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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Glyph</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-04-20T17:12:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Glyph&amp;diff=111479</id>
		<title>User:Glyph</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Glyph&amp;diff=111479"/>
		<updated>2014-08-16T09:15:02Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Hello! ==&lt;br /&gt;
&lt;br /&gt;
I am Glyph :]&lt;br /&gt;
&lt;br /&gt;
My forum profile: http://www.factorioforums.com/forum/memberlist.php?mode=viewprofile&amp;amp;u=3049&lt;br /&gt;
&lt;br /&gt;
I have a twitch stream: http://twitch.tv/glyph27.&lt;br /&gt;
&lt;br /&gt;
== Sandbox ==&lt;br /&gt;
&lt;br /&gt;
[[File:Train Station to Cargo separation.png|thumb|512px|Yep.]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Glyph&amp;diff=111478</id>
		<title>User:Glyph</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Glyph&amp;diff=111478"/>
		<updated>2014-08-16T09:14:51Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Hello! ==&lt;br /&gt;
&lt;br /&gt;
I am Glyph :]&lt;br /&gt;
&lt;br /&gt;
My forum profile:&lt;br /&gt;
http://www.factorioforums.com/forum/memberlist.php?mode=viewprofile&amp;amp;u=3049&lt;br /&gt;
&lt;br /&gt;
I have a twitch stream: http://twitch.tv/glyph27.&lt;br /&gt;
&lt;br /&gt;
== Sandbox ==&lt;br /&gt;
&lt;br /&gt;
[[File:Train Station to Cargo separation.png|thumb|512px|Yep.]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Transport_belts/Physics&amp;diff=111477</id>
		<title>Talk:Transport belts/Physics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Transport_belts/Physics&amp;diff=111477"/>
		<updated>2014-08-16T08:43:34Z</updated>

		<summary type="html">&lt;p&gt;Glyph: /* Throughput numbers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Throughput numbers ==&lt;br /&gt;
&lt;br /&gt;
The calculations on this page were based on math only and not experimentation. The highest throughputs I can possibly get for yellow and red conveyor belts is lower than that stated in this page. Here is an image of my experiment setup: http://i.imgur.com/Un39bfP.png. With multiple full blue conveyor inputs to yellow conveyor out, this belt compresses iron as far as it can go. It is compressed so much that the iron positions change and decompress up to a few tiles away. As you can see, the yellow belt is a straight line. I am getting 11.99 items/second for yellow belts, and 19.98 items/second for red belts. Given how close my numbers are to even digits and the fact that the game may have been slowed below 60 fps a tiny amount or that my timer was slightly off, I am willing to say that the developers designed the belts to be 12 and 20 units a second, respectively, and will update the article accordingly. Here is the data I have: http://i.imgur.com/XTFX7Jh.png --[[User:Glyph|Glyph]] ([[User talk:Glyph|talk]]) 05:35, 14 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Quite interesting. :) Can we discuss that in the forum? cause I think it is a bit useless to have that discussion here. After Sunday I can also show you, how I measured and what I did. [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 19:45, 15 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:: I&#039;ll find ya on the forums, I&#039;d be interested in your data! --[[User:Glyph|Glyph]] ([[User talk:Glyph|talk]]) 10:43, 16 August 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Transport_belts/Physics&amp;diff=111476</id>
		<title>Talk:Transport belts/Physics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Transport_belts/Physics&amp;diff=111476"/>
		<updated>2014-08-16T08:43:26Z</updated>

		<summary type="html">&lt;p&gt;Glyph: /* Throughput numbers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Throughput numbers ==&lt;br /&gt;
&lt;br /&gt;
The calculations on this page were based on math only and not experimentation. The highest throughputs I can possibly get for yellow and red conveyor belts is lower than that stated in this page. Here is an image of my experiment setup: http://i.imgur.com/Un39bfP.png. With multiple full blue conveyor inputs to yellow conveyor out, this belt compresses iron as far as it can go. It is compressed so much that the iron positions change and decompress up to a few tiles away. As you can see, the yellow belt is a straight line. I am getting 11.99 items/second for yellow belts, and 19.98 items/second for red belts. Given how close my numbers are to even digits and the fact that the game may have been slowed below 60 fps a tiny amount or that my timer was slightly off, I am willing to say that the developers designed the belts to be 12 and 20 units a second, respectively, and will update the article accordingly. Here is the data I have: http://i.imgur.com/XTFX7Jh.png --[[User:Glyph|Glyph]] ([[User talk:Glyph|talk]]) 05:35, 14 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Quite interesting. :) Can we discuss that in the forum? cause I think it is a bit useless to have that discussion here. After Sunday I can also show you, how I measured and what I did. [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 19:45, 15 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: I&#039;ll find ya on the forums, I&#039;d be interested in your data! --[[User:Glyph|Glyph]] ([[User talk:Glyph|talk]]) 10:43, 16 August 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=111459</id>
		<title>Transport belts/Physics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=111459"/>
		<updated>2014-08-14T19:28:41Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sublinks}}&lt;br /&gt;
In Factorio every item on screen is a real object in memory and follows the rules of the [[Game engine]]. For simulation games, this is not typical; it&#039;s much more common to generalize. Best examples are the older versions of SimCity, where the the simulation doesn&#039;t simulate every inhabitant of the city.&lt;br /&gt;
&lt;br /&gt;
The reason for that is just CPU-performance. Real-time game-physics for up to 100,000 of objects at the same time is not typical for a simulation game. And the Factorio [[Game engine]] creates an exact and reproducible simulation of the Factorio world and it is so exact, that it can be used, to measure some astonishing behavior of belts.&lt;br /&gt;
&lt;br /&gt;
== What to measure ==&lt;br /&gt;
Some things can be measured for belts:&lt;br /&gt;
* &#039;&#039;&#039;Length&#039;&#039;&#039; (or area). Items have a collision box of 0.28 x 0.28 [[tile]]s. So 10 items laying in a single row on a belt, non moving, take length of 2.8 tiles.&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;. The speed of items on a belt is measured for practical reasons in tiles/sec or tiles/min. Note, that internaly it&#039;s measured in tiles per tick (1/60 sec)&lt;br /&gt;
* &#039;&#039;&#039;Density&#039;&#039;&#039;. See length. The density is how many items can lay on a tile or in conjuction with belts: how many items can lay in a row/lane. There are in average 3.571 items per lane or 7.143 on a tile of belt (=2 lanes). But the density differs depending on standing still or moving - read further!&lt;br /&gt;
* &#039;&#039;&#039;Throughput&#039;&#039;&#039;. How many items per minute are moved from one tile to the next. Measured in items/sec or better items/min.&lt;br /&gt;
&lt;br /&gt;
More about physics can be found in this [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=1213&amp;amp;p=8450&amp;amp;hilit=physics#p8450 thread].&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
The data here is taken from the transport-belt prototypes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Expected results&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.39125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |803.475&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.7825&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1606.95&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.17375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2410.425&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
We assume here, that the density of items is always equal, so the transported amount should reflect the speed.&lt;br /&gt;
&lt;br /&gt;
(Note: basic and fast transport belts have been tested to have a maximum throughput of 12 and 20 items/second, respectively.)&lt;br /&gt;
&lt;br /&gt;
== Measured Results ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| This results have been measured with a special designed factory (a complicated setup to guarantee, that only the running items on a belt are measured and a &amp;quot;timer&amp;quot; which stops the measuring exactly) and Factorio v0.6.x, so this has to be redone.&lt;br /&gt;
See [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1144&amp;amp;start=10#p8361 forum article]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple straight belt&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| percent of awaited&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 719&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 11.98&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 90%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1184&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 19.73&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|this is NOT double as fast as basic! it&#039;s only 1,65 times faster - see comments down&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1775&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 29.58&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|about 2.5 times faster than basic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right, see down into next chapter)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 477-486&lt;br /&gt;
| About 1.5 times slower. This is because the &#039;&#039;&#039;inner lane&#039;&#039;&#039; of a belt in a turn has only the half speed.&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 786-792&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1038-1042&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right), but faster belt at the edges&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic with fast edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 674-683&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast with express edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1058-1061&lt;br /&gt;
|The fast belt with express edge seems to be faster, than pure express belt!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Comments to the results ==&lt;br /&gt;
&lt;br /&gt;
The first surprising result is, that the theoretic throughput differs from real measured. Too much to be just measurement errors.The second result is, that the more speed a belt has, the more ineffective it becomes. That is in the first moment not clearly explainable. The awaited result is, that a fast belt can transport exactly the double amount of items, than a basic, because it is double as fast (1.875 tiles/sec vs. 3.75 tiles/sec).&lt;br /&gt;
&lt;br /&gt;
The reason for this difference is the distance of the items on the belt when running. Items on the belt cannot run completely compressed, they need a small distance. This is the same problem as in a traffic jam: You cannot drive, when the first car drives, you need to wait until the car before you drives and then you have a reaction-time of about 1/2 second before yourself begin to drive. The same is it with the items on the belt and the reaction-time here is 1/60 or one tick [currently not really validated, but not more than 2 ticks; this can be calculated by measuring how fast the standing wave goes through the items (needs to built a very complicated testing factory)]. You can see this reaction time running through your items as a standing wave, when you have a belt, which is completely filled and only sometimes an item is removed. When you compare the speed of this standing waves, you can see clearly, that they are the same speed for all types of belts.&lt;br /&gt;
&lt;br /&gt;
The reaction-distance for items on a basic belt is&lt;br /&gt;
  (1.875 tiles/sec) / 1 tick = 1.875 tiles/sec / 1/60 sec = 0.031125 tiles&lt;br /&gt;
or in other words: An item on a moving belt is not 0.28 tiles long, it is 0.31125 tiles, which makes it 11.2% longer&lt;br /&gt;
&lt;br /&gt;
Overview for all belts:&lt;br /&gt;
  Basic:   0.28 tiles + 0.03125 tiles = 0.31125 tiles =&amp;gt; 11.2%&lt;br /&gt;
  Fast:    0.28 tiles + 0.0625 tiles  = 0.3425 tiles  =&amp;gt; 22.3%&lt;br /&gt;
  Express: 0.28 tiles + 0.09375 tiles = 0.37375 tiles =&amp;gt; 33.5%&lt;br /&gt;
This explains the reduction to 90% of speed for basic belt and the 74% for the fast belt (all inside measuring errors), but doesn&#039;t explain the results for express belt. This is part of further research.&lt;br /&gt;
&lt;br /&gt;
This shows clearly, that the faster a belt is, the more distance the items have on a moving belt. More distance means, the density is lighter and this means, there are not so many items transported.&lt;br /&gt;
&lt;br /&gt;
(This may explain the discrepancy in transported items, but don&#039;t use the numbers for real calculations, because they need to be redone!)&lt;br /&gt;
(This is eventually one reason: http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3630 )&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
&lt;br /&gt;
* [http://www.conveyorbeltguide.com/ Some general information about real conveyor belts]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Transport network]] [[Category: Moving ground]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_production&amp;diff=111458</id>
		<title>Power production</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_production&amp;diff=111458"/>
		<updated>2014-08-14T08:44:09Z</updated>

		<summary type="html">&lt;p&gt;Glyph: /* How to drag electric wires myself? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Electric network]] and [[Liquid network]] have many boundary points, when thinking for energy production. This page collects this points.&lt;br /&gt;
&lt;br /&gt;
== Building up power production ==&lt;br /&gt;
&lt;br /&gt;
=== How many pumps and burners are needed? ===&lt;br /&gt;
&lt;br /&gt;
One [[Pump|offshore pump]] supports 13 (99% max load) or 14 (100% load) boilers and 10 [[Steam engine|steam engines]]. Each steam engine needs roughly 1.31 boilers when running at full capacity.&lt;br /&gt;
&lt;br /&gt;
Hot water from boilers can also be stored in [[Storage Tank|storage tanks]] and used by extra steam engines during peak times or during night (if solar is in place). This energy storage technique can be used instead of or in addition to [[Basic accumulator|accumulators]].&lt;br /&gt;
&lt;br /&gt;
Forum thread on the requirements of pumps, burners, and steam engines: http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3094.&lt;br /&gt;
&lt;br /&gt;
== Producing enough energy? Checklist ==&lt;br /&gt;
&lt;br /&gt;
* Did you connect the steam engine to the [[Electric network]]? If not, a flash is blinking (to show, that it is not connected). Add some [[Power pole]]s near the steam engines that go to machines needing that power.&lt;br /&gt;
* Did you build up your liquid network as described in the [[Liquid network#Basic|Liquid network basics]]?&lt;br /&gt;
* Do you have enough [[pump]]s? You need 1 pump for every 9 [[steam engine]]s. It doesn&#039;t make sense to have more than 3 pumps, as the [[pipe]]s cannot transport more water.&lt;br /&gt;
* Does your liquid network has water? Look at the glass windows! Place two pipes after the last steam engine, to use it as a water sensor.&lt;br /&gt;
* Do you have enough [[Boiler]]s? The water temperature should reach 100 degrees. One of your burners should be reserve (not used, no lights in the burner) when you need to restart the energy system.&lt;br /&gt;
&lt;br /&gt;
== More usages of the accumulators ==&lt;br /&gt;
&lt;br /&gt;
=== Reduce energy consumption in critical times ===&lt;br /&gt;
[[Electric network#Storage|Accumulator]]s can be used to limit the need for power for some parts of your factory.&lt;br /&gt;
&lt;br /&gt;
There are naturally 3 items, which are good candidates for that:&lt;br /&gt;
&lt;br /&gt;
* [[Radar]]&lt;br /&gt;
* [[Lab]]s&lt;br /&gt;
* [[Electric furnace]]/[[electric mining drill|miner]]&lt;br /&gt;
&lt;br /&gt;
How does it work?&lt;br /&gt;
&lt;br /&gt;
An accumulator has a lower delivery priority than any other power-using entity, this guarantees, that it receives only energy, when you have enough. At the same time it can deliver energy in another electric network. Both facts together works in this case as a regulated transformer and delivers only energy into other networks, if you are producing enough. Or in other words: in a power shortage, only the unimportant parts of your factory stop - not the whole factory.&lt;br /&gt;
&lt;br /&gt;
This is fine if you want to guarantee that basic functions of your factory keep working (lasers, ammo production, very dependent on your priorities) no matter how much power usage you add.&lt;br /&gt;
&lt;br /&gt;
This especially makes sense for radars - the radar explores new parts of the map, and consumes a large amount of energy. It makes sense to limit it, because when you are low on energy exploring is the least important thing.&lt;br /&gt;
&lt;br /&gt;
In general this is a technique which works well only when you just researched accumulators and solar panels, but don&#039;t have enough resources to build big solar farms and accumulator farms.&lt;br /&gt;
&lt;br /&gt;
- todo : pics from a radar station, research labs and electric furnace behind an accu. -&lt;br /&gt;
&lt;br /&gt;
=== Order of with accu connected networks ===&lt;br /&gt;
&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=4814&lt;br /&gt;
&lt;br /&gt;
== Ways to store energy ==&lt;br /&gt;
&lt;br /&gt;
When it is about storing energy for later there are two questions:&lt;br /&gt;
* Which technology level is needed?&lt;br /&gt;
* How much afford to built the structure up?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dependent of the current technology-level this is a list of how you can store energy:&lt;br /&gt;
&lt;br /&gt;
* Principle: Adding lots of pipes and use much more steam-engines as really needed. Pipes store some energy, of course very little, but much enough to handle short energy drops of some seconds. In every case the over-usage of your energy production might be easier visible, if clever planned.&lt;br /&gt;
* As soon as you have oil-tanks, you can store quite significant amounts of hot water in them. See [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4770&amp;amp;hilit=+water#p36469 this article].&lt;br /&gt;
* This techniques stretches the time you can burn coal for you energy need, but sooner or later you will switch to accumulators. See [[Power_Production#Solar_Farming|Solar Farming]].&lt;br /&gt;
* Sooner or later you will also [[Power_Production#How_to_switch_off_steam_engines_in_the_night.2C_when_enough_accumulator_capacity_is_available.3F|switch of the steam engines, when you don&#039;t need them]].&lt;br /&gt;
* With small pumps you can control the flow of water. See [[Power_Production#Storing_hot_water|below]].&lt;br /&gt;
&lt;br /&gt;
== How to switch off steam engines in the night, when enough accumulator capacity is available? ==&lt;br /&gt;
&lt;br /&gt;
At some point, when you have enough [[solar panel]]s and [[Electric network#Storage|accumulator]]s you may use the [[steam engine]]s only as silent power-reserve, for example at the end of the night after a long fight. This is normally not possible, because [[steam engine]]s have a higher priority than accumulators - accumulators are only discharged if nothing else delivers. Or in other words, when the sun goes down, the steam engines turn on to keep the accumulators charged.&lt;br /&gt;
&lt;br /&gt;
But you can trick around this:&lt;br /&gt;
&lt;br /&gt;
[[File:T&amp;amp;T electric network1.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
The accumulator (hovered) is loaded from the main network. The accu-powered-network unloads this accu to power the fast inserter. If the accu is empty, the fast inserter doesn&#039;t work anymore, but the basic inserter remains working, because he is powered by the main network. He unloads the remaining wood from the chest. The chest gets empty and the smart inserter begins to work, filling up coal into the boiler.&lt;br /&gt;
&lt;br /&gt;
For simpleness we reduced it to only one boiler/steam engine, normally much more is needed to make sense! Note, that you only need to program the first inserter. Place the others with pressed shift-key. All you have to do then is to connect it with the wire.&lt;br /&gt;
&lt;br /&gt;
Basically this works, because the accumulator in this picture unloads a bit faster, than the accus in the main network, because he stays in &#039;&#039;&#039;two networks&#039;&#039;&#039; and so a bit more power is needed. It is recommended to place a second accu in neighborhood, which sits in the main network to have a direct reference.&lt;br /&gt;
&lt;br /&gt;
You can trim the accu powered network exactly to your needs by adding more accumulators or place some lights, or put in more wood, which extends or shorten the time before the accu(s) - and so the chest - is empty. With some experience you can trim this so, that the main accu power is empty after the steam engines are full powered again (it takes some time, until the boilers heat the water and steam engines are at full power again.)&lt;br /&gt;
&lt;br /&gt;
===Another example===&lt;br /&gt;
&lt;br /&gt;
:[[File:Autoshutoff2.png|300px|thumb|The red circle is the &amp;quot;sensor&amp;quot;. Watch the green wires going to the inserters.]]&lt;br /&gt;
&lt;br /&gt;
The chests with the burner inserters holding wood in his hand (so the chests must be filled with wood), is for fallback, if coal goes out.&lt;br /&gt;
&lt;br /&gt;
Various different setups seem possible...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
Tip for placing many smart inserters: Place the first inserter, program it and then place the rest of the inserters while holding SHIFT. This copies the settings from the inserter you already configured.&lt;br /&gt;
&lt;br /&gt;
For more informations about that you can also look into this [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=976 thread].&lt;br /&gt;
&lt;br /&gt;
After running, there is always some rest-energy in the steam-engine, the pipes and boiler. This is used at the beginning of the night, this is quite normal and cannot be avoided yet.&lt;br /&gt;
&lt;br /&gt;
This complicated setup might be replaced by an easier way in some future; sensors to measure the current state of accumulator capacity or pollution factor, switch the network off, instead of the inserter; there are many ideas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== What can be seen from the electric network info? ==&lt;br /&gt;
&lt;br /&gt;
[[File:Electric_Network_Info.jpg|700px|The Electric Network Info GUI]]&lt;br /&gt;
&lt;br /&gt;
The Electric network info GUI can be accessed by left-clicking any electric pole nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can see only the info from the electric network where that pole is connected to!&#039;&#039;&#039; Unlike the production-info (press P) the electric network info is not globally measured, but by network.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Consumption&#039;&#039;&#039; - What are the current consumption demands. This bar should &#039;&#039;always&#039;&#039; be full. Otherwise, it means your production is too low compared to the needed consumption.&lt;br /&gt;
# &#039;&#039;&#039;Production&#039;&#039;&#039; - What is the current production amount. This bar should &#039;&#039;never&#039;&#039; be full. Otherwise, it means you are at the limit of your power-production.&lt;br /&gt;
# &#039;&#039;&#039;[[Basic accumulator|Accumulator]] capacity&#039;&#039;&#039; - How much power is currently held inside of all your accumulators combined in [[Units|joule]]. For quick understanding: 1J = 1W * 1sec, see also [[wikipedia:Joule]]&lt;br /&gt;
# &#039;&#039;&#039;Timespan&#039;&#039;&#039; - Set the [[Time|time]] span for the graphs below&lt;br /&gt;
# &#039;&#039;&#039;Detailed Consumption&#039;&#039;&#039; - A list of consumers from highest power consumption to lowest. In the picture example, you can see that 2 [[Oil refinery|oil refineries]] take the most power, at 431 kW.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Production&#039;&#039;&#039; - A list of producers from highest power production to lowest. In the picture example, you can see that only 9 [[Steam engine]]s produce all the electricity in the factory.&lt;br /&gt;
# &#039;&#039;&#039;Consumption Graph&#039;&#039;&#039; - Shows the consumption of the different parts of your factory over time. You can choose the timespan as detailed in #4 above.&lt;br /&gt;
# &#039;&#039;&#039;Production Graph&#039;&#039;&#039; - Shows the production of the different producers of your factory over time. You can choose the timespan as detailed in #4 above.&lt;br /&gt;
&lt;br /&gt;
Note, that the timeframe influences the shown detailed production/consumption: the displayed watts is the summed up watts in the timeframe (in the graph below) divided by steps of that timeframe. This means you can see the consumption of radars, even if you mined them meanwhile.&lt;br /&gt;
&lt;br /&gt;
== How to set poles? ==&lt;br /&gt;
&lt;br /&gt;
- covering, rules with the length between poles etc. - todo -&lt;br /&gt;
&lt;br /&gt;
== How to drag electric wires myself? ==&lt;br /&gt;
&lt;br /&gt;
All wires can be removed from an electric pole by shift-left clicking it. Electric (copper) wires and logistic wires can be manually placed by left clicking the wire on both the electric poles desired.&lt;br /&gt;
&lt;br /&gt;
Placing electric poles while shift is held down will place it without any connecting wires.&lt;br /&gt;
&lt;br /&gt;
== How to slow down research/production? ==&lt;br /&gt;
&lt;br /&gt;
- Mainly about using different networks, networks connected with accus to limit power - todo -&lt;br /&gt;
&lt;br /&gt;
== Solar Farming ==&lt;br /&gt;
&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1865&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Liquid network ==&lt;br /&gt;
There are some points, which can show you, what needs or can be changed in the liquid network:&lt;br /&gt;
* If your steam engines can keep up 510 W of output during heavy load (when electric poles display satisfaction below 100%), it is safe to add more engines.&lt;br /&gt;
* If an engine displays a temperature below 100 degrees, add more boilers.&lt;br /&gt;
* If you look into the engines and the available energy is below 100%, add boilers/pumps or add a new line to your power plant.&lt;br /&gt;
* If needed energy is much below the available energy, all is fine.&lt;br /&gt;
* There are also tricks to avoid using too much power. See [[Electric network]].&lt;br /&gt;
&lt;br /&gt;
=== Storing hot water ===&lt;br /&gt;
&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3724&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fours&amp;diff=111457</id>
		<title>Fours</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fours&amp;diff=111457"/>
		<updated>2014-08-14T08:05:43Z</updated>

		<summary type="html">&lt;p&gt;Glyph: Redirected page to Furnace/fr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Furnace/fr]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Main_Page&amp;diff=111455</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Main_Page&amp;diff=111455"/>
		<updated>2014-08-14T07:55:33Z</updated>

		<summary type="html">&lt;p&gt;Glyph: /* &amp;quot;Before you play&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Adding Changelogs==&lt;br /&gt;
Shouldn&#039;t we add a changelog page and link it to the main one ?--[[User:Staxxy|Staxxy]] ([[User talk:Staxxy|talk]]) 22:53, 4 March 2013 (CET)&lt;br /&gt;
:It is actually linked on the main page as &amp;quot;Version History&amp;quot; under the &amp;quot;get the game&amp;quot; section. Not sure what the preference is on that name comparged to &amp;quot;Change Log&amp;quot;. - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:46, 16 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Pages blueprint==&lt;br /&gt;
We would need to set up conventional presentations for pages depending of their topic.&lt;br /&gt;
For example, all pages covering weapons should be presented the same way, with the same organisation, ect...--[[User:Staxxy|Staxxy]] ([[User talk:Staxxy|talk]]) 23:14, 4 March 2013 (CET)&lt;br /&gt;
:I like this idea! We need standard templates for the big categories to make navigating easier. I&#039;ll certainly start work on this as time allows. [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 08:11, 15 May 2014 (CEST)&lt;br /&gt;
::Putting updates on my navbox work over on [[Talk:Wiki_To-do_List]] to save this for talk about the main page. - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:35, 16 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
==More content==&lt;br /&gt;
&lt;br /&gt;
I started doing a bit of tweaking on the Main page over on [[User:BenWo/Main_Page]] to try and fit some more of these items. I&#039;ve also moved all of the HTML off into some templates to keep it cleaner. Feel free to go over there and move bits around with whatever ideas you&#039;ve got. :) - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:44, 16 May 2014 (CEST)&lt;br /&gt;
:Moved over the new version of the Main page I worked on, cleaning up the source a ton using some templates. There&#039;s empty space in the center cell for the GUIDES section (see To-Do talk page, now linked in lower-right main page cell). Any suggestions or whatnot, please discuss!! [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 13:54, 25 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
=== Top right box ===&lt;br /&gt;
&lt;br /&gt;
* Link to the list of News (Friday Facts, Random Ramblings...)&lt;br /&gt;
&lt;br /&gt;
=== Left box ===&lt;br /&gt;
&lt;br /&gt;
* What it is (short explanation)&lt;br /&gt;
&lt;br /&gt;
* [[Let&#039;s play]] page&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=19&amp;amp;t=829&lt;br /&gt;
&lt;br /&gt;
* Beginners Guide&lt;br /&gt;
(Sub-pages:&lt;br /&gt;
** Joseki (Good starting moves)&lt;br /&gt;
** The first day&lt;br /&gt;
** Exploring the map&lt;br /&gt;
** Electric Power&lt;br /&gt;
** Crafting&lt;br /&gt;
** Research&lt;br /&gt;
** Red&amp;amp;Green Potion&lt;br /&gt;
** Weapons&amp;amp;Armour&lt;br /&gt;
** Blue Potion&lt;br /&gt;
** Car&lt;br /&gt;
** Logistic Bots&lt;br /&gt;
** Train&lt;br /&gt;
** And bejond?)&lt;br /&gt;
&lt;br /&gt;
=== Center + right Box ===&lt;br /&gt;
&lt;br /&gt;
(Items, Networks, Special, Concept) is one big point in the center.&lt;br /&gt;
&lt;br /&gt;
=== Left lower box ===&lt;br /&gt;
&lt;br /&gt;
* FAQ&lt;br /&gt;
&lt;br /&gt;
* Map-Editor&lt;br /&gt;
** Convert map to Scenario&lt;br /&gt;
&lt;br /&gt;
* Game-Options&lt;br /&gt;
** Key-Defaults&lt;br /&gt;
&lt;br /&gt;
* Contributing&lt;br /&gt;
(&lt;br /&gt;
** For this wiki&lt;br /&gt;
** Link to mods&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Before you play&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The main page has &amp;quot;Console&amp;quot; under &amp;quot;Before you play&amp;quot;. I don&#039;t think it&#039;s appropriate for that section. --[[User:Glyph|Glyph]] ([[User talk:Glyph|talk]]) 15:27, 13 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Fixed. You are allowed to make such changes. This is a wiki. :) [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 23:40, 13 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:: Thanks! I am hesitant to edit the main page because I would start to move everything around and couldn&#039;t stop! --[[User:Glyph|Glyph]] ([[User talk:Glyph|talk]]) 09:55, 14 August 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Transport_belts/Physics&amp;diff=111452</id>
		<title>Talk:Transport belts/Physics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Transport_belts/Physics&amp;diff=111452"/>
		<updated>2014-08-14T03:35:32Z</updated>

		<summary type="html">&lt;p&gt;Glyph: /* Throughput numbers */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Throughput numbers ==&lt;br /&gt;
&lt;br /&gt;
The calculations on this page were based on math only and not experimentation. The highest throughputs I can possibly get for yellow and red conveyor belts is lower than that stated in this page. Here is an image of my experiment setup: http://i.imgur.com/Un39bfP.png. With multiple full blue conveyor inputs to yellow conveyor out, this belt compresses iron as far as it can go. It is compressed so much that the iron positions change and decompress up to a few tiles away. As you can see, the yellow belt is a straight line. I am getting 11.99 items/second for yellow belts, and 19.98 items/second for red belts. Given how close my numbers are to even digits and the fact that the game may have been slowed below 60 fps a tiny amount or that my timer was slightly off, I am willing to say that the developers designed the belts to be 12 and 20 units a second, respectively, and will update the article accordingly. Here is the data I have: http://i.imgur.com/XTFX7Jh.png --[[User:Glyph|Glyph]] ([[User talk:Glyph|talk]]) 05:35, 14 August 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_production&amp;diff=111440</id>
		<title>Power production</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_production&amp;diff=111440"/>
		<updated>2014-08-13T20:31:05Z</updated>

		<summary type="html">&lt;p&gt;Glyph: grammar, condensing text, writing original text in place of forum quotes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Electric network]] and [[Liquid network]] have many boundary points, when thinking for energy production. This page collects this points.&lt;br /&gt;
&lt;br /&gt;
== Building up power production ==&lt;br /&gt;
&lt;br /&gt;
=== How many pumps and burners are needed? ===&lt;br /&gt;
&lt;br /&gt;
One [[Pump|offshore pump]] supports 13 (99% max load) or 14 (100% load) boilers and 10 [[Steam engine|steam engines]]. Each steam engine needs roughly 1.31 boilers when running at full capacity.&lt;br /&gt;
&lt;br /&gt;
Hot water from boilers can also be stored in [[Storage Tank|storage tanks]] and used by extra steam engines during peak times or during night (if solar is in place). This energy storage technique can be used instead of or in addition to [[Basic accumulator|accumulators]].&lt;br /&gt;
&lt;br /&gt;
Forum thread on the requirements of pumps, burners, and steam engines: http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3094.&lt;br /&gt;
&lt;br /&gt;
== Producing enough energy? Checklist ==&lt;br /&gt;
&lt;br /&gt;
* Did you connect the steam engine to the [[Electric network]]? If not, a flash is blinking (to show, that it is not connected). Add some [[Power pole]]s near the steam engines that go to machines needing that power.&lt;br /&gt;
* Did you build up your liquid network as described in the [[Liquid network#Basic|Liquid network basics]]?&lt;br /&gt;
* Do you have enough [[pump]]s? You need 1 pump for every 9 [[steam engine]]s. It doesn&#039;t make sense to have more than 3 pumps, as the [[pipe]]s cannot transport more water.&lt;br /&gt;
* Does your liquid network has water? Look at the glass windows! Place two pipes after the last steam engine, to use it as a water sensor.&lt;br /&gt;
* Do you have enough [[Boiler]]s? The water temperature should reach 100 degrees. One of your burners should be reserve (not used, no lights in the burner) when you need to restart the energy system.&lt;br /&gt;
&lt;br /&gt;
== More usages of the accumulators ==&lt;br /&gt;
&lt;br /&gt;
=== Reduce energy consumption in critical times ===&lt;br /&gt;
[[Electric network#Storage|Accumulator]]s can be used to limit the need for power for some parts of your factory.&lt;br /&gt;
&lt;br /&gt;
There are naturally 3 items, which are good candidates for that:&lt;br /&gt;
&lt;br /&gt;
* [[Radar]]&lt;br /&gt;
* [[Lab]]s&lt;br /&gt;
* [[Electric furnace]]/[[electric mining drill|miner]]&lt;br /&gt;
&lt;br /&gt;
How does it work?&lt;br /&gt;
&lt;br /&gt;
An accumulator has a lower delivery priority than any other power-using entity, this guarantees, that it receives only energy, when you have enough. At the same time it can deliver energy in another electric network. Both facts together works in this case as a regulated transformer and delivers only energy into other networks, if you are producing enough. Or in other words: in a power shortage, only the unimportant parts of your factory stop - not the whole factory.&lt;br /&gt;
&lt;br /&gt;
This is fine if you want to guarantee that basic functions of your factory keep working (lasers, ammo production, very dependent on your priorities) no matter how much power usage you add.&lt;br /&gt;
&lt;br /&gt;
This especially makes sense for radars - the radar explores new parts of the map, and consumes a large amount of energy. It makes sense to limit it, because when you are low on energy exploring is the least important thing.&lt;br /&gt;
&lt;br /&gt;
In general this is a technique which works well only when you just researched accumulators and solar panels, but don&#039;t have enough resources to build big solar farms and accumulator farms.&lt;br /&gt;
&lt;br /&gt;
- todo : pics from a radar station, research labs and electric furnace behind an accu. -&lt;br /&gt;
&lt;br /&gt;
=== Order of with accu connected networks ===&lt;br /&gt;
&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=4814&lt;br /&gt;
&lt;br /&gt;
== Ways to store energy ==&lt;br /&gt;
&lt;br /&gt;
When it is about storing energy for later there are two questions:&lt;br /&gt;
* Which technology level is needed?&lt;br /&gt;
* How much afford to built the structure up?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dependent of the current technology-level this is a list of how you can store energy:&lt;br /&gt;
&lt;br /&gt;
* Principle: Adding lots of pipes and use much more steam-engines as really needed. Pipes store some energy, of course very little, but much enough to handle short energy drops of some seconds. In every case the over-usage of your energy production might be easier visible, if clever planned.&lt;br /&gt;
* As soon as you have oil-tanks, you can store quite significant amounts of hot water in them. See [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4770&amp;amp;hilit=+water#p36469 this article].&lt;br /&gt;
* This techniques stretches the time you can burn coal for you energy need, but sooner or later you will switch to accumulators. See [[Power_Production#Solar_Farming|Solar Farming]].&lt;br /&gt;
* Sooner or later you will also [[Power_Production#How_to_switch_off_steam_engines_in_the_night.2C_when_enough_accumulator_capacity_is_available.3F|switch of the steam engines, when you don&#039;t need them]].&lt;br /&gt;
* With small pumps you can control the flow of water. See [[Power_Production#Storing_hot_water|below]].&lt;br /&gt;
&lt;br /&gt;
== How to switch off steam engines in the night, when enough accumulator capacity is available? ==&lt;br /&gt;
&lt;br /&gt;
At some point, when you have enough [[solar panel]]s and [[Electric network#Storage|accumulator]]s you may use the [[steam engine]]s only as silent power-reserve, for example at the end of the night after a long fight. This is normally not possible, because [[steam engine]]s have a higher priority than accumulators - accumulators are only discharged if nothing else delivers. Or in other words, when the sun goes down, the steam engines turn on to keep the accumulators charged.&lt;br /&gt;
&lt;br /&gt;
But you can trick around this:&lt;br /&gt;
&lt;br /&gt;
[[File:T&amp;amp;T electric network1.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
The accumulator (hovered) is loaded from the main network. The accu-powered-network unloads this accu to power the fast inserter. If the accu is empty, the fast inserter doesn&#039;t work anymore, but the basic inserter remains working, because he is powered by the main network. He unloads the remaining wood from the chest. The chest gets empty and the smart inserter begins to work, filling up coal into the boiler.&lt;br /&gt;
&lt;br /&gt;
For simpleness we reduced it to only one boiler/steam engine, normally much more is needed to make sense! Note, that you only need to program the first inserter. Place the others with pressed shift-key. All you have to do then is to connect it with the wire.&lt;br /&gt;
&lt;br /&gt;
Basically this works, because the accumulator in this picture unloads a bit faster, than the accus in the main network, because he stays in &#039;&#039;&#039;two networks&#039;&#039;&#039; and so a bit more power is needed. It is recommended to place a second accu in neighborhood, which sits in the main network to have a direct reference.&lt;br /&gt;
&lt;br /&gt;
You can trim the accu powered network exactly to your needs by adding more accumulators or place some lights, or put in more wood, which extends or shorten the time before the accu(s) - and so the chest - is empty. With some experience you can trim this so, that the main accu power is empty after the steam engines are full powered again (it takes some time, until the boilers heat the water and steam engines are at full power again.)&lt;br /&gt;
&lt;br /&gt;
===Another example===&lt;br /&gt;
&lt;br /&gt;
:[[File:Autoshutoff2.png|300px|thumb|The red circle is the &amp;quot;sensor&amp;quot;. Watch the green wires going to the inserters.]]&lt;br /&gt;
&lt;br /&gt;
The chests with the burner inserters holding wood in his hand (so the chests must be filled with wood), is for fallback, if coal goes out.&lt;br /&gt;
&lt;br /&gt;
Various different setups seem possible...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
Tip for placing many smart inserters: Place the first inserter, program it and then place the rest of the inserters while holding SHIFT. This copies the settings from the inserter you already configured.&lt;br /&gt;
&lt;br /&gt;
For more informations about that you can also look into this [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=976 thread].&lt;br /&gt;
&lt;br /&gt;
After running, there is always some rest-energy in the steam-engine, the pipes and boiler. This is used at the beginning of the night, this is quite normal and cannot be avoided yet.&lt;br /&gt;
&lt;br /&gt;
This complicated setup might be replaced by an easier way in some future; sensors to measure the current state of accumulator capacity or pollution factor, switch the network off, instead of the inserter; there are many ideas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== What can be seen from the electric network info? ==&lt;br /&gt;
&lt;br /&gt;
[[File:Electric_Network_Info.jpg|700px|The Electric Network Info GUI]]&lt;br /&gt;
&lt;br /&gt;
The Electric network info GUI can be accessed by left-clicking any electric pole nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can see only the info from the electric network where that pole is connected to!&#039;&#039;&#039; Unlike the production-info (press P) the electric network info is not globally measured, but by network.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Consumption&#039;&#039;&#039; - What are the current consumption demands. This bar should &#039;&#039;always&#039;&#039; be full. Otherwise, it means your production is too low compared to the needed consumption.&lt;br /&gt;
# &#039;&#039;&#039;Production&#039;&#039;&#039; - What is the current production amount. This bar should &#039;&#039;never&#039;&#039; be full. Otherwise, it means you are at the limit of your power-production.&lt;br /&gt;
# &#039;&#039;&#039;[[Basic accumulator|Accumulator]] capacity&#039;&#039;&#039; - How much power is currently held inside of all your accumulators combined in [[Units|joule]]. For quick understanding: 1J = 1W * 1sec, see also [[wikipedia:Joule]]&lt;br /&gt;
# &#039;&#039;&#039;Timespan&#039;&#039;&#039; - Set the [[Time|time]] span for the graphs below&lt;br /&gt;
# &#039;&#039;&#039;Detailed Consumption&#039;&#039;&#039; - A list of consumers from highest power consumption to lowest. In the picture example, you can see that 2 [[Oil refinery|oil refineries]] take the most power, at 431 kW.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Production&#039;&#039;&#039; - A list of producers from highest power production to lowest. In the picture example, you can see that only 9 [[Steam engine]]s produce all the electricity in the factory.&lt;br /&gt;
# &#039;&#039;&#039;Consumption Graph&#039;&#039;&#039; - Shows the consumption of the different parts of your factory over time. You can choose the timespan as detailed in #4 above.&lt;br /&gt;
# &#039;&#039;&#039;Production Graph&#039;&#039;&#039; - Shows the production of the different producers of your factory over time. You can choose the timespan as detailed in #4 above.&lt;br /&gt;
&lt;br /&gt;
Note, that the timeframe influences the shown detailed production/consumption: the displayed watts is the summed up watts in the timeframe (in the graph below) divided by steps of that timeframe. This means you can see the consumption of radars, even if you mined them meanwhile.&lt;br /&gt;
&lt;br /&gt;
== How to set poles? ==&lt;br /&gt;
&lt;br /&gt;
- covering, rules with the length between poles etc. - todo -&lt;br /&gt;
&lt;br /&gt;
== How to drag electric wires myself? ==&lt;br /&gt;
&lt;br /&gt;
- basic stuff, pressing shift when setting a pole etc. - todo -&lt;br /&gt;
&lt;br /&gt;
== How to slow down research/production? ==&lt;br /&gt;
&lt;br /&gt;
- Mainly about using different networks, networks connected with accus to limit power - todo -&lt;br /&gt;
&lt;br /&gt;
== Solar Farming ==&lt;br /&gt;
&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1865&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Liquid network ==&lt;br /&gt;
There are some points, which can show you, what needs or can be changed in the liquid network:&lt;br /&gt;
* If your steam engines can keep up 510 W of output during heavy load (when electric poles display satisfaction below 100%), it is safe to add more engines.&lt;br /&gt;
* If an engine displays a temperature below 100 degrees, add more boilers.&lt;br /&gt;
* If you look into the engines and the available energy is below 100%, add boilers/pumps or add a new line to your power plant.&lt;br /&gt;
* If needed energy is much below the available energy, all is fine.&lt;br /&gt;
* There are also tricks to avoid using too much power. See [[Electric network]].&lt;br /&gt;
&lt;br /&gt;
=== Storing hot water ===&lt;br /&gt;
&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3724&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_production&amp;diff=111439</id>
		<title>Power production</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_production&amp;diff=111439"/>
		<updated>2014-08-13T20:18:51Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Electric network]] and [[Liquid network]] have many boundary points, when thinking for energy production. This page collects this points.&lt;br /&gt;
&lt;br /&gt;
== Building up power production ==&lt;br /&gt;
&lt;br /&gt;
=== How many pumps and burners are needed? ===&lt;br /&gt;
&lt;br /&gt;
One [[Offshore Pump|water pump]] supports 13 (99% max load) or 14 (100% load) boilers and 10 [[Steam Engine|steam engines]]. Each steam engine needs roughly 1.31 boilers.&lt;br /&gt;
&lt;br /&gt;
== Forum thread on the requirements of pumps, burners, and steam engines ==&lt;br /&gt;
See [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3094 the thread]!&lt;br /&gt;
&lt;br /&gt;
BurnHard says:&lt;br /&gt;
: 1 pump, 13(99% max load) - 14 (100% load) boilers, 10 engines&lt;br /&gt;
&lt;br /&gt;
: .. roughly 1.31 boilers for every engine (eg 5 engines = 5*1.31= 6.55 = 7 boilers, one pump.)&lt;br /&gt;
: Just don&#039;t feed more than 10 engines and 14 boilers with one pump.&lt;br /&gt;
&lt;br /&gt;
And an idea, which is eventually useful:&lt;br /&gt;
: If you want to go a step further, store hot water in tanks. I have tried a setup with only 15 boilers but 100 engines. The hot water after the boilers was stored in large (oil)tanks. At day when my solar worked the boilers had time to fill the storage with hot water, at night the steam engines drained the tanks.&lt;br /&gt;
&lt;br /&gt;
== Producing enough energy? Checklist ==&lt;br /&gt;
&lt;br /&gt;
* Did you connect the steam engine to the [[Electric network]]? If not, a flash is blinking (to show, that it is not connected). Add some [[Power pole]]s near the steam engines that go to machines needing that power.&lt;br /&gt;
* Did you build up your liquid network as described in the [[Liquid network#Basic|Liquid network basics]]?&lt;br /&gt;
* Do you have enough [[pump]]s? You need 1 pump for every 9 [[steam engine]]s. It doesn&#039;t make sense to have more than 3 pumps, as the [[pipe]]s cannot transport more water.&lt;br /&gt;
* Does your liquid network has water? Look at the glass windows! Place two pipes after the last steam engine, to use it as a water sensor.&lt;br /&gt;
* Do you have enough [[Boiler]]s? The water temperature should reach 100 degrees. One of your burners should be reserve (not used, no lights in the burner) when you need to restart the energy system.&lt;br /&gt;
&lt;br /&gt;
== More usages of the accumulators ==&lt;br /&gt;
&lt;br /&gt;
=== Reduce energy consumption in critical times ===&lt;br /&gt;
[[Electric network#Storage|Accumulator]]s can be used to limit the need for power for some parts of your factory.&lt;br /&gt;
&lt;br /&gt;
There are naturally 3 items, which are good candidates for that:&lt;br /&gt;
&lt;br /&gt;
* [[Radar]]&lt;br /&gt;
* [[Lab]]s&lt;br /&gt;
* [[Electric furnace]]/[[electric mining drill|miner]]&lt;br /&gt;
&lt;br /&gt;
How does it work?&lt;br /&gt;
&lt;br /&gt;
An accumulator has a lower delivery priority than any other power-using entity, this guarantees, that it receives only energy, when you have enough. At the same time it can deliver energy in another electric network. Both facts together works in this case as a regulated transformer and delivers only energy into other networks, if you are producing enough. Or in other words: in a power shortage, only the unimportant parts of your factory stop - not the whole factory.&lt;br /&gt;
&lt;br /&gt;
This is fine if you want to guarantee that basic functions of your factory keep working (lasers, ammo production, very dependent on your priorities) no matter how much power usage you add.&lt;br /&gt;
&lt;br /&gt;
This especially makes sense for radars - the radar explores new parts of the map, and consumes a large amount of energy. It makes sense to limit it, because when you are low on energy exploring is the least important thing.&lt;br /&gt;
&lt;br /&gt;
In general this is a technique which works well only when you just researched accumulators and solar panels, but don&#039;t have enough resources to build big solar farms and accumulator farms.&lt;br /&gt;
&lt;br /&gt;
- todo : pics from a radar station, research labs and electric furnace behind an accu. -&lt;br /&gt;
&lt;br /&gt;
=== Order of with accu connected networks ===&lt;br /&gt;
&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=4814&lt;br /&gt;
&lt;br /&gt;
== Ways to store energy ==&lt;br /&gt;
&lt;br /&gt;
When it is about storing energy for later there are two questions:&lt;br /&gt;
* Which technology level is needed?&lt;br /&gt;
* How much afford to built the structure up?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dependent of the current technology-level this is a list of how you can store energy:&lt;br /&gt;
&lt;br /&gt;
* Principle: Adding lots of pipes and use much more steam-engines as really needed. Pipes store some energy, of course very little, but much enough to handle short energy drops of some seconds. In every case the over-usage of your energy production might be easier visible, if clever planned.&lt;br /&gt;
* As soon as you have oil-tanks, you can store quite significant amounts of hot water in them. See [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4770&amp;amp;hilit=+water#p36469 this article].&lt;br /&gt;
* This techniques stretches the time you can burn coal for you energy need, but sooner or later you will switch to accumulators. See [[Power_Production#Solar_Farming|Solar Farming]].&lt;br /&gt;
* Sooner or later you will also [[Power_Production#How_to_switch_off_steam_engines_in_the_night.2C_when_enough_accumulator_capacity_is_available.3F|switch of the steam engines, when you don&#039;t need them]].&lt;br /&gt;
* With small pumps you can control the flow of water. See [[Power_Production#Storing_hot_water|below]].&lt;br /&gt;
&lt;br /&gt;
== How to switch off steam engines in the night, when enough accumulator capacity is available? ==&lt;br /&gt;
&lt;br /&gt;
At some point, when you have enough [[solar panel]]s and [[Electric network#Storage|accumulator]]s you may use the [[steam engine]]s only as silent power-reserve, for example at the end of the night after a long fight. This is normally not possible, because [[steam engine]]s have a higher priority than accumulators - accumulators are only discharged if nothing else delivers. Or in other words, when the sun goes down, the steam engines turn on to keep the accumulators charged.&lt;br /&gt;
&lt;br /&gt;
But you can trick around this:&lt;br /&gt;
&lt;br /&gt;
[[File:T&amp;amp;T electric network1.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
The accumulator (hovered) is loaded from the main network. The accu-powered-network unloads this accu to power the fast inserter. If the accu is empty, the fast inserter doesn&#039;t work anymore, but the basic inserter remains working, because he is powered by the main network. He unloads the remaining wood from the chest. The chest gets empty and the smart inserter begins to work, filling up coal into the boiler.&lt;br /&gt;
&lt;br /&gt;
For simpleness we reduced it to only one boiler/steam engine, normally much more is needed to make sense! Note, that you only need to program the first inserter. Place the others with pressed shift-key. All you have to do then is to connect it with the wire.&lt;br /&gt;
&lt;br /&gt;
Basically this works, because the accumulator in this picture unloads a bit faster, than the accus in the main network, because he stays in &#039;&#039;&#039;two networks&#039;&#039;&#039; and so a bit more power is needed. It is recommended to place a second accu in neighborhood, which sits in the main network to have a direct reference.&lt;br /&gt;
&lt;br /&gt;
You can trim the accu powered network exactly to your needs by adding more accumulators or place some lights, or put in more wood, which extends or shorten the time before the accu(s) - and so the chest - is empty. With some experience you can trim this so, that the main accu power is empty after the steam engines are full powered again (it takes some time, until the boilers heat the water and steam engines are at full power again.)&lt;br /&gt;
&lt;br /&gt;
===Another example===&lt;br /&gt;
&lt;br /&gt;
:[[File:Autoshutoff2.png|300px|thumb|The red circle is the &amp;quot;sensor&amp;quot;. Watch the green wires going to the inserters.]]&lt;br /&gt;
&lt;br /&gt;
The chests with the burner inserters holding wood in his hand (so the chests must be filled with wood), is for fallback, if coal goes out.&lt;br /&gt;
&lt;br /&gt;
Various different setups seem possible...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
Tip for placing many smart inserters: Place the first inserter, program it and then place the rest of the inserters while holding SHIFT. This copies the settings from the inserter you already configured.&lt;br /&gt;
&lt;br /&gt;
For more informations about that you can also look into this [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=976 thread].&lt;br /&gt;
&lt;br /&gt;
After running, there is always some rest-energy in the steam-engine, the pipes and boiler. This is used at the beginning of the night, this is quite normal and cannot be avoided yet.&lt;br /&gt;
&lt;br /&gt;
This complicated setup might be replaced by an easier way in some future; sensors to measure the current state of accumulator capacity or pollution factor, switch the network off, instead of the inserter; there are many ideas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== What can be seen from the electric network info? ==&lt;br /&gt;
&lt;br /&gt;
[[File:Electric_Network_Info.jpg|700px|The Electric Network Info GUI]]&lt;br /&gt;
&lt;br /&gt;
The Electric network info GUI can be accessed by left-clicking any electric pole nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can see only the info from the electric network where that pole is connected to!&#039;&#039;&#039; Unlike the production-info (press P) the electric network info is not globally measured, but by network.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Consumption&#039;&#039;&#039; - What are the current consumption demands. This bar should &#039;&#039;always&#039;&#039; be full. Otherwise, it means your production is too low compared to the needed consumption.&lt;br /&gt;
# &#039;&#039;&#039;Production&#039;&#039;&#039; - What is the current production amount. This bar should &#039;&#039;never&#039;&#039; be full. Otherwise, it means you are at the limit of your power-production.&lt;br /&gt;
# &#039;&#039;&#039;[[Basic accumulator|Accumulator]] capacity&#039;&#039;&#039; - How much power is currently held inside of all your accumulators combined in [[Units|joule]]. For quick understanding: 1J = 1W * 1sec, see also [[wikipedia:Joule]]&lt;br /&gt;
# &#039;&#039;&#039;Timespan&#039;&#039;&#039; - Set the [[Time|time]] span for the graphs below&lt;br /&gt;
# &#039;&#039;&#039;Detailed Consumption&#039;&#039;&#039; - A list of consumers from highest power consumption to lowest. In the picture example, you can see that 2 [[Oil refinery|oil refineries]] take the most power, at 431 kW.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Production&#039;&#039;&#039; - A list of producers from highest power production to lowest. In the picture example, you can see that only 9 [[Steam engine]]s produce all the electricity in the factory.&lt;br /&gt;
# &#039;&#039;&#039;Consumption Graph&#039;&#039;&#039; - Shows the consumption of the different parts of your factory over time. You can choose the timespan as detailed in #4 above.&lt;br /&gt;
# &#039;&#039;&#039;Production Graph&#039;&#039;&#039; - Shows the production of the different producers of your factory over time. You can choose the timespan as detailed in #4 above.&lt;br /&gt;
&lt;br /&gt;
Note, that the timeframe influences the shown detailed production/consumption: the displayed watts is the summed up watts in the timeframe (in the graph below) divided by steps of that timeframe. This means you can see the consumption of radars, even if you mined them meanwhile.&lt;br /&gt;
&lt;br /&gt;
== How to set poles? ==&lt;br /&gt;
&lt;br /&gt;
- covering, rules with the length between poles etc. - todo -&lt;br /&gt;
&lt;br /&gt;
== How to drag electric wires myself? ==&lt;br /&gt;
&lt;br /&gt;
- basic stuff, pressing shift when setting a pole etc. - todo -&lt;br /&gt;
&lt;br /&gt;
== How to slow down research/production? ==&lt;br /&gt;
&lt;br /&gt;
- Mainly about using different networks, networks connected with accus to limit power - todo -&lt;br /&gt;
&lt;br /&gt;
== Solar Farming ==&lt;br /&gt;
&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1865&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Liquid network ==&lt;br /&gt;
There are some points, which can show you, what needs or can be changed in the liquid network:&lt;br /&gt;
* If your steam engines can keep up 510 W of output during heavy load (when electric poles display satisfaction below 100%), it is safe to add more engines.&lt;br /&gt;
* If an engine displays a temperature below 100 degrees, add more boilers.&lt;br /&gt;
* If you look into the engines and the available energy is below 100%, add boilers/pumps or add a new line to your power plant.&lt;br /&gt;
* If needed energy is much below the available energy, all is fine.&lt;br /&gt;
* There are also tricks to avoid using too much power. See [[Electric network]].&lt;br /&gt;
&lt;br /&gt;
=== Storing hot water ===&lt;br /&gt;
&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3724&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pollution&amp;diff=111438</id>
		<title>Pollution</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pollution&amp;diff=111438"/>
		<updated>2014-08-13T20:15:02Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Pollution.png|400px|thumb|Example of ingame pollution (red squares) in the map]]&lt;br /&gt;
Pollution is represented as an abstract &amp;quot;cloud&amp;quot;, calculated [[Chunk|per chunk]] and visible on the minimap and [[Map]], when [[Alternative view]] is on (default [[Game-Options/Keyboard-Defaults#Alt|Alt-Key]]).&lt;br /&gt;
&lt;br /&gt;
[[Crafting network|It is produced by many buildings]] involved in processing items and spreads outwards at a steady rate.&lt;br /&gt;
&lt;br /&gt;
[[Pollution Production| Here are some charts to do with Pollution/De-Pollution.]]&lt;br /&gt;
&lt;br /&gt;
== Native life ==&lt;br /&gt;
* Pollution attracts [[Biter|Biters]] to your factory. [[Biter|Biters]] who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.&lt;br /&gt;
* [[Enemies#Spawner|Spawners]] absorb pollution, and this increases their evolution-factor.&lt;br /&gt;
&lt;br /&gt;
== Pollution dissipation==&lt;br /&gt;
* slowly (0.6 units per tick) at every [[Chunk]] (32x32) of map it covers. So the more the pollution spreads, the more is absorbed.&lt;br /&gt;
* [[Tree|Trees]] also absorb some pollution (See [[Pollution Production#De-polluters]]).&lt;br /&gt;
* [[Enemies#Spawner|Spawners]] absorb some pollution, but this will increase [[Difficulty#In freeplay|difficulty]] by raising the [[Lua/Game#evolutionfactor|Evolution factor]].&lt;br /&gt;
* In certain [[Mods]] it is possible to build devices or trees which reduce pollution.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
[[Module|Modules]] that list &amp;quot;+x% pollution&amp;quot; increase pollution multiplier, not a flat pollution rate. Final pollution value is (pollution multiplier * energy usage multiplier * base pollution), meaning heavily boosted buildings are likely to account for most of the pollution produced in a factory.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Pollution Production]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
* [[Module|Modules]]&lt;br /&gt;
* [[Enemies]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Time&amp;diff=111429</id>
		<title>Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Time&amp;diff=111429"/>
		<updated>2014-08-13T13:34:41Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Time.png|thumb|Crafting time icon.]]&lt;br /&gt;
=== Crafting time ===&lt;br /&gt;
&lt;br /&gt;
When hovering over an item recipe, you may see a clock symbol and a number. This is the amount of time needed to craft the item in [[Game-second|game seconds]]. [[Assembling machine|Assembling machines]] have a multiplier that determines their crafting speed. [[Module|Modules]] may also affect crafting time, either speeding it up or slowing it down for some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Game time ===&lt;br /&gt;
&lt;br /&gt;
Time in Factorio may also refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick|game time]]: measured in [[Game-tick]]s or [[Game-second]]s. This is very important.&lt;br /&gt;
* [[Lua/Game#speed|game speed factor]]: the factor that is used to multiply real time to achieve game time.&lt;br /&gt;
&lt;br /&gt;
Real time and game time is normally equal, so the factor is normally 1. It can be changed using the [[console]] and setting the variable [[Lua/Game#speed|game.speed]].&lt;br /&gt;
&lt;br /&gt;
Game time may also be slowed if the game processing cannot keep up (e.g. 100% of CPU resources are being used). If the game cannot keep up with real time, then the game time automatically decreases to the needed amount, resulting in stuttering gameplay.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick]]&lt;br /&gt;
* [[Game-tick]]&lt;br /&gt;
* [[Game-second]]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Time&amp;diff=111428</id>
		<title>Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Time&amp;diff=111428"/>
		<updated>2014-08-13T13:34:00Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Time.png|thumb|Crafting time icon.]]&lt;br /&gt;
=== Crafting time ===&lt;br /&gt;
&lt;br /&gt;
When hovering over an item recipe, you may see a clock symbol and a number. This is the amount of time in [[Game-second|game seconds]]. [[Assembling machine|Assembling machines]] have a multiplier that determines their crafting speed. [[Module|Modules]] may also affect crafting time, either speeding it up or slowing it down for some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Game time ===&lt;br /&gt;
&lt;br /&gt;
Time in Factorio may also refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick|game time]]: measured in [[Game-tick]]s or [[Game-second]]s. This is very important.&lt;br /&gt;
* [[Lua/Game#speed|game speed factor]]: the factor that is used to multiply real time to achieve game time.&lt;br /&gt;
&lt;br /&gt;
Real time and game time is normally equal, so the factor is normally 1. It can be changed using the [[console]] and setting the variable [[Lua/Game#speed|game.speed]].&lt;br /&gt;
&lt;br /&gt;
Game time may also be slowed if the game processing cannot keep up (e.g. 100% of CPU resources are being used). If the game cannot keep up with real time, then the game time automatically decreases to the needed amount, resulting in stuttering gameplay.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick]]&lt;br /&gt;
* [[Game-tick]]&lt;br /&gt;
* [[Game-second]]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Main_Page&amp;diff=111426</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Main_Page&amp;diff=111426"/>
		<updated>2014-08-13T13:27:10Z</updated>

		<summary type="html">&lt;p&gt;Glyph: /* &amp;quot;Before you play&amp;quot; */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Adding Changelogs==&lt;br /&gt;
Shouldn&#039;t we add a changelog page and link it to the main one ?--[[User:Staxxy|Staxxy]] ([[User talk:Staxxy|talk]]) 22:53, 4 March 2013 (CET)&lt;br /&gt;
:It is actually linked on the main page as &amp;quot;Version History&amp;quot; under the &amp;quot;get the game&amp;quot; section. Not sure what the preference is on that name comparged to &amp;quot;Change Log&amp;quot;. - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:46, 16 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Pages blueprint==&lt;br /&gt;
We would need to set up conventional presentations for pages depending of their topic.&lt;br /&gt;
For example, all pages covering weapons should be presented the same way, with the same organisation, ect...--[[User:Staxxy|Staxxy]] ([[User talk:Staxxy|talk]]) 23:14, 4 March 2013 (CET)&lt;br /&gt;
:I like this idea! We need standard templates for the big categories to make navigating easier. I&#039;ll certainly start work on this as time allows. [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 08:11, 15 May 2014 (CEST)&lt;br /&gt;
::Putting updates on my navbox work over on [[Talk:Wiki_To-do_List]] to save this for talk about the main page. - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:35, 16 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
==More content==&lt;br /&gt;
&lt;br /&gt;
I started doing a bit of tweaking on the Main page over on [[User:BenWo/Main_Page]] to try and fit some more of these items. I&#039;ve also moved all of the HTML off into some templates to keep it cleaner. Feel free to go over there and move bits around with whatever ideas you&#039;ve got. :) - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:44, 16 May 2014 (CEST)&lt;br /&gt;
:Moved over the new version of the Main page I worked on, cleaning up the source a ton using some templates. There&#039;s empty space in the center cell for the GUIDES section (see To-Do talk page, now linked in lower-right main page cell). Any suggestions or whatnot, please discuss!! [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 13:54, 25 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
=== Top right box ===&lt;br /&gt;
&lt;br /&gt;
* Link to the list of News (Friday Facts, Random Ramblings...)&lt;br /&gt;
&lt;br /&gt;
=== Left box ===&lt;br /&gt;
&lt;br /&gt;
* What it is (short explanation)&lt;br /&gt;
&lt;br /&gt;
* [[Let&#039;s play]] page&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=19&amp;amp;t=829&lt;br /&gt;
&lt;br /&gt;
* Beginners Guide&lt;br /&gt;
(Sub-pages:&lt;br /&gt;
** Joseki (Good starting moves)&lt;br /&gt;
** The first day&lt;br /&gt;
** Exploring the map&lt;br /&gt;
** Electric Power&lt;br /&gt;
** Crafting&lt;br /&gt;
** Research&lt;br /&gt;
** Red&amp;amp;Green Potion&lt;br /&gt;
** Weapons&amp;amp;Armour&lt;br /&gt;
** Blue Potion&lt;br /&gt;
** Car&lt;br /&gt;
** Logistic Bots&lt;br /&gt;
** Train&lt;br /&gt;
** And bejond?)&lt;br /&gt;
&lt;br /&gt;
=== Center + right Box ===&lt;br /&gt;
&lt;br /&gt;
(Items, Networks, Special, Concept) is one big point in the center.&lt;br /&gt;
&lt;br /&gt;
=== Left lower box ===&lt;br /&gt;
&lt;br /&gt;
* FAQ&lt;br /&gt;
&lt;br /&gt;
* Map-Editor&lt;br /&gt;
** Convert map to Scenario&lt;br /&gt;
&lt;br /&gt;
* Game-Options&lt;br /&gt;
** Key-Defaults&lt;br /&gt;
&lt;br /&gt;
* Contributing&lt;br /&gt;
(&lt;br /&gt;
** For this wiki&lt;br /&gt;
** Link to mods&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Before you play&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The main page has &amp;quot;Console&amp;quot; under &amp;quot;Before you play&amp;quot;. I don&#039;t think it&#039;s appropriate for that section. --[[User:Glyph|Glyph]] ([[User talk:Glyph|talk]]) 15:27, 13 August 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Time&amp;diff=111425</id>
		<title>Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Time&amp;diff=111425"/>
		<updated>2014-08-13T13:25:48Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Time.png|thumb|Crafting time icon.]]&lt;br /&gt;
=== Crafting time ===&lt;br /&gt;
&lt;br /&gt;
When hovering over an item recipe, you may see a clock symbol and a number. This is the amount of time in seconds needed to craft an item in [[Game-second|game seconds]]. [[Assembling machine|Assembling machines]] have a multiplier that determines their crafting speed. [[Module|Modules]] may also affect crafting time, either speeding it up or slowing it down for some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Game time ===&lt;br /&gt;
&lt;br /&gt;
Time in Factorio may also refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick|game time]]: measured in [[Game-tick]]s or [[Game-second]]s. This is very important.&lt;br /&gt;
* [[Lua/Game#speed|game speed factor]]: the factor that is used to multiply real time to achieve game time.&lt;br /&gt;
&lt;br /&gt;
Real time and game time is normally equal, so the factor is normally 1. It can be changed using the [[console]] and setting the variable [[Lua/Game#speed|game.speed]].&lt;br /&gt;
&lt;br /&gt;
Game time may also be slowed if the game processing cannot keep up (e.g. 100% of CPU resources are being used). If the game cannot keep up with real time, then the game time automatically decreases to the needed amount, resulting in stuttering gameplay.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick]]&lt;br /&gt;
* [[Game-tick]]&lt;br /&gt;
* [[Game-second]]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Time&amp;diff=111424</id>
		<title>Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Time&amp;diff=111424"/>
		<updated>2014-08-13T13:23:25Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Crafting time ===&lt;br /&gt;
&lt;br /&gt;
When hovering over an item recipe, you may see a clock symbol and a number. This is the amount of time in seconds needed to craft an item in [[Game-second|game seconds]]. [[Assembling machine|Assembling machines]] have a multiplier that determines their crafting speed. [[Module|Modules]] may also affect crafting time, either speeding it up or slowing it down for some other benefit. [[File:Time.png]]&lt;br /&gt;
&lt;br /&gt;
=== Game time ===&lt;br /&gt;
&lt;br /&gt;
Time in Factorio may also refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick|game time]]: measured in [[Game-tick]]s or [[Game-second]]s. This is very important.&lt;br /&gt;
* [[Lua/Game#speed|game speed factor]]: the factor that is used to multiply real time to achieve game time.&lt;br /&gt;
&lt;br /&gt;
Real time and game time is normally equal, so the factor is normally 1. It can be changed using the [[console]] and setting the variable [[Lua/Game#speed|game.speed]].&lt;br /&gt;
&lt;br /&gt;
Game time may also be slowed if the game processing cannot keep up (e.g. 100% of CPU resources are being used). If the game cannot keep up with real time, then the game time automatically decreases to the needed amount, resulting in stuttering gameplay.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick]]&lt;br /&gt;
* [[Game-tick]]&lt;br /&gt;
* [[Game-second]]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Time&amp;diff=111423</id>
		<title>Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Time&amp;diff=111423"/>
		<updated>2014-08-13T13:23:13Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Time.png]]&lt;br /&gt;
&lt;br /&gt;
=== Crafting time ===&lt;br /&gt;
&lt;br /&gt;
When hovering over an item recipe, you may see a clock symbol and a number. This is the amount of time in seconds needed to craft an item in [[Game-second|game seconds]]. [[Assembling machine|Assembling machines]] have a multiplier that determines their crafting speed. [[Module|Modules]] may also affect crafting time, either speeding it up or slowing it down for some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Game time ===&lt;br /&gt;
&lt;br /&gt;
Time in Factorio may also refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick|game time]]: measured in [[Game-tick]]s or [[Game-second]]s. This is very important.&lt;br /&gt;
* [[Lua/Game#speed|game speed factor]]: the factor that is used to multiply real time to achieve game time.&lt;br /&gt;
&lt;br /&gt;
Real time and game time is normally equal, so the factor is normally 1. It can be changed using the [[console]] and setting the variable [[Lua/Game#speed|game.speed]].&lt;br /&gt;
&lt;br /&gt;
Game time may also be slowed if the game processing cannot keep up (e.g. 100% of CPU resources are being used). If the game cannot keep up with real time, then the game time automatically decreases to the needed amount, resulting in stuttering gameplay.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick]]&lt;br /&gt;
* [[Game-tick]]&lt;br /&gt;
* [[Game-second]]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Time&amp;diff=111421</id>
		<title>Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Time&amp;diff=111421"/>
		<updated>2014-08-13T13:17:23Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Crafting time ===&lt;br /&gt;
&lt;br /&gt;
When hovering over an item recipe, you may see a clock symbol and a number. This is the amount of time in seconds needed to craft an item in [[Game-second|game seconds]]. [[Assembling machine|Assembling machines]] have a multiplier that determines their crafting speed. [[Module|Modules]] may also affect crafting time, either speeding it up or slowing it down for some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Game time ===&lt;br /&gt;
&lt;br /&gt;
Time in Factorio may also refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick|game time]]: measured in [[Game-tick]]s or [[Game-second]]s. This is very important.&lt;br /&gt;
* [[Lua/Game#speed|game speed factor]]: the factor that is used to multiply real time to achieve game time.&lt;br /&gt;
&lt;br /&gt;
Real time and game time is normally equal, so the factor is normally 1. It can be changed using the [[console]] and setting the variable [[Lua/Game#speed|game.speed]].&lt;br /&gt;
&lt;br /&gt;
Game time may also be slowed if the game processing cannot keep up (e.g. 100% of CPU resources are being used). If the game cannot keep up with real time, then the game time automatically decreases to the needed amount, resulting in stuttering gameplay.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick]]&lt;br /&gt;
* [[Game-tick]]&lt;br /&gt;
* [[Game-second]]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Time&amp;diff=111420</id>
		<title>Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Time&amp;diff=111420"/>
		<updated>2014-08-13T13:16:22Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Crafting Time ===&lt;br /&gt;
&lt;br /&gt;
When hovering over an item recipe, you may see a clock symbol and a number. This is the amount of time in seconds needed to craft an item in [[Game-second|game seconds]]. [[Assembling machine|Assembling machines]] have a multiplier that determines their crafting speed. [[Module|Modules]] may also affect crafting time, either speeding it up or slowing it down for some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Game Time ===&lt;br /&gt;
&lt;br /&gt;
Time in Factorio may also refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick|game time]]: measured in [[Game-tick]]s or [[Game-second]]s. This is very important.&lt;br /&gt;
* [[Lua/Game#speed|game speed factor]]: the factor that is used to multiply real time to achieve game time.&lt;br /&gt;
&lt;br /&gt;
Real time and game time is normally equal, so the factor is normally 1. It can be changed using the [[console]] and setting the variable [[Lua/Game#speed|game.speed]].&lt;br /&gt;
&lt;br /&gt;
Game time may also be slowed if the game processing cannot keep up (e.g. 100% of CPU resources are being used). If the game cannot keep up with real time, then the game time automatically decreases to the needed amount, resulting in stuttering gameplay.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick]]&lt;br /&gt;
* [[Game-tick]]&lt;br /&gt;
* [[Game-second]]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Time&amp;diff=111419</id>
		<title>Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Time&amp;diff=111419"/>
		<updated>2014-08-13T13:16:07Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Crafting Time ===&lt;br /&gt;
&lt;br /&gt;
When hovering over an item recipe, you may see a clock symbol and a number. This is the amount of time in seconds needed to craft an item in [[Game-second|game seconds]]. [[Assembling machine|Assembling machines]] have a multiplier that determines their crafting speed. [[Module|Modules]] may also affect crafting time, either speeding it up or slowing it down for some other benefit.&lt;br /&gt;
&lt;br /&gt;
=== Game Time ===&lt;br /&gt;
&lt;br /&gt;
Time in Factorio may also refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick|game time]]: measured in [[Game-tick]]s or [[Game-second]]s. This is very important.&lt;br /&gt;
* [[Lua/Game#speed|game speed factor]]: the factor that is used to multiply real time to achieve game time.&lt;br /&gt;
&lt;br /&gt;
Real time and game time is normally equal, so the factor is normally 1. It can be changed using the [[console]] and setting the variable [[Lua/Game#speed|game.speed]].&lt;br /&gt;
&lt;br /&gt;
Game time may also be slowed if the game processing cannot keep up (e.g. 100% of CPU resources are being used). If the game cannot keep up with real time, then the game time automatically decreases to the needed amount, resulting in stuttering gameplay.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick]]&lt;br /&gt;
* [[Game-tick]]&lt;br /&gt;
* [[Game-second]]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Time&amp;diff=111418</id>
		<title>Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Time&amp;diff=111418"/>
		<updated>2014-08-13T13:15:55Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Crafting Time ==&lt;br /&gt;
&lt;br /&gt;
When hovering over an item recipe, you may see a clock symbol and a number. This is the amount of time in seconds needed to craft an item in [[Game-second|game seconds]]. [[Assembling machine|Assembling machines]] have a multiplier that determines their crafting speed. [[Module|Modules]] may also affect crafting time, either speeding it up or slowing it down for some other benefit.&lt;br /&gt;
&lt;br /&gt;
== Game Time ==&lt;br /&gt;
&lt;br /&gt;
Time in Factorio may also refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick|game time]]: measured in [[Game-tick]]s or [[Game-second]]s. This is very important.&lt;br /&gt;
* [[Lua/Game#speed|game speed factor]]: the factor that is used to multiply real time to achieve game time.&lt;br /&gt;
&lt;br /&gt;
Real time and game time is normally equal, so the factor is normally 1. It can be changed using the [[console]] and setting the variable [[Lua/Game#speed|game.speed]].&lt;br /&gt;
&lt;br /&gt;
Game time may also be slowed if the game processing cannot keep up (e.g. 100% of CPU resources are being used). If the game cannot keep up with real time, then the game time automatically decreases to the needed amount, resulting in stuttering gameplay.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick]]&lt;br /&gt;
* [[Game-tick]]&lt;br /&gt;
* [[Game-second]]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Time&amp;diff=111417</id>
		<title>Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Time&amp;diff=111417"/>
		<updated>2014-08-13T13:14:55Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When hovering over an item recipe, you may see a clock symbol and a number. This is the amount of time in seconds needed to craft an item in [[Game-second|game seconds]]. [[Assembling machine|Assembling machines]] have a multiplier that determines their crafting speed. [[Module|Modules]] may also affect crafting time, either speeding it up or slowing it down for some other benefit.&lt;br /&gt;
&lt;br /&gt;
Time in Factorio may also refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick|game time]]: measured in [[Game-tick]]s or [[Game-second]]s. This is very important.&lt;br /&gt;
* [[Lua/Game#speed|game speed factor]]: the factor that is used to multiply real time to achieve game time.&lt;br /&gt;
&lt;br /&gt;
Real time and game time is normally equal, so the factor is normally 1. It can be changed using the [[console]] and setting the variable [[Lua/Game#speed|game.speed]].&lt;br /&gt;
&lt;br /&gt;
Game time may also be slowed if the game processing cannot keep up (e.g. 100% of CPU resources are being used). If the game cannot keep up with real time, then the game time automatically decreases to the needed amount, resulting in stuttering gameplay.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick]]&lt;br /&gt;
* [[Game-tick]]&lt;br /&gt;
* [[Game-second]]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Time&amp;diff=111416</id>
		<title>Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Time&amp;diff=111416"/>
		<updated>2014-08-13T13:12:45Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When hovering over an item recipe, you may see a clock symbol and a number. This is the amount of time in seconds needed to craft an item in [[Game-second|game seconds]]. [[Assembling machine|Assembling machines]] have a multiplier that determines their crafting speed. [[Module|Modules]] may also affect crafting time, either speeding it up or slowing it down for some other benefit.&lt;br /&gt;
&lt;br /&gt;
Time in Factorio may also refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick|game time]]: measured in [[Game-tick]]s or [[Game-second]]s. This is very important.&lt;br /&gt;
* [[Lua/Game#speed|game speed factor]]: the factor that is used to multiply real time to achieve game time.&lt;br /&gt;
&lt;br /&gt;
Real time and game time is normally equal, so the factor is normally 1. It can be changed using the [[console]] and setting [[Lua/Game#speed]].&lt;br /&gt;
&lt;br /&gt;
This is also influenced by the speed of your CPU. If your computer us too slow, the game time automatically decreases to the needed amount, which results in stuttering gameplay.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Lua/Game#tick]]&lt;br /&gt;
* [[Game-tick]]&lt;br /&gt;
* [[Game-second]]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Offshore_pump&amp;diff=111415</id>
		<title>Talk:Offshore pump</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Offshore_pump&amp;diff=111415"/>
		<updated>2014-08-13T13:02:36Z</updated>

		<summary type="html">&lt;p&gt;Glyph: Created page with &amp;quot;Article needs to be renamed to &amp;quot;Offshore Pump&amp;quot;, the name of the actual item. --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Article needs to be renamed to &amp;quot;Offshore Pump&amp;quot;, the name of the actual item. --[[User:Glyph|Glyph]] ([[User talk:Glyph|talk]]) 15:02, 13 August 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Offshore_pump&amp;diff=111414</id>
		<title>Offshore pump</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Offshore_pump&amp;diff=111414"/>
		<updated>2014-08-13T13:02:05Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;offshore pump&#039;&#039;&#039; is the only source of water. It is commonly used to provide steam to [[Steam engine|steam engines]] for power generation. The offshore pump itself requites no power to operate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|iron-gear-wheel|1|Iron gear wheel}} + {{icon|pipe|1|Pipe}} + {{icon|electronic-circuit|2|Electronic circuit}} + {{icon|time icon|1|time}} =&amp;gt; {{icon|pump|1|Pump}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|iron-plate|5|Iron plate}} {{icon|copper-plate|3|Copper plate}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Liquid network]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Glyph&amp;diff=111399</id>
		<title>User:Glyph</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Glyph&amp;diff=111399"/>
		<updated>2014-08-13T12:07:27Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Hello! ==&lt;br /&gt;
&lt;br /&gt;
I am Glyph :]&lt;br /&gt;
&lt;br /&gt;
I have a twitch stream: http://twitch.tv/glyph27.&lt;br /&gt;
&lt;br /&gt;
== Sandbox ==&lt;br /&gt;
&lt;br /&gt;
[[File:Train Station to Cargo separation.png|thumb|512px|Yep.]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Glyph&amp;diff=111398</id>
		<title>User:Glyph</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Glyph&amp;diff=111398"/>
		<updated>2014-08-13T12:07:04Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Hello! ==&lt;br /&gt;
&lt;br /&gt;
I am Glyph :]&lt;br /&gt;
&lt;br /&gt;
Check out my Twitch stream at http://twitch.tv/glyph27.&lt;br /&gt;
&lt;br /&gt;
== Sandbox ==&lt;br /&gt;
&lt;br /&gt;
[[File:Train Station to Cargo separation.png|thumb|512px|Yep.]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Glyph&amp;diff=111397</id>
		<title>User:Glyph</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Glyph&amp;diff=111397"/>
		<updated>2014-08-13T12:06:51Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Hello! ==&lt;br /&gt;
&lt;br /&gt;
I am Glyph :]&lt;br /&gt;
&lt;br /&gt;
Check out my Twitch stream at http://twitch.tv/glyph27[http://twitch.tv/glyph27].&lt;br /&gt;
&lt;br /&gt;
== Sandbox ==&lt;br /&gt;
&lt;br /&gt;
[[File:Train Station to Cargo separation.png|thumb|512px|Yep.]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Glyph&amp;diff=111396</id>
		<title>User:Glyph</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Glyph&amp;diff=111396"/>
		<updated>2014-08-13T12:06:09Z</updated>

		<summary type="html">&lt;p&gt;Glyph: /* Hello! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Hello! ==&lt;br /&gt;
&lt;br /&gt;
I am Glyph :]&lt;br /&gt;
&lt;br /&gt;
Check out my Twitch stream at [http://twitch.tv/glyph27].&lt;br /&gt;
&lt;br /&gt;
== Sandbox ==&lt;br /&gt;
&lt;br /&gt;
[[File:Train Station to Cargo separation.png|thumb|512px|Yep.]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Glyph&amp;diff=111395</id>
		<title>User:Glyph</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Glyph&amp;diff=111395"/>
		<updated>2014-08-13T12:05:03Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Hello! ==&lt;br /&gt;
&lt;br /&gt;
* I am Glyph :]&lt;br /&gt;
&lt;br /&gt;
== Sandbox ==&lt;br /&gt;
&lt;br /&gt;
[[File:Train Station to Cargo separation.png|thumb|512px|Yep.]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Glyph&amp;diff=111392</id>
		<title>User:Glyph</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Glyph&amp;diff=111392"/>
		<updated>2014-08-13T11:31:51Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Hello! ==&lt;br /&gt;
&lt;br /&gt;
* I am Glyph :]&lt;br /&gt;
&lt;br /&gt;
[[File:Train Station to Cargo separation.png|thumb|512px|A very minimal station. The gaps between the inserters are no longer needed.]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Glyph&amp;diff=111391</id>
		<title>User:Glyph</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Glyph&amp;diff=111391"/>
		<updated>2014-08-13T11:31:30Z</updated>

		<summary type="html">&lt;p&gt;Glyph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Hello! ==&lt;br /&gt;
&lt;br /&gt;
* I am Glyph :]&lt;br /&gt;
&lt;br /&gt;
[[File:station-example-1.png|thumb|512px|A very minimal station. The gaps between the inserters are no longer needed.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Train Station to Cargo separation.png&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fast_inserter&amp;diff=111267</id>
		<title>Fast inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fast_inserter&amp;diff=111267"/>
		<updated>2014-08-04T10:10:56Z</updated>

		<summary type="html">&lt;p&gt;Glyph: See http://www.factorioforums.com/wiki/index.php?title=Inserters for inserter speeds.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machinery&lt;br /&gt;
|name=Fast inserter&lt;br /&gt;
|icon=fast-inserter&lt;br /&gt;
|image=Fast-Inserter-Between-Chests.png&lt;br /&gt;
|health=40&lt;br /&gt;
|energy=32 kW ([[Electric network|electric]])&lt;br /&gt;
|drain=400 W ([[Electric network|electric]])&lt;br /&gt;
|recipe={{icon|inserter|1|Inserter}}+{{icon|iron-plate|2|Iron plate}}+{{icon|electronic-circuit|2|Electronic circuit}}+{{icon|Time icon|0.5|time}}→{{icon|fast-inserter|1|Fast inserter}}&lt;br /&gt;
|raw={{icon|iron-plate|8|Iron plate}}+{{icon|copper-plate|4.5|Copper plate}}+{{icon|time icon|5.3|Time}}&lt;br /&gt;
|producers={{icon|assembling-machine-1||Assembling machine 1}} {{icon|assembling-machine-2||Assembling machine 2}} {{icon|assembling-machine-3||Assembling machine 3}}&lt;br /&gt;
|consumers={{icon|assembling-machine-1||Assembling machine 1}} {{icon|assembling-machine-2||Assembling machine 2}} {{icon|assembling-machine-3||Assembling machine 3}}&lt;br /&gt;
|technologies={{icon|logistics||Logistics 1}}&lt;br /&gt;
}}&lt;br /&gt;
The [[Fast inserter]] is an electric inserter that is more than twice as fast as the regular [[Inserter]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
[[Category: Items]] [[Category: Transport network]] [[Category: Electric network]]&lt;/div&gt;</summary>
		<author><name>Glyph</name></author>
	</entry>
</feed>