<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DemonicLaxatives</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DemonicLaxatives"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/DemonicLaxatives"/>
	<updated>2026-04-23T14:09:07Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Belt_transport_system&amp;diff=213650</id>
		<title>Talk:Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Belt_transport_system&amp;diff=213650"/>
		<updated>2025-04-28T22:37:44Z</updated>

		<summary type="html">&lt;p&gt;DemonicLaxatives: Belt Compression&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Belt Compression==&lt;br /&gt;
The gif about belt compression no longer shows a compressed belt, nor can I replicate the behavior with the described setup in version 2.0.+.. New investigation is required in inserter based belt compression.&lt;br /&gt;
22:30, 28 April 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Splitter lanes==&lt;br /&gt;
With the [[Version_history/0.16.0#0.16.16|0.16.16]] patch would it be fair to say each lane of input alternates between the respective lane in each belt of output? I&#039;d like to add to the bullet point in Splitter Mechanics to be more precise but I don&#039;t want to contribute incorrect information. [[User:Techhead7890|Techhead7890]] ([[User talk:Techhead7890|talk]]) 05:30, 1 June 2020 (UTC)&lt;br /&gt;
: Yes, that would be a way to say it, please add it to the page. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 10:50, 24 June 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>DemonicLaxatives</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=199234</id>
		<title>Upcoming features</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=199234"/>
		<updated>2024-08-05T20:00:23Z</updated>

		<summary type="html">&lt;p&gt;DemonicLaxatives: /* Known free changes for 2.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This is a list of known information about the upcoming expansion pack &#039;&#039;&#039;Factorio: Space Age&#039;&#039;&#039; and the upcoming 2.0 version.&lt;br /&gt;
&lt;br /&gt;
* As of August 2023, development is at the end of step 5 &amp;quot;First pass of tweaking&amp;quot; out of 7 total steps until release. [https://factorio.com/blog/post/fff-373]&lt;br /&gt;
* The planned price is $35.00 because it is &amp;quot;as big an addition as the whole vanilla game.&amp;quot;. [https://factorio.com/blog/post/fff-418]&lt;br /&gt;
* Space Age is expected to release on &#039;&#039;&#039;October 21, 2024&#039;&#039;&#039;. [https://factorio.com/blog/post/fff-418]&lt;br /&gt;
&lt;br /&gt;
== Factorio: Space Age ==&lt;br /&gt;
[https://factorio.com/blog/post/fff-367 Friday Facts #367] shows some concept art for the expansion. [https://factorio.com/blog/post/fff-372 Friday Facts #372] shows some item icons from the expansion.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Factorio: Space Age continues the player&#039;s journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.&amp;quot; [https://factorio.com/blog/post/fff-418]&lt;br /&gt;
&lt;br /&gt;
Consists of 3 major mods which can be enabled and disabled at will: Space Age, Quality, and Elevated Rails.&lt;br /&gt;
&lt;br /&gt;
=== Space Age ===&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://www.factorio.com/blog/post/fff-373 FFF 373 - Factorio: Space Age], [https://www.factorio.com/blog/post/fff-381 FFF 381 - Space Platforms], [https://www.factorio.com/blog/post/fff-386 FFF 386 - Vulcanus], [https://www.factorio.com/blog/post/fff-387 FFF 387 - Swimming in lava], [https://factorio.com/blog/post/fff-398 FFF 398 - Fulgora], [https://factorio.com/blog/post/fff-399 FFF 399 - Trash to Treasure], [https://factorio.com/blog/post/fff-413 FFF 413 - Gleba], [https://factorio.com/blog/post/fff-414 FFF 414 - Spoils of Agriculture]&lt;br /&gt;
&lt;br /&gt;
* Space Age features 4 new planets, each with their own &amp;quot;unique theme, resource, challenges, and gameplay mechanics&amp;quot;, and new enemies to deal with.&lt;br /&gt;
** &#039;&#039;&#039;Vulcanus&#039;&#039;&#039;, a molten, waterless planet whose pools of lava can be casted into metal.&lt;br /&gt;
** &#039;&#039;&#039;Fulgora&#039;&#039;&#039;, a lightning-prone desert planet where the only resource is Scrap left by an alien civilization.&lt;br /&gt;
** &#039;&#039;&#039;Gleba&#039;&#039;&#039;, a world overgrown with trees and mushrooms whose biological products eventually degrade into spoilage.&lt;br /&gt;
** The final planet is yet to be revealed, but is thought to be named &#039;&#039;&#039;Aquilo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* [[Rocket silo | Rockets]] will be significantly cheaper. [[Chemical science pack | Chemical science]] unlocks rocket silo and access to space. [[Space science pack | Space science]] unlocks access to other planets. Some technologies have been moved to one of these planets; artillery, cliff explosives, spidertron, tier 3 modules, and some personal equipment are in this list.&lt;br /&gt;
&lt;br /&gt;
* Playthroughs of Space Age are expected to take approximately 60-100 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Music:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The expansion will come with five hours of new music, some of it recorded using a live orchestra. [https://www.factorio.com/blog/post/fff-406] There will be around one hour of new music for each new surface (space, plus the four new planets).&lt;br /&gt;
&lt;br /&gt;
* It will also feature a new &amp;quot;variable music tracks&amp;quot; system [https://www.factorio.com/blog/post/fff-407], which seeks to &amp;quot;provide some variety in the music after tens or hundreds of hours spent in game&amp;quot;. But, the developers note: &amp;quot;regular music is still the main focus and large majority of the soundtrack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* The Space Age soundtrack will be available as a separate digital purchase. [https://factorio.com/blog/post/fff-407]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Buildings:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Agricultural tower, harvests [[tree]]s within range and can replant certain plants with seeds [https://factorio.com/blog/post/fff-414].&lt;br /&gt;
* Asteroid collector, sends out tentacle-like grabbers to collect asteroids [https://www.factorio.com/blog/post/fff-381]&lt;br /&gt;
* Big mining drill, upgraded electric mining drill [https://factorio.com/blog/post/fff-387]&lt;br /&gt;
* Biochamber, processes biological products [https://factorio.com/blog/post/fff-414]&lt;br /&gt;
* Crusher, assembler-like building for breaking down asteroids [https://www.factorio.com/blog/post/fff-381]&lt;br /&gt;
* Electromagnetic plant, builds electricity-based items [https://factorio.com/blog/post/fff-399]&lt;br /&gt;
* Foundry, processes molten materials [https://factorio.com/blog/post/fff-387]&lt;br /&gt;
* Fusion generator, converts plasma from the fusion reactor into electricity and warm coolant [https://factorio.com/blog/post/fff-420]&lt;br /&gt;
* Fusion reactor, uses fusion fuel cells and cold coolant to generate plasma [https://factorio.com/blog/post/fff-420]&lt;br /&gt;
* Rocket turret, fires [[rocket]]s, [[explosive rocket]]s, and [[atomic bomb]]s [https://factorio.com/blog/post/fff-410]&lt;br /&gt;
** Rockets have had [[electronic circuit]]s removed from their recipe, to compensate for higher demand&lt;br /&gt;
* Selector combinator, used for filtering out various signals from a wire. [https://factorio.com/blog/post/fff-384]&lt;br /&gt;
* Space platform hub, central unit for space platforms [https://www.factorio.com/blog/post/fff-381]&lt;br /&gt;
* Stack inserter, a new inserter tier with the ability to place item stacks up to 4 items tall on belts [https://factorio.com/blog/post/fff-393]&lt;br /&gt;
** The current [[stack inserter]] will be renamed to the bulk inserter&lt;br /&gt;
* Tesla turret, fires a chaining beam of lightning which damages and stuns enemies [https://www.factorio.com/blog/post/fff-422]&lt;br /&gt;
* A higher tier of [[transport belt]], transporting 60 items per second. [https://factorio.com/blog/post/fff-393]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Platforms:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Space platforms are player-created surfaces that function both as factories and as transport to other planets.&lt;br /&gt;
&lt;br /&gt;
* Platforms are created by launching a space platform starter pack on a rocket, which creates the surface with a hub on it with a small amount of flooring. More flooring can be placed, but can&#039;t contain any holes. The entire platform is lost if the hub is destroyed.&lt;br /&gt;
&lt;br /&gt;
* The hub counts as a construction and logistics handler (as the player is confined to the hub) as well as a train-like entity (for moving between planets).&lt;br /&gt;
&lt;br /&gt;
* Rocket silos now act as a requester chest and can request all items needed by a connected hub in orbit, including ghost entities. Silos can also be manually filled.&lt;br /&gt;
&lt;br /&gt;
* A number of buildings can&#039;t be built on platforms, including construction and logistics robots, chests, vehicles, and burner entities.&lt;br /&gt;
&lt;br /&gt;
* Storage within the hub can be expanded with cargo bays, which is important as you can&#039;t place chests on platforms. Cargo bays can also attach to other cargo bays.&lt;br /&gt;
&lt;br /&gt;
* Platforms act as a power transmitter, removing the need for power poles entirely.&lt;br /&gt;
&lt;br /&gt;
* Asteroids appear around space platforms and act as a renewable way to obtain iron, ice, and carbon. All three are required to produce fuel and oxidiser to move between planets. Moving causes larger, hazardous asteroids to appear that can be shot down into the smaller, collectible form. All asteroid types are collected and then crushed.&lt;br /&gt;
** Metallic asteroids are crushed into iron ore&lt;br /&gt;
** Carbonic asteroids are crushed into carbon&lt;br /&gt;
** Oxide asteroids are crushed into ice, which can be melted into water&lt;br /&gt;
&lt;br /&gt;
* Excess items can be dumped by &amp;quot;inserting&amp;quot; them into a space with no flooring.&lt;br /&gt;
&lt;br /&gt;
* Satellites now only net 10 science packs per launch. Space science packs have been given a new recipe, however, and can be crafted with crushed asteroids and imported uranium-235. Uranium processing and tier 2 modules are now locked behind space science.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vulcanus:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-386 386 - Vulcanus], [https://factorio.com/blog/post/fff-387 387 - Swimming in lava]&lt;br /&gt;
&lt;br /&gt;
* Vulcanus is a new volcanic planet. Its surface is divided between three distinct biomes: mountains, ashlands and lava basins.&lt;br /&gt;
&lt;br /&gt;
* Mountains are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to sulfuric acid vents where sulfuric acid can be directly obtained, and a new material, calcite, which is used as a cleansing agent in recipes.&lt;br /&gt;
&lt;br /&gt;
* Ashlands are plateaus speckled with sparse vegetation and deposits of coal. They are home to leafless alien trees, presumably a source of wood.  They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
&lt;br /&gt;
* Lava basins are filled with winding lava rivers. Within them are deposits of a new material, tungsten, which can only be mined using the new big mining drill.&lt;br /&gt;
&lt;br /&gt;
* The foundry, a new building for crafting with molten materials, can be researched here. It is used to process lava and calcite into molten iron and molten copper, with a byproduct of stone. It can also be used to melt iron and copper and cast molten metals into items such as iron gear wheels, copper wire, steel, and low density structures more quickly than other methods.&lt;br /&gt;
&lt;br /&gt;
* Lava can be used to destroy items by placing items over it with an inserter.&lt;br /&gt;
&lt;br /&gt;
* Big mining drills have a range of 13x13 tiles, harvest materials at 2.5/s, have 4 module slots, and have a 50% chance not to reduce resource richness, which can be further decreased at higher qualities.&lt;br /&gt;
&lt;br /&gt;
* Sulfuric acid and calcite can be obtained to create water, which is the only local source of water on the planet.&lt;br /&gt;
&lt;br /&gt;
* Coal liquefaction is now only obtainable on Vulcanus. A simplified liquefaction process is also available, wherein coal can be processed into oil without the need for heavy oil.&lt;br /&gt;
&lt;br /&gt;
* Tungsten is used in a foundry to create the metallurgic science pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgora:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-398 398 - Fulgora], [https://factorio.com/blog/post/fff-399 399 - Trash to Treasure]&lt;br /&gt;
&lt;br /&gt;
* Fulgora is a new barren desert planet. Its surface is split between island-like plateaus, and deep oilsands.&lt;br /&gt;
&lt;br /&gt;
* Oilsands can be walked through, but only elevated rail supports and offshore pumps can be built in them. Offshore pumps will produce an unlimited supply of Heavy Oil.&lt;br /&gt;
&lt;br /&gt;
* Factory buildings can only be built on plateaus. The only way to bridge the gaps will be with elevated rails, but you will be able to landfill the oilsands in the late game.&lt;br /&gt;
&lt;br /&gt;
* Fulgora is prone to lightning storms at night. Lightning will damage buildings not protected by the new lightning rods.&lt;br /&gt;
&lt;br /&gt;
* Lightning rods will also take energy from lightning and turn it into electricity for the power network. A bank of accumulators is needed to store it through the daytime.&lt;br /&gt;
&lt;br /&gt;
* The plateaus are too far apart for electric poles, so each island will need its own electric network.&lt;br /&gt;
&lt;br /&gt;
* The electromagnetic plant, Fulgora&#039;s equivalent to the foundry, is found here. It is used for crafting electrical-based items such as lightning rods, supercapacitors, and modules. It has an inherent productivity bonus of 50%, which, unlike modules, is not restricted to just intermediate items.&lt;br /&gt;
&lt;br /&gt;
* The main resource on Fulgora is scrap, which can be processed in the [[recycler]] to create 12 different basic and intermediate products.&lt;br /&gt;
&lt;br /&gt;
* These products include the new holmium ore, which can be used to create the electromagnetic science pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gleba:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-413 413 - Gleba], [https://factorio.com/blog/post/fff-414 414 - Spoils of Agriculture]&lt;br /&gt;
&lt;br /&gt;
* Gleba is the new swampy forest planet. Its surface is split between swampy lowlands and the fungal-infested hills.&lt;br /&gt;
&lt;br /&gt;
* Two types of local trees can be harvested with the new agricultural tower to give fruit, which can be processed in an assembling machine into further products.&lt;br /&gt;
&lt;br /&gt;
* Processing fruit also gives seeds, which can be put back in the agricultural tower to replant trees, which the tower will harvest automatically when matured.&lt;br /&gt;
&lt;br /&gt;
* Fruit can be further processed into more industrial products within the new biochamber, which requires a new item called nutrients to operate.&lt;br /&gt;
&lt;br /&gt;
* Biological items will eventually and inevitably degrade into spoilage. The exact time differs per item, ranging anywhere from a few minutes to 2 hours.&lt;br /&gt;
** Spoilage can be burned in a [[boiler]], semi-destroyed in the [[recycler]], or processed into half-spoiled nutrients.&lt;br /&gt;
** Spoilable items are used as ingredients in a few non-spoilable items. Once that final item is created, it does not degrade further.&lt;br /&gt;
** Inserters will be able to prioritize the most or least spoiled items.&lt;br /&gt;
** Mods will be able to dictate what item a spoilable item turns into. [https://www.reddit.com/r/factorio/comments/1da7v22/comment/l7iqyl6]&lt;br /&gt;
&lt;br /&gt;
* The agricultural science pack, crafted here, will also spoil, which will reduce its research value.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
: &#039;&#039;&#039;This is a short overview of Quality, for more details see [[Quality]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality], [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
Quality offers &amp;quot;vertical&amp;quot; growth for factories and influences a variety of building and item stats. There are 5 quality tiers: Normal, Uncommon, Rare, Epic, and Legendary.&lt;br /&gt;
&lt;br /&gt;
Known effects per quality level of items include improved crafting speed, turret range, health and module strength. These effects are per quality strength and additive, a Legendary [[Productivity module 3]] would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Quality items above Normal are created when quality modules are used in the machine that is crafting the item. Quality modules have a strength of 10%/15%/25% in line with the 2/3/5 system other modules use, as well as a speed penalty. Quality modules can be used on any recipe, unlike productivity modules which can only be used on intermediates. Quality is also random, whereas productivity is a cumulative effect.&lt;br /&gt;
&lt;br /&gt;
The quality mod also adds a new building: The [[recycler]], which gives a 25% chance of returning items created from recipes.&lt;br /&gt;
&lt;br /&gt;
There is a new achievement for having best legendary armor full of legendary equipment [https://www.factorio.com/blog/post/fff-375].&lt;br /&gt;
&lt;br /&gt;
=== Elevated Rails ===&lt;br /&gt;
Relevant FFF: [https://www.factorio.com/blog/post/fff-378 FFF 378 - Trains on another level]&lt;br /&gt;
&lt;br /&gt;
New buildings:&lt;br /&gt;
&lt;br /&gt;
* Rail ramp, to change layers&lt;br /&gt;
* Rail support, to support elevated rails&lt;br /&gt;
&lt;br /&gt;
Elevated rails offer a second layer of rail planning, including curved rails and signals. Elevated rails require periodic supports which can be placed on water.&lt;br /&gt;
&lt;br /&gt;
== Known free changes for 2.0 ==&lt;br /&gt;
&lt;br /&gt;
* [[Crafting#Recipe_difficulties|Expensive mode]] gets turned into a mod. [https://forums.factorio.com/viewtopic.php?p=577191#p577191]&lt;br /&gt;
* Better [[Blueprint]] building. [https://www.factorio.com/blog/post/fff-380], [https://factorio.com/blog/post/fff-392], [https://www.factorio.com/blog/post/fff-394], [https://www.factorio.com/blog/post/fff-403], [https://www.factorio.com/blog/post/fff-404], [https://factorio.com/blog/post/fff-412]&lt;br /&gt;
** &amp;quot;Super force building&amp;quot;: Will place [[landfill]] underneath blueprints when building on water, or delete any other buildings in the way. Underground belts will be placed automatically, if possible.&lt;br /&gt;
*** Landfill can now also be mined both by the player and by [[construction robot]]s, in addition to being automatically marked for deconstruction when &amp;quot;super force building&amp;quot; an [[offshore pump]]. [https://www.factorio.com/blog/post/fff-383]&lt;br /&gt;
** Quick adjustment of [[blueprint]] grid offsets: {{Keybinding|shift|Arrow keys}} adjusts the grid position, {{Keybinding|ctrl|Arrow keys}} adjusts the absolute grid offset.&lt;br /&gt;
** [[Rail planner]] now works in map mode (and works especially well with the new &amp;quot;super force building&amp;quot; feature).&lt;br /&gt;
** Fluid-based buildings like the [[oil refinery]] can now be flipped.&lt;br /&gt;
** Parametrized blueprints: Assign parameters to entities within a blueprint, and change their values en masse when pasting the blueprint. Useful for changing a large number of entities within a generic blueprint, such as a line of [[filter inserter]]s at a train station.&lt;br /&gt;
** Redo: Use {{Keybinding|ctrl|Y}} (or {{Keybinding|cmd|Z}}) to redo a previously undone order.&lt;br /&gt;
** Using undo on actions more than 5 minutes old will show a confirmation box showing a preview of what is to be undone.&lt;br /&gt;
** Wire connections, pasting entity settings, and blueprint rotations can now be undone (and redone).&lt;br /&gt;
** Configure entities while they are still ghosts [https://www.factorio.com/blog/post/fff-380]&lt;br /&gt;
* Remote interactions [https://www.factorio.com/blog/post/fff-380]&lt;br /&gt;
** Open any entity to configure it&lt;br /&gt;
** Rotate any entity instantly &lt;br /&gt;
** RMB to mark things for deconstruction&lt;br /&gt;
* Improvements to control of [[train]] systems. [https://factorio.com/blog/post/fff-377],[https://factorio.com/blog/post/fff-389], [https://factorio.com/blog/post/fff-395], [https://www.factorio.com/blog/post/fff-403]&lt;br /&gt;
** Any item: A new wildcard signal that will replace itself with the first item in the train, allowing for generic trains&lt;br /&gt;
** Disabling: Disabled stations will now act as if their station limit is set to 0.&lt;br /&gt;
*** A train en route to a station that is disabled will now continue to the station regardless, instead of skipping it and re-pathing.&lt;br /&gt;
*** A train told to go to a disabled station will enter the &amp;quot;destination full&amp;quot; state and wait until it is enabled again.&lt;br /&gt;
** Locomotive colors: Locomotives can update their color based on the destination station&#039;s color.&lt;br /&gt;
** Manual push: Push trains with your feet. Very slow.&lt;br /&gt;
** New rails: [[Rail]]s have a new texture. The geometry behind rail curves has been redone, allowing for 2 and 4-tile S-bends.&lt;br /&gt;
*** Trains will still drive on old rails in existing worlds, but old rails can no longer be built by any means, including copy/paste or blueprints.&lt;br /&gt;
** Reservations: Trains will give up their reservation in a station when they leave the block the station is in, opposed to immediately.&lt;br /&gt;
** Remote control: It&#039;s now possible to remote drive trains, which is convenient for controlling a train on another surface without traveling to it&lt;br /&gt;
** Train interrupts: Trains can be directed to a different station when a condition is met, such as when [[fuel]] is low.&lt;br /&gt;
** Train stop priority: A new slider in the train stop GUI. Stops have a priority of 0 to 255, with a default of 50.&lt;br /&gt;
*** When deciding between multiple destinations, trains will prefer stops with a higher priority.&lt;br /&gt;
*** Trains at stops with higher priority will be dispatched first.&lt;br /&gt;
** Train groups: Trains can be assigned a group, and have their schedules changed en masse.&lt;br /&gt;
** [[Train stop]] GUI Improvements:&lt;br /&gt;
*** The GUI now has a &#039;Trains on the way&#039; tab.&lt;br /&gt;
*** When you set the name of a stop, it will copy the limit and color from an existing stop with that name.&lt;br /&gt;
*** A stop&#039;s name is now shown when hovered over on the map.&lt;br /&gt;
*** Train stop now shows path of incoming trains.&lt;br /&gt;
*** Ability to copy-paste train stops from the map.&lt;br /&gt;
*** Mass stop rename: holding {{Keybinding|ctrl}} when confirming a change will rename all stops with that name to the new name.&lt;br /&gt;
* Factoriopedia: A new GUI which shows all items in the game, how they are crafted, what recipes they&#039;re used in, and what technologies unlock them. Can also be built upon for Space Age and modded content. [https://factorio.com/blog/post/fff-397]&lt;br /&gt;
* Abstract Items: [[Red wire]], [[green wire]], [[artillery targeting remote]], [[discharge defense remote]], and [[spidertron remote]] are no longer physical items you craft and take up inventory space, but now buttons on the [[shortcut bar]]. [https://factorio.com/blog/post/fff-379]&lt;br /&gt;
* Trigger technologies: Some [[technologies]] will now be unlocked by mining an entity or crafting specific items. For example, a new technology called steam power will unlock [[steam engine]] and related buildings after crafting 50 [[iron plate]]s. As such, the number of recipes available at the start of the game is reduced from 28 to 12.&lt;br /&gt;
* Fluids 2.0: The [[fluid system]] has been completely rewritten. [[Pipe]]s now have essentially unlimited throughput; a fluid pushed into a segment of pipes is now fully available across the entire stretch of pipes equally. Machines &amp;quot;push&amp;quot; fluids into pipes at an unlimited rate, and &amp;quot;pull&amp;quot; at a rate equal to how full a segment is. [https://factorio.com/blog/post/fff-416]&lt;br /&gt;
* Display panel: A new building that displays signal icons and custom messages, in-game or on the map screen. It can be connected to the circuit network to set conditions. [https://factorio.com/blog/post/fff-419]&lt;br /&gt;
* [[Circuit network]] changes [https://factorio.com/blog/post/fff-384], [https://factorio.com/blog/post/fff-388], [https://factorio.com/blog/post/fff-394], [https://factorio.com/blog/post/fff-402], [https://factorio.com/blog/post/fff-405] [https://factorio.com/blog/post/fff-410], [https://factorio.com/blog/post/fff-421]&lt;br /&gt;
** [[Assembling machine]]s can now be connected to the circuit network. Functions include setting recipes via signal, reading active ingredients, and outputting a signal when a recipe is finished.&lt;br /&gt;
** [[Lamp]]s now have an option to use colors and enable during the day without the need for a circuit connection.&lt;br /&gt;
** The GUI for [[arithmetic combinator]]s and [[decider combinator]]s are redone. Decider combinators can now handle multiple conditions at once.&lt;br /&gt;
** Connecting to [[transport belts]] has the option to read the contents of all belts in the same &amp;quot;transport line&amp;quot;, survives going through underground belts; also has &amp;quot;less visual clutter&amp;quot;.&lt;br /&gt;
** Wireless circuit transmission using [[radar]] with a single radar channel for each surface.&lt;br /&gt;
** Heavily reworked [[Logistic network]] GUI, with remote view panel and table of inventory icons.&lt;br /&gt;
** [[Pump]] now has a filter, which can be set with signals.&lt;br /&gt;
** When using the cut tool, the game remembers outside circuit wire connections, tries to reconnect if possible. This cannot be transferred to a blueprint export string.&lt;br /&gt;
** [[Gun turret]], [[laser turret]], and [[artillery turret]] can now be connected to the circuit network, with options to enable/disable and read their applicable ammunition. Gun and laser turrets also have the ability to set a list of priority targets via signals.&lt;br /&gt;
* Small changes [https://factorio.com/blog/post/fff-388]&lt;br /&gt;
** Logistic requests are re-enabled upon retrieving one&#039;s corpse.&lt;br /&gt;
** Mathematical expressions can be typed in text fields, such as 4k, 4*5k, etc.&lt;br /&gt;
** Save games can now be sorted by last time modified.&lt;br /&gt;
* [[Filter inserter]] and [[stack filter inserter]] will be removed. All remaining inserters will have the ability to filter 5 items. [https://factorio.com/blog/post/fff-393]&lt;br /&gt;
* [[Stack inserter]]s will be renamed to &amp;quot;Bulk inserter&amp;quot;. This will be due to a new inserter in Space Age with the ability to stack items on belts, which will take the more appropriate name of stack inserter. [https://factorio.com/blog/post/fff-394].&lt;br /&gt;
* Inserters more reliably pickup items off of faster transport belts. [https://factorio.com/blog/post/fff-419]&lt;br /&gt;
* [[Portable fusion reactor]] will be renamed to &amp;quot;Portable &#039;&#039;fission&#039;&#039; reactor&amp;quot;, with a new nuclear reactor-inspired icon. This will be due to the introduction of a full-sized fusion reactor in Space Age, which will come much later in the game.&lt;br /&gt;
* [[Ghost]] [[Pipe|pipes]] will visually connect to each other. [https://forums.factorio.com/viewtopic.php?p=578549#p578549]&lt;br /&gt;
* Improved [[Robots|flying robot]] behavior. [https://www.factorio.com/blog/post/fff-374], [https://factorio.com/blog/post/fff-415]&lt;br /&gt;
* [[Roboport]]s have built-in radar coverage of 2 [[map structure#Chunk | chunk]]s. [https://factorio.com/blog/post/fff-421]&lt;br /&gt;
* Big power poles now have a wire range of 32 tiles. [https://www.factorio.com/blog/post/fff-377]&lt;br /&gt;
* Mods can create more than 255 tiles. [https://forums.factorio.com/viewtopic.php?p=589483#p589483]&lt;br /&gt;
* An overhaul to the sound engine, allowing for more dynamic and layered sounds. [https://factorio.com/blog/post/fff-396]&lt;br /&gt;
* Improved world generation of Nauvis, the starting planet. [https://factorio.com/blog/post/fff-401]&lt;br /&gt;
* [[Crafting]] can now be faster than 1 craft per tick [https://www.factorio.com/blog/post/fff-402]&lt;br /&gt;
* Improvements to [[spidertron]]&lt;br /&gt;
** Spidertrons can now be blueprinted [https://www.factorio.com/blog/post/fff-380]&lt;br /&gt;
** The [[spidertron remote]] is renamed to the &amp;quot;RTS tool&amp;quot; and has been overhauled [https://www.factorio.com/blog/post/fff-404]&lt;br /&gt;
*** It is no longer a craftable item, but a shortcut (ALT + A)&lt;br /&gt;
*** An RTS tool can be saved to quickbar&lt;br /&gt;
*** It can select a group of spidertrons to control them all.&lt;br /&gt;
* The pipette tool now works in more places: Recipe slots, logistic slots, inventory slots; placeable tiles like concrete, landfill, platform foundation, etc.; Water, lava, oil ocean (to get offshore pump) [https://www.factorio.com/blog/post/fff-404]&lt;br /&gt;
* [[Rocket silo]] changes [https://www.factorio.com/blog/post/fff-405] [https://discord.com/channels/139677590393716737/603392474458882065/1179442159628341318]&lt;br /&gt;
** Faster subsequent launches: The silo can craft and buffer an extra rocket inside. These buffered rockets will be launched without the silo going through its normal animation of closing and reopening its doors.&lt;br /&gt;
** [[Rocket control unit]]s are removed. [[Rocket part]]s now take [[processing unit]]s instead.&lt;br /&gt;
* [[Production statistics]] and [[electric system]] changes [https://factorio.com/blog/post/fff-408]&lt;br /&gt;
** The electric network info screen now has a third graph which displays [[accumulator]] charge over time.&lt;br /&gt;
** Production statistics now has a special selectable item which shows the total of all [[science pack]]s being produced.&lt;br /&gt;
** In Space Age production statistics can show any or all planets.&lt;br /&gt;
** If using quality from Space Age, production statistics can show any or all quality grades.&lt;br /&gt;
* [[Beacon]] rebalance [https://factorio.com/blog/post/fff-409]&lt;br /&gt;
** Beacons now transmit at a base strength of 1.5, instead of 0.5.&lt;br /&gt;
** A beacon&#039;s effect on a building now scales based on the square root of the number of beacons effecting the building. Buildings with 8 or fewer beacons receive a buff, 9 or more receive a nerf.&lt;br /&gt;
** If using quality from Space Age, higher quality beacons have a greater transmission power.&lt;br /&gt;
* [[Multiplayer]] improvements [https://factorio.com/blog/post/fff-412], [https://factorio.com/blog/post/fff-415]&lt;br /&gt;
** Latency improvements when driving [[vehicles]].&lt;br /&gt;
** A dedicated server that was auto-paused will remain paused until a player has fully loaded in, rather than immediately.&lt;br /&gt;
** Servers have the option to auto-pause when a player is joining.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[:Category:Upcoming]] - Pages for specific upcoming features&lt;br /&gt;
* [https://factorio.com/blog/post/fff-365 Friday Facts #365 - Future plans]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-367 Friday Facts #367 - Expansion news]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-373 Friday Facts #373 - Factorio: Space Age]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-418 Friday Facts #418 - Space Age release date]&lt;br /&gt;
* [[Roadmap|Planned releases]]&lt;br /&gt;
&lt;br /&gt;
{{C|News}}&lt;/div&gt;</summary>
		<author><name>DemonicLaxatives</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=195623</id>
		<title>Fluid system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=195623"/>
		<updated>2023-12-09T14:50:41Z</updated>

		<summary type="html">&lt;p&gt;DemonicLaxatives: Undo revision 195620 by DemonicLaxatives (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Fluids&#039;&#039;&#039; are non-solid items, such as [[water]] and [[oil]]. They can normally only exist inside entities for fluid handling (like [[pipe]]s), and buildings that have fluids as input ingredients or products (like an [[oil refinery]]).&lt;br /&gt;
&lt;br /&gt;
== Fluids ==&lt;br /&gt;
[[File:fluids_gui.png|thumb|300px|right|&amp;quot;Fluids&amp;quot; tab on the [[production statistics]] screen.]]&lt;br /&gt;
The following fluids are available in-game:&lt;br /&gt;
&lt;br /&gt;
: {{Imagelink|Water}} {{Imagelink|Crude oil}} {{Imagelink|Petroleum gas}} {{Imagelink|Light oil}} {{Imagelink|Heavy oil}} {{Imagelink|Lubricant}} {{Imagelink|Sulfuric acid}} {{Imagelink|Steam}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Fluids cannot be carried by the player, moved using [[inserters]], dropped on the ground, nor stored in chests, unless the fluids are stored in [[barrel]]s. They cannot be spilled or even dumped in a lake, and are counted in continuous fractions, rather than discrete integers.&amp;lt;br&amp;gt;&lt;br /&gt;
When the player picks up a structure that contains fluids, the contained fluid will try to flow into connected structures and any excess fluid that does not fit is destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
In the game, fluid is held in entities that behave as vessels (fluid boxes) of a defined size (volume). The vessels automatically connect to each other if their inputs/outputs are adjacent (pipes connect to all directions) and allow fluids to flow between them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;volume&#039;&#039;&#039; of fluid contained in a fluid box is a value between 0 and the maximum volume. For instance, the pipe can hold 100 units of fluid, therefore the value in the pipe can be a number between 0 and 100. The &#039;&#039;&#039;level&#039;&#039;&#039; of fluid in a given entity is manifested by a percentage of the entity&#039;s maximum volume that is being occupied by a fluid. It can be observed in pipes and tanks; they have windows through which the fluid is seen at a certain level, or perhaps even as just a small trickle.&lt;br /&gt;
&lt;br /&gt;
=== Fluid mixing ===&lt;br /&gt;
[[File:Pipe_GUI.png|right|frame|GUI of a pipe inside a fluid system containing mixed fluids. Clicking the trash can icon next to a fluid will flush that fluid from the system.]]&lt;br /&gt;
The game will prevent players from accidentally mixing fluids when placing most buildings, e.g. [[pipe]]s containing different fluids cannot be placed directly next to each other. However, not every possible case of fluid mixing is considered, so the player may still mix fluids accidentally or by purposely working around the building restrictions. A fluid system containing mixed fluids can be cleared of the undesired fluids in the GUI of a pipe or [[storage tank]] that is part of that fluid system. Fluids that are flushed from pipes or storage tanks are deleted permanently.&lt;br /&gt;
&lt;br /&gt;
In a fluid system that contains mixed fluids, the alt-mode fluids icons on its pipes/storage tanks will reflect the fluid that is contained in that specific structure. So, it may look like a fluid system only contains one fluid when looking at the alt-mode icons, when in reality it contains multiple fluids which are located in some other connected structures. The GUI of a connected pipe or storage tank will always show all fluids contained in the fluid system.&amp;lt;br&amp;gt;&lt;br /&gt;
This means that if the game disallows connecting two pipes that look like they contain the same fluid with &amp;quot;Cannot connect systems with different fluids&amp;quot;, one of the fluid systems contains multiple fluids. This can solved easily by opening the GUIs of the pipes that the game refuses to connect which will show the extra fluid and allow flushing it from the fluid system.&lt;br /&gt;
&lt;br /&gt;
=== Flow ===&lt;br /&gt;
&lt;br /&gt;
All connected tanks and pipes are treated as a single vessel in that &#039;&#039;the level of fluid must be equal in all parts&#039;&#039;, to even out pressure exacted by a higher fluid level on smaller ones. This is why level is also often referred to as &#039;&#039;pressure&#039;&#039;, even though pressure is actually caused by a difference in level between two entities. All flow of fluid that happens between pipes is to achieve this balance (pumps practically ignore it and buildings disrupt it; more on that further below). The flow rate between pipes is dependent on pressure (the difference in level between the adjacent entities), it becomes slower as pipes even their levels out.&lt;br /&gt;
&lt;br /&gt;
Coming back to how the &#039;level&#039; is defined, this also means that all connected pipes and tanks attempt to even out to the same percentage of their respective volumes. For example, if 12,550 units of fluid are left to flow into a storage tank of 25,000-unit capacity with one pipe of 100-unit capacity connected, there will be 12,500 units in the storage tank and 50 units in the pipe, both being filled to the same &#039;&#039;&#039;percentage&#039;&#039;&#039; (50%) of their capacities, even though the amounts themselves are unequal.&lt;br /&gt;
&lt;br /&gt;
Machines that produce fluids put them in their output slots, which are related to a specifically labeled output pipe socket somewhere on the machine (pressing Alt reveals the labels). The slot will attempt to empty itself into the entity connected to the machine&#039;s socket, unless it is full, or contains a non-matching fluid. Machines that consume fluids also have an accordingly labeled pipe input socket. If an entity containing the correct fluid is connected to it, the machine will start behaving like a pipe that can never be filled, meaning the fluid from connected pipes and tanks drains into the machine at a fixed rate, until the machine&#039;s input slot is full. There may be machines that have pipe sockets for both input and output (like a [[electric mining drill|drill]] placed over [[uranium ore]]). They then drain the fluid for themselves first, and once full, behave as a regular pipe that attempts to even out its level with adjacent entitites. If there are multiple output/input sockets for one fluid on a machine, their activity is distributed to them equally unless some of them are blocked/full.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Temperature is currently only relevant in heating water as a medium for power generation. Even though all fluids in the game have a temperature value, it is generally the default 15°C.&lt;br /&gt;
&lt;br /&gt;
Energy, whether harnessed from [[fuel]] in [[boiler]]s, or from [[Nuclear power (research)|nuclear power]] through [[heat exchanger]]s, can be used to turn [[water]] to [[steam]], being a [[Energy and work|liquid form of work]]. Steam holds energy at a ratio of 0.2 kJ per °C per unit. In other words: 0.2 kJ of work is necessary to heat a unit of steam by one °C. Since steam/water is set to have a maximum temperature of 1000°C and minimum of 15°C, the most work that can be done on one unit is 197 kJ.&lt;br /&gt;
&lt;br /&gt;
In practice, this is barely utilized in a great variety: Boilers only output steam of 165°C temperature, and heat exchangers only output 500°C hot steam, never hotter, never colder; if insufficient energy is supplied, the heaters do not output steam altogether. The steam also does not grow colder over time. Using the 165°C steam in a [[steam engine]] has the same effect as using it in a [[steam turbine]], although it is impractical, since turbines are made to consume 500°C (superheated) steam, generating proportionally more power. All of this makes for no need of exact calculations.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
Fluids can be transported through pipelines, barrels, or railway. It is generally practical to use piping for short-distance distribution to machines (or barrelling, if there is need to use belts), and railway transportation for longer distances.&lt;br /&gt;
&lt;br /&gt;
=== Pipelines ===&lt;br /&gt;
[[File:pipes_carrying_fluids.png|thumb|312px|Eight pipelines, each carrying a different fluid.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Pipe|Pipes]]&#039;&#039;&#039; are the most basic way to channel fluids from A to B. They automatically connect to any adjacent pipe and can do so to all four cardinal directions simultaneously. [[Pipe to ground|Underground pipes]] only work in two opposite directions, linking to another underground pipe on one side, and to another entity on the other. If a pipe section becomes too long without using pumps, all fluid inside it will be &amp;quot;spread thin&amp;quot;, resulting in very slow flow and preventing machines to use its contents effectively. &#039;&#039;&#039;[[Storage tank|Tanks]]&#039;&#039;&#039; behave the same as pipes, except their volume is much greater, which can cause this inconvenience over a much smaller distance if multiple tanks are used. Underground pipes can help alleviate this issue; although they can connect a distance of up to 10 tiles, their volume is always equivalent to two pipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Pump]]s&#039;&#039;&#039; use electrical power to transfer fluids in one direction very quickly. They also block any back-flow, which means they can pressurize a section of piping, filling it as much as possible. This is very useful to counteract the &amp;quot;thin spread&amp;quot; outlined above, among other things. They can also be disabled using the [[circuit network]] which stops fluid flow through the pump.&lt;br /&gt;
&lt;br /&gt;
The table below shows how fast will fluid flow in a pipeline with a certain frequency of pumps. If a higher flow rate is desired, pumps should be placed more frequently. Because underground pipes only count as 2 regular pipes in terms of volume, a full-length section only counts as two pipes in this table, if a pump is placed between each underground section. Placing a filled storage tank before a pump ensures maximum possible flow rate and is therefore a suitable start of any pipeline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of pipes&amp;lt;br&amp;gt;between two pumps !! Maximum flow&amp;amp;nbsp;&amp;lt;br&amp;gt;(u/sec)&lt;br /&gt;
|-&lt;br /&gt;
| 0 (pump to pump) || 12000&lt;br /&gt;
|-&lt;br /&gt;
| 0 (tank to pump) || 12000&lt;br /&gt;
|-&lt;br /&gt;
| 0 (pump to tank) || 12000&lt;br /&gt;
|-&lt;br /&gt;
| 0 (pump to boiler to pump) || 12000&lt;br /&gt;
|-&lt;br /&gt;
| 0 (pump to 2 boilers to pump) || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2250&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1909&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1714&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1588&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1500&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 1434&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 1384&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1344&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 1312&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 1285&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 1169&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 1112&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 1067&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 1033&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 1022&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 1004&lt;br /&gt;
|-&lt;br /&gt;
| 201 || 999&lt;br /&gt;
|-&lt;br /&gt;
| 261 || 799&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 707&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 546&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 445&lt;br /&gt;
|-&lt;br /&gt;
| 600 || 375&lt;br /&gt;
|-&lt;br /&gt;
| 800 || 286&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || 230&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Note that all fluid throughput numbers listed above are not directly calculated by the game, but are a result of the underlying fluid mechanics.&lt;br /&gt;
&lt;br /&gt;
Approximate formula for throughput by number of pipes between two pumps:&lt;br /&gt;
&amp;lt;pre&amp;gt;1 &amp;lt;= pipes &amp;lt; 197:&lt;br /&gt;
    flow = 10000 / (3 * pipes - 1) + 1000&lt;br /&gt;
pipes &amp;gt;= 197:&lt;br /&gt;
    flow = 240000 / (pipes + 39)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above formula is empirically inferred from the actual measurements, and is not an accurate representation of what happens in the game code. Starting with pipe lengths above 166, its result may be 1 too high compared to in-game measurements with pumps.[https://forums.factorio.com/viewtopic.php?p=572234#p572234]&lt;br /&gt;
&lt;br /&gt;
=== Barrels ===&lt;br /&gt;
&#039;&#039;&#039;[[Barrel]]s&#039;&#039;&#039; are used by [[Assembling machine]]s to effectively &amp;quot;bottle&amp;quot; fluids into an item that can be handled like any other item; carried in an inventory, placed in chests and handled by [[Inserters]]. This allows the player to transport fluids via the [[belt transport system]] and the [[logistic network]]. Assembling machines are also used to empty the barrels, depositing their contents to pipes and leaving an empty barrel for another use.&lt;br /&gt;
&lt;br /&gt;
=== Railway ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Railway]]&#039;&#039;&#039; is another method of transporting fluids, and can be conducted in two ways: Either the fluids are directly pumped into a [[fluid wagon]], or they are poured into barrels and loaded into [[cargo wagon]]s. Both methods have their advantages:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages of using fluid wagons&#039;&#039;&#039;&lt;br /&gt;
* Faster loading and unloading&lt;br /&gt;
* Higher capacity (25k vs 20k)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages of using barrels in cargo wagons&#039;&#039;&#039;&lt;br /&gt;
* A single cargo wagon can transport multiple types of barrelled fluid (and regular items at the same time)&lt;br /&gt;
* Cargo wagons, [[Fluid wagon#Troubleshooting|as opposed to fluid wagons]], don&#039;t need to be perfectly aligned to be (un-)loaded, allowing for more flexible train station designs&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=19851 In-depth post about fluid mechanics]&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/6w9kwi/factorio_and_fluid_mechanics_science_facts_myths/ Another in-depth examination of fluid mechanics]&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Fluid system}}  {{C|Energy and fluid distribution{{!}}#Fluid system}}&lt;/div&gt;</summary>
		<author><name>DemonicLaxatives</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=195622</id>
		<title>Fluid system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=195622"/>
		<updated>2023-12-09T14:50:20Z</updated>

		<summary type="html">&lt;p&gt;DemonicLaxatives: Undo revision 195621 by DemonicLaxatives (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Fluids&#039;&#039;&#039; are non-solid items, such as [[water]] and [[oil]]. They can normally only exist inside entities for fluid handling (like [[pipe]]s), and buildings that have fluids as input ingredients or products (like an [[oil refinery]]).&lt;br /&gt;
&lt;br /&gt;
== Fluids ==&lt;br /&gt;
[[File:fluids_gui.png|thumb|300px|right|&amp;quot;Fluids&amp;quot; tab on the [[production statistics]] screen.]]&lt;br /&gt;
The following fluids are available in-game:&lt;br /&gt;
&lt;br /&gt;
: {{Imagelink|Water}} {{Imagelink|Crude oil}} {{Imagelink|Petroleum gas}} {{Imagelink|Light oil}} {{Imagelink|Heavy oil}} {{Imagelink|Lubricant}} {{Imagelink|Sulfuric acid}} {{Imagelink|Steam}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Fluids cannot be carried by the player, moved using [[inserters]], dropped on the ground, nor stored in chests, unless the fluids are stored in [[barrel]]s. They cannot be spilled or even dumped in a lake, and are counted in continuous fractions, rather than discrete integers.&amp;lt;br&amp;gt;&lt;br /&gt;
When the player picks up a structure that contains fluids, the contained fluid will try to flow into connected structures and any excess fluid that does not fit is destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
In the game, fluid is held in entities that behave as vessels (fluid boxes) of a defined size (volume). The vessels automatically connect to each other if their inputs/outputs are adjacent (pipes connect to all directions) and allow fluids to flow between them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;volume&#039;&#039;&#039; of fluid contained in a fluid box is a value between 0 and the maximum volume. For instance, the pipe can hold 100 units of fluid, therefore the value in the pipe can be a number between 0 and 100. The &#039;&#039;&#039;level&#039;&#039;&#039; of fluid in a given entity is manifested by a percentage of the entity&#039;s maximum volume that is being occupied by a fluid. It can be observed in pipes and tanks; they have windows through which the fluid is seen at a certain level, or perhaps even as just a small trickle.&lt;br /&gt;
&lt;br /&gt;
=== Fluid mixing ===&lt;br /&gt;
[[File:Pipe_GUI.png|right|frame|GUI of a pipe inside a fluid system containing mixed fluids. Clicking the trash can icon next to a fluid will flush that fluid from the system.]]&lt;br /&gt;
The game will prevent players from accidentally mixing fluids when placing most buildings, e.g. [[pipe]]s containing different fluids cannot be placed directly next to each other. However, not every possible case of fluid mixing is considered, so the player may still mix fluids accidentally or by purposely working around the building restrictions. A fluid system containing mixed fluids can be cleared of the undesired fluids in the GUI of a pipe or [[storage tank]] that is part of that fluid system. Fluids that are flushed from pipes or storage tanks are deleted permanently.&lt;br /&gt;
&lt;br /&gt;
In a fluid system that contains mixed fluids, the alt-mode fluids icons on its pipes/storage tanks will reflect the fluid that is contained in that specific structure. So, it may look like a fluid system only contains one fluid when looking at the alt-mode icons, when in reality it contains multiple fluids which are located in some other connected structures. The GUI of a connected pipe or storage tank will always show all fluids contained in the fluid system.&amp;lt;br&amp;gt;&lt;br /&gt;
This means that if the game disallows connecting two pipes that look like they contain the same fluid with &amp;quot;Cannot connect systems with different fluids&amp;quot;, one of the fluid systems contains multiple fluids. This can solved easily by opening the GUIs of the pipes that the game refuses to connect which will show the extra fluid and allow flushing it from the fluid system.&lt;br /&gt;
&lt;br /&gt;
=== Flow ===&lt;br /&gt;
&lt;br /&gt;
All connected tanks and pipes are treated as a single vessel in that &#039;&#039;the level of fluid must be equal in all parts&#039;&#039;, to even out pressure exacted by a higher fluid level on smaller ones. This is why level is also often referred to as &#039;&#039;pressure&#039;&#039;, even though pressure is actually caused by a difference in level between two entities. All flow of fluid that happens between pipes is to achieve this balance (pumps practically ignore it and buildings disrupt it; more on that further below). The flow rate between pipes is dependent on pressure (the difference in level between the adjacent entities), it becomes slower as pipes even their levels out.&lt;br /&gt;
&lt;br /&gt;
Coming back to how the &#039;level&#039; is defined, this also means that all connected pipes and tanks attempt to even out to the same percentage of their respective volumes. For example, if 12,550 units of fluid are left to flow into a storage tank of 25,000-unit capacity with one pipe of 100-unit capacity connected, there will be 12,500 units in the storage tank and 50 units in the pipe, both being filled to the same &#039;&#039;&#039;percentage&#039;&#039;&#039; (50%) of their capacities, even though the amounts themselves are unequal.&lt;br /&gt;
&lt;br /&gt;
Machines that produce fluids put them in their output slots, which are related to a specifically labeled output pipe socket somewhere on the machine (pressing Alt reveals the labels). The slot will attempt to empty itself into the entity connected to the machine&#039;s socket, unless it is full, or contains a non-matching fluid. Machines that consume fluids also have an accordingly labeled pipe input socket. If an entity containing the correct fluid is connected to it, the machine will start behaving like a pipe that can never be filled, meaning the fluid from connected pipes and tanks drains into the machine at a fixed rate, until the machine&#039;s input slot is full. There may be machines that have pipe sockets for both input and output (like a [[electric mining drill|drill]] placed over [[uranium ore]]). They then drain the fluid for themselves first, and once full, behave as a regular pipe that attempts to even out its level with adjacent entitites. If there are multiple output/input sockets for one fluid on a machine, their activity is distributed to them equally unless some of them are blocked/full.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Temperature is currently only relevant in heating water as a medium for power generation. Even though all fluids in the game have a temperature value, it is generally the default 15°C.&lt;br /&gt;
&lt;br /&gt;
Energy, whether harnessed from [[fuel]] in [[boiler]]s, or from [[Nuclear power (research)|nuclear power]] through [[heat exchanger]]s, can be used to turn [[water]] to [[steam]], being a [[Energy and work|liquid form of work]]. Steam holds energy at a ratio of 0.2 kJ per °C per unit. In other words: 0.2 kJ of work is necessary to heat a unit of steam by one °C. Since steam/water is set to have a maximum temperature of 1000°C and minimum of 15°C, the most work that can be done on one unit is 197 kJ.&lt;br /&gt;
&lt;br /&gt;
In practice, this is barely utilized in a great variety: Boilers only output steam of 165°C temperature, and heat exchangers only output 500°C hot steam, never hotter, never colder; if insufficient energy is supplied, the heaters do not output steam altogether. The steam also does not grow colder over time. Using the 165°C steam in a [[steam engine]] has the same effect as using it in a [[steam turbine]], although it is impractical, since turbines are made to consume 500°C (superheated) steam, generating proportionally more power. All of this makes for no need of exact calculations.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
Fluids can be transported through pipelines, barrels, or railway. It is generally practical to use piping for short-distance distribution to machines (or barrelling, if there is need to use belts), and railway transportation for longer distances.&lt;br /&gt;
&lt;br /&gt;
=== Pipelines ===&lt;br /&gt;
[[File:pipes_carrying_fluids.png|thumb|312px|Eight pipelines, each carrying a different fluid.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Pipe|Pipes]]&#039;&#039;&#039; are the most basic way to channel fluids from A to B. They automatically connect to any adjacent pipe and can do so to all four cardinal directions simultaneously. [[Pipe to ground|Underground pipes]] only work in two opposite directions, linking to another underground pipe on one side, and to another entity on the other. If a pipe section becomes too long without using pumps, all fluid inside it will be &amp;quot;spread thin&amp;quot;, resulting in very slow flow and preventing machines to use its contents effectively. &#039;&#039;&#039;[[Storage tank|Tanks]]&#039;&#039;&#039; behave the same as pipes, except their volume is much greater, which can cause this inconvenience over a much smaller distance if multiple tanks are used. Underground pipes can help alleviate this issue; although they can connect a distance of up to 10 tiles, their volume is always equivalent to two pipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Pump]]s&#039;&#039;&#039; use electrical power to transfer fluids in one direction very quickly. They also block any back-flow, which means they can pressurize a section of piping, filling it as much as possible. This is very useful to counteract the &amp;quot;thin spread&amp;quot; outlined above, among other things. They can also be disabled using the [[circuit network]] which stops fluid flow through the pump.&lt;br /&gt;
&lt;br /&gt;
The table below shows how fast will fluid flow in a pipeline with a certain frequency of pumps. If a higher flow rate is desired, pumps should be placed more frequently. Because underground pipes only count as 2 regular pipes in terms of volume, a full-length section only counts as two pipes in this table, if a pump is placed between each underground section. Placing a filled storage tank before a pump ensures maximum possible flow rate and is therefore a suitable start of any pipeline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of pipes&amp;lt;br&amp;gt;between two pumps !! Maximum flow&amp;amp;nbsp;&amp;lt;br&amp;gt;(u/sec)&lt;br /&gt;
|-&lt;br /&gt;
| 0 (pump to pump) || 12000&lt;br /&gt;
|-&lt;br /&gt;
| 0 (tank to pump) || 12000&lt;br /&gt;
|-&lt;br /&gt;
| 0 (pump to tank) || 12000&lt;br /&gt;
|-&lt;br /&gt;
| 0 (pump to boiler to pump) || 12000&lt;br /&gt;
|-&lt;br /&gt;
| 0 (pump to 2 boilers to pump) || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2250&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1909&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1714&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1588&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1500&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 1434&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 1384&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1344&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 1312&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 1285&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 1169&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 1112&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 1067&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 1033&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 1022&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 1004&lt;br /&gt;
|-&lt;br /&gt;
| 201 || 999&lt;br /&gt;
|-&lt;br /&gt;
| 261 || 799&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 707&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 546&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 445&lt;br /&gt;
|-&lt;br /&gt;
| 600 || 375&lt;br /&gt;
|-&lt;br /&gt;
| 800 || 286&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || 230&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Note that all fluid throughput numbers listed above are not directly calculated by the game, but are a result of the underlying fluid mechanics.&lt;br /&gt;
&lt;br /&gt;
Approximate formula for throughput by number of pipes between two pumps:&lt;br /&gt;
&amp;lt;pre&amp;gt;1 &amp;lt;= pipes &amp;lt; 197:&lt;br /&gt;
    flow = 10000 / (3 * pipes - 1) + 1000&lt;br /&gt;
pipes &amp;gt;= 197:&lt;br /&gt;
    flow = 240000 / (pipes + 39)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above formula is empirically inferred from the actual measurements, and is not an accurate representation of what happens in the game code. Starting with pipe lengths above 166, its result may be 1 too high compared to in-game measurements with pumps.[https://forums.factorio.com/viewtopic.php?p=572234#p572234]&lt;br /&gt;
&lt;br /&gt;
=== Barrels ===&lt;br /&gt;
&#039;&#039;&#039;[[Barrel]]s&#039;&#039;&#039; are used by [[Assembling machine]]s to effectively &amp;quot;bottle&amp;quot; fluids into an item that can be handled like any other item; carried in an inventory, placed in chests and handled by [[Inserters]]. This allows the player to transport fluids via the [[belt transport system]] and the [[logistic network]]. Assembling machines are also used to empty the barrels, depositing their contents to pipes and leaving an empty barrel for another use.&lt;br /&gt;
&lt;br /&gt;
=== Railway ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Railway]]&#039;&#039;&#039; is another method of transporting fluids, and can be conducted in two ways: Either the fluids are directly pumped into a [[fluid wagon]], or they are poured into barrels and loaded into [[cargo wagon]]s. Both methods have their advantages:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages of using fluid wagons&#039;&#039;&#039;&lt;br /&gt;
* Faster loading and unloading&lt;br /&gt;
* Higher capacity (25k vs 20k)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages of using barrels in cargo wagons&#039;&#039;&#039;&lt;br /&gt;
* A single cargo wagon can transport multiple types of barrelled fluid (and regular items at the same time)&lt;br /&gt;
* Cargo wagons, [[Fluid wagon#Troubleshooting|as opposed to fluid wagons]], don&#039;t need to be perfectly aligned to be (un-)loaded, allowing for more flexible train station designs&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Fluid system}}  {{C|Energy and fluid distribution{{!}}#Fluid system}}&lt;/div&gt;</summary>
		<author><name>DemonicLaxatives</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=195621</id>
		<title>Fluid system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=195621"/>
		<updated>2023-12-09T14:31:34Z</updated>

		<summary type="html">&lt;p&gt;DemonicLaxatives: Added links to relevant FFFs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Fluids&#039;&#039;&#039; are non-solid items, such as [[water]] and [[oil]]. They can normally only exist inside entities for fluid handling (like [[pipe]]s), and buildings that have fluids as input ingredients or products (like an [[oil refinery]]).&lt;br /&gt;
&lt;br /&gt;
== Fluids ==&lt;br /&gt;
[[File:fluids_gui.png|thumb|300px|right|&amp;quot;Fluids&amp;quot; tab on the [[production statistics]] screen.]]&lt;br /&gt;
The following fluids are available in-game:&lt;br /&gt;
&lt;br /&gt;
: {{Imagelink|Water}} {{Imagelink|Crude oil}} {{Imagelink|Petroleum gas}} {{Imagelink|Light oil}} {{Imagelink|Heavy oil}} {{Imagelink|Lubricant}} {{Imagelink|Sulfuric acid}} {{Imagelink|Steam}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Fluids cannot be carried by the player, moved using [[inserters]], dropped on the ground, nor stored in chests, unless the fluids are stored in [[barrel]]s. They cannot be spilled or even dumped in a lake, and are counted in continuous fractions, rather than discrete integers.&amp;lt;br&amp;gt;&lt;br /&gt;
When the player picks up a structure that contains fluids, the contained fluid will try to flow into connected structures and any excess fluid that does not fit is destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
In the game, fluid is held in entities that behave as vessels (fluid boxes) of a defined size (volume). The vessels automatically connect to each other if their inputs/outputs are adjacent (pipes connect to all directions) and allow fluids to flow between them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;volume&#039;&#039;&#039; of fluid contained in a fluid box is a value between 0 and the maximum volume. For instance, the pipe can hold 100 units of fluid, therefore the value in the pipe can be a number between 0 and 100. The &#039;&#039;&#039;level&#039;&#039;&#039; of fluid in a given entity is manifested by a percentage of the entity&#039;s maximum volume that is being occupied by a fluid. It can be observed in pipes and tanks; they have windows through which the fluid is seen at a certain level, or perhaps even as just a small trickle.&lt;br /&gt;
&lt;br /&gt;
=== Fluid mixing ===&lt;br /&gt;
[[File:Pipe_GUI.png|right|frame|GUI of a pipe inside a fluid system containing mixed fluids. Clicking the trash can icon next to a fluid will flush that fluid from the system.]]&lt;br /&gt;
The game will prevent players from accidentally mixing fluids when placing most buildings, e.g. [[pipe]]s containing different fluids cannot be placed directly next to each other. However, not every possible case of fluid mixing is considered, so the player may still mix fluids accidentally or by purposely working around the building restrictions. A fluid system containing mixed fluids can be cleared of the undesired fluids in the GUI of a pipe or [[storage tank]] that is part of that fluid system. Fluids that are flushed from pipes or storage tanks are deleted permanently.&lt;br /&gt;
&lt;br /&gt;
In a fluid system that contains mixed fluids, the alt-mode fluids icons on its pipes/storage tanks will reflect the fluid that is contained in that specific structure. So, it may look like a fluid system only contains one fluid when looking at the alt-mode icons, when in reality it contains multiple fluids which are located in some other connected structures. The GUI of a connected pipe or storage tank will always show all fluids contained in the fluid system.&amp;lt;br&amp;gt;&lt;br /&gt;
This means that if the game disallows connecting two pipes that look like they contain the same fluid with &amp;quot;Cannot connect systems with different fluids&amp;quot;, one of the fluid systems contains multiple fluids. This can solved easily by opening the GUIs of the pipes that the game refuses to connect which will show the extra fluid and allow flushing it from the fluid system.&lt;br /&gt;
&lt;br /&gt;
=== Flow ===&lt;br /&gt;
&lt;br /&gt;
All connected tanks and pipes are treated as a single vessel in that &#039;&#039;the level of fluid must be equal in all parts&#039;&#039;, to even out pressure exacted by a higher fluid level on smaller ones. This is why level is also often referred to as &#039;&#039;pressure&#039;&#039;, even though pressure is actually caused by a difference in level between two entities. All flow of fluid that happens between pipes is to achieve this balance (pumps practically ignore it and buildings disrupt it; more on that further below). The flow rate between pipes is dependent on pressure (the difference in level between the adjacent entities), it becomes slower as pipes even their levels out.&lt;br /&gt;
&lt;br /&gt;
Coming back to how the &#039;level&#039; is defined, this also means that all connected pipes and tanks attempt to even out to the same percentage of their respective volumes. For example, if 12,550 units of fluid are left to flow into a storage tank of 25,000-unit capacity with one pipe of 100-unit capacity connected, there will be 12,500 units in the storage tank and 50 units in the pipe, both being filled to the same &#039;&#039;&#039;percentage&#039;&#039;&#039; (50%) of their capacities, even though the amounts themselves are unequal.&lt;br /&gt;
&lt;br /&gt;
Machines that produce fluids put them in their output slots, which are related to a specifically labeled output pipe socket somewhere on the machine (pressing Alt reveals the labels). The slot will attempt to empty itself into the entity connected to the machine&#039;s socket, unless it is full, or contains a non-matching fluid. Machines that consume fluids also have an accordingly labeled pipe input socket. If an entity containing the correct fluid is connected to it, the machine will start behaving like a pipe that can never be filled, meaning the fluid from connected pipes and tanks drains into the machine at a fixed rate, until the machine&#039;s input slot is full. There may be machines that have pipe sockets for both input and output (like a [[electric mining drill|drill]] placed over [[uranium ore]]). They then drain the fluid for themselves first, and once full, behave as a regular pipe that attempts to even out its level with adjacent entitites. If there are multiple output/input sockets for one fluid on a machine, their activity is distributed to them equally unless some of them are blocked/full.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Temperature is currently only relevant in heating water as a medium for power generation. Even though all fluids in the game have a temperature value, it is generally the default 15°C.&lt;br /&gt;
&lt;br /&gt;
Energy, whether harnessed from [[fuel]] in [[boiler]]s, or from [[Nuclear power (research)|nuclear power]] through [[heat exchanger]]s, can be used to turn [[water]] to [[steam]], being a [[Energy and work|liquid form of work]]. Steam holds energy at a ratio of 0.2 kJ per °C per unit. In other words: 0.2 kJ of work is necessary to heat a unit of steam by one °C. Since steam/water is set to have a maximum temperature of 1000°C and minimum of 15°C, the most work that can be done on one unit is 197 kJ.&lt;br /&gt;
&lt;br /&gt;
In practice, this is barely utilized in a great variety: Boilers only output steam of 165°C temperature, and heat exchangers only output 500°C hot steam, never hotter, never colder; if insufficient energy is supplied, the heaters do not output steam altogether. The steam also does not grow colder over time. Using the 165°C steam in a [[steam engine]] has the same effect as using it in a [[steam turbine]], although it is impractical, since turbines are made to consume 500°C (superheated) steam, generating proportionally more power. All of this makes for no need of exact calculations.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
Fluids can be transported through pipelines, barrels, or railway. It is generally practical to use piping for short-distance distribution to machines (or barrelling, if there is need to use belts), and railway transportation for longer distances.&lt;br /&gt;
&lt;br /&gt;
=== Pipelines ===&lt;br /&gt;
[[File:pipes_carrying_fluids.png|thumb|312px|Eight pipelines, each carrying a different fluid.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Pipe|Pipes]]&#039;&#039;&#039; are the most basic way to channel fluids from A to B. They automatically connect to any adjacent pipe and can do so to all four cardinal directions simultaneously. [[Pipe to ground|Underground pipes]] only work in two opposite directions, linking to another underground pipe on one side, and to another entity on the other. If a pipe section becomes too long without using pumps, all fluid inside it will be &amp;quot;spread thin&amp;quot;, resulting in very slow flow and preventing machines to use its contents effectively. &#039;&#039;&#039;[[Storage tank|Tanks]]&#039;&#039;&#039; behave the same as pipes, except their volume is much greater, which can cause this inconvenience over a much smaller distance if multiple tanks are used. Underground pipes can help alleviate this issue; although they can connect a distance of up to 10 tiles, their volume is always equivalent to two pipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Pump]]s&#039;&#039;&#039; use electrical power to transfer fluids in one direction very quickly. They also block any back-flow, which means they can pressurize a section of piping, filling it as much as possible. This is very useful to counteract the &amp;quot;thin spread&amp;quot; outlined above, among other things. They can also be disabled using the [[circuit network]] which stops fluid flow through the pump.&lt;br /&gt;
&lt;br /&gt;
The table below shows how fast will fluid flow in a pipeline with a certain frequency of pumps. If a higher flow rate is desired, pumps should be placed more frequently. Because underground pipes only count as 2 regular pipes in terms of volume, a full-length section only counts as two pipes in this table, if a pump is placed between each underground section. Placing a filled storage tank before a pump ensures maximum possible flow rate and is therefore a suitable start of any pipeline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of pipes&amp;lt;br&amp;gt;between two pumps !! Maximum flow&amp;amp;nbsp;&amp;lt;br&amp;gt;(u/sec)&lt;br /&gt;
|-&lt;br /&gt;
| 0 (pump to pump) || 12000&lt;br /&gt;
|-&lt;br /&gt;
| 0 (tank to pump) || 12000&lt;br /&gt;
|-&lt;br /&gt;
| 0 (pump to tank) || 12000&lt;br /&gt;
|-&lt;br /&gt;
| 0 (pump to boiler to pump) || 12000&lt;br /&gt;
|-&lt;br /&gt;
| 0 (pump to 2 boilers to pump) || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2250&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1909&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1714&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1588&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1500&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 1434&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 1384&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1344&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 1312&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 1285&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 1169&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 1112&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 1067&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 1033&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 1022&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 1004&lt;br /&gt;
|-&lt;br /&gt;
| 201 || 999&lt;br /&gt;
|-&lt;br /&gt;
| 261 || 799&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 707&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 546&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 445&lt;br /&gt;
|-&lt;br /&gt;
| 600 || 375&lt;br /&gt;
|-&lt;br /&gt;
| 800 || 286&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || 230&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Note that all fluid throughput numbers listed above are not directly calculated by the game, but are a result of the underlying fluid mechanics.&lt;br /&gt;
&lt;br /&gt;
Approximate formula for throughput by number of pipes between two pumps:&lt;br /&gt;
&amp;lt;pre&amp;gt;1 &amp;lt;= pipes &amp;lt; 197:&lt;br /&gt;
    flow = 10000 / (3 * pipes - 1) + 1000&lt;br /&gt;
pipes &amp;gt;= 197:&lt;br /&gt;
    flow = 240000 / (pipes + 39)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above formula is empirically inferred from the actual measurements, and is not an accurate representation of what happens in the game code. Starting with pipe lengths above 166, its result may be 1 too high compared to in-game measurements with pumps.[https://forums.factorio.com/viewtopic.php?p=572234#p572234]&lt;br /&gt;
&lt;br /&gt;
=== Barrels ===&lt;br /&gt;
&#039;&#039;&#039;[[Barrel]]s&#039;&#039;&#039; are used by [[Assembling machine]]s to effectively &amp;quot;bottle&amp;quot; fluids into an item that can be handled like any other item; carried in an inventory, placed in chests and handled by [[Inserters]]. This allows the player to transport fluids via the [[belt transport system]] and the [[logistic network]]. Assembling machines are also used to empty the barrels, depositing their contents to pipes and leaving an empty barrel for another use.&lt;br /&gt;
&lt;br /&gt;
=== Railway ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Railway]]&#039;&#039;&#039; is another method of transporting fluids, and can be conducted in two ways: Either the fluids are directly pumped into a [[fluid wagon]], or they are poured into barrels and loaded into [[cargo wagon]]s. Both methods have their advantages:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages of using fluid wagons&#039;&#039;&#039;&lt;br /&gt;
* Faster loading and unloading&lt;br /&gt;
* Higher capacity (25k vs 20k)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages of using barrels in cargo wagons&#039;&#039;&#039;&lt;br /&gt;
* A single cargo wagon can transport multiple types of barrelled fluid (and regular items at the same time)&lt;br /&gt;
* Cargo wagons, [[Fluid wagon#Troubleshooting|as opposed to fluid wagons]], don&#039;t need to be perfectly aligned to be (un-)loaded, allowing for more flexible train station designs&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-260 FFF-260 - New fluid system]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-274 FFF-274 - New fluid system 2]&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Fluid system}}  {{C|Energy and fluid distribution{{!}}#Fluid system}}&lt;/div&gt;</summary>
		<author><name>DemonicLaxatives</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=195620</id>
		<title>Fluid system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=195620"/>
		<updated>2023-12-09T14:27:09Z</updated>

		<summary type="html">&lt;p&gt;DemonicLaxatives: Removed outdated explanations of the fluid system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Fluids&#039;&#039;&#039; are non-solid items, such as [[water]] and [[oil]]. They can normally only exist inside entities for fluid handling (like [[pipe]]s), and buildings that have fluids as input ingredients or products (like an [[oil refinery]]).&lt;br /&gt;
&lt;br /&gt;
== Fluids ==&lt;br /&gt;
[[File:fluids_gui.png|thumb|300px|right|&amp;quot;Fluids&amp;quot; tab on the [[production statistics]] screen.]]&lt;br /&gt;
The following fluids are available in-game:&lt;br /&gt;
&lt;br /&gt;
: {{Imagelink|Water}} {{Imagelink|Crude oil}} {{Imagelink|Petroleum gas}} {{Imagelink|Light oil}} {{Imagelink|Heavy oil}} {{Imagelink|Lubricant}} {{Imagelink|Sulfuric acid}} {{Imagelink|Steam}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Fluids cannot be carried by the player, moved using [[inserters]], dropped on the ground, nor stored in chests, unless the fluids are stored in [[barrel]]s. They cannot be spilled or even dumped in a lake, and are counted in continuous fractions, rather than discrete integers.&amp;lt;br&amp;gt;&lt;br /&gt;
When the player picks up a structure that contains fluids, the contained fluid will try to flow into connected structures and any excess fluid that does not fit is destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
In the game, fluid is held in entities that behave as vessels (fluid boxes) of a defined size (volume). The vessels automatically connect to each other if their inputs/outputs are adjacent (pipes connect to all directions) and allow fluids to flow between them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;volume&#039;&#039;&#039; of fluid contained in a fluid box is a value between 0 and the maximum volume. For instance, the pipe can hold 100 units of fluid, therefore the value in the pipe can be a number between 0 and 100. The &#039;&#039;&#039;level&#039;&#039;&#039; of fluid in a given entity is manifested by a percentage of the entity&#039;s maximum volume that is being occupied by a fluid. It can be observed in pipes and tanks; they have windows through which the fluid is seen at a certain level, or perhaps even as just a small trickle.&lt;br /&gt;
&lt;br /&gt;
=== Fluid mixing ===&lt;br /&gt;
[[File:Pipe_GUI.png|right|frame|GUI of a pipe inside a fluid system containing mixed fluids. Clicking the trash can icon next to a fluid will flush that fluid from the system.]]&lt;br /&gt;
The game will prevent players from accidentally mixing fluids when placing most buildings, e.g. [[pipe]]s containing different fluids cannot be placed directly next to each other. However, not every possible case of fluid mixing is considered, so the player may still mix fluids accidentally or by purposely working around the building restrictions. A fluid system containing mixed fluids can be cleared of the undesired fluids in the GUI of a pipe or [[storage tank]] that is part of that fluid system. Fluids that are flushed from pipes or storage tanks are deleted permanently.&lt;br /&gt;
&lt;br /&gt;
In a fluid system that contains mixed fluids, the alt-mode fluids icons on its pipes/storage tanks will reflect the fluid that is contained in that specific structure. So, it may look like a fluid system only contains one fluid when looking at the alt-mode icons, when in reality it contains multiple fluids which are located in some other connected structures. The GUI of a connected pipe or storage tank will always show all fluids contained in the fluid system.&amp;lt;br&amp;gt;&lt;br /&gt;
This means that if the game disallows connecting two pipes that look like they contain the same fluid with &amp;quot;Cannot connect systems with different fluids&amp;quot;, one of the fluid systems contains multiple fluids. This can solved easily by opening the GUIs of the pipes that the game refuses to connect which will show the extra fluid and allow flushing it from the fluid system.&lt;br /&gt;
&lt;br /&gt;
=== Flow ===&lt;br /&gt;
&lt;br /&gt;
All connected tanks and pipes are treated as a single vessel in that &#039;&#039;the level of fluid must be equal in all parts&#039;&#039;, to even out pressure exacted by a higher fluid level on smaller ones. This is why level is also often referred to as &#039;&#039;pressure&#039;&#039;, even though pressure is actually caused by a difference in level between two entities. All flow of fluid that happens between pipes is to achieve this balance (pumps practically ignore it and buildings disrupt it; more on that further below). The flow rate between pipes is dependent on pressure (the difference in level between the adjacent entities), it becomes slower as pipes even their levels out.&lt;br /&gt;
&lt;br /&gt;
Coming back to how the &#039;level&#039; is defined, this also means that all connected pipes and tanks attempt to even out to the same percentage of their respective volumes. For example, if 12,550 units of fluid are left to flow into a storage tank of 25,000-unit capacity with one pipe of 100-unit capacity connected, there will be 12,500 units in the storage tank and 50 units in the pipe, both being filled to the same &#039;&#039;&#039;percentage&#039;&#039;&#039; (50%) of their capacities, even though the amounts themselves are unequal.&lt;br /&gt;
&lt;br /&gt;
Machines that produce fluids put them in their output slots, which are related to a specifically labeled output pipe socket somewhere on the machine (pressing Alt reveals the labels). The slot will attempt to empty itself into the entity connected to the machine&#039;s socket, unless it is full, or contains a non-matching fluid. Machines that consume fluids also have an accordingly labeled pipe input socket. If an entity containing the correct fluid is connected to it, the machine will start behaving like a pipe that can never be filled, meaning the fluid from connected pipes and tanks drains into the machine at a fixed rate, until the machine&#039;s input slot is full. There may be machines that have pipe sockets for both input and output (like a [[electric mining drill|drill]] placed over [[uranium ore]]). They then drain the fluid for themselves first, and once full, behave as a regular pipe that attempts to even out its level with adjacent entitites. If there are multiple output/input sockets for one fluid on a machine, their activity is distributed to them equally unless some of them are blocked/full.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Temperature is currently only relevant in heating water as a medium for power generation. Even though all fluids in the game have a temperature value, it is generally the default 15°C.&lt;br /&gt;
&lt;br /&gt;
Energy, whether harnessed from [[fuel]] in [[boiler]]s, or from [[Nuclear power (research)|nuclear power]] through [[heat exchanger]]s, can be used to turn [[water]] to [[steam]], being a [[Energy and work|liquid form of work]]. Steam holds energy at a ratio of 0.2 kJ per °C per unit. In other words: 0.2 kJ of work is necessary to heat a unit of steam by one °C. Since steam/water is set to have a maximum temperature of 1000°C and minimum of 15°C, the most work that can be done on one unit is 197 kJ.&lt;br /&gt;
&lt;br /&gt;
In practice, this is barely utilized in a great variety: Boilers only output steam of 165°C temperature, and heat exchangers only output 500°C hot steam, never hotter, never colder; if insufficient energy is supplied, the heaters do not output steam altogether. The steam also does not grow colder over time. Using the 165°C steam in a [[steam engine]] has the same effect as using it in a [[steam turbine]], although it is impractical, since turbines are made to consume 500°C (superheated) steam, generating proportionally more power. All of this makes for no need of exact calculations.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
Fluids can be transported through pipelines, barrels, or railway. It is generally practical to use piping for short-distance distribution to machines (or barrelling, if there is need to use belts), and railway transportation for longer distances.&lt;br /&gt;
&lt;br /&gt;
=== Pipelines ===&lt;br /&gt;
[[File:pipes_carrying_fluids.png|thumb|312px|Eight pipelines, each carrying a different fluid.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Pipe|Pipes]]&#039;&#039;&#039; are the most basic way to channel fluids from A to B. They automatically connect to any adjacent pipe and can do so to all four cardinal directions simultaneously. [[Pipe to ground|Underground pipes]] only work in two opposite directions, linking to another underground pipe on one side, and to another entity on the other. If a pipe section becomes too long without using pumps, all fluid inside it will be &amp;quot;spread thin&amp;quot;, resulting in very slow flow and preventing machines to use its contents effectively. &#039;&#039;&#039;[[Storage tank|Tanks]]&#039;&#039;&#039; behave the same as pipes, except their volume is much greater, which can cause this inconvenience over a much smaller distance if multiple tanks are used. Underground pipes can help alleviate this issue; although they can connect a distance of up to 10 tiles, their volume is always equivalent to two pipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Pump]]s&#039;&#039;&#039; use electrical power to transfer fluids in one direction very quickly. They also block any back-flow, which means they can pressurize a section of piping, filling it as much as possible. This is very useful to counteract the &amp;quot;thin spread&amp;quot; outlined above, among other things. They can also be disabled using the [[circuit network]] which stops fluid flow through the pump.&lt;br /&gt;
&lt;br /&gt;
The table below shows how fast will fluid flow in a pipeline with a certain frequency of pumps. If a higher flow rate is desired, pumps should be placed more frequently. Because underground pipes only count as 2 regular pipes in terms of volume, a full-length section only counts as two pipes in this table, if a pump is placed between each underground section. Placing a filled storage tank before a pump ensures maximum possible flow rate and is therefore a suitable start of any pipeline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of pipes&amp;lt;br&amp;gt;between two pumps !! Maximum flow&amp;amp;nbsp;&amp;lt;br&amp;gt;(u/sec)&lt;br /&gt;
|-&lt;br /&gt;
| 0 (pump to pump) || 12000&lt;br /&gt;
|-&lt;br /&gt;
| 0 (tank to pump) || 12000&lt;br /&gt;
|-&lt;br /&gt;
| 0 (pump to tank) || 12000&lt;br /&gt;
|-&lt;br /&gt;
| 0 (pump to boiler to pump) || 12000&lt;br /&gt;
|-&lt;br /&gt;
| 0 (pump to 2 boilers to pump) || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2250&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1909&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1714&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1588&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1500&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 1434&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 1384&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1344&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 1312&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 1285&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 1169&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 1112&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 1067&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 1033&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 1022&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 1004&lt;br /&gt;
|-&lt;br /&gt;
| 201 || 999&lt;br /&gt;
|-&lt;br /&gt;
| 261 || 799&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 707&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 546&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 445&lt;br /&gt;
|-&lt;br /&gt;
| 600 || 375&lt;br /&gt;
|-&lt;br /&gt;
| 800 || 286&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || 230&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Note that all fluid throughput numbers listed above are not directly calculated by the game, but are a result of the underlying fluid mechanics.&lt;br /&gt;
&lt;br /&gt;
Approximate formula for throughput by number of pipes between two pumps:&lt;br /&gt;
&amp;lt;pre&amp;gt;1 &amp;lt;= pipes &amp;lt; 197:&lt;br /&gt;
    flow = 10000 / (3 * pipes - 1) + 1000&lt;br /&gt;
pipes &amp;gt;= 197:&lt;br /&gt;
    flow = 240000 / (pipes + 39)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above formula is empirically inferred from the actual measurements, and is not an accurate representation of what happens in the game code. Starting with pipe lengths above 166, its result may be 1 too high compared to in-game measurements with pumps.[https://forums.factorio.com/viewtopic.php?p=572234#p572234]&lt;br /&gt;
&lt;br /&gt;
=== Barrels ===&lt;br /&gt;
&#039;&#039;&#039;[[Barrel]]s&#039;&#039;&#039; are used by [[Assembling machine]]s to effectively &amp;quot;bottle&amp;quot; fluids into an item that can be handled like any other item; carried in an inventory, placed in chests and handled by [[Inserters]]. This allows the player to transport fluids via the [[belt transport system]] and the [[logistic network]]. Assembling machines are also used to empty the barrels, depositing their contents to pipes and leaving an empty barrel for another use.&lt;br /&gt;
&lt;br /&gt;
=== Railway ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Railway]]&#039;&#039;&#039; is another method of transporting fluids, and can be conducted in two ways: Either the fluids are directly pumped into a [[fluid wagon]], or they are poured into barrels and loaded into [[cargo wagon]]s. Both methods have their advantages:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages of using fluid wagons&#039;&#039;&#039;&lt;br /&gt;
* Faster loading and unloading&lt;br /&gt;
* Higher capacity (25k vs 20k)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages of using barrels in cargo wagons&#039;&#039;&#039;&lt;br /&gt;
* A single cargo wagon can transport multiple types of barrelled fluid (and regular items at the same time)&lt;br /&gt;
* Cargo wagons, [[Fluid wagon#Troubleshooting|as opposed to fluid wagons]], don&#039;t need to be perfectly aligned to be (un-)loaded, allowing for more flexible train station designs&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Fluid system}}  {{C|Energy and fluid distribution{{!}}#Fluid system}}&lt;/div&gt;</summary>
		<author><name>DemonicLaxatives</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Debug_mode&amp;diff=193415</id>
		<title>Debug mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Debug_mode&amp;diff=193415"/>
		<updated>2023-09-07T13:01:14Z</updated>

		<summary type="html">&lt;p&gt;DemonicLaxatives: Removed the example &amp;quot;See the blocks in a railway network&amp;quot;, this is no longer true since 0.16&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:debug_during_play.png|thumb|250px|right|Debug mode, with some of its features enabled.]]The &#039;&#039;debug mode&#039;&#039; is used mainly by developers and modders to analyze the running state of the game. It can be enabled to show detailed information about the game world. The default key to enable debug mode is {{keybinding|F5}}.&lt;br /&gt;
&lt;br /&gt;
For example, one can:&lt;br /&gt;
* See the path the [[Enemies#Biters|biters]] are coming from and where they plan to target,&lt;br /&gt;
* See the position / coordinates of the cursor,&lt;br /&gt;
* See a grid-overlay for the [[map structure|tile]]s and [[Map_structure#Chunk|chunks]],&lt;br /&gt;
* See additional non-game related information, such as Updates Per Second and FPS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In addition to this internal debugging tool there are also third-party debugging tools contributed by the community available on the [https://forums.factorio.com/viewforum.php?f=135 Factorio sub-forum for mod development tools].&lt;br /&gt;
&lt;br /&gt;
== Activate the debug mode ==&lt;br /&gt;
&lt;br /&gt;
There are 2 debug-levels:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Always&#039;&#039;&#039; - This is the default mode, if no mode is active. Keep very few things active here.&lt;br /&gt;
* &#039;&#039;&#039;Debug&#039;&#039;&#039; - Toggled by pressing {{keybinding|F5}}. Allows to toggle the debug overlays.&lt;br /&gt;
&lt;br /&gt;
== Configuring the debug mode ==&lt;br /&gt;
&lt;br /&gt;
To configure the 2 modes, press {{keybinding|F4}}. This opens up a menu with many options. You can move this menu with the mouse, if it hides some interesting underlying thing. You can switch between 2 folders, which reflects the option for that debug-mode (&amp;quot;always&amp;quot;, &amp;quot;debug&amp;quot;). The options are the same for each mode. Each mode can be configured to the user&#039;s liking, the different modes are only for convenience. A search function ({{Keybinding|ctrl|F}}) is available.&lt;br /&gt;
&lt;br /&gt;
== List of debug-options and their function ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option !! Description&lt;br /&gt;
|-&lt;br /&gt;
| show-fps || Will show the current frames-per-second and updates per second, short &amp;lt;abbr title=&amp;quot;Frames Per Second&amp;quot;&amp;gt;FPS&amp;lt;/abbr&amp;gt; and &amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt;. Should be normally about 60.&lt;br /&gt;
|-&lt;br /&gt;
| show-clock || Shows a real time clock.&lt;br /&gt;
|-&lt;br /&gt;
| show-detailed-info ||&lt;br /&gt;
* Shows the cursor position in [[Map_structure#Tile|tiles]] (and subdivisions of that).&lt;br /&gt;
* Current resolution and zoom.&lt;br /&gt;
* How many objects are on the screen (painted by the graphic card).&lt;br /&gt;
* How many entities, chunks and paths are in the game and used.&lt;br /&gt;
|-&lt;br /&gt;
| show-time-usage ||&lt;br /&gt;
* Internal statistics about how long some calculations take, in milliseconds per [[Time#Ticks|tick]].&lt;br /&gt;
* Time is shown as average/min/max of the last 100 ticks, interval can be changed with /perf-avg-frames.&lt;br /&gt;
* Minimum values exclude zeroes (e.g. from ticks where no mod hooks were run).&lt;br /&gt;
* Overall calculation delays (some are parallel) must be under 16.6 ms to maintain normal framerate at 1x speed with 60 ticks per second.&lt;br /&gt;
* The Top section of metrics cover the wider game engines activities. The middle Update section relates to running the simulation for a tick. The bottom Map Generator section relates to the map generation activity.&lt;br /&gt;
|-&lt;br /&gt;
| show-entity-time-usage ||&lt;br /&gt;
|-&lt;br /&gt;
| show-gpu-time-usage ||&lt;br /&gt;
|-&lt;br /&gt;
| show-sprite-counts || The counts of each sprite rendered on screen.&lt;br /&gt;
|-&lt;br /&gt;
| show-lua-object-statistics ||&lt;br /&gt;
|-&lt;br /&gt;
| show-heat-buffer-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-multiplayer-waiting-icon || When in a multiplayer game: if the game is currently waiting for the server to process.&lt;br /&gt;
|-&lt;br /&gt;
| show-multiplayer-statistics || The latency information when in multiplayer.&lt;br /&gt;
|-&lt;br /&gt;
| show-multiplayer-selection-rectangles || Allows to view selection rectangles of other players in multiplayer.&lt;br /&gt;
|-&lt;br /&gt;
| show-debug-info-in-tooltips || Shows additional information in the tooltips of entities, items, recipes, tiles etc. &lt;br /&gt;
|-&lt;br /&gt;
| show-resistances-in-tooltips-always || Show entity resitances in all entity tooltips instead of just tooltips of enemy entities and entities with [[Prototype/EntityWithHealth#hide_resistances|hide_resistances]] set to false.&lt;br /&gt;
|-&lt;br /&gt;
| hide-mod-guis || Hides GUIs added by mods. &lt;br /&gt;
|-&lt;br /&gt;
| show-tile-grid || Shows the borders of the [[Map_structure#Tile|tiles]] and [[Map_structure#Chunk|chunks]].&lt;br /&gt;
|-&lt;br /&gt;
| show-blueprint-grid ||&lt;br /&gt;
|-&lt;br /&gt;
| show-collision-rectangles || Shows the collision boxes of each entity (red).&lt;br /&gt;
|-&lt;br /&gt;
| show-selection-rectangles || Shows the a blue box over each entity, if you hover over it, it will be selected.&lt;br /&gt;
|-&lt;br /&gt;
| show-render-rectangles || Shows the a pink box over each entity, if that is on your screen, the entity will be rendered.&lt;br /&gt;
|-&lt;br /&gt;
| show-sticker-boxes ||&lt;br /&gt;
|-&lt;br /&gt;
| show-entity-positions ||&lt;br /&gt;
|-&lt;br /&gt;
| show-entity-velocities ||&lt;br /&gt;
|-&lt;br /&gt;
| show-selected-entity-advanced-tiles || Shows on which advanced tiles (2×2 tiles) the entity is registered.&lt;br /&gt;
|-&lt;br /&gt;
| show-selected-input-transport-belts || Shows which entities input into the selected transport line.&lt;br /&gt;
|-&lt;br /&gt;
| show-paths || The calculated paths for the biters in different colors.&lt;br /&gt;
|-&lt;br /&gt;
| show-path-requests ||&lt;br /&gt;
|-&lt;br /&gt;
| show-next-waypoint-bb || Shows waypoints for biters (in green), nearly the same info as the next.&lt;br /&gt;
|-&lt;br /&gt;
| show-target || Shows the current target of the biters (red).&lt;br /&gt;
|-&lt;br /&gt;
| show-unit-group-info || Biter groups, which belong together (circles and lines belonging together)&lt;br /&gt;
|-&lt;br /&gt;
| show-unit-behavior-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-pathfinder-fringe ||&lt;br /&gt;
|-&lt;br /&gt;
| show-path-cache || The source-positions of a path and about the length (?)&lt;br /&gt;
|-&lt;br /&gt;
| show-path-cache-paths ||&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-paths || Which path a train will follow.&lt;br /&gt;
|-&lt;br /&gt;
| show-rolling-stock-count || Shows inserter positions&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-connections || Shows rail connections.&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-joints ||&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-segment-collision-boxes ||&lt;br /&gt;
|-&lt;br /&gt;
| show-train-stop-point || When a train slows down it shows the calculated point where it should halt&lt;br /&gt;
|-&lt;br /&gt;
| show-train-braking-distance || The distance a train will take to stop at its current speed&lt;br /&gt;
|-&lt;br /&gt;
| show-train-signals ||&lt;br /&gt;
|-&lt;br /&gt;
| show-train-repathing || Display a flying &amp;quot;repathed&amp;quot; text over a train whenever it repaths.&lt;br /&gt;
|-&lt;br /&gt;
| show-network-connected-entities || Displays the network-id of the electric network that a pole is connected to&lt;br /&gt;
|-&lt;br /&gt;
| show-circuit-network-numbers || Shows the number (and color) of circuit networks&lt;br /&gt;
|-&lt;br /&gt;
| show-energy-sources-networks || Which network-id an entity is connected to.&lt;br /&gt;
|-&lt;br /&gt;
| show-active-state || Inserters, fish, turrets are turned to passive, if not used; Red = inactive, Purple = inactive when enemies aren&#039;t around (turrets etc), Green = inactive when player isn&#039;t around (fish). Passive entities consume less CPU power.&lt;br /&gt;
|-&lt;br /&gt;
| show-wakeup-lists || When an entity is sleeping in another entity it shows which entities it&#039;s sleeping in.&lt;br /&gt;
|-&lt;br /&gt;
| show-transport-lines ||&lt;br /&gt;
|-&lt;br /&gt;
| show-transport-line-gaps ||&lt;br /&gt;
|-&lt;br /&gt;
| show-pollution-values || Shows the numeric pollution amount on each chunk.&lt;br /&gt;
|-&lt;br /&gt;
| show-active-entities-on-chunk-counts ||&lt;br /&gt;
Shows counts of active entities per chunk. They are divided into two categories:&lt;br /&gt;
* Blue = active when a player is around (e.g. fish)&lt;br /&gt;
* Green = active when enemies are around (e.g. turrets)&lt;br /&gt;
|-&lt;br /&gt;
| show-active-chunks || Shows in the map view, which chunks are &amp;quot;on&amp;quot;, unmarked chunks are not calculated.&lt;br /&gt;
|-&lt;br /&gt;
| show-polluted-chunks || Shows which chunks have pollution.&lt;br /&gt;
|-&lt;br /&gt;
| hide-chart-tags || Hides map tags.&lt;br /&gt;
|-&lt;br /&gt;
| show-enemy-expansion-candidate-chunks || Where is space left to spread the brood?. Goes from red (nearly no space) to green (space to expand).&lt;br /&gt;
|-&lt;br /&gt;
| show-enemy-expansion-candidate-chunk-values || Which chunks the enemies will try to expand into.&lt;br /&gt;
|-&lt;br /&gt;
| show-bad-attack-chunks ||&lt;br /&gt;
|-&lt;br /&gt;
| show-tile-variations || Shows, which tile-variation (1, 2 or 4 tile sized) is painted for which area of the map. Quite confusing, zoom in to see the meaning.&lt;br /&gt;
|-&lt;br /&gt;
| show-raw-tile-transitions || Turns connected textures for land and water off, so the distinction can easily be made.&lt;br /&gt;
|-&lt;br /&gt;
| show-fluid-box-fluid-info || How much fluid is in a pipe/storage tank, shows flow of liquid in pipes.&lt;br /&gt;
|-&lt;br /&gt;
| show-environment-sound-info || Displays which sound of which entity is played and how loud.&lt;br /&gt;
|-&lt;br /&gt;
| show-environment-sound-area ||&lt;br /&gt;
|-&lt;br /&gt;
| show-selected-entity-audible-range ||&lt;br /&gt;
|-&lt;br /&gt;
| show-recently-played-sound-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-logistic-robot-targets ||&lt;br /&gt;
|-&lt;br /&gt;
| show-spidertron-movement ||&lt;br /&gt;
|-&lt;br /&gt;
| show-player-robots ||&lt;br /&gt;
|-&lt;br /&gt;
| show-fire-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-sticker-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-decorative-names ||&lt;br /&gt;
|-&lt;br /&gt;
| show-decorative-collision-rectangles ||&lt;br /&gt;
|-&lt;br /&gt;
| allow-increased-zoom ||&lt;br /&gt;
|-&lt;br /&gt;
| show-chunk-components ||&lt;br /&gt;
|-&lt;br /&gt;
| show-train-no-path-details || Chat shows extra info on pathfinder for no-pathing trains. [https://forums.factorio.com/viewtopic.php?p=567834#p567834]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DemonicLaxatives</name></author>
	</entry>
</feed>