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		<id>https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=203849</id>
		<title>Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=203849"/>
		<updated>2024-10-30T01:28:35Z</updated>

		<summary type="html">&lt;p&gt;DeezyPuzzles: one of each in space age, ten of each without&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Rocket silo}}&lt;br /&gt;
{{cleanup|Rocket launching changed in version 2.0}}&lt;br /&gt;
The &#039;&#039;&#039;Rocket silo&#039;&#039;&#039; is currently the only win condition without the [[Space Age]] expansion.  Once the silo has been built and placed it can be filled with [[processing unit]]s, [[low density structure]]s and [[rocket fuel]], which will allow [[rocket part]]s to be created within the silo. In order to launch a rocket and leave [[Nauvis]], 100 rocket parts need to be crafted, with each rocket part being made with one of each (ten of each in the base game) of the three aforementioned components.&lt;br /&gt;
 &lt;br /&gt;
When all rocket parts have been completed, the rocket silo interface is at 100% and allows the player to input items as cargo, but each rocket can only carry a single ton of weight per launch. In the standard game, launching the rocket empty or with any payload will complete the game, displaying a victory screen. The screen shows all kills and time played, and offers the player a choice of exiting the current game, continuing play, or viewing the [[replay system|replay]]. With the Space Age expansion, the game continues, allowing the player to travel through space and visit other planets, such as [[Aquilo]]{{SA}}, [[Gleba]]{{SA}}, [[Fulgora]]{{SA}} and [[Vulcanus]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Note that in 2.0, the rocket will not launch if you do not have a [[cargo landing pad]], and unlike 1.0, returned items will be available in the cargo landing pad  instead of the rocket silo itself.&lt;br /&gt;
Maps migrated from 1.0 will need adjusting to use [[processing unit]]s direct instead of [[rocket control unit]]s, and the science removel inserters moved to the [[cargo landing pad]].&lt;br /&gt;
&lt;br /&gt;
With Space Age, launching a rocket can create a [[cargo landing pad]] via the &amp;quot;Build new space platform&amp;quot; with the help of using a [[space platform starter pack]]. The &amp;quot;Deliver cargo&amp;quot; option will take any loaded cargo to the chosen platform. The &amp;quot;Travel to space platform&amp;quot; option allows the player to be taken into space and dock at their chosen platform, provided the player has absolutely no inventory items (including ammunition) whatsoever, as only their armor and guns are allowed.&lt;br /&gt;
&lt;br /&gt;
Building a silo requires, among other things, [[electric engine unit]]s, [[engine unit]]s, and [[processing unit]]s, which must be produced in [[assembling machine]]s and cannot be crafted by hand from raw materials. The rocket itself can also only be produced in the silo. The rocket silo accepts [[productivity module|productivity modules]], and due to the high resource requirements to craft a rocket is a good candidate for their use.&lt;br /&gt;
&lt;br /&gt;
The rocket silo result inventory can hold up to 2000 space science packs (one stack), the equivalent of 2 full rocket launch results. When receiving science packs from a launched satellite, the game discards (destroys) all space science packs that exceed the capacity of the rocket result inventory. The &amp;quot;Auto launch with cargo&amp;quot; checkbox does &#039;&#039;&#039;not&#039;&#039;&#039; check if the rocket result inventory can hold the expected space science packs, this has to be manually ensured by the player, for example through the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
== Maximum throughput ==&lt;br /&gt;
A fully moduled silo has +940% crafting speed from beacons and +40% productivity. Modules accelerate crafting time in the first phase, but have no effect on animations in the other phases. &lt;br /&gt;
&lt;br /&gt;
There are five phases to a rocket launch. &lt;br /&gt;
&lt;br /&gt;
===== Working =====&lt;br /&gt;
Rocket parts must be assembled in the silo before the rocket can be deployed.&lt;br /&gt;
&lt;br /&gt;
The best possible time to assemble 100 rocket parts, based on the rocket part recipe and the module effects, is 1250 ticks, or ~20.833 seconds.&lt;br /&gt;
&lt;br /&gt;
1250 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Preparing rocket for launch =====&lt;br /&gt;
The rocket is brought up out of the silo so a payload can be inserted, if any.&lt;br /&gt;
&lt;br /&gt;
This animation lasts 890 ticks, or ~14.833 seconds. &lt;br /&gt;
&lt;br /&gt;
2140 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Waiting to launch rocket =====&lt;br /&gt;
The payload must be inserted. &lt;br /&gt;
&lt;br /&gt;
One fast inserter arm swing to insert a Satellite is 14 ticks, or ~0.233 seconds.&lt;br /&gt;
&lt;br /&gt;
2154 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Launching rocket =====&lt;br /&gt;
The rocket is launched with the payload. This phase ends when the result inventory appears inside the silo.&lt;br /&gt;
&lt;br /&gt;
1162 ticks, or ~19.367 seconds. &lt;br /&gt;
&lt;br /&gt;
3316 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Reset =====&lt;br /&gt;
The silo door must close before the cycle begins again. &lt;br /&gt;
&lt;br /&gt;
368 ticks, or ~6.133 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
&#039;&#039;&#039;Grand Total: 3684 ticks&#039;&#039;&#039;, which gives a total cycle time of ~61.417 seconds, including time spent building rocket parts and inserting the payload.&lt;br /&gt;
&lt;br /&gt;
With a build time of 1250 + 14, the delay from animations is 2420 ticks.[https://www.reddit.com/r/technicalfactorio/comments/x92gfa/more_empirical_measurements_on_rocket_silos/]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
The rocket silo, which is used to win the game, is directly connected to the following game-win-based achievements:&lt;br /&gt;
{{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
{{Achievement|no-time-for-chitchat}}&lt;br /&gt;
{{Achievement|there-is-no-spoon}}&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
{{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The rocket can, technically, accept any item as cargo; however, most will do nothing in particular and simply waste the launch. Notable exceptions include:&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|button-text=Spoiler! Click to view.|message=&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; [[Vehicle]]s : When a vehicle is inserted into the payload slot, the player can enter the rocket like they would any other vehicle, then launch and ride it.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; This allows a fast-moving view of one&#039;s base (as the game world is internally 2-dimensional, the rocket actually simply moves north along the map), and then returns the player next to the launching silo once the launch animation has finished.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If all space near the rocket silo is occupied, the player is placed at spawn instead.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; It also wastes the launch, as the rocket&#039;s sole payload slot is occupied by the vehicle, rather than a satellite. (Having any number of satellites in the car&#039;s trunk or the &amp;quot;astronaut&amp;quot;s inventory does not count.)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Raw fish]]: Grants the &amp;quot;So long and thanks for all the fish!&amp;quot; achievement. Other than this, it also wastes the launch.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Space science pack]]: Returns one [[raw fish]] for every science pack that is launched, but no more than 100 raw fishes per launch.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:rocket_ready_SA_anim.gif|The rocket rising and being primed for launch.&lt;br /&gt;
File:rocket_launch_SA_anim.gif|The rocket launching.&lt;br /&gt;
File:rocket_silo_gui.png|The rocket silo&#039;s GUI.&lt;br /&gt;
File:rocket_silo_circuit_read_contents.png|Circuit connections for rocket silo.&lt;br /&gt;
File:rocket_silo_circuit_read_orbital_requests.png|Circuit connections for rocket silo.&lt;br /&gt;
File:rocket_silo_rising_rocket.gif|The rocket rising and being primed for launch pre 2.0.7.&lt;br /&gt;
File:rocket_silo_launch.gif|The rocket launching pre 2.0.7.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Updated sprite and changed dimensions from 9×10 to 9×9. A satellite is no longer required to win the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Rocket parts from building rockets in the silo now show in production statistics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
* Updated icon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Rocket silo now behaves correctly when out of electricity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Space related}}&lt;/div&gt;</summary>
		<author><name>DeezyPuzzles</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=203428</id>
		<title>Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=203428"/>
		<updated>2024-10-27T17:47:00Z</updated>

		<summary type="html">&lt;p&gt;DeezyPuzzles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Rocket silo}}&lt;br /&gt;
{{cleanup|Rocket launching changed in version 2.0}}&lt;br /&gt;
The &#039;&#039;&#039;Rocket silo&#039;&#039;&#039; is currently the only win condition without the [[Space Age]] expansion.  Once the silo has been built and placed it can be filled with [[processing unit]]s, [[low density structure]]s and [[rocket fuel]], which will allow [[rocket part]]s to be created within the silo. In order to launch a rocket and leave [[Nauvis]], 100 rocket parts need to be crafted, with each rocket part being made with ten of each of the three aforementioned components.&lt;br /&gt;
 &lt;br /&gt;
When all rocket parts have been completed, the rocket silo interface is at 100% and allows the player to input items as cargo, but each rocket can only carry a single ton of weight per launch. In the standard game, launching the rocket empty or with any payload will complete the game, displaying a victory screen. The screen shows all kills and time played, and offers the player a choice of exiting the current game, continuing play, or viewing the [[replay system|replay]]. With the Space Age expansion, the game continues, allowing the player to travel through space and visit other planets, such as [[Aquilo]]{{SA}}, [[Gleba]]{{SA}}, [[Fulgora]]{{SA}} and [[Vulcanus]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Note that in 2.0, the rocket will not launch if you do not have a [[cargo landing pad]], and unlike 1.0, returned items will be available in the cargo landing pad  instead of the rocket silo itself.&lt;br /&gt;
Maps migrated from 1.0 will need adjusting to use [[processing unit]]s direct instead of [[rocket control unit]]s, and the science removel inserters moved to the [[cargo landing pad]].&lt;br /&gt;
&lt;br /&gt;
With Space Age, launching a rocket can create a [[cargo landing pad]] via the &amp;quot;Build new space platform&amp;quot; with the help of using a [[space platform starter pack]]. The &amp;quot;Deliver cargo&amp;quot; option will take any loaded cargo to the chosen platform. The &amp;quot;Travel to space platform&amp;quot; option allows the player to be taken into space and dock at their chosen platform, provided the player has absolutely no inventory items (including ammunition) whatsoever, as only their armor and guns are allowed.&lt;br /&gt;
&lt;br /&gt;
Building a silo requires, among other things, [[electric engine unit]]s, [[engine unit]]s, and [[processing unit]]s, which must be produced in [[assembling machine]]s and cannot be crafted by hand from raw materials. The rocket itself can also only be produced in the silo. The rocket silo accepts [[productivity module|productivity modules]], and due to the high resource requirements to craft a rocket is a good candidate for their use.&lt;br /&gt;
&lt;br /&gt;
The rocket silo result inventory can hold up to 2000 space science packs (one stack), the equivalent of 2 full rocket launch results. When receiving science packs from a launched satellite, the game discards (destroys) all space science packs that exceed the capacity of the rocket result inventory. The &amp;quot;Auto launch with cargo&amp;quot; checkbox does &#039;&#039;&#039;not&#039;&#039;&#039; check if the rocket result inventory can hold the expected space science packs, this has to be manually ensured by the player, for example through the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
== Maximum throughput ==&lt;br /&gt;
A fully moduled silo has +940% crafting speed from beacons and +40% productivity. Modules accelerate crafting time in the first phase, but have no effect on animations in the other phases. &lt;br /&gt;
&lt;br /&gt;
There are five phases to a rocket launch. &lt;br /&gt;
&lt;br /&gt;
===== Working =====&lt;br /&gt;
Rocket parts must be assembled in the silo before the rocket can be deployed.&lt;br /&gt;
&lt;br /&gt;
The best possible time to assemble 100 rocket parts, based on the rocket part recipe and the module effects, is 1250 ticks, or ~20.833 seconds.&lt;br /&gt;
&lt;br /&gt;
1250 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Preparing rocket for launch =====&lt;br /&gt;
The rocket is brought up out of the silo so a payload can be inserted, if any.&lt;br /&gt;
&lt;br /&gt;
This animation lasts 890 ticks, or ~14.833 seconds. &lt;br /&gt;
&lt;br /&gt;
2140 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Waiting to launch rocket =====&lt;br /&gt;
The payload must be inserted. &lt;br /&gt;
&lt;br /&gt;
One fast inserter arm swing to insert a Satellite is 14 ticks, or ~0.233 seconds.&lt;br /&gt;
&lt;br /&gt;
2154 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Launching rocket =====&lt;br /&gt;
The rocket is launched with the payload. This phase ends when the result inventory appears inside the silo.&lt;br /&gt;
&lt;br /&gt;
1162 ticks, or ~19.367 seconds. &lt;br /&gt;
&lt;br /&gt;
3316 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Reset =====&lt;br /&gt;
The silo door must close before the cycle begins again. &lt;br /&gt;
&lt;br /&gt;
368 ticks, or ~6.133 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
&#039;&#039;&#039;Grand Total: 3684 ticks&#039;&#039;&#039;, which gives a total cycle time of ~61.417 seconds, including time spent building rocket parts and inserting the payload.&lt;br /&gt;
&lt;br /&gt;
With a build time of 1250 + 14, the delay from animations is 2420 ticks.[https://www.reddit.com/r/technicalfactorio/comments/x92gfa/more_empirical_measurements_on_rocket_silos/]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
The rocket silo, which is used to win the game, is directly connected to the following game-win-based achievements:&lt;br /&gt;
{{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
{{Achievement|no-time-for-chitchat}}&lt;br /&gt;
{{Achievement|there-is-no-spoon}}&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
{{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The rocket can, technically, accept any item as cargo; however, most will do nothing in particular and simply waste the launch. Notable exceptions include:&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|button-text=Spoiler! Click to view.|message=&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; [[Vehicle]]s : When a vehicle is inserted into the payload slot, the player can enter the rocket like they would any other vehicle, then launch and ride it.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; This allows a fast-moving view of one&#039;s base (as the game world is internally 2-dimensional, the rocket actually simply moves north along the map), and then returns the player next to the launching silo once the launch animation has finished.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If all space near the rocket silo is occupied, the player is placed at spawn instead.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; It also wastes the launch, as the rocket&#039;s sole payload slot is occupied by the vehicle, rather than a satellite. (Having any number of satellites in the car&#039;s trunk or the &amp;quot;astronaut&amp;quot;s inventory does not count.)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Raw fish]]: Grants the &amp;quot;So long and thanks for all the fish!&amp;quot; achievement. Other than this, it also wastes the launch.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Space science pack]]: Returns one [[raw fish]] for every science pack that is launched, but no more than 100 raw fishes per launch.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:rocket_ready_SA_anim.gif|The rocket rising and being primed for launch.&lt;br /&gt;
File:rocket_launch_SA_anim.gif|The rocket launching.&lt;br /&gt;
File:rocket_silo_gui.png|The rocket silo&#039;s GUI.&lt;br /&gt;
File:rocket_silo_rising_rocket.gif|The rocket rising and being primed for launch pre 2.0.7.&lt;br /&gt;
File:rocket_silo_launch.gif|The rocket launching pre 2.0.7.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Updated sprite and changed dimensions from 9×10 to 9×9. A satellite is no longer required to win the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Rocket parts from building rockets in the silo now show in production statistics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
* Updated icon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Rocket silo now behaves correctly when out of electricity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Space related}}&lt;/div&gt;</summary>
		<author><name>DeezyPuzzles</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=203427</id>
		<title>Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=203427"/>
		<updated>2024-10-27T17:46:24Z</updated>

		<summary type="html">&lt;p&gt;DeezyPuzzles: Fixed links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Rocket silo}}&lt;br /&gt;
{{cleanup|Rocket launching changed in version 2.0}}&lt;br /&gt;
The &#039;&#039;&#039;Rocket silo&#039;&#039;&#039; is currently the only win condition without the [[Space Age]] expansion.  Once the silo has been built and placed it can be filled with [[processing unit]]s, [[low density structure]]s and [[rocket fuel]], which will allow [[rocket part]]s to be created within the silo. In order to launch a rocket and leave [[Nauvis]], 100 rocket parts need to be crafted, with each rocket part being made with ten of each of the three aforementioned components.&lt;br /&gt;
 &lt;br /&gt;
When all rocket parts have been completed, the rocket silo interface is at 100% and allows the player to input items as cargo, but each rocket can only carry a single ton of weight per launch. In the standard game, launching the rocket empty or with any payload will complete the game, displaying a victory screen. The screen shows all kills and time played, and offers the player a choice of exiting the current game, continuing play, or viewing the [[replay system|replay]]. With the Space Age expansion, the game continues, allowing the player to travel through space and visit other planets, such as [[Aquilo]]{{SA}}, [[Gleba]]{{SA}}, [[Fulgora]]{{SA}} and [[Vulcanus]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Note that in 2.0, the rocket will not launch if you do not have a [[cargo landing pad]], and unlike 1.0, returned items will be available in the cargo landing pad  instead of the rocket silo itself.&lt;br /&gt;
Maps migrated from 1.0 will need adjusting to use [[processing unit]]s direct instead of [[rocket control module]]s, and the science removel inserters moved to the [[cargo landing pad]].&lt;br /&gt;
&lt;br /&gt;
With Space Age, launching a rocket can create a [[cargo landing pad]] via the &amp;quot;Build new space platform&amp;quot; with the help of using a [[space platform starter pack]]. The &amp;quot;Deliver cargo&amp;quot; option will take any loaded cargo to the chosen platform. The &amp;quot;Travel to space platform&amp;quot; option allows the player to be taken into space and dock at their chosen platform, provided the player has absolutely no inventory items (including ammunition) whatsoever, as only their armor and guns are allowed.&lt;br /&gt;
&lt;br /&gt;
Building a silo requires, among other things, [[electric engine unit]]s, [[engine unit]]s, and [[processing unit]]s, which must be produced in [[assembling machine]]s and cannot be crafted by hand from raw materials. The rocket itself can also only be produced in the silo. The rocket silo accepts [[productivity module|productivity modules]], and due to the high resource requirements to craft a rocket is a good candidate for their use.&lt;br /&gt;
&lt;br /&gt;
The rocket silo result inventory can hold up to 2000 space science packs (one stack), the equivalent of 2 full rocket launch results. When receiving science packs from a launched satellite, the game discards (destroys) all space science packs that exceed the capacity of the rocket result inventory. The &amp;quot;Auto launch with cargo&amp;quot; checkbox does &#039;&#039;&#039;not&#039;&#039;&#039; check if the rocket result inventory can hold the expected space science packs, this has to be manually ensured by the player, for example through the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
== Maximum throughput ==&lt;br /&gt;
A fully moduled silo has +940% crafting speed from beacons and +40% productivity. Modules accelerate crafting time in the first phase, but have no effect on animations in the other phases. &lt;br /&gt;
&lt;br /&gt;
There are five phases to a rocket launch. &lt;br /&gt;
&lt;br /&gt;
===== Working =====&lt;br /&gt;
Rocket parts must be assembled in the silo before the rocket can be deployed.&lt;br /&gt;
&lt;br /&gt;
The best possible time to assemble 100 rocket parts, based on the rocket part recipe and the module effects, is 1250 ticks, or ~20.833 seconds.&lt;br /&gt;
&lt;br /&gt;
1250 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Preparing rocket for launch =====&lt;br /&gt;
The rocket is brought up out of the silo so a payload can be inserted, if any.&lt;br /&gt;
&lt;br /&gt;
This animation lasts 890 ticks, or ~14.833 seconds. &lt;br /&gt;
&lt;br /&gt;
2140 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Waiting to launch rocket =====&lt;br /&gt;
The payload must be inserted. &lt;br /&gt;
&lt;br /&gt;
One fast inserter arm swing to insert a Satellite is 14 ticks, or ~0.233 seconds.&lt;br /&gt;
&lt;br /&gt;
2154 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Launching rocket =====&lt;br /&gt;
The rocket is launched with the payload. This phase ends when the result inventory appears inside the silo.&lt;br /&gt;
&lt;br /&gt;
1162 ticks, or ~19.367 seconds. &lt;br /&gt;
&lt;br /&gt;
3316 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Reset =====&lt;br /&gt;
The silo door must close before the cycle begins again. &lt;br /&gt;
&lt;br /&gt;
368 ticks, or ~6.133 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
&#039;&#039;&#039;Grand Total: 3684 ticks&#039;&#039;&#039;, which gives a total cycle time of ~61.417 seconds, including time spent building rocket parts and inserting the payload.&lt;br /&gt;
&lt;br /&gt;
With a build time of 1250 + 14, the delay from animations is 2420 ticks.[https://www.reddit.com/r/technicalfactorio/comments/x92gfa/more_empirical_measurements_on_rocket_silos/]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
The rocket silo, which is used to win the game, is directly connected to the following game-win-based achievements:&lt;br /&gt;
{{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
{{Achievement|no-time-for-chitchat}}&lt;br /&gt;
{{Achievement|there-is-no-spoon}}&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
{{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The rocket can, technically, accept any item as cargo; however, most will do nothing in particular and simply waste the launch. Notable exceptions include:&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|button-text=Spoiler! Click to view.|message=&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; [[Vehicle]]s : When a vehicle is inserted into the payload slot, the player can enter the rocket like they would any other vehicle, then launch and ride it.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; This allows a fast-moving view of one&#039;s base (as the game world is internally 2-dimensional, the rocket actually simply moves north along the map), and then returns the player next to the launching silo once the launch animation has finished.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If all space near the rocket silo is occupied, the player is placed at spawn instead.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; It also wastes the launch, as the rocket&#039;s sole payload slot is occupied by the vehicle, rather than a satellite. (Having any number of satellites in the car&#039;s trunk or the &amp;quot;astronaut&amp;quot;s inventory does not count.)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Raw fish]]: Grants the &amp;quot;So long and thanks for all the fish!&amp;quot; achievement. Other than this, it also wastes the launch.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Space science pack]]: Returns one [[raw fish]] for every science pack that is launched, but no more than 100 raw fishes per launch.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:rocket_ready_SA_anim.gif|The rocket rising and being primed for launch.&lt;br /&gt;
File:rocket_launch_SA_anim.gif|The rocket launching.&lt;br /&gt;
File:rocket_silo_gui.png|The rocket silo&#039;s GUI.&lt;br /&gt;
File:rocket_silo_rising_rocket.gif|The rocket rising and being primed for launch pre 2.0.7.&lt;br /&gt;
File:rocket_silo_launch.gif|The rocket launching pre 2.0.7.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Updated sprite and changed dimensions from 9×10 to 9×9. A satellite is no longer required to win the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Rocket parts from building rockets in the silo now show in production statistics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
* Updated icon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Rocket silo now behaves correctly when out of electricity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Space related}}&lt;/div&gt;</summary>
		<author><name>DeezyPuzzles</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=203426</id>
		<title>Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=203426"/>
		<updated>2024-10-27T17:45:53Z</updated>

		<summary type="html">&lt;p&gt;DeezyPuzzles: Change of mechanics for returned items and upgrading from 1.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Rocket silo}}&lt;br /&gt;
{{cleanup|Rocket launching changed in version 2.0}}&lt;br /&gt;
The &#039;&#039;&#039;Rocket silo&#039;&#039;&#039; is currently the only win condition without the [[Space Age]] expansion.  Once the silo has been built and placed it can be filled with [[processing unit]]s, [[low density structure]]s and [[rocket fuel]], which will allow [[rocket part]]s to be created within the silo. In order to launch a rocket and leave [[Nauvis]], 100 rocket parts need to be crafted, with each rocket part being made with ten of each of the three aforementioned components.&lt;br /&gt;
 &lt;br /&gt;
When all rocket parts have been completed, the rocket silo interface is at 100% and allows the player to input items as cargo, but each rocket can only carry a single ton of weight per launch. In the standard game, launching the rocket empty or with any payload will complete the game, displaying a victory screen. The screen shows all kills and time played, and offers the player a choice of exiting the current game, continuing play, or viewing the [[replay system|replay]]. With the Space Age expansion, the game continues, allowing the player to travel through space and visit other planets, such as [[Aquilo]]{{SA}}, [[Gleba]]{{SA}}, [[Fulgora]]{{SA}} and [[Vulcanus]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Note that in 2.0, the rocket will not launch if you do not have a [[cargo landing pad]], and unlike 1.0, returned items will be available in the cargo landing pad  instead of the rocket silo itself.&lt;br /&gt;
Maps migrated from 1.0 will need adjusting to use [[processing units]] direct instead of [[rocket control modules]], and the science removel inserters moved to the [[cargo landing pad]].&lt;br /&gt;
&lt;br /&gt;
With Space Age, launching a rocket can create a [[cargo landing pad]] via the &amp;quot;Build new space platform&amp;quot; with the help of using a [[space platform starter pack]]. The &amp;quot;Deliver cargo&amp;quot; option will take any loaded cargo to the chosen platform. The &amp;quot;Travel to space platform&amp;quot; option allows the player to be taken into space and dock at their chosen platform, provided the player has absolutely no inventory items (including ammunition) whatsoever, as only their armor and guns are allowed.&lt;br /&gt;
&lt;br /&gt;
Building a silo requires, among other things, [[electric engine unit]]s, [[engine unit]]s, and [[processing unit]]s, which must be produced in [[assembling machine]]s and cannot be crafted by hand from raw materials. The rocket itself can also only be produced in the silo. The rocket silo accepts [[productivity module|productivity modules]], and due to the high resource requirements to craft a rocket is a good candidate for their use.&lt;br /&gt;
&lt;br /&gt;
The rocket silo result inventory can hold up to 2000 space science packs (one stack), the equivalent of 2 full rocket launch results. When receiving science packs from a launched satellite, the game discards (destroys) all space science packs that exceed the capacity of the rocket result inventory. The &amp;quot;Auto launch with cargo&amp;quot; checkbox does &#039;&#039;&#039;not&#039;&#039;&#039; check if the rocket result inventory can hold the expected space science packs, this has to be manually ensured by the player, for example through the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
== Maximum throughput ==&lt;br /&gt;
A fully moduled silo has +940% crafting speed from beacons and +40% productivity. Modules accelerate crafting time in the first phase, but have no effect on animations in the other phases. &lt;br /&gt;
&lt;br /&gt;
There are five phases to a rocket launch. &lt;br /&gt;
&lt;br /&gt;
===== Working =====&lt;br /&gt;
Rocket parts must be assembled in the silo before the rocket can be deployed.&lt;br /&gt;
&lt;br /&gt;
The best possible time to assemble 100 rocket parts, based on the rocket part recipe and the module effects, is 1250 ticks, or ~20.833 seconds.&lt;br /&gt;
&lt;br /&gt;
1250 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Preparing rocket for launch =====&lt;br /&gt;
The rocket is brought up out of the silo so a payload can be inserted, if any.&lt;br /&gt;
&lt;br /&gt;
This animation lasts 890 ticks, or ~14.833 seconds. &lt;br /&gt;
&lt;br /&gt;
2140 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Waiting to launch rocket =====&lt;br /&gt;
The payload must be inserted. &lt;br /&gt;
&lt;br /&gt;
One fast inserter arm swing to insert a Satellite is 14 ticks, or ~0.233 seconds.&lt;br /&gt;
&lt;br /&gt;
2154 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Launching rocket =====&lt;br /&gt;
The rocket is launched with the payload. This phase ends when the result inventory appears inside the silo.&lt;br /&gt;
&lt;br /&gt;
1162 ticks, or ~19.367 seconds. &lt;br /&gt;
&lt;br /&gt;
3316 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Reset =====&lt;br /&gt;
The silo door must close before the cycle begins again. &lt;br /&gt;
&lt;br /&gt;
368 ticks, or ~6.133 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
&#039;&#039;&#039;Grand Total: 3684 ticks&#039;&#039;&#039;, which gives a total cycle time of ~61.417 seconds, including time spent building rocket parts and inserting the payload.&lt;br /&gt;
&lt;br /&gt;
With a build time of 1250 + 14, the delay from animations is 2420 ticks.[https://www.reddit.com/r/technicalfactorio/comments/x92gfa/more_empirical_measurements_on_rocket_silos/]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
The rocket silo, which is used to win the game, is directly connected to the following game-win-based achievements:&lt;br /&gt;
{{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
{{Achievement|no-time-for-chitchat}}&lt;br /&gt;
{{Achievement|there-is-no-spoon}}&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
{{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The rocket can, technically, accept any item as cargo; however, most will do nothing in particular and simply waste the launch. Notable exceptions include:&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|button-text=Spoiler! Click to view.|message=&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; [[Vehicle]]s : When a vehicle is inserted into the payload slot, the player can enter the rocket like they would any other vehicle, then launch and ride it.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; This allows a fast-moving view of one&#039;s base (as the game world is internally 2-dimensional, the rocket actually simply moves north along the map), and then returns the player next to the launching silo once the launch animation has finished.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If all space near the rocket silo is occupied, the player is placed at spawn instead.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; It also wastes the launch, as the rocket&#039;s sole payload slot is occupied by the vehicle, rather than a satellite. (Having any number of satellites in the car&#039;s trunk or the &amp;quot;astronaut&amp;quot;s inventory does not count.)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Raw fish]]: Grants the &amp;quot;So long and thanks for all the fish!&amp;quot; achievement. Other than this, it also wastes the launch.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Space science pack]]: Returns one [[raw fish]] for every science pack that is launched, but no more than 100 raw fishes per launch.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:rocket_ready_SA_anim.gif|The rocket rising and being primed for launch.&lt;br /&gt;
File:rocket_launch_SA_anim.gif|The rocket launching.&lt;br /&gt;
File:rocket_silo_gui.png|The rocket silo&#039;s GUI.&lt;br /&gt;
File:rocket_silo_rising_rocket.gif|The rocket rising and being primed for launch pre 2.0.7.&lt;br /&gt;
File:rocket_silo_launch.gif|The rocket launching pre 2.0.7.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Updated sprite and changed dimensions from 9×10 to 9×9. A satellite is no longer required to win the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Rocket parts from building rockets in the silo now show in production statistics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
* Updated icon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Rocket silo now behaves correctly when out of electricity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Space related}}&lt;/div&gt;</summary>
		<author><name>DeezyPuzzles</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Rocket_silo&amp;diff=203424</id>
		<title>Talk:Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Rocket_silo&amp;diff=203424"/>
		<updated>2024-10-27T17:39:05Z</updated>

		<summary type="html">&lt;p&gt;DeezyPuzzles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Rocket silos without space age, no longer output space science ===&lt;br /&gt;
Rocket silos in 1.x created space science similar to assembler, you insert satellite, and inserters remove space science.&lt;br /&gt;
In 2.0, the science now needs a separate entity that receives the science (with only one per surface regardless of the number of actual silos).  &lt;br /&gt;
I can&#039;t think of a clean way to word this given how it&#039;s currently written, but will have a go... --[[User:DeezyPuzzles|DeezyPuzzles]] ([[User talk:DeezyPuzzles|talk]]) 17:39, 27 October 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>DeezyPuzzles</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Rocket_silo&amp;diff=203422</id>
		<title>Talk:Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Rocket_silo&amp;diff=203422"/>
		<updated>2024-10-27T17:38:39Z</updated>

		<summary type="html">&lt;p&gt;DeezyPuzzles: new behaviour in 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Rocket silos without space age, no longer output space science ===&lt;br /&gt;
Rocket silos in 1.x created space science similar to assembler, you insert satellite, and inserters remove space science.&lt;br /&gt;
In 2.0, the science now needs a separate entity that receives the science (with only one per surface regardless of the number of actual silos).&lt;br /&gt;
I can&#039;t think of a clean way to word this given how it&#039;s currently written, but will have a go...&lt;/div&gt;</summary>
		<author><name>DeezyPuzzles</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=203421</id>
		<title>Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=203421"/>
		<updated>2024-10-27T17:35:02Z</updated>

		<summary type="html">&lt;p&gt;DeezyPuzzles: Correct quantity of components needed for rocket part&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Rocket silo}}&lt;br /&gt;
{{cleanup|Rocket launching changed in version 2.0}}&lt;br /&gt;
The &#039;&#039;&#039;Rocket silo&#039;&#039;&#039; is currently the only win condition without the [[Space Age]] expansion.  Once the silo has been built and placed it can be filled with [[processing unit]]s, [[low density structure]]s and [[rocket fuel]], which will allow [[rocket part]]s to be created within the silo. In order to launch a rocket and leave [[Nauvis]], 100 rocket parts need to be crafted, with each rocket part being made with ten of each of the three aforementioned components.&lt;br /&gt;
 &lt;br /&gt;
When all rocket parts have been completed, the rocket silo interface is at 100% and allows the player to input items as cargo, but each rocket can only carry a single ton of weight per launch. In the standard game, launching the rocket empty or with any payload will complete the game, displaying a victory screen. The screen shows all kills and time played, and offers the player a choice of exiting the current game, continuing play, or viewing the [[replay system|replay]]. With the Space Age expansion, the game continues, allowing the player to travel through space and visit other planets, such as [[Aquilo]]{{SA}}, [[Gleba]]{{SA}}, [[Fulgora]]{{SA}} and [[Vulcanus]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
With Space Age, launching a rocket can create a [[cargo landing pad]] via the &amp;quot;Build new space platform&amp;quot; with the help of using a [[space platform starter pack]]. The &amp;quot;Deliver cargo&amp;quot; option will take any loaded cargo to the chosen platform. The &amp;quot;Travel to space platform&amp;quot; option allows the player to be taken into space and dock at their chosen platform, provided the player has absolutely no inventory items (including ammunition) whatsoever, as only their armor and guns are allowed.&lt;br /&gt;
&lt;br /&gt;
Building a silo requires, among other things, [[electric engine unit]]s, [[engine unit]]s, and [[processing unit]]s, which must be produced in [[assembling machine]]s and cannot be crafted by hand from raw materials. The rocket itself can also only be produced in the silo. The rocket silo accepts [[productivity module|productivity modules]], and due to the high resource requirements to craft a rocket is a good candidate for their use.&lt;br /&gt;
&lt;br /&gt;
The rocket silo result inventory can hold up to 2000 space science packs (one stack), the equivalent of 2 full rocket launch results. When receiving science packs from a launched satellite, the game discards (destroys) all space science packs that exceed the capacity of the rocket result inventory. The &amp;quot;Auto launch with cargo&amp;quot; checkbox does &#039;&#039;&#039;not&#039;&#039;&#039; check if the rocket result inventory can hold the expected space science packs, this has to be manually ensured by the player, for example through the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
== Maximum throughput ==&lt;br /&gt;
A fully moduled silo has +940% crafting speed from beacons and +40% productivity. Modules accelerate crafting time in the first phase, but have no effect on animations in the other phases. &lt;br /&gt;
&lt;br /&gt;
There are five phases to a rocket launch. &lt;br /&gt;
&lt;br /&gt;
===== Working =====&lt;br /&gt;
Rocket parts must be assembled in the silo before the rocket can be deployed.&lt;br /&gt;
&lt;br /&gt;
The best possible time to assemble 100 rocket parts, based on the rocket part recipe and the module effects, is 1250 ticks, or ~20.833 seconds.&lt;br /&gt;
&lt;br /&gt;
1250 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Preparing rocket for launch =====&lt;br /&gt;
The rocket is brought up out of the silo so a payload can be inserted, if any.&lt;br /&gt;
&lt;br /&gt;
This animation lasts 890 ticks, or ~14.833 seconds. &lt;br /&gt;
&lt;br /&gt;
2140 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Waiting to launch rocket =====&lt;br /&gt;
The payload must be inserted. &lt;br /&gt;
&lt;br /&gt;
One fast inserter arm swing to insert a Satellite is 14 ticks, or ~0.233 seconds.&lt;br /&gt;
&lt;br /&gt;
2154 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Launching rocket =====&lt;br /&gt;
The rocket is launched with the payload. This phase ends when the result inventory appears inside the silo.&lt;br /&gt;
&lt;br /&gt;
1162 ticks, or ~19.367 seconds. &lt;br /&gt;
&lt;br /&gt;
3316 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Reset =====&lt;br /&gt;
The silo door must close before the cycle begins again. &lt;br /&gt;
&lt;br /&gt;
368 ticks, or ~6.133 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
&#039;&#039;&#039;Grand Total: 3684 ticks&#039;&#039;&#039;, which gives a total cycle time of ~61.417 seconds, including time spent building rocket parts and inserting the payload.&lt;br /&gt;
&lt;br /&gt;
With a build time of 1250 + 14, the delay from animations is 2420 ticks.[https://www.reddit.com/r/technicalfactorio/comments/x92gfa/more_empirical_measurements_on_rocket_silos/]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
The rocket silo, which is used to win the game, is directly connected to the following game-win-based achievements:&lt;br /&gt;
{{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
{{Achievement|no-time-for-chitchat}}&lt;br /&gt;
{{Achievement|there-is-no-spoon}}&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
{{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The rocket can, technically, accept any item as cargo; however, most will do nothing in particular and simply waste the launch. Notable exceptions include:&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|button-text=Spoiler! Click to view.|message=&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; [[Vehicle]]s : When a vehicle is inserted into the payload slot, the player can enter the rocket like they would any other vehicle, then launch and ride it.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; This allows a fast-moving view of one&#039;s base (as the game world is internally 2-dimensional, the rocket actually simply moves north along the map), and then returns the player next to the launching silo once the launch animation has finished.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If all space near the rocket silo is occupied, the player is placed at spawn instead.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; It also wastes the launch, as the rocket&#039;s sole payload slot is occupied by the vehicle, rather than a satellite. (Having any number of satellites in the car&#039;s trunk or the &amp;quot;astronaut&amp;quot;s inventory does not count.)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Raw fish]]: Grants the &amp;quot;So long and thanks for all the fish!&amp;quot; achievement. Other than this, it also wastes the launch.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Space science pack]]: Returns one [[raw fish]] for every science pack that is launched, but no more than 100 raw fishes per launch.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:rocket_ready_SA_anim.gif|The rocket rising and being primed for launch.&lt;br /&gt;
File:rocket_launch_SA_anim.gif|The rocket launching.&lt;br /&gt;
File:rocket_silo_gui.png|The rocket silo&#039;s GUI.&lt;br /&gt;
File:rocket_silo_rising_rocket.gif|The rocket rising and being primed for launch pre 2.0.7.&lt;br /&gt;
File:rocket_silo_launch.gif|The rocket launching pre 2.0.7.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Updated sprite and changed dimensions from 9×10 to 9×9. A satellite is no longer required to win the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Rocket parts from building rockets in the silo now show in production statistics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
* Updated icon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Rocket silo now behaves correctly when out of electricity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Space related}}&lt;/div&gt;</summary>
		<author><name>DeezyPuzzles</name></author>
	</entry>
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