt;br /&gt;
* Large islands with no resources other than some [[fulgorite]] and a few ruins.&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island. 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]]. Islands are often bordered by [[cliff]]s, which can make placing [[rail ramp]]s difficult without access to [[cliff explosives]].&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 (&amp;lt;code&amp;gt;lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks)&amp;lt;/code&amp;gt;)&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 prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
&lt;br /&gt;
The duration of lightning storms is 90 seconds, spanning half the cycle (during the in game sunrise and sunset phase as well as night)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably &#039;&#039;not&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning immune entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&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 becomes 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. [[Player]]s can also recycle by hand provided the recipe has been unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&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 generally 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.&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;
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s&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;
* [[Uranium]] is not available eliminating nuclear power without importing from off planet&lt;br /&gt;
&lt;br /&gt;
== Power Considerations ==&lt;br /&gt;
=== Lightning Power ===&lt;br /&gt;
&amp;lt;i&amp;gt;Main Article: [[Power production#Lightning power]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roughly speaking, placing lightning rods as needed for coverage will provide more than enough power at night unless one has end-game bases with very high power-density. [[Lightning rod #Net Efficiency]] has information relevant for realistic power-densities that can be maintained sustainably with lightning power. &lt;br /&gt;
&lt;br /&gt;
Since lightning only occurs at night, one must use accumulators to make lightning energy available during the day. If not using any other source of power during the day, one should place enough accumulators to cover ~60% of the day&#039;s duration to be safe. For every 1 MW of base demand, this is 108 MJ of storage (22 - 4 accumulators per MW depending on quality). Note that accumulators add extra load to the grid at night (0.3 - 0.75 MW per accumulator depending on quality). This is actually beneficial as it reduces the lightning energy lost to the drain mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Power ===&lt;br /&gt;
&lt;br /&gt;
The lightning mechanic offers free electricity, but this is not always adequate on its own and it may be desirable to setup auxiliary or backup power for when accumulators run low. The primary considerations or limiting factors to setting up power generation are water from ice, and physical space due to the lack of usable land on the surface.&lt;br /&gt;
&lt;br /&gt;
====Solid Fuel Burning====&lt;br /&gt;
Using boilers with solid fuel offers 0.3 MW per unit of water, and offers an energy density of ~0.05 MW per tile of surface area (36 tiles for two steam engines and a boiler). Using a heat exchanger offers 0.97 MW per unit of water and offers an energy density of around 0.3 MW per tile (depending on layout), making it ~6x more space efficient and 3.2x more water efficient. &lt;br /&gt;
&lt;br /&gt;
If using native [[Scrap]] output ratios and no productivity on ice to water, one can obtain 7 solid fuel per 100 units of water per 100 scrap. This yields:&lt;br /&gt;
* Via boilers: 84 MJ from solid fuel, 30 MJ from water. Thus only 35% of solid fuel can be used.&lt;br /&gt;
* Via heating tower + heat exchangers: 210 MJ from solid fuel, 97 MJ from water. Thus only 46% of solid fuel can be used.&lt;br /&gt;
&lt;br /&gt;
====Fulgora Ice Production====&lt;br /&gt;
1 unstacked blue belt is 45 scrap per second. If run during only 50% of the day, this means each blue belt can provide at most 27 MW (via steam engines) or ~87 MW (via steam turbines) of power during the day without productivity on either scrap output or ice to water. Keep in mind that most Fulgora setups require some water so this is only an upper bound, not an estimate of what is sustainable. When recycling scrap becomes output bound, one is limited to 45MW and 145MW respectively per blue belt of scrap output. &lt;br /&gt;
&lt;br /&gt;
With productivity module 3s on ice to water this can rise to 58.5 MW and ~190 MW respectively. Water can also be imported from off planet if supply is a significant issue. But since power demand is correlated with scrap processing, it is unlikely that this will be necessary. For example, 240 scrap-output per second (1 stacked turbo belt of gears, solid fuel, ice, etc.) provides enough ice for at most 1 GW of power generation during the day:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;240 output/sec x 0.0833 ice/output x 20 water/ice x 1.3 (productivity) x 2 (run half the day) = ~1040 water/sec in daytime --&amp;gt; ~1 GW power&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Other Info====&lt;br /&gt;
Regarding heat production, heating towers offer ~4.4 MW per tile, making them initially superior to nuclear at 1.6 MW per tile for a single reactor, but at scale due to the neighbor bonus nuclear can achieve higher energy density. Any reactor array larger than 1x2 will effectively achieve a higher energy density than heating towers. However excess heat from a reactor must be stored in either extra heat pipes or steam which will significantly reduce the power density. The reactor will also need uranium or uranium fuel cells imported. &lt;br /&gt;
&lt;br /&gt;
Solar panels do not require any water, but receive an 80% penalty on Fulgora, producing only 12 kW, or ~1.3 kW per tile. Note this is in kW, not MW. Given that fuel is abundant and space is limited and water is not impossible to acquire, this makes solar effectively worthless on Fulgora.&lt;br /&gt;
&lt;br /&gt;
For reference, normal accumulators discharging their entire energy reserve over ~60% of the day will only output 0.045 MW and will take up 4 tiles for ~0.011 MW per tile. Even legendary accumulators will only have a power-density of ~0.07 MW per tile. This is far below the steam-based power above. &lt;br /&gt;
&lt;br /&gt;
To recap:&lt;br /&gt;
 - Non-accumulator power is constrained by ice availability. &lt;br /&gt;
 - Heat Exchangers are ~3x more water efficient than boilers&lt;br /&gt;
 - Solar panels should be avoided, effectively replaced by lightning&lt;br /&gt;
 - Accumulators are significantly less power-dense than steam-based energy sources.&lt;br /&gt;
&lt;br /&gt;
=== Optimization Tips ===&lt;br /&gt;
Fulgora has no pollution mechanic, and an overabundance of fuel. If electricity problems arise due to lack of power generation, burners are significantly more viable on Fulgora than in the base game and can help ease electrical consumption. Using burner miners, burner inserters, and steel furnaces can significantly ease electrical consumption as long as modules aren&#039;t required and throughput doesn&#039;t become an issue. This also helps use up excess solid fuel&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;
fulgora landscape titlescreen.png|Fulgora seen on the expansion&#039;s title screen.&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;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.&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;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220378</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220378"/>
		<updated>2026-10-09T21:09:42Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Alternative Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&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;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-fulgora}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
[[Scrap]] can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet.&lt;br /&gt;
&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]] as well as [[fulgoran lightning attractor]]s, which can protect you at night until you build your own [[lightning rod]]s. Plateaus also hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oil sands&#039;&#039;&#039; or &#039;&#039;&#039;oil oceans&#039;&#039;&#039;&amp;lt;!-- &amp;quot;Oil sands&amp;quot; in FFF-399, &amp;quot;Oil oceans&amp;quot; in-game --&amp;gt; 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 &#039;&#039;&#039;deep oil oceans&#039;&#039;&#039; will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oil oceans to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
=== Oil oceans ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[oil ocean]]s, on which nothing except for [[rail support]]s can be built. Traversal by foot across the ocean is possible, but slow. The oceans 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;
Much later, [[foundation]] can be researched, which allows for building on top of the oceans.&lt;br /&gt;
&lt;br /&gt;
=== Plateaus ===&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands always have a [[Fulgoran vault ruin]], usually other [[Fulgoran ruin|ruins]], and a massive amount of [[scrap]] in a dense pile.&lt;br /&gt;
* Medium islands have a large amount of smaller ruins and usually scattered patches with much smaller amount of scrap.&lt;br /&gt;
* Large islands with no resources other than some [[fulgorite]] and a few ruins.&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island. 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]]. Islands are often bordered by [[cliff]]s, which can make placing [[rail ramp]]s difficult without access to [[cliff explosives]].&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 (&amp;lt;code&amp;gt;lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks)&amp;lt;/code&amp;gt;)&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 prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
&lt;br /&gt;
The duration of lightning storms is 90 seconds, spanning half the cycle (during the in game sunrise and sunset phase as well as night)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably &#039;&#039;not&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning immune entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&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 becomes 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. [[Player]]s can also recycle by hand provided the recipe has been unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&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 generally 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.&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;
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s&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;
* [[Uranium]] is not available eliminating nuclear power without importing from off planet&lt;br /&gt;
&lt;br /&gt;
== Power Considerations ==&lt;br /&gt;
=== Lightning Power ===&lt;br /&gt;
&amp;lt;i&amp;gt;Main Article: [[Power production#Lightning power]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roughly speaking, placing lightning rods as needed for coverage will provide more than enough power at night unless one has end-game bases with very high power-density. [[Lightning rod #Net Efficiency]] has information relevant for realistic power-densities that can be maintained sustainably with lightning power. &lt;br /&gt;
&lt;br /&gt;
Since lightning only occurs at night, one must use accumulators to make lightning energy available during the day. If not using any other source of power during the day, one should place enough accumulators to cover ~60% of the day&#039;s duration to be safe. For every 1 MW of base demand, this is 108 MJ of storage (22 - 4 accumulators per MW depending on quality). Note that accumulators add extra load to the grid at night (0.3 - 0.75 MW per accumulator depending on quality). This is actually beneficial as it reduces the lightning energy lost to the drain mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Power ===&lt;br /&gt;
&lt;br /&gt;
The lightning mechanic offers free electricity, but this is not always adequate on its own and it may be desirable to setup auxiliary or backup power for when accumulators run low. The primary considerations or limiting factors to setting up power generation are water from ice, and physical space due to the lack of usable land on the surface.&lt;br /&gt;
&lt;br /&gt;
====Boilers vs Heat Exchangers====&lt;br /&gt;
Using boilers with solid fuel offers 0.3 MW per unit of water, and offers an energy density of ~0.05 MW per tile of surface area (36 tiles for two steam engines and a boiler). Using a heat exchanger offers 0.97 MW per unit of water and offers an energy density of around 0.3 MW per tile (depending on layout), making it ~6x more space efficient and 3.2x more water efficient. &lt;br /&gt;
&lt;br /&gt;
If using native [[Scrap]] output ratios and no productivity on ice to water, one can obtain 7 solid fuel per 100 units of water per 100 scrap. This yields:&lt;br /&gt;
- Via boilers: 84 MJ from solid fuel, 30 MJ from water. Thus only 35% of solid fuel can be used.&lt;br /&gt;
- Via heating tower + heat exchangers: 210 MJ from solid fuel, 97 MJ from water. Thus only 46% of solid fuel can be used. &lt;br /&gt;
&lt;br /&gt;
====Fulgora Ice Production====&lt;br /&gt;
1 unstacked blue belt is 45 scrap per second. If run during only 50% of the day, this means each blue belt can provide at most 27 MW (via steam engines) or ~87 MW (via steam turbines) of power during the day without productivity on either scrap output or ice to water. Keep in mind that most Fulgora setups require some water so this is only an upper bound, not an estimate of what is sustainable. When recycling scrap becomes output bound, one is limited to 45MW and 145MW respectively per blue belt of scrap output. &lt;br /&gt;
&lt;br /&gt;
With productivity module 3s on ice to water this can rise to 58.5 MW and ~190 MW respectively. Water can also be imported from off planet if supply is a significant issue. But since power demand is correlated with scrap processing, it is unlikely that this will be necessary. For example, 240 scrap-output per second (1 stacked turbo belt of gears, solid fuel, ice, etc.) provides enough ice for at most 1 GW of power generation during the day:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;240 output/sec x 0.0833 ice/output x 20 water/ice x 1.3 (productivity) x 2 (run half the day) = ~1040 water/sec in daytime --&amp;gt; ~1 GW power&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Other Info====&lt;br /&gt;
Regarding heat production, heating towers offer ~4.4 MW per tile, making them initially superior to nuclear at 1.6 MW per tile for a single reactor, but at scale due to the neighbor bonus nuclear can achieve higher energy density. Any reactor array larger than 1x2 will effectively achieve a higher energy density than heating towers. However excess heat from a reactor must be stored in either extra heat pipes or steam which will significantly reduce the power density. The reactor will also need uranium or uranium fuel cells imported. &lt;br /&gt;
&lt;br /&gt;
Solar panels do not require any water, but receive an 80% penalty on Fulgora, producing only 12 kW, or ~1.3 kW per tile. Note this is in kW, not MW. Given that fuel is abundant and space is limited and water is not impossible to acquire, this makes solar effectively worthless on Fulgora.&lt;br /&gt;
&lt;br /&gt;
For reference, normal accumulators discharging their entire energy reserve over ~60% of the day will only output 0.045 MW and will take up 4 tiles for ~0.011 MW per tile. Even legendary accumulators will only have a power-density of ~0.07 MW per tile. This is far below the steam-based power above. &lt;br /&gt;
&lt;br /&gt;
To recap:&lt;br /&gt;
 - Non-accumulator power is constrained by ice availability. &lt;br /&gt;
 - Heat Exchangers are ~3x more water efficient than boilers&lt;br /&gt;
 - Solar panels should be avoided, effectively replaced by lightning&lt;br /&gt;
 - Accumulators are significantly less power-dense than steam-based energy sources.&lt;br /&gt;
&lt;br /&gt;
=== Optimization Tips ===&lt;br /&gt;
Fulgora has no pollution mechanic, and an overabundance of fuel. If electricity problems arise due to lack of power generation, burners are significantly more viable on Fulgora than in the base game and can help ease electrical consumption. Using burner miners, burner inserters, and steel furnaces can significantly ease electrical consumption as long as modules aren&#039;t required and throughput doesn&#039;t become an issue. This also helps use up excess solid fuel&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;
fulgora landscape titlescreen.png|Fulgora seen on the expansion&#039;s title screen.&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;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.&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;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220377</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220377"/>
		<updated>2026-10-09T21:03:43Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Alternative Power */ Removed some erroneous info. Updated with more directly applicable information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&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;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-fulgora}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
[[Scrap]] can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet.&lt;br /&gt;
&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]] as well as [[fulgoran lightning attractor]]s, which can protect you at night until you build your own [[lightning rod]]s. Plateaus also hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oil sands&#039;&#039;&#039; or &#039;&#039;&#039;oil oceans&#039;&#039;&#039;&amp;lt;!-- &amp;quot;Oil sands&amp;quot; in FFF-399, &amp;quot;Oil oceans&amp;quot; in-game --&amp;gt; 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 &#039;&#039;&#039;deep oil oceans&#039;&#039;&#039; will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oil oceans to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
=== Oil oceans ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[oil ocean]]s, on which nothing except for [[rail support]]s can be built. Traversal by foot across the ocean is possible, but slow. The oceans 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;
Much later, [[foundation]] can be researched, which allows for building on top of the oceans.&lt;br /&gt;
&lt;br /&gt;
=== Plateaus ===&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands always have a [[Fulgoran vault ruin]], usually other [[Fulgoran ruin|ruins]], and a massive amount of [[scrap]] in a dense pile.&lt;br /&gt;
* Medium islands have a large amount of smaller ruins and usually scattered patches with much smaller amount of scrap.&lt;br /&gt;
* Large islands with no resources other than some [[fulgorite]] and a few ruins.&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island. 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]]. Islands are often bordered by [[cliff]]s, which can make placing [[rail ramp]]s difficult without access to [[cliff explosives]].&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 (&amp;lt;code&amp;gt;lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks)&amp;lt;/code&amp;gt;)&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 prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
&lt;br /&gt;
The duration of lightning storms is 90 seconds, spanning half the cycle (during the in game sunrise and sunset phase as well as night)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably &#039;&#039;not&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning immune entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&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 becomes 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. [[Player]]s can also recycle by hand provided the recipe has been unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&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 generally 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.&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;
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s&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;
* [[Uranium]] is not available eliminating nuclear power without importing from off planet&lt;br /&gt;
&lt;br /&gt;
== Power Considerations ==&lt;br /&gt;
=== Lightning Power ===&lt;br /&gt;
&amp;lt;i&amp;gt;Main Article: [[Power production#Lightning power]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roughly speaking, placing lightning rods as needed for coverage will provide more than enough power at night unless one has end-game bases with very high power-density. [[Lightning rod #Net Efficiency]] has information relevant for realistic power-densities that can be maintained sustainably with lightning power. &lt;br /&gt;
&lt;br /&gt;
Since lightning only occurs at night, one must use accumulators to make lightning energy available during the day. If not using any other source of power during the day, one should place enough accumulators to cover ~60% of the day&#039;s duration to be safe. For every 1 MW of base demand, this is 108 MJ of storage (22 - 4 accumulators per MW depending on quality). Note that accumulators add extra load to the grid at night (0.3 - 0.75 MW per accumulator depending on quality). This is actually beneficial as it reduces the lightning energy lost to the drain mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Power ===&lt;br /&gt;
&lt;br /&gt;
The lightning mechanic offers free electricity, but this is not always adequate on its own and it may be desirable to setup auxiliary or backup power for when accumulators run low. The primary considerations or limiting factors to setting up power generation are water from ice, and physical space due to the lack of usable land on the surface.&lt;br /&gt;
&lt;br /&gt;
Using boilers with solid fuel offers 0.3 MW per unit of water, and offers an energy density of ~0.05 MW per tile of surface area (36 tiles for two steam engines and a boiler).&lt;br /&gt;
&lt;br /&gt;
Using a heat exchanger offers 0.97 MW per unit of water and offers an energy density of around 0.3 MW per tile (depending on layout), making it ~6x more space efficient and 3.2x more water efficient. &lt;br /&gt;
&lt;br /&gt;
If using native [[Scrap]] output ratios and no productivity on ice to water, one can obtain 7 solid fuel per 100 units of water per 100 scrap. This yields:&lt;br /&gt;
- Via boilers: 84 MJ from solid fuel, 30 MJ from water. Thus only 35% of solid fuel can be used.&lt;br /&gt;
- Via heating tower + heat exchangers: 210 MJ from solid fuel, 97 MJ from water. Thus only 46% of solid fuel can be used. &lt;br /&gt;
&lt;br /&gt;
1 unstacked blue belt is 45 scrap per second. If run during only 50% of the day, this means each blue belt can provide at most 27 MW (via steam engines) or ~87 MW (via steam turbines) of power during the day without productivity on either scrap output or ice to water. Keep in mind that most Fulgora setups require some water so this is only an upper bound, not an estimate of what is sustainable. &lt;br /&gt;
&lt;br /&gt;
When recycling scrap becomes output bound, one is limited to 45MW and 145MW respectively per blue belt of scrap output. With productivity module 3s on ice to water this can rise to 58.5 MW and ~190 MW respectively. &lt;br /&gt;
&lt;br /&gt;
Water can also be imported from off planet if supply is a significant issue. But since power demand is correlated with scrap processing, it is unlikely that this will be necessary. For example 240 scrap output per second (1 stacked turbo belt) provides enough ice for 1 GW of power generation during the day:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;240 output/sec x 0.0833 ice/output x 20 water/ice x 1.3 (productivity) x 2 (run half the day) = ~1040 water/sec in daytime --&amp;gt; ~1 GW power&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regarding heat production, heating towers offer ~4.4 MW per tile, making them initially superior to nuclear at 1.6 MW per tile for a single reactor, but at scale due to the neighbor bonus nuclear can achieve higher energy density. Any reactor array larger than 1x2 will effectively achieve a higher energy density than heating towers. However excess heat from a reactor must be stored in either extra heat pipes or steam which will significantly reduce the power density. The reactor will also need uranium or uranium fuel cells imported. &lt;br /&gt;
&lt;br /&gt;
Solar panels do not require any water, but receive an 80% penalty on Fulgora, producing only 12 kW, or ~1.3 kW per tile. Note this is in kW, not MW. Given that fuel is abundant and space is limited and water is not impossible to acquire, this makes solar effectively worthless on Fulgora.&lt;br /&gt;
&lt;br /&gt;
For reference, normal accumulators discharging their entire energy reserve over ~60% of the day will only output 0.045 MW and will take up 4 tiles for ~0.011 MW per tile. Even legendary accumulators will only have a power-density of ~0.07 MW per tile. This is far below the steam-based power above. &lt;br /&gt;
&lt;br /&gt;
To recap:&lt;br /&gt;
 - Non-accumulator power is constrained by ice availability. &lt;br /&gt;
 - Heat Exchangers are ~3x more water efficient than boilers&lt;br /&gt;
 - Solar panels should be avoided, effectively replaced by lightning&lt;br /&gt;
 - Accumulators are significantly less power-dense than steam-based energy sources.&lt;br /&gt;
&lt;br /&gt;
=== Optimization Tips ===&lt;br /&gt;
Fulgora has no pollution mechanic, and an overabundance of fuel. If electricity problems arise due to lack of power generation, burners are significantly more viable on Fulgora than in the base game and can help ease electrical consumption. Using burner miners, burner inserters, and steel furnaces can significantly ease electrical consumption as long as modules aren&#039;t required and throughput doesn&#039;t become an issue. This also helps use up excess solid fuel&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;
fulgora landscape titlescreen.png|Fulgora seen on the expansion&#039;s title screen.&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;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.&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;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220376</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220376"/>
		<updated>2026-10-09T19:27:34Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Lightning Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&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;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-fulgora}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
[[Scrap]] can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet.&lt;br /&gt;
&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]] as well as [[fulgoran lightning attractor]]s, which can protect you at night until you build your own [[lightning rod]]s. Plateaus also hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oil sands&#039;&#039;&#039; or &#039;&#039;&#039;oil oceans&#039;&#039;&#039;&amp;lt;!-- &amp;quot;Oil sands&amp;quot; in FFF-399, &amp;quot;Oil oceans&amp;quot; in-game --&amp;gt; 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 &#039;&#039;&#039;deep oil oceans&#039;&#039;&#039; will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oil oceans to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
=== Oil oceans ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[oil ocean]]s, on which nothing except for [[rail support]]s can be built. Traversal by foot across the ocean is possible, but slow. The oceans 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;
Much later, [[foundation]] can be researched, which allows for building on top of the oceans.&lt;br /&gt;
&lt;br /&gt;
=== Plateaus ===&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands always have a [[Fulgoran vault ruin]], usually other [[Fulgoran ruin|ruins]], and a massive amount of [[scrap]] in a dense pile.&lt;br /&gt;
* Medium islands have a large amount of smaller ruins and usually scattered patches with much smaller amount of scrap.&lt;br /&gt;
* Large islands with no resources other than some [[fulgorite]] and a few ruins.&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island. 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]]. Islands are often bordered by [[cliff]]s, which can make placing [[rail ramp]]s difficult without access to [[cliff explosives]].&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 (&amp;lt;code&amp;gt;lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks)&amp;lt;/code&amp;gt;)&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 prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
&lt;br /&gt;
The duration of lightning storms is 90 seconds, spanning half the cycle (during the in game sunrise and sunset phase as well as night)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably &#039;&#039;not&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning immune entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&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 becomes 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. [[Player]]s can also recycle by hand provided the recipe has been unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&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 generally 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.&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;
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s&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;
* [[Uranium]] is not available eliminating nuclear power without importing from off planet&lt;br /&gt;
&lt;br /&gt;
== Power Considerations ==&lt;br /&gt;
=== Lightning Power ===&lt;br /&gt;
&amp;lt;i&amp;gt;Main Article: [[Power production#Lightning power]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roughly speaking, placing lightning rods as needed for coverage will provide more than enough power at night unless one has end-game bases with very high power-density. [[Lightning rod #Net Efficiency]] has information relevant for realistic power-densities that can be maintained sustainably with lightning power. &lt;br /&gt;
&lt;br /&gt;
Since lightning only occurs at night, one must use accumulators to make lightning energy available during the day. If not using any other source of power during the day, one should place enough accumulators to cover ~60% of the day&#039;s duration to be safe. For every 1 MW of base demand, this is 108 MJ of storage (22 - 4 accumulators per MW depending on quality). Note that accumulators add extra load to the grid at night (0.3 - 0.75 MW per accumulator depending on quality). This is actually beneficial as it reduces the lightning energy lost to the drain mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Power ===&lt;br /&gt;
&lt;br /&gt;
The lightning mechanic offers free electricity, but this is not always adequate on its own and it may be desirable to setup auxiliary or backup power for when accumulators run low. The primary considerations or limiting factors to setting up power generation are water, and physical space due to the lack of usable land on the surface.&lt;br /&gt;
&lt;br /&gt;
Using boilers with solid fuel offers 0.3 MW per unit of water, and offers an energy density of 0.05 MW per tile of surface area (36 tiles for two steam engines and a boiler).&lt;br /&gt;
&lt;br /&gt;
Using a heat exchanger offers 0.97 MW per unit of water. To calculate the space efficiency as an ideal, we take the least common multiple that gives us a perfect ratio of heat exchangers to steam turbines, which is effectively 60 heat exchangers paired with 103 turbines. That gives a total area of 1905, and the 103 turbines generate 599.46 MW, meaning the ideal per tile density of energy is ~0.31468 NW, slightly better than regular boilers. This assumes ideal conditions and maximal utilization though, which is unlikely in practice. Also unlike the the boilers which produce their own heat, this setup will require additional space usage to create heat. Given the low practical likelihood of getting ideal utilization combined with the additional appendage requirement, we can declaratively say this is the less space efficient option, though it is significantly more water efficient.&lt;br /&gt;
&lt;br /&gt;
Regarding heat production, heating towers offer 4.4... MW per tile, making them initially superior to nuclear at 1.6 MW per tile for a single reactor, but at scale due to the neighbor bonus nuclear can achieve higher energy density. Any reactor array larger than 1x2 will effectively achieve a higher energy density than heating towers. Using reactors will require importing fuel since its not natively available on planet. Nuclear fuel offers 400 GJ per stack or 80 GJ per rocket. Meanwhile solid fuel offers 1.5 GJ per stack with the heating tower efficiency bonus, but is extremely abundant on planet.&lt;br /&gt;
&lt;br /&gt;
Solar panels do not require any water, but receive an 80% penalty on Fulgora, producing only 12 kW, or ~1.3 kW per tile. Note this is in kW, not MW. Given that fuel is abundant and space is limited and water is not impossible to acquire, this makes solar effectively worthless on Fulgora.&lt;br /&gt;
&lt;br /&gt;
Water can also be imported from off planet if supply is a significant issue. A space platform can collect ice and drop it to the surface as a supplement, and if something more consistent is required water can always be transported from other planets. Transporting ice from Aquilo is significantly more efficient than the alternative of transporting water barrels offering twice the water per stack and 40 times as much per rocket. It is recommended to liquify the ice in orbit and then drop it in barrels. Electricity in orbit is free, and liquifying ice creates significantly more electrical overhead than unbarreling, which would lower net yield.&lt;br /&gt;
&lt;br /&gt;
Remember for reference that lightning power has density of just ~6.94/~13.89 kW (not MW) per tile and is second to last only beating solar power. Also this number is raw energy, and does not take into consideration your ability to actually capture/store said energy. If your accumulator storage fails to fully accept any lightning while its full then your effective rate will be even lower. This calculation is based on the surface area taken by just the accumulators (180:5MW) and does not account for peripherals like power poles or the actual lightning rods themselves, which would skew the number further down slightly.&lt;br /&gt;
&lt;br /&gt;
To recap:&lt;br /&gt;
 - Heat Exchangers are ~3x more water efficient than boilers&lt;br /&gt;
 - Boilers are roughly the same if not better in terms of density&lt;br /&gt;
 - Solar panels should be avoided, effectively replaced by lightning &lt;br /&gt;
&lt;br /&gt;
=== Optimization Tips ===&lt;br /&gt;
Fulgora has no pollution mechanic, and an overabundance of fuel. If electricity problems arise due to lack of power generation, burners are significantly more viable on Fulgora than in the base game and can help ease electrical consumption. Using burner miners, burner inserters, and steel furnaces can significantly ease electrical consumption as long as modules aren&#039;t required and throughput doesn&#039;t become an issue. This also helps use up excess solid fuel&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;
fulgora landscape titlescreen.png|Fulgora seen on the expansion&#039;s title screen.&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;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.&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;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220375</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220375"/>
		<updated>2026-10-09T19:20:07Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Lightning Power */ Best to reference existing section on lightning power. Also lots of incorrect info removed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&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;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-fulgora}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
[[Scrap]] can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet.&lt;br /&gt;
&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]] as well as [[fulgoran lightning attractor]]s, which can protect you at night until you build your own [[lightning rod]]s. Plateaus also hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oil sands&#039;&#039;&#039; or &#039;&#039;&#039;oil oceans&#039;&#039;&#039;&amp;lt;!-- &amp;quot;Oil sands&amp;quot; in FFF-399, &amp;quot;Oil oceans&amp;quot; in-game --&amp;gt; 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 &#039;&#039;&#039;deep oil oceans&#039;&#039;&#039; will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oil oceans to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
=== Oil oceans ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[oil ocean]]s, on which nothing except for [[rail support]]s can be built. Traversal by foot across the ocean is possible, but slow. The oceans 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;
Much later, [[foundation]] can be researched, which allows for building on top of the oceans.&lt;br /&gt;
&lt;br /&gt;
=== Plateaus ===&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands always have a [[Fulgoran vault ruin]], usually other [[Fulgoran ruin|ruins]], and a massive amount of [[scrap]] in a dense pile.&lt;br /&gt;
* Medium islands have a large amount of smaller ruins and usually scattered patches with much smaller amount of scrap.&lt;br /&gt;
* Large islands with no resources other than some [[fulgorite]] and a few ruins.&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island. 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]]. Islands are often bordered by [[cliff]]s, which can make placing [[rail ramp]]s difficult without access to [[cliff explosives]].&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 (&amp;lt;code&amp;gt;lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks)&amp;lt;/code&amp;gt;)&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 prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
&lt;br /&gt;
The duration of lightning storms is 90 seconds, spanning half the cycle (during the in game sunrise and sunset phase as well as night)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably &#039;&#039;not&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning immune entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&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 becomes 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. [[Player]]s can also recycle by hand provided the recipe has been unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&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 generally 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.&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;
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s&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;
* [[Uranium]] is not available eliminating nuclear power without importing from off planet&lt;br /&gt;
&lt;br /&gt;
== Power Considerations ==&lt;br /&gt;
=== Lightning Power ===&lt;br /&gt;
&amp;lt;i&amp;gt;Main Article: [[Power production#Lightning power]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Alternative Power ===&lt;br /&gt;
&lt;br /&gt;
The lightning mechanic offers free electricity, but this is not always adequate on its own and it may be desirable to setup auxiliary or backup power for when accumulators run low. The primary considerations or limiting factors to setting up power generation are water, and physical space due to the lack of usable land on the surface.&lt;br /&gt;
&lt;br /&gt;
Using boilers with solid fuel offers 0.3 MW per unit of water, and offers an energy density of 0.05 MW per tile of surface area (36 tiles for two steam engines and a boiler).&lt;br /&gt;
&lt;br /&gt;
Using a heat exchanger offers 0.97 MW per unit of water. To calculate the space efficiency as an ideal, we take the least common multiple that gives us a perfect ratio of heat exchangers to steam turbines, which is effectively 60 heat exchangers paired with 103 turbines. That gives a total area of 1905, and the 103 turbines generate 599.46 MW, meaning the ideal per tile density of energy is ~0.31468 NW, slightly better than regular boilers. This assumes ideal conditions and maximal utilization though, which is unlikely in practice. Also unlike the the boilers which produce their own heat, this setup will require additional space usage to create heat. Given the low practical likelihood of getting ideal utilization combined with the additional appendage requirement, we can declaratively say this is the less space efficient option, though it is significantly more water efficient.&lt;br /&gt;
&lt;br /&gt;
Regarding heat production, heating towers offer 4.4... MW per tile, making them initially superior to nuclear at 1.6 MW per tile for a single reactor, but at scale due to the neighbor bonus nuclear can achieve higher energy density. Any reactor array larger than 1x2 will effectively achieve a higher energy density than heating towers. Using reactors will require importing fuel since its not natively available on planet. Nuclear fuel offers 400 GJ per stack or 80 GJ per rocket. Meanwhile solid fuel offers 1.5 GJ per stack with the heating tower efficiency bonus, but is extremely abundant on planet.&lt;br /&gt;
&lt;br /&gt;
Solar panels do not require any water, but receive an 80% penalty on Fulgora, producing only 12 kW, or ~1.3 kW per tile. Note this is in kW, not MW. Given that fuel is abundant and space is limited and water is not impossible to acquire, this makes solar effectively worthless on Fulgora.&lt;br /&gt;
&lt;br /&gt;
Water can also be imported from off planet if supply is a significant issue. A space platform can collect ice and drop it to the surface as a supplement, and if something more consistent is required water can always be transported from other planets. Transporting ice from Aquilo is significantly more efficient than the alternative of transporting water barrels offering twice the water per stack and 40 times as much per rocket. It is recommended to liquify the ice in orbit and then drop it in barrels. Electricity in orbit is free, and liquifying ice creates significantly more electrical overhead than unbarreling, which would lower net yield.&lt;br /&gt;
&lt;br /&gt;
Remember for reference that lightning power has density of just ~6.94/~13.89 kW (not MW) per tile and is second to last only beating solar power. Also this number is raw energy, and does not take into consideration your ability to actually capture/store said energy. If your accumulator storage fails to fully accept any lightning while its full then your effective rate will be even lower. This calculation is based on the surface area taken by just the accumulators (180:5MW) and does not account for peripherals like power poles or the actual lightning rods themselves, which would skew the number further down slightly.&lt;br /&gt;
&lt;br /&gt;
To recap:&lt;br /&gt;
 - Heat Exchangers are ~3x more water efficient than boilers&lt;br /&gt;
 - Boilers are roughly the same if not better in terms of density&lt;br /&gt;
 - Solar panels should be avoided, effectively replaced by lightning &lt;br /&gt;
&lt;br /&gt;
=== Optimization Tips ===&lt;br /&gt;
Fulgora has no pollution mechanic, and an overabundance of fuel. If electricity problems arise due to lack of power generation, burners are significantly more viable on Fulgora than in the base game and can help ease electrical consumption. Using burner miners, burner inserters, and steel furnaces can significantly ease electrical consumption as long as modules aren&#039;t required and throughput doesn&#039;t become an issue. This also helps use up excess solid fuel&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;
fulgora landscape titlescreen.png|Fulgora seen on the expansion&#039;s title screen.&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;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.&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;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220374</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220374"/>
		<updated>2026-10-09T19:12:11Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Lightning rods and collectors */  Removed line conflating efficiency with energy extracted.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&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;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-fulgora}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
[[Scrap]] can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet.&lt;br /&gt;
&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]] as well as [[fulgoran lightning attractor]]s, which can protect you at night until you build your own [[lightning rod]]s. Plateaus also hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oil sands&#039;&#039;&#039; or &#039;&#039;&#039;oil oceans&#039;&#039;&#039;&amp;lt;!-- &amp;quot;Oil sands&amp;quot; in FFF-399, &amp;quot;Oil oceans&amp;quot; in-game --&amp;gt; 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 &#039;&#039;&#039;deep oil oceans&#039;&#039;&#039; will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oil oceans to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
=== Oil oceans ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[oil ocean]]s, on which nothing except for [[rail support]]s can be built. Traversal by foot across the ocean is possible, but slow. The oceans 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;
Much later, [[foundation]] can be researched, which allows for building on top of the oceans.&lt;br /&gt;
&lt;br /&gt;
=== Plateaus ===&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands always have a [[Fulgoran vault ruin]], usually other [[Fulgoran ruin|ruins]], and a massive amount of [[scrap]] in a dense pile.&lt;br /&gt;
* Medium islands have a large amount of smaller ruins and usually scattered patches with much smaller amount of scrap.&lt;br /&gt;
* Large islands with no resources other than some [[fulgorite]] and a few ruins.&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island. 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]]. Islands are often bordered by [[cliff]]s, which can make placing [[rail ramp]]s difficult without access to [[cliff explosives]].&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 (&amp;lt;code&amp;gt;lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks)&amp;lt;/code&amp;gt;)&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 prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
&lt;br /&gt;
The duration of lightning storms is 90 seconds, spanning half the cycle (during the in game sunrise and sunset phase as well as night)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably &#039;&#039;not&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning immune entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&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 becomes 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. [[Player]]s can also recycle by hand provided the recipe has been unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&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 generally 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.&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;
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s&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;
* [[Uranium]] is not available eliminating nuclear power without importing from off planet&lt;br /&gt;
&lt;br /&gt;
== Power Considerations ==&lt;br /&gt;
=== Lightning Power ===&lt;br /&gt;
According to the above mechanics section, lightning strikes a chunk (defined as a 32x32 tile region) once every 10 seconds. Presumably it chooses a random tile within that section, and if a lightning rod is present in said chunk it strikes that instead. The exact mechanism is not clear, and there is also Lightning Reach modifying the selection/range, but in simple terms we can consider it this way until more detailed information is added.&lt;br /&gt;
&lt;br /&gt;
Every thunderbolt contains 1 GJ of raw energy, which can then be harnessed at the stated efficiency of the lightning rod/collector (20%/40%). Both the coverage range and efficiency can be improved with quality, this will not be considered currently and will be added at a later time.&lt;br /&gt;
&lt;br /&gt;
Since lightning strikes each chunk once per 10 seconds on average, that means that each chunk can generate 200/400 MJ per strike. Since the storm spans 90 seconds, that converts to 1.8/3.6 GJ per chunk per cycle. Since a cycle span 360 seconds, that converts to an averaged 5/10 MW per chunk (10/20 MW production for the active half of the cycle). For reference a theoretically ideal chunk of accumulators (so no electrical poles or anything else, just a pure 16x16 grid of accumulators) has an electrical density of 1.28 GJ (16 x 16 x 5). This means the gross production of electricity from lightning exceeds what is possible to store with base quality accumulators even with the lowest 20% efficiency. &lt;br /&gt;
&lt;br /&gt;
In practice though we are assuming are factory maintains a static linear power draw during both day and night, meaning we are only trying to store half the lightning with the rest being used immediately, and possibly a little extra buffer. This means the ratio of accumulator capacity to lightning energy is actually adequate when using lightning rods.&lt;br /&gt;
&lt;br /&gt;
An alternative way to view power using lightning is that each accumulator needs to store power for 180 seconds of uptime (half a cycle), meaning each accumulator at 5000 kJ effectively offers you 27.7... kW of usable power. Since every chunk offers you 5/10 MW, and each accumulator offers you 5 MJ, you effectively need 180/360 accumulators per chunk to match under ideal conditions. 180 accumulators is ~70% of the chunk&#039;s total size. This also establishes that for every 1 MW you need 36 accumulators somewhere in your factory&lt;br /&gt;
&lt;br /&gt;
These calculations are theoretical and awaiting empirical confirmation&lt;br /&gt;
&lt;br /&gt;
Note about drain: The lightning rods claim to have a drain of 150 MW, but this seems to work fundamentally differently to normal drain on every other electrical item. This 150 MW is not actually drained from the electrical grid as the name implies, as verified by the power panel, and its actual role in our calculations above is currently unclear&lt;br /&gt;
&lt;br /&gt;
=== Alternative Power ===&lt;br /&gt;
&lt;br /&gt;
The lightning mechanic offers free electricity, but this is not always adequate on its own and it may be desirable to setup auxiliary or backup power for when accumulators run low. The primary considerations or limiting factors to setting up power generation are water, and physical space due to the lack of usable land on the surface.&lt;br /&gt;
&lt;br /&gt;
Using boilers with solid fuel offers 0.3 MW per unit of water, and offers an energy density of 0.05 MW per tile of surface area (36 tiles for two steam engines and a boiler).&lt;br /&gt;
&lt;br /&gt;
Using a heat exchanger offers 0.97 MW per unit of water. To calculate the space efficiency as an ideal, we take the least common multiple that gives us a perfect ratio of heat exchangers to steam turbines, which is effectively 60 heat exchangers paired with 103 turbines. That gives a total area of 1905, and the 103 turbines generate 599.46 MW, meaning the ideal per tile density of energy is ~0.31468 NW, slightly better than regular boilers. This assumes ideal conditions and maximal utilization though, which is unlikely in practice. Also unlike the the boilers which produce their own heat, this setup will require additional space usage to create heat. Given the low practical likelihood of getting ideal utilization combined with the additional appendage requirement, we can declaratively say this is the less space efficient option, though it is significantly more water efficient.&lt;br /&gt;
&lt;br /&gt;
Regarding heat production, heating towers offer 4.4... MW per tile, making them initially superior to nuclear at 1.6 MW per tile for a single reactor, but at scale due to the neighbor bonus nuclear can achieve higher energy density. Any reactor array larger than 1x2 will effectively achieve a higher energy density than heating towers. Using reactors will require importing fuel since its not natively available on planet. Nuclear fuel offers 400 GJ per stack or 80 GJ per rocket. Meanwhile solid fuel offers 1.5 GJ per stack with the heating tower efficiency bonus, but is extremely abundant on planet.&lt;br /&gt;
&lt;br /&gt;
Solar panels do not require any water, but receive an 80% penalty on Fulgora, producing only 12 kW, or ~1.3 kW per tile. Note this is in kW, not MW. Given that fuel is abundant and space is limited and water is not impossible to acquire, this makes solar effectively worthless on Fulgora.&lt;br /&gt;
&lt;br /&gt;
Water can also be imported from off planet if supply is a significant issue. A space platform can collect ice and drop it to the surface as a supplement, and if something more consistent is required water can always be transported from other planets. Transporting ice from Aquilo is significantly more efficient than the alternative of transporting water barrels offering twice the water per stack and 40 times as much per rocket. It is recommended to liquify the ice in orbit and then drop it in barrels. Electricity in orbit is free, and liquifying ice creates significantly more electrical overhead than unbarreling, which would lower net yield.&lt;br /&gt;
&lt;br /&gt;
Remember for reference that lightning power has density of just ~6.94/~13.89 kW (not MW) per tile and is second to last only beating solar power. Also this number is raw energy, and does not take into consideration your ability to actually capture/store said energy. If your accumulator storage fails to fully accept any lightning while its full then your effective rate will be even lower. This calculation is based on the surface area taken by just the accumulators (180:5MW) and does not account for peripherals like power poles or the actual lightning rods themselves, which would skew the number further down slightly.&lt;br /&gt;
&lt;br /&gt;
To recap:&lt;br /&gt;
 - Heat Exchangers are ~3x more water efficient than boilers&lt;br /&gt;
 - Boilers are roughly the same if not better in terms of density&lt;br /&gt;
 - Solar panels should be avoided, effectively replaced by lightning &lt;br /&gt;
&lt;br /&gt;
=== Optimization Tips ===&lt;br /&gt;
Fulgora has no pollution mechanic, and an overabundance of fuel. If electricity problems arise due to lack of power generation, burners are significantly more viable on Fulgora than in the base game and can help ease electrical consumption. Using burner miners, burner inserters, and steel furnaces can significantly ease electrical consumption as long as modules aren&#039;t required and throughput doesn&#039;t become an issue. This also helps use up excess solid fuel&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;
fulgora landscape titlescreen.png|Fulgora seen on the expansion&#039;s title screen.&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;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.&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;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_production&amp;diff=220373</id>
		<title>Power production</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_production&amp;diff=220373"/>
		<updated>2026-10-09T19:08:48Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Lightning power{{SA}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Electricity has to be produced before it can be transferred to consumers over the [[electric system]]. There are multiple methods to produce electricity:&lt;br /&gt;
&lt;br /&gt;
== Steam engine power ==&lt;br /&gt;
Each [[steam engine]] needs 0.5 [[boiler]]s when running at full capacity. One [[offshore pump]] can supply 200 boilers and 400 steam engines.&lt;br /&gt;
&lt;br /&gt;
The above ratio can be calculated from information available in-game: One boiler consumes 1.8MW of fuel and produces energy stored in [[steam]] at 100% efficiency. One steam engine consumes 900kW (0.9MW) of energy stored in steam, so each boiler can supply 2 steam engines: &amp;lt;math&amp;gt;\frac{1.8}{0.9} = 2&amp;lt;/math&amp;gt;. One boiler consumes 6 units of [[water]] to produce 60 units of [[steam]] per second, one steam engine consumes 30 steam per second (3 units of water) and one offshore pump produces 1200 water per second, so each offshore pump produces enough water to supply 200 boilers: &amp;lt;math&amp;gt;\frac{1200}{6} = 200&amp;lt;/math&amp;gt;. Two steam engines per boiler gives us 400. This produces the 1:200:400 ratio.&lt;br /&gt;
&lt;br /&gt;
[[File:SteamSetupExample.png|center|600px|thumb|A possible setup.]]&lt;br /&gt;
&lt;br /&gt;
== Solar panels and accumulators ==&lt;br /&gt;
&lt;br /&gt;
=== Optimal ratio ===&lt;br /&gt;
&lt;br /&gt;
The optimal ratio is 0.84 (21:25) [[accumulator]]s per [[solar panel]], and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). This means that you need 1.428 MW of production (of solar panels) and 100MJ of storage to provide 1 MW of power over one day-night cycle.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;close enough&amp;quot; ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 2 extra solar panels, which is negligible but remember that the difference between the &amp;quot;close enough&amp;quot; ratio and the optimal ratio increases as you add more solar panels). &lt;br /&gt;
&lt;br /&gt;
This is taken from [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5594 Accumulator / Solar Panel Ratio] (which calculates this in an impressive mathematical way!) and [https://forums.factorio.com/viewtopic.php?p=143317#p143317 another post in that thread] (which calculates the solar panel to megawatt ratio in a different way).&lt;br /&gt;
[[File:9x9_accumulator_solar_panel_example.jpg|300px|thumb|top|A small 9x9 setup demonstrating the 20:24 &amp;quot;close enough&amp;quot; ratio above.]]&lt;br /&gt;
&lt;br /&gt;
=== Calculations ===&lt;br /&gt;
&lt;br /&gt;
The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a [[Time#Days|day]], and the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations. In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. This ratio is&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt; \frac{\mathrm{Accumulators}}{\mathrm{SolarPanels}} = \frac{\left( \mathrm{day} + \mathrm{dawn} \right)}{\mathrm{gameday}} \cdot \left( \mathrm{night} + \frac{\mathrm{dawn} \cdot \left( \mathrm{day} + \mathrm{dawn} \right)}{\mathrm{gameday}} \right) \cdot \frac{\mathrm{SolarPower}}{\mathrm{AccumulatorEnergy}} &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
which, given the default time lengths of: day = 12500/60 s; dawn or dusk = 5000/60 s; night = 2500/60 s, and the default: Solar_power = 60 kW; Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; the length of days, a simplified version of this equation can be used.&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 70 s × Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the only effect the mod has on the game is it changes the total length of one day, without changing the ratio of dusk : day : dawn : night, then the equation can be simplified as&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 0.002016 /s × game_day &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where game_day is the number of seconds in the game day which is 25000/60 s by default.&lt;br /&gt;
&lt;br /&gt;
=== Vulcanus ===&lt;br /&gt;
&lt;br /&gt;
In Space Age, the day/night cycle on Vulcanus is 90 seconds with each phase of that cycle proportionally smaller: day = 45 s; dawn or dusk = 18 s; night = 9 s. The formula above simplifies to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 15.2 s × Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, solar power production in Vulcanus atmosphere is 400% of that of Nauvis. With normal quality solar panels and accumulators, the ratio is 0.72576 accumulator per solar panel. 3 accumulators per 4 panel is pretty close.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5168 Perfectly optimal solar network (Factorio forums)]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5394 Solar ratios (Factorio forums)]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7619 1 solar panel produces 42KW after factoring in the night (Factorio forums)]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?p=629003#p629003 Day-Night cycle times in Space Age and Solar Power (Factorio forums)]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=119040 Solar Power in Space Age - Definitive Ratios for Planets, Qualities and Throughput-Limits (Factorio forums)]&lt;br /&gt;
* [[Tutorial:Solar power math]]&lt;br /&gt;
&lt;br /&gt;
== Nuclear power ==&lt;br /&gt;
[[File:Nuclear setup.png|thumb|700px|right|Uranium processing for nuclear power.]]&lt;br /&gt;
:&#039;&#039;See also: [[Tutorial:Nuclear power]]&#039;&#039;&lt;br /&gt;
In general, nuclear power is produced by the following production chain: [[Uranium ore]] is mined and [[Uranium processing|processed]] to [[uranium-235]] and [[uranium-238]], then [[uranium fuel cell]]s are created from the two. These fuel cells are then burned in a [[nuclear reactor]] to create heat. The heat is transferred via [[heat pipe]]s to one or more [[heat exchanger]]s, which convert [[water]] to [[steam]] that is then consumed by [[steam turbine]]s to produce power.&lt;br /&gt;
&lt;br /&gt;
A reactor without neighbor bonus needs 4 heat exchangers so that all its heat gets consumed. For each 100% neighbor bonus, the reactor needs 4 more heat exchangers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ideal Ratio !! Simple Ratio !! Building&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 ||{{imagelink|Offshore pump}}&lt;br /&gt;
|-&lt;br /&gt;
| 233 || 116 || {{imagelink|Heat exchanger}}&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 200 || {{imagelink|Steam turbine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heating tower {{SA}} ==&lt;br /&gt;
&lt;br /&gt;
The [[Heating tower]], initially researched on [[Gleba]], is an alternate source of heat for [[Heat pipe]]s and [[Heat exchanger]]s. Unlike nuclear reactors, heating towers are traditional [[burner devices]], burning standard [[fuel]]s.&lt;br /&gt;
&lt;br /&gt;
Heating towers burn fuel, extracting 16MW of power from the fuel. However, because they have 250% efficiency, they generate 40MW of heat from the fuel. Like a nuclear reactor, the heat must be transferred to heat exchangers to generate useful electricity. Since they use the same fuel, but can produce 2.5x the energy from it, one can think of a heating tower as a [[boiler]] &amp;quot;Mk 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A single heating tower can produce the same power output as a single nuclear reactor. However, they do not get neighbor bonuses the way reactors do. As such, the ratio of heating towers to exchangers is always 1:4.&lt;br /&gt;
&lt;br /&gt;
Like reactors, they have a maximum temperature of 1000 C. And also like reactors, they will continue to burn fuel even after they reach their maximum temperature. This gives them a secondary use as a quick way to dispose of unwanted burnable materials, such as excess fruit products/[[spoilage]] on Gleba or excess solid fuel on [[Fulgora]].&lt;br /&gt;
&lt;br /&gt;
Note that heating towers produce less pollution per MW of power produced than boilers. Boilers produce 3.6MW of power per pollution generated, while heating towers produce 24 MW per pollution.&lt;br /&gt;
&lt;br /&gt;
== Lightning power{{SA}} ==&lt;br /&gt;
On [[Fulgora]], lightning occurs every night. It ramps up after dusk and ramps down before dawn analogous to how solar works during the day. Each lightning bolt contains 1 GJ of energy and they strike approximately once every 10 seconds per chunk (32x32 tiles) averaged over the night. When a [[lightning rod]] or [[lightning collector]] is struck by lightning, it becomes a short-lived source of electrical power. Below is a short overview of how lightning energy is made available to the grid. For brevity this section use &amp;quot;lightning attractor&amp;quot; or &amp;quot;attractor&amp;quot; when the distinction between rods and collectors is not important. &lt;br /&gt;
&lt;br /&gt;
Lightning attractors have an energy capacity as well as an efficiency value (the latter varies by [[quality]]). The efficiency value determines what fraction of the 1 GJ in the bolt is available to the attractor to recharge it. A normal quality [[lightning rod|rod]] has 20% efficiency, so a single bolt will recharge the rod by up to 20% of 1,000 MJ, or 200 MJ. A normal quality [[lightning collector|collector]], with an efficiency of 40%, will recharge the collector by up to 400 MJ. If the attractor cannot accept the full recharge amount due to reaching it&#039;s capacity, any excess is lost. &lt;br /&gt;
&lt;br /&gt;
The charge within an attractor can be released to the grid at an unlimited rate. So even a single rod or collector which has stored energy can meet any power demands of the attached [[Electric system]]. This will provide power to any buildings in the same electrical system as the attractor, including [[accumulator]]s. For a grid with P power demand and N attractors simultaneously charged, each one will provide P/N power to the grid. &lt;br /&gt;
&lt;br /&gt;
Attractors also have a &amp;quot;drain&amp;quot; discharge rate of 150 MW. While charged, 150 MJ per second (2.5 MJ/tick) of the attractor&#039;s charge will be lost, unable to be used for anything. This makes lightning power a &amp;quot;use it or lose it&amp;quot; arrangement. This drain can be viewed as reducing the efficiency of the attractor, depending on grid power demand. See [[Lightning rod #Net Efficiency]] for a more detailed discussion on that. A normal quality lightning rod struck by a single bolt will only generate power for a maximum of 1.33 seconds. A normal quality lightning collector will generate power for a maximum of 2.67 seconds. This means, unless one has a very large grid of connected lightning attractors, at least a few accumulators will be needed even at night to cover gaps in lightning strikes. &lt;br /&gt;
&lt;br /&gt;
The principle advantages of lightning collectors over lightning rods is the larger range for lightning strikes, their higher max capacity, and their higher efficiency. This leads to more consistent power at night and higher sustainable power capabilities. Quality on lightning rod and collectors provides similar benefits. &lt;br /&gt;
&lt;br /&gt;
Since lightning only occurs at night, one must use accumulators to make that energy available during the day. If not using any other source of power during the day, one should place enough accumulators to cover ~60% of the day&#039;s duration to be safe. For every 1 MW of base demand, this is 108 MJ of storage (22 - 4 accumulators per MW depending on quality). Note that accumulators add extra load to the grid at night (0.3 - 0.75 MW per accumulator depending on quality). This is actually beneficial as it reduces the lightning energy lost to the drain mechanic.&lt;br /&gt;
&lt;br /&gt;
== Fusion power{{SA}} ==&lt;br /&gt;
Fusion power requires the production of two ingredients to function: [[fusion power cell]]s and [[fluoroketone (cold)]]. Both can only be produced on [[Aquilo]] using the planet&#039;s exclusive fluid resources, and [[holmium plate]]s imported from [[Fulgora]]. &lt;br /&gt;
&lt;br /&gt;
[[Fusion reactor]]s consume the power cells, cold fluoroketone, and electricity to produce [[plasma]]. The plasma is fed into [[fusion generator]]s which produce electricity and [[fluoroketone (hot)]]. The hot fluoroketone must then be fed into a [[cryogenic plant]] to cool it back down, which can produce a self-sustaining loop. However, as the reactors require electricity (10 mW) to generate plasma, there must be some other power source already on the network to jump-start the system. After that, even a single fusion generator will create enough power to sustain the reactor.&lt;br /&gt;
&lt;br /&gt;
Because [[ammonia|ammonia]], which is needed to produce the power cells cannot be [[barrel|barrelled]], production of them is confined to Aquilo. However, as the cold and hot fluoroketone &#039;&#039;can&#039;&#039; be barreled, it and the power cells can be shipped to other planets with relative ease.&lt;br /&gt;
&lt;br /&gt;
=== Ratio calculations ===&lt;br /&gt;
&lt;br /&gt;
Fusion reactors produce plasma at a base temperature of &amp;lt;math&amp;gt;1.0\,M^\circ \text{C}&amp;lt;/math&amp;gt;. Each directly connected reactor adds an additional &amp;lt;math&amp;gt;1.0\,M^\circ \text{C}&amp;lt;/math&amp;gt; to the maximum achievable plasma temperature. The actual plasma temperature depends on the neighbor bonuses, which are determined by the arrangement of reactors and their current plasma production rate. For example, if a reactor produces plasma at its maximum rate, all reactors connected to this reactor receive a 100% neighbor bonus. The temperature used by generators is the average plasma temperature of all reactors in the setup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The optimal ratio of fusion reactors to generators can be calculated in a single step:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;G = (R + N) \cdot \frac{P_{O}}{P_{C}}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;math&amp;gt;G&amp;lt;/math&amp;gt; is the optimal number of fusion generators for the given reactor setup&lt;br /&gt;
* &amp;lt;math&amp;gt;R&amp;lt;/math&amp;gt; is the number of fusion reactors&lt;br /&gt;
* &amp;lt;math&amp;gt;N&amp;lt;/math&amp;gt; is the sum of the neighbor bonuses of all reactors (expressed as an integer)&lt;br /&gt;
* &amp;lt;math&amp;gt;P_O&amp;lt;/math&amp;gt; is the maximum plasma output of a reactor&lt;br /&gt;
* &amp;lt;math&amp;gt;P_C&amp;lt;/math&amp;gt; is the maximum plasma consumption of a generator&lt;br /&gt;
&lt;br /&gt;
Thus, the optimal reactor-to-generator ratio is &amp;lt;math&amp;gt;R:G&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the fusion reactors and generators have the same quality tier (e.g. normal), then the formula simplifies to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;G = 2 \cdot (R + N)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* This formula applies to all quality tiers and mixed setups where reactors and generators share the same quality tier respectively.&lt;br /&gt;
* Initially, a not fully utilized fusion power setup will produce plasma at a lower temperature than what is possible. As more power is needed, more plasma is produced, and therefore the neighbor bonuses rise. With rising neighbor bonuses, the resulting plasma temperature also increases, resulting in more efficient plasma usage. This cycle continues until the setup reaches its maximum plasma temperature, allowing it to deliver peak power output.&lt;br /&gt;
&lt;br /&gt;
== Ensuring enough energy is produced ==&lt;br /&gt;
&lt;br /&gt;
Try this checklist before you completely revamp your power source. You may also use this to rectify [[Glossary#B|brownouts/blackouts]].&lt;br /&gt;
&lt;br /&gt;
* Did you connect the steam engine to the [[electric system]]? If not, a small yellow triangle will flash. To fix, Add some [[Small electric pole|power poles]] near the steam engines that go to machines needing that power. Any power pole will work.&lt;br /&gt;
* Is steam able to reach all steam engines?&lt;br /&gt;
* Do your pipes have water? Look at the windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. If not, ensure all [[pipe]]s or [[Pipe to ground|underground pipes]] are connected together.&lt;br /&gt;
* Is the factory producing enough fuel (coal, solid fuel, uranium fuel cells)?&lt;br /&gt;
* Are there enough steam generators (boilers, heat exchangers)?&lt;br /&gt;
* Are there enough steam engines/turbines?&lt;br /&gt;
&lt;br /&gt;
See also the [[Tutorial:Applied_power_math|applied power math tutorial]] to answer the question &#039;&#039;how much coal do I need?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{C|Production{{!}}#Power production}} {{C|Energy{{!}}#Power production}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_production&amp;diff=220372</id>
		<title>Power production</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_production&amp;diff=220372"/>
		<updated>2026-10-09T19:07:18Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Lightning power{{SA}} */ Revamp of lightning power in light of net efficiency section on lightning rod page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Electricity has to be produced before it can be transferred to consumers over the [[electric system]]. There are multiple methods to produce electricity:&lt;br /&gt;
&lt;br /&gt;
== Steam engine power ==&lt;br /&gt;
Each [[steam engine]] needs 0.5 [[boiler]]s when running at full capacity. One [[offshore pump]] can supply 200 boilers and 400 steam engines.&lt;br /&gt;
&lt;br /&gt;
The above ratio can be calculated from information available in-game: One boiler consumes 1.8MW of fuel and produces energy stored in [[steam]] at 100% efficiency. One steam engine consumes 900kW (0.9MW) of energy stored in steam, so each boiler can supply 2 steam engines: &amp;lt;math&amp;gt;\frac{1.8}{0.9} = 2&amp;lt;/math&amp;gt;. One boiler consumes 6 units of [[water]] to produce 60 units of [[steam]] per second, one steam engine consumes 30 steam per second (3 units of water) and one offshore pump produces 1200 water per second, so each offshore pump produces enough water to supply 200 boilers: &amp;lt;math&amp;gt;\frac{1200}{6} = 200&amp;lt;/math&amp;gt;. Two steam engines per boiler gives us 400. This produces the 1:200:400 ratio.&lt;br /&gt;
&lt;br /&gt;
[[File:SteamSetupExample.png|center|600px|thumb|A possible setup.]]&lt;br /&gt;
&lt;br /&gt;
== Solar panels and accumulators ==&lt;br /&gt;
&lt;br /&gt;
=== Optimal ratio ===&lt;br /&gt;
&lt;br /&gt;
The optimal ratio is 0.84 (21:25) [[accumulator]]s per [[solar panel]], and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). This means that you need 1.428 MW of production (of solar panels) and 100MJ of storage to provide 1 MW of power over one day-night cycle.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;close enough&amp;quot; ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 2 extra solar panels, which is negligible but remember that the difference between the &amp;quot;close enough&amp;quot; ratio and the optimal ratio increases as you add more solar panels). &lt;br /&gt;
&lt;br /&gt;
This is taken from [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5594 Accumulator / Solar Panel Ratio] (which calculates this in an impressive mathematical way!) and [https://forums.factorio.com/viewtopic.php?p=143317#p143317 another post in that thread] (which calculates the solar panel to megawatt ratio in a different way).&lt;br /&gt;
[[File:9x9_accumulator_solar_panel_example.jpg|300px|thumb|top|A small 9x9 setup demonstrating the 20:24 &amp;quot;close enough&amp;quot; ratio above.]]&lt;br /&gt;
&lt;br /&gt;
=== Calculations ===&lt;br /&gt;
&lt;br /&gt;
The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a [[Time#Days|day]], and the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations. In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. This ratio is&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt; \frac{\mathrm{Accumulators}}{\mathrm{SolarPanels}} = \frac{\left( \mathrm{day} + \mathrm{dawn} \right)}{\mathrm{gameday}} \cdot \left( \mathrm{night} + \frac{\mathrm{dawn} \cdot \left( \mathrm{day} + \mathrm{dawn} \right)}{\mathrm{gameday}} \right) \cdot \frac{\mathrm{SolarPower}}{\mathrm{AccumulatorEnergy}} &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
which, given the default time lengths of: day = 12500/60 s; dawn or dusk = 5000/60 s; night = 2500/60 s, and the default: Solar_power = 60 kW; Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; the length of days, a simplified version of this equation can be used.&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 70 s × Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the only effect the mod has on the game is it changes the total length of one day, without changing the ratio of dusk : day : dawn : night, then the equation can be simplified as&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 0.002016 /s × game_day &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where game_day is the number of seconds in the game day which is 25000/60 s by default.&lt;br /&gt;
&lt;br /&gt;
=== Vulcanus ===&lt;br /&gt;
&lt;br /&gt;
In Space Age, the day/night cycle on Vulcanus is 90 seconds with each phase of that cycle proportionally smaller: day = 45 s; dawn or dusk = 18 s; night = 9 s. The formula above simplifies to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 15.2 s × Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, solar power production in Vulcanus atmosphere is 400% of that of Nauvis. With normal quality solar panels and accumulators, the ratio is 0.72576 accumulator per solar panel. 3 accumulators per 4 panel is pretty close.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5168 Perfectly optimal solar network (Factorio forums)]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5394 Solar ratios (Factorio forums)]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7619 1 solar panel produces 42KW after factoring in the night (Factorio forums)]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?p=629003#p629003 Day-Night cycle times in Space Age and Solar Power (Factorio forums)]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=119040 Solar Power in Space Age - Definitive Ratios for Planets, Qualities and Throughput-Limits (Factorio forums)]&lt;br /&gt;
* [[Tutorial:Solar power math]]&lt;br /&gt;
&lt;br /&gt;
== Nuclear power ==&lt;br /&gt;
[[File:Nuclear setup.png|thumb|700px|right|Uranium processing for nuclear power.]]&lt;br /&gt;
:&#039;&#039;See also: [[Tutorial:Nuclear power]]&#039;&#039;&lt;br /&gt;
In general, nuclear power is produced by the following production chain: [[Uranium ore]] is mined and [[Uranium processing|processed]] to [[uranium-235]] and [[uranium-238]], then [[uranium fuel cell]]s are created from the two. These fuel cells are then burned in a [[nuclear reactor]] to create heat. The heat is transferred via [[heat pipe]]s to one or more [[heat exchanger]]s, which convert [[water]] to [[steam]] that is then consumed by [[steam turbine]]s to produce power.&lt;br /&gt;
&lt;br /&gt;
A reactor without neighbor bonus needs 4 heat exchangers so that all its heat gets consumed. For each 100% neighbor bonus, the reactor needs 4 more heat exchangers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ideal Ratio !! Simple Ratio !! Building&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 ||{{imagelink|Offshore pump}}&lt;br /&gt;
|-&lt;br /&gt;
| 233 || 116 || {{imagelink|Heat exchanger}}&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 200 || {{imagelink|Steam turbine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Heating tower {{SA}} ==&lt;br /&gt;
&lt;br /&gt;
The [[Heating tower]], initially researched on [[Gleba]], is an alternate source of heat for [[Heat pipe]]s and [[Heat exchanger]]s. Unlike nuclear reactors, heating towers are traditional [[burner devices]], burning standard [[fuel]]s.&lt;br /&gt;
&lt;br /&gt;
Heating towers burn fuel, extracting 16MW of power from the fuel. However, because they have 250% efficiency, they generate 40MW of heat from the fuel. Like a nuclear reactor, the heat must be transferred to heat exchangers to generate useful electricity. Since they use the same fuel, but can produce 2.5x the energy from it, one can think of a heating tower as a [[boiler]] &amp;quot;Mk 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A single heating tower can produce the same power output as a single nuclear reactor. However, they do not get neighbor bonuses the way reactors do. As such, the ratio of heating towers to exchangers is always 1:4.&lt;br /&gt;
&lt;br /&gt;
Like reactors, they have a maximum temperature of 1000 C. And also like reactors, they will continue to burn fuel even after they reach their maximum temperature. This gives them a secondary use as a quick way to dispose of unwanted burnable materials, such as excess fruit products/[[spoilage]] on Gleba or excess solid fuel on [[Fulgora]].&lt;br /&gt;
&lt;br /&gt;
Note that heating towers produce less pollution per MW of power produced than boilers. Boilers produce 3.6MW of power per pollution generated, while heating towers produce 24 MW per pollution.&lt;br /&gt;
&lt;br /&gt;
== Lightning power{{SA}} ==&lt;br /&gt;
On Fulgora, lightning occurs every night. It ramps up after dusk and ramps down before dawn analogous to how solar works during the day. Each lightning bolt contains 1 GJ of energy and they strike approximately once every 10 seconds per chunk (32x32 tiles) averaged over the night. When a [[lightning rod]] or [[lightning collector]] is struck by lightning, it becomes a short-lived source of electrical power. Below is a short overview of how lightning energy is made available to the grid. For brevity this section use &amp;quot;lightning attractor&amp;quot; or &amp;quot;attractor&amp;quot; when the distinction between rods and collectors is not important. &lt;br /&gt;
&lt;br /&gt;
Lightning attractors have an energy capacity as well as an efficiency value (the latter varies by [[quality]]). The efficiency value determines what fraction of the 1 GJ in the bolt is available to the attractor to recharge it. A normal quality [[lightning rod|rod]] has 20% efficiency, so a single bolt will recharge the rod by up to 20% of 1,000 MJ, or 200 MJ. A normal quality [[lightning collector|collector]], with an efficiency of 40%, will recharge the collector by up to 400 MJ. If the attractor cannot accept the full recharge amount due to reaching it&#039;s capacity, any excess is lost. &lt;br /&gt;
&lt;br /&gt;
The charge within an attractor can be released to the grid at an unlimited rate. So even a single rod or collector which has stored energy can meet any power demands of the attached [[Electric system]]. This will provide power to any buildings in the same electrical system as the attractor, including [[accumulator]]s. For a grid with P power demand and N attractors simultaneously charged, each one will provide P/N power to the grid. &lt;br /&gt;
&lt;br /&gt;
Attractors also have a &amp;quot;drain&amp;quot; discharge rate of 150 MW. While charged, 150 MJ per second (2.5 MJ/tick) of the attractor&#039;s charge will be lost, unable to be used for anything. This makes lightning power a &amp;quot;use it or lose it&amp;quot; arrangement. This drain can be viewed as reducing the efficiency of the attractor, depending on grid power demand. See [[Lightning rod #Net Efficiency]] for a more detailed discussion on that. A normal quality lightning rod struck by a single bolt will only generate power for a maximum of 1.33 seconds. A normal quality lightning collector will generate power for a maximum of 2.67 seconds. This means, unless one has a very large grid of connected lightning attractors, at least a few accumulators will be needed even at night to cover gaps in lightning strikes. &lt;br /&gt;
&lt;br /&gt;
The principle advantages of lightning collectors over lightning rods is the larger range for lightning strikes, their higher max capacity, and their higher efficiency. This leads to more consistent power at night and higher sustainable power capabilities. Quality on lightning rod and collectors provides similar benefits. &lt;br /&gt;
&lt;br /&gt;
Since lightning only occurs at night, one must use accumulators to make that energy available during the day. If not using any other source of power during the day, one should place enough accumulators to cover ~60% of the day&#039;s duration to be safe. For every 1 MW of base demand, this is 108 MJ of storage (22 - 4 accumulators per MW depending on quality). Note that accumulators add extra load to the grid at night (0.3 - 0.75 MW per accumulator depending on quality). This is actually beneficial as it reduces the lightning energy lost to the drain mechanic.&lt;br /&gt;
&lt;br /&gt;
== Fusion power{{SA}} ==&lt;br /&gt;
Fusion power requires the production of two ingredients to function: [[fusion power cell]]s and [[fluoroketone (cold)]]. Both can only be produced on [[Aquilo]] using the planet&#039;s exclusive fluid resources, and [[holmium plate]]s imported from [[Fulgora]]. &lt;br /&gt;
&lt;br /&gt;
[[Fusion reactor]]s consume the power cells, cold fluoroketone, and electricity to produce [[plasma]]. The plasma is fed into [[fusion generator]]s which produce electricity and [[fluoroketone (hot)]]. The hot fluoroketone must then be fed into a [[cryogenic plant]] to cool it back down, which can produce a self-sustaining loop. However, as the reactors require electricity (10 mW) to generate plasma, there must be some other power source already on the network to jump-start the system. After that, even a single fusion generator will create enough power to sustain the reactor.&lt;br /&gt;
&lt;br /&gt;
Because [[ammonia|ammonia]], which is needed to produce the power cells cannot be [[barrel|barrelled]], production of them is confined to Aquilo. However, as the cold and hot fluoroketone &#039;&#039;can&#039;&#039; be barreled, it and the power cells can be shipped to other planets with relative ease.&lt;br /&gt;
&lt;br /&gt;
=== Ratio calculations ===&lt;br /&gt;
&lt;br /&gt;
Fusion reactors produce plasma at a base temperature of &amp;lt;math&amp;gt;1.0\,M^\circ \text{C}&amp;lt;/math&amp;gt;. Each directly connected reactor adds an additional &amp;lt;math&amp;gt;1.0\,M^\circ \text{C}&amp;lt;/math&amp;gt; to the maximum achievable plasma temperature. The actual plasma temperature depends on the neighbor bonuses, which are determined by the arrangement of reactors and their current plasma production rate. For example, if a reactor produces plasma at its maximum rate, all reactors connected to this reactor receive a 100% neighbor bonus. The temperature used by generators is the average plasma temperature of all reactors in the setup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The optimal ratio of fusion reactors to generators can be calculated in a single step:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;G = (R + N) \cdot \frac{P_{O}}{P_{C}}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;math&amp;gt;G&amp;lt;/math&amp;gt; is the optimal number of fusion generators for the given reactor setup&lt;br /&gt;
* &amp;lt;math&amp;gt;R&amp;lt;/math&amp;gt; is the number of fusion reactors&lt;br /&gt;
* &amp;lt;math&amp;gt;N&amp;lt;/math&amp;gt; is the sum of the neighbor bonuses of all reactors (expressed as an integer)&lt;br /&gt;
* &amp;lt;math&amp;gt;P_O&amp;lt;/math&amp;gt; is the maximum plasma output of a reactor&lt;br /&gt;
* &amp;lt;math&amp;gt;P_C&amp;lt;/math&amp;gt; is the maximum plasma consumption of a generator&lt;br /&gt;
&lt;br /&gt;
Thus, the optimal reactor-to-generator ratio is &amp;lt;math&amp;gt;R:G&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the fusion reactors and generators have the same quality tier (e.g. normal), then the formula simplifies to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;G = 2 \cdot (R + N)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* This formula applies to all quality tiers and mixed setups where reactors and generators share the same quality tier respectively.&lt;br /&gt;
* Initially, a not fully utilized fusion power setup will produce plasma at a lower temperature than what is possible. As more power is needed, more plasma is produced, and therefore the neighbor bonuses rise. With rising neighbor bonuses, the resulting plasma temperature also increases, resulting in more efficient plasma usage. This cycle continues until the setup reaches its maximum plasma temperature, allowing it to deliver peak power output.&lt;br /&gt;
&lt;br /&gt;
== Ensuring enough energy is produced ==&lt;br /&gt;
&lt;br /&gt;
Try this checklist before you completely revamp your power source. You may also use this to rectify [[Glossary#B|brownouts/blackouts]].&lt;br /&gt;
&lt;br /&gt;
* Did you connect the steam engine to the [[electric system]]? If not, a small yellow triangle will flash. To fix, Add some [[Small electric pole|power poles]] near the steam engines that go to machines needing that power. Any power pole will work.&lt;br /&gt;
* Is steam able to reach all steam engines?&lt;br /&gt;
* Do your pipes have water? Look at the windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. If not, ensure all [[pipe]]s or [[Pipe to ground|underground pipes]] are connected together.&lt;br /&gt;
* Is the factory producing enough fuel (coal, solid fuel, uranium fuel cells)?&lt;br /&gt;
* Are there enough steam generators (boilers, heat exchangers)?&lt;br /&gt;
* Are there enough steam engines/turbines?&lt;br /&gt;
&lt;br /&gt;
See also the [[Tutorial:Applied_power_math|applied power math tutorial]] to answer the question &#039;&#039;how much coal do I need?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{C|Production{{!}}#Power production}} {{C|Energy{{!}}#Power production}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220366</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220366"/>
		<updated>2026-10-09T17:57:29Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Implications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning and Coverage ==&lt;br /&gt;
Each lightning strike contains 1 GJ and, when averaged over the night, lightning strikes approximately once every 10 seconds per chunk. This means the power-density of lightning is ~100 MW per chunk at night when averaged over the night but this can only be used to recharge lightning rods. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). &lt;br /&gt;
&lt;br /&gt;
A large island on [[Fulgora]] can be ~25 chunks and even with only 10% net efficiency and no attempts to cover the ocean for extra lightning, the lightning rods can provide 250 MW averaged over the night. This is plenty for early-Fulgora but modules and beacons can quickly cause power-density of exceed what normal lightning rods can provide. One will need higher quality lightning rods or [[lightning collector|lightning collectors]] or expanding the grid of lightning rods by connecting another island. &lt;br /&gt;
&lt;br /&gt;
=== Coverage and Tiling ===&lt;br /&gt;
Lightning rods can protect further than their listed range due to their ability to bridge small gaps between the default coverage areas. As quality increases this becomes less important but for normal and uncommon quality this can result in a substantial boost to coverage per lightning rod. &lt;br /&gt;
&lt;br /&gt;
An equilateral triangular tiling is most efficient as this can be placed in a hexagonal pattern that maximizes sphere packing and leverages the gap-bridging mechanism. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x Range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x Range&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 41 Height: 34 || Side: 34&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 51 Height: 43 || Side: 40&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 59 Height: 50 || Side: 47&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 65 Height: 56 || Side: 54&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 81 Height: 70 || Side: 66&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Islands on Fulgora are relatively small so one will still be required to fill in gaps on the edges in an ad-hoc manner. With reasonably good tiling lightning rods will, on average, cover at least the circular coverage implied by their range (3.14 x Range²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 grid of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern. More generally, aligning with a M x N grid (with M &amp;gt; N for simplicity) with triangles requires that the base &amp;gt; M and height &amp;gt; N. With squares, side &amp;gt; M. &lt;br /&gt;
&lt;br /&gt;
===Building Protection ===&lt;br /&gt;
The center of a building must be within the blue highlighted area to guarantee protection. Hovering over any lightning rod will cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 30 chunks are covered and coverage per rod equivalent to 3.14 x Range². Even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The best case number of simultaneously powered rods (caused by perfectly spaced lightning) is shown in the table. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 0.7 || 44 || 2 || 300 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 1.2 || 26 || 2 || 490 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 1.8 || 17 || 2.5 || 580 || 19%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 2.5 || 13 || 3 || 770 || 24%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 4.3 || 8 || 4 || 1100 || 32% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. The above should be thought of as a realistic upper bound for a single large island. Again, larger tilings of connected lightning rods will be able to achieve higher net efficiencies, but convergence of net efficiency to listed efficiency is slow. Even arrays ten times larger than the table above will have net efficiencies which are still only 90%-95% of listed efficiency. In practice, net efficiency will be significantly lower than listed efficiency unless one uses foundation and big power poles to bridge separated grids. &lt;br /&gt;
&lt;br /&gt;
One should note that increased quality leads to the following effects:&lt;br /&gt;
* Higher quality Lightning rods stay powered longer due to higher efficiency and lightning strike frequency. This can lead to more rods being powered simultaneously which increases the drain and reduces efficiency slightly.&lt;br /&gt;
* The number of active rods is constantly in flux due to the nature of lightning. Higher quality (and properly tiled) lightning rods have lower variance for number of active rods, making max achievable power more predictable. &lt;br /&gt;
* Quality lightning rods can reach further into the oil ocean, effectively increasing the coverage area for a given island. &lt;br /&gt;
* The vast majority of the increased efficiency of higher quality lightning rods comes from the higher base efficiency. This means re-tiling is not usually necessary unless many rods are active simultaneously and power-density of the base is quite high.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220365</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220365"/>
		<updated>2026-10-09T17:48:23Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Lightning and Coverage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning and Coverage ==&lt;br /&gt;
Each lightning strike contains 1 GJ and, when averaged over the night, lightning strikes approximately once every 10 seconds per chunk. This means the power-density of lightning is ~100 MW per chunk at night when averaged over the night but this can only be used to recharge lightning rods. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). &lt;br /&gt;
&lt;br /&gt;
A large island on [[Fulgora]] can be ~25 chunks and even with only 10% net efficiency and no attempts to cover the ocean for extra lightning, the lightning rods can provide 250 MW averaged over the night. This is plenty for early-Fulgora but modules and beacons can quickly cause power-density of exceed what normal lightning rods can provide. One will need higher quality lightning rods or [[lightning collector|lightning collectors]] or expanding the grid of lightning rods by connecting another island. &lt;br /&gt;
&lt;br /&gt;
=== Coverage and Tiling ===&lt;br /&gt;
Lightning rods can protect further than their listed range due to their ability to bridge small gaps between the default coverage areas. As quality increases this becomes less important but for normal and uncommon quality this can result in a substantial boost to coverage per lightning rod. &lt;br /&gt;
&lt;br /&gt;
An equilateral triangular tiling is most efficient as this can be placed in a hexagonal pattern that maximizes sphere packing and leverages the gap-bridging mechanism. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x Range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x Range&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 41 Height: 34 || Side: 34&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 51 Height: 43 || Side: 40&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 59 Height: 50 || Side: 47&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 65 Height: 56 || Side: 54&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 81 Height: 70 || Side: 66&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Islands on Fulgora are relatively small so one will still be required to fill in gaps on the edges in an ad-hoc manner. With reasonably good tiling lightning rods will, on average, cover at least the circular coverage implied by their range (3.14 x Range²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 grid of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern. More generally, aligning with a M x N grid (with M &amp;gt; N for simplicity) with triangles requires that the base &amp;gt; M and height &amp;gt; N. With squares, side &amp;gt; M. &lt;br /&gt;
&lt;br /&gt;
===Building Protection ===&lt;br /&gt;
The center of a building must be within the blue highlighted area to guarantee protection. Hovering over any lightning rod will cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 30 chunks are covered and coverage per rod equivalent to 3.14 x Range². Even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The best case number of powered rods (caused by perfectly spaced lightning) at any one time is shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 0.7 || 44 || 2 || 300 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 1.2 || 26 || 2 || 490 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 1.8 || 17 || 2.5 || 580 || 19%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 2.5 || 13 || 3 || 770 || 24%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 4.3 || 8 || 4 || 1100 || 32% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. The above should be thought of as a realistic upper bound for a single large island. Again, larger tilings of connected lightning rods will be able to achieve higher net efficiencies, but convergence of net efficiency to listed efficiency is slow. Even arrays ten times larger than the table above will have net efficiencies which are still only 90%-95% of listed efficiency. In practice, net efficiency will be significantly lower than listed efficiency unless one uses foundation and big power poles to bridge separated grids. &lt;br /&gt;
&lt;br /&gt;
One should note that increased quality leads to the following effects:&lt;br /&gt;
* Higher quality Lightning rods stay powered longer due to higher efficiency and lightning strike frequency. This can lead to more rods being powered simultaneously which increases the drain and reduces efficiency slightly.&lt;br /&gt;
* The number of active rods is constantly in flux due to the nature of lightning. Higher quality (and properly tiled) lightning rods have lower variance for number of active rods, making max achievable power more predictable. &lt;br /&gt;
* Quality lightning rods can reach further into the oil ocean, effectively increasing the coverage area for a given island. &lt;br /&gt;
* The vast majority of the increased efficiency of higher quality lightning rods comes from the higher base efficiency. This means re-tiling is not usually necessary unless many rods are active simultaneously and power-density of the base is quite high.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220364</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220364"/>
		<updated>2026-10-09T17:40:08Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Implications */ Clarified methodology&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning and Coverage ==&lt;br /&gt;
Each lightning strike is 1 GJ and, when averaged over the night, strike approximately once every 10 seconds per chunk. This means the power-density of lightning is ~100 MW per chunk at night when averaged over the night but this can only be used to recharge lightning rods. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). &lt;br /&gt;
&lt;br /&gt;
A large island on [[Fulgora]] can be ~25 chunks and even with only 10% net efficiency the lightning rods can provide 250 MW averaged over the night. This is plenty for early-Fulgora but modules and beacons can quickly exceed this amount requiring higher quality lightning rods or [[lightning collector|lightning collectors]].&lt;br /&gt;
&lt;br /&gt;
=== Coverage and Tiling ===&lt;br /&gt;
Lightning rods can protect further than their listed radius due to their ability to bridge small gaps between the default coverage areas. As quality increases this becomes less important but for normal and uncommon quality this can result in a substantial boost to coverage per lightning rod. &lt;br /&gt;
&lt;br /&gt;
An equilateral triangular tiling is most efficient as this can be placed in a hexagonal pattern that maximizes sphere packing and leverages the gap-bridging mechanism. For all lightning rods a triangle of &amp;lt;code&amp;gt;base: 2 x Range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x Range&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out tiling up to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 41 Height: 34 || Side: 34&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 51 Height: 43 || Side: 40&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 59 Height: 50 || Side: 47&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 65 Height: 56 || Side: 54&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 81 Height: 70 || Side: 66&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However islands on Fulgora are relatively small so one will still be required to fill in gaps on the edges in an ad-hoc manner. Effective tiling means that lightning rods will, on average, cover at least the circular coverage implied by their range (3.14 x Range²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 grid of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern.&lt;br /&gt;
&lt;br /&gt;
===Building Protection ===&lt;br /&gt;
The center of a building must be within the blue highlighted area to guarantee protection. Hovering over any lightning rod will cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 30 chunks are covered and coverage per rod equivalent to 3.14 x Range². Even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The best case number of powered rods (caused by perfectly spaced lightning) at any one time is shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 0.7 || 44 || 2 || 300 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 1.2 || 26 || 2 || 490 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 1.8 || 17 || 2.5 || 580 || 19%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 2.5 || 13 || 3 || 770 || 24%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 4.3 || 8 || 4 || 1100 || 32% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. The above should be thought of as a realistic upper bound for a single large island. Again, larger tilings of connected lightning rods will be able to achieve higher net efficiencies, but convergence of net efficiency to listed efficiency is slow. Even arrays ten times larger than the table above will have net efficiencies which are still only 90%-95% of listed efficiency. In practice, net efficiency will be significantly lower than listed efficiency unless one uses foundation and big power poles to bridge separated grids. &lt;br /&gt;
&lt;br /&gt;
One should note that increased quality leads to the following effects:&lt;br /&gt;
* Higher quality Lightning rods stay powered longer due to higher efficiency and lightning strike frequency. This can lead to more rods being powered simultaneously which increases the drain and reduces efficiency slightly.&lt;br /&gt;
* The number of active rods is constantly in flux due to the nature of lightning. Higher quality (and properly tiled) lightning rods have lower variance for number of active rods, making max achievable power more predictable. &lt;br /&gt;
* Quality lightning rods can reach further into the oil ocean, effectively increasing the coverage area for a given island. &lt;br /&gt;
* The vast majority of the increased efficiency of higher quality lightning rods comes from the higher base efficiency. This means re-tiling is not usually necessary unless many rods are active simultaneously and power-density of the base is quite high.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220338</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220338"/>
		<updated>2026-10-09T06:54:24Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Implications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning and Coverage ==&lt;br /&gt;
Each lightning strike is 1 GJ and, when averaged over the night, strike approximately once every 10 seconds per chunk. This means the power-density of lightning is ~100 MW per chunk at night when averaged over the night but this can only be used to recharge lightning rods. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). &lt;br /&gt;
&lt;br /&gt;
A large island on [[Fulgora]] can be ~25 chunks and even with only 10% net efficiency the lightning rods can provide 250 MW averaged over the night. This is plenty for early-Fulgora but modules and beacons can quickly exceed this amount requiring higher quality lightning rods or [[lightning collector|lightning collectors]].&lt;br /&gt;
&lt;br /&gt;
=== Coverage and Tiling ===&lt;br /&gt;
Lightning rods can protect further than their listed radius due to their ability to bridge small gaps between the default coverage areas. As quality increases this becomes less important but for normal and uncommon quality this can result in a substantial boost to coverage per lightning rod. &lt;br /&gt;
&lt;br /&gt;
An equilateral triangular tiling is most efficient as this can be placed in a hexagonal pattern that maximizes sphere packing and leverages the gap-bridging mechanism. For all lightning rods a triangle of &amp;lt;code&amp;gt;base: 2 x Range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x Range&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out tiling up to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 41 Height: 34 || Side: 34&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 51 Height: 43 || Side: 40&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 59 Height: 50 || Side: 47&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 65 Height: 56 || Side: 54&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 81 Height: 70 || Side: 66&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However islands on Fulgora are relatively small so one will still be required to fill in gaps on the edges in an ad-hoc manner. Effective tiling means that lightning rods will, on average, cover at least the circular coverage implied by their range (3.14 x Range²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 grid of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern.&lt;br /&gt;
&lt;br /&gt;
===Building Protection ===&lt;br /&gt;
The center of a building must be within the blue highlighted area to guarantee protection. Hovering over any lightning rod will cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 25 chunks must be covered and coverage per rod equivalent to 3.14 x Range². Also even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The number of powered rods expected at any one time is shown in the table. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 0.7 || 44 || 2 || 300 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 1.2 || 26 || 2 || 490 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 1.8 || 17 || 2.5 || 580 || 19%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 2.5 || 13 || 3 || 770 || 24%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 4.3 || 8 || 4 || 1100 || 32% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. In general, larger tilings of connected lightning rods will be able to achieve higher net efficiencies. However, even arrays ten times larger than the table above will have net efficiencies which are still 90%-95% of listed efficiency. In practice, net efficiency will be significantly lower than listed efficiency due to the drain wasting large amounts of energy. &lt;br /&gt;
&lt;br /&gt;
One should note that increased quality leads to the following effects:&lt;br /&gt;
* Higher quality Lightning rods stay powered longer due to higher efficiency and lightning strike frequency. This can lead to more rods being powered simultaneously which increases the drain and reduces efficiency slightly.&lt;br /&gt;
* The number of active rods is constantly in flux due to the nature of lightning. Higher quality (and properly tiled) lightning rods have lower variance for number of active rods, making max achievable power more predictable. &lt;br /&gt;
* Quality lightning rods can reach further into the oil ocean, effectively increasing the coverage area for a given island. &lt;br /&gt;
* The vast majority of the increased efficiency of higher quality lightning rods comes from the higher base efficiency. This means re-tiling is not usually necessary unless many rods are active simultaneously and power-density of the base is quite high.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220337</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220337"/>
		<updated>2026-10-09T05:39:25Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Implications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning and Coverage ==&lt;br /&gt;
Each lightning strike is 1 GJ and, when averaged over the night, strike approximately once every 10 seconds per chunk. This means the power-density of lightning is ~100 MW per chunk at night when averaged over the night but this can only be used to recharge lightning rods. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). &lt;br /&gt;
&lt;br /&gt;
A large island on [[Fulgora]] can be ~25 chunks and even with only 10% net efficiency the lightning rods can provide 250 MW averaged over the night. This is plenty for early-Fulgora but modules and beacons can quickly exceed this amount requiring higher quality lightning rods or [[lightning collector|lightning collectors]].&lt;br /&gt;
&lt;br /&gt;
=== Coverage and Tiling ===&lt;br /&gt;
Lightning rods can protect further than their listed radius due to their ability to bridge small gaps between the default coverage areas. As quality increases this becomes less important but for normal and uncommon quality this can result in a substantial boost to coverage per lightning rod. &lt;br /&gt;
&lt;br /&gt;
An equilateral triangular tiling is most efficient as this can be placed in a hexagonal pattern that maximizes sphere packing and leverages the gap-bridging mechanism. For all lightning rods a triangle of &amp;lt;code&amp;gt;base: 2 x Range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x Range&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out tiling up to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 41 Height: 34 || Side: 34&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 51 Height: 43 || Side: 40&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 59 Height: 50 || Side: 47&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 65 Height: 56 || Side: 54&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 81 Height: 70 || Side: 66&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However islands on Fulgora are relatively small so one will still be required to fill in gaps on the edges in an ad-hoc manner. Effective tiling means that lightning rods will, on average, cover at least the circular coverage implied by their range (3.14 x Range²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 grid of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern.&lt;br /&gt;
&lt;br /&gt;
===Building Protection ===&lt;br /&gt;
The center of a building must be within the blue highlighted area to guarantee protection. Hovering over any lightning rod will cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 25 chunks must be covered and coverage per rod equivalent to 3.14 x Range². Also even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The number of powered rods expected at any one time is shown in the table. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 0.7 || 44 || 2 || 300 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 1.2 || 26 || 2 || 490 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 1.8 || 17 || 2.5 || 580 || 19%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 2.5 || 13 || 3 || 770 || 24%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 4.3 || 8 || 4 || 1100 || 32% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. In general, larger tilings of connected lightning rods will be able to achieve higher net efficiencies. However, even arrays ten times larger than the table above will have net efficiencies which are still 90%-95% of listed efficiency.&lt;br /&gt;
&lt;br /&gt;
In practice, net efficiency will be significantly lower than listed efficiency due to the drain wasting large amounts of energy. One should note that increased quality leads to rods staying powered longer due to higher efficiency and coverage area. This usually leads to more rods being powered simultaneously even at high power demand levels. This ironically reduces the benefit of upgrading quality somewhat, though rarely enough to fully negate the benefit. One should also note that the variance for number of powered rods is quite high for low quality rods due to the chance of lightning strikes being clustered in time but not in area. Higher quality rods reduce this variance by making larger areas only power single rods.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220330</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220330"/>
		<updated>2026-10-09T05:29:58Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Implications */ Icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning and Coverage ==&lt;br /&gt;
Each lightning strike is 1 GJ and, when averaged over the night, strike approximately once every 10 seconds per chunk. This means the power-density of lightning is ~100 MW per chunk at night when averaged over the night but this can only be used to recharge lightning rods. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). &lt;br /&gt;
&lt;br /&gt;
A large island on [[Fulgora]] can be ~25 chunks and even with only 10% net efficiency the lightning rods can provide 250 MW averaged over the night. This is plenty for early-Fulgora but modules and beacons can quickly exceed this amount requiring higher quality lightning rods or [[lightning collector|lightning collectors]].&lt;br /&gt;
&lt;br /&gt;
=== Coverage and Tiling ===&lt;br /&gt;
Lightning rods can protect further than their listed radius due to their ability to bridge small gaps between the default coverage areas. As quality increases this becomes less important but for normal and uncommon quality this can result in a substantial boost to coverage per lightning rod. &lt;br /&gt;
&lt;br /&gt;
An equilateral triangular tiling is most efficient as this can be placed in a hexagonal pattern that maximizes sphere packing and leverages the gap-bridging mechanism. For all lightning rods a triangle of &amp;lt;code&amp;gt;base: 2 x Range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x Range&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out tiling up to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 41 Height: 34 || Side: 34&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 51 Height: 43 || Side: 40&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 59 Height: 50 || Side: 47&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 65 Height: 56 || Side: 54&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 81 Height: 70 || Side: 66&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However islands on Fulgora are relatively small so one will still be required to fill in gaps on the edges in an ad-hoc manner. Effective tiling means that lightning rods will, on average, cover at least the circular coverage implied by their range (3.14 x Range²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 grid of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern.&lt;br /&gt;
&lt;br /&gt;
===Building Protection ===&lt;br /&gt;
The center of a building must be within the blue highlighted area to guarantee protection. Hovering over any lightning rod will cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 25 chunks must be covered and coverage per rod equivalent to 3.14 x Range². Also even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The number of powered rods expected at any one time is shown in the table. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 0.7 || 44 || 2 || 300 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 1.2 || 26 || 2 || 490 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 1.8 || 17 || 2.5 || 580 || 19%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 2.5 || 13 || 3 || 770 || 24%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 4.3 || 8 || 4 || 1100 || 32% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. &lt;br /&gt;
&lt;br /&gt;
Net efficiency can be observed to be significantly lower than listed efficiency due to the drain wasting large amounts of energy. One should note that increased quality leads to rods staying powered longer due to higher efficiency and coverage area. This usually leads to more rods being powered simultaneously even at high power demand levels. This ironically reduces the benefit of upgrading quality somewhat, though rarely enough to fully negate the benefit. One should also note that the variance for number of powered rods is quite high for low quality rods due to the chance of lightning strikes being clustered in time but not in area. Higher quality rods reduce this chance by making larger areas only power single rods.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220329</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220329"/>
		<updated>2026-10-09T05:28:15Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Coverage and Tiling */ Icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning and Coverage ==&lt;br /&gt;
Each lightning strike is 1 GJ and, when averaged over the night, strike approximately once every 10 seconds per chunk. This means the power-density of lightning is ~100 MW per chunk at night when averaged over the night but this can only be used to recharge lightning rods. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). &lt;br /&gt;
&lt;br /&gt;
A large island on [[Fulgora]] can be ~25 chunks and even with only 10% net efficiency the lightning rods can provide 250 MW averaged over the night. This is plenty for early-Fulgora but modules and beacons can quickly exceed this amount requiring higher quality lightning rods or [[lightning collector|lightning collectors]].&lt;br /&gt;
&lt;br /&gt;
=== Coverage and Tiling ===&lt;br /&gt;
Lightning rods can protect further than their listed radius due to their ability to bridge small gaps between the default coverage areas. As quality increases this becomes less important but for normal and uncommon quality this can result in a substantial boost to coverage per lightning rod. &lt;br /&gt;
&lt;br /&gt;
An equilateral triangular tiling is most efficient as this can be placed in a hexagonal pattern that maximizes sphere packing and leverages the gap-bridging mechanism. For all lightning rods a triangle of &amp;lt;code&amp;gt;base: 2 x Range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x Range&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out tiling up to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 41 Height: 34 || Side: 34&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 51 Height: 43 || Side: 40&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 59 Height: 50 || Side: 47&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 65 Height: 56 || Side: 54&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 81 Height: 70 || Side: 66&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However islands on Fulgora are relatively small so one will still be required to fill in gaps on the edges in an ad-hoc manner. Effective tiling means that lightning rods will, on average, cover at least the circular coverage implied by their range (3.14 x Range²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 grid of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern.&lt;br /&gt;
&lt;br /&gt;
===Building Protection ===&lt;br /&gt;
The center of a building must be within the blue highlighted area to guarantee protection. Hovering over any lightning rod will cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 25 chunks must be covered and coverage per rod equivalent to 3.14 x Range². Also even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The number of powered rods expected at any one time is shown in the table. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| Common || 0.7 || 44 || 2 || 300 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 1.2 || 26 || 2 || 490 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 1.8 || 17 || 2.5 || 580 || 19%&lt;br /&gt;
|-&lt;br /&gt;
| Epic || 2.5 || 13 || 3 || 770 || 24%&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 4.3 || 8 || 4 || 1100 || 32% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. &lt;br /&gt;
&lt;br /&gt;
Net efficiency can be observed to be significantly lower than listed efficiency due to the drain wasting large amounts of energy. One should note that increased quality leads to rods staying powered longer due to higher efficiency and coverage area. This usually leads to more rods being powered simultaneously even at high power demand levels. This ironically reduces the benefit of upgrading quality somewhat, though rarely enough to fully negate the benefit. One should also note that the variance for number of powered rods is quite high for low quality rods due to the chance of lightning strikes being clustered in time but not in area. Higher quality rods reduce this chance by making larger areas only power single rods.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220328</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220328"/>
		<updated>2026-10-09T05:20:03Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Lightning and Coverage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning and Coverage ==&lt;br /&gt;
Each lightning strike is 1 GJ and, when averaged over the night, strike approximately once every 10 seconds per chunk. This means the power-density of lightning is ~100 MW per chunk at night when averaged over the night but this can only be used to recharge lightning rods. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). &lt;br /&gt;
&lt;br /&gt;
A large island on [[Fulgora]] can be ~25 chunks and even with only 10% net efficiency the lightning rods can provide 250 MW averaged over the night. This is plenty for early-Fulgora but modules and beacons can quickly exceed this amount requiring higher quality lightning rods or [[lightning collector|lightning collectors]].&lt;br /&gt;
&lt;br /&gt;
=== Coverage and Tiling ===&lt;br /&gt;
Lightning rods can protect further than their listed radius due to their ability to bridge small gaps between the default coverage areas. As quality increases this becomes less important but for common and uncommon quality this can result in a substantial boost to coverage per lightning rod. &lt;br /&gt;
&lt;br /&gt;
An equilateral triangular tiling is most efficient as this can be placed in a hexagonal pattern that maximizes sphere packing and leverages the gap-bridging mechanism. For all lightning rods a triangle of &amp;lt;code&amp;gt;base: 2 x Range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x Range&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out tiling up to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| Common || Base: 41 Height: 34 || Side: 34&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || Base: 51 Height: 43 || Side: 40&lt;br /&gt;
|-&lt;br /&gt;
| Rare || Base: 59 Height: 50 || Side: 47&lt;br /&gt;
|-&lt;br /&gt;
| Epic || Base: 65 Height: 56 || Side: 54&lt;br /&gt;
|-&lt;br /&gt;
| Legendary|| Base: 81 Height: 70 || Side: 66&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However islands on Fulgora are relatively small so one will still be required to fill in gaps on the edges in an ad-hoc manner. Effective tiling means that lightning rods will, on average, cover at least the circular coverage implied by their range (3.14 x Range²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 grid of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern.&lt;br /&gt;
&lt;br /&gt;
===Building Protection ===&lt;br /&gt;
The center of a building must be within the blue highlighted area to guarantee protection. Hovering over any lightning rod will cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 25 chunks must be covered and coverage per rod equivalent to 3.14 x Range². Also even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The number of powered rods expected at any one time is shown in the table. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| Common || 0.7 || 44 || 2 || 300 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 1.2 || 26 || 2 || 490 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 1.8 || 17 || 2.5 || 580 || 19%&lt;br /&gt;
|-&lt;br /&gt;
| Epic || 2.5 || 13 || 3 || 770 || 24%&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 4.3 || 8 || 4 || 1100 || 32% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. &lt;br /&gt;
&lt;br /&gt;
Net efficiency can be observed to be significantly lower than listed efficiency due to the drain wasting large amounts of energy. One should note that increased quality leads to rods staying powered longer due to higher efficiency and coverage area. This usually leads to more rods being powered simultaneously even at high power demand levels. This ironically reduces the benefit of upgrading quality somewhat, though rarely enough to fully negate the benefit. One should also note that the variance for number of powered rods is quite high for low quality rods due to the chance of lightning strikes being clustered in time but not in area. Higher quality rods reduce this chance by making larger areas only power single rods.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220327</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220327"/>
		<updated>2026-10-09T05:08:51Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Coverage and Tiling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning and Coverage ==&lt;br /&gt;
Each lightning strike is 1 GJ and, when averaged over the night, strike approximately once every 10 seconds per chunk. This means the power-density of lightning is ~100 MW per chunk at night when averaged over the night but this can only be used to recharge lightning rods. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). &lt;br /&gt;
&lt;br /&gt;
A large island on [[Fulgora]] can be ~25 chunks and even with only 10% net efficiency the lightning rods can provide 250 MW averaged over the night. This is plenty for early-Fulgora but modules and beacons can quickly exceed this amount requiring higher quality lightning rods or [[lightning collector|lightning collectors]].&lt;br /&gt;
&lt;br /&gt;
=== Coverage and Tiling ===&lt;br /&gt;
Lightning rods can protect further than their listed radius due to their ability to bridge small gaps between the default coverage areas. As quality increases this becomes less important but for common and uncommon quality this can result in a substantial boost to coverage per lightning rod. &lt;br /&gt;
&lt;br /&gt;
An equilateral triangular tiling is most efficient as this can be placed in a hexagonal pattern that maximizes sphere packing and leverages the gap-bridging mechanism. For all lightning rods a triangle of &amp;lt;code&amp;gt;base: 2 x Range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x Range&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out tiling up to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| Common || Base: 41 Height: 34 || Side: 34&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || Base: 51 Height: 43 || Side: 40&lt;br /&gt;
|-&lt;br /&gt;
| Rare || Base: 59 Height: 50 || Side: 47&lt;br /&gt;
|-&lt;br /&gt;
| Epic || Base: 65 Height: 56 || Side: 54&lt;br /&gt;
|-&lt;br /&gt;
| Legendary|| Base: 81 Height: 70 || Side: 66&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However islands on Fulgora are relatively small so one will still be required to fill in gaps on the edges in an ad-hoc manner. Effective tiling means that lightning rods will, on average, cover at least the circular coverage implied by their range (3.14 x Range²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 grid of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 25 chunks must be covered and coverage per rod equivalent to 3.14 x Range². Also even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The number of powered rods expected at any one time is shown in the table. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| Common || 0.7 || 44 || 2 || 300 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 1.2 || 26 || 2 || 490 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 1.8 || 17 || 2.5 || 580 || 19%&lt;br /&gt;
|-&lt;br /&gt;
| Epic || 2.5 || 13 || 3 || 770 || 24%&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 4.3 || 8 || 4 || 1100 || 32% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. &lt;br /&gt;
&lt;br /&gt;
Net efficiency can be observed to be significantly lower than listed efficiency due to the drain wasting large amounts of energy. One should note that increased quality leads to rods staying powered longer due to higher efficiency and coverage area. This usually leads to more rods being powered simultaneously even at high power demand levels. This ironically reduces the benefit of upgrading quality somewhat, though rarely enough to fully negate the benefit. One should also note that the variance for number of powered rods is quite high for low quality rods due to the chance of lightning strikes being clustered in time but not in area. Higher quality rods reduce this chance by making larger areas only power single rods.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220326</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220326"/>
		<updated>2026-10-09T04:56:43Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: Moved intro text to more appropriate body section. Added table for triangle/square tiling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning and Coverage ==&lt;br /&gt;
Each lightning strike is 1 GJ and, when averaged over the night, strike approximately once every 10 seconds per chunk. This means the power-density of lightning is ~100 MW per chunk at night when averaged over the night but this can only be used to recharge lightning rods. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). &lt;br /&gt;
&lt;br /&gt;
A large island on [[Fulgora]] can be ~25 chunks and even with only 10% net efficiency the lightning rods can provide 250 MW averaged over the night. This is plenty for early-Fulgora but modules and beacons can quickly exceed this amount requiring higher quality lightning rods or [[lightning collector|lightning collectors]].&lt;br /&gt;
&lt;br /&gt;
=== Coverage and Tiling ===&lt;br /&gt;
Lightning rods can protect further than their listed radius due to their ability to bridge small gaps between the default coverage areas. As quality increases this becomes less important but for common and uncommon quality this can result in a substantial boost to coverage per lightning rod. &lt;br /&gt;
&lt;br /&gt;
An equilateral triangular tiling is most efficient as this can be placed in a hexagonal pattern that maximizes sphere packing and leverages the gap-bridging mechanism. For all lightning rods a triangle of &amp;lt;code&amp;gt;base: 2 x Range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x Range&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out tiling up to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| Common || Base: 41 Height: 34 || Side: 34&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || Base: 51 Height: 43 || Side: 40&lt;br /&gt;
|-&lt;br /&gt;
| Rare || Base: 59 Height: 50 || Side: 47&lt;br /&gt;
|-&lt;br /&gt;
| Epic || Base: 65 Height: 56 || Side: 54&lt;br /&gt;
|-&lt;br /&gt;
| Legendary|| Base: 81 Height: 70 || Side: 66&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However islands on Fulgora are relatively small so one will still be required to fill in gaps on the edges in an ad-hoc manner. Effective tiling means that lightning rods will, on average, cover at least the circular coverage implied by their range (3.14 x Range²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 grid of roboports the quality needed is epic, as epic-quality lightning rods in a square pattern can be placed 54 tiles apart.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 25 chunks must be covered and coverage per rod equivalent to 3.14 x Range². Also even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The number of powered rods expected at any one time is shown in the table. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| Common || 0.7 || 44 || 2 || 300 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 1.2 || 26 || 2 || 490 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 1.8 || 17 || 2.5 || 580 || 19%&lt;br /&gt;
|-&lt;br /&gt;
| Epic || 2.5 || 13 || 3 || 770 || 24%&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 4.3 || 8 || 4 || 1100 || 32% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. &lt;br /&gt;
&lt;br /&gt;
Net efficiency can be observed to be significantly lower than listed efficiency due to the drain wasting large amounts of energy. One should note that increased quality leads to rods staying powered longer due to higher efficiency and coverage area. This usually leads to more rods being powered simultaneously even at high power demand levels. This ironically reduces the benefit of upgrading quality somewhat, though rarely enough to fully negate the benefit. One should also note that the variance for number of powered rods is quite high for low quality rods due to the chance of lightning strikes being clustered in time but not in area. Higher quality rods reduce this chance by making larger areas only power single rods.&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220324</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220324"/>
		<updated>2026-10-09T03:48:36Z</updated>

		<summary type="html">&lt;p&gt;Dagorad62: /* Implications */ Further refinements.&lt;/p&gt;
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&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
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The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
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Normal-quality lightning rods in a square pattern can be at most 34 tiles apart, or every 35 tiles, while completely protecting the area between them. This is a density of 1 lightning rod per 35x35=1225 tiles.&lt;br /&gt;
More tile efficient is a triangular pattern with an outside 42x76 rectangle with one rod in its center. This is a density of 2 lightning rods per 42x76=3192 tiles, or one per 1596 tiles.&lt;br /&gt;
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To align with a 50x50 grid of roboports the quality needed is epic, as epic-quality lightning rods in a square pattern can be placed 54 tiles apart.&lt;br /&gt;
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== Lightning and Coverage ==&lt;br /&gt;
Each lightning strike is 1 GJ and, when averaged over the night, strike approximately once every 10 seconds per chunk. This means the power-density of lightning is ~100 MW per chunk at night when averaged over the night but this can only be used to recharge lightning rods. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). &lt;br /&gt;
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A large island on [[Fulgora]] can be ~25 chunks and even with only 10% net efficiency the lightning rods can provide 250 MW averaged over the night. This is plenty for early-Fulgora but modules and beacons can quickly exceed this amount requiring higher quality lightning rods or [[lightning collector|lightning collectors]].&lt;br /&gt;
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=== Coverage and Tiling ===&lt;br /&gt;
Lightning rods can protect further than their listed radius due to their ability to bridge small gaps between the default coverage areas. As quality increases this becomes less important but for common and uncommon quality this can result in a substantial boost to coverage per lightning rod. &lt;br /&gt;
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An equilateral triangular tiling is most efficient as this can be placed in a hexagonal pattern that maximizes sphere packing and leverages the gap-bridging mechanism. However islands on Fulgora are relatively small so one will still be required to fill in gaps on the edges in an ad-hoc manner. Nonetheless, triangular tiling even with boundary conditions can result in a 10%-30% improvement in coverage per lightning rod relative to the circular coverage estimate of 3.14 x Range². &lt;br /&gt;
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== Net Efficiency == &lt;br /&gt;
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Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
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===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
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This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
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 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
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If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
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&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
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===Implications===&lt;br /&gt;
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Adding coverage area increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. For an isolated large island of ~25 chunks, this implies the following table. The table below assumes 25 chunks must be covered and coverage per rod equivalent to 3.14 x Range². Also even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The number of powered rods expected at any one time is shown in the table. &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Coverage (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| Common || 0.7 || 44 || 2 || 300 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 1.2 || 26 || 2 || 490 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 1.8 || 17 || 2.5 || 580 || 19%&lt;br /&gt;
|-&lt;br /&gt;
| Epic || 2.5 || 13 || 3 || 770 || 24%&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 4.3 || 8 || 4 || 1100 || 32% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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Total continuous power achievable over the entire day requires halving the above. &lt;br /&gt;
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Net efficiency can be observed to be significantly lower than listed efficiency due to the drain wasting large amounts of energy. One should note that increased quality leads to rods staying powered longer due to higher efficiency and coverage area. This usually leads to more rods being powered simultaneously even at high power demand levels. This ironically reduces the benefit of upgrading quality somewhat, though rarely enough to fully negate the benefit. One should also note that the variance for number of powered rods is quite high for low quality rods due to the chance of lightning strikes being clustered in time but not in area. Higher quality rods reduce this chance by making larger areas only power single rods.&lt;br /&gt;
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== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
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== See also ==&lt;br /&gt;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
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{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Dagorad62</name></author>
	</entry>
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