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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Elf222</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=Elf222"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Elf222"/>
	<updated>2026-04-24T19:07:08Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cliff&amp;diff=213721</id>
		<title>Cliff</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cliff&amp;diff=213721"/>
		<updated>2025-05-05T15:06:26Z</updated>

		<summary type="html">&lt;p&gt;Elf222: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Cliff}}&lt;br /&gt;
&#039;&#039;&#039;Cliffs&#039;&#039;&#039; are part of the natural terrain generation. Cliffs are usually generated in lines with gaps, creating significant obstacles that have to be avoided until they can be blown up by players or robots using [[cliff explosives]]. Large blasts from [[atomic bomb]]s will also remove them. They do not drop any resources when removed. Driving into cliffs does not damage the [[vehicle]].&lt;br /&gt;
&lt;br /&gt;
Cliffs should not be generated in the [[Map_generator#Starting_area|starting area]]. While it looks like they create elevation, this is just a visual trick and no elevation is actually present. This means that other entites can be built around cliffs as usual, including underground belts/pipes going &amp;quot;under&amp;quot; cliffs.&lt;br /&gt;
&lt;br /&gt;
[[Turret]]s can be placed &amp;quot;atop&amp;quot; cliffs for a tactical advantage - firing from an area the enemy can&#039;t easily get to. Players should be wary of the environment, as it&#039;s possible to be cornered in an area surrounded by cliffs; however, players can also use such a setup to funnel enemies into a specific area. Cliff walls going straight across and facing north can have [[long-handed inserter]]s move items past them, though cliffs of any other nature are too thick for such inserters to reach across. Cliffs also appear on the planets [[Gleba]]{{SA}} and [[Vulcanus]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
[[File:long_handed_inserter_cliff.gif|frame|none|A long handed inserter reaching across a cliff.]]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;190px&amp;quot;&amp;gt;&lt;br /&gt;
File:gleba_cliff.png|Cliffs on the planet Gleba.&lt;br /&gt;
File:vulcanis_cliff.png|Cliffs on the planet Vulcanus.&lt;br /&gt;
File:cliff defense titlescreen.png|Cliff terrain utilized for defense, seen on expansion&#039;s title screen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced to [[Gleba]]{{SA}} and [[Vulcanus]]{{SA}}}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Map generation will now produce more predictable cliff placement.&lt;br /&gt;
* Map generation settings have better controls for cliffs.&lt;br /&gt;
* Cliffs can now be marked with the [[deconstruction planner]] and removed by [[construction robot]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-219 Friday Facts #219 - Cliffs]&lt;br /&gt;
&lt;br /&gt;
{{EnvironmentNav}}&lt;/div&gt;</summary>
		<author><name>Elf222</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Space_science_pack&amp;diff=213707</id>
		<title>Space science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_science_pack&amp;diff=213707"/>
		<updated>2025-05-04T20:42:32Z</updated>

		<summary type="html">&lt;p&gt;Elf222: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Space science pack}}&lt;br /&gt;
The &#039;&#039;&#039;space science pack&#039;&#039;&#039; is a [[science pack]]. It is used in [[lab]]s to [[research]] [[technologies]]. Unlike the other science packs, the space science pack has two different sources, depending if one is playing with [[Space Age]]{{SA}} or not. &lt;br /&gt;
&lt;br /&gt;
In the base game, space science is an end-game science pack and is not directly craftable. Instead, it is obtained by launching a rocket from a [[rocket silo]] equipped with a [[satellite]]. 1000 space science packs are delivered to the [[cargo landing pad]] each time a rocket with a satellite is launched. A cargo landing pad must be built somewhere on the map for a rocket to launch. Space science packs are used in all [[Technologies#Infinite_technologies|infinite technologies]].&lt;br /&gt;
&lt;br /&gt;
In Space Age, space science is a mid-game science pack. It must be crafted on a [[space platform]]{{SA}}, from ingredients which are harvested by an [[asteroid collector]]{{SA}} somewhere on the platform, then crushed by [[Crusher|crushers]], and (in the case of iron ore) smelted by [[Furnace|furnaces]]. (Wiki usage tip: to see the recipe, click on the &amp;quot;Space Age mod&amp;quot; tab in the infobox to the right.) Space science packs are needed for all subsequent technologies.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|research-with-space}}&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
The following shows the minimum items required to produce 1000 space science packs in the base game. It is calculated using a single rocket silo with no modules or beacons. The crafting of some intermediate products is not shown (due to the assumption that these items are available in large quantities within the factory).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 rocket and satellite cost giving 1000 packs&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;| {{Icon|Rocket part|100}}&lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{Icon|Low density structure|1k}}&lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{Icon|Rocket fuel|1k}}&lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{icon|Processing unit|1k}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;| {{icon|Satellite|1}}&lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{icon|Low density structure|100}}&lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{icon|Solar panel|100}}&lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{icon|Accumulator|100}}&lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{icon|Radar|5}}&lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{icon|Processing unit|100}}&lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{icon|Rocket fuel|50}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:40px;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;width:40px;&amp;quot;|&lt;br /&gt;
||&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Total raw costs===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! Recipe per&amp;lt;br&amp;gt;1000 packs !! Recipe per&amp;lt;br&amp;gt;1 pack&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Iron plate}} || 28725 || 28.7&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Copper plate}} || 69288 || 69.3&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Steel plate}} || 2700 || 2.7&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Plastic bar}} || 9900 || 9.9&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Solid fuel}} || 10500 || 10.5&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Sulfuric acid}} || 15500 || 15.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Prior to [[version history/2.0.0#2.0.7|2.0]], space science could be launched in the [[rocket silo]], which would return [[raw fish]] at a 1:1 ratio, up to a maximum of 100 fish per launch.&lt;br /&gt;
* According to DoshDoshington, on the LAN space science needed enriched uranium&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Launching space science pack into space no longer returns fish as there is now an other method to automate obtaining fish.}}&lt;br /&gt;
&lt;br /&gt;
{{history|1.0.0|&lt;br /&gt;
* Launching a rocket with space science packs inside now returns raw fish (not documented)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Science packs}}&lt;/div&gt;</summary>
		<author><name>Elf222</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Agricultural_science_pack&amp;diff=213706</id>
		<title>Agricultural science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Agricultural_science_pack&amp;diff=213706"/>
		<updated>2025-05-04T20:32:49Z</updated>

		<summary type="html">&lt;p&gt;Elf222: /* Achievements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Agricultural science pack}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Agricultural science pack&#039;&#039;&#039; is a [[Gleba]]{{SA}} science pack. It is used in [[lab]]s to [[research]] [[technologies]].&lt;br /&gt;
&lt;br /&gt;
The agricultural science pack does spoil, which will gradually decrease its research value, so the player is incentivized to build a fast space platform to bring them back to Nauvis. The spoil time also scales with [[quality]].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|research-with-agriculture}}&lt;br /&gt;
{{Achievement|rush-to-space}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This page needs to show the difference between productivity and quality modules, but I don&#039;t know the math... --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* During the closed beta playtesting of Space Age, the agricultural science pack used to have nutrients as an ingredient.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Science packs}}&lt;/div&gt;</summary>
		<author><name>Elf222</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electromagnetic_science_pack&amp;diff=213705</id>
		<title>Electromagnetic science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electromagnetic_science_pack&amp;diff=213705"/>
		<updated>2025-05-04T20:32:16Z</updated>

		<summary type="html">&lt;p&gt;Elf222: /* Achievements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Electromagnetic science pack}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electromagnetic science pack&#039;&#039;&#039; is a [[Fulgora]]{{SA}} science pack. It is used in [[lab]]s to [[research]] [[technologies]].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|research-with-electromagnetics}}&lt;br /&gt;
{{Achievement|rush-to-space}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Science packs}}&lt;/div&gt;</summary>
		<author><name>Elf222</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Metallurgic_science_pack&amp;diff=213704</id>
		<title>Metallurgic science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Metallurgic_science_pack&amp;diff=213704"/>
		<updated>2025-05-04T20:31:04Z</updated>

		<summary type="html">&lt;p&gt;Elf222: /* Achievements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Metallurgic science pack}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Metallurgic science pack&#039;&#039;&#039; is a [[Vulcanus]]{{SA}} science pack. It is used in [[lab]]s to [[research]] [[technologies]].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|research-with-metallurgics}}&lt;br /&gt;
{{Achievement|rush-to-space}}&lt;br /&gt;
&lt;br /&gt;
== Ratio ==&lt;br /&gt;
The following shows the minimum ratio of machines and items required to produce metalluric science packs such that all number of machines are whole numbers. Items per min are calculated using machines with no [[module]]s or [[beacon]]s, with all machines running at full speed (machine-based productivity bonuses are applied). The crafting of some intermediate products are not shown (due to the assumption that these items are available in large quantities within the factory).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Items/min&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;| {{Icon|Metallurgic science pack|2700}} using {{Icon|Foundry|75}}&lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{Icon|Tungsten carbide|5400}} using {{Icon|Assembling machine 3|72}}&lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Carbon|5400}} using {{Icon|Chemical plant|90}}&lt;br /&gt;
|-&lt;br /&gt;
| || || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Coal|10800}} &lt;br /&gt;
|-&lt;br /&gt;
| || || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Sulfuric acid|108000}} &lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Tungsten ore|10800}}&lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Sulfuric acid|54000}}&lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{Icon|Tungsten plate|3600}} using {{Icon|Foundry|100}}&lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Tungsten ore|9600}}&lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Molten iron|24000}}&lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{Icon|Molten copper|360000}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:40px;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;width:40px;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;width:40px;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;width:40px;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;width:40px;&amp;quot;|&lt;br /&gt;
||&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Vulcanus]]{{SA}}&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Science packs}}&lt;/div&gt;</summary>
		<author><name>Elf222</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Processing_unit_productivity_(research)&amp;diff=213677</id>
		<title>Processing unit productivity (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Processing_unit_productivity_(research)&amp;diff=213677"/>
		<updated>2025-05-01T09:49:10Z</updated>

		<summary type="html">&lt;p&gt;Elf222: Even level &amp;gt; each level; as even level implies that the productivity is increased only every other level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Processing unit productivity (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Processing unit productivity&#039;&#039;&#039; applies an additional [[productivity]] bonus to machines when they craft [[processing unit]]s (but not when using [[recycler]] recipes to produce them). Each level gives +10% productivity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Processing unit productivity (research)|1}} Processing unit productivity 1 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Production science pack|1}} {{Icon|Electromagnetic science pack|1}} &amp;lt;big&amp;gt;X {{Key|1000 × 1.5&amp;lt;sup&amp;gt;(Level)&amp;lt;/sup&amp;gt;}}&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;(eg. 1500 for level 1, 2250 for level 2, 3375 for level 3) || 10% per level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the 300% [[Productivity#Limits| productivity limit]] &#039;&#039;&#039;does&#039;&#039;&#039; apply to this technology. It can be researched past level 30, but it will have no practical effect.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Low density structure productivity (research)]]&lt;br /&gt;
* [[Rocket fuel productivity (research)]]&lt;br /&gt;
* [[Rocket part productivity (research)]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Elf222</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Acid_neutralisation&amp;diff=213676</id>
		<title>Acid neutralisation</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Acid_neutralisation&amp;diff=213676"/>
		<updated>2025-05-01T08:59:56Z</updated>

		<summary type="html">&lt;p&gt;Elf222: a this limitation &amp;gt; this limitation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Acid neutralisation}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Acid neutralisation&#039;&#039;&#039; converts [[sulfuric acid]] and [[calcite]] into [[steam]]. This recipe can only be used on [[Vulcanus]], and it is the native means of producing [[water]] (via [[steam condensation]]). The steam is created at a temperature of 500 °C, perfect for [[steam turbine]]s, making it a very space-efficient source of power.&lt;br /&gt;
&lt;br /&gt;
Because acid neutralization produces so much steam in one production cycle, a combination of modules, quality, and beacons makes it possible to reach the limits of the [[fluid system]]. Specifically, each separate input into a fluid segment (one set of connected pipes and tanks) is limited to move 6000 fluid per second. If only one of the steam connections of the production building is used, then gaining an effective crafting speed of 3 or greater will cause the building to be unable to produce steam at its maximum theoretical potential. Using two fluid outputs allows the machine to reach crafting speed 6 before encountering this limitation. Using all three fluid outputs of the cyrogenic plant allows an effective crafting speed of 9.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Steam]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Fluids}}&lt;br /&gt;
{{C|Resources}}&lt;/div&gt;</summary>
		<author><name>Elf222</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_production&amp;diff=213648</id>
		<title>Power production</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_production&amp;diff=213648"/>
		<updated>2025-04-28T13:35:45Z</updated>

		<summary type="html">&lt;p&gt;Elf222: /* Fusion power{{SA}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Electricity has to be produced before it can be transferred to consumers over the [[electric system]]. There are multiple methods to produce electricity:&lt;br /&gt;
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== Steam engine power ==&lt;br /&gt;
Each [[steam engine]] needs 0.5 [[boiler]]s when running at full capacity. One [[offshore pump]] can supply 200 boilers and 400 steam engines.&lt;br /&gt;
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The above ratio can be calculated from information available in-game: One boiler consumes 1.8MW of fuel and produces energy stored in [[steam]] at 100% efficiency. One steam engine consumes 900kW (0.9MW) of energy stored in steam, so each boiler can supply 2 steam engines: &amp;lt;math&amp;gt;\frac{1.8}{0.9} = 2&amp;lt;/math&amp;gt;. One boiler consumes 6 units of [[water]] to produce 60 units of [[steam]] per second, one steam engine consumes 30 steam per second (3 units of water) and one offshore pump produces 1200 water per second, so each offshore pump produces enough water to supply 200 boilers: &amp;lt;math&amp;gt;\frac{1200}{6} = 200&amp;lt;/math&amp;gt;. Two steam engines per boiler gives us 400. This produces the 1:200:400 ratio.&lt;br /&gt;
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[[File:SteamSetupExample.png|center|600px|thumb|A possible setup.]]&lt;br /&gt;
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== Solar panels and accumulators ==&lt;br /&gt;
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=== Optimal ratio ===&lt;br /&gt;
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The optimal ratio is 0.84 (21:25) [[accumulator]]s per [[solar panel]], and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). This means that you need 1.428 MW of production (of solar panels) and 100MJ of storage to provide 1 MW of power over one day-night cycle.&lt;br /&gt;
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A &amp;quot;close enough&amp;quot; ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 2 extra solar panels, which is negligible but remember that the difference between the &amp;quot;close enough&amp;quot; ratio and the optimal ratio increases as you add more solar panels). &lt;br /&gt;
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This is taken from [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5594 Accumulator / Solar Panel Ratio] (which calculates this in an impressive mathematical way!) and [https://forums.factorio.com/viewtopic.php?p=143317#p143317 another post in that thread] (which calculates the solar panel to megawatt ratio in a different way).&lt;br /&gt;
[[File:9x9_accumulator_solar_panel_example.jpg|300px|thumb|top|A small 9x9 setup demonstrating the 20:24 &amp;quot;close enough&amp;quot; ratio above.]]&lt;br /&gt;
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=== Calculations ===&lt;br /&gt;
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The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a [[Time#Days|day]], and the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations. In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. This ratio is&lt;br /&gt;
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&amp;lt;math&amp;gt; \frac{\mathrm{Accumulators}}{\mathrm{SolarPanels}} = \frac{\left( \mathrm{day} + \mathrm{dawn} \right)}{\mathrm{gameday}} \cdot \left( \mathrm{night} + \frac{\mathrm{dawn} \cdot \left( \mathrm{day} + \mathrm{dawn} \right)}{\mathrm{gameday}} \right) \cdot \frac{\mathrm{SolarPower}}{\mathrm{AccumulatorEnergy}} &amp;lt;/math&amp;gt;&lt;br /&gt;
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which, given the default time lengths of: day = 12500/60 s; dawn or dusk = 5000/60 s; night = 2500/60 s, and the default: Solar_power = 60 kW; Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; the length of days, a simplified version of this equation can be used.&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 70 s × Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
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This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the only effect the mod has on the game is it changes the total length of one day, without changing the ratio of dusk : day : dawn : night, then the equation can be simplified as&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 0.002016 /s × game_day &amp;lt;/pre&amp;gt;&lt;br /&gt;
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where game_day is the number of seconds in the game day which is 25000/60 s by default.&lt;br /&gt;
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=== Vulcanus ===&lt;br /&gt;
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In Space Age, the day/night cycle on Vulcanus is 90 seconds with each phase of that cycle proportionally smaller: day = 45 s; dawn or dusk = 18 s; night = 9 s. The formula above simplifies to:&lt;br /&gt;
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&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 15.2 s × Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Additionally, solar power production in Vulcanus atmosphere is 400% of that of Nauvis. With normal quality solar panels and accumulators, the ratio is 0.72576 accumulator per solar panel. 3 accumulators per 4 panel is pretty close.&lt;br /&gt;
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=== See also ===&lt;br /&gt;
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* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5168 Perfectly optimal solar network (Factorio forums)]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5394 Solar ratios (Factorio forums)]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7619 1 solar panel produces 42KW after factoring in the night (Factorio forums)]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?p=629003#p629003 Day-Night cycle times in Space Age and Solar Power (Factorio forums)]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=119040 Solar Power in Space Age - Definitive Ratios for Planets, Qualities and Throughput-Limits (Factorio forums)]&lt;br /&gt;
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== Nuclear power ==&lt;br /&gt;
[[File:Nuclear setup.png|thumb|700px|right|Uranium processing for nuclear power.]]&lt;br /&gt;
:&#039;&#039;See also: [[Tutorial:Nuclear power]]&#039;&#039;&lt;br /&gt;
In general, nuclear power is produced by the following production chain: [[Uranium ore]] is mined and [[Uranium processing|processed]] to [[uranium-235]] and [[uranium-238]], then [[uranium fuel cell]]s are created from the two. These fuel cells are then burned in a [[nuclear reactor]] to create heat. The heat is transferred via [[heat pipe]]s to one or more [[heat exchanger]]s, which convert [[water]] to [[steam]] that is then consumed by [[steam turbine]]s to produce power.&lt;br /&gt;
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A reactor without neighbor bonus needs 4 heat exchangers so that all its heat gets consumed. For each 100% neighbor bonus, the reactor needs 4 more heat exchangers.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ideal Ratio !! Simple Ratio !! Building&lt;br /&gt;
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| 2 || 1 ||{{imagelink|Offshore pump}}&lt;br /&gt;
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| 233 || 116 || {{imagelink|Heat exchanger}}&lt;br /&gt;
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| 400 || 200 || {{imagelink|Steam turbine}}&lt;br /&gt;
|}&lt;br /&gt;
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== Heating tower {{SA}} ==&lt;br /&gt;
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The [[Heating tower]], initially researched on [[Gleba]], is an alternate source of heat for [[Heat pipe]]s and [[Heat exchanger]]s. Unlike nuclear reactors, heating towers are traditional [[burner devices]], burning standard [[fuel]]s.&lt;br /&gt;
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Heating towers burn fuel, extracting 16MW of power from the fuel. However, because they have 250% efficiency, they generate 40MW of heat from the fuel. Like a nuclear reactor, the heat must be transferred to heat exchangers to generate useful electricity. Since they use the same fuel, but can produce 2.5x the energy from it, one can think of a heating tower as a [[boiler]] &amp;quot;Mk 2&amp;quot;.&lt;br /&gt;
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A single heating tower can produce the same power output as a single nuclear reactor. However, they do not get neighbor bonuses the way reactors do. As such, the ratio of heating towers to exchangers is always 1:4.&lt;br /&gt;
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Like reactors, they have a maximum temperature of 1000 C. And also like reactors, they will continue to burn fuel even after they reach their maximum temperature. This gives them a secondary use as a quick way to dispose of unwanted burnable materials, such as excess fruit products/[[spoilage]] on Gleba or excess solid fuel on [[Fulgora]].&lt;br /&gt;
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Note that heating towers produce less pollution per MW of power produced than boilers. Boilers produce 3.6MW of power per pollution generated, while heating towers produce 24 MW per pollution.&lt;br /&gt;
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== Lightning power{{SA}} ==&lt;br /&gt;
On Fulgora, when a [[lightning rod]] or [[lightning collector]] is struck by lightning, it becomes a short-lived source of electrical power. The way it works is as follows.&lt;br /&gt;
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A single lightning bolt contains 1 GJ of energy. Rods and collectors can collect some portion of this energy and supply it to their connected grid.&lt;br /&gt;
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A rod/collector has an energy capacity as well as an efficiency value (the latter varies by [[quality]]). The efficiency value determines the percentage of the 1 GJ of energy contained in the bolt which will be stored by the rod/collector. If the energy absorbed from lightning exceeds the storage capacity of the rod, the excess is lost.&lt;br /&gt;
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A normal quality rod has 20% efficiency, so a single bolt will charge the collector by 20% of 1,000 MJ, or 200 MJ. A normal quality collector, with an efficiency of 40%, will store 400 MJ.&lt;br /&gt;
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Rods/collectors have a discharge rate of 150 MW. When they have stored energy, they will supply all the demands of the attached [[Electric system]]. This will provide power to any buildings in the same electrical system as the rod/collector, including [[accumulator]]s. In addition, 150 MJ per second (2.5 MJ/tick) will be lost, unable to be used for anything. So lightning power is a &amp;quot;use it or lose it&amp;quot; arrangement.&lt;br /&gt;
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A normal quality lightning rod struck by a single bolt will only generate power for a maximum of 1.33 seconds. A normal quality lightning collector will generate power for a maximum of 2.67 seconds. The principle advantages of collectors is the larger range for lightning strikes and their longer discharge times.&lt;br /&gt;
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The key to taking advantage of this is to use accumulators. But because accumulators have a low charge speed compared to the rod/collectors&#039; drains (0.3 MW at normal quality vs. 150MW), storing a significant fraction of the energy from a single bolt of lightning is not generally feasible. For a single lightning rod struck by a single bolt of lightning, 125 normal accumulators will draw 37.5 MW for just over 1 second, storing 40 MJ of the 200 MJ captured by the rod. The other 160 MJ are lost to the rod’s internal drain. 500 accumulators will store 100 MJ in 0.67 seconds, and 1,000 accumulators store 135 MJ in just under 0.5 seconds. To capture all the energy available in a lightning strike, the network must be able to absorb all the energy in a single tick: 12 GW for a normal rod, up to 60 GW for a legendary collector.&lt;br /&gt;
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Do note that 500 normal quality accumulators cannot fit in the area protected by a &#039;&#039;single&#039;&#039; lightning collector, let alone the smaller area of a lightning rod.&lt;br /&gt;
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== Fusion power{{SA}} ==&lt;br /&gt;
Fusion power requires the production of two ingredients to function: [[fusion power cell]]s and [[fluoroketone (cold)]]. Both can only be produced on [[Aquilo]] using the planet&#039;s exclusive fluid resources, and [[holmium plate]]s imported from [[Fulgora]]. &lt;br /&gt;
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[[Fusion reactor]]s consume the power cells, cold fluoroketone, and electricity to produce [[plasma]]. The plasma is fed into [[fusion generator]]s which produce electricity and [[fluoroketone (hot)]]. The hot fluoroketone must then be fed into a [[cryogenic plant]] to cool it back down, which can produce a self-sustaining loop. However, as the reactors require electricity (10 mW) to generate plasma, there must be some other power source already on the network to jump-start the system. After that, even a single fusion generator will create enough power to sustain the reactor.&lt;br /&gt;
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Because the fluids which produce the power cells and hot fluoroketone cannot be [[barrel|barrelled]], production of them is confined to Aquilo. However, as the cold fluoroketone &#039;&#039;can&#039;&#039; be barreled, it and the power cells can be shipped to other planets with relative ease.&lt;br /&gt;
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=== Ratio calculations ===&lt;br /&gt;
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Fusion reactors produce plasma at a base temperature of &amp;lt;math&amp;gt;1.0\,M^\circ \text{C}&amp;lt;/math&amp;gt;. Each directly connected reactor adds an additional &amp;lt;math&amp;gt;1.0\,M^\circ \text{C}&amp;lt;/math&amp;gt; to the maximum achievable plasma temperature. The actual plasma temperature depends on the neighbor bonuses, which are determined by the arrangement of reactors and their current plasma production rate. For example, if a reactor produces plasma at its maximum rate, all reactors connected to this reactor receive a 100% neighbor bonus. The temperature used by generators is the average plasma temperature of all reactors in the setup.&lt;br /&gt;
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The optimal ratio of fusion reactors to generators can be calculated in a single step:&lt;br /&gt;
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&amp;lt;math&amp;gt;G = (R + N) \cdot \frac{P_{O}}{P_{C}}&amp;lt;/math&amp;gt;&lt;br /&gt;
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where:&lt;br /&gt;
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* &amp;lt;math&amp;gt;G&amp;lt;/math&amp;gt; is the optimal number of fusion generators for the given reactor setup&lt;br /&gt;
* &amp;lt;math&amp;gt;R&amp;lt;/math&amp;gt; is the number of fusion reactors&lt;br /&gt;
* &amp;lt;math&amp;gt;N&amp;lt;/math&amp;gt; is the sum of the neighbor bonuses of all reactors (expressed as an integer)&lt;br /&gt;
* &amp;lt;math&amp;gt;P_O&amp;lt;/math&amp;gt; is the maximum plasma output of a reactor&lt;br /&gt;
* &amp;lt;math&amp;gt;P_C&amp;lt;/math&amp;gt; is the maximum plasma consumption of a generator&lt;br /&gt;
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Thus, the optimal reactor-to-generator ratio is &amp;lt;math&amp;gt;R:G&amp;lt;/math&amp;gt;&lt;br /&gt;
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If the fusion reactors and generators have the same quality tier (e.g. normal), then the formula simplifies to:&lt;br /&gt;
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&amp;lt;math&amp;gt;G = 2 \cdot (R + N)&amp;lt;/math&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Note&#039;&#039;&#039;:&lt;br /&gt;
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* This formula applies to all quality tiers and mixed setups where reactors and generators share the same quality tier respectively.&lt;br /&gt;
* Initially, a not fully utilized fusion power setup will produce plasma at a lower temperature than what is possible. As more power is needed, more plasma is produced, and therefore the neighbor bonuses rise. With rising neighbor bonuses, the resulting plasma temperature also increases, resulting in more efficient plasma usage. This cycle continues until the setup reaches its maximum plasma temperature, allowing it to deliver peak power output.&lt;br /&gt;
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== Ensuring enough energy is produced ==&lt;br /&gt;
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Try this checklist before you completely revamp your power source. You may also use this to rectify [[Glossary#B|brownouts/blackouts]].&lt;br /&gt;
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* Did you connect the steam engine to the [[electric system]]? If not, a small yellow triangle will flash. To fix, Add some [[Small electric pole|power poles]] near the steam engines that go to machines needing that power. Any power pole will work.&lt;br /&gt;
* Is steam able to reach all steam engines?&lt;br /&gt;
* Do your pipes have water? Look at the windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. If not, ensure all [[pipe]]s or [[Pipe to ground|underground pipes]] are connected together.&lt;br /&gt;
* Is the factory producing enough fuel (coal, solid fuel, uranium fuel cells)?&lt;br /&gt;
* Are there enough steam generators (boilers, heat exchangers)?&lt;br /&gt;
* Are there enough steam engines/turbines?&lt;br /&gt;
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See also the [[Tutorial:Applied_power_math|applied power math tutorial]] to answer the question &#039;&#039;how much coal do I need?&#039;&#039;&lt;br /&gt;
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{{C|Production{{!}}#Power production}} {{C|Energy{{!}}#Power production}}&lt;/div&gt;</summary>
		<author><name>Elf222</name></author>
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